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Cyberpunk 2077 Modding

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For Mod Users:

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For Mod Creators: Theory

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Home

Welcome to the Cyberpunk 2077 modding wiki!

This is the dedicated repository for all those that want to reference the API, and learn about modifying CyberPunk 2077 to make the game yours. Get Started!

Coming from github? We're editing on Gitbook these days!

Make this wiki better! Become an editor, share your knowledge so others may learn, check out our Discord Server.

Cover

Modding Troubleshooting

Cover

Mod Dev - Getting Started

Page Header: Summary

A sample page header for you to copy/paste

Summary

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

This page contains a reusable header template that you can copy/paste into new wiki pages. It is a part of Editing guidelines, but can be used standalone.

While anything below this box is optional, please always include the Summary!

After pasting, don't forget to adjust the text (and delete the hint boxes)

Wait, this is not what I want!

  • If you want to [do something else] instead, you can check [link]

  • Or maybe you want to see [the corresponding cheat sheet]?

Requirements

To complete this guide, you need the following tools:

Wolvenkit Stable | Nightly

>= 8.15

You can't make mods without Wolvenkit

Blender

>= 4.2

3d editing software. You only need this if...

Wolvenkit Blender IO Suite

>= 1.6.0

The Wolvenkit Blender Addon. You can't import/export to Blender without it.

Commands

DeployImporting Animations

Change logs

This page explains the features added in the different game versions.

Game version 1.63

Added:

  1. 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.

  2. 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

WKit Blender Plugin: Current version

Recommended stable plugin version

Exporting Resources to Raw Formats

REDmod can export .mesh, .w2mesh, .xbm, rsvg and .svg files using the resource-export command.

redmod resource-export -depot=<depot> -input=<resource-path> -output=<file> -<optional parameters>

PARAMETERS

    -depot=<depot>                  - directory-path to the depot (e.g. "C:\depot")

    -input=<resource-path>          - resource path of the file to export (relative to depot)

    -output=<file>                  - absolute path to the output file

Exporting .mesh/.w2mesh

Using REDmod to export .mesh and .w2mesh files to .fbx format

Optional Parameters for meshes

-lod=<uint>           - Defines mesh's lod to be exported
-mesh-skinning=<bool> - export skinning (armature data) default is false

Example Command:

redmod resource-export -depot="M:\" -input="base\test\example.mesh" -output="M:\base\test\example.fbx" -lod=1 -mesh-skinning=true

You can also export to .fbx with REDmod through the Wolvenkit GUI!

Exporting .xbm

REDmod can export REDengine .xbm files to several raw formats for editing.

dds: DirectDraw Surface bmp: Windows Bitmap jpg: Joint Photographics Experts Group tga: Truevision Targa png: Portable Network Graphics

XBM PARAMETERS

    -bitmap-mipmap=<uint>           - mipmap selection

    -bitmap-source=<bool>           - export uncooked file (default = false)

    -bitmap-flip=<bool>             - flip texture (default = false)

    -bitmap-gamma=<bool>            - forced gamma setting (default = false)
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)

Importing Animations

redmod import -gameRoot=<depot> -inputPath=<file> -animset=<resource-path> [options]

Synopsis

Description

The import command imports an .re animation file into an existing .anims animation set file.

Optional parameters include specifying an existing animation name to rename inside the animset file (otherwise the filename of the .re animation file is used) or specifying a different output path (default is overwrite).

INFO - It is best to name .re animation correctly even if you replace an existing animation, because the imported animation will always have the filename of the .re file.

Arguments

  • -gameRoot=<path>

    directory-path to the depot for animset and output (e.g. C:\modding\depot)

INFO - this is the base depot from which relative <resource-paths> are loaded

INFO - You need to have the .rig file used by the .anims animationset present in your depot path.

  • -inputPath=<file>

    absolute path to the animation .re file

  • -animset=<resource-path>

    resource .animset file to use

INFO - resource path must start with base\ (e.g. base\animations\npc\generic_characters\male_average\open_world\generic_male_average__stand__rh_cane_lh_cigar__01.anims)

Options

  • -outputPath=<resource-path>

    resource .anims file name to write, default is to overwrite the input animset (resource path must start with base\)

  • -animationRename=<name>

    parameter representing the old name of animation to be replaced by the new animation (default is the filename of the .re animation file)

INFO - the imported animation will always have the filename of the .re file even if you specify the animationRename parameter.

  • -?|-h|--help

    Prints out a description of how to use the command.

Examples

  • redmod import -gameRoot="E:\modding\depot" -input="E:\raw files\animtest1\macarena_long (1).re" -animset=base\animations\npc\generic_characters\male_average\open_world\generic_male_average__stand__rh_cane_lh_cigar__01.anims -output=base\out\new_test.anims -animationRename=stand__rh_cane_lh_cigar__01__smoke__02"

    Imports the animation file E:\raw files\animtest1\macarena_long (1).re into the animset file E:\modding\depot\base\animations\npc\generic_characters\male_average\open_world\generic_male_average__stand__rh_cane_lh_cigar__01.anims and replaces the animation with the name stand__rh_cane_lh_cigar__01__smoke__02 with the name macarena_long (1). The result is saved to to E:\modding\depot\base\out\new_test.anims.

Animation Modding

Animation Modding - WolvenKit Integration

The REDmod animation import tool can be used as a Plugin in WolvenKit.

  • 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.

Animation Modding - Manually

See also: Import Command

The import command imports an .re animation file into an existing .anims animation set file.

Optional parameters include specifying an existing animation name to rename inside the animset file (otherwise the filename of the .re animation file is used) or specifying a different output path (default is overwrite).

INFO - It is best to name .re animation correctly even if you replace an existing animation, because the imported animation will always have the filename of the .re file.

INFO - You need to have the .rig file used by the .anims animationset present in your depot path.

Script Modding

To make a script mod in REDmod:

  1. make a new mod and create a new folder here: <Cyberpunk 2077>/mods/MODNAME/scripts

  2. copy the .script file(s) you want to change from <Cyberpunk 2077>/tools/redmod/scripts❗ preserving the folder structure!

  3. add an info.json file to <Cyberpunk 2077>/mods/MODNAME/scripts with some mod info

{
    "name": "MODNAME",
    "description": "Description for the script mod.",
    "version": "1.0.0",
    "customSounds":    [ ]
}

✅ Done. To test, launch the game with REDmod.

REDmod: Tweaks

To make a tweak mod in REDmod:

  1. make a new mod and create a new folder here: <Cyberpunk 2077>/mods/MODNAME/tweaks

  2. copy the .tweak file(s) you want to change from <Cyberpunk 2077>/tools/redmod/tweaks ❗ preserving the folder structure!

  3. add a info.json file to <Cyberpunk 2077>/mods/MODNAME/tweaks with some mod info

{
    "name": "MODNAME",
    "description": "Description for the tweak mod.",
    "version": "1.0.0",
    "customSounds":    [ ]
}

✅ Done. To test, launch the game with REDmod.

Modding Tools: Archived

Archived documentation for tools we no longer actively use

References, lists and overviews

A list of look-ups

In this section, you can look up information like "what is the material name for skin color type 3 again" or "where are the Mantis blade arms".

Detailed information should go in other sections and be interlinked.

Wait, this is not what I want!

  • You can find a list of Spawn Codes (BaseIDs/Hashes) under the link

Weapons

This page collects cheat sheets for weapon tweaks. It does not contain information on its own; please check the child pages in the wiki's file tree.

Equipment

Everything about gear

This section collects

  • look-ups about equipment (preview pictures and spawn codes)

  • documented variants per item

Please use the wiki page tree to find the section's content, or click on the next link at the bottom of this page.

References: Vehicles

Look up vehicle-related stuff

The pages following this aim to give a detailed view of the resources that make up each vehicle in the game, with the hope that you'll be able to create (not just modify) vehicles for the game.

You can also check the vehicles section of the console command list to see their names and spawn codes.

List of all vehicle records

(Dumped as of 2.12a)

Cheat Sheet: Vehicles - Archive

This section contains an overview of things that you might encounter while modding vehicles. For a full list of sub-pages, please check the link tree in the left-hand menu.

Appearances

For the documentation on .app files (appearance definitions), see here or check the appearance mappings subpage.

Entity Files

For the documentation on .ent files, see here.

An example entry for a vehicle entEntityTemplate from a vehicle's .ent file looks like this:

key
example

name

quadra_type66__basic_urban_01

appearanceResource

[`base\vehicles\appearances\sport\quadra_type66__basic.app`](.app-file-appearanceresource.md)

appearanceName

urban_01

Archived: Parts & Parts Categories

These are the part names used in filenames for .mesh and .ent files. Each header is their category - base is used in both Interior & Exterior.

Interior

  • base

  • steering_wheel

  • pedals

Exterior

  • base

  • bumper_f

  • bumper_b

  • hood

  • trunk

  • door_fl

  • door_fr

  • door_bl

  • door_br

  • fuelcap

  • fuelport

Wheel

  • wheel

Arguments:
  -gameRoot=<depot>
  -inputPath=<file>
  -animset=<resource-path>

Options:
  -outputPath=<resource-path>
  -animationRename=<name>
  -h, --help 
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 Wiki

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

Summary

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 How to edit or sign up here (github/Google account required)

Why you should edit the wiki

If you're already convinced, you can skip straight ahead to How to edit or Requesting reviews

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 &#xNAN;You don't know shit about Netrunning? Doesn't matter, here's how you can make a t-shirt!

  • We don't have to research stuff all over Here's what we have about glowing materials. Want more than that? Here's where you can start digging...

  • You can easily find people who can help you &#xNAN;Published: Feb 11 2024 by &#xNAN;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.

Reasons Not To Edit The Wiki

But I don't know how!

That's easy, just scroll down to and find out!

But I'll just ruin everything!

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

But my English is bad!


How to edit

Before you can edit, you need to sign up to Gitbook (no way around it). It's integrated with github, so you can use that or your google log-in.

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

Change requests

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

Until you complete the steps under Requesting reviews and a wiki admin merges your changes, nothing of what you do will go live, so you can safely break everything.

Please name your change request immediately - it helps to keep track of what's what, and also makes it easier to delete obsolete change requests.

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

Creating a new change request

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 gitbook's official documentation for this, or read the TL;DR below:

Browsing existing change requests

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:

Who created a change request doesn't matter much - everyone can edit them

Creating new change requests

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

Uploading files

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

Requesting reviews

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

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

Editing guidelines

Please check the Editing guidelines page for a few basics on wiki editing!

Editing guidelines

Summary

Created: Nov 10 2024 by Last documented update: Nov 10 2024 by

This page contains our wiki editing guidelines.

Wait, this is not what I want!

  • If you would rather learn how to edit the wiki, please check The Wiki -> How to edit

Basics

1. Name your merge requests

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

2. Add a header on new pages

Please give your wiki page a header (see Summary). You can find a template to copy and paste under Page Header: Summary.

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

3. Name your images

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

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

They know about this, but haven't changed it yet.

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

Styleguide

The internet is full of guides on writing nonfiction. This one is good.

Content (what it is)

KISS: Keep it simple, stupid

Keep guides short and concise.

Remember that most of the world are not native speakers of English. Keep your sentences short and use clear language.

You can use ChatGPT or goblin.tools Formalizer (More to the point (unwaffle)) to go over your guides before posting them.

  1. It's easier to follow a numbered list than to read a long paragraph

  2. Use bold text to highlight stuff that is important.

  3. For anything extra, check Put extra info into expandables.

Presentation (how it looks)

Your guides should be easy to read. Here's a few tips how to achieve that.

Put important stuff in boxes

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

Use headings to split content

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

  • Heading 1 marks the beginning of a section

  • Heading 2 marks the beginning of a subsection within a section

  • Heading 3 splits subsections into individual parts

Put extra info into expandables

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

By the way...

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

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

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

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

Use images for clarity

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.

Glossary

List of words that need more context

Summary

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)

General

  • 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).

Modding Tools

  • 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 official CDPR command-line tool for modding Cyberpunk 2077.

  • 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.

WolvenKit

  • 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)

Game Files

  • 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: https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/Deployment/Cooking/

    • 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.

Modding

  • 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.

Mods

Core Mods

CET: Cyber Engine Tweaks, a core scripting framework utilized by the majority of mods.

Red4Ext: a core script extender, which allows modders to add new features, modify the game behavior, add new scripting functions or call existing ones in your own plugins.

Redscript: is a core that can be integrated with the game and used to add/replace game scripts.

Archive XL: a modding tool that allows you to load custom resources without touching original game files, thus allowing multiple mods to expand same resources without conflicts. Requires Red4Ext.

Tweak XL: a modding tool and a framework to create mods that modify TweakDB, a proprietary database of REDengine 4, containing essential information about game entities and behavior. Requires Red4Ext.

Codeware: is a library and framework for creating redscript and Cyber Engine Tweaks mods. Requires Red4Ext.

Other optional mods that greatly enhance user experience

AMM: Appearance Menu Mod is your ultimate Photo Mode helper that allows you to use tools to move NPCs and V around, pose them and further expand your photography portfolio; change the time of day or even teleport to a curated list of locations. Unleash your creativity by changing NPCs looks - now with extended features by using Appearance Creator Mod - decorate with endless props, and so much more awaits! Requires CET and Codeware.

PhotoMode-EX: a custom characters framework and QOL tweaks for Photo Mode.

EquipmentEx: an extender of Cyberpunk's core functionality in regards to clothes transmog system.

Cyberware-EX: an extender of Cyberpunk's core functionality in regards to cyberware slot expansions system.

Additional launch parameters for use from game launchers

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

Summary

Created: Jan 19 2025 by 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.

Wait, this is not what I want!

  • If you are trying to get your modded Steam Deck to work, check Modding on Linux

Parameters

You need to send the parameters in the form of --parameter

for example --launcher-skip

You may also pass in any parameters found in Launch parameters, but beware of the different parameter formatting! Launcher parameters use double-dash while launch parameters use single-dash.

Parameter
Argument (if given)
Explanation

launcher-skip

Starts Cyberpunk 2077 right away, skipping REDLauncher

REDmod

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

Last documented edit: Sep 08 2024 by

This page will tell you the following things:

Deploy

deploy - Deploys mods to the game by compiling them together

Synopsis

Usage:
  redmod deploy -root=<path> [options]

Arguments:
  -root=<path>

Options:
  -mod=<name>
  -h, --help 

Description

The deploy command stages installed mods to work when the game starts with the modded flag.

  • archives from <Cyberpunk 2077>/mods/<name> are staged to load

  • scripts in <Cyberpunk 2077>/mods/<name>/scripts are compiled into a modded script blob

  • tweak files in <Cyberpunk 2077>/mods/<name>/tweaks are compiled into a modded tweakDB blob

  • sound files in <Cyberpunk 2077>/mods/<name>/customSounds are staged to load

You can specify a specific load order with the -mod parameter

  • -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".)

  • 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

Users: Troubleshooting after a game update

The game just updated, and you're crashing. Now what?

Last documented update: January 20th, 2026 by

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 .


The first step is to update your core frameworks. Check every mod on — 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:

Modding Tools

Frequently used tools for modding workflows

RedEngine - WolvenKit

The open source CP77 lynchpin we all know and love, which is getting better with every bug you file!

Text - Notepad++

Hex - 010 Editor

010 Editor (ARCHIVED)

3D Graphics

Blender

Open Source 3D modelling

Blender: Getting Started

See Also

Blender Plugins and Scripts

3ds Max

Maya

Substance

Noesis

Convert .mesh files into a wide variety of other 3d file extensions (like GLB and FBX)

Noesis (ARCHIVED)

2D Graphics

Gimp

Open source Photoshop alternative.

Inkscape

Krita

Paint.NET

Free 2D image software with alpha layer support - great for basic editing and preformatting of images to be used in Inkatlas files for UI etc.

Photoshop

MLSetupBuilder

Edit multilayered materials

MLSETUP Builder

See Also

Archived (legacy)

These tools are no longer maintained/supported

Savegame Editor: CyberCAT

Installing from github source

Summary

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 to install the current development version, you should not be here. Head to -> .

Step 1: Download from github

  1. Head to the Wolvenkit Blender IO suite's github repository

  2. Click the green Code button

  3. Click "Download ZIP" at the bottom

  1. You should have downloaded a file called Cyberpunk-Blender-add-on-main.zip.

  1. Open the Blender Preferences (Toolbar: Edit -> Preferences) and select the AddOns tab

  2. Search for cyberpunk

  1. Everything before the __init__.py is the path to the current install (replace VERSION with your Blender version, e.g. 4.4)

  2. Open an Windows Explorer there &#xNAN;As a shortcut, you can press Windows+R, paste %APPDATA%\Blender Foundation\Blender into the box, and press Enter.

  1. Navigate your Windows Explorer to the path you found in 2.3 (Shortcut: Windows+R, type %APPDATA%, confirm, then browse from there)

  2. Delete the whole i_scene_cp77_gltf folder.

  3. Leave the explorer window open, you need it for Step 3!

  1. Open Cyberpunk-Blender-add-on-main.zip that you downloaded in step 1.

  2. Find the folder named i_scene_cp77_gltf. This is the blender add-on:

  1. 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!

WKit Blender Plugin: AKL Autofitter

How to use the auto refitter

Summary

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.

Wait, this is not what I want!

  • If you want to manually refit an item, check R&R: Refitting (step by step) or follow the links from there

How to auto-refit

With a mesh selected, you can find it in the Mesh Tools section of the CP77 panel. Use the dropdown to select a target body, then click the button to apply the changes:

OK, that's a bit nasty, because it means you'll have to either merge the shapekeys, or create (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

WKit Blender Plugin: Material Tools

How to edit .mlsetup files in Blender

Summary

Published: Apr 7 2026 by Last documented edit: Apr 7 2026 by

This page explains how to use the Wolvenkit Blender IO Suite to edit .mlsetupfiles. You can find a Video guideat the end of the page.

Wait, this is not what I want!

  • You can learn about Multilayered: Cyberpunk's supershader on its own page

  • Or maybe you want create Textures: Custom .mlmask?

There is nothing here yet!

This page is a stub! If you would like to sign up and edit it, we'd love your contribution!

  • The Editing guidelines list the most frequent pitfalls for editors

  • If you need help on navigating the wiki's UI, check out ->

Video guide

WKit Blender Plugin: Troubleshooting

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.

You can see the exact Blender version in the lower right corner of the program:

RHT: The world inspector

"I can show you the world"

Summary

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.

World Inspector: Inspect

Here, you can inspect world nodes and their properties:

World Inspector: Scan

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 Removal Editor to create permanent preset.

To copy the data string from a node (eg: Mesh Resource Path), place your mouse pointer over the text string then hold Shift and press the middle mouse button. This will copy the text string to the clipboard.

World Inspector: Lookup

Reverse search of world nodes and spawned entities by their node IDs (e.g. if you're browsing a sector in Wolvenkit)

World Inspector: Watch (the player)

The world inspector's Watch tab lets you inspect the player puppet and all of their components at runtime.

You can use the information below for AppearanceCreatorMod; check Submeshes, Materials and Chunks -> for details.

Invaluable for debugging clothing mods!

RHT: Ink Inspector

Analyze Cyberpunk's UI

Summary

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

Ink Inspector: Inspect

This tab lets you see the UI's entire hierarchy.

If you highlight a row, an overlay will appear on the corresponding parts of the screen.

Ink Inspector: Pick

By binding a custom hotkey, you can analyze any widget on the game's default interface:

RHT: Hot Reload

How to hot reload things with RedHotTools

Summary

Published: Aug 18 2024 by Last documented edit: Aug 18 2024 by

This page describes Red Hot Tools's Hot Reload mechanism.

How it works

Although there is a CET overlay, Hot Reload is fully integrated with Wolvenkit and Visual Studio Code — you don't have to do anything except pushing the right button.

The theory

As you know, Cyberpunk 2077 loads its mods from archive/pc/mod. While you run around in Night City, it will keep them open and use the files inside as it needs them.

As far as the game is concerned, the .archive files never change.

By placing .archives 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)

Simply push the "Hot Reload" button in your toolbar:

You can download the RHT plugin red-hot-vscode-x.x.x.vsix from :

Install the extension via Extension Manager's ... menu (Install from VSIX...) and restart VScode. Now you can see the following actions:

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.

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

REDmod for mod devs

Using Redmod to create mods.

Last documented edit: Sep 07 2024 by

This page tells you how to use REDmod for mod creation.

  • If you want to know what REDmod does, check

  • If you're a mod user, check the page in the Mod Users section

Importing Raw Files to REDengine

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.

