> This is part 1 of 6 of the full documentation (pages 1–100 of 533).
> The content is paginated: fetch every part to see all of it.
> Next part: https://wiki.redmodding.org/cyberpunk-2077-modding/llms-full.txt/1
> Page index: https://wiki.redmodding.org/cyberpunk-2077-modding/llms.txt

# Agent Instructions
This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com.

## Querying This Documentation
This site has an agentic ask interface you may use to query the documentation dynamically by asking a question.

Perform an HTTP GET request on the following URL with the `ask` and `goal` query parameters:

```
GET https://wiki.redmodding.org/cyberpunk-2077-modding/index.md?ask=<question>&goal=<user_goal>
```

`ask` is the immediate question: it should be specific, self-contained, and written in natural language.
`goal` is what the user is ultimately trying to achieve, the reason they need the answer. Sharing it helps GitBook give you a better, more relevant answer. A goal is most helpful when it describes the outcome the user wants rather than restating the question. For example, with `ask=how do I create an API token`, a goal like `automate deployments from our CI pipeline` lets GitBook tailor the answer to that use case.

The response will contain a direct answer to the question and relevant excerpts and sources from the documentation.

---

# Home

Welcome to the Cyberpunk 2077 modding wiki!

This is the dedicated repository for all those that want to reference the API, and learn about modifying CyberPunk 2077 to make the game yours. [Get Started](/cyberpunk-2077-modding/modding-guides/world-editing/native-interactions-framework/getting-started)!

> <mark style="color:blue;">**Coming from github? We're editing on**</mark> [<mark style="color:blue;">**Gitbook**</mark>](https://wiki.redmodding.org/cyberpunk-2077-modding/) <mark style="color:blue;">**these days!**</mark>

<div data-full-width="true"><figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-b769d327228fa6b46c8e632707ccaf090b8af33d%2FType%3DDown.png?alt=media" alt=""><figcaption></figcaption></figure></div>

{% hint style="success" %}
**Make this wiki better**!\
[Become an editor](https://app.gitbook.com/invite/-MP5ijqI11FeeX7c8-N8/IZreyNnVlImKaeMtoJLY), share your knowledge so others may learn, check out our [Discord Server](https://discord.gg/redmodding).
{% endhint %}

<table data-card-size="large" data-column-title-hidden data-view="cards"><thead><tr><th></th><th data-hidden></th><th data-hidden></th><th data-hidden data-card-cover data-type="files"></th><th data-hidden data-card-target data-type="content-ref"></th></tr></thead><tbody><tr><td>Modding Troubleshooting</td><td></td><td></td><td><a href="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-b7899baaf45d38be1526547b0fa56b6d2fd5713f%2Fusing_mods.png?alt=media">using_mods.png</a></td><td><a href="/cyberpunk-2077-modding/for-mod-users/user-guide-troubleshooting">Troubleshooting</a></td></tr><tr><td>Mod Dev - Getting Started</td><td></td><td></td><td><a href="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-93a083e5fdffa29d0967986cbb31853c9a2dad07%2Fmaking_mods.png?alt=media">making_mods.png</a></td><td><a href="/cyberpunk-2077-modding/modding-guides/getting-started-making-mods">Modding Guides</a></td></tr></tbody></table>

<div data-full-width="true"><figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-bd4aef0f9108fa9b2b3ffcac050185247ad76ffb%2FType%3DUp.png?alt=media" alt=""><figcaption></figcaption></figure></div>


# The Wiki

How to contribute to the thing you're currently reading (please do)!

## Summary

**Published**: Feb 11 2024 by [mana vortex](mailto:undefined)\
**Last documented update**: Nov 10 2024 by [mana vortex](mailto:undefined)

This page gives you some intel on how the wiki works and why you should start contributing.

To skip the pep talk, you can jump directly to [#how-to-edit](#how-to-edit "mention") or [**sign up here**](https://app.gitbook.com/invite/-MP5ijqI11FeeX7c8-N8/IZreyNnVlImKaeMtoJLY) (github/Google account required)

## Why you should edit the wiki

{% hint style="info" %}
If you're already convinced, you can skip straight ahead to [#how-to-edit](#how-to-edit "mention") or [#requesting-reviews](#requesting-reviews "mention")
{% endhint %}

Wikis are the most open source thing since the invention of democracy, because everyone can edit them (that includes you!). They gather and share knowledge, facilitating all kinds of beautiful change — like the library of Alexandria before it was DDOSed by fire.

In terms of our wiki, that means:

* **Everyone** can learn how to make mods for Cyberpunk 2077\
  ℹ *You don't know shit about Netrunning? Doesn't matter,* [*here's how you can make a t-shirt*](/cyberpunk-2077-modding/modding-guides/items-equipment/adding-new-items)*!*
* We don't have to research stuff all over\
  [*Here's what we have about glowing materials*](/cyberpunk-2077-modding/for-mod-creators-theory/materials/configuring-materials/emissive-material-properties)*. Want more than that? Here's where you can start digging...*
* You can easily find people who can help you\
  ℹ *Published: Feb 11 2024 by* [mana vortex](mailto:undefined)\
  ℹ *If you make any progress on this, please contact* [mana vortex](mailto:undefined) *on Discord*

**Unfortunately, most people don't edit the wiki.**

Of course there are plenty of good reasons, so let's go over them one by one (open the box)

{% hint style="success" %}
You will never be bullied for sharing knowledge or skills on this wiki. If you ever feel as if you are, please get in touch with the mods on the [Wolvenkit Discord](http://discord.gg/redmodding), and we'll clear up the misunderstanding — because communication is hard and everyone here has the same goals.
{% endhint %}

<details>

<summary>Reasons Not To Edit The Wiki</summary>

**But I don't know how!**

That's easy, just scroll down to [#how-to-edit](#how-to-edit "mention") and find out!

**But I'll just ruin everything!**

No, you won't. Every change you make has to be reviewed by one of our **wiki admins** before going live, so you really couldn't if you tried.

**But my English is bad!**

I promise you, nobody else will care about this as much as you do. Personally, I'm so happy about the guide/wiki page's existence that I love the author all the more for not letting grammar get in the way.

That being said, if you really feel uncomfortable publishing anything in "bad English", we can solve that! You can either add it to the [title of your change request](#change-request-titles) (e.g. "`PLEASE FIX GRAMMAR my guide about stuff`"), or run your text through ChatGPT (this is exactly what LLMs are for!)

**But this is just speculation! I haven't verified it!**

No problem at all, just pop an info box at the top of your wiki page or section:

This stuff is **not verified**! If you can confirm it (or find out how it really works), please update this page or get in touch with (you) via (however)!

... and then go ahead. Remember, wikis are collaborative! Once you've put a foundation, others can pitch in and improve.

**But I have only half-understood this!**

Imagine the following situation:

In a world without wikis, you want to edit the colour of a car. After a bracing journey, you make it to the Discord server, where you find the `textures-and-materials` channel and ask. Someone cheerfully tells you:

Cyberpunk doesn't use textured materials, so you'll have to edit a multilayered file. For that, you're gonna want MLSetupBuilder, it's linked all over the place, there's also a channel somewhere under tools, or was it a thread? I dunno!

\<they ping the tool's creator, who is not responding — presumably AFK>

Ah, nvm. Just use the search function, you'll find people talking about this!

\<you use the search function. There are thousands of hits.>

That is why even a shitty wiki page is better than none. At the very least, it's a point to collect information and links.

Besides, from personal experience — writing guides helps me to understand a process much better.

**But I'm just me! Why can't someone competent write this?**

There are two kinds of people: those who can write documentation and those who don't. A lot of people simply *suck* at explaining things (I'm sure you had at least one of those as a teacher), which rules them out for creating wiki guides.

That leaves a much smaller group, which again splits in two halves: those who hate writing documentation, and those who don't.

So you're looking for a competent person who is good at explaining things and doesn't hate making guides. That's not very many people, and most of them have other things to do besides writing wiki pages (making mods, developing tools, slaving away for a corporation to earn a living wage, you name it). Sure, if you wait long enough, someone will probably get around to it, but... chances are that it's someone just like you.

**OK, I'm sold! I'll edit as soon as...**

With all due respect, DO IT NOW!

Because "as soon as" never comes.

You'll be killed by a dropping anvil. Or you will be replaced by bodystealers from the dark side of the moon, who never intended to edit. Or while double-checking your facts, you'll notice another rabbit hole that you want to go down first. Or you'll forget about it. Or real life will get in the way.

Get that information out of your head and into a change request. If you never finish up on it, somebody else will — but at least your knowledge doesn't die with you.

Good luck, soldier!

</details>

***

## How to edit

Before you can edit, you need to [sign up to Gitbook](https://app.gitbook.com/invite/-MP5ijqI11FeeX7c8-N8/IZreyNnVlImKaeMtoJLY) (no way around it). It's integrated with github, so you can use that or your google log-in.

As of today (March 2024), I've never received a single spam mail from them.

### Change requests

You can't edit without a **change request** (which is a snapshot of the wiki as-it-is that you can fuck around with to your heart's content).

Until you complete the steps under [#requesting-reviews](#requesting-reviews "mention") and a wiki admin merges your changes, nothing of what you do will go live, so you can safely break everything.

{% hint style="info" %}
Please **name** your change request immediately - it helps to keep track of what's what, and also makes it easier to delete obsolete change requests.
{% endhint %}

Your edits will be **saved** in your change request, so that you (or somebody else) can resume editing later. See

#### Creating a new change request

{% hint style="warning" %}
When creating a new change request, please give it a title **immediately** (see the screenshot under [#browsing-existing-change-requests](#browsing-existing-change-requests "mention") as for why)
{% endhint %}

You can create one by clicking the Edit button in the upper right corner:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-97128a16ef3f8c4f64bf013246193922c279156d%2Fgitbook_edit_view.png?alt=media" alt=""><figcaption></figcaption></figure>

If you want to know more, you can check [gitbook's official documentation](https://docs.gitbook.com/content-editor/editor/change-requests) for this, or read the TL;DR below:

#### Browsing existing change requests

In the top left of your

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-7c42210ec1b87190649379183f91d8a389dbb15a%2Fchange_requests_browsing_1.png?alt=media" alt=""><figcaption></figcaption></figure>

Clicking on "Change Requests" to the left opens a side bar panel where you can browse existing change requests:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-725e452f874cbfb59c86188dbc43d84e0f92bdca%2Fwiki_editing_change_request_list.png?alt=media" alt=""><figcaption><p>Who created a change request doesn't matter much - everyone can edit them</p></figcaption></figure>

#### Creating new change requests

Click the "Edit" button to create a new change request:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-6e3aecbdd45aeef84c90ad59ec0fa17e205af41a%2Fwiki_change_request_new.png?alt=media" alt=""><figcaption></figcaption></figure>

### Uploading files

You can upload images by either **pasting them**, or drag-and-dropping them into the article. Please make sure to

### Requesting reviews

When you're done editing, you can request a review. The button is on the topright where the Edit button used to be:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-276ede59059012b4f636fcec2b636620d22152de%2Fwiki_editing_browse_changes.png?alt=media" alt=""><figcaption></figcaption></figure>

... and that's it. After requesting a review, you don't have to do anything — your MR either gets merged directly, or the reviewer may change some things around (usually scatter some links), or they'll get back on you to clear things up.

## Editing guidelines

Please check the [#editing-guidelines](#editing-guidelines "mention") page for a few basics on wiki editing!


# Editing guidelines

## Summary

**Created:** Nov 10 2024 by [mana vortex](mailto:undefined)\
**Last documented update:** Nov 10 2024 by [mana vortex](mailto:undefined)

This page contains our wiki editing guidelines.

### Wait, this is not what I want!

* If you would rather learn how to edit the wiki, please check [The Wiki](/cyberpunk-2077-modding/the-wiki) -> [The Wiki](/cyberpunk-2077-modding/the-wiki#how-to-edit)

## Basics

### 1. Name your merge requests

The first thing you should do after clicking the "Edit in Change Request" button is to give your merge request a title. Not only will future you be grateful, nothing is more annoying than returning to something like this:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-396ab69632ee9683af59d1313fb3bf81e9029a0c%2Fwiki_name_your_merge_requests.png?alt=media" alt="" width="216"><figcaption></figcaption></figure>

### 2. Add a header on new pages

Please give your wiki page a header (see [#summary](#summary "mention")). You can find a template to copy and paste under [Page Header: Summary](/cyberpunk-2077-modding/the-wiki/editing-guidelines/page-header-summary).

{% hint style="info" %}
When updating a page, please adjust the "last documented update" line. (I keep forgetting myself, but it'll help people to see what is up-to-date and what isn't)
{% endhint %}

### 3. Name your images

You can add images into the editor by either **pasting from clipboard** or **drag-and-dropping a file**.

Unfortunately, gitbook's default name is as helpful as the NCPD customer feedback box:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-39f7d5081b170bc158f4533e5d8cdb77d951379f%2Fwiki_image_names_suck.png?alt=media" alt=""><figcaption><p>They <a href="https://github.com/orgs/GitbookIO/discussions/691">know about this</a>, but haven't changed it yet.</p></figcaption></figure>

Please **name your images**. As of November 2024, you can find the "`Files`" section on the left, in a tab behind the "`Pages`" tree:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-5853c13872d38193d89e4e262476e018149ef15b%2Fwiki_rename_your_images.png?alt=media" alt=""><figcaption></figcaption></figure>

## Styleguide

{% hint style="info" %}
The internet is full of guides on writing nonfiction. [This one](https://slatestarcodex.com/2016/02/20/writing-advice/) is good.
{% endhint %}

### Content (what it is)

#### KISS: Keep it simple, stupid

Keep guides **short** and **concise**.

{% hint style="info" %}
Remember that most of the world are not native speakers of English. Keep your sentences short and use **clear language**.

You can use ChatGPT or [goblin.tools **Formalizer**](https://goblin.tools/Formalizer) (`More to the point (unwaffle))` to go over your guides before posting them.
{% endhint %}

1. It's easier to follow a numbered list than to read a long paragraph
2. Use **bold text** to highlight stuff that is important.
3. For anything extra, check [#put-extra-info-into-expandables](#put-extra-info-into-expandables "mention").

### Presentation (how it looks)

{% hint style="info" %}
Your guides should be easy to read. Here's a few tips how to achieve that.
{% endhint %}

#### Put important stuff in boxes

You probably read the box "Your guides should be easy to read..." first. That's why I put it in a box: I wanted you to!

#### Use headings to split content

You can **link** to headings, which makes them quite useful to split up long guides into manageable content. Here's how I (manavortex) use them:

* **Heading 1** marks the beginning of a section
* **Heading 2** marks the beginning of a subsection within a section
* **Heading 3** splits subsections into individual parts

#### Put extra info into expandables

Anything that's not immediately relevant to the guide (but too interesting to cut out) can go into an **expendable box**.

<details>

<summary>By the way...</summary>

Nobody likes walls of text. By this point most people know that you should have short, sweet paragraphs with line breaks between them. The shorter, the better. If you’re ever debating whether or not to end the paragraph and add a line break, err on the side of “yes”.

Once you understand this principle, you can generalize it to other aspects of your writing. For example, I stole the Last Psychiatrist’s style of section breaks – bold headers saying I., II., III., etc. Now instead of just paragraph breaks, you have two forms of break – paragraph break and section break. On some of my longest posts, including the [Anti-Reactionary FAQ](https://slatestarcodex.com/2013/10/20/the-anti-reactionary-faq/) and [Meditations on Moloch](https://slatestarcodex.com/2014/07/30/meditations-on-moloch/), I add a *third* level of break – in the first case, a supersection level in large fonts, in the latter, a subsection level with an underlined First, Second, etc. Again, if you’re ever debating more versus fewer breaks, err on the side of “more”.

Finishing a paragraph or section gives people a micro-burst of accomplishment and reward. It helps them chunk the basic insight together and remember it for later. You want people to be going – “okay, insight, good, another insight, good, another insight, good” and then eventually you can tie all of the insights together into a high-level insight. Then you can start over, until eventually at the end you tie all of the high-level insights together. It’s nice and structured and easy to work with. If they’re just following a winding stream of thought wherever it’s going, it’ll take a lot more mental work and they’ll get bored and wander off.

Remember that clickbait comes from big media corporations optimizing for easy readability, and that the epitome of clickbait is the listicle. But the insight of the listicle applies even to much more sophisticated intellectual pieces – people are much happier to read a long thing if they can be tricked into thinking it’s a series of small things.

[Source](https://slatestarcodex.com/2016/02/20/writing-advice/)

</details>

#### Use images for clarity

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-faf425b65a6af437bf66ced205a14fc4f238534f%2Fwiki_sun_tzu_meme.png?alt=media" alt=""><figcaption></figcaption></figure>

The right image can sum up several paragraphs of writing. Make sure to use the right images.

If you include screenshots of anything, make sure to **highlight** the **important parts** (e.g. by drawing boxes and arrows). You can use any graphic editing program (such as [Greenshot](https://getgreenshot.org/downloads/)) for this.


# Page Header: Summary

A sample page header for you to copy/paste

## Summary

**Created:** May 04 2077 by @you\
**Last documented update:** May 05 2077 by @you

This page contains a reusable header template that you can copy/paste into new wiki pages. It is a part of [Editing guidelines](/cyberpunk-2077-modding/the-wiki/editing-guidelines), but can be used standalone.

{% hint style="info" %}
While anything below this box is optional, please always include the Summary!
{% endhint %}

{% hint style="success" %}
After pasting, don't forget to adjust the text (and delete the hint boxes)
{% endhint %}

### Wait, this is not what I want!

* If you want to \[do something else] instead, you can check \[link]
* Or maybe you want to see \[the corresponding cheat sheet]?

## Requirements

To complete this guide, you need the following tools:

<table><thead><tr><th width="180"></th><th width="179"></th><th></th></tr></thead><tbody><tr><td>Wolvenkit<br><a href="https://github.com/WolvenKit/Wolvenkit/releases">Stable</a> | <a href="https://github.com/WolvenKit/WolvenKit-nightly-releases/releases">Nightly</a></td><td>>= 8.15</td><td>You can't make mods without Wolvenkit</td></tr><tr><td><a href="https://www.blender.org/download/releases">Blender</a></td><td>>= 4.2</td><td>3d editing software. You only need this if...</td></tr><tr><td><a data-mention href="/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/wolvenkit-blender-io-suite">Wolvenkit Blender IO Suite</a></td><td>>= 1.6.0</td><td>The Wolvenkit Blender Addon. You can't import/export to Blender without it.</td></tr></tbody></table>


# Glossary

List of words that need more context

## Summary

**Published**: ??? by [mana vortex](mailto:undefined) **Last documented edit**: February 04 2024 by LadyLea

A comprehensive list of jargon you might see on this Wiki or around our community. This glossary is not alphabetical, so be sure to use your browser search function to find what you're looking for. (CTRL+F for most applications)

## General

* <mark style="color:red;">**GitHub**</mark>: A website which hosts code and helps programmers collaborate on projects. The source code for e.g. WolvenKit or Cyber Engine Tweaks is hosted there. You can compile the WolvenKit source code yourself, or for non-developers you can find WolvenKit releases here first.
* <mark style="color:red;">**REDengine**</mark>: The proprietary video game engine developed by CD Projekt Red for The Witcher 3 and Cyberpunk 2077. Witcher 3 uses REDengine 3 (RED3), Cyberpunk 2077 uses REDengine 4 (RED4).

## Modding Tools

* <mark style="color:red;">**Official Modkit for The Witcher 3 (WCC)**</mark>: An official CDPR command-line tool for modding The Witcher 3. Legacy WolvenKit makes extensive use of the Modkit. If you want to mod the Witcher, you're in the wrong wiki, choom!
* <mark style="color:red;">**REDmod**</mark>: An [official CDPR command-line tool](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod) for [modding Cyberpunk 2077](/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/redmod).
* <mark style="color:red;">**WolvenKit**</mark>: The unofficial [community modding toolkit](https://wiki.redmodding.org/wolvenkit).
* <mark style="color:red;">**WolvenKit CLI**</mark>: The [command line interface version](https://wiki.redmodding.org/wolvenkit/wolvenkit-cli/wolvenkit-console) of WolvenKit. (Formerly CP77 Tools)
* <mark style="color:red;">**CP77 Tools**</mark>: The original Cyberpunk 2077 modding Command Line Tools. (Renamed and moved to WolvenKit CLI)
* <mark style="color:red;">**Noesis**</mark>: (obsolete) A 3d viewer with plugin support for Cyberpunk 2077's file extensions. While Noesis can import and export 3D models, animations, and images, you should use Wolvenkit instead.
* <mark style="color:red;">**010 Editor**</mark>: (obsolete) A hex-editing software that can be paired with a custom template to parse REDengine resource files and access its content. You can use Wolvenkit instead.

## WolvenKit

* <mark style="color:red;">**masklist**</mark>: The masklist file is a custom .txt document used as a helper file to generate new mlmasks using the Import/Export tool.
* <mark style="color:red;">**Material json**</mark>: Material json files are used by the Import/Export tool during for the mesh I/O process. The json will be named after the mesh file then suffixed with .Material.json (i.e. judy\_01.Material.json)

## Game Files

* <mark style="color:red;">**Cooked/Uncooked**</mark>: Whether a file is compressed by the REDengine build process.
  * <mark style="color:red;">**Cooked**</mark>: Files extracted with the Asset Browser using WolvenKit (including Legacy) are cooked files. See also: <https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/Deployment/Cooking/>
  * <mark style="color:red;">**Uncooked:**</mark> After using the Official Witcher 3 Modkit to import an FBX to W2MESH, this file is **uncooked**. Rather than calling these files imported, the uncooked terminology is derived from the cooked (compressed) file state.
* <mark style="color:red;">**Packed**</mark>: CDPR games do not load loose files, but rather **compress** resources into archives. This compression process is called packing. The Witcher 3 uses ".bundle" files, while Cyberpunk 2077 uses the ".archive" file format.
* <mark style="color:red;">**Raw**</mark>: Generic term used to refer to non-REDengine files that have a resource counterpart. The raw format of the REDengine XBM texture format can be TGA, PNG, DDS, etc. e.g. "Do you have the raw texture?" - This is an inquiry about the TGA/PNG/DDS counterpart to a game texture file.
* <mark style="color:red;">**Resource**</mark>: A technical term for a REDengine asset file (e.g. .xbm, .mesh, .env).
* <mark style="color:red;">**W2RC/CR2W**</mark>: The file magic number for REDengine files. REDengine resource files are commonly referenced as W2RC/CR2W files for shorthand.

## Modding

* <mark style="color:red;">**Reference**</mark>: A string value in a *resource* that exists in another *resource*, and it is used to chain resource together as they are loaded into the game. Some examples are a DepotPath that points at another resource, a list index that points at a material entry, and an appearance that points at a component.
* <mark style="color:red;">**Vanilla**</mark>: Original or unmodified i.e. Johnny Silverhand's vanilla appearance can be changed with a DLC.
* <mark style="color:red;">**Legacy**</mark>: Techie slang for "the old system". Note that the new system doesn't have to be **better**, just newer.

## Mods

***Core Mods***

[<mark style="color:red;">**CET**</mark>](https://www.nexusmods.com/cyberpunk2077/mods/107): Cyber Engine Tweaks, a [core scripting framework](https://wiki.redmodding.org/cyber-engine-tweaks) utilized by the majority of mods.

[<mark style="color:red;">**Red4Ext**</mark>](https://www.nexusmods.com/cyberpunk2077/mods/2380): a core [script extender](https://docs.red4ext.com/), which allows modders to add new features, modify the game behavior, add new scripting functions or call existing ones in your own plugins.

[<mark style="color:red;">**Redscript**</mark>](https://www.nexusmods.com/cyberpunk2077/mods/1511): is a core [script compiler](https://wiki.redmodding.org/redscript/) that can be integrated with the game and used to add/replace game scripts.

[<mark style="color:red;">**Archive XL**</mark>](https://www.nexusmods.com/cyberpunk2077/mods/4198): [a modding tool that allows you to load custom resources](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators/core-mods-explained/archivexl) without touching original game files, thus allowing multiple mods to expand same resources without conflicts. Requires <mark style="color:red;">**Red4Ext**</mark>.

[<mark style="color:red;">**Tweak XL**</mark>](https://www.nexusmods.com/cyberpunk2077/mods/4197): [a modding tool and a framework](https://www.nexusmods.com/cyberpunk2077/mods/4197) to create mods that modify TweakDB, a proprietary database of REDengine 4, containing essential information about game entities and behavior. Requires <mark style="color:red;">**Red4Ext**</mark>.

[<mark style="color:red;">**Codeware**</mark>](https://www.nexusmods.com/cyberpunk2077/mods/7780): is a library and framework for creating redscript and Cyber Engine Tweaks mods. Requires <mark style="color:red;">**Red4Ext**</mark>.

***Other optional mods that greatly enhance user experience***

<mark style="color:red;">**AMM**</mark>: [Appearance Menu Mod](https://www.nexusmods.com/cyberpunk2077/mods/790) is your ultimate Photo Mode helper that allows you to use tools to move NPCs and V around, pose them and further expand your photography portfolio; change the time of day or even teleport to a curated list of locations. Unleash your creativity by changing NPCs looks - now with extended features by using [Appearance Creator Mod](https://www.nexusmods.com/cyberpunk2077/mods/10795) - decorate with endless props, and so much more awaits! Requires <mark style="color:red;">**CET**</mark> and <mark style="color:red;">**Codeware**</mark>.

[<mark style="color:red;">**PhotoMode-EX**</mark>](https://www.nexusmods.com/cyberpunk2077/mods/18839)**:** a custom characters framework and QOL tweaks for Photo Mode.

[<mark style="color:red;">**EquipmentEx**</mark>](https://www.nexusmods.com/cyberpunk2077/mods/6945): [an extender of Cyberpunk's core functionality](https://github.com/psiberx/cp2077-equipment-ex) in regards to clothes transmog system.

[<mark style="color:red;">**Cyberware-EX**</mark>](https://www.nexusmods.com/cyberpunk2077/mods/9429): an extender of Cyberpunk's core functionality in regards to cyberware slot expansions system.


# Using Mods

Modding your game, for mod users

{% content-ref url="/pages/VUkTlPBl57Kr5wpGdYRK" %}
[Troubleshooting](/cyberpunk-2077-modding/for-mod-users/user-guide-troubleshooting)
{% endcontent-ref %}

## Summary

**Published:** Jun 15, 2023 by [mana vortex](mailto:undefined)\
**Last documented update:** January 18, 2026 by [minnierylands](mailto:undefined)

This page will give you a brief introduction of **how** mods work and how to install them.

***

### Wait, this is not what I want!

<table data-view="cards"><thead><tr><th></th><th data-hidden data-card-target data-type="content-ref"></th><th data-hidden data-card-cover data-type="image">Cover image</th></tr></thead><tbody><tr><td>I need help installing Cyberpunk!</td><td><a href="/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/getting-started">Getting Started: Installing Cyberpunk</a></td><td><a href="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2FOXtgOQyMEnSLBe58cglz%2Finstalling_cyberpunk.png?alt=media&amp;token=580541c2-e919-4abc-ba1d-2a239128e20a">installing_cyberpunk.png</a></td></tr><tr><td>I need to troubleshoot my mods!</td><td><a href="/cyberpunk-2077-modding/for-mod-users/user-guide-troubleshooting">Troubleshooting</a></td><td><a href="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2FCOMLdi3vWsg4QVacquWX%2Ftroubleshoot_mods.png?alt=media&amp;token=dd99d9b9-9c24-45dd-8909-4d51e63149b3">troubleshoot_mods.png</a></td></tr><tr><td>I want to create mods!</td><td><a href="/cyberpunk-2077-modding/modding-guides/getting-started-making-mods">Getting started: Making mods</a></td><td><a href="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2FVY1mKEN9adlq0ql07MdF%2Fcreating_mods.png?alt=media&amp;token=67e9692a-dc19-4b0f-842c-defea01a2433">creating_mods.png</a></td></tr></tbody></table>

***

## Installing Mods

{% hint style="danger" %}
We **strongly recommend** using a mod manager. Manual modding is only recommended for **advanced users**.
{% endhint %}

You mod **Cyberpunk 2077** by adding files to your [**game directory**](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory). The game doesn't need any complicated workarounds to mod, and the core mods will do all the heavy lifting.

You can install mods via [mod manager](#mod-manager-options) or [manually](#manual-install). There are upsides and downsides to each — however, **for beginners,** [**we recommend using Vortex**](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/getting-started/vortex-mod-manager).

Overall, your mods will not work unless you

* Put all the files **exactly** into the [correct place](#mod-folders-by-file-extension)
* Make sure to install **all** [requirements](#what-are-dependencies-requirements) <sub>*(and*</sub><sub>*&#x20;*</sub><sub>***their***</sub><sub>*&#x20;*</sub><sub>*requirements, too)*</sub>
* Have REDmod **enabled** <sub>*(*</sub>[<sub>*REDmod*</sub>](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod) <sub>*exclusive)*</sub>

{% hint style="warning" %}
If you're on Linux/Steam Deck, you need to follow [this guide](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory/modding-on-linux) to the letter, then come back here
{% endhint %}

## Mod Manager Options

Below you can find links to guides for all three supported mod managers for Cyberpunk 2077.

{% hint style="success" %}
If you had terrible experiences with Vortex for other games, be assured: Cyberpunk integration is working extremely well. Maybe give it another chance?
{% endhint %}

<table data-card-size="large" data-view="cards"><thead><tr><th align="center"></th><th align="center"></th><th data-hidden data-card-cover data-type="image">Cover image</th><th data-hidden data-card-target data-type="content-ref"></th></tr></thead><tbody><tr><td align="center"><strong>Vortex</strong></td><td align="center">Recommended for most mod users. Easy to use.</td><td data-object-fit="contain"><a href="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2FmB1FyJx4AUGHceEszzYp%2Fvortex-logomark.png?alt=media&amp;token=bf7348c2-bed3-440f-8489-16ee3bca3b6c">vortex-logomark.png</a></td><td><a href="/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/getting-started/vortex-mod-manager">Vortex Mod Manager</a></td></tr><tr><td align="center"><strong>Mod Organizer 2</strong></td><td align="center">Recommended for anyone already used to MO2. More complicated to use.</td><td data-object-fit="cover"><a href="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2F49p7x4c6SrpcwwRiVuCn%2F37225415.png?alt=media&amp;token=52387763-e10c-4fba-9edd-99803bf0f60c">37225415.png</a></td><td><a href="/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/getting-started/mo2-mod-organizer-2">MO2 (Mod Organizer 2)</a></td></tr></tbody></table>

***

### Manual Install

"Manual install" is a glorified term for "extracting the downloaded archive into your game directory". Extract the archive to your [game directory](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directoryhttps://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory) and not a folder inside it.

*When extracting a mod into the directory, it may be inside a `bin` file, and your unzipping software (especially on Linux) may place the mod `bin` file inside the existing `bin` file. This is not what we want.*&#x20;

**To fix**: Move the new `bin` file out of the original then drag it back into your game directory. The file system will ask if you want to merge the files because they have the same name, say ye&#x73;**.**

{% hint style="danger" %}
**You have to make sure that the right files end up in the correct folders.**\
This method is very error prone, which is why we recommend using a mod manager.
{% endhint %}

You can check the file structure by opening the downloaded file, or by using this feature on Nexus:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-25a41c8a1a0c9c2b142cc253bc6adb9c0417c095%2Finstalling-nexus-preview-file-structure.png?alt=media" alt=""><figcaption><p>Some mod authors have this disabled, meaning you won't see this option on the mod page.</p></figcaption></figure>

{% hint style="warning" %}
The file structure is different for REDmods and non-REDmods (often referred to as "`legacy`" mods). Mod authors usually tell you which type their mod is. To lean what the difference is, [read here](#whats-the-difference).
{% endhint %}

***

### What Are Requirements?

A requirement (sometimes called "dependencies"), are mods that other mods rely on.

This means the mod you want to download **will not work** if you don't **download the listed requirements first**.

For more detailed information, see [Users: Troubleshooting Requirements](/cyberpunk-2077-modding/for-mod-users/user-guide-troubleshooting/requirements-explained).

{% hint style="danger" %}
TL;DR:

Unless a requirement is marked as optional, **your mod will not work** if it is not installed.

Some requirements have requirements of their own. Make sure to check.
{% endhint %}

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-da89e3ec099b5f6e1470fa31ee4bdad574b4249a%2Fmod-requirements.png?alt=media" alt=""><figcaption><p>You should be checking for the requirements of the requirements, too. You gotta catch 'em all!</p></figcaption></figure>

***

## The Core Mods

{% hint style="info" %}
To learn more about this, check [Core Mods explained](/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained).
{% endhint %}

Cyberpunk 2077 offers limited out-of-the-box support via REDmod. To allow greater freedom, a number of **core mods** have been created — without them, we couldn't add items, influence the weather, or have flying cars.

{% hint style="warning" %}
Since this kind of mod interacts with the game's executable (`.exe`), they will break every time CDPR updates.

This is the reason why game updates break mods — although you can [**turn off auto-update**](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/users-downgrading-preventing-auto-updates) and only update your game once mods have updated.

\
After each patch, you can find a post on our [Discord](https://discord.gg/redmodding) that is kept up-to-date as the modders update their tools.

Be aware that **once all the core mods have updated**, you will *not* recieve support until you have **updated your game and all your core mods**.
{% endhint %}

### Overview of Mod Folders

{% hint style="info" %}
TL;DR: you can ignore this unless you want to understand how things work, or want to install mods manually.
{% endhint %}

This is supposed to give you an overview of which files go where. It is **not** a bucket list of things you have to install.

{% tabs %}
{% tab title="Mod folders explained" %}

<table><thead><tr><th width="256">Directory</th><th>explanation</th></tr></thead><tbody><tr><td>\<code>mods</code></td><td><a data-mention href="/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod">REDmod</a> directory: contains .archive mods (in subfolders).<br>Contains only a .stub file if empty.</td></tr><tr><td>\<code>archive\pc\mod</code></td><td>Default mod directory: contains .archive mods and .xl files in <code>legacy</code> (non-REDmod) format. Most of your mods should be here.</td></tr><tr><td>\<code>bin\x64\plugins</code></td><td>Plugins like <a href="https://wiki.redmodding.org/cyber-engine-tweaks/"><strong>Cyber Engine Tweaks</strong></a> and RadioExt</td></tr><tr><td><code>\r6\scripts</code></td><td>Redscript mods (<strong>not</strong> the same as REDmod)</td></tr><tr><td><code>\r6\tweaks</code></td><td>red4ext tweaks</td></tr><tr><td>\<code>archive\pc\patch</code></td><td>Mod directory from before 1.3. Use <code>\archive\pc\mod</code> instead.</td></tr></tbody></table>
{% endtab %}

{% tab title="Mod folders by file extension" %}
As a rule of thumb, here's which files go where (unless the mod's instructions tell you otherwise):

<table><thead><tr><th width="200">File type</th><th>Folder path</th></tr></thead><tbody><tr><td><code>.archive</code></td><td><code>/archive/pc/mod/</code></td></tr><tr><td><code>.xl</code><br><code>.archive.xl</code></td><td><code>/archive/pc/mod/</code></td></tr><tr><td><code>.reds</code></td><td><code>/r6/scripts/</code></td></tr><tr><td><code>.tweak</code><br><code>.yaml</code></td><td><code>/r6/tweaks/</code></td></tr><tr><td><code>.lua</code></td><td>a subfolder of <code>/bin/x64/plugins/cyber_engine_tweaks/</code></td></tr><tr><td><code>.ini</code></td><td><code>engine/config/platform/pc</code></td></tr><tr><td><code>.script</code></td><td>part of a REDmod, can't be installed standalone</td></tr></tbody></table>
{% endtab %}

{% tab title="Mod folder structures" %}

```markup
- archive
  - pc
    - mod          << .archive files from non-REDmods go here
- bin
  - x64
    - plugins      << Cyber Engine Tweaks goes here
- mods             << REDmods go here
- r6               << redscript folder
  - scripts        << redscript mods (not the same as REDmod)
  - tweaks         << RED4ext tweaks (TweakXL / ArchiveXL)
- tools            << REDmod DLC lives here — only needed for making mods.
```

{% endtab %}
{% endtabs %}

***

## REDmod

{% hint style="danger" %}
**Generally, you'll be told to avoid REDmod when possible. But why?**

**Compatibility issues**\
REDmod was CDPR's attempt to standardize mod loading, but there were various compatibility issues with it, and it never quite took off. Most mod authors stick to "`legacy`" versions of mods.

**Load order**\
REDmods are loaded after everything else, so that format is simply not an option for mods that rely on being loaded at a certain point, like body mods.

**Vortex autoconvert**\
In theory, Vortex can automatically convert legacy mods to REDmod. In practice, that didn't help with any of the compatibility issues mentioned before, and even caused some of them.

**If you'd still like to know the difference, or there's a mod that only offers REDmod format and you cannot live without it, read on.**
{% endhint %}

If REDmod is not installed and activated, your mods in `/mods` will not load.

Loading a mod as REDmod means that Cyberpunk will precompile it to optimize load times — integrating it into the game's other files by adding it to the files under `r6/cache`.

{% hint style="info" %}
If your `/mods` folder is empty, you don't need this. For more information, see [#whats-the-difference](#whats-the-difference "mention") below.
{% endhint %}

By contrast, vanilla mods (from `/archive/pc/mod`) will be loaded individually and might add to your load times.

* For instructions on how to install, see [here](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/getting-started).
* For documentation on the Vortex installation toggle, see [here](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/getting-started/vortex-mod-manager#v2077-settings).
* For instructions on how to activate it, see [here for GOG](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/getting-started) and here for [Steam and Epic](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/usage#steam-and-epic).

REDmods are installed in `Cyberpunk 2077\mods`, where every mod has a subfolder with an `info.json`.

{% hint style="warning" %}
If the mod contains only files inside the folder `archives`, you can un-REDmod-ify it by moving all of those files to `archive/pc/mod`.

For a guide on the correct folder structure, [click here](#fixing-broken-mod-file-paths).
{% endhint %}

***

### Mod format: REDmod or Legacy?

{% hint style="danger" %}
**If in doubt, install the non-REDmod (`"legacy"`) format. To learn why, read below.**
{% endhint %}

#### What's the difference?

All REDmods mods will be **preloaded** by `redMod.exe` before the game starts up. After a short delay, the mods will then be loaded as if they were part of the game itself — you're saving the startup delay on every savegame load.

<details>

<summary>REDmod when using Vortex</summary>

{% hint style="danger" %}
**As of 2026, the Vortex "autoconvert" option will break your mods.**

In the 0.12.0 version of the Cyberpunk 2077 Vortex Extension, a bug was introduced that would **enable this toggle without warning**.

Thankfully, version 0.12.1 of the extension has squashed that bug, but Vortex will not automatically acknowledge the new version. [You can get version 0.12.1 here](https://www.nexusmods.com/site/mods/196).

**How can I check my extension version?**

In Vortex, there's an "`Extensions`" tab on the left hand side. Click it.

Check what it says under "`Version`" for the "`Cyberpunk2077`" extension.

<img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2FNkLg4pTgVT1qK2nIbXN8%2Fvortex_ex_2.png?alt=media&amp;token=51885c9f-a62c-485e-acdb-8837cc820e69" alt="" data-size="original">

If it says `0.12.1`, you're good to go!

If not, you'll need to click "`Remove`" on the extension.

[Click "Manual Download" on the top file from the extension's download page.](https://www.nexusmods.com/site/mods/196?tab=files)

Go back to your Vortex "`Extensions`" page

Drop the zip you just downloaded into the box that says "`Drop File(s)`"

<img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2FBs8v9IgND47u2VFIlda3%2Fvortex_extension_page.png?alt=media&amp;token=c6f92d86-9555-4b42-a7a7-b6414d15c285" alt="" data-size="original">

You need to go back into your "`V2077`" settings and **turn the toggle off**!

Go to your "`Mods`" page in Vortex, press `CTRL + A` on your keyboard (you may need to click on one of your enabled mods first)

A bar should pop up at the bottom. Click "`Reinstall`". It shouldn't take too long!

<img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2FwxLSHMvblsdt3g3KbAwj%2Fvortex_reinstall.png?alt=media&amp;token=8cdb51bb-c1c4-4954-b89d-a8aec7b86ff8" alt="" data-size="original">

You should now be free of the autoconvert bug.
{% endhint %}

Vortex will let you define load order for REDmods. To support compatibility, it offers you automatic conversion.

</details>

Here is how you can tell the two apart:

| REDmod                                                                                                                                                                                                                                                      | Legacy mod (packed correctly)                                                                                                                                                                                                                                                                                                                                                                                |
| ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| <img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-3ac5770562e2d46db0d9040afc6cd6326a961a4a%2Finstalling-redmod-preview.png?alt=media" alt="" data-size="original"> | <img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-1e2587a4b5ee563625fc55e7c3b63e79bcb9be2d%2Finstalling-gift-wrapping.png?alt=media" alt="" data-size="original">                                                                                                                                                   |
| is in a folder named after the mod                                                                                                                                                                                                                          | may be in an extra folder if packed incorrectly                                                                                                                                                                                                                                                                                                                                                              |
| has an `info.json`                                                                                                                                                                                                                                          | does **not** have an `info.json`                                                                                                                                                                                                                                                                                                                                                                             |
| <p>contains a folder with any of</p><p>- <code>archives</code></p><p>- <code>tweaks</code></p>                                                                                                                                                              | <p>contains any of the folders<br>- <code>archive</code><br>- <code>bin</code><br>- <code>r6</code><br>with files nested under them</p>                                                                                                                                                                                                                                                                      |
| Is packed with **one** level of nesting (`info.json` is in top level folder)                                                                                                                                                                                | Has **multiple** levels of nesting                                                                                                                                                                                                                                                                                                                                                                           |
| <p><strong>Manual install instructions:</strong><br>Extract the folder <code>ModName</code> into <code>Cyberpunk 2077/mods</code></p>                                                                                                                       | <p><strong>Manual install instructions:</strong><br><strong>T</strong>he folders <code>archive</code>, <code>bin</code>, <code>r6</code> from the download must <strong>merge</strong> with the same folders in your <a href="/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory">game directory</a> (do <strong>not</strong> put the bin in the bin).</p> |

***

## Fixing broken mod file paths

{% hint style="info" %}
TL;DR:

Mod makers sometimes pack files incorrectly, causing mods to end up in the wrong places, which makes them not work

To fix it, you need to correctly path the contents of the zip file:

* `.archive` and `.xl` files go to `archive/pc/mod` folder structure.
  * For other files see [#mod-folders-by-file-extension](#mod-folders-by-file-extension "mention").

For detailed instructions on how to create the new zip, see below.

* You can drop the fixed zip you made into your mod manager to have it install properly.
  {% endhint %}

Sometimes, mod makers create strange paths for their mods. Sometimes, they delete the paths altogether *(even when Wolvenkit creates those paths for them)*. This can cause issues, especially when installing mods with a mod manager as the manager doesn't know where this mod is supposed to go.

{% hint style="warning" %}
Don't know which method you need to follow?

[I'm manually installing mods!](#manually-fixing-folder-paths-1)

[I'm installing mods through Vortex!](#fixing-folder-paths-in-vortex-1)

[I'm installing mods through MO2!](#fixing-folder-paths-in-mo2-1)
{% endhint %}

<p align="center"><strong>Always check the file contents before downloading a mod!</strong></p>

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-71e33083ea292720e07f5bce19c035a950905469%2FPreview%20File%20Contents.png?alt=media" alt=""><figcaption><p>Go to a mod's "FILES" tab on Nexus, then click "Preview File Contents".</p></figcaption></figure>

<div><figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-6f157e2c54943b4776840f3218b2545807ef7c17%2FPreview%20File%20Contents%20Popup%20Correct.png?alt=media" alt=""><figcaption><p>This is how mods <em>should</em> be packaged</p></figcaption></figure> <figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-e206ff52ce1f72216b2d2882be369f639253ea82%2FPreview%20File%20Contents%20Popup%20Incorrect.png?alt=media" alt=""><figcaption><p>This mod is badly packaged, and needs our help!</p></figcaption></figure></div>

{% hint style="success" %}
If the mod you've downloaded looks like the picture on the left. Great! You don't need to do anything. Enjoy your game!\
\
If not, keep reading... we've got work to do!
{% endhint %}

**You'll usually see a few types of mismatches of pathing:**

<div><figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-2521375744a483a33c3cb2e3cf0436478d620044%2Finstalling-other.png?alt=media" alt=""><figcaption><p>Scenario 1: Files without any folders</p></figcaption></figure> <figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-b5089c74dd82d3e247a6d5e552fadbb8b6dc0e44%2Fbadfilepaths2.png?alt=media" alt=""><figcaption><p>Scenario 2: Files inside non-game sub folders</p></figcaption></figure> <figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-46394abcf90bfb098b7789e4e6b2d74b6b71262d%2Fbadfilepaths1.png?alt=media" alt=""><figcaption><p>Scenario 3: Unnecessary first subfolder</p></figcaption></figure></div>

{% hint style="info" %}
To find out how to install the mod properly, you have to read the **mod's install instructions**. If that isn't clear enough, the following might help you.
{% endhint %}

All of these can cause a mod manager to get mixed up, or for you to manually install it wrong, so let's go through fixing these!

You can do these fixes in the file explorer or through Vortex/MO2 if you're using them.

{% hint style="warning" %}
If you get stuck at all along the way, come ask us in [#mod-troubleshooting on the discord](https://discord.com/channels/717692382849663036/788213273530335233). We wrote these guides, so we can help, I promise!
{% endhint %}

{% tabs %}
{% tab title="Manually Fixing Folder Paths" %}

<p align="center"><strong>Manually Fixing Folder Paths</strong></p>

1. Extract the `.zip`/`.rar`/`.7z` to your `Downloads` folder (or whichever folder you're working in).

{% hint style="warning" %}
You might get an extra unnecessary folder depending on where you extracted the folder to. If you want it to extract straight into the Downloads folder, remove the extra folder at the end of the path so it looks something like this:
{% endhint %}

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-843b145c29b413a5f76c0296cf901c119cc25720%2Fextractbrokenfilepaths.png?alt=media" alt=""><figcaption></figcaption></figure>

{% hint style="info" %}
In the case of Scenario 3 (pictured above), you can just move the folders out of the first unnecessary folder and continue from step 8 or 9.
{% endhint %}

***

2. You should now have the mod files inside your Downloads folder.\
   Locate the files you want to move and check their file extensions.

{% hint style="warning" %}
If you don't have file extensions turned on, you can check this part of the file to know what file it is:
{% endhint %}

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-e06e56f31aaf8653f816e0fbe998a64acfebb071%2Ffiletypecheckguidance.png?alt=media" alt=""><figcaption></figcaption></figure>

***

3. We need to create the correct file path. This is an `.archive` file, so it needs to go into `archive/pc/mod`

{% hint style="info" %}
If you aren't sure where your file should go, check out [#mod-folders-by-file-extension](#mod-folders-by-file-extension "mention").
{% endhint %}

***

4. Create a folder by right clicking. Name it `archive`

***

5. Double click the `archive` folder to open it.

***

6. Right click to create a new folder. Name it `pc`

***

7. Double click the `pc` folder to open it.

***

8. Right click to create a new folder. Name it `mod`

{% hint style="info" %}
For our .archive you should have a folder path like this now:
{% endhint %}

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-5301f27daef9a4c69bb4cb916236c1d00dc5bdf0%2Ffilepathforfixingbrokenfilepaths.png?alt=media" alt=""><figcaption></figcaption></figure>

***

10. Repeat this process for the [correct folder paths](#mod-folders-by-file-extension) for other file types if you have any.

***

11. Go back to the Downloads folder (or any subfolder that holds the files we need to move)

***

12. Select the files you want to move, then press CTRL + X (this cuts the files)

***

13. Navigate back to the mod folder we created in step 8, then press CTRL + V (this pastes the files)

{% hint style="info" %}
Your file and folder structure should now look like this:
{% endhint %}

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-4b2ad2123d3cc11b270ef5c27a1e677afe656a44%2Ffixedmodfolderpath_endresult.png?alt=media" alt=""><figcaption></figcaption></figure>

***

{% hint style="warning" %}
If you're using a mod manager, skip this step and continue from the next one!
{% endhint %}

14. If you're manually installing, you can now copy paste the archive folder into the `Cyberpunk 2077` folder of your game installation. It will automatically merge with the existing folders.

***

15. If you're using a mod manager, right click the archive folder and turn it into a `.zip`/`.rar`/`.7z`. If you're just using Windows' own zipping system, the option might be hidden under `Send to -> Compressed (zipped) folder`.

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-e13b28b8779840b1ea5869bdd796c9d3d7cbf47e%2Fhowtomakezip.png?alt=media" alt=""><figcaption><p>Send to -> Compressed (zipped) folder, a visual guide.</p></figcaption></figure>

{% hint style="info" %}
You can name the newly created .zip to whatever you want, but it is **recommended** you name it something identifying, like the **original mod name**, so you can easily find the mod on Nexus.\
\
\&#xNAN;*Adding the mod to your mod manager this way means it won't be able to locate the mod on Nexus by itself, so naming it the same makes it easier for you in the future.*
{% endhint %}

***

16. You can now add it to your mod manager!

{% hint style="info" %}
For Vortex, drag the `.zip` to the bottom of the `downloads` page and drop it there.
{% endhint %}

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2FRV8xK2tNy21gWAZLG46x%2Fvortex_downloads_page.png?alt=media&amp;token=d53cb7ac-45eb-4ff0-a9c5-5169b0567094" alt=""><figcaption><p>The section of the Vortex Downloads page where you can drop .zip files!</p></figcaption></figure>
{% endtab %}

{% tab title="Fixing Folder Paths in Vortex" %}

<p align="center"><strong>Fixing Folder Paths in Vortex</strong></p>

1. Press *"Mod Manager Download"* as you normally would.

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-9e14cb22c769bda3cbbf6746d25c85faaca5e104%2FVortex%20Step%200.png?alt=media" alt=""><figcaption></figcaption></figure>

***

2. Navigate to "Never Installed" in Vortex (on the "Mods" tab). You should see the mod you just downloaded here.

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-236d1ef21a48c30b4ed026c3472a4f9eaeb2b329%2FVortex%20Step%201.png?alt=media" alt=""><figcaption></figcaption></figure>

***

3. Click "Install"

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-d9cd17a02fb9e96dc30ca0346b3a48d664d21ff0%2FVortex%20Step%202.png?alt=media" alt=""><figcaption><p>We don't want to enable this mod yet! It will make it more difficult in the future if we do!</p></figcaption></figure>

***

4. You should get a popup that says "You have reached the fallback installer!".\
   Click "Yes, Install to staging anyway".

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-06809f435030f5fa9802ce6c15f44c001bf24baa%2FVortex%20Step%203.png?alt=media" alt=""><figcaption></figcaption></figure>

***

5. Right click on the mod name

***

6. You should then get another pop-up that says "Mod installed but may need manual adjustment!". Click "Understood!"

{% hint style="warning" %}
**You should read this pop-up!** It explains **where** the files are expected to go and **why**!
{% endhint %}

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-39df05ba276255b8835e8c6712d8efa8b908093b%2FVortex%20Step%204.png?alt=media" alt=""><figcaption><p>Just read the dang pop-up, I promise!</p></figcaption></figure>

***

7. The mod should now be under "Disabled."\
   Right click the mod name again to bring up the menu.

***

8. Click "Open in File Manager".

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-c88b59acb9e97d630c72158fbfdcf0e2f47219cd%2FVortex%20Step%205.png?alt=media" alt=""><figcaption></figcaption></figure>

***

9. To make life easier, we'll set up our folder structure **the first folder it takes us to**.\
   Right click to create a new folder. Name it `archive`

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-95ed9d1fe33a7ebcd671b7feb345fe787d7eb792%2FVortex%20Step%207.png?alt=media" alt=""><figcaption></figcaption></figure>

***

10. Double click the `archive` folder to open it

***

11. Right click to create a new folder. Name it `pc`

***

12. Double click the `pc` folder to open it.

***

13. Right click to create a new folder. Name it `mod`

{% hint style="info" %}
You should now have a structure that looks like this in the top bar:
{% endhint %}

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-3ae03626b7a7fba4397e7b0d4f058b81f49b8c63%2FVortex%20Step%208.png?alt=media" alt=""><figcaption></figcaption></figure>

***

14. Click back through the folders until we find the exact files you want.

{% hint style="info" %}
In this example, I want to use the "COOL VERSION", so I would click through the folders until I find the "COOL VERSION" files.
{% endhint %}

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-ece084b61995dcae0fd88e29a15005edfb55dc32%2FVortex%20Step%206.png?alt=media" alt=""><figcaption></figcaption></figure>

***

15. Select the files you need and cut them!

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-c33f4b3980fa4bffd7d24c28d0e250ac6a651db9%2FVortex%20Step%209.png?alt=media" alt=""><figcaption></figcaption></figure>

***

16. Go to the `mod` folder we made in step 13 and paste the files (CTRL + V)

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-1aaea0a5f7ebf5a4e33ba9576f40bc62ef351779%2FVortex%20Step%2010.png?alt=media" alt=""><figcaption></figcaption></figure>

***

17. Repeat this process for any other folders that contains files you **need** to make sure your mod works.

{% hint style="info" %}
Don't worry, there's a table on this page <sub>(</sub>[<sub>here!</sub>](#mod-folders-by-file-extension)<sub>)</sub> which shows the paths you need to create for each file type!
{% endhint %}

***

18. Now to deal with the folders that ***you did not make***. Select them and press delete!

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-e880959c012aabe01520787ef7d16d4d7d33789b%2FVortex%20Step%2011.png?alt=media" alt=""><figcaption></figcaption></figure>

***

19. Go back into Vortex and enable that mod!

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-baab461db303f05c8816248d9bf36a0300a32eb3%2FVortex%20Step%2012.png?alt=media" alt=""><figcaption><p>Yippee!!! You did it!</p></figcaption></figure>

***

20. Now you can get back to your regularly scheduled mod downloading session. Hooray!
    {% endtab %}

{% tab title="Fixing Folder Paths in MO2" %}

<p align="center"><strong>Fixing Folder Paths in MO2</strong></p>

It's recommend to set up your MO2 Installer to default to the **manual installer** instead of using the Simple Installer plugin.\
MO2 already checks for a correct path and will warn you if the mod you are trying to install deviates from the expected structure, but removing the Simple Installer plugin helpful for both new users as well as MO2 veterans regardless.\
It might seem like overkill, but it's a valuable tool to make sure the user checks for a working file structure - so the mod ends up where it's supposed to be!

{% hint style="info" %}
If you are unsure where files should go, refer back to the "[Overview of mod folders](#overview-of-mod-folders)" section of this page.
{% endhint %}

***

<p align="center"><strong>Setting up your MO2 installer</strong></p>

1. Open your MO2 settings and click the `plugins` tab.

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-c03cadc2963371691f8e7914cd679d0458102541%2FScreenshot%201.png?alt=media" alt=""><figcaption></figcaption></figure>

2. In the left pane scroll down to the Installer section.\
   Make sure Simple Installer is `disabled`.

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-589445a45224f25eec5103d418f64444014dcae7%2FScreenshot%202.png?alt=media" alt=""><figcaption></figcaption></figure>

Now you can go to Nexus and download mods using the `Download with Manager` button as per usual!\
\
Often times mod authors set a correct file structure, but due to how packaging works they end up with an additional folder that MO2 doesn't know how to handle.\
\
In these instances, you have to manually change the Cyberpunk 2077 directory in the installer.\
This is explained in [Example #1](#example-1-adjusting-the-cyberpunk-2077-directory) (below).\
\
To see how to create new folders from scratch, for mods that have no folder structure or are only partially correct, see [Example #2](#example-2-creating-your-own-folders) (further down).

{% hint style="info" %}
If you make a mistake you can cancel out of the installation process during any given step and start again! Even if you somehow falsely install something you can right click your mod in MO2 and select the "reinstall" option to restart the manual adjustment.
{% endhint %}

***

<p align="center"><strong>Example #1: Adjusting the Cyberpunk 2077 directory</strong></p>

1. MO2 is unhappy because it doesn't recognize a correct file path, due to an additional folder inside the mod.

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-806151d67acff44be78d1abdafa0c3b1663c16df%2FScreenshot%203.png?alt=media" alt=""><figcaption></figcaption></figure>

***

2. This is easily fixed by making MO2 recognise the additional folder as the Cyberpunk 2077 directory itself.\
   \
   Right click the folder and select "`Set as <cyberpunk 2077> directory`"

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-3aaf781427a65160899cacdd2b988160c08bd427%2FScreenshot%204.png?alt=media" alt=""><figcaption></figcaption></figure>

***

3. Now we are left with the `.archive` file going into `Cyberpunk 2077/archive/pc/mod/`\
   \
   MO2 gives us the green light for the installation.\
   \
   You can finalise the process by clicking `OK`

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-11e29d895b050e6b8d89649044141df5194ddd49%2FScreenshot%205.png?alt=media" alt=""><figcaption></figcaption></figure>

{% hint style="info" %}
You should now be good to go! If MO2 isn't giving you the green light, or the folder structure looks different to this, check the below example for how to fix!
{% endhint %}

***

<p align="center"><strong>Example #2: Creating your own folders</strong></p>

1. MO2 doesn't recognize the file path due to the `.archive` having the incorrect folder structure.

{% hint style="warning" %}
All `.archive` files should be inside `archive/pc/mod/`.\
For more info on where each file type should go, [you can check here](#mod-folders-by-file-extension).
{% endhint %}

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-ca2cee343f1ee56761404ec5938229e033503ed7%2FScreenshot%206.png?alt=media" alt=""><figcaption></figcaption></figure>

***

2. Right click the `Cyberpunk 2077` directory.\
   Select "`Create directory`".

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-0502f8ade4c78718ac501b577e508c6366c7a3be%2FScreenshot%207.png?alt=media" alt=""><figcaption></figcaption></figure>

***

3. Name the new folder "`archive`"\
   Press `OK`

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-498584f44709b9a3fa44a2bbc32c2561ee2069ce%2FScreenshot%208.png?alt=media" alt=""><figcaption></figcaption></figure>

{% hint style="success" %}
You should now see something that looks like this:
{% endhint %}

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-0184f6c54c7a6159256853226f863292f418275c%2FScreenshot%209.png?alt=media" alt=""><figcaption></figcaption></figure>

***

4. Right click the `archive` directory.\
   Select "`Create directory`"

***

5. Name the new folder "`pc`"\
   Press `OK`

***

6. Right click the `pc` directory.\
   Select "`Create directory`"

***

7. Name the new folder "`mod`"\
   Press `OK`

{% hint style="success" %}
Your screen should now look like this:
{% endhint %}

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-d868ae7197ce96a597e91a2c51e39b1e85a128ed%2FScreenshot%2010.png?alt=media" alt=""><figcaption></figcaption></figure>

***

8. Drag the .archive file into the mod folder.

{% hint style="success" %}
MO2 should then give you the green light for installation.

You can finalise the process by clicking `OK` to install your mod!
{% endhint %}

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-989676e75ceaaa0b46721bb74613592fc8de8ab4%2FScreenshot%2011.png?alt=media" alt=""><figcaption></figcaption></figure>

{% hint style="warning" %}
For bigger and more complicated mods - like those that come with multiple `.archive` files to choose between - you can use the checkmarks to enable/disable files and folders.

You can also drag multiple files to the correct location.\
Create your own structure (pictured above) and drag the files you need into the correct places while disabling unnecessary files.

MO2 will ignore and ultimately not install them.
{% endhint %}

***

9. You can now enable your mods like any other. Happy gaming!

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-857ff42c53b33b468dcbc8de989540b2dc1ad7be%2FScreenshot%2012.png?alt=media" alt=""><figcaption></figcaption></figure>
{% endtab %}
{% endtabs %}

## Troubleshooting

If you have problems with Vortex, check the [corresponding section](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/getting-started/vortex-mod-manager) of the guide.

For everything else, this wiki has a dedicated [troubleshooting page](/cyberpunk-2077-modding/for-mod-users/user-guide-troubleshooting) with step-by-step instructions for pretty much every common problem. If that doesn't cut it, you're welcome to find us on [Discord](https://discord.gg/redmodding) in the **#mod-troubleshooting** channel (but your first answer will be a link to that guide).


# The Cyberpunk 2077 Game Directory

What is your game directory, where can you find it?

## Summary

**Published:** Jan 27 2024 by [mana vortex](mailto:undefined)\
**Last documented update:** January 19th, 2026 by [minnierylands](mailto:undefined)

***

This page will tell you

* What your Cyberpunk 2077 game directory is (with extra information in the expandable box)
* How you can find the game folder
* How to use Windows Search to delete leftover files from a mod

***

## What is the game directory?

The game directory is called `Cyberpunk 2077` (unless you re-named it). It's where Windows puts everything it needs to run the game when you click the icon — including mods.

This is **not** referring to the `mods` folder you may see when looking through your files, that is specifically for REDmod

<details>

<summary>What's the difference between folders and files?</summary>

*Most of us Netrunners have grown up with this and are using it every day for literal decades, so this kind of knowledge is considered pretty basic — but if you don't have it, don't feel bad! I won't explain everything in detail here, but there's a great guide on* [*uis.georgetown.edu*](https://uis.georgetown.edu/file-explorer/) *on how to use the Windows File Explorer.*

A **folder** (also called **directory**) has a yellow icon: 📁\
It's a container for **files** and other folders.

A **file** can be anything and have any kind of icon. They don't usually contain other files or folders, although exceptions exist.

You browse through this using the Windows Explorer.

Click on the picture below to zoom in!

<img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-fcdadfe1c222093a6585df2667a42ed1b9a671be%2Fcyberpunk_dir_windows_explorer.png?alt=media" alt="" data-size="original">

</details>

***

## How can I find the game folder?

Unless you changed the default settings, your game is installed here:

<table data-header-hidden><thead><tr><th width="171"></th><th></th></tr></thead><tbody><tr><td>Steam (Windows)</td><td><code>C:\Program Files (x86)\Steam\steamapps\common\Cyberpunk 2077</code></td></tr><tr><td>Steam (Linux)</td><td><code>/home/user/.local/share/Steam/steamapps/common/Cyberpunk 2077</code></td></tr><tr><td>GOG</td><td><code>C:\Program Files (x86)\GOG Galaxy\Games\Cyberpunk 2077</code></td></tr><tr><td>Epic</td><td><code>C:\Program Files\Epic Games\Cyberpunk 2077</code></td></tr></tbody></table>

<details>

<summary>Opening a Windows Explorer directly to your game folder</summary>

You can open a Windows Explorer in the game folder like this:

1. Press `Windows+R` to open the `Run` dialogue
2. type `explorer` (don't forget the space)
3. Copy and paste the game path from the table above into the text box
4. Press `Enter` or click `OK`

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-02e0313c9994b0b0755fb0cf6da1191978a12cf5%2Fgame_folder_open_explorer.png?alt=media" alt=""><figcaption></figcaption></figure>

</details>

### It's not there!

If you don't know your game directory, you can find it through your game launcher:

{% tabs %}
{% tab title="Steam" %}
Right-click on the game in your library, then select `Manage` -> `Browse local files`

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-6e86b8cd6ca4805901554845ba471d7ea1d8451b%2Fcyberpunk_game_directory_steam.png?alt=media" alt=""><figcaption></figcaption></figure>
{% endtab %}

{% tab title="GOG" %}
With the game selected in your library, click on the `More` button, then on `Manage Installation` and `Show folder…`

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-885f383c7333467710e496b290be04f58166b5e6%2Fcyberpunk_dir_gog_show_files.png?alt=media" alt=""><figcaption></figcaption></figure>
{% endtab %}

{% tab title="Epic Games" %}
Right-click on your game in the list and select `Manage`. Then, click on the folder icon:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-abc3027dd4bd69d8d2277a0e1115c2eb406f62ff%2Fcyberpunk_game_directory_epic.png?alt=media" alt=""><figcaption></figcaption></figure>
{% endtab %}
{% endtabs %}

***

## Copying the folder path

1. Select the folder path by clicking on the empty bit to the right of the explorer's path bar:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-81b0df5fe338de2cb00b6dc473153ff0a925b5a5%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

2. The entire path will be highlighted (if it's not, you can do that by pressing `Ctrl+A`)
3. Press `Ctrl+C` to copy it to your clipboard

## Copy full file path (Linux)

### Note:

The Linux directory path goes to your `/steamapps/common/` directory, NOT the `steamapps/compatdata/` files that Proton creates

1. Open your installed game files through Steam, Lutris, or Heroic
2. Get the full file path with:
   1. Your file explorer
      1. Right click empty space
      2. Click "Properties"
      3. Copy the full file path shown as "Location:"
   2. Terminal
      1. Right click empty space in your file explorer
         1. Click "Open in Terminal"
            1. Type `pwd` and press enter (yes that is the entire command)
            2. Copy the output

***

## Deleting residual files with Windows Search

Once the Cyberpunk folder is open in your Windows Explorer, you can use the `Windows Search bar` in the upper right corner (Hotkey: `Ctrl+F`) to find files by name.

{% hint style="info" %}
For example, if you have trouble with atelier and have decided to do a clean reinstall, you can search for `atelier`:
{% endhint %}

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-9a64860b71e8ea2c51049297bd40f24ca739316a%2Fusing_windows_search.png?alt=media" alt=""><figcaption><p>This will also find most of your atelier stores. If you use Vortex, that's no problem - otherwise, you may want to backup before you delete.</p></figcaption></figure>

You're seeing the atelier install folder (good) and a bunch of atelier stores (bad, these are innocent).\
You can either double-click on the `virtual-atelier-full` folder (first item) to navigate there, or use either of the following options.

{% tabs %}
{% tab title="Finding the Folder Path in the Search Results" %}

<p align="center"><strong>Finding the folder path in the search results</strong></p>

If you right-click on a folder or file, you will see a menu entry "`open folder/file location`".

This will open a new Windows Explorer window in the folder **containing** the item you selected, letting you browse and delete.

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-070cd081b1bad3a3fc3ffcd91e3fe0c0825c57b4%2Fwindows_search_open_folder.png?alt=media" alt=""><figcaption></figcaption></figure>
{% endtab %}

{% tab title="Deleting From the Search Results" %}

<p align="center"><strong>Deleting from the search results</strong></p>

Select multiple items from the list by holding the `Ctrl` key while you click.

Once you have selected everything that you want to delete, simply press the `delete` key, or right-click and select `Delete`.
{% endtab %}
{% endtabs %}


# Launch parameters

Launch parameters for Cyberpunk2077.exe (and what they do)

For launch parameters on Linux, see [Modding on Linux](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/modding-on-linux), and for launch parameters on macOS see [Modding on macOS](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/modding-on-macos)

## Summary

Created: Jun 17 2024 by [mana vortex](mailto:undefined), based on research by [**emoose**](https://www.nexusmods.com/cyberpunk2077/mods/193)\
Last documented update: Feb 2 2025 by [WSSDude](mailto:undefined)

This page lists all known launch parameters for the `Cyberpunk2077.exe` .

{% hint style="danger" %}
Just because the executable accepts these parameters doesn't mean that they do anything or were ever intended to.
{% endhint %}

### Wait, this is not what I want!

* If you are trying to get your modded Steam Deck to work, check [Modding on Linux](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory/modding-on-linux)

## Parameters

{% hint style="info" %}
You need to send the parameters in the form of\
`-parameter arg`

for example\
`-engine CGameEngine`
{% endhint %}

<table><thead><tr><th width="244">Parameter</th><th width="307">Argument (if given)</th><th>Explanation</th></tr></thead><tbody><tr><td><code>engine</code></td><td><code>CGameEngine serverServerGameEngine serverDebugServerGameEngine</code><br><code>FunctionalTestsServerEngine</code><br><code>HeadfullTestServerEngine HeadllessTestServerEngine HeadlessTestServerEngine HeadlessGameEngine DebugGameEngine</code></td><td></td></tr><tr><td><code>multiplayerClient</code></td><td></td><td></td></tr><tr><td><code>ignoreInput</code></td><td></td><td></td></tr><tr><td><code>ignoreGamepads</code></td><td></td><td></td></tr><tr><td><code>hudNoParallel</code></td><td></td><td></td></tr><tr><td><code>noInputIcons</code></td><td></td><td></td></tr><tr><td><code>mpMenu</code></td><td></td><td></td></tr><tr><td><code>noFullscreenUI</code></td><td></td><td></td></tr><tr><td><code>noHUD</code></td><td></td><td></td></tr><tr><td><code>noWorldUI</code></td><td></td><td></td></tr><tr><td><code>forceLoadAllMeshAppearances</code></td><td></td><td></td></tr><tr><td><code>breakOnPoolDefault</code></td><td></td><td></td></tr><tr><td><code>profileio</code></td><td></td><td></td></tr><tr><td><code>width</code></td><td>a number</td><td></td></tr><tr><td><code>height</code></td><td>a number</td><td></td></tr><tr><td><code>fullscreen</code></td><td></td><td></td></tr><tr><td><code>window</code></td><td></td><td></td></tr><tr><td><code>windowed</code></td><td></td><td></td></tr><tr><td><code>borderless</code></td><td></td><td></td></tr><tr><td><code>hdrMode</code></td><td>a number from 0-4</td><td></td></tr><tr><td><code>hdr</code></td><td></td><td></td></tr><tr><td><code>x</code></td><td>a number</td><td></td></tr><tr><td><code>y</code></td><td>a number</td><td></td></tr><tr><td><code>monitor</code></td><td>a number</td><td></td></tr><tr><td><code>fpsClamp</code></td><td>a number</td><td>FPS Cap</td></tr><tr><td><code>noGameDefName</code></td><td></td><td></td></tr><tr><td><code>noWatermark</code></td><td></td><td></td></tr><tr><td><code>debugVerifyWorld</code></td><td></td><td></td></tr><tr><td><code>forceCPOControlWScheme</code></td><td></td><td></td></tr><tr><td><code>gogRewardsDisabled</code></td><td></td><td></td></tr><tr><td><code>functionalTestsMode</code></td><td></td><td></td></tr><tr><td><code>playerVoiceoverType</code></td><td></td><td></td></tr><tr><td><code>noBinksOnLoadingScreens</code></td><td></td><td></td></tr><tr><td><code>debugIcons</code></td><td></td><td></td></tr><tr><td><code>positions</code></td><td>&#x3C;a number>,&#x3C;a number></td><td></td></tr><tr><td><code>playerRecordID</code></td><td></td><td></td></tr><tr><td><code>gameServicesWrapper</code></td><td></td><td></td></tr><tr><td><code>playerNickname</code></td><td></td><td></td></tr><tr><td><code>gameDefinition</code></td><td></td><td></td></tr><tr><td><code>world</code></td><td></td><td></td></tr><tr><td><code>startSpawnPoint</code></td><td></td><td></td></tr><tr><td><code>startPosition</code></td><td></td><td></td></tr><tr><td><code>startRotation</code></td><td></td><td></td></tr><tr><td><code>startQuest</code></td><td></td><td></td></tr><tr><td><code>playerGender</code></td><td></td><td></td></tr><tr><td><code>alwaysSpawnedDisabled</code></td><td></td><td></td></tr><tr><td><code>forceSpawnInView</code></td><td></td><td></td></tr><tr><td><code>entitySpawnRadius</code></td><td></td><td></td></tr><tr><td><code>noCrowd</code></td><td></td><td></td></tr><tr><td><code>noReducedCrowd</code></td><td></td><td></td></tr><tr><td><code>ignoreSavedCensorFlags</code></td><td></td><td></td></tr><tr><td><code>overrideLocalNavmesh</code></td><td></td><td></td></tr><tr><td><code>autojoin</code></td><td></td><td></td></tr><tr><td><code>mainmenu</code></td><td></td><td></td></tr><tr><td><code>sessionType</code></td><td><code>LAN</code><br><code>Internet</code></td><td></td></tr><tr><td><code>sessionLength</code></td><td></td><td></td></tr><tr><td><code>state</code></td><td></td><td></td></tr><tr><td><code>save</code></td><td><code>-save=manualsave-11</code></td><td>Load a specific savegame on startup</td></tr><tr><td><code>forceShutdownAfterSessionLoaded</code></td><td></td><td></td></tr><tr><td><code>skipStartScreen</code></td><td></td><td>Skips the "Breaching" screen</td></tr><tr><td><code>ftBuildWithShelve</code></td><td></td><td></td></tr><tr><td><code>ftBuildProcessName</code></td><td></td><td></td></tr><tr><td><code>ftBuildNum</code></td><td></td><td></td></tr><tr><td><code>ftHostIP</code></td><td></td><td></td></tr><tr><td><code>ftHostName</code></td><td></td><td></td></tr><tr><td><code>ftGameDataAccessMode</code></td><td></td><td></td></tr><tr><td><code>ftEngineInstanceGUID</code></td><td></td><td></td></tr><tr><td><code>allowQuickCompression</code></td><td></td><td></td></tr><tr><td><code>datacenter</code></td><td></td><td></td></tr><tr><td><code>groupToken</code></td><td></td><td></td></tr><tr><td><code>gameVersion</code></td><td></td><td></td></tr><tr><td><code>gpuFlag</code></td><td><p><code>debug - enable Debug D3D12 layer with breaking on error</code></p><p><code>debugNoBreak - enable Debug D3D12 layer without breaking on error</code></p><p><code>forceAsync - always enforce async compute</code></p><p><code>noAsync - fully disable async compute</code></p><p><code>debugGBV - GPU based validation, requires also `debug`</code></p><p><code>forceAftermath - generate GPU log on exit</code></p><p><code>noAftermath - do not generate GPU log, even when crashing</code><br><code>forceAftermathDebug - generate GPU log on exit with extra information</code></p><p><code>noAftermathDebug - generate minimal GPU log on exit</code></p><p><code>forceRayTracing - enforce ray tracing</code><br><code>noRayTracing - fully disable ray tracing</code><br><code>forceCommitedResources</code><br><code>forceOpacityMicromap</code><br><code>noOpacityMicromap</code><br><code>forceRootSignature11</code><br><code>noRootSignature11</code><br><code>noNvAPIDXRExtensions - force disable DirectX Raytracing extensions even when they are available</code><br><code>noSmallBufferPools</code></p></td><td>This parameter can be specified multiple times with different values.</td></tr><tr><td><code>noGpuBreadcrumbs</code></td><td></td><td></td></tr><tr><td><code>nolog</code></td><td></td><td></td></tr><tr><td><code>log</code></td><td></td><td></td></tr><tr><td><code>root</code></td><td></td><td></td></tr><tr><td><code>engineRoot</code></td><td></td><td></td></tr><tr><td><code>archivePath</code></td><td></td><td></td></tr><tr><td><code>game</code></td><td></td><td></td></tr><tr><td><code>cookedRoot</code></td><td></td><td></td></tr><tr><td><code>cooked</code></td><td></td><td></td></tr><tr><td><code>depotMapping</code></td><td></td><td></td></tr><tr><td><code>editor</code></td><td></td><td></td></tr><tr><td><code>render</code></td><td></td><td></td></tr><tr><td><code>jobDebugger</code></td><td></td><td></td></tr><tr><td><code>jobThread</code></td><td></td><td></td></tr><tr><td><code>modded</code></td><td></td><td>Triggers REDMod recompilation on start</td></tr><tr><td><code>crowdDensity</code></td><td><p><code>Low</code></p><p><code>Medium</code></p><p><code>High</code></p><p><code>Console</code></p><p><code>ConsolePro</code></p><p><code>ConsoleEarlyNextGen</code></p><p><code>ConsoleEarlyNextGenQuality</code></p></td><td></td></tr><tr><td><code>rawstartingport</code></td><td></td><td></td></tr><tr><td><code>functionalTestsRAW</code></td><td></td><td></td></tr><tr><td><code>unattended</code></td><td></td><td></td></tr><tr><td><code>forceRawTweakDB</code></td><td></td><td></td></tr><tr><td><code>profiler</code></td><td></td><td></td></tr><tr><td><code>disableRayTracing</code></td><td></td><td></td></tr><tr><td><code>disableRayTracedReflection</code></td><td></td><td></td></tr><tr><td><code>disableRayTracedTransparentReflection</code></td><td></td><td></td></tr><tr><td><code>dlss</code></td><td></td><td></td></tr><tr><td><code>windowCaption</code></td><td>a string</td><td></td></tr><tr><td><code>scriptVersion</code></td><td><p><code>Debug</code></p><p><code>Profiling</code></p><p><code>ProfilingAll</code></p><p><code>ProfilingMarked</code></p><p><code>ProfilingEntry</code></p></td><td></td></tr><tr><td><code>tweakdbBlobPath</code></td><td></td><td></td></tr><tr><td><code>scriptsBlobPath</code></td><td></td><td></td></tr><tr><td><code>pvdDumpToFile</code></td><td></td><td></td></tr><tr><td><code>renderPreset</code></td><td></td><td></td></tr><tr><td><code>forceLowSettings</code></td><td></td><td></td></tr><tr><td><code>qualityLevel</code></td><td>a number or <code>RTX</code></td><td></td></tr><tr><td><code>texQualityLevel</code></td><td></td><td></td></tr><tr><td><code>rayTracingAmbientOcclusionRayNumber</code></td><td>a number</td><td></td></tr><tr><td><code>dlssQuality</code></td><td></td><td></td></tr><tr><td><code>interopstartingport</code></td><td></td><td></td></tr><tr><td><code>watchdogtTimeout</code></td><td>a number (seconds)<br>Default is 60</td><td>The number of seconds the game can stay frozen before assuming that it has crashed</td></tr><tr><td><code>automator</code></td><td></td><td></td></tr></tbody></table>


# Modding on Linux

How to get mods working on SteamDeck or other Linux distros

## Summary

This page tells you how to **set the launch options** for Steam under Linux.

### Wait, this is not what I want!

* If you have trouble after an update and have exhausted [all the usual steps](/cyberpunk-2077-modding/for-mod-users/user-guide-troubleshooting/users-troubleshooting-after-a-game-update), double-check your [#launch-options](#launch-options "mention") (sometimes, Steam helpfully changes them to make you crash)
* If you want to optimize Cyberpunk 2077 settings for your SteamDeck, find a guide on [/r/SteamDeck](https://www.reddit.com/r/SteamDeck/)
* For a video about modding on mac, see <https://www.youtube.com/watch?v=x0CDcBui2qE&t=20s>

## TL;DR

You need to

* Install `d3dcompiler_47`
* Install `vcrun2022`
* Adjust the Steam launch option to be:\
  `WINEDLLOVERRIDES="winmm,version=n,b" %command%`

{% hint style="danger" %}
The guide below has been confirmed working for dozens of people on SteamDeck, various Linux distributions, and Mac OS. Follow it **by the letter** and it will work for you as well.
{% endhint %}

## Installing the required tool

To play games on Linux, you need various programs and libraries. On the steam deck, most are preinstalled, and all you need is a tool to configure them.

This guide has information about Protontricks (recommended) and Lutris (only here for the sake of completeness). If you use anything else, we can not support you.

### Protontricks: Setting up

{% hint style="warning" %}
Make sure that you are on the most recent version of Protontricks. This guide will follow how to perform these steps on a SteamDeck, but other systems running KDE Plasma should be similar. Other Linux distros will need to go to their respective app stores, or use the Flatpak CLI tool, to download Protontricks.
{% endhint %}

{% hint style="info" %}
If you don't want to read text, find a video documenting the process [here](https://youtu.be/CYKCOBaZpBU?t=110). Thanks to Connor for providing the screenshots and transcription!
{% endhint %}

To configure the necessary parameters, you can use the app Protontricks, which you can download through the built-in app browser "Discover":

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-3335590eb3eb8be8917dab42007ea5e5c5718f99%2Flinux_modding_proton_1.png?alt=media" alt=""><figcaption><p>Protontricks as Shown in Discover</p></figcaption></figure>

2. Open Protontricks (you can search for this by selecting start menu)

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-999f960d2df3f32c350c4b6f75fdccc8f5300e08%2Flinux_modding_protontricks_2.png?alt=media" alt=""><figcaption><p>Opening Protontricks</p></figcaption></figure>

3. When Protontrick opens, select Cyberpunk:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-764cb539ac5e67026edf1cd5efbecbda3f757b21%2Flinux_modding_3.png?alt=media" alt=""><figcaption><p>Finding Cyberpunk 2077 in Protontricks</p></figcaption></figure>

4. Choose "Select the default wineprefix":

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-5f85309166681b5e31222e502e8335047e9108c4%2Flinux_modding_4.png?alt=media" alt=""><figcaption></figcaption></figure>

5. Add an override: Check **both** of the checkboxes below

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-dcd3f7fab3e05a82647dbd63b6a04ad28560cb4e%2Fprotontricks_dll_1.png?alt=media" alt=""><figcaption></figcaption></figure>

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-9f4812072478f5edb3f5b0641d479ce174356ae4%2Fprotontricks_dll_2.png?alt=media" alt=""><figcaption><p>Selecting <code>d3dcompiler_47</code></p></figcaption></figure>

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-0274baad8d09f28a51cb705f3954ab30034b880f%2Fprotontricks_dll_3.png?alt=media" alt=""><figcaption><p>Selecting <code>vcrun2022</code></p></figcaption></figure>

{% hint style="info" %}
If you do not see `vcrun2022` please verify you're on the latest version of Protontricks
{% endhint %}

Apply via "OK". You may receive an error below or similar. If you do, click "Yes" to continue the installation.

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-c1c55742becd57eae39fe0963b3f3592239848e3%2Fvc_run.png?alt=media" alt=""><figcaption><p>Example Installation Warning</p></figcaption></figure>

### Lutris: setting up

{% hint style="warning" icon="triangle-exclamation" %}
**Use Lutris only if you cannot make Protontricks work!**
{% endhint %}

Taken from [CET's github](https://github.com/maximegmd/CyberEngineTweaks/issues/821)

1. Open Lutris
2. Right click on the game > `Settings` > `Runner options`
3. While newer versions of Lutris can use Proton, it is advised you use Wine-GE instead. Make sure you're using at least `lutris-GE-Proton8-1`

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-613bac1a1f856e399ff33fecdb32171ccb9e4840%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

4. Scroll down to **DLL overrides**, click on **Add** to add a key. Add the following keys:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-8dfecdd45b2ac8644e765ec95544c3604903f0a8%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

## Launch Options

You need to pass a few parameters to the Cyberpunk.exe to enable mods. Read the section for your client to find out how.

{% hint style="danger" %}
If you have typos or forget characters in your launch parameters, **they will not work**.\
You can copy-paste the text from the guide below.
{% endhint %}

For a full list of launch options, check [Launch parameters](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory/launch-parameters). Use them at own risk!

### Steam: Launch Options

Switch to steam and make sure that the launch options are set as below:

```
WINEDLLOVERRIDES="winmm,version=n,b" %command%
```

{% hint style="danger" %}
The command is case sensitive. Copy-paste the text from the box above to make sure.
{% endhint %}

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-fb6854db363e711f715055f1c97f5489d8321029%2Flinux_modding_8.png?alt=media" alt=""><figcaption><p>Setting Launch Options in Steam</p></figcaption></figure>

If this still doesn't work, check the [Cyber Engine Tweaks wiki](https://wiki.redmodding.org/cyber-engine-tweaks/getting-started/installing) for additional instructions, or find us on [Discord](https://discord.gg/redmodding) in `#mod-troubleshooting`.

### GOG: Launch Options

You can find the launch options for GOG in the game's config menu under `Manage Installation` -> `Configure...`

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-3e0ffdc8b7901384d37847e08af073bcae849e9b%2Fgog_set_launch_args.png?alt=media" alt=""><figcaption></figcaption></figure>

As under Steam, you have to add the following:

```
WINEDLLOVERRIDES="winmm,version=n,b" %command%
```

{% hint style="danger" %}
The command is case sensitive. Copy-paste the text from the box above to make sure.
{% endhint %}

### Heroic: Launch Options

While at your library right click Cyberpunk then navigate to `Settings` -> `ADVANCED` and scroll down to `Environment Variables`

Now set a new variable name `WINEDLLOVERRIDES` with a value of `winmm,version=n,b` without any quotation marks.

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-22dda49822a3f60be227a4a50f1f7223445a0593%2Fimage.png?alt=media" alt=""><figcaption><p>Don't forget to click the + button for the changes to save.</p></figcaption></figure>

{% hint style="danger" %}
Variable Name and Value are both case sensitive, Copy-paste for certainty.
{% endhint %}

{% hint style="info" %}
Anything that includes **`=`** and doesn't start with **`-`** goes to Environment Variables, while things starting with\*\*`-`**usually go under Game Arguments, for example**`-skipStartScreen`\*\*
{% endhint %}

## You're not done just yet!

So far you've just installed the dependencies, head back to [Using Mods: Manual Install](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077#manual-install) to continue

## Troubleshooting

### I can't install vcredist!

Try running the following shell command:

```bash
protontricks 1091500 --force vcrun2022
```

### This is not working!

#### Check the launch options

This is the most common error. You wouldn't believe how often people show up in the support discord channel, yell in frustration for 10 minutes, and then found out that they included an extra space, forgot a letter, or made a simple typo.

Do not be these people. Copy-paste from the guide and delete any extra spaces.

#### “Invalid file magic number”

Delete/uninstall the current protontrick version. Try the beta-version from here and running the commands:

{% embed url="<https://monroeworld.com/steamdeck/proton.txt>" %}

#### Update protontricks

Make sure to be on the last version of protontricks. If that does not work, try the **second-to-last** version — sometimes, the tools themselves break.

{% hint style="info" %}
You can check protontricks' [github page](https://github.com/Matoking/protontricks/issues). If there is anything seriously broken, you will find something there.
{% endhint %}

#### Ask for help

You can find us on the [modding discord](https://discord.gg/redmodding) in `#cet-troubleshooting` or `#red4ext-support`. Beware: If it turns out to be a typo in your launch options, there will be snark. ;)


# Modding on macOS

How to get mods working on the MacOS build of Cyberpunk 2077

{% hint style="danger" %}
This guide is currently a work in progress.
{% endhint %}

{% hint style="info" %}
**Modding Support on MacOS (or Lack Thereof)**

At the time of writing, the only framework mod that is unofficially supported on the MacOS build of Cyberpunk 2077 is [redscript](https://wiki.redmodding.org/redscript/) starting with the 0.5.29 build. As such, the only mods that are supported on MacOS are pure **redscript-only** mods (i.e. no Codeware, no ArchiveXL, etc.)

Additionally, due to the security features built into MacOS, modding the game is possible, but much more annoying. You'll get a lot of scary-looking warnings and permission requests, but this is normal. Don't worry! We'll go through all of them here.
{% endhint %}

## Getting Started

{% stepper %}
{% step %}
**Download redscript for macOS**

Find the latest release on the [GitHub Releases](https://github.com/jac3km4/redscript/releases/) for redscript

{% hint style="warning" %}
Be sure to download `redscript-vX.X.XX-macos.zip` , NOT `redscript-cli-aarch64-darwin` !
{% endhint %}
{% endstep %}

{% step %}
**Install redscript to your game directory**

Copy the contents of the zip/folder to your Cyberpunk 2077 install folder (the one with `Cyberpunk2077.app`). The default locations can be found here:

* GOG: `/Applications/Cyberpunk 2077/`
* Steam: `~/Library/Application Support/Steam/steamapps/common/Cyberpunk 2077/`
* App Store: `/Applications/Cyberpunk2077.app/Contents/Data/`
  {% endstep %}

{% step %}
**Unblock redscript in macOS**

Open the Terminal app and run the following command to tell MacOS redscript is safe to run:

* GOG:

```bash
xattr -r -d com.apple.quarantine "/Applications/Cyberpunk 2077/engine/tools/"
```

* Steam:

```bash
xattr -r -d com.apple.quarantine "$HOME/Library/Application Support/Steam/steamapps/common/Cyberpunk 2077/engine/tools/"
```

* App Store:

```bash
xattr -r -d com.apple.quarantine "/Applications/Cyberpunk2077.app/Contents/Data/engine/tools/"
```

{% endstep %}

{% step %}
**Download input loader for macOS**

Find the latest release on the [GitHub Releases](https://github.com/risner/cyberpunk2077-input-loader-mac/releases/) for redscript
{% endstep %}

{% step %}
**Install input loader to your game directory**

Copy the contents of the zip/folder to your Cyberpunk 2077 install folder (the one with `Cyberpunk2077.app`). The default locations can be found here:

* GOG: `/Applications/Cyberpunk 2077/`
* Steam: `~/Library/Application Support/Steam/steamapps/common/Cyberpunk 2077/`
* App Store: `/Applications/Cyberpunk2077.app/Contents/Data/`
  {% endstep %}

{% step %}
**Make sure your script is executable**

* GOG:

```bash
chmod +x "/Applications/Cyberpunk 2077/launch_modded.sh"
```

* Steam:

```bash
chmod +x "$HOME/Library/Application Support/Steam/steamapps/common/Cyberpunk 2077/launch_modded.sh"
```

* App Store:

```bash
chmod +x "/Applications/Cyberpunk2077.app/Contents/Data/launch_modded.sh"
```

{% endstep %}
{% endstepper %}

## Running Cyberpunk 2077 on macOS with redscript

The MacOS build of Cyberpunk 2077 will not start redscript automatically like the Windows build. Therefore, any redscript mods you install will not be included in the game automatically, but you don't have to run the script every time, only with new mods or updates **to let them compile**. You have three options:

### 1. Link bash script to your game client

*a) GOG:*

1. Launch GOG Galaxy → **Cyberpunk 2077 → More → Manage Installation → Configure → Add another executable / arguments**
2. Locate the game path and ensure to select the script

   ```
   /Applications/Cyberpunk 2077/launch_modded.sh
   ```
3. Press **Select an executable to link,** ensure **Default executable** is **checked** and press **OK**.

Now GOG Galaxy will run your script whenever you press **Play**.

*b) Steam:*

Steam does not let you choose a different executable on macOS, so the workaround is to temporarily replace the top-level launcher with the script.

1. Rename the executable inside `Cyberpunk2077.app` :

```bash
mv "$HOME/Library/Application Support/Steam/steamapps/common/Cyberpunk 2077/Cyberpunk2077.app/Contents/MacOS/Cyberpunk2077" \
   "$HOME/Library/Application Support/Steam/steamapps/common/Cyberpunk 2077/Cyberpunk2077.app/Contents/MacOS/Cyberpunk2077_real"
```

2. Using your preferred text editor (use `TextEdit` if you do not have another one), update `launch_modded.sh` so it uses a fixed macOS path, changes into the game directory before running the tools, and launches the renamed executable:

```bash
#!/usr/bin/env bash
game_dir="$HOME/Library/Application Support/Steam/steamapps/common/Cyberpunk 2077"

cd "$game_dir" || exit 1

"$game_dir/engine/tools/scc" -compile "$game_dir/r6/scripts"
perl "$game_dir/engine/tools/inputloader.pl"
exec "$game_dir/Cyberpunk2077.app/Contents/MacOS/Cyberpunk2077_real" "$@"
```

Save the file with `Command` + `S`.

3. Rename the launch script to executable:

```bash
mv "$HOME/Library/Application Support/Steam/steamapps/common/Cyberpunk 2077/launch_modded.sh" \
   "$HOME/Library/Application Support/Steam/steamapps/common/Cyberpunk 2077/Cyberpunk2077"
```

4. Make sure it's executable:

<pre class="language-bash"><code class="lang-bash"><strong>chmod +x "$HOME/Library/Application Support/Steam/steamapps/common/Cyberpunk 2077/Cyberpunk2077"
</strong></code></pre>

If you want to undo this later, restore the original launcher and put the script back:

```bash
mv "$HOME/Library/Application Support/Steam/steamapps/common/Cyberpunk 2077/Cyberpunk2077.app/Contents/MacOS/Cyberpunk2077_real" \
   "$HOME/Library/Application Support/Steam/steamapps/common/Cyberpunk 2077/Cyberpunk2077.app/Contents/MacOS/Cyberpunk2077"

mv "$HOME/Library/Application Support/Steam/steamapps/common/Cyberpunk 2077/Cyberpunk2077" \
   "$HOME/Library/Application Support/Steam/steamapps/common/Cyberpunk 2077/launch_modded.sh"
```

*c) App Store*

Some values within `launch_modded.sh` will need to be edited for it to launch the game correctly.

1. Adjust `launch_modded.sh` to these changes using preferable text editor (use `Text Edit`, if you don't have any):

* Locate following lines:

```bash
"$game_dir/Cyberpunk2077.app/Contents/MacOS/Cyberpunk2077"
```

* Replace it with following:

```bash
"$game_dir/../MacOS/Cyberpunk2077"
```

2. Make sure it's executable:

<pre class="language-bash"><code class="lang-bash"><strong>chmod +x "/Applications/Cyberpunk2077.app/Contents/Data/launch_modded.sh"
</strong></code></pre>

Be sure the script opens with Terminal by default, right click `launch_modded.sh` → Show info → Open with: → Select 'Terminal'

3. *(Optional)* Create a shortcut to open more easily

```bash
ln -s "/Applications/Cyberpunk2077.app/Contents/Data/launch_modded.sh" "/Applications/Cyberpunk 2077 Modded"
```

### 2. Run the Included Bash Script to Start Cyberpunk 2077

* From Finder, double click the `launch_modded.sh` file in the `Cyberpunk 2077` folder

or

* From Terminal, `cd` to your Cyberpunk 2077 folder (the same as before) and run `./launch_modded.sh`

### 3. Manually run redscript, then launch the game normally

😏 (more to come)


# Additional launch parameters for use from game launchers

Launch parameters for use from game launchers (and what they do)

## Summary

Created: Jan 19 2025 by [WSSDude](mailto:undefined)\
Last documented update: Jan 19 2025 by [WSSDude](mailto:undefined)

This page lists some known launch parameters use from game launchers like Steam, GOG and Epic, but may work for other launchers like Heroic.

### Wait, this is not what I want!

* If you are trying to get your modded Steam Deck to work, check [Modding on Linux](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory/modding-on-linux)

## Parameters

{% hint style="info" %}
You need to send the parameters in the form of\
`--parameter`

for example\
`--launcher-skip`
{% endhint %}

{% hint style="info" %}
You may also pass in any parameters found in [Launch parameters](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory/launch-parameters), but beware of the different parameter formatting!\
Launcher parameters use double-dash while launch parameters use single-dash.
{% endhint %}

<table><thead><tr><th width="244">Parameter</th><th width="307">Argument (if given)</th><th>Explanation</th></tr></thead><tbody><tr><td>launcher-skip</td><td></td><td>Starts Cyberpunk 2077 right away, skipping REDLauncher</td></tr></tbody></table>


# Getting Started: Installing Cyberpunk

Install the core requirements for Cyberpunk2077 modding, decide how to manage your mods, and set up a mod manager

## Summary

**Last documented update:** January 19th, 2026 by [minnierylands](mailto:undefined)

{% hint style="danger" %}
While it is *possible* to install mods by hand, we recommend using a mod manager.
{% endhint %}

This guide will walk you through installing and configuring your game. If you have already done that, you can configure the mod manager of your choice:

<table data-card-size="large" data-view="cards"><thead><tr><th align="center"></th><th data-hidden data-card-cover data-type="image">Cover image</th><th data-hidden data-card-target data-type="content-ref"></th></tr></thead><tbody><tr><td align="center"><strong>Vortex</strong></td><td data-object-fit="contain"><a href="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2FmB1FyJx4AUGHceEszzYp%2Fvortex-logomark.png?alt=media&amp;token=bf7348c2-bed3-440f-8489-16ee3bca3b6c">vortex-logomark.png</a></td><td><a href="/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/getting-started/vortex-mod-manager">Vortex Mod Manager</a></td></tr><tr><td align="center"><strong>Mod Organizer 2</strong></td><td><a href="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2F49p7x4c6SrpcwwRiVuCn%2F37225415.png?alt=media&amp;token=52387763-e10c-4fba-9edd-99803bf0f60c">37225415.png</a></td><td><a href="/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/getting-started/mo2-mod-organizer-2">MO2 (Mod Organizer 2)</a></td></tr></tbody></table>

{% hint style="info" %}
To learn how to install mods, check [Using Mods](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077)
{% endhint %}

***

## Prerequisites

* You have [**bought** Cyberpunk 2077](#user-content-fn-1)[^1] on the platform of your choice (Steam, GOG or EPIC)
* You have the following things:
  * [Visual C Redistributable 2022](https://aka.ms/vs/17/release/vc_redist.x64.exe)
  * [.NET 6.0+](https://dotnet.microsoft.com/en-us/download/dotnet/6.0)
* You have updated the following things:
  * [Your graphics card](https://www.wikihow.com/Update-Your-Graphics-Driver) driver
  * The latest [Windows Update](https://www.wikihow.com/Update-Windows) for your operating system (checkout [Modding on Linux](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory/modding-on-linux) if that's what you're doing)

***

## Installing the Game

{% hint style="success" %}
If you already have the game installed, you can skip this section and proceed with [Configuring the Game](#configuring-the-game)
{% endhint %}

In order to set up your game to be best suited for mods, you'll want to keep some things in mind:

* Installing Cyberpunk 2077 on an SSD can speed up load time
* Installing Cyberpunk 2077 outside of `Program Files` can stop Windows "protecting" your files

For the purpose of this guide, we will assume the following install paths:

<table data-header-hidden><thead><tr><th width="267"></th><th></th></tr></thead><tbody><tr><td>Game install</td><td><code>C:\Games\Cyberpunk 2077</code></td></tr><tr><td>Mod download and staging</td><td><code>C:\Games\Mods</code></td></tr></tbody></table>

***

#### Permissions

{% hint style="warning" %}
Folder permissions **can** cause problems down the line, especially for Windows users.

Most users never run into these, but you can prevent them altogether by installing your game to a folder like `C:\Games` rather than `C:\Program Files.`
{% endhint %}

By default, all three platforms (GOG, Steam, and Epic) want to install the game to their own install location, which defaults to `C:\Program Files`. Unfortunately, Windows is fussy about what it will permit there, which is not much.

This **can** cause problems in two different spots by "protecting" the Cyberpunk install directory from:

* Modding tools such as mod managers (like our recommendation [Vortex](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/getting-started/vortex-mod-manager))
* CDPR's own REDmod launcher.

But hey, at least things are very secure.

You likely won't run into any of these problems, but you can rule them out altogether by installing Cyberpunk to a directory other than `C:\Program Files` or `C:\Program Files(x86)`, like `C:\Games\Cyberpunk 2077`

***

### Installation Guide

Now we will go through the install options to use on each platform to accomplish this, and the recommended settings for modded Cyberpunk 2077.

{% hint style="info" %}
Just choose the header below for which platform you're using!
{% endhint %}

{% tabs %}
{% tab title="Installing Through GOG" %}
**Installing Cyberpunk: GOG**

{% hint style="success" %}
If you already have the game installed, you can skip this section and proceed with [Configuring Cyberpunk](#configuring-cyberpunk-gog)
{% endhint %}

1. Open GOG Galaxy, click on "`Owned Games`" in the left sidebar.\
   Scroll until you find Cyberpunk.

***

2. Single click on its picture to display the main Cyberpunk page.

***

3. Click the button at the top of the page labeled "`Install`".

***

4. In the pop-up window, choose your install location:

* Click the drop-down box
* Select "`browse`"
* Browse to the target folder (we're assuming `C:\Games`)

{% hint style="info" %}
You don't need to create a subfolder for Cyberpunk, as GOG will do that for you.
{% endhint %}

***

5. **Optional**: Select a game language other than English

***

6. **Optional**: Create a desktop shortcut by ticking the first box "`Create desktop shortcut`"

***

7. **Optional, but recommended**: Disable auto-updates by unchecking the second box "`Keep this game up to date automatically`"

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-6cff805baeb2bc4810d9468af23de1bb3534e74c%2Fimage.png?alt=media" alt=""><figcaption><p>How the window should look for recommended install.</p></figcaption></figure>

***

8. Press "`Install`"

***

9. Wait until GOG has done it's thing, then proceed to the next section.
   {% endtab %}

{% tab title="Installing Through Steam" %}
**Installing Cyberpunk: Steam**

{% hint style="success" %}
If you already have the game installed, you can skip this section and proceed with [Configuring Cyberpunk](#configuring-cyberpunk-steam)
{% endhint %}

To be done
{% endtab %}

{% tab title="Installing Through Epic" %}
**Installing Cyberpunk: Epic**

{% hint style="success" %}
If you already have the game installed, you can skip this section and proceed with [Configuring Cyberpunk](#configuring-cyberpunk-epic)
{% endhint %}

To be done
{% endtab %}
{% endtabs %}

***

## Configuring the Game

Great, now the game is installed!

To get the recommended settings, and to start modding your game, follow one of the guides below.

