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Welcome to the Cyberpunk 2077 modding wiki!
This is the dedicated repository for modding guides, resources and know-how.
This wiki is a community project! Do you want to improve or add anything? Become an editor and start editing right now, or find us on Discord.
Don't worry, we'll review everything - you can't mess anything up, and all contributions are welcome!
Modding Troubleshooting
Mod Dev - Getting Started
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
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.
How to contribute to the thing you're currently reading (please do)!
Published: Feb 11 2024 by Last documented update: Nov 10 2024 by
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 or (github/Google account required)
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 You don't know shit about Netrunning? Doesn't matter, !
We don't have to research stuff all over . Want more than that? Here's where you can start digging...
You can easily find people who can help you Published: Feb 11 2024 by If you make any progress on this, please contact 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)
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 , and we'll clear up the misunderstanding — because communication is hard and everyone here has the same goals.
Before you can edit, you need to (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.
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 and a wiki admin merges your changes, nothing of what you do will go live, so you can safely break everything.
Your edits will be saved in your change request, so that you (or somebody else) can resume editing later. See
When creating a new change request, please give it a title immediately (see the screenshot under as for why)
You can create one by clicking the Edit button in the upper right corner:
If you want to know more, you can check for this, or read the TL;DR below:
In the top left of your
Clicking on "Change Requests" to the left opens a side bar panel where you can browse existing change requests:
Click the "Edit" button to create a new change request:
You can upload images by either pasting them, or drag-and-dropping them into the article. Please make sure to
When you're done editing, you can request a review. The button is on the topright where the Edit button used to be:
... 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.
Please check the page for a few basics on wiki editing!
Using REDmod to export .mesh and .w2mesh files to .fbx format
Optional Parameters for meshes
Example Command:
Recommended stable plugin version
Lights and their properties at a glance
Published: Feb 09 2024 by Last documented edit: Feb 09 2024 by
This page gives you an overview about lights at a glance.
For a guide how to add lights to AMM props, check
For an overview and explanation of lights, check (currently WIP)
base\gameplay\devices\lights\indestructible\fluorescent_lamp_b.ent
Recolourable via AMM panel. Has a Light and a LightGlow component, no flicker
for candle > .ent
Fixed colour, flickering light, soft natural glow
-lod=<uint> - Defines mesh's lod to be exported
-mesh-skinning=<bool> - export skinning (armature data) default is false
redmod resource-export -depot="M:\" -input="base\test\example.mesh" -output="M:\base\test\example.fbx" -lod=1 -mesh-skinning=true
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)
redmod resource-export -depot="M:\" -input="base\test\example.xbm" -output="M:\base\test\example.png" -bitmap-flip=true
you can also export textures using the wolvenkit gui (recommended)
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.
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.
Created: Nov 10 2024 by Last documented update: Nov 10 2024 by
This page contains our wiki editing guidelines.
If you would rather learn how to edit the wiki, please check The Wiki -> How to edit
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:
Please give your wiki page a header (see Summary). You can find a template to copy and paste under Page Header: Summary.
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:
Please name your images. As of November 2024, you can find the "Files
" section on the left, in a tab behind the "Pages
" tree:
Keep guides short and concise.
It's easier to follow a numbered list than to read a long paragraph
Use bold text to highlight stuff that is important.
For anything extra, check Put extra info into expandables.
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!
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
Anything that's not immediately relevant to the guide (but too interesting to cut out) can go into an expendable box.
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) for this.
psiberx's RedHotTools - a powerful utility for better mod development
Created: Jun 13 2024 by Last documented edit: Aug 18 2024 by
This page will give you an overview about psiberx's mod RedHotTools, give you an Installation guide, and link you to more detailed documentation on the sub-pages.
Integrated with Cyber Engine Tweaks, Wolvenkit and VisualStudio Code, RHT offers an invaluable toolikit for mod developers:
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
Via 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.
This CEt widget lets you inspect the game's interface. Read more about it under RHT: Ink Inspector
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
This feature is enabled automatically
See scripts validation and binding errors
Prevent game from starting if scripts compilation fails
You can download RedHotTools on psiberx's github:
To install it, extract both downloaded files directly into your Cyberpunk 2077 game directory.
This page explains the features added in the different game versions.
Load mod load order from a text file. by Auska
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.
Fix mesh Export paths and allow exporting to non-base resource paths. by Mana Vortex
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
Launch parameters for use from game launchers (and what they do)
Created: Jan 19 2025 by Last documented update: Jan 19 2025 by
This page lists some known launch parameters use from game launchers like Steam, GOG and Epic, but may work for other launchers like Heroic.
If you are trying to get your modded Steam Deck to work, check Modding on Linux
launcher-skip
Starts Cyberpunk 2077 right away, skipping REDLauncher
WolvenKit - The ultimate mod editor for REDengine games
To dowload the tool and know more about it, go to the WolvenKit Wiki:
WolvenKit is an open-source modding tool for Cyberpunk 2077 and The Witcher 3: Wild Hunt. Our vision is to develop a standalone software which can read and write all REDengine file formats, simplify and accelerate modding workflows, and help you create great mods for great games.
List of words that need more context
Published: ??? by 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)
GitHub: 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.
REDengine: 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).
Official Modkit for The Witcher 3 (WCC): 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!
REDmod: An for .
WolvenKit: The unofficial .
WolvenKit CLI: The of WolvenKit. (Formerly CP77 Tools)
CP77 Tools: The original Cyberpunk 2077 modding Command Line Tools. (Renamed and moved to WolvenKit CLI)
Noesis: (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.
010 Editor: (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.
masklist: The masklist file is a custom .txt document used as a helper file to generate new mlmasks using the Import/Export tool.
Material json: 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)
Cooked/Uncooked: Whether a file is compressed by the REDengine build process.
Cooked: Files extracted with the Asset Browser using WolvenKit (including Legacy) are cooked files. See also:
Uncooked: 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.
Packed: 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.
Raw: 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.
Resource: A technical term for a REDengine asset file (e.g. .xbm, .mesh, .env).
W2RC/CR2W: The file magic number for REDengine files. REDengine resource files are commonly referenced as W2RC/CR2W files for shorthand.
Reference: 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.
Vanilla: Original or unmodified i.e. Johnny Silverhand's vanilla appearance can be changed with a DLC.
Legacy: Techie slang for "the old system". Note that the new system doesn't have to be better, just newer.
Core Mods
: Cyber Engine Tweaks, a utilized by the majority of mods.
: a core , which allows modders to add new features, modify the game behavior, add new scripting functions or call existing ones in your own plugins.
: is a core that can be integrated with the game and used to add/replace game scripts.
: without touching original game files, thus allowing multiple mods to expand same resources without conflicts. Requires Red4Ext.
: to create mods that modify TweakDB, a proprietary database of REDengine 4, containing essential information about game entities and behavior. Requires Red4Ext.
: is a library and framework for creating redscript and Cyber Engine Tweaks mods. Requires Red4Ext.
Other optional mods that greatly enhance user experience
AMM: 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 - decorate with endless props, and so much more awaits! Requires CET and Codeware.
: a custom characters framework and QOL tweaks for Photo Mode.
: in regards to clothes transmog system.
: an extender of Cyberpunk's core functionality in regards to cyberware slot expansions system.
What is Noesis?
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 from Rich Whitehouse's website
Download the plugin from here \
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.
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.
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.
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 asset files that describe its relationship to the game, other assets, and itself.
The following list contains file formats that are used to compose visual assets such as vehicles and weapons.
3d models
2d textures
Parent file for most visual assets which is directly linked by the
Sets up appearances for assets such as NPCs and vehicles referenced by
Base shader files for REDengine
Instanced shaders for mesh materials
Mask component of the
Material setup component of the
Pre-defined tiling surface component of the
Color ramp data to set colors for meshes using the hair
"I can show you the world"
Created: Aug 18 2024 by Last documented edit: Aug 18 2024 by
This page describes RHT's World Inspector, telliung you what you can do with it.
Here, you can inspect world nodes and their properties:
Here, you can scan for any nodes around you:
If you expand the node properties, you can simply hide them at run-time, or use the integration with to create permanent presets:
Reverse search of world nodes and spawned entities by their node IDs (e.g. if you're browsing a sector in Wolvenkit)
The world inspector's Watch
tab lets you inspect the player puppet and all of their components at runtime.
deploy
- Deploys mods to the game by compiling them together
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
-root=<path>
the game root folder for which the deploy command is run.
INFO - this needs to be
<Cyberpunk 2077>
-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.
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.
All vendor IDs
Created: Jan 28 2024 by Update: Jun 29 2024 by Latest update: Feb 20 2025 by Current Version: 2.2
(Corpo Plaza)
Vendors.cct_cpz_cloth_02 Vendors.cct_cpz_food_01 Vendors.cct_cpz_food_02 Vendors.cct_cpz_medic_01
(Downtown)
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
(The Glen)
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
(Vista Del Rey)
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
(Wellsprings)
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
(Coastview)
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
(West Wind Estate)
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
(Dogtown)
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
(Arroyo)
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
(Rancho Coronado)
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
(Arasaka Waterfront)
Vendors.wat_awf_foodstore_01 Vendors.wat_waterfront_armorsmith_01
(Kabuki)
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
(Little China)
Vendors.wat_ich_clothingshop_01 Vendors.wat_Ich_cyberware_store_01 Vendors.wat_Ich_foodshop_01 Vendors.wat_Ich_foodshop_02 Vendors.wat_ich_foodshop_03 Vendors.wat_Ich_gunsmith_01 Vendors.wat_Ich_medicstore_01 Vendors.wat_Ich_melee_01 Vendors.wat_Ich_melee_02 Vendors.wat_ich_netrunner_01 Vendors.wat_ich_ripperdoc_01 Vendors.wat_little_china_armorsmith_01
(North Side)
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
(Charter Hill)
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
(Japantown)
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
(North Oak)
Vendors.wbr_nok_cyberware_store_01 Vendors.wbr_nok_foodshop_02 Vendors.wbr_nok_medic_01
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
A list of weapon damage effects, and how to apply them
To make a tweak mod in REDmod:
make a new mod and create a new folder here: <Cyberpunk 2077>/mods/MODNAME/tweaks
copy the .tweak
file(s) you want to change from <Cyberpunk 2077>/tools/redmod/tweaks
❗ preserving the folder structure!
add a info.json
file to <Cyberpunk 2077>/mods/MODNAME/tweaks
with some mod info
✅ Done. To test, launch the game with REDmod.
What is 010 Editor?
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.
The 010 Editor can be downloaded from Sweetscape's website
alphaZomega's CP77_CR2W.bt 010 template can be downloaded from the following link:
Install 010 Editor and run it.
install alphaZomega's template by navigating to Templates > View Installed Templates, then click Add and add CP77_CR2W.bt.
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.
Unpack and pack the compressed "KARK'd" data within a CP77_CR2W file
Deletes an entire name and value's worth of a section inside the aforementioned formatted file
Changes all the Material headers' numbers inside a file to be a universal one with zero offsets
Creates a new material header inside a file
A collection of tweak IDs for certain types of entity
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.
For the documentation on .app files (appearance definitions), see or check the subpage.
For the documentation on .ent files, see .
An example entry for a vehicle entEntityTemplate from a vehicle's .ent file looks like this:
Analyze Cyberpunk's UI
Created: Aug 18 2024 by Last documented edit: Aug 18 2024 by
This page describes RHT's Ink Inspector and tells you how to analyze Cyberpunk's UI
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.
By binding a custom hotkey, you can analyze any widget on the game's default interface:
In base\appearance_mappings.json
, entity types have their resources defined. The vehicle definition is below:
Frequently used tools for modding workflows
The open source CP77 lynchpin we all know and love, which is getting better with every bug you file!
Open Source 3D modelling
Convert .mesh files into a wide variety of other 3d file extensions (like GLB and FBX)
Open source Photoshop alternative.
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.
Edit multilayered materials
These tools are no longer maintained/supported
Usage:
redmod deploy -root=<path> [options]
Arguments:
-root=<path>
Options:
-mod=<name>
-h, --help
{
"name": "MODNAME",
"description": "Description for the tweak mod.",
"version": "1.0.0",
"customSounds": [ ]
}
name
quadra_type66__basic_urban_01
appearanceResource
[`base\vehicles\appearances\sport\quadra_type66__basic.app`](.app-file-appearanceresource.md)
appearanceName
urban_01
name
Vehicle
baseTypesFile
base\vehicles\base_types_map.csv
baseTypePrefix
baseType
categoriesFile
base\vehicles\categories.csv
partsFile
partsCategoriesFile
scanDirectory
base\vehicles\
filenameParsingRules
redmod import -gameRoot=<depot> -inputPath=<file> -animset=<resource-path> [options]
Arguments:
-gameRoot=<depot>
-inputPath=<file>
-animset=<resource-path>
Options:
-outputPath=<resource-path>
-animationRename=<name>
-h, --help
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.
-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
)
-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.
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
.
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
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
???
https://www.cyberpunk.net/en/modding-support
Last documented edit: Sep 08 2024 by
This page will tell you the following things:
If you just want to turn it on, check here.
If you're looking for the log, go to your Cyberpunk 2077 game directory and find it under
tools\redmod\bin\REDmodLog.txt
If you are a mod developer, check REDmod for mod devs
TL;DR: You trade a longer initial startup for shorter loading screens.
But REDmods come second in load order. The easiest way to avoid these altogether is not using REDmod, which is why it never took off.
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.
As of September 2024, the only thing we can't do without REDmod is adding new sounds (replacing existing sounds is fine). The Audioware mod attempts to mitigate that.
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.
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.
When REDmod is installed correctly you will find a new folder tools/redmod
inside your game root directory, with subfolders: bin
, scripts
, tweaks
.
Published: 22.09.2024 by Last documented update: 22.09.2024 by
This guide will show you how to download and install the Wolvenkit Blender IO Suite from github source. You only need this if you want the newest features and fixes.
Unless you either know what you're doing or have been told by someone in the discord support channel to install the current development version, you should not be here. Head to Installing the Wolvenkit Blender Plugin -> Step 0: Download the plugin.
Head to the Wolvenkit Blender IO suite's github repository
Click the green Code
button
Click "Download ZIP
" at the bottom
You should have downloaded a file called Cyberpunk-Blender-add-on-main.zip
.
Open the Blender Preferences (Toolbar: Edit
-> Preferences
) and select the AddOns
tab
Search for cyberpunk
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
Everything before the __init__.py
is the path to the current install (replace VERSION with your Blender version, e.g. 4.4
)
Open an Windows Explorer there
As a shortcut, you can press Windows+R
, paste %APPDATA%\Blender Foundation\Blender
into the box, and press Enter.
Navigate your Windows Explorer to the path you found in 2.3
(Shortcut: Windows+R
, type %APPDATA%
, confirm, then browse from there)
Delete the whole i_scene_cp77_gltf
folder.
Leave the explorer window open, you need it for Step 3!
Open Cyberpunk-Blender-add-on-main.zip
that you downloaded in step 1.
Find the folder named i_scene_cp77_gltf
. This is the blender add-on:
Copy or drag the folder to the addons
folder from step 2.2.
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.
Happy modding!
How to use the auto refitter
Published: ??? by Last documented edit: Feb 12 2024 by
The auto-refitter is a tool developed by that automates the tedious process of refitting meshes for the various body mods. This wiki page will show you how to use it.
If you want to manually refit an item, check R&R: Refitting (step by step) or follow the links from there
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:
Future versions of the plugin will make this process much easier. For now:
Duplicate the mesh (Hotkey: Shift+D
, Esc
)
Delete the shapekeys from one of the meshes
Delete the modifier from the other mesh
After the shapekeys are gone, apply the modifier:
Select the mesh without shapekeys (the one you changed by applying the modifier)
Switch to the Data tab and create a modifyer by hitting the + button
Name your new shapekey Basis
. This is how it's supposed to look when no shapekeys are active.
Select the mesh with shapekeys (the one with the original shape)
Switch to the Data tab, select the second shapekey in the list, and transfer it:
Repeat the process with all other shapekeys
You can now delete the original mesh.
OK, that's a bit nasty, because it means you'll have to either merge the shapekeys, or create 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 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
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):
(?: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
av
Aerial
sport
Car
standard
Car
utility
Car
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.
Check a folder with .archive files for conflicts (which files modify the same resource)
Download from Fuzzo's github
Extract somewhere
call via command line: red4-conflicts.exe "c:\Path\to\Cyberpunk 2077\archive\pc\mods"
Profit
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:
Create Inkatlas files, error checking and more.
https://github.com/DoctorPresto/Cyberpunk-Helper-Scripts
for WKit export "With Materials"
Justifies UVs, generation of hair cards Mesh has to be in quads
Ctrl+J only works if they don't share bones
A sample page header for you to copy/paste
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, but can be used standalone.
After pasting, don't forget to adjust the text (and delete the hint boxes)
If you want to [do something else] instead, you can check [link]
Or maybe you want to see [the corresponding cheat sheet]?
To complete this guide, you need the following tools:
Wolvenkit |
>= 8.15
You can't make mods without Wolvenkit
>= 4.2
3d editing software. You only need this if...
>= 1.6.0
The Wolvenkit Blender Addon. You can't import/export to Blender without it.
How does load order work in Cyberpunk?
Written & Published: Nov 22, 2023 by
This page will explain to you what Load Order is and how it works, then tell you how to influence it.
You're not supposed to manage load order conflicts outside of .archive
mods and REDmods. If you ever feel the need to do that, a modder fucked up. An exception to this are Tweak mods, as the tweakDB is also a database of static values, conflicts can happen (e.g. two mods both edit the weapon stats of the Masamune).
For REDmods, see
For .archive mods, use Fuzzo's Archive Conflict Checker Tool ().
There currently is no tool to check tweak conflicts
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.
There are two mods that change boob size (and both mods modify the same file, e.g. a rig or mesh):
Since i_know_nothing_about_back_problems will load first, the conflicting file inside realistic_boobs_DDDDDDDDD_cup does nothing.
The game loads mods in the following order (higher wins):
All .archive files in Cyberpunk 2077/archive/pc/mod
in alphabetical order (see below).
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. The file may contain archive names, one mod archive name in each line. Example:
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.
Anything in Cyberpunk 2077/mods
. All REDmod archives are loaded strictly after all archive files found inside /archive/pc/mod
.
The game reads mods in ASCII-alphabetical order (REDmods by folder name, .archive files by archive file name).
This is ASCII ordering:
You can re-name your folders and .archive files following the rules under to influence in which order the game will load your mods, or you can use Fuzzo's Archive Conflict Checker Tool ().
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.
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 , then your Wolvenkit project could be named _00_ArchiveXL_Netrunner_Variants
, or _ArchiveXL_Netrunner_00_Recolour
.
Plugin error messages and how to resolve them
Published: Apr 19 2024 by Last documented update: Apr 19 2024 by
This page will tell you how to resolve error messages from the .
You can also check for less addon-specific mesh troubleshooting
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
This should only happen for meshes with armatures. You can check the screenshot under for references.
Switch to the Data tab (the green triangle)
The plugin should have switched your viewport to Edit Mode (if not, do it yourself - hotkey: Tab
)
Find out which vertices are the problem by moving them around in the edit view
In the list of vertex groups, select the armature bone closest to your ungrouped verts
Click the "Assign" button under the vertex groups panel
Rinse and repeat the process for all submeshes until the plugin lets you export
You are trying to export a pose, but you didn't select your armature. Click on the armature object in the outliner:
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.
For Cyberpunk material assignments to work, your mesh must have UV maps.
Switch to the Data tab and add one:
You should now be able to export, but your material will most likely look funky. To remedy this, refer to ->
Triangulation means that faces must have exactly three corners.
The plugin should have switched the viewport to Edit Mode. If not, do it yourself (Hotkey: Tab
)
Triangulate faces (Hotkey: Ctrl+T
). The default settings are fine.
You should now be able to export.
You have vertex groups in your mesh that don't have a corresponding bone in the armature. to delete them:
The armature (rig, skeleton) is the thing that makes your mesh move in-game.
If your mesh isn't supposed to move, check
If your mesh is supposed to move with the body, check
It's enough to check the "Export as Static Prop" box during export, and the error will go away.
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 and follow the steps.
Open the Modifiers
tab (the orange wrench) and repeat the following steps for each mesh:
Make sure that there is exactly one Armature
modifier present. If there is none, click Add Modifier
and add one.
Click into Object
and select the armature that your mesh is parented to.
You need to reduce the vertex count.
That's due to . See for how to remedy this.
If it's not working as expected
Published: Jan 20 2024 by Last documented update: Apr 19 2024 by
This page contains troubleshooting options for the .
If the plugin gives you error messages on export, please check instead.
If you can't solve your problem with these steps, feel free to reach out on in the #blender-add-on
channel.
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.
You can see the exact Blender version in the lower right corner of the program:
You can find the current supported version in the table above (under ), or check the .
Open the preferences from the menu (Edit -> Preferences)
Switch to the AddOns
tab in the bar on the left
In the filter field at the top right of the list, search for cyberpunk
Expand the entry and find the Version
field
If you installed Blender via Steam, stay on the stable stream and make sure to keep Blender up-to-date.
See if Blender encountered any errors by checking the console output. From the menu, select View
-> Toggle System Console
.
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 .
After updating Wolvenkit, make sure to re-export your .mesh with materials!
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:
From the Tools
menu, select the Depot generator
Click the Migrate Files
button at the bottom and wait until WKit is done
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:
From the Tools
menu, select the Depot generator
Click the first button (Open Depot Folder
) to open the folder in Windows Explorer
Delete everything there
Re-export your .mesh with materials
Your problem should be gone now
Install guide
Published: ??? by Last documented update: Nov 29 2024 by
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 instead.
Download the latest release of the plugin from github:
On the page, find the most recent release
Scroll past the change notes to the Assets section
Download the zip file with the plugin:
Start Blender
Open the Blender Preferences (Toolbar: Edit
-> Preferences
) and select the AddOns
tab
Click the "Install" button and select the zip file you downloaded in step 2
After you have successfully installed the plugin, you can now use the search bar to find it:
Make sure the box is checked and restart Blender.
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):
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.
Last documented update: June 06 2025 by
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).
The REDmod sound import tool can be used in a 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 in the bottom right
Click Save
Place raw .wav
audio files inside <Cyberpunk 2077>/mods/<name>/customSounds
. Include a info.json file with your mod (<Cyberpunk 2077>/mods/<name>/customSounds/info.json
) where you sepcify how to use your custom sounds. You may use nested folders with \\
(see last entry in example).
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.
using the import and resource-import commands
Redmod can be used to import a large variety of files into REDengine formats for use in your mods.
Cheat Sheets for poses and animations
Published: Apr 27 2024 by , based on research by Last documented update: Dec 17 2024 by
You can use this to spawn .
You can use this to .
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.
Unless indicated otherwise, none of the pose states below are available when swimming.
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 section of the console command list to see their names and spawn codes.
(Dumped as of 2.12a)
To make a script mod in REDmod:
make a new mod and create a new folder here: <Cyberpunk 2077>/mods/MODNAME/scripts
copy the .script
file(s) you want to change from <Cyberpunk 2077>/tools/redmod/scripts
❗ preserving the folder structure!
add an info.json
file to <Cyberpunk 2077>/mods/MODNAME/scripts
with some mod info
✅ Done. To test, launch the game with REDmod.
redmod resource-import -depot=<depot> -input=<relative path to file to be imported> -output=<absolute path to the new redengine file>
.fnt (font)
.ttf: TrueType font
.otf: OpenType font
.cff: Compact Font Format
.regionset (Texture Region Set)
.json: Texture region set definition.
.mesh (Mesh)
.xml: Speed Tree XML Resource File .smd: Source Mesh Data
.fbx: Autodesk FBX
.curveset (Curve Set)
.csv Comma Separated Value Table
.mlsetup (MultiLayer Setup file)
.json: MultiLayer Setup JSON File .mlsetup: MultiLayer Setup File
.genericanimdb (Generic anim database)
.csv: csv file
.cubemap (Cubemap)
.dds: DirectDraw Surface
.bmp: Windows Bitmap
.jpg: Joint Photographics Experts Group .tga: Truevision Targa
.png: Portable Network Graphics
.exr: OpenEXR
.rig (Rig)
.re CDPR proprietary format
.ies (IES Light Profile Data Resource)
.ies: IES light profile
.mlmask (Multilayer Mask)
.tiff: Tagged Image File Format
.tif: Tagged Image File Format
.json: JSON
.rsvg (SvgResource)
.svg: SVG Resource definition file
.xbm (Bitmap Texture)
.dds: DirectDraw Surface
.bmp: Windows Bitmap
.jpg: Joint Photographics Experts Group .tga: Truevision Targa
.png: Portable Network Graphics
.tiff: Tagged Image File Format
.tif: Tagged Image File Format
.exr: EXR
.cube: Cube LUT
{
"name": "MODNAME",
"description": "Description for the script mod.",
"version": "1.0.0",
"customSounds": [ ]
}
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
The game just updated, and you're crashing. Now what?