Red Engine Format
Raw Format

Tools, scripts and plugins

Commonly Used Tools and scripts for creating the best mods

Tools

red4-conflicts

Check a folder with .archive files for conflicts (which files modify the same resource)

  1. Download from Fuzzo's github

  2. Extract somewhere

  3. call via command line: red4-conflicts.exe "c:\Path\to\Cyberpunk 2077\archive\pc\mods"

  4. Profit

SoundDB

Web tool allowing you to search for voice-overs, music and sound effects of the game. Available on https://sounddb.redmodding.org/.

See the Finding audio page for a usage guide:

Finding an audio file

Python Helper Scripts

Create Inkatlas files, error checking and more.

https://github.com/DoctorPresto/Cyberpunk-Helper-Scripts

Blender

Blender Plugins

for WKit export "With Materials"

Justifies UVs, generation of hair cards Mesh has to be in quads

Blender Scripts

Ctrl+J only works if they don't share bones

010 Editor (ARCHIVED)

What is 010 Editor?

We can now use Wolvenkit's , and hex editing has become obsolete. As of April 2026, you shouldn't have to use a hex editor – ever.

If you find that you have to do this anyway, please create a ticket on github so that we can tech this away..

Overview

010 Editor with CP77_CR2W template file

010 Editor is a generic hex editing software which is capable of reading and writing REDengine W2RC files. A custom template for the 010 Editor created by @alphaZomega must be used to parse game files as human-readable.

Download

The 010 Editor can be downloaded from Sweetscape's website

010 Editor Template for Cyberpunk 2077

alphaZomega's CP77_CR2W.bt 010 template can be downloaded from the following link: https://www.mediafire.com/file/udqqvb4yz1xpuka/CP77_CR2W_v0.51.zip

Setup

  1. Install 010 Editor and run it.\

  2. install alphaZomega's template by navigating to Templates > View Installed Templates, then click Add and add CP77_CR2W.bt.\

  3. Navigate to your Cybeprunk 2077 installation, locate the oo2ext_7_win64.dll file, then copy and paste the DLL to the same location as the BT template file.

Scripts

Unkarkify and Rebuild

Unpack and pack the compressed "KARK'd" data within a CP77_CR2W file

Erase

Deletes an entire name and value's worth of a section inside the aforementioned formatted file

changeMatHdrs

Changes all the Material headers' numbers inside a file to be a universal one with zero offsets

insertMatHdrs

Creates a new material header inside a file

Noesis (ARCHIVED)

What is Noesis?

Current workflows do not use Noesis anymore. See for up-to-date documentation.

Introduction

Noesis' UI with CP77 python plugin

From the website: Noesis is a tool for previewing and converting between hundreds of model, image, and animation formats. It utilizes a robust plugin system, with support for native extension modules and Python scripts.

Noesis is considered one of Cyberpunk 2077 Modding's cornerstones for its ability to open .mesh files and convert it into a wide variety of other 3d file extensions (like GLB and FBX) thanks to alphaZomega's CP77 Python script that makes that possible.

Download

Noesis

Download Noesis from Rich Whitehouse's website https://richwhitehouse.com/index.php?content=inc_projects.php

alphaZomega's CP77 Python plugin

Download the plugin from here https://www.mediafire.com/file/uhc9d68mvj7oqj6/fmt_CP77mesh_1.6.zip\

Setup

After installing Noesis, put the fmt_CP77mesh.py file in the python folder located inside the plugins folder, and make sure that oo2ext_7_win64.dll is placed next to the plugin in folder.

Basic export/import process

Exporting

Noesis' export UI

Open your .mesh file in Noesis64.exe, then right click on it inside the app and press Export, from there you will be given file extensions to export into, .FBX is the go-to for any usual process and for easier importing into 3D Apps like Blender and 3DS Max.

Same goes for .xbm files.

Importing

Noesis' Import UI

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.

Assets explained

What is an asset?

An asset is a specific, objectified concept in the game that can be highly detailed like a blade of grass, or larger like a building, or intangible like sound effects. Unity defines an asset as, "Shorthand for anything that goes into a video game – characters, objects, sound effects, maps, environments, etc."

Every asset is defined in a set of normalized asset files that describe its relationship to the game, other assets, and itself.

Visual Asset-Related File Formats

The following list contains file formats that are used to compose visual assets such as vehicles and weapons.

The community-devloped tool WolvenKit can be used to browse game archives and extract game files.

MESH

3d models

XBM (images and Textures)

2d textures mapped onto meshes, advertisements, or any other game asset that uses an image in the game.

APP (appearance)

Sets up appearances for assets such as NPCs and vehicles referenced by entity files

BK2 (Videos)

file format (.bk2) that us used for any videos in game (Televsion, quest overlays, or some billboards)

Parent file for most visual assets which is directly linked by the

Color ramp data to set colors for meshes using the hair

Instanced shaders for mesh materials

Mask component of the

Material setup component of the

Pre-defined tiling surface component of the

Base shader files for REDengine


Cheat Sheet: Lights

Lights and their properties at a glance

Summary

Published: Feb 09 2024 by Last documented edit: Feb 09 2024 by

This page gives you an overview about lights at a glance.

Wait, this isn't what I want!

For a guide how to add lights to AMM props, check

For an overview and explanation of lights, check Lights explained (currently WIP)

Reference lights

Fluorescent lamp

base\gameplay\devices\lights\indestructible\fluorescent_lamp_b.ent

Recolourable via AMM panel. Has a Light and a LightGlow component, no flicker

Candles

for candle > .ent

Fixed colour, flickering light, soft natural glow

Cheat Sheet: Tweaks

A collection of tweak IDs for certain types of entity

This page doesn't contain any data, it only groups subpages. Please check the wiki's file tree for the individual types of record.

You can find more information about this under Types of tweak records

To find all entries of a certain type, you can use the method described under.

Feel free to create a new sub-page with your findings!

General

General BaseStats:

Weapons

Weapons BaseStats:

Weapon Sounds

Vendors

Vendors ID's

Cheat Sheet: Weapon damage effects

A list of weapon damage effects, and how to apply them

Apply the effects to an item like this:

  statModifierGroups: 
    - !append-once Items.Base_Melee_Status_Effect_Application_Stats
    - !append-once Items.Base_Melee_Weapon_Damage_Type_Electric
    - !append-once Items.Base_Melee_Weapon_Damage_Type_Electric_Min_Max
    - !append-once Items.Base_Melee_Weapon_Damage_Type_Thermal
    - !append-once Items.Base_Melee_Weapon_Damage_Type_Thermal_Min_Max

Weapon damage types

Base_Melee_Status_Effect_Application_Stats

enables the application of status effects to enemies

Base_Melee_Weapon_Damage_Type_Chemical

Chemical damage

Base_Melee_Weapon_Damage_Type_Chemical_Min_Max

???

Base_Melee_Weapon_Damage_Type_Electric

Electric damage

Base_Melee_Weapon_Damage_Type_Electric_Min_Max

???

Base_Melee_Weapon_Damage_Type_Physical

Physical damage

Base_Melee_Weapon_Damage_Type_Physical_Min_Max

???

Base_Melee_Weapon_Damage_Type_Thermal

Fire damage

Base_Melee_Weapon_Damage_Type_Thermal_Min_Max

???

Testing

To test the applied effects, you can use . Simply copy the code into a new file inside of Cyberpunk 2077/r6/scripts/, e.g. debug_damage_types.reds. After starting up the game and hitting people with your weapon, you can see the log output via CET.

Cheat Sheet: Vendor IDs

All vendor IDs

Summary

Created: Jan 28 2024 by Update: Jun 29 2024 by Latest update: Feb 20 2025 by Current Version: 2.2

City Center Vendors:

(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

Heywood Vendors:

(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_lch_clothingshop_01 Vendors.wat_lch_cyberware_store_01 Vendors.wat_lch_foodshop_01 Vendors.wat_lch_foodshop_02 Vendors.wat_lch_foodshop_03 Vendors.wat_lch_gunsmith_01 Vendors.wat_lch_medicstore_01 Vendors.wat_lch_melee_01 Vendors.wat_lch_melee_02 Vendors.wat_lch_netrunner_01 Vendors.wat_lch_ripperdoc_01 Vendors.wat_little_china_armorsmith_01

(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

Equipment Databases

Browse the catalogue

Summary

Published: June 29 2024 by Last documented edit: June 29 2024 by

This page lists websites where you can look up pictures

Base IDs (just lists)

Excel Sheet (2.0 compatible)

Excel sheet from #cet-commands on Discord with item codes. Please note the tabs at the bottom.

Google Doc

A list with BaseIDs

Google Sheets (August 2022), supports filtering

Item Previews (pretty pictures!)

List
Description

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

Archived: Appearances Mappings

In base\appearance_mappings.json, entity types have their resources defined. The vehicle definition is below:

key
value

name

Vehicle

baseTypesFile

base\vehicles\base_types_map.csv

baseTypePrefix

baseType

categoriesFile

base\vehicles\categories.csv

partsFile

partsCategoriesFile

scanDirectory

base\vehicles\

filenameParsingRules

Archived: Vehicle Filename Parsing

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

Group 1 (base)
Name

av

Aerial

sport

Car

standard

Car

Group 2 (category)
Name

Mahir

Mahir Motors

Group 3 has no mapping, is of the type partType.

Curiously, this regex doesn't work for vehicles such as the Type 66, or the 911, since numbers aren't permitted in Group 2. It's unknown if this is even used, or if there is replacing done at some point.

utility

Car

-modlist=<filename>
  • -?|-h|--help

    Prints out a description of how to use the command.

  • 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 modC, 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.

  • Arguments

    Options

    Examples

    Import with material
    TexTools
    Merge armatures (rigs)
    base\vehicles\parts.csv
    base\vehicles\parts_categories.json
    base\vehicles\vehicle_filename_parsing.json

    .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

    .fnt (font)

    .ttf: TrueType font

    .otf: OpenType font

    .cff: Compact Font Format

    .regionset (Texture Region Set)

    .json: Texture region set definition.

    Cheat Sheet: Weapon Audio

    Melee: audioWeaponConfiguration

    guns: audioName

    Other

    dev_drone_griffin_wea_set_rifle
    dev_drone_octant_wea_set_autocannon
    dev_drone_wyvern_wea_set_rifle
    v_av_panzer_wea_set_cannon
    v_av_panzer_wea_set_countermeasures
    v_av_panzer_wea_set_missiles
    w_cyb_mantis
    
    redmod resource-import -depot=<depot> -input=<relative path to file to be imported> -output=<absolute path to the new redengine file>
    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
  • Unequipping and re-equipping your item (sometimes works)

  • But the folder is always empty!

    Don't worry if your files disappear from hot, that means everything is working as intended.

    But my changes don't show up!

    Integrations

    Wolvenkit

    Visual Studio Code

    The CET overlay

    Archives

    Pushing the button will not reload .archive files. RHT will do that automatically by watching the hot folder.

    Scripts

    Tweaks

    github
    You can open the Commands palette by pressing Ctrl+Shift+P
    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

    Step 2: Finding the install location

    2.1: Find the correct install path

    2.2: Delete the old install

    Step 3: Extract the download

    Step 3: Restart Blender

    Please remember to report any bugs you find — either in the discord support channel, or by opening an issue on github (you need an account for this).

    Remember to include all necessary information:

    • The exact version you installed

    • Unless you can always cause the exact bug, the .blend file with your problem

    discord support channel
    Installing the Wolvenkit Blender Plugin
    Step 0: Download the plugin
    I promise you, nobody else will care about this as much as you do. Personally, I'm so happy about the guide/wiki page's existence that I love the author all the more for not letting grammar get in the way.

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

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

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

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

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

    But I have only half-understood this!

    Imagine the following situation:

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

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

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

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

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

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

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

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

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

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

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

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

    With all due respect, DO IT NOW!

    Because "as soon as" never comes.

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

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

    Good luck, soldier!

    Wolvenkit Discord
    How to edit
    Browsing existing change requests

    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

  • 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.

    • DLC Link on GOG

    • DLC Link on Steam

    • DLC Link on Epic

    When REDmod is installed correctly you will find a new folder tools/redmod inside your game root directory, with subfolders: bin, scripts, tweaks.

    Summary

    Wait, that's not what I want!

    What is REDmod, and what does it do?
    How to install REDmod

    I just want to know which to use!

    Unless the mod author says otherwise, do not use REDmod.

    What is REDmod, and what does it do?

    TL;DR: You trade a longer initial startup for shorter loading screens.

    But REDmods come second in . The easiest way to avoid these altogether is not using REDmod, which is why it never took off.

    When do I need it?

    Unless the Nexus page explicitly tells you that it's REDmod only (or you are making a mod), assume that you don't.

    How to install REDmod

    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.

    GOG

    Steam

  • Remove all mods and play vanilla until the updates arrive

  • Downgrade your game


  • Your game and the core frameworks need to be version-compatible. You can make sure of that by

    1. Resetting your install

    2. One by one, installing all of the frameworks you need

    3. Restoring your mods from the backup. You can check here to see where each type of mod lives.


    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:

      • Enable all and make sure that the game starts

      • Re-enable your other mods ()

    • Find help on in #mod-troubleshooting

    Summary

    If you are on Linux and have exhausted these options, make sure to double-check the launch options, as Steam sometimes resets these between updates.

    What can I do?

    There are no framework updates!

    troubleshooting guide
    this page

    I updated my frameworks, but the game is still crashing!

    You can try to temporarily disable any mod from the script section of. Sometimes, that fixes your issues.

    Make sure to follow the instructions carefully – they will prevent you from running into a bunch of other issues.

    What other options do I have?

    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.

    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:

    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:

    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:

    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 .

    INFO - Semantic Versioning is a method of versioning where each number gives meaning for a release based on their position. It uses the format MAJOR.MINOR.PATCH where a MAJOR release change is one which will break workflows, MINOR could break a workflow but is generally safe and might introduce deprecations, and a PATCH is a small non breaking change that all users on the same MAJOR and MINOR can update to without any issues.

    Summary

    Wait, that's not what I want!

    What is REDmod? (Developer version)

    here
    REDmod
    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)
     * root_folder
     * | -📁 mods
     * | |-📁 <Mod Name>
     * | | |-📁 archives
     * | | |-📁 scripts
     * | | |-📁 tweaks
     * | | |-📁 customSounds
     * | | |-📄 info.json
    {
        "name": "MODNAME",
        "description": "Description for the mod.",
        "version": "1.0.0",
        "customSounds":    [ ]
    }

    Folder Structure

    info.json

    You can find the current supported version in the table above (under Version compatibility), or check the github page's release section .
    1. Open the preferences from the menu (Edit -> Preferences)

    2. Switch to the AddOns tab in the bar on the left

    3. In the filter field at the top right of the list, search for cyberpunk

    4. Expand the entry and find the Version field

    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.

    The plugin needs your Wolvenkit Depot to a) exist and b) be more or less recent.

    If you don't know what that is, or aren't sure how old your depot even is, it might be time to regenerate:

    1. From the Tools menu, select the Depot generator

    2. Click the Migrate Files button at the bottom and wait until WKit is done

    3. Re-export your .mesh with materials and check if your problem goes away

    If it does not, you can simply nuke the entire depot, as it will be re-generated whenever necessary:

    1. From the Tools menu, select the Depot generator

    2. Click the first button (Open Depot Folder) to open the folder in Windows Explorer

    3. Delete everything there

    4. Re-export your .mesh with materials

    5. Your problem should be gone now

    Summary

    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.

    Blender errors will show up in the system console window (View -> Toggle System Console).

    Version compatibility

    Seeing the Blender version

    Seeing the plugin version

    Wolvenkit Blender IO Suite
    WKit Blender Plugin: Error messages
    Discord

    General Troubleshooting

    Steam

    Check the console output

    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 .

    Failed to import materials

    Please complete the steps in first!

    Make sure that your Wolvenkit is up-to-date

    After updating Wolvenkit, make sure to re-export your .mesh with materials!

    Make sure that your Depot is not outdated

    Steam: Cyberware

    Steam: Quickhacks

    Google Sheet
    2.1: github (Chief Sosa)
    Steam: garments
    cp2077.8713.su

    It shrinks too far!

    The body I want is not supported!

    Archived: Modifier cannot be applied to a mesh with shapekeys

    Manual process:

    1. Duplicate the mesh (Hotkey: Shift+D, Esc)

    2. from one of the meshes

    3. Delete the modifier from the other mesh

    4. After the shapekeys are gone, apply the modifier:

    1. Select the mesh without shapekeys (the one you changed by applying the modifier)

    2. Switch to the Data tab and create a modifyer by hitting the + button

    3. Name your new shapekey Basis. This is how it's supposed to look when no shapekeys are active.

    1. Repeat the process with all other shapekeys

    2. You can now delete the original mesh.

    Garment support from scratch

    Pacifica Vendors:

    Santo Domingo Vendors:

    Watson Vendors:

    Westbrook Vendors:

    Badlands Vendors:

    ENT (entity)

    HP (hair profile)

    MI (material instance)

    MLMASK (multilayered mask)

    MLSETUP (multilayered setup)

    MLTEMPLATE (multilayered template)

    MT (material template)

    Visual Asset Graphs

    Vehicles

    Bink 2
    Tweak DB
    shader
    Multilayer supershader
    Multilayer supershader
    Multilayer supershader
    Source
    The Wiki
    How to edit

    WKit Blender Plugin: Error messages

    Plugin error messages and how to resolve them

    Summary

    Published: Apr 19 2024 by Last documented update: Apr 19 2024 by

    This page will tell you how to resolve error messages from the Wolvenkit Blender IO Suite.

    Wait, this is not what I want!

    You can also check Troubleshooting your mesh edits for less addon-specific mesh troubleshooting

    Assign weights before exporting

    This should only happen for meshes with armatures.

    • Switch to the Data tab (the green triangle)

    • If you don't have vertex groups, add one

    • If you already have vertex groups, select the one named to the bone closest to your ungrouped vertices

    • If you aren't already, switch to Edit Mode (Hotkey: Tab)

    • Click the "Assign" button under the vertex groups panel

    This should only happen for meshes with armatures. You can check the screenshot under for references.

    1. Switch to the Data tab (the green triangle)

    2. The plugin should have switched your viewport to Edit Mode (if not, do it yourself - hotkey: Tab)

    3. Find out which vertices are the problem by moving them around in the edit view

    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.

    Some issues with the geometry can prevent mesh import in WolvenKit.

    Faces so tiny that their surface area is 0 (also ). To get rid of them, do one of the following:

    You can check the "Fix" box in the export dialogue

    Select Mesh -> Clean Up -> Degenerate Dissolve. This will collapse faces and edges without a surface.

    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.

    1. The plugin should have switched the viewport to Edit Mode. If not, do it yourself (Hotkey: Tab)

    2. Triangulate faces (Hotkey: Ctrl+T). The default settings are fine.

    3. You should now be able to export.

    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:

    1. Make sure that there is exactly one Armature modifier present. If there is none, click Add Modifier and add one.

    2. Click into Object and select the armature that your mesh is parented to.

    You need to reduce the vertex count.

    That's due to . See for how to remedy this.

    WolvenKit

    WolvenKit - Community game editing suite for CyberPunk 2077.

    Summary: What is Wolvenkit?

    Originally released as W3Edit by Sarcen, WolvenKit is the open-source (GPLv3) windows/Linux GUI editor that is the workhorse for beginner and advanced modders. It supports any game using redENGINE (v3 or v4).

    As of 2026, that means Cyberpunk 2077 and The Witcher 3: Wild Hunt.

    WolvenKit Screenshot, March 2026

    Wait, this is not what I want!

    WolvenKit has its own wiki in our space, you can get there by clicking on the link below:

    It contains useful info, such as

    • Theguide and an "Explain it like I'm 5" walkthrough on how to install it

    • Documentation explaining

    • A list of

    To get started with WolvenKit, you will need to the standalone application. Extract it to a folder on your harddrive (NOT ), for example C:\CyberpunkModding\WolvenKit, and start it by double-clicking the .exe file.

    Version
    Download link
    Version

    Getting Started: Installing Cyberpunk

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

    Summary

    Last documented update: January 19th, 2026 by

    While it is possible to install mods by hand, 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:

    To learn how to install mods, check


    Prerequisites

    • You have bought Cyberpunk 2077 on the platform of your choice (Steam, GOG or EPIC)

    • You have the following things:

    • You have updated the following things:

      • driver

      • The latest for your operating system (checkout if that's what you're doing)


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

    • Installing Cyberpunk 2077 on an SSD can speed up load time

    • Installing Cyberpunk 2077 outside of Program Files can stop Windows "protecting" your files

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


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

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

    • Modding tools such as mod managers (like our recommendation )

    • 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.

    Installing Cyberpunk: GOG

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


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



    Great, now the game is installed!