### Configuration Guide

{% hint style="info" %}
Just choose the header below for which platform you're using!
{% endhint %}

{% tabs %}
{% tab title="Configuring Through GOG" %}
**Configuring Cyberpunk: GOG**

Once the game has installed, we want to make it run with mods.

1. Click the button to the right of the **`Play`** button (formerly the `install` button) pictured below.

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-be491c971dda5b349a5871790e138dbece7ba320%2Fimage.png?alt=media" alt=""><figcaption><p>The Cyberpunk 2077 main page on GOG, with the sidebar open on the left</p></figcaption></figure>

***

2. From there, select "**`Manage Installation`**" and then "**`Configure`**". A window will pop up where you can change your desired settings:
   * Installation (first tab): Disable auto-updates
   * DLC (third tab): Select at least **`Cyberpunk 2077 REDMod`**

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-4c32867685398a1adf5ac797fd3d59f2060ca583%2FCP2077%20Modding%20Guide%20GOG%20Setup%20Merged%20Image.png?alt=media" alt=""><figcaption><p>You may select any additional settings you like, but these are the minimum recommended options.</p></figcaption></figure>

***

3. Click the **`OK`** button to return to the game's page.

***

4. Click **`Play`** on the game's page

***

5. Click the **`Settings`** button and **Enable mods**
   * If you can't enable mods, it means REDmod is not installed. **Go back and repeat step 2**.

***

6. Click **`Play`** (Do not skip this)

{% hint style="success" %}
That's it, you are done with your install of the game! You can now move on to [#starting-to-mod](#starting-to-mod "mention")!
{% endhint %}
{% endtab %}

{% tab title="Configuring Through Steam" %}
**Configuring Cyberpunk: Steam**

1. Navigate to *Cyberpunk 2077*

***

2. Click **`Play`**

***

3. Click the **`Settings`** button and **Enable mods**
   * If you can't enable mods, that means **REDmod is not installed**. Check the game's DLCs and make sure to get it.

***

4. Click **`Play`** (Do not skip this)

{% hint style="success" %}
That's it, you are done with your install of the game! You can now move on to [#starting-to-mod](#starting-to-mod "mention")!
{% endhint %}
{% endtab %}

{% tab title="Configuring Through Epic" %}
**Configuring Cyberpunk: Epic**

1. Navigate to *Cyberpunk 2077*

***

2. Click **`Play`**

***

3. Click the **`Settings`** button and **Enable mods**
   * If you can't enable mods, that means **REDmod is not installed**. Check the game's DLCs and make sure to get it.

***

4. Click **`Play`** (Do not skip this)

{% hint style="success" %}
That's it, you are done with your install of the game! You can now move on to [#starting-to-mod](#starting-to-mod "mention")!
{% endhint %}
{% endtab %}
{% endtabs %}

***

## Starting to mod

You now have the following options:

* If you're not confident in modding your game, follow the extremely detailed guide under [Vortex Mod Manager](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/getting-started/vortex-mod-manager)
* Otherwise, you can head to [Using Mods](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077) and start reading on how to do this

[^1]: .Pirated copies generally do not mod well.


# MO2 (Mod Organizer 2)

How to use MO2 - it's that simple

## Summary

**Last documented update:** May 19 2025 by **MyNameIsSpirits**

MO2 (**Mod Organizer 2**, [Nexus](https://www.nexusmods.com/skyrimspecialedition/mods/6194?tab=files) | [Github](https://github.com/ModOrganizer2/modorganizer/releases)) is a free, widely-used mod manager, especially popular for Bethesda games. It also fully supports **Cyberpunk 2077**.

Using MO2 keeps your base game directory untouched and allows for easy mod installation, uninstallation, and updating. Additionally, you can create different profiles for mod configurations.

{% hint style="info" %}
If you need further help with MO2 beyond this guide, feel free to ask for assistance on their official [Discord server](https://discord.com/invite/ewUVAqyrQX).
{% endhint %}

## **Before we start...**

{% hint style="warning" %}
**MO2 will not play nice with manually installed mods - remove them.**
{% endhint %}

MO2 keeps all your mods in a location separate from Cyberpunk's base game directory. When you launch Cyberpunk through MO2, **it will load mods from both MO2 and the game folders**.

It's best to let MO2 handle all of your mods and leave the base game directory clean.

<details>

<summary><strong>But I have so many mods to uninstall!</strong></summary>

You don't need to manually delete all of your mods, nor should you reinstall the entire game.

We have a handy [mod remover script](https://www.nexusmods.com/cyberpunk2077/mods/8597) (courtesy of our dear manavortex) that will automatically do it for you.

After running it and validating your files, you will have a 100% clean installation of the game **and** a backup folder of the mods it removed, in case you change your mind about MO2 and want those mods back.

</details>

{% hint style="info" %}
TL;DR: Don't reinstall the game. You'll be wasting your time. Use the [mod remover](https://www.nexusmods.com/cyberpunk2077/mods/8597).
{% endhint %}

## **Download and Install MO2**

1. Download MO2 from either [Nexus Mods](https://www.nexusmods.com/skyrimspecialedition/mods/6194) (yes, Skyrim Nexus) or [GitHub](https://github.com/Modorganizer2/modorganizer/releases)
2. Install MO2:
   * When installing, choose either the **`Global Instance`** option (recommended for multiple games)...
   * ...or choose **`Portable Instance`** if you want a separate installation of MO2 for each game.

{% hint style="danger" %}
**Do not install MO2 inside Cyberpunk's directory!** This has been confirmed to cause issues.
{% endhint %}

### **Setting Up the Game**

1. **Launch MO2.**
2. **Create a new instance**:
   * Browse to the Cyberpunk 2077 installation folder to create the new game instance.
3. **Customize your Profile Settings (Optional)**:
   * These can be left unchecked unless you need profile-specific INI files, save games, or automatic archive invalidation.
   * You can change these settings later as needed.

### Installing CET and Red4Ext (the script extenders)

{% hint style="warning" %}
You can either install these mods **manually**, or install Zash's plugin update (see ) [#script-extenders-plugin-installation-guide](#script-extenders-plugin-installation-guide "mention")
{% endhint %}

#### Script extenders: Manual install

{% hint style="info" %}
If you would rather use the (experimental) plugin, read [#script-extenders-plugin-installation-guide](#script-extenders-plugin-installation-guide "mention")instead.
{% endhint %}

1. Download the mod from Nexus
2. Open the downloaded .zip file by double-clicking it
3. Drag and drop everything inside the folder directly into [The Cyberpunk 2077 Game Directory](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory)
4. You're done

#### Script extenders: plugin installation guide

{% hint style="info" %}
If you would rather install the mods by hand, read [#script-extenders-manual-install](#script-extenders-manual-install "mention")instead.
{% endhint %}

There *is* a plugin for MO2 that will allow you to install CET and RED4ext through MO2. This is nice if you prefer to keep all of your mods within MO2's mod list, but it is an optional process.

If you don't care about having CET and RED4ext installed in MO2, then I would recommend you to install them manually as detailed above. Otherwise, read on.

I'm going to stress this as hard as I can: this plugin is not part of the main MO2 build and is therefore prone to bugs. I haven't had any issues with it so far, and I was able to guide someone who'd never even heard of MO2 previously, and they also have not experienced any issues.

**With that said,** there is always a possibility that something simply doesn't work as expected. If you're absolutely, totally, undoubtedly 100% sure that you followed the below steps correctly and it still doesn't work, I would advise you to visit the official MO2 Discord server linked at the top of this guide and seek help there.

<details>

<summary>Installing the plugin (must read!)</summary>

1. Head over to the [GitHub repository](https://github.com/ModOrganizer2/modorganizer-basic_games/blob/master/games/game_cyberpunk2077.py) and download the file `game_cyberpunk2077.py` by clicking on the top-right three-dot menu, and clicking "Download."
2. Place this file into `basic_games/games` which is located in the MO2 plugin folder. No need to go diving through all your folders to find it, you can find it easily:
   1. Navigate to **Show Open Folders menu...** on the main MO2 screen.

      <figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-cdce8ad530277871c65c42d41504d94e6ed8b7b6%2Fimage.png?alt=media" alt=""><figcaption><p>Show Open Folders menu</p></figcaption></figure>
   2. Click on **Open MO2 Plugins folder.**

      <figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-e0180a2e584d02473df6f71948419bd52cd40d1f%2Fimage.png?alt=media" alt=""><figcaption><p>Open MO2 Plugins</p></figcaption></figure>
   3. This will open the plugins folder in Windows Explorer. From here, go into the folder called `basic_games`, and then into `games`.
   4. This is where you'll drop the file you downloaded from GitHub. However, there will already be a file in here called `game_cyberpunk2077.py` which **you should back up in case something goes wrong** (simply copying it to your desktop will suffice, as long as you remember where you put it).
   5. After you've backed up the original file, now you can drop the file you downloaded from GitHub into this folder. Replace the original file if it asks you to (again, **back it up** first!).
3. At this point you have installed the plugin, but we're not done yet. Next you should install CET and RED4ext through MO2 (see [**Installing Mods from Nexus**](#installing-mods-from-nexus) below), replacing any previous installations of those mods if you had any.
4. Make sure your **Overwrite** folder is empty, backing up any files in there if you need.
   1. The **Overwrite** folder is where MO2 puts files generated by your mods while you're playing the game. For the sake of setting up our plugin, it's better to make sure it's empty to avoid potential file conflicts.
   2. The Overwrite is found at the very bottom of your installed mod list (not the Downloads tab). Double-click on **Overwrite** and delete everything in the window that pops up. If there's nothing in there, move onto the next step.
5. Make sure Root Builder is disabled with the following steps.

   1. Go to Settings.

      <figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-e9c8e4c0a2711fd73463281fe1e8038abd0d29b2%2Fimage.png?alt=media" alt=""><figcaption><p>Settings</p></figcaption></figure>
   2. Head to the **Plugins** section.
   3. Search for **Root Builder** and make sure the **"Enabled"** checkbox is **not checked.** If Root Builder doesn't show up, that means you didn't have it installed in the first place. That's okay! You don't need to do anything more.

   <figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-f019f85f3569b9de9870e0259c07b67720a64df8%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>
6. If you have CET and RED4ext installed manually, you should remove them from Cyberpunk's game folders. The easiest way to do this is via [mod remover](https://www.nexusmods.com/cyberpunk2077/mods/8597).
7. After you've done all of this, close and re-open MO2. If you've followed all of these steps correctly, you should receive a pop-up which you should say yes to.
8. Launch the game. If everything is done correctly, CET should open immediately and ask you to set a keybind. You've done it!

</details>

### **Installing Mods from Nexus** <a href="#installing-mods-from-nexus" id="installing-mods-from-nexus"></a>

1. Go to the [Nexus Mods](https://www.nexusmods.com/games/cyberpunk2077?modSort=new) website for Cyberpunk 2077 mods.
2. Download mods via the "Mod Manager Download" button. MO2 will start to automatically download the mod.
3. In MO2, open the **Downloads** tab and double-click the mod to install it.
4. After installation, ensure the mod is enabled by checking it in the **Plugins** list or the **Installed Mods** section.

### **Adding Mods from Other Sources**

If you have mods from external sources:

* Download the mod and move it to the **Downloads** folder by using the file folder dropdown in MO2 ("Open Downloads folder").
* Alternatively, drag and drop the mod into the **Downloads** tab within MO2.

***

### Launching the Game

{% hint style="warning" %}
**When using MO2 as a mod manager, you always have to launch the game through MO2.**
{% endhint %}

1. **Always Launch the Game through MO2**:
   * If you're using MO2 as your mod manager, make sure to run Cyberpunk 2077 via MO2. Your mods will not be loaded otherwise.
   * Steam will still track your playtime and achievements.
2. **Run the Game**:
   * After setting up all your desired mods, click **Run** in MO2 to launch Cyberpunk 2077.

### Tips and Best Practices

* Stay up to date with the latest versions of both **MO2** and the mods for the best experience and compatibility.

## Troubleshooting

### Some mods aren't working!

* If you aren't using the updated plugin, make sure that CET and RED4ext are installed **manually** (check [#installing-cet-and-red4ext-the-script-extenders](#installing-cet-and-red4ext-the-script-extenders "mention"))
* If you **are** using the updated plugin and you're getting REDscript errors on startup, make sure you've restarted MO2 after updating the plugin.
* Make sure that your MO2 instance is **not** directly in the [The Cyberpunk 2077 Game Directory](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory). This has been confirmed to cause problems and is a non-optional step.


# Vortex Mod Manager

Installing and setting up Vortex Mod Manager, the recommended way to install, manage, and upgrade mods.

## Summary

**Last documented update:** September 5th, 2026 by [minnierylands](mailto:undefined)

{% hint style="danger" %}
**Windows 10 or higher is required to use Vortex mod manager. If you are not using Windows, see our Manual Install page.**
{% endhint %}

Vortex is a multi-game mod manager developed for and by [Nexus Mods](https://www.nexusmods.com/), the website where most [Cyberpunk 2077 mods](https://www.nexusmods.com/cyberpunk2077) are hosted. Here you can download mods manually or with Vortex and keep track your download history.

{% hint style="info" %}
To use Vortex, you need an account there. If you don't have one, you can sign up [here](https://users.nexusmods.com/register) – don't worry, it's free.
{% endhint %}

***

## Why do I need this?

Technically speaking, you don't. You can [install mods manually](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077#manual-install) or use [Mod Organizer 2](https://www.modorganizer.org/) (but without our support, sorry, choom).

However, Vortex for Cyberpunk is the most beginner-friendly way of managing your mods and will save you a lot of hassle.

{% hint style="success" %}
If you have PTSD from modding Skyrim or Fallout with Vortex, be assured that Vortex for Cyberpunk is integrated **extremely** well. Go ahead, give it a try!

If you run into issues with Vortex that aren't addressed in this guide, you can contact [Nexus support](https://github.com/Nexus-Mods/Vortex/wiki) or join our [Discord](https://discord.gg/redmodding) and find (volunteer) help in the #vortex-support channel.
{% endhint %}

***

## TL;DR

* Your staging folder **must** be on the same drive as your game installation
* Your staging folder **must be separate** from your game install directory
* Vortex has [a lot of options](#settings). If you put wrong options, mods can go brr.

***

## Download

Once you're signed in on Nexus, it's time to download Vortex Mod Manager.

{% hint style="info" %}
If you can download it on your own, you can skip to the [Install](#installation) or [Setup](#setup) section of this guide.
{% endhint %}

1. Click [this link](https://www.nexusmods.com/site/mods/1), it will take you directly to the download page
2. Select the "Manual Download" option on the first entry:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-34caedeb5dc930a7f49d8988bf6c643d55227e41%2Ffirefox_HMIJEbgEzE.png?alt=media" alt=""><figcaption></figcaption></figure>

3. You'll now see a download page. If you don't have Nexus Premium:
   1. Select "Slow Download"
   2. Wait through the five seconds cool down
4. Optional, depending on your browser:
   * Select your download location for files that you don't want to keep
5. Wait until the installer is downloaded

{% hint style="success" %}
Nice, now the installer should be downloaded! You can proceed with the steps in the next section.
{% endhint %}

***

## Installation

{% hint style="info" %}
This guide will assume that you install Vortex to `C:\Program Files\Black Tree Gaming Ltd\Vortex`. You can install it wherever you want, but then you need to adjust accordingly.
{% endhint %}

1. Run the installer by double-clicking it.
2. If Windows shows you a prompt now, select **yes** — you want the setup to make changes on your device, it's supposed to install Vortex.
3. Click through the setup and finish its instructions!

{% hint style="success" %}
Congrats! You've finished installation! Vortex should launch automatically and you can now move onto setup.
{% endhint %}

***

## Setup

Here is where we get into the weeds, the particulars of Vortex setup before we can use it.

{% hint style="info" %}
If you can setup Vortex on your own, skip to the [Settings](#settings) section of this guide. (Why are you reading this?)
{% endhint %}

#### Logging In To Nexus Mods

{% hint style="success" icon="exclamation" %}
If you are already logged in, proceed to the next section: [Adding Cyberpunk](#vortex-adding-cyberpunk)
{% endhint %}

1. If Vortex didn't open by itself, open it from the start menu
2. Log into Nexus Mods by clicking on the red circle in the top right of your client

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fje6BeDGmuLHRH8Fpychb%2Flogin_new_layout.png?alt=media&amp;token=8a663010-d653-45e4-9852-2c5d6420f943" alt=""><figcaption><p>This icon may be red!</p></figcaption></figure>

3. This should open a browser window that looks like this:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2FGqPvQIUtwQX1dSDLxKIk%2Fvortex_login_auth.png?alt=media&amp;token=b6af5a4e-a333-4c38-8c9d-78e365bf8a4c" alt=""><figcaption></figcaption></figure>

{% hint style="warning" %}
If you see the below error message instead, copy the URL in the box at the bottom and open the browser window yourself.
{% endhint %}

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-6dbf46a2a95883639e76b67d3689111e297a71ff%2FVortex_9t21yxISb5.png?alt=media" alt=""><figcaption><p>If your browser doesn't open automatically, copy the url starting with users.nexusmods in the box</p></figcaption></figure>

4. Allow Vortex to access your Nexus Mods account by clicking "Authorize":

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2FtxnFpwj3RmLVfnwuWXmT%2Fvortex_login_auth_2.png?alt=media&amp;token=eae17c47-1c24-46d0-8a5f-13b4169ed853" alt=""><figcaption><p>Allow Vortex to authorise your account</p></figcaption></figure>

6. Click "Log in to Vortex":

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-61ae019a461a7552e432c930080cd5cfc2e31b10%2F10.png?alt=media" alt=""><figcaption><p>Log into Vortex and close the page</p></figcaption></figure>

7. Instead of the blank/red icon, you should now see your profile picture and username from Nexus Mods.

***

### Managing Cyberpunk

This section will tell you how to add Cyberpunk to Vortex's managed games.

1. On the sidebar on the left side of your dashboard, click "`Games`"
2. In the page that shows up, type "`Cyberpunk`" into the search bar
3. Hover over its thumbnail and click "`Manage`"
4. You will now see a popup complaining about "`Game support not installed`". Don't panic, this is expected!
5. You will require the vortex extension for Cyberpunk 2077. You can download this through Vortex on the Extensions tab.&#x20;
6. Search for Cyberpunk 2077 and click install.
   1. Your Vortex extension should now be installed, and should say `0.13.0` (or whatever the latest version is on Nexus Mods) in the `Version` column.

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2FCclF881RVdK1Xb2gJlj9%2Fvortex_new_ui_menuside.png?alt=media&amp;token=504f03e8-71fd-4ab8-9ec7-2bf2b1af7439" alt=""><figcaption><p>This is the extensions tab!</p></figcaption></figure>

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2F3g02drZ8ZSeLhh0g5rBb%2Fvortex_extension_13.png?alt=media&amp;token=8521b2e7-4bbc-4e1f-bb73-fbba7fcbbced" alt=""><figcaption><p>This is what you want to see!</p></figcaption></figure>

7. If your extension is not the latest version, [you can download the Cyberpunk 2077 Vortex Extension here](https://www.nexusmods.com/site/mods/196?tab=files).&#x20;
8. Click `Mod manager download` - this will download it straight to Vortex.
9. **You need to restart Vortex** – agree to the prompt if there is one. If not, manually close Vortex and re-open it.

{% hint style="success" icon="exclamation" %}
If Vortex was able to auto-detect your game install, you're all set and can proceed to the [Settings](#settings) section!
{% endhint %}

10. Vortex will tell you that it couldn't detect your game install and prompt you to set it manually. Click "`Continue`".
11. In the explorer window that pops up, navigate to the folder containing your Cyberpunk exe (e.g. `C:\Games\Cyberpunk 2077\bin\x64`)
12. Once you are in the correct folder, click "`Select Folder`"

{% hint style="success" icon="face-smile-beam" %}
Vortex can now manage your game! Proceed to the next section, [Settings](#settings).
{% endhint %}

***

### Vortex General Settings

This section tells you how to set the recommended settings in Vortex, grouped by tab. This guide won't go through every setting available, only the ones relevant to modding Cyberpunk. If a tab isn't covered, there are no specific recommendations - you can choose what you'd prefer.

{% hint style="info" icon="exclamation" %}
Start by clicking "`Settings`" in the left sidebar of your Vortex Dashboard, then select the first tab.
{% endhint %}

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2F1EjrZZghQYlDSxBiCjAO%2Fvortex_new_ui_menuside_settings.png?alt=media&amp;token=8971a7a2-2d00-443c-ae1a-0075bc2f0a5e" alt=""><figcaption><p>Should be at the bottom of the list!</p></figcaption></figure>

#### Interface

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2FHDb8g9OiEbjpww65aZj8%2Fvortex_settings_interface.png?alt=media&amp;token=8e4542c3-e97a-40a0-a848-cd4264f9c45c" alt=""><figcaption></figcaption></figure>

This section controls how Vortex looks and behaves. If this is your first time using Vortex, just leave it at the defaults and scroll down to "`Automation`".

#### Interface -> Advanced

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-c96b292159c2f9c8c836fd3d4b51142e14f2e6a8%2Fvortex_interface_advanced.png?alt=media" alt=""><figcaption></figcaption></figure>

#### Interface -> Automation

The settings here tell Vortex what to do with your mods as it gets them.

Here's a screenshot of the recommended settings with an explanation below:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-fd823484feccdef135b5d21235616829474f89a5%2FVortex_eemOTnkDdN.png?alt=media" alt=""><figcaption><p>Recommended automation settings</p></figcaption></figure>

To put a mod in the game, Vortex requires you to complete four steps. The folders for these are configured in the [Mods section](#mods).

1. Downloading: Putting the mod into Vortex's download cache, either by clicking the button on Nexus or by dragging-and-dropping a file onto the Vortex window. The archive will now live in Vortex's **download directory**.
2. Installing: Unpacks the mod and copies it to Vortex's **staging** directory.
3. Enabling: This mod should be included in the next deploy
4. Deploying: The mod has been copied from Vortex's **staging** directory to your Cyberpunk **game** directory.

<table data-header-hidden><thead><tr><th width="332"></th><th></th></tr></thead><tbody><tr><td>Deploy mods when Enabled</td><td>Automatically deploys each mod as you enable it, merging step 3 and 4. We recommend enabling this, as it saves you a click.</td></tr><tr><td>Install Mods when downloaded</td><td>Automatically completes step 2 when you download a mod. We recommend disabling this as it lets you address issues and popup one after the other</td></tr><tr><td>Enable Mods when installed</td><td>Automatically completes step 2 when you install a mod. We recommend enabling this, as it saves you a click.</td></tr><tr><td>Run Vortex when my computer starts</td><td>Starts Vortex with Windows - disable or enable at your discretion</td></tr></tbody></table>

{% hint style="info" %}
In theory, you can configure Vortex so that you hit the download button on the website and it will download, install, enable and deploy for you. The downside with that is that you might not notice errors as they pop up in the background, which is why we recommend doing that one single click by yourself.
{% endhint %}

#### Downloads

Where Vortex stores downloaded archives. Can be wherever you like, even on a different drive.

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2FOxomYyI1PhfPHfi3xTvd%2Fvortex_settings_downloads.png?alt=media&amp;token=b5563ec2-bcfc-43e2-8bbc-1a61605a88ca" alt=""><figcaption></figcaption></figure>

{% hint style="info" icon="exclamation" %}
We recommend keeping an extra folder in there for manually downloaded mods, as Vortex can manage these as well – you just have to drag-and-drop them into the Vortex window.
{% endhint %}

***

#### Cyberpunk Specific Settings

You can find the game specific settings by clicking the Cyberpunk 2077 image on the left hand sidebar, then clicking "`Game Settings`"

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2FUmmL1u3zi3X965DTQMzl%2Fvortex_new_ui_gamesettings.png?alt=media&amp;token=c4a4f899-d445-49e2-b6cc-9014fd366a5b" alt=""><figcaption><p>Should be at the bottom!</p></figcaption></figure>

***

#### V2077 Settings

There is only one option under V2077 Settings:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2FOy7u10iLeshwuJVmXDQE%2Fv2077_settings_new.png?alt=media&amp;token=25218d4e-e23f-4165-be64-3a6566d62117" alt=""><figcaption></figcaption></figure>

It is recommended to keep this toggled **off -** turning it on could mean you miss potential issues with mods being installed.

***

#### Mods

This section controls Vortex file storage. It's mostly a matter of personal preference and your disk space availability.

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2F8Jk0FU4UkF99QPjN6khz%2Fvortex_new_ui_gamesettings_mods.png?alt=media&amp;token=d0fc3a39-c275-47ce-8a5a-43bc04e24312" alt=""><figcaption></figcaption></figure>

#### Mods -> Mod Staging Folder

This is where Vortex keeps mods, ready to deploy them into the Cyberpunk game directory.

{% hint style="danger" icon="exclamation" %}
This folder:

* **must** be on the **same drive as your game installation**, or deploy will fail
* **must not** be your [game install directory](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory) (where your game files are)
  {% endhint %}

The default folder location is `{USERDATA}\{GAME}\mods`, which translates to:\
&#x20;`C:\Users\YourUsername\AppData\Roaming\Vortex\cyberpunk2077\mods`

You can keep it as this, or you can make a folder for it in a place you can easily access it, such as:\
&#x20;`C:\Games\Mods`.&#x20;

{% hint style="warning" icon="thought-bubble" %}
Wherever you decide, you want to make sure it is accessible and you can remember it in case of issue.
{% endhint %}

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-3ca3eae38ef6c69d96465a6ccd57c55eddc060a7%2FVortex_6MtEr1CcWX.png?alt=media" alt=""><figcaption><p>Mod staging folder default location</p></figcaption></figure>

#### Mods -> Deployment Method

Make sure the Deployment Method is set to "`Hardlink Deployment`" - this should be the default setting.

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fu2XZt1EXrv3asPz5C3nC%2Fvortex_new_ui_gamesettings_deployment.png?alt=media&amp;token=9a59360b-10cb-462c-9913-dbdeb99755d9" alt=""><figcaption><p>Keep it set as Hardlink Deployment!</p></figcaption></figure>

***

### Tools

Along the sidebar, you should see a heading labelled "`Tools`".&#x20;

You should at least see four things, the last of which will be disabled:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2F8Ts55jLqToL9GgIsOU4b%2Fvortex_newui_cyberpunksettings_tools2.png?alt=media&amp;token=9a73f6c2-ed2e-43fc-9b5a-9774997c12df" alt=""><figcaption><p>The default tools on the dashboard.</p></figcaption></figure>

These are different options to launch the game via Vortex. In most cases, you won't have to mess with any of these options at all.

***

## Installing mods

This section will teach you how to install mods. Keep reading!

{% hint style="danger" %}
You can browse different mod collections [on Nexus,](https://next.nexusmods.com/cyberpunk2077/collections) but caution: collections tend to be **outdated** or **abandoned**.

Collections require constant upkeep, and most collection makers just don't do that.

You **can** use collections as a reference list, though. Just download the mods you want individually; that way you definitely have the latest versions of them all.
{% endhint %}

***

### Mod Manager Download

On Nexus, you download mods from the `FILES` tab on mod pages.

{% hint style="warning" %}
When you open a mod's page, make sure to read the description first; most mod authors will give detailed instructions for how to download, which optional files are available, and what to expect in game.
{% endhint %}

Since you're using a mod manager, you get to use the handy `Mod manager download` button! Since you've linked your Nexus account, clicking this will send the files straight to Vortex. It doesn't get much easier than this.

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2FJ5K6xDNdVOidJ7Q6JoUK%2Fredscript_download_example.png?alt=media&amp;token=55294188-1f5b-4fc3-8d42-093b34af386c" alt=""><figcaption><p>This is the <code>FILES</code> tab for Redscript - all the important parts of the page have been highlighted for you!</p></figcaption></figure>

{% hint style="warning" %}
Don't download anything just yet - we'll get to that next moment, promise!
{% endhint %}

***

### Installing the Core Mods

{% hint style="success" %}
The game should always be able to launch with just the core mods enabled. If it doesn't, head over to the [troubleshooting page](/cyberpunk-2077-modding/for-mod-users/user-guide-troubleshooting#troubleshooting-first-steps) and make sure that you can launch and start a new game.
{% endhint %}

{% hint style="danger" %}
Check if you have an up-to-date version of the **core mods**. Outdated collections can include earlier versions. If you update them, there's a good chance that everything will work.
{% endhint %}

The following mods are **requirements** for many other Cyberpunk mods. We recommend you install their latest version and keep them up-to-date, since you will run into them sooner or later.

**The Core Mods:**

* [Cyber Engine Tweaks](https://www.nexusmods.com/cyberpunk2077/mods/107)
* [RED4ext](https://www.nexusmods.com/cyberpunk2077/mods/2380)
* [redscript](https://www.nexusmods.com/cyberpunk2077/mods/1511)
* [ArchiveXL](https://www.nexusmods.com/cyberpunk2077/mods/4198)
* [TweakXL](https://www.nexusmods.com/cyberpunk2077/mods/4197)
* [Codeware](https://www.nexusmods.com/cyberpunk2077/mods/7780)

For more information on the core mods, check [Core Mods explained](/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained)

{% hint style="warning" %}
Some mods that depend on **redscript** may say they require [cybercmd](https://www.nexusmods.com/cyberpunk2077/mods/5176), but it's unnecessary to install.**RED4ext** performs the same functionality (and more).
{% endhint %}

Let's download Cyber Engine Tweaks together, and then you can repeat the same process for the other mods listed above!

{% stepper %}
{% step %}
**Find The Mod**

First, you need to go to the [Cyber Engine Tweaks mod page](https://www.nexusmods.com/cyberpunk2077/mods/107). You'll see this page many times as you download mods, with their own information, content, and requirements. Make sure to check them!
{% endstep %}

{% step %}
**The Files Tab**

Now, we need to go to the `FILES` tab, next to the `DESCRIPTION` tab on the mod page.

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2F4NYVuaP1vVYGdDRhkEFZ%2Fcet_tut_1.png?alt=media&amp;token=0088fe29-3da1-4eed-a020-76034566be54" alt=""><figcaption><p>A full picture of the top of a mod page, so you can see where these tabs are</p></figcaption></figure>
{% endstep %}

{% step %}
**Download The Mod**

Now that you're on the `FILES` tab, you'll see a section that says `Main Files` - this is where the file you need to download lives.

Navigate to the top file listed and click the `Mod manager download` button.

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2F5eY9osYekEPa3MHN1ATJ%2Fcet_tut_2.png?alt=media&amp;token=940ae9b9-af7d-4f57-99f5-02ff2ce6b572" alt=""><figcaption><p>You need to click the first big orange button at the bottom</p></figcaption></figure>

{% hint style="warning" %}
Most downloads will have a pop-up box at this point with a **list of required mods** - this is to remind you to download them!

It's good practice to **check the `Requirements` tab** on the `Description` page before you download mods!

Cyber Engine Tweaks **doesn't have any requirements**, so it won't pop up this time, but it will for most other mods!
{% endhint %}

There will be a pop-up - cilck `Slow Download`. This will give a short timer before your mod begins downloading.
{% endstep %}

{% step %}
**Back To Vortex**

{% hint style="danger" %}
Sometimes, Vortex will bring up a screen saying a mod may need manual adjustment, or that there was an unexpected file layout.

Make sure to read these pop-ups, as they usually tell you exactly what the issue is!

If you ever get one that you're not sure about, or it just leaves you confused, [head on over to our Discord](https://discord.gg/redmodding) and someone will help you figure it out!
{% endhint %}

Now, if you kept the default `Bring Vortex to foreground when starting downloads in browser` setting enabled, Vortex should pop up on your screen. If you turned that setting off, you can click on Vortex.

{% hint style="success" %}
There should now be a `1` next to `Downloads` on the left side of Vortex!
{% endhint %}
{% endstep %}

{% step %}
**Start The Game**

If you left the Vortex settings as default, the mod should already be enabled and deployed!

{% hint style="warning" %}
If you changed any of these settings, you'll have to click `Enable` button on the mod in the `Mods` tab, and then the icon of a linked chain along the top bar to `Deploy` it.
{% endhint %}

Before you start the game, check the bell in the top right corner next to your profile picture. Click it to expand the notifications. What you want to see is all green or blue.

Any red or orange issues will need to be resolved before starting your game.

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-da706478b12bce69495bad4431cd01dc0394e91c%2FVortex_2aNCohYP9o.png?alt=media" alt=""><figcaption><p>Notifications are ordered with most recent at the top, which means there was a successful REDmod deployment notification AFTER the failure, so the failure can be safely dismissed.</p></figcaption></figure>

{% hint style="success" %}
If all went well, you should see a prompt to bind an overlay key for **Cyber Engine Tweaks** (CET)! (If it does not, [check here](/cyberpunk-2077-modding/for-mod-users/user-guide-troubleshooting#cyber-engine-tweaks-isnt-working)).

You can assign whatever you like, this button will hide or unhide the CET overlay.

This means everything is working, and you've successfully installed your first mod!
{% endhint %}
{% endstep %}

{% step %}
**Download The Other Core Mods**

Now that you've downloaded and successfully installed Cyber Engine Tweaks, you know how to download the other core mods!

To make life easier, you can click the links below to take you straight to the mod pages!

* [RED4ext](https://www.nexusmods.com/cyberpunk2077/mods/2380)
* [redscript](https://www.nexusmods.com/cyberpunk2077/mods/1511)
* [ArchiveXL](https://www.nexusmods.com/cyberpunk2077/mods/4198)
* [TweakXL](https://www.nexusmods.com/cyberpunk2077/mods/4197)
* [Codeware](https://www.nexusmods.com/cyberpunk2077/mods/7780)

{% hint style="warning" %}
If you get stuck, go back over the steps above with the mod you're trying to download - it gets easier the more you do it.
{% endhint %}
{% endstep %}
{% endstepper %}

***

### Manual Download

Sometimes, you'll go to download a mod and won't see the `Mod manager download` button. Mod authors sometimes disable mod manager integration for a variety of reasons.

In these cases, you'll need to click `Manual download` and add the mod to Vortex yourself. Usually, Vortex can handle these files just fine – if not, it will complain about it, and loudly so.

{% hint style="warning" %}
It may seem odd to manually download a mod and then still put it into your mod manager, but it's to make your life easier in the future.

Mixing manual and mod manager downloads is *not* recommended, and can make potential troubleshooting way harder than it needs to be.
{% endhint %}

Let's download a mod that only allows for manual download and add it to Vortex, so you can get used to the steps involved. Don't worry, it's not too different from what you're used to already!

{% hint style="danger" %}
This guide assumes you have also followed the [#mod-manager-download](#mod-manager-download "mention")guide - it's important as it lays the groundwork for installing mods through Vortex!
{% endhint %}

{% stepper %}
{% step %}
**Find The Mod**

For the sake of this guide, we'll say you've found [Meluminary's Kimber Space Buns](https://www.nexusmods.com/cyberpunk2077/mods/19255) hair mod.

{% hint style="warning" %}
Again, it's important to read the mod description and check for any requirements on *any* mod you download, including this one.
{% endhint %}

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2F84d8QouGK9178JojK17z%2Fmel_spacebuns_example.png?alt=media&amp;token=4ec0c412-4a00-4c63-9c88-fde59b2c821d" alt=""><figcaption></figcaption></figure>
{% endstep %}

{% step %}
**The Files Tab**

Navigate to the `FILES` tab. You'll immediately notice that the main file only has one download option - \`Manual download\`.

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2FIV8bIoEYcVbzg4dlyE5c%2Fmel_spacebuns_example_2.png?alt=media&amp;token=c5fec69b-6db4-4dcd-bde4-3c2b2982339c" alt=""><figcaption></figcaption></figure>

Before you download the mod, it's worth pressing the `Preview file contents` text underneath the download button.

This can show you if there's multiple files included in the download, if it comes with the proper folder structure, or, for this mod, which hair slot it replaces.

{% hint style="warning" %}
Sometimes, mods that don't come in pre-defined folder structures can end up in the wrong places. For now, you don't need to worry about that, but if you want to check what this means, [you can read more about it here](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077#fixing-broken-mod-file-paths).
{% endhint %}

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2FYEZa0EJb8wxwD2TCA7IW%2Fmel_file_contents.png?alt=media&amp;token=522cee64-ddee-4ca4-afe3-5c5b030bf86b" alt=""><figcaption><p>This shows us the mod author, which hairstyle slot it replaces (Hair 5), and the name of the mod!</p></figcaption></figure>
{% endstep %}

{% step %}
**Download The Mod**

Just as before, download the mod. This time, it'll be `Manual download` - which means Vortex won't pop up on your screen. Instead, it'll download directly to your computer.
{% endstep %}

{% step %}
**Back To Vortex**

Open your Vortex window back up and navigate to the `Downloads` tab on the left side.

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2FAHUheADRgimshnHmK3Lb%2Fvortex_newui_downloadsbutton.png?alt=media&amp;token=bfc0a379-eb20-4ff7-9668-0a5456078e8d" alt=""><figcaption><p>It's all the way down here!</p></figcaption></figure>

You should see a box at the bottom that says `Drop URL(s) or File(s).` You can drop the zip file you just downloaded into this box.

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2FfIPVWdhnf2VDDrrXdigh%2Fvortex_newui_downloadspage.png?alt=media&amp;token=4f08d57f-065c-49a1-b742-590ca42d5155" alt=""><figcaption></figcaption></figure>

If that doesn't work, there is another way!

1. Click on the Cyberpunk image on the sidebar.
2. Navigate to the `Mods` tab.&#x20;
3. Along the top bar, you should see a button that says `Install From File` - click this and select the zip file you just downloaded.

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2FYqFSs0dW4ay1G30MygBe%2Fvortex_newui_installfromfile.png?alt=media&amp;token=4ca9fd27-4497-4e8f-bba7-92fc03807876" alt=""><figcaption></figcaption></figure>
{% endstep %}

{% step %}
**Start The Game**

Make sure the mod is enabled and deployed before you launch the game!

{% hint style="warning" %}
If you changed any of these settings, you'll have to click `Enable` button on the mod in the `Mods` tab, and then the icon of a linked chain along the top bar to `Deploy` it.
{% endhint %}

Start a new game and select a female-bodied V. In the character creation screen, go to the `Hairstyle` category and select hair 05, which normally looks like this:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2FEmYPkYFF5jcNaj8pcDdH%2Fspacebuns_no.png?alt=media&amp;token=088d0172-ebd6-4e8f-9e66-e01d6d39b139" alt=""><figcaption><p>It's pretty, but it's not quite space buns, is it?</p></figcaption></figure>

{% hint style="success" %}
If all went well, your V should now have space buns!
{% endhint %}

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2FjoRnY4W8iFZgo5kHF9jS%2Fspacebuns_yay.png?alt=media&amp;token=e980c86b-9de6-4920-938c-367b0a9bae82" alt=""><figcaption><p>Hairstyle should look like this!</p></figcaption></figure>

If V doesn't have spacebuns, you'll need to try installing the mod again.

{% hint style="warning" %}
Most of the time, a mod will have more than just a singular `.archive` file. Occasionally, a mod author won't set up the correct structure for files to end up where they need to be.

This one worked because it was a single `.archive` file, and the Cyberpunk Vortex extension is smart enough to fix it for you when you install the mod.

If you're running into constant issues with a mod not showing, even after making sure you've done every step correctly, you might have to do a little bit of adjustment yourself.\
[To find out how, check here!](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077#fixing-folder-paths-in-vortex)
{% endhint %}
{% endstep %}
{% endstepper %}

Congratulations! You know how to use Vortex!


# Archive files Load Order

How does load order work in Cyberpunk?

## Summary

**Written & Published**: Nov 22, 2023 by [mana vortex](mailto:undefined)

**Last documented update:** January 20th, 2026 by [minnierylands](mailto:undefined)

This page will explain to you what Load Order is and how it works, then tell you how to influence it.

## TL;DR

{% hint style="danger" %}
You're not supposed to manage load order conflicts. If you ever feel the need to do that, a modder fucked up.
{% endhint %}

In that case you may still influence`.archive` mods and REDmods. **Tweak mods** may conflict as well since tweakDB is a database of static values (e.g. two mods both edit the weapon stats of the Masamune).

* For REDmods, see [REDMod: Usage](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/usage#conflicts-and-load-order)
* For .archive mods, rename files in ASCII alphabetical order. Do not use any [tools](https://www.nexusmods.com/cyberpunk2077/mods/11126) **other than your mod manager** to change mod load order, as they create more problems than they solve.
* There currently is no tool to check tweak conflicts
* Check [#load-order-and-wolvenkit](#load-order-and-wolvenkit "mention") if you are making a mod

## What is Load Order?

Unless two mods are changing the same file, you don't need to bother about this at all. Unfortunately, the moment you're using frameworks or anything body modding related, you *will* run into this scenario.

In Cyberpunk, conflicts inside `.archive` mods are one per-file basis, whatever mod modifies a file **first** will win – unlike e.g. Skyrim, where esps may overwrite each other.

#### Example

There are two mods that change boob size (and both mods modify the same file, e.g. a rig or mesh):

```
i_know_nothing_about_back_problems.archive
realistic_boobs_DDDDDDDDD_cup.archive
```

Since **i\_know\_nothing\_about\_back\_problems** will load first, the conflicting file inside **realistic\_boobs\_DDDDDDDDD\_cup** does nothing.

## How are mods ordered?

The game loads mods in the following order (higher wins):

### 1. .archive mods

All .archive files in `Cyberpunk 2077/archive/pc/mod` in [ASCII-alphabetical order](#load-order-ascii-sort).

Example: To load the conflicting file from **realistic\_boobs\_DDDDDDDDD\_cup.archive** before **i\_know\_nothing\_about\_back\_problems.archive** you could simply change the capitalisation. This will lead to the following order

```
Realistic_boobs_DDDDDDDDD_cup.archive
i_know_nothing_about_back_problems.archive
```

If you change the load order by renaming a file, it is suggested to indicate said change in your mod manager, for example by also renaming the mod in the manager to reflect the change made.\
\
In this case if the mod is named "**Backbreaker Boobs"**, you could change it's name in the manager to **"Backbreaker Boobs - renamed to load before Backpain is a myth"**.\
This helps keep an overview about changed file names and load order and minimises confusion later on when adding more mods.

{% hint style="danger" %}
**Note: If a file called `modlist.txt` is found inside `archive/pc/mod` then the game will load archives according to the order inside that file. Delete this file and save yourself from a world of pain.**

**If you really need to change where a mod loads, change the name of the file.**
{% endhint %}

<details>

<summary>modlist.txt example</summary>

The file may contain archive names, one mod archive name in each line. Example:

```
modb.archive
moda.archive
```

This means the game will load `modb` before `moda`, even though the filenames are not in alphabetical order. This allows for conflict management without renaming the physical files.

</details>

### 2. REDmods

Folders in `Cyberpunk 2077/mods` are loaded strictly **after** `/archive/pc/mod` in [ASCII-alphabetical order](#load-order-ascii-sort).

### Load order: ASCII sort

The game reads mods in ASCII-alphabetical order (REDmods by **folder name**, .archive files by **archive file name**).

This is ASCII ordering:

<figure><img src="https://files.gitbook.com/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-MP_ozZVx2gRZUPXkd4r%2Fuploads%2FJ7IAaw7SEdYkWNCWeT4V%2Fimage.png?alt=media&#x26;token=acfd4e9c-7c2c-4a11-89fc-6bbef5211eec" alt=""><figcaption><p>Source: <a href="https://www.academia.edu/19644191">https://www.academia.edu/19644191</a></p></figcaption></figure>

#### Example

<table><thead><tr><th width="174.27423095703125">Mod name</th><th width="80.2952880859375">Pos</th><th>why</th></tr></thead><tbody><tr><td>MyMod.archive</td><td>2</td><td>M comes before m</td></tr><tr><td>myMod.archive</td><td>3</td><td></td></tr><tr><td>!myMod.archive</td><td>1</td><td>! comes before A</td></tr></tbody></table>

## How to use this?

You can re-name your folders and .archive files following the rules under [#load-order-ascii-sort](#load-order-ascii-sort "mention") to influence in which order the game will load your mods.

{% hint style="danger" %}
Prefixing your archive file names with non-alphanumeric characters works fine in case of Cyberpunk, but is a terrible habit that might break file paths in other games or operating systems.
{% endhint %}

{% hint style="info" %}
You will forget the warning above and re-learn this the hard way.
{% endhint %}

## Load order and Wolvenkit

By default, [installing a mod with Wolvenkit](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu/toolbar#install) will create an [archive mod](#id-1.-.archive-mods) which is subject to the rules above (see [#load-order-ascii-sort](#load-order-ascii-sort "mention")). Unless you specifically need to **overwrite other modded files**, you can completely ignore this.

To re-name your packed files, use Project -> Configure (check also: [WolvenKit Projects](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/wolvenkit-projects#project-naming-and-mod-load-order))

### More Examples

If you are creating a **compatibility mod** (something that modifies the files of another installed mod), then yours needs to load **first**.

For example, if you want to do a custom recolour of the mod [`_ArchiveXL_Netrunner_Variants.archive`](/cyberpunk-2077-modding/modding-guides/items-equipment/recolours-and-refits), then your Wolvenkit project could be named `_00_ArchiveXL_Netrunner_Variants`, or `_ArchiveXL_Netrunner_00_Recolour`.


# REDmod

https\://www\.cyberpunk.net/en/modding-support

## Summary

**Last documented edit:** Sep 08 2024 by [mana vortex](mailto:undefined)

This page will tell you the following things:

* [#what-is-redmod-and-what-does-it-do](#what-is-redmod-and-what-does-it-do "mention")
* [#how-to-install-redmod](#how-to-install-redmod "mention")

### Wait, that's not what I want!

* If you just want to turn it on, check [here](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/usage#activating-mods).
* If you're looking for the log, go to your [Cyberpunk 2077 game directory](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory) and find it under\
  `tools\redmod\bin\REDmodLog.txt`
* If you are a mod developer, check [REDmod for mod devs](/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/redmod)

{% hint style="info" %}
**I just want to know which to use!**

Unless the mod author says otherwise, do **not** use REDmod.
{% endhint %}

## What is REDmod, and what does it do?

{% hint style="success" %}
TL;DR: You trade a **longer initial startup** for **shorter loading screens**.

But REDmods come **second** in [load order](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/load-order). The easiest way to avoid these altogether is **not using REDmod**, which is why it never took off.
{% endhint %}

REDmod is a **modding framework** with a set of command line **tools** to **precompile** mods before launch.

**If you don't speak Netrunner:**\
During game launch, the modded content will be **added** to the game's regular file. Your in-game **loading screens** will be much **faster**.

### When do I need it?

{% hint style="info" %}
Unless the Nexus page **explicitly tells you** that it's REDmod only (or you are **making** a mod), assume that you don't.
{% endhint %}

As of September 2024, the only thing we can't do without REDmod is **adding new sounds** (replacing existing sounds is fine). The [Audioware](https://www.nexusmods.com/cyberpunk2077/mods/12001) mod attempts to mitigate that.

## How to install REDmod

REDmod is shipped as free DLC with the game. You need to add it inside the platform store (GOG, Steam, Epic). You can click the link below, or find more detailed instructions further down on the page.

* [DLC Link on GOG](https://www.gog.com/game/cyberpunk_2077_redmod)
* [DLC Link on Steam](https://store.steampowered.com/app/2060310/Cyberpunk_2077_REDmod/)
* [DLC Link on Epic](https://store.epicgames.com/p/cyberpunk-2077)

{% hint style="warning" %}
If you're accessing Cyberpunk through Steam Family Sharing, you'll be unable to install REDMod (thanks, Steam!). In this case, you can ask the person who's family sharing with you for their `Tools` folder.
{% endhint %}

### GOG

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-5d572be51cfbf7d4b1003cf525315e58c60f1af4%2Fdlc_gog_store.png?alt=media" alt=""><figcaption></figcaption></figure>

### Steam

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-0758705c7f3b3040d00b161232df8f6742b5c171%2Fdlc_steam_store.png?alt=media" alt=""><figcaption></figcaption></figure>

When REDmod is installed correctly you will find a new folder `tools/redmod` inside your game root directory, with subfolders: `bin`, `scripts`, `tweaks`.


# REDMod: Usage

## Summary

REDmod is a command line tool developed by CDPR and Yigsoft which can be used to stage installed mods to work with a modded game.

### Wait, this is not what I want!

This section is for managing mods with REDmod.

* For install instructions, check [Using Mods](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077)
* For creating mods, see the **Modding Guides** section in the wiki's navigation tree to the left.

## What does REDmod do for me?

REDmod **preloads** any mods on its list, loading them as if they were a part of the game's regular structure. Preloading requires the game to be started via launcher (or Vortex) and will add a short delay, but the loading times during gameplay will be much faster.

### That sounds awesome, why is that not the default?

* Compatibility: Not all mods can be easily converted. Some outright break in the process.
* Especially modders don't like the extra delay during startup
* While the mods are precompiled, a console window will be visible. This scares many users.

{% hint style="info" %}
The only thing that **requires** REDmod format are custom audio file additions (or use the [Audioware](https://www.nexusmods.com/cyberpunk2077/mods/12001) mod from Nexus).
{% endhint %}

{% hint style="info" %}
You can **convert** REDmods to the legacy format by putting any files into the [correct subfolders](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077). `.script` files need to be converted to `.reds`, but TweakXL can simply read REDMod tweaks.
{% endhint %}

## Using Mods

The game loads REDmods from this path: `<`[`Cyberpunk 2077`](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory)`>/mods/<name>`.

> EXAMPLE:\
> REDMod: `C:\GoG\`[`Cyberpunk 2077`](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory)`\mods\<name>\archives\<name>.archive`\
> Legacy: `C:\GoG\`[`Cyberpunk 2077`](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory)`\archive\PC\mod\<name>.archive`

{% hint style="info" %}
Legacy archive mods in [`<Cyberpunk 2077>`](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory)`/archive/pc/mod` are still supported, but their load order cannot be managed with REDmod.

Legacy mods will load **before** any REDmods.
{% endhint %}

{% hint style="success" %}
Before being able to play a modded game, you need to [**deploy**](#how-do-i-deploy) your installed mods.

Then, you need to [activate mods](#activating-mods) before starting the game.
{% endhint %}

#### How do I deploy?

You can handle deployment and load order with

* the **REDlauncher** that comes with the game
* **Vortex** Mod Manager from NexusMods
* REDmod WolvenKit integration and manage your mods easily from within the **WolvenKit Mod Manager**
* starting Cyberpunk with the parameter `-modded`

#### What is deployed?

|                                        |                                                                                                                                              |
| -------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------- |
| Scripts: Compiled into a script blob   | [\<Cyberpunk 2077>](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory)/mods//scripts      |
| Tweaks: Compiled into a modded tweakDB | [\<Cyberpunk 2077>](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory)/mods//tweaks       |
| Sound files                            | [\<Cyberpunk 2077>](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory)/mods//customSounds |

## Activating mods

### **GOG, Steam** and **Epic**

* Navigate to *Cyberpunk 2077*
* Click **Play**
* Click the **Settings** button and **Enable mods**
* Click **Play** (Do not skip this)
* A window will open showing progress on mod deployment.

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-8c755ebc06c02f75bbc1be09fb7a3366edefdfcc%2Fgog_prelauncher.png?alt=media&amp;token=22c2f222-927d-4b2c-b537-7e057ed23425" alt=""><figcaption></figcaption></figure>

## Conflicts and Load Order

Conflicts are handled on a per-file basis, but can be handled by specifying a specific *load order*. The rules here are the opposite of e.g. Skyrim: **the first mod** to change a file wins.

**Example:**

**modA** contains a script file\
`Cyberpunk 2077\mods\modA\scripts\cyberpunk\player\player.script`.\
**modB** contains a script file with the same name:\
`Cyberpunk 2077\mods\modB\scripts\cyberpunk\player\player.script`

This will discard all changes **modB** made, since by default, REDmod and the game loads mods alphabetically (modA overrides changes in modB).

However, you can specify a load order with REDmod, which the game will respect.

## Troubleshooting

If a REDmod is giving you trouble, you can force a redeploy by either of the following means:

1. Either
   1. Delete the content of `r6/cache/modded` in your Cyberpunk directory
2. or
   1. Uninstall the mod
   2. Start the game
   3. As soon as it launches, close the game again
   4. Reinstall the mod
3. Now, restart the game. REDMod will rebuild the cache and hopefully fix your problem.

If that doesn't do it, you can consult the [troubleshooting guide](#troubleshooting) for advice.

## Advanced Topics

### Deploying Mods - Automatically

REDMod's redeploy is triggered on any of these changes:

* **mods change**: You added or removed a mod
* A mod's **version** changes: The version number in the `info.json` was changed.
* A mod's **files** change: You added or removed archives

### Deploying Mods - Manually

The REDmod `deploy` command stages installed mods to work when the game starts with the `modded` flag.

### Deploying Mods - WolvenKit Integration

* Open the WolvenKit Mod Manager.
* Click the *Deploy Mods* button in the toolbar.

You will see all installed mods in your game. Enable the mods you would like to play with.

### Handling Conflicts - Manually

You can specify a specific load order with the **-mod** parameter:

```
redmod deploy -root="C:\Gog\Cyberpunk 2077" -mod=modB,modA,modC
```

This will override changes to `\cyberpunk\player\player.script` that **modA** makes in favor of **modB**. It will also tell the game to load **modB** before **modA** and **modC**.

### Handling Conflicts - WolvenKit integration

* Open the WolvenKit Mod Manager.
* Adjust the load order by dragging and dropping rows.
* Click the *Deploy Mods* button.

You can adjust the load order by dragging and dropping the installed mods inside the mod manager.

When you click the *Deploy Mods* button, the current load order will be forwarded to redmod.exe and mods will be deployed and loaded in this order.

### Starting a Modded Game - Manually

To start a modded game that loads mods deployed by REDmod use the `-modded` flag on **Cyberpunk2077.exe**

**Example:**

```
Cyberpunk2077.exe -modded
```

This however will skip the initialization process that should be done after any new REDmod mod install.

> INFO The executable is located at `<Cyberpunk 2077>\bin\x64\Cyberpunk2077.exe`


# Commands

{% content-ref url="/pages/hvrJZIPViXXBCVnSVzHY" %}
[Deploy](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/commands/deploy)
{% endcontent-ref %}

{% content-ref url="/pages/z5ZAwRzCllse7dbPIBls" %}
[Importing Animations](/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/redmod/importing-raw-files-to-redengine/import)
{% endcontent-ref %}


# Deploy

`deploy` - Deploys mods to the game by compiling them together

## Synopsis

```md
Usage:
  redmod deploy -root=<path> [options]

Arguments:
  -root=<path>

Options:
  -mod=<name>
  -h, --help 
```

## Description

The `deploy` command stages installed mods to work when the game starts with the `modded` flag.

* archives from `<Cyberpunk 2077>/mods/<name>` are staged to load
* scripts in `<Cyberpunk 2077>/mods/<name>/scripts` are compiled into a modded script blob
* tweak files in `<Cyberpunk 2077>/mods/<name>/tweaks` are compiled into a modded tweakDB blob
* sound files in `<Cyberpunk 2077>/mods/<name>/customSounds` are staged to load

You can specify a specific load order with the **-mod** parameter

## Arguments

* **`-root=<path>`**

  the game root folder for which the deploy command is run.

> INFO - this needs to be `<Cyberpunk 2077>`

## Options

* **`-mod=<modA dirname> [<modB dirname> ...]`**

  stage only the mods in the given **directory** names (without the leading `mods\),` in left to right load order precedence. You must escape any spaces by enclosing the argument in double quotes (for example `Mod With Space` should be given as `-mod="Mod With Space"`.)
* **`-modlist=<filename>`**
* **`-?|-h|--help`**

  Prints out a description of how to use the command.

## Examples

* **`redmod deploy -root="C:\Gog\Cyberpunk 2077"`**

  Stages all installed mods under `C:\Gog\Cyberpunk 2077\mods` for loading
* **`redmod deploy -root="C:\Gog\Cyberpunk 2077" -mod=modB modA modC`**

  Stages only the three mods `C:\Gog\Cyberpunk 2077\mods\modA\`, `C:\Gog\Cyberpunk 2077\mods\modB\` and `C:\Gog\Cyberpunk 2077\mods\modC\` for loading. In this case, `modB` will override both `modA` and `mod`C, and `modA` will override `modC` (in case any of them modify the same asset paths.)
* **`redmod deploy -root="C:\Gog\Cyberpunk 2077" -modlist="loadorder.txt"`**

  Same as above, but will load the mods from the file loadorder.txt instead.


# Change logs

This page explains the features added in the different game versions.

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-00421e09a3cb916efb4eab54e41274024c56522b%2FWeb.png?alt=media" alt="Game version 1.63"><figcaption></figcaption></figure>

### **Added**:

1. Load mod load order from a text file. <mark style="color:red;">by</mark> <mark style="color:red;">**Auska**</mark>
   * RedMod deploys a list of mods in order - passed through the command line.

     This change now makes it you don’t have to pass the names in the command line but read it from file.

     We can specify load order of archives in another load order file.
2. Fix mesh Export paths and allow exporting to non-base resource paths. <mark style="color:red;">by</mark> <mark style="color:red;">**Mana Vortex**</mark>
   * The fbx importer would throw an error if in the resource path there wouldn't be `base`

**--- Example:**

❌/`environment/decoration/industrial/pipes/entropy_pipe_01/entropy_pipe_01_module_small_l020_a.mesh`

✅`base/environment/decoration/industrial/pipes/entropy_pipe_01/entropy_pipe_01_module_small_l020_a.mesh`


# Downgrading / Preventing Auto-Updates

Only update once all frameworks are stable!

{% hint style="info" %}
Things fall down when you let go of them, and mods break whenever a game updates. That is due to [framework compatibility](/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained).

**Always make sure that your framework mods are up-to-date.**

You should generally wait with updating to the latest game version until all mods are up-to-date. If it's too late for that, you can try [downgrading](#downgrading) Cyberpunk, or wait until the frameworks update.
{% endhint %}

## Preventing the game from auto-updating

### GOG Galaxy

In GOG Galaxy, this can be done as a global setting — you disable auto-update for all of your games — or as a per-game option for some games like Cyberpunk 2077.

#### Only disable updates for CP2077

Open the GOG Galaxy page for Cyberpunk 2077 and click the <img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-bec3f3e07fc85b857fec03636f6757aa0bd58a0b%2Fimage.png?alt=media" alt="manage icon" data-size="line">manage icon next to the big play button, then `Manage installation` and `Configure...`\
Disable the `Automatically update to the newest version` checkbox. Optionally, select the game patch you want to play on here.\
\\

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-2bd8c6967da3e502633560381c516e3eaa99f760%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

#### Globally disable updates

Open the settings and select the entry `Game features` in the sidebar, then uncheck the box for `Auto-update games`.

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-6580c22444c39b11e1e9e1fb09ee488edd2f0eba%2Fgog-auto-update.png?alt=media" alt=""><figcaption></figcaption></figure>

### Epic

In the EPIC launcher, this is a global setting — you can only disable auto-update for all of your games.

Open the settings menu and scroll down to `MANAGE GAMES`, then disable auto-updates.

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-9dd323f38f2cc93337f47e74ad8678b8e2d39165%2Fepic-auto-update.png?alt=media" alt=""><figcaption></figcaption></figure>

### Steam

Unlike the competition, Steam will not give you any control about auto-updating. For that reason, you need to forbid it from writing to a specific file on disk, without which it will be literally unable to update. Here's how:

1. Find the `steamapps` folder (:
   1. Right-click on Cyberpunk 2077 in your Steam Library and select **`Properties`**
   2. On the side bar, click on **`Local Files`**
   3. Select **`Browse`**. This will take you to Cyberpunk's install directory, which is **inside** the folder we want (e.g. `C:\Steam\steamapps\common\Cyberpunk 2077`)
   4. Navigate two levels up (in windows explorer this is done by clicking the up arrow at the top left of the window, next to the file path, or by using the shortcut Alt + Up Arrow Key)
2. Find the file `appmanifest_1091500.acf`
3. Set the file to read-only:
   1. Right-click on the file and select Properties
   2. At the bottom of the dialogue, check the Read-only box

![](https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-acfabfae3e3904c20c9386ef8b9b5438f8c4b6e9%2Fimage.png?alt=media)

{% hint style="info" %}
As long as Steam can't write to this file, it can't update Cyberpunk. Once you are ready to update, simply uncheck the Read-only checkbox again.

Don't forget to deactivate it again later!
{% endhint %}

## Downgrading

### GOG

1. [Disable auto-updates](#gog)
2. Head to the Cyberpunk game detail page
3. Find the settings button next to the Play button
4. Select `Manage Installation` -> `Configure…`
5. Select the game version

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-362c83128a20e2165301d159cca903c99801d425%2Fgog-select-game-version.png?alt=media" alt=""><figcaption></figcaption></figure>

### Epic

Sorry, choomba, you're fucked. No downgrading possible.

### Steam

Since 2.2, Steam supports downgrading to certain versions, like 2.13.

Right-click on the game in your Steam library and select Properties, then go into the 'Game Versions & Betas' section:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2FjDKJO4RQHxRUEC9lvSQW%2FScreenshot%202026-10-21%20235056.png?alt=media&amp;token=79701e64-0688-47d2-84f0-a9db10204fb4" alt=""><figcaption></figcaption></figure>

For downgrading to other versions, see the expandable box below.

<details>

<summary>Using steamdb to attempt to download a previous depot</summary>

Longer instructions can be found [in this MakeUseOf guide](https://www.makeuseof.com/how-to-downgrade-steam-games/), but the condensed version (courtesy of our lovely Discord community) goes as follows:\
\
First [turn autoupdate off for Steam](#preventing-the-game-from-auto-updating) ***now*** so that you don't forget to do it later. We'll wait.\
\
Here are the version-specific commands that you need to run. If you can't find your version on the list, check [here](https://steamdb.info/depot/1091501/history/) (Base Game) and [here](https://steamdb.info/depot/2138330/history/) (Phantom Liberty), and find the new Manifest ID tag.

**Patch 2.31:**

* Base Game: `download_depot 1091500 1091501 3389237510439361019`
* Phantom Liberty: `download_depot 2138330 2138330 1003893636455474164`
* REDmod: `download_depot 1091500 2060310 2810178366748735393`

**Patch 2.3:**

* Base Game: `download_depot 1091500 1091501 6814019010317238099`
* Phantom Liberty: `download_depot 2138330 2138330 2681614462109514084`
* REDmod: `download_depot 1091500 2060310 6234713401507336211`

Now, we do the thing:

1. Open Steam
2. Press `Win+R`
3. Type `steam://open/console` to get into the steamdb console
4. In the console, enter the command above for the Base Game to start the download (it'll be the entire 60 GB so be prepared)
5. After the game finishes downloading, go to the installation location listed in the console, and copy either just the changed files (you can view the manifest for the new version) or the whole thing over your game directory to overwrite the new changes.
6. If you have the Phantom Liberty DLC, you will need to repeat the steps 4 and 5 again for the Phantom Liberty code above
7. And again for REDmod if you want REDmod support

This should leave you with the correct previous game version. You can right-click `Cyberpunk2077.exe` to verify the versions in Properties > Details.

You might still need to do a script cache reset or other cleanup before the game starts up nice, so head on over to [those instructions](/cyberpunk-2077-modding/for-mod-users/user-guide-troubleshooting#troubleshooting-after-an-update) if need be.

</details>


# Troubleshooting

If your mods are causing trouble, here's what you can do

## Summary

Last documented update: January 20th, 2026 by [minnierylands](mailto:undefined)

This page contains troubleshooting information for people who are **using** mods. You will find step-by-step guides, grouped by different problems.

{% hint style="info" %}
Before you get lost in error messages and log files, you should check [#troubleshooting-first-steps](#troubleshooting-first-steps "mention") - you might get lucky with an easy fix!
{% endhint %}

To save you from scrolling through the entire page, **check the list on the right side of the page** to find the section you need!

{% hint style="success" %}
Did you know? You can press `Ctrl` + `F` on your keyboard to quickly find your problem on the page – simply type a word from your error message or related to your issue.
{% endhint %}

<table data-card-size="large" data-view="cards" data-full-width="false"><thead><tr><th align="center"></th><th data-hidden data-card-cover data-type="image">Cover image</th><th data-hidden data-card-target data-type="content-ref"></th></tr></thead><tbody><tr><td align="center"><p>Need a hand?</p><p><a href="https://discord.gg/redmodding">Join us on Discord in #mod-troubleshooting!</a></p></td><td><a href="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fz1EPzZQgdkS9yXlTH5o6%2Fjoin_discord.png?alt=media&amp;token=8e7e05c0-46a4-418a-8775-1b50b9db8907">join_discord.png</a></td><td><a href="https://discord.gg/redmodding">https://discord.gg/redmodding</a></td></tr></tbody></table>

***

## Interactive Guide

Use the interactive guide below to quickly figure out your problems. Can't guarantee that it'll give an immediate fix, but it'll point you in the right direction!

{% hint style="info" %}
Need the guide to be bigger? [Open it in a new window](https://wolvenkit.github.io/gitbook-debug-guide/)!
{% endhint %}

{% @debugguide/debugguide %}

***

## Troubleshooting - First Steps

{% hint style="danger" %}
Before you start debugging, make sure that

* Your **graphics driver** is up-to-date
* Your [**Windows**](https://support.microsoft.com/en-us/windows/get-the-latest-windows-update-7d20e88c-0568-483a-37bc-c3885390d212) is up-to-date (no, *really*) and that you are at least on Windows 10
* You have the most recent version of [.NET Desktop Runtime](https://dotnet.microsoft.com/en-us/download/dotnet/thank-you/runtime-desktop-7.0.3-windows-x64-installer) installed
* You have [Visual C++ Redistributable 2022](https://learn.microsoft.com/en-us/cpp/windows/latest-supported-vc-redist?view=msvc-170) installed ([direct download](https://aka.ms/vs/17/release/vc_redist.x64.exe), Microsoft)
* Your game is running from an SSD (Solid State Disk) rather than a HDD
* If you have an Intel i7 or i9, and your game is randomly crashing, check [this forum post](https://forums.cdprojektred.com/index.php?threads/possible-reasons-for-crashing-on-intel-i7-i9-z790-motherboard-set-ups.11129974/). If that doesn't help, read on.
  {% endhint %}

{% stepper %}
{% step %}
**Update All Your Mods**

Mods receive updates regularly. The easiest way to keep on top of potential errors is keeping them all updated. Even if you're sure you have the latest version, **re-download them**.

{% hint style="warning" %}
If a mod hasn't been updated in a ***long*** time and keeps throwing errors, you may just have to live without it, or ***politely*** drop the mod author a comment on Nexus. Modding is a hobby, and sometimes mod authors move on from modding games.

Also keep in mind that many mods, especially **core mods** and **script mods**, are prone to **breaking with every update**, or are waiting for its **dependencies** to be updated first.
{% endhint %}

The most important ones are the **core mods**. Not sure what they are? Here's a list:

* [ArchiveXL](https://www.nexusmods.com/cyberpunk2077/mods/4198)
* [Codeware](https://www.nexusmods.com/cyberpunk2077/mods/7780)
* [Cyber Engine Tweaks](https://www.nexusmods.com/cyberpunk2077/mods/107)
* [RED4ext](https://www.nexusmods.com/cyberpunk2077/mods/2380)
* [redscript](https://www.nexusmods.com/cyberpunk2077/mods/1511)
* [TweakXL](https://www.nexusmods.com/cyberpunk2077/mods/4197)

{% hint style="info" %}
You can click the "Track" button on Nexus to get a notification when a mod gets updated. If you [use a mod manager](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077#mod-manager-options) (which you should), you can click "check for updates". Even easier!
{% endhint %}
{% endstep %}

{% step %}
**Update Your Game**

Core mod makers update their mods to work with the latest game version, and do not offer support for the old versions.

{% hint style="warning" %}
If you previously [downgraded your game or prevented auto-updates](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/users-downgrading-preventing-auto-updates#downgrading), you need to reverse this.
{% endhint %}
{% endstep %}

{% step %}
**Don't Use Collections**

Collections require constant upkeep, and most collection makers just don't do that.

You **can** use collections as a reference list, though. Just download the mods you want individually; that way you definitely have the latest versions of them all.

{% hint style="warning" %}
Collections will download the **version of a mod that the collection author added**. That may have been the latest version of the mods one year ago, but if they aren't constantly updating the collection every time a mod updates, they very quickly become outdated.
{% endhint %}
{% endstep %}

{% step %}
**Read Mod Descriptions**

Most mods will tell you exactly what a mod does, how to use it, how to install, uninstall, and use them. A lot of them will even tell you exactly which other mods you can or cannot use at the same time.

90% of the time, you can save yourself some time (and potentially some embarrassing Nexus comments) by just **reading the mod descriptions.**

{% hint style="warning" %}
It's also worth checking a mod's comments section. Chances are, if it's an issue with the mod itself, users have already reported issues!
{% endhint %}
{% endstep %}

{% step %}
**Download Mod Requirements**

[Most mods will rely on other mods to work](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077#what-are-requirements). If you're unsure why a mod isn't working, check that you have the mods it requires first.

{% hint style="danger" %}
On each mod page, make sure you **actually look** in the `Requirements` tab; don't just rely on mods giving you a pop-up before you download it.

Not only do mod authors have the option to **disable this pop-up**, but sometimes you might be **downloading a load of mods you don't actually need**.
{% endhint %}

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2FqlTK9SXgbi0c9x0dxQCu%2Frequirements_mods.png?alt=media&amp;token=2bfd4148-47d0-458e-a3f5-5a4585924d05" alt=""><figcaption><p>These are the mods for Virtual Atelier.</p></figcaption></figure>

To learn more about requirements, [have a look at this page](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077#what-are-requirements).
{% endstep %}

{% step %}
**Remove Cybercmd**

If you're using any REDmods, you've probably been told to download [cybercmd](https://www.nexusmods.com/cyberpunk2077/mods/5176). Likelihood is, you've also downloaded [RED4ext](https://www.nexusmods.com/cyberpunk2077/mods/2380?tab=files).

**These two cannot be used together, and cybercmd should be removed.**

**E**ver since RED4ext version `1.13` *(which was uploaded in May 2023!)*, you do not need cybercmd, as the functionality was added to RED4ext.

{% hint style="warning" %}
Even the cybercmd mod page says "*recent versions of RED4ext provide the same functionality as cybercmd*". Just remove it, I promise you don't need it.
{% endhint %}
{% endstep %}

{% step %}
**Disable All Your Mods**

{% hint style="warning" %}
If your game is crashing during gameplay, you'll need to check [Game Crashes During Gameplay](#game-crashes-during-gameplay) or [Bisecting](#bisecting)
{% endhint %}

Tried all of the above and still run into issues? Disabling all mods and launching your game can establish if the issue is caused by mods. If the issue still persists without any mods enabled, **it's an issue with your game**.

If your game crashes on startup, disable **all** your mods.

{% hint style="info" %}
But how do I do that?

**If you're using Vortex**: Press `CTRL` + `A` on your keyboard, then click `Disable` at the bottom of Vortex. You can also press the `Purge` button at the top. *If you want to be extra sure, do both*.

**If you're using MO2:** Press `CTRL` + `A` on your keyboard, right mouse click, and then click `Disable Selected`

**If you're manually installing** (*or want to be extra sure after disabling in your mod manager*): Check out the [Mod Remover](https://www.nexusmods.com/cyberpunk2077/mods/8597)
{% endhint %}

If you're dealing with a **glitch or bug**, and you're pretty sure it's caused by mods, disable everything apart from **core mods**.

{% hint style="warning" %}
If you're loading a save that was created with [New Game Plus - Native](https://www.nexusmods.com/cyberpunk2077/mods/15043), **keep it enabled**.

If you're loading a save that had a weather mod active such as [Nova City 2](https://www.nexusmods.com/cyberpunk2077/mods/12490) or [Enhanced Weather](https://www.nexusmods.com/cyberpunk2077/mods/3901), you should **reset the weather state to vanilla** before disabling them.
{% endhint %}
{% endstep %}

{% step %}
**You Pirated The Game**

There's a >95% chance we already found the source of your problems — **pirated copies just don't mod well**.

CDPR needs to earn money to pay people to make games. If you can afford it, **please buy the game**.

You're welcome to read through the troubleshooting guide - it might even help you. But know that pirated copies will never be explicitly supported.
{% endstep %}
{% endstepper %}

***

### Specific Troubleshooting Tips

**I'm On Linux/Steam Deck**

* Double check [you've followed this guide](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/modding-on-linux) to the letter before proceeding with any other troubleshooting.

**I'm playing the game on macOS**

* If you're playing on macOS native, [you need to check this guide first](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory/modding-on-macos).

{% hint style="warning" %}
TL;DR: modding on Mac natively is in the very early stages, and there are very few mods available to use.
{% endhint %}

* If you're playing on macOS but are playing the Windows version, you need to [follow the Linux guide to the letter](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/modding-on-linux).

**I'm Using Vortex**

* You need to make sure the "`Automatically convert legacy-style ".archive" mods to REDmods on install (NOT recommended)`" toggle is off. This is under `V2077` in `Settings`. If it was enabled, [check here for what to do](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/getting-started/vortex-mod-manager#v2077-settings).

**I'm Using MO2**

* You need to make sure you **always run the game through MO2.**
* You also need to make sure you have **Cyber Engine Tweaks and RED4ext manually installed**, or follow [this guide](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/getting-started/mo2-mod-organizer-2#script-extenders-plugin-installation-guide) to properly set up the script extender plugin.

***

## Whoa! Cyberpunk 2077 Has Flatlined.

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2FeipNMwqz1iWE8IKIADUf%2Fflatlined_popup.png?alt=media&amp;token=4eca679d-fd98-48ea-9c7b-ab315f998f39" alt=""><figcaption><p>By far the most common way your game will crash.</p></figcaption></figure>

This popup looks useful, but it's not great for figuring out what caused your game to crash.

That doesn't mean we can't get *anything* out of it. You can click "`What does this report contain?`", which will bring you to a folder.

This is where the game's crash logs live. Open the `stacktrace.txt` in this folder. It might seem like nonsense, but it can sometimes be a good starting point.

<details>

<summary><strong>But what do they all mean?!</strong></summary>

{% hint style="danger" %}
Below you'll see "meanings" listed for each error. Some of these are just the most common causes for the error, and not necessarily the inner workings of what they mean!
{% endhint %}

**EXCEPTION\_ACCESS\_VIOLATION**

* The game tried to access information that it can't read. Usually signifies a broken mod file.

**Detected integer overflow**

* Something is causing the game to allocate a larger memory buffer than it actually can.

**Gpu Crash**

* Your GPU is struggling to run the game.

**Watchdog Timeout!**

* The game took to long to load something, and timed out.

{% hint style="info" %}
A **watchdog** is a background process (daemon!) to keep an eye up for crashes. If the application it's watching hasn't responded after time interval X, the watchdog will assume that it died, and cause a crash. This prevents quiet crashes in the background.
{% endhint %}

</details>

<table><thead><tr><th width="290">Error Listed</th><th>Solution</th></tr></thead><tbody><tr><td><p><strong>EXCEPTION_ACCESS_VIOLATION</strong></p><p>(This may also say <code>'The thread attempted to read inaccessible data at 0x000000'</code>)</p></td><td><a href="#bisecting">Bisect your mods</a></td></tr><tr><td><strong>Detected integer overflow</strong></td><td><a href="#bisecting">Bisect your mods</a></td></tr><tr><td><strong>Gpu Crash</strong></td><td><p>Make sure your PC meets the minimum specs to run Cyberpunk 2077 (yes, <em><strong>really</strong></em>).</p><p>Try <strong>disabling any graphics mods</strong> you have, as well as external programs such as <strong>ReShade</strong>.</p><p><br>If the game opens but <strong>cannot load a save</strong>, try lowering graphics settings in the main menu.</p><p>If you still get this crash, <a href="#disable-all-your-mods"><strong>disable all your mods</strong></a>.</p><p>If this fixes the issue, try again with just <a href="#update-all-your-mods">core mods</a> enabled.</p><p>If it's <em>still</em> launching fine, re-enable your mods in batches until the game cries.</p><p>If it <strong>still</strong> crashes in an unmodded state, you may need to update your graphics drivers. You can find more information on that here.</p></td></tr><tr><td><strong>Watchdog Timeout!</strong></td><td><p><a href="#bisecting">Bisect your mods.</a></p><p><br>If you still get the error, keep reading:</p><p>If the game doesn't even launch, <strong>check your antivirus</strong>. Make sure that you have an exception for the <a href="https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory">Cyberpunk 2077 game directory</a> (guide on <a href="https://docs.rackspace.com/docs/set-windows-defender-folder-exclusions">rackspace</a>)</p><p>If it happens in photomode, turn down your graphics settings, or try disabling your photo mode mods.</p><p>If the error is absolutely persistent and you're sure you've tried everything, you can try <a href="#increasing-the-watchdog-timeout">increasing the Watchdog Timeout.</a></p></td></tr></tbody></table>

<details>

<summary>Increasing the Watchdog Timeout</summary>

{% hint style="warning" %}
The below should be a last resort, and is geared towards people who have crashes while trying to render screenshots taken in photo mode.

There may be an easier fix before you reach this point!
{% endhint %}

If you are dead-set on that photo, you can try increasing the watchdog timeout to give the game more time. Open the following file with a text editor (create it if it doesn't exist):

```
Cyberpunk 2077\engine\config\platform\pc\user.ini
```

... and add the following lines ([original source](https://forums.cdprojektred.com/index.php?threads/cyberpunk-2077-pc-crash-issues.11040656/page-99#post-12377786)):

```
[Engine/Watchdog]
ActiveIfDebuggerPresent = true
ActiveIfDialogBlocking = false
ActiveIfScriptBreakpointBlocking = false
DumpJobExecutionContext = true
Enabled = false
KillProcess = false
ThreadFrequencyHz = 15
TimeoutSeconds = 604800
```

This will set the timeout to something over 2 hours, and should hopefully be long enough to render that screenshot for you.

</details>

***

## The Game Doesn't Launch

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-f9974db908fcc9f8fae2cd82d3d27d82b6f7b667%2Ftroubleshooting_headers_doesnt_even_start.png?alt=media" alt=""><figcaption></figcaption></figure>

### ... And You Get a Pop-up

#### **ValidateScripts.cpp:44 /** codeware.global.reds

<div align="center"><figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2FBuSUalKTB38GxCprqTA7%2Fvalidatescripts_44_2.png?alt=media&amp;token=01d67ab8-9bb7-4fbc-b267-a7285849b499" alt=""><figcaption><p>It might look a little different, but it will always have this error somewhere.</p></figcaption></figure></div>

To fix this:

1. Navigate to `Cyberpunk 2077\r6\` and **delete the entire `cache` folder** (Yes, the whole folder)
2. **Verify your game** in the store you bought it from (GOG/Steam/Epic)
3. To be extra safe, [**reinstall redscript**](https://www.nexusmods.com/cyberpunk2077/mods/1511)

***

#### RED4ext Error 1114 - A dynamic link library (DLL) initialization routine failed

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2FegMr65BlBCAvtxH615bB%2Ferror_1114_2.png?alt=media&amp;token=5e301630-e602-4b49-98db-1a2cdddfbbe2" alt=""><figcaption><p>The first part of the file path will be the drive you have Cyberpunk 2077 installed on</p></figcaption></figure>

To fix this, you need to download [Visual C++ Redistributable 2022](https://learn.microsoft.com/en-us/cpp/windows/latest-supported-vc-redist?view=msvc-170) ([direct download](https://aka.ms/vs/17/release/vc_redist.x64.exe), Microsoft)

Download and run the executable file linked above, then **restart your computer**.\
If you already have it downloaded, or it doesn't work the first time, you need to open the file again, click `Repair`, then **restart your computer**.

{% hint style="danger" %}
You **have to restart your computer** after installing/repairing. It can take several repairs for it to work. Blame Microsoft!
{% endhint %}

***

#### Redscript Compilation Error

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-cdad9037111ee6a4e6c8829e03fe3be919580da8%2Ftroubleshooting_headers_compilation_failed.png?alt=media" alt=""><figcaption></figcaption></figure>

Redscript is quite good at telling you where to look for issues, but the mods it lists may not actually be the problem. Confused? Don't worry! We're going to get through this together.

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-b9f00a2141d9392202b9aaa9a671366928efb972%2Ftroubleshooting_redscript_compilation_failed.png?alt=media" alt=""><figcaption><p>You may only have one mod listed here, or an even longer list</p></figcaption></figure>

***

**Redscript Log**

The pop-up mentions consulting the logs for more information. It can be helpful to double check if you have duplicate files, making sure you have script files for specific mods, or just for reference.

{% hint style="success" %}
You can find the redscript log here: `r6/logs/redscript_rCURRENT.log`
{% endhint %}

{% hint style="info" %}
**Common Errors and Quick Fixes**

**All of the mods listed are atelier stores**

* You don't have [Virtual Atelier](https://www.nexusmods.com/cyberpunk2077/mods/2987) installed. Install it, and all of its requirements too.
* You *did* install Virtual Atelier, but it's missing script files. **Reinstall it***.*\
  If you're not sure, **reinstall it anyway.**
* You have an old version of Virtual Atelier installed.\
  If there's log entries for `virtual-atelier` ***and*** `virtual-atelier-full`, remove **all** Virtual Atelier files and redownload the newest version.

**There's only one mod listed**

* Check your log to make sure it's not installed twice. Sometimes mod authors change their folder structure, causing a duplicate file.\
  Remove **both** versions and **redownload the latest version**.

**You have** [**cybercmd**](https://www.nexusmods.com/cyberpunk2077/mods/5176) **installed**

* Uninstall it
  {% endhint %}

***

**Clearing the Redscript Cache**

Sometimes, the cache goes stale. Thankfully, it's an easy fix. If you're really at a loss for your redscript compilation error, try this first.

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2FlDLRSDe1702udpNirZ4K%2Fredsc_cache.png?alt=media&amp;token=81811368-5d30-4864-9c44-fcfe8f735a8c" alt="" width="563"><figcaption><p>This is where your redscript cache lives!</p></figcaption></figure>

* Navigate to `Cyberpunk 2077\r6\` and delete the entire `cache` folder (Yes, the whole folder)
* Verify your game in the store you bought it from (GOG/Steam/Epic)
* [**Reinstall redscript**](https://www.nexusmods.com/cyberpunk2077/mods/1511)

***

**Still Getting Compilation Errors?**

One of your redscript-dependent mods might be causing issues. This could mean you're using two mods that are not compatible with each other, or you're using an old mod that needs an update.

But how do you figure out which one it is?

* [Bisect your mods](#bisecting)

{% hint style="warning" %}
If you're using a mod manager, you can pull up your `redscript_rCURRENT.log` to check which of your mods rely on redscript and just bisect those.

If you're manually installing, you'll find all your redscript mods in `Cyberpunk 2077/r6/scripts`
{% endhint %}

***

**It Still Doesn't Compile**

Launch the game with [only the core mods](#update-all-your-mods).

If the game launches, the issue definitely lies with one of your other mods. You need to [bisect your mods.](#bisecting)

***

**Still. Doesn't. Compile.**

It might be time to start afresh. Try running [Mod Remover](https://www.nexusmods.com/cyberpunk2077/mods/8597) and start re-modding your game from scratch.\
If you're using a mod manager, **disable/purge** your mods there first before running the [Mod Remover](https://www.nexusmods.com/cyberpunk2077/mods/8597).

{% hint style="danger" %}
If you've been manually installing your mods, [please consider using a mod manager](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077#mod-manager-options) going forward. It's far less error prone, and makes troubleshooting your mods way easier.
{% endhint %}

***

#### Failed to resolve address for hash

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2FrRpriHUhcZkIuluJuZiT%2Fhash_1.png?alt=media&amp;token=11e03c85-5f97-4529-9b8e-5956c3f6a0f0" alt=""><figcaption><p>The numbers after <code>0x</code> may be different, but the advice below applies to them all</p></figcaption></figure>

To fix this:

1. **Update/Buy the game**

{% hint style="danger" %}
Core mods will not work on outdated/pirated copies of the game.
{% endhint %}

2. **Update your core mods -** [you can find links to all of them here](#update-all-your-mods)
3. If you are a mod dev, **update** [**RedHotTools**](https://github.com/psiberx/cp2077-red-hot-tools/releases)

***

#### Corrupted Or Missing Archives

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2FAbvUU6gsE57uyKpfLoHq%2Fcorrupt_archives.png?alt=media&amp;token=4960de89-be97-42e3-9da1-7e0d91af816e" alt=""><figcaption><p>This error means "bisect your mods"</p></figcaption></figure>

If you get an error message that says `Cyberpunk 2077 encountered an error caused by corrupted or missing archives and and will now be forced to close`, you have a broken `.archive` file and need to [bisect your mods.](#bisecting)

***

#### Corrupted Or Missing Scripts

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2FwZRLlFjW4mWS20ENQ6Rr%2Fcorrupt_scripts.png?alt=media&amp;token=556c824b-29ba-4fd5-aaaf-d65147624ad9" alt=""><figcaption><p>If you're here because you used Mod Remover and didn't verify your game, you need to read the instructions thoroughly</p></figcaption></figure>

If you get an error message that says `Cyberpunk 2077 encountered an error caused by a corrupted or missing scripts file and and will now be forced to close`, you need to verify your game in your launcher (GOG/Steam/Epic).

{% hint style="warning" %}
[Not sure how to verify your game files? Click here!](#verify-repair-game-files)
{% endhint %}

To make sure it's really verifying, you can try running the [Mod Remover](https://www.nexusmods.com/cyberpunk2077/mods/8597) (don't worry, it creates a backup of all your files!)

<details>

<summary>If you don't want to do that, here's a more hands-on method</summary>

{% hint style="danger" %}
Unless you [back up your mods and scripts](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/user-guide-troubleshooting#back-it-up-baby), all your settings and manually installed mods will be lost.
{% endhint %}

Rename or remove the following folders, then verify your game:

```
/mods
/plugins
/engine
/r6
/red4ext
/archive/pc/mod
/bin/x64/plugins
```

If you do not have them, you don't need to do anything.

</details>

<details>

<summary>If you just want to reinstall the game</summary>

Consider just using [Mod Remover](https://www.nexusmods.com/cyberpunk2077/mods/8597). It will reset your game to an unmodded state.

If you're set on reinstalling completely, you can find a full reinstall guide on [CDPR's support page](https://support.cdprojektred.com/en/cyberpunk/pc/sp-technical/issue/2233/how-do-i-clean-install-my-game).

</details>

***

#### Corrupted Or Incomplete Game Data

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2FccXznuUbQx1VpQ2MK13B%2Fcorrupt_game_data.png?alt=media&amp;token=ea0fcbfd-13ba-4b4f-b57c-5f823b13f773" alt=""><figcaption><p>This error has a few possible fixes</p></figcaption></figure>

If you get an error message that says `Cyberpunk 2077 encountered an error caused by corrupted or incomplete game data`, check below for some potential solutions:

<details>

<summary><strong>Workaround Suggested By CDPR</strong></summary>

* Set Power Limit (TJ max) for CPU to 150W
* Reduce Long and Short Duration Package Power Limit to 150 W (Intel default is 253)
* Set the maximum CPU Core Temperature to 98°
* Reduce the P-Core ratio of the processor
* Deactivate Turbo Boost of the CPU
* Disable CPU Hyper-Threading

Or check Reddit:

* [Downclock your processor](https://www.reddit.com/r/cyberpunkgame/comments/16pluqw/comment/k2f1wwh/?utm_source=share\&utm_medium=web2x\&context=3) (via reddit, do so **at own risk**)

</details>

<details>

<summary><strong>Run Without Antivirus</strong></summary>

* Turn off your antivirus and your firewall - anything that counts as "System Protection".
  * Yes, that includes Windows Defender

{% hint style="warning" %}
**Yes, all of it**. That includes your computer's bodyguard if it has one.
{% endhint %}

* Now, start the game.
* If the error persists, verify game files through your launcher (GOG/Steam/Epic)
* Start the game again

If it works now, you need to find out how to keep your antivirus away from your game directory. If it doesn't, then you can turn the stuff back on now.

</details>

<details>

<summary><strong>Run As Admin</strong></summary>

{% hint style="warning" %}
Generally, you'll be told not to run the game as admin! Only try this if nothing else works!
{% endhint %}

Configure the `REDprelauncher.exe` in the Cyberpunk root directory to always run as administrator.

* Right-click on the file and select `Properties`
* Switch to the `Compatibility` tab
* Check the box `Run this program as an administrator`

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-6237a3621c904f8838872bb5e3c45f4556d8b93b%2Ftroubleshooting_redprelauncher_runas_admin.png?alt=media" alt=""><figcaption><p>It should look a little like this!</p></figcaption></figure>

</details>

***

#### Files / Permissions Errors

There's a few different pop-ups relating to file errors. These are caused by **access errors** – Cyberpunk is trying to read or write a file, and for some reason, it can't. Check below for some potential solutions.

{% hint style="info" %}
These errors may look like the following:

* Access is denied
* Can't access file `'FILENAME'`
* Could not move file from `'file\path\file\path.tmp'` to `'path\Cyberpunk 2077\subdir\name.file'`
* An exception occurred while creating the logger

You may also see `'EXCEPTION_ACCESS_VIOLATION'` or `'The thread attempted to read inaccessible data at 0x000000'` (numbers may differ). If you have already tried [the fixes listed above for these errors](#whoa-cyberpunk-2077-has-flatlined), keep reading.
{% endhint %}

***

**Make sure that the file path exists**

* If Cyberpunk is trying to move files to a subdirectory that it can't access, make sure the directory actually exists. If it doesn't, create it.
* The most frequent candidate for this is /`r6/cache/modded`

{% hint style="warning" %}
You can ignore this if there's no file path in your error.
{% endhint %}

***

**Make sure that no previous game instance is running**

* Sometimes, the game doesn't shut down properly and still runs in the background. You can check this - and also actually close the game process - through the task manager.

<details>

<summary>How to end the game's process in task manager</summary>

* Press `CTRL` + `SHIFT` + `ESC` on your keyboard to open your task manager
* Switch to the **`Details`** tab
* Sort by `Name` and scroll to C
* Check if you can see anything **`Cyberpunk`** in the list.
* If yes, right-click on it and select **`End Task`**

</details>

***

**Reboot your PC**

* If in doubt, you can just reboot your computer. It's a good idea to do this sometimes – in this case, it could make the error go away.

***

**Make sure that all files in the game directory are writable**

* Sometimes, files in your [game directory](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory#what-is-the-game-directory) are set to read-only. You can fix this either via Windows Explorer or via system console, the results will be the same. Check below to see how.

<details>

<summary>Windows Explorer</summary>

* Navigate to the Cyberpunk 2077 game directory and right-click on it
* Select `Properties` (the last entry in the drop-down menu)
* Uncheck the "`Read-only`" box

{% hint style="info" %}
After unchecking and applying changes, the box will jump back to maybe-checked. That's because Windows can't tell if the folder contains read-only files. However, since you just made sure that it doesn't, you can ignore this.
{% endhint %}

</details>

<details>

<summary>System Console</summary>

* Press `Windows + R` on your keyboard
* type `cmd` and press `Return` to open the command line
* run the following command (*replace the path with your actual game directory*):

```
attrib -r "C:\Path\To\Cyberpunk\*.*" /s
```

</details>

***

#### Failed To Initialize Script Data

If you get this error check your NVidia Control Panel. If power saving options are enabled, turn them off.

{% hint style="warning" %}
If you don't have them enabled, check for other power config options in your operating system.
{% endhint %}

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-4d36718195ebf3ec8844dbe474ac13f30d46f31a%2Fnvidia_control_panel_power_saving.png?alt=media" alt="" width="563"><figcaption><p>This is where the setting will be in the NVidia Control Panel</p></figcaption></figure>

***

### ... And You Don't Get Pop-up

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2FCbTqFGg8EZU1C4QRWPB7%2Fheader_no_popup.png?alt=media&amp;token=6a280307-d64d-4184-9719-059c60a16b2a" alt=""><figcaption></figcaption></figure>

The game isn't launching and doesn't even give you an error. How are you supposed to troubleshoot that?! Thankfully, there's a few things to try before diving into the deep end.

{% hint style="info" %}
**Stop! Check the following first:**

* **Make sure all your mods are updated**. Yes, all of them.
* If you're using [RED4ext](https://www.nexusmods.com/cyberpunk2077/mods/2380), uninstall [cybercmd](https://www.nexusmods.com/cyberpunk2077/mods/5176)
* If you're using any FrameGen/DLSS/FSR mods, like OptiScaler, remove them
* If you're using any external programs like ReShade, remove them
* If you're on Linux, **double-check the** [**launch options**](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory/modding-on-linux). Steam sometimes resets these between updates.
  {% endhint %}

***

**Check Your RED4ext Log**

{% hint style="success" %}
[To find out more about log files, take a look here!](#log-files)
{% endhint %}

Find the folder `Cyberpunk 2077/red4ext/log`. Check for a file named `red4ext-0000-00-00-00-00-00.log` - the numbers will look different for every log. Sort your files by `Date Modified` and open the most recent one.

{% hint style="danger" %}
If you don't have a log here, RED4Ext is not installed correctly. You need to fix this before troubleshooting further.

**If you're manually installing:**

* [Consider using a mod manager](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077#mod-manager-options).

**If you're using MO2:**

* And **aren't** using the script extender plugin, make sure [**RED4ext is installed manually**](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/getting-started/mo2-mod-organizer-2#script-extenders-manual-install)
* And **are** using the script extender plugin,make sure [**your plugin is set up correctly**](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/getting-started/mo2-mod-organizer-2#script-extenders-plugin-installation-guide)
  {% endhint %}

**What Am I Looking At?**

{% hint style="warning" %}
If you get one of these errors, [check here to see what to do](#whoa-cyberpunk-2077-has-flatlined)!

* `Message: Watchdog timeout! (120 seconds)`
* `Message: Gpu Crash for unknown reasons!`
  {% endhint %}

Press `CTRL` + `F` on your keyboard and search for `error`. Sometimes, there will be an error that tells you what's wrong. Some tell you the exact issue, such as:

> `[error] To use this version of RED4ext, ensure your game is updated to patch __ or newer`

This means you need to **update/buy the game!**

Sometimes, the error is a little less specific. If you see the following error, [you need to go back to the start of the troubleshooting guide and start from step 1](#update-all-your-mods):

> `[error] Could not attach the hook for the main function. Detour error code: 6`

***

**I Don't Have Errors, I Have Warnings**

If your log has no errors, but you have lines that say `warning`, it's usually warning you about a specific mod. You can try reinstalling the mod it's complaining about, but if it still throws the same warning, it may not be compatible with the current version of the game.

If your warning says `scc invocation failed with an error: REDScript compilation has failed`, [you need to check here instead](#redscript-compilation-error).

***

**My Log Doesn't Have Either**

If your RED4ext log has no errors or warnings, it's worth checking where your log ends.

{% hint style="success" %}
The bottom of your RED4ext log should always look something like this:

`[RED4ext] [info] _ plugin(s) loaded`\
`[RED4ext] [info] RED4ext has been started`\
`[RED4ext] [info] Scripts BLOB is set to 'Your:\Drive\Cyberpunk 2077\r6\cache\modded\final.redscripts'`\
`[RED4ext] [info] scc invoked successfully, 22077 source refs were registered`\
`[RED4ext] [info] Scripts blob path was updated to 'Your:\Drive\Cyberpunk 2077\r6\cache\modded\final.redscripts.modded'`
{% endhint %}

**If your log doesn't have this, but the last line says something like**:

> `Loading plugin from 'Your:\Drive\Cyberpunk 2077\red4ext\plugins\ModFolder\ModName.dll'...`

Your game is dying before it's able to load that mod. **Make sure you have the latest version of that mod.**\
If it's not a core mod, remove it. If your game now launches, you may have to wait for it to be updated, or live without it.

**If your log doesn't have this line**:

> `scc invoked successfully`

Redscript is not being called. To fix:

{% hint style="info" %}

* Navigate to `Cyberpunk 2077\r6\` and delete the entire `cache` folder (*Yes, the whole folder*)
* Verify your game in the store you bought it from (GOG/Steam/Epic)
* [**Reinstall redscript**](https://www.nexusmods.com/cyberpunk2077/mods/1511)
  {% endhint %}

***

**Disable Your Mods**

This is an easy way to check if the issue is mod-related or not. Disable all your mods and try launching the game. If it launches, the problem lies within your mods somewhere. If not, the problem is **with your game itself**.

* If you're using a mod manager, disable/purge your mods there. If you want to be extra cautious, you can also try the below
* If you're manually installing, run the [Mod Remover](https://www.nexusmods.com/cyberpunk2077/mods/8597)

{% hint style="warning" %}
If your game launches now, we know the issue is mod-related.

If it still doesn't launch, you should try this next (VERIFYING FILES LINK)
{% endhint %}

***

**I Disabled My Mods, Now What?**

Do a fresh reinstall of all the [core mods](#troubleshooting-first-steps), then run the game. Hopefully, your game now launches. Now, you can either start modding the game again from scratch, or reinstall them and [bisect your mods.](#bisecting)

{% hint style="danger" %}
This is a lot easier to do with a mod manager.
{% endhint %}

***

## The Game Crashes Before the Menu

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2FvpJHJInSInhVjDbJIIoi%2Fheader_crash_at_menu.png?alt=media&amp;token=c7a9cbd7-a53f-49bd-afcf-7b790af98197" alt=""><figcaption></figcaption></figure>

Your game launches, but crashes before you make it to the menu. Sometimes you'll get an error for this, sometimes you won't. Don't worry, there's a few things you can do in either case!

{% hint style="warning" %}
[If you get a "Whoa! Cyberpunk 2077 has flatlined" pop-up, check here first!](#whoa-cyberpunk-2077-has-flatlined)
{% endhint %}

***

### ... And Doesn't Give An Error!

{% hint style="danger" %}
If you haven't already, [try these steps first before doing anything else](#troubleshooting-first-steps). They're there for a reason.
{% endhint %}

Most likely culprit is a mod. Unfortunately, there's no magic way to tell which one it is. You're going to have to [bisect your mods to find the issue.](#bisecting)

To make sure, you can disable every mod you have installed **apart from the following**:

* [ArchiveXL](https://www.nexusmods.com/cyberpunk2077/mods/4198)
* [Codeware](https://www.nexusmods.com/cyberpunk2077/mods/7780)
* [Cyber Engine Tweaks](https://www.nexusmods.com/cyberpunk2077/mods/107)
* [RED4ext](https://www.nexusmods.com/cyberpunk2077/mods/2380)
* [redscript](https://www.nexusmods.com/cyberpunk2077/mods/1511)
* [TweakXL](https://www.nexusmods.com/cyberpunk2077/mods/4197)

{% hint style="info" %}
You can disable these mods one by one to narrow down what type of mod is causing your game to crash.

Example: If you disable ArchiveXL and the game launches fine, a mod that relies on ArchiveXL is broken.

[You can check here to see where each type of mods are kept on your computer](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077#overview-of-mod-folders)
{% endhint %}

If your game launches, the problem lies in your mods somewhere.

If it still doesn't launch, it's [Mod Remover](https://www.nexusmods.com/cyberpunk2077/mods/8597) time.

***

### **... And Says Missing TweakDB File / Inaccessible Memory**

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2FhXYjhVDVrOmch8u9wmVE%2Fcorrupt_tweak.png?alt=media&amp;token=b768dff1-67e5-44c7-9334-f3907dd3048f" alt=""><figcaption><p>This error was common when 2.0 and Phantom Liberty launched</p></figcaption></figure>

If you run into this error:

```
Cyberpunk 2077 encountered an error caused by a corrupted or missing TweakDB file and will now be forced to close
```

Or if the game complains about attempting to read inaccessible memory, do this:

1. Navigate to your [game directory](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory#how-can-i-find-the-game-folder) and find the folder`r6\cache`
2. Find the file `tweakDB.bin` and copy it (Press `Ctrl` + `C` on your keyboard)
3. `In r6\cache`, find the folder `modded`
   * If it doesn't exist, create it!
4. Paste `tweakDB.bin` here (Press `Ctrl` + `V` on your keyboard)
5. If asked to overwrite, select `Yes`
6. **If you have Phantom Liberty**, repeat the process with `tweakdb_ep1.bin`

<details>

<summary><strong>That didn't fix anything!</strong></summary>

If that doesn't fix it, your problem most likely related to **Cyber Engine Tweaks**. Try disabling it.

**If you have it installed with a mod manager**

* Disable it in your mod manager

**If you have it installed manually**

* Find the folder `Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks` and move it out of `plugins` (e.g. put it on your desktop)

{% hint style="danger" %}
If you'd rather delete it, make a copy of your `mods` and `plugins` directories. They contain your mod settings.
{% endhint %}

{% hint style="success" %}
Check if the problem is gone.