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.
The first step is to update your core frameworks. Check every mod on this page — make sure that you have a version from after the update.
You're too fast, choomba: modders haven't gotten around to updating the frameworks yet. That leaves you with two options:
remove all mods and play vanilla until the updates arrive
Your game and the core frameworks need to be version-compatible. You can make sure of that by
One by one, installing all of the frameworks you need
Make sure to follow the instructions carefully – they will prevent you from running into a bunch of other issues.
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.
Of course, you can always
look around in the troubleshooting guide or use your browser's search function there (Ctrl+F and type)
check a list of known problem children and disable them for now
further troubleshoot your installation
Reset your installation:
Fall back to a clean state (via mod | precise | nuclear: fast | nuclear: very fast)
Enable all core mods and make sure that the game starts
Re-enable your other mods (check bisect for how to do it fastest)
Find help on Discord in #mod-troubleshooting
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.
Using Redmod to create mods.
Last documented edit: Sep 07 2024 by mana vortex
This page tells you how to use REDmod for mod creation.
If you want to know what REDmod does, check here
If you're a mod user, check the REDmod page in the Mod Users section
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)
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, Script Modding, TweakDB 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.
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:
{
"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.
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 aMAJOR
release change is one which will break workflows,MINOR
could break a workflow but is generally safe and might introduce deprecations, and aPATCH
is a small non breaking change that all users on the sameMAJOR
andMINOR
can update to without any issues.
i_know_nothing_about_back_problems.archive
realistic_boobs_DDDDDDDDD_cup.archive
modb.archive
moda.archive
MyMod.archive
2
M comes before m
myMod.archive
3
!myMod.archive
1
! comes before A
%APPDATA%\Blender Foundation\Blender\4.3\scripts\addons
%APPDATA%\Blender Foundation\Blender\4.3\scripts\addons\i_scene_cp77_gltf
{
"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
},
]
}
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
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.
What is your game directory, where can you find it?
Published: Jan 27 2024 by mana vortex Last documented update: Jan 27 2024 by mana vortex
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
The game directory is called Cyberpunk 2077
(unless you re-named it). It's the place where Windows put everything that it needs to run the game when you click on the icon — that includes mods.
Unless you changed the default settings, your game is installed here:
Steam
C:\Program Files (x86)\Steam\steamapps\common\Cyberpunk 2077
GOG
C:\Program Files (x86)\GOG Galaxy\Games\Cyberpunk 2077
Epic
C:\Program Files\Epic Games\Cyberpunk 2077
You can open a Windows Explorer in the game folder like this:
Press Windows+R
to open the Run
dialogue
type explorer
(don't forget the space)
Copy and paste the game path from the table above into the text box
Press Enter
or click OK
If you don't know your game directory, you can find it in your client:
Right-click on the game in your library, then select Manage
-> Browse local files
With the game selected in your library, click on the More
button, then on Manage Installation
and Show folder…
Right-click on your game in the list and select Manage
. Then, click on the folder icon:
Select the folder path by clicking on the empty bit to the right of the explorer's path bar:
The entire path will be highlighted (if it's not, you can do that by pressing Ctrl+A
)
Press Ctrl+C
to copy it to your clipboard
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.
For example, if you have trouble with atelier and have decided to do a clean reinstall, you can search for atelier
:
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 any of the following options.
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.
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
.
Only update once all frameworks are stable!
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.
Open the GOG Galaxy page for Cyberpunk 2077 and click the 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.
Open the settings and select the entry Game features
in the sidebar, then uncheck the box for Auto-update games
.
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.
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:
Find the steamapps
folder (:
Right-click on Cyberpunk 2077 in your Steam Library and select Properties
On the side bar, click on Local Files
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
)
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)
Find the file appmanifest_1091500.acf
Set the file to read-only:
Right-click on the file and select Properties
At the bottom of the dialogue, check the Read-only box
Head to the Cyberpunk game detail page
Find the settings button next to the Play button
Select Manage Installation
-> Configure…
Select the game version
Sorry, choomba, you're fucked. No downgrading possible.
Since 2.2, Steam supports downgrading to version 1.63
or 2.13
Right-click on the game in Steam and select Properties, then go here:
For downgrading to other versions, see the expandable box below.
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.
Filtering will only consider an item's name, but not its visual appearance:
Tags are displayed to the right, but are written text-like in the Database. Every keyword is divided from the other with a space. As the caption says, the selected line tags is written like : base man massive head
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 :
base - for Vanilla Cyberpunk 2077 models
PL - for Phantom Liberty ONLY models
In the Models Library panel, click on the tags filter button in the header of the table
Let's say we wanna search only in the models of the Phantom Liberty expansion for man models.
We will add a first condition specifying in the options that our tags Starts with the word PL
Then we can click on Add Condition and specify that the tags need to Contains the word man
with a space before the word man
The space is NEEDED since the also the keyword woman contain the word man
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 right upper corner 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.
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.
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:
player identify all those materials that by model name are for sure assigned to the game player
animal identify the models related to the Animals Gang member body size
Tag filtering ca be combined with the default path search to display only legs models related in this case to jeans
Item spawn codes and how they link to appearances
Each item is uniquely identified by this . You can use it to spawn items via 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.
A selection of lists for looking up item codes. Alternatively, you can browse through the game's files, or search the web.
Head to the fandom wiki and search for your item. For this guide, we'll be using the Reinforced Puffer Vest
.
In the box on the left, find the Technical section. This will list your base ID:
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.
Open WolvenKit and use the Asset Browser to search for the item's app file:
vest_17 > .app
You should now have at least one .app file, where the item's appearances are defined.. To learn more about this, check Appearance: .app files. 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 below.
Open the .app file (right-click, "Open without adding to project")
Inside the .app file, open the appearances
array
You will see something like this:
Ignore camera mode and open the appearance that you want (basic_02_w
)
Open the components
array and find the component that has mesh
in its name:
You want mesh file's DepotPath
. This is where Wolvenkit stores the 3d object, which contains the materials.
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 guide
To change its materials, check the Changing materials, colors and textures guide
Some items don't obey The naming scheme, for example Q005_Johnny_Pants
. So how can you find these kinds of items?
Find and open the and wait for it to initialize. As of Wolvenkit 8.14, it is pinned to the right side of the viewport
Search for your item, e.g. Q005_Johnny_Pants
Select one of the entries from the list on the left
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
The appearance name will be something like l1_pants_16_q005_johnny_
. Does this look familiar?
Time to proceed with Step 2: Finding the .app file
Depending on what you are looking for, you can check 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!
How to hot reload things with RedHotTools
Published: Aug 18 2024 by mana vortex Last documented edit: Aug 18 2024 by mana vortex
This page describes Red Hot Tools's Hot Reload mechanism.
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.
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.
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:
That's because RHT moves the file into mods
and splices them into the game's resource pool.
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)
Simply push the "Hot Reload" button in your toolbar:
You can download the RHT plugin red-hot-vscode-x.x.x.vsix
from github:
Install the extension via Extension Manager's ...
menu (Install from VSIX...
) and restart VScode.
Now you can see the following actions:
Ctrl+Shift+P
Hot Reload is integrated with . Depending on your workflow, you don't need these buttons.
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
.
Pushing the button will not reload .archive
files. RHT will do that automatically by watching the hot
folder.
Here, you can manually trigger a reload.
You can do this via by running "Hot Reload Scripts" from Visual Studio Code
Here, you can manually trigger a reload.
You can do this via by running "Hot Reload Scripts" from Visual Studio Code
How do I get my fucking mod working and what do dependencies have to do with it?
This page will give you an explanation of requirements (). After that, you will find a guide on debugging a dependency chain to troubleshoot a mod.
The example will use , but the same principle applies to each and any mod.
In the process of this guide, you will be told to check a certain mod's log file. If you don't know how to do that, check .
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.
Unfortunately, that is not how computers work.
Cyberpunk 2077 offers native modding support via , but it is limited — if we
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.
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 , 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 with Red4ext, you find an error in its log file that complains about version incompatibility. You realize that you forgot to complete , update Red4ext, and Virtual Atelier starts working.
Rejoice!
You're trying to install a mod — and it's not working. How do we fix this?
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.
Use the Windows Search to find a matching log file (e.g. search for the mod's name - are more instructions if you need them).
If you have found a log file, read on under
If you have not found one or if it contains no errors or warnings, go to
-> If you can't find one, read on under .
This means that your mod is loaded, but never initialized. Go to
Something is wrong with the mod itself. You can now go and .
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 .
The good news: the mod itself is not the problem.
The bad news: you'll have to check its requirements.
: read on under
Open the mod's Nexus page and check the Description tab (the first one). You will see something like this:
For each of the dependencies, repeat the following steps:
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.
If it's no optional, install it.
If you already have it installed, update it.
Now that you have the requirement installed, it's time to re-do , but do it with the requirement.
How the savegame editor works
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 section.
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.
On Windows, save games are stored in
Import your savegame
Make the necessary changes
Export your savegame again. Save it in the same folder.
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
.
You can add items from the Inventory tab or edit existing items by double-clicking on them.
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 on how to find a specific item.
CyberCAT lets you edit quest facts:
This is an excellent way to brick your savegame forever. Make a backup. You have been warned. (Check for an explanation)
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 no 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.
Unfortunately, no. Quest state data is currently not editable with the save editor and there are currently no plans on implementing it.
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.
Your only option is to reload from a previous save and make better choices. If only life worked the same way.
While the save editor currently supports setting them, we recommend using CET commands if you must go down that route. The 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.
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
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.
Once you have exhausted all other means of support, you can find help in #save-editing
on the . Please have the following things handy:
Where to find the E3 marketing assets
This page tells you where to find those assets from the E3 demonstrations/trailers that CDPR left in the files.
In these folders, you will find the assets used for V as seen in the 43-minute 2018 gameplay demo.
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.
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.
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.
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
Textures for male V here are scattered across two different folders, h0_000_pma_c__basehead
and h0_001_ma_c__player
respectively.
How to find an AMM NPC in the files
Published: Dec 31 2024 by Last documented update: Dec 31 2024 by
This page will show you how to find an AMM NPC's files.
Difficulty: You know how to read
To change NPC appearances, see
To create custom NPCs, see
To create V as an NPC, see
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.
Open in a webbrowser
Head to
Navigate to the subfolder bin\x64\plugins\cyber_engine_tweaks\mods\AppearanceMenuMod
Find the file db.sqlite3
Drag and drop it on the website
You will now see something like this:
Open AMM's Scan tab
Find the Target Info section at the bottom
Find the ID field
Click the Copy
button
Open AMM's Scan tab
Find the Target Info section at the bottom
Find the Current Appearance under the ID field and write it down:
Switch to the website.
In the left column, Tables
, click on appearances
to select the table
Optional: Resize the app_name
column
Type the name into the search field at the top of the column
Find the entity ID in the first column, and write it down (green box in the screenshot below)
Complete the following steps on the sqliteviewer website.
In the left column, Tables
, click on entities
to select the table.
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.
Optional: Resize fields until you can see the entire entity_path
column
Find the entity path, and write it down (green box in the screenshot below)
In the entity path
column, you will either find a file path (for modded NPCs), or a TweakDB ID (for base game characters).
Open Wolvenkit's
Pull it wide to make the right panel appear
In the search field at the top, search for your TweakDB ID (e.g. Character.NurseFemale
)
In the property panel at the left, find the entityTemplatePath
(the NPC's )
Use to find the .ent in the files.
Right-click on the file and open it in WolvenKit (you don't need to add it to your project)
Find your NPC's appearance in the list:
Note down the appearanceName
(green box in the screenshot)
Open the .app file by clicking the turquoise button
In the appearances
list at the top of the file, find the entry with the name from the .ent file
Expand the appearance's components
array. These are all of your NPV's parts!
Enjoy!
Specify mod slots for your gear
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
h0_001_wa_c__demo_vicky.mesh
Head
hb_001_wa_c__demo_vicky.mesh
Eyebrow/eyelash
(Note: this is different than the traditional eyebrow mesh the game actually uses, these are fully modelled 3D meshes.)
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
base\characters\head\pwa\h0_000_pwa_c__basehead\
base\characters\head\pwa\h0_000_pwa_c__basehead\textures
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
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
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
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
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
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
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
2.1.1
>= 0.27d
2.0 / Phantom Liberty
>= v0.26
1.63_hotfix1
???
%USERRPROFILE%\Saved Games\CD Projekt Red\Cyberpunk 2077
Where rigs and animations are stored
Last documented update: January 6 2024 by mana vortex
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.
If you want to make animations, check Creating Animations - Poses for V & NPCs and the guides under the page.
For general documentation on how animations work, see Animations
Player female inventory animation
base\animations\ui\female\ui_female.anims
Player male inventory animation
base\animations\ui\male\ui_male.anims
First person animations are used solely on the player character (V). There's one rig per body gender:
player_male
base\characters\entities\player\deformations_rigs_ma\player_man_fpp_deformations.rig (pulled from player_ma_fpp.ent)
player_female
base\characters\entities\player\deformations_rigs_wa\player_woman_base_deformations.rig (pulled from player_wa_fpp.ent)
woman_base
female body gender, default body shape
base\characters\base_entities\woman_base\woman_base.rig
man_base
male body gender, default body shape
base\characters\base_entities\man_base\man_base.rig
man_child
children of any body gender
base\characters\base_entities\man_child\man_child.rig
woman_child
-
base\characters\base_entities\woman_child\woman_child.rig
man_big
any body gender: big folks, e.g. Jackie, River, Rhino…
base\characters\base_entities\man_big\man_big.rig
woman_big
-
base\characters\base_entities\woman_big\woman_big.rig
man_fat
any body gender: fat folks, e.g. Dexter
base\characters\base_entities\man_fat\man_fat.rig
woman_fat
-
base\characters\base_entities\woman_fat\woman_fat.rig
man_massive
Smasher
base\characters\base_entities\man_massive\man_massive.rig
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 can be found under base\characters\base_entities\*\deformations_rigs
.
Browse the catalogue
Published: June 29 2024 by mana vortex Last documented edit: June 29 2024 by mana vortex
This page lists websites where you can look up pictures
(2.0 compatible)
Excel sheet from #cet-commands
on with item codes.
Please note the tabs at the bottom.
A list with BaseIDs
Google Sheets (August 2022), supports filtering
all items, on mascV, with CET spawn codes
(m!V)
Spawn codes to in-game names, with many screenshots on masc V
(f!V)
Screenshots on femme V with spawn codes
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.
This section is for managing mods with REDmod.
For install instructions, check
For creating mods, see the Modding Guides section in the wiki's navigation tree to the left.
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.
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.
The game loads REDmods from this path: <
>/mods/<name>
.
EXAMPLE: REDMod:
C:\GoG\
\mods\<name>\archives\<name>.archive
Legacy:C:\GoG\
\archive\PC\mod\<name>.archive
Before being able to play a modded game, you need to your installed mods.
Then, you need to before starting the game.
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
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.
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.
If a REDmod is giving you trouble, you can force a redeploy by either of the following means:
Either
Delete the content of r6/cache/modded
in your Cyberpunk directory
or
Uninstall the mod
Start the game
As soon as it launches, close the game again
Reinstall the mod
Now, restart the game. REDMod will rebuild the cache and hopefully fix your problem.
If that doesn't do it, you can consult the for advice.
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
The REDmod deploy
command stages installed mods to work when the game starts with the modded
flag.
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.
You can specify a specific load order with the -mod parameter:
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.
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.
To start a modded game that loads mods deployed by REDmod use the -modded
flag on Cyberpunk2077.exe
Example:
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
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 for guides on how to modify them.
For a list of existing node types and information about them, see
There are several overviews of interesting locations:
Install >= 0.5.2. You need both the plugin and the extra zip for CET.
Extract them directly into your Cyberpunk game directory and start the game.
Head to the location that you want to edit.
Look at the item
Open the CET overlay
Open RedHotTool's or tab and see the sector information:
With the release of 0.5.2, the information in the box below has become obsolete and will only be preserved for posterity.
Run the following command in CET's console:
Scripts: Compiled into a script blob
<Cyberpunk 2077>/mods//scripts
Tweaks: Compiled into a modded tweakDB
<Cyberpunk 2077>/mods//tweaks
Sound files
<Cyberpunk 2077>/mods//customSounds
redmod deploy -root="C:\Gog\Cyberpunk 2077" -mod=modB,modA,modC
Cyberpunk2077.exe -modded
Player photo mode uses one of
base\animations\ui\photomode\photomode_female_facial.anims
base\animations\ui\photomode\photomode_male_facial.anims
1
Neutral
facial_neutral
2
Charm
facial_charming
3
Fury
facial_furious
4
Boredom
facial_bored
5
Anger
facial_pissed
6
Satisfaction
facial_pleased
7
Disgust
facial_disgusted
8
Happiness
facial_happy
9
Fear
facial_scared
10
Surprise
facial_surprised
11
Sadness
facial_sadness
12
Whistle
facial_whistling
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
Use this as a dummy prereq:
Prereqs.AlwaysTruePrereq
TODO: At some point, this list should be converted into a table Prereqs: Table
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
ProcessHitTriggered
Does the bullet hit anything?
IsHitQuickMelee
is the current attack a quick melee attack?
Wiki: List of world sectors for e.g. V's apartment.
List of interesting locations for teleporting
An entire channel dedicated to locations
print(GetPlayer():GetWorldPosition())
11 filepath = 'C:\\CyberpunkModding\\Files\\all.streamingblock.json'
31 player_loc={'X':-1604.0522,'Y':353.99716,'Z':49.200005}
A mod is crashing and you know which — what now?
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!
"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.
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!
The first step is to isolate the problem. Make sure that it is exactly this mod and no other. It works like this:
Temporarily remove all mods from your game.
Install only the problem child together with all dependencies. Make sure that they're all on the most recent version. Does the problem still happen? (If not, then it's something else)
Now, disable only the problem child. Does the problem go away? (If not, then it's one of the dependencies)
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.
If your problem child isn't one of these mods, 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).
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.
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.
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.
When: If the problem child
adds an error in any log files that doesn't happen without it (use the error checker tool)
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
When: If the problem child is one of the core frameworks.
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.
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.
If there is a Bugs
tab, you can create a new bug report
If there is a Posts
tab, you can leave a post
If there is a Comments
tab, you can drop a comment
If there is neither, you can try and message the author (click on their Nexus profile name)
If you can't reach the mod author, you're welcome to hit up the redModding Discord, for example in #mod-troubleshooting
. Someone there might be able to get the word out.
If you have found a mod that corrupts save games until it is installed again, please let us know so that we can update the troubleshooting guide!
Install the core requirements for Cyberpunk2077 modding, decide how to manage your mods, and set up a mod manager
While it is possible to install mods by hand (and many modders do in fact exactly that), we recommend using a mod manager.
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:
How to install mods with Vortex Mod Manager
How to configure MO2 (Mod Organizer 2)
To learn about how to install mods at all, check Using Mods
You have on the platform of your choice (Steam, GOG or EPIC)
You have the following things:
You have updated the following things:
Your graphics card driver
The latest Windows Update for your operating system (checkout Modding on Linux if that's what you're doing)
If you already have the game installed, you can skip this section and proceed with #configur
In order to set up your game to be best suited for mods, you'll want to keep a few things in mind:
For the purpose of this guide, we will assume the following install paths:
Game install
C:\Games\Cyberpunk 2077
Mod download and staging
C:\Games\Mods
Like everything else, Cyberpunk will run significantly faster from an SSD rather than a HDD.
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
. That wouldn't be a problem if not for Windows and what it will permit there, which is not much.
This can (but doesn't have to) cause problems in two different spots by "protecting" the Cyberpunk install dir from modding tools such as mod managers (like our recommendation Vortex) or even 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
Now we will go through the install options to use on each platform to accomplish this, and the recommended settings for modded Cyberpunk 2077.
Open GOG Galaxy, click on "Owned Games" in the left sidebar, and scroll until you find Cyberpunk. Single click on its picture to display the main Cyberpunk page.
Click the button at the top of the page labeled "Install".
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
)
You don't need to create a subfolder for Cyberpunk, as GOG will do that for you.
Optional: Select a game language other than English
Optional: Create a desktop shortcut by ticking the first box "Create desktop shortcut"
Optional, but recommended: Disable auto-updates by unchecking the second box "Keep this game up to date automatically"
Press "Install"
Wait until GOG has done it's thing, then proceed to the next section.
If you already have the game installed, you can skip this section and proceed with Configuring Cyberpunk
To be done
If you already have the game installed, you can skip this section and proceed with Configuring Cyberpunk
To be done
Once the game has installed, we want to make it run with mods. Click the button to the right of the play button (formerly the install button) pictured below.
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
Click the OK button to return to the game's page.
Click Play on the game's page
Click the Settings button and Enable mods
If you can't enable mods, that means REDmod is not installed. Go back and repeat step 2.
Click Play (Do not skip this)
That's it, you are done with your install of the game! You can now move on to Starting to mod!
Navigate to Cyberpunk 2077
Click Play
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.
Click Play (Do not skip this)
That's it, you are done with your install of the game! You can now move on to Starting to mod!
Navigate to Cyberpunk 2077
Click Play
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.
Click Play (Do not skip this)
That's it, you are done with your install of the game! You can now move on to Starting to mod!
You now have the following options:
If you feel insecure about modding, follow the extremely detailed guide under Vortex Mod Manager
Otherwise, you can head to Using Mods and start reading on how to do this
Blender version
Plugin version
Wolvenkit version
>= 8.15 | ()
This page will tell you how to find the right log file for your problem.
This section has a list of log files by framework. If you've arrived here from one of the troubleshooting channels on , 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 .
If you don't want to download and run script files from the internet, you can go and complete the steps by hand. Otherwise:
Go to DocPresto's and click the download button:
This will download a .bat script (it should be called findAllErrors.bat
or similar)
Move it to your
Double-click it
The script will show you two options.
Option 1 (recommended): Delete all old log files
Type 1 and press Enter. The script will delete all old log files for you.
Wait until the game has started (the script will do that as well)
Do whatever you need to do to make your problem appear
Start the script again
Option 2: Scan log files
The script will scan your cyberpunk directory and open a .txt file with anything it finds, separated by file.
You can now look at to understand the individual error messages, or go back to the discord channel where people told you to grab this script.
Browse to your and use the windows search to search for *.log.
Make sure to include the asterisk and the dot: *.log
, as you will otherwise see files that you don't care about.
The list of results should look like this:
With a few exceptions, log files have the name of their mod. If they don't, check what folder they're in.
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.
Don't delete anything that isn't Type: Text Document
ending in .log
! Doing that will break other mods or even your entire install.
Now, restart your game and do whatever you did to make the error appear. Then, search the Cyberpunk directory for *.log
again.
Sort the files by size
(if you just deleted them) or by date modified
(if you didn't)
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.
You are looking for lines with error
or warning
. If you want to see what they look like, scroll down to the .
If the log file doesn't have any, ignore it. Close it and proceed to the next file.
You found errors: Congratulations, you've found at least silver. Check for how to proceed.
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 already, or keep looking for errors.
There's definitely something going on here, you're on the right track!
Errors look like this:
An error in the log files almost always means that something exploded in a way that 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 .
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 .
If the log is anywhere else, you have found .
If your warning isn't listed below, use your own best judgement.
This might indicate that a Redscript mod is loaded twice. Search the Cyberpunk root folder the mod name and make sure that you have no duplicates. If you're uncertain about this, try the on your r6
folder.
How to use MO2 - it's that simple
Last documented update: May 19 2025 by MyNameIsSpirits
MO2 (Mod Organizer 2, | ) is a free, widely-used mod manager, especially popular for Bethesda games like Skyrim or Fallout. It fully supports Cyberpunk 2077 and is praised for its ease of use.
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.
MO2 keeps all of your mods in a separate location from Cyberpunk's base game directory: however, 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.
You don't need to go through your folders and manually delete all of your mods, nor should you reinstall the entire game. We have a handy (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.
Download MO2 from either (yes, Skyrim Nexus) or
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.
Do not install MO2 inside Cyberpunk's directory! This has been confirmed to cause issues.
Launch MO2.
Create a new instance:
Browse to the Cyberpunk 2077 installation folder to create the new game instance.
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.
You can either install these mods manually, or install Zash's plugin update (see )
Download the mod from Nexus
Open the downloaded .zip file by double-clicking it
Drag and drop everything inside the folder directly into
You're done
There exists a plugin for MO2 that will allow you to install CET and RED4ext the same way as any other mod (i.e. not manually). 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.
Go to the website for Cyberpunk 2077 mods.