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

    Configuring Cyberpunk: GOG

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

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



    You now have the following options:

    • If you're not confident in modding your game, follow the extremely detailed guide under

    • Otherwise, you can head to and start reading on how to do this

    Cheat Sheet: E3 Heads

    Where to find the E3 marketing assets

    Summary

    This page tells you where to find those assets from the E3 demonstrations/trailers that CDPR left in the files.

    Please note that while there are texture folders, though their folders will be noted, the textures themselves will not be listed here.

    Female V

    E3 2018 Head

    base\characters\main_npc\demo_vicky\h0_001_wa_c__demo_vicky\
    base\characters\main_npc\demo_vicky\h0_001_wa_c__demo_vicky\textures

    In these folders, you will find the assets used for V as seen in the 43-minute 2018 gameplay demo.

    File
    Description

    h0_001_wa_c__demo_vicky.mesh

    Head

    These folders contain the V used in the early 2020 marketing materials and "The World of Cyberpunk 2077", the assets here more closely resemble the final game.

    File
    Description

    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.

    Textures for male V here are scattered across two different folders, h0_000_pma_c__basehead and h0_001_ma_c__player respectively.

    Cheat sheet: Rigs and animations

    Where rigs and animations are stored

    Summary

    Last documented update: January 6 2024 by

    This page lists file paths and properties for various rigs and animations. Use the Table of Contents or your browser's search (Hotkey: Ctrl+F) to quickly find what you're looking for.

    Any links will lead you to additional context.

    Wait, this isn't what I'm looking for!

    If you want to make animations, check Creating Animations - Poses for V & NPCs and the guides under the page.


    .anims

    For general documentation on how animations work, see Animations

    Anims description
    Path in game files

    First person animations are used solely on the player character (V). There's one rig per body gender:

    name of rig
    Path in game files
    Name of rig
    Used by
    Path in game files

    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.

    Cheat Sheet: Poses/Animations

    Cheat Sheets for poses and animations

    Summary

    Published: Apr 27 2024 by , based on research by Last documented update: Dec 17 2024 by

    AcceptedWeaponConfig

    You can use this to spawn poses with props.

    POSE_WEAPON_ASSAULTRIFLE
    POSE_WEAPON_HANDGUN
    POSE_WEAPON_LMG
    POSE_WEAPON_PRECISIONRIFLE
    POSE_WEAPON_REVOLVER
    POSE_WEAPON_SHOTGUN
    POSE_WEAPON_SHOTGUNDUAL
    POSE_WEAPON_SMG
    POSE_WEAPON_SNIPERRIFLE
    POSE_WEAPON_HAMMER
    POSE_WEAPON_HMG
    POSE_WEAPON_KATANA
    POSE_WEAPON_KNIFE
    POSE_WEAPON_ONEHANDED
    POSE_WEAPON_TWOHANDED
    POSE_PHONE
    POSE_CIGARETTE
    POSE_POPCORN
    POSE_GUITAR
    POSE_MICROPHONE_RIGHT
    POSE_MICROPHONE_LEFT
    POSE_WEAPON_FISTS

    poseStateConfig

    You can use this to limit pose availability.

    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.

    POSE_STATE_GROUND

    RedHotTools

    psiberx's RedHotTools - a powerful utility for better mod development

    Summary

    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.

    What does it do?

    Integrated with Cyber Engine Tweaks, Wolvenkit and VisualStudio Code, RHT offers an invaluable toolikit for mod developers:

    World Inspector

    This CET widget lets you inspect the world around you, as well as the player and their equipment. Read more about it under RHT: The world inspector

    Inspect the player

    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.

    Ink inspector

    This CEt widget lets you inspect the game's interface. Read more about it under

    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

    This feature is enabled automatically

    • See scripts validation and binding errors

    • Prevent game from starting if scripts compilation fails

    You can download RedHotTools on :

    To install it, extract both downloaded files directly into your .

    Historically, RHT and MO2 have not been officially compatible, which means you cannot test mod changes using Hot Reload if you're using Mod Organizer 2. Fortunately, there's now one documented work-around that is 99% of the functionality that works as-of Cyberpunk 2.31:

    1. Starting from a fresh install with no mods manually installed, install your mods (including the ones that say "manual install only") using MO2. That means following for MO2 setup.

    2. Run your game once and quit normally (if it's a truly clean install, you should get prompted to set up your CET hotkey).

    3. You should now have some files in your MO2 Overwrite; let's back those up, as it will contain (among other things) your CET bind. Create an empty mod called "Overwrites", right-click on Overwrite and "Move content to mod..." to your new empty mod. Consider this a backup you can always go back to if installing RHT messes up your install.

    1. Install RHT and RHT Overlay as two separate mods, using "Install mod" on each .zip file downloaded from the . Importantly, do NOT install RHT via Wolvenkit's Plugins page (actually make sure it's actively uninstalled)!

    2. Now you should be able to use hot reload. Unfortunately, you can't use the Hot Reload shortcut from Wolvenkit, but you can do it manually: While your game is running, move your .archive file for your mod (found in /(your_project)/packed/archive/pc/mod) into the /archive/pc/hot folder. Your .archive file will disappear while in that folder, which should mean the game picked up your changes. Each time you make changes to your mod, click Create Zip in Wolvenkit, and drag the .archive

    Audio Modding: Redmod

    Redmod allows you to add new and edit existing audio events.

    Summary

    Last documented update: July 18 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).

    This will not override .wem files; it will instead override audio events, which are what use .wem files. That way, you can override events that layer or randomize between multiple sounds without manually altering each sound.

    Audio Modding - WolvenKit Integration

    The REDmod sound import tool can be used in a WolvenKit 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>/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:

    The Cyberpunk 2077 Game Directory

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

    Published: Jan 27 2024 by Last documented update: January 19th, 2026 by


    This page will tell you

    • What your Cyberpunk 2077 game directory is (with extra information in the expandable box)

    Modding on macOS

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

    1

    Download redscript for macOS

    Find the latest release on the for redscript

    2

    Install redscript to your game directory

    Copy the contents of the zip/folder to your Cyberpunk 2077 install folder (the one with

    Archive files Load Order

    How does load order work in Cyberpunk?

    Written & Published: Nov 22, 2023 by

    Last documented update: January 20th, 2026 by

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

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

    Users: Troubleshooting Requirements

    How do I get my fucking mod working and what do dependencies have to do with it?

    Last documented update: January 19th, 2026 by

    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.


    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.

    Savegame Editor: CyberCAT

    How the savegame editor works

    CyberCAT is version dependent. If you want a savegame to load with a certain version of the game, you must use the compatible version of CyberCAT.

    Game Version
    CyberCAT version

    Finding files: AMM NPCs

    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

    Cheat Sheet: Attachment Slots

    Specify mod slots for your gear

    The MLSB library search

    How does MLSB's tag browser work?

    In 1.6.8, the MLSetupBuilder library has been completely overhauled. This page will tell you how to find things there.

    The model browser of 1.6.7 has been transformed from a tree with sub-branches into a table with many capability. One of those capability is tags filtering.

    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 :

    Installing the Wolvenkit Blender Plugin

    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.

    WSSDude
    WSSDude
    Learn more
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    load order
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    Audio Modding
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    Discord
    General Troubleshooting
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    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

    Player female inventory animation

    base\animations\ui\female\ui_female.anims

    Player male inventory animation

    base\animations\ui\male\ui_male.anims

    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

    .rigs

    First person

    Third person

    While most rigs are called man_xxx, they're also used by NPCs of the female body gender.

    Face

    Deforms

    base\characters\base_entities\man_base\man_base.rig

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    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:

  • Delete the shapekeys
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    AllKnowingLion

    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

    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

    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

    h0_000_pwa_c__basehead.mesh

    Head

    he_000_pwa_c__basehead.mesh

    Eyes

    heb_000_pwa_c__basehead.mesh

    Eyebrows

    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

    2020 Marketing Head

    Male V

    2019 Deep Dive/2020 Marketing

    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

    base\characters\head\pwa\h0_000_pwa_c__basehead\
    base\characters\head\pwa\h0_000_pwa_c__basehead\textures
    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
    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

  • Ungrouped vertices found

    No armature objects are selected

    No meshes selected

    Degenerate Geometry

    Zero Faces

    Fix on export

    Degenerate Dissolve

    Meshes must have UV layers

    For more information on this, check UV Mapping: texturing a 3d object.

    All faces must be triangulated before exporting

    Vertex groups not assigned to a bone

    Armature missing

    AMM props: You don't need an armature

    Equipment: You need an armature

    Each submesh must have less than 65,535 vertices

    If your submesh has >= 65,535 vertices

    If your submesh has < 65,535 vertices

    bad for performance
    Adding decals
    Run the following Python script
    Replace a player item with an NPC item
    how the Blender .gltf export works
    Troubleshooting your mesh edits
    Mesh -> Clean Up -> Degenerate Dissolve (Blender 4.2 - 5.0)
    Assign weights before exporting
    AMM props: You don't need an armature
    Equipment: You need an armature
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    World Editing

    Wolvenkit is well-integrated with the toolchain - you can convert your temporary world edit to just another part of Night City.

    Quest Editing

    Our quest editor is not as comfortable as CDPR's (we hope!!!), but you can .

    Stable

    GitHub | Nexus | ?

    8.17.3 (Mar 2026)

    Nightly

    GitHub

    8.17.4 (Mar 2026) | What's a Nightly?

    Asset Management

    In the , you can look through all files in the game — no extra steps needed. By toggling the Mod Browser button, you can see modded intead of base game files.

    Mod Packing

    With just the , you can load your mod directly into your game (even while it's running), or pack it for upload on Nexus.

    File Editing

    The built-in lets you edit any REDengine4 files, including in-place buffer data.

    Import/Export

    Easy of REDEngine4 files (for example: .xbm =>.png, .mesh => .glb) for editing in external software like Blender.

    Download and Install

    You can find a more detailed walkthrough on the WKit wiki:

    What can WolvenKit do for you?

    To make any persistent changes, you need to work inside . Without one, you can still browse through game files, but changes won't be persistent.

    download
    The Cyberpunk 2077 Game Directory
    WolvenKit Screenshot March 2026

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


    1. 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)


    1. Optional: Select a game language other than English


    1. Optional: Create a desktop shortcut by ticking the first box "Create desktop shortcut"


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

    How the window should look for recommended install.

    1. Press "Install"


    1. Wait until GOG has done it's thing, then proceed to the next section.

    Installing Cyberpunk: Steam

    If you already have the game installed, you can skip this section and proceed with

    To be done

    Installing Cyberpunk: Epic

    If you already have the game installed, you can skip this section and proceed with

    To be done

    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

    You may select any additional settings you like, but these are the minimum recommended options.

    1. Click the OK button to return to the game's page.


    1. Click Play on the game's page


    1. Click the Settings button and Enable mods

      • If you can't enable mods, it means REDmod is not installed. Go back and repeat step 2.


    1. Click Play (Do not skip this)

    Configuring Cyberpunk: Steam

    1. Navigate to Cyberpunk 2077


    1. Click Play


    1. 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.


    1. Click Play (Do not skip this)

    Configuring Cyberpunk: Epic

    1. Navigate to Cyberpunk 2077


    1. Click Play


    1. 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.


    1. Click Play (Do not skip this)

    Game install

    C:\Games\Cyberpunk 2077

    Mod download and staging

    C:\Games\Mods

    Vortex

    Mod Organizer 2

    Installing the Game

    If you already have the game installed, you can skip this section and proceed with Configuring the Game

    Permissions

    Folder permissions can cause problems down the line, especially for Windows users.

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

    Installation Guide

    Just choose the header below for which platform you're using!

    If you already have the game installed, you can skip this section and proceed with Configuring Cyberpunk

    Configuring the Game

    Configuration Guide

    Just choose the header below for which platform you're using!

    Starting to mod

    Visual C Redistributable 2022
    .NET 6.0+
    Your graphics card
    Windows Update
    Modding on Linux
    Vortex
    Vortex Mod Manager
    Using Mods
    Using Mods
    The Cyberpunk 2077 main page on GOG, with the sidebar open on the left
    Cover
    Cover

    You don't need to create a subfolder for Cyberpunk, as GOG will do that for you.

    That's it, you are done with your install of the game! You can now move on to !

    into the
    hot
    folder to see them show up immediately!
  • In theory, to keep your install clean, you can clear your Overwrite after each session. But I haven't had any issues with just letting it continue; but if you do run into issues, clear your Overwrite and you should be back to where you were after you set up your Overwrite empty mod in step 3.

  • Hot Reload

    Script checking

    Installation guide

    Without a mod manager

    With Mod Organizer 2

    RHT: Ink Inspector
    RHT: Hot Reload
    psiberx's github
    Cyberpunk 2077 game directory
    this guide
    GitHub releases for RHT
    MO2 "Create empty mod"
    mana vortex
    mana vortex
    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.

  • {
      "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
        },
      ]
    }

    Audio Modding - Manually

    Example

    Parameters

    parameters
    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 where Windows puts everything it needs to run the game when you click the icon — including 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

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

    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:


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

    1. The entire path will be highlighted (if it's not, you can do that by pressing Ctrl+A)

    2. 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.

    This will also find most of your atelier stores. If you use Vortex, that's no problem - otherwise, you may want to backup before you delete.

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

    Finding the folder path in the search results

    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.

    Deleting from the search results

    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.

    Summary

    What is the game directory?

    What's the difference between folders and files?

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

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

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

    How can I find the game folder?

    Opening a Windows Explorer directly to your game folder

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

    1. Press Windows+R to open the Run dialogue

    It's not there!

    Copying the folder path

    Deleting residual files with Windows Search

    For example, if you have trouble with atelier and have decided to do a clean reinstall, you can search for atelier:

    mana vortex
    Cyberpunk2077.app
    ). The default locations can be found here:
    • GOG: /Applications/Cyberpunk 2077/

    • Steam: ~/Library/Application Support/Steam/steamapps/common/Cyberpunk 2077/

    • App Store: /Applications/Cyberpunk2077.app/Contents/Data/

    3

    Unblock redscript in macOS

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

    • GOG:

    xattr -r -d com.apple.quarantine "/Applications/Cyberpunk 2077/engine/tools/"
    • Steam:

    xattr -r -d com.apple.quarantine "$HOME/Library/Application Support/Steam/steamapps/common/Cyberpunk 2077/engine/tools/"
    • App Store:

    4

    Download input loader for macOS

    Find the latest release on the GitHub Releases for redscript

    5

    Install input loader to your game directory

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

    • GOG: /Applications/Cyberpunk 2077/

    • Steam: ~/Library/Application Support/Steam/steamapps/common/Cyberpunk 2077/

    • App Store: /Applications/Cyberpunk2077.app/Contents/Data/

    6

    Make sure your script is executable

    • GOG:

    chmod +x "/Applications/Cyberpunk 2077/launch_modded.sh"
    • Steam:

    chmod +x "$HOME/Library/Application Support/Steam/steamapps/common/Cyberpunk 2077/launch_modded.sh"
    • App Store:

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

    a) GOG:

    1. Launch GOG Galaxy → Cyberpunk 2077 → More → Manage Installation → Configure → Add another executable / arguments

    2. Locate the game path and ensure to select the script

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

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

    b) Steam:

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

    1. Rename the executable inside Cyberpunk2077.app :

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

    Save the file with Command + S.

    1. Rename the launch script to executable:

    1. Make sure it's executable:

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

    c) App Store

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

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

    • Locate following lines:

    • Replace it with following:

    1. Make sure it's executable:

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

    1. (Optional) Create a shortcut to open more easily

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

    or

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

    😏 (more to come)

    This guide is currently a work in progress.

    Modding Support on MacOS (or Lack Thereof)

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

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

    Getting Started

    Be sure to download redscript-vX.X.XX-macos.zip , NOT redscript-cli-aarch64-darwin !

    GitHub Releases
    mv "$HOME/Library/Application Support/Steam/steamapps/common/Cyberpunk 2077/Cyberpunk2077.app/Contents/MacOS/Cyberpunk2077" \
       "$HOME/Library/Application Support/Steam/steamapps/common/Cyberpunk 2077/Cyberpunk2077.app/Contents/MacOS/Cyberpunk2077_real"
    #!/usr/bin/env bash
    game_dir="$HOME/Library/Application Support/Steam/steamapps/common/Cyberpunk 2077"
    
    cd "$game_dir" || exit 1
    
    "$game_dir/engine/tools/scc" -compile "$game_dir/r6/scripts"
    perl "$game_dir/engine/tools/inputloader.pl"
    exec "$game_dir/Cyberpunk2077.app/Contents/MacOS/Cyberpunk2077_real" "$@"
    mv "$HOME/Library/Application Support/Steam/steamapps/common/Cyberpunk 2077/launch_modded.sh" \
       "$HOME/Library/Application Support/Steam/steamapps/common/Cyberpunk 2077/Cyberpunk2077"
    chmod +x "$HOME/Library/Application Support/Steam/steamapps/common/Cyberpunk 2077/Cyberpunk2077"
    mv "$HOME/Library/Application Support/Steam/steamapps/common/Cyberpunk 2077/Cyberpunk2077.app/Contents/MacOS/Cyberpunk2077_real" \
       "$HOME/Library/Application Support/Steam/steamapps/common/Cyberpunk 2077/Cyberpunk2077.app/Contents/MacOS/Cyberpunk2077"
    
    mv "$HOME/Library/Application Support/Steam/steamapps/common/Cyberpunk 2077/Cyberpunk2077" \
       "$HOME/Library/Application Support/Steam/steamapps/common/Cyberpunk 2077/launch_modded.sh"
    "$game_dir/Cyberpunk2077.app/Contents/MacOS/Cyberpunk2077"
    "$game_dir/../MacOS/Cyberpunk2077"
    chmod +x "/Applications/Cyberpunk2077.app/Contents/Data/launch_modded.sh"
    ln -s "/Applications/Cyberpunk2077.app/Contents/Data/launch_modded.sh" "/Applications/Cyberpunk 2077 Modded"

    Running Cyberpunk 2077 on macOS with redscript

    1. Link bash script to your game client

    2. Run the Included Bash Script to Start Cyberpunk 2077

    3. Manually run redscript, then launch the game normally

    For REDmods, see
  • For .archive mods, rename files in ASCII alphabetical order. Do not use any tools other than your mod manager to change mod load order, as they create more problems than they solve.

  • There currently is no tool to check tweak conflicts

  • Check Load order and Wolvenkit if you are making a mod

  • 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 ASCII-alphabetical order.

    Example: To load the conflicting file from realistic_boobs_DDDDDDDDD_cup.archive before i_know_nothing_about_back_problems.archive you could simply change the capitalisation. This will lead to the following order

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

    Folders in Cyberpunk 2077/mods are loaded strictly after /archive/pc/mod in ASCII-alphabetical order.

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

    This is ASCII ordering:

    Source:
    Mod name
    Pos
    why

    MyMod.archive

    2

    M comes before m

    myMod.archive

    3

    You can re-name your folders and .archive files following the rules under Load order: ASCII sort to influence in which order the game will load your mods.

    By default, will create an archive mod which is subject to the rules above (see Load order: ASCII sort). Unless you specifically need to overwrite other modded files, you can completely ignore this.

    To re-name your packed files, use Project -> Configure (check also: )

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

    For example, if you want to do a custom recolour of the mod _ArchiveXL_Netrunner_Variants.archive, then your Wolvenkit project could be named _00_ArchiveXL_Netrunner_Variants, or _ArchiveXL_Netrunner_00_Recolour.

    Summary

    TL;DR

    You're not supposed to manage load order conflicts. If you ever feel the need to do that, a modder fucked up.

    i_know_nothing_about_back_problems.archive
    realistic_boobs_DDDDDDDDD_cup.archive
    Realistic_boobs_DDDDDDDDD_cup.archive
    i_know_nothing_about_back_problems.archive

    What is Load Order?

    Example

    How are mods ordered?

    1. .archive mods

    Note: If a file called modlist.txt is found inside archive/pc/mod then the game will load archives according to the order inside that file. Delete this file and save yourself from a world of pain.

    If you really need to change where a mod loads, change the name of the file.

    modlist.txt example

    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.

    2. REDmods

    Load order: ASCII sort

    Example

    How to use this?

    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.

    You will forget the warning above and re-learn this the hard way.

    Load order and Wolvenkit

    More Examples

    mana vortex
    Unfortunately, that is not how computers work.

    Cyberpunk 2077 offers native modding support via REDmod, but it is limited.


    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 Level 1, you can't find a log file for ArchiveXL either, so you look at its dependencies and find that you need Red4ext.

    When you re-do Level 1 with Red4ext, you find an error in its log file that complains about version incompatibility. You realize that you forgot to complete Level 2 Step 3, 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.