If it is, put the folder back and bisect your CET mods. You can find these in:

* `cyber_engine_tweaks\mods`
* `cyber_engine_tweaks\scripts`

**If you're using a mod manager**, bisect through your mod manager and use the folders to check which mods you should be looking for
{% endhint %}

</details>

***

## Game Crashes Loading a Save

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fq38mXGAeZ3HpxpcJoyEY%2Fheader_crashes_loading.png?alt=media&amp;token=022096ac-9f88-468b-8e19-4d895fb5125e" alt=""><figcaption></figcaption></figure>

Your game launches fine, the menu loads, but you can't load your save. Don't panic! It *probably* isn't lost forever.

{% hint style="warning" %}
If you're reinstalling your mods, or you're in the process of bisecting, check below. It's always good to keep in mind that:

If you're loading a save that was created with [New Game Plus - Native](https://www.nexusmods.com/cyberpunk2077/mods/15043), **you need to keep it enabled**.

If you're loading a save that had a weather mod active such as [Nova City 2](https://www.nexusmods.com/cyberpunk2077/mods/12490) or [Enhanced Weather](https://www.nexusmods.com/cyberpunk2077/mods/3901), you should **reset the weather state to vanilla** before disabling them. If you can't do that because you can't load the save regardless, **re-enable it until you can**.
{% endhint %}

***

### Where To Start?

It's frustrating to diagnose a crash with no information. If you're sure none of the above applies to your game, try these steps next:

1. Try starting a new save

{% hint style="success" %}
If this works, there's one more thing we can do to see if your save is truly lost
{% endhint %}

2. Go back to the main menu and try loading an **older save from the same playthrough**

{% hint style="warning" %}
If that doesn't work, you can also try loading a different playthrough if you have one, just to be really sure
{% endhint %}

***

#### It's a Broken Mod

Vague, right? Unfortunately, that's the most likely reason for your crash. It's time to [bisect your mods.](#bisecting)

If you want the nucelar option, run the [Mod Remover](https://www.nexusmods.com/cyberpunk2077/mods/8597). If you had any of the following mods enabled on your save, reinstall them and their requirements to see if you can now load the save:

* [New Game Plus - Native](https://www.nexusmods.com/cyberpunk2077/mods/15043)
* Weather mods that have custom weather states such as [Nova City 2](https://www.nexusmods.com/cyberpunk2077/mods/12490) or [Enhanced Weather](https://www.nexusmods.com/cyberpunk2077/mods/3901)
* [Immersive Rippers](https://www.nexusmods.com/cyberpunk2077/mods/7064)

{% hint style="info" %}
If you've done all this and still can't load your save, check the next section for a potential reason.
{% endhint %}

***

#### Corrupt-ish Saves

{% hint style="info" %}
You only need to read this if you can start a new game without mods, but crash on loading a previous save game.
{% endhint %}

Some mods store data in save files. Removing those mods **may** lead to your save game crashing **until you install them again**.

{% hint style="danger" %}
If you messed with any quest flags, or played around too much with the [Save Editor](https://www.nexusmods.com/cyberpunk2077/mods/718), let this be a lesson in never doing that again. Quest flags can and will break your game if you mess with them, and the Save Editor is no longer supported.
{% endhint %}

This is commonly seen with the following mods:

* [New Game Plus - Native](https://www.nexusmods.com/cyberpunk2077/mods/15043)
  * You cannot load a save that was made with this mod without this mod enabled
* Weather mods that have custom weather states such as [Nova City 2](https://www.nexusmods.com/cyberpunk2077/mods/12490) or [Enhanced Weather](https://www.nexusmods.com/cyberpunk2077/mods/3901)
  * These mods allow for custom weather states. If you saved while one of these custom states was active, the game is trying to load something that doesn't exist. The weather needs to be one **available in the vanilla game** before it can load without these mods.
* [Immersive Rippers](https://www.nexusmods.com/cyberpunk2077/mods/7064)
  * If you remove Immersive Rippers, you need to save more than 100m away from a Ripperdoc before uninstalling the mod. From the mod page itself:

> Make sure you save away from a Ripper (+100m should be plenty)\
> And then delete the ImmersiveRippers.archive file from the "Cyberpunk 2077\archive\pc\mod" folder.

{% hint style="warning" %}
If your save won't load no matter what you try, I'm sorry. It might just be time to start a new save.
{% endhint %}

***

## Game Crashes During Gameplay

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2F37C1zdGpyU8tiqWarUpI%2Fheader_crash_in_game.png?alt=media&amp;token=f7be9b25-e8c5-4742-9be5-280f5a9af6d8" alt=""><figcaption></figcaption></figure>

You were just about to wipe out a bunch of Scavs, or you were just driving around the city, and your game crashed out of nowhere. Keep reading to find out what to do.

{% hint style="warning" %}
[If you get a "Whoa! Cyberpunk 2077 has flatlined" pop-up, check here first!](#whoa-cyberpunk-2077-has-flatlined)
{% endhint %}

***

### Known Issues

**Material and Texture Override (MTO)**

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2FKLshyNyIIvo5rpCybHZ4%2Fmto_old.png?alt=media&amp;token=34ebc425-d6b8-4f3d-864a-c6a73f2fae66" alt=""><figcaption><p>This is the old version of MTO</p></figcaption></figure>

{% hint style="success" %}
TL;DR: There is a new version of this mod. If you *actually need* this mod, [you can download the updated version here](https://www.nexusmods.com/cyberpunk2077/mods/25246).
{% endhint %}

This tends to make the game crash **somewhere in Japantown** because of a mesh with a broken material. [Material and Texture Override](https://www.nexusmods.com/cyberpunk2077/mods/5266) removes the cache and forces the game to re-create this material, making the game crash.

{% hint style="warning" %}
MTO is a well made mod, and the crashing issue is an edge case. This is not a guaranteed fix to any crashing you might have, but removing it is something worth trying if this sounds like your issue.
{% endhint %}

Many mods list MTO as a dependency, but it's usually optional. You only need it to force changes to original game materials.

As of 24 October 2025, a separate updated version has been uploaded. If a mod lists MTO has a hard requirement (not an optional one!), [try this one instead](https://www.nexusmods.com/cyberpunk2077/mods/25246).

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2FscLdGPIh5ZYLVGoG50w8%2Fmto_new.png?alt=media&amp;token=bf93530c-7b6d-4c32-924c-20908031903e" alt=""><figcaption><p>This is the new version of MTO</p></figcaption></figure>

**Too Many Mods!**

Yes, seriously, too many mods. This number seems pretty random, but generally doesn't start below 460.

The solution? Toggle off `Enable Analytics` in settings:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-e2b7238c5b004abeb4a2b11535cccbfdee5cc33d%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

***

### ... And The Crash Is Easily Replicated

You're lucky - you can easily troubleshoot this. You need to [bisect your mods](#bisecting), and see if it crashes at the same point with each set of mods. You'll know when you've found the issue because it won't crash anymore, yippee!

{% hint style="warning" %}
If you're manually installing your mods, start with your `.archive` mods. If that doesn't fix it, continue bisecting the rest.

Keep in mind that bisecting is a lot easier when [using a mod manager](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077#mod-manager-options), and it's never too late to start!
{% endhint %}

***

### ... And The Crash Is Completely Random

The most annoying type of crash, and unfortunately much harder to diagnose. A lot of long-time players just deal with the game crashing sometimes, like when tabbing in and out of the game occasionally.

If you can't deal with the crashes, you'll have to put in some work. There's a few options:

* Use [Mod Remover](https://www.nexusmods.com/cyberpunk2077/mods/8597) to make sure the issue is caused by mods, or just to [start over](#removing-all-your-mods)
* [Bisect your mods](#bisecting)

***

## Game Starts, Mods Are Broken

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2FFJXdfNhuGYTwUgYqH0Sn%2Fheader_game_broke.png?alt=media&amp;token=3cdc8de4-1ffe-46ba-beb9-0ec80d67bd61" alt=""><figcaption></figcaption></figure>

{% hint style="success" %}
If you've tried solutions from this page and still no luck, find us on [Discord](https://discord.gg/redmodding) in #mod-troubleshooting.
{% endhint %}

Your game starts, but something is broken. Maybe a menu doesn't look right, maybe all the game sound is missing, maybe something else entirely.

While it's difficult to write troubleshooting for every possible thing that can go wrong with your mods, there will be a few common issues below.

{% hint style="danger" %}
**External programs can cause issues. Rule it out by deactivating them while you're debugging.**

These include things like:

* Antivirus
* ReShade
* Hotsampling programs

FrameGen/DLSS/FSR files can also cause issues. **Remove them before continuing**.
{% endhint %}

If your issue is not listed here, or any of the above sections, [**you need to bisect your mods.**](#bisecting)

***

### Common Issues

Have a look below to see if your issue is listed here. If not, you'll need to head on to the next section.

If you try a fix for your issue below and it doesn't make a difference, [**you need to bisect your mods**.](#bisecting)

Above all else, **please make sure to read the descriptions of mods**. They usually have install instructions and tell you exactly what you need to do to make everything work.

{% hint style="success" %}
Did you know? You can press `Ctrl` + `F` on your keyboard to quickly find your problem on the page – simply type a word from your error message or related to your issue.
{% endhint %}

<details>

<summary><strong>Cyber Engine Tweaks Isn't Working</strong></summary>

Cyber Engine Tweaks needs **at least** VisualC 14.40.33810.0 - you can download it from the official Microsoft website ([direct link](https://aka.ms/vs/17/release/vc_redist.x64.exe))

To check if it's working, navigate to `Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks`

* If there's a file called `cyber_engine_tweaks.log` in this folder, CET is running
* If there isn't, you may need to redownload VisualC from the link above and click `Repair` when you run the file.

{% hint style="warning" %}
You need to restart your PC whenever you download/repair VisualC!

Some users may find they need to repair it multiple times before it works. Blame Microsoft!
{% endhint %}

</details>

<details>

<summary><strong>I Forgot My Cyber Engine Tweaks Keybind</strong></summary>

Delete the file `Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks\bindings.json.`

The game should let you bind a new key at the next startup.

{% hint style="warning" %}
You can find more troubleshooting help for Cyber Engine Tweaks in the [corresponding wiki](https://wiki.redmodding.org/cyber-engine-tweaks/getting-started/installing/troubleshooting): [Cyber Engine Tweaks](https://wiki.redmodding.org/cyber-engine-tweaks/) -> [Troubleshooting](https://wiki.redmodding.org/cyber-engine-tweaks/getting-started/installing/troubleshooting)
{% endhint %}

</details>

<details>

<summary><strong>Your Icons Are A Jumbled Mess</strong></summary>

<div><figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fkye38IvZ7DLteOo3L5wH%2Fmessed_up_icons_3.png?alt=media&amp;token=1b90a3c3-be0d-4a4a-9f12-edf4a76906c5" alt="" width="128"><figcaption></figcaption></figure> <figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2FBBqpvxnt7q2ojUO7S2xM%2Fmessed_up_icons_1.png?alt=media&amp;token=770bbae6-d14e-4728-9c07-1695d7735ef9" alt="" width="170"><figcaption></figcaption></figure> <figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2F59ZaLiHxrREA09fUU2UU%2Fmessed_up_icons_4.png?alt=media&amp;token=6e3edb11-b8c3-44f1-a0a0-d4ca37fd61de" alt=""><figcaption></figcaption></figure></div>

You have an old version of a mod that interacts with icons in some way. If you have any of the following mods, you need to update them:

* [Always Best Quality](https://www.nexusmods.com/cyberpunk2077/mods/12700)
* [Blade Runner 2077 Proxima](https://www.nexusmods.com/cyberpunk2077/mods/2155)
* [Ultra Texture Remaster Repack](https://www.nexusmods.com/cyberpunk2077/mods/13822) (You need to [download this version instead](https://www.nexusmods.com/cyberpunk2077/mods/22748))

{% hint style="warning" %}
If you don't have any of the mods listed above, [you need to bisect your mods to find the issue.](#bisecting)

If you manually installed your mods, start in `archive\pc\mod`. Your issue likely lies there.
{% endhint %}

</details>

<details>

<summary><strong>Your Icons Are Missing / Blank</strong></summary>

* Reinstall ArchiveXL
* Reinstall the mod that is missing icons

</details>

<details>

<summary><strong>V's Skin Texture Is Broken / Shiny / Striped / Messed Up</strong></summary>

* Exit out to the **main menu.**
* Open the settings and set your `Textures` to `High`

</details>

<details>

<summary><strong>V Is All Grey</strong></summary>

* If you are a VTK user, tattoos 6 and 7 are not available for your V and show as grey-ish blue. Sorry!
* Make sure you only have [KSUV](https://www.nexusmods.com/cyberpunk2077/mods/3783) ***or*** [VTK](https://www.nexusmods.com/cyberpunk2077/mods/7054), not both!
* Make sure you only have one tattoo mod
  * If you do, make sure it's compatible with the body mod you have
* Make sure you don't have multiple skin texture mods

</details>

<details>

<summary><strong>V's Eyes Are Grey / Black /</strong> <strong>Missing / Sunken In</strong></summary>

* If you're using an eye replacer mod and you're using [Unique Eyes - Core](https://www.nexusmods.com/cyberpunk2077/mods/1937), try using [this updated version instead](https://www.nexusmods.com/cyberpunk2077/mods/18594)

{% hint style="success" %}
There is a newer mod called [Unique Eyes to CCXL](https://www.nexusmods.com/cyberpunk2077/mods/23263), which adds the eye colours to the bottom of the eye colours instead of replacing any of them. Try this one instead!
{% endhint %}

* If you have **both versions** of Unique Eyes, **remove the older one**.
* If you have multiple eye replacer mods, **choose one**. You can't have multiple.
* If you have [Unique Eyes - Core - 2.2 - Temporary Update Mod](https://www.nexusmods.com/cyberpunk2077/mods/18594) but no compatible eye mods, you need to download one. **Unique Eyes Core does not add any eye textures**.
* If you just uninstalled an eye mod, try **redownloading it** and then **swapping to a vanilla eye colour** before uninstalling again.

</details>

<details>

<summary><strong>V Clips Through All Their Clothes</strong></summary>

You need to check that you:

* Are not using a Spawn0 mod
* Only have **one** body framework installed ([VTK](https://www.nexusmods.com/cyberpunk2077/mods/7054) ***or*** [KSUV](https://www.nexusmods.com/cyberpunk2077/mods/3783), **not both**)
* Only have **one** body mod installed

{% hint style="danger" %}
If you are using a VTK-based body, chances are you **only need the VTK head file**
{% endhint %}

* Only have **one** rig installed
* Have the correct **clothing refits** for the body you're using

{% hint style="warning" %}
If the clipping is minimal, it may just be the mod itself. Mod authors need to manually fix Garment Support on their clothing mods.\
If it tends to happen when you're posing V in Photo Mode, that's just something that happens. Try a clever camera angle, or a different piece of clothing.
{% endhint %}

</details>

<details>

<summary><strong>V Is Missing A Body Part</strong></summary>

* Try a different piece of clothing - if the issue goes away, the clothing may not be compatible with the player body/your body mod.
* Try installing [JB - FPP Nude Patch](https://www.nexusmods.com/cyberpunk2077/mods/3620) (yep, seriously)
* Check you don't have multiple mods affecting the same part of your V (two tattoo mods, two cyberarms mods). If you do, remove one.
* If it's V's face, make sure you have the correct [EKT](https://www.nexusmods.com/cyberpunk2077/mods/12807) / [EKT Asian](https://www.nexusmods.com/cyberpunk2077/mods/16930) to work with other mods you have downloaded

</details>

<details>

<summary><strong>V Has A Neck Seam / Different Coloured Head</strong></summary>

You need to make sure you

* Have the correct files and requirements for your body mod
  * If you are using a VTK body, you usually only need the **VTK head file** from the [framework page](https://www.nexusmods.com/cyberpunk2077/mods/7054)
* If you're using a skin tone mod like [Universal Skin Texture](https://www.nexusmods.com/cyberpunk2077/mods/15426), make sure you have the corresponding head file

{% hint style="warning" %}
Sometimes, this is just a part of using a body mod. Players have reported this happening with [Solo Body 2.0](https://www.nexusmods.com/cyberpunk2077/mods/15869), and the "Max Muscle Normal Texture (No Veins)" file has a similar neck seam
{% endhint %}

</details>

<details>

<summary><strong>V's Wearing Clothes But Still Naked</strong></summary>

1. Go to the vanilla wardrobe in your apartment
2. Create an outfit (anything will do)
3. Equip the outfit
4. Un-equip the outfit
5. Save and reload

**If this happens in first person perspective (and you're using Equipment-Ex):**

1. Remove all Equipment-EX outfits by typing `EquipmentEx.DeleteAllOutfits()` in CET's console.
2. Save and quit the game
3. Uninstall all files related to Equipment-EX

{% hint style="warning" %}
If you're installing mods manually, this can be done by searching for `EquipmentEx` in the game's main directory, then launch the game.
{% endhint %}

4. You should now no longer be naked.
5. Reinstall EquipmentEx and start creating outfits again.

</details>

<details>

<summary><strong>The Clothes I Just Downloaded Are All Purple</strong></summary>

You are missing a dependency for the mod. Check again, and make sure to download it.

</details>

<details>

<summary><strong>One Of Your Mods Isn't Loading / Triggering</strong></summary>

Double check the mod description. Many of them have conditions to activate the mod, with the most common one being entering V's H10 apartment.

</details>

<details>

<summary><strong>You're Trying To Get Biosculpted Exotics To Work</strong></summary>

If you want to use [Biosculpted Exotics](https://www.nexusmods.com/cyberpunk2077/mods/9797), you should try using [Biosculpted Exotics Expanded](https://www.nexusmods.com/cyberpunk2077/mods/15485) instead. Be aware that the updated version may still have its own quirks, but it is actively maintained.

</details>

<details>

<summary><strong>You're Having Audio Issues</strong></summary>

{% hint style="warning" %}
Make sure **all** your mods that could mess with audio have been updated since the 2.3 update. This update messed with a lot of audio mods, and they **all** needed to be updated.
{% endhint %}

If your CPU is too busy, the game will try to save resources by dropping audio, starting with dialogue audio. Disabling spatial audio from the main menu might help

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-60ce5c491e258dbdad406eaf84616a6f3bcbc3a8%2Fimage.png?alt=media" alt=""><figcaption><p>The setting you need to disable!</p></figcaption></figure>

</details>

<details>

<summary><strong>You Get LocKey# Messages</strong></summary>

{% hint style="warning" %}
If this is happening to an [ArchiveXL](https://www.nexusmods.com/cyberpunk2077/mods/4198) item addition, such as clothing or weapons, try reinstalling [ArchiveXL](https://www.nexusmods.com/cyberpunk2077/mods/4198), and also the affected mod.
{% endhint %}

**If it's happening to the journal, quests, text messages, or shards**

**And you're playing in a language other than English**

* The mod may not include translation files for your language. Check if there is a translated version, or change the game language to English.

**And you're playing in English**

* Most likely, two mods are trying to change the same text archive or journal entry. You can [bisect your mods](#bisecting), and once you've found the issue, you can try the below:

{% hint style="warning" %}
Sometimes, adding `#` or `!` to the beginning of the `.archive` file name can fix this.

Double check the mod page first to see if the author has any suggestions or workarounds!
{% endhint %}

</details>

<details>

<summary><strong>Press [none] To Continue / Can't Skip Loading Screen</strong></summary>

That is due to [Input Loader](https://www.nexusmods.com/cyberpunk2077/mods/4575) requiring an update. Double check you have the latest version.

</details>

***

### Outdated Mods

There are probably hundreds, if not thousands of outdated mods, but these ones still get downloaded to this day. If you have any of these, *remove them*.

* [**CTD Helper**](https://www.nexusmods.com/cyberpunk2077/mods/5205)
  * This mod has been broken for a long time and will not work.
* [**NPCs Gone Wild**](https://www.nexusmods.com/cyberpunk2077/mods/1436) **(NSFW)**
  * In all versions since 2.0, this causes missing characters, missing body parts, exploding limbs, and other issues. Do not use the mod.

{% hint style="danger" %}
There are some mods that still cause issues **despite not being available for download anymore**. If you have these mods, they are **seriously outdated and you need to delete them.**

* System-Ex (replaced by [Cyberware-Ex](https://www.nexusmods.com/cyberpunk2077/mods/9429), download this instead)
* Respector
  {% endhint %}

***

### You Have Spawn0 Mods Installed

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-599c90495154b7c7dededea4b3f9a680f2ccf9f4%2Ftroubleshooting_headers_problem_children.png?alt=media" alt=""><figcaption></figcaption></figure>

Most famous for physics-defying, back-breaking edits of the female body, Spawn0 has been around since the early days, and so have their mods.

Modding has come a long way since then, and Spawn0 never followed. Their mods are known to have compatibility issues with pretty much everything, including their own other mods.

With Phantom Liberty, Sp0 mods have been known to cause crashes to desktop near the dam.

***

## Bisecting

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-7ddc9bf8e8c9c30c6960da6f5957970e574b960a%2Ftroubleshooting_headers_bisect.png?alt=media" alt=""><figcaption></figcaption></figure>

{% hint style="danger" %} <mark style="color:red;">**Mod Managers**</mark>

If you are using a mod manager, you should enable and disable mods through it rather than manually bisecting your game folders. Go to the [<mark style="color:red;">**Bisect with a mod manager**</mark>](#bisect-with-a-mod-manager) section for instructions.\
\
If you do work directly through folders, **do not save changes to files if Vortex prompts for it**.
{% endhint %}

You have hundreds of mods, and one of them is broken. How do you find out which one it is without wasting the entire day?

{% hint style="success" %}
Don't worry! As long as you have less than 2048 mods, bisecting can finds the problem child in 10 rounds. Even if you have more, it's still quicker than disabling them all one by one.
{% endhint %}

***

### Bisecting With A Mod Manager

This is the easiest way to bisect your mods. Keep reading for a step by step guide on how to find that pesky mod breaking your game.

If you prefer a visual guide, check the bottom of this section!

{% hint style="warning" %}
You need to keep the core mods enabled while you bisect, otherwise none of your mods will work, and finding the issue will be impossible. Here's a list, to make it easier for you:

* [ArchiveXL](https://www.nexusmods.com/cyberpunk2077/mods/4198)
* [Codeware](https://www.nexusmods.com/cyberpunk2077/mods/7780)
* [Cyber Engine Tweaks](https://www.nexusmods.com/cyberpunk2077/mods/107)
* [RED4ext](https://www.nexusmods.com/cyberpunk2077/mods/2380)
* [redscript](https://www.nexusmods.com/cyberpunk2077/mods/1511)
* [TweakXL](https://www.nexusmods.com/cyberpunk2077/mods/4197)
* [Virtual Atelier](https://www.nexusmods.com/cyberpunk2077/mods/2987)
  * (VA isn't *technically* a core mod, but disabling it will cause a redscript error for all of your atelier stores)
    {% endhint %}

<details>

<summary>Tips For Vortex Users</summary>

If you're using Vortex, you can highlight mods so it's easier to remember which mods you've already tested.

You can also rename mods by double clicking them to open the side panel, so adding "CORE" to the start of the mods listed above might be helpful.

<div><figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2FWrfnsDmwOK0XyhOyhYtl%2Fvortex_highlight.png?alt=media&amp;token=38e3a25c-23be-4d78-8576-8648108f6457" alt=""><figcaption><p>You can highlight mods here!</p></figcaption></figure> <figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2F3sTWZWN5f8j6b1e1W7I5%2Fvortex_double_click.png?alt=media&amp;token=94d22ebe-25e8-45d4-9c56-66de505f3129" alt="" width="330"><figcaption><p>Double click a mod to bring this menu up!</p></figcaption></figure></div>

</details>

{% stepper %}
{% step %}
**Disable Half Your Mods**

Not including the mods listed above, select half of your enabled mods and **disable them**.

{% hint style="warning" %}
This can be done easily by clicking on the mod at the top of the list, then scrolling down and pressing `SHIFT` on your keyboard when you select another mod.
{% endhint %}
{% endstep %}

{% step %}
**Launch The Game**

You need to launch the game to see what your next step is.

**If the issue is gone**

* The problem mod exists in the mods you disabled. You need to continue to Step 3.

**If the issue still occurs**

* The problem mod is in the mods you kept enabled. You need to repeat Steps 1 and 2 **with these mods** until you've found the problem mod.
  {% endstep %}

{% step %}
**Swap Halves**

If your game launched with no issues in the previous step, disable the mods you just launched the game with and re-enable the other half. The problem mod should be in this set.

Now that you've narrowed it down slightly, you need to repeat Steps 1 and 2 **with these mods** until you've found the problem mod.
{% endstep %}

{% step %}
**Remove The Problem Mod**

Once you've bisected all the way down to enabling a single mod, you've found the one causing trouble. Remove the mod and launch your game again.

{% hint style="warning" %}
You can also check to see if it's recently been updated, but if it hasn't, you'll need to remove it
{% endhint %}

The issue should now be gone. Happy game!
{% endstep %}
{% endstepper %}

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-78f95fb6045ba5fa668bd4d1fe55d1c08158d97c%2Fbisect_with_mod_manager.png?alt=media" alt=""><figcaption><p>A visual guide for bisecting with a mod manager!</p></figcaption></figure>

***

### Bisecting Manually

If you've manually installed your mods, you'll need to bisect them manually too. Even if it seems like a lot of work, it's the quickest way to find the problem mod.

{% hint style="warning" %}
If you already know which folder contains the broken mod, skip to Step 2.

You can find a video of the process [below](#bisect-video-demonstration).
{% endhint %}

The table below shows which folders contain mod files. All of these can be found in [your game directory](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory#what-is-the-game-directory). You'll need to reference this table to find where the broken mod is.

| File Path                                   | Explanation                                                           |
| ------------------------------------------- | --------------------------------------------------------------------- |
| `\mods`                                     | Contains REDmods, can contain many file types in their own subfolders |
| `\archive\pc\mod`                           | Contains `.archive` and `.xl` files, for Archive-XL-based mods        |
| `\bin\x64\plugins\cyber_engine_tweaks\mods` | Contains Cyber Engine Tweaks-based mods                               |
| `\r6\scripts`                               | Contains Redscript-based mods                                         |
| `\r6\tweaks`                                | Contains RED4ext-based tweaks                                         |

#### Where Do I Even Start?

{% stepper %}
{% step %}
**Find The Problem Folder**

* Navigate to `Cyberpunk 2077\mods`
  * Rename it by adding an underscore to the end. It should now be called `mods_`
  * Create a new folder called `mods` in [your game directory](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory#what-is-the-game-directory)
* If this folder is empty, navigate to `Cyberpunk 2077\archive\pc\mod`
  * Rename the `\mod` folder by adding an underscore to the end. It should now be called `mod_`
  * Create a new folder called `mod` inside the `\pc` folder

{% hint style="warning" %}
You only ever need to rename the last subfolder in any file path, such as the `plugins` folder, `scripts` folder, or `tweaks` folder.
{% endhint %}

* You now need to launch the game. You will now run into one of these two scenarios:
  * The problem is gone, which means you've already found where the problem mod is, and you can move on to Step 2
  * The problem persists, which means you need to **repeat the above process with the rest of the folders in the table** until you find the folder it's in.

{% hint style="success" %}
You can put the innocent folders back, if you want. Due to the way mods are loading, there won't be side-effects.
{% endhint %}
{% endstep %}

{% step %}
**Re-enable Half Your Mods**

{% hint style="info" %}
The process is the same if you are moving files or folders!
{% endhint %}

When you've found the folder with the problem mod, you're ready to actually bisect.

Open up the folder you added an underscore to. This is your **backup folder.**

Move half of the mods from your **backup folder** into the folder you created - the one that doesn't have an underscore. This is your **game folder.**

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2FIfll1aiJRfOkI3vFNje5%2Fbackup_and_game_folders.png?alt=media&amp;token=96b149ca-9e58-4cea-aefd-004518bade73" alt="" width="499"><figcaption><p>For all the visual learners out there</p></figcaption></figure>

{% hint style="danger" %}
You'll need to remember (roughly) which batch you moved (e.g. "everything after `E`" or "the first 100 mods")
{% endhint %}
{% endstep %}

{% step %}
**Launch The Game**

You need to launch the game to see what your next step is.

**If the issue is gone**

* The problem mod exists in the mods in your backup folder.

{% hint style="warning" %}
You now need swap the mods you have installed.

* The mods you most recently put into your [**backup folder**](#user-content-fn-1)[^1] need to go into your [**game folder**](#user-content-fn-2)[^2]
* Any mods currently in your [**game folder**](#user-content-fn-2)[^2] need to go into your [**backup folder**](#user-content-fn-3)[^3]

You can now proceed to Step 4!

If you've bisected to the point of only having one mod left to test, you can move on to Step 5!
{% endhint %}

**If the issue still occurs**

* The problem mod is in the mods you re-enabled. You need to proceed to Step 4.
  {% endstep %}

{% step %}
**Disable Half Your Mods**

Now, you need to take half of the mods in your [**game folder**](#user-content-fn-2)[^2] and place them into your [**backup folder**](#user-content-fn-1)[^1]**.**

**Repeat Steps 4 and 5 until you find the problem mod!**
{% endstep %}

{% step %}
**Remove The Problem Mod**

Now that you've found the problem mod, it's time to remove it from your game.

{% hint style="warning" %}
You can also check to see if it's recently been updated, but if it hasn't, you'll need to remove it
{% endhint %}

The issue should now be gone. Happy game!
{% endstep %}
{% endstepper %}

#### **Bisect: Video Guide**

{% embed url="<https://youtu.be/c1BkM6NFfkI>" %}

***

## Log Files

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-7d2f6825be0c9507e0be2be8fe471e5f7a167e43%2Ftroubleshooting_headers_log_files.png?alt=media" alt=""><figcaption></figcaption></figure>

The game's log files tend to be a bit unhelpful, but log files from mods tend to be more useful.

{% hint style="warning" %}
If you get a "Whoa! Cyberpunk 2077 has flatlined" error, [click here to see more information.](#whoa-cyberpunk-2077-has-flatlined)
{% endhint %}

#### Where Can I Find Mod Logs?

Quite a lot of mods will create a log file, but only a few of them are useful when it comes to troubleshooting. Check the table below to see where to find them!

<table><thead><tr><th width="251.5999755859375">Log File Name</th><th>File Path</th></tr></thead><tbody><tr><td>redscript_rCURRENT.log</td><td><code>\Cyberpunk 2077\r6\logs</code></td></tr><tr><td>red4ext-[NUMBERS].log</td><td><code>\Cyberpunk 2077\red4ext\logs</code></td></tr><tr><td>cyber_engine_tweaks.log</td><td><code>Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks</code></td></tr></tbody></table>

{% hint style="warning" %}
ArchiveXL and TweakXL also have log files, but they're not as useful for troubleshooting as the ones listed above.

You can find these log files here:

ArchiveXL-\[NUMBERS].log - `\Cyberpunk 2077\red4ext\plugins\ArchiveXL`

TweakXL-\[NUMBERS].log - `\Cyberpunk 2077\red4ext\plugins\TweakXL`
{% endhint %}

#### Isn't There An Easier Way?

If you don't want to find logs individually, and just want a script that finds them for you, you're in luck!

Download [Doctor Presto's FindAllErrors script](https://github.com/DoctorPresto/Cyberpunk-Helper-Scripts/blob/main/FindAllErrors.bat)

<div align="center" data-full-width="false"><figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2F5uFGSOvo1wuac8iQjrzC%2Fgithub_download.png?alt=media&amp;token=10c19bc2-af8a-4b70-b265-a262f76cf384" alt=""><figcaption><p>Click this button at the top!</p></figcaption></figure></div>

Now, you can either:

1. Move it to your Cyberpunk install folder and double-click it
2. Drag-and drop your Cyberpunk folder on the file that you downloaded

{% hint style="success" %}
After running, the script will have created a folder `_LOGS` in your [Cyberpunk game directory](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory), which contains a file listing all the log files for you.
{% endhint %}

The list will give you useful information along with a list of files to check. Once you've found the broken mod, you can go [here](#dealing-with-a-broken-mod) for instructions on how to troubleshoot further – they also tell you when you should ask for help!

***

## Removing All Your Mods

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-284188dedbcdf479ba83044d06449120cba7cbcd%2Ftroubleshooting_headers_nuclear.png?alt=media" alt=""><figcaption></figcaption></figure>

You've been troubleshooting for too long and just want to start over again. Lucky for you, we have instructions for that too.

By far, the easiest way to reset your install to an unmodded state is by using [Mod Remover](https://www.nexusmods.com/cyberpunk2077/mods/8597) <sup>(also on</sup> [<sup>GitHub</sup>](https://github.com/manavortex/cyberpunk2077/blob/master/batch/cyberpunk2077_disable_all_mods.bat)<sup>)</sup>. Thanks to our very own [Manavortex](https://www.nexusmods.com/profile/manavortex?gameId=3333), manually removing all your game folders is entirely unnecessary.

You can also use this to temporarily disable your mods, as it creates a full backup for you.

{% hint style="danger" %}
If you're using a mod manager, **you need to purge/disable your mods there first.**
{% endhint %}

Make sure to read the mod description, it has very thorough instructions. The mod remover itself also has instructions at every step of the way.

{% hint style="success" %}
This is **much, much quicker** than manually removing all of your game folders. Promise.
{% endhint %}

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2FgcvfVc5xb4rXZT12X9YM%2Fmod_remover.png?alt=media&amp;token=81adff23-4d1b-492c-995a-b762530cdc69" alt=""><figcaption><p>Removing mods? We have a mod for that!</p></figcaption></figure>

If you're absolutely set on doing it manually, you can follow the steps in the dropdown below.

{% hint style="danger" %}
Just reinstalling the game through GOG/Steam/Epic does not remove mods, and is a waste of time.
{% endhint %}

<details>

<summary><strong>Manually Resetting Your Game Install</strong></summary>

{% hint style="danger" %}
Unless you back them up, your mods and settings will be **lost**. If you don't want that, make backups of the following folders:

* `/mods`
* `/archive/pc/mod`
* `/bin/x64/plugins/cyber_engine_tweaks`
* `/r6/scripts`
* `/r6/tweaks`

[Mod Remover will do all of this for you! It's not too late to use that instead!](https://www.nexusmods.com/cyberpunk2077/mods/8597)
{% endhint %}

**Option 1: Minimal (Re-download less than 1GB)**

{% hint style="danger" %}
Unless you [back up your mods and scripts](#back-it-up-baby), all your settings and manually installed mods will be lost.
{% endhint %}

Rename or remove the following folders. If you do not have them, you don't need to do anything.

<pre><code>/<a data-footnote-ref href="#user-content-fn-4">mods</a>
/<a data-footnote-ref href="#user-content-fn-5">plugins</a>
<a data-footnote-ref href="#user-content-fn-6">/engine</a>
/r6
<a data-footnote-ref href="#user-content-fn-7">/red4ext</a>
<a data-footnote-ref href="#user-content-fn-8">/archive/pc/mod</a>
<a data-footnote-ref href="#user-content-fn-9">/bin/x64/plugins</a>
</code></pre>

Afterwards, **verify your files**.

**Option 2: Quick (Re-download less than 4GB)**

{% hint style="danger" %}
Unless you [back up your mods and scripts](#back-it-up-baby), all your settings and manually installed mods will be lost.
{% endhint %}

{% hint style="warning" %}
The instructions below tell you which folders **not** to delete. Delete everything else.
{% endhint %}

1. Go to the `Cyberpunk 2077` [directory](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory#what-is-the-game-directory)
2. **Keep** the `archive` folder. Delete everything **else**.
3. Inside `archive`, **keep** the `pc` folder. Delete everything **else**.
4. Inside `pc`, **keep** the `content` and `ep1` folders. Delete everything **else**.
5. **Verify your files.**

**Option 3: Thorough (Re-download everything)**

In case neither of the above options are good enough for you, you can find a full reinstall guide on [CDPR's support page](https://support.cdprojektred.com/en/cyberpunk/pc/sp-technical/issue/2233/how-do-i-clean-install-my-game).

</details>

<details>

<summary><strong>Deleting User Settings</strong></summary>

{% hint style="danger" %}
You almost never need to do this.
{% endhint %}

If you want to remove anything that Cyberpunk might have stored on your disk, you need to find and delete the following folders (as per [CDPR's own troubleshooting guide](https://support.cdprojektred.com/en/cyberpunk/pc/sp-technical/issue/2233/how-do-i-clean-install-my-game):

* `%userprofile%\Saved Games\CD Projekt Red\Cyberpunk 2077`
* `%userprofile%\AppData\Local\REDEngine`
* `%userprofile%\AppData\Local\CD Projekt Red`

You can quickly navigate to the folders by pasting the path into your Windows Explorer's path bar, or pressing `Windows` + `R`, pasting the path there.

</details>

<details>

<summary><strong>Doing Mod Remover's Steps Yourself</strong></summary>

If you're curious to see (more-or-less) what Mod Remover does, don't want to download scripts from the internet, or just want to see what resetting your game was like before it was created, you can read below!

{% hint style="success" %}
You can still follow these steps yourself, but rest assured that Mod Remover does the exact same thing far quicker!
{% endhint %}

**Step 1: Disable REDmods And Archive Mods**

Find The Following Folders:

```
Cyberpunk 2077\archive\pc\mod
Cyberpunk 2077\mods
```

Rename them to

```
Cyberpunk 2077\archive\pc\mod_
Cyberpunk 2077\mods_
```

{% hint style="info" %}
The purpose of renaming them is that the game won't find them anymore, but you still have a back-up of the files inside. Feel free to achieve this goal however.
{% endhint %}

You can optionally create a new, empty folder with the same name.

{% hint style="success" %}
Check if the problem is gone.

If it is, put the folders back one after the other and apply the [bisection method](#bisecting-manually).
{% endhint %}

**Step 2: Disable CET**

Find the folder:

```
Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks
```

Move it out of `plugins` (e.g. put it on your desktop).

{% hint style="danger" %}
If you'd rather delete it, make sure that you retain a copy of your `mods` and `plugins` directories, as they contain your mod settings (AMM decorations etc.)
{% endhint %}

{% hint style="success" %}
Check if the problem is gone.

If it is, put the folder back and apply the [bisection method](#bisecting-manually) to `cyber_engine_tweaks\mods` and `cyber_engine_tweaks\scripts` until you have found the culprit.
{% endhint %}

**Step 3: Remove Scripts And Tweaks**

First, remove (or rename) the cache:

```
 r6/cache/modded
```

{% hint style="success" %}
[Verify game files.](#verify-repair-game-files) Check if the problem is gone.
{% endhint %}

If that didn't do the trick, find the following folders:

```
Cyberpunk 2077\red4ext
Cyberpunk 2077\r6\scripts
Cyberpunk 2077\r6\tweaks
Cyberpunk 2077\engine\tools
```

Rename them. You know the drill.

{% hint style="success" %}
Check if the problem is gone.

If it is, put them back one by one until you find the one that breaks it. If that is one of `r6\scripts` or `r6\tweaks`, apply the [bisection method](#bisecting-manually).
{% endhint %}

**Step 4: Remove RedScript**

**Delete** the following files and folders. You don't need a backup, as you can reinstall RedScript from [Nexus](https://www.nexusmods.com/cyberpunk2077/mods/1511). If any of them don't exist, that's okay — just means you don't have to delete them.

```
Cyberpunk 2077\bin\x64\d3d11.dll
Cyberpunk 2077\bin\x64\global.ini
Cyberpunk 2077\bin\x64\powrprof.dll
Cyberpunk 2077\bin\x64\winmm.dll
Cyberpunk 2077\bin\x64\version.dll
Cyberpunk 2077\engine\config
Cyberpunk 2077\engine\tools
Cyberpunk 2077\r6\cache
Cyberpunk 2077\r6\config
Cyberpunk 2077\r6\inputs
Cyberpunk 2077\V2077
```

{% hint style="info" %}
@Auska has compiled a handy script for unix people:
{% endhint %}

```
rm ./bin/x64/d3d11.dll
rm ./bin/x64/global.ini
rm ./bin/x64/powrprof.dll
rm ./bin/x64/winmm.dll
rm ./bin/x64/version.dll
rm ./engine/config
rm ./engine/tools/*
rm ./red4ext
rm ./r6/cache
rm ./r6/config
rm ./r6/inputs
rm ./V2077

mv ./r6/cache/final.redscripts.bk ./r6/cache/final.redscripts
```

**Step 5: Repair/Verify Game Files**

You need to verify your game files through your launcher (GOG/Steam/Epic). [If you're not sure how to do that, check here!](#verify-repair-game-files)

**Step 6: Launch The Game**

All files you deleted have been re-acquired. **If there are no left-over files from earlier modding attempts,** your game should work now.

{% hint style="warning" %}
If it does not and you have exhausted the reset options as specified in this guide and your game **still** does not start, then your problem exists outside of Cyberpunk. In this case, you can

* Check your [file permissions](#files-permissions-errors) (separately for REDprelauncher.exe)
* [Check you've done every step in this red box!](#troubleshooting-first-steps)
* [Join the discord](https://discord.gg/redmodding)
* Google your error message and try solutions at random (truly a last resort, and you'll probably just end up back here)
  {% endhint %}

**Step 7: Install The Core Frameworks**

Now that your un-modded game is starting, it's time to [install the core frameworks, which you can find listed in Step 1 here](#troubleshooting-first-steps).

Do this **before** you enable your other mods, as they won't work without their dependencies and can only add problems at this stage.

{% hint style="info" %}
You can now re-enable your mods. Do it in chunks and check that the game keeps working so that you can narrow down where the problem is, in case it isn't gone for good.
{% endhint %}

</details>

***

### Verify / Repair Game Files

If you're not sure how to verify your game files, click below to find the instructions for your game launcher.

Thanks to @ArsenicTouch for the guides!

{% tabs %}
{% tab title="GOG" %}

1. Go to `Games` -> `Installed`
2. Right-click on your game
3. Mouse over `Manage installation`
4. Select the following menu entry:

![](https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-3a2a9522db52211abfe0de0d0c25a9e7af90a604%2Fimage.png?alt=media)
{% endtab %}

{% tab title="Steam" %}

1. Open your library
2. Right-click on `Cyberpunk 2077`
3. Select `Properties...`

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2FcdOTnzlE8WlVLk6vu0eQ%2Fsteam_properties.png?alt=media&amp;token=c7c54118-e4d4-4e13-be7c-4176568a5673" alt=""><figcaption></figcaption></figure>

4. Select `Installed Files`
5. Click `Verify integrity of game files`

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2FDuxl2ZXxNguhEPKiyriC%2Fsteam_verify.png?alt=media&amp;token=8ebcf31e-935f-407b-be9b-ae6abda20bfc" alt=""><figcaption></figcaption></figure>
{% endtab %}

{% tab title="Epic" %}

1. Open your `Library`
2. On the Cyberpunk 2077 tile, find the `…`
3. Select `Manage`
4. Click `Verify`
   {% endtab %}
   {% endtabs %}

***

## Mods Removed. Now What?

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-2a96cc0aaf90477667a7bc72595c1de5915a57f5%2Ftroubleshooting_headers_starting_clean.png?alt=media" alt=""><figcaption></figcaption></figure>

{% hint style="warning" %}
If you were manually installing before, [please consider using a mod manager going forward!](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077#mod-manager-options)
{% endhint %}

Try launching the game completely unmodded to make sure you've done everything right. If you have, the game should launch without any issues!

**If it doesn't launch**, you either have leftover files and need to re-do your previous step, or you have a problem that is not related to Cyberpunk.

{% hint style="danger" %}
If you're sure all your files have been removed, double check everything below:

* You have verified your game files
* Your **graphics driver** is up-to-date
* Your [**Windows**](https://support.microsoft.com/en-us/windows/get-the-latest-windows-update-7d20e88c-0568-483a-37bc-c3885390d212) is up-to-date (no, *really*) and that you are at least on Windows 10
* You have the most recent version of [.NET Desktop Runtime](https://dotnet.microsoft.com/en-us/download/dotnet/thank-you/runtime-desktop-7.0.3-windows-x64-installer) installed
* You have [Visual C++ Redistributable 2022](https://learn.microsoft.com/en-us/cpp/windows/latest-supported-vc-redist?view=msvc-170) installed ([direct download](https://aka.ms/vs/17/release/vc_redist.x64.exe), Microsoft)
* Your game is running from an SSD (Solid State Disk) rather than a HDD
  {% endhint %}

**If your game does launch,** and you want to mod the game again, re-install the core mods.

{% hint style="info" %}
If you're using a mod manager, you can simply re-enable these mods through that, although you can remove and re-install them to be extra cautious.
{% endhint %}

Not sure what they are? Here's a list:

* [ArchiveXL](https://www.nexusmods.com/cyberpunk2077/mods/4198)
* [Codeware](https://www.nexusmods.com/cyberpunk2077/mods/7780)
* [Cyber Engine Tweaks](https://www.nexusmods.com/cyberpunk2077/mods/107)
* [RED4ext](https://www.nexusmods.com/cyberpunk2077/mods/2380)
* [redscript](https://www.nexusmods.com/cyberpunk2077/mods/1511)
* [TweakXL](https://www.nexusmods.com/cyberpunk2077/mods/4197)

Once they're re-installed, **launch the game.**

{% hint style="success" %}
Don't worry about your save games — they're fine, even if they don't load right now.

If you need to check in-game but can't load a save, try opening a non-modded one, or create a new one!
{% endhint %}

**If your game launches without issue**, you can re-install your mods through your mod manager or from your backup folders. If you want to be extra cautious, you can try a fresh download of them all. If you start getting errors when re-installing mods, [you'll need to bisect your mods.](#bisecting)

[If you're unsure on how to mod your game, or just want a refresher, you can follow this page.](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077#installing-mods)

**If your game does not launch**, double check the red box above.

{% hint style="warning" %}
You **need** to complete this step before proceeding: if the core mods aren't working **on their own**, they won't work **with other mods on top** – adding anything else will make troubleshooting more difficult.

Install them one by one. If you need help, you can find us on [Discord](https://discord.gg/redmodding) (`#mod-troubleshooting`)
{% endhint %}

***

***

## Dealing With Broken Mods

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-3db6888bb3be48d683436bca9a648abe5268bb71%2Ftroubleshooting_headers_troubleshooting_mod.png?alt=media" alt=""><figcaption></figcaption></figure>

You followed all the steps and your game launches, but you now have a mod on your hands that doesn't work, and you want it to. What do you do now?

{% hint style="danger" %}
Before you do anything listed below, [go back to the very top of this page](#troubleshooting-first-steps) and double check you've done all the troubleshooting first steps.

Everyone messes up downloading mods sometimes, and it's never a bad idea to double check if it's user error first.
{% endhint %}

***

#### Contact The Mod's Author

Describe your problem as clearly as you can, and add any useful information.

{% hint style="danger" %}
Keep in mind that you're asking a **favour**. The modder doesn't know the issue, and if they do, they know **exactly** how to fix it. A lot of mod users will leave non-descript "mod broke" comments, and some leave abuse because of it.

A mod author is much more likely to respond if you're civil and give relevant information.
{% endhint %}

**Example - Bad Bug Report**

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2F3lDLMOQxAkI9P4Louh54%2Fnexus_comment_bad.png?alt=media&amp;token=7ef47451-f11b-49e5-b38d-d67c5ba3e904" alt="Fake Nexus comment that says &#x22;Your mod doesn&#x27;t work lol pls help&#x22;. The mod author responds &#x22;Can I get some more info? I can try to fix but what is the issue first?&#x22;"><figcaption><p>"Your mod doesn't work lol pls help" isn't useful to anyone!</p></figcaption></figure>

**Example: Good Bug Report:**

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2F9oke9Bd4bTvI0UITeCXv%2Fnexus_comment_good.png?alt=media&amp;token=0ac7c931-79d1-4d94-94d7-d3e85cbda94c" alt="Fake Nexus comment that reads: &#x22;Hi, installing your mod (manually and Vortex) causes a Redscript compilation error on startup (possible screenshot of error popup). this.log says <citation of error message>. All my dependencies are up-to-date, and I&#x27;ve ruled out that it&#x27;s any other mod. Can you help me out?&#x22;. The author replies &#x22;Hi, thanks for reporting! I will look into it for you. Edit: fixed in new update!&#x22;"><figcaption><p>This is much more useful to a mod author because they actually have information to work with</p></figcaption></figure>

***

#### Fix It Yourself

At this point, you have exhausted all easily accessible solutions. If you want the mod to work, you'll have to get your hands dirty. That's the kind of passion the modding community thrives on.

{% hint style="info" %}
This is the point where you might want to join the [modding discord](https://discord.gg/redmodding), because now you're entering the territory where other modders can actually help you. Head over to `#mod-dev-chat` first!
{% endhint %}

<details>

<summary><strong>Checking Log Files</strong></summary>

{% hint style="success" %}
[Not sure where to find log files? Click here!](#log-files)
{% endhint %}

Usually, there's a log file that points you to the source of the problem. If there isn't one, and the mod just fails silently, that means the error is **inside the archive** and you have to become a modder.

</details>

<details>

<summary><strong>Fixing scripts</strong></summary>

Sometimes, the error is in a script file. You can tell this by a log entry pointing to a file in your Cyberpunk folder (e.g. `r6\scripts\mod_name.reds`).

Open the file in a text editor like [Notepad++](https://notepad-plus-plus.org/downloads/) and try to fix the problem. Check to see if the [log file](#log-files) has more information.

See if an online syntax check can help you — there isn't one for redscript, but it's fairly close to [lua](https://www.lua.org/pil/1.html).

{% hint style="warning" %}
Occasionally, mistakes are simple — a forgotten `,` or incorrect file encoding. Often, they are not that simple.
{% endhint %}

{% hint style="info" %}
A tip for [nil access error in lua](/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/scripting/scripting-best-practices-pitfalls#fixing-preventing-nil-access)
{% endhint %}

</details>

<details>

<summary><strong>Ascending From User To Modder</strong></summary>

If the error isn't in any script files, you'll have to **unbundle the `.archive`**, load it in [WolvenKit](https://github.com/WolvenKit/Wolvenkit/releases), and get your hands dirty. We'll be seeing each other, choomba!

</details>

[^1]: This one has an underscore, e.g \archive\pc\mod\_

[^2]: This one doesn't have an underscore, e.g. \archive\pc\mod

[^3]: This one has an underscore, e.g. \archive\pc\mod\_

[^4]: .archive mods in the redmod format

[^5]: an ancient plugin directory that hasn't been used for several game updates, but that can still cause trouble

[^6]: config and shader caches

[^7]: red4ext frameworks and associated data

[^8]: .archive mods in the legacy format, not redmod

[^9]: LUA plugins such as cyber engine tweaks


# Users: Troubleshooting after a game update

The game just updated, and you're crashing. Now what?

## Summary

**Last documented update:** January 20th, 2026 by [minnierylands](mailto:undefined)

Who doesn't know it? Your modded game is working, then there's an update, and from one moment to the next everything is a smoking crater. Unfortunately, that's normal: as long as you're living on earth, things fall down when you let go of them, and game updates break mods.

This page will give you a brief overview on what you can do in the situation described above by linking to the corresponding sections of the [troubleshooting guide](/cyberpunk-2077-modding/for-mod-users/user-guide-troubleshooting).

{% hint style="warning" %}
If you are on Linux and have exhausted these options, make sure to double-check the [launch options](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory/modding-on-linux), as Steam sometimes resets these between updates.
{% endhint %}

***

## What can I do?

The first step is to update your core frameworks. Check every mod on [this page](/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained) — make sure that you have a version from **after the update**.

### There are no framework updates!

You're too fast, choomba: modders haven't gotten around to updating the frameworks yet. That leaves you with two options:

* [Remove all mods](/cyberpunk-2077-modding/for-mod-users/user-guide-troubleshooting#removing-all-your-mods) and play vanilla until the updates arrive
* [Downgrade your game](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/users-downgrading-preventing-auto-updates#downgrading)

***

### I updated my frameworks, but the game is still crashing!

{% hint style="info" %}
You can try to temporarily disable any mod from the **script section** of[ known problem children](/cyberpunk-2077-modding/for-mod-users/user-guide-troubleshooting#finding-the-broken-mod-known-problem-children). Sometimes, that fixes your issues.
{% endhint %}

Your game and the core frameworks need to be **version-compatible**. You can make sure of that by

1. [Resetting your install](/cyberpunk-2077-modding/for-mod-users/user-guide-troubleshooting#removing-all-your-mods)
2. [One by one, installing all of the frameworks you need](/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained#tl-dr-what-do-i-download)
3. Restoring your mods from the backup. [You can check here to see where each type of mod lives.](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077#overview-of-mod-folders)

{% hint style="success" %}
Make sure to follow the instructions carefully – they will prevent you from running into a bunch of other issues.
{% endhint %}

***

## What other options do I have?

If these instructions didn't help you, there probably are no updates yet and you'll just have to wait. You can find warnings about version mismatches in [these log files](/cyberpunk-2077-modding/for-mod-users/user-guide-troubleshooting/finding-and-reading-log-files#a-list-of-framework-logfiles).

Of course, you can always

* Look around in the [troubleshooting guide](/cyberpunk-2077-modding/for-mod-users/user-guide-troubleshooting) or use your browser's search function there (Ctrl+F and type)
* Check a [list of known problem children](/cyberpunk-2077-modding/for-mod-users/user-guide-troubleshooting#finding-the-broken-mod-known-problem-children) and disable them for now
* [Further troubleshoot](/cyberpunk-2077-modding/for-mod-users/user-guide-troubleshooting#the-game-doesnt-launch) your installation
* Reset your installation:
  * [Fall back to a clean state](/cyberpunk-2077-modding/for-mod-users/user-guide-troubleshooting#removing-all-your-mods)
  * Enable all [core mods](/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained#tl-dr-what-do-i-download) and make sure that the game starts
  * Re-enable your other mods ([check the bisect guide for how to do it fastest](/cyberpunk-2077-modding/for-mod-users/user-guide-troubleshooting#bisecting))
* Find help on [Discord ](https://discord.gg/redmodding)in #mod-troubleshooting

{% hint style="warning" %}
You might want to **deactivate ReShade** before you start debugging. Especially after DLSS, it has been known to cause crashes.

Likewise, you'll want to **turn off your antivirus** to rule it out as a problem source.
{% endhint %}


# Users: Troubleshooting Requirements

How do I get my fucking mod working and what do dependencies have to do with it?

## Summary

Last documented update: January 19th, 2026 by [minnierylands](mailto:undefined)

This page will give you an explanation of requirements ([#theory-what-is-a-requirement](#theory-what-is-a-requirement "mention")). After that, you will find a guide on debugging a dependency chain to troubleshoot a mod.

The example will use [Virtual Atelier](https://www.nexusmods.com/cyberpunk2077/mods/2987?tab=description), but the same principle applies to each and any mod.

{% hint style="success" %}
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 [Finding and Reading Log Files](/cyberpunk-2077-modding/for-mod-users/user-guide-troubleshooting/finding-and-reading-log-files).
{% endhint %}

***

## Theory: What is a requirement?

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.

<figure><img src="https://i.imgur.com/pBMF2XN.jpg" alt=""><figcaption></figcaption></figure>

{% hint style="info" %}
[Do you want to know more (about the core mods and what they do)?](/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained)
{% endhint %}

### Can't I download a mod and be done with it?

Unfortunately, that is not how computers work.

### More detail

Cyberpunk 2077 offers native modding support via [REDmod](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod), but it is limited.

***

## Guide: Debugging a mod that's not working

Now that we've gotten the theory out of the way, let's get to the practical part. Below, you find an example of how the process will look – and after that, you find the steps to complete it yourself.

#### Example

You're trying to get **VirtualAtelier** to work. There is no log file and you want the full version, so you investigate **ArchiveXL**.

When you re-do [Level 1](#level-1-the-mod-itself), you can't find a log file for ArchiveXL either, so you look at its dependencies and find that you need **Red4ext**.

When you re-do [Level 1](#level-1-the-mod-itself) with Red4ext, you find an error in its log file that complains about **version incompatibility**. You realize that you forgot to complete [Level 2 Step 3](#level-2-the-requirements), update Red4ext, and Virtual Atelier starts working.

Rejoice!

***

## Level 1: The mod itself

### Situation

You're trying to install a mod — and it's not working. How do we fix this?

### Step 0: Open your Cyberpunk game directory

If you aren't there yet, open your Cyberpunk 2077 **game folder** ("Browse local files" in Epic/Steam/GOG). This is where you installed the game.

***

### Step 1: Try to find its log file

{% hint style="info" %}

* if you're debugging an Atelier Store, start with [Virtual Atelier ](https://www.nexusmods.com/cyberpunk2077/mods/2987)as a dependency.
  {% endhint %}

1. Use the Windows Search to find a matching log file (e.g. search for the mod's name - [here](/cyberpunk-2077-modding/for-mod-users/user-guide-troubleshooting/finding-and-reading-log-files) are more instructions if you need them).
2. If you have found a log file, read on under [#a-log-file-exists](#a-log-file-exists "mention")
3. If you have not found one or if it contains no errors or warnings, go to [Your own HUD icons](/cyberpunk-2077-modding/modding-guides/custom-icons-and-ui/your-own-hud-icons)

### A log file exists

-> If you can't find one, read on under [#the-file-only-has-warnings](#the-file-only-has-warnings "mention").

#### The file is empty

This means that your mod is **loaded**, but never **initialized**. Go to [#there-is-no-log-file-or-its-empty](#there-is-no-log-file-or-its-empty "mention")

#### The file has errors

Something is wrong with the mod itself. [You can now go and troubleshoot it](/cyberpunk-2077-modding/for-mod-users/user-guide-troubleshooting#dealing-with-broken-mods).

#### The file only has warnings

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](/cyberpunk-2077-modding/for-mod-users/user-guide-troubleshooting#dealing-with-broken-mods).

### There is no log file, or it's empty

The good news: the mod itself is not the problem.

The bad news: you'll have to check its requirements.

[Let's do that now](#level-2-the-requirements): read on under [#level-2-the-requirements](#level-2-the-requirements "mention")

***

## Level 2: The requirements

### Step 1: Finding the requirements

Open the mod's Nexus page and check the **Description** tab (the first one). You will see something like this:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-94b75e854a97743116cb4ca31359355e03473e1f%2Fdependencies_find_on_nexus.png?alt=media" alt=""><figcaption><p>If you don't know if a mod is optional, it's most likely not.</p></figcaption></figure>

***

### Step 2: Re-do Step 1 for each requirement

For each of the dependencies, repeat the following steps:

1. Check if it is **optional**.
   * If there is a condition and you meet it (e.g. "if you are using Codeware" and you are using Codeware), consider it **not optional**.
2. If it's no optional, **install it**.
3. If you already have it installed, update it.

Now that you have the requirement installed, it's time to re-do [Level 1](#level-1-the-mod-itself), but do it with the **requirement**.


# Finding and Reading Log Files

This page will tell you how to find the right log file for your problem.

## Summary

Last documented update: January 19th, 2026 by [minnierylands](mailto:undefined)

This section has a list of log files by framework. If you've arrived here from one of the troubleshooting channels on [Discord](https://discord.gg/redmodding), the file you're supposed to find is most likely in this list.

If you aren't looking for a particular log file, please proceed to [the next section](#finding-the-log-files).

***

## A List Of Framework Logfiles

{% hint style="info" %}
The paths below are given **relative** to your [**Cyberpunk 2077 install directory**](#user-content-fn-1)[^1]**.**
{% endhint %}

<table><thead><tr><th width="294">Name of framework</th><th>Path to log file</th></tr></thead><tbody><tr><td>redscript</td><td><code>r6\logs\redscript_rCURRENT.log</code></td></tr><tr><td>red4ext</td><td><code>red4ext\logs\red4ext.log</code></td></tr><tr><td>ArchiveXL</td><td><code>red4ext\plugins\ArchiveXL\ArchiveXL.log</code></td></tr><tr><td>TweakXL</td><td><code>red4ext\plugins\TweakXL\TweakXL.log</code></td></tr><tr><td>Cyber Engine Tweaks</td><td><code>bin\x64\plugins\cyber_engine_tweaks\cyber_engine_tweaks.log</code></td></tr><tr><td>REDmod</td><td><code>tools\redmod\bin\REDmodLog.txt</code></td></tr></tbody></table>

***

## Finding The Log Files

If you don't want to download and run script files from the internet, you can go [here](#alternatively-by-hand) and complete the steps by hand. Otherwise:

1. Go to DocPresto's [github repository](https://github.com/DoctorPresto/Cyberpunk-Helper-Scripts/blob/main/FindAllErrors.bat) and click the download button:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-e70a96d83358df21952081ed1eca015759496f65%2Fdownload_from_github.png?alt=media" alt=""><figcaption><p>You can download any file from github like that</p></figcaption></figure>

2. This will download a .bat script (it should be called `findAllErrors.bat` or similar)
3. Move it to your [**Cyberpunk game folder**](#user-content-fn-1)[^1]
4. Double-click it
5. The script will show you two options.
   1. **Option 1 (recommended):** Delete all old log files
      1. Type 1 and press Enter. The script will delete all old log files for you.
      2. Wait until the game has started (the script will do that as well)
      3. Do whatever you need to do to make your problem appear
      4. Start the script again
   2. Option 2: Scan log files
      1. The script will scan your cyberpunk directory and open a .txt file with anything it finds, separated by file.
      2. You can now look at [#making-sense-of-them](#making-sense-of-them "mention") to understand the individual error messages, or go back to the discord channel where people told you to grab this script.

***

### Alternatively: By Hand

Browse to your [**Cyberpunk game folder**](#user-content-fn-1)[^1] and use the windows search to search for `*.log.`

{% hint style="warning" %}
Make sure to include the asterisk and the dot: \*`.log`, as you will otherwise see files you don't care about.
{% endhint %}

{% hint style="info" %}
Make sure to run this [**in the game's root folder**](#user-content-fn-1)[^1], unless you have already narrowed down the problem (e.g. if it's a CET mod, you can run this search in `bin\x64\plugins\cyber_engine_tweaks`).
{% endhint %}

The list of results should look like this:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-bfdd5d67bb1cf993e88a10e99927348692fe4147%2Fuserguide_logs.png?alt=media" alt=""><figcaption><p>This will give you a long list of log files</p></figcaption></figure>

{% hint style="info" %}
You can sort this list by `file size`, `name`, or `date modified` by clicking on the corresponding header.
{% endhint %}

With a few exceptions, log files **have the name of their mod**. If they don't, check what folder they're in.

***

## There's Too Many Of Them!

If you're drowning in log files and have no idea how to filter them, you can **delete** **or remove** them. Don't worry, they will be re-created on next launch.

{% hint style="danger" %}
Don't delete anything that isn't Type: `Text Document` ending in `.log`! Doing that will break other mods or even your entire install.
{% endhint %}

Now, restart your game and do whatever you did to make the error appear. Then, search the Cyberpunk directory for `*.log` again.

***

## Finding The Relevant Log File

{% hint style="info" %}
You can ignore files that

* Have a `date modified` older than your last game launch: they won't have any information about your problem
* Have a size of 0: they're empty, the mod in question never initialized.
  {% endhint %}

1. Sort the files by `size` (if you just deleted them) or by `date modified` (if you didn't)
2. Open each of the files in a text editor (such as Notepad, it's installed with Windows). The relevant information will be at the very bottom.
3. You are looking for lines with `error` or `warning`. If you want to see what they look like, scroll down to the [next section](#making-sense-of-them).
   1. If the log file doesn't have any, ignore it. Close it and proceed to the next file.
   2. You found errors: Congratulations, you've found at least silver. Check [here](#error) for how to proceed.
   3. You found warnings: These *might* indicate that you're on to something, but don't let them panic you. If the mod is doing what it should, just ignore them. You can [start troubleshooting](#warning) already, or keep looking for errors.

***

## Making Sense Of Them

### Error

{% hint style="success" %}
There's definitely something going on here, you're on the right track!
{% endhint %}

Errors look like this:

```
[2023-04-15 12:04:18.956] [error] |Something| Some Explanation
[2023-04-14 20:28:18 UTC+01:00] [1234] [ErrorSource]  DoSomething(): Error ! Some Explanation: Some Details
```

An error in the log files almost always means something exploded in a way nobody has planned for.

* If the file is **directly** in `bin\x64\plugins\cyber_engine_tweaks`, that means CET is broken and you need to [troubleshoot it](/cyberpunk-2077-modding/for-mod-users/user-guide-troubleshooting#dealing-with-a-broken-mod).
* If the file is **in a subfolder** of `bin\x64\plugins\cyber_engine_tweaks`, you have found a broken mod, but CET mods won't break the game. In this case, treat it like a [warning](#warning).
* If the log is anywhere else, you have found [something to troubleshoot](/cyberpunk-2077-modding/for-mod-users/user-guide-troubleshooting#dealing-with-a-broken-mod).

***

### Warning

{% hint style="info" %}
If the mod with the warnings is working, you can ignore them.\
If the game is crashing or if you can't find any errors, you can try the [bisect method](/cyberpunk-2077-modding/for-mod-users/user-guide-troubleshooting#bisecting) or [troubleshoot it](/cyberpunk-2077-modding/for-mod-users/user-guide-troubleshooting#dealing-with-broken-mods) and hope you're lucky.
{% endhint %}

If your warning isn't listed below, use your own best judgement.

#### Field with this name is already defined

```
[WARN - Thu, 13 Apr 2023 21:54:13 +0200] At Path\to\Cyberpunk 2077\r6\scripts\something.reds:1234:1:
@addField(inkScrollArea)
^^^
field with this name is already defined in the class, this will have no effect
```

This **might** indicate that a Redscript mod is loaded twice. Search the Cyberpunk root folder the mod name and make sure you have no duplicates. If you're uncertain about this, try the [bisect method](/cyberpunk-2077-modding/for-mod-users/user-guide-troubleshooting#bisecting) on your `r6` folder.

[^1]: The directory where your game is installed. It's most likely called Cyberpunk 2077. Contains the folders archive, bin, engine… and the REDprelauncher.exe


# Broken Mods: How To Help

A mod is crashing and you know which — what now?

{% hint style="info" %}
This page assumes that you have made use of the [troubleshooting guide](/cyberpunk-2077-modding/for-mod-users/user-guide-troubleshooting), have identified a broken mod and want to help fixing it.

It will help you **rule out side effects** and **collect** **the necessary information** for a bug report. Of course you can always [reach out](#step-3-reaching-out), but there's a good chance that you'll be asked to do the stuff on this list, so you might as well do it first.

If you can't or won't do that, please [check at least Step 0](#step-0-check-the-nexus-page)!
{% endhint %}

## Thank you!

Without people like you, many bugs would never be discovered and fixed, and modding would be even more frustrating than it already is. So **thank you** for taking the time!

***

## Step 0: Check The Nexus page

### Are you on the most recent version?

> "Crashes when you equip your strap-on? I fixed that a month ago. Just update! :)"

Make sure that you're on the most recent version of both the mod. You probably are, but — better double-check.

{% hint style="info" %}
This recommendation comes from a professional software developer, who has "fixed" more than one software problem by *just updating the software*.
{% endhint %}

### Is there a "known issues" section or a pinned comment?

Maybe the mod author knows about this problem and hasn't been able to fix it. If they do, then either the **description** will mention it, or there will be a pinned post in the comments section.

If there isn't either, then you have found something new. Exciting!

***

## Step 1: Isolate

The first step is to **isolate** the problem. Make sure that it is exactly this mod and no other. It works like this:

1. Temporarily [remove all mods](/cyberpunk-2077-modding/for-mod-users/user-guide-troubleshooting#removing-all-your-mods) from your game.
2. Install **only** the problem child together with **all** [**dependencies**](/cyberpunk-2077-modding/for-mod-users/user-guide-troubleshooting/requirements-explained). Make sure that they're all on the most recent version. Does the problem still happen?\
   \&#xNAN;*(If not, then it's something else)*
3. Now, disable **only** the problem child. Does the problem go away?\
   \&#xNAN;*(If not, then it's one of the dependencies)*

{% hint style="info" %}
If the problematic mod is a core framework, please read [the next section](#for-a-core-framework) as well.
{% endhint %}

If you can **reliably reproduce** the problem (that's Netrunner speech for "it happens every time without fault"), then you have everything you need for a bug report.

***

### For a core framework

If your problem child isn't one of [these mods](/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained), you don't need to read this.

The core frameworks are generally **extremely stable**. That's not to say that they don't have bugs, but such bugs are generally found and fixed quickly.

If you suspect that one of them is the cause of your crash, make **very sure** that you have no **dependent mods** installed, since those will be inactive as long as the dependency isn't there (think of it like a fuse box: without electricity, the fridge can't keep making that noise).

***

## Step 2: Gather The Necessary Data

Since your problem could be anything, we'll go about it the other way. I'll list everything that you **could** include, and tell you when it's needed.

### Reproduction steps

**When: Always**

Any information you collect is helpful, but fixing a bug is easiest if you can watch it with your own eyes. For that reason, we need a list of the exact steps needed to make the problem happen.

Write the steps they need to **do**, not the ones they don't.

<details>

<summary>A lengthy example in case you're unclear about why you'd need a list</summary>

Imagine the following (hypothetical) bug report:

OK, so the game crashes with only your mod and its dependencies (ArchiveXL, TweakXL, Red4ext) installed! I'm on the most recent version. Here's what I did:\
I created a new character. Has to be a nomad, female body gender and male brain gender, doesn't work if it's anything else (I made a hot blonde, here's a screenshot, aren't they cute?) Then I added the pink unicorn hat and the Sword of Truth via cheat. Has to be the sword, the Mace of Maybe works! Then hit the car mechanic and the game crashes. Oh yeah, it only does that if you do the hat before the sword! And also only on the pink version, the green variant works fine! Cheers!

Do you know what to do? I lost track halfway through, and I *wrote* that. Also, did they equip the items, or is it enough to have them in your inventory?

This here is much clearer:

1. Have a clean install (ArchiveXL, TweakXL, Red4Ext, version 1.2.3. of This Mod Doesn't Exist)
2. Create a new character (female body gender, male brain gender, Nomad lifepath)
3. Add the pink unicorn helmet via CET command `Game.AddToInventory("Items.this_is_just_an_example")`
4. Add the Sword of Truth via CET command `Game.AddToInventory("Items.this_is_also_just_an_example")`
5. *Optional: you can create a save here*
6. Equip the helmet
7. Equip the sword
8. Hit the car mechanic
9. the game crashes

</details>

***

### Save game

**When:** If the problem happens

* at a certain location or a certain quest phase
* when loading into exactly this save (if it happens for all of your saves, then it's probably not needed)

Your save games can be found in the following folder:

```
%USERPROFILE%\Saved Games\CD Projekt Red\Cyberpunk 2077
```

which is the same as

```
C:\Users\<yourusername>\Saved Games\CD Projekt Red\Cyberpunk 2077
```

Find your individual save game folder (e.g. `AutoSave-0`) and [create a zip](https://support.microsoft.com/en-us/windows/zip-and-unzip-files-f6dde0a7-0fec-8294-e1d3-703ed85e7ebc).

***

### Log files

**When:** If the problem child

* adds an error in any log files that doesn't happen without it (use the [error checker tool](/cyberpunk-2077-modding/for-mod-users/user-guide-troubleshooting/finding-and-reading-log-files#finding-the-log-files))
* Is a plugin (lives in `Cyberpunk 2077/bin/x64/plugins)`
* Is **dependent on a plugin** (like above, but with more subfolders)

**What:**

* The log file with the error
* If it's a plugin mod, then add the plugin's log. Most common here is Cyber Engine Tweaks; the log file is `Cyberpunk 2077/bin/x64/plugins/cyber_engine_tweaks/cyber_engine_tweaks.log`

***

### Crash report

**When:** If the problem child is one of the [core frameworks](/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained).

{% hint style="info" %}
These mods are the foundation that everything else builds on, and the people who develop and maintain them are incredibly competent. Please don't waste their time — make **very sure** that you have [isolated](#step-1-isolate) the problem. You don't call your internet provider before checking your network cable and restarting your router!
{% endhint %}

You can find the crash reports in this folder:

```
%USERPROFILE%\AppData\Local\REDEngine\ReportQueue
```

which is the same as

```
C:\Users\<yourusername>\AppData\Local\REDEngine\ReportQueue
```

Find the most recent one (e.g. `Cyberpunk2077-20230816-225038-11372-16140`) and [create a zip](https://support.microsoft.com/en-us/windows/zip-and-unzip-files-f6dde0a7-0fec-8294-e1d3-703ed85e7ebc).

***

## Step 3: Reaching Out

You're 100% sure that the mod is the cause of the problem, and you have collected the necessary information, so now you can reach out and provide a helpful bug report.

The first place to go is the mod's **Nexus page**.

1. If there is a `Bugs` tab, you can create a new bug report
2. If there is a `Posts` tab, you can leave a post
3. If there is a `Comments` tab, you can drop a comment
4. If there is neither, you can try and message the author (click on their Nexus profile name)

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-2d45c965928416112dcf386c1e9b95b8e0673941%2Fbroken_mods_nexus_bug_report.png?alt=media" alt=""><figcaption></figcaption></figure>

***

## Step 4 (optional): Discord

If you can't reach the mod author, you're welcome to hit up the [redModding Discord](https://discord.gg/hUdjp4JP), for example in `#mod-troubleshooting`. Someone there might be able to get the word out.

***

### Corrupt(ish) saves

If you have found a mod that [corrupts save games](/cyberpunk-2077-modding/for-mod-users/user-guide-troubleshooting#corrupt-ish-saves) until it is installed again, **please let us know** so that we can update the troubleshooting guide!


# Modding Tools

Frequently used tools for modding workflows

## RedEngine - WolvenKit

The open source CP77 lynchpin we all know and love, which is getting better with every bug you file!

{% content-ref url="/spaces/-MP\_ozZVx2gRZUPXkd4r" %}
[WolvenKit](https://wiki.redmodding.org/wolvenkit/)
{% endcontent-ref %}

## Text - Notepad++

{% embed url="<https://notepad-plus-plus.org/>" %}

## Hex - 010 Editor

{% content-ref url="/pages/nFCfwpjvX6buDnluWbO6" %}
[010 Editor (ARCHIVED)](/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/modding-tools-archived/010-editor)
{% endcontent-ref %}

## 3D Graphics

### Blender

Open Source 3D modelling

{% content-ref url="/pages/lywZWYBr4toydx19gA9O" %}
[Blender: Getting Started](/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling/blender-getting-started)
{% endcontent-ref %}

#### See Also

[Blender Plugins and Scripts](/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/blender-scripts-and-plugins#blender)

### 3ds Max

{% embed url="<https://www.autodesk.com/products/3ds-max/overview>" %}

### Maya

{% embed url="<https://www.autodesk.com/products/maya/overview>" %}

### Substance

{% embed url="<https://www.adobe.com/products/substance3d-painter.html>" %}

### Noesis

Convert .mesh files into a wide variety of other 3d file extensions (like GLB and FBX)

{% content-ref url="/pages/GwJr2TXy4S1uZbOuOY1D" %}
[Noesis (ARCHIVED)](/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/modding-tools-archived/noesis)
{% endcontent-ref %}

## 2D Graphics

### Gimp

Open source Photoshop alternative.

{% embed url="<https://www.gimp.org/>" %}

### Inkscape

{% embed url="<https://inkscape.org/>" %}

### Krita

{% embed url="<https://krita.org/>" %}

### Paint.NET

Free 2D image software with alpha layer support - great for basic editing and preformatting of images to be used in Inkatlas files for UI etc.

{% embed url="<https://www.getpaint.net/>" %}

### Photoshop

{% embed url="<https://www.adobe.com/products/photoshop.html>" %}

### MLSetupBuilder

Edit multilayered materials

{% content-ref url="/pages/2NiXH1p5F9MqQjPgq2JX" %}
[MLSETUP Builder](/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/mlsetup-builder)
{% endcontent-ref %}

## See Also

{% embed url="<https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/blender-scripts-and-plugins>" %}

## Archived (legacy)

These tools are no longer maintained/supported

{% content-ref url="/pages/OFebHJzkRzwiUNjbsh7x" %}
[Savegame Editor: CyberCAT](/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/savegame-editor-cybercat)
{% endcontent-ref %}


# WolvenKit

WolvenKit - Community game editing suite for CyberPunk 2077.

## Summary: What is Wolvenkit?

Originally released as W3Edit by [Sarcen](https://forums.cdprojektred.com/index.php?members/sarcen.3823905/), WolvenKit is the open-source (GPLv3) windows/Linux GUI editor that is the workhorse for beginner and advanced modders. It supports any game using redENGINE (v3 or v4).

As of 2026, that means **Cyberpunk 2077** and **The Witcher 3: Wild Hunt**.

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2FVtrfFHg3jmlT0SBni2Qb%2Fimage.png?alt=media&amp;token=299bc655-d124-4e61-bf8c-8b332f8d0b1a" alt="WolvenKit Screenshot March 2026"><figcaption><p>WolvenKit Screenshot, March 2026</p></figcaption></figure>

### Wait, this is not what I want!

WolvenKit has its own wiki in our space, you can get there by clicking on the link below:

{% embed url="<https://wiki.redmodding.org/wolvenkit/readme>" %}

It contains useful info, such as

* The[Getting Started](https://wiki.redmodding.org/wolvenkit/getting-started/download)guide and an "Explain it like I'm 5" walkthrough on how to install it
* Documentation explaining [Wolvenkit's Interface](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor)
* A list of [known Linux issues and their workarounds](https://wiki.redmodding.org/wolvenkit/getting-started/download#known-linux-issues-see-bug-reports-for-reporting)

## Download and Install

{% hint style="info" %}
You can find a more detailed walkthrough on the WKit wiki:[Full install walkthrough (ELI5)](https://wiki.redmodding.org/wolvenkit/getting-started/eli5-getting-started)
{% endhint %}

To get started with WolvenKit, you will need to [download](https://wiki.redmodding.org/wolvenkit/getting-started/download) the standalone application. Extract it to a folder on your harddrive (NOT [The Cyberpunk 2077 Game Directory](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory)), for example `C:\CyberpunkModding\WolvenKit`, and start it by double-clicking the .exe file.

<table><thead><tr><th width="128.4000244140625">Version</th><th width="164.4000244140625">Download link</th><th>Version</th></tr></thead><tbody><tr><td>Stable</td><td><a href="https://github.com/WolvenKit/WolvenKit/releases">GitHub</a> | <a href="https://www.nexusmods.com/cyberpunk2077/mods/2201">Nexus</a> | ?</td><td>8.17.3 (Mar 2026)</td></tr><tr><td>Nightly</td><td><a href="https://github.com/WolvenKit/WolvenKit-nightly-releases/releases">GitHub</a></td><td>8.17.4 (Mar 2026) | <a data-footnote-ref href="#user-content-fn-1">What's a Nightly?</a></td></tr></tbody></table>

## What can WolvenKit do for you?

{% hint style="info" %}
To make any persistent changes, you need to work inside [WolvenKit Projects](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/wolvenkit-projects). Without one, you can still browse through game files, but changes won't be persistent.
{% endhint %}

<table><thead><tr><th width="194"></th><th></th></tr></thead><tbody><tr><td>Asset Management</td><td>In the <a data-mention href="https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor/asset-browser">Asset Browser</a>, you can look through all files in the game — no extra steps needed.<br>By toggling the Mod Browser button, you can see modded intead of base game files.</td></tr><tr><td>Mod Packing</td><td>With just the <a href="https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#install-and-launch-game">push of a toolbar button</a>, you can load your mod directly into your game (<a href="/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/redhottools/rht-hot-reload">even while it's running</a>), or pack it for upload on Nexus.</td></tr><tr><td>File Editing</td><td>The built-in <a data-mention href="https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor/file-editor">File Editor</a> lets you edit any REDengine4 files, including in-place buffer data.</td></tr><tr><td>Import/Export</td><td>Easy <a data-mention href="https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/import-export">Import/Export</a> of REDEngine4 files (for example: <code>.xbm</code> =><code>.png</code>, <code>.mesh</code> => <code>.glb</code>) for editing in external software like <a href="/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/wolvenkit-blender-io-suite">Blender</a>.</td></tr><tr><td>World Editing</td><td>Wolvenkit is well-integrated with the <a data-mention href="/cyberpunk-2077-modding/modding-guides/world-editing">World Editing</a>toolchain - you can convert your temporary world edit to just another part of Night City.</td></tr><tr><td>Quest Editing</td><td>Our quest editor is not as comfortable as CDPR's (we hope!!!), but you can <a href="/cyberpunk-2077-modding/modding-guides/quest">create your own quests</a>.</td></tr></tbody></table>

[^1]: We want our releases to be stable and bug-free - however, we also want to release more features and make WKit a better software. That's where the Nightly comes in: a new artifact is created every time there is new stuff. If you report bugs (via github), we'll fix them as soon as we can!


# Wolvenkit Blender IO Suite

How the Wolvenkit Blender plugin works

## Summary

**Published**: ??? by [mana vortex](mailto:undefined)\
**Last documented edit**: Dec 20 2024 by [mana vortex](mailto:undefined)

This is the landing page for the Wolvenkit Blender plugin.

Here, you can find [#usage](#usage "mention") instructions, as well as an overview of its features:

* [#animation-tools](#animation-tools "mention")
* [#mesh-tools](#mesh-tools "mention")
* [#akl-autofitter](#akl-autofitter "mention")
* [#collision-tools](#collision-tools "mention")
* [/pages/6mM5Ms4FYq3SWX2OtMIn#hair-profiles-.hp](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/pages/6mM5Ms4FYq3SWX2OtMIn#hair-profiles-.hp "mention")

You can find a detailed install guide under [Installing the Wolvenkit Blender Plugin](/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/wolvenkit-blender-io-suite/installing-the-wolvenkit-blender-plugin).

### Wait, this is not what I want!

* If this is your first time using Blender, you can check out [Blender: Getting Started](/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling/blender-getting-started)
* For detailed usage instructions, check [WKit Blender Plugin: Import/Export](/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/wolvenkit-blender-io-suite/wkit-blender-plugin-import-export)
* The plug-in's source code and original readme are on [github](https://github.com/WolvenKit/Cyberpunk-Blender-add-on/)
* If you run into issues using the plugin, you can check [WKit Blender Plugin: Troubleshooting](/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/wolvenkit-blender-io-suite/wkit-blender-plugin-troubleshooting)

## Compatibility

<table><thead><tr><th width="289"></th><th></th></tr></thead><tbody><tr><td>Blender version</td><td><a href="https://www.blender.org/download/">5.0</a></td></tr><tr><td>Plugin version</td><td><a href="https://github.com/WolvenKit/Cyberpunk-Blender-add-on/releases/tag/1.8.0">2.0.0</a></td></tr><tr><td>Wolvenkit version</td><td>>= 8.18.1 <a href="https://github.com/WolvenKit/WolvenKit/releases/tag/8.15.0">stable</a> | <a href="https://github.com/WolvenKit/WolvenKit-nightly-releases/releases">nightly</a> (<a href="https://wiki.redmodding.org/wolvenkit/getting-started/download#downloading-wolvenkit">install guide</a>)</td></tr></tbody></table>

## Usage

The toolbar to the right of your viewport will show you the `CP77 Modding` tab.\
(Keyboard shortcut to hide/unhide: **`n`**)

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-aeb8a069e7fcd088746c1ea8996e0c20f5680b4f%2Fblender_plugin_viewport.png?alt=media" alt=""><figcaption></figcaption></figure>

## Animation Tools

In the **animation tools**, you can find

* shortcuts for playing, renaming and deleting existing animations
* shortcuts to add new actions and insert keyframes

### Load Bundled Rig

You can load one of Cyberpunk's default armatures at any time:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-ee63ec6fe4a2c4ba3ab84babbd18309bb8c1ae1e%2Fwkit_blender_io_suite_anims_load_selected_rig.png?alt=media" alt=""><figcaption></figcaption></figure>

### Animsets

If you import an .anims file, selecting **any armature** will give you the option to play any existing animation:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-8750e100367f79e782a7361454f31961d6ac7b70%2Fwkit_blender_io_suite_play_anims.png?alt=media" alt=""><figcaption></figcaption></figure>

***

## Collision Tools

The collision tools and -generator can

* generate of convex colliders with the exact shape of your mesh\
  \&#xNAN;*The number of vertices to sample should be set to match the number set in the .phys file in order to ensure successful export*
* generate box and capsule colliders with either user specified sizing or sized automatically to match the selected mesh
* export edited collision bodies back to .phys \*\*\*currently requires a wolvenkit converted .phys.json file

***

## Mesh Tools

| <p>Select a mesh in the viewport to see all options.<br><br>You can find the following tools here:<br><br>Modelling<br><a data-mention href="#change-armature-target">#change-armature-target</a><br><a data-mention href="#uv-checker">#uv-checker</a><br><a data-mention href="#weight-transfer">#weight-transfer</a><br><br>Mesh Cleanup<br><a data-mention href="#prep.-it">#prep.-it</a><br><a data-mention href="#group-ungroup-verts">#group-ungroup-verts</a><br><a data-mention href="#delete-unused-vert-groups">#delete-unused-vert-groups</a><br><br><a data-mention href="#akl-autofitter">#akl-autofitter</a><br><br>Vertex Colours<br><a data-mention href="#apply-vertex-colour-preset">#apply-vertex-colour-preset</a><br><a data-mention href="#save-vertex-colour-preset">#save-vertex-colour-preset</a><br><a data-mention href="#delete-vertex-colour-preset">#delete-vertex-colour-preset</a><br><br>Material Export<br><a data-mention href="#export-hair-profile">#export-hair-profile</a><br><a data-mention href="#export-mlsetup">#export-mlsetup</a><br><br><br><br><br><br><br></p> | <img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-c7fcb5d6c7683a174774b3b2bc6cafa437757fd3%2Fwkit_blender_io_suite_meshtools.png?alt=media" alt="" data-size="original"> |
| ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |

### Modelling

#### Change Armature Target

Lets you change the armature modifier of all selected meshes.

The checkbox `Also Reparent Selected Meshes to the Armature` moves the selected meshes into the armature's hierarchy as children.

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-792bb547700b3fb70deb49a17f4c0cbd03b05ee3%2Fwkit_io_suite_change_armature_target.png?alt=media" alt=""><figcaption></figcaption></figure>

#### UV Checker

With the press of a button, you can switch out the currently active material to a coloured and numbered grid for easier [UV mapping](/cyberpunk-2077-modding/for-mod-creators-theory/materials/uv-mapping-texturing-a-3d-object).

If the UV checker is currently assigned, pushing the button again will restore the original material.

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-dfc0011a49f140567582c5c76a3b5a5331667013%2Fcyberpunk_io_suite_uv_checker_material.png?alt=media" alt=""><figcaption></figcaption></figure>

#### Weight transfer

Lets you transfer [vertex weights](/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling/meshes-and-armatures-rigging) from one collection to the other. If you don't know what the checkboxes are for, you can just leave them blank.

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-4a38fa16b0c78f8e6b2a8739aa70a6f1b9e25936%2Fcyberpunk_io_suite_weight_transfer.png?alt=media" alt=""><figcaption></figcaption></figure>

{% hint style="info" %}
The plugin will transfer weights by submesh name. If your target armature has more submeshes than your source armature, simply create duplicates and rename them accordingly.
{% endhint %}

<details>

<summary>Alternatively: By hand</summary>

You can only do this on a mesh-by-mesh basis, so you have to do all meshes in sequence.

To check out the more detailed process with a Transfer Weight modifier, check out the [For V - Custom facial piercings - PRC Framework](/cyberpunk-2077-modding/modding-guides/npcs/custom-facial-piercings-prc-framework) page, section [For V - Custom facial piercings - PRC Framework](/cyberpunk-2077-modding/modding-guides/npcs/custom-facial-piercings-prc-framework#weight-painting)

1. Select the mesh with weights
2. Select the mesh that you want your weights transferred to
3. Press `Ctrl+L` and select `Transfer Mesh Data`
4. In the popup at the bottom left of your viewport, change the following properties:

![](https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-7bd4eea9ccf28eaf3cfa0f0cda902ad11b5455c4%2Fwkit_io_suite_transfer_weights_by_hand.png?alt=media)

5. Click anywhere else. You're done!

</details>

### Mesh Cleanup

#### Prep. It!

This will run the "Merge by distance" operator on your mesh. This will collapse vertices that are directly on top of each other.

#### Group Ungroup Verts

This can fix export errors by assigning ungrouped vertices to the "closest" vertex group (the nearest bone envelope). If your mesh moves weirdly in-game, you'll have to get [weight painting](/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling/meshes-and-armatures-rigging/weight-painting-for-gonks), though.

#### Delete Unused Vert Groups

Will remove vertex groups without corresponding vertices. This can make it easier to see what you are working on.

### [AKL Autofitter](/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/wolvenkit-blender-io-suite/wkit-blender-plugin-akl-autofitter)

For documentation of the autofitter, see the [corresponding wiki page](/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/wolvenkit-blender-io-suite/wkit-blender-plugin-akl-autofitter).

### Vertex Colours

Vertex colour profiles are for e.g. [Painting garment support parameters](/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling/garment-support-how-does-it-work/painting-garment-support-parameters) or [Hair: Vertex paint for transparency](/cyberpunk-2077-modding/modding-guides/npcs/guides-all-about-hair/hair-vertex-paint-for-transparency). This section will let you manage presets.

#### Apply Vertex Colour Preset

Applies a previously-saved preset to your current mesh

#### Save Vertex Colour Preset

Save the current colours as a preset

#### Delete Vertex Colour Preset

Delete a previously saved preset

### Material Export

#### Export Hair Profile

Lets you export a hair profile. For a step-by-step guide, see the corresponding wiki page -> [/pages/6mM5Ms4FYq3SWX2OtMIn#hair-profiles-.hp](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/pages/6mM5Ms4FYq3SWX2OtMIn#hair-profiles-.hp "mention")

#### Export MLSetup

Lets you export a multilayered material that you have edited in Blender.


# Installing the Wolvenkit Blender Plugin

Install guide

## Summary

**Published:** ??? by [mana vortex](mailto:undefined)\
**Last documented update:** Nov 29 2024 by [mana vortex](mailto:undefined)

This page will show you how to install the Wolvenkit Blender Plugin from a github release or tag. If you want to install the bleeding edge, please check [Installing from github source](/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/wolvenkit-blender-io-suite/installing-the-wolvenkit-blender-plugin/installing-from-github-source) instead.

### Compatibility

<table><thead><tr><th width="289"></th><th></th></tr></thead><tbody><tr><td>Blender version</td><td><a href="https://www.blender.org/download/">5.0</a></td></tr><tr><td>Plugin version</td><td><a href="https://github.com/WolvenKit/Cyberpunk-Blender-add-on/releases/tag/1.8.0">2.0.0</a></td></tr><tr><td>Wolvenkit version</td><td>>= 8.18.1 <a href="https://github.com/WolvenKit/WolvenKit/releases/tag/8.15.0">stable</a> | <a href="https://github.com/WolvenKit/WolvenKit-nightly-releases/releases">nightly</a> (<a href="https://wiki.redmodding.org/wolvenkit/getting-started/download#downloading-wolvenkit">install guide</a>)</td></tr></tbody></table>

## Optional: Uninstall the old version

{% hint style="info" %}
You don't need to do this unless you have trouble updating. Go straight to [#step-0-download-the-plugin](#step-0-download-the-plugin "mention")
{% endhint %}

<details>

<summary>Uninstalling the previous plugin version</summary>

1. Open the Blender Preferences (Toolbar: `Edit` -> `Preferences`) and select the `AddOns` tab

<img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-436bc96b28b06b3c97d18bb600cf408f0470eaad%2Fblender_plugin_uninstall.png?alt=media" alt="" data-size="original">

2. Complete either of the options below:
   * Click the `Remove` button\
     The build-in Blender way. Should work. If it doesn't check the second option
   * Delete the files on your disk\
     Check the plugin's `file` entry. It will usually be something like this:

```
%APPDATA%\Blender Foundation\Blender\4.3\scripts\addons\i_scene_cp77_gltf
```

Navigate there with your Windows Explorer (Hotkey: `Windows+R`, paste the path above after changing your Blender version), and delete everything — either the entire folder, or all files inside.

3. Optional: Close and re-open Blender

</details>

## Step 0: Download the plugin

{% hint style="info" %}
If you want to install the current development version of the plugin, read [Installing from github source](/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/wolvenkit-blender-io-suite/installing-the-wolvenkit-blender-plugin/installing-from-github-source) (NOT for beginners)
{% endhint %}

Download the latest release of the plugin from **github:**

1. On the [releases](https://github.com/WolvenKit/Cyberpunk-Blender-add-on/releases) page, find the most recent release
2. Scroll past the change notes to the **Assets** section
3. Download the zip file with the plugin:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-efd01e3574f4ea7d76fad75c68484a113196381f%2Fblender_plugin_download.png?alt=media" alt=""><figcaption><p>Do not download anything called "Source code", unless you know what you're doing</p></figcaption></figure>

## Step 1: Install the plugin

1. Start Blender
2. Open the Blender Preferences (Toolbar: `Edit` -> `Preferences`) and select the `AddOns` tab

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-a37f08285bee471c77e40dd8dcf278254eb0e7e6%2Fblender_plugin_install..png?alt=media" alt=""><figcaption></figcaption></figure>

3. Click the "Install" button and select the zip file you downloaded in step 2

## Step 2: Enable the plugin

{% hint style="info" %}
You only need to do this if you never installed the plugin before.
{% endhint %}

After you have successfully installed the plugin, you can now use the search bar to find it:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-7ead4c1fe67f4fbcb6dfc0ce5163a84dcb5389fa%2Fblender_plugin_enable.png?alt=media" alt=""><figcaption></figcaption></figure>

Make sure the box is checked and restart Blender.

## Troubleshooting

### I can't (un)install the plugin!

You can do both by hand. Find your Blender install's plugin folder, the path will look something like this (replace 3.6 with your Blender version):

```
%APPDATA%\Blender Foundation\Blender\4.3\scripts\addons
```

Inside the plugins folder, the Wolvenkit Blender IO Suite will be installed to the subfolder `i_scene_cp77_gltf`.

To **uninstall** the plugin, **delete** the entire folder.

To **install** the plugin, **find** the folder in your **downloaded zip file** that contains the file **`__init__.py`**, move it here, and rename it.

Now, **restart Blender**.


# Installing from github source

## Summary

**Published:** 22.09.2024 by [mana vortex](mailto:undefined)\
**Last documented update:** 22.09.2024 by [mana vortex](mailto:undefined)

This guide will show you how to download and install the [Wolvenkit Blender IO Suite](/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/wolvenkit-blender-io-suite) from github source. You only need this if you want the newest features and fixes.

{% hint style="danger" %}
Unless you either **know what you're doing** or have been **told by someone in the** [**discord support channel**](https://discord.com/channels/717692382849663036/1033120509216444550) to install the current development version, you should not be here. Head to [Installing the Wolvenkit Blender Plugin](/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/wolvenkit-blender-io-suite/installing-the-wolvenkit-blender-plugin) -> [Installing the Wolvenkit Blender Plugin](/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/wolvenkit-blender-io-suite/installing-the-wolvenkit-blender-plugin#step-0-download-the-plugin).
{% endhint %}

## Step 1: Download from github

1. Head to the Wolvenkit Blender IO suite's [github repository](https://github.com/WolvenKit/Cyberpunk-Blender-add-on)
2. Click the green `Code` button
3. Click "`Download ZIP`" at the bottom

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-0ac9e50bcb9433d25cbe5a55bb33f04b02a68872%2Fwolvenkit_blender_io_download_from_github.png?alt=media" alt=""><figcaption></figcaption></figure>

4. You should have downloaded a file called `Cyberpunk-Blender-add-on-main.zip`.

## Step 2: Finding the install location

### 2.1: Find the correct install path

1. Open the Blender Preferences (Toolbar: `Edit` -> `Preferences`) and select the `AddOns` tab
2. Search for `cyberpunk`
3. See the current install path under `File`. It should be something like this:

```
C:\Users\USERNAME\AppData\Roaming\Blender Foundation\Blender\VERSION\scripts\addons\i_scene_cp77_gltf\__init__.py
```

4. Everything before the `__init__.py` is the path to the current install (replace VERSION with your Blender version, e.g. `4.4`)
5. Open an Windows Explorer there\
   \&#xNAN;*As a shortcut, you can press `Windows+R`, paste `%APPDATA%\Blender Foundation\Blender` into the box, and press Enter.*

### 2.2: Delete the old install

1. Navigate your Windows Explorer to the path you found in 2.3\
   (Shortcut: `Windows+R`, type `%APPDATA%`, confirm, then browse from there)
2. Delete the whole `i_scene_cp77_gltf` folder.
3. Leave the explorer window open, you need it for Step 3!

### Step 3: Extract the download

1. Open `Cyberpunk-Blender-add-on-main.zip` that you downloaded in step 1.
2. Find the folder named `i_scene_cp77_gltf`. This is the blender add-on:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-328455fe5a0cc1956da61fd3db09db326e5c5eb2%2Fwolvenkit_blender_io_find_subfolder.png?alt=media" alt=""><figcaption></figcaption></figure>

3. Copy or drag the folder to the `addons` folder from step 2.2.

## Step 3: Restart Blender

After restarting Blender, you now have the **very latest** version of the plugin. If you want anything more recent, you have to become a developer yourself.

{% hint style="info" %}
Please remember to report any bugs you find — either in the [**discord support channel**](https://discord.com/channels/717692382849663036/1033120509216444550), or by opening an [issue on github](https://github.com/WolvenKit/Cyberpunk-Blender-add-on/issues) (you need an account for this).

Remember to include all necessary information:

* The exact version you installed
* Unless you can always cause the exact bug, the `.blend` file with your problem
  {% endhint %}

Happy modding!


# WKit Blender Plugin: Current version

Recommended stable plugin version


# WKit Blender Plugin: Import/Export

How to import and export with the Wolvenkit Blender plugin

## Summary

**Published**: ??? by [mana vortex](mailto:undefined)\
**Last documented edit**: May 26 2024 by [mana vortex](mailto:undefined)

This page lists step-by-step instructions for the export and import of game files.

{% hint style="warning" %}
You can only export files which are part of a [Wolvenkit project](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/wolvenkit-projects).
{% endhint %}

The **Wolvenkit** parts of the workflow will link you to the [red wiki](https://wiki.redmodding.org/wolvenkit/), where you can find screenshots and (hopefully) up-to-date descriptions.

### Wait, this is not what I want!

* [Import/Export](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/import-export) (Wolvenkit wiki)
* [Blender Integration](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/blender-integration)(Wolvenkit wiki)
* If this is your first time using Blender, check [Blender: Getting Started](/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling/blender-getting-started)
* [Archived: Exporting and importing meshes](/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling/exporting-and-importing-meshes) (has additional information that might come in handy)

## Meshes

### Export from Wolvenkit

For **where** to export a mesh, see [Tools: Import/Export UI](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/tools/tools-import-export)

For **how** to export a mesh, see [Import/Export: Mesh (3d Model)](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/import-export/models)

{% hint style="info" %}
If your mesh won't export from Wolvenkit, try unchecking the following box(es) in the export settings:

* [Import/Export: Mesh (3d Model)](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/import-export/models#export-materials)
* [Import/Export: Mesh (3d Model)](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/import-export/models#export-garment-support-experimental)
  {% endhint %}

### Importing into Blender

Select File -> Import -> Cyberpunk GLTF

<figure><img src="https://files.gitbook.com/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-MP_ozZVx2gRZUPXkd4r%2Fuploads%2FquFu8ZZ9IBOmWUNu4asO%2Fblender_plugin_import.png?alt=media&#x26;token=b0c0e03b-f2fe-4df4-9b92-d5dba61e4d90" alt=""><figcaption></figcaption></figure>

In the Blender File view, find the glb you exported from Wolvenkit. By default, the textures will be saved to your material depot in PNG format already.

<figure><img src="https://files.gitbook.com/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-MP_ozZVx2gRZUPXkd4r%2Fuploads%2FE5XwVbNoDUK2IE8R5sxq%2Fblender_plugin_import_mesh.png?alt=media&#x26;token=3f459cf4-644f-4db2-9832-853629a89494" alt=""><figcaption></figcaption></figure>

{% hint style="info" %}
For a rough guide on finding your way around Blender, check [Blender: Getting Started](/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling/blender-getting-started),[Cyberpunk Shaders in Blender - Baking to PBR](/cyberpunk-2077-modding/for-mod-creators-theory/materials/cyberpunk-shaders-in-blender) or [AMM: Textured items and Cyberpunk Materials using Custom Props](/cyberpunk-2077-modding/modding-guides/textures-and-luts/textured-items-and-cyberpunk-materials#step-2-processing-the-downloaded-mesh)
{% endhint %}

### Exporting from Blender

{% hint style="danger" %}
You must first **select** all meshes that you want to export. The plugin will automatically add their parent armature.
{% endhint %}

Select File -> Export -> Cyberpunk GLB

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-f7a29721b7cb11fa845ce2ea9aaaf2c01cd33197%2Fblender_plugin_export_mesh.png?alt=media" alt=""><figcaption></figcaption></figure>

In the file picker, **overwrite** the glb you were editing (you need to [overwrite an existing file](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/import-export#import) to import back to Wolvenkit).