Download mods via the "Mod Manager Download" button. MO2 will start to automatically download the mod.
In MO2, open the Downloads tab and double-click the mod to install it.
After installation, ensure the mod is enabled by checking it in the Plugins list or the Installed Mods section.
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.
When using MO2 as a mod manager, you always have to launch the game through MO2.
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.
Run the Game:
After setting up all your desired mods, click Run in MO2 to launch Cyberpunk 2077.
Stay up to date with the latest versions of both MO2 and the mods for the best experience and compatibility.
If you aren't using the updated plugin, make sure that CET and RED4ext are installed manually (check )
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 . This has been confirmed to cause problems and is a non-optional step.
How the Wolvenkit Blender plugin works
Published: ??? by Last documented edit: Dec 20 2024 by
This is the landing page for the Wolvenkit Blender plugin.
Here, you can find instructions, as well as an overview of its features:
You can find a detailed install guide under .
If this is your first time using Blender, you can check out
For detailed usage instructions, check
The plug-in's source code and original readme are on
If you run into issues using the plugin, you can check
The toolbar to the right of your viewport will show you the CP77 Modding
tab.
(Keyboard shortcut to hide/unhide: n
)
In the animation tools, you can find
shortcuts for playing, renaming and deleting existing animations
shortcuts to add new actions and insert keyframes
You can load one of Cyberpunk's default armatures at any time:
If you import an .anims file, selecting any armature will give you the option to play any existing animation:
The collision tools and -generator can
generate of convex colliders with the exact shape of your mesh 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
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.
With the press of a button, you can switch out the currently active material to a coloured and numbered grid for easier .
If the UV checker is currently assigned, pushing the button again will restore the original material.
Lets you transfer from one collection to the other. If you don't know what the checkboxes are for, you can just leave them blank.
This will run the "Merge by distance" operator on your mesh. This will collapse vertices that are directly on top of each other.
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 , though.
Will remove vertex groups without corresponding vertices. This can make it easier to see what you are working on.
For documentation of the autofitter, see the .
Vertex colour profiles are for e.g. or . This section will let you manage presets.
Applies a previously-saved preset to your current mesh
Save the current colours as a preset
Delete a previously saved preset
Lets you export a hair profile. For a step-by-step guide, see the corresponding wiki page ->
Lets you export a multilayered material that you have edited in Blender.
Which body parts are where?
Last documented edit: January 06 2024 by
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
The details on arms can be found under
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 a list and explanation of body mods, check the page.
While you can use this information to show/hide parts of the player body via chunkmasks, you might consider using instead.
These meshes cover up seams at arms and shoulders, where the mesh edges might show gaps.
You can find NPC bodies in the following folder:
Find this information under .
Skin materials are defined in the individual body files. For their paths, see .
You can find the in the localMaterialBuffer. Each material overrides the following properties locally:
Normal (bump/height map)
Albedo (diffuse/complexion)
All other properties are pulled from a in the following folder:
The names of the body's material instance files are identical to those used by the player head. Find them under .
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 right away!
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
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
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
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
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
base\characters\common\player_base_bodies\player_man_average\t0_000_pma_base__full.mesh
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
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
\
redscript
r6\logs\redscript_rCURRENT.log
red4ext
red4ext\logs\red4ext.log
ArchiveXL
red4ext\plugins\ArchiveXL\ArchiveXL.log
TweakXL
red4ext\plugins\TweakXL\TweakXL.log
Cyber Engine Tweaks
bin\x64\plugins\cyber_engine_tweaks\cyber_engine_tweaks.log
REDmod
tools\redmod\bin\REDmodLog.txt
[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
[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
Select a mesh in the viewport to see all options. You can find the following tools here: Modelling Change Armature Target UV Checker Weight transfer Mesh Cleanup Prep. It! Group Ungroup Verts Delete Unused Vert Groups AKL Autofitter Vertex Colours Apply Vertex Colour Preset Save Vertex Colour Preset Delete Vertex Colour Preset Material Export Export Hair Profile Export MLSetup
Blender version
Plugin version
Wolvenkit version
>= 8.15 | ()
male body
base\characters\common\player_base_bodies\player_man_average\t0_000_pma_base__full.mesh
t0_000_pma_base__full
female body
base\characters\common\player_base_bodies\player_female_average\t0_000_pwa_base__full.mesh
t0_000_pwa_base__full
female body, big boobs
base\characters\common\player_base_bodies\player_female_average\t0_000_pwa_base__full_breast_big.mesh
applied by morphtarget
female body, small boobs
base\characters\common\player_base_bodies\player_female_average\t0_000_pwa_base__full_breast_small.mesh
applied by morphtarget
female body, flat feet
base\characters\common\player_base_bodies\player_female_average\l0_000_pwa_base__cs_flat.mesh
l0_000_pwa_base__cs_flat
male body
base\characters\common\player_base_bodies\player_man_average\t0_000_pma_base__full_seamfix.mesh
t0_000_pma_base__full_seamfix
female body
base\characters\common\player_base_bodies\player_female_average\t0_000_pwa_base__full_seamfix.mesh
t0_000_pwa_base__full_seamfix
base\characters\common\player_base_bodies\player_female_average\tattoos\tx_000_pwa_base__full_tattoo_01.mesh
tx_000_pwa_base__full_tattoo_01
base\characters\common\player_base_bodies\player_female_average\tattoos\tx_000_pwa_base__full_tattoo_02.mesh
tx_000_pwa_base__full_tattoo_02
base\characters\common\player_base_bodies\player_female_average\tattoos\tx_000_pwa_base__full_tattoo_03.mesh
tx_000_pwa_base__full_tattoo_03
base\characters\common\player_base_bodies\player_female_average\tattoos\tx_000_pwa_base__full_tattoo_04.mesh
tx_000_pwa_base__full_tattoo_04
base\characters\common\player_base_bodies\player_female_average\tattoos\tx_000_pwa_base__full_tattoo_05.mesh
tx_000_pwa_base__full_tattoo_05
base\characters\common\player_base_bodies\player_man_average\tattoos\tx_000_pma_base__full_tattoo_01.mesh
tx_000_pma_base__full_tattoo_01
base\characters\common\player_base_bodies\player_man_average\tattoos\tx_000_pma_base__full_tattoo_02.mesh
tx_000_pma_base__full_tattoo_02
base\characters\common\player_base_bodies\player_man_average\tattoos\tx_000_pma_base__full_tattoo_03.mesh
tx_000_pma_base__full_tattoo_03
base\characters\common\player_base_bodies\player_man_average\tattoos\tx_000_pma_base__full_tattoo_04.mesh
tx_000_pma_base__full_tattoo_04
base\characters\common\player_base_bodies\player_man_average\tattoos\tx_000_pma_base__full_tattoo_05.mesh
tx_000_pma_base__full_tattoo_05
base\characters\common\base_bodies
man base
base\characters\common\base_bodies\man_average\t0_000_ma_base__full.mesh
average body type, male body gender
man big
base\characters\common\base_bodies\man_big\t0_000_mb_base__full_hql.mesh
Sumo body type
man child
base\characters\common\base_bodies\man_child\t0_000_mc_base__full.mesh
Used for all children, regardless of body gender
man fat
base\characters\common\base_bodies\man_fat\t0_000_mf_base__full.mesh
fat citizens
man massive
base\characters\common\base_bodies\man_massive\t0_000_mm_base__full_head.mesh
Used for Sasquatch and Adam Smasher's 2020 appearance
woman average
base\characters\common\base_bodies\woman_average\t0_000_wa_base__full_hq.mesh
average body type, female body gender. Boob and foot submeshes included.
woman small
base\characters\common\base_bodies\woman_small\t0_000_ws_base__full.mesh
???
female body gender
base\characters\common\skin\character_mat_instance\female\body\
male body gender
base\characters\common\skin\character_mat_instance\male\body\
Weapon IDs and the tweaks they use
Created: Apr 01 2024 by mana vortex Last documented update: Apr 01 2024 by mana vortex
This page collects tweak IDs (and their description) for iconic wepaons, grouped by weapon type
To learn what Tweaks are, check Tweaks
To learn more about this, check New Iconic Weapon: Step by Step ->
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
Tsumetogi
Slightly increases Electrical damage and grants a small chance to apply Shock to the enemy. Non-standard attacks deal more damage.
BaseStats.ElectricResistance BaseStats.ElectrocutedApplicationRate BaseStats.DamagePerHit
Additive, 10f Additive, 5f Multiplier, 1.1f
Cocktail Stick
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.
BaseStats.BleedingApplicationRate BaseStats.DamagePerHit
Additive, 10f Multiplier, 0.9f
Jinchu-Maru
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.
BaseStats.BonusDmgVsRaresAndElites
Additive, 10f
Satori
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.
BaseStats.BleedingApplicationRate BaseStats.DamagePerHit BaseStats.CanMeleeLeap
Additive, 10f Multiplier, 0.9f Additive, 1
Scalpel
While Sandevistan is active, increases Crit Chance by 50% and hits apply Bleeding.
BaseStats.ElectrocutedApplicationRate
Additive, 10f
Byakko
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.
BaseStats.Range BaseStats.CanMeleeLeap BaseStats.BleedingApplicationRate
Additive, 1f Additive, 1 Additive, 10f
Errata
Allows you to leap toward enemies. Attacking Burning enemies guarantees Crit Damage.
BaseStats.CanMeleeLeap BaseStats.BurningApplicationRate BaseStats.DamagePerHit
Additive, 1 Additive, 10f Multiplier, 0.9f
Gwynbleidd
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.
BaseStats.BonusDamageAgainstBosses BaseStats.Weight
Additive, 10f Additive, 1.0f
Black Unicorn
Crafted for perfect balance. Attack speed is not affected by Stamina.
BaseStats.CanIgnoreWeaponStaminaPenaties
Additive, 1f
Stinger
Attacks against poisoned enemies have a 100% chance to cause bleeding. Attacks against bleeding enemies have a 100% chance to cause poisoning.
Headhunter
Marks enemy on hit. Attacking the enemy's head with any weapon deals 200% damage, returns the Headhunter and clears the mark.
Blue Fang
Stuns the enemy on hit. Headshots stuns after 1 sec while other hits stun after 3 sec. Enemies outside combat state get stunned immediately.
Butcher's Cleaver
Definition of "bloodthirsty." When your enemy is bleeding, the cleaver attacks faster and uses less stamina.
Nehan
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.
Fang
Thrown hits cripples the target, enemy when thrown, preventing their escape. Continuing attacks in close combat increases damage
Preset_Baseball_Bat_Denny
sq021_peter_pan_baton
Preset_Cane_Fingers
Preset_Dildo_Stout
Preset_Baton_Murphy
w_melee_boss_hammer
Preset_Crowbar_Bunker
Preset_VB_Axe
Preset_Shovel_Caretaker
How to get mods working on SteamDeck or other Linux distros
This page tells you how to set the launch options for Steam under Linux.
If you have trouble after an update and have exhausted all the usual steps, double-check your Launch Options (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
For a video about modding on mac, see https://www.youtube.com/watch?v=x0CDcBui2qE&t=20s
You need to
Install d3dcompiler_47
Install vcrun2022
Adjust the Steam launch option to be:
WINEDLLOVERRIDES="winmm,version=n,b" %command%
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.
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
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.
To configure the necessary parameters, you can use the app Protontricks, which you can download through the built-in app browser "Discover":
Open Protontricks (you can search for this by selecting start menu)
When Protontrick opens, select Cyberpunk:
Choose "Select the default wineprefix":
Add an override: Check both of the checkboxes below
d3dcompiler_47
vcrun2022
Apply via "OK". You may receive an error below or similar. If you do, click "Yes" to continue the installation.
Taken from CET's github
Open Lutris
Right click on the game > Settings
> Runner options
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
Scroll down to DLL overrides, click on Add to add a key. Add the following keys:
You need to pass a few parameters to the Cyberpunk.exe to enable mods. Read the section for your client to find out how.
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.
For a full list of launch options, check Launch parameters. Use them at own risk!
Switch to steam and make sure that the launch options are set as below:
WINEDLLOVERRIDES="winmm,version=n,b" %command%
The command is case sensitive. Copy-paste the text from the box above to make sure.
If this still doesn't work, check the for additional instructions, or find us on Discord in #mod-troubleshooting
.
You can find the launch options for GOG in the game's config menu under Manage Installation
-> Configure...
As under Steam, you have to add the following:
WINEDLLOVERRIDES="winmm,version=n,b" %command%
The command is case sensitive. Copy-paste the text from the box above to make sure.
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
Variable Name and Value are both case sensitive, Copy-paste for certainty.
Try running the following shell command:
protontricks 1091500 --force vcrun2022
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.
Delete/uninstall the current protontrick version. Try the beta-version from here and running the commands:
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.
You can find us on the modding discord in #cet-troubleshooting
or #red4ext-support
. Beware: If it turns out to be a typo in your launch options, there will be snark. ;)
How to import and export with the Wolvenkit Blender plugin
Published: ??? by Last documented edit: May 26 2024 by
This page lists step-by-step instructions for the export and import of game files.
You can only export files which are part of a .
The Wolvenkit parts of the workflow will link you to the , where you can find screenshots and (hopefully) up-to-date descriptions.
(Wolvenkit wiki)
(Wolvenkit wiki)
If this is your first time using Blender, check
(has additional information that might come in handy)
For where to export a mesh, see
For how to export a mesh, see
Select File -> Import -> Cyberpunk GLTF
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.
You must first select all meshes that you want to export. The plugin will automatically add their parent armature.
Select File -> Export -> Cyberpunk GLB
In the file picker, overwrite the glb you were editing (you need to to import back to Wolvenkit).
For an explanation of the sidebar settings on the right, read on below the picture.
Do not check this box if you are exporting a .glb file without animation data (it is for )
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.
For where to import a mesh, see
For how to import a mesh, see
You can use Wolvenkit's to export .anims to .glb. The default setting is fine.
The process of importing animations into Blender is the same as it is with meshes.
Select your armature
Follow the process for , but check the checkbox in the side panel.
For where to import an .anim, see
For how to import an .anim, see and change the to Anims
.
You can export an entity by adding it to your project and running the corresponding script from inside Wolvenkit. Here are the relevant guides:
(you can also use this for characters)
After you have exported the entity from Wolvenkit via script, switch to Blender and select File -> Import -> Cyberpunk Entity (.json)
Navigate the file browser to the ent.json
in your project's raw
folder and import it.
Will switch the workbench's rendering mode from Eevee to Cycles. This will make sure that the shaders work as intended.
Will fix lighting
Will read materials from material.json
files, generating shaders in the process.
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.
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.
To export streamingsectors, you have to use the corresponding Wolvenscript. The workflow is documented .
After you have exported the streamingsector from Wolvenkit via script, switch to Blender and select File -> Import -> Cyberpunk StreamingSector
Navigate in the file view to your Wolvenkit project's root file, and select the .cpmodproj
file:
The export process is not part of the plugin yet (1.5.0); it is documented .
a hair mesh with materials (the default setting), then
Select the imported hair and switch to Blender's Shading
perspective. Here, you can alter the gradients,
Recommended: make sure that your material name in Blender ends with _cards
Make sure that your hair mesh is selected
In the CP77 Modding panel, select Export Hair Profile
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
:
You can now .
For the purpose of recoloring or exchanging items
Created & Published: November 5 2022 by @manavortex
This page is a look-up for or items. For an overview of existing items, see .
As for how to find this information when it's not on the page, check .
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
File Path: base\characters\garment\citizen_prostitute\torso\t1_047_tank__pushup\
File Path: base\characters\garment\citizen_prostitute\torso\t1_097_tank__corset_doll\
File Path: base\characters\garment\player_equipment\torso\t2_084_jacket__short_sleeves
File Path: base\characters\garment\player_equipment\torso\t2_002_vest__puffy
File Path: base\characters\garment\player_equipment\legs\l1_070_pants__loose
Explanation for BaseStats behavior. (Tested in game)
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.
For a full dump of all base stats, check
If you're looking for a guide to add weapons, check or
For an overview of weapon audio profiles, check
For an overview of weapons and their .ent files, check
The REDmod animation import tool can be used as a Plugin in .
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.
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.
RecoilDir
Direction the camera sways in when shooting. +180 Degrees will make the recoil be completely opposite.
RecoilAngle
Affects recoil angle variability. Extremely hard to observe in-game.
RecoilHoldDuration
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.
RecoilTime
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.
RecoilDelay
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.
RecoilRecovery
Controls the speed at which the weapon returns to its original position after recoiling. Opposite of RecoilTime.
RecoilEnableLinearX
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.
RecoilEnableLinearY
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.
RecoilEnableLinearXADS
No observable effect in-game.
RecoilEnableLinearYADS
No observable effect in-game.
RecoilKickMin
Minimum recoil distance (camera movement/weapon sway)
RecoilKickMax
Maximum recoil distance (camera movement/weapon sway)
MagazineCapacityBase
Magazine capacity for a weapon
ReloadTimeBase
Governs the speed of which the reload animation plays (no effect on time before one can fire again)
EmptyReloadTime
Governs the speed of which the reload animation plays when magazine is empty (no effect on time before one can fire again)
ZoomLevel
Zoom level of a weapon
AimFOV
FOV in ADS (Gives the illusion of zoom)
HeadshotDamageMultiplier
Damage multiplier for head shots
HeadshotCritChance
Crit chance only for headshots
WeaponNoise
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
Range
How far you can hit enemies from when using a melee attack. Most melee weapons have a range between 1.5 - 2
Weight
Weight of item in inventory (Set it to 1000 to annoy users 🤣).
ThrowRecovery
Time taken by throwable weapons to return to owner once thrown
CanWeaponIgnoreArmor
Misleading name, as this is not a boolean. Value of 0.5 will mean that the weapon can ignore 50% armor.
DPS
Damage of the weapon as shown in Inventory when the weapon is Tier 1. Actual damage per attack is calculated by DPS, attack speed (cycle time) and reload time.
CycleTimeBase
Affects the rate of fire. Lower value = faster rate. (Cycle Time = interval between attacks = 1 / attacks_per_second)
SpreadDefaultX
Default (first shot) spread of hip fire. Higher value = worse spread. Lower = better.
SpreadChangePerShot
Amount of spread increased after each consecutive hip fire attack. Lower = better.
SpreadMaxX
Maximum possible spread of hip fire when the spread increases during consecutive attack.
SpreadAdsDefaultX
Same as SpreadDefaultX but when ADS.
SpreadAdsMaxX
Same as SpreadChangePerShot but when ADS.
SpreadAdsChangePerShot
Same as SpreadMaxX but when ADS.
SpreadResetTimeThreshold
Time before spread starts to reset after the player stops firing. Lower = better.
SpreadResetSpeed
How fast the spread resets to default. Lower = better.
SpreadUseEvenDistribution
Use a fixed pattern for spread. 0 = random. 1 = fixed pattern like Omaha/Achilles.
ProjectilesPerShotBase
Projectiles fired per shot.
BaseChargeTime
Charge duration of tech weapons. Seems can't be set below 0.25s.
FullAutoOnFullCharge
1 = makes the weapon fires full auto when charged. 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).
TechPierceEnabled
Make the weapon capable to penetrate covers. 1 = yes.
TechPierceChargeLevel
The minimum charge level required for the weapon to penetrate covers. Need TechPierceEnabled = 1 to work.
0 = Penetrate covers without being charged.
1 = Only penetrate covers when 100% charged.
0.5 = Only penetrate covers when charged above 50%.
TechPierceDamageFactor
Additional damage modifier when firing through covers.
1 = 100% damage when firing through covers.
0.5 = 50% damage when firing through covers.
Doesn't seem to be working for a few tech weapons.
HeadshotDamageMultiplier
Sets the headshot damage multiplier for the weapon. Vanilla game define it by weapon type and only applies modifiers for specific weapons. 1.0 = 100% damage bonus when headshot. 2.0 = 200% damage bonus when headshot.
EffectiveRange
Range for full damage. Attacking enemies further than the effective range will result in lower damage.
MaximumRange
Sets the maximum attack range of the weapon. Attacks will not hit enemies further than maximum range at all.
4
Undershirt_02_basic_01 Undershirt_02_basic_02 Undershirt_02_rich_01 Undershirt_02_rich_02
Undershirt_02_basic_01
panther
Undershirt_02_basic_02
violet
Undershirt_02_rich_01
black_pink
Undershirt_02_rich_02
gold
Undershirt_03_basic_01 Undershirt_03_basic_02 Undershirt_03_basic_03 Undershirt_03_basic_04 Undershirt_03_rich_01 Undershirt_03_rich_02
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
Jacket_01_basic_01 Jacket_01_basic_02 Jacket_01_old_01 Jacket_01_old_02 Jacket_01_rich_01 Jacket_01_rich_02
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
Vest_17_basic_01 Vest_17_basic_02 Vest_17_rich_01 Vest_17_rich_02
Vest_17_basic_01
bwstripes
Vest_17_basic_02
bbstripes
Vest_17_rich_01
pwstripes
Vest_17_rich_02
gbstripes
Pants_12_basic_01 Pants_12_basic_02 Pants_12_basic_03 Pants_12_old_01 Pants_12_old_02 Pants_12_old_03 Pants_12_rich_01 Pants_12_rich_02 Pants_12_rich_03
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
Modding your game, for users
Published: Jun 15, 2023 by mana vortex Last documented update: Aug 25 2024 by mana vortex
This page will give you a brief introduction of how mods work and how to install them by hand.
We strongly recommend using a mod manager, as manual modding is only recommended for advanced users.
Here are your options (wiki links):
If you want to create mods instead, check Getting started: Making mods
If you need help installing Cyberpunk, check Getting Started: Installing Cyberpunk
If your modded install is acting up, please check Troubleshooting
TL;DR: Your mods will not work unless you
put all files exactly into the right place
make sure to install all requirements (and their requirements)
If you are on Linux/Steam Deck: follow this guide to the letter
When you fuck things up, hit up Troubleshooting or run mod remover and start over.
To see an Overview of mod folders, scroll down.
You mod Cyberpunk 2077 by adding files to your game directory. The game natively supports modding, and the core mods will take care of everything else.
You can install mods by using Vortex/Mod Organizer 2, or by hand.
For more detailed information, see Users: troubleshooting requirements.
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.
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.
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 — we recommend to turn off auto-update and only update your game once it's safe. After each patch, you can find a post on our Discord that is kept up-to-date as the modders update their tools.
This list is supposed to give you an overview of which files go where. It is not a bucket list of things you have to install.
To learn more about the individual frameworks, check Core Mods explained
\mods
directory: contains .archive mods (in subfolders). Contains only a .stub file if empty.
\archive\pc\mod
Default mod directory: contains .archive mods and .xl files in legacy
(non-REDmod) format. Most of your mods should be here.
\bin\x64\plugins
Plugins like and RadioExt
\r6\scripts
Redscript mods (not the same as REDmod)
\r6\tweaks
red4ext tweaks
\archive\pc\patch
Mod directory from before 1.3. Use \archive\pc\mod
instead.
- 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.
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
.
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.
For documentation on the Vortex installation toggle, see here.
For instructions on how to activate it, see here for GOG and here for Steam and Epic.
REDmods are installed in Cyberpunk 2077\mods
, where every mod has a subfolder with an info.json
.
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
.
You can install mods via mod manager (Vortex, mo2) or manually. There are upsides and downsides to each — however, for beginners, we recommend using Vortex.
If you had terrible experiences with Vortex for other games, be assured: Cyberpunk integration is working extremely well. Maybe give it another chance?
"Manual install" is a rather glorified term for "extracting the downloaded archive into your game directory". However, you have to make sure that the right files end up in the right folders.
You can inspect the file structure by simply opening the downloaded file, or by using this feature on Nexus (unless a mod author has disabled it):
The file structure is different for REDmods and non-REDmods. Mod authors usually tell you which file is which, though. To find out what that means, read on.
If in doubt, install the non-REDmod ("legacy"
) format. To learn why, check What's the difference? below the table.
Here is how you can tell the two apart:
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
contains a folder with any of
- archives
- tweaks
contains any of the folders
- archive
- bin
- r6
with files nested under them
Is packed with one level of nesting (info.json
is in top level folder)
Has multiple levels of nesting
Manual install instructions:
Extract the folder ModName
into Cyberpunk 2077/mods
Manual install instructions:
The folders archive
, bin
, r6
from the download must merge with the same folders in your (do not put the bin in the bin).
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.
On top of this, Vortex will let you define load order for REDmods. To support compatibility, it offers you automatic conversion.
Some mods (especially older ones) are just a loose collection of files without any folder structure:
As a rule of thumb, here's which files go where (unless the mod's instructions tell you otherwise):
.archive
/archive/pc/mod/
.xl
.archive.xl
/archive/pc/mod/
.reds
/r6/scripts/
.tweak
.yaml
/r6/tweaks/
.lua
a subfolder of /bin/x64/plugins/cyber_engine_tweaks/
.ini
engine/config/platform/pc
.script
part of a REDmod, can't be installed standalone
If you have problems with Vortex, check the corresponding section of the guide.