    1. Use the Windows Search to find a matching log file (e.g. search for the mod's name - here are more instructions if you need them).

    2. If you have found a log file, read on under A log file exists

    3. If you have not found one or if it contains no errors or warnings, go to Your own HUD icons

    -> If you can't find one, read on under The file only has warnings.

    This means that your mod is loaded, but never initialized. Go to There is no log file, or it's empty

    Something is wrong with the mod itself. You can now go and troubleshoot it.

    Your mod is being loaded, so the dependencies are OK (if they aren't, the log file would tell you so).

    Warnings in the log file don't necessarily mean that something is outright broken. But since you're here and your mod isn't working, that is probably the case. Proceed with troubleshooting.

    The good news: the mod itself is not the problem.

    The bad news: you'll have to check its requirements.

    Let's do that now: read on under Level 2: The requirements


    Open the mod's Nexus page and check the Description tab (the first one). You will see something like this:

    If you don't know if a mod is optional, it's most likely not.

    For each of the dependencies, repeat the following steps:

    1. Check if it is optional.

      • If there is a condition and you meet it (e.g. "if you are using Codeware" and you are using Codeware), consider it not optional.

    2. If it's no optional, install it.

    3. If you already have it installed, update it.

    Now that you have the requirement installed, it's time to re-do Level 1, but do it with the requirement.

    Summary

    In the process of this guide, you will be told to check a certain mod's log file. If you don't know how to do that, check Finding and Reading Log Files.

    Theory: What is a requirement?

    Do you want to know more (about the core mods and what they do)?

    Can't I download a mod and be done with it?

    Virtual Atelier
    Theory: What is a requirement?

    More detail

    Guide: Debugging a mod that's not working

    Example

    Level 1: The mod itself

    Situation

    Step 0: Open your Cyberpunk game directory

    Step 1: Try to find its log file

    • if you're debugging an Atelier Store, start with as a dependency.

    A log file exists

    The file is empty

    The file has errors

    The file only has warnings

    There is no log file, or it's empty

    Level 2: The requirements

    Step 1: Finding the requirements

    Step 2: Re-do Step 1 for each requirement

    1.63_hotfix1

    ???

    On Windows, save games are stored in

    1. Import your savegame

    2. Make the necessary changes

    3. 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 Spawn Codes (BaseIDs/Hashes) on how to find a specific item.

    CyberCAT lets you edit quest facts:

    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 CET command list 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 Wolvenkit Discord. Please have the following things handy:

    2.1.1

    >= 0.27d

    2.0 / Phantom Liberty

    This is the documentation for the CyberCAT save editor.

    Using the save editor puts you at risk of creating a bricked savegame. This means that the save will still load in Cyberpunk, but certain things in the game are broken (e.g. quests are stuck or won't trigger).

    If your savegame crashes on load, please check the Troubleshooting section.

    Version Compatibility

    >= v0.26

    %USERRPROFILE%\Saved Games\CD Projekt Red\Cyberpunk 2077

    Usage Instructions

    Appearance Presets

    Adding items

    Quest Facts

    This is an excellent way to brick your savegame forever. Make a backup. You have been warned. (Check for an explanation)

    Quest editing: Risks and side effects

    Can I Change the Outcomes of Quests?

    Can Quest Facts Affect Past and/or Future Quests?

    What Can I Do to Change the Outcome of a Quest?

    I Really, Really, Really Want to Set a Quest Fact. What Can I Do?

    Known Issues

    Troubleshooting

    Folder structure

    Asking for support

    Please keep in mind that nobody is paid to work on this tool — CyberCAT is maintained by volunteers in their free time.

    To create custom NPCs, see AMM: Custom NPCs
  • To create V as an NPC, see NPV - V as custom NPC

  • In this guide, we'll go looking for nurse_wa_nurse_wa_01.

    We do that by tracking her through AMM's database — an sqlite3 file. Don't worry, this guide will help you navigate it.

    1. Open https://sqliteviewer.app/ in a webbrowser

    2. Head to The Cyberpunk 2077 Game Directory

    3. Navigate to the subfolder bin\x64\plugins\cyber_engine_tweaks\mods\AppearanceMenuMod

    4. Find the file db.sqlite3

    5. Drag and drop it on the website

    You will now see something like this:

    1. Open AMM's Scan tab

    2. Find the Target Info section at the bottom

    3. Find the ID field

    4. Click the Copy button

    1. Open AMM's Scan tab

    2. Find the Target Info section at the bottom

    3. Find the Current Appearance under the ID field and write it down:

    1. Switch to the sqliteviewer website.

    2. In the left column, Tables, click on appearances to select the table

    3. Optional: Resize the app_name column

    4. Type the name into the search field at the top of the column

    5. Find the entity ID in the first column, and write it down (green box in the screenshot below)

    Complete the following steps on the sqliteviewer website.

    1. In the left column, Tables, click on entities to select the table.

    2. Type the entity ID from step 2 into the search field at the top of the first column, entity_id. This should give you one (1) row of data.

    3. Optional: Resize fields until you can see the entire entity_path column

    4. Find the entity path, and write it down (green box in the screenshot below)

    In the entity path column, you will either find a file path (for modded NPCs), or a TweakDB ID (for base game characters).

    1. Open Wolvenkit's

    2. Pull it wide to make the right panel appear

    3. In the search field at the top, search for your TweakDB ID (e.g. Character.NurseFemale)

    4. In the property panel at the left, find the entityTemplatePath (the NPC's )

    1. Use to find the .ent in the files.

    2. Right-click on the file and open it in WolvenKit (you don't need to add it to your project)

    3. Find your NPC's appearance in the list:

    1. Note down the appearanceName (green box in the screenshot)

    2. Open the .app file by clicking the turquoise button

    1. In the appearances list at the top of the file, find the entry with the name from the .ent file

    2. Expand the appearance's components array. These are all of your NPV's parts!

    3. Enjoy!

    Summary

    Wait, this isn't what I want!

    For NPCs - Change Appearances

    Step 1: Find and open the database file

    Step 2: Find the entity ID

    Variant 1: Copy it from AMM

    Variant 2: Finding it in the database

    Find the current appearance

    Find the ID in the database

    Step 3: Find the .ent file

    Step 4 (Optional): TweakDBId to entity path

    If you already have a file name here, skip to

    Step 5: Read the

    If the NPC was added by a mod, you have to switch to first

    Reading the

    mana vortex
    mana vortex
    • 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

    Collapsible interface of the tags filter

    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

    filtering Phantom Liberty only models

    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

    The search will look like this

    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.

    • 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

    We're searching models in vanilla cyberpunk for fat man that are related to the legs
    As you can see we got 9 models out of 44.300 for our search

    Tag filtering ca be combined with the default path search to display only legs models related in this case to jeans

    How does this work?

    If you don't care for the theory, skip directly to How do i start using tags filters ?

    Why is this important ?

    Tags visualization with badges, the one selected in the datas will be like base,man,massive,head

    How do i start using tags filters ?

    Example

    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.

    List of the actual TAGS used with Tags System

    A more complex example

    Wolvenkit version

    >= 8.18.1 | ()

    Download the latest release of the plugin from github:

    1. On the releases page, find the most recent release

    2. Scroll past the change notes to the Assets section

    3. Download the zip file with the plugin:

    Do not download anything called "Source code", unless you know what you're doing
    1. Start Blender

    2. Open the Blender Preferences (Toolbar: Edit -> Preferences) and select the AddOns tab

    1. 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.

    Blender version

    5.0

    Plugin version

    Summary

    Compatibility

    Installing from github source

    %APPDATA%\Blender Foundation\Blender\4.3\scripts\addons

    Optional: Uninstall the old version

    You don't need to do this unless you have trouble updating. Go straight to

    Uninstalling the previous plugin version
    1. Open the Blender Preferences (Toolbar: Edit -> Preferences) and select the AddOns tab

    Step 0: Download the plugin

    If you want to install the current development version of the plugin, read (NOT for beginners)

    Step 1: Install the plugin

    Step 2: Enable the plugin

    You only need to do this if you never installed the plugin before.

    Troubleshooting

    I can't (un)install the plugin!

    mana vortex
    mana vortex

    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.

    mana vortex
    AttachmentSlots
    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
    
    
    Fall back to a clean state
    core mods
    check the bisect guide for how to do it fastest
    Discord
    known problem children

    Modding on Linux

    How to get mods working on SteamDeck or other Linux distros

    Summary

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

    Wait, this is not what I want!

    • If you have trouble after an update and have exhausted all the usual steps, 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

    You need to

    • Install d3dcompiler_47

    • Install vcrun2022

    • Adjust the Steam launch option to be: WINEDLLOVERRIDES="winmm,version=n,b" %command%

    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.

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

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

    1. When Protontrick opens, select Cyberpunk:

    1. Choose "Select the default wineprefix":

    1. Add an override: Check both of the checkboxes below

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

    Taken from

    1. Open Lutris

    2. Right click on the game > Settings > Runner options

    3. While newer versions of Lutris can use Proton, it is advised you use Wine-GE instead. Make sure you're using at least lutris-GE-Proton8-1

    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.

    For a full list of launch options, check . Use them at own risk!

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

    If this still doesn't work, check the for additional instructions, or find us on 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:

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

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

    Try running the following shell command:

    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 in #cet-troubleshooting or #red4ext-support. Beware: If it turns out to be a typo in your launch options, there will be snark. ;)

    Spawn Codes (BaseIDs/Hashes)

    Item spawn codes and how they link to appearances

    What's a BaseID?

    Each item is uniquely identified by this string. 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.

    Lists of Base IDs

    You can usually find any BaseID on the wiki. Search for a game item, then expand the section "technical details" in the box to the right.

    A selection of lists for looking up item codes. Alternatively, you can browse through the game's files, or search the web.

    Step 1: Finding the right item

    We have several ways of finding items in Cyberpunk:

    If these do not help (or in edge cases), check .

    The developer utility offers you the option to watch the player: :

    As of 1.2.2, RHT does not yet have a filter, so you will have to scroll through the list of components. Here are a few tips:

    • Their Component Type is usually entGarmentSkinnedMeshComponent or entSkinnedMeshComponent. For body parts, it can also be entMorphtargetSkinnedMeshComponent.

    • Garment items usually have (t1_ or t2_ for torso, l1_

    This one is difficult. If you're lucky, then one of the has it. Otherwise, your best bet is to join our Discord server and ask in .

    1. Head to the and search for your item. For this guide, we'll be using the Reinforced Puffer Vest.

    2. In the box on the right, find the Technical section. This will list your base ID:

    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.

    1. Open WolvenKit and use the Asset Browser to search for the item's app file: vest_17 > .app

    1. You should now have at least one .app file, where the item's appearances are defined.. &#xNAN;To learn more about this, check . 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 below.

    1. Inside the .app file, open the appearances array

    2. You will see something like this. The suffices are for body gender and camera mode:

    1. Find the appearance you want (basic_02_w or basic_02_m) and open it.

    2. Open the components array and find the component that has mesh in its name:

    1. You want mesh file's DepotPath. &#xNAN;You can learn more about , but it's not necessary for this guide

    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 guide

    • To change its materials, check the guide

    Some items don't obey , for example Q005_Johnny_Pants. So how can you find these kinds of items?

    1. Find and open the and wait for it to initialize. &#xNAN;As of Wolvenkit 8.14, it is pinned to the right side of the viewport

    2. Search for your item, e.g. Q005_Johnny_Pants

    3. Select one of the entries from the list on the left

    1. The appearance name will be something like l1_pants_16_q005_johnny_. Does this look familiar?

    2. Time to proceed with

    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!

    Cheat Sheet: Prereqs

    Use this as a dummy prereq:

    Prereqs.AlwaysTruePrereq

    Prereqs: Full list

    TODO: At some point, this list should be converted into a 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
    

    Prereqs: Table

    Effector name
    Effector explanation

    ProcessHitTriggered

    Does the bullet hit anything?

    IsHitQuickMelee

    is the current attack a quick melee attack?

    Downgrading / Preventing Auto-Updates

    Only update once all frameworks are stable!

    Things fall down when you let go of them, and mods break whenever a game updates. That is due to .

    Always make sure that your framework mods are up-to-date.

    You should generally wait with updating to the latest game version until all mods are up-to-date. If it's too late for that, you can try Cyberpunk, or wait until the frameworks update.

    Preventing the game from auto-updating

    GOG Galaxy

    In GOG Galaxy, this can be done as a global setting — you disable auto-update for all of your games — or as a per-game option for some games like Cyberpunk 2077.

    Only disable updates for CP2077

    Open the GOG Galaxy page for Cyberpunk 2077 and click the 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. \

    Globally disable updates

    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:

    1. Find the steamapps folder (:

      1. Right-click on Cyberpunk 2077 in your Steam Library and select Properties

      2. On the side bar, click on

    1. Head to the Cyberpunk game detail page

    2. Find the settings button next to the Play button

    Sorry, choomba, you're fucked. No downgrading possible.

    Since 2.2, Steam supports downgrading to version 1.63 , 2.13 , 2.21 or 2.3

    Right-click on the game in Steam and select Properties, then go here:

    For downgrading to other versions, see the expandable box below.

    WolvenKit
    Paint.NET - Free Software for Digital Photo EditingPaint.NET
    Official Adobe Photoshop | Free Trial and Online Photo & Design Appwww.adobe.com
    script compiler
    mana vortex

    MO2 (Mod Organizer 2)

    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. It also fully supports Cyberpunk 2077.

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

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

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

    Cheat Sheet: Facial Expressions

    Player photo mode uses one of

    Index
    Expressions
    CNAME keys to activate them
    Cheat Sheet: Vendor IDs | Cyberpunk 2077 Moddingwiki.redmodding.org
    Cheat Sheet: Weapon Audio | Cyberpunk 2077 Moddingwiki.redmodding.org
    mana vortex
    mana vortex
    mana vortex
    mana vortex
    mana vortex
    mana vortex
    mana vortex
    mana vortex
    mana vortex
    Florence
    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
    Prereqs: Table
    here
    Cyber Engine Tweaks
    FacelessV1
    minnierylands

    That's it, you are done with your install of the game! You can now move on to Starting to mod!

    That's it, you are done with your install of the game! You can now move on to Starting to mod!

    Configuring Cyberpunk
    Configuring Cyberpunk
    Starting to mod
    minnierylands
    Lizzie Kieser
    Apart
    Grovac
    xattr -r -d com.apple.quarantine "/Applications/Cyberpunk2077.app/Contents/Data/engine/tools/"
    chmod +x "/Applications/Cyberpunk2077.app/Contents/Data/launch_modded.sh"
    for legs,
    hh_
    for hair etc
  • If you re-equip an item or change a face slider, the component will be at the bottom of the list

  • Open the .app file (right-click, "Open without adding to project")

    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

    By wearing the item

    How do you find your item in the list of components?

    From a screenshot

    By item name

    You can use the base ID to spawn the item via Cyber Engine Tweaks:

    Game.AddToInventory("Items.Vest_17_basic_01")

    The naming scheme

    Step 2: Finding the .app file

    If you can't find any files with the method below, scroll to Alternative methods of finding an item at the bottom of this guide before proceeding.

    Step 3: Finding the mesh

    You found the item, what now?

    Alternative methods of finding an item

    The Tweak Browser

    The Wolvenkit Search

    RedHotTools
    prefixes
    Equipment Databases
    #whats-that-mod
    fandom wiki
    https://github.com/CDPR-Modding-Documentation/Cyberpunk-Modding-Docs/blob/main/for-mod-creators-theory/files-and-what-they-do/file-formats/appearance-.app-files
    https://github.com/CDPR-Modding-Documentation/Cyberpunk-Modding-Docs/blob/main/for-mod-creators-theory/files-and-what-they-do/file-formats/3d-objects-.mesh-files
    Adding new items
    Changing materials, colors and textures
    fandom
    Search WolvenKit for the first part of the BaseID
    While basic_01 uses the default appearance, this one uses bbstripes
    By item name
    From a screenshot
    By wearing the item
    Alternative methods of finding an item
    World Inspector: Watch (the player)
    Alternative methods of finding an item
    The naming scheme
    Step 2: Finding the .app file
    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:

    1. Right-click on the file and select Properties

    2. At the bottom of the dialogue, check the Read-only box

  • Select Manage Installation -> Configure…
  • Select the game version

  • Epic

    Steam

    As long as Steam can't write to this file, it can't update Cyberpunk. Once you are ready to update, simply uncheck the Read-only checkbox again.

    Don't forget to deactivate it again later!

    Downgrading

    GOG

    Epic

    Steam

    Using steamdb to attempt to download a previous depot

    Longer instructions can be found in this MakeUseOf guide, but the condensed version (courtesy of our lovely Discord community) goes as follows: First turn autoupdate off for Steam now so that you don't forget to do it later. We'll wait. Here are the version-specific commands that you need to run. If you can't find your version on the list, check here (Base Game) and here (Phantom Liberty), and find the new Manifest ID tag.

    Patch 2.3:

    • Base Game: download_depot 1091500 1091501 6814019010317238099

    • Phantom Liberty: download_depot 2138330 2138330 2681614462109514084

    • REDmod: download_depot 1091500 2060310 6234713401507336211

    Patch 2.21:

    • Base Game: download_depot 1091500 1091501 8420445566849588826

    • Phantom Liberty: download_depot 2138330 2138330 6387618923890239308

    • REDmod: download_depot 1091500 2060310 5840271637798999751

    Now, we do the thing:

    1. Open Steam

    2. Press Win+R

    3. Type steam://open/console to get into the steamdb console

    This should leave you with the correct previous game version. You can right-click cyberpunk2077.exe to verify the versions in Properties > Details.

    You might still need to do a script cache reset or other cleanup before the game starts up nice, so head on over to if need be.

    Disable auto-updates
    framework compatibility
    downgrading
    manage icon
    You browse through this using the Windows Explorer.

    Click on the picture below to zoom in!

    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

  • uis.georgetown.edu
    minnierylands

    Complete either of the options below:

    • Click the Remove button The build-in Blender way. Should work. If it doesn't check the second option

    • Delete the files on your disk Check the plugin's file entry. It will usually be something like this:

    Navigate there with your Windows Explorer (Hotkey: Windows+R, paste the path above after changing your Blender version), and delete everything — either the entire folder, or all files inside.

    1. Optional: Close and re-open Blender

    2.0.0
    stable
    nightly
    Installing from github source
    Step 0: Download the plugin
    %APPDATA%\Blender Foundation\Blender\4.3\scripts\addons\i_scene_cp77_gltf

    Download MO2 from either Nexus Mods (yes, Skyrim Nexus) or GitHub

  • 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.

    1. Launch MO2.

    2. Create a new instance:

      • Browse to the Cyberpunk 2077 installation folder to create the new game instance.

    3. Customize your Profile Settings (Optional):

      • These can be left unchecked unless you need profile-specific INI files, save games, or automatic archive invalidation.

      • You can change these settings later as needed.

    1. Download the mod from Nexus

    2. Open the downloaded .zip file by double-clicking it

    3. Drag and drop everything inside the folder directly into The Cyberpunk 2077 Game Directory

    4. You're done

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

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

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

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

    1. Go to the Nexus Mods website for Cyberpunk 2077 mods.

    2. Download mods via the "Mod Manager Download" button. MO2 will start to automatically download the mod.

    3. In MO2, open the Downloads tab and double-click the mod to install it.

    4. After installation, ensure the mod is enabled by checking it in the Plugins list or the Installed Mods section.

    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.


    1. Always Launch the Game through MO2:

      • If you're using MO2 as your mod manager, make sure to run Cyberpunk 2077 via MO2. Your mods will not be loaded otherwise.

      • Steam will still track your playtime and achievements.

    2. Run the Game:

      • After setting up all your desired mods, click Run in MO2 to launch Cyberpunk 2077.

    • 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 Installing CET and Red4Ext (the script extenders))

    • If you are using the updated plugin and you're getting REDscript errors on startup, make sure you've restarted MO2 after updating the plugin.

    • Make sure that your MO2 instance is not directly in the The Cyberpunk 2077 Game Directory. This has been confirmed to cause problems and is a non-optional step.

    Summary

    If you need further help with MO2 beyond this guide, feel free to ask for assistance on their official Discord server.

    Before we start...

    MO2 will not play nice with manually installed mods - remove them.

    But I have so many mods to uninstall!

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

    We have a handy mod remover script (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.

    TL;DR: Don't reinstall the game. You'll be wasting your time. Use the mod remover.

    Download and Install MO2

    Nexus
    Github

    Do not install MO2 inside Cyberpunk's directory! This has been confirmed to cause issues.

    Setting Up the Game

    Installing CET and Red4Ext (the script extenders)

    You can either install these mods manually, or install Zash's plugin update (see )

    Script extenders: Manual install

    If you would rather use the (experimental) plugin, read instead.