For an explanation of the sidebar settings on the right, read on below the picture.

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-4e2e27363cbcd51978a1ae084643477a6159685a%2Fblender_plugin_export_mesh_2.png?alt=media" alt=""><figcaption></figcaption></figure>

#### Animations (checkbox)

Do not check this box if you are exporting a .glb file without animation data (it is for [exporting animations](#exporting-from-blender-1))

#### Limit to Selected Meshes

By default, the Wolvenkit Blender IO Suite will only export **selected meshes** and their parent armatures. Unchecking this box will display the Export Visible Meshes checkbox, which is unchecked by default.

If you don't check either of these boxes, the plutin will export **all meshes and armatures** into the same .glb file. You usually do not want this.

### Importing into Wolvenkit

For **where** to import a mesh, see [Tools: Import/Export UI](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/tools/tools-import-export)

For **how** to import a mesh, see [Import/Export: Mesh (3d Model)](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/import-export/models)

## Animations

### Export from Wolvenkit

You can use Wolvenkit's [Tools: Import/Export UI](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/tools/tools-import-export#export-tool) to export .anims to .glb. The default setting is fine.

### Importing into Blender

The process of importing animations into Blender is the same as it is with meshes.

### Exporting from Blender

1. Select your armature
2. Follow the process for [#meshes](#meshes "mention"), but check the [#animations](#animations "mention") checkbox in the side panel.

### Importing into Wolvenkit

For **where** to import an .anim, see [Tools: Import/Export UI](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/tools/tools-import-export)

For **how** to import an .anim, see [Import/Export: Mesh (3d Model)](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/import-export/models) and change the [Import/Export: Mesh (3d Model)](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/import-export/models#target-file-format)to `Anims`.

## Entities

### Export from Wolvenkit

You can export an entity by **adding it to your project** and running the corresponding script from inside Wolvenkit. Here are the relevant guides:

[Exporting Vehicles](https://wiki.redmodding.org/wolvenkit/modding-community/exporting-vehicles) (you can also use this for characters)

[Exporting Characters to Blender](https://wiki.redmodding.org/wolvenkit/modding-community/exporting-to-blender)

[Exporting Rigs & Anims](https://wiki.redmodding.org/wolvenkit/modding-community/exporting-to-blender/exporting-rigs-and-anims)

### Importing into Blender

After you have exported the entity from Wolvenkit via script, switch to Blender and select File -> Import -> Cyberpunk Entity (.json)

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-d63b06ba457086cbac4245a0092d4fb37c15b6c6%2Fblender_plugin_import_entity.png?alt=media" alt=""><figcaption></figcaption></figure>

Navigate the file browser to the `ent.json` in your project's `raw` folder and import it.

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-bc850fefeb85d58d4ae9e7126dbb141c1e402967%2Fblender_plugin_import_entity_2.png?alt=media" alt=""><figcaption></figcaption></figure>

#### Use Cycles

Will switch the workbench's rendering mode from Eevee to Cycles. This will make sure that the shaders work as intended.

#### Update Global Illumination

Will fix lighting

#### With Materials

Will read materials from `material.json` files, generating shaders in the process.

#### Include Vehicle Collisions

This option imports a vehicle entities collision bodies for editing. The collision bodies give substance to the mesh and determine how the world responds to the vehicle - without proper collision bodies, your character, NPCs and anything else your vehicle bumps into would pass right through the mesh. Unless you're adding a new vehicle or significantly altering an existing one, you generally want to leave this box unchecked.

### Exporting from Blender

Entity export is currently (1.5.0) not supported.

To export edited collision bodies back to .phys.json, simply press the "export collisions" button in the Collision Tools Panel and use the File View to navigate to your original .phys.json.

\*\* Currently only modifying existing .phys files is supported.

## Streaming Sectors

### Export from Wolvenkit

To export streamingsectors, you have to use the corresponding Wolvenscript. The workflow is documented [here](/cyberpunk-2077-modding/modding-guides/world-editing/miscellaneous/editing-locations-in-blender#exporting-streaming-sectors-to-blender).

### Importing into Blender

After you have exported the streamingsector from Wolvenkit via script, switch to Blender and select File -> Import -> Cyberpunk StreamingSector

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-8b2327470f5a12411382a54eaba93a15ff1e5ea8%2Fblender_plugin_import_sector.png?alt=media" alt=""><figcaption></figcaption></figure>

Navigate in the file view to your Wolvenkit project's root file, and select the .`cpmodproj` file:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-3afa9b41f46b952b68895aa0f6aa942dd297cc75%2Fblender_plugin_import_sector_2.png?alt=media" alt=""><figcaption></figcaption></figure>

### Exporting from Blender

The export process is not part of the plugin yet (1.5.0); it is documented [here](/cyberpunk-2077-modding/modding-guides/world-editing/miscellaneous/editing-locations-in-blender#importing-back-into-cyberpunk).

## Hair profiles (.hp)

{% hint style="info" %}
To learn more about .hp files and their parameters, see

* [Hair Profiles: .hp](/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/file-formats/materials/hair-profiles-.hp)
* [Hair and skin material properties](/cyberpunk-2077-modding/for-mod-creators-theory/materials/configuring-materials/hair-and-skin-material-properties) -> [Hair and skin material properties](/cyberpunk-2077-modding/for-mod-creators-theory/materials/configuring-materials/hair-and-skin-material-properties#hair-material)
  {% endhint %}

### Importing to Blender

[Export ](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/import-export/models#exporting-mesh-files)a hair mesh with materials (the default setting), then[ import it](#importing-into-blender)

### Editing the hair profile

Select the imported hair and switch to Blender's **`Shading`** perspective. Here, you can alter the gradients,

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-3c90349a0a341ac016fafab3245112d0ec2302be%2Fblender_plugin_hair_colour.png?alt=media" alt=""><figcaption></figcaption></figure>

### Exporting from Blender

1. **Recommended:** make sure that your material name in Blender ends with `_cards`
2. Make sure that your hair mesh is selected
3. In the CP77 Modding panel, select `Export Hair Profile`

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-c0295d390ce0fbb3578da9ed407f6c50fa88890f%2Fblender_plugin_export_hp.png?alt=media" alt=""><figcaption></figcaption></figure>

Your new .hp.json file will be generated in the `raw` folder of Wolvenkit project that you imported the hair mesh from with the name of `mod_<material name in Blender>.hp.json`:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-495910739aca377364dedee740db44034a744fe2%2Fblender_plugin_hp_file.png?alt=media" alt=""><figcaption></figcaption></figure>

You can now [import it from json](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/import-export/import-export-as-json#import-as-json).


# WKit Blender Plugin: AKL Autofitter

How to use the auto refitter

## Summary

**Published**: ??? by [mana vortex](mailto:undefined)\
**Last documented edit**: Feb 12 2024 by [mana vortex](mailto:undefined)

The auto-refitter is a tool developed by [AllKnowingLion](mailto:undefined) that automates the tedious process of refitting meshes for the various body mods. This wiki page will show you how to use it.

### Wait, this is not what I want!

* If you want to manually refit an item, check [R\&R: Refitting (step by step)](/cyberpunk-2077-modding/modding-guides/items-equipment/recolours-and-refits/r-and-r-refitting-step-by-step) or follow the links from there

## How to auto-refit

With a mesh selected, you can find it in the **Mesh Tools** section of the **CP77** panel. Use the dropdown to select a target body, then click the button to apply the changes:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-ecdd9a2349e8f94eb36290f11264f58ef48cc068%2Fblender_plugin_autorefitter.png?alt=media" alt=""><figcaption></figcaption></figure>

#### It shrinks too far!

OK, that's a bit nasty, because it means you'll have to either **merge** the shapekeys, or create [Garment support from scratch](/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling/garment-support-how-does-it-work/garment-support-from-scratch) (which is easier than it sounds like).

If you want to merge, select the shapekey that you want to change, and set its value as high as you can without clipping. Then, select the "New Shape from Mix" entry in the dropdown menu (see the screenshot above).

You can now delete your original shapekey and rename the newly-created one (which will be called "Key 2" or something like that) to the original's name.

## The body I want is not supported!

The lattice modifier has to be created from hand and added to the Wolvenkit Blender IO suite.

TODO: This section will eventually document the steps how you can

* add a body mod to your local version of the plugin
* share that edit with everyone else by having it added officially

<details>

<summary>Archived: Modifier cannot be applied to a mesh with shapekeys</summary>

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fx0e59bRnUL6jJgTCi4zf%2Fimage.png?alt=media&amp;token=ec7374d8-f12d-4d32-9fe6-8d41f8a87d59" alt=""><figcaption></figcaption></figure>

Manual process:

1. Duplicate the mesh (Hotkey: `Shift+D`, `Esc`)
2. [Delete the shapekeys](/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling/troubleshooting-your-mesh-edits#option-2-guaranteed-to-work-delete-garmentsupport-from-the-mesh) from one of the meshes
3. Delete the modifier from the other mesh
4. After the shapekeys are gone, apply the modifier:

<div align="left"><figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-f522d2895a7381bd2169f1384577a38d6b31bb86%2Fblender_plugin_apply_modifier.png?alt=media" alt=""><figcaption></figcaption></figure></div>

5. Select the mesh **without shapekeys** (the one you changed by applying the modifier)
6. Switch to the Data tab and create a modifyer by hitting the + button
7. Name your new shapekey `Basis`. This is how it's supposed to look when no shapekeys are active.
8. Select the mesh **with shapekeys** (the one with the original shape)
9. Switch to the Data tab, select the second shapekey in the list, and transfer it:

<div align="left"><figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-aa5522fe7c7c35128d17d5d1ae2367ecb4d48672%2Fblender_plugin_transfer_shapekeys.png?alt=media" alt=""><figcaption></figcaption></figure></div>

10. Repeat the process with all other shapekeys
11. You can now delete the original mesh.

</details>


# WKit Blender Plugin: Error messages

Plugin error messages and how to resolve them

## Summary

**Published:** Apr 19 2024 by [mana vortex](mailto:undefined)\
**Last documented update:** Apr 19 2024 by [mana vortex](mailto:undefined)

This page will tell you how to resolve error messages from the [Wolvenkit Blender IO Suite](/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/wolvenkit-blender-io-suite).

### Wait, this is not what I want!

You can also check [Troubleshooting your mesh edits](/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling/troubleshooting-your-mesh-edits) for less addon-specific mesh troubleshooting

## Assign weights before exporting

This should only happen for meshes with armatures.

* Switch to the Data tab (the green triangle)
* If you don't have vertex groups, add one
* If you already have vertex groups, select the one named to the bone closest to your ungrouped vertices
* If you aren't already, switch to Edit Mode (Hotkey: `Tab`)
* Click the "Assign" button under the vertex groups panel

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-9b74176451eabb7f0a48593cbf170db67dc4486e%2Fblender_plugin_ungrouped_verts.png?alt=media" alt="" width="339"><figcaption></figcaption></figure>

## Ungrouped vertices found

This should only happen for meshes with armatures. You can check the screenshot under [#assign-weights-before-exporting](#assign-weights-before-exporting "mention") for references.

1. Switch to the Data tab (the green triangle)
2. The plugin should have switched your viewport to Edit Mode (if not, do it yourself - hotkey: `Tab`)
3. Find out which vertices are the problem by moving them around in the edit view
4. In the list of vertex groups, select the armature bone closest to your ungrouped verts
5. Click the "Assign" button under the vertex groups panel
6. Rinse and repeat the process for all submeshes until the plugin lets you export

## No armature objects are selected

You are trying to export a pose, but you didn't select your armature. Click on the armature object in the outliner:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-193e605992477c28c5396e25ead8759b707e6770%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

## No meshes selected

You're trying to export something, but you haven't selected any meshes. Select everything that you want to export in the outliner (top-right panel) - the armature parent will be auto-selected for you.

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-bd637ec1422c824f6c85dcb795a7cf2dc16a0db3%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

## Degenerate Geometry

Some issues with the geometry can prevent mesh import in WolvenKit.

### Zero Faces

Faces so tiny that their surface area is 0 (also [bad for performance](/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling/on-4k-textures-and-high-poly-meshes#quad-overdraw)). To get rid of them, do one of the following:

#### Fix on export

You can check the "Fix" box in the export dialogue

#### Degenerate Dissolve

Select Mesh -> Clean Up -> Degenerate Dissolve. This will collapse faces and edges without a surface.

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fm5fi64cANME58eZ1jKF2%2Fimage.png?alt=media&amp;token=18e7954c-1e44-4b95-a4b8-093bb5e8302c" alt=""><figcaption><p>Mesh -> Clean Up -> Degenerate Dissolve (Blender 4.2 - 5.0)</p></figcaption></figure>

## Meshes must have UV layers

For Cyberpunk material assignments to work, your mesh must have UV maps.

{% hint style="info" %}
For more information on this, check [UV Mapping: texturing a 3d object](/cyberpunk-2077-modding/for-mod-creators-theory/materials/uv-mapping-texturing-a-3d-object).
{% endhint %}

Switch to the Data tab and add one:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-2d495ab577c48cb49edd3924e49c42a23a794d60%2Fblender_addon_uv_maps.png?alt=media" alt=""><figcaption></figcaption></figure>

You should now be able to export, but your material will most likely look funky. To remedy this, refer to [Adding decals](/cyberpunk-2077-modding/modding-guides/items-equipment/editing-existing-items/adding-decals) -> [Adding decals](/cyberpunk-2077-modding/modding-guides/items-equipment/editing-existing-items/adding-decals#step-5-uv-projection)

## All faces must be triangulated before exporting

Triangulation means that faces must have exactly three corners.

1. The plugin should have switched the viewport to Edit Mode. If not, do it yourself (Hotkey: `Tab`)
2. Triangulate faces (Hotkey: `Ctrl+T`). The default settings are fine.
3. You should now be able to export.

## Vertex groups not assigned to a bone

You have vertex groups in your mesh that don't have a corresponding bone in the armature. [Run the following Python script](/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling/blender-getting-started/blender-running-python-scripts) to delete them:

{% embed url="<https://github.com/manavortex/cyberpunk2077/blob/master/python/armature_cleanup/remove_invalid_vertex_groups.py>" %}

## Armature missing

The armature (rig, skeleton) is the thing that makes your mesh move in-game.

If your mesh isn't supposed to move, check [#amm-props-you-dont-need-an-armature](#amm-props-you-dont-need-an-armature "mention")

If your mesh is supposed to move with the body, check [#equipment-you-need-an-armature](#equipment-you-need-an-armature "mention")

### AMM props: You don't need an armature

It's enough to check the "Export as Static Prop" box during export, and the error will go away.

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-1c12bbedc28a16558977b764c05700af9693a42a%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

### Equipment: You need an armature

You should have an armature in your .blend file because you're importing over an original Cyberpunk mesh. If you don't, you might want to refer to a guide such as [Replace a player item with an NPC item](/cyberpunk-2077-modding/modding-guides/items-equipment/editing-existing-items/replace-a-player-item-with-an-npc-item) and follow the steps.

Open the `Modifiers` tab (the orange wrench) and repeat the following steps for each mesh:

1. Make sure that there is exactly one `Armature` modifier present. If there is none, click `Add Modifier` and add one.
2. Click into `Object` and select the armature that your mesh is parented to.

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-4f4985c0724e609653dce6a95449c73a279adce3%2Fblender_addon_select_armature.png?alt=media" alt="" width="345"><figcaption></figcaption></figure>

## Each submesh must have less than 65,535 vertices

### If your submesh has >= 65,535 vertices

You need to **reduce the vertex count.**

### If your submesh has < 65,535 vertices

That's due to [how the Blender .gltf export works](https://github.com/KhronosGroup/glTF-Blender-IO/issues/912#issuecomment-581564314). See [Troubleshooting your mesh edits](/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling/troubleshooting-your-mesh-edits) [Troubleshooting your mesh edits](/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling/troubleshooting-your-mesh-edits#wolvenkit-finds-too-many-vertices-but-blender-export-is-fine) for how to remedy this.


# WKit Blender Plugin: Material Tools

How to edit .mlsetup files in Blender

## Summary

Published: Apr 7 2026 by [mana vortex](mailto:undefined)\
Last documented edit: Apr 7 2026 by [mana vortex](mailto:undefined)

This page explains how to use the Wolvenkit Blender IO Suite to edit .mlsetupfiles. You can find a [#video-guide](#video-guide "mention")at the end of the page.

### Wait, this is not what I want!

* You can learn about [Multilayered: Cyberpunk's supershader](/cyberpunk-2077-modding/for-mod-creators-theory/materials/multilayered) on its own page
* Or maybe you want create [Textures: Custom .mlmask](/cyberpunk-2077-modding/modding-guides/textures-and-luts/custom-multilayermasks)?
*

## There is nothing here yet!

{% hint style="info" %}
**This page is a stub!**\
If you would like to [sign up](#user-content-fn-1)[^1] and edit it, we'd love your contribution!

* The [Editing guidelines](/cyberpunk-2077-modding/the-wiki/editing-guidelines) list the most frequent pitfalls for editors
* If you need help on navigating the wiki's UI, check out [The Wiki](/cyberpunk-2077-modding/the-wiki) -> [The Wiki](/cyberpunk-2077-modding/the-wiki#how-to-edit)
  {% endhint %}

## Video guide

{% embed url="<https://youtu.be/ont3VGbnZ3g>" %}

[^1]: <https://app.gitbook.com/invite/-MP5ijqI11FeeX7c8-N8/IZreyNnVlImKaeMtoJLY>


# WKit Blender Plugin: Troubleshooting

If it's not working as expected

#### Summary

**Published:** Jan 20 2024 by [mana vortex](mailto:undefined)\
**Last documented update:** Apr 19 2024 by [mana vortex](mailto:undefined)

This page contains troubleshooting options for the [Wolvenkit Blender IO Suite](/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/wolvenkit-blender-io-suite).

If the plugin gives you error messages on export, please check [WKit Blender Plugin: Error messages](/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/wolvenkit-blender-io-suite/wkit-blender-plugin-error-messages) instead.

If you can't solve your problem with these steps, feel free to reach out on [Discord](http://discord.gg/redmodding) in the `#blender-add-on` channel.

{% hint style="warning" %}
The first thing people on Discord will tell you is to read this page, so you might as well get it out of the way.
{% endhint %}

{% hint style="info" %}
Blender errors will show up in the system console window (View -> Toggle System Console).
{% endhint %}

## Version compatibility

### Seeing the Blender version

You can see the exact Blender version in the lower right corner of the program:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-163d0a8a5bdfb234e4e65170adc25d3a08a9dfbb%2Fblender_version.png?alt=media" alt=""><figcaption></figcaption></figure>

## Seeing the plugin version

You can find the current supported version in the table above (under [#version-compatibility](#version-compatibility "mention")), or check the [**github page's release section**](https://github.com/WolvenKit/Cyberpunk-Blender-add-on/releases) **.**

1. Open the preferences from the menu (Edit -> Preferences)
2. Switch to the `AddOns` tab in the bar on the left
3. In the filter field at the top right of the list, search for `cyberpunk`
4. Expand the entry and find the `Version` field

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-ef8f33b3d20c97217d376ceea76a6bce377fcb35%2Fblender_plugin_check_version.png?alt=media" alt=""><figcaption></figcaption></figure>

## General Troubleshooting

### Steam

If you installed Blender via Steam, stay on the **stable stream** and make sure to keep Blender up-to-date.

### Check the console output

See if Blender encountered any errors by checking the **console output**. From the menu, select `View` -> `Toggle System Console`.

{% hint style="success" %}
Our technical experts will want to see this. If you can't make sense of it via Google or ChatGPT, hit up the `#blender-add-on` channel on [Discord](http://discord.gg/redmodding).
{% endhint %}

## Failed to import materials

{% hint style="info" %}
Please complete the steps in [#general-troubleshooting](#general-troubleshooting "mention") first!
{% endhint %}

### Make sure that your Wolvenkit is up-to-date

{% hint style="success" %}
After updating Wolvenkit, make sure to re-export your .mesh with materials!
{% endhint %}

### Make sure that your Depot is not outdated

The plugin needs your Wolvenkit Depot to a) exist and b) be more or less recent.

If you don't know what that is, or aren't sure how old your depot even is, it might be time to regenerate:

1. From the `Tools` menu, select the `Depot generator`
2. Click the **`Migrate Files`** button at the bottom and wait until WKit is done
3. Re-export your .mesh with materials and check if your problem goes away

If it does not, you can simply nuke the entire depot, as it will be re-generated whenever necessary:

1. From the `Tools` menu, select the `Depot generator`
2. Click the first button (`Open Depot Folder`) to open the folder in Windows Explorer
3. Delete everything there
4. Re-export your .mesh with materials
5. Your problem should be gone now


# MLSETUP Builder

The tool of your choice for editing multilayered materials

### Summary

**Published:** ??? by [mana vortex](mailto:undefined)\
**Last documented update:** Dec 20 2024 by [mana vortex](mailto:undefined)

This page will teach you how to download and configure **MLSetupBuilder**, the tool of choice to edit multilayered materials in Cyberpunk.

At the bottom of the page, you will find [#video-guides](#video-guides "mention"). Keep in mind that they are outdated.

{% hint style="info" %}
MLSB <= 1.6.8 <mark style="color:red;">does</mark> <mark style="color:red;">**not**</mark> <mark style="color:red;">include a full material preview</mark>. The 3d view will only show you which parts of a mesh are affected by your material. If you want to preview a material in colour, you'll have to do this in Blender — use the [Wolvenkit Blender IO Suite](/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/wolvenkit-blender-io-suite)'s [mesh import](/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/wolvenkit-blender-io-suite/wkit-blender-plugin-import-export#meshes).
{% endhint %}

### Wait, that's not what I want!

* To learn more about [Multilayered: Cyberpunk's supershader](/cyberpunk-2077-modding/for-mod-creators-theory/materials/multilayered), check the link
* To create your own mlmask, check [Textures: Custom .mlmask](/cyberpunk-2077-modding/modding-guides/textures-and-luts/custom-multilayermasks)
* To create your own normal map, check [Self-made normal maps](/cyberpunk-2077-modding/modding-guides/textures-and-luts/self-made-normal-maps)

## Introduction: What is MLSB?

**MLSetupBuilder** (commonly referred to as "MLSB") is a Cyberpunk 2077 modding tool to comfortably edit MLSetup files, developed and maintained by Neurolinked.

{% embed url="<https://github.com/Neurolinked/MlsetupBuilder/releases/>" %}

There is a dedicated channel on the [Redmodding Discord](https://discord.com/channels/717692382849663036/1082772930892664943) and a thread on the [Cyberpunk 2077 Modding Discord Server](https://discord.com/channels/705931815109656596/939510887188947014), where you can find a chat history full of (yet) undocumented features, along with previews and videos of the most recent development versions.

## Installation

For integration with Wolvenkit, install MLSB as a plugin:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-0b5c3a897b145152716a50d7a4add9d8b871816a%2Finstalling_MLSB.png?alt=media" alt=""><figcaption></figcaption></figure>

1. Click on "Home" in Wolvenkit's title bar
2. Select "Plugins" in the left sidebar
3. If MLSB is installed, you'll see an "Update" button, otherwise, it will say "Install".\
   Do that.

<details>

<summary>Manual install</summary>

If the above doesn't work for you, you can install MLSB by hand:

1. download the latest release from [Neurolinked's github](https://github.com/Neurolinked/MlsetupBuilder/releases)
2. extract the downloaded zip to the following subfolder in your [Cyberpunk game directory](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory) (create it if it doesn't exist):\
   `Cyberpunk 2077\tools\neurolinked\mlsetupbuilder`
3. The directory should now have a folder called `MLsetupBuilder-VERSION` that contains (among other things) the file `MLSetupBuilder.exe`
4. The total path should look like this:\
   `Cyberpunk 2077\tools\neurolinked\mlsetupbuilder\MLSetupBuilder-1.2.3\MLSetupBuilder.exe`

</details>

We will now launch MLSB and do the initial setup.

1. In Wolvenkit's Plugin view, click "Open", this will open a Windows Explorer with the install folder (`Cyberpunk 2077\tools\neurolinked\mlsetupbuilder`)
2. Navigate to the folder with the higest version (at the time of this guide, that is `MlsetupBuilder-1.6.8-Beta6`)
3. Start `MlsetupBuilder.exe`
4. **Optional:** You can pin that file to your start menu or create a shortcut if you want to launch MLSB directly.
5. Now, complete the[#configuration](#configuration "mention") section. Don't worry, it's not hard!

## Usage

{% hint style="info" %}
To make the most of MLSB's features, you will want to [configure](#configuration) it first. However, you can start using the tool right away.
{% endhint %}

Here's how (or scroll down for the screenshot):

1. In the project explorer under Wolvenkit's `archive` folder, right-click on am `mlsetup` file\
   \&#xNAN;*This folder will only be visible in the "source" or "archive" tab of your* [*project explorer*](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor/project-explorer)
2. Select "[Convert to JSON](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/import-export/import-export-as-json#export-as-json)"
3. This will generate an `mlsetup.json` file in your project's [`raw` folder](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor/project-explorer).\
   \&#xNAN;*This folder will only be visible in the "source" or "raw" tab of your project explorer*
4. Right-click on the newly created `mlsetup.json` file
5. Select "Open in MLSetupBuilder"

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-b4866710c9f48f6745d8fafbd2eec0ceee10f623%2Fmlsb_exporting_file.png?alt=media" alt=""><figcaption></figcaption></figure>

### Using MLSB

As of Version 1.6.7, this is what you will see now:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-4b490a7be8b740baafaa39d361c1163f045c3e16%2FMLSB_ui.png?alt=media" alt=""><figcaption></figcaption></figure>

Start by importing the file from the preview. That will populate the Layer Config box with the MLSetup that you just loaded.

The preview was hiding an empty 3d viewport. To [use that](#about-that-3d-viewport), you will need to [configure](#configuration) MLSB first, but you can already click through the individual layers and assign [material properties](https://github.com/CDPR-Modding-Documentation/Cyberpunk-Modding-Docs/blob/main/for-mod-creators-theory/modding-tools/mlsetup-builder/broken-reference/README.md) (such as roughness, normal strength, base material and colour) from the "Material Properties" panel.

{% hint style="info" %}
Don't forget to hit "Apply" after you have changed a material.
{% endhint %}

Once you're done:

* select File -> Export
* overwrite the original `mlsetup.json`
* switch back to Wolvenkit
* in the "`raw`" folder, right-click on your file
* select "Import/Convert from JSON"

Congratulations — you now have an `.mlsetup`! If you pack your mod and launch the game, you should now see your changes.

### Functions

There are 3 important functions to note:

1. Materials: this manages the tiles, opacity, offset, and roughness of the texture.

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-3273f8d0c65ecb7538d7364d85783491f6d52435%2FScreenshot%202024-03-12%20180851.png?alt=media" alt=""><figcaption></figcaption></figure>

2. Color: this manages color and luminosity of the texture.

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-98fb243221ff99389e652ca7fe1cf05c1bb92df2%2FScreenshot%202024-03-12%20180915.png?alt=media" alt=""><figcaption></figcaption></figure>

2. µblend: this manages the pattern and acts as a secondary, tiled normal map. Additionally, the `contrast` value can be used to block out parts of the layer to create patterns.

{% hint style="danger" %}
You can only use microblends if this layer's mask is not fully white.
{% endhint %}

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-f4122b89a1bf30428e93702743c8ff08eb6913d3%2FScreenshot%202024-03-12%20180957.png?alt=media" alt=""><figcaption></figcaption></figure>

**Note**

{% hint style="info" %}
After any edits, make sure to **Apply** edits to save progress and complete changes to any/all functions (Hotkey: `Ctrl+Shift+A`)
{% endhint %}

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-f074ea9302682828d0593d6faab3445468a29d56%2Fimage_2024-03-12_182402209.png?alt=media" alt=""><figcaption><p>WARNING symbol tells you that any have not been applied</p></figcaption></figure>

### Layers

Each and every layer is attached to its own Multilayer layer when converted from .json to .mlsetup. When adding new layers, ensure designating intended functions for each layer as part of the larger Multilayer inside WolvenKit.

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-1561ab8ccc4869da21144fea448e7ae70c828a12%2Fimage_2024-03-12_183823291.png?alt=media" alt=""><figcaption><p>Viewing example of the .mlsetup inside of WKit</p></figcaption></figure>

### About That 3d Viewport

This is where you can load models from the game for a direct preview which layer will affect which parts: simply click on the "Library" button.

#### MLSB Library

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-326d62dbc2f20c89e9a619d82663355e18e7500a%2Fmlsb_library_tab.png?alt=media" alt=""><figcaption></figcaption></figure>

Here, you can either browse to your model directly, or use text search:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-061012818b84ab05f5ec14509665b67cd374eda3%2Fmlsb_library.png?alt=media" alt=""><figcaption></figcaption></figure>

After selecting a model, you can close the library browser again. Now selecting a layer will show you directly which parts of the mesh it corresponds to.

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-4b490a7be8b740baafaa39d361c1163f045c3e16%2FMLSB_ui.png?alt=media" alt=""><figcaption></figcaption></figure>

That's it! Happy recoloring!

### Other Tools inside MLSB

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-0ed597a6611742ffd264cf11010ca8be364cb15f%2FadditionalTool.png?alt=media" alt=""><figcaption><p>List of tools inside MLSB</p></figcaption></figure>

Inside MLSB there are some other tools, the most important one is the Material Composer.

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-c43094ffd7c101fdb97bd70ddf368c80b67b2a73%2FmaterialComposer.png?alt=media" alt=""><figcaption><p>Material Composer window</p></figcaption></figure>

From this window you can import and export <mark style="color:yellow;">.Material.json</mark> files ( these files are exported by <mark style="color:red;">Wolvenkit</mark> with the <mark style="color:red;">WithMaterial</mark> option). You can edit the materials parameters, adding material or removing them from the material file.\
Material templates found in the .Material.json file can be put in the Library and then used later for another edit of materials of a completely different mesh.\
You can duplicate entries just changing the name of the material and putting them in the buffer again (that's what i did to have 10 different material colors that comes for the glass material of the <mark style="color:yellow;">Kendachi Monokatana</mark> mod).\
Material Composer will also display all the material parameters that comes with the material template (materials baked by the CDPR system have their parameters hidden if they were left as default before the baking of the release).<br>

### Importing a custom mesh

Occasionally you may find yourself wanting to edit `.mlsetup` files for custom meshes, this can be rather difficult to do blind however, when you can't actually see the changes you make. Thankfully MLSB includes a feature that allows you to import custom meshes in the models library.&#x20;

{% hint style="info" icon="lightbulb" %}

## Make sure you've already extracted your mesh

MLSB does not read `.mesh` files raw. Rather instead it reads a `.glb` file, which is a converted `.mesh` file. The wiki already has a guide on how to do this, [WKit Blender Plugin: Import/Export](/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/wolvenkit-blender-io-suite/wkit-blender-plugin-import-export).
{% endhint %}

To start head over to the models library in MLSB and then look for a `+` icon next to the tags filter.

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fw6pull5YOn2p61qPiHyR%2FSetting%20up%20MLSetupBuilder%2029-05-2026-6.png?alt=media&amp;token=364b94eb-c4e2-444f-95eb-190897eceeba" alt="Screenshot of MLSetupBuilder showing the Models Library tab. A red arrow highlights a + icon that lets you load your own mesh. The left panel displays a long searchable list of game models. The right panel shows the tag system for said models. "><figcaption></figcaption></figure>

Once you've clicked on that icon a small pop-up will appear asking you to direct it towards your extracted `.glb` file.  Simply click the folder icon and navigate to wherever you have extracted your `.glb` file.

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2FxyCGDLwSN24orOVjP9Y6%2FSetting%20up%20MLSetupBuilder%2029-05-2026-7.png?alt=media&amp;token=944f5602-d4be-44e1-bb3d-6f349c358b6c" alt="Screenshot of the “Add/Edit custom models entry” dialog in MLSetupBuilder. A red box highlights the “Path” field containing an example full file path. The orange “Save” button is visible below the field."><figcaption></figcaption></figure>

Once you've directed it toward your `.glb` file all you have to do is press that save button, and your custom mesh should appear right in the 3D Viewport on the left!

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2FtYYpOYlyHPCSO10sj4N9%2FSetting%20up%20MLSetupBuilder%2029-05-2026-8.png?alt=media&amp;token=c2047db6-4e06-4082-aa70-4b01b57a5184" alt="Screenshot of MLSetupBuilder’s Models Library after adding a custom mesh. On the left, the 3D viewport (outlined in red) now displays a preview of the custom “Collarless Crystal Jock Bomber” jacket mesh. On the right, the model list shows the newly added custom entry."><figcaption></figcaption></figure>

Thats how you import a custom mesh into MLSB. From here you can see any changes you make to layers, view different appearance options the mesh might have, and even render screenshots of the mesh in the 3D window.

## Configuration

When you start MLSB the first time, it will yell at you that it is not configured correctly.

1. Click No (You'll regret it), because we need to download the CLI first.

### Downloading the right CLI

As of 1.6.8, MLSB needs to use a certain version of the Wolvenkit Command Line Interface. Fortunately, it can download it for you:

1. Click on `Help`
2. Click on `Download Wolvenkit.CLI`
3. Save the file in your download folder
4. Extract the files to a folder of your choice (for example `C:\Cyberpunk2077Mod\MLSB_WolvenKit.CLI)`

**Now** we can configure it.

### MLSB: Settings

1. Click `File`
2. Click `Preferences`
3. You will now see the settings dialogue:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-639d82d8906f807c98b86c04e61e510181f327a5%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

* Game folder is [The Cyberpunk 2077 Game Directory](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory)
* Uncook folder / Depot is the folder you have configured in [Wolvenkit's Settings](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#depot-path)
* `Wolvenkit-CLI.exe` is the one you just downloaded

### Building the depot

{% hint style="success" %}
With version 1.68, this is completely optional an you can just [use MLSB](#using-mlsb). Every time you click on a mesh, MLSB will ask you to uncook it. The step below will do everything at once, but can take some time.

Consider [#building-the-microblend-depot](#building-the-microblend-depot "mention")for better material previews, though!
{% endhint %}

1. Open the menu "Build" and select "Repository" to uncook the archives:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-7864808d3e54a5dc1b0ae36d3f488d5da1c2bba4%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

2. Pick what you want to uncook. Especially the environments can take over an hour, so we're only doing the essentials here:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-8c982976e9093c42eef14c857e5bba962ffc61a5%2Fmlsb_uncook.png?alt=media" alt=""><figcaption></figcaption></figure>

3. Click "**Uncook**".
4. **Wait**. Do not interact with the program in any way until the process has finished - especially interacting with the console might just freeze up the entire windows cmd process. This is not MLSB's fault, but due to a Windows standard implementation. There can be a bunch of errors, ignore them.

{% hint style="danger" %}
This process can take some time — if you have selected everything, it can be several hours on slow machines. (You should've listened during step 1, choomba ;))
{% endhint %}

5. When the process is complete, close the Depot Generator window.
6. Optional: if you can't see any changes, press `Ctrl+R` to relaod MLSB.

### Building the Microblend Depot

1. Repeat Step 1 from [#building-the-depot](#building-the-depot "mention"), but select **Microblends** this time
2. In the bottom left corner, hit "Start"
3. Wait.
4. When the process is complete, close the Depot Generator window.
5. Optional: if you can't see any changes, press `Ctrl+R` to relaod MLSB.

That's it, you're done now and can use the [3d viewport](#about-that-3d-viewport)!

## Troubleshooting

### Generic troubleshooting

Close MLSB, then open `%APPDATA%\Mlsetupbuilder\config.json` in a text editor and decrement the version by one (e.g. `1.6.8` => `1.6.7`). This will force MLSB to re-check its settings.

Alternatively, you can also delete the file and reconfigure.

### Generating microblends: \[ 0: Error ] - Please fill in an output path

For MLSB <= 1.6.7, you have to use the exact CLI version you find under `Help` -> `Download Wolvenkit.CLI`

### There's an exception when generating my depot!

Does the progress bar still move? If yes, then you're good - ignore this.

If not, you haven't left your fingers off MLSB and need to start over. Click "Uncook", then go afk until it's done.

If that doesn't help either, it's worth trying Wolvenkit Console's latest [Nightly](https://github.com/WolvenKit/WolvenKit-nightly-releases/releases).

## Video Guides

{% hint style="danger" %}
Please keep in mind that these guides are seriously outdated. If things don't look as expected, check this guide, which is much more up-to-date, or find help on Discord (link in [#introduction-what-is-mlsb](#introduction-what-is-mlsb "mention"))
{% endhint %}

{% embed url="<https://www.youtube.com/watch?v=uCOHjMPvpgc>" %}
Credits to EzioMavericks for the video
{% endembed %}

{% embed url="<https://www.youtube.com/watch?list=PLViyQUe4oow0l-amhDzneys9nzJxyH64n&v=vpT_crK5K1M>" %}
[A playlist by the original author](https://www.youtube.com/playlist?list=PLViyQUe4oow0l-amhDzneys9nzJxyH64n)
{% endembed %}


# The MLSB library search

How does MLSB's tag browser work?

In 1.6.8, the MLSetupBuilder library has been completely overhauled. This page will tell you how to find things there.

The model browser of 1.6.7 has been transformed from a tree with sub-branches into a table with many capability. One of those capability is **tags filtering**.

## How does this work?

{% hint style="info" %}
If you don't care for the theory, skip directly to [#how-do-i-start-using-tags-filters](#how-do-i-start-using-tags-filters "mention")
{% endhint %}

Filtering will only consider an item's name, but not its visual appearance:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-77e1f8f78001586009cd5f528625851ff16f1485%2Fmlsb_tags_guide_1?alt=media" alt=""><figcaption><p>Tags visualization with badges, the one selected in the datas will be like <strong>base,man,massive,head</strong></p></figcaption></figure>

Tags are displayed to the right, but are written text-like in the Database. Every keyword is divided from the other with a <mark style="color:yellow;">**space**</mark>. As the caption says, the selected line tags is written like : **base man massive head**

### Why is this important ?

It is important because there are some rules to this syntax that will help you atomize the search of one model into the 40K+ models paths stored in the Database.\
\
The most important rule is that every model starts with :

* <mark style="color:yellow;">**base**</mark> - for Vanilla Cyberpunk 2077 models
* <mark style="color:yellow;">**PL**</mark> - for Phantom Liberty ONLY models

## How do i start using tags filters ?

In the **Models Library** panel, click on the <mark style="color:yellow;">tags filter</mark> button in the header of the table

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-2f81a0820d4d302f7b3105dcec3aa63e21450efd%2Fmlsb_tags_guide_2?alt=media" alt=""><figcaption><p>Collapsible interface of the tags filter</p></figcaption></figure>

#### Example

Let's say we wanna search only in the models of the **Phantom Liberty** expansion for <mark style="color:yellow;">**man**</mark> models.\
We will add a first condition specifying in the options that our tags *Starts with* the word `PL`

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-7f696f983239eaef5506bca9e435f65a11f8d7a9%2Fmlsb_tags_guide_3?alt=media" alt=""><figcaption><p>filtering Phantom Liberty only models</p></figcaption></figure>

Then we can click on **Add Condition** and specify that the tags need to *Contains* the word `man` with a <mark style="color:yellow;">**space**</mark>**&#x20;before** the word `man`\
The space is NEEDED since the also the keyword <mark style="color:yellow;">**woman**</mark> contain the word <mark style="color:yellow;">**man**</mark>

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-5fd6dccbb1b38a40d50fe489a157a08b98410775%2Fmlsb_tags_guide_4?alt=media" alt=""><figcaption><p>The search will look like this</p></figcaption></figure>

You will see that for every condition you add, the datas will be filtered in realtime.\
You can remove and add tags filtering condition as you like.\
Clicking to the little `x` in the <mark style="color:yellow;">**right upper corner**</mark> of the tags filtering panel you can toggle the panel and access the list you got.

You can combine the tags filtering with the basic search field in the table interface to find what you need.

{% hint style="danger" %}
The basic search field search model by their path in the archives, this means that ALL the part of the path can match a text filter like that.
{% endhint %}

### List of the actual TAGS used with Tags System

* base
* PL
* player
* man
* woman
* child
* big
* fat
* massive
* animals
* gloves
* arms
* head
* item
* legs
* shoes
* torso
* vehicle
* mechanical
* weapons
* firearms
* melee
* explosives
* environment

Details about the keyworks:

* <mark style="color:yellow;">player</mark> identify all those materials that by model name are for sure assigned to the game player
* <mark style="color:yellow;">animal</mark> identify the models related to the Animals Gang member body size

### A more complex example

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-b6f084bd63289b91414c39449926d35a41f676a7%2Fmlsb_tags_guide_5?alt=media" alt=""><figcaption><p>We're searching models in vanilla cyberpunk for fat man that are related to the legs</p></figcaption></figure>

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-09e039c9cddb1caef77072d831de69e8542c06eb%2Fmlsb_tags_guide_6?alt=media" alt=""><figcaption><p>As you can see we got 9 models out of 44.300 for our search</p></figcaption></figure>

Tag filtering ca be combined with the default path search to display only legs models related in this case to <mark style="color:yellow;">**jeans**</mark>

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-831e59d78599e11e9c0229c66c6a4577ea908aaf%2Fmlsb_tags_guide_7?alt=media" alt=""><figcaption></figcaption></figure>


# RedHotTools

psiberx's RedHotTools - a powerful utility for better mod development

## Summary

**Created:** Jun 13 2024 by [mana vortex](mailto:undefined)\
**Last documented edit:** Aug 18 2024 by [mana vortex](mailto:undefined)

This page will give you an overview about psiberx's mod **RedHotTools**, give you an [#installation-guide](#installation-guide "mention"), and link you to more detailed documentation on the sub-pages.

## What does it do?

Integrated with Cyber Engine Tweaks, Wolvenkit and VisualStudio Code, RHT offers an invaluable toolikit for mod developers:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-9f5633e00b70d911cc7da2591776d98f5b204671%2Frht_settings.png?alt=media" alt=""><figcaption></figcaption></figure>

### World Inspector

This CET widget lets you inspect the world around you, as well as the player and their equipment. Read more about it under [RHT: The world inspector](/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/redhottools/rht-the-world-inspector)

### Inspect the player

Via [RHT: The world inspector](/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/redhottools/rht-the-world-inspector#world-inspector-watch-the-player) you can see the player puppet's component in both first and third person, seeing changes to their appearance in real time.

### Ink inspector

This CEt widget lets you inspect the game's interface. Read more about it under [RHT: Ink Inspector](/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/redhottools/rht-ink-inspector)

### Hot Reload

This feature allows reloading mod files without restarting the game. You can use the CET widget to trigger it at any time, or rely on the integration with WolvenKit.

For more information, read [RHT: Hot Reload](/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/redhottools/rht-hot-reload)

#### Script checking

This feature is enabled automatically

* See scripts validation and binding errors
* Prevent game from starting if scripts compilation fails

## Installation guide

### Without a mod manager

You can download RedHotTools on [psiberx's github](https://github.com/psiberx/cp2077-red-hot-tools/releases):

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-93ab970a1a9444c97ff950ae64f04ce5c0ef0eae%2Finstall_redhottools.png?alt=media" alt=""><figcaption></figcaption></figure>

To install it, extract both downloaded files **directly** into your [Cyberpunk 2077 game directory](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory).

### With Mod Organizer 2

Historically, RHT and MO2 have not been officially compatible, which means you cannot test mod changes using Hot Reload if you're using Mod Organizer 2. Fortunately, there's now one documented work-around that is 99% of the functionality that works as-of Cyberpunk 2.31:

1. Starting from a fresh install with no mods manually installed, install your mods (including the ones that say "manual install only") using MO2. That means following [this guide](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/getting-started/mo2-mod-organizer-2#script-extenders-plugin-installation-guide) for MO2 setup.
2. Run your game once and quit normally (if it's a truly clean install, you should get prompted to set up your CET hotkey).
3. You should now have some files in your MO2 Overwrite; let's back those up, as it will contain (among other things) your CET bind. Create an empty mod called "Overwrites", right-click on Overwrite and "Move content to mod..." to your new empty mod. Consider this a backup you can always go back to if installing RHT messes up your install.

<figure><img src="https://github.com/user-attachments/assets/cb9d4359-f3f3-4e49-ae6b-f2dab9b15773" alt="image" height="309" width="201"><figcaption><p>MO2 "Create empty mod"</p></figcaption></figure>

4. Install RHT and RHT Overlay as two separate mods, using "Install mod" on each .zip file downloaded from the [GitHub releases for RHT](https://github.com/psiberx/cp2077-red-hot-tools/releases). Importantly, do NOT install RHT via Wolvenkit's Plugins page (actually make sure it's actively uninstalled)!
5. Now you should be able to use hot reload. Unfortunately, you can't use the Hot Reload shortcut from Wolvenkit, but you can do it manually: While your game is running, move your `.archive` file for your mod (found in `/(your_project)/packed/archive/pc/mod`) into the `/archive/pc/hot` folder. Your `.archive` file will disappear while in that folder, which should mean the game picked up your changes. Each time you make changes to your mod, click Create Zip in Wolvenkit, and drag the `.archive` into the `hot` folder to see them show up immediately!
6. In theory, to keep your install clean, you can clear your Overwrite after each session. But I haven't had any issues with just letting it continue; but if you do run into issues, clear your Overwrite and you should be back to where you were after you set up your Overwrite empty mod in step 3.


# RHT: The world inspector

"I can show you the world"

## Summary

**Created:** Aug 18 2024 by [mana vortex](mailto:undefined)\
**Last documented edit:** Aug 18 2024 by [mana vortex](mailto:undefined)

This page describes RHT's World Inspector, telliung you what you can do with it.

## World Inspector: Inspect

Here, you can inspect world nodes and their properties:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-9c5019a48bd55a86b1b33e16012002a40825d67a%2Frht_world_inspector.png?alt=media" alt=""><figcaption></figcaption></figure>

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-0a0a3bc2455d54a2f31fe82f167ff54eb700aa7b%2Fworld_inspector_show_vendor_id.png?alt=media" alt=""><figcaption></figcaption></figure>

## World Inspector: Scan

Here, you can scan for any nodes around you:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-795acc0d81a886a7879ec3e5ecc7901abb8df79a%2Frht_world_inspector_scan.png?alt=media" alt=""><figcaption></figcaption></figure>

If you expand the node properties, you can simply hide them at run-time, or use the integration with [Removal Editor](https://github.com/justarandomguyintheinternet/CP77_removalEditor) to create permanent preset.

{% hint style="info" %}
To copy the data string from a node (eg: Mesh Resource Path), place your mouse pointer over the text string then hold Shift and press the middle mouse button. This will copy the text string to the clipboard.
{% endhint %}

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-85eaffdc109b8787011d4be1e23f4e4a752074dd%2Frht_toggle_node.png?alt=media" alt=""><figcaption></figcaption></figure>

## World Inspector: Lookup

Reverse search of world nodes and spawned entities by their node IDs (e.g. if you're browsing a sector in Wolvenkit)

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-157552101bc79995538256e5ba569e2fe6ea92db%2Frht_world_inspector_lookup.png?alt=media" alt=""><figcaption></figcaption></figure>

## World Inspector: Watch (the player)

The world inspector's `Watch` tab lets you inspect the player puppet and all of their components at runtime.

{% hint style="info" %}
You can use the information below for AppearanceCreatorMod; check [Submeshes, Materials and Chunks](/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/file-formats/3d-objects-.mesh-files/submeshes-materials-and-chunks) -> [Submeshes, Materials and Chunks](/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/file-formats/3d-objects-.mesh-files/submeshes-materials-and-chunks#acm) for details.
{% endhint %}

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-3ad7545ebff4e90a0a32257557ae280a7c1f8eee%2Frht_world_inspector_watch.png?alt=media" alt=""><figcaption><p>Invaluable for debugging clothing mods!</p></figcaption></figure>


# RHT: Ink Inspector

Analyze Cyberpunk's UI

## Summary

**Created:** Aug 18 2024 by [mana vortex](mailto:undefined)\
**Last documented edit:** Aug 18 2024 by [mana vortex](mailto:undefined)

This page describes RHT's Ink Inspector and tells you how to analyze Cyberpunk's UI

## Ink Inspector: Inspect

This tab lets you see the UI's entire hierarchy.

If you highlight a row, an overlay will appear on the corresponding parts of the screen.

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-eac32057ed2ceab182058cbc6edf22c2b3fe9d6c%2Frht_ink_inspector__inspect.png?alt=media" alt=""><figcaption></figcaption></figure>

## Ink Inspector: Pick

By binding a custom hotkey, you can analyze any widget on the game's default interface:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-8bef3973e2ca0e26182774e480af72b132097913%2Frht_ink_inspector__pick.png?alt=media" alt=""><figcaption></figcaption></figure>


# RHT: Hot Reload

How to hot reload things with RedHotTools

## Summary

**Published:** Aug 18 2024 by [mana vortex](mailto:undefined)\
**Last documented edit:** Aug 18 2024 by [mana vortex](mailto:undefined)

This page describes Red Hot Tools's **Hot Reload mechanism**.

## How it works

Although there is a CET overlay, Hot Reload is fully integrated with Wolvenkit and Visual Studio Code — you don't have to do anything except pushing the right button.

### The theory

As you know, Cyberpunk 2077 loads its mods from `archive/pc/mod`. While you run around in Night City, it will keep them open and use the files inside as it needs them.

{% hint style="info" %}
As far as the game is concerned, the `.archive` files never change.
{% endhint %}

By placing `.archive`s inside the `hot` folder, you put them under the control of RHT, which will add them to the game's internal pool of never-changing content:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-266145e439dabea90814f8f0262cde248d8d84f3%2Frht_hot_reload__file_system.png?alt=media" alt=""><figcaption></figcaption></figure>

### But the folder is always empty!

That's because RHT moves the file into `mods` and splices them into the game's resource pool.

{% hint style="info" %}
Don't worry if your files disappear from `hot`, that means everything is working as intended.
{% endhint %}

### But my changes don't show up!

Red Hot Tools invalidates the game's resources and loads your changes, but things that are already spawned won't be affected. Here is how you can trigger change detection:

* Loading a save (always works)
* Spawning a new copy of your item via CET and equipping that (usually works)
* Despawning and respawning the NPC or world entity you're modifying (usually works)
* Respawn the UI widget (usually works)
* Unequipping and re-equipping your item (sometimes works)

## Integrations

### Wolvenkit

Simply push the "Hot Reload" button in your toolbar:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-74bd63ac02b3943bcfbb56c17025f3511db589d6%2Frht_hot_reload_wolvenkit.png?alt=media" alt=""><figcaption></figcaption></figure>

### Visual Studio Code

You can download the RHT plugin `red-hot-vscode-x.x.x.vsix` from [github](https://github.com/psiberx/cp2077-red-hot-tools/releases/):

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-05df5d86c7fe599da0f50670006b2e04d3ce553e%2Frht_vscode_github.png?alt=media" alt=""><figcaption></figcaption></figure>

Install the extension via Extension Manager's `...` menu (`Install from VSIX...`) and restart VScode.\
Now you can see the following actions:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-e4b32909528df52e91a591dd85e2a5a0e3289e65%2Frht_vscode.png?alt=media" alt=""><figcaption><p>You can open the Commands palette by pressing <code>Ctrl+Shift+P</code></p></figcaption></figure>

## The CET overlay

Hot Reload is integrated with [Cyber Engine Tweaks](https://wiki.redmodding.org/cyber-engine-tweaks/). Depending on your workflow, you don't need these buttons.

### Archives

Here, you can manually trigger a reload of archive extensions (read: `.xl` files).\
You only have to do this if you edit an .xl file in `archive/pc/mods`.

{% hint style="warning" %}
Pushing the button will not reload `.archive` files. RHT will do that automatically by watching the `hot` folder.
{% endhint %}

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-fef1b095b5d09db9ca61ee33616d63e5d41eeeee%2Frht_hot_reload__archives.png?alt=media" alt=""><figcaption></figcaption></figure>

### Scripts

Here, you can manually trigger a reload.

*You can do this via by running "Hot Reload Scripts" from Visual Studio Code*

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-fd94c907d2bef836a8407d3f0cd7338b93181c48%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

### Tweaks

Here, you can manually trigger a reload.

*You can do this via by running "Hot Reload Scripts" from Visual Studio Code*

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-47963339d73ea0b4ef1bceecfcc1f93c7279f868%2Frht_hot_reload__tweaks.png?alt=media" alt=""><figcaption></figcaption></figure>


# REDmod for mod devs

Using Redmod to create mods.

## Summary

**Last documented edit:** Sep 07 2024 by [mana vortex](mailto:undefined)

This page tells you how to use REDmod for **mod creation**.

### Wait, that's not what I want!

* If you want to know what REDmod does, check [here](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod#if-i-use-it-what-do-i-gain)
* If you're a mod user, check the [REDmod](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod) page in the Mod Users section

## What is REDmod? (Developer version)

REDmod is a command line tool developed by CDPR and Yigsoft, which allows us to interact with game files in a variety of ways.

Modules for mod creators:

```
resource-export  - Export REDengine files to raw format for editing
resource-import  - Import raw files to REDengine formats for use in your mod
animation-import - import .re animation files to an animset
util-hash        - Hashes paths/string with given hash algorithm
help             - Displays helpful info about the other avaliable modules (use -h or -help on any command)
```

## Folder Structure

When creating a REDmod, there is a certain file structure that you need to follow to ensure that it can be used by others. You will want to have a folder that is the name of the mod and in this folder you will have a file named `info.json.` Whether you are doing [Animation Modding](#animation-modding), [Script Modding](#script-modding), [TweakDB Modding](#tweakdb-modding), [Audio Modding](#audio-modding), or other mods (archive mods), you will also need to have at least *one* subfolder for the mod files to go into. This subfolder should be located on the same level as the `info.json` file, and be nested directly inside the folder with the mod name.

An example REDmod might look something like this:

```
 * root_folder
 * | -📁 mods
 * | |-📁 <Mod Name>
 * | | |-📁 archives
 * | | |-📁 scripts
 * | | |-📁 tweaks
 * | | |-📁 customSounds
 * | | |-📄 info.json
```

When sharing you mod, you would package the folder that is the name of the mod. You could also package the mods folder with the "mod folder", but it is not necessary and it is assumed one might have other mods in their `mods` folder anyways.

### info.json

For a REDmod to be recognized and loaded by the game engine, you must include an `info.json` file. This file sits in the root folder of the mod's folder at the same level as the subfolders containing your modded files. There are two required entries and a few optional entries that can be in this json file. At minimum a `name` field and a `version` field are needed:

```json
{
    "name": "MODNAME",
    "description": "Description for the mod.",
    "version": "1.0.0",
    "customSounds":    [ ]
}
```

In the above:

* The `name` field is the mod's name and should generally be the same as the folder the `info.json` file sits in.
* The `version` field is the mod's version. The version should generally use "Semantic Versioning"
* The `description` field is optional for *all* mods, but it is generally suggested one should include it so other tools have something to display for a given mod.
* The `customSounds` field is semi-optional. It *is* required for [Audio Modding](#audio-modding).

> INFO - Semantic Versioning is a method of versioning where each number gives meaning for a release based on their position. It uses the format `MAJOR.MINOR.PATCH` where a `MAJOR` release change is one which will break workflows, `MINOR` could break a workflow but is generally safe and might introduce deprecations, and a `PATCH` is a small non breaking change that all users on the same `MAJOR` and `MINOR` can update to without any issues.


# Exporting Resources to Raw Formats

REDmod can export .mesh, .w2mesh, .xbm, rsvg and .svg files using the resource-export command.

`redmod resource-export -depot=<depot> -input=<resource-path> -output=<file> -<optional parameters>`

PARAMETERS

```
    -depot=<depot>                  - directory-path to the depot (e.g. "C:\depot")

    -input=<resource-path>          - resource path of the file to export (relative to depot)

    -output=<file>                  - absolute path to the output file
```


# Exporting .mesh/.w2mesh

Using REDmod to export .mesh and .w2mesh files to .fbx format

Optional Parameters for meshes

```
-lod=<uint>           - Defines mesh's lod to be exported
-mesh-skinning=<bool> - export skinning (armature data) default is false
```

Example Command:

{% code overflow="wrap" %}

```
redmod resource-export -depot="M:\" -input="base\test\example.mesh" -output="M:\base\test\example.fbx" -lod=1 -mesh-skinning=true
```

{% endcode %}

{% hint style="info" %}
You can also export to .fbx with REDmod through the Wolvenkit GUI!
{% endhint %}


# Exporting .xbm

REDmod can export REDengine .xbm files to several raw formats for editing.

dds: DirectDraw Surface bmp: Windows Bitmap jpg: Joint Photographics Experts Group tga: Truevision Targa png: Portable Network Graphics

XBM PARAMETERS

```
    -bitmap-mipmap=<uint>           - mipmap selection

    -bitmap-source=<bool>           - export uncooked file (default = false)

    -bitmap-flip=<bool>             - flip texture (default = false)

    -bitmap-gamma=<bool>            - forced gamma setting (default = false)
```

{% code overflow="wrap" %}

```
redmod resource-export -depot="M:\" -input="base\test\example.xbm" -output="M:\base\test\example.png" -bitmap-flip=true
```

{% endcode %}

{% hint style="warning" %}
you can also export textures using the wolvenkit gui (recommended)
{% endhint %}


# Importing Raw Files to REDengine

using the import and resource-import commands

```

redmod resource-import -depot=<depot> -input=<relative path to file to be imported> -output=<absolute path to the new redengine file>
```

Redmod can be used to import a large variety of files into REDengine formats for use in your mods.

<table><thead><tr><th>Red Engine Format</th><th>Raw Format</th><th data-hidden></th></tr></thead><tbody><tr><td>.fnt (font)</td><td><p>.ttf: TrueType font</p><p>.otf: OpenType font</p><p>.cff: Compact Font Format</p></td><td></td></tr><tr><td>.regionset (Texture Region Set)</td><td>.json: Texture region set definition.</td><td></td></tr><tr><td>.mesh (Mesh)</td><td><p>.xml: Speed Tree XML Resource File .smd: Source Mesh Data</p><p>.fbx: Autodesk FBX</p></td><td></td></tr><tr><td>.curveset (Curve Set)</td><td>.csv Comma Separated Value Table</td><td></td></tr><tr><td>.mlsetup (MultiLayer Setup file)</td><td>.json: MultiLayer Setup JSON File .mlsetup: MultiLayer Setup File</td><td></td></tr><tr><td>.genericanimdb (Generic anim database)</td><td>.csv: csv file</td><td></td></tr><tr><td>.cubemap (Cubemap)</td><td><p>.dds: DirectDraw Surface</p><p>.bmp: Windows Bitmap</p><p>.jpg: Joint Photographics Experts Group .tga: Truevision Targa</p><p>.png: Portable Network Graphics</p><p>.exr: OpenEXR</p></td><td></td></tr><tr><td>.rig (Rig)</td><td>.re CDPR proprietary format</td><td></td></tr><tr><td>.ies (IES Light Profile Data Resource)</td><td>.ies: IES light profile</td><td></td></tr><tr><td>.mlmask (Multilayer Mask)</td><td><p>.tiff: Tagged Image File Format</p><p>.tif: Tagged Image File Format</p><p>.json: JSON</p></td><td></td></tr><tr><td>.rsvg (SvgResource)</td><td>.svg: SVG Resource definition file</td><td></td></tr><tr><td>.xbm (Bitmap Texture)</td><td><p>.dds: DirectDraw Surface</p><p>.bmp: Windows Bitmap</p><p>.jpg: Joint Photographics Experts Group .tga: Truevision Targa</p><p>.png: Portable Network Graphics</p><p>.tiff: Tagged Image File Format</p><p>.tif: Tagged Image File Format</p><p>.exr: EXR</p><p>.cube: Cube LUT</p></td><td></td></tr></tbody></table>


# Importing Animations

redmod import -gameRoot=\<depot> -inputPath=\<file> -animset=\<resource-path>  \[options]

## Synopsis

```md
Arguments:
  -gameRoot=<depot>
  -inputPath=<file>
  -animset=<resource-path>

Options:
  -outputPath=<resource-path>
  -animationRename=<name>
  -h, --help 
```

## Description

The `import` command imports an `.re` animation file into an existing `.anims` animation set file.

Optional parameters include specifying an existing animation name to rename inside the animset file (otherwise the filename of the `.re` animation file is used) or specifying a different output path (default is overwrite).

> INFO - It is best to name `.re` animation correctly even if you replace an existing animation, because the imported animation will always have the filename of the `.re` file.

## Arguments

* **`-gameRoot=<path>`**

  directory-path to the depot for animset and output (e.g. `C:\modding\depot`)

> INFO - this is the base depot from which relative \<resource-paths> are loaded

> INFO - You need to have the `.rig` file used by the `.anims` animationset present in your depot path.

* **`-inputPath=<file>`**

  absolute path to the animation `.re` file
* **`-animset=<resource-path>`**

  resource .animset file to use

> INFO - resource path must start with `base\` (e.g. `base\animations\npc\generic_characters\male_average\open_world\generic_male_average__stand__rh_cane_lh_cigar__01.anims`)

## Options

* **`-outputPath=<resource-path>`**

  resource `.anims` file name to write, default is to overwrite the input animset (resource path must start with `base\`)
* **`-animationRename=<name>`**

  parameter representing the old name of animation to be replaced by the new animation (default is the filename of the `.re` animation file)

> INFO - the imported animation will always have the filename of the `.re` file even if you specify the animationRename parameter.

* **`-?|-h|--help`**

  Prints out a description of how to use the command.

## Examples

* **`redmod import -gameRoot="E:\modding\depot" -input="E:\raw files\animtest1\macarena_long (1).re" -animset=base\animations\npc\generic_characters\male_average\open_world\generic_male_average__stand__rh_cane_lh_cigar__01.anims -output=base\out\new_test.anims -animationRename=stand__rh_cane_lh_cigar__01__smoke__02"`**

  Imports the animation file `E:\raw files\animtest1\macarena_long (1).re` into the animset file `E:\modding\depot\base\animations\npc\generic_characters\male_average\open_world\generic_male_average__stand__rh_cane_lh_cigar__01.anims` and replaces the animation with the name **stand\_\_rh\_cane\_lh\_cigar\_\_01\_\_smoke\_\_02** with the name **macarena\_long (1)**. The result is saved to to `E:\modding\depot\base\out\new_test.anims`.


# Animation Modding

### Animation Modding - WolvenKit Integration

The REDmod animation import tool can be used as a Plugin in [WolvenKit](https://github.com/WolvenKit/Wolvenkit).

* Add the `.re` animation file you wish to import to your **/Raw** folder in your mod project
* Add the `.anims` animation set file from the game with the *Asset Browser*
* Click View > Import/Export tool
* In the Import/Export tool, navigate to *Import*: a list of all `.re` animation file in your **/Raw** folder will appear
* Double click the entry to change the import options:
  * Select the `.anims` animation set file to import from the dropdown
  * Select the *animation name* you wish to override from the dropdown
* Click *process*

> INFO - It is best to name `.re` animation correctly even if you replace an existing animation, because the imported animation will always have the filename of the `.re` file.

> INFO - You need to have the `.rig` file used by the `.anims` animationset present in your WolvenKit project.

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-5c4fc7dff2637699ef613cd0ef1525539211851d%2FWolvenKit_animationmodding.jpg?alt=media&amp;token=a42dd4ee-67ba-4317-aaf5-3c4bf2886fbc" alt=""><figcaption></figcaption></figure>

### Animation Modding - Manually

> See also: **Import Command**

The `import` command imports an `.re` animation file into an existing `.anims` animation set file.

Optional parameters include specifying an existing animation name to rename inside the animset file (otherwise the filename of the `.re` animation file is used) or specifying a different output path (default is overwrite).

> INFO - It is best to name `.re` animation correctly even if you replace an existing animation, because the imported animation will always have the filename of the `.re` file.

> INFO - You need to have the `.rig` file used by the `.anims` animationset present in your depot path.


# Script Modding

To make a script mod in REDmod:

1. make a new mod and create a new folder here: `<Cyberpunk 2077>/mods/MODNAME/scripts`
2. copy the `.script` file(s) you want to change from `<Cyberpunk 2077>/tools/redmod/scripts`:exclamation: *preserving the folder structure!*
3. add an `info.json` file to `<Cyberpunk 2077>/mods/MODNAME/scripts` with some mod info

```json
{
    "name": "MODNAME",
    "description": "Description for the script mod.",
    "version": "1.0.0",
    "customSounds":    [ ]
}
```

:white\_check\_mark: Done. To test, launch the game with REDmod.


# REDmod: Tweaks

To make a tweak mod in REDmod:

1. make a new mod and create a new folder here: `<Cyberpunk 2077>/mods/MODNAME/tweaks`
2. copy the `.tweak` file(s) you want to change from `<Cyberpunk 2077>/tools/redmod/tweaks` :exclamation: *preserving the folder structure*!
3. add a `info.json` file to `<Cyberpunk 2077>/mods/MODNAME/tweaks` with some mod info

```json
{
    "name": "MODNAME",
    "description": "Description for the tweak mod.",
    "version": "1.0.0",
    "customSounds":    [ ]
}
```

:white\_check\_mark: Done. To test, launch the game with REDmod.


# Audio Modding: Redmod

Redmod allows you to add new and edit existing audio events.

## Summary <a href="#summary" id="summary"></a>

**Last documented update:** July 18 2025 by [Lizzie Kieser](mailto:undefined)

REDmod allows you to add new and override existing audio events. Note that any events added or overridden will use a different Wwise event, removing any special parameters and Wwise logic attached (e.g. overriding a gun sound event will result in it no longer receiving time-dilation effects processing).

This will not override `.wem` files; it will instead override audio events, which are what use `.wem` files. That way, you can override events that layer or randomize between multiple sounds without manually altering each sound.

### Audio Modding - WolvenKit Integration

The REDmod sound import tool can be used in a [WolvenKit](https://github.com/WolvenKit/Wolvenkit) project.

* Add the `.wav` sound files you wish to import to your `/customSounds` folder in your mod project
* Click Tools > *Sound Modding Tool*
* In the Sound Modding Tool, choose which event to mod from the list of game sound events
* Adjust the [parameters](#parameters) in the bottom right
* Click *Save*

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-4f36b304a8f56f1a5c6060dffdf24ba377143a04%2FWolvenKit_soundmodding.jpg?alt=media&amp;token=606aeb39-672b-4567-8639-89f116924833" alt=""><figcaption></figcaption></figure>

### Audio Modding - Manually

Place raw `.wav` audio files inside `<Cyberpunk 2077>/mods/<name>/customSounds`. Include a **info.json** file with your mod (`<Cyberpunk 2077>/mods/<name>/info.json`) where you sepcify how to use your custom sounds. You may use nested folders with `\\` (see last entry in example).

#### Example

```json
{
  "name": "newmodtest",
  "version": "1.0.0",
  "customSounds": [
    {
      "name": "amb_bl_eq_medical_electronics_small",
      "type": "mod_skip"
    },
    {
      "name": "w_gun_revol_power_overture_fire_suppressor",
      "type": "mod_skip"
    },
    {
      "name": "w_gun_npc_dian_reload",
      "type": "mod_sfx_2d",
      "file": "are_you_sure_about_that.wav",
      "gain": 1.0,
      "pitch": 0.1
    }
    {
      "name": "my_new_sound",
      "type": "mod_sfx_room",
      "file": "mysounds\\new_sound.wav",
      "gain": 0.4,
      "pitch": 0.05
    },
  ]
}
```

### Parameters

* **name** - `String` The game audio event to override.
* **type** - `String` The sound type. Options are:
  * **mod\_skip**: Do not play this sound event
  * **mod\_sfx\_2d**: Will be played without any positions / attenuation
  * **mod\_sfx\_city**: Has a longer attenuation that is suitable for city sounds
  * **mod\_sfx\_low\_occlusion**: Has a long attenuation that isn't occluded much e.g. a VO or quest sound that you don't want to be muffled
  * **mod\_sfx\_occlusion**: Medium attenuation with normal occlusion
  * **mod\_sfx\_radio**: Needs to be tuned to a broadcast channel (e.g. radio)
  * **mod\_sfx\_room**: Has a shorter attenuation suitable for something that can be heard across a room
  * **mod\_sfx\_street**: Has a medium attenuation, good for something to be heard down a street
  * **mod\_sfx\_ui**: For menu and UI sound replacement
* **file** - `String` The `.wav` file to use (inside `/customSounds`)
* **gain** - `Float` How loud the sound is; ranges from 0 to 1.
* **pitch** - `Float` The amount of pitch variance applied to the sound; ranges from 0 to 1.


# Tools, scripts and plugins

Commonly Used Tools and scripts for creating the best mods

## Tools

### red4-conflicts

Check a folder with .archive files for conflicts (which files modify the same resource)

1. Download from [Fuzzo's github](https://github.com/rfuzzo/Cyberpunk-utility/releases/tag/red4c-v0.1)
2. Extract somewhere
3. call via command line: `red4-conflicts.exe "c:\Path\to\Cyberpunk 2077\archive\pc\mods"`
4. Profit

### SoundDB

Web tool allowing you to search for **voice-overs**, **music** and **sound effects** of the game.\
Available on <https://sounddb.redmodding.org/>.

See the Finding audio page for a usage guide:

{% content-ref url="/pages/HBH5VN4aEPZZEjOw10Jy" %}
[Finding an audio file](/cyberpunk-2077-modding/modding-guides/sound/finding-an-audio-file)
{% endcontent-ref %}

### Python Helper Scripts

Create Inkatlas files, error checking and more.

<https://github.com/DoctorPresto/Cyberpunk-Helper-Scripts>

## Blender

### Blender Plugins

|                                                                               |                                                                                    |
| ----------------------------------------------------------------------------- | ---------------------------------------------------------------------------------- |
| [Import with material](https://github.com/WolvenKit/Cyberpunk-Blender-add-on) | for WKit export "With Materials"                                                   |
| [TexTools](https://github.com/SavMartin/TexTools-Blender)                     | <p>Justifies UVs, generation of hair cards<br><em>Mesh has to be in quads</em></p> |

### Blender Scripts

|                                                                                                          |                                             |
| -------------------------------------------------------------------------------------------------------- | ------------------------------------------- |
| [Merge armatures (rigs)](https://github.com/Simarilius-uk/CP2077_BlenderScripts/blob/main/Merge_rigs.py) | Ctrl+J only works if they don't share bones |


# Savegame Editor: CyberCAT

How the savegame editor works

## This is the documentation for the [CyberCAT save editor](https://www.nexusmods.com/cyberpunk2077/mods/718).

{% hint style="danger" %}
Using the save editor puts you at risk of **creating a bricked savegame**. This means that the save will still load in Cyberpunk, but certain things in the game are broken (e.g. quests are stuck or won't trigger).

If your savegame crashes on load, please check the [#troubleshooting](#troubleshooting "mention") section.
{% endhint %}

## Version Compatibility

CyberCAT is version dependent. If you want a savegame to load with a certain version of the game, you must use the compatible version of CyberCAT.

| Game Version          | CyberCAT version |
| --------------------- | ---------------- |
| 2.1.1                 | >= 0.27d         |
| 2.0 / Phantom Liberty | >= v0.26         |
| 1.63\_hotfix1         | ???              |

## Usage Instructions

On Windows, save games are stored in

```
%USERRPROFILE%\Saved Games\CD Projekt Red\Cyberpunk 2077
```

1. Import your savegame
2. Make the necessary changes
3. Export your savegame again. Save it **in the same folder**.

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-c1251ff0ad9dd7eefde97430caf6524eb8ed5792%2Fcybercat_save_editor.png?alt=media" alt=""><figcaption></figcaption></figure>

### Appearance Presets

After loading a save, you can export V's appearance as a preset from the **Appearance** tab. This will create a `v2preset` file, which you can import via `Load Preset`.

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-2fd0d15803b6414fdcfe10f57f36124601fec75a%2Fcybercat_appearance_editor.png?alt=media" alt=""><figcaption></figcaption></figure>

### Adding items

You can add items from the Inventory tab or edit existing items by double-clicking on them.

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-86cdde28e9f52c78db48f90974ca8931c9702c88%2Fcybercat_adding_items.png?alt=media" alt=""><figcaption></figcaption></figure>

* Switch inventories in the upper right corner
* Edit items by double-clicking them
* Add new items by using the corresponding button

In the Add Item tab, you can use the dropdown to search the item's base ID. If that doesn't help you, check the top sections of our wiki page [Spawn Codes (BaseIDs/Hashes)](/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/equipment/spawn-codes-baseids-hashes) on how to find a specific item.

### Quest Facts

CyberCAT lets you edit quest facts:

{% hint style="danger" %}
This is an excellent way to brick your savegame forever. Make a backup. You have been warned. (Check [here](/cyberpunk-2077-modding/modding-guides/quest#quest-editing-risks-and-side-effects) for an explanation)
{% endhint %}

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-b8e79f9d299e9e8009ad297d13828469a23cdd45%2Fcybercat_questfacts.png?alt=media" alt=""><figcaption></figcaption></figure>

### Quest editing: Risks and side effects

While you progress through the main story, Cyberpunk will log your progress by setting `quest facts`. These are not standardized and will only be checked under specific circumstances, usually when the game is about to trigger the next stage of a quest or event.

**Once that moment has passed, there is&#x20;*****no*****&#x20;way to re-trigger it other than loading an earlier save.** This is not an issue of tooling, it's simply due to how Cyberpunk's quest system works.

#### Can I Change the Outcomes of Quests?

Unfortunately, no. Quest state data is currently not editable with the save editor and there are currently no plans on implementing it.

#### Can Quest Facts Affect Past and/or Future Quests?

Past: no. Future: *Maybe.* Almost all quest facts will at best do nothing by setting or changing them and more commonly will break your quest system. There are **very few** that will work and most are dependent on when they're set.

#### What Can I Do to Change the Outcome of a Quest?

Your only option is to reload from a previous save and make better choices. If only life worked the same way.

#### I Really, Really, Really Want to Set a Quest Fact. What Can I Do?

While the save editor currently supports setting them, we recommend using CET commands if you must go down that route. The [CET command list](https://1drv.ms/x/s!ArM35g0UkWjvjcVPT-fhFPPCZUfDLw?e=BOxScl) contains *some* that *might* work in very few instances. Again, most of these are not supported and are highly dependent upon when they are set.

## Known Issues

* Appearance editor is disabled until its fully fixed.
  * Only gender and voice tone can be changed.
  * Loading / Saving of presets still works
* Item additions might not fully work yet

## Troubleshooting

### Folder structure

Make sure that you export to a savegame folder. They contain the following files:

* metadata.9.json
* sav.dat
* screenshot.png

CyberCAT needs those files to correctly export the savegame.

### Asking for support

{% hint style="info" %}
Please keep in mind that **nobody is paid** to work on this tool — CyberCAT is maintained by volunteers **in their free time**.
{% endhint %}

Once you have exhausted all other means of support, you can find help in `#save-editing` on the [Wolvenkit Discord](https://discord.gg/redmodding). Please have the following things handy:

* [ ] The original save (before you edited it)
* [ ] The altered (damaged) save
* [ ] A description of what you did, as concise as possible
* [ ] The error.txt (if you have one)


# Modding Tools: Archived

Archived documentation for tools we no longer actively use

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-6ccaaea00a9187d4f3c006940931ae79eebf6fa0%2Fwarning_outdated_info.png?alt=media" alt=""><figcaption></figcaption></figure>


# 010 Editor (ARCHIVED)

What is 010 Editor?

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-6ccaaea00a9187d4f3c006940931ae79eebf6fa0%2Fwarning_outdated_info.png?alt=media" alt=""><figcaption></figcaption></figure>

We can now use Wolvenkit's [File Editor](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor/file-editor), and hex editing has become obsolete. As of April 2026, you shouldn't have to use a hex editor – ever.

If you find that you have to do this anyway, please create a [ticket on github](https://github.com/WolvenKit/WolvenKit/issues) so that we can tech this away..

## Overview

![010 Editor with CP77\_CR2W template file](https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-1438f1e011692f6f70ae33a61b7e31cdc2ebf999%2F010_default_UI.png?alt=media)

010 Editor is a generic hex editing software which is capable of reading and writing REDengine W2RC files. A custom template for the 010 Editor created by @alphaZomega must be used to parse game files as human-readable.

## Download

The 010 Editor can be downloaded from Sweetscape's website

{% embed url="<https://www.sweetscape.com/010editor/>" %}

#### 010 Editor Template for Cyberpunk 2077

alphaZomega's CP77\_CR2W\.bt 010 template can be downloaded from the following link: [https://www.mediafire.com/file/udqqvb4yz1xpuka/CP77\_CR2W\_v0.51.zip](https://www.mediafire.com/file/udqqvb4yz1xpuka/CP77_CR2W_v0.51.zip/file)

## Setup

1. Install 010 Editor and run it.\\
2. install alphaZomega's template by navigating to Templates > View Installed Templates, then click Add and add CP77\_CR2W\.bt.\\
3. Navigate to your Cybeprunk 2077 installation, locate the *`oo2ext_7_win64.dll`* file, then copy and paste the DLL to the same location as the BT template file.

## Scripts

### Unkarkify and Rebuild

Unpack and pack the compressed "KARK'd" data within a CP77\_CR2W file

### Erase

Deletes an entire name and value's worth of a section inside the aforementioned formatted file

### changeMatHdrs

Changes all the Material headers' numbers inside a file to be a universal one with zero offsets

### insertMatHdrs

Creates a new material header inside a file


# Noesis (ARCHIVED)

What is Noesis?

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-6ccaaea00a9187d4f3c006940931ae79eebf6fa0%2Fwarning_outdated_info.png?alt=media" alt=""><figcaption></figcaption></figure>

Current workflows do not use Noesis anymore. See [WKit Blender Plugin: Import/Export](/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/wolvenkit-blender-io-suite/wkit-blender-plugin-import-export#meshes) for up-to-date documentation.

## Introduction

![Noesis' UI with CP77 python plugin](https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-6367f125fd35dedb2a47248308e39de88c769996%2FNoesis_DefautUI.png?alt=media)

*From the website:* Noesis is a tool for previewing and converting between hundreds of model, image, and animation formats. It utilizes a robust plugin system, with support for native extension modules and Python scripts.

Noesis is considered one of Cyberpunk 2077 Modding's cornerstones for its ability to open .mesh files and convert it into a wide variety of other 3d file extensions (like GLB and FBX) thanks to alphaZomega's CP77 Python script that makes that possible.

## Download

### Noesis

Download Noesis from Rich Whitehouse's website\
<https://richwhitehouse.com/index.php?content=inc_projects.php>

### alphaZomega's CP77 Python plugin

Download the plugin from here\
[https://www.mediafire.com/file/uhc9d68mvj7oqj6/fmt\_CP77mesh\_1.6.zip](https://www.mediafire.com/file/uhc9d68mvj7oqj6/fmt_CP77mesh_1.6.zip/file)\\

## Setup

After installing Noesis, put the fmt\_CP77mesh.py file in the python folder located inside the plugins folder, and make sure that *`oo2ext_7_win64.dll`* is placed next to the plugin in folder.

## Basic export/import process

### Exporting

![Noesis' export UI](https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-06f30d17aea6dce28801fa18b93ea6922eb28866%2FNoesis_ExportUI.png?alt=media)

Open your .mesh file in Noesis64.exe, then right click on it inside the app and press Export, from there you will be given file extensions to export into, .FBX is the go-to for any usual process and for easier importing into 3D Apps like Blender and 3DS Max.

Same goes for .xbm files.

### Importing

![Noesis' Import UI](https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-d5338e6f1f4543dba1928f4ee3733e465b25063d%2FNoesis_ImportUI.png?alt=media)

Open your 3d file (like .fbx or .glb) in Noesis64.exe, export and select **.mesh - CyberPunk 2077 mesh \[PC]**, when a dialogue box shows up browse and select the .mesh file that is appropriate for your import(for example if it was a shirt you'd probably export over .mesh files that has shirts in them), then click OK.


# References, lists and overviews

A list of look-ups

In this section, you can look up information like "what is the material name for skin color type 3 again" or "where are the Mantis blade arms".

Detailed information should go in other sections and be interlinked.

## Wait, this is not what I want!

* You can find a list of [Spawn Codes (BaseIDs/Hashes)](/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/equipment/spawn-codes-baseids-hashes) under the link


# Assets explained

## What is an asset?

An asset is a specific, objectified concept in the game that can be highly detailed like a blade of grass, or larger like a building, or intangible like sound effects. Unity defines an asset as, "Shorthand for anything that goes into a video game – characters, objects, sound effects, maps, environments, etc."

Every asset is defined in a set of [normalized](https://en.wikipedia.org/wiki/Database_normalization) asset files that describe its relationship to the game, other assets, and itself.

## Visual Asset-Related File Formats

The following list contains file formats that are used to compose visual assets such as vehicles and weapons.

{% hint style="info" %}
The community-devloped tool **WolvenKit** can be used to browse game archives and extract game files.\
\
[Learn more](https://wiki.redmodding.org/wolvenkit/)
{% endhint %}

### MESH

3d models

### XBM (images and Textures)

2d textures mapped onto meshes, advertisements, or any other game asset that uses an image in the game.

### APP (appearance)

Sets up appearances for assets such as NPCs and vehicles referenced by [**entity files**](#ent-entity)

### BK2 (Videos)

[**Bink 2**](https://www.radgametools.com/bnkdown.htm) file format (.bk2) that us used for any videos in game (Televsion, quest overlays, or some billboards)

### ENT (entity)

Parent file for most visual assets which is directly linked by the [**Tweak DB**](/cyberpunk-2077-modding/for-mod-creators-theory/tweaks/tweaks#what-is-the-tweak-db)

### HP (hair profile)

Color ramp data to set colors for meshes using the hair [**shader**](/cyberpunk-2077-modding/for-mod-creators-theory/materials/shaders)

### MI (material instance)

Instanced shaders for mesh materials

### MLMASK (multilayered mask)

Mask component of the [**Multilayer supershader**](/cyberpunk-2077-modding/for-mod-creators-theory/materials/multilayered)

### MLSETUP (multilayered setup)

Material setup component of the [**Multilayer supershader**](/cyberpunk-2077-modding/for-mod-creators-theory/materials/multilayered)

### MLTEMPLATE (multilayered template)

Pre-defined tiling surface component of the [**Multilayer supershader**](/cyberpunk-2077-modding/for-mod-creators-theory/materials/multilayered)

### MT (material template)

Base shader files for REDengine

***

## Visual Asset Graphs

#### Vehicles

![](https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-a0b1944bb2bd6ca89d937c1e7763b9b1f667b239%2FCP2077%20Vehicle%20Example.svg?alt=media)


# Cheat Sheet: Character Creator

Character creator options and their values

## Summary

**Created:** Sep 01 2024 by [mana vortex](mailto:undefined)\
**Last documented update:** Jan 23 2025 by @nutboy

This page lists various properties of the character creator. Use the Table of Contents or your browser's search (Hotkey: `Ctrl+F`) to quickly find what you're looking for.

Please note that this page lists **appearances** and **colours**. For **mesh paths**, please check [Cheat Sheet: Head](/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-head)

{% hint style="info" %}
You can use [NoraLee's NPV part picker](https://noraleedoes.neocities.org/npv/npv_part_picker) to find the correct appearances. As of July 2025, it is not up-to-date with the new appearances that were added with 2.2.
{% endhint %}

## List of CC options in order

| Option                                      | Value            | Option (continued)                        |                             |
| ------------------------------------------- | ---------------- | ----------------------------------------- | --------------------------- |
| [Skin tone](#skin-tones)                    | 1-12             | [Eye Makeup Color](#eye-make-up)          |                             |
| Skin type                                   | Compexion: 01-04 | [Lip Makeup Style](#lip-makeup)           | off, default, glossy, matte |
| [Hairstyle](#hairstyle)                     | 1-51             | [Lip Makeup](#lip-makeup)                 | 01-20                       |
| [Hair color](#hair-colour)                  |                  | [Lip Makeup Color](#lip-makeup)           |                             |
| Eyes                                        | 1-22             | [Cheek Makeup](#cheek-makeup-style)       | off, 1-14                   |
| [Eye color](#eye-colour)                    |                  | [Cheek Makeup Color](#cheek-makeup-color) |                             |
| Eyebrows                                    | off, 1-11        | [Blemishes](#blemishes)                   | off, 01-03                  |
| [Eyelash color](#hair-colour)               |                  | [Blemish Color](#blemish-color)           |                             |
| Nose                                        | 1-22             | Nails                                     | long, short                 |
| Mouth                                       | 1-22             | [Nail Color](#nail-color)                 |                             |
| Jaw                                         | 1-22             | Chest (f only)                            | default, small, big         |
| Ears                                        | 1-22             | Nipples                                   | off, 1-3                    |
| [Cyberware](#cyberware)                     | off, 1-8         | Body Tattoos                              | off, 1-5                    |
| [Facial Scars](#facial-scars-and-submeshes) | off, 1-9         | Body Scars                                | off, 1-2                    |
| Facial Tattoos                              | off, 1-11        | Genitals                                  | off, vagina, penis1, penis2 |
| Piercings                                   | off, 1-14        | Penis Size                                | default, small, big         |
| [Piercing Color](#piercing-color)           |                  | Public Hair Style                         | off, 1-5                    |
| Teeth                                       | 0-4              | [Pubic Hair Color](#hair-colour)          |                             |
| [Eye Makeup](#eye-make-up)                  | off, 1-20        |                                           |                             |

## Skin tones

{% hint style="info" %}
See [Cheat Sheet: Head](/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-head)-> [Cheat Sheet: Head](/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-head#head-material-instances) for the corresponding files
{% endhint %}

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-392cc889d4888e529e5ce49a3ce72a06ea450e91%2Fcharacter_creator_skin_tones.jpg?alt=media" alt=""><figcaption><p>Keep reading for a textual list (compiled by <strong>wolv)</strong></p></figcaption></figure>

**Bold** options are unique to V and not shared with NPCs

<table><thead><tr><th width="85"></th><th></th><th width="83"></th><th></th></tr></thead><tbody><tr><td>1</td><td>01_ca_pale</td><td>7</td><td><strong>03_ca_senna_01_honey</strong></td></tr><tr><td>2</td><td><strong>01_ca_pale_00_warm_ivory</strong></td><td>8</td><td><strong>03_ca_senna_02_band</strong></td></tr><tr><td>3</td><td>02_ca_limestone</td><td>9</td><td>04_ca_almond</td></tr><tr><td>4</td><td><strong>02_ca_limestone_00_beige</strong></td><td>10</td><td><strong>04_ca_almond_00_umber</strong></td></tr><tr><td>5</td><td>03_ca_senna</td><td>11</td><td>05_bl_espresso</td></tr><tr><td>6</td><td><strong>03_ca_senna_00_amber</strong></td><td>12</td><td>06_bl_dark</td></tr></tbody></table>

## Lip Makeup

{% hint style="info" %}
For a mod fixing various mix-ups in the character creator, see [here](https://www.nexusmods.com/cyberpunk2077/mods/6788).
{% endhint %}

Lipstick colours and styles are sorted in (more or less) ascending order in the appearance list in the mesh.

Style order is Default - Glossy - Matte (no suffix, \_0&#x32;*, \_*&#x30;3)

Link: [Reference images on imgur](https://imgur.com/a/NlbCHYK)

<figure><img src="https://i.imgur.com/P5NMggv.png" alt=""><figcaption></figcaption></figure>

## Lip Makeup Color

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-52aad7ba94aa2cef7cccbc3e6a8dbbaf81742b9d%2Fcharacter_creator_lip_makeup_color.png?alt=media" alt=""><figcaption></figcaption></figure>

## Eye Make-up

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-bcfe44bd70d99b80d252dfae161e363ef5b3ea28%2Fdone.png?alt=media" alt=""><figcaption></figcaption></figure>

## Eye Make-Up Color

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-f063e3d7dd07682d69e6e865006b228ba1578677%2Fcharacter_creator_eye_makeup.png?alt=media" alt=""><figcaption></figcaption></figure>

## Hairstyle

For a list of [Cheat Sheet: Hair](/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-head/hair#name-of-meshes-by-index), check [Cheat Sheet: Hair](/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-head/hair)

<figure><img src="https://lh7-us.googleusercontent.com/RI9Ee_FGHg0wskRK3SlVVpxbU5WuK7H0o0FDip15fb59vaJq8EfHmLshv5BoN-arccmH1kF7oYlp1fZL9jR6xWXb33NQDWol_1v44AFx7pOmTXzmbqn5syIkHVSTDMw60YH0PlAtQn8qtF1hz-iGHYo" alt="" width="563"><figcaption><p>credit to this <a href="https://www.reddit.com/r/cyberpunkgame/comments/t4nsi9/my_written_guide_on_how_to_make_hairstyles_in/">Reddit</a> post.</p></figcaption></figure>

<figure><img src="https://lh7-us.googleusercontent.com/mdAHWojzo5xwy3ThQ4wv3RrxCY7eHCcbAcxJ2CAP1lmDqB77t3SBJe2saznl3n9bVS3eI-qtY4pOzu-NezU7r16hE9aD3vg-Iqe7xqsTPNU2YycCC6965KK3pR7FAmeWof9Ei3CMr22ENEyeetGLjHI" alt="" width="563"><figcaption><p>credit to this <a href="https://www.reddit.com/r/cyberpunkgame/comments/t4nsi9/my_written_guide_on_how_to_make_hairstyles_in/">Reddit</a> post.</p></figcaption></figure>

## Hair Colour

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-e990dbb56b2a6c6aa3138e571e145850998c31eb%2FHAIR%20COLOR%20-%20VISUAL%20GUIDE%20-%20BY%20LL.png?alt=media" alt=""><figcaption><p>Hair Colours in CC - Visual Guide by LadyLea</p></figcaption></figure>

## Hair Caps

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-d3a0e4ba8cf139eb6c356ff7f687a07d32b82304%2Fhaircaps_reference.png?alt=media" alt=""><figcaption><p>images by winksnblinks</p></figcaption></figure>

## Beard

<table><thead><tr><th width="97"></th><th></th></tr></thead><tbody><tr><td>01</td><td>hb_000_pma_c__basehead_shadowbase_01</td></tr><tr><td>02</td><td>hb_000_pma_c__basehead_big_beard_afro</td></tr><tr><td>03</td><td>pma__morphs_default / hb_000_pma_c__basehead</td></tr><tr><td>04</td><td>hb_000_pma_c__basehead_handlebar_stache</td></tr><tr><td>05</td><td>hb_000_pma_c__basehead_jesse_beard</td></tr><tr><td>06</td><td>hb_000_pma_c__basehead_maelstrom_full</td></tr><tr><td>07</td><td>hb_000_pma_c__basehead_big_beard</td></tr><tr><td>08</td><td>hb_000_pma_c__basehead_short_afro</td></tr><tr><td>09</td><td>hb_000_pma_c__basehead_thick_beard_afro</td></tr><tr><td>10</td><td>hb_000_pma_c__basehead_fu_manchu</td></tr><tr><td>11</td><td>hb_000_pma_c__basehead_logan</td></tr><tr><td>12</td><td>hb_000_pma_c__basehead_patmc</td></tr></tbody></table>

## Beard style

<table><thead><tr><th width="107"></th><th>enabled chunks (NOT chunkmask)</th></tr></thead><tbody><tr><td>01</td><td>1111</td></tr><tr><td>02</td><td>1100</td></tr><tr><td>03</td><td>1110</td></tr><tr><td>04</td><td>1101</td></tr><tr><td>05</td><td>0010</td></tr><tr><td>06</td><td>0011</td></tr><tr><td>07</td><td>0001</td></tr></tbody></table>

## Eye Colour

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-1ab3a2b2a82c69c67fd7f932579a9a2b00c43b97%2Feye_color.png?alt=media" alt="" width="563"><figcaption></figcaption></figure>

## Cyberware

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-4cfea1c87f622fe2ab8ea24b552d726f6e9a0816%2Fcyberware.png?alt=media" alt=""><figcaption></figcaption></figure>

### 2.2 Cyberware

Check [Cheat Sheet: Head](/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-head) -> [Cheat Sheet: Head](/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-head#cyberware)

## Cheek Makeup Style

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-4a18d63092a5605b145e18b1d331aab8270c5393%2Fcharacter_creator_cheek_makeup_options.png?alt=media" alt=""><figcaption></figcaption></figure>

<table><thead><tr><th width="158"></th><th></th></tr></thead><tbody><tr><td>01</td><td><a data-footnote-ref href="#user-content-fn-1">frecles</a> (brown_01, brown_02, brown_03, black_01)</td></tr><tr><td>02</td><td><a data-footnote-ref href="#user-content-fn-1">frecles</a> (brown_04, brown_05, brown_06, black_02)</td></tr><tr><td>03</td><td><a data-footnote-ref href="#user-content-fn-1">frecles</a> (brown_07, brown_08, brown_09, black_03)</td></tr><tr><td>04</td><td><a data-footnote-ref href="#user-content-fn-1">frecles</a> (brown_10, brown_11, brown_12, black_04)</td></tr><tr><td>05</td><td>cheeks (_color_01)</td></tr><tr><td>06</td><td>cheeks (_color_02)</td></tr><tr><td>07</td><td>cheeks (_color_03)</td></tr><tr><td>08</td><td>cheeks (_color_04)</td></tr><tr><td>09</td><td>cheeks (_color_05)</td></tr><tr><td>10</td><td>cheeks (_color_06)</td></tr><tr><td>11</td><td>cheeks (_color_07)</td></tr><tr><td>12</td><td>cheeks (_color_08)</td></tr><tr><td>13</td><td>cheeks (_color_09)</td></tr><tr><td>14</td><td>cheeks (_color_10)</td></tr></tbody></table>

## Cheek Makeup Color

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-9f934473ca0e7693e377603788118f1bbe1653a9%2Fcharacter_creator_cheek_makeup_color.png?alt=media" alt=""><figcaption></figcaption></figure>

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-ee9898ec6d1926b59ac23e76212a21abb2c68191%2Fcharacter_creator_cheek_makeup_color_2.png?alt=media" alt=""><figcaption></figcaption></figure>

## Blemishes

### Blemish Color

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-8ec6864f418098229217ca4375ff99feb95d9638%2Fcharacter_creator_blemish_color.png?alt=media" alt=""><figcaption></figcaption></figure>

### Blemishes: enabled chunks (NOT chunkmasks)

<table><thead><tr><th width="174"></th><th>Enabled chunks</th></tr></thead><tbody><tr><td>01</td><td>1111</td></tr><tr><td>02</td><td>1011</td></tr><tr><td>03</td><td>0111</td></tr></tbody></table>

## Nail Color

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-2b2e1819a5c50722fcaae72abb90fe4add5b6c04%2Fcharacter_creator_nail_colour.png?alt=media" alt="" width="563"><figcaption></figcaption></figure>

## Facial Scars and submeshes

<table><thead><tr><th width="105"></th><th></th><th>chunkmask</th></tr></thead><tbody><tr><td>01</td><td>hx_000_pXa__morphs_scars_01</td><td>2049</td></tr><tr><td>02</td><td>hx_000_pXa__morphs_scars_01</td><td>2050</td></tr><tr><td>03</td><td>hx_000_pXa__morphs_scars_01</td><td>2052</td></tr><tr><td>04</td><td>hx_000_pXa__morphs_scars_01</td><td>2064</td></tr><tr><td>05</td><td>hx_000_pXa__morphs_scars_01</td><td>2080</td></tr><tr><td>06</td><td>hx_000_pXa__morphs_scars_01</td><td>2112</td></tr><tr><td>07</td><td>hx_000_pXa__morphs_scars_01</td><td>2176</td></tr><tr><td>08</td><td>hx_000_pXa__morphs_scars_01</td><td>2304</td></tr><tr><td>09</td><td>hx_000_pXa__morphs_scars_01</td><td>3072</td></tr><tr><td>10</td><td>hx_000_pXa__morphs_scars_01</td><td>2056</td></tr><tr><td>11</td><td>hx_000_pXa__morphs_scars_01</td><td>2176</td></tr><tr><td>12</td><td>hx_000_pXa__morphs_scars_01</td><td>2064</td></tr><tr><td>13</td><td>hx_000_pXa__morphs_scars_01</td><td>2056</td></tr></tbody></table>

## Piercing Color

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-f366760446e6e12ff35a8d58351019d66ed18740%2Fcharacter_crrator_piercing_color.png?alt=media" alt=""><figcaption></figcaption></figure>

## Piercings and submeshes

Chunkmasks for different piercing meshes (for custom NPCs etc), thanks to [xbae's NPV part picker](https://noraleedoes.neocities.org/npv/npv_part_picker)

<table><thead><tr><th width="115">Piercing</th><th width="382">file names</th><th>chunkmask</th></tr></thead><tbody><tr><td>01</td><td>i1_000_pXa_c__basehead_earring_01.mesh<br>i1_000_pXa_c__basehead_earring_02.mesh<br>i1_000_pXa_c__basehead_earring_03.mesh</td><td>4<br>1<br>2</td></tr><tr><td>02</td><td>i1_000_pXa_c__basehead_earring_01.mesh<br>i1_000_pXa_c__basehead_earring_02.mesh</td><td>15<br>2048</td></tr><tr><td>03</td><td>i1_000_pXa_c__basehead_earring_01.mesh<br>i1_000_pXa_c__basehead_earring_02.mesh</td><td>1040<br>263</td></tr><tr><td>04</td><td>i1_000_pXa_c__basehead_earring_01.mesh<br>i1_000_pXa_c__basehead_earring_02.mesh<br>i1_000_pXa_c__basehead_earring_03.mesh</td><td>4<br>2268<br>1</td></tr><tr><td>05</td><td>i1_000_pXa_c__basehead_earring_01.mesh<br>i1_000_pXa_c__basehead_earring_02.mesh<br>i1_000_pXa_c__basehead_earring_03.mesh</td><td>536<br>2873<br>2</td></tr><tr><td>06</td><td>i1_000_pXa_c__basehead_earring_02.mesh</td><td>5153</td></tr><tr><td>07</td><td>i1_000_pXa_c__basehead_earring_01.mesh<br>i1_000_pXa_c__basehead_earring_02.mesh<br>i1_000_pXa_c__basehead_earring_03.mesh</td><td>2562<br>2<br>4094</td></tr><tr><td>08</td><td>i1_000_pXa_c__basehead_earring_01.mesh<br>i1_000_pXa_c__basehead_earring_02.mesh<br>i1_000_pXa_c__basehead_earring_03.mesh</td><td>520<br>8064<br>1</td></tr><tr><td>09</td><td>i1_000_pXa_c__basehead_earring_01.mesh<br>i1_000_pXa_c__basehead_earring_02.mesh<br>i1_000_pXa_c__basehead_earring_03.mesh</td><td>2052<br>35<br>4092</td></tr><tr><td>10</td><td>i1_000_pXa_c__basehead_earring_01.mesh<br>i1_000_pXa_c__basehead_earring_02.mesh<br>i1_000_pXa_c__basehead_earring_03.mesh</td><td>1548<br>6143<br>3</td></tr><tr><td>11</td><td>i1_000_pXa_c__basehead_earring_01.mesh</td><td>2047</td></tr><tr><td>12 (fV)</td><td>1_000_pwa_c__basehead_earring_04.mesh</td><td>4</td></tr><tr><td>12 (mV)</td><td>1_000_pma_c__basehead_earring_01.mesh</td><td>512</td></tr><tr><td>13 (fV)</td><td>1_000_pwa_c__basehead_earring_04.mesh</td><td>1</td></tr><tr><td>13 (mV)</td><td>1_000_pma_c__basehead_earring_01.mesh</td><td>8</td></tr><tr><td>14 (fV)</td><td>1_000_pwa_c__basehead_earring_04.mesh</td><td>2</td></tr><tr><td>14 (mV)</td><td>1_000_pma_c__basehead_earring_04.mesh</td><td>4</td></tr><tr><td>15 (mV)</td><td>i1_000_pma_c__basehead_earring_04.mesh</td><td>1</td></tr><tr><td>16 (mV)</td><td>i1_000_pma_c__basehead_earring_04.mesh</td><td>2</td></tr></tbody></table>

## Body Tattoos

The body tattoos can be found in the following folder:

```
base\characters\common\player_base_bodies\player_female_average\tattoos
base\characters\common\player_base_bodies\player_man_average\tattoos
```

For the female body gender, there are three different chest sizes!