For everything else, this wiki has a dedicated troubleshooting page 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 in the #mod-troubleshooting channel (but your first answer will be a link to that guide).
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.
If you want to edit the player's head, you need meshes and morphtargets.
If you want to make a custom NPC, check NPV - V as custom NPC
You can find much additional information about the player head under NPV: Preparing the head in Blender
female
.mesh
base\characters\head\player_base_heads\player_female_average\h0_000_pwa_c__basehead\
female
.morphtarget
base\characters\head\player_base_heads\player_female_average
male
.mesh
base\characters\head\player_base_heads\player_man_average\h0_000_pma_c__basehead
male
.morphtarget
base\characters\head\player_base_heads\player_man_average
h0_
head (with ears)
hb_
male V only: beard
heb_
eyebrows
he_
eyes
ht_
teeth
hx_
applied on top of h0:
cyberware
makeup
freckles
pimples
tattoos
scars
l1_
ear ring (01-04)
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 materials are defined in the base head .mesh
file (while the shape comes from the .morphtarget):
female body gender
base\characters\head\player_base_heads\player_female_average\h0_000_pwa_c__basehead\h0_000_pwa_c__basehead.mesh
male body gender
base\characters\head\player_base_heads\player_man_average\h0_000_pma_c__basehead\h0_000_pma_c__basehead.mesh
You can find the definitions 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 in the following folder:
female body gender
base\characters\head\player_base_heads\player_female_average\h0_000_pwa_c__basehead\textures
male body gender
base\characters\head\player_base_heads\player_man_average\h0_000_pma_c__basehead\textures
This section only lists .mi files used by the player head. To see which skin is which, check Cheat Sheet: Character Creator ->
About half of these files are shared by NPCs. Editing or replacing these will affect all of Night City!
female_head_01_ca_pale_00_warm_ivory.mi
❌
female_head_01_ca_pale.mi
✔
female_head_02_ca_limestone_00_beige.mi
❌
female_head_02_ca_limestone.mi
✔
female_head_03_ca_senna_00_amber.mi
❌
female_head_03_ca_senna_01_honey.mi
❌
female_head_03_ca_senna_02_band.mi
❌
female_head_03_ca_senna.mi
✔
female_head_04_ca_almond_00_umber.mi
❌
female_head_04_ca_almond.mi
✔
female_head_05_bl_espresso.mi
✔
female_head_06_bl_dark.mi
✔
For a list of freckles and make-up sorted by colour and skin type, see Cheat Sheet: Character Creator ->
Every 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.
01
heb__base_d01.xbm
heb_wa__base_ds01.xbm
02
heb__base_d02.xbm
heb_wa__base_ds02.xbm
03
heb__base_d03.xbm
heb_wa__base_ds03.xbm
04
heb__base_d04.xbm
heb_wa__base_ds04.xbm
05
heb__base_d05.xbm
heb_wa__base_ds05.xbm
06
heb__base_d06.xbm
heb_wa__base_ds06.xbm
07
heb__base_d07.xbm
heb_wa__base_ds07.xbm
08
heb__base_d08.xbm
heb_wa__base_ds08.xbm
Cyberware added with patch 2.2 is distributed across preexisting files:
These appearances do not exist in the .mesh! Read below the table for how to make them work!
8
makeup_eyes_01.mesh
cyberware_01
9
cyberware_04.mesh
cyberware_08
10
makeup_freckles_01.mesh
cyberware_09
11
tattoo_02.mesh
cyberware_10
12
makeup_freckles_01.mesh
cyberware_11
13
cyberware_04.mesh
cyberware_12
14
makeup_freckles_01.mesh
cyberware_13
15
cyberware_06.mesh
cyberware_14
16
makeup_freckles_01.mesh
cyberware_15
You can find the cyberware material instances with the following :
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:
Vroom Vroom
Created: Nov 14, 2022 by Last documented edit: March 29 2025 by
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.
For a guide on adding vehicles, see
For a guide on how to visually change base game vehicles, see (the process is the same for cars)
If you want to change the way a vehicle behaves, you need to alter the
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
Arch Nemesis Sportsbike
v_sportbike2_arch_nemesis_basic_01.ent v_sportbike2_arch_nemesis_lina_01.ent
Archer Bandit
v_standard2_archer_bandit_01.ent
Archer Hella (police version)
v_standard2_archer_hella__basic_01.ent v_standard2_archer_hella__police_01.ent v_standard2_archer_hella_ep1__basic_01.ent v_standard2_archer_hella_ep1__kurtz_01.ent
Archer Quartz (Nomad version)
v_standard2_archer_quartz__basic_01.ent v_standard2_archer_quartz_nomad__01.ent
Brennan Apollo Sportsbike
v_sportbike3_brennan_apollo_basic_01.ent
Chevalier Thrax
v_standard2_chevalier_thrax__basic_01.ent
Chevalier Emperor
v_standard3_chevalier_emperor_01__basic_01.ent v_standard3_chevalier_emperor__nusa_01.ent
Chevalier Centurion
v_utility4_chevalier_centurion__basic_01.ent v_utility4_chevalier_centurion__cargo_01.ent v_utility4_chevalier_centurion__flatbed_01.en
Herrera Outlaw
v_sport1_herrera_outlaw_basic_01.ent v_sport1_herrera_outlaw_heist_01.ent (PL version)
Herrera Riptide
v_sport1_herrera_riptide_01.ent
Kaukaz z71 Aras
v_kaukaz_z71_aras__basic_01.ent
Kaukaz Bratsk
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 v_utility4_kaukaz_bratsk_corp_bud_01.ent v_utility4_kaukaz_bratsk_corp_bud_02.ent v_utility4_kaukaz_bratsk_corp_bud_03.ent v_utility4_kaukaz_bratsk_dogtown_container_truck_01.ent v_utility4_kaukaz_bratsk_barghest_container_truck_01.ent
Kaukaz Zeya
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
Kusanagi Sportsbike
v_sportbike1_yaiba_kusanagi_basic_01.ent
Mahir mt28 coach
v_mahir_mt28_coach_basic_01.ent
Mahir Supron
v_standard25_mahir_supron_01__basic_01.ent v_standard3_mahir_supron_kurtz__basic_01.ent v_standard3_mahir_supron_kurtz__basic_no_cd_01.ent v_standard3_mahir_supron_kurtz__basic_mq304.ent
Makigai Maimai
v_standard2_makigai_maimai_01_basic_01.ent
Makigai Tanishi
v_standard3_makigai_tanishi_basic_01.ent v_standard3_makigai_tanishi_hfs_01.ent v_standard3_makigai_tanishi_player_01.ent
Miltech Basilisk
v_militech_basilisk_01__basic_01.ent
Militech Behemoth
v_utility4_militech_behemoth_basic_01.ent v_utility4_militech_behemoth_basic_flatbed.ent v_utility4_militech_behemoth_netwatch_01.ent v_utility4_militech_behemoth_police_01.ent
Militech Griffin AV
av_militech_griffin__basic_01.ent
Militech HellHound
v_standard3_militech_hellhound__basic_01.ent
Militech Manticore AV
av_militech_manticore_basic_01.ent
Militech Wyvern AV
av_militech_wyvern__basic_01.ent
Mizutani Shion (Nomad version)
v_sport2_mizutani_shion__basic_01.ent v_sport2_mizutani_shion_nomad__basic_01.ent v_sport2_mizutani_shion_nomad__courier_01.ent
Mizutani Hozuki
v_standard3_mizutani_hozuki__basic_01.ent
Orbital Air Rocket
orbital_air_rocket.ent orbital_air_capsule_ext01_body.ent (passenger capsules)
Jonnys Porsche 911
v_sport2_porsche_911turbo__basic_01.ent
Quadra Turbo
v_sport1_quadra_turbo__basic_01.ent
Quadra Type 66 (Nomad version)
v_sport2_quadra_type66__basic_01.ent v_sport2_quadra_type66_nomad__basic_01.ent
Quadra Sport R7
v_sport1_quadra_sport_r7_01.ent
Rayfield Aerondight
v_sport1_rayfield_aerondight__basic_01.ent
Rayfield Caliburn
v_sport1_rayfield_caliburn__basic_01.ent
Rayfield Excalibur AV
av_rayfield_excalibur__basic_01.ent
Thorton Colby Station wagon
v_standard2_thorton_colby__basic_01.ent
Thorton Colby Pickup (Nomad version)
v_standard25_thorton_colby_pickup__basic_01.ent v_standard25_thorton_colby_pickup_nomad__basic_01.ent
Thornton Galena (Nomad version)
v_standard2_thorton_galena_01__basic_01.ent v_standard2_thorton_galena_nomad__01.ent
Thornton Mackinaw Pickup (w rear shell) (Nomad version)
v_standard3_thorton_mackinaw_01__basic_01.ent v_standard3_thorton_mackinaw_larimore_01.ent v_standard3_thorton_mackinaw_nomad_01__basic_01.ent
Thornton Mackinaw Monster truck
v_utility4_thorton_mackinaw_bmf_01.ent
Thorton Merrimac
v_standard25_thorton_merrimac_01_basic_01.ent v_standard25_thorton_merrimac_01_player_01.ent
Villefort Alvarado
v_sport2_villefort_alvarado__basic_01.ent v_sport2_villefort_alvarado__hearse_01.ent
Villefort Alvarado Cabrio
v_sport2_villefort_alvarado__cabrio_01.ent
Villefort Columbus
v_standard25_villefort_columbus_01__basic_01.ent v_standard25_villefort_columbus_scavengers_01.ent v_standard25_villefort_columbus_songbird_01.ent
Villefort Cortes (police version) (Delamain cab)
v_standard2_villefort_cortes_01__basic_01.ent v_standard2_villefort_cortes_01__police_01.ent v_standard2_villefort_cortes_02__delamain_01.ent
Villefort Deleon
v_sport2_villefort_deleon_01.ent
Trains
av_public_train.ent av_public_train_b.ent v_monorail_train_basic_01.ent v_spaceport_tram_basic_01.ent
Trauma Team AV (Manticore)
ep1\vehicles\special\av_militech_manticore_fake_trama.ent
Zetatech Atlus AV
av_zetatech_atlus_basic_01.ent av_zetatech_atlus_basic_02.ent
Zetatech Bombus AV
av_zetatech_bombus__basic.ent
Zetatech Canopy AV
av_zetatech_canopy__basic_01.ent
Zetatech Octant AV
av_zetatech_octant.ent av_zetatech_octant__basic_01.ent
Zetatech Surveyor AV
av_zetatech_surveyor_basic_01.ent
Zetatech Valgus AV
av_zetatech_valgus_basic_01.ent
The TweakDB default vehicle record
Published: Jul 9 2022 by jato Last documented edit: March 29 2025 by mana vortex
This page documents the vehicle root record (referenced from VehicleObject
) in the TweakDB. This record is the parent of all ovther vehicle-related records.
Below is the .tweak vehicle template (that's also in the TweakDB) that you can customize for creating your own vehicle.
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
The tool of your choice for editing multilayered materials
Published: ??? by mana vortex Last documented update: Dec 20 2024 by mana vortex
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. Keep in mind that they are outdated.
To learn more about Multilayered: Cyberpunk's supershader, check the link
To create your own mlmask, check Textures: Custom .mlmask
To create your own normal map, check Self-made normal maps
MLSetupBuilder (commonly referred to as "MLSB") is a Cyberpunk 2077 modding tool to comfortably edit MLSetup files, developed and maintained by Neurolinked.
There is a dedicated channel on the Redmodding Discord and a thread on the Cyberpunk 2077 Modding Discord Server, where you can find a chat history full of (yet) undocumented features, along with previews and videos of the most recent development versions.
For integration with Wolvenkit, install MLSB as a plugin:
Click on "Home" in Wolvenkit's title bar
Select "Plugins" in the left sidebar
If MLSB is installed, you'll see an "Update" button, otherwise, it will say "Install". Do that.
We will now launch MLSB and do the initial setup.
In Wolvenkit's Plugin view, click "Open", this will open a Windows Explorer with the install folder (Cyberpunk 2077\tools\neurolinked\mlsetupbuilder
)
Navigate to the folder with the higest version (at the time of this guide, that is MlsetupBuilder-1.6.8-Beta6
)
Start MlsetupBuilder.exe
Optional: You can pin that file to your start menu or create a shortcut if you want to launch MLSB directly.
Now, complete theConfiguration section. Don't worry, it's not hard!
Here's how (or scroll down for the screenshot):
In the project explorer under Wolvenkit's archive
folder, right-click on am mlsetup
file
This folder will only be visible in the "source" or "archive" tab of your
Select ""
This will generate an mlsetup.json
file in your project's .
This folder will only be visible in the "source" or "raw" tab of your project explorer
Right-click on the newly created mlsetup.json
file
Select "Open in MLSetupBuilder"
As of Version 1.6.7, this is what you will see now:
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, you will need to configure MLSB first, but you can already click through the individual layers and assign material properties (such as roughness, normal strength, base material and colour) from the "Material Properties" panel.
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.
There are 3 important functions to note:
Materials: this manages the tiles, opacity, offset, and roughness of the texture.
Color: this manages color and luminosity of the texture.
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.
You can only use microblends if this layer's mask is not fully white.
Note
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.
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.
Here, you can either browse to your model directly, or use text search:
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.
That's it! Happy recoloring!
Inside MLSB there are some other tools, the most important one is the Material Composer.
From this window you can import and export .Material.json files ( these files are exported by Wolvenkit with the WithMaterial 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 Kendachi Monokatana 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).
When you start MLSB the first time, it will yell at you that it is not configured correctly.
Click No (You'll regret it), because we need to download the CLI first.
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:
Click on Help
Click on Download Wolvenkit.CLI
Save the file in your download folder
Extract the files to a folder of your choice (for example C:\Cyberpunk2077Mod\MLSB_WolvenKit.CLI)
Now we can configure it.
Click File
Click Preferences
You will now see the settings dialogue:
Game folder is The Cyberpunk 2077 Game Directory
Uncook folder / Depot is the folder you have configured in
Wolvenkit-CLI.exe
is the one you just downloaded
With version 1.68, this is completely optional an you can just use 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 Depotfor better material previews, though!
Open the menu "Build" and select "Repository" to uncook the archives:
Pick what you want to uncook. Especially the environments can take over an hour, so we're only doing the essentials here:
Click "Uncook".
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.
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 ;))
When the process is complete, close the Depot Generator window.
Optional: if you can't see any changes, press Ctrl+R
to relaod MLSB.
Repeat Step 1 from Building the depot, but select Microblends this time
In the bottom left corner, hit "Start"
Wait.
When the process is complete, close the Depot Generator window.
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!
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.
For MLSB <= 1.6.7, you have to use the exact CLI version you find under Help
-> Download Wolvenkit.CLI
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.
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?)
Installing and setting up Vortex Mod Manager, the recommended way to install, manage, and upgrade mods.
Vortex is a multi-game mod manager developed for and by NexusMods, the website where most Cyberpunk 2077 mods are hosted. Here you can download mods manually or with Vortex and keep track your download history.
Technically speaking, you don't. You can install mods manually or use Mod Organizer 2 (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.
Your staging folder must be on the same drive as your game installation
Your staging folder must not be your game install directory
Vortex has a lot of options. If you put wrong options, mods can go brr.
Once you are signed in on Nexus, it's time to download Vortex Mod Manager.
Click this link, it will take you directly to the download page
Select the "Manual Download" option on the first entry:
You'll now see a download page. If you don't have Nexus Premium,
Select "Slow Download"
Wait through the five seconds cooldown
Optional, depending on your browser: Select your download location for files that you don't want to keep
Wait until the installer is downloaded
Run the installer: either
select the file from your download history (Ctrl+J for most browsers)
go to your download directory and double-clicking the file
Proceed with the steps in the next section
Run the installer by double-clicking it.
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.
Click through the setup and finish its instructions!
Congrats! You've finished installation! Vortex should launch automatically and you can now move onto setup.
Here is where we get into the weeds, the particulars of Vortex setup before we can use it.
If you are already logged in, proceed to the next section "Adding Cyberpunk"
If Vortex didn't open by itself, open it from the start menu.
Log into Nexusmods by clicking on the red circle in the top right of your client
You will see either a browser window or an error message that Vortex couldn't open one – in this case, copy the URL in the box at the bottom and open the browser window yourself
Optional: log into nexusmods (if you aren’t)
Allow Vortex to access your Nexus account by clicking "Authorize":
Click "Log in to Vortex":
Instead of the red icon, you should now see your profile picture and username from nexusmods.
This section will tell you how to add Cyberpunk to Vortex's managed games.
On the sidebar on the left side of your dashboard, click "Games"
In the page that now shows, type "Cyberpunk" into the search bar
Hover over its thumbnail and click "manage"
You will now see a popup complaining about "Game support not installed". Don't panic, this is expected!
Click the "download" button at the bottom of the window to install the Vortex plugin for Cyberpunk:
The extension should download automatically
You need to restart Vortex – agree to the prompt.
Optional: If Vortex was able to auto-detect your game install, you are done now and can proceed with the Settings section.
Vortex will tell you that it couldn't detect your game install and prompt you to set it manually. Click "Continue".
In the explorer window that now pops up, navigate to the folder containing your Cyberpunk exe (e.g. C:\Games\Cyberpunk 2077\bin\x64
)
Once you are in the right folder, click "Select Folder"
Vortex can now manage your game! Proceed to the next section, Settings.
This section tells you how to set the recommended settings in Vortex, grouped by tab. If a tab isn't covered, there are no recommendations and you can do what you like.
Start by clicking "Settings" in the left sidebar of your Vortex Dashboard, then select the first tab.
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
".
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:
To put a mod in the game, Vortex requires you to complete four steps. The folders for these are configured in the Mods section.
Downloading: Putting the mod into Vortex's download cache, either by clicking the button on Nexus or by dragging-and-dropping an archive onto the client. The archive will now live in Vortex's download directory.
Installing: Unpacks the mod and copies it to Vortex's staging directory.
Enabling: This mod should be included in the next deploy
Deploying: The mod has been copied from Vortex's staging directory to your Cyberpunk game directory.
Deploy mods when Enabled
Automatically deploys each mod as you enable it, merging step 3 and 4. We recommend enabling this, as it saves you a click.
Install Mods when downloaded
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
Enable Mods when installed
Automatically completes step 2 when you install a mod. We recommend enabling this, as it saves you a click.
Run Vortex when my computer starts
Starts Vortex with Windows - disable or enable at your discretion
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.
This setting controls the automatic REDmod conversion. In general, you do not want this. For an explanation of what that means, see Mod format: REDmod or vanilla?
This section controls Vortex file storage. It's mostly a matter of personal preference and disk space availability on your end.
This folder
must be on the same drive as your game installation, or deploy will fail
must not be your game install directory
Where Vortex keeps its mods, ready to deploy them into the Cyberpunk game directory.
The default folder location is {USERDATA}\{GAME}\mods
, which resolves to 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, like C:\Games\Mods
. Wherever you decide, you want to make sure it is accessible and you can remember it in case of issue.
Where Vortex stores downloaded archives. Can be wherever you like, even on a different drive.
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 client.
Finally, we will return to our dashboard.
No matter what settings you chose in interface, you should still have a section labeled "Tools", where at this point you should at least see four things, the last of which will be disabled:
It can be helpful here to toggle "Enable Toolbar" above it so that you can always see them wherever you are in Vortex.
These are different options to launch the game via Vortex.
Click on the three dots next to "Launch Game with REDmods Enabled" and set it as primary. This will make Vortex pick this option when you click on the Cyberpunk 2077 picture on the far left.
"REDmod Deploy Latest Load Order" is also incredibly useful if your mods are acting up: Just using the "deploy" button on the main management page can fail – by using this button, you can debug your REDmod deployment.
This section will teach you how to install mods. Keep reading!
You can browse different mod collections on Nexus, but caution: collections can be outdated or abandoned. To make sure that a collection works with the current game version, check its comments - if they are full of complaining people, it doesn't.
The following mods are requirements for many other Cyberpunk mods. We recommend that you install their latest version and keep them up-to-date, since you will run into them sooner or later.
Some mods that depend on redscript may say they require cybercmd, but it's unnecessary to install since RED4ext performs the same functionality and then more. It only still exists for users who wish to use redscript and REDmod mods at the same time, but not use RED4ext.
For more information on the core mods, check Core Mods explained
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.
The game should always be able to launch with just the core mods enabled. If it doesn't, head over to the troubleshooting page and make sure that you can launch and start a new game.
Before you play your 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.
Since this is your first time launching the game with mods, you should see a prompt to bind an overlay key for Cyber Engine Tweaks (CET). (If it does not, check here.) You can assign whatever you like, this button will hide or unhide the CET overlay.
While you have it open, you can navigate to the "Settings" option, and select "Skip Start Menu" and "Suppress Intro Movies" (if you don't want them). The setting will become active after the next restart.
Make sure to click save to keep your choices.
Let's get a mod that'll change something. For this example, we've picked KS UV framework, which will change V's feet.
For now, you can simply go straight to the Files page of the KSUV mod.
So that you can see the changes in-game immediately, to know if you've installed correctly, you will download the first option, "Recommended. UV Framework New High Heel Feet with Custom Textures - Classic Install". This will change the feet visually now, and allow for custom textures later. Click "mod manager download". A window will pop up telling you that you need another mod "-KS- Vanilla Shoes for High Feet" installed before downloading this. You can do this after downloading this mod; your feet just won't fit in any vanilla shoes until you do. For now, click download to continue to the final download page, where you will select "slow".
Once your timer counts down, it should begin downloading in Vortex. The setting "Bring Vortex to foreground when starting downloads in browser" is enabled by default, so if you didn't change it, the Vortex window should pop up now. Otherwise, click over to it, and you should be able to see a 1 next to Downloads in the sidebar.
Assuming you're using recommended settings, the mod won't have installed itself, so you will click on "Mods" in the left sidebar. You should already have mods installed, enabled, and downloaded from the collection. Scroll down until you locate the blue "Never Installed" button next to the mod you want to install. Click it once, and if you're using recommended settings, it should enable and deploy automatically.
For this mod, a window will pop up, warning you that it may need manual adjustment, due to multiple .archive files. These are important windows to pay attention to, because many mods that have multiple files do require manual adjustment. This information is usually found on the description page, which is why you want to read it carefully before download.
For this mod, however, that is ok, and intended. You may simply click "Understood".
To test your new body framework mod, simply select "New Game" and pick a female-bodied V. If the feet are flat, it is not installed correctly. If they look a little funny, like barbie feet, you've done it right.
Let's install a mod without a mod manager download button and manage it in Vortex to show you how it works.
Click this link, which will take you straight to the files tab.
Select whichever one you like, like the "Arey", third option down.
Optional: Check what it looks like
Click on the "images" tab (to the right of "files")
Find the picture named "Arey"
Navigate back to the "Files" tab
Scroll down to the third option, Arey Hair PHYSICS ENABLED
The file doesn't have any particular instruction.
Optional: view the file contents – they sometimes contain helpful information:
Manually download the file – you know the drill by now.
Return to the Vortex "mods" page. You have two ways to install the mod now:
Drag-and-drop the downloaded file on your client, or
use "Install From File" in the orange bar and select the file you just downloaded in the explorer window that pops up
You should now have successfully installed the file.
If you have used the recommended settings, it should enable and deploy automatically. Otherwise, you need to do that yourself.
Start the game
Head to the character creator and create a female-bodied V.
Check hair 48 – normally, it looks like this:
If your hair is two big buns--you did it! If it's just the normal single bun with braids, go back and try again.
Congratulations! You know how to use Vortex!
Arms are why we can't have nice things.
This page lists the different player arms, their component names, and the paths to their files.
To make your clothes react to different arms, check ArchiveXL: Suffixes and Substitutions ->
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.
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_
).
First Person
base\characters\common\player_base_bodies\player_female_average\fpp
Third Person
base\characters\common\player_base_bodies\player_female_average\arms_hq
arms_full
is only used by character creator!
base\characters\common\player_base_bodies\player_man_average\arms_hq
arms_full
is only used by character creator!
Note that the same component name is used for all arm states, even when declared in different .ent files.
Active
base\characters\cyberware\player\a0_002__monowire_whip\entities\a0_002_wa__monowire_whip.ent
Inactive FPP
base\characters\cyberware\player\a0_002_wa__monowire_whip_holstered.ent
Inactive TPP
base\characters\cyberware\player\a0_002_wa__monowire_whip_tpp.ent
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.