    Script extenders: plugin installation guide

    If you would rather install the mods by hand, read instead.

    Installing the plugin (must read!)
    1. Head over to the and download the file game_cyberpunk2077.py by clicking on the top-right three-dot menu, and clicking "Download."

    2. Place this file into basic_games/games

    Installing Mods from Nexus

    Adding Mods from Other Sources

    Launching the Game

    When using MO2 as a mod manager, you always have to launch the game through MO2.

    Tips and Best Practices

    Troubleshooting

    Some mods aren't working!

    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

    Courtesy of Maximilium, Pinkydude and Vitum

    johnny__facial_idle_poses

    rogue_facial_idle_poses

    evelyn_facial_idle_poses

    generic_average_female_facial_idle_poses

    panam_facial_idle_poses

    base\animations\ui\photomode\photomode_female_facial.anims
    base\animations\ui\photomode\photomode_male_facial.anims

    1

    Neutral

    facial_neutral

    Photo Mode

    For a guide how to replace photo mode expressions, see .

    AMM facial expressions

    Expression references for individual NPC files:

    !myMod.archive

    1

    ! comes before A

    modb.archive
    moda.archive
    https://www.academia.edu/19644191
    Conflicts and Load Order
    minnierylands
    WINEDLLOVERRIDES="winmm,version=n,b" %command%
    WINEDLLOVERRIDES="winmm,version=n,b" %command%
    protontricks 1091500 --force vcrun2022

    TL;DR

    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.

    Installing the required tool

    Protontricks: Setting up

    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.

    If you don't want to read text, find a video documenting the process here. Thanks to Connor for providing the screenshots and transcription!

    If you do not see vcrun2022 please verify you're on the latest version of Protontricks

    Lutris: setting up

    Use Lutris only if you cannot make Protontricks work!

    Launch Options

    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.

    Steam: Launch Options

    The command is case sensitive. Copy-paste the text from the box above to make sure.

    GOG: Launch Options

    The command is case sensitive. Copy-paste the text from the box above to make sure.

    Heroic: Launch Options

    Variable Name and Value are both case sensitive, Copy-paste for certainty.

    Anything that includes = and doesn't start with - goes to Environment Variables, while things starting with**-usually go under Game Arguments, for example-skipStartScreen**

    Troubleshooting

    I can't install vcredist!

    This is not working!

    Check the launch options

    “Invalid file magic number”

    Update protontricks

    You can check protontricks' github page. If there is anything seriously broken, you will find something there.

    Ask for help

    https://www.youtube.com/watch?v=x0CDcBui2qE&t=20s
    CET's github
    Launch parameters
    Discord
    modding discord
    Protontricks as Shown in Discover
    Opening Protontricks
    Finding Cyberpunk 2077 in Protontricks
    Selecting d3dcompiler_47
    Selecting vcrun2022
    Example Installation Warning
    Setting Launch Options in Steam
    Don't forget to click the + button for the changes to save.
    sqliteviewer
    root entity
    root entity
    .app file
    Step 5: Read the root entity
    World Editing
    create your own quests
    Virtual Atelier
    minnierylands

    Wolvenkit Blender IO Suite

    How the Wolvenkit Blender plugin works

    Summary

    Published: ??? by mana vortex Last documented edit: Dec 20 2024 by mana vortex

    This is the landing page for the Wolvenkit Blender plugin.

    Here, you can find Usage instructions, as well as an overview of its features:

    • Animation Tools

    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

    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 &#xNAN;The number of vertices to sample should be set to match the number set in the .phys file in order to ensure successful export

    • generate box and capsule colliders with either user specified sizing or sized automatically to match the selected mesh

    • export edited collision bodies back to .phys ***currently requires a wolvenkit converted .phys.json file


    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.

    Broken Mods: How To Help

    A mod is crashing and you know which — what now?

    This page assumes that you have made use of the , have identified a broken mod and want to help fixing it.

    It will help you rule out side effects and collect the necessary information for a bug report. Of course you can always , but there's a good chance that you'll be asked to do the stuff on this list, so you might as well do it first.

    If you can't or won't do that, please !

    Thank you!

    Without people like you, many bugs would never be discovered and fixed, and modding would be even more frustrating than it already is. So thank you for taking the time!


    Step 0: Check The Nexus page

    Are you on the most recent version?

    "Crashes when you equip your strap-on? I fixed that a month ago. Just update! :)"

    Make sure that you're on the most recent version of both the mod. You probably are, but — better double-check.

    This recommendation comes from a professional software developer, who has "fixed" more than one software problem by just updating the software.

    Is there a "known issues" section or a pinned comment?

    Maybe the mod author knows about this problem and hasn't been able to fix it. If they do, then either the description will mention it, or there will be a pinned post in the comments section.

    If there isn't either, then you have found something new. Exciting!


    The first step is to isolate the problem. Make sure that it is exactly this mod and no other. It works like this:

    1. Temporarily from your game.

    2. Install only the problem child together with all . Make sure that they're all on the most recent version. Does the problem still happen? &#xNAN;(If not, then it's something else)

    3. Now, disable only the problem child. Does the problem go away? &#xNAN;(If not, then it's one of the dependencies)

    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 , 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:

    which is the same as

    Find your individual save game folder (e.g. AutoSave-0) and .


    When: If the problem child

    • adds an error in any log files that doesn't happen without it (use the )

    • 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 .

    You can find the crash reports in this folder:

    which is the same as

    Find the most recent one (e.g. Cyberpunk2077-20230816-225038-11372-16140) and .


    You're 100% sure that the mod is the cause of the problem, and you have collected the necessary information, so now you can reach out and provide a helpful bug report.

    The first place to go is the mod's Nexus page.

    1. If there is a Bugs tab, you can create a new bug report

    2. If there is a Posts tab, you can leave a post

    3. If there is a Comments


    If you can't reach the mod author, you're welcome to hit up the , for example in #mod-troubleshooting. Someone there might be able to get the word out.


    If you have found a mod that until it is installed again, please let us know so that we can update the troubleshooting guide!

    Cheat Sheet: Weapon BaseStats

    Explanation for BaseStats behavior. (Tested in game)

    Summary

    Published: Feb 07 2024 by destinybu Last documented update: Feb 07 2024 by destinybu

    This page contains an overview on weapon property records and explains their properties.

    Wait, this is not what I want!

    • For a full dump of all base stats, check Cheat Sheet: Base Stats

    • If you're looking for a guide to add weapons, check ItemAdditions: Weapons or New Iconic Weapon: Step by Step

    • For an overview of weapon audio profiles, check

    • For an overview of weapons and their .ent files, check

    BaseStat
    Description

    Cheat Sheet: Iconic effects by weapon

    Weapon IDs and the tweaks they use

    Summary

    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

    Wait, this is not what I want!

    • 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

    BaseID
    Iconic modifier
    Tweaks
    Value
    BaseID
    Iconic modifier
    Tweaks
    Value
    BaseID
    Iconic modifier
    Tweaks
    Value

    Finding and Reading Log Files

    This page will tell you how to find the right log file for your problem.

    Summary

    Last documented update: January 19th, 2026 by minnierylands

    This section has a list of log files by framework. If you've arrived here from one of the troubleshooting channels on Discord, the file you're supposed to find is most likely in this list.

    If you aren't looking for a particular log file, please proceed to the next section.


    A List Of Framework Logfiles

    The paths below are given relative to your Cyberpunk 2077 install directory.

    Name of framework
    Path to log file

    If you don't want to download and run script files from the internet, you can go and complete the steps by hand. Otherwise:

    1. Go to DocPresto's and click the download button:

    1. This will download a .bat script (it should be called findAllErrors.bat or similar)

    2. Move it to your Cyberpunk game folder


    Browse to your Cyberpunk game folder and use the windows search to search for *.log.

    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.

    Now, restart your game and do whatever you did to make the error appear. Then, search the Cyberpunk directory for *.log again.


    1. Sort the files by size (if you just deleted them) or by date modified (if you didn't)

    2. Open each of the files in a text editor (such as Notepad, it's installed with Windows). The relevant information will be at the very bottom.

    3. You are looking for lines with error


    Errors look like this:

    An error in the log files almost always means something exploded in a way nobody has planned for.

    • If the file is directly in bin\x64\plugins\cyber_engine_tweaks, that means CET is broken and you need to .

    • 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 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 you have no duplicates. If you're uncertain about this, try the on your r6 folder.

    REDMod: Usage

    Summary

    REDmod is a command line tool developed by CDPR and Yigsoft which can be used to stage installed mods to work with a modded game.

    Wait, this is not what I want!

    This section is for managing mods with REDmod.

    • For install instructions, check Using Mods

    • For creating mods, see the Modding Guides section in the wiki's navigation tree to the left.

    What does REDmod do for me?

    REDmod preloads any mods on its list, loading them as if they were a part of the game's regular structure. Preloading requires the game to be started via launcher (or Vortex) and will add a short delay, but the loading times during gameplay will be much faster.

    • 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

    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

    • Navigate to Cyberpunk 2077

    • Click Play

    • Click the Settings button and Enable mods

    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:

    1. Either

      1. Delete the content of r6/cache/modded in your Cyberpunk directory

    2. or

    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

    Cheat Sheet: Weapon BaseStats | Cyberpunk 2077 Moddingwiki.redmodding.org
    Logo
    Logo
    Cheat Sheet: Base Stats | Cyberpunk 2077 Moddingwiki.redmodding.org
    Autodesk Maya 2027 | Download & Buy Official Mayaautodesk
    GIMPGIMP
    Tools, scripts and plugins | Cyberpunk 2077 Moddingwiki.redmodding.org
    Autodesk 3ds Max 2027 | Download & Buy Official 3ds Maxautodesk
    3D painting software for texturing - Adobe Substance 3Dwww.adobe.com
    Inkscape - Draw Freely. | Inkscapeinkscape.org
    Notepad++notepad-plus-plus.org
    Digital Painting. Creative Freedom.Krita
    010 Editor - Pro Text/Hex Editor | Edit 300+ Formats | Fast & Powerful | Reverse Engineeringwww.sweetscape.com

    Cheat Sheet: Body

    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 .

    Cheat Sheet: Vehicles

    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)

    In the console, enter this command exactly to start the download (it'll be the entire 60 GB so be prepared): download_depot 1091500 1091501 3807385820978085162

  • After the game finishes downloading, go to the installation location listed in the console, and copy either just the changed files (you can view the manifest for the new version) or the whole thing over your game directory to overwrite the new changes.

  • If you have the Phantom Liberty DLC, you will need to do the steps 4 and 5 again for the DLC itself with the command: download_depot 2138330 2138330 5094071097429923087

  • those instructions

    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.

    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.

    To use any of the values from the table, prefix them with BaseStats., e.g. BaseStats.RecoilDir

    Cheat Sheet: Weapon Audio
    Cheat sheet: Weapons

    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

    here
    Meshes
    ACM

    starting Cyberpunk with the parameter -modded

    Click Play (Do not skip this)

  • A window will open showing progress on mod deployment.

  • 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.

  • 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

    That sounds awesome, why is that not the default?

    The only thing that requires REDmod format are custom audio file additions (or use the Audioware mod from Nexus).

    You can convert REDmods to the legacy format by putting any files into the correct subfolders. .script files need to be converted to .reds, but TweakXL can simply read REDMod tweaks.

    Using Mods

    Legacy archive mods in <Cyberpunk 2077>/archive/pc/mod are still supported, but their load order cannot be managed with REDmod.

    Legacy mods will load before any REDmods.

    Before being able to play a modded game, you need to deploy your installed mods.

    Then, you need to activate mods before starting the game.

    How do I deploy?

    What is deployed?

    Activating mods

    GOG, Steam and Epic

    Conflicts and Load Order

    Troubleshooting

    Advanced Topics

    Deploying Mods - Automatically

    Deploying Mods - Manually

    Deploying Mods - WolvenKit Integration

    Handling Conflicts - Manually

    Handling Conflicts - WolvenKit integration

    Starting a Modded Game - Manually

    Cyberpunk 2077
    Cyberpunk 2077
    Cyberpunk 2077
    troubleshooting guide
    redmod deploy -root="C:\Gog\Cyberpunk 2077" -mod=modB,modA,modC
    Cyberpunk2077.exe -modded
    If you run into issues using the plugin, you can check WKit Blender Plugin: Troubleshooting

    Blender version

    5.0

    Plugin version

    2.0.0

    Wolvenkit version

    >= 8.18.1 stable | nightly ()

    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

    Wait, this is not what I want!

    Compatibility

    Usage

    Animation Tools

    Load Bundled Rig

    Animsets

    Collision Tools

    Mesh Tools

    Modelling

    Change Armature Target

    UV Checker

    Weight transfer

    The plugin will transfer weights by submesh name. If your target armature has more submeshes than your source armature, simply create duplicates and rename them accordingly.

    Alternatively: By hand

    You can only do this on a mesh-by-mesh basis, so you have to do all meshes in sequence.

    To check out the more detailed process with a Transfer Weight modifier, check out the For V - Custom facial piercings - PRC Framework page, section

    1. Select the mesh with weights

    2. Select the mesh that you want your weights transferred to

    3. Press Ctrl+L and select Transfer Mesh Data

    4. In the popup at the bottom left of your viewport, change the following properties:

    1. Click anywhere else. You're done!

    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

    Installing the Wolvenkit Blender Plugin
    Blender: Getting Started
    WKit Blender Plugin: Import/Export
    github
    UV mapping
    vertex weights
    weight painting
    corresponding wiki page
    Painting garment support parameters
    Hair: Vertex paint for transparency
    Mesh Tools
    AKL Autofitter
    Collision Tools
    Hair profiles (.hp)
    Hair profiles (.hp)
    tab, you can drop a comment
  • If there is neither, you can try and message the author (click on their Nexus profile name)

  • %USERPROFILE%\Saved Games\CD Projekt Red\Cyberpunk 2077
    C:\Users\<yourusername>\Saved Games\CD Projekt Red\Cyberpunk 2077
    %USERPROFILE%\AppData\Local\REDEngine\ReportQueue
    C:\Users\<yourusername>\AppData\Local\REDEngine\ReportQueue

    Step 1: Isolate

    If the problematic mod is a core framework, please read the next section as well.

    For a core framework

    Step 2: Gather The Necessary Data

    Reproduction steps

    A lengthy example in case you're unclear about why you'd need a list

    Imagine the following (hypothetical) bug report:

    OK, so the game crashes with only your mod and its dependencies (ArchiveXL, TweakXL, Red4ext) installed! I'm on the most recent version. Here's what I did: I created a new character. Has to be a nomad, female body gender and male brain gender, doesn't work if it's anything else (I made a hot blonde, here's a screenshot, aren't they cute?) Then I added the pink unicorn hat and the Sword of Truth via cheat. Has to be the sword, the Mace of Maybe works! Then hit the car mechanic and the game crashes. Oh yeah, it only does that if you do the hat before the sword! And also only on the pink version, the green variant works fine! Cheers!

    Do you know what to do? I lost track halfway through, and I wrote that. Also, did they equip the items, or is it enough to have them in your inventory?

    This here is much clearer:

    1. Have a clean install (ArchiveXL, TweakXL, Red4Ext, version 1.2.3. of This Mod Doesn't Exist)

    2. Create a new character (female body gender, male brain gender, Nomad lifepath)

    3. Add the pink unicorn helmet via CET command Game.AddToInventory("Items.this_is_just_an_example")

    Save game

    Log files

    Crash report

    These mods are the foundation that everything else builds on, and the people who develop and maintain them are incredibly competent. Please don't waste their time — make very sure that you have isolated the problem. You don't call your internet provider before checking your network cable and restarting your router!

    Step 3: Reaching Out

    Step 4 (optional): Discord

    Corrupt(ish) saves

    remove all mods
    dependencies
    these mods
    create a zip
    error checker tool
    core frameworks
    create a zip
    redModding Discord
    corrupts save games
    troubleshooting guide
    reach out
    check at least Step 0

    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

    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_Cane_Fingers

    Preset_Dildo_Stout

    Preset_Baton_Murphy

    w_melee_boss_hammer

    Preset_Crowbar_Bunker

    Preset_VB_Axe

    Preset_Shovel_Caretaker

    Tsumetogi Preset_Katana_Hiromi

    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 Preset_Katana_Cocktail

    Stinger mq001_scorpions_knife

    Attacks against poisoned enemies have a 100% chance to cause bleeding. Attacks against bleeding enemies have a 100% chance to cause poisoning.

    Headhunter Preset_Punk_Knife_Iconic

    Preset_Baseball_Bat_Denny

    sq021_peter_pan_baton

    Melee

    Swords - iconic mod abilities

    Knives

    Blunt

    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.

    Marks enemy on hit. Attacking the enemy's head with any weapon deals 200% damage, returns the Headhunter and clears the mark.

    Double-click it
  • The script will show you two options.

    1. Option 1 (recommended): Delete all old log files

      1. Type 1 and press Enter. The script will delete all old log files for you.

      2. Wait until the game has started (the script will do that as well)

      3. Do whatever you need to do to make your problem appear

      4. Start the script again

    2. Option 2: Scan log files

      1. The script will scan your cyberpunk directory and open a .txt file with anything it finds, separated by file.

      2. You can now look at to understand the individual error messages, or go back to the discord channel where people told you to grab this script.

  • or
    warning
    . If you want to see what they look like, scroll down to the
    .
    1. If the log file doesn't have any, ignore it. Close it and proceed to the next file.

    2. You found errors: Congratulations, you've found at least silver. Check here for how to proceed.

    3. You found warnings: These might indicate that you're on to something, but don't let them panic you. If the mod is doing what it should, just ignore them. You can start troubleshooting already, or keep looking for errors.

    If the log is anywhere else, you have found something to troubleshoot.

    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

    Finding The Log Files

    Alternatively: By Hand

    Make sure to include the asterisk and the dot: *.log, as you will otherwise see files you don't care about.

    Make sure to run this in the game's root folder, unless you have already narrowed down the problem (e.g. if it's a CET mod, you can run this search in bin\x64\plugins\cyber_engine_tweaks).

    You can sort this list by file size, name, or date modified by clicking on the corresponding header.

    There's Too Many Of Them!

    Don't delete anything that isn't Type: Text Document ending in .log! Doing that will break other mods or even your entire install.

    Finding The Relevant Log File

    You can ignore files that

    • Have a date modified older than your last game launch: they won't have any information about your problem

    • Have a size of 0: they're empty, the mod in question never initialized.

    Making Sense Of Them

    Error

    There's definitely something going on here, you're on the right track!

    Warning

    If the mod with the warnings is working, you can ignore them. If the game is crashing or if you can't find any errors, you can try the bisect method or troubleshoot it and hope you're lucky.

    Field with this name is already defined

    here
    github repository
    troubleshoot it
    warning
    bisect method
    You can download any file from github like that
    This will give you a long list of log files
    next section
    which is located in the MO2 plugin folder. No need to go diving through all your folders to find it, you can find it easily:
    1. Navigate to Show Open Folders menu... on the main MO2 screen.

      Show Open Folders menu
    2. Click on Open MO2 Plugins folder.

      Open MO2 Plugins
    3. This will open the plugins folder in Windows Explorer. From here, go into the folder called basic_games, and then into games.

    4. This is where you'll drop the file you downloaded from GitHub. However, there will already be a file in here called game_cyberpunk2077.py which you should back up in case something goes wrong (simply copying it to your desktop will suffice, as long as you remember where you put it).

    5. After you've backed up the original file, now you can drop the file you downloaded from GitHub into this folder. Replace the original file if it asks you to (again, back it up first!).

  • At this point you have installed the plugin, but we're not done yet. Next you should install CET and RED4ext through MO2 (see Installing Mods from Nexus below), replacing any previous installations of those mods if you had any.

  • Make sure your Overwrite folder is empty, backing up any files in there if you need.

    1. The Overwrite folder is where MO2 puts files generated by your mods while you're playing the game. For the sake of setting up our plugin, it's better to make sure it's empty to avoid potential file conflicts.

    2. The Overwrite is found at the very bottom of your installed mod list (not the Downloads tab). Double-click on Overwrite and delete everything in the window that pops up. If there's nothing in there, move onto the next step.

  • Make sure Root Builder is disabled with the following steps.

    1. Go to Settings.

      Settings
    2. Head to the Plugins section.

    3. Search for Root Builder and make sure the "Enabled" checkbox is not checked. If Root Builder doesn't show up, that means you didn't have it installed in the first place. That's okay! You don't need to do anything more.

  • If you have CET and RED4ext installed manually, you should remove them from Cyberpunk's game folders. The easiest way to do this is via mod remover.