<table><thead><tr><th width="110"></th><th width="191"></th><th>file</th><th>appearance</th></tr></thead><tbody><tr><td>01</td><td>Valentinos</td><td>tx_000_pwa_base__full_tattoo_01.mesh</td><td>Skin tone (same as body)</td></tr><tr><td>02</td><td>geometric blackwork</td><td>tx_000_pwa_base__full_tattoo_02.mesh</td><td>Skin tone (same as body)</td></tr><tr><td>03</td><td>serpent</td><td>tx_000_pwa_base__full_tattoo_03.mesh</td><td>Skin tone (same as body)</td></tr><tr><td>04</td><td>flowers/mandalas</td><td>tx_000_pwa_base__full_tattoo_04.mesh</td><td>Skin tone (same as body)</td></tr><tr><td>05</td><td>NUSA</td><td>tx_000_pwa_base__full_tattoo_05.mesh</td><td>Skin tone (same as body)</td></tr><tr><td>06</td><td>Rock</td><td>tx_000_pwa_base__full_tattoo_01.mesh</td><td>Skin tone (same as body), followed by "_02"</td></tr><tr><td>07</td><td>Arasaka</td><td>tx_000_pwa_base__full_tattoo_01.mesh</td><td>Skin tone (same as body), followed by "_03"</td></tr></tbody></table>

[^1]: no, it's actually spelled like this. I'm sorry.


# Cheat Sheet: Head

## Summary

This page lists various properties of the player head. Use the Table of Contents or your browser's search (Hotkey: `Ctrl+F`) to quickly find what you're looking for.

### More head-related cheat sheets

* For character creator stuff (colors, appearance names), check [Cheat Sheet: Character Creator](/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-character-creator)
* For [hair](/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-head/hair), [facial expressions](/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-head/cheat-sheet-facial-expressions), or[ info on the E3 heads](/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-head/cheat-sheet-e3-heads), check the child pages in the navigation tree on the left

### Wait, this isn't what I'm looking for!

* If you want to [edit the player's head](/cyberpunk-2077-modding/modding-guides/npcs/a-new-head-for-v), you need [meshes](https://github.com/CDPR-Modding-Documentation/Cyberpunk-Modding-Docs/blob/main/for-mod-creators-theory/files-and-what-they-do/3d-objects-.mesh-files) and [morphtargets](/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling/morphtargets).
* If you want to make a custom NPC, check [NPV - from scratch with WolvenKit](/cyberpunk-2077-modding/modding-guides/npcs/npv-v-as-custom-npc/npv-v-as-custom-npc)
* You can find additional information about the player head under [NPV: Preparing the head in Blender](/cyberpunk-2077-modding/modding-guides/npcs/npv-v-as-custom-npc/npv-v-as-custom-npc/npv-preparing-the-head-in-blender)

***

## Head file paths

<table data-header-hidden><thead><tr><th width="166.33333333333331">Body gender</th><th>file path</th></tr></thead><tbody><tr><td>p<strong>w</strong>a mesh</td><td><br><code>base\characters\head\player_base_heads\player_female_average\h0_000_pwa_c__basehead\</code></td></tr><tr><td>p<strong>w</strong>a morphtarget</td><td><code>base\characters\head\player_base_heads\player_female_average > .morphtarget</code></td></tr><tr><td>p<strong>m</strong>a mesh</td><td><code>base\characters\head\player_base_heads\player_man_average\h0_000_pma_c__basehead</code></td></tr><tr><td>p<strong>m</strong>a morphtarget</td><td><code>base\characters\head\player_base_heads\player_man_average > .morphtarget</code></td></tr></tbody></table>

{% hint style="info" %}
The folders contain the entire player head. The minimum amount of meshes rendered is 3 (head, teeth, eyes), and can go up to 13 (fem V)/14 (masc V).
{% endhint %}

### Head file prefixes

<table><thead><tr><th width="117.333251953125"></th><th></th></tr></thead><tbody><tr><td>h0_</td><td>head (with ears)</td></tr><tr><td>hb_</td><td>male V only: <a href="/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-character-creator#beard">beard</a></td></tr><tr><td>heb_</td><td>eyebrows</td></tr><tr><td>he_</td><td><a href="/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-character-creator#eye-colour">eyes</a></td></tr><tr><td>ht_</td><td>teeth</td></tr><tr><td>hx_<br></td><td><ul><li><a href="/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-character-creator#cyberware">cyberware</a></li><li><a href="/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-character-creator#lip-makeup">lip </a><a href="/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-character-creator#lip-makeup">makeup</a> / <a href="/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-character-creator#eye-make-up">eye makeup</a></li><li><a href="/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-character-creator#cheek-makeup-style">freckles / cheek makeup</a></li><li><a href="/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-character-creator#blemishes">pimples (blemishes)</a></li><li>tattoos</li><li><a href="/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-character-creator#facial-scars-and-submeshes">scars</a></li></ul></td></tr><tr><td>l1_</td><td>earrings/piercings (01-04)</td></tr></tbody></table>

## Complexions

Every complexion has its own associated texture file. These are sorted by body gender under

```
base\characters\head\wa\h0_001_wa_c__basehead\textures\h0_000_wa_c__basehead_d0X.xbm
base\characters\head\ma\h0_001_ma_c__basehead\textures\h0_000_ma_c__basehead_d0X.xbm
```

The files are ending in `01..05`. Each complexion has its own appearance in the head mesh, e.g.:

```
03_ca_senna
03_ca_senna_d02
03_ca_senna_d03
03_ca_senna_d04
03_ca_senna_d05
```

## Skin definitions

Skin materials are defined in the base head `.mesh` file (while the shape comes from the .morphtarget):

<table><thead><tr><th width="130.333251953125">body gender</th><th></th></tr></thead><tbody><tr><td>female</td><td><code>base\characters\head\player_base_heads\player_female_average\h0_000_pwa_c__basehead\h0_000_pwa_c__basehead.mesh</code></td></tr><tr><td>male</td><td><code>base\characters\head\player_base_heads\player_man_average\h0_000_pma_c__basehead\h0_000_pma_c__basehead.mesh</code></td></tr></tbody></table>

You can find the [definitions](https://github.com/CDPR-Modding-Documentation/Cyberpunk-Modding-Docs/blob/main/for-mod-creators-theory/files-and-what-they-do/3d-objects-.mesh-files#step-3-material-definition) in the localMaterialBuffer. Each material overrides the following [properties](/cyberpunk-2077-modding/for-mod-creators-theory/materials/configuring-materials#checking-material-properties) locally:

* Normal (bump/height map)
* Albedo (diffuse/complexion)

All other properties are pulled from a [.mi file](/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/file-formats/materials/re-using-materials-.mi) in the following folder:

<table><thead><tr><th width="128">body gender</th><th></th></tr></thead><tbody><tr><td>female</td><td><code>base\characters\head\player_base_heads\player_female_average\h0_000_pwa_c__basehead\textures</code></td></tr><tr><td>male</td><td><code>base\characters\head\player_base_heads\player_man_average\h0_000_pma_c__basehead\textures</code></td></tr></tbody></table>

### Head: material instances

This section only lists [.mi files](/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/file-formats/materials/re-using-materials-.mi) used by the player head. To see which skin is which, check [Cheat Sheet: Character Creator](/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-character-creator) -> [Cheat Sheet: Character Creator](/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-character-creator#skin-tones)

{% hint style="warning" %}
About half of these files are shared by NPCs. Editing or replacing these will affect all of Night City!
{% endhint %}

<table><thead><tr><th width="550">File name (use male_head for masc)</th><th>Shared with NPCs</th></tr></thead><tbody><tr><td><code>female_head_01_ca_pale_00_warm_ivory.mi</code></td><td>❌</td></tr><tr><td><code>female_head_01_ca_pale.mi</code></td><td>✔</td></tr><tr><td><code>female_head_02_ca_limestone_00_beige.mi</code></td><td>❌</td></tr><tr><td><code>female_head_02_ca_limestone.mi</code></td><td>✔</td></tr><tr><td><code>female_head_03_ca_senna_00_amber.mi</code></td><td>❌</td></tr><tr><td><code>female_head_03_ca_senna_01_honey.mi</code></td><td>❌</td></tr><tr><td><code>female_head_03_ca_senna_02_band.mi</code></td><td>❌</td></tr><tr><td><code>female_head_03_ca_senna.mi</code></td><td>✔</td></tr><tr><td><code>female_head_04_ca_almond_00_umber.mi</code></td><td>❌</td></tr><tr><td><code>female_head_04_ca_almond.mi</code></td><td>✔</td></tr><tr><td><code>female_head_05_bl_espresso.mi</code></td><td>✔</td></tr><tr><td><code>female_head_06_bl_dark.mi</code></td><td>✔</td></tr></tbody></table>

## **Freckles / cheek make-up**

For a list of freckles and make-up sorted by colour and skin type, see [Cheat Sheet: Character Creator](/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-character-creator) -> [Cheat Sheet: Character Creator](/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-character-creator#cheek-makeup-style)

## Eyebrows

Ev~~e~~ry eyebrow option has an associated texture file, normal map, and alpha map.

These files can be found in the following folder:

```
base/characters/common/character_customisation_items/eyebrows/textures/
```

Provided below is a table with the eyebrows and their associated texture files.

<table><thead><tr><th width="157">Eyebrow</th><th>Diffuse Texture</th><th>Alpha Mask</th></tr></thead><tbody><tr><td>01</td><td>heb__base_d01.xbm</td><td>heb_wa__base_ds01.xbm</td></tr><tr><td>02</td><td>heb__base_d02.xbm</td><td>heb_wa__base_ds02.xbm</td></tr><tr><td>03</td><td>heb__base_d03.xbm</td><td>heb_wa__base_ds03.xbm</td></tr><tr><td>04</td><td>heb__base_d04.xbm</td><td>heb_wa__base_ds04.xbm</td></tr><tr><td>05</td><td>heb__base_d05.xbm</td><td>heb_wa__base_ds05.xbm</td></tr><tr><td>06</td><td>heb__base_d06.xbm</td><td>heb_wa__base_ds06.xbm</td></tr><tr><td>07</td><td>heb__base_d07.xbm</td><td>heb_wa__base_ds07.xbm</td></tr><tr><td>08</td><td>heb__base_d08.xbm</td><td>heb_wa__base_ds08.xbm</td></tr></tbody></table>

## Eye make-up

Eye make-up [.mi files](/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/file-formats/materials/re-using-materials-.mi) can be found in the following folder:

```
base\characters\common\character_customisation_items\makeup\eyes
```

The individual make-up styles are black and white **masks** stored in the `textures` subfolder.

## Cyberware

Player cyberware [.mi files](/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/file-formats/materials/re-using-materials-.mi) can be found in the following folder:

```
base\characters\common\character_customisation_items\cyberware\face
```

In the `textures` subfolder you can find the individual texture files used by the [.mi file](/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/file-formats/materials/re-using-materials-.mi).

### 2.2 Cyberware

Cyberware added with patch 2.2 is distributed across preexisting files:

{% hint style="danger" %}
These appearances do not exist in the .mesh! Read below the table for how to make them work!
{% endhint %}

<table><thead><tr><th width="95.73333740234375">CC index</th><th width="415.4666748046875">file</th><th>appearance</th></tr></thead><tbody><tr><td>8</td><td><code>makeup_eyes_01.mesh</code></td><td><code>cyberware_01</code></td></tr><tr><td>9</td><td><code>cyberware_04.mesh</code></td><td><code>cyberware_08</code></td></tr><tr><td>10</td><td><code>makeup_freckles_01.mesh</code></td><td><code>cyberware_09</code></td></tr><tr><td>11</td><td><code>tattoo_02.mesh</code></td><td><code>cyberware_10</code></td></tr><tr><td>12</td><td><code>makeup_freckles_01.mesh</code><br><code>basehead_tattoo_06.mesh</code></td><td><code>cyberware_11</code></td></tr><tr><td>13</td><td><code>cyberware_04.mesh</code></td><td><code>cyberware_12</code></td></tr><tr><td>14</td><td><code>makeup_freckles_01.mesh</code></td><td><code>cyberware_13</code></td></tr><tr><td>15</td><td><code>cyberware_06.mesh</code></td><td><code>cyberware_14</code></td></tr><tr><td>16</td><td><code>makeup_freckles_01.mesh</code></td><td><code>cyberware_15</code></td></tr></tbody></table>

You can find the cyberware [material instances](/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/file-formats/materials/re-using-materials-.mi) with the following [search query](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/wolvenkit-search-finding-files):

```
base\characters\common\character_customisation_items\cyberware\face\cyberware > .mi
```

To change the appearance (e.g. for your custom NPC), edit the `baseMaterial` properties of your local material:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-cbb0c7d39087d49f9857b0da45de3031140e1799%2Fcyberware_2-2_custompath_mi.png?alt=media" alt=""><figcaption></figcaption></figure>


# Cheat Sheet: Hair

Overview of hair related things

Summary

**Published**: November 04 2022 by @manavortex\
**Last documented update**: Oct 06 2024 by [mana vortex](mailto:undefined)

{% hint style="info" %}
You can find previews of hair styles and -colors under [Cheat Sheet: Character Creator](/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-character-creator)
{% endhint %}

This page will give you an overview about existing hairstyles and their files.

### Wait, this is not what I want!

* There is a modding guide for how to [Replace a hair mod's slot](/cyberpunk-2077-modding/modding-guides/npcs/guides-all-about-hair/replace-a-hair-mods-slot)
* For a guide on how to add hair to Cyberpunk, check [Basic Hairstyle Replacement Tutorial](/cyberpunk-2077-modding/modding-guides/npcs/guides-all-about-hair/basic-hairstyle-replacement-tutorial)
* For a more detailed explanation of the hair shader, see [Hair and skin material properties](/cyberpunk-2077-modding/for-mod-creators-theory/materials/configuring-materials/hair-and-skin-material-properties)
* If you want to change an NPC's hair instead, you can check [this](/cyberpunk-2077-modding/modding-guides/npcs/npv-v-as-custom-npc/npv-v-as-custom-npc/npv-creating-a-custom-npc#hair) or [this](/cyberpunk-2077-modding/modding-guides/npcs/appearances-change-the-looks#safely-adding-components) guide.
* To look up hairstyles in more detail, you can use [NoraLee's excellent NPV part picker](https://noraleedoes.neocities.org/npv/npv_part_picker)

{% hint style="info" %}
Find the file by pasting the file name into the [Asset Browser's search bar](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/wolvenkit-search-finding-files).\
If you get multiple hits, take the one that does not include `_fpp_` in its file name, as those are for first person perspective.
{% endhint %}

## Hairstyles by image

<figure><img src="https://lh7-us.googleusercontent.com/RI9Ee_FGHg0wskRK3SlVVpxbU5WuK7H0o0FDip15fb59vaJq8EfHmLshv5BoN-arccmH1kF7oYlp1fZL9jR6xWXb33NQDWol_1v44AFx7pOmTXzmbqn5syIkHVSTDMw60YH0PlAtQn8qtF1hz-iGHYo" alt="" width="563"><figcaption><p>credit to this <a href="https://www.reddit.com/r/cyberpunkgame/comments/t4nsi9/my_written_guide_on_how_to_make_hairstyles_in/">Reddit</a> post.</p></figcaption></figure>

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2FhPzNUCOWMWf8oG02NZNV%2Fcropped_sheet.png?alt=media&amp;token=5c1af422-2dc5-4ec1-8fc2-d53aef18ee5d" alt=""><figcaption></figcaption></figure>

## Name of meshes by index

These names correspond to the `mesh` files.

To find a hair's control files, check the next section: [#hair-control-files-by-index](#hair-control-files-by-index "mention")

{% hint style="info" %}
Many hairs have different meshes if cyberware\_01 is used. In this case, the alternative file name will be given in *italics*.
{% endhint %}

All the files below can be found under the following subfolder:

```
base\characters\common\hair\<hair name default variant>\<hair name as given>.mesh
```

To quickly find physics-enabled hair, you can use the Wolvenkit Search with the following query:

<pre><code><strong>base\characters\common\hair > .animgraph > _wa_ // female body gender
</strong>base\characters\common\hair > .animgraph > _ma_ // male body gender
</code></pre>

<table data-full-width="false"><thead><tr><th width="73" data-type="number">01</th><th width="328">Femme frame</th><th width="341">Masc frame</th></tr></thead><tbody><tr><td>1</td><td>hh_033_wa__player<br><em>hh_033_pwa__player_cyberware_01</em></td><td>hh_145_ma__v_short</td></tr><tr><td>2</td><td>hh_059_wa__voodoo_02<br><em>hh_059_pwa__voodoo_02_cyberware_01</em></td><td>hh_053_ma__kerry_eurodyne_common<br><em>hh_053_pma__kerry_eurodyne_common_cyberware_01</em></td></tr><tr><td>3</td><td>hh_034_wa__militech_agent_common</td><td>hh_035_ma__mohawk_tall<br><em>hh_035_pma__mohawk_tall_cyberware_01</em></td></tr><tr><td>4</td><td>hh_089_wa__thompson_common<br><em>hh_089_pwa__thompson_common_cyberware_01</em></td><td>hh_028_ma__corpo_bun<br><em>hh_028_pma__corpo_bun_cyberware_01</em></td></tr><tr><td>5</td><td>hh_090_wa__alt_player</td><td>hh_075_ma__peralez_common</td></tr><tr><td>6</td><td>hh_078_wa__evelyn_common</td><td>hh_036_ma__high_tight<br><em>hh_036_pma__high_tight_cyberware_01</em></td></tr><tr><td>7</td><td>hh_035_wa__mohawk_tall<br><em>hh_035_pwa__mohawk_tall_cyberware_01</em></td><td>hh_059_ma__voodoo_02<br><em>hh_059_pma__voodoo_02_cyberware_01</em></td></tr><tr><td>8</td><td>hh_036_wa__high_tight<br><em>hh_036_pwa__high_tight_cyberware_01</em></td><td>hh_030_ma__punk_idol</td></tr><tr><td>9</td><td>hh_082_wa__afro_bun_bun<br><em>hh_082_pwa__afro_bun_cyberware_01</em></td><td>hh_062_ma__slick_back</td></tr><tr><td>10</td><td>hh_079_pwa__denny</td><td>hh_085_ma__takemura_common</td></tr><tr><td>11</td><td>hh_091_wa__dakota_braid_band</td><td>hh_037_ma__gungho<br><em>hh_037_pma__gungho_cyberware_01</em></td></tr><tr><td>12</td><td>hh_063_wa__messy_bob</td><td>hh_039_ma__punk_shaved<br><em>hh_039_pma__punk_shaved_cyberware_01</em></td></tr><tr><td>13</td><td>hh_042_wa__topknots_band<br><em>hh_042_pwa__topknots_cyberware_01</em></td><td>hh_051_ma__judy_common<br><em>hh_051_pma__judy_common_cyberware_01</em></td></tr><tr><td>14</td><td>hh_999_wa__buzz_cap<br><em>hh_999_pwa__buzz_cap_cyberware_01</em></td><td>hh_999_ma__buzz_cap<br><em>hh_999_pma__buzz_cap_cyberware_01</em></td></tr><tr><td>15</td><td>hh_008_wa__sk8t_or_die<br><em>hh_008_pwa__sk8t_or_die_cyberware_01</em></td><td>hh_025_ma__pompadour<br><em>hh_025_pma__pompadour_cyberware_01</em></td></tr><tr><td>16</td><td>hh_011_wa__demo</td><td>hh_008_ma__sk8t_or_die<br><em>hh_008_pma__sk8t_or_die_cyberware_01</em></td></tr><tr><td>17</td><td>hh_029_wa__misty_common</td><td>hh_011_ma__demo</td></tr><tr><td>18</td><td>hh_040_wa__pixie_bob</td><td>hh_026_ma__rat_tail<br><em>hh_026_pma__rat_tail_cyberware_01</em></td></tr><tr><td>19</td><td>hh_041_wa__valentino_band<br><em>hh_041_pwa__valentino_cyberware_01</em></td><td>hh_027_ma__scavenger</td></tr><tr><td>20</td><td>hh_044_wa__classic</td><td>hh_031_ma__morgan_blackhand</td></tr><tr><td>21</td><td>hh_045_wa__short_spiked<br><em>hh_045_pwa__short_spiked_cyberware_01</em></td><td>hh_032_ma__ripper_doc_common<br><em>hh_032_pma__ripper_doc_cyberware_01</em></td></tr><tr><td>22</td><td>hh_051_wa__judy_common<br><em>hh_051_pwa__judy_common_cyberware_01</em></td><td>hh_040_ma__pixie_bob</td></tr><tr><td>23</td><td>hh_060_wa__voodoo_03<br><em>hh_060_pwa__voodoo_03_cyberware_01</em></td><td>hh_047_ma__swirl_pomp<br><em>hh_047_pma__swirl_pomp_cyberware_01</em></td></tr><tr><td>24</td><td>hh_064_wa__bob_fringe</td><td>hh_048_ma__dual_braids</td></tr><tr><td>25</td><td>hh_068_wa__animals_band</td><td>hh_058_ma__voodoo_01</td></tr><tr><td>26</td><td>hh_081_wa__buns_02</td><td>hh_060_ma__voodoo_03<br><em>hh_060_pma__voodoo_03_cyberware_01</em></td></tr><tr><td>27</td><td>hh_083_wa__ponytail_base_01</td><td>hh_061_ma__midlength_wavy</td></tr><tr><td>28</td><td>hh_083_wa__ponytail_base_01</td><td>hh_065_ma__afro_knots<br><em>hh_065_pma__afro_knots_cyberware_01</em></td></tr><tr><td>29</td><td>hh_077_wa__nomad_02</td><td>hh_068_ma__animals_03_band</td></tr><tr><td>30</td><td>hh_088_wa__corpo_bob</td><td>hh_073_ma__nomad_01</td></tr><tr><td>31</td><td>hh_118_wa__gillean</td><td>hh_082_ma__afro_bun_bun<br><em>hh_082_pma__afro_bun_cyberware_01</em></td></tr><tr><td>32</td><td>hh_115_wa__alanah_common</td><td>hh_089_ma__thompson_common<br><em>hh_089_pma__thompson_common_cyberware_01</em></td></tr><tr><td>33</td><td>hh_121_wa__t_bug_common</td><td>hh_103_ma__common_spikes</td></tr><tr><td>34</td><td>hh_151_wa__judy_variation02_common<br><em>hh_151_pwa__judy_variation02_cyberware_01</em></td><td>hh_120_ma__arasaka_bun_common_01<br><em>hh_120_pma__arasaka_bun_01_cyberware_01</em></td></tr><tr><td>35</td><td>hh_006_wa__demo<br><em>hh_006_pwa__demo_cyberware_01</em></td><td>hh_007_ma__demo<br><em>hh_007_pma__demo_cyberware_01</em></td></tr><tr><td>36</td><td>hh_083_wa__ponytail_base_01</td><td>hh_112_ma__kicinski_player</td></tr><tr><td>37</td><td>hh_093_wa__sumo</td><td>hh_113_ma__iwinski_common</td></tr><tr><td>38</td><td>hh_085_wa__takemura_common</td><td>hh_045_ma__short_spiked<br><em>hh_045_pma__short_spiked_cyberware_01</em></td></tr><tr><td>39</td><td>hh_054_wa__rogue_young_common<br><em>hh_054_pwa__rogue_young_cyberware_01</em></td><td>hh_094_ma__saul_common</td></tr><tr><td>40</td><td>hh_049_wa__thiago_common</td><td>hh_049_ma__thiago_common</td></tr><tr><td>41</td><td>hh_039_wa__punk_shaved<br><em>hh_039_pwa__punk_shaved_cyberware_01</em></td><td>hh_122_ma__roy</td></tr><tr><td>42</td><td>hh_103_wa__common_spikes</td><td>hh_093_ma__sumo_knot</td></tr><tr><td>43</td><td>hh_106_wa__ponytails</td><td>hh_006_ma__demo</td></tr><tr><td>44</td><td>hh_140_wa__short_afro<br><em>hh_140_pwa__short_afro_cyberware_01</em></td><td>hh_140_ma__short_afro<br><em>hh_140_pma__short_afro_cyberware_01</em></td></tr><tr><td>45</td><td>hh_141_wa__afro</td><td>hh_141_ma__afro</td></tr><tr><td>46</td><td>hh_142_pwa__afrohawk<br><em>hh_142_pwa__afrohawk_cyberware_01</em></td><td>hh_142_pma__afrohawk<br><em>hh_142_pma__afrohawk_cyberware_01</em></td></tr><tr><td>47</td><td>hh_143_wa__flat_top<br><em>hh_143_pwa__flat_top_cyberware_01</em></td><td>hh_143_ma__flat_top<br><em>hh_143_pma__flat_top_cyberware_01</em></td></tr><tr><td>48</td><td>hh_144_wa__afro_braid_bun<br><em>hh_144_pwa__afro_braid_bun_cyberware_01</em></td><td>hh_144_ma__afro_braid_bun<br><em>hh_144_pma__afro_braid_bun_cyberware_01</em></td></tr><tr><td>49</td><td>hh_146_wa__dread_undercut<br><em>hh_146_pwa__dread_undercut_cyberware_01</em></td><td>hh_146_ma__dread_undercut<br><em>hh_146_pma__dread_undercut_cyberware_01</em></td></tr><tr><td>50</td><td>hh_999_wa__buzz_cap<br><em>hh_999_pwa__buzz_cap_cyberware_01</em></td><td>hh_999_ma__buzz_cap<br><em>hh_999_pma__buzz_cap_cyberware_01</em></td></tr></tbody></table>

## Colour in files by index

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-e990dbb56b2a6c6aa3138e571e145850998c31eb%2FHAIR%20COLOR%20-%20VISUAL%20GUIDE%20-%20BY%20LL.png?alt=media" alt=""><figcaption><p>Hair Colours in CC - Visual Guide by LadyLea</p></figcaption></figure>

<table><thead><tr><th width="150">Colour in CC</th><th>Name in Files</th></tr></thead><tbody><tr><td>1</td><td>05_brown_liquorice</td></tr><tr><td>2</td><td>01_blonde_platinum</td></tr><tr><td>3</td><td>02_red_merlot</td></tr><tr><td>4</td><td>03_ginger_copper</td></tr><tr><td>5</td><td>04_teal_ombre</td></tr><tr><td>6</td><td>06_black_carbon</td></tr><tr><td>7</td><td>07_blonde_golden</td></tr><tr><td>8</td><td>08_blonde_dishwater</td></tr><tr><td>9</td><td>09_blue_sapphire</td></tr><tr><td>10</td><td>10_brown_ombre</td></tr><tr><td>11</td><td>11_red_apple</td></tr><tr><td>12</td><td>12_gray_gunmetal</td></tr><tr><td>13</td><td>13_ginger_strawberry</td></tr><tr><td>14</td><td>14_teal_ash</td></tr><tr><td>15</td><td>15_pink_magenta</td></tr><tr><td>16</td><td>16_pink_rose</td></tr><tr><td>17</td><td>17_blue_steel</td></tr><tr><td>18</td><td>18_blue_red_ombre</td></tr><tr><td>19</td><td>19_cold_white</td></tr><tr><td>20</td><td>20_cyberpunk_yellow</td></tr><tr><td>21</td><td>21_goblin_green</td></tr><tr><td>22</td><td>22_liliac</td></tr><tr><td>23</td><td>23_mermaid_aquamarine</td></tr><tr><td>24</td><td>24_purple_ombre</td></tr><tr><td>25</td><td>25_black_salt_n_pepper</td></tr><tr><td>26</td><td>26_green_toxic</td></tr><tr><td>27</td><td>27_brown_medium</td></tr><tr><td>28</td><td>28_blue_sky</td></tr><tr><td>29</td><td>29_citrus_yellow</td></tr><tr><td>30</td><td>30_dark_purple</td></tr><tr><td>31</td><td>31_green_orange</td></tr><tr><td>32</td><td>32_liliac_ombre</td></tr><tr><td>33</td><td>33_phoenix_fire</td></tr><tr><td>34</td><td>34_purple_blonde</td></tr><tr><td>35</td><td>35_silver_rose</td></tr></tbody></table>

## Hair: Control files by index

Hairs and all their components are assigned and defined via [.app](https://github.com/CDPR-Modding-Documentation/Cyberpunk-Modding-Docs/blob/main/for-mod-creators-theory/files-and-what-they-do/file-formats/appearance-.app-files) and [.ent files](https://github.com/CDPR-Modding-Documentation/Cyberpunk-Modding-Docs/blob/main/for-mod-creators-theory/files-and-what-they-do/file-formats/entity-.ent-files#mesh-component-entity-simple-entity). You can find them in the following folder:

```
base\characters\head\player_base_heads\appearances\entity\hairs 
```

<details>

<summary>How to find these files?</summary>

The last number in the file name matches the first number in the [.mesh file name](#name-in-files-by-index):

<img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-2d713c582085c0d657e09441fa7b08563302f3d3%2Fcheatsheet_hair_entity_lookup.png?alt=media" alt="" data-size="original">

e.g., if you wanted to edit the entity file for female V's hair 28 `hh_083_wa__ponytail_01`, you could search for

```
player_base_heads > hairs > hairs_083
```

or

```
hairs_083 > .app > .pwa
```

</details>

<table data-full-width="false"><thead><tr><th width="73" data-type="number">01</th><th width="371">Femme frame</th><th width="341">Masc frame</th></tr></thead><tbody><tr><td>1</td><td>hh_033_pwa__hairs_151</td><td>hh_037_pma__hairs_145_fpp</td></tr><tr><td>2</td><td>hh_000_pwa__hairs_059<br><em>bhh_000_pwa__hairs_059_cyberware_01</em></td><td>hh_001_pma__hairs_053<br><em>hh_001_pma__hairs_053_cyberware_01</em></td></tr><tr><td>3</td><td>hh_034_pwa__hairs_006<br><em>hh_034_pwa__hairs_006_cyberware_01</em></td><td>hh_002_pma__hairs_035<br><em>hh_002_pma__hairs_035_cyberware_01</em></td></tr><tr><td>4</td><td>hh_003_pwa__hairs_89<br><em>hh_003_pwa__hairs_89_cyberware_01</em></td><td>hh_003_pma__hairs_028<br><em>hh_003_pma__hairs_028_cyberware_01</em></td></tr><tr><td>5</td><td>hh_004_pwa__hairs_090</td><td>hh_004_pma__hairs_075</td></tr><tr><td>6</td><td>hh_078_wa__evelyn</td><td>hh_005_pma__hairs_036<br><em>hh_005_pma__hairs_036_cyberware_01</em></td></tr><tr><td>7</td><td>hh_035_pwa__hairs_083_braid_01</td><td>hh_006_pma__hairs_059<br><em>hh_006_pma__hairs_059_cyberware_01</em></td></tr><tr><td>8</td><td>hh_036_pwa__hairs_093</td><td>hh_007_pma__hairs_030</td></tr><tr><td>9</td><td>hh_008_pwa__hairs_082<br><em>hh_008_pwa__hairs_082_cyberware_01</em></td><td>hh_008_pma__hairs_062</td></tr><tr><td>10</td><td>hh_009_pwa__hairs_079</td><td>hh_009_pma__hairs_085</td></tr><tr><td>11</td><td>hh_010_pwa__hairs_091</td><td>hh_010_pma__hairs_037<br><em>hh_010_pma__hairs_037_cyberware_01</em></td></tr><tr><td>12</td><td>hh_011_pwa__hairs_063</td><td>hh_011_pma__hairs_039<br><em>hh_011_pma__hairs_039_cyberware_01</em></td></tr><tr><td>13</td><td>hh_012_pwa__hairs_042<br><em>hh_012_pwa__hairs_042_cyberware_01</em></td><td>hh_012_pma__hairs_051<br>hh_012_pma__hairs_051_cyberware_01</td></tr><tr><td>14</td><td><p>hh_013_pwa__hairs_999</p><p><em>hh_013_pwa__hairs_999_cyberware_01</em></p></td><td>hh_014_pma__hairs_025<br><em>hh_014_pma__hairs_025_cyberware_01</em></td></tr><tr><td>15</td><td>hh_008_pwa__hairs_082</td><td>hh_014_pma__hairs_025<br><em>hh_014_pma__hairs_025_cyberware_01</em></td></tr><tr><td>16</td><td>hh_011_pwa__hairs_063</td><td>hh_015_pma__hairs_008<br><em>hh_015_pma__hairs_008_cyberware_01</em></td></tr><tr><td>17</td><td>hh_029_pwa__hairs_088</td><td>hh_016_pma__hairs_011</td></tr><tr><td>18</td><td>hh_040_pwa__hairs_049</td><td>hh_017_pma__hairs_026<br><em>hh_017_pma__hairs_026_cyberware_01</em></td></tr><tr><td>19</td><td>hh_041_pwa__hairs_039</td><td>hh_018_pma__hairs_027</td></tr><tr><td>20</td><td>hh_044_pwa__hairs_140</td><td>hh_019_pma__hairs_031</td></tr><tr><td>21</td><td>hh_045_pwa__hairs_141</td><td>hh_020_pma__hairs_032<br><em>hh_020_pma__hairs_032_cyberware_01</em></td></tr><tr><td>22</td><td>hh_021_pwa__hairs_051<br><em>hh_021_pwa__hairs_051_cyberware_01</em></td><td>hh_021_pma__hairs_040</td></tr><tr><td>23</td><td>hh_022_pwa__hairs_060<br><em>hh_022_pwa__hairs_060_cyberware_01</em></td><td>hh_022_pma__hairs_047<br><em>hh_022_pma__hairs_047_cyberware_01</em></td></tr><tr><td>24</td><td>hh_023_pwa__hairs_064</td><td>hh_023_pma__hairs_048</td></tr><tr><td>25</td><td>hh_024_pwa__hairs_068</td><td>hh_024_pma__hairs_058</td></tr><tr><td>26</td><td>hh_025_pwa__hairs_081</td><td>hh_025_pma__hairs_060<br><em>hh_025_pma__hairs_060_cyberware_01</em></td></tr><tr><td>27</td><td>hh_027_pwa__hairs_083_straight_01<br>hh_035_pwa__hairs_083_braid_01</td><td>hh_026_pma__hairs_061</td></tr><tr><td>28</td><td>hh_027_pwa__hairs_083_straight_01<br>hh_026_pwa__hairs_083_bulb_01</td><td>hh_027_pma__hairs_065</td></tr><tr><td>29</td><td>hh_028_pwa__hairs_077</td><td>hh_028_pma__hairs_068</td></tr><tr><td>30</td><td>hh_029_pwa__hairs_088</td><td>hh_029_pma__hairs_073</td></tr><tr><td>31</td><td>hh_030_pwa__hairs_118</td><td>hh_030_pma__hairs_082<br><em>hh_030_pma__hairs_082_cyberware_01</em></td></tr><tr><td>32</td><td>hh_031_pwa__hairs_115</td><td>hh_031_pma__hairs_089<br><em>hh_031_pma__hairs_089_cyberware_01</em></td></tr><tr><td>33</td><td>hh_032_pwa__hairs_121</td><td>bhh_032_pma__hairs_103</td></tr><tr><td>34</td><td>hh_033_pwa__hairs_151<br><em>hh_033_pwa__hairs_151_cyberware_01</em></td><td>hh_033_pma__hairs_120<br><em>hh_033_pma__hairs_120_cyberware_01</em></td></tr><tr><td>35</td><td>hh_034_pwa__hairs_006<br><em>hh_034_pwa__hairs_006_cyberware_01</em></td><td>hh_034_pma__hairs_007<br><em>hh_034_pma__hairs_007_cyberware_01</em></td></tr><tr><td>36</td><td>hh_083_wa__ponytail_bulb_01</td><td>hh_035_pma__hairs_112</td></tr><tr><td>37</td><td>hh_036_pwa__hairs_093</td><td>hh_036_pma__hairs_113</td></tr><tr><td>38</td><td>hh_038_pwa__hairs_085</td><td><p>hh_000_pma__hairs_045</p><p><em>hh_000_pma__hairs_045_cyberware_01</em></p></td></tr><tr><td>39</td><td>hh_039_pwa__hairs_054<br>hh_039_pwa__hairs_054_cyberware_01</td><td>hh_039_pma__hairs_094</td></tr><tr><td>40</td><td>hh_040_pwa__hairs_049</td><td>hh_040_pma__hairs_049</td></tr><tr><td>41</td><td>hh_041_pwa__hairs_039<br><em>hh_041_pwa__hairs_039_cyberware_01</em></td><td>hh_041_pma__hairs_122</td></tr><tr><td>42</td><td>hh_042_pwa__hairs_103</td><td>hh_042_pma__hairs_093</td></tr><tr><td>43</td><td>hh_043_pwa__hairs_106</td><td>hh_043_pma__hairs_006</td></tr><tr><td>44</td><td>hh_044_pwa__hairs_140<br><em>hh_044_pwa__hairs_140_cyberware_01</em></td><td>hh_044_pma__hairs_140<br><em>hh_044_pma__hairs_140_cyberware_01</em></td></tr><tr><td>45</td><td>hh_045_pwa__hairs_141</td><td>hh_045_pma__hairs_141</td></tr><tr><td>46</td><td>hh_046_pwa__hairs_142<br><em>hh_046_pwa__hairs_142_cyberware_01</em></td><td>hh_046_pma__hairs_142<br><em>hh_046_pma__hairs_142_cyberware_01</em></td></tr><tr><td>47</td><td>hh_047_pwa__hairs_143<br><em>hh_047_pwa__hairs_143_cyberware_01</em></td><td>hh_047_pma__hairs_143<br><em>hh_047_pma__hairs_143_cyberware_01</em></td></tr><tr><td>48</td><td>hh_048_pwa__hairs_144<br><em>hh_048_pwa__hairs_144_cyberware_01</em></td><td>hh_048_pma__hairs_144<br><em>hh_048_pma__hairs_144_cyberware_01</em></td></tr><tr><td>49</td><td>hh_049_pwa__hairs_146<br><em>hh_049_pwa__hairs_146_cyberware_01</em></td><td>hh_049_pma__hairs_146<br><em>hh_049_pma__hairs_146_cyberware_01</em></td></tr><tr><td>50</td><td>hh_013_pwa__hairs_999<br><em>hh_013_pwa__hairs_999_cyberware_01</em></td><td>hh_050_pma__hairs_999<br><em>hh_050_pma__hairs_999_cyberware_01</em></td></tr></tbody></table>

## Beards

Beards are only used by mascV. Their entity files can be found in this folder:

```
base\characters\head\player_base_heads\appearances\entity\facial_hairs\
```

Any .app files are stored under

```
base\characters\head\player_base_heads\appearances\facial_hairs\
```

Beard morphtargets and the meshes they pull in can be found in the player's basehead folder:

```
base\characters\head\player_base_heads\player_man_average
```

### Beard files by index

<table><thead><tr><th width="97"></th><th></th></tr></thead><tbody><tr><td>01</td><td>hb_000_pma_c__basehead_shadowbase_01</td></tr><tr><td>02</td><td>hb_000_pma_c__basehead_big_beard_afro</td></tr><tr><td>03</td><td>pma__morphs_default</td></tr><tr><td>04</td><td>hb_000_pma_c__basehead_handlebar_stache</td></tr><tr><td>05</td><td>hb_000_pma_c__basehead_jesse_beard</td></tr><tr><td>06</td><td>hb_000_pma_c__basehead_maelstrom_full</td></tr><tr><td>07</td><td>hb_000_pma_c__basehead_big_beard</td></tr><tr><td>08</td><td>hb_000_pma_c__basehead_short_afro</td></tr><tr><td>09</td><td>hb_000_pma_c__basehead_thick_beard_afro</td></tr><tr><td>10</td><td>hb_000_pma_c__basehead_fu_manchu</td></tr><tr><td>11</td><td>hb_000_pma_c__basehead_logan</td></tr><tr><td>12</td><td>hb_000_pma_c__basehead_patmc</td></tr></tbody></table>

### Beard component names

Any beard uses the same two components, `beard` and `beard_shadow_01`.

Beard 01 will **only** use the shadowbase.

## Cyberware\_01

For `cyberware_01`, an additional mask file is used to block out parts of the hair cap in favour of the cyberware lines:

```
base\characters\common\character_customisation_items\cyberware\face\textures\hh_cyberware_cap_mask_01.xbm
```


# Cheat Sheet: Facial Expressions

## Photo Mode

Player photo mode uses one of

```
base\animations\ui\photomode\photomode_female_facial.anims
base\animations\ui\photomode\photomode_male_facial.anims
```

<table><thead><tr><th width="95.33333333333331">Index</th><th>Expressions</th><th>CNAME keys to activate them</th></tr></thead><tbody><tr><td>1</td><td>Neutral</td><td>facial_neutral</td></tr><tr><td>2</td><td>Charm</td><td>facial_charming</td></tr><tr><td>3</td><td>Fury</td><td>facial_furious</td></tr><tr><td>4</td><td>Boredom</td><td>facial_bored</td></tr><tr><td>5</td><td>Anger</td><td>facial_pissed</td></tr><tr><td>6</td><td>Satisfaction</td><td>facial_pleased</td></tr><tr><td>7</td><td>Disgust</td><td>facial_disgusted</td></tr><tr><td>8</td><td>Happiness</td><td>facial_happy</td></tr><tr><td>9</td><td>Fear</td><td>facial_scared</td></tr><tr><td>10</td><td>Surprise</td><td>facial_surprised</td></tr><tr><td>11</td><td>Sadness</td><td>facial_sadness</td></tr><tr><td>12</td><td>Whistle</td><td>facial_whistling</td></tr></tbody></table>

{% hint style="info" %}
For a guide how to replace photo mode expressions, see [here](/cyberpunk-2077-modding/modding-guides/animations/facial-animations/custom-facial-expressions).
{% endhint %}

## AMM facial expressions

The AMM expressions for **both body genders** use the following file and keys:

`base\animations\facial\male_average\interactive_scene\generic_average_male_facial_idle.anims`

|               |                                |
| ------------- | ------------------------------ |
| Neutral       | idle\_\_neutral\_\_male        |
| Joy           | idle\_\_joy\_\_male            |
| Smile         | idle\_\_happy\_\_male          |
| Sad           | idle\_\_sadness\_\_male        |
| Surprise      | idle\_\_surprise\_\_male       |
| Aggressive    | idle\_\_aggression\_\_male     |
| Anger         | idle\_\_anger\_\_male          |
| Interested    | idle\_\_interested\_\_male     |
| Disinterested | idle\_\_disinterested\_\_male  |
| Disappointed  | idle\_\_disappointed\_\_male   |
| Disgust       | idle\_\_disgust\_\_male        |
| Exertion      | idle\_\_exertion\_\_male       |
| Nervous       | idle\_\_nervous\_\_male        |
| Fear          | idle\_\_fear\_\_male           |
| Terrified     | idle\_\_fear\_reaction\_\_male |
| Pain          | idle\_\_pain\_\_male           |
| Sleepy        | idle\_\_tiredness\_\_male      |
| Unconscious   | idle\_\_unconscious\_\_male    |
| Dead          | idle\_\_dead\_\_male           |

*Courtesy of Maximilium, Pinkydude and Vitum*

### Expression references for individual NPC files:

[johnny\_\_facial\_idle\_poses](https://i.imgur.com/JW2ZW2r.jpg)

[rogue\_facial\_idle\_poses](https://i.imgur.com/7apn9yx.jpg)

[evelyn\_facial\_idle\_poses](https://i.imgur.com/HPd71Bb.jpg)

[generic\_average\_female\_facial\_idle\_poses](https://i.imgur.com/ZxwSOxy.jpg)

[panam\_facial\_idle\_poses](https://i.imgur.com/DuKRBYe.jpg)


# Cheat Sheet: E3 Heads

Where to find the E3 marketing assets

## Summary

This page tells you where to find those assets from the E3 demonstrations/trailers that CDPR left in the files.

{% hint style="info" %}
Please note that while there are texture folders, though their folders will be noted, the textures themselves will not be listed here.
{% endhint %}

## Female V

### E3 2018 Head

```
base\characters\main_npc\demo_vicky\h0_001_wa_c__demo_vicky\
```

```
base\characters\main_npc\demo_vicky\h0_001_wa_c__demo_vicky\textures
```

In these folders, you will find the assets used for V as seen in the 43-minute 2018 gameplay demo.

| File                                                     | Description                                                                                                                                          |
| -------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------- |
| h0\_001\_wa\_c\_\_demo\_vicky.mesh                       | Head                                                                                                                                                 |
| hb\_001\_wa\_c\_\_demo\_vicky.mesh                       | <p>Eyebrow/eyelash</p><p>(Note: this is different than the traditional eyebrow mesh the game actually uses, these are fully modelled 3D meshes.)</p> |
| he\_001\_wa\_c\_\_demo\_vicky.mesh                       | Eyes                                                                                                                                                 |
| heb\_001\_wa\_c\_\_demo\_vicky.mesh                      | Eyebrows (Note: same format as the final game eyebrows.)                                                                                             |
| ht\_001\_wa\_c\_\_demo\_vicky.mesh                       | Teeth                                                                                                                                                |
| hx\_001\_wa\_c\_\_demo\_vicky\_makeup\_eyes\_01.mesh     | Eye makeup                                                                                                                                           |
| hx\_001\_wa\_c\_\_demo\_vicky\_makeup\_freckles\_01.mesh | Freckles                                                                                                                                             |
| hx\_001\_wa\_c\_\_demo\_vicky\_makeup\_lips\_01.mesh     | Lip makeup                                                                                                                                           |
| hx\_001\_wa\_c\_\_demo\_vicky\_pimples\_01.mesh          | Pimples                                                                                                                                              |

### 2020 Marketing Head

```
base\characters\head\pwa\h0_000_pwa_c__basehead\
```

```
base\characters\head\pwa\h0_000_pwa_c__basehead\textures
```

These folders contain the V used in the early 2020 marketing materials and "The World of Cyberpunk 2077", the assets here more closely resemble the final game.

| File                                            | Description |
| ----------------------------------------------- | ----------- |
| h0\_000\_pwa\_c\_\_basehead.mesh                | Head        |
| he\_000\_pwa\_c\_\_basehead.mesh                | Eyes        |
| heb\_000\_pwa\_c\_\_basehead.mesh               | Eyebrows    |
| ht\_000\_pwa\_c\_\_basehead.mesh                | Teeth       |
| hx\_000\_pwa\_c\_\_basehead\_cyberware\_01.mesh | Cyberware   |
| hx\_000\_pwa\_c\_\_basehead\_cyberware\_02.mesh | Cybeware    |
| hx\_000\_pwa\_c\_\_basehead\_cyberware\_03.mesh | Cyberware   |
| hx\_000\_pwa\_c\_\_basehead\_cyberware\_04.mesh | Cyberware   |
| hx\_000\_pwa\_c\_\_basehead\_cyberware\_05.mesh | Cyberware   |
| hx\_000\_pwa\_c\_\_basehead\_makeup\_01.mesh    | Lip makeup  |
| hx\_000\_pwa\_c\_\_basehead\_makeup\_02.mesh    | Eye makeup  |
| i1\_000\_pwa\_c\_earring\_\_basehead.mesh       | Earing      |

## Male V

When compared to female V, male V has fewer remaining assets left over from development (mostly 2018 is missing). However, what we saw of male V in the 2019 Deep Dive demo, early 2020 trailers, and "The World of Cyberpunk 2077" remain behind.

### 2019 Deep Dive/2020 Marketing

```
base\characters\head\pma\h0_000_pma_c__basehead\
```

```
base\characters\head\pma\h0_000_pma_c__basehead\textures
```

```
base\characters\head\pma\h0_001_ma_c__player\textures
```

Note that not everything in the foremost folder will be listed, only what's important. There are simply too many assets to list here, most of which are identical to the final game if not straight duplicates.

|                                                       |                                                                     |
| ----------------------------------------------------- | ------------------------------------------------------------------- |
| h0\_000\_pma\_c\_\_basehead\_scar\_01.mesh            | Head scar (Note: potentially what we see in the 2018 trailer)       |
| h0\_000\_pma\_c\_\_basehead.mesh                      | Head                                                                |
| h0\_000\_pma\_c\_\_short\_spiked\_cyberware\_01.mesh  | Hair with cyberware cutout(?)                                       |
| h0\_000\_pma\_c\_\_short\_spiked.mesh                 | Hair                                                                |
| hb\_000\_pma\_c\_\_basehead\_\_e3\_demo\_reduced.mesh | Beard                                                               |
| he\_000\_pma\_c\_\_basehead\_cyberware.mesh           | Eyes with cyberware cutout(?)                                       |
| he\_000\_pma\_c\_\_basehead.mesh                      | Eyes                                                                |
| heb\_000\_pma\_c\_\_basehead\_01.mesh                 | Eyebrows (Note: Like 2018 Female V, these are 3D modeled eyebrows!) |
| hh\_000\_pma\_c\_\_basehead\_haircap\_01.mesh         | Hair cap                                                            |
| hx\_000\_pma\_c\_\_basehead\_cyberware\_01.mesh       | Cyberware (Note: Same as used in the trailer/gameplay videos.)      |
| i1\_000\_pma\_earring\_\_basehead\_01.mesh            | Earing                                                              |

{% hint style="warning" %}
Important exception; outside of the above folder, somewhere else in a different folder is a beard mesh that is combined with 3D eyebrows and eyelashes.

`base\characters\head\pma\h0_001_ma_c__player\hb_001_ma_c__player.mesh`
{% endhint %}

### Textures

Textures for male V here are scattered across two different folders, `h0_000_pma_c__basehead` and `h0_001_ma_c__player` respectively.


# Cheat Sheet: Body

Which body parts are where?

## Summary

**Last documented edit**: January 06 2024 by [mana vortex](mailto:undefined)

This page lists various properties of the player body. Use the Table of Contents or your browser's search (Hotkey: `Ctrl+F`) to quickly find what you're looking for. Any links will lead you to additional context.

You can find the list of skin tones, hair and facial expressions under [Cheat Sheet: Head](/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-head)

The details on arms can be found under [Cheat Sheet: Arms](/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-arms)

### Wait, this isn't what I'm looking for!

When editing body mods, you need to edit both the mesh and the morphtarget.

There is no dedicated guide yet, but you can refer to [For V - Changing V's Head](/cyberpunk-2077-modding/modding-guides/npcs/a-new-head-for-v).

For a list and explanation of body mods, check the [Overlay textures by framework](/cyberpunk-2077-modding/modding-guides/npcs/custom-tattoos-and-scars/converting-between-tattoo-frameworks/overlay-list) page.

{% hint style="success" %}
While you can use this information to show/hide parts of the player body via chunkmasks, you might consider using [ArchiveXL tags](/cyberpunk-2077-modding/modding-guides/items-equipment/influencing-other-items#visualtags) instead.
{% endhint %}

***

## Player Base Body

<table data-header-hidden><thead><tr><th width="212">File</th><th width="309">File Path</th><th>Component</th></tr></thead><tbody><tr><td>male body</td><td><code>base\characters\common\player_base_bodies\player_man_average\t0_000_pma_base__full.mesh</code></td><td><code>t0_000_pma_base__full</code></td></tr><tr><td>female body</td><td><code>base\characters\common\player_base_bodies\player_female_average\t0_000_pwa_base__full.mesh</code></td><td><code>t0_000_pwa_base__full</code></td></tr><tr><td>female body, big boobs</td><td><code>base\characters\common\player_base_bodies\player_female_average\t0_000_pwa_base__full_breast_big.mesh</code></td><td><em>applied by morphtarget</em></td></tr><tr><td>female body, small boobs</td><td><code>base\characters\common\player_base_bodies\player_female_average\t0_000_pwa_base__full_breast_small.mesh</code></td><td><em>applied by morphtarget</em></td></tr><tr><td>female body, flat feet</td><td><code>base\characters\common\player_base_bodies\player_female_average\l0_000_pwa_base__cs_flat.mesh</code></td><td><code>l0_000_pwa_base__cs_flat</code></td></tr></tbody></table>

### Seamfix meshes

These meshes cover up seams at arms and shoulders, where the mesh edges might show gaps.

<table data-header-hidden><thead><tr><th width="214"></th><th width="316"></th><th>Component</th></tr></thead><tbody><tr><td>male body</td><td><code>base\characters\common\player_base_bodies\player_man_average\t0_000_pma_base__full_seamfix.mesh</code></td><td><code>t0_000_pma_base__full_seamfix</code></td></tr><tr><td>female body</td><td><code>base\characters\common\player_base_bodies\player_female_average\t0_000_pwa_base__full_seamfix.mesh</code></td><td><code>t0_000_pwa_base__full_seamfix</code></td></tr></tbody></table>

## Body tattoos

### Female body gender

<table><thead><tr><th width="494"></th><th>Component</th></tr></thead><tbody><tr><td><code>base\characters\common\player_base_bodies\player_female_average\tattoos\tx_000_pwa_base__full_tattoo_01.mesh</code></td><td><code>tx_000_pwa_base__full_tattoo_01</code></td></tr><tr><td><code>base\characters\common\player_base_bodies\player_female_average\tattoos\tx_000_pwa_base__full_tattoo_02.mesh</code></td><td><code>tx_000_pwa_base__full_tattoo_02</code></td></tr><tr><td><code>base\characters\common\player_base_bodies\player_female_average\tattoos\tx_000_pwa_base__full_tattoo_03.mesh</code></td><td><code>tx_000_pwa_base__full_tattoo_03</code></td></tr><tr><td><code>base\characters\common\player_base_bodies\player_female_average\tattoos\tx_000_pwa_base__full_tattoo_04.mesh</code></td><td><code>tx_000_pwa_base__full_tattoo_04</code></td></tr><tr><td><code>base\characters\common\player_base_bodies\player_female_average\tattoos\tx_000_pwa_base__full_tattoo_05.mesh</code></td><td><code>tx_000_pwa_base__full_tattoo_05</code></td></tr></tbody></table>

### Male body gender

<table><thead><tr><th width="494"></th><th>Component</th></tr></thead><tbody><tr><td><code>base\characters\common\player_base_bodies\player_man_average\tattoos\tx_000_pma_base__full_tattoo_01.mesh</code></td><td><code>tx_000_pma_base__full_tattoo_01</code></td></tr><tr><td><code>base\characters\common\player_base_bodies\player_man_average\tattoos\tx_000_pma_base__full_tattoo_02.mesh</code></td><td><code>tx_000_pma_base__full_tattoo_02</code></td></tr><tr><td><code>base\characters\common\player_base_bodies\player_man_average\tattoos\tx_000_pma_base__full_tattoo_03.mesh</code></td><td><code>tx_000_pma_base__full_tattoo_03</code></td></tr><tr><td><code>base\characters\common\player_base_bodies\player_man_average\tattoos\tx_000_pma_base__full_tattoo_04.mesh</code></td><td><code>tx_000_pma_base__full_tattoo_04</code></td></tr><tr><td><code>base\characters\common\player_base_bodies\player_man_average\tattoos\tx_000_pma_base__full_tattoo_05.mesh</code></td><td><code>tx_000_pma_base__full_tattoo_05</code></td></tr></tbody></table>

## NPC bodies

You can find NPC bodies in the following folder:

```
base\characters\common\base_bodies
```

<table><thead><tr><th width="187">NPC</th><th>file path</th><th>explanation</th></tr></thead><tbody><tr><td>man base</td><td><code>base\characters\common\base_bodies\man_average\t0_000_ma_base__full.mesh</code></td><td>average body type, male body gender</td></tr><tr><td>man big</td><td><code>base\characters\common\base_bodies\man_big\t0_000_mb_base__full_hql.mesh</code></td><td>Sumo body type</td></tr><tr><td>man child</td><td><code>base\characters\common\base_bodies\man_child\t0_000_mc_base__full.mesh</code></td><td>Used for all children, regardless of body gender</td></tr><tr><td>man fat</td><td><code>base\characters\common\base_bodies\man_fat\t0_000_mf_base__full.mesh</code></td><td>fat citizens</td></tr><tr><td>man massive</td><td><code>base\characters\common\base_bodies\man_massive\t0_000_mm_base__full_head.mesh</code></td><td>Used for Sasquatch and Adam Smasher's 2020 appearance</td></tr><tr><td>woman average</td><td><code>base\characters\common\base_bodies\woman_average\t0_000_wa_base__full_hq.mesh</code></td><td>average body type, female body gender.<br>Boob and foot submeshes included.</td></tr><tr><td>woman small</td><td><code>base\characters\common\base_bodies\woman_small\t0_000_ws_base__full.mesh</code></td><td>???</td></tr></tbody></table>

## Head

Find this information under [Cheat Sheet: Head](/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-head).

## Skin definitions

{% hint style="info" %}
For a list of [Cheat Sheet: Head](/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-head#skin-tones-by-index), see [Cheat Sheet: Head](/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-head)
{% endhint %}

Skin materials are defined in the individual body files. For their paths, see [#player-base-body](#player-base-body "mention").

You can find the [definitions](https://github.com/CDPR-Modding-Documentation/Cyberpunk-Modding-Docs/blob/main/for-mod-creators-theory/files-and-what-they-do/3d-objects-.mesh-files#step-3-material-definition) in the localMaterialBuffer. Each material overrides the following properties locally:

* Normal (bump/height map)
* Albedo (diffuse/complexion)

All other properties are pulled from a [.mi file](/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/file-formats/materials/re-using-materials-.mi) in the following folder:

<table><thead><tr><th width="251"></th><th></th></tr></thead><tbody><tr><td>female body gender</td><td><code>base\characters\common\skin\character_mat_instance\female\body\</code></td></tr><tr><td>male body gender</td><td><code>base\characters\common\skin\character_mat_instance\male\body\</code></td></tr></tbody></table>

### Body: material instances

The names of the body's material instance files are identical to those used by the player head. Find them under [Cheat Sheet: Head](/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-head#head-material-instances).

## Making Body mods

If you want to make a body mod, you need to modify the following files.\
Please do clothing modders a favour either fit your body to vanilla proportions, or register a tag for [ArchiveXL: body mods and refits](/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained/archivexl/archivexl-body-mods-and-refits) right away!

### Female body gender

#### **Head:**

`base\characters\head\player_base_heads\player_female_average\h0_000_pwa__morphs.morphtarget`\
\
`base\characters\head\player_base_heads\player_female_average\h0_000_pwa_c__basehead\h0_000_pwa_c__basehead.mesh`

#### **TPP Body:**

`base\characters\common\player_base_bodies\player_female_average\t0_000_pwa_base__full.morphtarget`\
`base\characters\common\player_base_bodies\player_female_average\t0_000_pwa_base__full.mesh`\
`base\characters\common\player_base_bodies\player_female_average\l0_000_pwa_base__cs_flat.mesh`

#### **TPP Arms:**

`base\characters\common\player_base_bodies\player_female_average\arms_hq\a0_000_pwa_base_hq__full.mesh` (only used in character creation)\
`base\characters\common\player_base_bodies\player_female_average\arms_hq\a0_000_pwa_base_hq__l.mesh`\
`base\characters\common\player_base_bodies\player_female_average\arms_hq\a0_000_pwa_base_hq__r.mesh`

#### **FPP Head + Body + Arms:**

`base\characters\common\player_base_bodies\player_female_average\fpp\n0_000_pwa_fpp__neck.mesh` `base\characters\common\player_base_bodies\player_female_average\fpp\t0_000_pwa_fpp__torso.mesh` `base\characters\common\player_base_bodies\player_female_average\fpp\a0_000_pwa_fpp__full_l.mesh` `base\characters\common\player_base_bodies\player_female_average\fpp\a0_000_pwa_fpp__full_r.mesh` `base\characters\common\player_base_bodies\player_female_average\fpp\l0_000_pwa_fpp__cs_flat.mesh`

### Male body gender

#### **Head:**

`base\characters\head\player_base_heads\player_man_average\h0_000_pwa__morphs.morphtarget`\
`base\characters\head\player_base_heads\player_man_average\h0_000_pwa_c__basehead\h0_000_pwa_c__basehead.mesh`

#### **TPP Body:**

`base\characters\common\player_base_bodies\player_man_average\t0_000_pma_base__full.mesh`

#### **TPP Arms:**

`base\characters\common\player_base_bodies\player_man_average\arms_hq\a0_000_pma_base_hq__full.mesh` (only used in character creation)\
`base\characters\common\player_base_bodies\player_man_average\arms_hq\a0_000_pma_base_hq__l.mesh`\
`base\characters\common\player_base_bodies\player_man_average\arms_hq\a0_000_pma_base_hq__r.mesh`

#### **FPP Head + Body + Arms:**

`base\characters\common\player_base_bodies\player_man_average\fpp\n0_000_pma_fpp__neck.mesh`\
`base\characters\common\player_base_bodies\player_man_average\fpp\t0_000_pma_fpp__torso.mesh` `base\characters\common\player_base_bodies\player_man_average\fpp\a0_000_pma_fpp__full_l.mesh`\
`base\characters\common\player_base_bodies\player_man_average\fpp\a0_000_pma_fpp__full_r.mesh` \\


# Cheat Sheet: Arms

Arms are why we can't have nice things.

## Summary

This page lists the different player arms, their component names, and the paths to their files.

### Wait, this is not what I want!

To make your clothes react to different arms, check [ArchiveXL: Suffixes and Substitutions](/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained/archivexl/archivexl-suffixes-and-substitutions) -> [ArchiveXL: Suffixes and Substitutions](/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained/archivexl/archivexl-suffixes-and-substitutions#arm-states)

The player base body does not come with arms attached — this made it easier for the developers to switch out the different kinds of cyber arms. It makes everything harder for you.

## Default Arms

You can look up the component names and their properties in the .ent files per body gender in these folders (the file names will start with `a0_`).

### Female

{% hint style="info" %}
Female arms are using different meshes for the first person perspective. You will find this is a common theme.
{% endhint %}

<table><thead><tr><th width="121.39996337890625">Type</th><th>Folder or .ent files</th><th>Component names</th></tr></thead><tbody><tr><td>First Person</td><td><code>base\characters\common\player_base_bodies\player_female_average\fpp > a0_000</code><br><code>base\weapons\melee\fists\appearances\base_arms_female.ent</code><br><code>base\weapons\melee\fists\appearances\base_arms_male.ent</code></td><td><pre><code>left_arm    
right_arm  
</code></pre></td></tr><tr><td>Third Person</td><td><code>base\characters\common\player_base_bodies\player_female_average\arms_hq</code><br><br><code>base\characters\common\player_base_bodies\appearances\entity\a0_000_pwa_base__full.ent</code><br><code>base\characters\common\player_base_bodies\appearances\entity\a0_000_pma_base__full.ent</code><br></td><td><pre><code>a0_001_pwa_base_hq__full8640 
a0_001_pwa_base_hq__full
</code></pre><pre><code>arms_full:only used by character creator!
</code></pre></td></tr></tbody></table>

{% hint style="info" %}
An in app example how to include Component Names and hiding them via chunkmask (untick the submesh numbers to hide the mesh).
{% endhint %}

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-7fe5ee0866a32c337c291e10f2761410218eb12c%2FExample%20of%20an%20app%20-%20arm%20component%20-%20chunkmasking.png?alt=media" alt=""><figcaption></figcaption></figure>

### Male

<table><thead><tr><th>Folder or .ent files</th><th>Component names</th></tr></thead><tbody><tr><td><p><code>base\characters\common\player_base_bodies\player_man_average\arms_hq</code></p><p><br><code>arms_full</code> is only used by character creator!</p></td><td><pre><code>a0_000_ma_base__full_ag_hq1491
a0_000_ma_base__full_ag_hq6168
</code></pre></td></tr></tbody></table>

## Cyber Arms

{% hint style="info" %}
Cyber arms are complex, with active and inactive states, and in the case of the female body, separate entities and meshes for the inactive state in First and Third Person Perspectives.

They also have separate Rigs and Animations, which are not included here to avoid complete information overload.

To add insult to injury, if you dig into the actual meshes in use, you will find some cases of `wa` meshes being used by `ma` components and vice versa. But there's a [mod](https://www.nexusmods.com/cyberpunk2077/mods/4393) for that.
{% endhint %}

## Monowire Arms

### Female

Note that the same component name is used for all arm states, even when declared in different .ent files.

<table><thead><tr><th width="155.33333333333331">Type</th><th>Folder or .ent files</th><th>Component names</th></tr></thead><tbody><tr><td>Active</td><td><code>base\characters\cyberware\player\a0_002__monowire_whip\entities\a0_002_wa__monowire_whip.ent</code></td><td><pre><code><strong>a0_002_wa__monowire_whip_l_cableless
</strong>a0_002_wa__monowire_whip_r_cableless
</code></pre></td></tr><tr><td>Inactive FPP</td><td><code>base\characters\cyberware\player\a0_002_wa__monowire_whip_holstered.ent</code></td><td><pre><code><strong>a0_002_wa__monowire_whip_l_cableless
</strong>a0_002_wa__monowire_whip_r_cableless
</code></pre></td></tr><tr><td>Inactive TPP</td><td><code>base\characters\cyberware\player\a0_002_wa__monowire_whip_tpp.ent</code></td><td><pre><code><strong>a0_002_wa__monowire_whip_l_cableless
</strong>a0_002_wa__monowire_whip_r_cableless
</code></pre></td></tr></tbody></table>

### Male

Note that it is *not* a typo on this page that the inactive component names use `wa` instead of `ma`. That's just how it is.

<table><thead><tr><th width="155.33333333333331">Type</th><th>Folder or .ent files</th><th>Component names</th></tr></thead><tbody><tr><td>Active</td><td><code>base\characters\cyberware\player\a0_002__monowire_whip\entities\a0_002_ma__monowire_whip.ent</code></td><td><pre><code>a0_002_ma__monowire_whip_l_cableless
a0_002_ma__monowire_whip_r_cableless
</code></pre></td></tr><tr><td>Inactive</td><td><code>base\characters\cyberware\player\a0_002_ma__monowire_whip_holstered.ent</code></td><td><pre><code><strong>a0_002_wa__monowire_whip_l_cableless
</strong>a0_002_wa__monowire_whip_r_cableless
</code></pre></td></tr></tbody></table>

## Mantis Blade Arms

This is the first cyberarm type where we see the arm split across multiple .ent files.

### Female

<table><thead><tr><th width="155.33333333333331">Type</th><th>Folder or .ent files</th><th>Component names</th></tr></thead><tbody><tr><td>Active</td><td><pre><code>base\characters\cyberware\player\a0_003__mantisblade\entities\a0_003_wa__mantisblades_cyber.ent
base\characters\cyberware\player\a0_003__mantisblade\entities\a0_003_wa__mantisblades.ent
base\characters\cyberware\player\a0_003__mantisblade\entities\a0_003_wa__mantisblades_edge.ent
base\characters\cyberware\player\a0_003__mantisblade\entities\a0_003_wa__mantisblades_nails.ent
</code></pre></td><td><pre><code>a0_003_wa__mantisblade_left
a0_003_wa__mantisblade_upperarm_left
a0_003_wa__mantisblade_left_blade
a0_003_wa__mantisblade_left_mechanisms
a0_003_wa__mantisblade_left_mechanisms6263
a0_003_wa__mantisblade_nails_l
a0_003_wa__mantisblade_right
a0_003_wa__mantisblade_upperarm_right
a0_003_wa__mantisblade_right_mechanisms
a0_003_wa__mantisblade_right_mechanisms2035
a0_003_wa__mantisblade_right_blade
a0_003_wa__mantisblade_nails_r
</code></pre></td></tr><tr><td>Inactive FPP</td><td><code>base\characters\cyberware\player\a0_003__mantisblade\entities\a0_003_wa__mantisblade_holstered.ent</code></td><td><pre><code>a0_003_wa__mantisblade_holstered_left
a0_003_wa__mantisblade_holstered_upperarm_left
a0_003_wa__mantisblade_holstered_right
a0_003_wa__mantisblade_holstered_upperarm_right
</code></pre></td></tr><tr><td>Inactive TPP</td><td><code>base\characters\cyberware\player\a0_003__mantisblade\entities\a0_003_wa__mantisblade_photomode.ent</code></td><td><pre><code>a0_003_wa__mantisblade_photomode_left2804
a0_003_wa__mantisblade_photomode_upperarm_left
a0_003_wa__mantisblade_photomode_right
a0_003_wa__mantisblade_photomode_upperarm_right
</code></pre></td></tr></tbody></table>

### Male

<table><thead><tr><th width="155.33333333333331">Type</th><th>Folder or .ent files</th><th>Component names</th></tr></thead><tbody><tr><td>Active</td><td><pre><code>base\characters\cyberware\player\a0_003__mantisblade\entities\a0_003_ma__mantisblades_cyber.ent
base\characters\cyberware\player\a0_003__mantisblade\entities\a0_003_ma__mantisblades.ent
base\characters\cyberware\player\a0_003__mantisblade\entities\a0_003_ma__mantisblades_edge.ent
base\characters\cyberware\player\a0_003__mantisblade\entities\a0_003_ma__mantisblades_nails.ent
</code></pre></td><td><pre><code>a0_003_ma__mantisblade_left
a0_003_ma__mantisblade_upperarm_left
a0_003_ma__mantisblade_left_blade
a0_003_ma__mantisblade_left_mechanisms
a0_003_ma__mantisblade_nails_l
a0_003_ma__mantisblade_right
a0_003_ma__mantisblade_upperarm_right
a0_003_ma__mantisblade_right_blade
a0_003_ma__mantisblade_right_mechanisms
a0_003_ma__mantisblade_nails_r
</code></pre></td></tr><tr><td>Inactive<br>FPP and TPP</td><td><code>base\characters\cyberware\player\a0_003__mantisblade\entities\a0_003_ma__mantisblade_holstered.ent</code></td><td><pre><code>a0_003_ma__mantisblade_holstered_left6562
a0_003_ma__mantisblade_holstered_upperarm_left
a0_003_ma__mantisblade_holstered_right
a0_003_ma__mantisblade_holstered_upperarm_right
</code></pre></td></tr></tbody></table>

## Gorilla Arms

### Female

<table><thead><tr><th width="155.33333333333331">Type</th><th>Folder or .ent files</th><th>Component names</th></tr></thead><tbody><tr><td>Active</td><td><pre><code>base\characters\cyberware\player\a0_005__strongarms\a0_005_wa__strongarms.ent
base\characters\cyberware\player\a0_005__strongarms\entities\a0_005_ma__strongarms_knuckles.ent
base\characters\cyberware\player\a0_005__strongarms\a0_005_wa__strongarms_cyber.ent
</code></pre></td><td><pre><code>a0_005_wa__strongarms_l
a0_005_wa__strongarms_int_l
a0_005_wa__strongarms_cyberware_l
a0_005_wa__strongarms_r
a0_005_wa__strongarms_int_r
a0_005_wa__strongarms_cyberware_r
</code></pre></td></tr><tr><td>Inactive FPP</td><td><code>base\characters\cyberware\player\a0_005_wa__strongarms_holstered.ent</code></td><td><pre><code>a0_005_wa__strongarms_holstered_l
a0_005_wa__strongarms_holstered_cyberware_l
a0_005_wa__strongarms_holstered_r
a0_005_wa__strongarms_holstered_cyberware_r
</code></pre></td></tr><tr><td>Inactive TPP</td><td><code>base\characters\cyberware\player\a0_005_wa__strongarms_photo_mode.ent</code></td><td><pre><code>a0_005_wa__strongarms_photo_mode_l
a0_005_wa__strongarms_photo_mode_cyberware_l
a0_005_wa__strongarms_photo_mode_r
a0_005_wa__strongarms_photo_mode_cyberware_r
</code></pre></td></tr></tbody></table>

### Male

<table><thead><tr><th width="155.33333333333331">Type</th><th>Folder or .ent files</th><th>Component names</th></tr></thead><tbody><tr><td>Active</td><td><pre><code>base\characters\cyberware\player\a0_005__strongarms\a0_005_ma__strongarms.ent
base\characters\cyberware\player\a0_005__strongarms\entities\a0_005_ma__strongarms_knuckles.ent
base\characters\cyberware\player\a0_005__strongarms\a0_005_ma__strongarms_cyber.ent
</code></pre></td><td><pre><code>a0_005_ma__strongarms_l
a0_005_ma__strongarms_int_l
a0_005_ma__strongarms_cyberware_l
a0_005_ma__strongarms_r
a0_005_ma__strongarms_int_r
a0_005_ma__strongarms_cyberware_r
</code></pre></td></tr><tr><td>Inactive</td><td><code>base\characters\cyberware\player\a0_005_ma__strongarms_holstered.ent</code></td><td><pre><code>a0_005_ma__strongarms_holstered_l
a0_005_ma__strongarms_holstered_cyberware_l
a0_005_ma__strongarms_holstered_r
a0_005_ma__strongarms_holstered_cyberware_r
</code></pre></td></tr></tbody></table>

## Launcher Arms

The Launcher is asymmetric and only present in the left arm. The right arm component just re-uses the default mesh.

### Female

<table><thead><tr><th width="155.33333333333331">Type</th><th>Folder or .ent files</th><th>Component names</th></tr></thead><tbody><tr><td>Active</td><td><pre><code>base\characters\cyberware\player\a0_006__launcher\entities\a0_006_wa__launcher.ent
base\characters\cyberware\player\a0_006__launcher\entities\a0_006_wa__launcher_nails.ent
base\characters\cyberware\player\a0_006__launcher\entities\a0_006_wa__launcher_mechanisms.ent
base\characters\cyberware\player\a0_006__launcher\entities\a0_006_wa__launcher_cyber.ent
base\characters\cyberware\player\a0_006__launcher\entities\a0_006_wa__launcher_ammo_fire.ent
base\characters\cyberware\player\a0_006__launcher\entities\a0_006_wa__launcher_fragment_fire.ent
</code></pre></td><td><pre><code>a0_006_wa__launcher_upperarm
a0_006_wa__launcher_shells8722
a0_006_wa__launcher_mechanisms
a0_006_wa__launcher_muscles
a0_006_wa__launcher_nails_l
a0_006_wa__launcher_fragment_fire6227
a0_006_wa__launcher_ammo_fire2326
a0_006_wa__launcher_holstered_right
a0_006_wa__launcher_nails_r
</code></pre></td></tr><tr><td>Inactive FPP</td><td><code>base\characters\cyberware\player\a0_006__launcher\entities\a0_006_wa__launcher_holstered.ent</code></td><td><pre><code>a0_006_wa__launcher_holstered4156
a0_006_wa__launcher_holstered_upperarm
a0_006_wa__launcher_holstered_right
</code></pre></td></tr><tr><td>Inactive TPP</td><td><code>base\characters\cyberware\player\a0_006__launcher\entities\a0_006_wa__launcher_holstered_photo_mode.ent</code></td><td><pre><code>a0_006_wa__launcher_holstered_photo_mode8630
a0_006_wa__launcher_upperarm_photo_mode
a0_006_wa__launcher_holstered_photo_mode_right
</code></pre></td></tr></tbody></table>

### Male

<table><thead><tr><th width="155.33333333333331">Type</th><th>Folder or .ent files</th><th>Component names</th></tr></thead><tbody><tr><td>Active</td><td><pre><code>base\characters\cyberware\player\a0_006__launcher\entities\a0_006_ma__launcher.ent
base\characters\cyberware\player\a0_006__launcher\entities\a0_006_ma__launcher_nails.ent
base\characters\cyberware\player\a0_006__launcher\entities\a0_006_ma__launcher_mechanisms.ent
base\characters\cyberware\player\a0_006__launcher\entities\a0_006_ma__launcher_cyber.ent
base\characters\cyberware\player\a0_006__launcher\entities\a0_006_ma__launcher_ammo.ent
base\characters\cyberware\player\a0_006__launcher\entities\a0_006_ma__launcher_fragment.ent
</code></pre></td><td><pre><code>a0_006_ma__launcher_upperarm
a0_006_ma__launcher_shells1525
a0_006_ma__launcher_mechanisms
a0_006_ma__launcher_muscles
a0_006_ma__launcher_nails_l
a0_006_ma__launcher_fragment_fire4806
a0_006_ma__launcher_ammo_fire2714
a0_006_ma__launcher_upperarm_right
a0_006_ma__launcher_nails_r
</code></pre></td></tr><tr><td>Inactive</td><td><code>base\characters\cyberware\player\a0_006__launcher\entities\a0_006_ma__launcher_holstered.ent</code></td><td><pre><code>a0_006_ma__launcher_holstered1283
a0_006_ma__launcher_holstered_upperarm
a0_005_ma__strongarms_holstered_r
</code></pre></td></tr></tbody></table>

## Ballistic Coprocessor and Smart Link

These two items are represented identically by a game item internally called the \`weapon\_grip\`. However, the Weapon Grip is not a normal component, added or removed from the body, in the way that the arms themselves are. Instead, it is placed into an attachment slot. This has big implications for anyone hoping to manipulate them. As it is not part of the player puppet, you cannot manipulate it using Part Overrides, or Hiding Tags. Additionally, the game itself has weird and inconsistent rules for when to show the grip, and when the actually put the item into the attachment slot.

As a result, most people give up and use a [mod](https://www.nexusmods.com/cyberpunk2077/mods/3897) that deletes the actual Weapon Grip meshes. It is possible to [manage](https://www.nexusmods.com/cyberpunk2077/mods/14948) the visibility via Codeware scripting, but even that isn't straight forward.

<table><thead><tr><th width="155.33333333333331">Type</th><th>Folder or .ent files</th><th>Component names</th></tr></thead><tbody><tr><td>All</td><td><pre><code>base\gameplay\cyberware\smartgun_link\player_smartgun_link.ent
base\gameplay\cyberware\subdermal_grip\player_subdermal_grip.ent
</code></pre></td><td><pre><code>a0_004__weapon_grip_device
a0_004__weapon_grip_decal_01
a0_004__weapon_grip_decal_02
</code></pre></td></tr></tbody></table>

## Hiding Arms

{% hint style="info" %}
There's no easy way to hide arms except by getting rid of everything - The ArchiveXL `hide_Arms` tag actually hides everything with an `a0_` prefix. For more information, check [ArchiveXL: Tags](/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained/archivexl/archivexl-tags#archivexl-tags)

If you want to selectively hide arm meshes or sub-meshes you will need to become familiar with all the contents of this page, and the chances that you can do anything elegantly are slim.

Remember: Arms are why we can't have nice things.
{% endhint %}

{% hint style="info" %}
For reasons best known to CDPR, the monowire arm meshes displayed in game for fem V are different from the ones linked in the components listed above. They have different geometry and submesh counts.\
\
In order to hide fem V monowire arms you have to hide specifc submeshes on each arm that otherwise don't seem to exist in the linked meshes. The submeshes are \[0, 4, 5, 6, 7] for the left arm and \[0, 2, 5, 6, 7] for the right arm. They are written accordingly in the list below.
{% endhint %}

### Arm override list, courtesy of Kiasuburger

```yaml
overrides:
  tags:
    hide_arm_left:
      a0_001_pwa_base_hq__full: {hide: [0, 1, 2, 3]}
      a0_000_ma_base__full_ag_hq1491: {hide: [0, 1, 2, 3]}
      left_arm: {hide: [0, 1, 2, 3]}
      # Monowire
      ## wa _and_ ma
      a0_002_wa__monowire_whip_l_cableless: {hide: [0, 4, 5, 6, 7]}
      ## ma
      a0_002_ma__monowire_whip_l: {hide: [0, 1, 2, 3]}
      # Mantis Blades
      ## wa
      a0_003_wa__mantisblade_left: {hide: [0, 1, 2, 3]}
      a0_003_wa__mantisblade_upperarm_left: {hide: [0]}
      a0_003_wa__mantisblade_nails_l: {hide: [0]}
      ### a0_003_wa__mantisblade_left_mechanisms
      ### a0_003_wa__mantisblade_left_mechanisms6263
      ### a0_003_wa__mantisblade_left_blade
      a0_003_wa__mantisblade_photomode_left2804: {hide: [0, 1, 2, 3]}
      a0_003_wa__mantisblade_photomode_upperarm_left: {hide: [0]}
      a0_003_wa__mantisblade_holstered_left: {hide: [0, 1, 2, 3]}
      a0_003_wa__mantisblade_holstered_upperarm_left: {hide: [0]}
      ## ma
      a0_003_ma__mantisblade_left: {hide: [0, 1, 2, 3]}
      a0_003_ma__mantisblade_upperarm_left: {hide: [0]}
      a0_003_ma__mantisblade_nails_l: {hide: [0]}
      ### a0_003_ma__mantisblade_left_mechanisms
      ### a0_003_ma__mantisblade_left_blade
      a0_003_ma__mantisblade_holstered_left6562: {hide: [0, 1, 2, 3]}
      a0_003_ma__mantisblade_holstered_upperarm_left: {hide: [0]}
      # Gorilla Arms
      ## wa
      a0_005_wa__strongarms_l: {hide: [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18]}
      a0_005_wa__strongarms_int_l: {hide: [0, 1]}
      a0_005_wa__strongarms_cyberware_l: {hide: [0, 1, 2]}
      a0_005_wa__strongarms_photo_mode_l: {hide: [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14]}
      a0_005_wa__strongarms_photo_mode_cyberware_l: {hide: [0]}
      a0_005_wa__strongarms_holstered_l: {hide: [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17]}
      a0_005_wa__strongarms_holstered_cyberware_l: {hide: [0]}
      ## ma
      a0_005_ma__strongarms_l: {hide: [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17]}
      a0_005_ma__strongarms_int_l: {hide: [0, 1]}
      a0_005_ma__strongarms_cyberware_l: {hide: [0, 1, 2]}
      a0_005_ma__strongarms_holstered_l: {hide: [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15]}
      a0_005_ma__strongarms_holstered_cyberware_l: {hide: [0]}
      # Launcher
      ## wa
      a0_006_wa__launcher_shells8722: {hide: [0, 2, 3, 4, 5, 6, 7, 8]}
      a0_006_wa__launcher_upperarm: {hide: [0, 1, 2]}
      a0_006_wa__launcher_nails_l: {hide: [0]}
      a0_006_wa__launcher_holstered_photo_mode8630: {hide: [0, 1, 2, 3, 4, 5, 6]}
      a0_006_wa__launcher_upperarm_photo_mode: {hide: [0, 1, 2]}
      ### a0_006_wa__launcher_muscles
      ### a0_006_wa__launcher_mechanisms
      a0_006_wa__launcher_holstered4156: {hide: [0, 1, 2, 3, 4, 5, 6]}
      a0_006_wa__launcher_holstered_upperarm: {hide: [0, 1, 2]}
      ## ma
      a0_006_ma__launcher_shells1525: {hide: [0, 2, 3, 4]}
      a0_006_ma__launcher_upperarm: {hide: [0, 1, 2, 3, 4, 5, 6]}
      a0_006_ma__launcher_nails_l: {hide: [0]}
      ### a0_006_ma__launcher_muscles
      ### a0_006_ma__launcher_mechanisms
      a0_006_ma__launcher_holstered1283: {hide: [0, 1, 2, 3, 4, 5, 6]}
      a0_006_ma__launcher_holstered_upperarm: {hide: [0, 1, 2, 3, 4, 5, 6]}
    hide_nails_left:
      a0_000_pwa_base_nails_l: {hide: [0, 1, 2, 3, 4, 5]}
      a0_000_pwa_base__nails_l: {hide: [0, 1, 2, 3, 4, 5]}
      a0_000_pwa_fpp__nails_l: {hide: [0, 1, 2, 3, 4, 5]}
      a0_000_pma_base__nails_l: {hide: [0]}
      # Monowire
      a0_002_ma__monowire_whip_l: {hide: [2]}
      a0_002_wa__monowire_whip_l_cableless: {hide: [2]}

    hide_arm_right:
      a0_001_pwa_base_hq__full8640: {hide: [0, 1, 2]}
      a0_000_ma_base__full_ag_hq6168: {hide: [0, 1, 2]}
      right_arm: {hide: [0, 1, 2]}
      # Monowire
      ## wa _and_ ma
      a0_002_wa__monowire_whip_r_cableless: {hide: [0, 2, 5, 6, 7]}
      ## ma
      a0_002_ma__monowire_whip_r: {hide: [0, 1, 2, 3, 4]}
      # Mantis Blades
      ## wa
      a0_003_wa__mantisblade_right: {hide: [0, 1, 2, 3]}
      a0_003_wa__mantisblade_upperarm_right: {hide: [0]}
      a0_003_wa__mantisblade_nails_r: {hide: [0]}
      ### a0_003_wa__mantisblade_right_mechanisms
      ### a0_003_wa__mantisblade_right_mechanisms2035
      ### a0_003_wa__mantisblade_right_blade
      a0_003_wa__mantisblade_photomode_right: {hide: [0, 1, 2]}
      a0_003_wa__mantisblade_photomode_upperarm_right: {hide: [0]}
      a0_003_wa__mantisblade_holstered_right: {hide: [0, 1, 2]}
      a0_003_wa__mantisblade_holstered_upperarm_right: {hide: [0]}
      ## ma
      a0_003_ma__mantisblade_right: {hide: [0, 1, 2, 3]}
      a0_003_ma__mantisblade_upperarm_right: {hide: [0]}
      a0_003_ma__mantisblade_nails_r: {hide: [0]}
      ### a0_003_ma__mantisblade_right_mechanisms
      ### a0_003_ma__mantisblade_right_blade
      a0_003_ma__mantisblade_holstered_right: {hide: [0, 1, 2]}
      a0_003_ma__mantisblade_holstered_upperarm_right: {hide: [0]}
      # Gorilla Arms
      ## wa
      a0_005_wa__strongarms_r: {hide: [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16]}
      a0_005_wa__strongarms_int_r: {hide: [0, 1]}
      a0_005_wa__strongarms_cyberware_r: {hide: [0, 1, 2]}
      a0_005_wa__strongarms_photo_mode_r: {hide: [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13]}
      a0_005_wa__strongarms_photo_mode_cyberware_r: {hide: [0]}
      a0_005_wa__strongarms_holstered_r: {hide: [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14]}
      a0_005_wa__strongarms_holstered_cyberware_r: {hide: [0]}
      ## ma
      a0_005_ma__strongarms_r: {hide: [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16]}
      a0_005_ma__strongarms_int_r: {hide: [0, 1]}
      a0_005_ma__strongarms_cyberware_r: {hide: [0, 1, 2]}
      a0_005_ma__strongarms_holstered_r: {hide: [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14]}
      a0_005_ma__strongarms_holstered_cyberware_r: {hide: [0]}
      # Launcher
      ## wa
      a0_006_wa__launcher_holstered_right: {hide: [0, 1, 2]}
      a0_006_wa__launcher_nails_r: {hide: [0]}
      a0_006_wa__launcher_holstered_photo_mode_right: {hide: [0, 1, 2]}
      ## ma
      a0_006_ma__launcher_upperarm_right: {hide: [0, 1, 2]}
      a0_006_ma__launcher_nails_r: {hide: [0]}
      a0_006_ma__launcher_holstered_upperarm_right: {hide: [0, 1, 2]}
    hide_nails_right:
      a0_000_pwa_base_nails_r: {hide: [0, 1, 2, 3, 4, 5]}
      a0_000_pwa_base__nails_r: {hide: [0, 1, 2, 3, 4, 5]}
      a0_000_pwa_fpp__nails_r: {hide: [0, 1, 2, 3, 4, 5]}
      a0_000_pma_base__nails_r: {hide: [0]}
      # Monowire
      a0_002_ma__monowire_whip_r: {hide: [2]}
      a0_002_wa__monowire_whip_r_cableless: {hide: [2]}
```


# Cheat sheet: Rigs and animations

Where rigs and animations are stored

## Summary

**Last documented update**: January 6 2024 by [mana vortex](mailto:undefined)

This page lists file paths and properties for various rigs and animations. Use the Table of Contents or your browser's search (Hotkey: `Ctrl+F`) to quickly find what you're looking for.

Any links will lead you to additional context.

### Wait, this isn't what I'm looking for!

If you want to make animations, check [Creating Animations - Poses for V & NPCs](/cyberpunk-2077-modding/modding-guides/animations/animations) and the guides under the page.

***

## .anims

For general documentation on how animations work, see [Animations](/cyberpunk-2077-modding/modding-guides/animations)

| Anims description                 | Path in game files                         |
| --------------------------------- | ------------------------------------------ |
| Player female inventory animation | base\animations\ui\female\ui\_female.anims |
| Player male inventory animation   | base\animations\ui\male\ui\_male.anims     |

## .rigs

### First person

First person animations are used solely on the player character (V). There's one rig per body gender:

<table><thead><tr><th width="226">name of rig</th><th>Path in game files</th></tr></thead><tbody><tr><td>player_male</td><td>base\characters\entities\player\deformations_rigs_ma\player_man_fpp_deformations.rig<br>(pulled from player_ma_fpp.ent)</td></tr><tr><td>player_female</td><td>base\characters\entities\player\deformations_rigs_wa\player_woman_base_deformations.rig<br>(pulled from player_wa_fpp.ent)</td></tr></tbody></table>

### Third person

{% hint style="info" %}
While most rigs are called `man_xxx`, they're also used by NPCs of the female body gender.
{% endhint %}

<table><thead><tr><th width="230.33333333333331">Name of rig</th><th>Used by</th><th>Path in game files</th></tr></thead><tbody><tr><td>woman_base</td><td>female body gender, default body shape</td><td>base\characters\base_entities\woman_base\woman_base.rig</td></tr><tr><td>man_base</td><td>male body gender, default body shape</td><td>base\characters\base_entities\man_base\man_base.rig</td></tr><tr><td>man_child</td><td>children of any body gender</td><td>base\characters\base_entities\man_child\man_child.rig</td></tr><tr><td><em>woman_child</em></td><td><em>-</em></td><td><em>base\characters\base_entities\woman_child\woman_child.rig</em></td></tr><tr><td>man_big</td><td>any body gender: big folks, e.g. Jackie, River, Rhino…</td><td>base\characters\base_entities\man_big\man_big.rig</td></tr><tr><td><em>woman_big</em></td><td><em>-</em></td><td><em>base\characters\base_entities\woman_big\woman_big.rig</em></td></tr><tr><td>man_fat</td><td>any body gender: fat folks, e.g. Dexter</td><td>base\characters\base_entities\man_fat\man_fat.rig</td></tr><tr><td><em>woman_fat</em></td><td><em>-</em></td><td><em>base\characters\base_entities\woman_fat\woman_fat.rig</em></td></tr><tr><td>man_massive</td><td>Smasher</td><td>base\characters\base_entities\man_massive\man_massive.rig</td></tr></tbody></table>

### Face

The facial animations are linked in the .ent files under `base\characters\base_entities\xxx\xxx.ent`. They are otherwise referenced from an entAnimationSetupExtensionComponent inside the .app file.

## Deforms

Deforms can be found under `base\characters\base_entities\*\deformations_rigs`.


# Cheat Sheet: Photo Mode

Photo Mode Cheat Sheet

## Summary

**Last documented update**: January 6 2024 by [mana vortex](mailto:undefined)

This page acts as a look-up table for photo mode. Use the Table of Contents or your browser's search (Hotkey: `Ctrl+F`) to quickly find what you're looking for. Any links will lead you to additional context.

### Wait, this isn't what I'm looking for!

For theoretical knowledge, check the [Animations](/cyberpunk-2077-modding/modding-guides/animations)section

For creating own photo mode poses, see [Creating Animations - Poses for V & NPCs](/cyberpunk-2077-modding/modding-guides/animations/animations) in the Modding Guides section.

***

### .anims

You can find all photo mode animation sets in the following folder:

```
base\animations\ui\photomode\
```

You can find the following files there:

<table><thead><tr><th width="133">Entity</th><th>Action</th><th>Idle</th><th>Face</th></tr></thead><tbody><tr><td>f!V</td><td>photomode__female__action.anims</td><td>photomode__female__idle.anims</td><td>photomode_female_facial.anims</td></tr><tr><td>m!V</td><td>photomode__male__action.anims</td><td>photomode__male__idle.anims</td><td>photomode_male_facial.anims</td></tr><tr><td>Johnny</td><td>-</td><td>photomode__johnny__idle.anims</td><td>photomode_johnny_facial.anims</td></tr></tbody></table>

## Poses and files

### Idle

```
base\animations\ui\photomode\photomode__female__idle.anims
base\animations\ui\photomode\photomode__male__idle.anims
```

The Photo Mode idle animations are named and indexed as follows:

<table><thead><tr><th width="92.33333333333331">index</th><th>animation name</th><th>translation</th></tr></thead><tbody><tr><td>1</td><td>idle_stand_01</td><td>Tabula Rasa</td></tr><tr><td>2</td><td>idle_stand_02</td><td>What Can I Get Ya?</td></tr><tr><td>3</td><td>idle_stand_03</td><td>C'mere, Gonkbrain</td></tr><tr><td>4</td><td>idle_stand_04</td><td>Peace &#x26; Love</td></tr><tr><td>5</td><td>idle_stand_05</td><td>Don't Even</td></tr><tr><td>6</td><td>idle_stand_06</td><td>Serious 'Tude</td></tr><tr><td>7</td><td>idle_stand_07</td><td>What Do We Have Here?</td></tr><tr><td>8</td><td>idle_stand_08</td><td>Sir, Yes, Sir!</td></tr><tr><td>9</td><td>idle_stand_09</td><td>Dead End, Amigo</td></tr><tr><td>10</td><td>idle_leaning_01</td><td>Waiting for Godot</td></tr><tr><td>11</td><td>idle_posing_01</td><td>Who's Number One?</td></tr><tr><td>12</td><td>idle_posing_02</td><td>Wanna Try Me?</td></tr><tr><td>13</td><td>idle_laying_01</td><td>Like One of Your French Girls</td></tr><tr><td>14</td><td>idle_cigarette_01</td><td>The Pensive Philosophizer</td></tr><tr><td>15</td><td>idle_cigarette_02</td><td>Break Time</td></tr><tr><td>16</td><td>idle_cigarette_03</td><td>Last Drag Before the Gig</td></tr><tr><td>17</td><td>idle___mariner_moon</td><td>In the Name of the Moon, I'll Punish You!</td></tr><tr><td>18</td><td>???</td><td>V's Bizarre Pose</td></tr><tr><td>19</td><td>idle_sitting_crossed_01</td><td>Needed a Breather</td></tr><tr><td>20</td><td>idle_squat</td><td>Slav Squat</td></tr><tr><td>21</td><td>idle_johnny_breathtaking</td><td>You're Breathtaking!</td></tr><tr><td>22</td><td>idle___drake_no</td><td>Hard Pass</td></tr><tr><td>23</td><td>idle___drake_yes</td><td>Now You're Talking!</td></tr><tr><td>24</td><td>idle___fist_in_hand</td><td>Got a Problem?</td></tr><tr><td>25</td><td>idle___joker_stairs</td><td>Joker Stairs</td></tr><tr><td>26</td><td>idle___military_salute</td><td>For the Glory of the Motherland!</td></tr><tr><td>27</td><td>idle___na_kortah</td><td>On the Trail</td></tr><tr><td>28</td><td>idle___praise</td><td>V for Victory</td></tr><tr><td>29</td><td>idle___runthejewel</td><td>Run the Jewels</td></tr><tr><td>30</td><td>idle___selfie</td><td>Selfie Time</td></tr><tr><td>31</td><td>idle___talk_to_the_hand</td><td>Talk to the Hand</td></tr><tr><td>32</td><td>idle__baseballbat</td><td>With a baseball bat</td></tr><tr><td>33</td><td>idle__fists</td><td>I Know Kung-Fu</td></tr><tr><td>34</td><td>idle__hammer</td><td>With a Hammer</td></tr><tr><td>35</td><td>idle__handgun</td><td>My name is V. Just V.</td></tr><tr><td>36</td><td>idle__katana</td><td>With a Katana</td></tr><tr><td>37</td><td>idle__knife</td><td>With a Knife</td></tr><tr><td>38</td><td>idle__knuckles</td><td>Knuckle Sandwich</td></tr><tr><td>39</td><td>idle__lmg</td><td>With an LMG</td></tr><tr><td>40</td><td>idle__rifle</td><td>With a Rifle</td></tr><tr><td>41</td><td>idle__shotgun</td><td>With a Shotgun</td></tr><tr><td>42</td><td>idle__smg</td><td>With an SMG</td></tr><tr><td>43</td><td>idle_cp2020_alt</td><td>Alt (circa 2020)</td></tr><tr><td>44</td><td>idle_mammoth_fighter</td><td>Black Mastodon</td></tr><tr><td>45</td><td>idle_triceratops_fighter</td><td>Blue Triceratops</td></tr><tr><td>46</td><td>idle_facepalm</td><td>Facepalm</td></tr><tr><td>47</td><td>idle_eddie</td><td>Rhapsody of a Rockerboy</td></tr><tr><td>48</td><td>idle_cold_army</td><td>Cold-blooded Soldier</td></tr><tr><td>49</td><td>idle_cp2020_dj_gang</td><td>Elvis Lives</td></tr><tr><td>50</td><td>idle_carrot</td><td>Ready for War</td></tr><tr><td>51</td><td>idle_show_off</td><td>Check the 'cep, baby!</td></tr><tr><td>52</td><td>idle_bizzare_buongiorno</td><td>V's Bizarre Buongiorno</td></tr><tr><td>53</td><td>idle_bizzare_josi</td><td>V's Bizarre Gesture</td></tr><tr><td>54</td><td>idle_bizzare_look_at_me</td><td>V's Bizarre Step</td></tr><tr><td>55</td><td>idle_bizzare_hey_you</td><td>V's Bizarre Pick-up Line</td></tr><tr><td>56</td><td>idle_fireball</td><td>Hawaiian King's Energy Blast</td></tr><tr><td>57</td><td>idle_k_heart</td><td>From Korea with Love</td></tr><tr><td>58</td><td>idle_live_v_and_prosper</td><td>Fortune and Long Life</td></tr><tr><td>59</td><td>idle_from_nc_with_love</td><td>I &#x3C;3 Night City</td></tr><tr><td>60</td><td>idle_metal</td><td>Chromatic fucking rock!</td></tr><tr><td>61</td><td>idle_mindblown</td><td>Mind. Blown.</td></tr><tr><td>62</td><td>idle_nighticty_with_love</td><td>Good Vibes Only</td></tr><tr><td>63</td><td>idle_planet_jupiter</td><td>Thunder Warrior</td></tr><tr><td>64</td><td>idle_planet_mars</td><td>Fire Warrior</td></tr><tr><td>65</td><td>idle_planet_mercury</td><td>Water Warrior</td></tr><tr><td>66</td><td>idle_planet_moon</td><td>Lunar Warrior</td></tr><tr><td>67</td><td>idle_planet_venus</td><td>Love Warrior</td></tr><tr><td>68</td><td>idle_popcorn</td><td>Lemme Grab the Popcorn</td></tr><tr><td>69</td><td>idle_trex_fighter</td><td>Red Tyrannosaurus</td></tr><tr><td>70</td><td>idle_cp2020_rocker</td><td>Unleash Your Inner Silverhand</td></tr><tr><td>71</td><td>idle_smart</td><td>Think Smart</td></tr><tr><td>72</td><td>idle_super_hero</td><td>Knight City</td></tr><tr><td>73</td><td>idle_giant_salute</td><td>Scout Salute</td></tr><tr><td>74</td><td>idle_dance</td><td>Indian Sweetheart</td></tr><tr><td>75</td><td>idle_thunder</td><td>When Lightning Strikes</td></tr><tr><td>76</td><td>idle_vege</td><td>I promise it's going to hurt!</td></tr><tr><td>77</td><td>idle_whistling</td><td>Distracted Girlfriend</td></tr><tr><td>78</td><td>idle_fighter</td><td>You ready for this?</td></tr><tr><td>79</td><td>idle_sabertooth_fighter</td><td>Yellow Saber-toothed Tiger</td></tr></tbody></table>

### Action

<pre><code>base\animations\ui\photomode\photomode__female__action.anims
<strong>base\animations\ui\photomode\photomode__male__action.anims
</strong></code></pre>

The Tweak Record names are generated as `PhotoModePoses.<animation_name>`, e.g. `PhotoModePoses.action__cover_v`

<table><thead><tr><th width="92.33331298828125">index</th><th>animation name</th><th>translation</th></tr></thead><tbody><tr><td>1</td><td>action___cover_v</td><td>Cover Shot</td></tr><tr><td>2</td><td>action__handgun</td><td>Stop! Police!</td></tr><tr><td>3</td><td>action___crouch_and_shoot</td><td>Roundhouse Shot to the Face</td></tr><tr><td>4</td><td>action___solo</td><td>V Shot First</td></tr><tr><td>5</td><td>action___tactical</td><td>Be Cool, This Is a Robbery</td></tr><tr><td>6</td><td>action___woo</td><td>Eat Lead!</td></tr><tr><td>7</td><td>action___woo_02</td><td>Down with Gravity!</td></tr><tr><td>8</td><td>action___woo_03</td><td>Cyberyoga</td></tr><tr><td>9</td><td>action__woo_04</td><td>Hold My Beer</td></tr><tr><td>10</td><td>action_crouch</td><td>Crouching Punk, Hidden Samurai</td></tr><tr><td>11</td><td>action_sprint</td><td>Off to the Races</td></tr><tr><td>12</td><td>action_walk</td><td>Night City Strut</td></tr><tr><td>13</td><td>action_checking</td><td>Just a Peek</td></tr><tr><td>14</td><td>action_defeated</td><td>Game Over</td></tr><tr><td>15</td><td>action_jump</td><td>Floor Is Lava</td></tr><tr><td>16</td><td>action_lean_right</td><td>Eavesdrop (Right)</td></tr><tr><td>17</td><td>action_lean_low_right</td><td>Take Cover! (Right)</td></tr><tr><td>18</td><td>action_lean_left</td><td>Eavesdrop (Left)</td></tr><tr><td>19</td><td>action_lean_low_left</td><td>Take Cover! (Left)</td></tr><tr><td>20</td><td>action_prone</td><td>Oh, My God! They Killed V!</td></tr><tr><td>21</td><td></td><td>With an Assault Rifle</td></tr><tr><td>22</td><td>action__lmg</td><td>With an LMG</td></tr><tr><td>23</td><td>action__assault_rifle</td><td>With a Precision Rifle</td></tr><tr><td>24</td><td>action__shotgun</td><td>With a Shotgun</td></tr><tr><td>25</td><td>action__shotgundual</td><td>With a Double-Barrel Shotgun</td></tr><tr><td>26</td><td>action__smg</td><td>With an SMG</td></tr><tr><td>27</td><td>action_bullet_time</td><td>She/He Is the One</td></tr><tr><td>28</td><td>action_hook_punch</td><td>When the street hits back!</td></tr></tbody></table>

## Photo Mode Effects

Any settings from the "Effects" tab are applied via [LUT (lookup table)](/cyberpunk-2077-modding/modding-guides/textures-and-luts/creating-a-lut-from-scratch/editing-luts). You can find all of them in the following folder:

```
base\weather\24h_basic\luts\photomode_lut
```

<table><thead><tr><th width="170">In-Game Num.</th><th>File Name (For HDR user, just replace "sdr")</th></tr></thead><tbody><tr><td>01</td><td>pm_sdr_filmic_02.xbm</td></tr><tr><td>02</td><td>pm_sdr_filmic_03.xbm</td></tr><tr><td>03</td><td>pm_sdr_faded_01.xbm</td></tr><tr><td>04</td><td>pm_sdr_filmic_01.xbm</td></tr><tr><td>05</td><td>pm_sdr_filmic_00.xbm</td></tr><tr><td>06</td><td>pm_sdr_red_01.xbm</td></tr><tr><td>07</td><td>pm_sdr_stark_bw.xbm</td></tr><tr><td>08</td><td>pm_sdr_green_01.xbm</td></tr><tr><td>09</td><td>base\weather\24h_basic\luts\hdri\cp2077_ar_v001.xbm</td></tr><tr><td>10</td><td>pm_sdr_inverted_orange_01.xbm</td></tr><tr><td>11</td><td>pm_sdr_inverted_blue_01.xbm</td></tr><tr><td>12</td><td>pm_sdr_military_inverted_01.xbm</td></tr><tr><td>13</td><td>pm_sdr_vivid_punk_01.xbm</td></tr><tr><td>14</td><td>pm_sdr_vape_01.xbm</td></tr><tr><td>15</td><td>pm_sdr_cp_yellow_01.xbm</td></tr></tbody></table>

## Photo Mode NPCs

The NPC photo mode files can be found in the following folders:

```
base\characters\entities\player\photo_mode
ep1\characters\entities\player\photo_mode
```

The .app file is linked from the .ent file listed in the table below:

<table><thead><tr><th width="234.6666259765625">NPC</th><th>.ent file</th></tr></thead><tbody><tr><td>Adam Smasher</td><td><code>base\characters\entities\player\photo_mode\adam_smasher\adam_smasher.ent</code></td></tr><tr><td>Alt Cunningham</td><td><code>base\characters\entities\player\photo_mode\alt_cunningham\alt_photomode.ent</code></td></tr><tr><td>Blue Moon</td><td><code>base\characters\entities\player\photo_mode\blue_moon\bmuc_photomode.ent</code></td></tr><tr><td>Evelyn Parker</td><td><code>base\characters\entities\player\photo_mode\evelyn_parker\evelyn_photomode.ent</code></td></tr><tr><td>Goro Takemura</td><td><code>base\characters\entities\player\photo_mode\goro_takemura\goro_photomode.ent</code></td></tr><tr><td>Hanako Arasaka</td><td><code>base\characters\entities\player\photo_mode\hanako_arasaka\hanako_photomode.ent</code></td></tr><tr><td>Jackie Welles</td><td><code>base\characters\entities\player\photo_mode\jackie_welles\jackie_photomode.ent</code></td></tr><tr><td>Johnny Silverhand</td><td><code>base\characters\entities\player\photo_mode\johnny_silverhand\johnny_photomode_entity.ent</code><br><code>base\characters\entities\player\photo_mode\altjohnny_silverhand\altjohnny_photomode.ent</code></td></tr><tr><td>Judy Alvarez</td><td><code>base\characters\entities\player\photo_mode\judy_alvarez\judy_photomode.ent</code></td></tr><tr><td>Kerry Eurodyne</td><td><code>base\characters\entities\player\photo_mode\kerry_eurodyne\kerry_photomode.ent</code></td></tr><tr><td>Lizzy Wizzy</td><td><code>base\characters\entities\player\photo_mode\lizzy_wizzy\lizzy_photomode.ent</code></td></tr><tr><td>Meredith Stout</td><td><code>base\characters\entities\player\photo_mode\meredith_stout\meredith_photomode.ent</code></td></tr><tr><td>Panam Palmer</td><td><code>base\characters\entities\player\photo_mode\panam_palmer\panam_photomode.ent</code></td></tr><tr><td>Purple Force</td><td><code>base\characters\entities\player\photo_mode\purple_force\pfuc_photomode.ent</code></td></tr><tr><td>Red Menace</td><td><code>base\characters\entities\player\photo_mode\red_menace\rmuc_photomode.ent</code></td></tr><tr><td>River Ward</td><td><code>base\characters\entities\player\photo_mode\river_ward\river_photomode.ent</code></td></tr><tr><td>Rogue Amendiares</td><td><code>base\characters\entities\player\photo_mode\rogue_amendiares\old_rogue_photomode.ent</code><br><code>base\characters\entities\player\photo_mode\rogue_amendiares\young_rogue_photomode.ent</code></td></tr><tr><td>Viktor Vektor</td><td><code>base\characters\entities\player\photo_mode\viktor_vektor\viktor_photomode.ent</code></td></tr><tr><td>Kurt Hansen</td><td><code>ep1\characters\entities\player\photo_mode\kurt\kurt_photomode.ent</code></td></tr><tr><td>Rosalind Myers</td><td><code>ep1\characters\entities\player\photo_mode\myers\myers_photomode.ent</code></td></tr><tr><td>Solomon Reed</td><td><code>ep1\characters\entities\player\photo_mode\solomon_reed\reed_photomode.ent</code></td></tr><tr><td>So Mi Songbird</td><td><code>ep1\characters\entities\player\photo_mode\songbird\songbird_photomode.ent</code></td></tr></tbody></table>


# Cheat sheet: Materials

Various kinds of materials, and where to find them

## Summary

**Last documented update**: January 6 2024 by [mana vortex](mailto:undefined)

This page contains a brief overview of existing materials. Use the Table of Contents or your browser's search (Hotkey: `Ctrl+F`) to quickly find what you're looking for. Any links will lead you to additional context.