Active
base\characters\cyberware\player\a0_002__monowire_whip\entities\a0_002_ma__monowire_whip.ent
Inactive
base\characters\cyberware\player\a0_002_ma__monowire_whip_holstered.ent
This is the first cyberarm type where we see the arm split across multiple .ent files.
Active
Inactive FPP
base\characters\cyberware\player\a0_003__mantisblade\entities\a0_003_wa__mantisblade_holstered.ent
Inactive TPP
base\characters\cyberware\player\a0_003__mantisblade\entities\a0_003_wa__mantisblade_photomode.ent
Active
Inactive FPP and TPP
base\characters\cyberware\player\a0_003__mantisblade\entities\a0_003_ma__mantisblade_holstered.ent
Active
Inactive FPP
base\characters\cyberware\player\a0_005_wa__strongarms_holstered.ent
Inactive TPP
base\characters\cyberware\player\a0_005_wa__strongarms_photo_mode.ent
Active
Inactive
base\characters\cyberware\player\a0_005_ma__strongarms_holstered.ent
The Launcher is asymmetric and only present in the left arm. The right arm component just re-uses the default mesh.
Active
Inactive FPP
base\characters\cyberware\player\a0_006__launcher\entities\a0_006_wa__launcher_holstered.ent
Inactive TPP
base\characters\cyberware\player\a0_006__launcher\entities\a0_006_wa__launcher_holstered_photo_mode.ent
Active
Inactive
base\characters\cyberware\player\a0_006__launcher\entities\a0_006_ma__launcher_holstered.ent
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 that deletes the actual Weapon Grip meshes. It is possible to manage the visibility via Codeware scripting, but even that isn't straight forward.
All
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]}
Heroes, villains, the extended cast and innocent bystanders
Last documented update: January 6 2024 by mana vortex
This page collects paths to .ent and .app files for various NPCs, as long as somebody considered them interesting enough to document them here.
To change NPC appearances, see For NPCs - Change Appearances
To create custom NPCs, see AMM: Custom NPCs
To create V as an NPC, see NPV - V as custom NPC
To find the files of an AMM NPC, check the sub-page Finding files: AMM NPCs
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 .
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 .
You can find the corresponding .app file by right-clicking on the .ent file and selecting . If that doesn't help, search for entFileName.app (e.g. silverhand.app
)
Johnny Silverhand
base\characters\entities\main_npc\silverhand.ent
Judy
base\quest\secondary_characters\judy.ent
Judy has two .ent files, and the one one under secondary_characters
seems to be her main one.
Panam
base\quest\primary_characters\panam.ent
Evelyn
base\quest\primary_characters\evelyn.ent
Misty
base\quest\tertiary_characters\misty.ent
Jackie
base\quest\secondary_characters\jackie.ent
The app file is named jackie_welles.app
River
base\quest\primary_characters\sobchak.ent
The .ent file is still named after his concept character. The app file is named river_ward.app
Kerry
base\quest\tertiary_characters\kerry.ent
The app file is named kerry_eurodyne.app
Alt Cunningham
base\quest\secondary_characters\alt.ent
Goro Takemura
base\quest\primary_characters\takemura.ent
The .app file is called goro_takemura.app
Rogue
base\quest\secondary_characters\rogue.ent
Yorinobu
base\quest\secondary_characters\yorinobu.ent
The .app file is named yorinobu_arasaka.app
Hanako
base\quest\secondary_characters\hanako.ent
Saburo
base\quest\tertiary_characters\saburo.ent
The .app file is named saburo_arasaka.app
Viktor
base\quest\tertiary_characters\victor_vector.ent
victor_vektor.app
President Myers
ep1\characters\entities\main_npc\president_myers.ent
Songbird
ep1\characters\entities\main_npc\songbird.ent
Reed
ep1\characters\entities\main_npc\reed.ent
Kurt Hansen
ep1\characters\entities\main_npc\kurt.ent
Lizzy Wizzy (PL version)
ep1\characters\entities\main_npc\celebrity_chrome_ep1.ent
Alex
ep1\characters\entities\main_npc\alex.ent
Meredith
base\quest\tertiary_characters\stout.ent
The app file is named meredith_stout.app
Dex
base\quest\secondary_characters\dex.ent
Smasher
base\characters\entities\boss\adam_smasher.ent
The app file is named boss_adam_smasher_mm.app
T-Bug
base\quest\tertiary_characters\tbug.ent
Claire
base\quest\tertiary_characters\claire.ent
The .app file is called clair.app
(sic)
Placide
base\quest\tertiary_characters\placide.ent
Saul
base\quest\secondary_characters\saul.ent
Mitch
base\quest\tertiary_characters\mitch.ent
US Cracks
sq017_red_menace.ent
sq017_purple_force.ent
sq017_blue_moon.ent
The band shares one .app file, you can find it under us_cracks_band.app
Lizzy Wizzy
base\quest\tertiary_characters\lizzy_wizzy.ent
The .app file is named celebrity_chrome.app
Mama Welles
base\quest\tertiary_characters\mama_welles.ent
gang__valentinos_wa.app
(_sq018__mama_welles)
Mr. Blue Eyes
base\quest\main_quests\epilogue\q203\characters\q203_mr_x.ent
You can find his appearance as _q003_gman
in
citizen__corporat_ma.app
Dex
base\quest\secondary_characters\dex.ent
Wakako Okada
base\open_world\fixers\wakako\characters\wakako_okada.ent
Mr. Hands
ep1\characters\entities\main_npc\mr_hands.ent
service__fixer_ma.app
Dakota Smith
base\open_world\fixers\dakota\characters\dakota_smith.ent
Dino
base\open_world\fixers\dyno\characters\dyno.ent
The .app file is called dino.app
Muamar Reyes
base\open_world\fixers\el_capitan\characters\muamar_reyes.ent
The .app file is called capitan_reyes.app
Regina Jones
base\open_world\fixers\reggie\characters\reggie.ent
The .app file is called service__fixer_wa.app
Padre
base\open_world\fixers\padre\characters\padre.ent
The .app file is called sebastian_perez.app
Characters who have very little screen time
8ug8ear
base\open_world\street_stories\heywood\vista_del_rey\sts_hey_rey_09\characters\sts_hey_rey_09_net.ent
The .app file is called 8ug8ear.app
Cheri Nowlin
base\quest\main_quests\part1\q105\characters\q105_yakuza_manager.ent
You can find her appearance as _q105__yakuza_receptionis
in service_sexworker_wa.app
Rita Wheeler
base\quest\tertiary_characters\lizzies_bouncer.ent
You can find her appearance as _beyond_bouncer_01
in gang_mox_wa.app
Rachel Casich
base\quest\side_quests\sq023\characters\sq023_rachel.ent
service__specialist_wa.app
(_sq023__bd_producer)
Kirk
base\quest\tertiary_characters\fixer_kirk.ent
service__fixer_ma.app
(_q000__kirk_sawyer)
Lizzy Wizzy
base\quest\tertiary_characters\lizzy_wizzy.ent
The app file is called celebrity_chrome.app
Characters who don't even have names (but who are interesting regardless)
Ripperdocs
service__ripperdoc_ma.ent service__ripperdoc_mb.ent service__ripperdoc_wa.ent
service__ripperdoc_ma.app
service__ripperdoc_mb.app
service__ripperdoc_wa.app
Trauma Team
corpo__traumateam_ma.ent
corpo__traumateam_ma.app
Maxtac
corpo__max_tac_ma.ent max_tac_mb.ent max_tac_wa.ent
max_tac.app
max_tac_mb.app
max_tac_wa.app
NCPD
corpo__ncpd_ma.ent
corpo__ncpd_mb.ent corpo__ncpd_wa.ent
Militech goons
corpo__militech_ma.ent corpo__militech_mah.ent corpo__militech_mb.ent corpo__militech_wa.ent
mah seems to be the heavies (soldier types)
Netwatch
corpo__netwatch_ma.ent
Kangtao
corpo__kangtao_ma.ent corpo__kangtao_mah.ent
mah seems to be the heavies (soldier types)
Arasaka
corpo__arasaka_ma.ent corpo__arasaka_mah.ent corpo__arasaka_mb.ent corpo__arasaka_mm.ent corpo__arasaka_wa.ent
mah seems to be the heavies (soldier types)
Barghest
gang__kurtz_army_ma.ent gang__kurtz_army_mb.ent gang__kurtz_army_wa.ent
Black Ops
corpo__black_ops_ma.ent corpo__black_ops_mb.ent corpo__black_ops_wa.ent
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 kinds of materials, and where to find them
Last documented update: January 6 2024 by mana vortex
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.
More and detailed information can be found under Material properties and its nested pages!
How it works in the abstract: Textures, Materials and Shaders
Re-using materials as templates: Re-using materials: .mi
How it works in the example: 3d objects: .mesh files
General information: Multilayered: Cyberpunk's supershader
Properties and definition:
Preview images: Multilayered: Previews
Using a textured material (guide)
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.
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
For further details, see Textured (PBR) 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
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
BaseColor
base\materials\placeholder\white.xbm
Normal
optional: path to your normal map
Roughness
optional: path to your roughness map
RoughnessBias
0.200000003
BaseColorScale
Colour as Vector (Wolvenkit shows a color picker)
base\environment\decoration\decals\mesh_decal_lines\textures\lines_plain_black.mi
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
, but with that fancy blackwall effect that we all know and love. There are blackwall variants of most shaders, check the hint box.
base\environment\decoration\containers\cases\coffin\textures\m_z_gold.mi
a shiny gold (metal_base.remt)
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!
See Emissive Material Propertiesfor how it works and how to configure it.
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
base\fx\_shaders\hologram.mt
Holo material ()
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 are used for heat. Their colour can be adjusted via the temperature
parameter.
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 are animated effect shaders.
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
For more details on glass materials and instructions on how to configure them, see here.
Basic glass, with warping properties, simple tint as color, simple opacity
base\materials\glass_onesided.mt
Non-warping glass, destructible, tintable via colors
base\vehicles\common\materials\glass_windshield_tinted_black.mi
Device screen glass
base\fx\shaders\parallaxscreen.mt
For a full documentation of this material, check Transparent material properties ->
base\materials\glass_onesided.mt
take from Hanako's dress, localMaterialBuffer.materials.transparent
base\characters\main_npc\hanako\t1_001_wa_dress__hanako.mesh
For a full documentation of this material, check Transparent material properties ->
base\materials\glass_onesided.mt
take from mana's mod, manavortex\clothing\torso\barong_tagalog\meshes\pma__barong__base_body.mesh
or
Use base\materials\fillable_fluid_vertex.mt
to fill vessels, or see here for details.
Mirrors are generally a farce 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 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
Cyberpunk 2077 uses materials cleverly, and often you can save a lot of work by simply re-using something CDPR has already defined
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
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)
A list of interesting locations and their sector files
Last documented edit: January 14 2024 by mana vortex
This page lists locations of interest & their world sector filenames. If you want to learn how to edit them instead, check World Editing in the Modding Guides section.
If you want to know how they work the theory is here.
List of interesting locations for teleporting
An entire channel dedicated to locations
If the place you're looking for isn't yet on the list, check Finding Locations for instructions on how to find it. Please consider signing up and adding it or find us on Discord to leave your findings in the #world-editing
channel.
Walls, Hallway + Collision Data.
interior_-22_19_1_1
Walls + Hallway.
interior_-22_20_1_1
Devices, Clutter Next To Stash Door.
interior_-43_39_3_0
Walls, Surrounding Floor, Desk Stuff.
interior_-44_39_3_0
Walls, Floor, Sofa Table, Clutter.
interior_-44_40_3_0
Lots Of Exterior Clutter, Samurai Poster.
interior_-46_40_3_0
Contains Interior Data + Collision Data.
exterior_-22_19_1_0
Exterior walls.
exterior_-3_2_0_3
Apartment Walls + Floor Collision Data.
interior_-11_9_0_2
Apartment Floor.
quest_e1ef450702659584
Clutter On Sofa Wall Next To Stash (Tray Etc).
quest_b705140105a75f58
Apartment Bed Nook + Pillows.
quest_acd280b2b73c4d5b
Apartment Bed.
quest_2467054678ccf8f6
Walls Next To Entry Door, Beanbag, Desk.
quest_3509076113f76078
Bathroom Walls.
quest_2be595b225125038
Stash: Katana And Pistol Wall Molds.
quest_5eb84e72f3942283
Trauma Drama Trigger.
quest_1fbb2ceaeeaac973
Chrimera Core Memorabilia.
quest_bffc520d8fa11b1b
Northside: Vs Apartment (dump) Thanks Chanka on Discord x = -1504.0516
y = 2227.487
z = 22.231918
exterior_-6_8_0_2 - Hotel Exterior detail
interior_-48_68_0_0 - Hotel Interior
interior_-12_17_0_2 - Walls/Larger Interior
exterior_-12_17_0_1 - Whole Block
interior_-47_69_0_0 - Right Side of Apt
interior_-48_69_0_0 - Left Side of Apt
interior_-24_34_0_1 - Furniture, Walls, Floors
exterior_-24_34_0_0 - Radio, Arcade machine, Hotel Exterior detail
Japantown: V's apartment
interior_-13_15_0_0 walls, bedroom interior_-25_30_0_0 hallway, plants, clutter
V's penthouse / mansion
exterior_-21_18_1_0 interior_-11_9_0_2 interior_-21_18_1_1 interior_-22_18_1_1 interior_-43_37_3_0 interior_-43_39_3_0 quest_81387f43768bad6c scorpion statue, dreamcatcher
V's Apartment: Corpo Plaza x = -1604.0522
y = 353.99716
z = 49.200005
interior_-25_5_0_1 computer and far wall exterior_-25_5_0_0 computer and far wall clutter interior_-51_10_1_0 stash + kitchen clutter interior_-51_11_1_0 wardrobe +bath
interior_-50_11_1_0 desk, sofa cushions etc
interior_-26_5_0_1 Bed and larger walls interior_-13_2_0_2 Floors & walls exterior_-26_5_0_0 Doors & TVs
Northside: V's Apartment (Loft)
interior_-24_-16_1_1 big walls, floors, pool table interior_-48_-31_2_0 sofa, table, barstools, clutter exterior_-24_-16_1_0 exterior walls
quest_ca115e9713d725d7 interaction prompts
Dogtown Apartment
ep1\interior_-70_-81_2_0 ep1\exterior_-35_-40_1_0 ep1\exterior_-35_-41_1_0 # radio ep1\exterior_-18_-21_0_1 # generator ep1\interior_-70_-80_2_0
Judys Apartment
interior_-15_28_0_1
interior_-15_29_0_1
interior_-28_57_1_0
interior_-28_58_1_0
interior_-29_57_1_0
interior_-29_58_1_0
Judys house by the lake
exterior_16_-55_2_0 exterior_17_-55_2_0 exterior_1_-4_0_4 exterior_2_-7_0_3 exterior_4_-14_0_2 exterior_8_-28_1_1 interior_17_-55_2_1 interior_34_-109_5_0 interior_35_-109_5_0
Northside, : Aaron's Apartment Edgerunners: Rebecca and Pilar's Apartment
(thanks vinventive on Discord!)
exterior_-10_41_0_0 interior_-10_41_0_1 interior_-19_82_1_0 interior_-20_81_1_0 interior_-20_82_1_0
Mamma Welles's house (this sector is MASSIVE 24k+ nodes, has all the locations in the post intro cutscene)
quest_e6340f4e7a9a4922
Hanako Arasaka
exterior_0_1_0_4 exterior_2_7_1_1 exterior_2_8_1_1 exterior_4_15_3_0 exterior_4_16_3_0 interior_0_1_0_4 interior_2_8_1_2 interior_4_15_3_1 interior_4_16_3_1 interior_8_31_7_0 interior_8_32_7_0 interior_9_32_7_0
by FIorence
Regina Jones
exterior_-19_24_0_0 ‣ Yaiba Entrance
exterior_-18_24_1_0 ‣ Yaiba Exterior & Interior
interior_-18_24_1_1 ‣ Yaiba Interior
interior_-37_49_2_0 ‣ Yaiba Interior
interior_-36_49_2_0 ‣ Yaiba Interior
interior_-19_24_1_1 ‣ Yaiba Interior
exterior_-5_6_0_2 ‣ Yaiba, Kabuki Area
Dakota Smith
exterior_37_-12_1_0 ‣ Garage Interior & Exterior exterior_18_-7_0_1 ‣ Garage Interior & Exterior exterior_37_-13_1_0 ‣ Garage Interior exterior_38_-12_1_0 ‣ Garage Interior exterior_4_-2_0_3 ‣ Garage Exterior exterior_9_-3_0_2 ‣ Garage Exterior
Dino Dinovic
interior_-31_5_0_1 ‣ Bar Interior interior_-31_6_0_1 ‣ Bar Interior exterior_-31_5_0_1 ‣ Bar Exterior
exterior_-31_5_0_0 ‣ Bar Exterior
exterior_-8_1_0_2 ‣ Bar Exterior exterior_-16_2_0_1 ‣ Bar Exterior & Interior
Muamar Reyes
exterior_6_-37_2_0 ‣ Parking, Plants & Trash exterior_3_-19_1_1 ‣ Plants & Road exterior_1_-10_0_2 ‣ Cliffside Parking & Trees exterior_0_-5_0_3 ‣ More Terrain & Collisions
Rogue Amendiares
Interior_-45_30_0_0 ‣ Rogue's Room & Briefing Room
Interior_-45_31_0_0 ‣ Rogue’s Booth & Room
Interior_-45_32_0_0 ‣ Bathroom & Rogue’s Booth
Interior_-46_30_0_0 ‣ Afterlife Briefing Room
Interior_-46_31_0_0 ‣ Bar Area & Nix’s Room
Interior_-46_32_0_0 ‣ Entrance & Seating Area
Interior_-23_15_0_1 ‣ Afterlife Collision Nodes
Interior_-12_8_0_2 ‣ Afterlife Collision Nodes
Interior_-12_7_0_2 ‣ Afterlife Collision Nodes
exterior_-23_16_0_0 ‣ Afterlife Interior & Exterior
Sebastian Ibarra
exterior_-29_-20_0_0 ‣ Courtside Exterior & Buildings exterior_-15_-10_0_1 ‣ Courtside Exterior & Buildings
exterior_-14_0_0_1 ‣ Glen Billboards & Roads exterior_-28_-20_0_0 ‣ Courtside Exterior & Buildings Exterior_-7_-5_0_2 ‣ Larger Glen Area
Wakako Okada
interior_-11_12_0_1 ‣ Wakako's Office
interior_-21_25_0_0 ‣ Parlor Interior exterior-6_6_0_1 ‣ Parlor Exterior
exterior_-11_12_0_0 ‣ Jig-Jig Street Exterior
Mr. Hands
x = -1577.5237
y = -2336.9883
z = 57.89293
interior_-50_-74_1_0 ‣ Mr. Hands Office & Interior exterior_-50_-74_1_0 ‣ Club Interior Collisions
interior_-50_-73_1_0 ‣ Mr. Hands Office & Art
interior_-13_-19_0_2 ‣ Club Exterior Collisions interior_-13_-19_0_2 ‣ Club Interior Meshes exterior_-25_-37_0_0 ‣ Club Interior Collisions exterior_-25_-37_0_0 ‣ Interior & Exterior Meshes interior_-25_-37_0_1 ‣ Club Interior Collisions interior_-25_-37_0_1 ‣ Interior & Exterior Meshes exterior_-25_-37_0_1 ‣ Misc Collisions interior_-51_-74_1_0 ‣ Club Meshes & Decals
El Coyote (Mama Welles's bar)
interior_-20_-16_0_1 interior_-39_-31_0_0 interior_-39_-32_0_0 interior_-40_-31_0_0 interior_-40_-32_0_0
Lizzie's (thanks Flipdark95 on Discord)
exterior_-5_6_0_2 exterior_-10_12_0_1 exterior_-19_24_0_0 exterior_-19_24_0_1 interior_-37_48_0_0 interior_-37_49_0_0 interior_-38_48_0_0 interior_-38_49_0_0
Afterlife
interior_-45_30_0_0 interior_-45_31_0_0 interior_-45_32_0_0 interior_-46_30_0_0 interior_-46_31_0_0 interior_-46_32_0_0 interior_-23_15_0_1 interior_-23_16_0_1 interior_-12_8_0_2 interior_-12_7_0_2 exterior_-23_16_0_0
Totentanz - Club level
exterior_-27_34_1_0 exterior_-27_35_1_0
exterior_-28_34_1_0 exterior_-28_35_1_0 interior_-14_17_0_2 interior_-27_34_1_1 interior_-28_34_1_1 interior_-28_35_1_1 interior_-53_68_2_0 interior_-53_69_2_0 interior_-54_68_2_0 interior_-54_68_3_0 interior_-54_69_2_0 interior_-54_70_2_0 interior_-55_68_2_0
Atlantis (From Jonny Flashback w Rogue)
interior_-12_16_0_1 interior_-12_16_1_1 interior_-12_17_0_1 interior_-12_17_1_1 interior_-13_16_0_1 interior_-13_16_1_1 interior_-13_17_0_1 interior_-13_17_1_1 interior_-24_33_1_0 interior_-24_33_2_0 interior_-24_34_0_0 interior_-24_34_1_0 interior_-24_34_2_0 interior_-24_35_2_0 interior_-25_33_1_0 interior_-25_33_2_0 interior_-25_34_1_0 interior_-25_34_2_0 interior_-6_8_0_2
interior_-2_2_0_4
Embers
interior_-57_-17_2_0
Cloud's (Thanks TimNick151297)
interior_-21_25_4_0 interior_-21_24_3_0 interior_-21_24_4_0 interior_-11_12_2_1 interior_-11_12_1_1 interior_-21_25_3_0
exterior_-1_0_-1_6 exterior_-2_1_0_4 exterior_-3_3_0_2 exterior_-11_12_2_0 exterior_-6_6_1_1
Japantown, Westbrook: Turbo's Diner Edgerunners: party location after first gig
exterior_-7_6_0_1 exterior_-7_7_0_1
Strip mall
exterior_-8_-14_0_1
Scavs hideout Thanks John CO on Discord
interior_-15_11_4_0 interior_-8_5_2_1 interior_-16_11_4_0 interior_-15_12_4_0 interior_-16_12_4_0 interior_-4_3_1_2 interior_-4_2_1_2 interior_-2_1_0_4
No Tell motel room after heist
interior_-36_41_0_0 interior_-18_20_0_1 interior_-9_10_0_2
Heist Hotel Rooms (its the stack the bot goes down through)
interior_-17_13_1_2 interior_-18_13_0_2 interior_-18_13_1_2 interior_-18_14_0_2 interior_-34_27_2_1 interior_-35_27_1_1 interior_-35_27_2_1 interior_-35_28_2_1 interior_-68_54_5_0 interior_-68_55_5_0 interior_-69_55_3_0 interior_-69_55_4_0 interior_-69_55_5_0 interior_-69_56_3_0 interior_-69_56_4_0 interior_-70_55_3_0 interior_-70_55_4_0 interior_-70_55_5_0
Megabuilding 10 - Wilson Store interior
interior_-46_41_3_0
Voodoo Boys tunnels + church
[ "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", ]
left_arm
right_arm
a0_001_pwa_base_hq__full
a0_001_pwa_base_hq__full8640
a0_000_ma_base__full_ag_hq1491
a0_000_ma_base__full_ag_hq6168
a0_002_wa__monowire_whip_l_cableless
a0_002_wa__monowire_whip_r_cableless
a0_002_wa__monowire_whip_l_cableless
a0_002_wa__monowire_whip_r_cableless
a0_002_wa__monowire_whip_l_cableless
a0_002_wa__monowire_whip_r_cableless
a0_002_ma__monowire_whip_l_cableless
a0_002_ma__monowire_whip_r_cableless
a0_002_wa__monowire_whip_l_cableless
a0_002_wa__monowire_whip_r_cableless
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
a0_006_wa__launcher_holstered4156
a0_006_wa__launcher_holstered_upperarm
a0_006_wa__launcher_holstered_right
a0_006_wa__launcher_holstered_photo_mode8630
a0_006_wa__launcher_upperarm_photo_mode
a0_006_wa__launcher_holstered_photo_mode_right
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
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
a0_006_ma__launcher_holstered1283
a0_006_ma__launcher_holstered_upperarm
a0_005_ma__strongarms_holstered_r
base\gameplay\cyberware\smartgun_link\player_smartgun_link.ent
base\gameplay\cyberware\subdermal_grip\player_subdermal_grip.ent
a0_004__weapon_grip_device
a0_004__weapon_grip_decal_01
a0_004__weapon_grip_decal_02
Character creator options and their values
Created: Sep 01 2024 by mana vortex 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
1-12
Skin type
Compexion: 01-04
off, default, glossy, matte
1-51
01-20
Eyes
1-22
off, 1-14
Eyebrows
off, 1-11
off, 01-03
Nose
1-22
Nails
long, short
Mouth
1-22
Jaw
1-22
Chest (f only)
default, small, big
Ears
1-22
Nipples
off, 1-3
off, 1-8
Body Tattoos
off, 1-5
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
Public Hair Style
off, 1-5
Teeth
0-4
off, 1-20
Bold options are unique to V and not shared with NPCs
1
01_ca_pale
7
03_ca_senna_01_honey
2
01_ca_pale_00_warm_ivory
8
03_ca_senna_02_band
3
02_ca_limestone
9
04_ca_almond
4
02_ca_limestone_00_beige
10
04_ca_almond_00_umber
5
03_ca_senna
11
05_bl_espresso
6
03_ca_senna_00_amber
12
06_bl_dark
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, _02, _03)
Link: Reference images on imgur
For a list of , check Cheat Sheet: Hair
01
hb_000_pma_c__basehead_shadowbase_01
02
hb_000_pma_c__basehead_big_beard_afro
03
pma__morphs_default
04
hb_000_pma_c__basehead_handlebar_stache
05
hb_000_pma_c__basehead_jesse_beard
06
hb_000_pma_c__basehead_maelstrom_full
07
hb_000_pma_c__basehead_big_beard
08
hb_000_pma_c__basehead_short_afro
09
hb_000_pma_c__basehead_thick_beard_afro
10
hb_000_pma_c__basehead_fu_manchu
11
hb_000_pma_c__basehead_logan
12
hb_000_pma_c__basehead_patmc
01
1111
02
1100
03
1110
04
1101
05
0010
06
0011
07
0001
Check Cheat Sheet: Head -> Cyberware
01
(brown_01, brown_02, brown_03, black_01)
02
(brown_04, brown_05, brown_06, black_02)
03
(brown_07, brown_08, brown_09, black_03)
04
(brown_10, brown_11, brown_12, black_04)
05
cheeks (_color_01)
06
cheeks (_color_02)
07
cheeks (_color_03)
08
cheeks (_color_04)
09
cheeks (_color_05)
10
cheeks (_color_06)
11
cheeks (_color_07)
12
cheeks (_color_08)
13
cheeks (_color_09)
14
cheeks (_color_10)
01
1111
02
1011
03
0111
01
hx_000_pXa__morphs_scars_01
2049
02
hx_000_pXa__morphs_scars_01
2050
03
hx_000_pXa__morphs_scars_01
2052
04
hx_000_pXa__morphs_scars_01
2064
05
hx_000_pXa__morphs_scars_01
2080
06
hx_000_pXa__morphs_scars_01
2112
07
hx_000_pXa__morphs_scars_01
2176
08
hx_000_pXa__morphs_scars_01
2304
09
hx_000_pXa__morphs_scars_01
3072
Chunkmasks for different piercing meshes (for custom NPCs etc), thanks to xbae's NPV part picker
01
i1_000_pXa_c__basehead_earring_01.mesh i1_000_pXa_c__basehead_earring_02.mesh i1_000_pXa_c__basehead_earring_03.mesh
4 1 2
02
i1_000_pXa_c__basehead_earring_01.mesh i1_000_pXa_c__basehead_earring_02.mesh
15 2048
03
i1_000_pXa_c__basehead_earring_01.mesh i1_000_pXa_c__basehead_earring_02.mesh
1040 263
04
i1_000_pXa_c__basehead_earring_01.mesh i1_000_pXa_c__basehead_earring_02.mesh i1_000_pXa_c__basehead_earring_03.mesh
4 2268 1
05
i1_000_pXa_c__basehead_earring_01.mesh i1_000_pXa_c__basehead_earring_02.mesh i1_000_pXa_c__basehead_earring_03.mesh
536 2873 2
06
i1_000_pXa_c__basehead_earring_02.mesh
5153
07
i1_000_pXa_c__basehead_earring_01.mesh i1_000_pXa_c__basehead_earring_02.mesh i1_000_pXa_c__basehead_earring_03.mesh
2562 2 4094
08
i1_000_pXa_c__basehead_earring_01.mesh i1_000_pXa_c__basehead_earring_02.mesh i1_000_pXa_c__basehead_earring_03.mesh
520 8064 1
09
i1_000_pXa_c__basehead_earring_01.mesh i1_000_pXa_c__basehead_earring_02.mesh i1_000_pXa_c__basehead_earring_03.mesh
2052 35 4092
10
i1_000_pXa_c__basehead_earring_01.mesh i1_000_pXa_c__basehead_earring_02.mesh i1_000_pXa_c__basehead_earring_03.mesh
1548 6143 3
11
i1_000_pXa_c__basehead_earring_01.mesh
2047
12 (fV)
1_000_pwa_c__basehead_earring_04.mesh
4
12 (mV)
1_000_pma_c__basehead_earring_01.mesh
512
13 (fV)
1_000_pwa_c__basehead_earring_04.mesh
1
13 (mV)
1_000_pma_c__basehead_earring_01.mesh
8
14 (fV)
1_000_pwa_c__basehead_earring_04.mesh
2
14 (mV)
1_000_pma_c__basehead_earring_04.mesh
4
15 (mV)
i1_000_pma_c__basehead_earring_04.mesh
1
16 (mV)
i1_000_pma_c__basehead_earring_04.mesh
2
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!