  • After you've done all of this, close and re-open MO2. If you've followed all of these steps correctly, you should receive a pop-up which you should say yes to.

  • Launch the game. If everything is done correctly, CET should open immediately and ask you to set a keybind. You've done it!

  • GitHub repository
    Script extenders: plugin installation guide
    Script extenders: plugin installation guide
    Script extenders: Manual install
    For a list and explanation of body mods, check the Overlay textures by framework page.

    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

    These meshes cover up seams at arms and shoulders, where the mesh edges might show gaps.

    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

    Component

    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

    Component

    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

    You can find NPC bodies in the following folder:

    NPC
    file path
    explanation

    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

    Find this information under Cheat Sheet: Head.

    Skin materials are defined in the individual body files. For their paths, see Player Base Body.

    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\common\skin\character_mat_instance\female\body\

    male body gender

    base\characters\common\skin\character_mat_instance\male\body\

    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 ArchiveXL: body mods and refits 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 \

    Summary

    Wait, this isn't what I'm looking for!

    Cheat Sheet: Head
    Cheat Sheet: Arms
    For V - Changing V's Head
    mana vortex
    base\characters\common\base_bodies

    While you can use this information to show/hide parts of the player body via chunkmasks, you might consider using instead.

    Player Base Body

    Seamfix meshes

    Body tattoos

    Female body gender

    Male body gender

    NPC bodies

    Head

    Skin definitions

    For a list of , see

    Body: material instances

    Making Body mods

    Female body gender

    Head:

    TPP Body:

    TPP Arms:

    FPP Head + Body + Arms:

    Male body gender

    Head:

    TPP Body:

    TPP Arms:

    FPP Head + Body + Arms:

    If you want to change the way a vehicle behaves, you need to alter the Cheat Sheet: Vehicle Properties

    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:

    Vechicle
    Ent File

    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

    Summary

    Wait, this is not what I want!

    Boe6's Guide: basic car from A to Z
    Altering Appearances within Wolvenkit - Full Workflow
    mana vortex
    mana vortex
    ent file name        v_sportbike2_arch_nemesis_basic_01.ent 
                         ^^^^^^^^^^^^^^^^^^^^^^^^^
    Tweak name:          Vehicle.v_sportbike2_arch_nemesis

    List of vehicles

    Logo
    Logo
    Logo
    Logo
    Logo
    Logo

    WKit Blender Plugin: Import/Export

    How to import and export with the Wolvenkit Blender plugin

    Summary

    Published: ??? by mana vortex Last documented edit: May 26 2024 by mana vortex

    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 red wiki, where you can find screenshots and (hopefully) up-to-date descriptions.

    Wait, this is not what I want!

    • (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.

    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.

    1. Select your armature

    2. 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,

    1. Recommended: make sure that your material name in Blender ends with _cards

    2. Make sure that your hair mesh is selected

    3. In the CP77 Modding panel, select Export Hair Profile

    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 .

    Variants and appearances

    For the purpose of recoloring or exchanging items

    Summary

    Created & Published: November 5 2022 by @manavortex

    This page is a look-up for recolouring or replacing items. For an overview of existing items, see here.

    As for how to find this information when it's not on the page, check this guide.

    When adding an entry, please include the following information:

    • Relative path

    T1 (inner torso) — Shirts

    Reinforced Bra (4 variants)

    File Path: base\characters\garment\citizen_prostitute\torso\t1_047_tank__pushup\

    image
    # available variants
    name of variant
    corresponding meshMeshAppearance

    File Path: base\characters\garment\citizen_prostitute\torso\t1_097_tank__corset_doll\

    image
    name of variant
    corresponding meshMeshAppearance

    File Path: base\characters\garment\player_equipment\torso\t2_084_jacket__short_sleeves

    image
    name of variant
    corresponding meshMeshAppearance

    File Path: base\characters\garment\player_equipment\torso\t2_002_vest__puffy

    image
    name of variant
    corresponding meshMeshAppearance

    File Path: base\characters\garment\player_equipment\legs\l1_070_pants__loose

    image
    name of variant
    corresponding meshMeshAppearance

    Home | WolvenKitwiki.redmodding.org
    cyberpunk2077/python/armature_cleanup/remove_invalid_vertex_groups.py at master · manavortex/cyberpunk2077GitHub

    Add the Sword of Truth via CET command Game.AddToInventory("Items.this_is_also_just_an_example")

  • Optional: you can create a save here

  • Equip the helmet

  • Equip the sword

  • Hit the car mechanic

  • the game crashes

  • 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

    Making Sense Of Them
    image
    Searching .tweak files with powershell

    Undershirt_02_rich_02

    gold

    Undershirt_03_basic_04

    pink_panther

    Undershirt_03_rich_01

    white_2

    Undershirt_03_rich_02

    black_gold

    Jacket_01_old_01

    green

    Jacket_01_rich_01

    neon_yellow

    Jacket_01_rich_02

    silver

    Vest_17_rich_02

    gbstripes

    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

    Item spawn code(s)
  • Number of variants

  • Mapping of variant names to item spawn codes

  • 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_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

    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

    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

    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

    Duo-Layer-Bustier (6 variants)

    T2 (outer torso) — Jackets

    Crystaljock Bomber (6 variants)

    Reinforced Puffer vest (4 variants)

    Legs — Pants, skirts etc.

    Windbreaker Pants (9 variants)

    Feet — Shoes

    H1 (Head)

    H2 (Head) — Face

    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

    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_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

    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

    ???

    ArchiveXL tags
    Cheat Sheet: Head

    Meshes

    Export from Wolvenkit

    If your mesh won't export from Wolvenkit, try unchecking the following box(es) in the export settings:

    Importing into Blender

    For a rough guide on finding your way around Blender, check Blender: Getting Started,Cyberpunk Shaders in Blender - Baking to PBR or

    Exporting from Blender

    You must first select all meshes that you want to export. The plugin will automatically add their parent armature.

    Animations (checkbox)

    Limit to Selected Meshes

    Importing into Wolvenkit

    Animations

    Export from Wolvenkit

    Importing into Blender

    Exporting from Blender

    Importing into Wolvenkit

    Entities

    Export from Wolvenkit

    Importing into Blender

    Use Cycles

    Update Global Illumination

    With Materials

    Include Vehicle Collisions

    Exporting from Blender

    Streaming Sectors

    Export from Wolvenkit

    Importing into Blender

    Exporting from Blender

    Hair profiles (.hp)

    To learn more about .hp files and their parameters, see

    • Hair Profiles: .hp

    • Hair and skin material properties ->

    Importing to Blender

    Editing the hair profile

    Exporting from Blender

    Blender: Getting Started
    Archived: Exporting and importing meshes
    exporting animations
    here
    here
    import it
    Meshes
    Animations
    Logo
    Preset_Katana_Takemura
    Preset_Katana_Saburo
    Preset_Katana_Surgeon
    Preset_Katana_Wakako
    Preset_Katana_E3
    Preset_Sword_Witcher
    Preset_Katana_GoG
    Preset_Neurotoxin_Knife_Iconic
    Preset_Butchers_Knife_Iconic
    Preset_Tanto_Saburo
    Preset_Knife_Kurtz_1
    Logo

    Cheat Sheet: Vehicle Root Record

    The TweakDB default vehicle record

    Published: Jul 9 2022 by jato Last documented edit: March 29 2025 by

    This page documents the vehicle root record (referenced from VehicleObject) in the . 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.

    https://monroeworld.com/steamdeck/proton.txtmonroeworld.com
    Head: material instances
    Cheat Sheet: Head
    Cyber Engine Tweaks wiki

    Summary

    Vehicle template

    The name Vehicle.vehicle_template near the top will need to be customized to your vehicle name.

    entityTemplatePath is an important field here, because this is the file that ties our record to the resource files needed for rendering.

    TweakDB
    mana vortex
    Vehicle.vehicle_template.tweak
    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

    Cheat Sheet: Head

    Summary

    This page lists various properties of the player head. Use the Table of Contents or your browser's search (Hotkey: Ctrl+F) to quickly find what you're looking for.

    More head-related cheat sheets

    • For character creator stuff (colors, appearance names), check Cheat Sheet: Character Creator

    • For hair, facial expressions, or info on the E3 heads, check the child pages in the navigation tree on the left

    Wait, this isn't what I'm looking for!

    • If you want to , you need and .

    • If you want to make a custom NPC, check

    • You can find additional information about the player head under


    Every complexion has its own associated texture file. These are sorted by body gender under

    The files are ending in 01..05. Each complexion has its own appearance in the head mesh, e.g.:

    Skin materials are defined in the base head .mesh file (while the shape comes from the .morphtarget):

    body gender

    You can find the in the localMaterialBuffer. Each material overrides the following locally:

    • Normal (bump/height map)

    • Albedo (diffuse/complexion)

    All other properties are pulled from a in the following folder:

    body gender

    This section only lists used by the player head. To see which skin is which, check ->

    File name (use male_head for masc)
    Shared with NPCs

    For a list of freckles and make-up sorted by colour and skin type, see ->

    Every eyebrow option has an associated texture file, normal map, and alpha map.

    These files can be found in the following folder:

    Provided below is a table with the eyebrows and their associated texture files.

    Eyebrow
    Diffuse Texture
    Alpha Mask

    Eye make-up can be found in the following folder:

    The individual make-up styles are black and white masks stored in the textures subfolder.

    Player cyberware can be found in the following folder:

    In the textures subfolder you can find the individual texture files used by the .

    Cyberware added with patch 2.2 is distributed across preexisting files:

    CC index
    file
    appearance

    You can find the cyberware with the following :

    To change the appearance (e.g. for your custom NPC), edit the baseMaterial properties of your local material:

    Logo
    Logo
    Cyber Engine Tweaks

    ht_

    teeth

    hx_

    • /

    l1_

    earrings/piercings (01-04)

    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

    ✔

    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

    10

    makeup_freckles_01.mesh

    cyberware_09

    11

    tattoo_02.mesh

    cyberware_10

    12

    makeup_freckles_01.mesh basehead_tattoo_06.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

    pwa mesh

    base\characters\head\player_base_heads\player_female_average\h0_000_pwa_c__basehead\

    pwa morphtarget

    base\characters\head\player_base_heads\player_female_average > .morphtarget

    pma mesh

    base\characters\head\player_base_heads\player_man_average\h0_000_pma_c__basehead

    pma morphtarget

    base\characters\head\player_base_heads\player_man_average > .morphtarget

    h0_

    head (with ears)

    hb_

    male V only: beard

    heb_

    eyebrows

    he_

    eyes

    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
    03_ca_senna
    03_ca_senna_d02
    03_ca_senna_d03
    03_ca_senna_d04
    03_ca_senna_d05

    female

    base\characters\head\player_base_heads\player_female_average\h0_000_pwa_c__basehead\h0_000_pwa_c__basehead.mesh

    male

    base\characters\head\player_base_heads\player_man_average\h0_000_pma_c__basehead\h0_000_pma_c__basehead.mesh

    female

    base\characters\head\player_base_heads\player_female_average\h0_000_pwa_c__basehead\textures

    male

    base\characters\head\player_base_heads\player_man_average\h0_000_pma_c__basehead\textures

    female_head_01_ca_pale_00_warm_ivory.mi

    ❌

    female_head_01_ca_pale.mi

    ✔

    female_head_02_ca_limestone_00_beige.mi

    ❌

    base/characters/common/character_customisation_items/eyebrows/textures/

    01

    heb__base_d01.xbm

    heb_wa__base_ds01.xbm

    02

    heb__base_d02.xbm

    heb_wa__base_ds02.xbm

    base\characters\common\character_customisation_items\makeup\eyes
    base\characters\common\character_customisation_items\cyberware\face

    8

    makeup_eyes_01.mesh

    cyberware_01

    9

    cyberware_04.mesh

    cyberware_08

    base\characters\common\character_customisation_items\cyberware\face\cyberware > .mi

    Head file paths

    The folders contain the entire player head. The minimum amount of meshes rendered is 3 (head, teeth, eyes), and can go up to 13 (fem V)/14 (masc V).

    Head file prefixes

    Complexions

    Skin definitions

    Head: material instances

    About half of these files are shared by NPCs. Editing or replacing these will affect all of Night City!

    Freckles / cheek make-up

    Eyebrows

    Eye make-up

    Cyberware

    2.2 Cyberware

    These appearances do not exist in the .mesh! Read below the table for how to make them work!

    edit the player's head
    meshes
    morphtargets
    NPV - V as custom NPC
    NPV: Preparing the head in Blender
    definitions
    properties
    .mi file
    .mi files
    Cheat Sheet: Character Creator
    Cheat Sheet: Character Creator
    .mi files
    .mi files
    .mi file
    material instances
    Logo

    MLSETUP Builder

    The tool of your choice for editing multilayered materials

    Summary

    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.

    MLSB <= 1.6.8 does not include a full material preview. The 3d view will only show you which parts of a mesh are affected by your material. If you want to preview a material in colour, you'll have to do this in Blender — use the 's .

    Wait, that's not what I want!

    • To learn more about Multilayered: Cyberpunk's supershader, check the link

    • To create your own mlmask, check

    • To create your own normal map, check

    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 and a thread on the , 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:

    1. Click on "Home" in Wolvenkit's title bar

    2. Select "Plugins" in the left sidebar

    3. If MLSB is installed, you'll see an "Update" button, otherwise, it will say "Install". Do that.

    We will now launch MLSB and do the initial setup.

    1. In Wolvenkit's Plugin view, click "Open", this will open a Windows Explorer with the install folder (Cyberpunk 2077\tools\neurolinked\mlsetupbuilder)

    2. Navigate to the folder with the higest version (at the time of this guide, that is MlsetupBuilder-1.6.8-Beta6)

    3. Start MlsetupBuilder.exe

    Here's how (or scroll down for the screenshot):

    1. In the project explorer under Wolvenkit's archive folder, right-click on am mlsetup file &#xNAN;This folder will only be visible in the "source" or "archive" tab of your

    2. Select ""

    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 , you will need to MLSB first, but you can already click through the individual layers and assign (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

    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:

    1. Materials: this manages the tiles, opacity, offset, and roughness of the texture.

    1. Color: this manages color and luminosity of the texture.

    1. 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.

    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).

    Occasionally you may find yourself wanting to edit .mlsetup files for custom meshes, this can be rather difficult to do blind however, when you can't actually see the changes you make. Thankfully MLSB includes a feature that allows you to import custom meshes in the models library.

    To start head over to the models library in MLSB and then look for a + icon next to the tags filter.

    Once you've clicked on that icon a small pop-up will appear asking you to direct it towards your extracted .glb file. Simply click the folder icon and navigate to wherever you have extracted your .glb file.

    Once you've directed it toward your .glb file all you have to do is press that save button, and your custom mesh should appear right in the 3D Viewport on the left!

    Thats how you import a custom mesh into MLSB. From here you can see any changes you make to layers, view different appearance options the mesh might have, and even render screenshots of the mesh in the 3D window.

    When you start MLSB the first time, it will yell at you that it is not configured correctly.

    1. Click No (You'll regret it), because we need to download the CLI first.

    As of 1.6.8, MLSB needs to use a certain version of the Wolvenkit Command Line Interface. Fortunately, it can download it for you:

    1. Click on Help

    2. Click on Download Wolvenkit.CLI

    3. Save the file in your download folder

    Now we can configure it.

    1. Click File

    2. Click Preferences

    3. You will now see the settings dialogue:

    • Game folder is

    • Uncook folder / Depot is the folder you have configured in

    • Wolvenkit-CLI.exe is the one you just downloaded

    1. Open the menu "Build" and select "Repository" to uncook the archives:

    1. Pick what you want to uncook. Especially the environments can take over an hour, so we're only doing the essentials here:

    1. Click "Uncook".

    2. 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.

    1. When the process is complete, close the Depot Generator window.

    2. Optional: if you can't see any changes, press Ctrl+R to relaod MLSB.

    1. Repeat Step 1 from , but select Microblends this time

    2. In the bottom left corner, hit "Start"

    3. Wait.

    That's it, you're done now and can use the !

    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 .

    Cheat Sheet: Arms

    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 ->

    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_).

    Type

    Reference: World Sectors

    A list of interesting locations and their sector files

    Last documented edit: January 14 2024 by

    This page lists locations of interest & their world sector filenames. If you want to learn how to edit them instead, check in the Modding Guides section.

    If you want to know how they work the theory is .

    Step 5: UV projection
    AngeVil's script
    Logo
  • 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!

  • This will generate an mlsetup.json file in your project's . &#xNAN;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"

  • in the "raw" folder, right-click on your file
  • select "Import/Convert from JSON"

  • Extract the files to a folder of your choice (for example C:\Cyberpunk2077Mod\MLSB_WolvenKit.CLI)
    When the process is complete, close the Depot Generator window.
  • Optional: if you can't see any changes, press Ctrl+R to relaod MLSB.

  • Introduction: What is MLSB?

    Installation

    Manual install

    If the above doesn't work for you, you can install MLSB by hand:

    1. download the latest release from Neurolinked's github

    2. extract the downloaded zip to the following subfolder in your Cyberpunk game directory (create it if it doesn't exist): Cyberpunk 2077\tools\neurolinked\mlsetupbuilder

    3. The directory should now have a folder called MLsetupBuilder-VERSION that contains (among other things) the file MLSetupBuilder.exe

    4. The total path should look like this: Cyberpunk 2077\tools\neurolinked\mlsetupbuilder\MLSetupBuilder-1.2.3\MLSetupBuilder.exe

    Usage

    To make the most of MLSB's features, you will want to configure it first. However, you can start using the tool right away.

    Using MLSB

    Don't forget to hit "Apply" after you have changed a material.

    Functions

    You can only use microblends if this layer's mask is not fully white.

    After any edits, make sure to Apply edits to save progress and complete changes to any/all functions (Hotkey: Ctrl+Shift+A)

    Layers

    About That 3d Viewport

    MLSB Library

    Other Tools inside MLSB

    Importing a custom mesh

    lightbulb

    Make sure you've already extracted your mesh

    MLSB does not read .mesh files raw. Rather instead it reads a .glb file, which is a converted .mesh file. The wiki already has a guide on how to do this, WKit Blender Plugin: Import/Export.

    Configuration

    Downloading the right CLI

    MLSB: Settings

    Building the depot

    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!

    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 ;))

    Building the Microblend Depot

    Troubleshooting

    Generic troubleshooting

    Generating microblends: [ 0: Error ] - Please fill in an output path

    There's an exception when generating my depot!

    Video Guides

    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?)

    Textures: Custom .mlmask
    Self-made normal maps
    Redmodding Discord
    Cyberpunk 2077 Modding Discord Server
    use that
    configure
    material properties
    The Cyberpunk 2077 Game Directory
    3d viewport
    Nightly
    Wolvenkit Blender IO Suite
    mesh import
    WARNING symbol tells you that any have not been applied
    Viewing example of the .mlsetup inside of WKit
    List of tools inside MLSB
    Material Composer window
    Screenshot of MLSetupBuilder showing the Models Library tab. A red arrow highlights a + icon that lets you load your own mesh. The left panel displays a long searchable list of game models. The right panel shows the tag system for said models.
    Screenshot of the “Add/Edit custom models entry” dialog in MLSetupBuilder. A red box highlights the “Path” field containing an example full file path. The orange “Save” button is visible below the field.
    Screenshot of MLSetupBuilder’s Models Library after adding a custom mesh. On the left, the 3D viewport (outlined in red) now displays a preview of the custom “Collarless Crystal Jock Bomber” jacket mesh. On the right, the model list shows the newly added custom entry.
    Building the depot
    pimples (blemishes)
  • tattoos

  • scars

  • cyberware
    lip
    makeup
    eye makeup
    freckles / cheek makeup
    Folder or .ent files
    Component names

    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!

    Folder or .ent files
    Component names

    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.

    Type
    Folder or .ent files
    Component names

    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

    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.

    Type
    Folder or .ent files
    Component names

    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.

    Type
    Folder or .ent files
    Component names

    Active

    Inactive FPP

    base\characters\cyberware\player\a0_003__mantisblade\entities\a0_003_wa__mantisblade_holstered.ent

    Type
    Folder or .ent files
    Component names

    Active

    Inactive FPP and TPP

    base\characters\cyberware\player\a0_003__mantisblade\entities\a0_003_ma__mantisblade_holstered.ent

    Type
    Folder or .ent files
    Component names

    Active

    Inactive FPP

    base\characters\cyberware\player\a0_005_wa__strongarms_holstered.ent

    Type
    Folder or .ent files
    Component names

    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.

    Type
    Folder or .ent files
    Component names

    Active

    Inactive FPP

    base\characters\cyberware\player\a0_006__launcher\entities\a0_006_wa__launcher_holstered.ent

    Type
    Folder or .ent files
    Component names

    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.