{% hint style="success" %}
More and detailed information can be found under [Material properties](/cyberpunk-2077-modding/for-mod-creators-theory/materials/configuring-materials) and its nested pages!
{% endhint %}

### Wait, this isn't what I'm looking for!

#### General information

* How it works in the abstract: [Textures, Materials and Shaders](/cyberpunk-2077-modding/for-mod-creators-theory/materials)
* Re-using materials as templates: [Re-using materials: .mi](/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/file-formats/materials/re-using-materials-.mi)
* How it works in the example: [https://github.com/CDPR-Modding-Documentation/Cyberpunk-Modding-Docs/blob/main/for-mod-creators-theory/files-and-what-they-do/file-formats/3d-objects-.mesh-files](https://github.com/CDPR-Modding-Documentation/Cyberpunk-Modding-Docs/blob/main/for-mod-creators-theory/files-and-what-they-do/file-formats/3d-objects-.mesh-files "mention")

#### Multilayered

* General information: [Multilayered: Cyberpunk's supershader](/cyberpunk-2077-modding/for-mod-creators-theory/materials/multilayered)
* Properties and definition: [https://github.com/CDPR-Modding-Documentation/Cyberpunk-Modding-Docs/blob/main/for-mod-creators-theory/references-lists-and-overviews/broken-reference/README.md](https://github.com/CDPR-Modding-Documentation/Cyberpunk-Modding-Docs/blob/main/for-mod-creators-theory/references-lists-and-overviews/broken-reference/README.md "mention")
* Preview images: [Multilayered: Previews](/cyberpunk-2077-modding/for-mod-creators-theory/materials/multilayered/multilayered-previews)

#### Hands-on:

* [Changing materials, colors and textures](/cyberpunk-2077-modding/modding-guides/items-equipment/editing-existing-items/changing-materials-colors-and-textures) (guide)
* [Using a textured material](/cyberpunk-2077-modding/modding-guides/items-equipment/editing-existing-items/changing-materials-colors-and-textures/using-a-textured-material) (guide)

***

## Simple / Basic materials

### PBR material

The default PBR material used in Cyberpunk 2077 is `metal_base.remt`

If this overfulfills your needs, you can also try out `engine\materials\pbr_simple.mt`\
, which has only color (RGB), Roughness, and Metalness.

### White MultilayerMask

You can find a mlmask with **three** white layers under the following path:

```
base\characters\cyberware\player\a0_005__strongarms\entities\meshes\textures\white.mlmask
```

{% hint style="info" %}
A white mlMask will apply the selected material to the whole surface of the mesh.
{% endhint %}

## Textured Materials

For further details, see [Textured (PBR) material properties](/cyberpunk-2077-modding/for-mod-creators-theory/materials/configuring-materials/textured-material-properties)

|                                                             |                                                                                                                                |
| ----------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------ |
| `engine\materials\metal_base.remt`                          | Cyberpunk's default textured (or emissive) material. Super versatile, supports glow and transparency                           |
| `base\materials\mesh_decal.mt`                              | For decals etc., supports alpha channel. Can optionally be made half-transparent (for tattoos etc.)                            |
| `base\fx\_shaders\holo_mask.mt`                             | Special effect material that transforms a mesh into an hologram. Can use a custom texture for decal and is color controllable. |
| `base\surfaces\atlases\wood\wood_bare\wood_bare_01_pine.mi` | Basic wood texture, no masks                                                                                                   |

### Plastic (solid, coloured)

Use `engine\materials\metal_base.remt`, the example below has been copied from `base\environment\architecture\watson\japan_town\building\hotel\motel_notell\room\_plastic_black.mi`

<table><thead><tr><th width="232"></th><th></th></tr></thead><tbody><tr><td>BaseColor</td><td><code>base\materials\placeholder\white.xbm</code></td></tr><tr><td>Normal</td><td>optional: path to your normal map</td></tr><tr><td>Roughness</td><td>optional: path to your roughness map</td></tr><tr><td>RoughnessBias</td><td>0.200000003</td></tr><tr><td>BaseColorScale</td><td>Colour as Vector (Wolvenkit shows a color picker)</td></tr></tbody></table>

### Gradient recolor

`base\environment\decoration\decals\mesh_decal_lines\textures\lines_plain_black.mi`

## Cyberspace Materials

{% hint style="info" %}
[Search the asset browser](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/wolvenkit-search-finding-files) for `cyberspace|blackwall > .mt|.remt`, then right-click the file and select [Asset Browser](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor/asset-browser#find-files-using-this)to find files using this kind of shader.
{% endhint %}

|                                                                          |                                                                                                                                                                       |
| ------------------------------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| `base\characters\common\cyberspace\silverhand_overlay_cyberspace_mml.mi` | A multilayered material for cyberspace appearances. You can use this as base material to get the Johnny effect.                                                       |
| `base\fx_shaders\blackwall_blendable_metal_base.mt`                      | [metal\_base](#textured-materials), but with that fancy blackwall effect that we all know and love. There are blackwall variants of most shaders, check the hint box. |

### Metal Materials

|                                                                            |                                 |
| -------------------------------------------------------------------------- | ------------------------------- |
| `base\environment\decoration\containers\cases\coffin\textures\m_z_gold.mi` | a shiny gold (metal\_base.remt) |

## Decal materials

{% hint style="info" %}
[Search the asset browser](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/wolvenkit-search-finding-files) for `decal > .mt`, then right-click the file and select [Asset Browser](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor/asset-browser#find-files-using-this)to find files using this kind of shader.
{% endhint %}

|                                                             |                                                                                                                                                                                             |
| ----------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| `base\materials\mesh_decal_gradientmap_recolor_emissive.mt` | no animation support. Supports recolouring (via color picker), emissive (EV) and gradientMaps as well as transparency via masking.                                                          |
| `base\materials\mesh_decal_emissive.mt`                     | animation support. Supports emissive (via EV), recolouring (numeric), and tiling.                                                                                                           |
| `base\materials\decal_tintable.mt`                          | no animation support, no emissive, but Diffuse, Normal, Roughness and Metalness, and allows different color assignments for R, G and B channels of `TintMaskTexture`. Not used by anything. |
| `base\materials\mesh_decal_multitinted.mt`                  | unfortunately not used by anything, but supports up to 10 tints! If anyone finds out how the `TintMaskTexture` needs to look, please document!                                              |

## Emissive Materials

{% hint style="info" %}
[Search the asset browser](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/wolvenkit-search-finding-files) for `emissive > .mt|.remt`, then right-click the file and select [Asset Browser](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor/asset-browser#find-files-using-this)to find files using this kind of shader.
{% endhint %}

See [Emissive Material Properties](/cyberpunk-2077-modding/for-mod-creators-theory/materials/configuring-materials/emissive-material-properties)for how it works and how to configure it.

| material                                                                                                    | description                                                                                                                                                        |
| ----------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| `base\environment\decoration\furniture\kitchen\neokitsch_fridge\textures\mi_neokitsch_fridge_z_emissive.mi` | White emissive bright glow (from a fridge)                                                                                                                         |
| `base\materials\screen\screen_fluff_blue.mi`                                                                | blue/pinkish oscillating glow (from the collar of the jacket V wears in the trailer)                                                                               |
| `base\fx\shaders\neon_tubes.mt`                                                                             | A glowing shader with color parameter                                                                                                                              |
| `base\fx\shaders\signages.mt`                                                                               | The standard neon for advertising fonts in Night City. Comes in many colours, can be customized via textures and gradients. Check "city\_deco\_font" for examples. |
| `base\fx\shaders\hologram_two_sided.mt`                                                                     | half-transparent holo material, allows three colours to tint it                                                                                                    |
| `base\vehicles\standard\v_standard3_militech_hellhound\entities\meshes\textures\max_tac_stripe_01.mi`       | Use it with any texture for a cool rotating glow shader (it's fun)                                                                                                 |
| `base/fx/shaders/device_diode.mt`                                                                           | A glowing shader with RGB color attribute and up to three glowing shades                                                                                           |

### Holo Shaders

| material                        | description                                                                                                                                                                                     |
| ------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| `base\fx\_shaders\hologram.mt`  | Holo material ([example .mi](https://github.com/CDPR-Modding-Documentation/Cyberpunk-Modding-Docs/blob/main/_example_mods_and_templates/material_templates/holo/hologram_material_template.mi)) |
| `base\fx\_shaders\holo_mask.mt` | Special effect material that transforms a mesh into a hologram. Can use a custom texture for decal and is color controllable.                                                                   |

### Blackbody Shaders

{% hint style="info" %}
[Search the asset browser](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/wolvenkit-search-finding-files) for `blackbody > .mt|.remt`, then right-click the file and select [Asset Browser](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor/asset-browser#find-files-using-this)to find files using this kind of shader.
{% endhint %}

Blackbody shaders are used for **heat**. Their colour can be adjusted via the `temperature` parameter.

| material                                         | description                                                                                                       |
| ------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------- |
| `base\fx\shaders\metal_base_blackbody.mt`        | A PBR temperature shader for numeric values, can be used in e.g glowing coal (find files using this for examples) |
| `base\fx\shaders\blackbodyradiation.mt`          | A temperature shader with smoke effects                                                                           |
| `base\fx_shaders\multilayer_blackbody_inject.mt` | A temperature shader with mlmask and -setup                                                                       |
| `base\fx\shaders\blackbody_simple.mt`            | A temperature shader with a texture and a numeric temperature value                                               |

### FX Shaders

{% hint style="info" %}
[Search the asset browser](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/wolvenkit-search-finding-files) for `fx > .mt|.remt`, then right-click the file and select [Asset Browser](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor/asset-browser#find-files-using-this)to find files using this kind of shader.
{% endhint %}

FX shaders are animated effect shaders.

| material                                  | description                                                                                                                  |
| ----------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------- |
| `base\fx\shaders\metal_base_glitter.mt`   | A PBR temperature shader. Configured with numeric values.                                                                    |
| `base\fx\shaders\metal_base_blackbody.mt` | A blackbody shader for e.g. glowing coal. Copy from `base\environment\decoration\misc\foliage\burnt_wood\burnt_wood_ab.mesh` |
| `base\fx_shaders\oda_helm.mt`             | Oda's helmet shader. Colour is assigned via the lightComponent in the helmet's .ent file                                     |
| `base\fx_shaders\lightning_plasma.mt`     | Used by female V's electric mantis blades and nothing else                                                                   |

Something else to dig into: `emitters/particleDrawer/meshes`

## Transparent

### Glass

{% hint style="info" %}
[Search the asset browser](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/wolvenkit-search-finding-files) for `glass > .mt|.remt`, then right-click the file and select [Asset Browser](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor/asset-browser#find-files-using-this)to find files using this kind of shader.
{% endhint %}

For more details on glass materials and instructions on how to configure them, see [here](/cyberpunk-2077-modding/for-mod-creators-theory/materials#glass).

<table><thead><tr><th width="344"></th><th></th></tr></thead><tbody><tr><td>Basic glass, with warping properties, simple tint as color, simple opacity</td><td><code>base\materials\glass_onesided.mt</code></td></tr><tr><td>Non-warping glass, destructible, tintable via colors</td><td><code>base\vehicles\common\materials\glass_windshield_tinted_black.mi</code></td></tr><tr><td>Device screen glass</td><td><code>base\fx\shaders\parallaxscreen.mt</code></td></tr></tbody></table>

### Plastic (see-through)

For a full documentation of this material, check [Transparent material properties](/cyberpunk-2077-modding/for-mod-creators-theory/materials/configuring-materials/glass-material-properties) -> [Transparent material properties](/cyberpunk-2077-modding/for-mod-creators-theory/materials/configuring-materials/glass-material-properties#transparent-plastic)

<table><thead><tr><th width="344"></th><th></th></tr></thead><tbody><tr><td>base\materials\glass_onesided.mt</td><td>take from Hanako's dress, <code>localMaterialBuffer.materials.transparent</code> <code>base\characters\main_npc\hanako\t1_001_wa_dress__hanako.mesh</code></td></tr></tbody></table>

### See-through cloth

For a full documentation of this material, check [Transparent material properties](/cyberpunk-2077-modding/for-mod-creators-theory/materials/configuring-materials/glass-material-properties) -> [Transparent material properties](/cyberpunk-2077-modding/for-mod-creators-theory/materials/configuring-materials/glass-material-properties#see-through-cloth)

<table><thead><tr><th width="344"></th><th></th></tr></thead><tbody><tr><td>base\materials\glass_onesided.mt</td><td>take from mana's <a href="https://www.nexusmods.com/cyberpunk2077/mods/13447">Barong Tagalog</a> mod, <code>manavortex\clothing\torso\barong_tagalog\meshes\pma__barong__base_body.mesh</code> or <a href="https://github.com/CDPR-Modding-Documentation/Cyberpunk-Modding-Docs/blob/main/_example_mods_and_templates/material_templates/transparent/transparent_cloth.mi">download the .mi file</a></td></tr></tbody></table>

## Liquid materials

Use `base\materials\fillable_fluid_vertex.mt` to fill vessels, or see [here ](/cyberpunk-2077-modding/for-mod-creators-theory/materials#liquid)for details.

## Reflective/Mirror-ish materials

Mirrors are generally a [farce](https://knowyourmeme.com/photos/2270291-alignment-charts) but here are your options:

* `metal_base.remt` with roughness set to black and metalness set to white. Quick in-game example here: `base\environment\decoration\furniture\bathroom\mirror\mirror_a.mesh`
* `base\vehicles\common\materials\glass_tech_reflective.mi`: this may seem a little better depending on your use case (for eg car side mirrors). Since the base material is just `base\materials\glass.mt` - you'll need to place a black planar mesh behind the mirror mesh so that it isn't see through and adjust the `TintColor` + `GlassSpecularColor` to a light-ish grey

Reflections in both the above cases are going to be [cubemaps ](https://en.wikipedia.org/wiki/Cube_mapping)in non-RT graphic modes so they will not be high res or even accurate most of the time (you won't see NPCs for example)

With ray tracing, the reflection will look better and accurate

Below example image use `glass_tech_reflective.mi`

| Non-ray traced cubemap reflection                                                                                                                                                                    | Ray traced reflections                                                                                                                                                                               |
| ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| ![](https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-5ee7a29624903749c273a48fc49b1fcff41adbd3%2Fimage.png?alt=media) | ![](https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-2a742a871bdb860642fae482dd368ed898cfa0f6%2Fimage.png?alt=media) |

## Other materials

Cyberpunk 2077 uses materials cleverly, and often you can save a lot of work by simply re-using something CDPR has already defined

### Zipper

You can find a ready-to-use zipper material by copying `dec_zipper` from `base\characters\garment\player_equipment\torso\t1_057_tankbra\t1_057_pwa_tankbra.mesh`

### Stitches

Find a ready-to use stitches material by copying `dec_stitches` from `base\characters\garment\player_equipment\torso\t1_057_tankbra\t1_057_pwa_tankbra.mesh`

This material uses `metal_base.remt` and can be recoloured via `BaseColorScale` vector attribute (Wolvenkit will show a color picker)


# Cheat Sheet: Lights

Lights and their properties at a glance

## Summary

**Published**: Feb 09 2024 by [mana vortex](mailto:undefined)\
**Last documented edit**: Feb 09 2024 by [mana vortex](mailto:undefined)

This page gives you an overview about lights at a glance.

### Wait, this isn't what I want!

For a guide how to add lights to AMM props, check [Broken mention](broken://pages/0fwS9Da6EqLbMl7czlNM)

For an overview and explanation of lights, check [Lights explained](/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/lights-explained) (currently WIP)

## Reference lights

### Fluorescent lamp

`base\gameplay\devices\lights\indestructible\fluorescent_lamp_b.ent`

Recolourable via AMM panel. Has a Light and a LightGlow component, no flicker

### Candles

[Search Wolvenkit](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/wolvenkit-search-finding-files) for `candle > .ent`

Fixed colour, flickering light, soft natural glow


# Cheat Sheet: Tweaks

A collection of tweak IDs for certain types of entity

This page doesn't contain any data, it only groups subpages. Please check the wiki's file tree for the individual types of record.

{% hint style="success" %}
You can find more information about this under [Types of tweak records](/cyberpunk-2077-modding/for-mod-creators-theory/tweaks/tweaks/types-of-tweak-records)
{% endhint %}

{% hint style="info" %}
To find all entries of a certain type, you can use the method described under[/pages/zPo372KjHD9C8MHlgxUd#searching-.tweak-files-with-powershell](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/pages/zPo372KjHD9C8MHlgxUd#searching-.tweak-files-with-powershell "mention").

Feel free to create a new sub-page with your findings!
{% endhint %}

## General

#### <mark style="background-color:red;">General BaseStats:</mark>

{% embed url="<https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators/references-lists-and-overviews/cheat-sheet-tweak-ids/cheat-sheet-base-stats>" %}

## Weapons

#### <mark style="background-color:red;">Weapons BaseStats:</mark>

{% embed url="<https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators/references-lists-and-overviews/cheat-sheet-tweak-ids/cheat-sheet-weapon-basestats>" %}

#### <mark style="background-color:red;">Weapon Sounds</mark>

{% embed url="<https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators/references-lists-and-overviews/cheat-sheet-tweak-ids/cheat-sheet-weapon-audio>" %}

## Vendors

#### <mark style="background-color:red;">Vendors ID's</mark>

{% embed url="<https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators/references-lists-and-overviews/cheat-sheet-tweak-ids/cheat-sheet-vendor-ids>" %}


# Weapons

This page collects cheat sheets for weapon tweaks. It does not contain information on its own; please check the child pages in the wiki's file tree.


# Cheat Sheet: Weapon BaseStats

Explanation for BaseStats behavior. (Tested in game)

## Summary

**Published: Feb 07 2024 by destinybu**\
**Last documented update: Feb 07 2024 by destinybu**

This page contains an overview on weapon property records and explains their properties.

#### Wait, this is not what I want!

* For a full dump of all base stats, check [Cheat Sheet: Base Stats](/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-tweak-ids/cheat-sheet-base-stats)
* If you're looking for a guide to add weapons, check [ItemAdditions: Weapons](/cyberpunk-2077-modding/modding-guides/items-equipment/adding-new-items/weapons) or [New Iconic Weapon: Step by Step](/cyberpunk-2077-modding/modding-guides/items-equipment/adding-new-items/weapons/new-iconic-weapon-step-by-step)
* For an overview of weapon audio profiles, check [Cheat Sheet: Weapon Audio](/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-tweak-ids/weapons/cheat-sheet-weapon-audio)
* For an overview of weapons and their .ent files, check [Cheat sheet: Weapons](/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/equipment/weapons)

{% hint style="info" %}
To use any of the values from the table, **prefix** them with `BaseStats.`, e.g. `BaseStats.RecoilDir`
{% endhint %}

<table data-full-width="false"><thead><tr><th width="260">BaseStat</th><th>Description</th></tr></thead><tbody><tr><td><strong>RecoilDir</strong></td><td>Direction the camera sways in when shooting. +180 Degrees will make the recoil be completely opposite.</td></tr><tr><td><strong>RecoilAngle</strong></td><td>Affects recoil angle variability. Extremely hard to observe in-game.</td></tr><tr><td><strong>RecoilHoldDuration</strong></td><td>Sets the time before recoil begins to recover post-firing. If set to 1 second, recoil will hold it's position for one second, then begin recovering.</td></tr><tr><td><strong>RecoilTime</strong></td><td>Influences the time taken for the weapon to reach its maximum recoil distance. If adjusting RecoilKickMin or RecoilKickMax, adjust this value accordingly for a natural feel.</td></tr><tr><td><strong>RecoilDelay</strong></td><td>Determines the delay between firing and the start of the recoil effect. If set to 1 second, gun will hold it's position for 1 second before recoil begins.</td></tr><tr><td><strong>RecoilRecovery</strong></td><td>Controls the speed at which the weapon returns to its original position after recoiling. Opposite of <strong>RecoilTime.</strong></td></tr><tr><td><strong>RecoilEnableLinearX</strong></td><td>Toggles horizontal recoil on (1) or off (0). Affects both ADS and non-ADS; no recoil means no camera/weapon sway, but bullet spread is still present.</td></tr><tr><td><strong>RecoilEnableLinearY</strong></td><td>Toggles vertical recoil on (1) or off (0). Affects both ADS and non-ADS; no recoil means no camera/weapon sway, but bullet spread is still present.</td></tr><tr><td><strong>RecoilEnableLinearXADS</strong></td><td>No observable effect in-game.</td></tr><tr><td><strong>RecoilEnableLinearYADS</strong></td><td>No observable effect in-game.</td></tr><tr><td><strong>RecoilKickMin</strong></td><td>Minimum recoil distance (camera movement/weapon sway)</td></tr><tr><td><strong>RecoilKickMax</strong></td><td>Maximum recoil distance (camera movement/weapon sway)</td></tr><tr><td><strong>MagazineCapacityBase</strong></td><td>Magazine capacity for a weapon</td></tr><tr><td><strong>ReloadTimeBase</strong></td><td>Governs the speed of which the reload animation plays (no effect on time before one can fire again)</td></tr><tr><td><strong>EmptyReloadTime</strong></td><td>Governs the speed of which the reload animation plays when magazine is empty (no effect on time before one can fire again)</td></tr><tr><td><strong>ZoomLevel</strong></td><td>Zoom level of a weapon</td></tr><tr><td><strong>AimFOV</strong></td><td>FOV in ADS (Gives the illusion of zoom)</td></tr><tr><td><strong>HeadshotDamageMultiplier</strong></td><td>Damage multiplier for head shots</td></tr><tr><td><strong>HeadshotCritChance</strong></td><td>Crit chance only for headshots</td></tr><tr><td><strong>WeaponNoise</strong></td><td>Does not change weapon audio volume. Affects how enemies react to bullets landing near them, a high weapon noise will make enemies instantly detect you where as low weapon noise means enemies will just look around/ completely ignore the shot</td></tr><tr><td><strong>Range</strong></td><td>How far you can hit enemies from when using a melee attack. Most melee weapons have a range between 1.5 - 2</td></tr><tr><td><strong>Weight</strong></td><td>Weight of item in inventory (Set it to 1000 to annoy users 🤣).</td></tr><tr><td><strong>ThrowRecovery</strong></td><td>Time taken by throwable weapons to return to owner once thrown</td></tr><tr><td><strong>CanWeaponIgnoreArmor</strong></td><td>Misleading name, as this is not a boolean. Value of 0.5 will mean that the weapon can ignore 50% armor.</td></tr><tr><td><strong>DPS</strong></td><td>Damage of the weapon as shown in Inventory when the weapon is Tier 1. <strong>Actual damage per attack is calculated by DPS, attack speed (cycle time) and reload time.</strong></td></tr><tr><td><strong>CycleTimeBase</strong></td><td>Affects the rate of fire. Lower value = faster rate. <strong>(Cycle Time = interval between attacks = 1 / attacks_per_second)</strong></td></tr><tr><td><strong>SpreadDefaultX</strong></td><td>Default (first shot) spread of hip fire. Higher value = worse spread. Lower = better.</td></tr><tr><td><strong>SpreadChangePerShot</strong></td><td>Amount of spread increased after each consecutive hip fire attack. Lower = better.</td></tr><tr><td><strong>SpreadMaxX</strong></td><td>Maximum possible spread of hip fire when the spread increases during consecutive attack.</td></tr><tr><td><strong>SpreadAdsDefaultX</strong></td><td>Same as <strong>SpreadDefaultX</strong> but when ADS.</td></tr><tr><td><strong>SpreadAdsMaxX</strong></td><td>Same as <strong>SpreadChangePerShot</strong> but when ADS.</td></tr><tr><td><strong>SpreadAdsChangePerShot</strong></td><td>Same as <strong>SpreadMaxX</strong> but when ADS.</td></tr><tr><td><strong>SpreadResetTimeThreshold</strong></td><td>Time before spread starts to reset after the player stops firing. Lower = better.</td></tr><tr><td><strong>SpreadResetSpeed</strong></td><td>How fast the spread resets to default. Lower = better.</td></tr><tr><td><strong>SpreadUseEvenDistribution</strong></td><td>Use a fixed pattern for spread. 0 = random. 1 = fixed pattern like Omaha/Achilles.</td></tr><tr><td><strong>ProjectilesPerShotBase</strong></td><td>Projectiles fired per shot.</td></tr><tr><td><strong>BaseChargeTime</strong></td><td>Charge duration of tech weapons. Seems can't be set below 0.25s.</td></tr><tr><td><strong>FullAutoOnFullCharge</strong></td><td>1 = makes the weapon fires full auto when charged. <strong>Charge level will start to decrease after the first shot fires. Modify the BaseStats.ChargeDischargeTime if you wish to make all shots count as charged (untested).</strong></td></tr><tr><td><strong>TechPierceEnabled</strong></td><td>Make the weapon capable to penetrate covers. 1 = yes.</td></tr><tr><td><strong>TechPierceChargeLevel</strong></td><td><p>The minimum charge level required for the weapon to penetrate covers. Need <strong>TechPierceEnabled = 1</strong> to work.</p><p>0 = Penetrate covers without being charged.</p><p>1 = Only penetrate covers when 100% charged.</p><p>0.5 = Only penetrate covers when charged above 50%.</p></td></tr><tr><td><strong>TechPierceDamageFactor</strong></td><td><p>Additional damage modifier when firing through covers.</p><p>1 = 100% damage when firing through covers.</p><p>0.5 = 50% damage when firing through covers.</p><p><strong>Doesn't seem to be working for a few tech weapons.</strong></p></td></tr><tr><td><strong>HeadshotDamageMultiplier</strong></td><td>Sets the headshot damage multiplier for the weapon. <strong>Vanilla game define it by weapon type and only applies modifiers for specific weapons.</strong><br>1.0 = 100% damage <strong>bonus</strong> when headshot.<br>2.0 = 200% damage <strong>bonus</strong> when headshot.</td></tr><tr><td><strong>EffectiveRange</strong></td><td>Range for full damage. Attacking enemies further than the effective range will result in lower damage.</td></tr><tr><td><strong>MaximumRange</strong></td><td>Sets the maximum attack range of the weapon. Attacks will not hit enemies further than maximum range at all.</td></tr></tbody></table>


# Cheat Sheet: Iconic effects by weapon

Weapon IDs and the tweaks they use

## Summary

**Created:** Apr 01 2024 by [mana vortex](mailto:undefined)\
**Last documented update:** Apr 01 2024 by [mana vortex](mailto:undefined)

This page collects tweak IDs (and their description) for iconic wepaons, grouped by weapon type

### Wait, this is not what I want!

* To learn what Tweaks are, check [Tweaks](/cyberpunk-2077-modding/for-mod-creators-theory/tweaks)
* To learn more about this, check [New Iconic Weapon: Step by Step](/cyberpunk-2077-modding/modding-guides/items-equipment/adding-new-items/weapons/new-iconic-weapon-step-by-step) ->[New Iconic Weapon: Step by Step](/cyberpunk-2077-modding/modding-guides/items-equipment/adding-new-items/weapons/new-iconic-weapon-step-by-step#step-12-making-an-iconic-mod-special-ability)
* To look up iconic modifiers, open `Cyberpunk 2077\tools\redmod\tweaks` and check\
  `base\gameplay\static_data\database\items\weapons\parts\iconic_mods.tweak`
* More intel on [TweakDB: Game database](/cyberpunk-2077-modding/for-mod-creators-theory/tweaks/tweaks#browsing-the-tweakdb)

## Melee

### Swords - iconic mod abilities

<table><thead><tr><th>BaseID</th><th>Iconic modifier</th><th width="352">Tweaks</th><th>Value</th></tr></thead><tbody><tr><td>Tsumetogi<br><a href="https://cyberpunk.fandom.com/wiki/Tsumetogi">Preset_Katana_Hiromi</a></td><td><em>Slightly increases Electrical damage and grants a small chance to apply Shock to the enemy. Non-standard attacks deal more damage.</em></td><td>BaseStats.ElectricResistance<br>BaseStats.ElectrocutedApplicationRate<br>BaseStats.DamagePerHit</td><td>Additive, 10f<br>Additive, 5f<br>Multiplier, 1.1f<br></td></tr><tr><td>Cocktail Stick<br><a href="https://cyberpunk.fandom.com/wiki/Cocktail_Stick">Preset_Katana_Cocktail</a></td><td><em>Looks like a toy, but its lethality is no joke. When Optical Camo is active, hitting an enemy causes Bleeding. Bleeding caused in this way lasts longer than usual.</em></td><td>BaseStats.BleedingApplicationRate<br>BaseStats.DamagePerHit</td><td>Additive, 10f<br>Multiplier, 0.9f</td></tr><tr><td>Jinchu-Maru<br><a href="https://cyberpunk.fandom.com/wiki/Jinchu-maru">Preset_Katana_Takemura</a></td><td><em>The last hit in a combo guarantees Crit damage. While Optical Camo is active, all hits are critical and allow you to leap toward your target. Increases damage against Elite enemies.</em></td><td>BaseStats.BonusDmgVsRaresAndElites</td><td>Additive, 10f</td></tr><tr><td>Satori<br><a href="https://cyberpunk.fandom.com/wiki/Satori">Preset_Katana_Saburo</a></td><td><em>Allows you to leap towards distant enemies. When Satori is sheathed, hold primary attack to perform a Quickdraw Attack that is guaranteed to inflict Bleeding. If the enemy is already affected by Bleeding from Nehan, Satori will cause hemorrhaging instead. Hemorrhaging drains enemy Health and regenerates yours.</em></td><td>BaseStats.BleedingApplicationRate<br>BaseStats.DamagePerHit<br>BaseStats.CanMeleeLeap</td><td>Additive, 10f<br>Multiplier, 0.9f<br>Additive, 1</td></tr><tr><td>Scalpel<br><a href="https://cyberpunk.fandom.com/wiki/Scalpel">Preset_Katana_Surgeon</a></td><td><em>While Sandevistan is active, increases Crit Chance by 50% and hits apply Bleeding.</em></td><td>BaseStats.ElectrocutedApplicationRate</td><td>Additive, 10f</td></tr><tr><td>Byakko<br><a href="https://cyberpunk.fandom.com/wiki/Byakko">Preset_Katana_Wakako</a></td><td><em>Byakko's perfect balancing allows you to leap towards an enemy with full force. Killing them allows you to temporarily perform a rapid combo of attacks.</em></td><td>BaseStats.Range<br>BaseStats.CanMeleeLeap<br>BaseStats.BleedingApplicationRate</td><td>Additive, 1f<br>Additive, 1<br>Additive, 10f</td></tr><tr><td>Errata<br><a href="https://cyberpunk.fandom.com/wiki/Errata">Preset_Katana_E3</a></td><td><em>Allows you to leap toward enemies. Attacking Burning enemies guarantees Crit Damage.</em></td><td>BaseStats.CanMeleeLeap<br>BaseStats.BurningApplicationRate<br>BaseStats.DamagePerHit</td><td>Additive, 1<br>Additive, 10f<br>Multiplier, 0.9f</td></tr><tr><td>Gwynbleidd<br><a href="https://cyberpunk.fandom.com/wiki/Gwynbleidd">Preset_Sword_Witcher</a></td><td><em>Deals extra damage against bosses. After killing enemies in rapid succession, all attacks are temporarily guaranteed Crit Hits. The effect refreshes after quickly killing another enemy. If your Health is critically low, all attacks are guaranteed Crit Hits regardless of kills.</em></td><td>BaseStats.BonusDamageAgainstBosses<br>BaseStats.Weight</td><td><br>Additive, 10f<br>Additive, 1.0f</td></tr><tr><td>Black Unicorn<br><a href="https://cyberpunk.fandom.com/wiki/Black_Unicorn">Preset_Katana_GoG</a></td><td><em>Crafted for perfect balance. Attack speed is not affected by Stamina.</em></td><td>BaseStats.CanIgnoreWeaponStaminaPenaties</td><td>Additive, 1f</td></tr></tbody></table>

### Knives

<table><thead><tr><th width="137">BaseID</th><th width="124">Iconic modifier</th><th width="355">Tweaks</th><th>Value</th></tr></thead><tbody><tr><td>Stinger<br><a href="https://cyberpunk.fandom.com/wiki/Stinger">mq001_scorpions_knife</a></td><td><em>Attacks against poisoned enemies have a 100% chance to cause bleeding. Attacks against bleeding enemies have a 100% chance to cause poisoning.</em></td><td></td><td></td></tr><tr><td>Headhunter<br><a href="https://cyberpunk.fandom.com/wiki/Headhunter">Preset_Punk_Knife_Iconic</a></td><td><em>Marks enemy on hit. Attacking the enemy's head with any weapon deals 200% damage, returns the Headhunter and clears the mark.</em></td><td></td><td></td></tr><tr><td>Blue Fang<br><a href="https://cyberpunk.fandom.com/wiki/Blue_Fang">Preset_Neurotoxin_Knife_Iconic</a></td><td><em>Stuns the enemy on hit. Headshots stuns after 1 sec while other hits stun after 3 sec. Enemies outside combat state get stunned immediately.</em></td><td></td><td></td></tr><tr><td>Butcher's Cleaver<br><a href="https://cyberpunk.fandom.com/wiki/Butcher&#x27;s_Cleaver">Preset_Butchers_Knife_Iconic</a></td><td><em>Definition of "bloodthirsty." When your enemy is bleeding, the cleaver attacks faster and uses less stamina.</em></td><td></td><td></td></tr><tr><td>Nehan<br><a href="https://cyberpunk.fandom.com/wiki/Nehan">Preset_Tanto_Saburo</a></td><td><em>Thrown hits apply Bleeding. If the enemy is already affected by Bleeding from Satori, Nehan will cause hemorrhaging instead. Hemorrhaging drains enemy Health and regenerates yours.</em></td><td></td><td></td></tr><tr><td>Fang<br><a href="https://cyberpunk.fandom.com/wiki/Fang">Preset_Knife_Kurtz_1</a></td><td><em>Thrown hits cripples the target, enemy when thrown, preventing their escape. Continuing attacks in close combat increases damage</em></td><td></td><td></td></tr></tbody></table>

### Blunt

<table><thead><tr><th width="135">BaseID</th><th width="132">Iconic modifier</th><th width="352">Tweaks</th><th>Value</th></tr></thead><tbody><tr><td>Preset_Baseball_Bat_Denny</td><td></td><td></td><td></td></tr><tr><td>sq021_peter_pan_baton</td><td></td><td></td><td></td></tr><tr><td>Preset_Cane_Fingers</td><td></td><td></td><td></td></tr><tr><td>Preset_Dildo_Stout</td><td></td><td></td><td></td></tr><tr><td>Preset_Baton_Murphy</td><td></td><td></td><td></td></tr><tr><td>w_melee_boss_hammer</td><td></td><td></td><td></td></tr><tr><td>Preset_Crowbar_Bunker</td><td></td><td></td><td></td></tr><tr><td>Preset_VB_Axe</td><td></td><td></td><td></td></tr><tr><td>Preset_Shovel_Caretaker</td><td></td><td></td><td></td></tr></tbody></table>


# Cheat Sheet: Weapon damage effects

A list of weapon damage effects, and how to apply them

Apply the effects to an item like this:

```yaml
  statModifierGroups: 
    - !append-once Items.Base_Melee_Status_Effect_Application_Stats
    - !append-once Items.Base_Melee_Weapon_Damage_Type_Electric
    - !append-once Items.Base_Melee_Weapon_Damage_Type_Electric_Min_Max
    - !append-once Items.Base_Melee_Weapon_Damage_Type_Thermal
    - !append-once Items.Base_Melee_Weapon_Damage_Type_Thermal_Min_Max
```

## Weapon damage types

|                                                       |                                                      |
| ----------------------------------------------------- | ---------------------------------------------------- |
| Base\_Melee\_Status\_Effect\_Application\_Stats       | enables the application of status effects to enemies |
| Base\_Melee\_Weapon\_Damage\_Type\_Chemical           | Chemical damage                                      |
| Base\_Melee\_Weapon\_Damage\_Type\_Chemical\_Min\_Max | ???                                                  |
| Base\_Melee\_Weapon\_Damage\_Type\_Electric           | Electric damage                                      |
| Base\_Melee\_Weapon\_Damage\_Type\_Electric\_Min\_Max | ???                                                  |
| Base\_Melee\_Weapon\_Damage\_Type\_Physical           | Physical damage                                      |
| Base\_Melee\_Weapon\_Damage\_Type\_Physical\_Min\_Max | ???                                                  |
| Base\_Melee\_Weapon\_Damage\_Type\_Thermal            | Fire damage                                          |
| Base\_Melee\_Weapon\_Damage\_Type\_Thermal\_Min\_Max  | ???                                                  |

## Testing

To test the applied effects, you can use [AngeVil's script](https://wiki.redmodding.org/redscript/references-and-examples/gameplay-deprecated/weapons-deprecated#weapon-damage-debugging). Simply copy the code into a new file inside of [Cyberpunk 2077](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory)`/r6/scripts/`, e.g. `debug_damage_types.reds`. After starting up the game and hitting people with your weapon, you can see the log output via CET.


# Cheat Sheet: Weapon Audio

## Melee: audioWeaponConfiguration

```
audio_melee_metadata_animal_miniboss_hammer
audio_melee_metadata_baseballbat
audio_melee_metadata_baton
audio_melee_metadata_baton_alpha
audio_melee_metadata_baton_beta
audio_melee_metadata_borg_machete
audio_melee_metadata_butchers_knife
audio_melee_metadata_cattle_prod
audio_melee_metadata_chefs_knife
audio_melee_metadata_crowbar
audio_melee_metadata_cutomatic
audio_melee_metadata_dildo
audio_melee_metadata_fists_normal
audio_melee_metadata_fists_strong
audio_melee_metadata_iron_pipe
audio_melee_metadata_katana
audio_melee_metadata_knife
audio_melee_metadata_kukri
audio_melee_metadata_kukri_voodoo
audio_melee_metadata_mantis
audio_melee_metadata_nanowire
audio_melee_metadata_neurotoxin_knife
audio_melee_metadata_shovel
audio_melee_metadata_sledgehammer
audio_melee_metadata_tire_iron
audio_melee_metadata_tomahawk
audio_melee_metadata_vb_axe
audio_melee_metadata_wrench

```

## guns: audioName

```
w_melee_001_katana
wea_set_achilles
wea_set_ajax
wea_set_ashura
wea_set_authority
wea_set_borg4a
wea_set_burya
wea_set_carnage
wea_set_chao
wea_set_chao_voodoo
wea_set_copperhead
wea_set_crusher
wea_set_defender
wea_set_dian
wea_set_grad
wea_set_grad_panam
wea_set_grit
wea_set_guillotine
wea_set_hercules
wea_set_igla
wea_set_kappa
wea_set_kenshin
wea_set_kenshin_chaos
wea_set_kolac
wea_set_kyubi
wea_set_lexington
wea_set_liberty
wea_set_liberty_dex
wea_set_ma70
wea_set_masamune
wea_set_metel
wea_set_missile_vehicle
wea_set_nekomata
wea_set_nova
wea_set_nova_suppressor
wea_set_nue
wea_set_omaha
wea_set_osprey
wea_set_overture
wea_set_palica
wea_set_pozhar
wea_set_pulsar
wea_set_quasar
wea_set_rasetsu
wea_set_saratoga
wea_set_satara
wea_set_senkoh
wea_set_senkoh_prototype
wea_set_shingen
wea_set_sidewinder
wea_set_silverhand
wea_set_slaught
wea_set_smasher_hmg
wea_set_smasher_shotgun
wea_set_sor22
wea_set_spec_launcher_delamain
wea_set_special_flak_cannon
wea_set_special_plasma_cutter
wea_set_tactician
wea_set_testera
wea_set_ticon
wea_set_ticon_reed
wea_set_toygun
wea_set_umbra
wea_set_unity
wea_set_unity_dex
wea_set_vehicle
wea_set_warden
wea_set_warden_suppressor
wea_set_yukimura
wea_set_yukimura_preset
wea_set_zhuo
```

## Other

```
dev_drone_griffin_wea_set_rifle
dev_drone_octant_wea_set_autocannon
dev_drone_wyvern_wea_set_rifle
v_av_panzer_wea_set_cannon
v_av_panzer_wea_set_countermeasures
v_av_panzer_wea_set_missiles
w_cyb_mantis
```


# Cheat Sheet: Poses/Animations

Cheat Sheets for poses and animations

## Summary

**Published**: Apr 27 2024 by [Grovac](mailto:undefined), based on research by [Apart](mailto:undefined)\
**Last documented update**: Dec 17 2024 by [mana vortex](mailto:undefined)

## AcceptedWeaponConfig

You can use this to spawn [poses with props](/cyberpunk-2077-modding/modding-guides/animations/animations/archivexl-adding-photo-mode-poses#spawning-props-with-the-pose).

```
POSE_WEAPON_ASSAULTRIFLE
POSE_WEAPON_HANDGUN
POSE_WEAPON_LMG
POSE_WEAPON_PRECISIONRIFLE
POSE_WEAPON_REVOLVER
POSE_WEAPON_SHOTGUN
POSE_WEAPON_SHOTGUNDUAL
POSE_WEAPON_SMG
POSE_WEAPON_SNIPERRIFLE
POSE_WEAPON_HAMMER
POSE_WEAPON_HMG
POSE_WEAPON_KATANA
POSE_WEAPON_KNIFE
POSE_WEAPON_ONEHANDED
POSE_WEAPON_TWOHANDED
POSE_PHONE
POSE_CIGARETTE
POSE_POPCORN
POSE_GUITAR
POSE_MICROPHONE_RIGHT
POSE_MICROPHONE_LEFT
POSE_WEAPON_FISTS
```

## poseStateConfig

You can use this to [limit pose availability](/cyberpunk-2077-modding/modding-guides/animations/animations/archivexl-adding-photo-mode-poses#pose-conditions-optional).

{% hint style="warning" %}
Adding a `poseStateConfig` will cause your pose to be **hidden** in other circumstances. This might confuse users and lead to bug reports, so use it sparingly.
{% endhint %}

Unless indicated otherwise, none of the pose states below are available when swimming.

|                                     |                                                                        |
| ----------------------------------- | ---------------------------------------------------------------------- |
| POSE\_STATE\_GROUND                 | Can only be used while standing on a surface.                          |
| POSE\_STATE\_GROUND\_CROUCH         | Can only be used while crouching on a surface.                         |
| POSE\_STATE\_AIR                    | Can only be used while in mid-air.                                     |
| POSE\_STATE\_GROUND\_AIR            | Can only be used while on a surface or while in mid-air.               |
| POSE\_STATE\_GROUND\_WALK           | Can only be used while walking on a surface.                           |
| POSE\_STATE\_GROUND\_SPRINT         | Can only be used while sprinting on a surface.                         |
| POSE\_STATE\_GROUND\_ACTION         | Can only be used while in combat on a surface.                         |
| POSE\_STATE\_SWIMMING               | Can only be used while swimming.                                       |
| POSE\_STATE\_SWIMMING\_MOVING       | Can only be used while swimming and moving.                            |
| POSE\_STATE\_CAR                    | Can only be used while driving a car.                                  |
| POSE\_STATE\_BIKE                   | Can only be used while riding a motorcycle.                            |
| POSE\_STATE\_LADDER                 | Unused / no effect                                                     |
| POSE\_STATE\_GROUND\_FLAT           | Can only be used while standing on a flat surface.                     |
| POSE\_STATE\_GROUND\_FLAT\_AND\_AIR | Can only be used while standing on a flat surface or while mid-air.    |
| POSE\_STATE\_GROUND\_FLAT\_ACTION   | Can only be used while standing on a flat surface and while in combat. |


# Cheat Sheet: Base Stats

Tweak base stats

### Summary

**Last documented update:** May 4 2024 by [mana vortex](mailto:undefined)

This page will show you a list of all base stats, so you don't need to search the tweak database yourself.

For a list of **weapon stats** and explanations of what they do, check [Cheat Sheet: Weapon BaseStats](/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-tweak-ids/weapons/cheat-sheet-weapon-basestats).

## Base Stats

```
BaseStats.Acceleration
BaseStats.AccumulatedDoT
BaseStats.AccumulatedDoTDecayDelayOnChange
BaseStats.AccumulatedDoTDecayEnabled
BaseStats.AccumulatedDoTDecayEndThrehold
BaseStats.AccumulatedDoTDecayRate
BaseStats.AccumulatedDoTDecayStartDelay
BaseStats.AccumulatedDoTDecayStartThreshold
BaseStats.Accuracy
BaseStats.AddExtraHitImpactVfx
BaseStats.AdditionalStealthDamage
BaseStats.Adrenaline
BaseStats.ADSSpeedPercentBonus
BaseStats.ADSSpeedPercentBonusModifierHelper
BaseStats.ADSStaminaRegenMultiplier
BaseStats.AimFOV
BaseStats.AimingCost
BaseStats.AimInTime
BaseStats.AimOffset
BaseStats.AimOutTime
BaseStats.AimTime
BaseStats.AirDrop_BurningApplicationRate
BaseStats.Airdropped
BaseStats.AllDamageDonePercentBonus
BaseStats.AllowMovementInput
BaseStats.AllowRotation
BaseStats.AmmoPerQuickMelee
BaseStats.AntiVirusCooldownReduction
BaseStats.ApplicationChance
BaseStats.Armor
BaseStats.ArmorEffectivenessMultiplier
BaseStats.ArmorMultBonus
BaseStats.ArmorPenetrationBonus
BaseStats.ARSMGLMGMod2_HorRecoil
BaseStats.ARSMGLMGMod2_RecoilKick
BaseStats.ARSMGLMGMod2_RecoilKickCover
BaseStats.ARSMGLMGMod3_SpreadPerShot
BaseStats.Assault
BaseStats.AssaultRifleStaminaCostReduction
BaseStats.AssaultTrait01Stat
BaseStats.Athletics
BaseStats.AthleticsTrait01Stat
BaseStats.AttackPenetration
BaseStats.AttacksNumber
BaseStats.AttackSpeed
BaseStats.AttackSpeedPercent
BaseStats.AttacksPerSecond
BaseStats.AttacksPerSecondBase
BaseStats.AttunementHelper
BaseStats.AttunementHelper2
BaseStats.AttunementHelper3
BaseStats.AttunementHelper4
BaseStats.AudioLocomotionStimRangeMultiplier
BaseStats.AudioStimRangeMultiplier
BaseStats.AutocraftDuration
BaseStats.AutoReveal
BaseStats.AxeStaminaCostReduction
BaseStats.BaseAudioStimRangeMultiplier
BaseStats.BaseChargeTime
BaseStats.BaseDamage
BaseStats.BaseDamageMax
BaseStats.BaseDamageMin
BaseStats.BaseKnockdownImpulse
BaseStats.BaseMaxChargeThreshold
BaseStats.BaseMeleeAttackStaminaCost
BaseStats.BaseRicochetDamageMultiplier
BaseStats.BatonStaminaCostReduction
BaseStats.BerserkArmorBonus
BaseStats.BerserkChargesDecayBegins
BaseStats.BerserkChargesDecayEnabled
BaseStats.BerserkChargesDecayEnds
BaseStats.BerserkChargesDecayRate
BaseStats.BerserkChargesDecayRateMult
BaseStats.BerserkChargesDecayStartDelay
BaseStats.BerserkChargesDelayOnChange
BaseStats.BerserkChargesRegenBegins
BaseStats.BerserkChargesRegenEnabled
BaseStats.BerserkChargesRegenEnds
BaseStats.BerserkChargesRegenRate
BaseStats.BerserkCooldownBase
BaseStats.BerserkCooldownReduction
BaseStats.BerserkDurationBase
BaseStats.BerserkHealthRegenBonus
BaseStats.BerserkKillCount
BaseStats.BerserkMeleeDamageBonus
BaseStats.BerserkRecoilReduction
BaseStats.BerserkResistancesBonus
BaseStats.BerserkStaticHealthBonusOnActivation
BaseStats.BerserkSwayReduction
BaseStats.BladeMod1_CritChance
BaseStats.BladeMod2_ModCount
BaseStats.BleedingApplicationRate
BaseStats.BleedingApplicationRateModifierHelper
BaseStats.BleedingImmunity
BaseStats.BlindImmunity
BaseStats.BlindResistance
BaseStats.BlockCyberwareBreaches
BaseStats.BlockFactor
BaseStats.BlockLocomotionWhenLeaningOutOfCover
BaseStats.BlockOpticalCamoRelicPerk
BaseStats.BlockQuickhackMenu
BaseStats.BloodQueueHealing
BaseStats.BluntFinisherHealthThresholdIncrease
BaseStats.BluntMod1_KnockbackChance
BaseStats.BluntMod2_BleedChance
BaseStats.BluntMod2_BleedConverter
BaseStats.BluntMod3_ModPower
BaseStats.BonusCritChanceVsElectrocutedEnemies
BaseStats.BonusCritChanceVsElectrocutedEnemiesModifierHelper
BaseStats.BonusDamageAgainstBosses
BaseStats.BonusDamageAgainstBossesModifierHelper
BaseStats.BonusDamageAgainstElites
BaseStats.BonusDamageAgainstMechanicals
BaseStats.BonusDamageAgainstRares
BaseStats.BonusDamagePerHit
BaseStats.BonusDmgVsRaresAndElites
BaseStats.BonusHealth
BaseStats.BonusPercentDamageToEnemiesAtFullHealth
BaseStats.BonusPercentDamageToEnemiesAtFullHealthModifierHelper
BaseStats.BonusPercentDamageToEnemiesBelowHalfHealth
BaseStats.BonusPercentDamageToEnemiesBelowHalfHealthModifierHelper
BaseStats.BonusPercentDamageVsBurningEnemies
BaseStats.BonusPercentDamageVsBurningEnemiesModifierHelper
BaseStats.BonusQuickHackDamage
BaseStats.BonusQuickHackDamageModifierHelper
BaseStats.BonusRicochetAngle
BaseStats.BonusRicochetCritChance
BaseStats.BonusRicochetDamage
BaseStats.BonusRicochetDamageModifierHelper
BaseStats.BonusSmartGunTimeToLock
BaseStats.BossResistanceModifierHelper
BaseStats.Brake
BaseStats.BrakeDot
BaseStats.Brawling
BaseStats.BrawlingTrait01Stat
BaseStats.BreachStreakBuffBonus
BaseStats.BufferSize
BaseStats.BulletDeadReckoningEnabled
BaseStats.BulletDeadReckoningMaxAngleCorrection
BaseStats.BulletDeadReckoningMaxRange
BaseStats.BulletDeadReckoningMinimumSpeed
BaseStats.BulletMagnetismDefaultAngle
BaseStats.BulletMagnetismHighVelocityAngle
BaseStats.BulletPseudoPierceHitVFxChance
BaseStats.BulletSurroundingHitVFxChance
BaseStats.BurningApplicationRate
BaseStats.BurningApplicationRateModifierHelper
BaseStats.BurningImmunity
BaseStats.CallReinforcement
BaseStats.CameraDetectionSpeedReduction
BaseStats.CameraShutdownExtension
BaseStats.CanAerialTakedown
BaseStats.CanAimWhileDodging
BaseStats.CanAskToFollowOrder
BaseStats.CanAskToHolsterWeapon
BaseStats.CanBleedingCriticallyHit
BaseStats.CanBleedingSlowTarget
BaseStats.CanBlindQuickHack
BaseStats.CanBlock
BaseStats.CanBreatheUnderwater
BaseStats.CanBuffCamoQuickHack
BaseStats.CanBuffSturdinessQuickHack
BaseStats.CanBurningCriticallyHit
BaseStats.CanCallDrones
BaseStats.CanCallReinforcements
BaseStats.CanCatchUp
BaseStats.CanCatchUpDistance
BaseStats.CanCharge
BaseStats.CanChargedShoot
BaseStats.CanCloseCombat
BaseStats.CanCommsCallInQuickHack
BaseStats.CanCommsNoiseQuickHack
BaseStats.CanControlFullyChargedWeapon
BaseStats.CanCrouch
BaseStats.CanCyberwareMalfunctionQuickHack
BaseStats.CanDash
BaseStats.CanDataMineQuickHack
BaseStats.CanDeathQuickHack
BaseStats.CanDoGrandFinaleWithMantisBlades
BaseStats.CanDropWeapon
BaseStats.CanElectrocuteNullifyStats
BaseStats.CanElectrocuteRoot
BaseStats.CanExitWSOnSoundStimuli
BaseStats.CanExplodeQuickHack
BaseStats.CanFistsCauseBleeding
BaseStats.CanForceDismbember
BaseStats.CanFullyChargeWeapon
BaseStats.CanGrab
BaseStats.CanGrenadeLaunch
BaseStats.CanGrenadeQuickHack
BaseStats.CanGroundSlamInAir
BaseStats.CanGroundSlamOnGround
BaseStats.CanGuardBreak
BaseStats.CanIgnoreStamina
BaseStats.CanIgnoreWeaponStaminaPenaties
BaseStats.CanInstaKillNPCs
BaseStats.CanJamWeaponLvl2QuickHack
BaseStats.CanJamWeaponQuickHack
BaseStats.CanJump
BaseStats.CanLegendaryCraftedWeaponsBeBoosted2
BaseStats.CanLocomotionMalfunctionQuickHack
BaseStats.CanMadnessQuickHack
BaseStats.CanMalfunctionQuickHack
BaseStats.CanMeleeInfinitelyCombo
BaseStats.CanMeleeLeap
BaseStats.CanMeleeLeapInAir
BaseStats.CanMeleeLeapTakedown
BaseStats.CanOnePunchWithGorillaArms
BaseStats.CanOverchargeWeapon
BaseStats.CanOverheatQuickHack
BaseStats.CanOverloadQuickHack
BaseStats.CanOverrideAttitudeQuickHack
BaseStats.CanOverrideAuthorizationQuickHack
BaseStats.CanParry
BaseStats.CanPerformBluntFinisher
BaseStats.CanPerformCoolFinisher
BaseStats.CanPerformMonowireFinisher
BaseStats.CanPerformReflexFinisher
BaseStats.CanPickUpBodyAfterTakedown
BaseStats.CanPickUpWeapon
BaseStats.CanPingQuickHack
BaseStats.CanPlayerDodgeOnDetection
BaseStats.CanPlayerExitCombatWithOpticalCamo
BaseStats.CanPlayerGagOnDetection
BaseStats.CanPlayerPiercePoisonImmunity
BaseStats.CanPoisonLowerArmor
BaseStats.CanPoisonSlow
BaseStats.CanPreciseShoot
BaseStats.CanPushBack
BaseStats.CanPushFromGrapple
BaseStats.CanQuickhack
BaseStats.CanQuickHackCriticallyHit
BaseStats.CanRegenInCombat
BaseStats.CanRemoveModsFromClothing
BaseStats.CanResurrectAllies
BaseStats.CanRetreat
BaseStats.CanSeeCyberwareBreaches
BaseStats.CanSeeGrenadeRadius
BaseStats.CanSeeRicochetVisuals
BaseStats.CanSeeThroughOpticalCamos
BaseStats.CanSeeThroughSmoke
BaseStats.CanSeeThroughWalls
BaseStats.CanShareThreatsWithPlayer
BaseStats.CanShootWhileCarryingBody
BaseStats.CanShootWhileDodging
BaseStats.CanShootWhileMoving
BaseStats.CanSilentKill
BaseStats.CanSmartShoot
BaseStats.CanSpreadMonoWireQuickhack
BaseStats.CanSprint
BaseStats.CanSprintHarass
BaseStats.CanSprintWhileCarryingBody
BaseStats.CanSuicideQuickHack
BaseStats.CanSwitchWeapon
BaseStats.CanTakeControlQuickHack
BaseStats.CanTaunt
BaseStats.CanThrowWeapon
BaseStats.CanUseAntiStun
BaseStats.CanUseBiohazardGrenades
BaseStats.CanUseCloseRing
BaseStats.CanUseCombatStims
BaseStats.CanUseConsumables
BaseStats.CanUseCoolingSystem
BaseStats.CanUseCovers
BaseStats.CanUseCuttingGrenades
BaseStats.CanUseEMPGrenades
BaseStats.CanUseExtremeRing
BaseStats.CanUseFarRing
BaseStats.CanUseFlashbangGrenades
BaseStats.CanUseFragGrenades
BaseStats.CanUseGrenades
BaseStats.CanUseIncendiaryGrenades
BaseStats.CanUseLeftHand
BaseStats.CanUseLegs
BaseStats.CanUseMantisBlades
BaseStats.CanUseMediumRing
BaseStats.CanUseMeleeRing
BaseStats.CanUseNewMeleewareAttackSpyTree
BaseStats.CanUseOpticalCamo
BaseStats.CanUseOverclock
BaseStats.CanUsePainInhibitors
BaseStats.CanUsePersonalSoundSilencer
BaseStats.CanUsePhoneUnderwater
BaseStats.CanUseProjectileLauncher
BaseStats.CanUseReconGrenades
BaseStats.CanUseRetractableShield
BaseStats.CanUseRightHand
BaseStats.CanUseShootingSpots
BaseStats.CanUseSmokeGrenades
BaseStats.CanUseStaticCamo
BaseStats.CanUseStrongArms
BaseStats.CanUseTakedowns
BaseStats.CanUseTerrainCamo
BaseStats.CanUseZoom
BaseStats.CanWallStick
BaseStats.CanWeaponBlock
BaseStats.CanWeaponDash
BaseStats.CanWeaponDeflect
BaseStats.CanWeaponIgnoreArmor
BaseStats.CanWeaponInfinitlyCombo
BaseStats.CanWeaponMalfunctionQuickHack
BaseStats.CanWeaponReloadWhileSliding
BaseStats.CanWeaponReloadWhileSprinting
BaseStats.CanWeaponReloadWhileVaulting
BaseStats.CanWeaponShootWhileSliding
BaseStats.CanWeaponShootWhileSprinting
BaseStats.CanWeaponShootWhileVaulting
BaseStats.CapacityBoosterHumanity
BaseStats.CarryCapacity
BaseStats.CarryCapacityModifierHelper
BaseStats.ChainswordStaminaCostReduction
BaseStats.Charge
BaseStats.ChargeDischargeTime
BaseStats.ChargeFullMultiplier
BaseStats.ChargeMaxTimeInChargedState
BaseStats.ChargeMinValueBonus
BaseStats.ChargeMultiplier
BaseStats.ChargeReadyPercentage
BaseStats.ChargeShouldFireWhenReady
BaseStats.ChargeTime
BaseStats.ChemicalDamage
BaseStats.ChemicalDamageAdditiveMultiplier
BaseStats.ChemicalDamageMax
BaseStats.ChemicalDamageMin
BaseStats.ChemicalDamageModifierHelper
BaseStats.ChemicalDamagePercentBonus
BaseStats.ChemicalDamagePercentBonusModifierHelper
BaseStats.ChemicalResistance
BaseStats.ChemicalResistanceModifierHelper
BaseStats.ChimeraModInstalled
BaseStats.ClimbSpeedModifier
BaseStats.ClipTimesCycle
BaseStats.ClipTimesCycleBase
BaseStats.ClipTimesCyclePlusReload
BaseStats.ClipTimesCyclePlusReloadBase
BaseStats.ColdBlood
BaseStats.ColdBloodBuffBonus
BaseStats.ColdBloodDurationReductor
BaseStats.ColdBloodMaxDuration
BaseStats.ColdBloodMaxStacks
BaseStats.CombatHacking
BaseStats.CommonTierFailsafe
BaseStats.CommsCallDistance
BaseStats.ControlledRandomPower
BaseStats.Cool
BaseStats.Cool_Inbetween_Right_3_Stacks
BaseStats.CoolAllocated
BaseStats.CoolAvailable
BaseStats.CoolSkill
BaseStats.CounterattackGuardbreakImmunity
BaseStats.CPO_Armor
BaseStats.CPO_NPC_Importance
BaseStats.CPUPower
BaseStats.Crafting
BaseStats.CraftingBonusArmorValue2
BaseStats.CraftingBonusWeaponDamage2
BaseStats.CraftingCostReduction
BaseStats.CraftingItemLevelBoost
BaseStats.CraftingMaterialRetrieveChance
BaseStats.CraftingTrait01Stat
BaseStats.CritChance
BaseStats.CritChanceBonus
BaseStats.CritChanceBonusModifierHelper
BaseStats.CritChanceTimeCritDamage
BaseStats.CritDamage
BaseStats.CritDamageBonus
BaseStats.CritDamageBonusModifierHelper
BaseStats.CritDPSBonus
BaseStats.CrouchSprintStaminaCostReduction
BaseStats.CWMaskCharges
BaseStats.CWMaskChargesDecayStartDelay
BaseStats.CWMaskChargesDelayOnChange
BaseStats.CWMaskChargesRegenBegins
BaseStats.CWMaskChargesRegenEnabled
BaseStats.CWMaskChargesRegenEnds
BaseStats.CWMaskChargesRegenRate
BaseStats.CWMaskMaxCharges
BaseStats.CWMaskRechargeDuration
BaseStats.CyberdeckOverclockCooldown
BaseStats.CyberdeckOverclockDecayRate
BaseStats.CyberdeckOverclockDecayStartDelay
BaseStats.CyberdeckOverclockDelayOnChange
BaseStats.CyberdeckOverclockDuration
BaseStats.CyberdeckOverclockEmptyStat
BaseStats.CyberdeckOverclockRegenBegins
BaseStats.CyberdeckOverclockRegenEnabled
BaseStats.CyberdeckOverclockRegenEnds
BaseStats.CyberdeckOverclockRegenRate
BaseStats.CyberdeckOverclockStatValue
BaseStats.CyberwareCooldownReduction
BaseStats.CyberwareDurationBuff
BaseStats.CyberWareMalfunctionBlocked
BaseStats.CyberWareMalfunctionBlockedMaxStacks
BaseStats.CyberwareMalfunctionDamageMultiplier
BaseStats.CyberwareMalfunctionStacks
BaseStats.CyberwareTinkererStat
BaseStats.CycleTime
BaseStats.CycleTime_Burst
BaseStats.CycleTime_BurstMaxCharge
BaseStats.CycleTime_BurstSecondary
BaseStats.CycleTimeAimBlockDuration
BaseStats.CycleTimeAimBlockStart
BaseStats.CycleTimeBase
BaseStats.CycleTimeBonus
BaseStats.CycleTimeDPSComponent
BaseStats.CycleTimeShootingMult
BaseStats.CycleTimeShootingMultPeriod
BaseStats.CycleTriggerModeTime
BaseStats.DamageFalloffDisabled
BaseStats.DamageHackSpread
BaseStats.DamageOverTimePercentBonus
BaseStats.DamageOverTimePercentBonusModifierHelper
BaseStats.DamageOverTimeResistance
BaseStats.DamageOverTimeResistanceModifierHelper
BaseStats.DamagePerHit
BaseStats.DamageQuickHackMemoryCostReduction
BaseStats.DamageReduction
BaseStats.DamageReductionBulletExplosion
BaseStats.DamageReductionDamageOverTime
BaseStats.DamageReductionExplosion
BaseStats.DamageReductionMelee
BaseStats.DamageReductionQuickhacks
BaseStats.DashAttackStaminaCostReduction
BaseStats.DealsChemicalDamage
BaseStats.DealsElectricDamage
BaseStats.DealsPhysicalDamage
BaseStats.DealsThermalDamage
BaseStats.Deceleration
BaseStats.DefeatedHeadDamageThreshold
BaseStats.DefeatedLArmDamageThreshold
BaseStats.DefeatedLLegDamageThreshold
BaseStats.DefeatedRArmDamageThreshold
BaseStats.DefeatedRLegDamageThreshold
BaseStats.Demolition
BaseStats.DemolitionTrait01Stat
BaseStats.Detection
BaseStats.DeviceAudioStimRangeMultiplier
BaseStats.DeviceHealth
BaseStats.DeviceMemoryCostReduction
BaseStats.DeviceMemoryCostReductionMult
BaseStats.DismHeadDamageThreshold
BaseStats.DismLArmDamageThreshold
BaseStats.DismLLegDamageThreshold
BaseStats.DismRArmDamageThreshold
BaseStats.DismRLegDamageThreshold
BaseStats.DodgeStaminaCostReduction
BaseStats.DodgeStaminaCostReductionModifierHelper
BaseStats.DPS
BaseStats.DriverUpdatePerkFlag
BaseStats.DualShotgunStaminaCostReduction
BaseStats.DummyResistanceStat
BaseStats.DurationBonusBleeding
BaseStats.DurationBonusBurning
BaseStats.DurationBonusControlQuickhack
BaseStats.DurationBonusCovertQuickhack
BaseStats.DurationBonusElectrified
BaseStats.DurationBonusOverclock
BaseStats.DurationBonusPoisoned
BaseStats.DurationBonusQuickhack
BaseStats.DurationBonusQuickhackModifierHelper
BaseStats.DurationReductionDot
BaseStats.EdgerunnerHealthReduction
BaseStats.EffectiveChargeTime
BaseStats.EffectiveDamagePerHit
BaseStats.EffectiveDamagePerHitMax
BaseStats.EffectiveDamagePerHitMin
BaseStats.EffectiveDamagePerHitTimesAttacksPerSecond
BaseStats.EffectiveDPS
BaseStats.EffectiveQualityToMaxQualityRatio
BaseStats.EffectiveRange
BaseStats.EffectiveRangeBonus
BaseStats.EffectiveTier
BaseStats.EffectorChance
BaseStats.ElectricDamage
BaseStats.ElectricDamageAdditiveMultiplier
BaseStats.ElectricDamageMax
BaseStats.ElectricDamageMin
BaseStats.ElectricDamageModifierHelper
BaseStats.ElectricDamagePercentBonus
BaseStats.ElectricDamagePercentBonusModifierHelper
BaseStats.ElectricResistance
BaseStats.ElectricResistanceModifierHelper
BaseStats.ElectrocutedApplicationRate
BaseStats.ElectrocutedApplicationRateModifierHelper
BaseStats.ElectrocuteImmunity
BaseStats.ElectroshockMechanismProcChance
BaseStats.ElementalResistanceMultiplier
BaseStats.EMPImmunity
BaseStats.EmptyReloadEndTime
BaseStats.EmptyReloadTime
BaseStats.EmptySlot_GenerationWeight_On_TierPlus
BaseStats.EmptyStat
BaseStats.EnemyChemicalResistanceReduction
BaseStats.EnemyHackUploadProgressBumpMultiplier
BaseStats.EnemyQuickHackUploadDurationBonus
BaseStats.Engineering
BaseStats.EquipActionDuration_Corpo
BaseStats.EquipActionDuration_Gang
BaseStats.EquipAnimationDuration_Corpo
BaseStats.EquipAnimationDuration_Gang
BaseStats.EquipDuration
BaseStats.EquipDuration_First
BaseStats.EquipDurationModifier
BaseStats.EquipItemTime_Corpo
BaseStats.EquipItemTime_Gang
BaseStats.Espionage
BaseStats.EvadeImpulse
BaseStats.Evasion
BaseStats.ExecuteDismemberByHealthChance
BaseStats.ExecuteDismemberProximityChance
BaseStats.ExhaustionImmunity
BaseStats.ExplosionDamagePercentBonus
BaseStats.ExplosionDamagePercentBonusModifierHelper
BaseStats.ExplosionKillsRecudeUltimateHacksCost
BaseStats.ExplosionResistance
BaseStats.ExplosionResistanceModifierHelper
BaseStats.ExtendedStealthDuration
BaseStats.FallDamageReduction
BaseStats.FFInputLock
BaseStats.Finisher_TargetHealthMax_Clamp
BaseStats.FinisherHealthThresholdIncrease
BaseStats.FinisherHealthThresholdIncreaseForQueue
BaseStats.FirePower
BaseStats.FirePowerBonus
BaseStats.FirstHackInQueueUploadTimeDecrease
BaseStats.FirstHackOfTypeInQueueRAMDecrease
BaseStats.FistsStaminaCostReduction
BaseStats.FocusedGrenadeShootingPerk
BaseStats.ForcePreventResurrect
BaseStats.FullAutoOnFullCharge
BaseStats.FullAutoStaminaCostPenalty
BaseStats.FullyChargedThreshold
BaseStats.GearheadDamageMultiplier
BaseStats.GenericMod1_Damage
BaseStats.GenericStatPrereqValue
BaseStats.GrenadeDamagePercentBonusModifierHelper
BaseStats.GrenadeExplosionBonusDamage
BaseStats.GrenadeExplosionBonusRange
BaseStats.GrenadesCharges
BaseStats.GrenadesChargesDecayStartDelay
BaseStats.GrenadesChargesDelayOnChange
BaseStats.GrenadesChargesRegenBegins
BaseStats.GrenadesChargesRegenEnabled
BaseStats.GrenadesChargesRegenEnds
BaseStats.GrenadesChargesRegenMult
BaseStats.GrenadesChargesRegenMultModifierHelper
BaseStats.GrenadesChargesRegenRate
BaseStats.GrenadesMaxCharges
BaseStats.GrenadesRechargeDuration
BaseStats.GroundSlamCooldownModifier
BaseStats.Gunslinger
BaseStats.GunslingerTrait01Stat
BaseStats.HackedEnemyArmorReduction
BaseStats.Hacking
BaseStats.HackingPenetration
BaseStats.HackingResistance
BaseStats.HackingResistanceUltimate
BaseStats.HackRevealPositionModifier
BaseStats.HandgunStaminaCostReduction
BaseStats.HasAirHover
BaseStats.HasAirThrusters
BaseStats.HasAutomaticReplenishment
BaseStats.HasAutomaticTagging
BaseStats.HasAutoReloader
BaseStats.HasBerserk
BaseStats.HasBoostedCortex
BaseStats.HasBurningBuffs
BaseStats.HasChargeJump
BaseStats.HasCyberdeck
BaseStats.HasCybereye
BaseStats.HasDodge
BaseStats.HasDodgeAir
BaseStats.HasDoubleJump
BaseStats.HasExtendedHitReactionImmunity
BaseStats.HasGlowingTattoos
BaseStats.HasGraphiteTissue
BaseStats.HasGrenadeHack
BaseStats.HasHackingInteractions
BaseStats.HasHealthMonitorBomb
BaseStats.HasICELevelBooster
BaseStats.HasImmunityToNPCQuickhacks
BaseStats.HasInfravision
BaseStats.HasJuiceInjector
BaseStats.HasKerenzikov
BaseStats.HasKerenzikovOmen
BaseStats.HasKerenzikovSlide
BaseStats.HasKers
BaseStats.HasKiroshiOpticsFragment
BaseStats.HasKnifeSharpener
BaseStats.HasLinkToBountySystem
BaseStats.HasMadnessLvl4Passive
BaseStats.HasMajorQuickhackResistance
BaseStats.HasMechanicalControl
BaseStats.HasMeleeHitReactionAndTakedownResistance
BaseStats.HasMeleeTargeting
BaseStats.HasMetabolicEnhancer
BaseStats.HasMuzzleBrake
BaseStats.HasOpticalCamoLegendary
BaseStats.HasOpticalCamoRare
BaseStats.HasPlatingGlitch
BaseStats.HasPoisonHeal
BaseStats.HasPowerGrip
BaseStats.HasQuickhackResistance
BaseStats.HasSandevistan
BaseStats.HasSandevistanTier1
BaseStats.HasSandevistanTier2
BaseStats.HasSandevistanTier3
BaseStats.HasSecondHeart
BaseStats.HasSelfHealingSkin
BaseStats.HasSmartLink
BaseStats.HasSpiderBotControl
BaseStats.HasSubdermalArmor
BaseStats.HasSuperheroFall
BaseStats.HasSystemCollapse
BaseStats.HasThermovision
BaseStats.HasWeakspot
BaseStats.HeadshotCritChance
BaseStats.HeadshotDamageMultiplier
BaseStats.HeadshotDamageMultiplierModifierHelper
BaseStats.HeadshotImmunity
BaseStats.HealingItemMaxCharges
BaseStats.HealingItemsCharges
BaseStats.HealingItemsChargesDecayStartDelay
BaseStats.HealingItemsChargesDelayOnChange
BaseStats.HealingItemsChargesRegenBegins
BaseStats.HealingItemsChargesRegenEnabled
BaseStats.HealingItemsChargesRegenEnds
BaseStats.HealingItemsChargesRegenMult
BaseStats.HealingItemsChargesRegenMultModifierHelper
BaseStats.HealingItemsChargesRegenRate
BaseStats.HealingItemsEffectPercentBonus
BaseStats.HealingItemsEffectPercentBonusModifierHelper
BaseStats.HealingItemsRechargeDuration
BaseStats.HealOnKillingBleedingTarget
BaseStats.HealOnKillingBleedingTargetModifierHelper
BaseStats.Health
BaseStats.HealthGeneralRegenRateAdd
BaseStats.HealthGeneralRegenRateAddModifierHelper
BaseStats.HealthGeneralRegenRateMult
BaseStats.HealthGeneralRegenRateMultModifierHelper
BaseStats.HealthInCombatRegenDelayOnChange
BaseStats.HealthInCombatRegenEnabled
BaseStats.HealthInCombatRegenEndThreshold
BaseStats.HealthInCombatRegenRate
BaseStats.HealthInCombatRegenRateAdd
BaseStats.HealthInCombatRegenRateBase
BaseStats.HealthInCombatRegenRateMult
BaseStats.HealthInCombatRegenStartThreshold
BaseStats.HealthInCombatStartDelay
BaseStats.HealthModifierHelper
BaseStats.HealthOutOfCombatRegenDelayOnChange
BaseStats.HealthOutOfCombatRegenEnabled
BaseStats.HealthOutOfCombatRegenEndThreshold
BaseStats.HealthOutOfCombatRegenRate
BaseStats.HealthOutOfCombatRegenRateAdd
BaseStats.HealthOutOfCombatRegenRateBase
BaseStats.HealthOutOfCombatRegenRateMult
BaseStats.HealthOutOfCombatRegenStartThreshold
BaseStats.HealthRegainOnKill
BaseStats.HealthRegainOnKillModifierHelper
BaseStats.Hearing
BaseStats.HGMod1_Accuracy
BaseStats.HGMod1_CommonStacks
BaseStats.HGMod1_EpicStacks
BaseStats.HGMod1_LegendaryStacks
BaseStats.HGMod1_ModCount
BaseStats.HGMod1_RareStacks
BaseStats.HGMod1_StackCount
BaseStats.HGMod1_UncommonStacks
BaseStats.HGMod2_CritChance
BaseStats.HGMod2_Spread
BaseStats.HGMod2_Swap
BaseStats.HGMod3_Sway
BaseStats.HiddenSlot_GenerationWeight_On_TierPlus
BaseStats.HighlightAccessPoint
BaseStats.HitDismembermentFactor
BaseStats.HitReactionDamageHealthFactor
BaseStats.HitReactionFactor
BaseStats.HitShapeArmor
BaseStats.HitTimerAfterDefeated
BaseStats.HitTimerAfterImpact
BaseStats.HitTimerAfterImpactMelee
BaseStats.HitTimerAfterKnockdown
BaseStats.HitTimerAfterPain
BaseStats.HitTimerAfterStagger
BaseStats.HitTimerAfterStaggerMelee
BaseStats.HitWoundsFactor
BaseStats.HoldEnterDuration
BaseStats.HoldTimeoutDuration
BaseStats.HousingBuffsDurationBonus
BaseStats.Humanity
BaseStats.HumanityAllocated
BaseStats.HumanityAvailable
BaseStats.HumanityOverallocated
BaseStats.HumanityOverallocationPossible
BaseStats.HumanityTotalMaxValue
BaseStats.IconicCWFromTreasureChestLooted
BaseStats.IconicItemUpgraded
BaseStats.IconicJointLockCover
BaseStats.IgnoreAwarenessCostWhenOverclocked
BaseStats.ImpactDamageThreshold
BaseStats.ImpactDamageThresholdImpulse
BaseStats.ImpactDamageThresholdInCover
BaseStats.InfiniteDuration
BaseStats.InfiniteStacks
BaseStats.InhalerBaseHealing
BaseStats.InjectorBaseHealing
BaseStats.InjectorBaseOverTheTimeHealing
BaseStats.InjectorHealingDecayStartDelay
BaseStats.InjectorHealingDelayOnChange
BaseStats.InjectorHealingEnabled
BaseStats.InjectorHealingRegenBegins
BaseStats.InjectorHealingRegenEnds
BaseStats.Intelligence
BaseStats.IntelligenceAllocated
BaseStats.IntelligenceAvailable
BaseStats.IntelligenceSkill
BaseStats.IntelligenceSkillcheckBonus
BaseStats.IntrinsicQuickHackUploadBonus
BaseStats.IntrinsicReloadTimeBonus
BaseStats.IntrinsicZoomLevelBonus
BaseStats.InVehicleDamageTakenPercent
BaseStats.IsAggressive
BaseStats.IsAimingWithWeapon
BaseStats.IsAVMaxTac
BaseStats.IsBalanced
BaseStats.IsCautious
BaseStats.IsCrowd
BaseStats.IsDefensive
BaseStats.IsDodgeStaminaFree
BaseStats.IsExcludedFromExtraHealingOnHigherDifficulties
BaseStats.IsExo
BaseStats.IsFastMeleeArchetype
BaseStats.IsFastRangedArchetype
BaseStats.IsGenericMeleeArchetype
BaseStats.IsGenericRangedArchetype
BaseStats.IsHealingItemEquipped
BaseStats.IsHeavyRangedArchetype
BaseStats.IsIgnoredByEnemyNPC
BaseStats.IsInvulnerable
BaseStats.IsItemBroken
BaseStats.IsItemCrafted
BaseStats.IsItemIconic
BaseStats.IsItemPlus
BaseStats.IsMainBoss
BaseStats.IsManBig
BaseStats.IsManMassive
BaseStats.IsMechanical
BaseStats.IsNetrunnerArchetype
BaseStats.IsPlayerGuardian
BaseStats.IsReckless
BaseStats.IsShotgunnerArchetype
BaseStats.IsSniperArchetype
BaseStats.IsStrongMeleeArchetype
BaseStats.IsTechieArchetype
BaseStats.IsTier1Archetype
BaseStats.IsTier2Archetype
BaseStats.IsTier3Archetype
BaseStats.IsTier4Archetype
BaseStats.ItemArmor
BaseStats.ItemArmorModifierHelper
BaseStats.ItemLevel
BaseStats.ItemPlusDPS
BaseStats.ItemPurchasedAtVendor
BaseStats.ItemPurchasedAtVendorModifier
BaseStats.ItemRequiresSmartLink
BaseStats.JenkinsHelper
BaseStats.JenkinsHelperDecayEnabled
BaseStats.JenkinsHelperDecayPerSecond
BaseStats.JenkinsHelperEmptyStat
BaseStats.JenkinsHelperRegenEnabled
BaseStats.JenkinsHelperRegenPerSecond
BaseStats.JumpHeight
BaseStats.JumpSpeedModifier
BaseStats.KatanaStaminaCostReduction
BaseStats.Kenjutsu
BaseStats.KerenzikovCooldownDuration
BaseStats.KiroshiMaxZoomLevel
BaseStats.KiroshiPierceScanAngle
BaseStats.KiroshiPierceScanRange
BaseStats.KnifeStaminaCostReduction
BaseStats.KnockdownDamageThreshold
BaseStats.KnockdownDamageThresholdImpulse
BaseStats.KnockdownDamageThresholdInCover
BaseStats.KnockdownImmunity
BaseStats.KnockdownImpulse
BaseStats.Level
BaseStats.Liberty_Padre_BurningApplicationRate
BaseStats.LightMachinegunStaminaCostReduction
BaseStats.LimbHealth
BaseStats.LinearDirectionUpdateMax
BaseStats.LinearDirectionUpdateMaxADS
BaseStats.LinearDirectionUpdateMin
BaseStats.LinearDirectionUpdateMinADS
BaseStats.LocomotionExperienceReward
BaseStats.LocomotionPenaltyDisabled
BaseStats.LootLevel
BaseStats.LowerActiveCooldownOnDefeat
BaseStats.MacheteStaminaCostReduction
BaseStats.MagazineAutoRefill
BaseStats.MagazineCapacity
BaseStats.MagazineCapacityBase
BaseStats.MagazineCapacityBonus
BaseStats.MagazineCapacityDPSComponent
BaseStats.ManiacPerkBonusSpeed
BaseStats.ManiacStatCounter
BaseStats.MantisBladesStaminaCostReduction
BaseStats.MaxDuration
BaseStats.MaximumRange
BaseStats.MaxPercentDamageTakenPerHit
BaseStats.MaxQuality
BaseStats.MaxQualityWhenLooted
BaseStats.MaxSpeed
BaseStats.MaxSpeedModifierHelper
BaseStats.MaxStacks
BaseStats.MaxStacksBonusBleeding
BaseStats.MechanicalsBuffDPSBonus
BaseStats.MechResistanceModifierHelper
BaseStats.MeleeAttackComboDuration
BaseStats.MeleeAttackDuration
BaseStats.MeleeBorgStaminaDrain
BaseStats.MeleeDamagePercentBonus
BaseStats.MeleeDamagePercentBonusModifierHelper
BaseStats.MeleeMod1_CritChance
BaseStats.MeleeMod1_CritDamage
BaseStats.MeleeMod2_Duration
BaseStats.MeleeMod2_Stacks
BaseStats.MeleeMod3_CritChance
BaseStats.MeleeMod3_CritDamage
BaseStats.MeleeProjectileGravitySimulationMultiplier
BaseStats.MeleeResistance
BaseStats.MeleeResistanceModifierHelper
BaseStats.Memory
BaseStats.MemoryCostModifier
BaseStats.MemoryCostReduction
BaseStats.MemoryRegenDelayOnChange
BaseStats.MemoryRegenEnabled
BaseStats.MemoryRegenEndThreshold
BaseStats.MemoryRegenRate
BaseStats.MemoryRegenRateAdd
BaseStats.MemoryRegenRateBase
BaseStats.MemoryRegenRateMult
BaseStats.MemoryRegenStartThreshold
BaseStats.MemoryStartDelay
BaseStats.MemoryWipeImmunity
BaseStats.MicroGeneratorExplosionDamage
BaseStats.MinigameMaterialsEarned
BaseStats.MinigameMemoryRegenPerk
BaseStats.MinigameMoneyMultiplier
BaseStats.MinigameShardChanceMultiplier
BaseStats.MinigameTimeLimitExtension
BaseStats.MinSpeed
BaseStats.MitigationChance
BaseStats.MitigationChanceModifierHelper
BaseStats.MitigationStrength
BaseStats.MitigationStrengthModifierHelper
BaseStats.ModifierPower
BaseStats.ModifierPowerBase
BaseStats.ModsAmountInGenerationPool
BaseStats.MonoWiresStaminaCostReduction
BaseStats.MultiKill_Counter
BaseStats.NewPerkFinisherBlunt_TargetDistanceMax
BaseStats.NewPerkFinisherBlunt_TargetHealthMax
BaseStats.NewPerkFinisherCool_TargetDistanceMax
BaseStats.NewPerkFinisherCool_TargetHealthMax
BaseStats.NewPerkFinisherMonowire_TargetDistanceMax
BaseStats.NewPerkFinisherMonowire_TargetHealthMax
BaseStats.NewPerkFinisherReflexes_TargetDistanceMax
BaseStats.NewPerkFinisherReflexes_TargetHealthMax
BaseStats.NPCAnimationTime
BaseStats.NPCDamage
BaseStats.NPCDoTDPS
BaseStats.NPCLootLevelHelper
BaseStats.NPCRarity
BaseStats.NPCThrowImmunity
BaseStats.NPCUploadTime
BaseStats.NPCWeaponDropRandomizer
BaseStats.Nue_Jackie_Headshot_Counter
BaseStats.NumShotsInBurst
BaseStats.NumShotsInBurstMaxCharge
BaseStats.NumShotsInBurstSecondary
BaseStats.NumShotsToFire
BaseStats.OccupiedSlot_GenerationWeight_On_TierPlus
BaseStats.OnBikeDamageTakenPercent
BaseStats.OnBikeDamageTakenPercentMaxSpeed
BaseStats.OnBikeDamageTakenPercentMinSpeed
BaseStats.OneHandBladeStaminaCostReduction
BaseStats.OneHandBluntStaminaCostReduction
BaseStats.OnRevealHackProgressIncrement
BaseStats.OpticalCamoCharges
BaseStats.OpticalCamoChargesDecayRate
BaseStats.OpticalCamoChargesDecayRateMult
BaseStats.OpticalCamoChargesDecayStartDelay
BaseStats.OpticalCamoChargesDelayOnChange
BaseStats.OpticalCamoChargesRegenBegins
BaseStats.OpticalCamoChargesRegenEnds
BaseStats.OpticalCamoChargesRegenRate
BaseStats.OpticalCamoCoolAttunementDuration
BaseStats.OpticalCamoDuration
BaseStats.OpticalCamoDurationMultiplier
BaseStats.OpticalCamoIsActive
BaseStats.OpticalCamoRechargeDuration
BaseStats.OverchargeThreshold
BaseStats.OverclockedStateHealthCost
BaseStats.OverclockSpreadChance
BaseStats.Overheat
BaseStats.OverheatDurationIncrease
BaseStats.Overshield
BaseStats.OvershieldDecayDelayOnChange
BaseStats.OvershieldDecayEnabled
BaseStats.OvershieldDecayEndThrehold
BaseStats.OvershieldDecayRate
BaseStats.OvershieldDecayStartDelay
BaseStats.OvershieldDecayStartThreshold
BaseStats.OvershieldGainedToHealAmountMultiplier
BaseStats.Oxygen
BaseStats.PainEditorDamageReduction
BaseStats.PartArmor
BaseStats.PenetrationHealth
BaseStats.PercentDamageReductionFromPoisonedEnemies
BaseStats.PercentDamageReductionFromPoisonedEnemiesModifierHelper
BaseStats.PerfectChargeTimeWindowIncrease
BaseStats.PerfectChargeWindow
BaseStats.PermanentHealthBonus
BaseStats.PermanentMemoryRegenBonus
BaseStats.PermanentStaminaRegenBonus
BaseStats.PersonalityAggressive
BaseStats.PersonalityAggressiveModifier
BaseStats.PersonalityCuriosity
BaseStats.PersonalityDisgust
BaseStats.PersonalityFear
BaseStats.PersonalityFunny
BaseStats.PersonalityJoy
BaseStats.PersonalitySad
BaseStats.PersonalityShock
BaseStats.PersonalitySurprise
BaseStats.PhoneCallDuration
BaseStats.PhysicalDamage
BaseStats.PhysicalDamageAdditiveMultiplier
BaseStats.PhysicalDamageMax
BaseStats.PhysicalDamageMin
BaseStats.PhysicalDamageModifierHelper
BaseStats.PhysicalImpulse
BaseStats.PlayerOnRevealHackProgressMultiplier
BaseStats.PlayerSandevistanChargesDecayEnabled
BaseStats.PlayerSandevistanChargesDecayPerSecond
BaseStats.PlayerSandevistanChargesEmptyStat
BaseStats.Poise
BaseStats.PoisonedApplicationRate
BaseStats.PoisonedApplicationRateModifierHelper
BaseStats.PoisonImmunity
BaseStats.PostLexWilsonBuyPrice
BaseStats.PostTutorialCyberwarePrice
BaseStats.PowerLevel
BaseStats.PowerMod1_DamageConvert
BaseStats.PrecisionRifleStaminaCostReduction
BaseStats.PrefersCovers
BaseStats.PrefersShootingSpots
BaseStats.PreFireTime
BaseStats.PreventQuickhacking
BaseStats.Price
BaseStats.ProjectileLauncherCharges
BaseStats.ProjectileLauncherChargesDecayStartDelay
BaseStats.ProjectileLauncherChargesDelayOnChange
BaseStats.ProjectileLauncherChargesRegenBegins
BaseStats.ProjectileLauncherChargesRegenEnabled
BaseStats.ProjectileLauncherChargesRegenEnds
BaseStats.ProjectileLauncherChargesRegenMult
BaseStats.ProjectileLauncherChargesRegenRate
BaseStats.ProjectileLauncherMaxCharges
BaseStats.ProjectileLauncherQualityMult
BaseStats.ProjectileLauncherRechargeDuration
BaseStats.ProjectilesPerShot
BaseStats.ProjectilesPerShotBase
BaseStats.ProjectilesPerShotBonus
BaseStats.ProjectilesPerShotCombinedModifier
BaseStats.Protection
BaseStats.PRSRMod1_Handling
BaseStats.PRSRMod2_CommonCount
BaseStats.PRSRMod2_CommonStacks
BaseStats.PRSRMod2_EpicCount
BaseStats.PRSRMod2_EpicStacks
BaseStats.PRSRMod2_KillCount
BaseStats.PRSRMod2_LegendaryCount
BaseStats.PRSRMod2_LegendaryStacks
BaseStats.PRSRMod2_RareCount
BaseStats.PRSRMod2_RareStacks
BaseStats.PRSRMod2_Stacks
BaseStats.PRSRMod2_UncommonCount
BaseStats.PRSRMod2_UncommonStacks
BaseStats.Quality
BaseStats.QualityRequirementMetFlag
BaseStats.QualityToMaxQualityRatio
BaseStats.Quantity
BaseStats.QuickHackBlackWallSpreadNumber
BaseStats.QuickHackBlindSpreadNumber
BaseStats.QuickHackContagionSpreadNumber
BaseStats.QuickHackCritChance
BaseStats.QuickhackDamageBonusMultiplier
BaseStats.QuickhackDamageOverTimeBonusMultiplier
BaseStats.QuickHackDuration
BaseStats.QuickHackEffectsApplied
BaseStats.QuickhackExtraDamageMultiplier
BaseStats.QuickHackImmunity
BaseStats.QuickHackOverclockSpreadNumber
BaseStats.QuickHackQueueCount
BaseStats.QuickHackQueueSize
BaseStats.QuickHackQueueUploadTimeDecrease
BaseStats.QuickhackResistanceModifierHelper
BaseStats.QuickhacksCooldownReduction
BaseStats.QuickhacksCooldownReductionModifierHelper
BaseStats.QuickhackShield
BaseStats.QuickHackSpreadDistance
BaseStats.QuickHackSpreadDistanceIncrease
BaseStats.QuickHackSpreadNumber
BaseStats.QuickHackUpload
BaseStats.QuickHackUploadTimeDecrease
BaseStats.RamManagerCooldownReduction
BaseStats.RamOnKill
BaseStats.RamOnKillModifierHelper
BaseStats.RandomCurveInput
BaseStats.Range
BaseStats.RangedMod1_CritChance
BaseStats.Recoil
BaseStats.RecoilAllowSway
BaseStats.RecoilAlternateDir
BaseStats.RecoilAlternateDirADS
BaseStats.RecoilAngle
BaseStats.RecoilAngleADS
BaseStats.RecoilAngleReduction
BaseStats.RecoilAnimation
BaseStats.RecoilChargeMult
BaseStats.RecoilChargeMultADS
BaseStats.RecoilCycleSize
BaseStats.RecoilCycleSizeADS
BaseStats.RecoilCycleTime
BaseStats.RecoilCycleTimeADS
BaseStats.RecoilDelay
BaseStats.RecoilDir
BaseStats.RecoilDirADS
BaseStats.RecoilDirPlanCycleRandDir
BaseStats.RecoilDirPlanCycleRandDirADS
BaseStats.RecoilDirPlanCycleRandRangeDir
BaseStats.RecoilDirPlanCycleRandRangeDirADS
BaseStats.RecoilDirPlanSequence
BaseStats.RecoilDirPlanSequenceADS
BaseStats.RecoilDirReduction
BaseStats.RecoilDriftRandomRangeMax
BaseStats.RecoilDriftRandomRangeMin
BaseStats.RecoilEnableCycleX
BaseStats.RecoilEnableCycleXADS
BaseStats.RecoilEnableCycleY
BaseStats.RecoilEnableCycleYADS
BaseStats.RecoilEnableLinearX
BaseStats.RecoilEnableLinearXADS
BaseStats.RecoilEnableLinearY
BaseStats.RecoilEnableLinearYADS
BaseStats.RecoilEnableScaleX
BaseStats.RecoilEnableScaleXADS
BaseStats.RecoilEnableScaleY
BaseStats.RecoilEnableScaleYADS
BaseStats.RecoilFullChargeMult
BaseStats.RecoilFullChargeMultADS
BaseStats.RecoilHoldDuration
BaseStats.RecoilHoldDurationADS
BaseStats.RecoilKickMax
BaseStats.RecoilKickMaxADS
BaseStats.RecoilKickMin
BaseStats.RecoilKickMinADS
BaseStats.RecoilKickReduction
BaseStats.RecoilMagForFullDrift
BaseStats.RecoilMaxLength
BaseStats.RecoilMaxLengthADS
BaseStats.RecoilPercentBonus
BaseStats.RecoilPercentBonusModifierHelper
BaseStats.RecoilRecoveryMinSpeed
BaseStats.RecoilRecoveryMinSpeedADS
BaseStats.RecoilRecoverySpeed
BaseStats.RecoilRecoverySpeedADS
BaseStats.RecoilRecoveryTime
BaseStats.RecoilRecoveryTimeADS
BaseStats.RecoilScaleMax
BaseStats.RecoilScaleMaxADS
BaseStats.RecoilScaleTime
BaseStats.RecoilScaleTimeADS
BaseStats.RecoilSpeed
BaseStats.RecoilSpeedADS
BaseStats.RecoilTime
BaseStats.RecoilTimeADS
BaseStats.RecoilUseDifferentStatsInADS
BaseStats.Reflexes
BaseStats.Reflexes_Left_Milestone_3_Stack
BaseStats.Reflexes_Right_Milestone_2_StaminaDeflectPerc
BaseStats.Reflexes_Right_Milestone_2_StaminaReduction
BaseStats.ReflexesAllocated
BaseStats.ReflexesAvailable
BaseStats.ReflexesSkill
BaseStats.RefreshesPingOnQuickhack
BaseStats.ReloadAmount
BaseStats.ReloadEndTime
BaseStats.ReloadEndTimeBase
BaseStats.ReloadSpeedPercentBonus
BaseStats.ReloadSpeedPercentBonusModifierHelper
BaseStats.ReloadTime
BaseStats.ReloadTimeBase
BaseStats.ReloadTimeBonus
BaseStats.ReloadTimeDPSComponent
BaseStats.ReloadTimeExhaustionPenalty
BaseStats.RemoveColdBloodStacksOneByOne
BaseStats.ReprimandEscalation
BaseStats.RestoreMemoryOnDefeat
BaseStats.RevealNetrunnerWhenHacked
BaseStats.RevealPositionMaxDistance
BaseStats.RevolverStaminaCostReduction
BaseStats.RicochetChance
BaseStats.RicochetCount
BaseStats.RicochetMaxAngle
BaseStats.RicochetMinAngle
BaseStats.RicochetTargetSearchAngle
BaseStats.RoadWarriorDamageMultiplier
BaseStats.RollForPlusBelowMaxQuality
BaseStats.RollForPlusOnMaxQuality
BaseStats.SandevistanChargesDecayDelayOnChange
BaseStats.SandevistanChargesDecayStartDelay
BaseStats.SandevistanChargesRegenBegins
BaseStats.SandevistanChargesRegenDelayOnChange
BaseStats.SandevistanChargesRegenEnabled
BaseStats.SandevistanChargesRegenEnds
BaseStats.SandevistanChargesRegenStartDelay
BaseStats.SandevistanDashShoot
BaseStats.SandevistanKillRechargeValue
BaseStats.SasquatchStaminaDrain
BaseStats.ScopeFOV
BaseStats.ScopeOffset
BaseStats.SEApplicationRateBasedOnWeaponCharge
BaseStats.SecondaryModifiersAdditiveMultiplier
BaseStats.SecondHeartCooldownDuration
BaseStats.ShootingOffsetAI
BaseStats.ShortDistanceDamageIncrease
BaseStats.ShorterChains
BaseStats.ShotDelay
BaseStats.ShotgunMod1_BuffDuration
BaseStats.ShotgunMod1_DismemberBonus
BaseStats.ShotgunMod1_ModCount
BaseStats.ShotgunMod2_BulletCountLeftLeg
BaseStats.ShotgunMod2_BulletCountRightLeg
BaseStats.ShotgunMod2_ModCount
BaseStats.ShotgunMod3_Spread
BaseStats.ShotgunStaminaCostReduction
BaseStats.ShouldIgnoreSmartUI
BaseStats.SimpleWeaponMod04
BaseStats.SlideWhenLeaningOutOfCover
BaseStats.SlideWhenLeaningOutOfCoverModifier
BaseStats.SmartGunAddSpiralTrajectory
BaseStats.SmartGunAdsLockingAnglePitch
BaseStats.SmartGunAdsLockingAngleYaw
BaseStats.SmartGunAdsMaxLockedTargets
BaseStats.SmartGunAdsTagLockAnglePitch
BaseStats.SmartGunAdsTagLockAngleYaw
BaseStats.SmartGunAdsTargetableAnglePitch
BaseStats.SmartGunAdsTargetableAngleYaw
BaseStats.SmartGunAdsTimeToLock
BaseStats.SmartGunAdsTimeToUnlock
BaseStats.SmartGunContinousLockEnabled
BaseStats.SmartGunDisableOnReload
BaseStats.SmartGunEvenDistributionPeriod
BaseStats.SmartGunHipLockingAnglePitch
BaseStats.SmartGunHipLockingAngleYaw
BaseStats.SmartGunHipMaxLockedTargets
BaseStats.SmartGunHipTagLockAnglePitch
BaseStats.SmartGunHipTagLockAngleYaw
BaseStats.SmartGunHipTargetableAnglePitch
BaseStats.SmartGunHipTargetableAngleYaw
BaseStats.SmartGunHipTimeToLock
BaseStats.SmartGunHipTimeToUnlock
BaseStats.SmartGunHitProbability
BaseStats.SmartGunHitProbabilityMultiplier
BaseStats.SmartGunKeepTargetsOnAimStateChange
BaseStats.SmartGunKeepTargetsOnWeaponSwap
BaseStats.SmartGunMaxLockedPointsPerTarget
BaseStats.SmartGunMissDelay
BaseStats.SmartGunMissRadius
BaseStats.SmartGunNPCApplySpreadAtHitplane
BaseStats.SmartGunNPCLockingAnglePitch
BaseStats.SmartGunNPCLockingAngleYaw
BaseStats.SmartGunNPCLockOnTime
BaseStats.SmartGunNPCLockTimeout
BaseStats.SmartGunNPCProjectileStartingOrientationAngleOffset
BaseStats.SmartGunNPCProjectileVelocity
BaseStats.SmartGunNPCShootProjectilesOnlyStraight
BaseStats.SmartGunNPCSpreadMultiplier
BaseStats.SmartGunNPCTrajectoryCurvatureMultiplier
BaseStats.SmartGunPlayerProjectileVelocity
BaseStats.SmartGunProjectileVelocityVariance
BaseStats.SmartGunSpiralCycleTimeMax
BaseStats.SmartGunSpiralCycleTimeMin
BaseStats.SmartGunSpiralRadius
BaseStats.SmartGunSpiralRampDistanceEnd
BaseStats.SmartGunSpiralRampDistanceStart
BaseStats.SmartGunSpiralRandomizeDirection
BaseStats.SmartGunSpreadMultiplier
BaseStats.SmartGunStartingAccuracy
BaseStats.SmartGunTargetAcquisitionRange
BaseStats.SmartGunTargetAcquisitionRangeModifier
BaseStats.SmartGunTimeToLockBreachComponentMultiplier
BaseStats.SmartGunTimeToLockChestComponentMultiplier
BaseStats.SmartGunTimeToLockHeadComponentMultiplier
BaseStats.SmartGunTimeToLockLegComponentMultiplier
BaseStats.SmartGunTimeToLockMechanicalComponentMultiplier
BaseStats.SmartGunTimeToLockVehicleComponentMultiplier
BaseStats.SmartGunTimeToLockWeakSpotComponentMultiplier
BaseStats.SmartGunTimeToMaxAccuracy
BaseStats.SmartGunTimeToRemoveOccludedTarget
BaseStats.SmartGunTrackBreachComponents
BaseStats.SmartGunTrackChestComponents
BaseStats.SmartGunTrackHeadComponents
BaseStats.SmartGunTrackLegComponents
BaseStats.SmartGunTrackMechanicalComponents
BaseStats.SmartGunTrackMultipleEntitiesInADS
BaseStats.SmartGunTrackVehicleComponents
BaseStats.SmartGunTrackWeakSpotComponents
BaseStats.SmartGunUseEvenDistributionTargeting
BaseStats.SmartGunUseTagLockTargeting
BaseStats.SmartGunUseTimeBasedAccuracy
BaseStats.SmartMod2_Velocity
BaseStats.SmartMod3_Zone
BaseStats.SmartTargetingDisruptionProbability
BaseStats.SmartTargetingShouldNotDisableCollision
BaseStats.SmartWeaponDamagePercentBonus
BaseStats.SmasherBossHackUploadProgressBumpMultiplier
BaseStats.SniperStaminaCostReduction
BaseStats.SpecialDamage
BaseStats.SpeedBoost
BaseStats.SpeedBoostMaxSpeed
BaseStats.Spread
BaseStats.SpreadAdsChangePerShot
BaseStats.SpreadAdsChargeMult
BaseStats.SpreadAdsDefaultX
BaseStats.SpreadAdsDefaultY
BaseStats.SpreadAdsFastSpeedMax
BaseStats.SpreadAdsFastSpeedMaxAdd
BaseStats.SpreadAdsFastSpeedMin
BaseStats.SpreadAdsFastSpeedMinAdd
BaseStats.SpreadAdsFullChargeMult
BaseStats.SpreadAdsMaxX
BaseStats.SpreadAdsMaxY
BaseStats.SpreadAdsMinX
BaseStats.SpreadAdsMinY
BaseStats.SpreadAnimation
BaseStats.SpreadChangePerShot
BaseStats.SpreadChargeMult
BaseStats.SpreadCrouchDefaultMult
BaseStats.SpreadCrouchMaxMult
BaseStats.SpreadDefaultX
BaseStats.SpreadDefaultY
BaseStats.SpreadEvenDistributionJitterSize
BaseStats.SpreadEvenDistributionRowCount
BaseStats.SpreadFastSpeedMax
BaseStats.SpreadFastSpeedMaxAdd
BaseStats.SpreadFastSpeedMinAdd
BaseStats.SpreadFullChargeMult
BaseStats.SpreadingAttackConeAngle
BaseStats.SpreadingAttackDamageMultiplier
BaseStats.SpreadingAttackMaxJumps
BaseStats.SpreadingAttackMaxTargets
BaseStats.SpreadingAttackRange
BaseStats.SpreadMaxAI
BaseStats.SpreadMaxX
BaseStats.SpreadMaxY
BaseStats.SpreadMinX
BaseStats.SpreadMinY
BaseStats.SpreadPenalty
BaseStats.SpreadQuickhacksOnStart
BaseStats.SpreadRandomizeOriginPoint
BaseStats.SpreadResetSpeed
BaseStats.SpreadResetTimeThreshold
BaseStats.SpreadUseCircularSpread
BaseStats.SpreadUseEvenDistribution
BaseStats.SpreadUseInAds
BaseStats.SpreadZeroOnFirstShot
BaseStats.StaggerDamageThreshold
BaseStats.StaggerDamageThresholdImpulse
BaseStats.StaggerDamageThresholdInCover
BaseStats.Stamina
BaseStats.StaminaAimingCost
BaseStats.StaminaCostReduction
BaseStats.StaminaCostToBlock
BaseStats.StaminaDamage
BaseStats.StaminaDecayDelayOnChange
BaseStats.StaminaDecayEnabled
BaseStats.StaminaDecayEndThrehold
BaseStats.StaminaDecayStartDelay
BaseStats.StaminaDecayStartThreshold
BaseStats.StaminaRatio
BaseStats.StaminaRegenDelayOnChange
BaseStats.StaminaRegenEnabled
BaseStats.StaminaRegenEndThrehold
BaseStats.StaminaRegenRate
BaseStats.StaminaRegenRateAdd
BaseStats.StaminaRegenRateBase
BaseStats.StaminaRegenRateMult
BaseStats.StaminaRegenStartDelay
BaseStats.StaminaRegenStartThreshold
BaseStats.StaticModifierMultiplier
BaseStats.StatModifierGroupLimit
BaseStats.Stealth
BaseStats.StealthHacksCostReduction
BaseStats.StealthHitDamageBonus
BaseStats.StealthHitDamageBonusModifierHelper
BaseStats.StealthHitDamageMultiplier
BaseStats.StreetCred
BaseStats.Strength
BaseStats.StrengthAllocated
BaseStats.StrengthAvailable
BaseStats.StrengthSkill
BaseStats.StrengthSkillcheckBonus
BaseStats.StrongArmsStaminaCostReduction
BaseStats.StunApplicationRate
BaseStats.StunImmunity
BaseStats.SubMachinegunStaminaCostReduction
BaseStats.SuicideHackMemoryCostReduction
BaseStats.Sway
BaseStats.SwayCenterMaximumAngleOffset
BaseStats.SwayCurvatureMaximumFactor
BaseStats.SwayCurvatureMinimumFactor
BaseStats.SwayInitialOffsetRandomFactor
BaseStats.SwayResetOnAimStart
BaseStats.SwaySideBottomAngleLimit
BaseStats.SwaySideMaximumAngleDistance
BaseStats.SwaySideMinimumAngleDistance
BaseStats.SwaySideStepChangeMaximumFactor
BaseStats.SwaySideStepChangeMinimumFactor
BaseStats.SwaySideTopAngleLimit
BaseStats.SwayStartBlendTime
BaseStats.SwayStartDelay
BaseStats.SwayTraversalTime
BaseStats.SystemCollapseImmunity
BaseStats.SystemCollapseMemoryCostReduction
BaseStats.TBHsBaseCoefficient
BaseStats.TBHsBaseSourceMultiplierCoefficient
BaseStats.TBHsCoverTraceLoSIncreaseSpeed
BaseStats.TBHsMinimumLineOfSightTime
BaseStats.TBHsReactionCooldownReduction
BaseStats.TBHsSensesTraceLoSIncreaseSpeed
BaseStats.TBHsVisibilityCooldown
BaseStats.Tech_Central_Milestone_2_Discount
BaseStats.Tech_Central_Perk_2_2_Humanity
BaseStats.Tech_Master_Perk_3_Humanity
BaseStats.TechBaseChargeThreshold
BaseStats.TechMaxChargeThreshold
BaseStats.TechMod1_EMPChance
BaseStats.TechMod3_ChargeTime
BaseStats.TechnicalAbility
BaseStats.TechnicalAbilityAllocated
BaseStats.TechnicalAbilityAvailable
BaseStats.TechnicalAbilitySkill
BaseStats.TechnicalAbilitySkillcheckBonus
BaseStats.TechOverChargeThreshold
BaseStats.TechPierceChargeLevel
BaseStats.TechPierceDamageFactor
BaseStats.TechPierceEnabled
BaseStats.TechPierceHighlightsEnabled
BaseStats.TechPierceScanAngle
BaseStats.TechWeaponDamagePercentBonus
BaseStats.ThermalDamage
BaseStats.ThermalDamageAdditiveMultiplier
BaseStats.ThermalDamageMax
BaseStats.ThermalDamageMin
BaseStats.ThermalDamageModifierHelper
BaseStats.ThermalDamagePercentBonus
BaseStats.ThermalDamagePercentBonusModifierHelper
BaseStats.ThermalResistance
BaseStats.ThermalResistanceModifierHelper
BaseStats.ThrowMod1_CanReturn
BaseStats.ThrowMod1_ReturnChance
BaseStats.ThrowMod3_Armor_Pene
BaseStats.ThrowRecovery
BaseStats.TimeBankCharges
BaseStats.TimeBankRegenDelayOnChange
BaseStats.TimeBankRegenEnabled
BaseStats.TimeBankRegenEndThrehold
BaseStats.TimeBankRegenRate
BaseStats.TimeBankRegenStartDelay
BaseStats.TimeBankRegenStartThreshold
BaseStats.TimeDilationKerenzikovDuration
BaseStats.TimeDilationKerenzikovPlayerTimeScale
BaseStats.TimeDilationKerenzikovTimeScale
BaseStats.TimeDilationOnHealthDropCooldownDuration
BaseStats.TimeDilationSandevistanCooldownBase
BaseStats.TimeDilationSandevistanCooldownReduction
BaseStats.TimeDilationSandevistanDuration
BaseStats.TimeDilationSandevistanEnterCost
BaseStats.TimeDilationSandevistanRechargeDuration
BaseStats.TimeDilationSandevistanTimeScale
BaseStats.TimeDilationWhenEnteringCombatDuration
BaseStats.TranquilizerImmunity
BaseStats.TurretFriendlyExtension
BaseStats.TurretShutdownExtension
BaseStats.TwoHandBluntStaminaCostReduction
BaseStats.TwoHandHammerStaminaCostReduction
BaseStats.UltimateHackSpread
BaseStats.UltimateMemoryCostReduction
BaseStats.UnconsciousImmunity
BaseStats.UnequipAnimationDuration_Corpo
BaseStats.UnequipAnimationDuration_Gang
BaseStats.UnequipDuration
BaseStats.UnequipDuration_Corpo
BaseStats.UnequipDuration_Gang
BaseStats.UnequipDurationModifier
BaseStats.UnequipItemTime_Corpo
BaseStats.UnequipItemTime_Gang
BaseStats.UnlockProgress
BaseStats.UpgradingCostReduction
BaseStats.UpgradingMaterialRetrieveChance
BaseStats.UploadQuickHackMod
BaseStats.VehicleDamagePercentBonus
BaseStats.VehicleDamageQualityDivisor
BaseStats.VehicleMinHealthPercentWhenDamaged
BaseStats.VehicleMissileLauncherBaseCharges
BaseStats.VehicleMissileLauncherCharges
BaseStats.VehicleMissileLauncherChargesRegenBegins
BaseStats.VehicleMissileLauncherChargesRegenDelayOnChange
BaseStats.VehicleMissileLauncherChargesRegenEnds
BaseStats.VehicleMissileLauncherChargesRegenRate
BaseStats.VehicleMissileLauncherChargesRegenStartDelay
BaseStats.VehicleMissileLauncherLockOnTime
BaseStats.VehicleMissileLauncherMaxCharges
BaseStats.VehicleMissileLauncherProjectilesPerCharge
BaseStats.VehicleMissileLauncherRechargeDuration
BaseStats.VehicleMissileLauncherRegenEnabled
BaseStats.VehicleMissileLauncherSalvoCharges
BaseStats.VendorBuyPriceDiscount
BaseStats.VendorSellPriceDiscount
BaseStats.Visibility
BaseStats.VisibilityReduction
BaseStats.VisibilityReductionModifierHelper
BaseStats.VisualStimRangeMultiplier
BaseStats.VulnerabilityExtension
BaseStats.VulnerableImmunity
BaseStats.WasItemUpgraded
BaseStats.WasQuickHacked
BaseStats.WeakspotDamageMultiplier
BaseStats.WeaponEvolutionToStaminaCost
BaseStats.WeaponHasAutoloader
BaseStats.WeaponNoise
BaseStats.WeaponPosAdsX
BaseStats.WeaponPosAdsY
BaseStats.WeaponPosAdsZ
BaseStats.WeaponPosX
BaseStats.WeaponPosY
BaseStats.WeaponPosZ
BaseStats.WeaponRotAdsX
BaseStats.WeaponRotAdsY
BaseStats.WeaponRotAdsZ
BaseStats.WeaponRotX
BaseStats.WeaponRotY
BaseStats.WeaponRotZ
BaseStats.WeaponSwapDuration
BaseStats.WeaponTypeToStaminaCost
BaseStats.WeaponVehicleDamagePercentBonus
BaseStats.WeaponVFX_BulletFxScaleFullAutoRandomization
BaseStats.WeaponVFX_BulletFxScaleFullAutoRandRange
BaseStats.WeaponVFX_BulletFxScaleFullAutoRandStart
BaseStats.WeaponVFX_DecalFxScale
BaseStats.WeaponVFX_MuzzleFxScale
BaseStats.WeaponVFX_ProjectileFxScale
BaseStats.WeaponVFX_ShellsFxScale
BaseStats.WeaponVFX_TracerFxScale
BaseStats.Weight
BaseStats.WoundedImmunity
BaseStats.WoundHeadDamageThreshold
BaseStats.WoundLArmDamageThreshold
BaseStats.WoundLLegDamageThreshold
BaseStats.WoundRArmDamageThreshold
BaseStats.WoundRLegDamageThreshold
BaseStats.XPbonusMultiplier
BaseStats.ZoomLevel
Items.weapon_grenade_Stat_ChargeDischargeTimeModifier