01
Valentinos
tx_000_pwa_base__full_tattoo_01.mesh
02
geometric blackwork
tx_000_pwa_base__full_tattoo_02.mesh
03
serpent
tx_000_pwa_base__full_tattoo_03.mesh
04
flowers/mandalas
tx_000_pwa_base__full_tattoo_04.mesh
05
NUSA
tx_000_pwa_base__full_tattoo_05.mesh
We need guns, lots of guns.
Last documented edit: Feb 07 2024 by
This page lists weapon .ent files by associated iron for your convenience.
Do you want to complete your stash? !
For a guide on adding custom weapons, check or
For an overview of weapon properties, check
For an overview of weapon audio profiles, check
Weapons dont seem to have ent files that tie them together in quite the same way as most things they do however have app files that have the component lists, so who cares?
(Just to be difficult some rifles are referenced by a random file in the quests folder called empty_entity.ent, and the katanas and knives seem to have ents) If your wanting to import to Blender Sim created a bunch of dummy ent files to let you import things:
Generally speaking the files are in \base\weapons then organised by type and then name. But searching an app file then right clicking and find used files is faster than browsing, so here are the file names.
Frag grenade (hex)
w_explosives_001__frag_grenade_01.ent
Frag grenade (rounded)
w_explosives_001__frag_grenade_02.ent
Flash grenade
w_explosives_flash_grenade.app
Incendary grenade
w_explosives_incendiary_grenade.app
Biohazard grenade
w_explosives_biohazard_grenade.app
EMP grenade
w_explosives_emp_grenade.app
Recon grenade
w_explosives_recon_grenade.app
w_explosives_cutting_grenade.app
w_explosives_homing_delivery.app
w_explosives_sticky_delivery.app
Arasaka Kenshin
w_handgun__arasaka_kenshin.app
Arasaka Yukimura
w_handgun__arasaka_yukimura.app
Slaughtomatic
w_handgun__budget_slaughtomatic.app
Liberty (rogues)
w_handgun__constitutional_liberty__rogue.app
Unity
w_handgun__constitutional_unity.app
Kangtao chao
w_handgun__kangtao_chao.app
Malorian (jonnys)
w_handgun__malorian_silverhand.app
Militech Lexington
w_handgun__militech_lexington.app
Militech Lexington (Silenced)
w_handgun__militech_lexington__silenced.app
Militech Omaha
w_handgun__militech_omaha.app
Arasaka Kappa
w_handgun__arasaka_kappa.app
Tsunami Nue
w_handgun__tsunami_nue.app
Tsunami Nue (Jackies)
w_handgun__tsunami_nue_jackie.app
Tsunami Nue w scope
w_handgun__tsunami_nue_scope.app
Defender
w_lmg__constitutional_defender.app
ma70hb
w_lmg__midnight_ma70hb.app
Darra Nova
w_revolver__darra_nova.app
Darra Quasar
w_revolver__darra_quasar.app
Malorian Overture
w_revolver__malorian_overture.app
Militech Crusher
w_revolver__militech_crusher.app
Techtronika Burya
w_revolver__techtronika_burya.app
Arasaka Masamune
w_rifle_assault__arasaka_masamune.app
Arasaka Masamune w scope
w_rifle_assault__arasaka_masamune_scope.app
Darra Umbra
w_rifle_assault__darra_umbra.app
Militech Ajax
w_rifle_assault__militech_ajax.app
Nokota Copperhead
w_rifle_assault__nokota_copperhead.app
Nokota Copperhead w scope
w_rifle_assault__nokota_copperhead_scope.app
Nokota Sidewinder
w_rifle_assault__nokota_sidewinder.app
Tsunami Kyubi
w_rifle_assault__tsunami_kyubi.app
Sor22
w_rifle_precision__midnight_sor22.app
Militech Achilles
w_rifle_precision__militech_achilles.app
Rostovic Kolac
w_rifle_precision__rostovic_kolac.app
Techtronika Pozhar
w_rifle_precision__techtronika_pozhar.app
Techtronika Grad
w_rifle_sniper__techtronika_grad.app
Tsunami Ashura
w_rifle_sniper__tsunami_ashura.app
Tsunami
w_rifle_sniper__tsunami_nekomata.app
Carnage
w_shotgun__budget_carnage.app
Tactician
w_shotgun__constitutional_tactician.app
Rostovic Igla
w_shotgun_dual__rostovic_igla.app
Rostovic Palica
w_shotgun_dual__rostovic_palica.app
Rostovic Satara
w_shotgun_dual__rostovic_satara.app
Rostovic Testera
w_shotgun_dual__rostovic_testera__base1.app
Arasaka Shingen
w_smg__arasaka_shingen.app
Guillotine
w_smg__budget_guillotine.app
Darra Pulsar
w_smg__darra_pulsar.app
Militech Saratoga
w_smg__militech_saratoga.app
Militech Saratoga tactical
w_smg__militech_saratoga_tactical.app
Senkoh lx
w_smg__senkoh_lx.app
Kangtao Dian
w_special__kangtao_dian.app
Kangtao Zhuo
w_special__kangtao_zhuo.app
Militech Heavy Machine Gun (HMG)
w_special__militech_hmg.app
Chainsword
w_budget_chainsword_appearances.app
Butchers knife
butchers_knife_appearances.app
Chefs knife
w_chefs_knife_appearances.app
Kukri
w_kukri_appearances.app
Machete
w_machete_appearances.app
Machete Borg Axe
w_machete_borg_axe_appearances.app
Machete Borg
w_machete_borg_appearances.app
wakizashi
w_wakizashi_appearances.app
Cattle Prod
w_cattle_prod_appearances.app
Cane
w_cane_appearances.app
Crowbar
w_crowbar_appearances.app
Dildo
w_dildo_appearances.app
Iron Pipe
w_iron_pipe_appearances.app
Pipe Wrench
w_pipe_wrench_appearances.app
Tire iron
w_tire_iron_appearances.app
Tomahawk
w_tomahawk_appearances.app
Baseball Bat
w_baseball_bat_appearances.app
Katana (25 appearances)
w_katana_appearances.app
Katana (29 appearances)
w_katana_grip.app
w_katana__common__grip1_04.ent
w_katana__common__grip1_03.ent
w_katana__common__grip1_03_decal_01_tygerclaws.ent
w_katana__common__grip1_02.ent
w_katana__common__grip1_01.ent
Wakakos katana
w_katana__common__grip1_wakako.ent
Witcher freebie
w_katana__common__grip1_witcher.ent
w_knife_appearances.app
neurotoxin
w_knife__combat__grip1_02.app
punk
w_knife_punk_appearances.app
tanto
w_tanto_appearances.app
Kanabo
w_kanabo_appearances.app
Shovel
w_shovel_appearances.app
Tech Sledgehammer
w_sledge_hammer_tech_player.app
Overview of hair related things
Summary
Published: November 04 2022 by @manavortex Last documented update: Oct 06 2024 by mana vortex
This page will give you an overview about existing hairstyles and their files.
There is a modding guide for how to Replace a hair mod's slot
For a guide on how to add hair to Cyberpunk, check Basic Hairstyle Replacement Tutorial
For a more detailed explanation of the hair shader, see Hair and skin material properties
To look up hairstyles in more detail, you can use NoraLee's excellent NPV part picker
These names correspond to the mesh
files.
To find a hair's control files, check the next section: Hair: Control files by index
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:
base\characters\common\hair > .animgraph > _wa_ // female body gender
base\characters\common\hair > .animgraph > _ma_ // male body gender
hh_033_wa__player hh_033_pwa__player_cyberware_01
hh_145_ma__v_short
hh_059_wa__voodoo_02 hh_059_pwa__voodoo_02_cyberware_01
hh_053_ma__kerry_eurodyne_common hh_053_pma__kerry_eurodyne_common_cyberware_01
hh_034_wa__militech_agent_common
hh_035_ma__mohawk_tall hh_035_pma__mohawk_tall_cyberware_01
hh_089_wa__thompson_common hh_089_pwa__thompson_common_cyberware_01
hh_028_ma__corpo_bun hh_028_pma__corpo_bun_cyberware_01
hh_090_wa__alt_player
hh_075_ma__peralez_common
hh_078_wa__evelyn_common
hh_036_ma__high_tight hh_036_pma__high_tight_cyberware_01
hh_035_wa__mohawk_tall hh_035_pwa__mohawk_tall_cyberware_01
hh_059_ma__voodoo_02 hh_059_pma__voodoo_02_cyberware_01
hh_036_wa__high_tight hh_036_pwa__high_tight_cyberware_01
hh_030_ma__punk_idol
hh_082_wa__afro_bun_bun hh_082_pwa__afro_bun_cyberware_01
hh_062_ma__slick_back
hh_079_pwa__denny
hh_085_ma__takemura_common
hh_091_wa__dakota_braid_band
hh_037_ma__gungho hh_037_pma__gungho_cyberware_01
hh_063_wa__messy_bob
hh_039_ma__punk_shaved hh_039_pma__punk_shaved_cyberware_01
hh_042_wa__topknots_band hh_042_pwa__topknots_cyberware_01
hh_051_ma__judy_common hh_051_pma__judy_common_cyberware_01
hh_999_wa__buzz_cap hh_999_pwa__buzz_cap_cyberware_01
hh_999_ma__buzz_cap hh_999_pma__buzz_cap_cyberware_01
hh_008_wa__sk8t_or_die hh_008_pwa__sk8t_or_die_cyberware_01
hh_025_ma__pompadour hh_025_pma__pompadour_cyberware_01
hh_011_wa__demo
hh_008_ma__sk8t_or_die hh_008_pma__sk8t_or_die_cyberware_01
hh_029_wa__misty_common
hh_011_ma__demo
hh_040_wa__pixie_bob
hh_026_ma__rat_tail hh_026_pma__rat_tail_cyberware_01
hh_041_wa__valentino_band hh_041_pwa__valentino_cyberware_01
hh_027_ma__scavenger
hh_044_wa__classic
hh_031_ma__morgan_blackhand
hh_045_wa__short_spiked hh_045_pwa__short_spiked_cyberware_01
hh_032_ma__ripper_doc_common hh_032_pma__ripper_doc_cyberware_01
hh_051_wa__judy_common hh_051_pwa__judy_common_cyberware_01
hh_040_ma__pixie_bob
hh_060_wa__voodoo_03 hh_060_pwa__voodoo_03_cyberware_01
hh_047_ma__swirl_pomp hh_047_pma__swirl_pomp_cyberware_01
hh_064_wa__bob_fringe
hh_048_ma__dual_braids
hh_068_wa__animals_band
hh_058_ma__voodoo_01
hh_081_wa__buns_02
hh_060_ma__voodoo_03 hh_060_pma__voodoo_03_cyberware_01
hh_083_wa__ponytail_base_01
hh_061_ma__midlength_wavy
hh_083_wa__ponytail_base_01
hh_065_ma__afro_knots hh_065_pma__afro_knots_cyberware_01
hh_077_wa__nomad_02
hh_068_ma__animals_03_band
hh_088_wa__corpo_bob
hh_073_ma__nomad_01
hh_118_wa__gillean
hh_082_ma__afro_bun_bun hh_082_pma__afro_bun_cyberware_01
hh_115_wa__alanah_common
hh_089_ma__thompson_common hh_089_pma__thompson_common_cyberware_01
hh_121_wa__t_bug_common
hh_103_ma__common_spikes
hh_151_wa__judy_variation02_common hh_151_pwa__judy_variation02_cyberware_01
hh_120_ma__arasaka_bun_common_01 hh_120_pma__arasaka_bun_01_cyberware_01
hh_006_wa__demo hh_006_pwa__demo_cyberware_01
hh_007_ma__demo hh_007_pma__demo_cyberware_01
hh_083_wa__ponytail_base_01
hh_112_ma__kicinski_player
hh_093_wa__sumo
hh_113_ma__iwinski_common
hh_085_wa__takemura_common
hh_045_ma__short_spiked hh_045_pma__short_spiked_cyberware_01
hh_054_wa__rogue_young_common hh_054_pwa__rogue_young_cyberware_01
hh_094_ma__saul_common
hh_049_wa__thiago_common
hh_049_ma__thiago_common
hh_039_wa__punk_shaved hh_039_pwa__punk_shaved_cyberware_01
hh_122_ma__roy
hh_103_wa__common_spikes
hh_093_ma__sumo_knot
hh_106_wa__ponytails
hh_006_ma__demo
hh_140_wa__short_afro hh_140_pwa__short_afro_cyberware_01
hh_140_ma__short_afro hh_140_pma__short_afro_cyberware_01
hh_141_wa__afro
hh_141_ma__afro
hh_142_pwa__afrohawk hh_142_pwa__afrohawk_cyberware_01
hh_142_pma__afrohawk hh_142_pma__afrohawk_cyberware_01
hh_143_wa__flat_top hh_143_pwa__flat_top_cyberware_01
hh_143_ma__flat_top hh_143_pma__flat_top_cyberware_01
hh_144_wa__afro_braid_bun hh_144_pwa__afro_braid_bun_cyberware_01
hh_144_ma__afro_braid_bun hh_144_pma__afro_braid_bun_cyberware_01
hh_146_wa__dread_undercut hh_146_pwa__dread_undercut_cyberware_01
hh_146_ma__dread_undercut hh_146_pma__dread_undercut_cyberware_01
hh_999_wa__buzz_cap hh_999_pwa__buzz_cap_cyberware_01
hh_999_ma__buzz_cap hh_999_pma__buzz_cap_cyberware_01
1
05_brown_liquorice
2
01_blonde_platinum
3
02_red_merlot
4
03_ginger_copper
5
04_teal_ombre
6
06_black_carbon
7
07_blonde_golden
8
08_blonde_dishwater
9
09_blue_sapphire
10
10_brown_ombre
11
11_red_apple
12
12_gray_gunmetal
13
13_ginger_strawberry
14
14_teal_ash
15
15_pink_magenta
16
16_pink_rose
17
17_blue_steel
18
18_blue_red_ombre
19
19_cold_white
20
20_cyberpunk_yellow
21
21_goblin_green
22
22_liliac
23
23_mermaid_aquamarine
24
24_purple_ombre
25
25_black_salt_n_pepper
26
26_green_toxic
27
27_brown_medium
28
28_blue_sky
29
29_citrus_yellow
30
30_dark_purple
31
31_green_orange
32
32_liliac_ombre
33
33_phoenix_fire
34
34_purple_blonde
35
35_silver_rose
Hairs and all their components are assigned and defined via .app and .ent files. You can find them in the following folder:
base\characters\head\player_base_heads\appearances\entity\hairs
hh_033_pwa__hairs_151
hh_037_pma__hairs_145_fpp
hh_000_pwa__hairs_059 bhh_000_pwa__hairs_059_cyberware_01
hh_001_pma__hairs_053 hh_001_pma__hairs_053_cyberware_01
hh_034_pwa__hairs_006 hh_034_pwa__hairs_006_cyberware_01
hh_002_pma__hairs_035 hh_002_pma__hairs_035_cyberware_01
hh_003_pwa__hairs_89 hh_003_pwa__hairs_89_cyberware_01
hh_003_pma__hairs_028 hh_003_pma__hairs_028_cyberware_01
hh_004_pwa__hairs_090
hh_004_pma__hairs_075
hh_078_wa__evelyn
hh_005_pma__hairs_036 hh_005_pma__hairs_036_cyberware_01
hh_035_pwa__hairs_083_braid_01
hh_006_pma__hairs_059 hh_006_pma__hairs_059_cyberware_01
hh_036_pwa__hairs_093
hh_007_pma__hairs_030
hh_008_pwa__hairs_082 hh_008_pwa__hairs_082_cyberware_01
hh_008_pma__hairs_062
hh_009_pwa__hairs_079
hh_009_pma__hairs_085
hh_010_pwa__hairs_091
hh_010_pma__hairs_037 hh_010_pma__hairs_037_cyberware_01
hh_011_pwa__hairs_063
hh_011_pma__hairs_039 hh_011_pma__hairs_039_cyberware_01
hh_012_pwa__hairs_042 hh_012_pwa__hairs_042_cyberware_01
hh_012_pma__hairs_051 hh_012_pma__hairs_051_cyberware_01
hh_013_pwa__hairs_999
hh_013_pwa__hairs_999_cyberware_01
hh_014_pma__hairs_025 hh_014_pma__hairs_025_cyberware_01
hh_008_pwa__hairs_082
hh_014_pma__hairs_025 hh_014_pma__hairs_025_cyberware_01
hh_011_pwa__hairs_063
hh_015_pma__hairs_008 hh_015_pma__hairs_008_cyberware_01
hh_029_pwa__hairs_088
hh_016_pma__hairs_011
hh_040_pwa__hairs_049
hh_017_pma__hairs_026 hh_017_pma__hairs_026_cyberware_01
hh_041_pwa__hairs_039
hh_018_pma__hairs_027
hh_044_pwa__hairs_140
hh_019_pma__hairs_031
hh_045_pwa__hairs_141
hh_020_pma__hairs_032 hh_020_pma__hairs_032_cyberware_01
hh_021_pwa__hairs_051 hh_021_pwa__hairs_051_cyberware_01
hh_021_pma__hairs_040
hh_022_pwa__hairs_060 hh_022_pwa__hairs_060_cyberware_01
hh_022_pma__hairs_047 hh_022_pma__hairs_047_cyberware_01
hh_023_pwa__hairs_064
hh_023_pma__hairs_048
hh_024_pwa__hairs_068
hh_024_pma__hairs_058
hh_025_pwa__hairs_081
hh_025_pma__hairs_060 hh_025_pma__hairs_060_cyberware_01
hh_027_pwa__hairs_083_straight_01 hh_035_pwa__hairs_083_braid_01
hh_026_pma__hairs_061
hh_027_pwa__hairs_083_straight_01 hh_026_pwa__hairs_083_bulb_01
hh_027_pma__hairs_065
hh_028_pwa__hairs_077
hh_028_pma__hairs_068
hh_029_pwa__hairs_088
hh_029_pma__hairs_073
hh_030_pwa__hairs_118
hh_030_pma__hairs_082 hh_030_pma__hairs_082_cyberware_01
hh_031_pwa__hairs_115
hh_031_pma__hairs_089 hh_031_pma__hairs_089_cyberware_01
hh_032_pwa__hairs_121
bhh_032_pma__hairs_103
hh_033_pwa__hairs_151 hh_033_pwa__hairs_151_cyberware_01
hh_033_pma__hairs_120 hh_033_pma__hairs_120_cyberware_01
hh_034_pwa__hairs_006 hh_034_pwa__hairs_006_cyberware_01
hh_034_pma__hairs_007 hh_034_pma__hairs_007_cyberware_01
hh_083_wa__ponytail_bulb_01
hh_035_pma__hairs_112
hh_036_pwa__hairs_093
hh_036_pma__hairs_113
hh_038_pwa__hairs_085
hh_000_pma__hairs_045
hh_000_pma__hairs_045_cyberware_01
hh_039_pwa__hairs_054 hh_039_pwa__hairs_054_cyberware_01
hh_039_pma__hairs_094
hh_040_pwa__hairs_049
hh_040_pma__hairs_049
hh_041_pwa__hairs_039 hh_041_pwa__hairs_039_cyberware_01
hh_041_pma__hairs_122
hh_042_pwa__hairs_103
hh_042_pma__hairs_093
hh_043_pwa__hairs_106
hh_043_pma__hairs_006
hh_044_pwa__hairs_140 hh_044_pwa__hairs_140_cyberware_01
hh_044_pma__hairs_140 hh_044_pma__hairs_140_cyberware_01
hh_045_pwa__hairs_141
hh_045_pma__hairs_141
hh_046_pwa__hairs_142 hh_046_pwa__hairs_142_cyberware_01
hh_046_pma__hairs_142 hh_046_pma__hairs_142_cyberware_01
hh_047_pwa__hairs_143 hh_047_pwa__hairs_143_cyberware_01
hh_047_pma__hairs_143 hh_047_pma__hairs_143_cyberware_01
hh_048_pwa__hairs_144 hh_048_pwa__hairs_144_cyberware_01
hh_048_pma__hairs_144 hh_048_pma__hairs_144_cyberware_01
hh_049_pwa__hairs_146 hh_049_pwa__hairs_146_cyberware_01
hh_049_pma__hairs_146 hh_049_pma__hairs_146_cyberware_01
hh_013_pwa__hairs_999 hh_013_pwa__hairs_999_cyberware_01
hh_050_pma__hairs_999 hh_050_pma__hairs_999_cyberware_01
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
01
hb_000_pma_c__basehead_shadowbase_01
02
hb_000_pma_c__basehead_big_beard_afro
03
pma__morphs_default
04
hb_000_pma_c__basehead_handlebar_stache
05
hb_000_pma_c__basehead_jesse_beard
06
hb_000_pma_c__basehead_maelstrom_full
07
hb_000_pma_c__basehead_big_beard
08
hb_000_pma_c__basehead_short_afro
09
hb_000_pma_c__basehead_thick_beard_afro
10
hb_000_pma_c__basehead_fu_manchu
11
hb_000_pma_c__basehead_logan
12
hb_000_pma_c__basehead_patmc
Any beard uses the same two components, beard
and beard_shadow_01
.