    Type
    Folder or .ent files
    Component names

    All

    Summary

    Wait, this is not what I want!

    Default Arms

    Female

    Female arms are using different meshes for the first person perspective. You will find this is a common theme.

    ArchiveXL: Suffixes and Substitutions
    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]}

    An in app example how to include Component Names and hiding them via chunkmask (untick the submesh numbers to hide the mesh).

    Male

    Cyber Arms

    Cyber arms are complex, with active and inactive states, and in the case of the female body, separate entities and meshes for the inactive state in First and Third Person Perspectives.

    They also have separate Rigs and Animations, which are not included here to avoid complete information overload.

    To add insult to injury, if you dig into the actual meshes in use, you will find some cases of wa meshes being used by ma components and vice versa. But there's a for that.

    Monowire Arms

    Female

    Male

    Mantis Blade Arms

    Female

    Male

    Gorilla Arms

    Female

    Male

    Launcher Arms

    Female

    Male

    Ballistic Coprocessor and Smart Link

    Hiding Arms

    There's no easy way to hide arms except by getting rid of everything - The ArchiveXL hide_Arms tag actually hides everything with an a0_ prefix. For more information, check

    If you want to selectively hide arm meshes or sub-meshes you will need to become familiar with all the contents of this page, and the chances that you can do anything elegantly are slim.

    Remember: Arms are why we can't have nice things.

    For reasons best known to CDPR, the monowire arm meshes displayed in game for fem V are different from the ones linked in the components listed above. They have different geometry and submesh counts. In order to hide fem V monowire arms you have to hide specifc submeshes on each arm that otherwise don't seem to exist in the linked meshes. The submeshes are [0, 4, 5, 6, 7] for the left arm and [0, 2, 5, 6, 7] for the right arm. They are written accordingly in the list below.

    Arm override list, courtesy of Kiasuburger

    An entire channel dedicated to locations

    Description
    Sector Files

    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

    Description
    Sector Files

    Vs Apartment: Northside (Motel) Thanks Chanka on Discord x = -1504.0516

    y = 2227.487

    z = 22.231918

    exterior_-6_8_0_2 - Motel Exterior detail

    interior_-48_68_0_0 - Motel 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

    V's Apartment: Japantown

    interior_-13_15_0_0 walls, bedroom interior_-25_30_0_0 hallway, plants, clutter

    V's Mansion: Penthouse (Edgerunners)

    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

    Description
    Sector files

    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

    by FIorence

    Fixer / Location
    Sector Files

    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

    Description
    Sector files

    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

    Description
    Sector files

    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

    CET wiki

    List of interesting locations for teleporting

    Summary

    Other existing resources:

    World Editing
    here
    mana vortex

    If the place you're looking for isn't yet on the list, check for instructions on how to find it. Please consider or find us on to leave your findings in the #world-editing channel.

    Remember, you can use your browser's search function (Ctrl+F) on this page to search for e.g. Edgerunners

    Player Homes

    V's Megabuilding H10 Apartment

    Vs apartment: Quest sectors

    NPC Homes

    Fixer Locations

    Bars & Clubs

    Associated Miscellaneous

    vMM9RVQ.png
    6DKCf9m.png
    glEvzEl.png

    Using Mods

    Modding your game, for mod users

    Troubleshooting

    Summary

    Published: Jun 15, 2023 by mana vortex Last documented update: January 18, 2026 by minnierylands

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


    Wait, this is not what I want!


    Installing Mods

    We strongly recommend using a mod manager. Manual modding is only recommended for advanced users.

    You mod Cyberpunk 2077 by adding files to your game directory. The game doesn't need any complicated workarounds to mod, and the core mods will do all the heavy lifting.

    You can install mods via or . There are upsides and downsides to each — however, for beginners, .

    Overall, your mods will not work unless you

    • Put all the files exactly into the

    • Make sure to install all (and their requirements, too)

    • Have REDmod enabled ( exclusive)

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


    "Manual install" is a glorified term for "extracting the downloaded archive into your game directory".

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


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

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

    For more detailed information, see .


    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.

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

    Directory
    explanation

    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 .

    • For documentation on the Vortex installation toggle, see .

    • For instructions on how to activate it, see and here for .

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


    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.

    Here is how you can tell the two apart:

    REDmod
    Legacy mod (packed correctly)

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

    Always check the file contents before downloading a mod!

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

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

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

    Manually Fixing Folder Paths

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


    If you have problems with Vortex, check the of the guide.

    For everything else, this wiki has a dedicated with step-by-step instructions for pretty much every common problem. If that doesn't cut it, you're welcome to find us on in the #mod-troubleshooting channel (but your first answer will be a link to that guide).

    Cheat sheet: Materials

    Various kinds of materials, and where to find them

    Summary

    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 and its nested pages!

    Wait, this isn't what I'm looking for!

    General information

    • How it works in the abstract: Textures, Materials and Shaders

    • Re-using materials as templates:

    • How it works in the example:

    • General information:

    • Properties and definition:

    • Preview images:

    • (guide)

    • (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:

    For further details, see

    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

    base\environment\decoration\decals\mesh_decal_lines\textures\lines_plain_black.mi

    See for how it works and how to configure it.

    material
    description
    material
    description

    Blackbody shaders are used for heat. Their colour can be adjusted via the temperature parameter.

    material
    description

    FX shaders are animated effect shaders.

    material
    description

    Something else to dig into: emitters/particleDrawer/meshes

    For more details on glass materials and instructions on how to configure them, see .

    For a full documentation of this material, check ->

    For a full documentation of this material, check ->

    Use base\materials\fillable_fluid_vertex.mt to fill vessels, or see for details.

    Mirrors are generally a 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

    Reflections in both the above cases are going to be in non-RT graphic modes so they will not be high res or even accurate most of the time (you won't see NPCs for example)

    With ray tracing, the reflection will look better and accurate

    Below example image use glass_tech_reflective.mi

    Non-ray traced cubemap reflection
    Ray traced reflections

    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)

    Weight painting

    NPCs and their files

    Heroes, villains, the extended cast and innocent bystanders

    Last documented update: January 6 2024 by

    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

    • To create custom NPCs, see

    Launch parameters

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

    Created: Jun 17 2024 by , based on research by Last documented update: Feb 2 2025 by

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

    • If you are trying to get your modded Steam Deck to work, check

    Parameter
    Browsing the TweakDB
    Hair material

    interior_-24_34_0_1 - Furniture, Walls, Floors

    exterior_-24_34_0_0 - Radio, Arcade machine, Hotel Exterior detail

    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

    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

    V's Apartment: The Glen (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

    V's Safehouse: Dogtown

    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

    Mamma Welles's house (this sector is MASSIVE 24k+ nodes, has all the locations in the post intro cutscene)

    quest_e6340f4e7a9a4922

    Hanako Arasaka

    • Arasaka Estate

    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

    Muamar Reyes

    • Coronado Dam

    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

    • The Afterlife

    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

    • Glen, Basketball

    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

    • Pachinko Parlor

    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

    • Heavy Hearts

    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

    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

    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", ]

    AMM DIscord
    Scrolls Before Swine
    Yaiba Tower
    DaKota Garage
    Electric Orgasm
    Finding Locations
    signing up and adding it
    Discord
    S89HHto.png
    pwW4wul.png
    Wolvenkit finds too many vertices, but Blender export is fine!

    \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.

    As a rule of thumb, here's which files go where (unless the mod's instructions tell you otherwise):

    File type
    Folder path

    .archive

    /archive/pc/mod/

    .xl .archive.xl

    /archive/pc/mod/

    - 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.

    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).

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


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


    1. Create a folder by right clicking. Name it archive


    1. Double click the archive folder to open it.


    1. Right click to create a new folder. Name it pc


    1. Double click the pc folder to open it.


    1. Right click to create a new folder. Name it mod


    1. Repeat this process for the correct folder paths for other file types if you have any.


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


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


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


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


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

    Send to -> Compressed (zipped) folder, a visual guide.

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

    The section of the Vortex Downloads page where you can drop .zip files!

    Fixing Folder Paths in Vortex

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


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


    1. Click "Install"


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


    1. Right click on the mod name


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


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


    1. Click "Open in File Manager".


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


    1. Double click the archive folder to open it


    1. Right click to create a new folder. Name it pc


    1. Double click the pc folder to open it.


    1. Right click to create a new folder. Name it mod


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


    1. Select the files you need and cut them!


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


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


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


    1. Go back into Vortex and enable that mod!


    1. Now you can get back to your regularly scheduled mod downloading session. Hooray!

    Fixing Folder Paths in MO2

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

    If you are unsure where files should go, refer back to the "" section of this page.


    Setting up your MO2 installer

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

    1. In the left pane scroll down to the Installer section. Make sure Simple Installer is disabled.

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


    Example #1: Adjusting the Cyberpunk 2077 directory

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


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


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


    Example #2: Creating your own folders

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


    1. Right click the Cyberpunk 2077 directory. Select "Create directory".


    1. Name the new folder "archive" Press OK


    1. Right click the archive directory. Select "Create directory"


    1. Name the new folder "pc" Press OK


    1. Right click the pc directory. Select "Create directory"


    1. Name the new folder "mod" Press OK


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


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

    \mods

    REDmod 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

    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

    I need help installing Cyberpunk!

    I need to troubleshoot my mods!

    I want to create mods!

    If you're on Linux/Steam Deck, you need to follow this guide to the letter

    Mod Manager Options

    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

    You have to make sure that the right files end up in the correct folders. This method is very error prone, which is why we recommend using a mod manager.

    The file structure is different for REDmods and non-REDmods (often referred to as "legacy" mods). Mod authors usually tell you which type their mod is. To lean what the difference is, read here.

    What Are 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.

    The Core Mods

    To learn more about this, check Core Mods explained.

    Since this kind of mod interacts with the game's executable (.exe), they will break every time CDPR updates.

    This is the reason why game updates break mods — although you can turn off auto-update and only update your game once mods have updated.

    After each patch, you can find a post on our Discord that is kept up-to-date as the modders update their tools.

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

    Overview of Mod Folders

    TL;DR: you can ignore this unless you want to understand how things work, or want to install mods manually.

    REDmod

    Generally, you'll be told to avoid REDmod when possible. But why?

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

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

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

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

    If your /mods folder is empty, you don't need this. For more information, see What's the difference? below.

    If the mod contains only files inside the folder archives, you can un-REDmod-ify it by moving all of those files to archive/pc/mod.

    For a guide on the correct folder structure, click here.

    Mod format: REDmod or Legacy?

    If in doubt, install the non-REDmod ("legacy") format. To learn why, read below.

    What's the difference?

    REDmod when using Vortex

    As of 2026, the Vortex "autoconvert" option will break your mods.

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

    Thankfully, version 0.12.1 of the extension has squashed that bug, but Vortex will not automatically acknowledge the new version. .

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

    Fixing broken mod file paths

    TL;DR:

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

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

    • .archive and .xl files go to archive/pc/mod folder structure.

      • For other files see .

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

    • You can drop the fixed zip you made into your mod manager to have it install properly.

    Don't know which method you need to follow?

    I'm manually installing mods!

    I'm installing mods through Vortex!

    I'm installing mods through MO2!

    If the mod you've downloaded looks like the picture on the left. Great! You don't need to do anything. Enjoy your game! If not, keep reading... we've got work to do!

    To find out how to install the mod properly, you have to read the mod's install instructions. If that isn't clear enough, the following might help you.

    If you get stuck at all along the way, come ask us in #mod-troubleshooting on the discord. We wrote these guides, so we can help, I promise!

    You might get an extra unnecessary folder depending on where you extracted the folder to. If you want it to extract straight into the Downloads folder, remove the extra folder at the end of the path so it looks something like this:

    In the case of Scenario 3 (pictured above), you can just move the folders out of the first unnecessary folder and continue from step 8 or 9.

    Troubleshooting

    mod manager
    manually
    we recommend using Vortex
    correct place
    requirements
    REDmod
    Users: Troubleshooting Requirements
    here
    here
    here for GOG
    Steam and Epic
    corresponding section
    troubleshooting page
    Discord
    Cover

    Vortex

    Recommended for most mod users. Easy to use.

    Cover

    Mod Organizer 2

    Recommended for anyone already used to MO2. More complicated to use.

    Some mod authors have this disabled, meaning you won't see this option on the mod page.
    You should be checking for the requirements of the requirements, too. You gotta catch 'em all!
    Go to a mod's "FILES" tab on Nexus, then click "Preview File Contents".
    This is how mods should be packaged
    This mod is badly packaged, and needs our help!
    Scenario 1: Files without any folders
    Scenario 2: Files inside non-game sub folders
    Scenario 3: Unnecessary first subfolder
    Cover
    Cover
    Cover

    Plugins like and RadioExt

    If you don't have file extensions turned on, you can check this part of the file to know what file it is:

    If you aren't sure where your file should go, check out .

    For our .archive you should have a folder path like this now:

    Your file and folder structure should now look like this:

    If you're using a mod manager, skip this step and continue from the next one!

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

    For Vortex, drag the .zip to the bottom of the downloads page and drop it there.

    BaseColorScale

    Colour as Vector (Wolvenkit shows a color picker)

    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\blackbody_simple.mt

    A temperature shader with a texture and a numeric temperature value

    base\fx_shaders\lightning_plasma.mt

    Used by female V's electric mantis blades and nothing else

    to a light-ish grey
    base\characters\cyberware\player\a0_005__strongarms\entities\meshes\textures\white.mlmask

    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

    BaseColor

    base\materials\placeholder\white.xbm

    Normal

    optional: path to your normal map

    Roughness

    optional: path to your roughness map

    RoughnessBias

    0.200000003

    base\characters\common\cyberspace\silverhand_overlay_cyberspace_mml.mi

    A multilayered material for cyberspace appearances. You can use this as base material to get the Johnny effect.

    base\fx_shaders\blackwall_blendable_metal_base.mt

    metal_base, 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!

    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\hologram.mt

    Holo material (example .mi)

    base\fx\_shaders\holo_mask.mt

    Special effect material that transforms a mesh into a hologram. Can use a custom texture for decal and is color controllable.

    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\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

    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

    base\materials\glass_onesided.mt

    take from Hanako's dress, localMaterialBuffer.materials.transparent base\characters\main_npc\hanako\t1_001_wa_dress__hanako.mesh

    base\materials\glass_onesided.mt

    take from mana's Barong Tagalog mod, manavortex\clothing\torso\barong_tagalog\meshes\pma__barong__base_body.mesh or download the .mi file

    Multilayered

    Hands-on:

    Simple / Basic materials

    PBR material

    White MultilayerMask

    A white mlMask will apply the selected material to the whole surface of the mesh.

    Textured Materials

    Plastic (solid, coloured)

    Gradient recolor

    Cyberspace Materials

    for cyberspace|blackwall > .mt|.remt, then right-click the file and select to find files using this kind of shader.

    Metal Materials

    Decal materials

    for decal > .mt, then right-click the file and select to find files using this kind of shader.

    Emissive Materials

    for emissive > .mt|.remt, then right-click the file and select to find files using this kind of shader.

    Holo Shaders

    Blackbody Shaders

    for blackbody > .mt|.remt, then right-click the file and select to find files using this kind of shader.

    FX Shaders

    for fx > .mt|.remt, then right-click the file and select to find files using this kind of shader.

    Transparent

    Glass

    for glass > .mt|.remt, then right-click the file and select to find files using this kind of shader.

    Plastic (see-through)

    See-through cloth

    Liquid materials

    Reflective/Mirror-ish materials

    Other materials

    Zipper

    Stitches

    Re-using materials: .mi
    https://github.com/CDPR-Modding-Documentation/Cyberpunk-Modding-Docs/blob/main/for-mod-creators-theory/files-and-what-they-do/file-formats/3d-objects-.mesh-files
    Multilayered: Cyberpunk's supershader
    https://github.com/CDPR-Modding-Documentation/Cyberpunk-Modding-Docs/blob/main/for-mod-creators-theory/references-lists-and-overviews/broken-reference/README.md
    Multilayered: Previews
    Changing materials, colors and textures
    Using a textured material
    Textured (PBR) material properties
    Emissive Material Properties
    here
    Transparent material properties
    Transparent material properties
    here
    farce
    cubemaps
    Material properties

    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)

    Character
    Entity File Path
    remark

    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.

    Character
    Entity File Path
    remark

    Meredith

    base\quest\tertiary_characters\stout.ent

    The app file is named meredith_stout.app

    Dex

    base\quest\secondary_characters\dex.ent

    Character
    Entity File Path
    remark

    Dex

    base\quest\secondary_characters\dex.ent

    Wakako Okada

    base\open_world\fixers\wakako\characters\wakako_okada.ent

    Characters who have very little screen time

    Character
    Entity File Path
    remark

    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

    Characters who don't even have names (but who are interesting regardless)

    Character
    Entity File Path
    remark

    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

    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)

    TPP Vs are basically like NPCs.

    Character
    Entity File Path
    remark

    Mirror V

    player_wa_tpp_reflexion.ent player_ma_tpp_reflexion.ent

    Photomode V

    player_wa_photomode.ent player_ma_photomode.ent

    player_wa_photomode_ep1.ent player_ma_photomode_ep1.ent

    Summary

    Don't forget: To quickly find somebody's entry, you can use your browser's search function (Ctrl+F).

    Wait, this isn't what I want!

    For NPCs - Change Appearances
    AMM: Custom NPCs
    mana vortex

    Where to find…

    Major NPCs have their own .app files: base\characters\appearances\main_npc\.

    Others are not so lucky - e.g., Mamá Welles is lobbed in with the other valentino goons: base\characters\appearances\gang\gang__valentinos_wa.app

    Character files

    Primary characters

    Secondary characters

    Fixers

    Also starring (a.k.a. "Wait, who?")

    Anonymous characters

    Various TPP V

    Argument (if given)
    Explanation

    engine

    CGameEngine serverServerGameEngine serverDebugServerGameEngine FunctionalTestsServerEngine HeadfullTestServerEngine HeadllessTestServerEngine HeadlessTestServerEngine HeadlessGameEngine DebugGameEngine

    multiplayerClient

    ignoreInput

    ignoreGamepads

    Summary

    Just because the executable accepts these parameters doesn't mean that they do anything or were ever intended to.

    Wait, this is not what I want!

    Parameters

    You need to send the parameters in the form of -parameter arg

    for example -engine CGameEngine

    emoose
    Modding on Linux
    mana vortex
    WSSDude

    Inactive TPP

    base\characters\cyberware\player\a0_002_wa__monowire_whip_tpp.ent

    a0_002_wa__monowire_whip_l_cableless
    a0_002_wa__monowire_whip_r_cableless

    Inactive TPP

    base\characters\cyberware\player\a0_003__mantisblade\entities\a0_003_wa__mantisblade_photomode.ent

    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

    Inactive TPP

    base\characters\cyberware\player\a0_005_wa__strongarms_photo_mode.ent

    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

    Inactive TPP

    base\characters\cyberware\player\a0_006__launcher\entities\a0_006_wa__launcher_holstered_photo_mode.ent

    a0_006_wa__launcher_holstered_photo_mode8630
    a0_006_wa__launcher_upperarm_photo_mode
    a0_006_wa__launcher_holstered_photo_mode_right
    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_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
    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
    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
    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
    mod

    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

    How can I check my extension version?

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

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

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

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

    Click "Manual Download" on the top file from the extension's download page.

    Go back to your Vortex "Extensions" page

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

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

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

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

    You should now be free of the autoconvert bug.

    .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

    You should read this pop-up! It explains where the files are expected to go and why!

    You should now have a structure that looks like this in the top bar:

    In this example, I want to use the "COOL VERSION", so I would click through the folders until I find the "COOL VERSION" files.

    Don't worry, there's a table on this page (here!) which shows the paths you need to create for each file type!

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

    You should now be good to go! If MO2 isn't giving you the green light, or the folder structure looks different to this, check the below example for how to fix!

    All .archive files should be inside archive/pc/mod/. For more info on where each file type should go, you can check here.

    You should now see something that looks like this:

    Your screen should now look like this:

    MO2 should then give you the green light for installation.

    You can finalise the process by clicking OK to install your mod!

    For bigger and more complicated mods - like those that come with multiple .archive files to choose between - you can use the checkmarks to enable/disable files and folders.

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

    MO2 will ignore and ultimately not install them.