```


# Cheat Sheet: Vendor IDs

All vendor IDs

### Summary

**Created:** Jan 28 2024 by [mana vortex](mailto:undefined)\
**Update:** Jun 29 2024 by [FacelessV1](mailto:undefined)\
**Latest update:** Feb 20 2025 by [Florence](mailto:undefined)\ <mark style="color:green;">Current Version: 2.2</mark>

## City Center Vendors:

*<mark style="color:yellow;">(Corpo Plaza)</mark>*

Vendors.cct\_cpz\_cloth\_02\
Vendors.cct\_cpz\_food\_01\
Vendors.cct\_cpz\_food\_02\
Vendors.cct\_cpz\_medic\_01

*<mark style="color:yellow;">(Downtown)</mark>*

Vendors.cct\_dtn\_cloth\_01\
Vendors.cct\_dtn\_cyber\_01\
Vendors.cct\_dtn\_food\_01\
Vendors.cct\_dtn\_food\_02\
Vendors.cct\_dtn\_guns\_01\
Vendors.cct\_dtn\_medic\_01\
Vendors.cct\_dtn\_ripdoc\_01

## Heywood Vendors:

*<mark style="color:yellow;">(The Glen)</mark>*

Vendors.hey\_gle\_cyberware\_store\_01\
Vendors.hey\_gle\_foodshop\_01\
Vendors.hey\_gle\_foodshop\_02\
Vendors.hey\_gle\_gunsmith\_01\
Vendors.hey\_gle\_junkshop\_01\
Vendors.heywood\_glen\_armorsmith\_01

*<mark style="color:yellow;">(Vista Del Rey)</mark>*

Vendors.hey\_rey\_cyberware\_store\_01\
Vendors.hey\_rey\_foodshop\_01\
Vendors.hey\_rey\_foodshop\_02\
Vendors.hey\_rey\_foodshop\_03\
Vendors.hey\_rey\_foodshop\_04\
Vendors.hey\_rey\_gunsmith\_01\
Vendors.hey\_rey\_junkshop\_01\
Vendors.hey\_rey\_netrunner\_01\
Vendors.heywood\_del\_rey\_armorsmith\_01

*<mark style="color:yellow;">(Wellsprings)</mark>*

Vendors.hey\_spr\_clothingshop\_01\
Vendors.hey\_spr\_foodshop\_01\
Vendors.hey\_spr\_gunsmith\_01\
Vendors.hey\_spr\_junkshop\_01\
Vendors.hey\_spr\_medicstore\_01\
Vendors.hey\_spr\_ripperdoc\_01\
Vendors.heywood\_springs\_armorsmith\_01

## Pacifica Vendors:

*<mark style="color:yellow;">(Coastview)</mark>*

Vendors.pac\_cvi\_clothingshop\_01\
Vendors.pac\_cvi\_cyberware\_store\_01\
Vendors.pac\_cvi\_foodshop\_01\
Vendors.pac\_cvi\_medicstore\_01\
Vendors.pac\_cvi\_melee\_01\
Vendors.pac\_cvi\_techstore\_0110

*<mark style="color:yellow;">(West Wind Estate)</mark>*

Vendors.pac\_wwd\_clothingshop\_01\
Vendors.pac\_wwd\_cyberware\_store\_01\
Vendors.pac\_wwd\_gunsmith\_01\
Vendors.pac\_wwd\_melee\_01\
Vendors.pac\_wwd\_ripperdoc\_01\
Vendors.pacific\_view\_armorsmith\_01\
Vendors.pacific\_west\_armorsmith\_01\
Vendors.pacific\_west\_armorsmith\_02

*<mark style="color:yellow;">(Dogtown)</mark>*

Vendors.BlackMarketer\_HUB\
Vendors.cz\_con\_clothingshop\_001\
Vendors.cz\_con\_foodshop\_01\
Vendors.cz\_con\_gunsmith\_01\
Vendors.cz\_con\_junkshop\_01\
Vendors.cz\_con\_medic\_01\
Vendors.cz\_con\_netrunner\_01\
Vendors.cz\_con\_ripdoc\_01\
Vendors.cz\_monument\_foodshop\_01\
Vendors.cz\_monument\_ripperdoc\_anderson\
Vendors.cz\_monument\_ripperdoc\_farida\
Vendors.cz\_stadium\_clothing\_001\
Vendors.cz\_stadium\_food\_01\
Vendors.cz\_stadium\_food\_02

## Santo Domingo Vendors:

*<mark style="color:yellow;">(Arroyo)</mark>*

Vendors.std\_arr\_clothingshop\_01 CU\
Vendors.std\_arr\_cyberware\_store\_01\
Vendors.std\_arr\_foodshop\_01\
Vendors.std\_arr\_foodshop\_02\
Vendors.std\_arr\_foodshop\_03\
Vendors.std\_arr\_foodshop\_04\
Vendors.std\_arr\_gunsmith\_01\
Vendors.std\_arr\_medicstore\_01\
Vendors.std\_arr\_melee\_01\
Vendors.std\_arr\_ripperdoc\_01\
Vendors.std\_arr\_techstore\_01

*<mark style="color:yellow;">(Rancho Coronado)</mark>*

Vendors.std\_rcr\_clothingshop\_01\
Vendors.std\_rcr\_cyberware\_store\_01\
Vendors.std\_rcr\_foodshop\_01\
Vendors.std\_rcr\_gunsmith\_01\
Vendors.std\_rcr\_medicstore\_01\
Vendors.std\_rcr\_ripperdoc\_01\
Vendors.std\_rcr\_techstore\_01

## Watson Vendors:

*<mark style="color:yellow;">(Arasaka Waterfront)</mark>*

Vendors.wat\_awf\_foodstore\_01\
Vendors.wat\_waterfront\_armorsmith\_01

*<mark style="color:yellow;">(Kabuki)</mark>*

Vendors.wat\_kab\_clothingshop\_01\
Vendors.wat\_kab\_foodshop\_01\
Vendors.wat\_kab\_foodshop\_02\
Vendors.wat\_kab\_foodshop\_03\
Vendors.wat\_kab\_foodshop\_04\
Vendors.wat\_kab gunsmith\_01\
Vendors.wat\_kab gunsmith\_02\
Vendors.wat\_kab\_junkshop\_01\
Vendors.wat\_kab\_medicstore\_01\
Vendors.wat\_kab\_netrunner\_01 ER\
Vendors.wat\_kab\_ripperdoc\_01\
Vendors.wat\_kab\_ripperdoc\_02\
Vendors.wat\_kab\_ripperdoc\_03\
Vendors.wat\_kab\_techstore\_01\
Vendors.wat\_kabuki\_armorsmith\_01

*<mark style="color:yellow;">(Little China)</mark>*

Vendors.wat\_lch\_clothingshop\_01\
Vendors.wat\_lch\_cyberware\_store\_01\
Vendors.wat\_lch\_foodshop\_01\
Vendors.wat\_lch\_foodshop\_02\
Vendors.wat\_lch\_foodshop\_03\
Vendors.wat\_lch\_gunsmith\_01\
Vendors.wat\_lch\_medicstore\_01\
Vendors.wat\_lch\_melee\_01\
Vendors.wat\_lch\_melee\_02\
Vendors.wat\_lch\_netrunner\_01\
Vendors.wat\_lch\_ripperdoc\_01\
Vendors.wat\_little\_china\_armorsmith\_01

*<mark style="color:yellow;">(North Side)</mark>*

Vendors.wat\_nid\_clothingshop\_01\
Vendors.wat\_nid\_cyberware\_store\_01\
Vendors.wat\_nid\_foodshop\_01\
Vendors.wat\_nid\_foodshop\_02\
Vendors.wat\_nid\_gunsmith\_01\
Vendors.wat\_nid\_medicstore\_01\
Vendors.wat\_nid\_medicstore\_02\
Vendors.wat\_nid\_ripperdoc\_01\
Vendors.wat\_northside\_armorsmith\_01

## Westbrook Vendors:

*<mark style="color:yellow;">(Charter Hill)</mark>*

Vendors.wbr\_hil\_clothingshop\_01\
Vendors.wbr\_hil\_cyberware\_store\_01\
Vendors.wbr\_hil\_foodshop\_01\
Vendors.wbr\_hil\_foodshop\_02\
Vendors.wbr\_hil\_ripdoc\_01

*<mark style="color:yellow;">(Japantown)</mark>*

Vendors.wbr\_jpn\_clothingshop\_01\
Vendors.wbr\_jpn\_clothingshop\_02\
Vendors.wbr\_jpn\_cyberware\_store\_01\
Vendors.wbr\_jpn\_foodshop\_01\
Vendors.wbr\_jpn\_foodshop\_02\
Vendors.wbr\_jpn\_foodshop\_03\
Vendors.wbr\_jpn\_foodshop\_04\
Vendors.wbr\_jpn\_foodshop\_05\
Vendors.wbr\_jpn\_gunsmith\_01\
Vendors.wbr\_jpn\_jig\_bar\_01\
Vendors.wbr\_jpn\_junkshop\_01\
Vendors.wbr\_jpn\_junkshop\_02\
Vendors.wbr\_jpn\_junkshop\_03\
Vendors.wbr\_jpn\_medicstore\_01\
Vendors.wbr\_jpn\_medicstore\_02\
Vendors.wbr\_jpn\_medicstore\_03\
Vendors.wbr\_jpn\_melee\_01\
Vendors.wbr\_jpn\_netrunner\_01\
Vendors.wbr\_jpn\_netrunner\_02\
Vendors.wbr\_jpn\_ripperdoc\_01\
Vendors.wbr\_jpn\_ripperdoc\_02\
Vendors.wbr\_jpn\_techstore\_01

*<mark style="color:yellow;">(North Oak)</mark>*

Vendors.wbr\_nok\_cyberware\_store\_01\
Vendors.wbr\_nok\_foodshop\_02\
Vendors.wbr\_nok\_medic\_01

## Badlands Vendors:

Vendors.bls\_ina\_se1\_clothingshop\_01\
Vendors.bls\_ina\_se1\_foodshop\_01\
Vendors.bls\_ina\_se1\_foodshop\_02\
Vendors.bls\_ina\_se1\_foodshop\_03\
Vendors.bls\_ina\_se1\_gunsmith\_01a\
Vendors.bls\_ina\_se1\_gunsmith\_02\
Vendors.bls\_ina\_se1\_junkshop\_01\
Vendors.bls\_ina\_se1\_junkshop\_02\
Vendors.bls\_ina\_se1\_medicstore\_01\
Vendors.bls\_ina\_se1\_ripperdoc\_01\
Vendors.bls\_ina\_se1\_ripperdoc\_02\
Vendors.bls\_ina\_se5\_cyberware\_store\_01\
Vendors.bls\_ina\_se5\_foodshop\_01\
Vendors.bls\_ina\_se5\_gunsmith\_01\
Vendors.bls\_ina\_se5\_junkshop\_01\
Vendors.bls\_ina\_se5\_melee\_01


# Cheat Sheet: Prereqs

Use this as a dummy prereq:

```
Prereqs.AlwaysTruePrereq
```

## Prereqs: Full list

{% hint style="warning" %}
TODO: At some point, this list should be converted into a table [#prereqs-table](#prereqs-table "mention")
{% endhint %}

```
Prereqs.AfterFirstVisitAtVictor
Prereqs.AgentMoving
Prereqs.AirDropWeaponPrereq
Prereqs.AirDropWeaponPrereq
Prereqs.AlwaysTruePrereq
Prereqs.AlwaysTruePrereq
Prereqs.AmmoState
Prereqs.AnyNonCivilianTakedownOrKill
Prereqs.AnyNonCivilianTakedownOrKill
Prereqs.AnyShotgunHeldPrereq
Prereqs.AnyShotgunHeldPrereq
Prereqs.AnyTakedown
Prereqs.AnyTakedown
Prereqs.AnyTakedownOrKill
Prereqs.AnyTakedownOrKill
Prereqs.AnyTakedownOrKillOnBleedingTarget
Prereqs.AnyTakedownOrKillOnBleedingTarget
Prereqs.AnyWeaponHeldPrereq
Prereqs.AnyWeaponHeldPrereq
Prereqs.Ar_ObjectTest
Prereqs.Ar_ObjectTestFallback
Prereqs.Ar_test1
Prereqs.Ar_test_hint
Prereqs.AttackSubType
Prereqs.AttackTag
Prereqs.AttackType
Prereqs.BlackwallPrereq
Prereqs.BladeWeaponHeldPrereq
Prereqs.BladeWeaponHeldPrereq
Prereqs.BluntWeaponHeldPrereq
Prereqs.BluntWeaponHeldPrereq
Prereqs.BodyPart
Prereqs.BossNoInterruptPrereq
Prereqs.CanBossGrenadeQuickhackedPrereq
Prereqs.CanPerformReflexFinisher
Prereqs.ChimeraModInstalledPrereq
Prereqs.ChimeraModInstalledPrereq
Prereqs.ColdBloodStatusPrereq
Prereqs.CommsNoisePrereq
Prereqs.ConnectedToBackdoor
Prereqs.ConnectedToBackdoorActive
Prereqs.ConsecutiveHits
Prereqs.CoolPerksGunsHeldPrereq
Prereqs.CoolPerksGunsHeldPrereq
Prereqs.CyberwareMalfunctionNotBlockedPrereq
Prereqs.DamageOverTimeType
Prereqs.DamageType
Prereqs.DismembermentTriggered
Prereqs.DismembermentTriggeredCondition
Prereqs.DismembermentTriggeredPrereq
Prereqs.DismembermentTriggeredPrereq
Prereqs.DistanceCovered
Prereqs.EffectNamePresent
Prereqs.GrenadeExplodePrereq
Prereqs.GunSuicidePrereq
Prereqs.HMGHeldPrereq
Prereqs.HandgunHeldPrereq
Prereqs.HasAnyCyberwareAbilityPrereq
Prereqs.HasNetwork
Prereqs.HitAttackTypePrereq
Prereqs.HitAttackTypePrereq
Prereqs.HitFlag
Prereqs.HitIsQuickhackPresentInQueue
Prereqs.HitReceivedPrereq
Prereqs.HitReceivedPrereq
Prereqs.IncapacitatedPrereq
Prereqs.IncapacitatedPrereq
Prereqs.InstigatorType
Prereqs.IsAiming
Prereqs.IsInVehiclePrereq
Prereqs.IsInVehiclePrereq
Prereqs.IsNotCyberpsycho
Prereqs.IsNotExo
Prereqs.IsNotMechanical
Prereqs.IsPlayerControlsDevicePrereq
Prereqs.IsPlayerControlsDevicePrereq
Prereqs.IsPlayerReachableWhistleAction
Prereqs.IsWeaponUsingStandardBullets
Prereqs.IsWeaponUsingStandardBullets
Prereqs.KatanaHeldPrereq
Prereqs.KatanaHeldPrereq
Prereqs.LMGHeldPrereq
Prereqs.LMGHeldPrereq
Prereqs.Lexington_Wilson_Acquired
Prereqs.Lexington_Wilson_Acquired
Prereqs.MaybeWalls
Prereqs.MeleeWeaponHeldPrereq
Prereqs.MeleeWeaponHeldPrereq
Prereqs.MemoryWipeImmunityStatusEffect
Prereqs.MicroGeneratorShotPrereq
Prereqs.MicroGeneratorShotPrereq
Prereqs.MinotaurLeftArmNotDestroyedPrereq
Prereqs.NPCIsAndroid
Prereqs.NPCIsAndroid
Prereqs.NPCIsCerberus
Prereqs.NPCIsChild
Prereqs.NPCIsCrowd
Prereqs.NPCIsDrone
Prereqs.NPCIsFollower
Prereqs.NPCIsHuman
Prereqs.NPCIsHuman
Prereqs.NPCIsLMG
Prereqs.NPCIsMechanical
Prereqs.NPCIsMechanical
Prereqs.NPCIsNotBossOrMaxTac
Prereqs.NPCIsNotHuman
Prereqs.NPCIsNotHuman
Prereqs.NPCTypeChimeraPrereq
Prereqs.NanoWiresHeldPrereq
Prereqs.NanoWiresHeldPrereq
Prereqs.NearestNavigableSquadmate
Prereqs.NearestNavigableSquadmateInCommsCallDistance
Prereqs.NearestNavigableSquadmateInCommsCallDistanceFoundPrereq
Prereqs.NetworkBreached
Prereqs.NetworkBreachedActive
Prereqs.NetworkNotBreachedActive
Prereqs.NoWhistleStatusEffectPrereq
Prereqs.NotHMGHeldPrereq
Prereqs.NotLMGHeldPrereq
Prereqs.PRSRMod2_Prereq
Prereqs.PRSRMod2_Prereq
Prereqs.PingPrereq
Prereqs.PlayerOrCameraReachableActionPrereq
Prereqs.PostProcessHitReceived
Prereqs.PostProcessHitReceived
Prereqs.PostProcessHitTriggered
Prereqs.PowerWeaponHeldPrereq
Prereqs.PowerWeaponHeldPrereq
Prereqs.PreProcessHitTriggered
Prereqs.PreProcessHitTriggered
Prereqs.ProcessHitReceived
Prereqs.ProcessHitReceived
Prereqs.ProcessHitReceivedAllowProjection
Prereqs.ProcessHitReceivedAllowProjection
Prereqs.ProcessHitTriggered
Prereqs.ProcessHitTriggered
Prereqs.ProcessHitTriggeredAllowProjection
Prereqs.ProcessHitTriggeredAllowProjection
Prereqs.QuickHackBlindImmunePrereq
Prereqs.QuickHackBurningImmunePrereq
Prereqs.QuickHackTargetMortalPrereq
Prereqs.QuickHackUploadingPrereq
Prereqs.RangedWeaponHeldCheckBothHandsActionPrereq
Prereqs.RangedWeaponHeldCheckBothHandsPrereq
Prereqs.RangedWeaponHeldMinotaurPrereq
Prereqs.RangedWeaponHeldPrereq
Prereqs.RangedWeaponHeldPrereq
Prereqs.ReactionPreset
Prereqs.RevolverHeldPrereq
Prereqs.SMGHeldPrereq
Prereqs.SMGHeldPrereq
Prereqs.SalesAtWilsonStart
Prereqs.SameTarget
Prereqs.SameTargetHitPrereqCondition
Prereqs.SampleStatPrereq
Prereqs.SampleStatPrereq
Prereqs.SelfHit
Prereqs.SmartWeaponHeldPrereq
Prereqs.SmartWeaponHeldPrereq
Prereqs.SniperRifleHeldPrereq
Prereqs.SourceType
Prereqs.Stat
Prereqs.StatPool
Prereqs.StatPoolComparison
Prereqs.StatusEffectPresent
Prereqs.StrongArmsHeldPrereq
Prereqs.StrongArmsHeldPrereq
Prereqs.SystemCollapsePrereq
Prereqs.TargetBreachCanGetKilledByDamage
Prereqs.TargetBreachCanGetKilledByDamageHitPrereqCondition
Prereqs.TargetCanGetKilledByDamage
Prereqs.TargetCanGetKilledByDamageHitPrereqCondition
Prereqs.TargetInCombatPrereq
Prereqs.TargetIsCrowd
Prereqs.TargetIsCrowdHitPrereqCondition
Prereqs.TargetKilled
Prereqs.TargetKilledHitPrereqCondition
Prereqs.TargetNPCRarity
Prereqs.TargetNPCType
Prereqs.TargetNotInCombatActionPrereq
Prereqs.TargetNotInCombatPrereq
Prereqs.TargetType
Prereqs.TechWeaponHeldPrereq
Prereqs.TechWeaponHeldPrereq
Prereqs.Techie0
Prereqs.TechieWires
Prereqs.ThrowableWeaponHeldPrereq
Prereqs.ThrowableWeaponHeldPrereq
Prereqs.TriggerMode
Prereqs.UsedHealingItemOrCyberwarePrereq
Prereqs.UsingCoverPSMPrereq
Prereqs.UsingCoverPSMPrereq
Prereqs.WakakoReward
Prereqs.WeaponEvolution
Prereqs.WeaponItemType
Prereqs.WeaponType
Prereqs.WhistleActionPrereq
Prereqs.WhistleActionPrereqOutOfCombat

```

## Prereqs: Table

<table><thead><tr><th width="327">Effector name</th><th>Effector explanation</th></tr></thead><tbody><tr><td><code>ProcessHitTriggered</code></td><td>Does the bullet hit anything?</td></tr><tr><td><code>IsHitQuickMelee</code></td><td>is the current attack a quick melee attack?</td></tr></tbody></table>


# Cheat Sheet: Attachment Slots

Specify mod slots for your gear

<details>

<summary>AttachmentSlots</summary>

```
AttachmentSlots.ArmsCyberwareGeneralSlot
AttachmentSlots.Barrel
AttachmentSlots.Blade_WeaponMod1
AttachmentSlots.Blade_WeaponMod1_Collectible
AttachmentSlots.Blade_WeaponMod2
AttachmentSlots.Blade_WeaponMod2_Collectible
AttachmentSlots.Blunt_WeaponMod1
AttachmentSlots.Blunt_WeaponMod1_Collectible
AttachmentSlots.Blunt_WeaponMod2
AttachmentSlots.Blunt_WeaponMod2_Collectible
AttachmentSlots.Cannon
AttachmentSlots.CannonLaser
AttachmentSlots.ChimeraGasCloud
AttachmentSlots.ChimeraMelee
AttachmentSlots.Consumable
AttachmentSlots.CyberdeckProgram1
AttachmentSlots.CyberdeckProgram2
AttachmentSlots.CyberdeckProgram3
AttachmentSlots.CyberdeckProgram4
AttachmentSlots.CyberdeckProgram5
AttachmentSlots.CyberdeckProgram6
AttachmentSlots.CyberdeckProgram7
AttachmentSlots.CyberdeckProgram8
AttachmentSlots.CyberwareRoot
AttachmentSlots.FaceFabricEnhancer1
AttachmentSlots.FootFabricEnhancer1
AttachmentSlots.GenericItemRoot
AttachmentSlots.GrenadeCore
AttachmentSlots.GrenadeDelivery
AttachmentSlots.GrenadeRight
AttachmentSlots.Grip
AttachmentSlots.Head
AttachmentSlots.HeadFabricEnhancer1
AttachmentSlots.IconicMeleeWeaponMod1
AttachmentSlots.IconicWeaponModLegendary
AttachmentSlots.InnerChestFabricEnhancer1
AttachmentSlots.ItemSlotGenericMelee
AttachmentSlots.ItemSlotGenericRanged
AttachmentSlots.ItemSlotHammer
AttachmentSlots.ItemSlotHandgunLeft
AttachmentSlots.ItemSlotHandgunLeftJackie
AttachmentSlots.ItemSlotHandgunRight
AttachmentSlots.ItemSlotHandgunRightJackie
AttachmentSlots.ItemSlotKatana
AttachmentSlots.ItemSlotKnifeLeft
AttachmentSlots.ItemSlotKnifeRight
AttachmentSlots.ItemSlotSMG
AttachmentSlots.ItemSlotSniperRifle
AttachmentSlots.ItemSlotTechRifle
AttachmentSlots.JurijMineThrowSpot
AttachmentSlots.KERSSlot1
AttachmentSlots.KERSSlot2
AttachmentSlots.KERSSlot3
AttachmentSlots.KiroshiOpticsSlot1
AttachmentSlots.KiroshiOpticsSlot2
AttachmentSlots.KiroshiOpticsSlot3
AttachmentSlots.Laser
AttachmentSlots.LeftShoulder
AttachmentSlots.LeftShoulderChandelier
AttachmentSlots.LeftShoulderMine
AttachmentSlots.LeftShoulderSelf
AttachmentSlots.LeftShoulderTrack
AttachmentSlots.LegsFabricEnhancer1
AttachmentSlots.Magazine
AttachmentSlots.MagazineEmpty
AttachmentSlots.MantisBladesEdge
AttachmentSlots.MantisBladesRotor
AttachmentSlots.MetalstormWeapon
AttachmentSlots.MetalstormWeaponExplosive
AttachmentSlots.MetalstormWeaponRaiseSequence
AttachmentSlots.NanoWiresBattery
AttachmentSlots.NanoWiresCable
AttachmentSlots.NanoWiresQuickhackSlot
AttachmentSlots.OuterChestFabricEnhancer1
AttachmentSlots.PanamVehicleTurret
AttachmentSlots.PanzerCannon
AttachmentSlots.PanzerCounterMeasuresLeft
AttachmentSlots.PanzerCounterMeasuresRight
AttachmentSlots.PanzerHomingMissiles
AttachmentSlots.Power_AR_SMG_LMG_WeaponMod1
AttachmentSlots.Power_AR_SMG_LMG_WeaponMod1_Collectible
AttachmentSlots.Power_AR_SMG_LMG_WeaponMod2
AttachmentSlots.Power_AR_SMG_LMG_WeaponMod2_Collectible
AttachmentSlots.Power_Handgun_WeaponMod1
AttachmentSlots.Power_Handgun_WeaponMod1_Collectible
AttachmentSlots.Power_Handgun_WeaponMod2
AttachmentSlots.Power_Handgun_WeaponMod2_Collectible
AttachmentSlots.Power_Precision_Sniper_Rifle_WeaponMod1
AttachmentSlots.Power_Precision_Sniper_Rifle_WeaponMod2
AttachmentSlots.Power_Shotgun_WeaponMod1
AttachmentSlots.Power_Shotgun_WeaponMod1_Collectible
AttachmentSlots.Power_Shotgun_WeaponMod2
AttachmentSlots.Power_Shotgun_WeaponMod2_Collectible
AttachmentSlots.PowerModule
AttachmentSlots.ProjectileLauncherRound
AttachmentSlots.ProjectileLauncherWiring
AttachmentSlots.Receiver
AttachmentSlots.RightShoulder
AttachmentSlots.RightShoulderChandelier
AttachmentSlots.RightShoulderMine
AttachmentSlots.RightShoulderSelf
AttachmentSlots.RightShoulderTrack
AttachmentSlots.RightWrist
AttachmentSlots.Scope
AttachmentSlots.Smart_AR_SMG_LMG_WeaponMod1
AttachmentSlots.Smart_AR_SMG_LMG_WeaponMod2
AttachmentSlots.Smart_Handgun_WeaponMod1
AttachmentSlots.Smart_Handgun_WeaponMod1_Collectible
AttachmentSlots.Smart_Handgun_WeaponMod2
AttachmentSlots.Smart_Handgun_WeaponMod2_Collectible
AttachmentSlots.Smart_Precision_Sniper_Rifle_WeaponMod1
AttachmentSlots.Smart_Precision_Sniper_Rifle_WeaponMod1_Collectible
AttachmentSlots.Smart_Precision_Sniper_Rifle_WeaponMod2
AttachmentSlots.Smart_Precision_Sniper_Rifle_WeaponMod2_Collectible
AttachmentSlots.Smart_Shotgun_WeaponMod1
AttachmentSlots.Smart_Shotgun_WeaponMod2
AttachmentSlots.SmasherMissileRain
AttachmentSlots.SmasherPlasmaWeaponLeft
AttachmentSlots.SmasherPlasmaWeaponRight
AttachmentSlots.StatsShardSlot
AttachmentSlots.StrongArmsBattery
AttachmentSlots.StrongArmsKnuckles
AttachmentSlots.SystemReplacementCW
AttachmentSlots.Tech_AR_SMG_LMG_WeaponMod1
AttachmentSlots.Tech_AR_SMG_LMG_WeaponMod2
AttachmentSlots.Tech_Handgun_WeaponMod1
AttachmentSlots.Tech_Handgun_WeaponMod2
AttachmentSlots.Tech_Precision_Sniper_Rifle_WeaponMod1
AttachmentSlots.Tech_Precision_Sniper_Rifle_WeaponMod1_Collectible
AttachmentSlots.Tech_Precision_Sniper_Rifle_WeaponMod2
AttachmentSlots.Tech_Precision_Sniper_Rifle_WeaponMod2_Collectible
AttachmentSlots.Tech_Shotgun_WeaponMod1
AttachmentSlots.Tech_Shotgun_WeaponMod2
AttachmentSlots.Throwable_WeaponMod1
AttachmentSlots.Throwable_WeaponMod1_Collectible
AttachmentSlots.Throwable_WeaponMod2
AttachmentSlots.Throwable_WeaponMod2_Collectible
AttachmentSlots.VehicleMissileLauncherA
AttachmentSlots.VehicleMissileLauncherB
AttachmentSlots.VehicleMissileLauncherC
AttachmentSlots.VehiclePowerWeaponLeftA
AttachmentSlots.VehiclePowerWeaponLeftB
AttachmentSlots.VehiclePowerWeaponLeftC
AttachmentSlots.VehiclePowerWeaponRightA
AttachmentSlots.VehiclePowerWeaponRightB
AttachmentSlots.VehiclePowerWeaponRightC
AttachmentSlots.WeaponLeft
AttachmentSlots.WeaponRight
```

</details>


# Equipment

Everything about gear

This section collects

* look-ups about equipment (preview pictures and spawn codes)
* documented variants per item

Please use the wiki page tree to find the section's content, or click on the `next` link at the bottom of this page.


# Equipment Databases

Browse the catalogue

## Summary <a href="#summary" id="summary"></a>

**Published:** June 29 2024 by [mana vortex](mailto:undefined)\
**Last documented edit:** June 29 2024 by [mana vortex](mailto:undefined)

This page lists websites where you can look up pictures

## Base IDs (just lists)

|                                                                                                                                               |                                                                                                                                                                                    |
| --------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| [Excel Sheet](https://1drv.ms/x/s!ArM35g0UkWjvjcVPT-fhFPPCZUfDLw?e=BOxScl) (2.0 compatible)                                                   | <p>Excel sheet from <code>#cet-commands</code> on <a href="https://discord.gg/redmodding">Discord</a> with item codes.<br>Please note the <strong>tabs</strong> at the bottom.</p> |
| [Google Doc](https://docs.google.com/document/d/e/2PACX-1vRJaq1sHobpHjNxPzjtSHVltNUXU6g5uYUfjw9zgrfaC9MQzEmEXFsqDcYVJDWS5cdpGuixH_A_n2fN/pub) | A list with BaseIDs                                                                                                                                                                |
| [Google Sheet](https://docs.google.com/spreadsheets/d/1UeEA0ONMtF6CNl1Cutkb4DNJ_JiabhstfwiaA94m0ds/edit)                                      | Google Sheets (August 2022), supports filtering                                                                                                                                    |

## Item Previews (pretty pictures!)

| List                                                                                       | Description                                                   |
| ------------------------------------------------------------------------------------------ | ------------------------------------------------------------- |
| [2.1: github (Chief Sosa)](https://khaganmv.github.io/)                                    | all items, on mascV, with CET spawn codes                     |
| [Steam: garments](https://steamcommunity.com/sharedfiles/filedetails/?id=2328941813) (m!V) | Spawn codes to in-game names, with many screenshots on masc V |
| [cp2077.8713.su](https://cp2077.8713.su/) (f!V)                                            | Screenshots on femme V with spawn codes                       |
| [Steam: Cyberware](https://steamcommunity.com/sharedfiles/filedetails/?id=2343787921)      |                                                               |
| [Steam: Quickhacks](https://steamcommunity.com/sharedfiles/filedetails/?id=2350003795)     |                                                               |


# Cheat sheet: Weapons

We need guns, lots of guns.

## Summary

**Last documented edit**: Feb 07 2024 by [mana vortex](mailto:undefined)

This page lists weapon .ent files by associated iron for your convenience.

#### Wait, this is not what I want!

* Do you want to complete your stash? [Check Reddit](https://www.reddit.com/r/cyberpunkgame/comments/16vlul2/list_of_all_of_vs_stash_wall_weapons_in_20/)!
* For a guide on adding custom weapons, check [ItemAdditions: Weapons](/cyberpunk-2077-modding/modding-guides/items-equipment/adding-new-items/weapons) or [New Iconic Weapon: Step by Step](/cyberpunk-2077-modding/modding-guides/items-equipment/adding-new-items/weapons/new-iconic-weapon-step-by-step)
* For an overview of weapon properties, check [Cheat Sheet: Weapon BaseStats](/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-tweak-ids/weapons/cheat-sheet-weapon-basestats)
* For an overview of weapon audio profiles, check [Cheat Sheet: Weapon Audio](/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-tweak-ids/weapons/cheat-sheet-weapon-audio)

## Weapons

{% hint style="info" %}
Most weapons do not have ent files, but point directly at an .app file instead.

Base game weapons are registered here:\
`base\gameplay\factories\items\weapons\weapon_parts.csv`

(Just to be difficult some rifles are referenced by `quests\empty_entity.ent`, and the katanas and knives seem to have ents)
{% endhint %}

{% hint style="info" %}
For Blender import, download and export the dummy entity files: <https://www.nexusmods.com/cyberpunk2077/mods/9077>
{% endhint %}

Generally speaking, the files are in \base\weapons then organised by type and then name.

{% hint style="info" %}
Searching an app file then right clicking and find used files is faster than browsing, so here are the file names.
{% endhint %}

<table><thead><tr><th width="349">Weapon</th><th width="423">App or Ent File</th><th>Ent file</th></tr></thead><tbody><tr><td>Frag grenade (hex)</td><td>w_explosives_001__frag_grenade_01.ent</td><td></td></tr><tr><td>Frag grenade (rounded)</td><td>w_explosives_001__frag_grenade_02.ent</td><td></td></tr><tr><td>Flash grenade</td><td>w_explosives_flash_grenade.app</td><td></td></tr><tr><td>Incendary grenade</td><td>w_explosives_incendiary_grenade.app</td><td></td></tr><tr><td>Biohazard grenade</td><td>w_explosives_biohazard_grenade.app</td><td></td></tr><tr><td>EMP grenade</td><td>w_explosives_emp_grenade.app</td><td></td></tr><tr><td>Recon grenade</td><td>w_explosives_recon_grenade.app</td><td></td></tr><tr><td></td><td>w_explosives_cutting_grenade.app</td><td></td></tr><tr><td></td><td>w_explosives_homing_delivery.app</td><td></td></tr><tr><td></td><td>w_explosives_sticky_delivery.app</td><td></td></tr><tr><td>Arasaka Kenshin</td><td>w_handgun__arasaka_kenshin.app</td><td></td></tr><tr><td>Arasaka Yukimura</td><td>w_handgun__arasaka_yukimura.app</td><td></td></tr><tr><td>Slaughtomatic</td><td>w_handgun__budget_slaughtomatic.app</td><td></td></tr><tr><td>Liberty (rogues)</td><td>w_handgun__constitutional_liberty__rogue.app</td><td></td></tr><tr><td>Unity</td><td>w_handgun__constitutional_unity.app</td><td></td></tr><tr><td>Kangtao chao</td><td>w_handgun__kangtao_chao.app</td><td></td></tr><tr><td>Malorian (jonnys)</td><td>w_handgun__malorian_silverhand.app</td><td></td></tr><tr><td>Militech Lexington</td><td>w_handgun__militech_lexington.app</td><td></td></tr><tr><td>Militech Lexington (Silenced)</td><td>w_handgun__militech_lexington__silenced.app</td><td></td></tr><tr><td>Militech Omaha</td><td>w_handgun__militech_omaha.app</td><td></td></tr><tr><td>Arasaka Kappa</td><td>w_handgun__arasaka_kappa.app</td><td></td></tr><tr><td>Tsunami Nue</td><td>w_handgun__tsunami_nue.app</td><td></td></tr><tr><td>Tsunami Nue (Jackies)</td><td>w_handgun__tsunami_nue_jackie.app</td><td></td></tr><tr><td>Tsunami Nue w scope</td><td>w_handgun__tsunami_nue_scope.app</td><td></td></tr><tr><td>Defender</td><td>w_lmg__constitutional_defender.app</td><td></td></tr><tr><td>ma70hb</td><td>w_lmg__midnight_ma70hb.app</td><td></td></tr><tr><td>Darra Nova</td><td>w_revolver__darra_nova.app</td><td></td></tr><tr><td>Darra Quasar</td><td>w_revolver__darra_quasar.app</td><td></td></tr><tr><td>Malorian Overture</td><td>w_revolver__malorian_overture.app</td><td></td></tr><tr><td>Militech Crusher</td><td>w_revolver__militech_crusher.app</td><td></td></tr><tr><td>Techtronika Burya</td><td>w_revolver__techtronika_burya.app</td><td></td></tr><tr><td>Arasaka Masamune</td><td>w_rifle_assault__arasaka_masamune.app</td><td></td></tr><tr><td>Arasaka Masamune w scope</td><td>w_rifle_assault__arasaka_masamune_scope.app</td><td></td></tr><tr><td>Darra Umbra</td><td>w_rifle_assault__darra_umbra.app</td><td></td></tr><tr><td>Militech Ajax</td><td>w_rifle_assault__militech_ajax.app</td><td></td></tr><tr><td>Nokota Copperhead</td><td>w_rifle_assault__nokota_copperhead.app</td><td></td></tr><tr><td>Nokota Copperhead w scope</td><td>w_rifle_assault__nokota_copperhead_scope.app</td><td></td></tr><tr><td>Nokota Sidewinder</td><td>w_rifle_assault__nokota_sidewinder.app</td><td></td></tr><tr><td>Tsunami Kyubi</td><td>w_rifle_assault__tsunami_kyubi.app</td><td></td></tr><tr><td>Sor22</td><td>w_rifle_precision__midnight_sor22.app</td><td></td></tr><tr><td>Militech Achilles</td><td>w_rifle_precision__militech_achilles.app</td><td></td></tr><tr><td>Rostovic Kolac</td><td>w_rifle_precision__rostovic_kolac.app</td><td></td></tr><tr><td>Techtronika Pozhar</td><td>w_rifle_precision__techtronika_pozhar.app</td><td></td></tr><tr><td>Techtronika Grad</td><td>w_rifle_sniper__techtronika_grad.app</td><td></td></tr><tr><td>Tsunami Ashura</td><td>w_rifle_sniper__tsunami_ashura.app</td><td></td></tr><tr><td>Tsunami</td><td>w_rifle_sniper__tsunami_nekomata.app</td><td></td></tr><tr><td>Carnage</td><td>w_shotgun__budget_carnage.app</td><td></td></tr><tr><td>Tactician</td><td>w_shotgun__constitutional_tactician.app</td><td></td></tr><tr><td>Rostovic Igla</td><td>w_shotgun_dual__rostovic_igla.app</td><td></td></tr><tr><td>Rostovic Palica</td><td>w_shotgun_dual__rostovic_palica.app</td><td></td></tr><tr><td>Rostovic Satara</td><td>w_shotgun_dual__rostovic_satara.app</td><td></td></tr><tr><td>Rostovic Testera</td><td>w_shotgun_dual__rostovic_testera__base1.app</td><td></td></tr><tr><td>Arasaka Shingen</td><td>w_smg__arasaka_shingen.app</td><td></td></tr><tr><td>Guillotine</td><td>w_smg__budget_guillotine.app</td><td></td></tr><tr><td>Darra Pulsar</td><td>w_smg__darra_pulsar.app</td><td></td></tr><tr><td>Militech Saratoga</td><td>w_smg__militech_saratoga.app</td><td></td></tr><tr><td>Militech Saratoga tactical</td><td>w_smg__militech_saratoga_tactical.app</td><td></td></tr><tr><td>Senkoh lx</td><td>w_smg__senkoh_lx.app</td><td></td></tr><tr><td>Kangtao Dian</td><td>w_special__kangtao_dian.app</td><td></td></tr><tr><td>Kangtao Zhuo</td><td>w_special__kangtao_zhuo.app</td><td></td></tr><tr><td>Militech Heavy Machine Gun (HMG)</td><td>w_special__militech_hmg.app</td><td></td></tr><tr><td>Chainsword</td><td>w_budget_chainsword_appearances.app</td><td></td></tr><tr><td>Butchers knife</td><td>butchers_knife_appearances.app</td><td></td></tr><tr><td>Chefs knife</td><td>w_chefs_knife_appearances.app</td><td></td></tr><tr><td>Kukri</td><td>w_kukri_appearances.app</td><td></td></tr><tr><td>Machete</td><td>w_machete_appearances.app</td><td></td></tr><tr><td>Machete Borg Axe</td><td>w_machete_borg_axe_appearances.app</td><td></td></tr><tr><td>Machete Borg</td><td>w_machete_borg_appearances.app</td><td></td></tr><tr><td>wakizashi</td><td>w_wakizashi_appearances.app</td><td></td></tr><tr><td>Cattle Prod</td><td>w_cattle_prod_appearances.app</td><td></td></tr><tr><td>Cane</td><td>w_cane_appearances.app</td><td></td></tr><tr><td>Crowbar</td><td>w_crowbar_appearances.app</td><td></td></tr><tr><td>Dildo</td><td>w_dildo_appearances.app</td><td></td></tr><tr><td>Iron Pipe</td><td>w_iron_pipe_appearances.app</td><td></td></tr><tr><td>Pipe Wrench</td><td>w_pipe_wrench_appearances.app</td><td></td></tr><tr><td>Tire iron</td><td>w_tire_iron_appearances.app</td><td></td></tr><tr><td>Tomahawk</td><td>w_tomahawk_appearances.app</td><td></td></tr><tr><td>Baseball Bat</td><td>w_baseball_bat_appearances.app</td><td></td></tr><tr><td>Katana (25 appearances)</td><td>w_katana_appearances.app</td><td></td></tr><tr><td>Katana (29 appearances)</td><td>w_katana_grip.app</td><td></td></tr><tr><td></td><td>w_katana__common__grip1_04.ent</td><td></td></tr><tr><td></td><td>w_katana__common__grip1_03.ent</td><td></td></tr><tr><td></td><td>w_katana__common__grip1_03_decal_01_tygerclaws.ent</td><td></td></tr><tr><td></td><td>w_katana__common__grip1_02.ent</td><td></td></tr><tr><td></td><td>w_katana__common__grip1_01.ent</td><td></td></tr><tr><td>Wakakos katana</td><td>w_katana__common__grip1_wakako.ent</td><td></td></tr><tr><td>Witcher freebie</td><td>w_katana__common__grip1_witcher.ent</td><td></td></tr><tr><td></td><td>w_knife_appearances.app</td><td></td></tr><tr><td>neurotoxin</td><td>w_knife__combat__grip1_02.app</td><td></td></tr><tr><td>punk</td><td>w_knife_punk_appearances.app</td><td></td></tr><tr><td>tanto</td><td>w_tanto_appearances.app</td><td></td></tr><tr><td>Kanabo</td><td>w_kanabo_appearances.app</td><td></td></tr><tr><td>Shovel</td><td>w_shovel_appearances.app</td><td></td></tr><tr><td>Tech Sledgehammer</td><td>w_sledge_hammer_tech_player.app</td><td></td></tr><tr><td></td><td></td><td></td></tr></tbody></table>


# Spawn Codes (BaseIDs/Hashes)

Item spawn codes and how they link to appearances

## What's a BaseID?

Each item is **uniquely identified** by this string[^1]. You can use it to spawn items via [Cyber Engine Tweaks](https://wiki.redmodding.org/cyber-engine-tweaks/console/console#console-ui) with the following command:

```
Game.AddToInventory("Items.money", 5000)
```

`Items.money` is the baseID for eddies, and the 5000 will stuff 5 grand into your pocket.

## Lists of Base IDs

{% hint style="info" %}
You can usually find any BaseID on the [fandom](https://cyberpunk.fandom.com/wiki/Cyberpunk_2077_Clothing) wiki. Search for a game item, then expand the section "technical details" in the box to the right.
{% endhint %}

A selection of lists for looking up item codes. Alternatively, you can browse through the game's files, or search the web.

## Step 1: Finding the right item

We have several ways of finding items in Cyberpunk:

* [#by-item-name](#by-item-name "mention")
* [#from-a-screenshot](#from-a-screenshot "mention")
* [#by-wearing-the-item](#by-wearing-the-item "mention")

If these do not help (or in edge cases), check [#alternative-methods-of-finding-an-item](#alternative-methods-of-finding-an-item "mention").

### By wearing the item

The developer utility [RedHotTools](/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/redhottools) offers you the option to watch the player: [RHT: The world inspector](/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/redhottools/rht-the-world-inspector#world-inspector-watch-the-player):

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-3ad7545ebff4e90a0a32257557ae280a7c1f8eee%2Frht_world_inspector_watch.png?alt=media" alt=""><figcaption></figcaption></figure>

#### How do you find your item in the list of components?

As of 1.2.2, RHT does not yet have a filter, so you will have to scroll through the list of components. Here are a few tips:

* Their **Component Type** is usually `entGarmentSkinnedMeshComponent` or `entSkinnedMeshComponent`. For body parts, it can also be `entMorphtargetSkinnedMeshComponent`.
* Garment items usually have [prefixes](/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling/garment-support-how-does-it-work#component-prefixes) (`t1_` or `t2_` for torso, `l1_` for legs, `hh_` for hair etc
* If you re-equip an item or change a face slider, the component will be at the bottom of the list

### From a screenshot

This one is difficult. If you're lucky, then one of the [Equipment Databases](/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/equipment/equipment-databases) has it. Otherwise, your best bet is to join our Discord server and ask in [#whats-that-mod](https://discord.com/channels/717692382849663036/1185911417963040919).

### By item name

1. Head to the [fandom wiki](https://cyberpunk.fandom.com/wiki) and search for your item. For this guide, we'll be using the `Reinforced Puffer Vest`.
2. In the box on the right, find the **Technical** section. This will list your base ID:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-03641d0be30c91fd598258202939edf990bec302%2Fspawn_codes_fandom_wiki_technical.png?alt=media" alt="" width="298"><figcaption></figcaption></figure>

{% hint style="info" %}
You can use the base ID to spawn the item via Cyber Engine Tweaks:

`Game.AddToInventory("Items.Vest_17_basic_01")`
{% endhint %}

#### The naming scheme

Usually, the base ID consists of two parts: the item name, and the item's appearance.

* `Vest_17` is the name of the item. You can use this to find its control files (see Step 2 below).
* `basic_01` is the variant name. This is used inside the control files to load a specific appearance.

### Step 2: Finding the .app file

{% hint style="info" %}
If you can't find any files with the method below, scroll to [#alternative-methods-of-finding-an-item](#alternative-methods-of-finding-an-item "mention") at the bottom of this guide before proceeding.
{% endhint %}

1. Open WolvenKit and use the Asset Browser to search for the item's app file:\
   `vest_17 > .app`

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-339e8ac872cf65d8b6f96c1265a545b55d313255%2Fspawn_codes_finding_app.png?alt=media" alt=""><figcaption><p>Search WolvenKit for the first part of the BaseID</p></figcaption></figure>

2. You should now have at least one .app file, where the item's appearances are defined..\
   \&#xNAN;*To learn more about this, check* [https://github.com/CDPR-Modding-Documentation/Cyberpunk-Modding-Docs/blob/main/for-mod-creators-theory/files-and-what-they-do/file-formats/appearance-.app-files](https://github.com/CDPR-Modding-Documentation/Cyberpunk-Modding-Docs/blob/main/for-mod-creators-theory/files-and-what-they-do/file-formats/appearance-.app-files "mention")*. This is not necessary for this guide.*
   * If you have more than one file, hover over them to view their file paths, and pick the one that's inside a `player` folder.
   * If you can't find any files, check [#alternative-methods-of-finding-an-item](#alternative-methods-of-finding-an-item "mention") below.
3. Open the .app file (right-click, "Open without adding to project")

### Step 3: Finding the mesh

1. Inside the .app file, open the `appearances` array
2. You will see something like this. The suffices are for body gender and camera mode:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-b6cc3e9ae0d4e83e9e951db4993810eca73e1883%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

3. Find the appearance you want (`basic_02_w` or `basic_02_m`) and open it.
4. Open the `components` array and find the component that has `mesh` in its name:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-16ee11dc2eb48d3c5dc491d13761fb86aa96ced9%2Ffinding_items_mesh_file.png?alt=media" alt=""><figcaption></figcaption></figure>

5. You want mesh file's `DepotPath`.\
   \&#xNAN;*You can learn more about* [https://github.com/CDPR-Modding-Documentation/Cyberpunk-Modding-Docs/blob/main/for-mod-creators-theory/files-and-what-they-do/file-formats/3d-objects-.mesh-files](https://github.com/CDPR-Modding-Documentation/Cyberpunk-Modding-Docs/blob/main/for-mod-creators-theory/files-and-what-they-do/file-formats/3d-objects-.mesh-files "mention")*, but it's not necessary for this guide*

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-a4aff10e491b2de6d72026fe6b4d9e34efa1f3a9%2Ffinding_items_mesh_appearance.png?alt=media" alt=""><figcaption><p>While basic_01 uses the default appearance, this one uses <strong>bbstripes</strong></p></figcaption></figure>

## You found the item, what now?

Now that you've found your mesh, you can **edit** it.

* To use it for the base of a new in-game item, check the [Adding new items](/cyberpunk-2077-modding/modding-guides/items-equipment/adding-new-items) guide
* To change its materials, check the [Changing materials, colors and textures](/cyberpunk-2077-modding/modding-guides/items-equipment/editing-existing-items/changing-materials-colors-and-textures) guide

## Alternative methods of finding an item

Some items don't obey [#the-naming-scheme](#the-naming-scheme "mention"), for example `Q005_Johnny_Pants`. So how can you find these kinds of items?

### The Tweak Browser

1. Find and open the [Tweak Browser](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor/tweak-browser) and wait for it to initialize.\
   \&#xNAN;*As of Wolvenkit 8.14, it is pinned to the right side of the viewport*
2. Search for your item, e.g. `Q005_Johnny_Pants`
3. Select one of the entries from the list on the left
4. In the detail panel with the item's properties, find the `appearanceName`.
   * If you don't have a detail panel, make the Tweak Browser window wider

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-23cbd046122a28d4cb6970bef2ebd169f3f5eef7%2Ftweakbrowser_find_item.png?alt=media" alt=""><figcaption></figcaption></figure>

5. The appearance name will be something like `l1_pants_16_q005_johnny_`. Does this look familiar?
6. Time to proceed with [#step-2-finding-the-.app-file](#step-2-finding-the-.app-file "mention")

### The Wolvenkit Search

Depending on what you are looking for, you can check [Wolvenkit Search: Finding files](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/wolvenkit-search-finding-files) and dig directly for the mesh file. This might be tedious, but you'll also discover a lot of things on the way, so it's definitely worth a try!

[^1]: Netrunner-ese for "text"


# Variants and appearances

For the purpose of recoloring or exchanging items

## Summary <a href="#summary" id="summary"></a>

**Created & Published**: November 5 2022 **by @manavortex**

This page is a look-up for [recolouring ](/cyberpunk-2077-modding/modding-guides/items-equipment/editing-existing-items/changing-materials-colors-and-textures)or [replacing](/cyberpunk-2077-modding/modding-guides/items-equipment/editing-existing-items/replace-a-player-item-with-an-npc-item) items. For an overview of existing items, see [here](/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/equipment).

As for how to find this information when it's not on the page, check [this guide](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/equipment/pages/7Y35cDeY4rRBl4ByG64W#the-.app).

{% hint style="success" %}
When adding an entry, please include the following information:

* Relative path
* Item spawn code(s)
* Number of variants
* Mapping of variant names to item spawn codes
  {% endhint %}

## T1 (inner torso) — Shirts

### Reinforced Bra (4 variants)

File Path: `base\characters\garment\citizen_prostitute\torso\t1_047_tank__pushup\`

| image                                           | # available variants |                                                                                                                       |
| ----------------------------------------------- | -------------------- | --------------------------------------------------------------------------------------------------------------------- |
| ![vMM9RVQ.png](https://i.imgur.com/vMM9RVQ.png) | 4                    | <p>Undershirt\_02\_basic\_01<br>Undershirt\_02\_basic\_02<br>Undershirt\_02\_rich\_01<br>Undershirt\_02\_rich\_02</p> |

| name of variant           | corresponding meshMeshAppearance |
| ------------------------- | -------------------------------- |
| Undershirt\_02\_basic\_01 | panther                          |
| Undershirt\_02\_basic\_02 | violet                           |
| Undershirt\_02\_rich\_01  | black\_pink                      |
| Undershirt\_02\_rich\_02  | gold                             |

### Duo-Layer-Bustier (6 variants)

File Path: `base\characters\garment\citizen_prostitute\torso\t1_097_tank__corset_doll\`

| image                                           |                                                                                                                                                                                 |
| ----------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| ![6DKCf9m.png](https://i.imgur.com/6DKCf9m.png) | <p>Undershirt\_03\_basic\_01<br>Undershirt\_03\_basic\_02<br>Undershirt\_03\_basic\_03<br>Undershirt\_03\_basic\_04<br>Undershirt\_03\_rich\_01<br>Undershirt\_03\_rich\_02</p> |

| name of variant           | corresponding meshMeshAppearance |
| ------------------------- | -------------------------------- |
| Undershirt\_03\_basic\_01 | blue                             |
| Undershirt\_03\_basic\_02 | black\_red                       |
| Undershirt\_03\_basic\_03 | yellow\_pink                     |
| Undershirt\_03\_basic\_04 | pink\_panther                    |
| Undershirt\_03\_rich\_01  | white\_2                         |
| Undershirt\_03\_rich\_02  | black\_gold                      |

## T2 (outer torso) — Jackets

### Crystaljock Bomber (6 variants)

File Path: `base\characters\garment\player_equipment\torso\t2_084_jacket__short_sleeves`

| image                                           |                                                                                                                                                     |
| ----------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------- |
| ![glEvzEl.png](https://i.imgur.com/glEvzEl.png) | <p>Jacket\_01\_basic\_01<br>Jacket\_01\_basic\_02<br>Jacket\_01\_old\_01<br>Jacket\_01\_old\_02<br>Jacket\_01\_rich\_01<br>Jacket\_01\_rich\_02</p> |

| name of variant       | corresponding meshMeshAppearance |
| --------------------- | -------------------------------- |
| Jacket\_01\_basic\_01 | purple\_green                    |
| Jacket\_01\_basic\_02 | black                            |
| Jacket\_01\_old\_02   | semurai\_blue\_panther           |
| Jacket\_01\_old\_01   | green                            |
| Jacket\_01\_rich\_01  | neon\_yellow                     |
| Jacket\_01\_rich\_02  | silver                           |

### Reinforced Puffer vest (4 variants)

File Path: `base\characters\garment\player_equipment\torso\t2_002_vest__puffy`

| image                                           |                                                                                               |
| ----------------------------------------------- | --------------------------------------------------------------------------------------------- |
| ![S89HHto.png](https://i.imgur.com/S89HHto.png) | <p>Vest\_17\_basic\_01<br>Vest\_17\_basic\_02<br>Vest\_17\_rich\_01<br>Vest\_17\_rich\_02</p> |

| name of variant     | corresponding meshMeshAppearance |
| ------------------- | -------------------------------- |
| Vest\_17\_basic\_01 | bwstripes                        |
| Vest\_17\_basic\_02 | bbstripes                        |
| Vest\_17\_rich\_01  | pwstripes                        |
| Vest\_17\_rich\_02  | gbstripes                        |

## Legs — Pants, skirts etc.

### Windbreaker Pants (9 variants)

File Path: `base\characters\garment\player_equipment\legs\l1_070_pants__loose`

| image                                           |                                                                                                                                                                                                                    |
| ----------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| ![pwW4wul.png](https://i.imgur.com/pwW4wul.png) | <p>Pants\_12\_basic\_01<br>Pants\_12\_basic\_02<br>Pants\_12\_basic\_03<br>Pants\_12\_old\_01<br>Pants\_12\_old\_02<br>Pants\_12\_old\_03<br>Pants\_12\_rich\_01<br>Pants\_12\_rich\_02<br>Pants\_12\_rich\_03</p> |

| name of variant      | corresponding meshMeshAppearance |
| -------------------- | -------------------------------- |
| Pants\_12\_basic\_01 | ???                              |
| Pants\_12\_basic\_02 | spandex\_pink\_stripes           |
| Pants\_12\_basic\_03 | spandex\_green\_pattern          |
| Pants\_12\_old\_01   | corduroy\_brown\_paint           |
| Pants\_12\_old\_02   | ???                              |
| Pants\_12\_old\_03   | spandex\_red\_skull              |
| Pants\_12\_rich\_01  | spandex\_orange\_stripes         |
| Pants\_12\_rich\_02  | cotton\_purple\_gradient         |
| Pants\_12\_rich\_03  | spandex\_gold\_green             |

***

## Feet — Shoes

## H1 (Head)

## H2 (Head) — Face


# NPCs and their files

Heroes, villains, the extended cast and innocent bystanders

## Summary

**Last documented update**: January 6 2024 by [mana vortex](mailto:undefined)

This page collects paths to .ent and .app files for various NPCs, as long as somebody considered them interesting enough to document them here.

{% hint style="info" %}
Don't forget: To quickly find somebody's entry, you can use your browser's search function (`Ctrl+F`).
{% endhint %}

### Wait, this isn't what I want!

* To change NPC appearances, see [For NPCs - Change Appearances](/cyberpunk-2077-modding/modding-guides/npcs/appearances-change-the-looks)
* To create custom NPCs, see [AMM: Custom NPCs](/cyberpunk-2077-modding/modding-guides/npcs/amm-custom-npcs)
* To create V as an NPC, see [NPV - from scratch with WolvenKit](/cyberpunk-2077-modding/modding-guides/npcs/npv-v-as-custom-npc/npv-v-as-custom-npc)
* To find the files of an AMM NPC, check the sub-page [Finding files: AMM NPCs](/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/people/finding-files-amm-npcs)
* To create a scene with Johnny, where he glitches in, talks, glitches out, check [this guide](/cyberpunk-2077-modding/modding-guides/quest/johnny-glitching-and-talking-with-v) .

***

## Where to find…

CDPR's system of character classification is completely arbitrary and often contains redundancies. If you are looking for a character's files, you're generally much better-off to just [search for it in Wolvenkit](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/wolvenkit-search-finding-files).

If you can't find a character's .ent file, search for variations of their name — e.g. Johnny is `silverhand`, Viktor is `ripperdoc`. Sometimes, it is easier to find the .app file first, and then get the .ent file by using [Find files using this](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor/asset-browser#find-files-using-this).

{% hint style="info" %}
Major NPCs have their own .app files:\
`base\characters\appearances\main_npc\`.

Others are not so lucky - e.g., Mamá Welles is lobbed in with the other valentino goons:\
`base\characters\appearances\gang\gang__valentinos_wa.app`
{% endhint %}

## Character files

You can find the corresponding .app file by right-clicking on the .ent file and selecting [Asset Browser](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor/asset-browser#find-files-using-this). If that doesn't help, search for entFileName.app (e.g. `silverhand.app`)

### Primary characters

<table data-full-width="false"><thead><tr><th width="187">Character</th><th width="260">Entity File Path</th><th width="306">remark</th></tr></thead><tbody><tr><td>Johnny Silverhand</td><td><code>base\characters\entities\main_npc\silverhand.ent</code></td><td></td></tr><tr><td>Judy</td><td><code>base\quest\secondary_characters\judy.ent</code></td><td>Judy has two .ent files, and the one one under <code>secondary_characters</code> seems to be her main one.</td></tr><tr><td>Panam</td><td><code>base\quest\primary_characters\panam.ent</code></td><td></td></tr><tr><td>Evelyn</td><td><code>base\quest\primary_characters\evelyn.ent</code></td><td></td></tr><tr><td>Misty</td><td><code>base\quest\tertiary_characters\misty.ent</code></td><td></td></tr><tr><td>Jackie</td><td><code>base\quest\secondary_characters\jackie.ent</code></td><td>The app file is named <code>jackie_welles.app</code></td></tr><tr><td>River</td><td><code>base\quest\primary_characters\sobchak.ent</code></td><td>The .ent file is still named after his concept character. The app file is named <code>river_ward.app</code></td></tr><tr><td>Kerry</td><td><code>base\quest\tertiary_characters\kerry.ent</code></td><td>The app file is named <code>kerry_eurodyne.app</code></td></tr><tr><td>Alt Cunningham</td><td><code>base\quest\secondary_characters\alt.ent</code></td><td></td></tr><tr><td>Goro Takemura</td><td><code>base\quest\primary_characters\takemura.ent</code></td><td>The .app file is called <code>goro_takemura.app</code></td></tr><tr><td>Rogue</td><td><code>base\quest\secondary_characters\rogue.ent</code></td><td></td></tr><tr><td>Yorinobu</td><td><code>base\quest\secondary_characters\yorinobu.ent</code></td><td>The .app file is named <code>yorinobu_arasaka.app</code></td></tr><tr><td>Hanako</td><td><code>base\quest\secondary_characters\hanako.ent</code></td><td></td></tr><tr><td>Saburo</td><td><code>base\quest\tertiary_characters\saburo.ent</code></td><td>The .app file is named <code>saburo_arasaka.app</code></td></tr><tr><td>Viktor</td><td><code>base\quest\tertiary_characters\victor_vector.ent</code></td><td><code>victor_vektor.app</code></td></tr><tr><td>President Myers</td><td>ep1\characters\entities\main_npc\president_myers.ent</td><td></td></tr><tr><td>Songbird</td><td>ep1\characters\entities\main_npc\songbird.ent</td><td></td></tr><tr><td>Reed</td><td>ep1\characters\entities\main_npc\reed.ent</td><td></td></tr><tr><td>Kurt Hansen</td><td>ep1\characters\entities\main_npc\kurt.ent</td><td></td></tr><tr><td>Lizzy Wizzy (PL version)</td><td>ep1\characters\entities\main_npc\celebrity_chrome_ep1.ent</td><td></td></tr><tr><td>Alex</td><td>ep1\characters\entities\main_npc\alex.ent</td><td></td></tr><tr><td></td><td></td><td></td></tr></tbody></table>

### Secondary characters

<table data-full-width="false"><thead><tr><th width="187">Character</th><th width="260">Entity File Path</th><th width="306">remark</th></tr></thead><tbody><tr><td>Meredith</td><td><code>base\quest\tertiary_characters\stout.ent</code></td><td>The app file is named <code>meredith_stout.app</code></td></tr><tr><td>Dex</td><td><code>base\quest\secondary_characters\dex.ent</code></td><td></td></tr><tr><td>Smasher</td><td><code>base\characters\entities\boss\adam_smasher.ent</code></td><td>The app file is named <code>boss_adam_smasher_mm.app</code></td></tr><tr><td>T-Bug</td><td><code>base\quest\tertiary_characters\tbug.ent</code></td><td></td></tr><tr><td>Claire</td><td><code>base\quest\tertiary_characters\claire.ent</code></td><td>The .app file is called <code>clair.app</code> (sic)</td></tr><tr><td>Placide</td><td><code>base\quest\tertiary_characters\placide.ent</code></td><td></td></tr><tr><td>Saul</td><td><code>base\quest\secondary_characters\saul.ent</code></td><td></td></tr><tr><td>Mitch</td><td><code>base\quest\tertiary_characters\mitch.ent</code></td><td></td></tr><tr><td>US Cracks</td><td><p>sq017_red_menace.ent</p><p>sq017_purple_force.ent</p><p>sq017_blue_moon.ent</p></td><td>The band shares one .app file, you can find it under <code>us_cracks_band.app</code></td></tr><tr><td>Lizzy Wizzy</td><td><code>base\quest\tertiary_characters\lizzy_wizzy.ent</code></td><td>The .app file is named <code>celebrity_chrome.app</code></td></tr><tr><td>Mama Welles</td><td><code>base\quest\tertiary_characters\mama_welles.ent</code></td><td><code>gang__valentinos_wa.app</code><br><code>(_sq018__mama_welles)</code></td></tr><tr><td>Mr. Blue Eyes</td><td><code>base\quest\main_quests\epilogue\q203\characters\q203_mr_x.ent</code></td><td><p>You can find his appearance as <code>_q003_gman</code> in</p><p><code>citizen__corporat_ma.app</code></p></td></tr></tbody></table>

### Fixers

<table data-full-width="false"><thead><tr><th width="187">Character</th><th width="260">Entity File Path</th><th width="306">remark</th></tr></thead><tbody><tr><td>Dex</td><td><code>base\quest\secondary_characters\dex.ent</code></td><td></td></tr><tr><td>Wakako Okada</td><td><code>base\open_world\fixers\wakako\characters\wakako_okada.ent</code></td><td></td></tr><tr><td>Mr. Hands</td><td><code>ep1\characters\entities\main_npc\mr_hands.ent</code></td><td><code>service__fixer_ma.app</code></td></tr><tr><td>Dakota Smith</td><td><code>base\open_world\fixers\dakota\characters\dakota_smith.ent</code></td><td></td></tr><tr><td>Dino</td><td><code>base\open_world\fixers\dyno\characters\dyno.ent</code></td><td>The .app file is called <code>dino.app</code></td></tr><tr><td>Muamar Reyes</td><td><code>base\open_world\fixers\el_capitan\characters\muamar_reyes.ent</code></td><td>The .app file is called <code>capitan_reyes.app</code></td></tr><tr><td>Regina Jones</td><td><code>base\open_world\fixers\reggie\characters\reggie.ent</code></td><td>The .app file is called <code>service__fixer_wa.app</code></td></tr><tr><td>Padre</td><td><code>base\open_world\fixers\padre\characters\padre.ent</code></td><td>The .app file is called <code>sebastian_perez.app</code></td></tr></tbody></table>

### Also starring (a.k.a. "Wait, who?")

Characters who have very little screen time

<table data-full-width="false"><thead><tr><th width="187">Character</th><th width="260">Entity File Path</th><th width="306">remark</th></tr></thead><tbody><tr><td>8ug8ear</td><td><code>base\open_world\street_stories\heywood\vista_del_rey\sts_hey_rey_09\characters\sts_hey_rey_09_net.ent</code></td><td>The .app file is called <code>8ug8ear.app</code></td></tr><tr><td>Cheri Nowlin</td><td><code>base\quest\main_quests\part1\q105\characters\q105_yakuza_manager.ent</code></td><td>You can find her appearance as <code>_q105__yakuza_receptionis</code> in <code>service_sexworker_wa.app</code></td></tr><tr><td>Rita Wheeler</td><td><code>base\quest\tertiary_characters\lizzies_bouncer.ent</code></td><td>You can find her appearance as <code>_beyond_bouncer_01</code> in <code>gang_mox_wa.app</code></td></tr><tr><td>Rachel Casich</td><td><code>base\quest\side_quests\sq023\characters\sq023_rachel.ent</code></td><td><code>service__specialist_wa.app</code><br><code>(_sq023__bd_producer)</code></td></tr><tr><td>Kirk</td><td><code>base\quest\tertiary_characters\fixer_kirk.ent</code></td><td><code>service__fixer_ma.app</code><br><code>(_q000__kirk_sawyer)</code></td></tr><tr><td>Lizzy Wizzy</td><td><code>base\quest\tertiary_characters\lizzy_wizzy.ent</code></td><td>The app file is called <code>celebrity_chrome.app</code></td></tr></tbody></table>

### Anonymous characters

Characters who don't even have names (but who are interesting regardless)

<table data-full-width="false"><thead><tr><th width="187">Character</th><th width="260">Entity File Path</th><th width="306">remark</th></tr></thead><tbody><tr><td>Ripperdocs</td><td>service__ripperdoc_ma.ent<br>service__ripperdoc_mb.ent<br>service__ripperdoc_wa.ent</td><td><code>service__ripperdoc_ma.app</code><br><code>service__ripperdoc_mb.app</code><br><code>service__ripperdoc_wa.app</code></td></tr><tr><td>Trauma Team</td><td>corpo__traumateam_ma.ent</td><td><code>corpo__traumateam_ma.app</code></td></tr><tr><td>Maxtac</td><td>corpo__max_tac_ma.ent<br>max_tac_mb.ent<br>max_tac_wa.ent</td><td><code>max_tac.app</code><br><code>max_tac_mb.app</code><br><code>max_tac_wa.app</code></td></tr><tr><td>NCPD</td><td><p>corpo__ncpd_ma.ent</p><p>corpo__ncpd_mb.ent<br>corpo__ncpd_wa.ent</p></td><td></td></tr><tr><td>Militech goons</td><td>corpo__militech_ma.ent<br>corpo__militech_mah.ent<br>corpo__militech_mb.ent<br>corpo__militech_wa.ent</td><td>mah seems to be the heavies (soldier types)</td></tr><tr><td>Netwatch</td><td>corpo__netwatch_ma.ent</td><td></td></tr><tr><td>Kangtao</td><td>corpo__kangtao_ma.ent<br>corpo__kangtao_mah.ent</td><td>mah seems to be the heavies (soldier types)</td></tr><tr><td>Arasaka</td><td>corpo__arasaka_ma.ent<br>corpo__arasaka_mah.ent<br>corpo__arasaka_mb.ent<br>corpo__arasaka_mm.ent<br>corpo__arasaka_wa.ent</td><td>mah seems to be the heavies (soldier types)</td></tr><tr><td>Barghest</td><td>gang__kurtz_army_ma.ent<br>gang__kurtz_army_mb.ent<br>gang__kurtz_army_wa.ent</td><td></td></tr><tr><td>Black Ops</td><td>corpo__black_ops_ma.ent<br>corpo__black_ops_mb.ent<br>corpo__black_ops_wa.ent</td><td></td></tr></tbody></table>

There are `_ep1_` variants of a bunch of the generic corpos that can be found in the ep1 files, not sure how they differ from the basegame versions. (ie corpo\_\_ep1\_ncpd\_ma.ent)

### Various TPP V

TPP Vs are basically like NPCs.&#x20;

<table data-full-width="false"><thead><tr><th width="187">Character</th><th width="260">Entity File Path</th><th width="306">remark</th></tr></thead><tbody><tr><td>Mirror V</td><td>player_wa_tpp_reflexion.ent<br>player_ma_tpp_reflexion.ent</td><td></td></tr><tr><td>Photomode V</td><td><p>player_wa_photomode.ent<br>player_ma_photomode.ent</p><p>player_wa_photomode_ep1.ent<br>player_ma_photomode_ep1.ent</p></td><td></td></tr><tr><td>Cutscene V</td><td>player_wa_tpp_cutscene.ent<br>player_ma_tpp_cutscene.ent</td><td>Also known as "Hover V" in AMM</td></tr><tr><td>AMM V</td><td><code>base\amm_characters\entity\player_wa_tpp_walking.ent</code><br><code>base\amm_characters\entity\player_ma_tpp_walking.ent</code></td><td>AMM spawned V</td></tr></tbody></table>


# Finding files: AMM NPCs

How to find an AMM NPC in the files

## Summary

**Published**: Dec 31 2024 by [mana vortex](mailto:undefined)\
**Last documented update**: Dec 31 2024 by [mana vortex](mailto:undefined)

This page will show you how to find an AMM NPC's files.

**Difficulty**: You know how to read

### Wait, this isn't what I want!

* To change NPC appearances, see [For NPCs - Change Appearances](/cyberpunk-2077-modding/modding-guides/npcs/appearances-change-the-looks)
* To create custom NPCs, see [AMM: Custom NPCs](/cyberpunk-2077-modding/modding-guides/npcs/amm-custom-npcs)
* To create V as an NPC, see [NPV - from scratch with WolvenKit](/cyberpunk-2077-modding/modding-guides/npcs/npv-v-as-custom-npc/npv-v-as-custom-npc)

In this guide, we'll go looking for `nurse_wa_nurse_wa_01`.

We do that by tracking her through AMM's **database** — an `sqlite3` file. Don't worry, this guide will help you navigate it.

## Step 1: Find and open the database file

1. Open <https://sqliteviewer.app/> in a webbrowser
2. Head to [The Cyberpunk 2077 Game Directory](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory)
3. Navigate to the subfolder `bin\x64\plugins\cyber_engine_tweaks\mods\AppearanceMenuMod`
4. Find the file `db.sqlite3`
5. Drag and drop it on the [sqliteviewer](https://sqliteviewer.app/) website

You will now see something like this:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-1cb85327666bf8684530273257eb72778cbed4d6%2Ffinding_amm_npcs_sqliteviewer_1.png?alt=media" alt=""><figcaption></figcaption></figure>

## Step 2: Find the entity ID

### Variant 1: Copy it from AMM

1. Open AMM's **Scan** tab
2. Find the Target Info section at the bottom
3. Find the **ID** field
4. Click the `Copy` button

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-90b55cd94202765e8d4bddc5213aeb8a8107dcbd%2Ffinding_amm_NPCs_copy_ID.png?alt=media" alt=""><figcaption></figcaption></figure>

### Variant 2: Finding it in the database

#### Find the current appearance

1. Open AMM's **Scan** tab
2. Find the **Target Info** section at the bottom
3. Find the **Current Appearance** under the **ID** field and write it down:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-13d0f40118b9501c813a4e9328fc00d80d9743d8%2Ffinding_amm_npcs_finding_current_appearance.png?alt=media" alt=""><figcaption></figcaption></figure>

#### Find the ID in the database

1. Switch to the [sqliteviewer](https://sqliteviewer.app/) website.
2. In the left column, `Tables`, click on `appearances` to select the table
3. Optional: Resize the `app_name` column
4. Type the name into the search field at the top of the column
5. Find the entity ID in the first column, and write it down (green box in the screenshot below)

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-b661d0d4fd804f1023b7292dfa03b7f440a69fbc%2Ffinding_amm_npcs_finding_ID_database.png?alt=media" alt=""><figcaption></figcaption></figure>

## Step 3: Find the .ent file

Complete the following steps on the sqliteviewer website.

1. In the left column, `Tables`, click on `entities` to select the table.
2. Type the entity ID from step 2 into the search field at the top of the first column, `entity_id`. This should give you one (1) row of data.
3. Optional: Resize fields until you can see the entire `entity_path` column
4. Find the entity path, and write it down (green box in the screenshot below)

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-5191d9d334afb91e5ecacae23ccd41e1f813232d%2Ffinding_amm_npcs_finding_entity_path.png?alt=media" alt=""><figcaption></figcaption></figure>

## Step 4 (Optional): TweakDBId to entity path

{% hint style="info" %}
If you already have a file name here, skip to [#step-5-read-the-root-entity](#step-5-read-the-root-entity "mention")
{% endhint %}

In the `entity path` column, you will either find a file path (for modded NPCs), or a TweakDB ID (for base game characters).

1. Open Wolvenkit's [Tweak Browser](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor/tweak-browser)
2. Pull it wide to make the right panel appear
3. In the search field at the top, search for your TweakDB ID (e.g. `Character.NurseFemale`)
4. In the property panel at the left, find the `entityTemplatePath` (the NPC's [root entity](https://github.com/CDPR-Modding-Documentation/Cyberpunk-Modding-Docs/blob/main/for-mod-creators-theory/files-and-what-they-do/file-formats/entity-.ent-files#root-entity))

<img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-b26431f1fb7611d6e90bb0d2b7bd2c47b02354a8%2Ftweak_browser_ent_file_from_tweak.png?alt=media" alt="" data-size="original">

## Step 5: Read the [root entity](https://github.com/CDPR-Modding-Documentation/Cyberpunk-Modding-Docs/blob/main/for-mod-creators-theory/files-and-what-they-do/file-formats/entity-.ent-files#root-entity)

{% hint style="info" %}
If the NPC was added by a mod, you have to switch to [Mod Browser](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor/asset-browser#mod-browser) first
{% endhint %}

1. Use [WolvenKit's search](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/wolvenkit-search-finding-files) to find the .ent in the files.
2. Right-click on the file and open it in WolvenKit (you don't need to add it to your project)
3. Find your NPC's appearance in the list:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-573bdd999ebaee310043144ad05635823c65b9e0%2Ffinding_amm_npc_root_entity.png?alt=media" alt=""><figcaption></figcaption></figure>

4. Note down the `appearanceName` (green box in the screenshot)
5. Open the .app file by clicking the turquoise button

## Reading the [.app file](https://github.com/CDPR-Modding-Documentation/Cyberpunk-Modding-Docs/blob/main/for-mod-creators-theory/files-and-what-they-do/file-formats/appearance-.app-files)

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-7a0a6fcb501a2e576135b571755c604874e502fc%2F7.png?alt=media" alt=""><figcaption></figcaption></figure>

1. In the `appearances` list at the top of the file, find the entry with the name from the .ent file
2. Expand the appearance's `components` array. These are all of your NPV's parts!
3. Enjoy!


# References: Vehicles

Look up vehicle-related stuff

The pages following this aim to give a detailed view of the resources that make up each vehicle in the game, with the hope that you'll be able to create (not just modify) vehicles for the game.

You can also check the [**vehicles**](https://onedrive.live.com/view.aspx?resid=EF6891140DE637B3%21221903\&authkey=!AE_n4RTzwmVHwy8) section of the console command list to see their names and spawn codes.

## List of all vehicle records

(Dumped as of 2.12a)

```
Vehicle.aldecado_archer_quartz_heat_3
Vehicle.aldecado_thorton_colby_heat_3
Vehicle.aldecado_thorton_galena_heat_1
Vehicle.aldecado_thorton_galena_heat_2
Vehicle.border_patrol_chevalier_emperor_militech_heat_3
Vehicle.border_patrol_villefort_cortes_heat_1
Vehicle.border_patrol_villefort_cortes_heat_2
Vehicle.cs_savable_archer_hella_sixth_street
Vehicle.cs_savable_archer_quartz_tyger
Vehicle.cs_savable_chevalier_thrax_maelstrom
Vehicle.cs_savable_chevalier_thrax_valentino
Vehicle.cs_savable_mahir_voodoo_boys
Vehicle.cs_savable_mizutani_shion_tyger
Vehicle.cs_savable_thorton_colby_valentinos
Vehicle.cs_savable_thorton_galena
Vehicle.cs_savable_thorton_galena_maelstrom
Vehicle.cs_savable_thorton_galena_voodoo_boys
Vehicle.cs_savable_thorton_mackinaw
Vehicle.cs_savable_thorton_mackinaw_sixth_street
Vehicle.cs_savable_thorton_mackinaw_valentinos
Vehicle.cs_savable_villefort_alvarado_valentinos
Vehicle.cs_savable_villefort_columbus
Vehicle.cs_savable_villefort_columbus_sixth_street
Vehicle.cs_savable_villefort_columbus_tyger
Vehicle.kurtz_brennan_apollo_bike
Vehicle.kurtz_mahir_supron_heat_3
Vehicle.kurtz_mahir_supron_heat_3_cd
Vehicle.kurtz_thorton_1
Vehicle.kurtz_thorton_2
Vehicle.kurtz_thorton_no_hull_1
Vehicle.mws_cct_dtn_02_arasaka_car
Vehicle.mws_se5_08_netwatch_car
Vehicle.mws_wbr_06_tyger_car_1
Vehicle.mws_wbr_06_tyger_car_2
Vehicle.ncpd_archer_hella_heat_2
Vehicle.ncpd_archer_hella_heat_3
Vehicle.ncpd_brennan_apollo_bike
Vehicle.ncpd_hellhound_heat_5
Vehicle.ncpd_suv_chevalier_emperor_heat_4
Vehicle.ncpd_thorton_merrimac_police_heat_4
Vehicle.ncpd_villefort_cortes_heat_1
Vehicle.ncpd_villefort_cortes_heat_2
Vehicle.v_sport1_herrera_riptide
Vehicle.v_sport1_quadra_turbo_tyger_claw
Vehicle.v_sport2_mizutani_shion_nomad_wraith
Vehicle.v_sport2_quadra_type66_nomad_wraith
Vehicle.v_sport2_villefort_alvarado
Vehicle.v_sport2_villefort_alvarado_hearse
Vehicle.v_sport2_villefort_alvarado_valentinos
Vehicle.v_sport2_villefort_deleon
Vehicle.v_sportbike1_yaiba_kusanagi_animal
Vehicle.v_sportbike1_yaiba_kusanagi_tyger
Vehicle.v_sportbike2_arch_tyger
Vehicle.v_sportbike3_brennan_apollo
Vehicle.v_sportbike3_brennan_apollo_nomad
Vehicle.v_sportbike3_brennan_apollo_sport
Vehicle.v_standard2_archer_hella
Vehicle.v_standard2_archer_hella_scavengers
Vehicle.v_standard2_archer_quartz_nomad_wraith
Vehicle.v_standard2_chevalier_thrax
Vehicle.v_standard2_chevalier_thrax_mafia_courier
Vehicle.v_standard2_chevalier_thrax_scavengers
Vehicle.v_standard2_chevalier_thrax_sixth_street
Vehicle.v_standard2_makigai_maimai
Vehicle.v_standard2_mizutani_hozuki
Vehicle.v_standard2_thorton_colby
Vehicle.v_standard2_thorton_galena_nomad
Vehicle.v_standard2_villefort_cortes
Vehicle.v_standard2_villefort_cortes_arasaka
Vehicle.v_standard2_villefort_cortes_kangtao
Vehicle.v_standard2_villefort_cortes_mafia_courier
Vehicle.v_standard25_mahir_supron
Vehicle.v_standard25_thorton_colby_nomad_wraith
Vehicle.v_standard25_thorton_colby_pickup_kurtz
Vehicle.v_standard25_thorton_merrimac
Vehicle.v_standard25_villefort_columbus
Vehicle.v_standard25_villefort_columbus_kangtao
Vehicle.v_standard25_villefort_columbus_scavengers
Vehicle.v_standard3_chevalier_emperor
Vehicle.v_standard3_chevalier_emperor_arasaka_courier
Vehicle.v_standard3_chevalier_emperor_militech
Vehicle.v_standard3_mahir_supron_kurtz
Vehicle.v_standard3_makigai_tanishi
Vehicle.v_standard3_thorton_mackinaw
Vehicle.wasteland_chevalier_emperor_militech_heat_1
Vehicle.wasteland_chevalier_emperor_militech_heat_2
Vehicle.wasteland_chevalier_emperor_militech_heat_3

```


# Cheat Sheet: Vehicles

Vroom Vroom

## Summary

Created: Nov 14, 2022 by [mana vortex](mailto:undefined)\
Last documented edit: March 29 2025 by [mana vortex](mailto:undefined)

The list below has the main entity files for the vehicles in the game. They will serve as a good starting point for whatever you want to do with them.