Beard 01 will only use the shadowbase.
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
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:
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
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Photo Mode Cheat Sheet
Last documented update: January 6 2024 by mana vortex
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.
For theoretical knowledge, check the Animationssection
For creating own photo mode poses, see Creating Animations - Poses for V & NPCs in the Modding Guides section.
You can find all photo mode animation sets in the following folder:
base\animations\ui\photomode\
You can find the following files there:
f!V
photomode__female__action.anims
photomode__female__idle.anims
photomode_female_facial.anims
m!V
photomode__male__action.anims
photomode__male__idle.anims
photomode_male_facial.anims
Johnny
-
photomode__johnny__idle.anims
photomode_johnny_facial.anims
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:
1
idle_stand_01
Tabula Rasa
2
idle_stand_02
What Can I Get Ya?
3
idle_stand_03
C'mere, Gonkbrain
4
idle_stand_04
Peace & Love
5
idle_stand_05
Don't Even
6
idle_stand_06
Serious 'Tude
7
idle_stand_07
What Do We Have Here?
8
idle_stand_08
Sir, Yes, Sir!
9
idle_stand_09
Dead End, Amigo
10
idle_leaning_01
Waiting for Godot
11
idle_posing_01
Who's Number One?
12
idle_posing_02
Wanna Try Me?
13
idle_laying_01
Like One of Your French Girls
14
idle_cigarette_01
The Pensive Philosophizer
15
idle_cigarette_02
Break Time
16
idle_cigarette_03
Last Drag Before the Gig
17
idle___mariner_moon
In the Name of the Moon, I'll Punish You!
18
???
V's Bizarre Pose
19
idle_sitting_crossed_01
Needed a Breather
20
idle_squat
Slav Squat
21
idle_johnny_breathtaking
You're Breathtaking!
22
idle___drake_no
Hard Pass
23
idle___drake_yes
Now You're Talking!
24
idle___fist_in_hand
Got a Problem?
25
idle___joker_stairs
Joker Stairs
26
idle___military_salute
For the Glory of the Motherland!
27
idle___na_kortah
On the Trail
28
idle___praise
V for Victory
29
idle___runthejewel
Run the Jewels
30
idle___selfie
Selfie Time
31
idle___talk_to_the_hand
Talk to the Hand
32
idle__baseballbat
With a baseball bat
33
idle__fists
I Know Kung-Fu
34
idle__hammer
With a Hammer
35
idle__handgun
My name is V. Just V.
36
idle__katana
With a Katana
37
idle__knife
With a Knife
38
idle__knuckles
Knuckle Sandwich
39
idle__lmg
With an LMG
40
idle__rifle
With a Rifle
41
idle__shotgun
With a Shotgun
42
idle__smg
With an SMG
43
idle_cp2020_alt
Alt (circa 2020)
44
idle_mammoth_fighter
Black Mastodon
45
idle_triceratops_fighter
Blue Triceratops
46
idle_facepalm
Facepalm
47
idle_eddie
Rhapsody of a Rockerboy
48
idle_cold_army
Cold-blooded Soldier
49
idle_cp2020_dj_gang
Elvis Lives
50
idle_carrot
Ready for War
51
idle_show_off
Check the 'cep, baby!
52
idle_bizzare_buongiorno
V's Bizarre Buongiorno
53
idle_bizzare_josi
V's Bizarre Gesture
54
idle_bizzare_look_at_me
V's Bizarre Step
55
idle_bizzare_hey_you
V's Bizarre Pick-up Line
56
idle_fireball
Hawaiian King's Energy Blast
57
idle_k_heart
From Korea with Love
58
idle_live_v_and_prosper
Fortune and Long Life
59
idle_from_nc_with_love
I <3 Night City
60
idle_metal
Chromatic fucking rock!
61
idle_mindblown
Mind. Blown.
62
idle_nighticty_with_love
Good Vibes Only
63
idle_planet_jupiter
Thunder Warrior
64
idle_planet_mars
Fire Warrior
65
idle_planet_mercury
Water Warrior
66
idle_planet_moon
Lunar Warrior
67
idle_planet_venus
Love Warrior
68
idle_popcorn
Lemme Grab the Popcorn
69
idle_trex_fighter
Red Tyrannosaurus
70
idle_cp2020_rocker
Unleash Your Inner Silverhand
71
idle_smart
Think Smart
72
idle_super_hero
Knight City
73
idle_giant_salute
Scout Salute
74
idle_dance
Indian Sweetheart
75
idle_thunder
When Lightning Strikes
76
idle_vege
I promise it's going to hurt!
77
idle_whistling
Distracted Girlfriend
78
idle_fighter
You ready for this?
79
idle_sabertooth_fighter
Yellow Saber-toothed Tiger
base\animations\ui\photomode\photomode__female__action.anims
base\animations\ui\photomode\photomode__male__action.anims
The Tweak Record names are generated as PhotoModePoses.<animation_name>
, e.g. PhotoModePoses.action__cover_v
1
action___cover_v
Cover Shot
2
action__handgun
Stop! Police!
3
action___crouch_and_shoot
Roundhouse Shot to the Face
4
action___solo
V Shot First
5
action___tactical
Be Cool, This Is a Robbery
6
action___woo
Eat Lead!
7
action___woo_02
Down with Gravity!
8
action___woo_03
Cyberyoga
9
action__woo_04
Hold My Beer
10
action_crouch
Crouching Punk, Hidden Samurai
11
action_sprint
Off to the Races
12
action_walk
Night City Strut
13
action_checking
Just a Peek
14
action_defeated
Game Over
15
action_jump
Floor Is Lava
16
action_lean_right
Eavesdrop (Right)
17
action_lean_low_right
Take Cover! (Right)
18
action_lean_left
Eavesdrop (Left)
19
action_lean_low_left
Take Cover! (Left)
20
action_prone
Oh, My God! They Killed V!
21
With an Assault Rifle
22
action__lmg
With an LMG
23
action__assault_rifle
With a Precision Rifle
24
action__shotgun
With a Shotgun
25
action__shotgundual
With a Double-Barrel Shotgun
26
action__smg
With an SMG
27
action_bullet_time
She/He Is the One
28
action_hook_punch
When the street hits back!
Any settings from the "Effects" tab are applied via LUT (lookup table). You can find all of them in the following folder:
base\weather\24h_basic\luts\photomode_lut
01
pm_sdr_filmic_02.xbm
02
pm_sdr_filmic_03.xbm
03
pm_sdr_faded_01.xbm
04
pm_sdr_filmic_01.xbm
05
pm_sdr_filmic_00.xbm
06
pm_sdr_red_01.xbm
07
pm_sdr_stark_bw.xbm
08
pm_sdr_green_01.xbm
09
base\weather\24h_basic\luts\hdri\cp2077_ar_v001.xbm
10
pm_sdr_inverted_orange_01.xbm
11
pm_sdr_inverted_blue_01.xbm
12
pm_sdr_military_inverted_01.xbm
13
pm_sdr_vivid_punk_01.xbm
14
pm_sdr_vape_01.xbm
15
pm_sdr_cp_yellow_01.xbm
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:
Adam Smasher
base\characters\entities\player\photo_mode\adam_smasher\adam_smasher.ent
Alt Cunningham
base\characters\entities\player\photo_mode\alt_cunningham\alt_photomode.ent
Blue Moon
base\characters\entities\player\photo_mode\blue_moon\bmuc_photomode.ent
Evelyn Parker
base\characters\entities\player\photo_mode\evelyn_parker\evelyn_photomode.ent
Goro Takemura
base\characters\entities\player\photo_mode\goro_takemura\goro_photomode.ent
Hanako Arasaka
base\characters\entities\player\photo_mode\hanako_arasaka\hanako_photomode.ent
Jackie Welles
base\characters\entities\player\photo_mode\jackie_welles\jackie_photomode.ent
Johnny Silverhand
base\characters\entities\player\photo_mode\johnny_silverhand\johnny_photomode_entity.ent
base\characters\entities\player\photo_mode\altjohnny_silverhand\altjohnny_photomode.ent
Judy Alvarez
base\characters\entities\player\photo_mode\judy_alvarez\judy_photomode.ent
Kerry Eurodyne
base\characters\entities\player\photo_mode\kerry_eurodyne\kerry_photomode.ent
Lizzy Wizzy
base\characters\entities\player\photo_mode\lizzy_wizzy\lizzy_photomode.ent
Meredith Stout
base\characters\entities\player\photo_mode\meredith_stout\meredith_photomode.ent
Panam Palmer
base\characters\entities\player\photo_mode\panam_palmer\panam_photomode.ent
Purple Force
base\characters\entities\player\photo_mode\purple_force\pfuc_photomode.ent
Red Menace
base\characters\entities\player\photo_mode\red_menace\rmuc_photomode.ent
River Ward
base\characters\entities\player\photo_mode\river_ward\river_photomode.ent
Rogue Amendiares
base\characters\entities\player\photo_mode\rogue_amendiares\old_rogue_photomode.ent
base\characters\entities\player\photo_mode\rogue_amendiares\young_rogue_photomode.ent
Viktor Vektor
base\characters\entities\player\photo_mode\viktor_vektor\viktor_photomode.ent
Kurt Hansen
ep1\characters\entities\player\photo_mode\kurt\kurt_photomode.ent
Rosalind Myers
ep1\characters\entities\player\photo_mode\myers\myers_photomode.ent
Solomon Reed
ep1\characters\entities\player\photo_mode\solomon_reed\reed_photomode.ent
So Mi Songbird
ep1\characters\entities\player\photo_mode\songbird\songbird_photomode.ent
Launch parameters for Cyberpunk2077.exe (and what they do)
Created: Jun 17 2024 by mana vortex, based on research by emoose Last documented update: Feb 2 2025 by WSSDude
This page lists all known launch parameters for the Cyberpunk2077.exe
.
Just because the executable accepts these parameters doesn't mean that they do anything or were ever intended to.
If you are trying to get your modded Steam Deck to work, check Modding on Linux
engine
CGameEngine serverServerGameEngine serverDebugServerGameEngine
FunctionalTestsServerEngine
HeadfullTestServerEngine HeadllessTestServerEngine HeadlessTestServerEngine HeadlessGameEngine DebugGameEngine
multiplayerClient
ignoreInput
ignoreGamepads
hudNoParallel
noInputIcons
mpMenu
noFullscreenUI
noHUD
noWorldUI
forceLoadAllMeshAppearances
breakOnPoolDefault
profileio
width
a number
height
a number
fullscreen
window
windowed
borderless
hdrMode
a number from 0-4
hdr
x
a number
y
a number
monitor
a number
fpsClamp
a number
FPS Cap
noGameDefName
noWatermark
debugVerifyWorld
forceCPOControlWScheme
gogRewardsDisabled
functionalTestsMode
playerVoiceoverType
noBinksOnLoadingScreens
debugIcons
positions
<a number>,<a number>
playerRecordID
gameServicesWrapper
playerNickname
gameDefinition
world
startSpawnPoint
startPosition
startRotation
startQuest
playerGender
alwaysSpawnedDisabled
forceSpawnInView
entitySpawnRadius
noCrowd
noReducedCrowd
ignoreSavedCensorFlags
overrideLocalNavmesh
autojoin
mainmenu
sessionType
LAN
Internet
sessionLength
state
save
-save=manualsave-11
Load a specific savegame on startup
forceShutdownAfterSessionLoaded
skipStartScreen
Skips the "Breaching" screen
ftBuildWithShelve
ftBuildProcessName
ftBuildNum
ftHostIP
ftHostName
ftGameDataAccessMode
ftEngineInstanceGUID
allowQuickCompression
datacenter
groupToken
gameVersion
gpuFlag
debug - enable Debug D3D12 layer with breaking on error
debugNoBreak - enable Debug D3D12 layer without breaking on error
forceAsync - always enforce async compute
noAsync - fully disable async compute
debugGBV - GPU based validation, requires also `debug`
forceAftermath - generate GPU log on exit
noAftermath - do not generate GPU log, even when crashing
forceAftermathDebug - generate GPU log on exit with extra information
noAftermathDebug - generate minimal GPU log on exit
forceRayTracing - enforce ray tracing
noRayTracing - fully disable ray tracing
forceCommitedResources
forceOpacityMicromap
noOpacityMicromap
forceRootSignature11
noRootSignature11
noNvAPIDXRExtensions - force disable DirectX Raytracing extensions even when they are available
noSmallBufferPools
This parameter can be specified multiple times with different values.
noGpuBreadcrumbs
nolog
log
root
engineRoot
archivePath
game
cookedRoot
cooked
depotMapping
editor
render
jobDebugger
jobThread
modded
Triggers REDMod recompilation on start
crowdDensity
Low
Medium
High
Console
ConsolePro
ConsoleEarlyNextGen
ConsoleEarlyNextGenQuality
rawstartingport
functionalTestsRAW
unattended
forceRawTweakDB
profiler
disableRayTracing
disableRayTracedReflection
disableRayTracedTransparentReflection
dlss
windowCaption
a string
scriptVersion
Debug
Profiling
ProfilingAll
ProfilingMarked
ProfilingEntry
tweakdbBlobPath
scriptsBlobPath
pvdDumpToFile
renderPreset
forceLowSettings
qualityLevel
a number or RTX
texQualityLevel
rayTracingAmbientOcclusionRayNumber
a number
dlssQuality
interopstartingport
watchdogtTimeout
a number (seconds) Default is 60
The number of seconds the game can stay frozen before assuming that it has crashed
automator
All the properties that make your car go fast (or slow)
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.
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.
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.
For a guide on adding vehicles, see Boe6's Guide: basic car from A to Z
For a guide on how to visually change base game vehicles, see 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, for example Adding stats, modifiers, and mod slots
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.
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"]
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
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
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:
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
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
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
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.
additionalBrakeForLongUse
float
-
0.7
blendOutTime
float
≥ 0
0.6
postHandbrakeTractionBoost
float
-
2.0
rearWheelsLatFrictionCoef
float
-
0.9
rearWheelsLongFrictionCoef
float
-
0.6
type
TweakDBID
-
ID
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
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
This structure seems aimed at drifting characteristics of the vehicle.
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
slopeCompensationFactor
float
-
0.5
slopeCompensationMaxAngle
float
-
20.0
type
TweakDBID
-
ID
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).
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
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.
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
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.
maxEngineRPM
float
> 0
5200.0
maxSpeed
float
-
10.0
minEngineRPM
float
≥ 0
800.0
minSpeed
float
≥ 0
0.0
torqueMultiplier
float
-
1.0
Created: Jul 9, 2022 by jato Intermediate edits: March 29 2025 by mana vortex Rework: in April 2025 by 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.
If your mods are causing trouble, here's what you can do
Last documented update: Mar 24 2025 by mana vortex
This page information for people who are using mods rather than making mods. You will find step-by-step guides, grouped by different problems.
Before you start debugging, make sure that
your graphics driver is up-to-date
your Windows 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 installed
you have Visual C++ Redistributable 2022 installed (direct download, Microsoft)
your game is running from an SSD (Solid State Disk) rather than a HDD
Before you start debugging, update your mods and make sure that all dependencies have the latest version, in particular the core mods (Redscript, Red4ext, Cyber Engine Tweaks, ArchiveXL and TweakXL).
If you are on RED4Ext >= 1.13, make sure to uninstall cybercmd!
Find a download-ready collection for Vortex here.
This section aims to give you a quick overview. If your exact problem isn't listed here, please look through the different sections below and try anything that looks promising.
To enable REDmods, check Activating mods (you need to install REDMod first)
Check this forum post. If that doesn't help, read on.
If your game is crashing during certain car chase missions, try removing Eye Exposure Adaption.
If you can't play because the game is crashing, this section will help you find the right troubleshooting steps in the rest of the guide.
If you're done with this shit and would rather reinstall, see The nuclear option: a clean install
If you're trying to start your game, but it never even launches, this is the right section for you. Otherwise:
If the game crashes before you make it to the menu, see Crash before menu
If the game crashes when you're trying to load a save, see Crash on loading a save
Check the section Cyberpunk has flatlined below.
Empty your cache, check the info box underredscript / RED4ext.
You need to update the game and RED4ext
You need to install the VisualC Redistributables. Check the red box under Navigation for a download link.
If you think that your error is file-related, you can check the section "Something something files" or use your browser's search function (Ctrl+F
) to search this page for your error.
Your problem lies with either red4ext or redscript. You can find what to do under redscript / RED4ext
If you're starting the game, but never make it to the in-game menu, this is the right section for you. Otherwise:
If the game never even starts, see Crash on startup
If the game crashes when you're trying to load a save, see Crash on loading a save
Check Watchdog Timeout
Cyberpunk 2077 encountered an error caused by a corrupted or missing TweakDB file and will now be forced to close
If you run into the error above, or if the game complains about attempting to read inaccessible memory, do this:
Go to your Cyberpunk game directory and find the folderr6\cache
.
Find the filetweakDB.bin
and copy it (Ctrl+C
)
In r6\cache
, browse to the folder modded
(create it if it doesn't exist)
paste tweakDB.bin
here (Ctrl+V
)
If asked to overwrite, select Yes
If you have Phantom Liberty, repeat the process with tweakdb_ep1.bin
Your problem most likely related to Cyber Engine Tweaks. To find out how to troubleshoot it, check the "disable CET" section.
If you can make it to the menu but crash out when you're loading a save or starting a new game, this is the right section for you. Otherwise:
If the game never even starts, see Commands
If the game crashes before you make it to the menu, see Crash before menu
If you can start a new game without crashing, see Corrupt(ish) saves
Most likely, you have an issue with an .archive mod. Here's what you can do:
To rule out that it's a save game problem (those are extremely rare), start a new game.
Go to the bisect section and start with the first two entries on the list
If that doesn't solve your problem, or if the issue is save-game related, feel free to browse around some more.
Some mods store data in save files. Removing those mods may (but doesn't have to) lead to your save game crashing until you install them again.
At the current time (05/2025, before PL), that has been confirmed to affect mods that add new weather states, and Immersive Rippers.
Weather mods: If the mod adds new weathers, and one of those is active in your save game, the game will try to set the weather to {this does not exist}
. Trying to access things that don't exist will cause a crash.
Known offenders (this is not a complete list):
Immersive Rippers - see the expandable list below for uninstall instructions, or check the mod's pinned post on Nexus
If you are experiencing this issue with a mod that is not on this list, please check Broken mods: How to help
This section tells you how to deal with crashes during gameplay.
Kiroshi Crowd Scanner and Tooltip Fixer do not play together (source, discord). Uninstall one of them.
Somewhere in Japantown is a mesh with a broken material. Material and Texture Override removes the cache, and thus forces the game to re-create this material, and causes the game to crash.
Many mods list MTO as a dependency, but it's usually optional and you only need it to force-apply changes to original game materials.
If you can make it crash reliably
You're lucky, because it means that you can systematically troubleshoot. Go to the bisect section; start with .archive mods, but if that doesn't fix it, do the other folders as well.
If you can't
… that puts you in the same boat as the rest of us: most veteran players live with occasional crashes, especially while tabbing out and back in under certain circumstances.
That being said, if the crashes exceed what you're willing to live with, you'll have to find out a way to improve it, but your options are thin on the ground. Depending on how long it takes for the crash to occur, you might try
resetting your game to a clean state (if the error persists, it's not mods)
temporarily disabling certain types of mod to home in on the cause (see the bisect section for an overviev)
Best of luck!
Your red4ext.log has an error message like this:
[error] File: E:\R6.Release\dev\src\common\engine\src\engineWatchdog.cpp
[error] Message: Watchdog timeout! (120 seconds)
This can happen In photo mode or On game start
Sorry to tell you, but your GPU just isn't up to the screenshot. Try scaling things down.
If you are dead-set on that photo, you can try increasing the watchdog timeout to give the game more time to render. 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):
[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.
First, check your antivirus. Make sure that you have an exception for the Cyberpunk 2077 game directory (guide on rackspace).
If that's not it, check the last loaded plugin.
Scroll up and check the last line saying Loading plugin from
.
Cyberpunk 2077 encountered an error caused by a corrupt or missing script file and will now be forced to close. Please verify...
You have an error with redscript / RED4ext. Please see the next section.
When your game doesn't even start up, either of these frameworks isn't working properly.
Below, you can find a list of the most common error messages with steps to resolve them.
If you are using RED4ext, uninstall cybercmd.
If you're sure that you don't have cybercmd, it's time for more detailed troubleshooting:
If you are on Linux, make sure to double-check the launch options, as Steam sometimes resets these between updates
If your game stops crashing when you disable red4ext, that points to an error with a . Make sure that your error is related to red4ext before you proceed!
Find the folder Cyberpunk 2077/red4ext/log
and check for a file named red4ext.log
.
Does it exist?
No: RED4Ext is not installed correctly. Make sure that you fix this before troubleshooting further.
Yes: look inside, it will tell you which mods aren't compatible with the current game patch and may be the cause of this issue
if that doesn't help, go to Troubleshooting in the corresponding section (you will need to verify your game files).
If that doesn't solve your problem, you can
troubleshoot or reset redscript
the faster variant: temporarily disable all mods and reinstall the core frameworks
Cyberpunk 2077 encountered an error caused by corrupted or missing archives and and will now be forced to close. Please verify...
One of the .archive files in your folder is broken. To find out which one, try the bisect approach, starting with the first two folders.
There are various non-mod-related reasons why the game couldn't be starting. If you have followed these steps and they haven't gotten you anywhere, check the errors in this section:
Other than that, there are general troubleshooting steps, because missing Windows stuff can make Cyberpunk go brr. Make sure that
your graphics driver is up-to-date
you have the most recent version of .NET Desktop Runtime installed
you have Visual C++ Redistributable 2022 installed (direct download, Microsoft)
Also, try starting the game without Reshade to rule it out as a source of crashes (this happened after the DLSS patch) and temporarily disable your antivirus.
If none of that helps, find us on Discord in #mod-troubleshooting.
There is such a thing as too many mods which are making the game crash. This number seems pretty random, but generally doesn't start below ~460.
To fix this, you need to disable analysis in the settings:
This is not a Cyberpunk error!
Message: Failed to initialize scripts data!
File: E:\R6.Release\dev\src\common\engine\src\baseEngineInit.cpp(1019)
Check your NVidia Control Panel panel. If power saving options are enabled, turn them off:
If you don't, check for other power config options in your operating system.
The error below is partial to Steam:
Cyberpunk 2077 encountered an error caused by corrupted or incomplete game data
There are three potential fixes:
Workaround suggested by CDPR:
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 (via reddit, do so at own risk)
Before trying to implement any of the other solutions, configure the REDprelauncher.exe
in the 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
The second reason might be that your antivirus fucks with your game files in a way that the game can't cope with.
Try the following steps:
Turn off your antivirus and your firewall - anything that counts as "System Protection".
Yes, that includes Windows Defender
Yes, all of it. That includes your computer's bodyguard if it has one.
Now, start the game.
If the error persists, verify game files through your client (you won't catch any viruses doing that)
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.
There's a chance of >95% that we have already found the source of your problems — pirated copies just don't mod well. That's the first reason why things won't work.
The second reason is that CDPR needs to earn money to pay people to make games for us. If you can at all afford it, please buy the game. It's a good deal: how much are you willing to spend for a movie ticket? How long does a movie keep you entertained?
