Requirements explained
How do I get my fucking mod working and what do dependencies have to do with it?
This guide will show you how to debug a dependency chain to troubleshoot a mod. It'll use VirtualAtelier for an example, but the same principle applies to each and any mod.
In the process of this guide, you will be told to check a certain mod's log file. If you don't know how to do that, check this page for a step-by-step guide.Technique: Reading log files
It is something that your mod needs to work; for that reason, requirements are also called dependencies. The game will load them first.
Most of them are other mods.

You're trying to install a mod — and it's not working.
For Atelier stores, there won't be individual log files. Skip here, starting with VirtualAtelier as a dependency.
Search for a matching log file in the Cyberpunk folder (either the mod's name or in the mod's folder). Here are instructions on how you do that.
Your mod is being loaded, so the dependencies are OK (if they aren't, the log file would tell you so).
Warnings in the log file don't necessarily mean that something is outright broken. But since you're here and your mod isn't working, that is probably the case. Proceed with troubleshooting.
The good news: the mod itself is not the problem.
Open the mod's Nexus page and check the Description tab (the first one). You will see something like this:

If you don't know if a mod is optional, it's most likely not.
For each of the dependencies:
- 1.If it's marked as optional and you don't have it installed, ignore it and proceed with the next.
- 2.If you don't have it installed and it's not marked as optional, install it.
- 3.If it's marked as optional with a condition and you match (e.g. "install if you're using codeware"), install it.
- 4.
Last modified 5mo ago