### Wait, this is not what I want!

* For a guide on adding vehicles, see [Boe6's Guide: basic car from A to Z](/cyberpunk-2077-modding/modding-guides/vehicles/boe6s-guide-new-car-from-a-to-z)
* For a guide on how to visually change base game vehicles, see [Altering Appearances within Wolvenkit - Full Workflow](/cyberpunk-2077-modding/modding-guides/npcs/appearances-change-the-looks/altering-appearances-within-wolvenkit-full-workflow) (the process is the same for cars)
* If you want to change the way a vehicle **behaves**, you need to alter the [Cheat Sheet: Vehicle Properties](/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/vehicles/vehicle-drive-model-data-record)

## List of vehicles

Referenced from `base\appearances_mappings.json`, `base\vehicles\base_types_map.csv` maps vehicle names to their respective .ent files. The names are defined in each vehicle's .app file as `baseEntityType`.

The tweak name is generated out of the ent file name without the appearance:

```
ent file name        v_sportbike2_arch_nemesis_basic_01.ent 
                     ^^^^^^^^^^^^^^^^^^^^^^^^^
Tweak name:          Vehicle.v_sportbike2_arch_nemesis
```

<table><thead><tr><th width="273">Vechicle</th><th>Ent File</th></tr></thead><tbody><tr><td>Arch Nemesis Sportsbike</td><td>v_sportbike2_arch_nemesis_basic_01.ent<br>v_sportbike2_arch_nemesis_lina_01.ent</td></tr><tr><td>Archer Bandit</td><td>v_standard2_archer_bandit_01.ent</td></tr><tr><td>Archer Hella<br>(police version)</td><td>v_standard2_archer_hella__basic_01.ent<br>v_standard2_archer_hella__police_01.ent<br>v_standard2_archer_hella_ep1__basic_01.ent<br>v_standard2_archer_hella_ep1__kurtz_01.ent</td></tr><tr><td>Archer Quartz<br>(Nomad version)</td><td>v_standard2_archer_quartz__basic_01.ent v_standard2_archer_quartz_nomad__01.ent</td></tr><tr><td>Brennan Apollo Sportsbike</td><td>v_sportbike3_brennan_apollo_basic_01.ent</td></tr><tr><td>Chevalier Thrax</td><td>v_standard2_chevalier_thrax__basic_01.ent</td></tr><tr><td>Chevalier Emperor</td><td>v_standard3_chevalier_emperor_01__basic_01.ent<br>v_standard3_chevalier_emperor__nusa_01.ent</td></tr><tr><td>Chevalier Centurion</td><td>v_utility4_chevalier_centurion__basic_01.ent<br>v_utility4_chevalier_centurion__cargo_01.ent<br>v_utility4_chevalier_centurion__flatbed_01.en</td></tr><tr><td>Herrera Outlaw</td><td>v_sport1_herrera_outlaw_basic_01.ent<br>v_sport1_herrera_outlaw_heist_01.ent (PL version)</td></tr><tr><td>Herrera Riptide</td><td>v_sport1_herrera_riptide_01.ent</td></tr><tr><td>Kaukaz z71 Aras</td><td>v_kaukaz_z71_aras__basic_01.ent</td></tr><tr><td>Kaukaz Bratsk</td><td>v_utility4_kaukaz_bratsk_extended__basic_01.ent v_utility4_kaukaz_bratsk__basic_01.ent v_utility4_kaukaz_bratsk__basic_concrete_truck_01.ent v_utility4_kaukaz_bratsk__basic_container_truck_01.ent v_utility4_kaukaz_bratsk__basic_dump_truck_01.ent v_utility4_kaukaz_bratsk__basic_machine_truck_01.ent v_utility4_kaukaz_bratsk__basic_metalstud_truck_01.ent<br>v_utility4_kaukaz_bratsk_corp_bud_01.ent<br>v_utility4_kaukaz_bratsk_corp_bud_02.ent<br>v_utility4_kaukaz_bratsk_corp_bud_03.ent v_utility4_kaukaz_bratsk_dogtown_container_truck_01.ent<br>v_utility4_kaukaz_bratsk_barghest_container_truck_01.ent</td></tr><tr><td>Kaukaz Zeya</td><td>v_utility4_kaukaz_zeya__barrels_01.ent v_utility4_kaukaz_zeya__basic_01.ent v_utility4_kaukaz_zeya__container_01.ent v_utility4_kaukaz_zeya__freight_01.ent v_utility4_kaukaz_zeya__full_01.ent v_utility4_kaukaz_zeya__kurtz_01.ent</td></tr><tr><td>Kusanagi Sportsbike</td><td>v_sportbike1_yaiba_kusanagi_basic_01.ent</td></tr><tr><td>Mahir mt28 coach</td><td>v_mahir_mt28_coach_basic_01.ent</td></tr><tr><td>Mahir Supron</td><td>v_standard25_mahir_supron_01__basic_01.ent<br>v_standard3_mahir_supron_kurtz__basic_01.ent<br>v_standard3_mahir_supron_kurtz__basic_no_cd_01.ent<br>v_standard3_mahir_supron_kurtz__basic_mq304.ent</td></tr><tr><td>Makigai Maimai</td><td>v_standard2_makigai_maimai_01_basic_01.ent</td></tr><tr><td>Makigai Tanishi</td><td>v_standard3_makigai_tanishi_basic_01.ent<br>v_standard3_makigai_tanishi_hfs_01.ent<br>v_standard3_makigai_tanishi_player_01.ent</td></tr><tr><td>Miltech Basilisk</td><td>v_militech_basilisk_01__basic_01.ent</td></tr><tr><td>Militech Behemoth</td><td>v_utility4_militech_behemoth_basic_01.ent v_utility4_militech_behemoth_basic_flatbed.ent<br>v_utility4_militech_behemoth_netwatch_01.ent<br>v_utility4_militech_behemoth_police_01.ent</td></tr><tr><td>Militech Griffin AV</td><td>av_militech_griffin__basic_01.ent</td></tr><tr><td>Militech HellHound</td><td>v_standard3_militech_hellhound__basic_01.ent</td></tr><tr><td>Militech Manticore AV</td><td>av_militech_manticore_basic_01.ent</td></tr><tr><td>Militech Wyvern AV</td><td>av_militech_wyvern__basic_01.ent</td></tr><tr><td>Mizutani Shion<br>(Nomad version)</td><td>v_sport2_mizutani_shion__basic_01.ent<br>v_sport2_mizutani_shion_nomad__basic_01.ent<br>v_sport2_mizutani_shion_nomad__courier_01.ent</td></tr><tr><td>Mizutani Hozuki</td><td>v_standard3_mizutani_hozuki__basic_01.ent</td></tr><tr><td>Orbital Air Rocket</td><td>orbital_air_rocket.ent<br>orbital_air_capsule_ext01_body.ent (passenger capsules)</td></tr><tr><td>Jonnys Porsche 911</td><td>v_sport2_porsche_911turbo__basic_01.ent</td></tr><tr><td>Quadra Turbo</td><td>v_sport1_quadra_turbo__basic_01.ent</td></tr><tr><td>Quadra Type 66<br>(Nomad version)</td><td>v_sport2_quadra_type66__basic_01.ent v_sport2_quadra_type66_nomad__basic_01.ent</td></tr><tr><td>Quadra Sport R7</td><td>v_sport1_quadra_sport_r7_01.ent</td></tr><tr><td>Rayfield Aerondight</td><td>v_sport1_rayfield_aerondight__basic_01.ent</td></tr><tr><td>Rayfield Caliburn</td><td>v_sport1_rayfield_caliburn__basic_01.ent</td></tr><tr><td>Rayfield Excalibur AV</td><td>av_rayfield_excalibur__basic_01.ent</td></tr><tr><td>Thorton Colby Station wagon</td><td>v_standard2_thorton_colby__basic_01.ent</td></tr><tr><td>Thorton Colby Pickup<br>(Nomad version)</td><td>v_standard25_thorton_colby_pickup__basic_01.ent<br>v_standard25_thorton_colby_pickup_nomad__basic_01.ent</td></tr><tr><td>Thornton Galena<br>(Nomad version)</td><td>v_standard2_thorton_galena_01__basic_01.ent v_standard2_thorton_galena_nomad__01.ent</td></tr><tr><td>Thornton Mackinaw Pickup<br>(w rear shell)<br>(Nomad version)</td><td>v_standard3_thorton_mackinaw_01__basic_01.ent<br>v_standard3_thorton_mackinaw_larimore_01.ent<br>v_standard3_thorton_mackinaw_nomad_01__basic_01.ent</td></tr><tr><td>Thornton Mackinaw Monster truck</td><td>v_utility4_thorton_mackinaw_bmf_01.ent</td></tr><tr><td>Thorton Merrimac</td><td>v_standard25_thorton_merrimac_01_basic_01.ent<br>v_standard25_thorton_merrimac_01_player_01.ent</td></tr><tr><td>Villefort Alvarado</td><td>v_sport2_villefort_alvarado__basic_01.ent v_sport2_villefort_alvarado__hearse_01.ent</td></tr><tr><td>Villefort Alvarado Cabrio</td><td>v_sport2_villefort_alvarado__cabrio_01.ent</td></tr><tr><td>Villefort Columbus</td><td>v_standard25_villefort_columbus_01__basic_01.ent<br>v_standard25_villefort_columbus_scavengers_01.ent<br>v_standard25_villefort_columbus_songbird_01.ent</td></tr><tr><td>Villefort Cortes<br>(police version)<br>(Delamain cab)</td><td>v_standard2_villefort_cortes_01__basic_01.ent v_standard2_villefort_cortes_01__police_01.ent v_standard2_villefort_cortes_02__delamain_01.ent</td></tr><tr><td>Villefort Deleon</td><td>v_sport2_villefort_deleon_01.ent</td></tr><tr><td>Trains</td><td>av_public_train.ent<br>av_public_train_b.ent<br>v_monorail_train_basic_01.ent<br>v_spaceport_tram_basic_01.ent</td></tr><tr><td>Trauma Team AV (Manticore)</td><td>ep1\vehicles\special\av_militech_manticore_fake_trama.ent</td></tr><tr><td>Zetatech Atlus AV</td><td>av_zetatech_atlus_basic_01.ent av_zetatech_atlus_basic_02.ent</td></tr><tr><td>Zetatech Bombus AV</td><td>av_zetatech_bombus__basic.ent</td></tr><tr><td>Zetatech Canopy AV</td><td>av_zetatech_canopy__basic_01.ent</td></tr><tr><td>Zetatech Octant AV</td><td>av_zetatech_octant.ent<br>av_zetatech_octant__basic_01.ent</td></tr><tr><td>Zetatech Surveyor AV</td><td>av_zetatech_surveyor_basic_01.ent</td></tr><tr><td>Zetatech Valgus AV</td><td>av_zetatech_valgus_basic_01.ent</td></tr></tbody></table>


# Cheat Sheet: Vehicle Properties

All the properties that make your car go fast (or slow)

## Summary

This page lists those properties that control how a vehicle behaves. By changing/tweaking them, you can modify a vehicle's behaviour.

Legend:

* An explanation that begins with (?) needs verifying.
* A value range that is filled with a dash '-' indicates either that:\
  \*\* The value range is open for experimentation as there are no specific, known limitations, or\
  \*\* That the value range is inferrable, e.g. a boolean or a TweakDBID.\
  \*\* Unknown fields have a question mark, '?', as content.

N.B. Descriptions of the properties are conclusions of multiple contributors' trial and error process. While the best effort was done to identify and describe completely and accurately what those properties mean and how to work with them, there is no guarantee of it being so.

### Vehicle speed units

*N.B. Original research.*

Vehicle speed units are a complex element of the game. Given that one unit of the in-game space (the coordinates, also seen in the camera mode) is one meter, the originally displayed mph value in Cyberpunk 2077 vehicles is about double the actual mph speed. For example, when the game shows '200' mph, that is about 100 mph (160.934 km/h).

The game engine uses different internal speed units when setting up the vehicle. Its speed unit is about 2.4017577 mph (3.86525568 km/h). For example, the maxSpeed of 100 in the dynamic downforce parameters is about 240 mph, or 386 km/h.

### Speed breaker/limiter

*N.B. Original research.*

The game has a speed breaker, which resets the vehicle's speed to 0 if it hits a certain threshold. This threshold is around or somewhat lower than 100 of the game engine's internal speed units. It is possible to remove (or rescale?) this speed breaker threshold in version 1.63 of the game, e.g., with the LTBF mod.

### Wait, this is not what I want!

* For a guide on **adding** vehicles, see [Boe6's Guide: basic car from A to Z](/cyberpunk-2077-modding/modding-guides/vehicles/boe6s-guide-new-car-from-a-to-z)
* For a guide on how to visually change base game vehicles, see [Altering Appearances within Wolvenkit - Full Workflow](/cyberpunk-2077-modding/modding-guides/npcs/appearances-change-the-looks/altering-appearances-within-wolvenkit-full-workflow) (the process is the same for cars)
* If you want to know how to change an existing car, check [Tweak modding: Guides](/cyberpunk-2077-modding/for-mod-creators-theory/tweaks/tweak-modding-guides), for example [Adding stats, modifiers, and mod slots](/cyberpunk-2077-modding/modding-guides/items-equipment/editing-existing-items/adding-stats-and-modifiers)

## Vehicle Records: Performance

The root of vehicle data and information is under the gamedataVehicle\_Record, and those entries generally follow the name pattern `Vehicle.{vehicle_name}`. Below is a high-level sketch of the tree of this structure, insofar relevant for the vehicle performance. Here is [the full overview](/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/vehicles/vehicle-record).

```yaml
groups:
  Vehicle.{name}
    type: gamedataVehicle_Record
    members:
      vehAirControl:
        type: gamedataVehicleAirControl_Record
        members:
          pitch:
            type: TweakDBID
            value: gamedataVehicleAirControlAxis_Record
          roll:
            type: TweakDBID
            value: gamedataVehicleAirControlAxis_Record
          yaw:
            type: TweakDBID
            value: gamedataVehicleAirControlAxis_Record
      vehDriveModelData:
        type: gamedataVehicleDriveModelData_Record
        members:
          burnOut:
            type: gamedataVehicleBurnOut_Record
          driveHelpers:
            type: array:TweakDBID
            value: [ "gamedataDriveWheelsAccelerateNoise_Record", "gamedataDynamicDownforceHelper_Record", "gamedataHandbrakeFrictionModifier_Record", "gamedataInAirGravityModifier_Record", "gamedataRearWheelsFrictionModifier_Record", "gamedataRotationLimiter_Record", "gamedataUphillDriveHelper_Record" ]
          wheelSetup:
            type: TweakDBID
            value: gamedataVehicleWheelDrivingSetup_4_Record
            members:
              backPreset:
                type: TweakDBID
                value: gamedataVehicleWheelDrivingPreset_Record
              frontPreset:
                type: TweakDBID
                value: gamedataVehicleWheelDrivingPreset_Record
              LB:
                type: TweakDBID
                value: gamedataVehicleWheelRole_Record
              LF:
                type: TweakDBID
                value: gamedataVehicleWheelRole_Record
              RB:
                type: TweakDBID
                value: gamedataVehicleWheelRole_Record
              RF:
                type: TweakDBID
                value: gamedataVehicleWheelRole_Record
          wheelsFrictionMap:
            type: type: TweakDBID
            value: gamedataVehicleWheelsFrictionMap_Record
      vehEngineData:
        type: TweakDBID
        value: gamedataVehicleEngineData_Record
     gearCurvesPath:
        type: TweakDBID
        value: TODO
     gears:
        type: array:TweakDBID
        value: ["gamedataVehicleGearRecord"]
```

### gamedataVehicleAirControl\_Record

| Property               | Data Type | Value Range | Sample Value       | Meaning |
| ---------------------- | --------- | ----------- | ------------------ | ------- |
| anglePID               | Vector3   | -           | (1.0, 0.0, 0.0)    |         |
| flippedOverRecoveryPID | Vector3   | -           | (-175.0, 0.0, 0.0) |         |
| massReference          | float     | -           | 1600.0             |         |
| pitch                  | TweakDBID | -           | ID                 |         |
| roll                   | TweakDBID | -           | ID                 |         |
| velocityPID            | Vector3   | -           | (1.0, 0.0, 0.0)    |         |
| yaw                    | TweakDBID | -           | ID                 |         |

#### gamedataVehicleAirControlAxis\_Record

| Property                      | Data Type | Value Range | Sample Value | Meaning |
| ----------------------------- | --------- | ----------- | ------------ | ------- |
| angleCorrectionFactorMax      | float     | -           | 0.0          |         |
| angleCorrectionFactorMin      | float     | -           | 0.0          |         |
| angleCorrectionThresholdMax   | float     | -           | 60.0         |         |
| angleCorrectionThresholdMin   | float     | -           | 10.0         |         |
| angleDampFactor               | float     | -           | 0.5          |         |
| brakeMultiplierWhenNoInput    | float     | -           | 3.0          |         |
| controlAxis                   | ?         | -           | LR           |         |
| inputDampFactor               | float     | -           | 1.0          |         |
| maxAngleCompensation          | float     | -           | 100.0        |         |
| maxAngleToCompensateThreshold | float     | -           | 100.0        |         |
| maxVelocity                   | float     | -           | -30.0        |         |
| maxVelocityCompensation       | float     | -           | 100.0        |         |
| stabilizeAxis                 | boolean   | -           | false        |         |
| velocityDampFactor            | float     | -           | 0.05         |         |
| velocityDampingFactorMax      | float     | -           | 0.0          |         |
| velocityDampingFactorMin      | float     | -           | 0.0          |         |
| velocityDampingThresholdMax   | float     | -           | 6.0          |         |
| velocityDampingThresholdMin   | float     | -           | 0.5          |         |
| zeroAngleThreshold            | float     | -           | 15.0         |         |

### gamedataVehicleDriveModelData\_Record

| Property                                 | Data Type           | Value Range | Sample Value                           | Meaning                                                                                                                                                                                                                                                                                                                                                     |
| ---------------------------------------- | ------------------- | ----------- | -------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| airResistanceFactor                      | float               | -           | 2.4                                    | The coefficient of air resistance against the vehicle when in motion. A higher value means more air resistance. It affects how quickly the car slows down after throttle lift-off.                                                                                                                                                                          |
| antiSwaybarDampingScalor                 | float               | -           | 0.75                                   | A higher value counteres left-right swaying of the vehicle, resulting in greater stability. A negative number will make the car wobble a lot for the slightest reason!                                                                                                                                                                                      |
| bankBodyFBTanMultiplier                  | float               | -           | 0.12                                   |                                                                                                                                                                                                                                                                                                                                                             |
| bankBodyLRTanMultiplier                  | float               | -           | 0.12                                   |                                                                                                                                                                                                                                                                                                                                                             |
| bodyFriction                             | float               | -           | 0.6                                    | The level of friction between the car and objects it touches, such as walls and roads. A higher value means losing more speed on hitting walls but also better grip and car stability on uneven roads. It is one factor of many that affects grip and how the car sticks to the ground.                                                                     |
| brakingEstimationMagicFactor             | float               | -           | 0.5                                    |                                                                                                                                                                                                                                                                                                                                                             |
| brakingFrictionFactor                    | float               | -           | 1.4                                    | (?) How "hard" the vehicle brakes                                                                                                                                                                                                                                                                                                                           |
| burnOut                                  | TweakDBID           | -           | ID                                     | A compound object that describes specific behavior of tyre burnout, e.g. for a race launch.                                                                                                                                                                                                                                                                 |
| center\_of\_mass\_offset                 | Vector3             | -           | (0, -0.13, 0.08)                       | (?) Where the center of mass is (relative to the vehicle's spawn point)                                                                                                                                                                                                                                                                                     |
| chassis\_mass                            | float               | -           | 1750.0                                 | Presumably, the mass of the chassis, in LBS. This value is related with `total_mass`. It makes sense that this value is always ≤ `total_maws`, but it is not clear exactly what role does the difference between the two play in the car movemnent. Nonetheless, experiments show a lower car stability at high speeds when these two values are not equal. |
| differentialOvershootFactor              | float               | -           | 0.0                                    |                                                                                                                                                                                                                                                                                                                                                             |
| driveHelpers                             | array of TweakDBIDs | -           | An array of vehicle physics modifiers. |                                                                                                                                                                                                                                                                                                                                                             |
| flatTireSim                              | TweakDBID           | -           | ID                                     |                                                                                                                                                                                                                                                                                                                                                             |
| forwardWeightTransferFactor              | float               | -           | 0.3                                    |                                                                                                                                                                                                                                                                                                                                                             |
| handbrakeBrakingTorque                   | float               | -           | 1600.0                                 |                                                                                                                                                                                                                                                                                                                                                             |
| lowVelStoppingDeceleration               | float               | -           | 0.8                                    |                                                                                                                                                                                                                                                                                                                                                             |
| maxWheelTurnDeg                          | float               | -           | 45.0                                   | Determines the maximum steering angle.                                                                                                                                                                                                                                                                                                                      |
| momentOfInertia                          | Vector3             | -           | (3050.0, 900.0, 3530.0)                |                                                                                                                                                                                                                                                                                                                                                             |
| momentOfInertiaScale                     | Vector3             | -           | (1.0, 1.0, 1.0)                        |                                                                                                                                                                                                                                                                                                                                                             |
| perfectSteeringFactor                    | float               | -           | 1.0                                    |                                                                                                                                                                                                                                                                                                                                                             |
| sideWeightTransferFactor                 | float               | -           | 0.23                                   |                                                                                                                                                                                                                                                                                                                                                             |
| slipAngleCurveScale                      | float               | -           | 2.0                                    |                                                                                                                                                                                                                                                                                                                                                             |
| slipAngleMinSpeedThreshold               | float               | -           | 3.0                                    |                                                                                                                                                                                                                                                                                                                                                             |
| slipRatioCurveScale                      | float               | -           | 2.0                                    |                                                                                                                                                                                                                                                                                                                                                             |
| slipRatioMinSpeedThreshold               | float               | -           | 5.0                                    |                                                                                                                                                                                                                                                                                                                                                             |
| slopeTractionReductionBegin              | float               | -           | 12.0                                   |                                                                                                                                                                                                                                                                                                                                                             |
| slopeTractionReductionFactor             | float               | -           | 1.5                                    |                                                                                                                                                                                                                                                                                                                                                             |
| slopeTractionReductionMax                | float               | -           | 30.0                                   |                                                                                                                                                                                                                                                                                                                                                             |
| smoothWheelContactDecreaseTime           | float               | ≥ 0         | 0.0                                    |                                                                                                                                                                                                                                                                                                                                                             |
| smoothWheelContactIncreseTime            | float               | ≥ 0         | 0.0                                    |                                                                                                                                                                                                                                                                                                                                                             |
| total\_mass                              | float               | -           | 1750.0                                 | The total mass of the vehicle, in LBS. See `chassis_mass` for a longer explanation and a warning.                                                                                                                                                                                                                                                           |
| turnUpdateBaseSpeedThreshold             | float               | -           | 5.0                                    |                                                                                                                                                                                                                                                                                                                                                             |
| turnUpdateInputDiffForFastChange         | float               | -           | 1.0                                    |                                                                                                                                                                                                                                                                                                                                                             |
| turnUpdateInputDiffForSlowChange         | float               | -           | 0.0                                    |                                                                                                                                                                                                                                                                                                                                                             |
| turnUpdateInputDiffProgressionPow        | float               | -           | 0.7                                    |                                                                                                                                                                                                                                                                                                                                                             |
| turnUpdateInputFastChangeSpeed           | float               | -           | 1.0                                    |                                                                                                                                                                                                                                                                                                                                                             |
| turnUpdateInputSlowChangeSpeed           | float               | -           | 0.15                                   |                                                                                                                                                                                                                                                                                                                                                             |
| turnUpdateMaxSpeedThreshold              | float               | -           | 45.0                                   |                                                                                                                                                                                                                                                                                                                                                             |
| turnUpdateMaxSpeedTurnChangeMul          | float               | -           | 2.15                                   |                                                                                                                                                                                                                                                                                                                                                             |
| turnUpdateMaxSpeedTurnMul                | float               | -           | 0.16                                   |                                                                                                                                                                                                                                                                                                                                                             |
| turnUpdateMidSpeedThreshold              | float               | -           | 25.0                                   |                                                                                                                                                                                                                                                                                                                                                             |
| turnUpdateMidSpeedTurnChangeMul          | float               | -           | 1.58                                   |                                                                                                                                                                                                                                                                                                                                                             |
| turnUpdateMidSpeedTurnMul                | float               | -           | 0.41                                   |                                                                                                                                                                                                                                                                                                                                                             |
| turningRollFactor                        | float               | -           | 1.0                                    |                                                                                                                                                                                                                                                                                                                                                             |
| turningRollFactorWeakContactMul          | float               | -           | 1.0                                    |                                                                                                                                                                                                                                                                                                                                                             |
| turningRollFactorWeakContactThresholdMax | float               | -           | 0.6                                    |                                                                                                                                                                                                                                                                                                                                                             |
| turningRollFactorWeakContactThresholdMin | float               | -           | 0.9                                    |                                                                                                                                                                                                                                                                                                                                                             |
| useAlternativeTurnUpdate                 | boolean             | -           | true                                   |                                                                                                                                                                                                                                                                                                                                                             |
| waterParams                              | TweakDBID           | -           | ID                                     |                                                                                                                                                                                                                                                                                                                                                             |
| wheelSetup                               | TweakDBID           | -           | ID                                     | A compound object that contains much of things related with the wheel behavior.                                                                                                                                                                                                                                                                             |
| wheelTurnMaxAddPerSecond                 | float               | -           | 100.0                                  | The maximum speed of steering.                                                                                                                                                                                                                                                                                                                              |
| wheelTurnMaxSubPerSecond                 | float               | -           | 130.0                                  | The maximum speed of the steering wheel/handles returning to the neutral position.                                                                                                                                                                                                                                                                          |
| wheelsFrictionMap                        | TweakDBID           | -           | ID                                     |                                                                                                                                                                                                                                                                                                                                                             |

In addition to the above, motorcycles (gamedataBikeDriveModelData\_Record) also have:

| Property                | Data Type   | Value Range | Sample Value   | Meaning                                                |
| ----------------------- | ----------- | ----------- | -------------- | ------------------------------------------------------ |
| bikeCOMOffsetDampFactor | float       | -           | 0.25           |                                                        |
| bikeCurvesPath          | TweakDBID   | -           | ID             |                                                        |
| bikeMaxCOMLongOffset    | float       | -           | 0.77           |                                                        |
| bikeMaxTilt             | float       | -           | 38.0           | (?) How far it will tilt in a curve                    |
| bikeMinCOMLongOffset    | float       | -           | 0.87           |                                                        |
| bikeTiltCustomSpeed     | float       | -           | 150.0          |                                                        |
| bikeTiltPID             | array:Float | -           | \[2.5, 0.2, 0] |                                                        |
| bikeTiltReturnSpeed     | float       | -           | 103.0          | (?) How far it will un-tilt when you go straight again |
| bikeTiltSpeed           | float       | -           | 103.0          | (?) How fast it will tilt in a curve                   |

#### gamedataVehicleBurnOut\_Record

| Property                              | Data Type | Value Range | Sample Value | Meaning |
| ------------------------------------- | --------- | ----------- | ------------ | ------- |
| burnOutGripBonus                      | float     | -           | 6.8          |         |
| gripBonusMaxLaunchSpeed               | float     | -           | 11.0         |         |
| gripBonusMaxSpeedMultiplier           | float     | -           | 1.7          |         |
| lateralAccelForwardSpeedMaxDecimation | float     | -           | 0.65         |         |
| lateralForceMaxAcceleration           | float     | -           | 0.4          |         |
| lateralForceMaxSpeed                  | float     | -           | 6.8          |         |
| lateralSlipRatioInfluence             | float     | -           | 0.62         |         |
| maxBrakeForceModifier                 | float     | -           | 0.8          |         |
| maxDriveWheelSlipRatio                | float     | -           | 25.0         |         |
| maxLateralAccelSlipRatioMultipler     | float     | -           | 0.64         |         |
| maxLongFrictionSlipRatioMultipler     | float     | -           | 0.7          |         |
| maxSpeedToInitiateBurnOut             | float     | -           | 27.0         |         |
| minBrakeForceModifier                 | float     | -           | 0.01         |         |
| minLongFrictionCoeff                  | float     | -           | 0.66         |         |
| minLongFrictionSlipRatioScaled        | float     | -           | 0.1          |         |

#### gamedataDriveWheelsAccelerateNoise\_Record

| Property                  | Data Type | Value Range | Sample Value | Meaning |
| ------------------------- | --------- | ----------- | ------------ | ------- |
| accelerationBoost         | float     | -           | 0.3          |         |
| accelerationBoostMaxSpeed | float     | -           | 10.0         |         |
| accelerationBoostReverse  | float     | -           | 2.0          |         |
| accelerationNoiseMaxSpeed | float     | -           | 12.0         |         |
| maxApplyTime              | float     | -           | 1.6          |         |
| maxForcesDifference       | float     | -           | 1.0          |         |
| minApplyTime              | float     | ≥ 0         | 0.8          |         |
| minForcesDifference       | float     | -           | 1.0          |         |
| type                      | TweakDBID | -           | ID           |         |

#### gamedataDynamicDownforceHelper\_Record

| Property             | Data Type | Value Range | Sample Value | Meaning                                                                                                                                                                    |
| -------------------- | --------- | ----------- | ------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| maxSpeed             | float     | -           | 40.0         | (?) The speed up to which the dynamic downforce graph stretches. Unit: engine's internal.                                                                                  |
| maxSpeedFactorAir    | float     | -           | 0.0          | (?) Scales the effect that helps vehicle come back to the ground once it separates from it, like an aerodynamic downforce.                                                 |
| maxSpeedFactorGround | float     | -           | 0.4          | Scales the effect that enables the vehicle to corner better at high speed while on the ground, an effect similar to an aerodynamic downforce. It could have other effects. |
| minSpeed             | float     | -           | 10.0         | (?) The speed from which the dynamic downforce graph stretches. Unit: engine's internal.                                                                                   |
| type                 | TweakDBID | -           | ID           | (?) Is the link to the dynamic force curve data.                                                                                                                           |

#### gamedataHandbrakeFrictionModifier\_Record

| Property                   | Data Type | Value Range | Sample Value | Meaning |
| -------------------------- | --------- | ----------- | ------------ | ------- |
| additionalBrakeForLongUse  | float     | -           | 0.7          |         |
| blendOutTime               | float     | ≥ 0         | 0.6          |         |
| postHandbrakeTractionBoost | float     | -           | 2.0          |         |
| rearWheelsLatFrictionCoef  | float     | -           | 0.9          |         |
| rearWheelsLongFrictionCoef | float     | -           | 0.6          |         |
| type                       | TweakDBID | -           | ID           |         |

#### gamedataInAirGravityModifier\_Record

| Property               | Data Type | Value Range | Sample Value | Meaning |
| ---------------------- | --------- | ----------- | ------------ | ------- |
| baseAddedGravity       | float     | -           | 0.4          |         |
| driveSpeedAddedGravity | float     | -           | 0.2          |         |
| maxDriveSpeed          | float     | -           | 20.0         |         |
| minDriveSpeed          | float     | -           | 3.0          |         |
| smoothingFactor        | float     | -           | 0.2          |         |
| type                   | TweakDBID | -           | ID           |         |
| zVelReductionEnd       | float     | -           | -10.0        |         |
| zVelReductionStart     | float     | -           | -4.0         |         |

#### gamedataRearWheelsFrictionModifier\_Record

| Property              | Data Type | Value Range | Sample Value | Meaning |
| --------------------- | --------- | ----------- | ------------ | ------- |
| maxHelperAcceleration | float     | -           | 10.0         |         |
| maxLatSlipRatio       | float     | -           | 5.0          |         |
| maxLongSlipRatio      | float     | -           | 1.5          |         |
| maxSpeed              | float     | -           | 18.0         |         |
| minLatFrictionCoef    | float     | -           | 0.62         |         |
| minLatSlipRatio       | float     | -           | 0.25         |         |
| minLongFrictionCoef   | float     | -           | 0.8          |         |
| minLongSlipRatio      | float     | -           | 0.3          |         |
| type                  | TweakDBID | -           | ID           |         |

#### gamedataRotationLimiter\_Record

This structure seems aimed at drifting characteristics of the vehicle.

| Property            | Data Type | Value Range | Sample Value | Meaning |
| ------------------- | --------- | ----------- | ------------ | ------- |
| driftExceededAngle  | float     | -           | 60.0         |         |
| driftFullAngleBegin | float     | -           | 20.0         |         |
| driftFullAngleEnd   | float     | -           | 40.0         |         |
| driftLimit          | float     | -           | 2.3          |         |
| driftLimitMaxVel    | float     | -           | 18.0         |         |
| driftLimitStartVel  | float     | -           | 8.0          |         |
| handbrakeLimit      | float     | -           | 2.49         |         |
| maxAngularSpeedRad  | float     | -           | 2.6          |         |
| smoothingTime       | float     | -           | 0.2          |         |
| type                | TweakDBID | -           | ID           |         |

#### gamedataUphillDriveHelper\_Record

| Property                  | Data Type | Value Range | Sample Value | Meaning |
| ------------------------- | --------- | ----------- | ------------ | ------- |
| slopeCompensationFactor   | float     | -           | 0.5          |         |
| slopeCompensationMaxAngle | float     | -           | 20.0         |         |
| type                      | TweakDBID | -           | ID           |         |

#### The .wheelSetup property

This property maps the behavior of the wheels. It has four variables LF, RF, LB, RB that determine the roles of the four wheels, and it also had detailed setups for the wheels under its `.frontPreset` and `.backPreset`.

**gamedataVehicleWheelDrivingPreset\_Record**

N.B. Vehicles generally have two instances of this entry, one for the front wheel(s) and one for the back wheel(s).

| Property                           | Data Type | Value Range | Sample Value | Meaning                                                                                                                                                                                                                                                                                                                                                                                                                    |
| ---------------------------------- | --------- | ----------- | ------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| extremeCompressionEventScalor      | float     | -           | 0.46         |                                                                                                                                                                                                                                                                                                                                                                                                                            |
| frictionMulLateral                 | float     | -           | 0.94         | The lateral (along the left-right axis) friction between the tyres and the road. You can experiment with different values for the front and the back set of tires, but beware that it can increase the vehicle's proneness to spins.                                                                                                                                                                                       |
| frictionMulLongitudinal            | float     | -           | 0.94         | The longitudinal (along the front-back axis) friction between the tyres and the road. You can experiment with different values for the front and the back set of tires, but beware that it can increase the vehicle's proneness to spins.                                                                                                                                                                                  |
| logicalSuspensionCompressionLength | float     | -           | 0.56         |                                                                                                                                                                                                                                                                                                                                                                                                                            |
| mass                               | float     | -           | 23.0         |                                                                                                                                                                                                                                                                                                                                                                                                                            |
| maxBrakingTorque                   | float     | -           | 720.0        | Contributes to stronger braking. A higher value here means quicker braking. You will notice it on the braking distance growing shorter as this values gets higher.                                                                                                                                                                                                                                                         |
| springBoundDampingLowRate          | float     | -           | 2200.0       |                                                                                                                                                                                                                                                                                                                                                                                                                            |
| springDamping                      | float     | -           | 4100.0       |                                                                                                                                                                                                                                                                                                                                                                                                                            |
| springDampingHighRateCompression   | float     | -           | 0.3          |                                                                                                                                                                                                                                                                                                                                                                                                                            |
| springDampingLowRateCompression    | float     | -           | 0.2          |                                                                                                                                                                                                                                                                                                                                                                                                                            |
| springReboundDamping               | float     | -           | 3900.0       |                                                                                                                                                                                                                                                                                                                                                                                                                            |
| springReboundDampingLowRate        | float     | -           | 2300.0       |                                                                                                                                                                                                                                                                                                                                                                                                                            |
| springStiffness                    | float     | -           | 21.0         |                                                                                                                                                                                                                                                                                                                                                                                                                            |
| swaybarDisplacementLimit           | float     | -           | 0.14         |                                                                                                                                                                                                                                                                                                                                                                                                                            |
| swaybarLengthScalar                | float     | -           | 2.3          |                                                                                                                                                                                                                                                                                                                                                                                                                            |
| swaybarStiffness                   | float     | -           | 29.0         |                                                                                                                                                                                                                                                                                                                                                                                                                            |
| tenderSpringLength                 | float     | -           | 0.0          |                                                                                                                                                                                                                                                                                                                                                                                                                            |
| tireFrictionCoef                   | float     | -           | 1.0          |                                                                                                                                                                                                                                                                                                                                                                                                                            |
| tireLateralSlipEffectsMul          | float     | -           | 1.46         |                                                                                                                                                                                                                                                                                                                                                                                                                            |
| tireLongitudinalSlipEffectsMul     | float     | -           | 1.3          |                                                                                                                                                                                                                                                                                                                                                                                                                            |
| tireRollingResistanceCoef          | float     | -           | 0.002        |                                                                                                                                                                                                                                                                                                                                                                                                                            |
| visualSuspensionCompressionLength  | float     | -           | 0.04         |                                                                                                                                                                                                                                                                                                                                                                                                                            |
| visualSuspensionDroop              | float     | -           | 0.14         |                                                                                                                                                                                                                                                                                                                                                                                                                            |
| wheelsVerticalOffset               | float     | -           | 0.02         | Repositions the vehicles's wheels vertically. A lesser number (including negative) means the vehicle's body is lower, and vice versa for a higher number. Too low a vehicle means collisions with bumps on the road that can disturb driving. A too-high vehicle may impact its ability to corner. You can try combining this with the downforce parameters for a higher vehicle that is more maneuverable than otherwise. |

**gamedataVehicleWheelRole\_Record**

| Property    | Data Type | Value Range | Sample Value | Meaning                                               |
| ----------- | --------- | ----------- | ------------ | ----------------------------------------------------- |
| isDrive     | boolean   | -           | true         | (?) Does the wheel contribute to the car movemnent.   |
| isHandBrake | boolean   | -           | false        | (?) Will handbrake have an affect on this weel.       |
| isMainBrake | boolean   | -           | true         | (?) Will the main brake have an effect on this wheel. |

### gamedataVehicleEngineData\_Record

| Property                        | Data Type | Value Range | Sample Value | Meaning                                                                                                                                                                                                                                                      |
| ------------------------------- | --------- | ----------- | ------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| engineMaxTorque                 | float     | -           | 700.0        | Maximum engine torque. A lower value will lead to an engine that has to work harder to move the vehicle, and might be the limiting factor for the vehicle's top speed. A higher value means more engine power, but might cause instability when on throttle. |
| fastR1GearChange                | boolean   | -           | true         |                                                                                                                                                                                                                                                              |
| finalGearTorqueDecimationScalor | float     | -           | 1.0          |                                                                                                                                                                                                                                                              |
| flyWheelMomentOfInertia         | float     | -           | 0.3          | The coefficient of the flywheel interia. A lower value means more ease in gaining or losing speed. Vice versa vor a higher value and a slower gain or decrease of speed.                                                                                     |
| forceReverseRPMToMin            | boolean   | -           | false        |                                                                                                                                                                                                                                                              |
| gearChangeCooldown              | float     | ≥ 0         | 0.3          | The time (in seconds) before another gear change can take place after a gear change.                                                                                                                                                                         |
| gearChangeTime                  | float     | ≥ 0         | 0.22         | The time (in seconds) that it takes to change a gear.                                                                                                                                                                                                        |
| gearCurvesPath                  | TweakDBID | -           | ID           |                                                                                                                                                                                                                                                              |
| gears                           | array     | -           |              | The array with information on each of the vehicle's gears.                                                                                                                                                                                                   |
| maxRPM                          | float     | -           | 7100.0       | Maximum engine RPM.                                                                                                                                                                                                                                          |
| minRPM                          | float     | ≥ 0         | 800.0        | Minimum engine RPM. Beware of this setting in relation with the gears information. If the gear information suggests that a lower RPM is needed to stop the car than minRPM, stopping the car might become a non-straightforward thing.                       |
| resistanceTorque                | float     | -           | 100.0        | The decrease in torque with during throttle lift-off. A negative number will result in likely unwanted acceleration. Zero will render this effect neutral.                                                                                                   |
| reverseDirDelay                 | float     | ≥ 0         | 0.3          | The time (in seconds) it takes to switch from braking to car moving in reverse direction. A lesser value will allow the to start going in reverse sooner, a greater value will make it less likely to inadvertently start moving in reverse.                 |
| wheelsResistanceRatio           | float     | -           | 15.0         |                                                                                                                                                                                                                                                              |

#### gamedataVehicleGearRecord

Each of items of this type represent **one** gear of a vehicle. A vehicle will typically have multiple hears. They are stored in its engine data as an array.

| Property         | Data Type | Value Range | Sample Value | Meaning |
| ---------------- | --------- | ----------- | ------------ | ------- |
| maxEngineRPM     | float     | > 0         | 5200.0       |         |
| maxSpeed         | float     | -           | 10.0         |         |
| minEngineRPM     | float     | ≥ 0         | 800.0        |         |
| minSpeed         | float     | ≥ 0         | 0.0          |         |
| torqueMultiplier | float     | -           | 1.0          |         |

## Page History

**Created:** Jul 9, 2022 by jato\
**Intermediate edits:** March 29 2025 by [mana vortex](mailto:undefined)\
**Rework:** in April 2025 by [martine-dee](https://github.com/martine-dee). While this encompasses so much more than the Drive Model, it gives a comprehensive overview in line with the original intent to show 'All the properties that make your car go fast (or slow)'. My strong suggestion is to DO keep this information in one page as a single-stop with all information.


# Cheat Sheet: Vehicle Root Record

The TweakDB default vehicle record

## Summary

**Published:** Jul 9 2022 by jato\
**Last documented edit:** March 29 2025 by [mana vortex](mailto:undefined)

This page documents the vehicle root record (referenced from `VehicleObject`) in the [TweakDB](/cyberpunk-2077-modding/for-mod-creators-theory/tweaks/tweaks). This record is the parent of all ovther vehicle-related records.

## Vehicle template

Below is the .tweak vehicle template (that's also in the TweakDB) that you can customize for creating your own vehicle.

{% hint style="info" %}
The name `Vehicle.vehicle_template` near the top will need to be customized to your vehicle name.

`entityTemplatePath` is an important field here, because this is the file that ties our record to the resource files needed for rendering.
{% endhint %}

{% code title="Vehicle.vehicle\_template.tweak" %}

```yaml
groups:
  Vehicle.vehicle_template:
    type: Vehicle
    members:
      affiliation:
          type: TweakDBID
          value: "Factions.Unaffiliated" 
      appearanceName:
          type: CName
          value: "None" 
      archetypeName:
          type: CName
          value: "vehicle" 
      attachmentSlots:
          type: array:TweakDBID
          value: [ "AttachmentSlots.Engine1", "AttachmentSlots.Engine2", "AttachmentSlots.Engine3", "AttachmentSlots.Engine4" ]
      audioResourceName:
          type: CName
          value: "None" 
      brakelightColor:
          type: array:Int32
          value: [ ]
      cameraManagerParams:
          type: TweakDBID
          value: "Camera.VehicleCameraManager_Default" 
      crackLockDifficulty:
          type: String
          value: "HARD" 
      crowdMemberSettings:
          type: TweakDBID
          value: "Crowds.DefaultCarPackage" 
      curvesPath:
          type: raRef:CResource
          value: "base\\gameplay\\curves\\vehicle\\vehicle_ui.curveset"
      destroyedAppearance:
          type: CName
          value: "None" 
      destruction:
          type: TweakDBID
          value: "Vehicle.VehicleDestructionParamsDefault_4w" 
      displayName:
          type: gamedataLocKeyWrapper
          value: 0 
      driving:
          type: TweakDBID
          value: "Driving.Default_4w" 
      effectors:
          type: array:TweakDBID
          value: [ ]
      enableDestruction:
          type: Bool
          value: false 
      entityTemplatePath:
          type: raRef:CResource
          value: "base\\vehicles\\common\\gameplay\\vehicle_template.ent" 
      fxCollision:
          type: TweakDBID
          value: "Vehicle.FxCollision_Default" 
      fxWheelsDecals:
          type: TweakDBID
          value: "Vehicle.FxWheelsDecals_Default" 
      fxWheelsParticles:
          type: TweakDBID
          value: "Vehicle.FxWheelsParticles_Default" 
      headlightColor:
          type: array:Int32
          value: [ ]
      hijackDifficulty:
          type: String
          value: "HARD" 
      icon:
          type: TweakDBID
          value: "UIIcon.ItemIcon" 
      interiorColor:
          type: array:Int32
          value: [ ]
      interiorDamageColor:
          type: array:Int32
          value: [ ]
      leftBackCamber:
          type: Float
          value: 0 
      leftBackCamberOffset:
          type: Vector3
          value:
            x: 0
            y: 0
            z: 0 
      leftBlinkerlightColor:
          type: array:Int32
          value: [ ]
      leftFrontCamber:
          type: Float
          value: 0 
      leftFrontCamberOffset:
          type: Vector3
          value: 
            x: 0
            y: 0
            z: 0 
      manufacturer:
          type: TweakDBID
          value: "" 
      model:
          type: TweakDBID
          value: "Vehicle.Turbo" 
      multiplayerTemplatePaths:
          type: array:raRef:CResource
          value: [ ]
      objectActions:
          type: array:TweakDBID
          value: [ "VehicleActions.VehicleHijackFrontLeft", "VehicleActions.VehicleHijackFrontRight", "VehicleActions.VehicleMountFrontLeft", "VehicleActions.VehicleMountFrontRight", "VehicleActions.VehicleMountBackLeft", "VehicleActions.VehicleMountBackRight", "VehicleActions.VehicleCrackLockFrontLeft", "VehicleActions.VehicleCrackLockFrontRight" ]
      persistentName:
          type: CName
          value: "None" 
      player_audio_resource:
          type: String
          value: "" 
      priority:
          type: TweakDBID
          value: "SpawnableObjectPriority.Regular" 
      queryOnlyExceptions:
          type: array:CName
          value: [ "trunk_a", "trunk_b", "hood_a", "door_fl_a", "door_fr_a", "door_bl_a", "door_br_a", "door_a_hidable", "door_b_hidable", "door_a", "door_b", "door_c", "door_front_right", "door_back_right", "door_front_left", "door_back_left", "av_zetatech_valgus__ext01_door_fl_01", "av_zetatech_valgus__ext01_door_fr_01", "av_militech_basilisk__ext01_turret_b", "body_transport", "av_militech_basilisk__ext01_canopy_a", "av_militech_basilisk__ext01_canopy_b", "av_militech_basilisk__ext01_turret_a", "av_militech_basilisk__ext01_body_kit_nomad", "wing_right_nomad", "wing_left_nomad", "wing_left_nomad", "seat_a_01", "seat_a_02", "seat_b_01", "seat_b_02", "seat_c_01", "seat_c_02", "seat_d_01", "seat_d_02", "seat_e_01", "seat_e_02", "seat_a_03", "seat_a_04", "seat_b_03", "seat_b_04", "seat_c_03", "seat_c_014", "seat_d_03", "seat_d_04", "seat_e_03", "seat_e_04", "av_zetatech_surveyor__int01_jumpseat_02", "av_zetatech_surveyor__int01_jumpseat_5657", "av_zetatech_surveyor__int01_jumpseat_5537", "av_zetatech_surveyor__int01_jumpseat_8866", "av_zetatech_surveyor__int01_jumpseat_01", "av_zetatech_surveyor__int01_jumpseat_5331", "av_zetatech_surveyor__int01_jumpseat_7123", "av_zetatech_surveyor__int01_jumpseat_1477", "deathrace_spoiler_01", "av_zetatech_valgus__ext01_landinggear_back_01", "av_zetatech_valgus__ext01_propeller_01", "av_zetatech_valgus__ext01_propeller_02", "v_common_suitcase_01", "jammer_antenna_01", "v_standard25_villefort_columbus__ext01_jammer_top_gear_01", "av_zetatech_surveyor__ext01_missilelauncher_l_01", "av_zetatech_surveyor__ext01_missilelauncher_r_01" ]
      randomPassengers:
          type: array:TweakDBID
          value: [ "Passengers.GenericDriverEntry", "Passengers.GenericPassengerEntry" ]
      reverselightColor:
          type: array:Int32
          value: [ ]
      rightBLinkerlightColor:
          type: array:Int32
          value: [ ]
      rightBackCamber:
          type: Float
          value: 0 
      rightBackCamberOffset:
          type: Vector3
          value: 
            x: 0
            y: 0
            z: 0 
      rightFrontCamber:
          type: Float
          value: 0 
      rightFrontCamberOffset:
          type: Vector3
          value: 
            x: 0
            y: 0
            z: 0 
      savable:
          type: Bool
          value: false 
      statModifierGroups:
          type: array:TweakDBID
          value: [ "VehicleStatPreset.BaseCar" ]
      statModifiers:
          type: array:TweakDBID
          value: [ ]
      statPools:
          type: array:TweakDBID
          value: [ "BaseStatPools.VehicleHealth" ]
      tags:
          type: array:CName
          value: [ "InteractiveTrunk" ]
      tppCameraParams:
          type: TweakDBID
          value: "Camera.VehicleTPP_DefaultParams" 
      tppCameraPresets:
          type: array:TweakDBID
          value: [ "Camera.VehicleTPP_4w_Preset_Low_Close", "Camera.VehicleTPP_4w_Preset_High_Close", "Camera.VehicleTPP_4w_Preset_Low_Far", "Camera.VehicleTPP_4w_Preset_High_Far" ]
      traffic_audio_resource:
          type: String
          value: "" 
      type:
          type: TweakDBID
          value: "Vehicle.Car" 
      unmountOffsetPosition:
          type: Vector3
          value: 
              x: 1.64999998
              y: 5
              z: 2.5 
      vehAirControl:
          type: TweakDBID
          value: "Vehicle.VehicleAirControlCar" 
      vehAirControlAI:
          type: TweakDBID
          value: "Vehicle.VehicleAirControlCarAI" 
      vehBehaviorData:
          type: TweakDBID
          value: "" 
      vehDataPackage:
          type: TweakDBID
          value: "Vehicle.VehicleDataPackageDefault" 
      vehDefaultState:
          type: TweakDBID
          value: "Vehicle.Veh4WDefaultState" 
      vehDriveModelData:
          type: TweakDBID
          value: "Vehicle.VehicleDriveModelDataDefault_4w" 
      vehDriveModelDataAI:
          type: TweakDBID
          value: "" 
      vehDriverCombat_FPPCameraParams:
          type: TweakDBID
          value: "Vehicle.VehicleDriverCombatFPPCameraParamsDefault" 
      vehDriverCombat_ProceduralFPPCameraParams:
          type: TweakDBID
          value: "Camera.VehicleProceduralFPPCamera_DefaultCombatParams" 
      vehDriver_FPPCameraParams:
          type: TweakDBID
          value: "Vehicle.VehicleDriverFPPCameraParamsDefault" 
      vehDriver_ProceduralFPPCameraParams:
          type: TweakDBID
          value: "Camera.VehicleProceduralFPPCamera_DefaultParams" 
      vehEngineData:
          type: TweakDBID
          value: "Vehicle.VehicleEngineData_4_Default" 
      vehImpactTraffic:
          type: TweakDBID
          value: "Driving.VehicleImpactTraffic_DefaultParams" 
      vehPassCombatL_FPPCameraParams:
          type: TweakDBID
          value: "Vehicle.VehiclePassengerLCombatFPPCameraParamsDefault" 
      vehPassCombatL_ProceduralFPPCameraParams:
          type: TweakDBID
          value: "Camera.VehicleProceduralFPPCamera_DefaultCombatParams" 
      vehPassCombatR_FPPCameraParams:
          type: TweakDBID
          value: "Vehicle.VehiclePassengerRCombatFPPCameraParamsDefault" 
      vehPassCombatR_ProceduralFPPCameraParams:
          type: TweakDBID
          value: "Camera.VehicleProceduralFPPCamera_DefaultCombatParams" 
      vehPassL_FPPCameraParams:
          type: TweakDBID
          value: "Vehicle.VehiclePassengerLFPPCameraParamsDefault" 
      vehPassL_ProceduralFPPCameraParams:
          type: TweakDBID
          value: "Camera.VehicleProceduralFPPCamera_DefaultParams" 
      vehPassR_FPPCameraParams:
          type: TweakDBID
          value: "Vehicle.VehiclePassengerRFPPCameraParamsDefault" 
      vehPassR_ProceduralFPPCameraParams:
          type: TweakDBID
          value: "Camera.VehicleProceduralFPPCamera_DefaultParams" 
      vehWheelDimensionsSetup:
          type: TweakDBID
          value: "Vehicle.VehicleWheelDimensionsSetup_Default" 
      vehicleUIData:
          type: TweakDBID
          value: "Vehicle.VehicleDefaultUIData" 
      visualDestruction:
          type: TweakDBID
          value: "Vehicle.VehicleVisualDestructionParamsDefault" 
      visualTags:
          type: array:CName
          value: [ ]
      weakspots:
          type: array:TweakDBID
          value: [ ]
      weapons:
          type: array:TweakDBID
          value: [ ]
      widgetStyleSheetPath:
          type: raRef:CResource
          value: 0
```

{% endcode %}


# Cheat Sheet: Vehicles - Archive

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-6ccaaea00a9187d4f3c006940931ae79eebf6fa0%2Fwarning_outdated_info.png?alt=media" alt=""><figcaption></figcaption></figure>

This section contains an overview of things that you might encounter while modding vehicles. For a full list of sub-pages, please check the link tree in the left-hand menu.

### Appearances

For the documentation on .app files (appearance definitions), see [here](https://github.com/CDPR-Modding-Documentation/Cyberpunk-Modding-Docs/blob/main/for-mod-creators-theory/files-and-what-they-do/file-formats/appearance-.app-files) or check the [appearance mappings](/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/vehicles/archive/appearances-mappings) subpage.

### Entity Files

For the documentation on .ent files, see [here](https://github.com/CDPR-Modding-Documentation/Cyberpunk-Modding-Docs/blob/main/for-mod-creators-theory/files-and-what-they-do/file-formats/entity-.ent-files).

An example entry for a vehicle entEntityTemplate from a vehicle's .ent file looks like this:

| key                  | example                                                                                           |
| -------------------- | ------------------------------------------------------------------------------------------------- |
| `name`               | `quadra_type66__basic_urban_01`                                                                   |
| `appearanceResource` | ``[`base\vehicles\appearances\sport\quadra_type66__basic.app`](.app-file-appearanceresource.md)`` |
| `appearanceName`     | `urban_01`                                                                                        |


# Archived: Appearances Mappings

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-6ccaaea00a9187d4f3c006940931ae79eebf6fa0%2Fwarning_outdated_info.png?alt=media" alt=""><figcaption></figcaption></figure>

In `base\appearance_mappings.json`, entity types have their resources defined. The vehicle definition is below:

| key                  | value                                                                                                                                                                     |
| -------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| name                 | Vehicle                                                                                                                                                                   |
| baseTypesFile        | base\vehicles\base\_types\_map.csv                                                                                                                                        |
| baseTypePrefix       | baseType                                                                                                                                                                  |
| categoriesFile       | base\vehicles\categories.csv                                                                                                                                              |
| partsFile            | [base\vehicles\parts.csv](/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/vehicles/archive/parts-and-parts-categories)                     |
| partsCategoriesFile  | [base\vehicles\parts\_categories.json](/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/vehicles/archive/parts-and-parts-categories)        |
| scanDirectory        | base\vehicles\\                                                                                                                                                           |
| filenameParsingRules | [base\vehicles\vehicle\_filename\_parsing.json](/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/vehicles/archive/vehicle-filename-parsing) |


# Archived: Vehicle Filename Parsing

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-6ccaaea00a9187d4f3c006940931ae79eebf6fa0%2Fwarning_outdated_info.png?alt=media" alt=""><figcaption></figcaption></figure>

Referenced from `base\appearances_mappings.json`, `base\vehicles\vehicle_filename_parsing.json` contains a regex string is defined that outlines the allowable file names for .ent files ([play around with this regex here](https://regex101.com/r/LYUZLN/1/)):

```
(?:v_)?([a-zA-Z]+|av)\d?_([a-zA-Z]+)_(?:[a-zA-Z]+(?:_[a-zA-Z]+)*)__(?:int|ext)\d{2}_([a-zA-Z]+(?:_[a-zA-Z]+)*)_\d{2}.*\.ent
```

For a filename like `v_sport2_mizutani_shion__ext01_body_01.ent`, this would match the following groups:

* `Group 1: sport`
* `Group 2: mizutani`
* `Group 3: body`

| Group 1 (base) | Name     |
| -------------- | -------- |
| `av`           | `Aerial` |
| `sport`        | `Car`    |
| `standard`     | `Car`    |
| `utility`      | `Car`    |

| Group 2 (category) | Name           |
| ------------------ | -------------- |
| `Mahir`            | `Mahir Motors` |

Group 3 has no mapping, is of the type `partType`.

Curiously, this regex doesn't work for vehicles such as the Type 66, or the 911, since numbers aren't permitted in Group 2. It's unknown if this is even used, or if there is replacing done at some point.


# Archived: Parts & Parts Categories

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-6ccaaea00a9187d4f3c006940931ae79eebf6fa0%2Fwarning_outdated_info.png?alt=media" alt=""><figcaption></figcaption></figure>

These are the part names used in filenames for .mesh and .ent files. Each header is their category - `base` is used in both `Interior` & `Exterior`.

### Interior

* `base`
* `steering_wheel`
* `pedals`

### Exterior

* `base`
* `bumper_f`
* `bumper_b`
* `hood`
* `trunk`
* `door_fl`
* `door_fr`
* `door_bl`
* `door_br`
* `fuelcap`
* `fuelport`

### Wheel

* `wheel`


# Reference: World Sectors

A list of interesting locations and their sector files

## Summary

**Last documented edit:** January 14 2024 by [mana vortex](mailto:undefined)

This page lists locations of interest & their world sector filenames. If you want to learn how to edit them instead, check [World Editing](/cyberpunk-2077-modding/modding-guides/world-editing) in the Modding Guides section.

If you want to know how they work the theory [here](/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/file-formats/the-whole-world-.streamingsector#variantnodes)

#### Other existing resources:

<table><thead><tr><th width="290"></th><th></th></tr></thead><tbody><tr><td><a href="https://wiki.redmodding.org/cyber-engine-tweaks/teleportation-locations">CET wiki</a></td><td>List of interesting locations for teleporting</td></tr><tr><td><a href="https://discord.com/invite/47jV2rNdgn">AMM DIscord</a></td><td>An entire channel dedicated to locations</td></tr></tbody></table>

{% hint style="success" %}
If the place you're looking for isn't yet on the list, check [Finding Locations](/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/reference-world-sectors/places) for instructions on how to find it. Please consider [**signing up and adding it**](https://app.gitbook.com/invite/-MP5ijqI11FeeX7c8-N8/H70HZBOeUulIpkQnBLK7) or find us on [Discord](https://discord.gg/redmodding) to leave your findings in the `#world-editing` channel.
{% endhint %}

{% hint style="info" %}
Remember, you can use your browser's search function (`Ctrl+F`) on this page to search for e.g. `Edgerunners`
{% endhint %}

## Player Homes

#### V's Megabuilding H10 Apartment

<table><thead><tr><th width="391">Description</th><th>Sector Files</th></tr></thead><tbody><tr><td><em>Walls, Hallway + Collision Data.</em></td><td><code>interior_-22_19_1_1</code></td></tr><tr><td><em>Walls + Hallway.</em></td><td><code>interior_-22_20_1_1</code></td></tr><tr><td><em>Devices, Clutter Next To Stash Door.</em></td><td><code>interior_-43_39_3_0</code></td></tr><tr><td><em>Walls, Surrounding Floor, Desk Stuff.</em></td><td><code>interior_-44_39_3_0</code></td></tr><tr><td><em>Walls, Floor, Sofa Table, Clutter.</em></td><td><code>interior_-44_40_3_0</code></td></tr><tr><td><em>Lots Of Exterior Clutter, Samurai Poster.</em></td><td><code>interior_-46_40_3_0</code></td></tr><tr><td><em>Contains Interior Data + Collision Data.</em></td><td><code>exterior_-22_19_1_0</code></td></tr><tr><td><em>Exterior walls.</em></td><td><code>exterior_-3_2_0_3</code></td></tr><tr><td><em>Apartment Walls + Floor Collision Data.</em></td><td><code>interior_-11_9_0_2</code></td></tr><tr><td><em>Apartment Floor.</em></td><td><code>quest_e1ef450702659584</code></td></tr><tr><td><em>Clutter On Sofa Wall Next To Stash (Tray Etc).</em></td><td><code>quest_b705140105a75f58</code></td></tr><tr><td><em>Apartment Bed Nook + Pillows.</em></td><td><code>quest_acd280b2b73c4d5b</code></td></tr><tr><td><em>Apartment Bed.</em></td><td><code>quest_2467054678ccf8f6</code></td></tr><tr><td><em>Walls Next To Entry Door, Beanbag, Desk.</em></td><td><code>quest_3509076113f76078</code></td></tr><tr><td><em>Bathroom Walls.</em></td><td><code>quest_2be595b225125038</code></td></tr><tr><td><em>Stash: Katana And Pistol Wall Molds.</em></td><td><code>quest_5eb84e72f3942283</code></td></tr><tr><td><em>Trauma Drama Trigger.</em></td><td><code>quest_1fbb2ceaeeaac973</code></td></tr><tr><td><em>Chrimera Core Memorabilia.</em></td><td><code>quest_bffc520d8fa11b1b</code></td></tr></tbody></table>

<table><thead><tr><th width="298">Description</th><th>Sector Files</th></tr></thead><tbody><tr><td><p>Vs Apartment: Northside (Motel)<br><em>Thanks Chanka on Discord</em><br><br>x = -1504.0516</p><p>y = 2227.487</p><p>z = 22.231918</p></td><td><p><code>exterior_-6_8_0_2 - Motel Exterior detail</code></p><p><code>interior_-48_68_0_0 - Motel Interior</code></p><p><code>interior_-12_17_0_2 - Walls/Larger Interior</code></p><p><code>exterior_-12_17_0_1 - Whole Block</code></p><p><code>interior_-47_69_0_0 - Right Side of Apt</code></p><p><code>interior_-48_69_0_0 - Left Side of Apt</code></p><p><code>interior_-24_34_0_1 - Furniture, Walls, Floors</code></p><p><code>exterior_-24_34_0_0 - Radio, Arcade machine, Hotel Exterior detail</code></p></td></tr><tr><td>V's Apartment: Japantown</td><td>interior_-13_15_0_0 walls, bedroom<br>interior_-25_30_0_0 hallway, plants, clutter</td></tr><tr><td>V's Mansion: Penthouse (Edgerunners)</td><td>exterior_-21_18_1_0<br>interior_-11_9_0_2<br>interior_-21_18_1_1<br>interior_-22_18_1_1<br>interior_-43_37_3_0<br>interior_-43_39_3_0<br><br>quest_81387f43768bad6c scorpion statue, dreamcatcher</td></tr><tr><td><p>V's Apartment: Corpo Plaza<br><br>x = -1604.0522</p><p>y = 353.99716</p><p>z = 49.200005</p></td><td><p>interior_-25_5_0_1 computer and far wall exterior_-25_5_0_0 computer and far wall clutter<br>interior_-51_10_1_0 stash + kitchen clutter<br>interior_-51_11_1_0 wardrobe +bath</p><p>interior_-50_11_1_0 desk, sofa cushions etc</p><p>interior_-26_5_0_1 Bed and larger walls<br>interior_-13_2_0_2 Floors &#x26; walls<br>exterior_-26_5_0_0 Doors &#x26; TVs</p></td></tr><tr><td>V's Apartment: The Glen (Loft)</td><td><p>interior_-24_-16_1_1 big walls, floors, pool table<br>interior_-48_-31_2_0 sofa, table, barstools, clutter<br>exterior_-24_-16_1_0 exterior walls<br></p><p>quest_ca115e9713d725d7 interaction prompts</p></td></tr><tr><td>V's Safehouse: Dogtown</td><td>ep1\interior_-70_-81_2_0<br>ep1\exterior_-35_-40_1_0<br>ep1\exterior_-35_-41_1_0 # radio<br>ep1\exterior_-18_-21_0_1 # generator<br>ep1\interior_-70_-80_2_0</td></tr><tr><td></td><td></td></tr></tbody></table>

### Vs apartment: Quest sectors

## NPC Homes

<table><thead><tr><th width="320">Description</th><th>Sector files</th></tr></thead><tbody><tr><td>Judys Apartment</td><td><p>interior_-15_28_0_1</p><p>interior_-15_29_0_1</p><p>interior_-28_57_1_0</p><p>interior_-28_58_1_0</p><p>interior_-29_57_1_0</p><p>interior_-29_58_1_0</p></td></tr><tr><td>Judys house by the lake</td><td>exterior_16_-55_2_0<br>exterior_17_-55_2_0<br>exterior_1_-4_0_4<br>exterior_2_-7_0_3<br>exterior_4_-14_0_2<br>exterior_8_-28_1_1<br>interior_17_-55_2_1<br>interior_34_-109_5_0<br>interior_35_-109_5_0</td></tr><tr><td><p>Northside, <a href="https://cyberpunk.fandom.com/wiki/Gig:_Scrolls_before_Swine">Scrolls Before Swine</a>: Aaron's Apartment<br><em>Edgerunners: Rebecca and Pilar's Apartment</em></p><p>(<em>thanks vinventive on Discord!</em>)</p></td><td>exterior_-10_41_0_0<br>interior_-10_41_0_1<br>interior_-19_82_1_0<br>interior_-20_81_1_0<br>interior_-20_82_1_0</td></tr><tr><td>Mamma Welles's house<br>(this sector is MASSIVE 24k+ nodes, has all the locations in the post intro cutscene)</td><td>quest_e6340f4e7a9a4922</td></tr><tr><td><p><strong>Hanako Arasaka</strong></p><ul><li><a href="https://cyberpunk.fandom.com/wiki/Arasaka_Estate"><em><mark style="color:yellow;">Arasaka Estate</mark></em></a></li></ul></td><td>exterior_0_1_0_4<br>exterior_2_7_1_1<br>exterior_2_8_1_1<br>exterior_4_15_3_0<br>exterior_4_16_3_0<br>interior_0_1_0_4<br>interior_2_8_1_2<br>interior_4_15_3_1<br>interior_4_16_3_1<br>interior_8_31_7_0<br>interior_8_32_7_0<br>interior_9_32_7_0</td></tr></tbody></table>

## Fixer Locations

*by FIorence*

<table data-full-width="false"><thead><tr><th width="312">Fixer / Location</th><th>Sector Files</th><th data-hidden></th><th data-hidden data-type="files"></th><th data-hidden data-type="content-ref"></th></tr></thead><tbody><tr><td><p><strong>Regina Jones</strong></p><ul><li><a href="https://cyberpunk.fandom.com/wiki/Yaiba_Tower"><em><mark style="color:yellow;">Yaiba Tower</mark></em></a></li></ul></td><td><p>exterior_-19_24_0_0 ‣ <mark style="color:yellow;">Yaiba Entrance</mark></p><p>exterior_-18_24_1_0 ‣ <mark style="color:yellow;">Yaiba Exterior &#x26; Interior</mark></p><p>interior_-18_24_1_1 ‣ <mark style="color:yellow;">Yaiba Interior</mark></p><p>interior_-37_49_2_0 ‣ <mark style="color:yellow;">Yaiba Interior</mark></p><p>interior_-36_49_2_0 ‣ <mark style="color:yellow;">Yaiba Interior</mark></p><p>interior_-19_24_1_1 ‣ <mark style="color:yellow;">Yaiba Interior</mark></p><p>exterior_-5_6_0_2 ‣ <mark style="color:yellow;">Yaiba, Kabuki Area</mark></p></td><td></td><td></td><td><a href="/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling/your-image-as-custom-mesh">Your image as custom mesh</a></td></tr><tr><td><p><strong>Dakota Smith</strong></p><ul><li><a href="https://cyberpunk.fandom.com/wiki/DaKota"><em><mark style="color:yellow;">DaKota Garage</mark></em></a></li></ul></td><td>exterior_37_-12_1_0 ‣ <mark style="color:yellow;">Garage Interior &#x26; Exterior</mark><br>exterior_18_-7_0_1 ‣ <mark style="color:yellow;">Garage Interior &#x26; Exterior</mark><br>exterior_37_-13_1_0 ‣ <mark style="color:yellow;">Garage Interior</mark><br>exterior_38_-12_1_0 ‣ <mark style="color:yellow;">Garage Interior</mark><br>exterior_4_-2_0_3 ‣ <mark style="color:yellow;">Garage Exterior</mark><br>exterior_9_-3_0_2 ‣ <mark style="color:yellow;">Garage Exterior</mark></td><td></td><td></td><td></td></tr><tr><td><p><strong>Dino Dinovic</strong></p><ul><li><a href="https://cyberpunk.fandom.com/wiki/Electric_Orgasm"><em><mark style="color:yellow;">Electric Orgasm</mark></em></a></li></ul></td><td><p>interior_-31_5_0_1 ‣ <mark style="color:yellow;">Bar Interior</mark><br>interior_-31_6_0_1 ‣ <mark style="color:yellow;">Bar Interior</mark><br>exterior_-31_5_0_1 ‣ <mark style="color:yellow;">Bar Exterior</mark></p><p>exterior_-31_5_0_0 ‣ <mark style="color:yellow;">Bar Exterior</mark></p><p>exterior_-8_1_0_2 ‣ <mark style="color:yellow;">Bar Exterior</mark><br>exterior_-16_2_0_1 ‣ <mark style="color:yellow;">Bar Exterior &#x26; Interior</mark></p></td><td></td><td></td><td></td></tr><tr><td><p><strong>Muamar Reyes</strong></p><ul><li><a href="https://cyberpunk.fandom.com/wiki/The_Badlands_Dam"><em><mark style="color:yellow;">Coronado Dam</mark></em></a></li></ul></td><td>exterior_6_-37_2_0 ‣ <mark style="color:yellow;">Parking, Plants &#x26; Trash</mark><br>exterior_3_-19_1_1 ‣ <mark style="color:yellow;">Plants &#x26; Road</mark><br>exterior_1_-10_0_2 ‣ <mark style="color:yellow;">Cliffside Parking &#x26; Trees</mark><br>exterior_0_-5_0_3 ‣ <mark style="color:yellow;">More Terrain &#x26; Collisions</mark></td><td></td><td></td><td></td></tr><tr><td><p><strong>Rogue Amendiares</strong></p><ul><li><a href="https://cyberpunk.fandom.com/wiki/Afterlife"><em><mark style="color:yellow;">The Afterlife</mark></em></a></li></ul></td><td><p>Interior_-45_30_0_0 ‣ <mark style="color:yellow;">Rogue's Room &#x26; Briefing Room</mark></p><p>Interior_-45_31_0_0 ‣ <mark style="color:yellow;">Rogue’s Booth &#x26; Room</mark></p><p>Interior_-45_32_0_0 ‣ <mark style="color:yellow;">Bathroom &#x26; Rogue’s Booth</mark></p><p>Interior_-46_30_0_0 ‣ <mark style="color:yellow;">Afterlife Briefing Room</mark></p><p>Interior_-46_31_0_0 ‣ <mark style="color:yellow;">Bar Area &#x26; Nix’s Room</mark></p><p>Interior_-46_32_0_0 ‣ <mark style="color:yellow;">Entrance &#x26; Seating Area</mark></p><p>Interior_-23_15_0_1 ‣ <mark style="color:yellow;">Afterlife Collision Nodes</mark></p><p>Interior_-12_8_0_2 ‣ <mark style="color:yellow;">Afterlife Collision Nodes</mark></p><p>Interior_-12_7_0_2 ‣ <mark style="color:yellow;">Afterlife Collision Nodes</mark></p><p>exterior_-23_16_0_0 ‣ <mark style="color:yellow;">Afterlife Interior &#x26; Exterior</mark></p></td><td></td><td></td><td></td></tr><tr><td><p><strong>Sebastian Ibarra</strong></p><ul><li><a href="https://cyberpunk.fandom.com/wiki/The_Glen"><em><mark style="color:yellow;">Glen, Basketball</mark></em></a></li></ul></td><td><p>exterior_-29_-20_0_0 ‣ <mark style="color:yellow;">Courtside Exterior &#x26; Buildings</mark><br>exterior_-15_-10_0_1 ‣ <mark style="color:yellow;">Courtside Exterior &#x26; Buildings</mark></p><p>exterior_-14_0_0_1 ‣ <mark style="color:yellow;">Glen Billboards &#x26; Roads</mark><br>exterior_-28_-20_0_0 ‣ <mark style="color:yellow;">Courtside Exterior &#x26; Buildings</mark><br>Exterior_-7_-5_0_2 ‣ <mark style="color:yellow;">Larger Glen Area</mark></p></td><td></td><td></td><td></td></tr><tr><td><p><strong>Wakako Okada</strong></p><ul><li><a href="https://cyberpunk.fandom.com/wiki/Pachinko_Parlor"><em><mark style="color:yellow;">Pachinko Parlor</mark></em></a></li></ul></td><td><p>interior_-11_12_0_1 ‣ <mark style="color:yellow;">Wakako's Office</mark></p><p>interior_-21_25_0_0 ‣ <mark style="color:yellow;">Parlor Interior</mark><br>exterior-6_6_0_1 ‣ <mark style="color:yellow;">Parlor Exterior</mark></p><p>exterior_-11_12_0_0 ‣ <mark style="color:yellow;">Jig-Jig Street Exterior</mark></p></td><td></td><td></td><td></td></tr><tr><td><p><strong>Mr. Hands</strong></p><ul><li><a href="https://cyberpunk.fandom.com/wiki/Heavy_Hearts"><em><mark style="color:yellow;">Heavy Hearts</mark></em></a></li></ul><p>x = -1577.5237</p><p>y = -2336.9883</p><p>z = 57.89293</p></td><td><p>interior_-50_-74_1_0 ‣ <mark style="color:yellow;">Mr. Hands Office &#x26; Interior</mark><br>exterior_-50_-74_1_0 ‣ <mark style="color:yellow;">Club Interior Collisions</mark></p><p>interior_-50_-73_1_0 ‣ <mark style="color:yellow;">Mr. Hands Office &#x26; Art</mark></p><p>interior_-13_-19_0_2 ‣ <mark style="color:yellow;">Club Exterior Collisions</mark><br>interior_-13_-19_0_2 ‣ <mark style="color:yellow;">Club Interior Meshes</mark><br>exterior_-25_-37_0_0 ‣ <mark style="color:yellow;">Club Interior Collisions</mark><br>exterior_-25_-37_0_0 ‣ <mark style="color:yellow;">Interior &#x26; Exterior Meshes</mark><br>interior_-25_-37_0_1 ‣ <mark style="color:yellow;">Club Interior Collisions</mark><br>interior_-25_-37_0_1 ‣ <mark style="color:yellow;">Interior &#x26; Exterior Meshes</mark><br>exterior_-25_-37_0_1 ‣ <mark style="color:yellow;">Misc Collisions</mark><br>interior_-51_-74_1_0 ‣ <mark style="color:yellow;">Club Meshes &#x26; Decals</mark></p></td><td></td><td></td><td></td></tr></tbody></table>

## Bars & Clubs

<table><thead><tr><th width="326">Description</th><th>Sector files</th></tr></thead><tbody><tr><td>El Coyote (Mama Welles's bar)</td><td>interior_-20_-16_0_1<br>interior_-39_-31_0_0<br>interior_-39_-32_0_0<br>interior_-40_-31_0_0<br>interior_-40_-32_0_0</td></tr><tr><td>Lizzie's<br><em>(thanks Flipdark95 on Discord)</em></td><td>exterior_-5_6_0_2<br>exterior_-10_12_0_1<br>exterior_-19_24_0_0<br>exterior_-19_24_0_1<br>interior_-37_48_0_0<br>interior_-37_49_0_0<br>interior_-38_48_0_0<br>interior_-38_49_0_0</td></tr><tr><td>Afterlife</td><td>interior_-45_30_0_0<br>interior_-45_31_0_0<br>interior_-45_32_0_0<br>interior_-46_30_0_0<br>interior_-46_31_0_0<br>interior_-46_32_0_0<br>interior_-23_15_0_1<br>interior_-23_16_0_1<br>interior_-12_8_0_2<br>interior_-12_7_0_2<br>exterior_-23_16_0_0</td></tr><tr><td>Totentanz - Club level</td><td><p>exterior_-27_34_1_0<br>exterior_-27_35_1_0</p><p>exterior_-28_34_1_0<br>exterior_-28_35_1_0<br>interior_-14_17_0_2<br>interior_-27_34_1_1<br>interior_-28_34_1_1<br>interior_-28_35_1_1<br>interior_-53_68_2_0<br>interior_-53_69_2_0<br>interior_-54_68_2_0<br>interior_-54_68_3_0<br>interior_-54_69_2_0<br>interior_-54_70_2_0<br>interior_-55_68_2_0</p></td></tr><tr><td>Atlantis<br>(From Jonny Flashback w Rogue)</td><td><p>interior_-12_16_0_1<br>interior_-12_16_1_1<br>interior_-12_17_0_1<br>interior_-12_17_1_1<br>interior_-13_16_0_1<br>interior_-13_16_1_1<br>interior_-13_17_0_1<br>interior_-13_17_1_1<br>interior_-24_33_1_0<br>interior_-24_33_2_0<br>interior_-24_34_0_0<br>interior_-24_34_1_0<br>interior_-24_34_2_0<br>interior_-24_35_2_0<br>interior_-25_33_1_0<br>interior_-25_33_2_0<br>interior_-25_34_1_0<br>interior_-25_34_2_0<br>interior_-6_8_0_2</p><p>interior_-2_2_0_4</p></td></tr><tr><td>Embers</td><td>interior_-57_-17_2_0</td></tr><tr><td>Cloud's<br>(Thanks TimNick151297)</td><td><p>interior_-21_25_4_0<br>interior_-21_24_3_0<br>interior_-21_24_4_0<br>interior_-11_12_2_1<br>interior_-11_12_1_1<br>interior_-21_25_3_0<br></p><p>exterior_-1_0_-1_6<br>exterior_-2_1_0_4<br>exterior_-3_3_0_2<br>exterior_-11_12_2_0<br>exterior_-6_6_1_1</p></td></tr></tbody></table>

## Associated Miscellaneous

<table><thead><tr><th width="339">Description</th><th>Sector files</th></tr></thead><tbody><tr><td>Japantown, Westbrook: Turbo's Diner<br><em>Edgerunners: party location after first gig</em></td><td>exterior_-7_6_0_1<br>exterior_-7_7_0_1</td></tr><tr><td>Strip mall</td><td>exterior_-8_-14_0_1</td></tr><tr><td>Scavs hideout<br><em>Thanks John CO on Discord</em></td><td>interior_-15_11_4_0<br>interior_-8_5_2_1<br>interior_-16_11_4_0<br>interior_-15_12_4_0<br>interior_-16_12_4_0<br>interior_-4_3_1_2<br>interior_-4_2_1_2<br>interior_-2_1_0_4</td></tr><tr><td><br>No Tell motel room after heist</td><td>interior_-36_41_0_0<br>interior_-18_20_0_1<br>interior_-9_10_0_2</td></tr><tr><td>Heist Hotel Rooms<br>(its the stack the bot goes down through)<br></td><td>interior_-17_13_1_2<br>interior_-18_13_0_2<br>interior_-18_13_1_2<br>interior_-18_14_0_2<br>interior_-34_27_2_1<br>interior_-35_27_1_1<br>interior_-35_27_2_1<br>interior_-35_28_2_1<br>interior_-68_54_5_0<br>interior_-68_55_5_0<br>interior_-69_55_3_0<br>interior_-69_55_4_0<br>interior_-69_55_5_0<br>interior_-69_56_3_0<br>interior_-69_56_4_0<br>interior_-70_55_3_0<br>interior_-70_55_4_0<br>interior_-70_55_5_0</td></tr><tr><td>Megabuilding 10 - Wilson Store interior</td><td>interior_-46_41_3_0</td></tr><tr><td>Voodoo Boys tunnels + church</td><td>[ "interior_-70_54_9_0.streamingsector", "interior_-70_55_9_0.streamingsector", "interior_-69_55_9_0.streamingsector", "interior_-35_27_4_1.streamingsector", "interior_-18_13_2_2.streamingsector", "interior_-70_55_8_0.streamingsector", "interior_-69_54_8_0.streamingsector", "interior_-69_55_8_0.streamingsector", "interior_-70_53_8_0.streamingsector", "interior_-35_28_4_1.streamingsector", "interior_-35_26_4_1.streamingsector", "interior_-69_53_8_0.streamingsector", "interior_-17_13_2_2.streamingsector", "interior_-68_54_8_0.streamingsector", "interior_-68_55_8_0.streamingsector", "interior_-34_27_4_1.streamingsector", "interior_-34_28_4_1.streamingsector", "interior_-68_56_8_0.streamingsector", "interior_-34_26_4_1.streamingsector", "interior_-68_53_8_0.streamingsector", "interior_-35_27_3_1.streamingsector", "interior_-35_26_3_1.streamingsector", "interior_-18_13_1_2.streamingsector", "interior_-17_13_1_2.streamingsector", "interior_-5_3_0_4.streamingsector", "interior_-18_13_0_2.streamingsector", "interior_-4_2_0_4.streamingsector", "interior_-3_0_-1_4.streamingsector", ]</td></tr></tbody></table>


# Reference: MinimapDataNodes

A list and section for further exploration of the MinimapDataNode and .cminimap files.

Certain exterior streaming sectors contain a list of coordinates that can be converted/quantized into vector shapes and displayed on the minimap. Currently, very little is known about them at time of writing and finding them was difficult. MinimapDataNodes are generally linked with .cminimap files, which are internally embedded into their streamingsector excluding a few that can be found in:\
\
base\worlds\03\_night\_city\sectors\_generated\minimap\resources\\

It is currently posited that they are tied to LOD3 Exterior Sectors.

Below is a list gathered from the JSON-converted files of all the world sectors from the base game of streaming sectors that contain Minimap Node Data and likely .cminimap embedded references for further study. As of right now, there appears to only be 394 in the base game, location information/correlation has yet to be discovered:

| Relative Path                                                                            |
| ---------------------------------------------------------------------------------------- |
| base\worlds\03\_night\_city\_compiled\default\exterior\_-10\_-13\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-10\_-7\_0\_3.streamingsector  |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-10\_-8\_0\_3.streamingsector  |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-13\_-12\_0\_3.streamingsector |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-15\_-7\_0\_3.streamingsector  |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-1\_-10\_0\_3.streamingsector  |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-1\_-11\_0\_3.streamingsector  |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-1\_-12\_0\_3.streamingsector  |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-1\_-1\_-1\_3.streamingsector  |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-1\_-1\_-1\_4.streamingsector  |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-1\_-1\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-1\_-1\_0\_4.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-1\_-2\_-1\_4.streamingsector  |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-1\_-2\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-1\_-2\_0\_4.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-1\_-3\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-1\_-3\_0\_4.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-1\_-4\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-1\_-4\_0\_4.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-1\_-5\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-1\_-5\_0\_4.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-1\_-6\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-1\_-6\_0\_4.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-1\_-7\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-1\_-7\_0\_4.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-1\_-8\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-1\_-9\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-1\_0\_-1\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-1\_0\_-1\_4.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-1\_0\_-1\_6.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-1\_0\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-1\_0\_0\_4.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-1\_1\_-1\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-1\_1\_-1\_4.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-1\_1\_-1\_6.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-1\_1\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-1\_1\_0\_4.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-1\_2\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-1\_2\_0\_4.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-1\_3\_-1\_4.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-1\_3\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-1\_3\_0\_4.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-1\_4\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-1\_4\_0\_4.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-1\_5\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-1\_6\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-1\_7\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-1\_8\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-2\_-10\_0\_3.streamingsector  |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-2\_-11\_0\_3.streamingsector  |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-2\_-12\_0\_3.streamingsector  |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-2\_-13\_0\_3.streamingsector  |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-2\_-1\_-1\_3.streamingsector  |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-2\_-1\_-1\_4.streamingsector  |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-2\_-1\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-2\_-1\_0\_4.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-2\_-2\_-1\_3.streamingsector  |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-2\_-2\_-1\_4.streamingsector  |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-2\_-2\_-1\_5.streamingsector  |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-2\_-2\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-2\_-2\_0\_4.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-2\_-3\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-2\_-3\_0\_4.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-2\_-4\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-2\_-4\_0\_4.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-2\_-5\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-2\_-5\_0\_4.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-2\_-6\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-2\_-6\_0\_4.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-2\_-7\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-2\_-7\_0\_4.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-2\_-8\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-2\_-9\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-2\_0\_-1\_4.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-2\_0\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-2\_0\_0\_4.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-2\_0\_0\_5.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-2\_1\_-1\_4.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-2\_1\_-1\_5.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-2\_1\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-2\_1\_0\_4.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-2\_1\_0\_5.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-2\_2\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-2\_2\_0\_4.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-2\_3\_-1\_4.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-2\_3\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-2\_3\_0\_4.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-2\_4\_-1\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-2\_4\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-2\_4\_0\_4.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-2\_5\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-2\_6\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-2\_7\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-2\_8\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-3\_-10\_0\_3.streamingsector  |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-3\_-11\_0\_3.streamingsector  |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-3\_-12\_0\_3.streamingsector  |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-3\_-13\_0\_3.streamingsector  |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-3\_-1\_-1\_3.streamingsector  |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-3\_-1\_-1\_4.streamingsector  |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-3\_-1\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-3\_-1\_0\_4.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-3\_-2\_-1\_4.streamingsector  |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-3\_-2\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-3\_-2\_0\_4.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-3\_-3\_-1\_3.streamingsector  |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-3\_-3\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-3\_-3\_0\_4.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-3\_-4\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-3\_-4\_0\_4.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-3\_-5\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-3\_-5\_0\_4.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-3\_-6\_-1\_3.streamingsector  |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-3\_-6\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-3\_-6\_0\_4.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-3\_-7\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-3\_-7\_0\_4.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-3\_-8\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-3\_-9\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-3\_0\_-1\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-3\_0\_-1\_4.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-3\_0\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-3\_0\_0\_4.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-3\_0\_1\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-3\_1\_-1\_4.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-3\_1\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-3\_1\_0\_4.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-3\_2\_-2\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-3\_2\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-3\_2\_0\_4.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-3\_3\_-1\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-3\_3\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-3\_3\_0\_4.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-3\_4\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-3\_4\_0\_4.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-3\_5\_-1\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-3\_5\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-3\_6\_-1\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-3\_6\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-3\_7\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-3\_8\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-4\_-10\_0\_3.streamingsector  |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-4\_-11\_0\_3.streamingsector  |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-4\_-12\_0\_3.streamingsector  |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-4\_-13\_0\_3.streamingsector  |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-4\_-1\_-1\_3.streamingsector  |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-4\_-1\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-4\_-2\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-4\_-3\_-1\_4.streamingsector  |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-4\_-3\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-4\_-3\_0\_4.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-4\_-4\_-1\_3.streamingsector  |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-4\_-4\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-4\_-4\_0\_4.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-4\_-5\_-1\_3.streamingsector  |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-4\_-5\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-4\_-5\_0\_4.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-4\_-6\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-4\_-6\_0\_4.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-4\_-7\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-4\_-7\_0\_4.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-4\_-8\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-4\_-8\_0\_4.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-4\_-9\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-4\_0\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-4\_1\_-1\_4.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-4\_1\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-4\_2\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-4\_3\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-4\_4\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-4\_4\_0\_4.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-4\_5\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-4\_6\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-4\_7\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-4\_8\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-4\_9\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-5\_-10\_0\_3.streamingsector  |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-5\_-11\_0\_3.streamingsector  |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-5\_-1\_-1\_3.streamingsector  |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-5\_-1\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-5\_-2\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-5\_-3\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-5\_-4\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-5\_-4\_0\_4.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-5\_-5\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-5\_-5\_0\_4.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-5\_-6\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-5\_-7\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-5\_-7\_0\_4.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-5\_-8\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-5\_-8\_0\_4.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-5\_-9\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-5\_0\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-5\_1\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-5\_2\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-5\_3\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-5\_3\_0\_4.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-5\_4\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-5\_4\_0\_4.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-5\_5\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-5\_6\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-5\_7\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-5\_8\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-5\_9\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-6\_-10\_0\_3.streamingsector  |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-6\_-11\_0\_3.streamingsector  |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-6\_-12\_0\_3.streamingsector  |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-6\_-15\_0\_3.streamingsector  |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-6\_-1\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-6\_-2\_-1\_3.streamingsector  |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-6\_-2\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-6\_-3\_-1\_3.streamingsector  |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-6\_-4\_-1\_3.streamingsector  |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-6\_-4\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-6\_-4\_0\_4.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-6\_-5\_-1\_3.streamingsector  |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-6\_-5\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-6\_-6\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-6\_-7\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-6\_-8\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-6\_-9\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-6\_0\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-6\_1\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-6\_3\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-6\_4\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-6\_5\_-1\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-6\_5\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-6\_7\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-6\_8\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-6\_9\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-7\_-10\_0\_3.streamingsector  |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-7\_-11\_0\_3.streamingsector  |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-7\_-12\_0\_3.streamingsector  |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-7\_-13\_0\_3.streamingsector  |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-7\_-14\_0\_3.streamingsector  |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-7\_-4\_0\_4.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-7\_-5\_-1\_3.streamingsector  |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-7\_-5\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-7\_-6\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-7\_-7\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-7\_-8\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-7\_-9\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-7\_0\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-7\_3\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-7\_7\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-7\_8\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-7\_9\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-8\_-10\_0\_3.streamingsector  |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-8\_-13\_0\_3.streamingsector  |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-8\_-14\_0\_3.streamingsector  |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-8\_-4\_0\_4.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-8\_-6\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-8\_-7\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-8\_-8\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-8\_-9\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-8\_0\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-9\_-13\_0\_3.streamingsector  |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-9\_-8\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_-9\_-9\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_0\_-1\_-1\_4.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_0\_-1\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_0\_-1\_0\_4.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_0\_-2\_-1\_4.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_0\_-2\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_0\_-2\_0\_4.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_0\_-3\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_0\_-3\_0\_4.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_0\_-4\_-1\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_0\_-4\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_0\_-4\_0\_4.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_0\_-5\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_0\_-5\_0\_4.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_0\_-6\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_0\_-7\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_0\_-8\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_0\_-9\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_0\_0\_-1\_6.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_0\_0\_0\_3.streamingsector     |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_0\_0\_0\_4.streamingsector     |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_0\_0\_0\_6.streamingsector     |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_0\_1\_0\_3.streamingsector     |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_0\_1\_0\_4.streamingsector     |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_0\_2\_0\_3.streamingsector     |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_0\_2\_0\_4.streamingsector     |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_0\_3\_0\_3.streamingsector     |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_0\_4\_0\_3.streamingsector     |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_0\_5\_0\_3.streamingsector     |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_10\_-1\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_10\_-2\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_10\_-3\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_10\_-4\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_11\_-2\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_11\_-3\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_11\_-4\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_12\_-3\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_12\_-4\_0\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_1\_-1\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_1\_-1\_0\_4.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_1\_-1\_0\_6.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_1\_-2\_-1\_3.streamingsector   |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_1\_-2\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_1\_-2\_0\_4.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_1\_-3\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_1\_-3\_0\_4.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_1\_-4\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_1\_-4\_0\_4.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_1\_-5\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_1\_-6\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_1\_-7\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_1\_-8\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_1\_0\_0\_4.streamingsector     |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_1\_1\_0\_4.streamingsector     |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_1\_2\_0\_3.streamingsector     |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_1\_2\_0\_4.streamingsector     |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_1\_3\_0\_3.streamingsector     |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_1\_4\_0\_3.streamingsector     |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_1\_5\_0\_3.streamingsector     |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_2\_-1\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_2\_-1\_0\_4.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_2\_-1\_0\_5.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_2\_-2\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_2\_-2\_0\_4.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_2\_-3\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_2\_-3\_0\_4.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_2\_-4\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_2\_-6\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_2\_-7\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_2\_0\_0\_4.streamingsector     |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_2\_1\_0\_4.streamingsector     |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_2\_2\_0\_3.streamingsector     |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_2\_3\_0\_3.streamingsector     |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_3\_-1\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_3\_-1\_0\_4.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_3\_-2\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_3\_-2\_0\_4.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_3\_-3\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_3\_-3\_0\_4.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_3\_-4\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_3\_-6\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_3\_0\_0\_3.streamingsector     |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_3\_0\_0\_4.streamingsector     |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_3\_1\_0\_4.streamingsector     |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_3\_2\_0\_3.streamingsector     |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_3\_4\_-1\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_3\_4\_0\_3.streamingsector     |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_4\_-1\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_4\_-1\_0\_4.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_4\_-2\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_4\_-2\_0\_4.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_4\_-3\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_4\_-3\_0\_4.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_4\_-4\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_4\_-5\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_4\_0\_0\_3.streamingsector     |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_4\_1\_0\_3.streamingsector     |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_4\_1\_0\_4.streamingsector     |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_4\_3\_0\_3.streamingsector     |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_5\_-1\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_5\_-1\_0\_4.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_5\_-2\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_5\_-2\_0\_4.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_5\_-3\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_5\_-4\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_5\_-5\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_5\_-6\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_5\_0\_0\_3.streamingsector     |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_6\_-1\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_6\_-1\_0\_4.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_6\_-2\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_6\_-2\_0\_4.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_6\_-3\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_6\_-4\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_6\_-5\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_6\_0\_0\_3.streamingsector     |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_6\_1\_0\_3.streamingsector     |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_6\_2\_0\_3.streamingsector     |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_7\_-1\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_7\_-2\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_7\_-3\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_7\_-4\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_7\_0\_0\_3.streamingsector     |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_7\_1\_0\_3.streamingsector     |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_8\_-1\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_8\_-2\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_8\_-3\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_8\_-4\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_8\_-5\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_8\_2\_0\_3.streamingsector     |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_9\_-1\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_9\_-2\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_9\_-3\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_9\_-4\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_9\_-5\_0\_3.streamingsector    |
| base\worlds\03\_night\_city\\\_compiled\default\exterior\_9\_2\_0\_3.streamingsector     |


# Finding Locations

How to find Cyberpunk locations in the files

This page will show you **how to find** locations and sectors. If you already know them, check [World Editing](/cyberpunk-2077-modding/modding-guides/world-editing)for guides on how to modify them.

For a list of existing node types and information about them, see [Reference: .streamingsector node types](/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/reference-world-sectors/reference-.streamingsector-node-types)

## Existing lists

There are several overviews of interesting locations:

<table><thead><tr><th width="290"></th><th></th></tr></thead><tbody><tr><td><a data-mention href="/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/reference-world-sectors">Reference: World Sectors</a></td><td>Wiki: List of world sectors for e.g. V's apartment.</td></tr><tr><td><a href="https://wiki.redmodding.org/cyber-engine-tweaks/teleportation-locations">CET wiki</a></td><td>List of interesting locations for teleporting</td></tr><tr><td><a href="https://discord.com/invite/47jV2rNdgn">AMM DIscord</a></td><td>An entire channel dedicated to locations</td></tr></tbody></table>

## Getting an item's world sector

1. Install [RedHotTools](https://github.com/psiberx/cp2077-red-hot-tools/releases/) >= 0.5.2. You need both the plugin and the extra zip for CET.

   <figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-304d6ed8bd326a648c115128e4bf7d6788b56a3c%2Fred_hot_tools_download.png?alt=media" alt=""><figcaption></figcaption></figure>
2. Extract them directly into your Cyberpunk game directory and start the game.
3. Head to the location that you want to edit.
4. Look at the item
5. Open the CET overlay
6. Open RedHotTool's [RedHotTools](/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/redhottools#inspect) or [RedHotTools](/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/redhottools#scan) tab and see the sector information:

## Legacy information

With the release of [RedHotTools](https://github.com/psiberx/cp2077-red-hot-tools/releases/) 0.5.2, the information in the box below has become obsolete and will only be preserved for posterity.

### Getting the player's coordinates

Run the following command in CET's console:

```
print(GetPlayer():GetWorldPosition())
```

<details>

<summary>Finding sectors: Legacy information</summary>

**Finding a specific sector**

For technical stuff about sectors and the really manual way to look for things go [here](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators/files-and-what-they-do/the-whole-world-.streamingsector). For less masochistic methods read on.

**Prerequisite: Getting the coordinates**

Complete [#getting-the-players-coordinates](#getting-the-players-coordinates "mention"). Copy the result and put it into a txt file somewhere.

**Method 1: the Wolvenkit preview**

1. In Wolvenkit, open the file `base\worlds\03_night_city\_compiled\default\blocks\all.streamingblock`
2. Switch to the second tab "All Sector Preview"
3. In the panel to the right, enter the coordinates that you copied from the game in step 2
4. Click "Search for Coordinate"
5. Optional: Zoom in

You can double-click on the red text to load the corresponding streamingsector file into the streamingblock's preview!

<img src="https://files.gitbook.com/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-MP_ozZVx2gRZUPXkd4r%2Fuploads%2FGzn7chW8b7Kia3ogCFjy%2Fstreamingsector_finding_sector.png?alt=media&#x26;token=8121dbe6-6c21-43fe-b5a4-cda97b58a30a" alt="veri nise" data-size="original">

For details on how to find other LOD levels, check [here](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-know-how/files-and-what-they-do/the-whole-world-.streamingsector#calculating-the-files).

**Method 2: Following the meshes**

If you know a mesh that's used inside the location, you can right-click the mesh file inside Wolvenkit's asset browser and use "**Find files using this**".

You might want to consider using a unique mesh rather than a standard cup or bottle.

<img src="https://files.gitbook.com/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-MP_ozZVx2gRZUPXkd4r%2Fuploads%2FJfiWdJYZtgTynfdwObbH%2Fstreamingsectors_find_files_using_this.png?alt=media&#x26;token=a8d590c2-7421-4b43-a61f-ba9fe8a2a056" alt="" data-size="original">

**Method 3: Via script**

Go [here for PL](https://colab.research.google.com/github/Simarilius-uk/sectorStuff/blob/main/AllBlocks_colab_w_streamingblock_PL.ipynb) ([old link](https://colab.research.google.com/github/Simarilius-uk/sectorStuff/blob/main/AllBlocks_colab_w_streamingblock.ipynb)) and either use the script in your webbrowser (recommended) or download the script locally to run it with Python.

**When running from browser:**

Change the x, y and z coordinate to the coordinates that you found[ via CET](#prerequisite-getting-the-coordinates):thumbsup:

<img src="https://files.gitbook.com/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-MP_ozZVx2gRZUPXkd4r%2Fuploads%2FzqTXNEq2qAMPvHS713vW%2Fexport_streaming_blender_search_script.png?alt=media&#x26;token=ff5f9877-4b3a-458d-8241-aef6e2a96294" alt="or via CET: print(GetPlayer():GetWorldPosition())" data-size="original">

**When running locally:**

The script requires you to have a local json export of `all.streamingblock` somewhere.

Change line 11 to the absolute path of your json (remember the double slashes):

```
11     filepath = 'C:\\CyberpunkModding\\Files\\all.streamingblock.json'
```

You'll find the coordinates in line 31. Change them to the coordinates that you found [via CET](#perquisite-getting-the-coordinates):

```
31     player_loc={'X':-1604.0522,'Y':353.99716,'Z':49.200005}
```

Now, run the script via Python. It'll give you a list of interior/exterior sector files together with the distance from your coordinates.

The blocks at the bottom can be used to generate a streamingblock json file for just the results, which can be imported to wolvenkit to preview them as per Method 1. if running the script locally you will need to download the sectors.streamingblock file from the github and edit the templatepath variable to point at it.

</details>




---

[Next Page](https://wiki.redmodding.org/cyberpunk-2077-modding/llms-full.txt/1)