You are, of course, welcome to peruse the troubleshooting guide. It might even help you. But know that pirated copies will never be explicitly supported.
It doesn't have to be either of these. But if it is, you'll never find it with the rest of the list. Rule it out by deactivating them while you're debugging.
Antivirus
ReShade
These mods are not problem children – quite the opposite. But if they are outdated, either your game or your mods won't work. Make sure that you have them all up-to-date with the most recent game version.
Some mods go far beyond the ordinary, adding whole new features to the game (why no flying cars, CDPR?). Unfortunately, that means they're more prone to breaking than others. Here's a non-comprehensive list.
Being on this list does not mean that a mod is "bad" or that you shouldn't use it – they break much for the same reason as the frameworks do, and are fixed in the same way (the modder has to update). Until that happens, you will have to disable them.
Displays in-world holographic arrows that direct you towards your quest objectives. Is very likely to break upon patches.
Adds car chases and a bunch of related features. While CP2077 needs more car chases and explosions, this usually breaks and will require an update.
Adds mod settings to the in-game menu – Redscript version. This needs to be updated after every game patch.
Adds mod settings to the in-game menu – CET version. The mod itself will be fine, but it's dependent on Cyber Engine Tweaks being up-to-date.
The below mods will no longer work on versions beyond 2.0/2.1 and in some cases can completely break your save. If you have any of these, remove them.
Adds flying cars to Cyberpunk. While this is awesome, it will absolutely break whenever CDPR changes anything, and requires updating. It has been broken for a long time as of patch 2.02 and later and will not work.
Replaces the default crash logs with actual usable logs instead. This needs to be updated after every game patch. It has been broken for a long time as of patch 2.02 and later and will not work.
Effectively an in-game save editor that can give you a lot of items and even create a new game plus method. This mod has stopped working since 2.0 and while it will be updated in the future, in the mean time mods like Simple Menu (CET) and Pseudo New Game Plus can be used.
Makes multiple NPCs nude. In all versions since 2.0, this causes missing characters, missing body parts, exploding limbs, and other issues. Do not use the mod, there is a Naked NPCs collection by modder marnhorn that does the same thing and will work on current game versions.
These mods change the game journal that controls all quests to add more romance options. This method only works on the patch it's made for and therefore they will not work on version 2.1 and later. Other mods that do the same thing, but in a compatible way, are Panam Romance Enhanced and Judy Romance Enhanced, which use ArchiveXL (the safe method).
This mod adds furry, animal-like NPCs to the game and optionally replaces main characters. While lore accurate to a point, the mod is made in the same way as PMO and therefore breaks quests in 2.1 and later.
This mod hasn't been updated since v1.63, and the game has made significant breaking changes that cause this mod to crash to desktop (CTD).
Most famous for edits of the female body that defy gravity and wreak havoc on V's spinal disks, this modder has been around since the early days, and the same is true for their mods.
However, modding has come a long way since then, and spawn0 never followed. For that reason, their mods are known to have compatibility issues with pretty much everything in the general vicinity.
On the bright side, their mods won't crash your game and are downwards compatible until the dawn of time. With Phantom Liberty, sp0 mods have been known to cause crashes to desktop near the dam.
If you don't want to download and run script files from the internet, you can go and Step 1: Temporarily disable all your mods by hand. Otherwise:
Download this script (right-click -> save as) Link goes to Presto's github repository
Now, do either of the following things:
Move it to your Cyberpunk install folder and double-click it
Drag-and drop your Cyberpunk folder on the file that you downloaded
After running, the script will have created a folder _LOGS
in your Cyberpunk game directory, which contains a file listing all the log files for you.
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 for instructions on how to troubleshoot further – they also tell you when you should ask for help!
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?
Don't worry! As long as you have less than 2048 mods, bisection lets you find the problem child with only 10 rounds. (Otherwise, it's 11)
Some mods install themselves to multiple directories, but that doesn't matter. Due to the fact how mod loading works, you can find the error like this.
If you are using Vortex, you should enable and disable mods through Vortex rather than directly on disk. The principle below still works, you're just selecting the halves inside Vortex instead of moving them between directories. For more clarification, check out the Bisect with a mod manager section. MO2 also follows the same process. If you do opt to work directly on disk, do not save changes to files if Vortex prompts for it.
To find out the type of broken mod, take each Directory
from the following list and complete the steps in the next paragraph after the table.
.archive
\mods
Redmod directory: contains .archive mods (in subfolders)
.archive
\archive\pc\mod
Legacy directory: contains .archive mods
.lua (cyber engine tweaks)
\bin\x64\plugins
Cyber Engine Tweaks
redscript
\r6\scripts
redscript mods
red4ext
\r6\tweaks
red4ext tweaks
Rename the game data folder ( for short – e.g. archive/pc/mod
) to a by appending an underscore (e.g. /mod_
).
Only do this with the last subfolder in the path, the result should be \archive\pc\mod_
, not archive_\pc_\mod_\.
The folder is now hidden from the game. Since it doesn't know, it will try to look inside anyway - create a new empty folder with the original name for that (e.g. /archive/pc/mod).
Start the game. You will now run into one of these two scenarios:
Your problem is gone: Jackpot. This is the correct folder for the next section: Go bisect Before you go there, you can restore all the other folders you moved, deleting the empty directories.
Your problem is still there: This folder is innocent. Proceed with the next directory
from the table above.
Congratulations, you have found which folder causes the problem — you're more than halfway there. All that's left is to find the broken mod. Here's how.
Switch on half of the mods from your by moving them back to the .
Remember (roughly) which batch you moved (e.g. "everything after E"
or "the first half")
Start the game. You will now run into one of two scenarios:
The error is still there: Progress! Go to Step 5.
The error is gone: Progress too! Go to step 4
The error is gone: You have identified which mods aren't the problem! Good! Do the following:
In your , find the last batch of mods that you touched
Half of these go into the
Go back to step 2 – you should now definitely see the problem again.
The error is still there: You have narrowed it down, let's narrow it down further. Do the following:
In your , find the last batch of mods that you touched
Half of these go back into the
Go back to step 2 for the next round – the problem might be there or not.
Repeat this process until you know which mod is causing the crash. Then, you can either try to update it, or do a full uninstall
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:
Missing footsteps had in the past been connected to a bug in Let There Be Flight, so it is worth debugging your script mods. However, if you're on the most recent version (check the github for previews), you might just have to bisect your mods at random.
Normally, a mod should just work, as long as all of their requirements are working. If you aren't certain what that means, you can check Users: troubleshooting requirements for detes, or follow the checklist below ( Getting a mod to work).
Make sure that you have enabled mods in your launcher.
If items or hairs aren't changing, you need to install cookedapps nulled
If materials aren't updating, you need to install material override
If you already have all of that, check the next section.
Check that you've enabled mods (see Deploying Mods and Starting Game).
Check the requirements on the mod's nexus page. Make sure that you have installed them all and that they are up-to-date.
If the requirements list Cyber Engine Tweaks, check its log file under Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks\cyber_engine_tweaks.log
For a more detailed guide, see Users: troubleshooting requirements
Make sure that all of your core frameworks are up-to-date and starting up correctly (here's how you can check their log files)
Check the other log files in the game directory (here's a guide how)
Optional: reach out to us on Discord in #mod-troubleshooting
However, 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:
%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, and
This is the last resort and you do not need to do this — run Mod Remover for the same result in less time. However, if you're still set on reinstalling, the instructions below will help you completing that in minimal time.
Unless you back them up, your mods will be lost. If you don't want that, make backups of the following folders:
The script linked above will do that for you.
Unless you back up your mods and scripts, all your settings and manually installed mods will be lost.
The instructions below tell you which folders not to delete. Delete everything else.
Go to the Cyberpunk 2077 install directory
Delete everything except for the folder archive
Inside archive
, delete everything but the folders pc
Inside pc
, delete everything but the folders content
and ep1
Verify your files
Unless you back up your mods and scripts, all your settings and manually installed mods will be lost.
Will download < 1GB.
Rename or remove the following folders. If you do not have them, you don't need to do anything.
/
/
/r6
Afterwards, verify your files.
In case neither of these options is good enough for you, you can find a full reinstall guide on CDPR's support page.
You have completed either of the previous steps. Your game should start now. If it does not, you either have leftover files (check here for how to get rid of them), or you have a problem that is not related to Cyberpunk. Make sure to follow the hints in the red box at the very beginning of this guide.
Now it's time to systematically install mods. We'll start by installing the frameworks and making sure that the game starts up without any framework-dependent mods. Afterwards, you can add back all of your mods, and if the game stops working, find the offender via bisect.
Don't worry about your savegames — those are fine, even if they won't load right now. We're just laying the foundation here that you can later build upon.
Let's go about it step-by-step.
Check the framework page. For each of the frameworks, complete the following steps:
If you didn't have it in your previous install, skip it.
Install it (manually or via Vortex, your choice)
Install all of its dependencies
Start the game and load a savegame (you can also do this after installing all of them, but if you run into issues, that will make isolating the point of failure more difficult).
Optional (for CET): Start the game and make sure that it asks you to bind a key. If not, check the corresponding section of this guide.
If you are using redmod (have any folders inside of /mods
), you probably have cybercmd installed. That is no longer necessary with RED4ext >= 1.13 and can lead to false positives. Uninstall it!
Once you are done, start up your game and load a savegame. If you don't have one or the game still crashes, start a new game.
This should now work. If it doesn't, you need to check your log files to see which framework is causing trouble, or find us on Discord in #mod-troubleshooting.
You need to complete this step before proceeding: if the core frameworks aren't working without mods, they won't work with mods – adding anything now will just make debugging more difficult.
Fortunately, this is not rocket science. Be methodical and install them one by one. If you need help, you can find us on Discord (#mod-troubleshooting
)
If you don't (yet) have any mods, you can head over to Nexus and start installing. Make sure that you include all necessary dependencies!
This section assumes that
you installed all required core mods
your game is starting
you can (without crashing) do either of these things:
load a savegame
start a new game
If you didn't make it that far, the steps below won't help you and will only obscure your problem. Please head back to Step 1: Temporarily disable all your modsand complete the process.
If you need help, find us on Discord in #mod-troubleshooting!
Head directly to the bisecting section and pretend you have just removed all your mods.
For each folder that you have backed up (check link for a list), repeat the following steps:
Put it back into its original place in your new/fresh install
Start up the game
Load a non-modded savegame or start a new game
If your crash(es) are back, you can now go to the bisect section and follow the steps for your folder.
Your error goes something like this:
Access is denied
Can't access file 'some/file'
could not move file from 'Path\to\blabla.tmp' to 'Path\to\Cyberpunk 2077\subdir\some.file'
Expression: EXCEPTION_ACCESS_VIOLATION
The thread attempted to read inaccessible data at 0xsomething
An exception occured while creating the logger
Cyberpunk is trying to write to a file that doesn't exist
These are caused by access errors – Cyberpunk is trying to read or write a file, and for some reason, it can't.
Follow the steps in this section one by one, or find us on Discord in #mod-troubleshooting.
If Cyberpunk is trying to move files to a subdirectory that it can't access, make sure that the directory actually exists (if it doesn't, create it). The most frequent candidate for this is /r6/cache/modded
.
Sometimes, the game instance doesn't shut down properly and is still running in the background, althoguh you can't see a window. This problem goes away after rebooting.
Open your task manager (Ctrl+Shift+Esc)
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
Always a good idea to do that from time to time – in this case, it could make the error go away.
If it doesn't, check the next steps on the list.
Sometimes, files in your are set to read-only.
We've had confirmed reports of the following culprits:
Steam
mo2 mod manager
various flavours of antivirus
Press Windows+R
type cmd
and press Return to open the command line
run the following command (replace the path with your actual game dir):
attrib -r "\*.*" /s
Navigate to the Cyberpunk game directory and right-click on it
Select Properties (the last entry in the drop-down menu)
Uncheck the "Read-only" box:
Sometimes, file ownership got messed up, and not all files in the folder are accessible by your current Windows account. It is a mystery how this comes to be.
You can fix it via system console or via Windows Explorer; either of those will do. If in doubt, the commandline one is more thorough.
In any of the commands below, you need to substitute C:/Path/to/Cyberpunk2077
with the path to your .
Press Windows+R
Type cmd and press return
Run the following command (make sure to insert your real Cyberpunk path):
takeown /R /A /F "C:/Path/to/Cyberpunk2077" /D N
If that didn't help, run the command whoami
to see your current user name. You will need it for the next step.
It should be identical to your Windows username, but if you have spaces or special characters, Windows might get funny about the spelling.
Run the following command (putting your actual game dir and the username from whoami
):
icacls "C:/Path/to/Cyberpunk2077" /grant YourUserName:F /T /C
We haven't included the full instructions here, but you can check this guide.
If none of these things has helped, reboot your computer.
Not to say that your game will work now – but if you still have an error, it's hopefully a different one. Go back to the start of the guide and let's fix that one too!
This section tells you how to deal with
quests that are not starting
broken text messages
broken journal entries
When two mods hook into the same quest to do their thing, this can break the quest.
Phone Messages Overhaul
Judy/Panam Romance Messages Extended
If it wasn't that, check any other mod that hooks into basegame quests, such as romance mods or "quest fixes".
You can't 'fix' a quest by changing quest facts. Setting a quest fact after you've passed the sequence where it is checked will do nothing — worst case is you will brick your save.
LocKey#
This can be caused by mods not including translation files for your language. Check if there is a translated version, or change the game language to English.
Most likely caused by a mod conflict: two mods are trying to change the same text archive or journal entry. You can use the Archive Conflict Checker Tool to find conflicting mods, or check the list below.
Phone Messages Overhaul (you can resolve this by setting this mod to load first)
Hot Fuzz
Biosculpted Exotics
Database Fixes
If none of the mods have suggestions about load order, swap them around and see if it fixes the issue.
You're running into the following error:
REDScript compilation failed. The game will start, but none of
the scripts will take effect. This is caused by errors in:
In the past, Codeware wasn't a standalone mod, but was instead inside of other mods. Since that is different now, the leftover versions can cause errors.
Search your Cyberpunk game directory for Codeware
.
If you have exactly one folder, this is not your problem — proceed to the next step.
Delete everything you have found.
Reinstall the latest version of Codeware from Nexus.
Delete the folder r6/cache
Verify your game
Actually check this. Do not rely on memory or common sense – if in doubt, re-download. (This is totally not something that the guide's author learned the hard way)
Check that you have the latest versions of all troublesome Redmods.
It is in r6/log/redscript.log
.
See if you can find any errors – warnings may or may not be a problem, see here for context.
If you rename or delete any directories, make sure to create a new, empty directory.
Vortex: Disable them
Manual: Remove the contents of r6/scripts/
.
delete
verify game files
Optional: create a new directory r6/cache/modded
(this will prevent errors)
Make sure that r6/scripts
Make sure that red4ext/plugins
(that the red4ext core frameworks aren't getting loaded)
Make sure your game starts up without error.
Hopefully, your problem should be gone now.
It's time to put your mods back and see if you can start the game - see Starting from Scratch.
XML document parsed with errors: C:\Path\toCyberpunk 2077\r6/config/inputUserMappings.xml
Error description: Error parsing element attribute
According to InputLoader's documentation, you can ignore this. Keep searching! (You can also try reinstalling InputLoader and hope that the error goes away)
CET needs at least VisualC 14.40.33810.0 . You can download it from the official Microsoft website (direct link)
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.
With 1.62, screenshots are now saved to Documents\CDPR\Cyberpunk\Screenshots
, and the previous location will receive an empty file.
With 1.63, screenshots have now been moved back to \Pictures\Cyberpunk 2077
That is due to Input Loader requiring an update.
If you have passed the start of Act 2 and you aren't getting a text with a metro ticket because of an outdated mod, there is nothing you can do. Even removing the mod won't fix it. Remove the mod, then play from an earlier save.
This is a new one with 2.1 — a reciprocal effect of CDPR's romance interactions with previous romance or phone message overhauls. The bad news is that the broken state is baked into your savegame and you can't get rid of it by removing your mods. The good news is that modders are already on top of the problem, and simply updating should fix your issue.
Make sure to check the instructions and pinned comments on the Nexus for any romance or phone message overhaul mods before running the command below. There's a good chance that you can only use it once for any given save, and you don't want to waste your shot.
You can try running the following command (which has solved the issue for some people):
Game.GetQuestsSystem():SetFactStr("judy_default_on",1)
Switch "judy" for the affected NPC's name. Then, save and reload.
Alternatively, you can use this mod for Judy (which is supposed to have helped as well).
Here's how to fix your sudden indecent exposure.
Go to the vanilla wardrobe in your apartment
Create an outfit (anything will do)
Equip the outfit
Un-equip the outfit
Save and reload
If that doesn't work, check the next section:
There is a high change that you're using Equipment-EX, if this applies then try the steps below:
Remove all Equipment-EX outfits by typing EquipmentEx.DeleteAllOutfits()
in CET's console.
Save and quit the game
Uninstall all files related to Equipment-EX, this can be done by searching for "EquipmentEx" in the game's main directory, then launch the game.
You should now no longer be naked.
Reinstall EquipmentEx and start creating outfits again.
You have an outdated or two different versions of Kala's Unique Eyes installed.
Make sure to uninstall all your eye mods, then open your Cyberpunk game directory and use the Windows Search for e.g. kala
. Make sure to delete all leftover files!
Here's the catch-all solution. After this, your game will work (or the problem you have is not Cyberpunk related).
(optional, as this might solve it): Reset the Redscript cache.
If your problem doesn't go away, follow the instructions in the next section.
You might want to deactivate ReShade before you start debugging. Especially after DLSS, it has been known to cause crashes.
The bad news is, at this point you have little choice but to reset your Cyberpunk install and re-mod it from scratch. The good news is that the process is really streamlined. If you don't run into any hitches, you're <30 minutes away from a working game.
Now, how do we go about this?
Yes! There is a batch script that will automate steps 1-4 of the list below for you.
If you don't want to download and run script files from the internet, you can go here and complete the steps by hand. Otherwise:
Download the mod remover script by either
downloading it from Nexus and following the install instructions
grabbing it from github (right-click -> save as) and moving it to your Cyberpunk game directory Link goes to the github repository of the person who wrote most of this guide.
Optional: If you don't want the script to delete modded files for you (because you just want to disable mods), right-click on the file and select Edit, then find and delete line 6:
set DELETE_FILES=1
Make sure that the file is in your Cyberpunk game directory. If you downloaded from Nexus, you should have a cyberpunk2077_disable_all_mods.bat.
Double-click it
Follow the instructions and prompts
Verify your game files
Optional: You can now proceed to Step 5 and start modding your game again.
Instead of following these instructions, you can also reinstall the game. Do yourself a favour and check the instructions, as you might be left with residual files otherwise.
Follow the instructions and prompts
Press the purge button — this will remove any and all installed mods.
Do not press deploy.
Start Cyberpunk however you want, as long as it's not via Vortex. If it starts now, you're done here and can proceed with bisecting – otherwise, go to Remove RedScript.
Complete the instructions in the section manual now.
Find the following folders:
Cyberpunk 2077\archive\pc\mod
Cyberpunk 2077\mods
and rename them to
Cyberpunk 2077\archive\pc\mod_
Cyberpunk 2077\mods_
You can optionally create a new, empty folder with the same name.
Check if the problem is gone.
If it is, put the folders back one after the other and apply the bisection method.
Find the folder
Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks
and move it out of plugins
(e.g. put it on your desktop).
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.)
Check if the problem is gone.
If it is, put the folder back and apply the bisection method to cyber_engine_tweaks\mods
and cyber_engine_tweaks\scripts
until you have found the culprit.
First, remove (or rename) the cache:
r6/cache/modded
Verify game files. Check if the problem is gone.
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
and rename them, you know the drill.
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.
Delete the following files and folders. You don't need a backup, as you can reinstall RedScript from Nexus. 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
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
Exact procedure as documented by @ArsenicTouch
Go to Games -> Installed, right-click on your game and select the following menu entry:
Open your library
Right-click on "Cyberpunk 2077" and select "Properties"
Select "Local Files"
Click "Verify integrity of game files…"
Open your "Library"
On the "Cyberpunk 2077" tile, find the "…"
Select "Manage"
Click "Verify"
All files you deleted have been re-acquired. If there are no left-over files from earlier modding attempts, your game should work now.
If it does not and you have exhausted the reset options as specified in this guide (troubleshooting and nuclear both) and your game still does not start, then your problem exists outside of Cyberpunk. In this case, you can
check your file permissions (separately for REDprelauncher.exe)
google your error message and try solutions at random
Now that your un-modded game is starting, it's time to install the core frameworks. Do this before you enable your other mods, as they won't work without their dependencies and can only add problems at this stage.
You have followed all the steps and your game is launching, but you now have a mod on your hands that just doesn't work, and you want it to. What do you do now?
Many mods require frameworks or other mods to work. Check the mod's page and description for those, and install them.
Repeat the process by installing the dependencies' dependencies, until you have everything necessary.
Often, the description contains detailed installation instructions, known incompatibilities and/or workarounds. Sometimes, mods worked on past versions of Cyberpunk, but the author stopped updating. In that case, proceed to point 5 of this list.
Before you get upset, please keep in mind that modders don't do this for a living (these are called "game developers" and they get paid for it). Somebody made this in their spare time, for their own use, and then decided to share it with you for free. Do you know the easiest way to avoid toxic users? It's not publishing your mods. No reward system, credit points or reputation will ever make up for online abuse.
As a mod author, I can tell you that I will ignore assholes, but gladly spend an extra hour after work to help out someone who politely asks me for help.
You're unlikely to be the first person to run into this problem. There is a good chance that the comment section on the download page has helpful information. Look for either a pinned post by the mod's author or a user discussion about your problem — these often contain a solution.
While mod managers are very reliable and get better with every new release, you should rule out that they are the cause of the problem by installing the mod from hand.
If everything else works and installing the mod by hand still breaks compilation, then it is broken. See "Dealing with a broken mod" below. start your game client's file verification.
Describe your problem as clearly as you can, and add all useful data.
Bad bug report: "Your mod doesn't work lol pls help"
Good bug report (example): "Hi, installing your mod (manually and Vortex) causes a Redscript compilation error on startup (possible screenshot of error popup). xxx.log says <citation of error message>. All my dependencies are up-to-date, and I've ruled out that it's any other mod. Can you help me out?"
Good bug report (example 2): "Hi, when I try to equip Item <item name and colour>, it doesn't show up and I only get glitches. I'm using Hyst's boob mod and <specific version and variant> of your mod. I hope you can help me? Thank you for making this."
As per the last red box, do keep in mind that you're asking a favour. The modder doesn't have your problem, and if they do, they know exactly how to fix it. The most time-efficient response for them is to ghost you, so any kind of response is either them being nice or getting mad when you or someone involved ignores visible information.
At this point, you have exhausted all easily accessible solutions. If you still want the mod to work, you will have to get involved yourself. A commendable attitude! (Not sarcasm, it really is.)
Usually, there will be a log file that will point you towards the source of your problem. If there isn't (the game loads and the mod just fails silently), that means that the error is inside the archive and you have to become a modder.
But sometimes, you're lucky. Sometimes, the error is in a script file. You can tell this by a log entry pointing towards a file in your Cyberpunk folder (e.g. r6\scripts\my_broken_script.reds
).
Open up that file in a text editor like Notepad++ and try to find and fix the problem. Sometimes, the log file has more information. Sometimes, an online syntax check can help you — there isn't one for redscript, but it's fairly close to lua.
Sometimes, such mistakes are trivial — a forgotten , or incorrect file encoding. Often, they are not.
If the error isn't in any script files, you will have to unbundle the .archive, load it in WolvenKit, and get your hands dirty. We'll be seeing each other, choomba!
Tweak base stats
Last documented update: May 4 2024 by mana vortex
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.
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
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BaseStats.CoolSkill
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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
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BaseStats.CWMaskMaxCharges
BaseStats.CWMaskRechargeDuration
BaseStats.CyberdeckOverclockCooldown
BaseStats.CyberdeckOverclockDecayRate
BaseStats.CyberdeckOverclockDecayStartDelay
BaseStats.CyberdeckOverclockDelayOnChange
BaseStats.CyberdeckOverclockDuration
BaseStats.CyberdeckOverclockEmptyStat
BaseStats.CyberdeckOverclockRegenBegins
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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
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BaseStats.CycleTimeAimBlockDuration
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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
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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
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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
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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
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BaseStats.HasSandevistanTier3
BaseStats.HasSecondHeart
BaseStats.HasSelfHealingSkin
BaseStats.HasSmartLink
BaseStats.HasSpiderBotControl
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BaseStats.HasSystemCollapse
BaseStats.HasThermovision
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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
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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