    Example #1
    Example #2
    game directory
    Overview of mod folders
    You can get version 0.12.1 here
    We don't want to enable this mod yet! It will make it more difficult in the future if we do!
    Just read the dang pop-up, I promise!
    Yippee!!! You did it!
    Mod folders by file extension
    Cyber Engine Tweaks
    Mod folders by file extension

    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

    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

    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

    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

    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

    Cutscene V

    player_wa_tpp_cutscene.ent player_ma_tpp_cutscene.ent

    Also known as "Hover V" in AMM

    AMM V

    base\amm_characters\entity\player_wa_tpp_walking.ent base\amm_characters\entity\player_ma_tpp_walking.ent

    AMM spawned V

    Cheat sheet: Weapons

    We need guns, lots of guns.

    Summary

    Last documented edit: Feb 07 2024 by mana vortex

    This page lists weapon .ent files by associated iron for your convenience.

    Wait, this is not what I want!

    • Do you want to complete your stash? Check Reddit!

    • For a guide on adding custom weapons, check ItemAdditions: Weapons or New Iconic Weapon: Step by Step

    • For an overview of weapon properties, check

    • For an overview of weapon audio profiles, check

    Generally speaking, the files are in \base\weapons then organised by type and then name.

    Weapon
    App or Ent File
    Ent file
    Credits to EzioMavericks for the video

    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

    Frag grenade (hex)

    w_explosives_001__frag_grenade_01.ent

    Frag grenade (rounded)

    w_explosives_001__frag_grenade_02.ent

    Weapons

    Most weapons do not have ent files, but point directly at an .app file instead.

    Base game weapons are registered here: base\gameplay\factories\items\weapons\weapon_parts.csv

    (Just to be difficult some rifles are referenced by quests\empty_entity.ent, and the katanas and knives seem to have ents)

    For Blender import, download and export the dummy entity files: https://www.nexusmods.com/cyberpunk2077/mods/9077

    Searching an app file then right clicking and find used files is faster than browsing, so here are the file names.

    Cheat Sheet: Weapon BaseStats
    Cheat Sheet: Weapon Audio
    Releases · Neurolinked/MlsetupBuilderGitHub
    A playlist by the original author

    Vortex Mod Manager

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

    Last documented update: July 12th, 2026 by

    Vortex is a multi-game mod manager developed for and by , the website where most are hosted. Here you can download mods manually or with Vortex and keep track your download history.


    Technically speaking, you don't. You can or use (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.


    Step 2: Processing the downloaded mesh

    Your staging folder must be on the same drive as your game installation

  • Your staging folder must be separate from your game install directory

  • Vortex has a lot of options. If you put wrong options, mods can go brr.


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

    1. Click this link, it will take you directly to the download page

    2. Select the "Manual Download" option on the first entry:

    1. You'll now see a download page. If you don't have Nexus Premium:

      1. Select "Slow Download"

      2. Wait through the five seconds cooldown

    2. Optional, depending on your browser:

      • Select your download location for files that you don't want to keep

    3. Wait until the installer is downloaded


    1. Run the installer by double-clicking it.

    2. If Windows shows you a prompt now, select yes — you want the setup to make changes on your device, it's supposed to install Vortex.

    3. Click through the setup and finish its instructions!


    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"

    1. If Vortex didn't open by itself, open it from the start menu

    2. Log into Nexusmods by clicking on the red circle in the top right of your client

    The initial dashboard on launch
    1. 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

    If your browser doesn't open automatically, copy the url starting with users.nexusmods in the box
    1. Optional: Log into Nexusmods (if you aren’t already)

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

    Allow Vortex to authorise your account
    1. Click "Log in to Vortex":

    Log into Vortex and close the page
    1. 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.

    1. On the sidebar on the left side of your dashboard, click "Games"

    2. In the page that now shows, type "Cyberpunk" into the search bar

    3. Hover over its thumbnail and click "Manage"

    4. You will now see a popup complaining about "Game support not installed". Don't panic, this is expected!

    5. You will require the vortex extension for Cyberpunk 2077. You can download this through Vortex on the Extensions tab.

    6. Search for Cyberpunk 2077 and click install.

      1. Your Vortex extension should now be installed, and should say 0.12.1 (or whatever the latest version is on nexus mods) in the Version column.

    This is the extensions tab!
    This is what you want to see!
    1. If the extension is not the latest version, you can download the Cyberpunk 2077 Vortex Extension here. The link should take you straight to the FILES tab.

      1. Click Mod manager download - this will download it straight to Vortex.

    2. You need to restart Vortex – agree to the prompt if there is one. If not, manually close Vortex and re-open it.

    3. Optional: If Vortex was able to auto-detect your game install, you are done now and can proceed with the section.

    4. Vortex will tell you that it couldn't detect your game install and prompt you to set it manually. Click "Continue".

    5. In the explorer window that now pops up, navigate to the folder containing your Cyberpunk exe (e.g. C:\Games\Cyberpunk 2077\bin\x64)

    6. 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:

    Recommended automation settings

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

    1. 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.

    2. Installing: Unpacks the mod and copies it to Vortex's staging directory.

    3. Enabling: This mod should be included in the next deploy

    4. Deploying: The mod has been copied from Vortex's staging directory to your Cyberpunk game directory.

    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


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

    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.

    Mod staging folder default location

    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:

    The default tools on the dashboard.

    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.

    "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!


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

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

    This is the FILES tab for Redscript - all the important parts of the page have been highlighted for you!

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

    The Core Mods:

    • Cyber Engine Tweaks

    • RED4ext

    • redscript

    • ArchiveXL

    For more information on the core mods, check Core Mods explained

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

    1

    Find The Mod

    First, you need to go to the Cyber Engine Tweaks mod page. You'll see this page many times as you download mods, with their own information, content, and requirements. Make sure to check them!

    2

    The Files Tab

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

    3

    Download The Mod

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

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

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

    4

    Back To Vortex

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

    5

    Start The Game

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

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

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

    6

    Download The Other Core Mods

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

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


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

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

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

    1

    Find The Mod

    For the sake of this guide, we'll say you've found Meluminary's Kimber Space Buns hair mod.

    Again, it's important to read the mod description and check for any requirements on any mod you download, including this one.

    2

    The Files Tab

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

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

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

    3

    Download The Mod

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

    4

    Back To Vortex

    Open your Vortex window back up and navigate to the Downloads tab on the left side. You should see a box at the bottom that says Drop URL(s) or File(s). You can drop the zip file you just downloaded into this box.

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

    Navigate to the Mods tab. Along the top bar, you should see a button that says Install From File

    5

    Start The Game

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

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

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

    Congratulations! You know how to use Vortex!

    Summary

    Windows 10 or higher is required to use Vortex mod manager. If you are not using Windows, see our Manual Install page.

    To use Vortex, you need an account there. If you don't have one, you can sign up here – don't worry, it's free.

    Why do I need this?

    If you have PTSD from modding Skyrim or Fallout with Vortex, be assured that Vortex for Cyberpunk is integrated extremely well. Go ahead, give it a try!

    If you run into issues with Vortex that aren't addressed in this guide, you can contact Nexus support or join our Discord and find (volunteer) help in the #vortex-support channel.

    TL;DR

    NexusMods
    Cyberpunk 2077 mods
    install mods manually
    Mod Organizer 2

    Download

    If you can download it on your own, you can skip to the or section of this guide.

    Nice, now the installer should be downloaded! You can proceed with the steps in the next section.

    Installation

    This guide will assume that you install Vortex to C:\Program Files\Black Tree Gaming Ltd\Vortex. You can install it whereever you want, but then you need to adjust accordingly.

    Congrats! You've finished installation! Vortex should launch automatically and you can now move onto setup.

    Setup

    If you can setup Vortex on your own, skip to the section of this guide. (Why are you reading this?)

    Logging In To Nexusmods

    Vortex: Adding Cyberpunk

    Settings

    Interface -> Customization

    Interface -> Advanced

    Interface -> Automation

    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.

    V2077 Settings

    This toggle says "(NOT recommended)" for a reason. Do NOT enable it.

    This setting controls the automatic REDmod conversion. In general, you do not want this.

    It will convert all of your "legacy" mods into REDmod format, and has a habit of breaking a lot of them in the process.

    Vortex Extension Bug

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

    Thankfully, version 0.12.1+ of the extension has squashed that bug, but Vortex will not automatically acknowledge the new version. .

    Mods

    Mods: Staging

    This folder

    • must be on the same drive as your game installation, or deploy will fail

    Mods: Download

    Dashboard

    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.

    Installing mods

    You can browse different mod collections but caution: collections tend to be outdated or abandoned.

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

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

    Mod Manager Download

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

    Don't download anything just yet - we'll get to that next moment, promise!

    Installing the Core Mods

    The game should always be able to launch with just the core mods enabled. If it doesn't, head over to the and make sure that you can launch and start a new game.

    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.

    Some mods that depend on redscript may say they require , but it's unnecessary to install.RED4ext performs the same functionality (and more).

    Manual Download

    It may seem odd to manually download a mod and then still put it into your mod manager, but it's to make your life easier in the future.

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

    This guide assumes you have also followed the guide - it's important as it lays the groundwork for installing mods through Vortex!

    Cheat Sheet: Character Creator

    Character creator options and their values

    Summary

    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

    You can use to find the correct appearances. As of July 2025, it is not up-to-date with the new appearances that were added with 2.2.

    List of CC options in order

    Option
    Value
    Option (continued)

    Bold options are unique to V and not shared with NPCs

    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:

    For a list of , check

    enabled chunks (NOT chunkmask)

    Check ->

    Enabled chunks
    chunkmask

    Chunkmasks for different piercing meshes (for custom NPCs etc), thanks to

    Piercing
    file names
    chunkmask

    The body tattoos can be found in the following folder:

    For the female body gender, there are three different chest sizes!

    file
    appearance
    Skin tones
    Cheek Makeup Style
    redscript
  • ArchiveXL

  • TweakXL

  • Codeware

  • - click this and select the zip file you just downloaded.
    For a full explanation of what that means, give
    a read.
    How can I check my extension version?

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

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

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

    If not, you'll need to manually update it.

    1. Click "Manual Download" on the top file from the extension's download page.

    2. Go back to your Vortex "Extensions" page

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

    1. The old version (0.12.0) should now be disabled. Click "Remove" on the old extension.

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

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

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

    You should now be free of the autoconvert bug.

    must not be your game install directory

    Most downloads will have a pop-up box at this point with a list of required mods - this is to remind you to download them!

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

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

    Sometimes, Vortex will bring up a screen saying a mod may need manual adjustment, or that there was an unexpected file layout.

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

    If you ever get one that you're not sure about, or it just leaves you confused, head on over to our Discord and someone will help you figure it out!

    There should now be a 1 next to Downloads on the left side of Vortex!

    If you changed any of these settings, you'll have to click Enable button on the mod in the Mods tab, and then the icon of a linked chain along the top bar to Deploy it.

    If all went well, you should see a prompt to bind an overlay key for Cyber Engine Tweaks (CET)! (If it does not, check here).

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

    This means everything is working, and you've successfully installed your first mod!

    Sometimes, mods that don't come in pre-defined folder structures can end up in the wrong places. For now, you don't need to worry about that, but if you want to check what this means, you can read more about it here.

    If you changed any of these settings, you'll have to click Enable button on the mod in the Mods tab, and then the icon of a linked chain along the top bar to Deploy it.

    If all went well, your V should now have space buns!

    Most of the time, a mod will have more than just a singular .archive file. Occasionally, a mod author won't set up the correct structure for files to end up where they need to be.

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

    If you're running into constant issues with a mod not showing, even after making sure you've done every step correctly, you might have to do a little bit of adjustment yourself.

    Settings
    TweakXL
    Codeware
    RED4ext
    Install
    Setup
    Settings
    You can get version 0.12.1+ here
    on Nexus,
    troubleshooting page
    cybercmd
    A full picture of the top of a mod page, so you can see where these tabs are
    You need to click the first big orange button at the bottom
    Notifications are ordered with most recent at the top, which means there was a successful REDmod deployment notification AFTER the failure, so the failure can be safely dismissed.
    This shows us the mod author, which hairstyle slot it replaces (Hair 5), and the name of the mod!
    It's pretty, but it's not quite space buns, is it?
    Hairstyle should look like this!
    Mod Manager Download

    If you get stuck, go back over the steps above with the mod you're trying to download - it gets easier the more you do it.

    this

    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

    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

    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

    04

    1101

    05

    0010

    06

    0011

    07

    0001

    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)

    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

    10

    hx_000_pXa__morphs_scars_01

    2056

    11

    hx_000_pXa__morphs_scars_01

    2176

    12

    hx_000_pXa__morphs_scars_01

    2064

    13

    hx_000_pXa__morphs_scars_01

    2056

    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

    tx_000_pwa_base__full_tattoo_02.mesh

    Skin tone (same as body)

    03

    serpent

    tx_000_pwa_base__full_tattoo_03.mesh

    Skin tone (same as body)

    04

    flowers/mandalas

    tx_000_pwa_base__full_tattoo_04.mesh

    Skin tone (same as body)

    05

    NUSA

    tx_000_pwa_base__full_tattoo_05.mesh

    Skin tone (same as body)

    06

    Rock

    tx_000_pwa_base__full_tattoo_01.mesh

    Skin tone (same as body), followed by "_02"

    07

    Arasaka

    tx_000_pwa_base__full_tattoo_01.mesh

    Skin tone (same as body), followed by "_03"

    Skin tone

    1-12

    Eye Makeup Color

    Skin type

    Compexion: 01-04

    Lip Makeup Style

    off, default, glossy, matte

    Hairstyle

    1-51

    1

    01_ca_pale

    7

    03_ca_senna_01_honey

    2

    01_ca_pale_00_warm_ivory

    8

    03_ca_senna_02_band

    01

    hb_000_pma_c__basehead_shadowbase_01

    02

    hb_000_pma_c__basehead_big_beard_afro

    03

    pma__morphs_default / hb_000_pma_c__basehead

    04

    hb_000_pma_c__basehead_handlebar_stache

    01

    1111

    02

    1100

    03

    1110

    01

    frecles (brown_01, brown_02, brown_03, black_01)

    02

    frecles (brown_04, brown_05, brown_06, black_02)

    03

    frecles (brown_07, brown_08, brown_09, black_03)

    04

    frecles (brown_10, brown_11, brown_12, black_04)

    01

    1111

    02

    1011

    03

    0111

    01

    hx_000_pXa__morphs_scars_01

    2049

    02

    hx_000_pXa__morphs_scars_01

    2050

    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

    base\characters\common\player_base_bodies\player_female_average\tattoos
    base\characters\common\player_base_bodies\player_man_average\tattoos

    01

    Valentinos

    tx_000_pwa_base__full_tattoo_01.mesh

    Skin tone (same as body)

    02

    Skin tones

    See Cheat Sheet: Head-> Head: material instances for the corresponding files

    Lip Makeup

    For a mod fixing various mix-ups in the character creator, see here.

    Lip Makeup Color

    Eye Make-up

    Eye Make-Up Color

    Hairstyle

    Hair Colour

    Hair Caps

    Beard

    Beard style

    Eye Colour

    Cyberware

    2.2 Cyberware

    Cheek Makeup Style

    Cheek Makeup Color

    Blemishes

    Blemish Color

    Blemishes: enabled chunks (NOT chunkmasks)

    Nail Color

    Facial Scars and submeshes

    Piercing Color

    Piercings and submeshes

    Body Tattoos

    Reference images on imgur
    Cheat Sheet: Hair
    Cheat Sheet: Head
    xbae's NPV part picker
    NoraLee's NPV part picker
    Keep reading for a textual list (compiled by wolv)
    credit to this Reddit post.
    credit to this Reddit post.
    Hair Colours in CC - Visual Guide by LadyLea
    images by winksnblinks
    Cyberware

    3

    geometric blackwork

    Name of meshes by index
    Transparent plastic
    See-through cloth
    Logo

    Cheat Sheet: Hair

    Overview of hair related things

    Summary

    Published: November 04 2022 by @manavortex Last documented update: Oct 06 2024 by

    This page will give you an overview about existing hairstyles and their files.

    • There is a modding guide for how to

    Arm states
    New Iconic Weapon: Step by Step
    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

  • If you want to change an NPC's hair instead, you can check this or this guide.

  • To look up hairstyles in more detail, you can use NoraLee's excellent NPV part picker

  • credit to this post.
    credit to this post.

    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:

    To quickly find physics-enabled hair, you can use the Wolvenkit Search with the following query:

    01
    Femme frame
    Masc frame
    1

    hh_033_wa__player hh_033_pwa__player_cyberware_01

    hh_145_ma__v_short

    2

    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

    Hair Colours in CC - Visual Guide by LadyLea
    Colour in CC
    Name in Files

    1

    05_brown_liquorice

    2

    01_blonde_platinum

    3

    02_red_merlot

    Hairs and all their components are assigned and defined via .app and .ent files. You can find them in the following folder:

    01
    Femme frame
    Masc frame
    1

    hh_033_pwa__hairs_151

    hh_037_pma__hairs_145_fpp

    2

    hh_000_pwa__hairs_059 bhh_000_pwa__hairs_059_cyberware_01

    hh_001_pma__hairs_053 hh_001_pma__hairs_053_cyberware_01

    Beards are only used by mascV. Their entity files can be found in this folder:

    Any .app files are stored under

    Beard morphtargets and the meshes they pull in can be found in the player's basehead folder:

    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

    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:

    You can find previews of hair styles and -colors under Cheat Sheet: Character Creator

    Wait, this is not what I want!

    Replace a hair mod's slot
    mana vortex
    base\characters\common\hair\<hair name default variant>\<hair name as given>.mesh
    base\characters\common\hair > .animgraph > _wa_ // female body gender
    base\characters\common\hair > .animgraph > _ma_ // male body gender
    base\characters\head\player_base_heads\appearances\entity\hairs 
    base\characters\head\player_base_heads\appearances\entity\facial_hairs\
    base\characters\head\player_base_heads\appearances\facial_hairs\
    base\characters\head\player_base_heads\player_man_average
    base\characters\common\character_customisation_items\cyberware\face\textures\hh_cyberware_cap_mask_01.xbm

    Find the file by pasting the file name into the . If you get multiple hits, take the one that does not include _fpp_ in its file name, as those are for first person perspective.

    Hairstyles by image

    Name of meshes by index

    Many hairs have different meshes if cyberware_01 is used. In this case, the alternative file name will be given in italics.

    Colour in files by index

    Hair: Control files by index

    How to find these files?

    The last number in the file name matches the first number in the :

    e.g., if you wanted to edit the entity file for female V's hair 28 hh_083_wa__ponytail_01, you could search for

    or

    Beards

    Beard files by index

    Beard component names

    Cyberware_01

    To find out how, check here!
    Lip Makeup
    Hair color
    Lip Makeup Color
    Cheek Makeup
    Eye color
    Cheek Makeup Color
    Blemishes
    Eyelash color
    Blemish Color
    Nail Color
    Cyberware
    Facial Scars
    Piercing Color
    Pubic Hair Color
    Eye Makeup
    ArchiveXL tags
    icxrus
    3

    hh_034_wa__militech_agent_common

    hh_035_ma__mohawk_tall hh_035_pma__mohawk_tall_cyberware_01

    4

    hh_089_wa__thompson_common hh_089_pwa__thompson_common_cyberware_01

    hh_028_ma__corpo_bun hh_028_pma__corpo_bun_cyberware_01

    5

    hh_090_wa__alt_player

    hh_075_ma__peralez_common

    6

    hh_078_wa__evelyn_common

    hh_036_ma__high_tight hh_036_pma__high_tight_cyberware_01

    7

    hh_035_wa__mohawk_tall hh_035_pwa__mohawk_tall_cyberware_01

    hh_059_ma__voodoo_02 hh_059_pma__voodoo_02_cyberware_01

    8

    hh_036_wa__high_tight hh_036_pwa__high_tight_cyberware_01

    hh_030_ma__punk_idol

    9

    hh_082_wa__afro_bun_bun hh_082_pwa__afro_bun_cyberware_01

    hh_062_ma__slick_back

    10

    hh_079_pwa__denny

    hh_085_ma__takemura_common

    11

    hh_091_wa__dakota_braid_band

    hh_037_ma__gungho hh_037_pma__gungho_cyberware_01

    12

    hh_063_wa__messy_bob

    hh_039_ma__punk_shaved hh_039_pma__punk_shaved_cyberware_01

    13

    hh_042_wa__topknots_band hh_042_pwa__topknots_cyberware_01

    hh_051_ma__judy_common hh_051_pma__judy_common_cyberware_01

    14

    hh_999_wa__buzz_cap hh_999_pwa__buzz_cap_cyberware_01

    hh_999_ma__buzz_cap hh_999_pma__buzz_cap_cyberware_01

    15

    hh_008_wa__sk8t_or_die hh_008_pwa__sk8t_or_die_cyberware_01

    hh_025_ma__pompadour hh_025_pma__pompadour_cyberware_01

    16

    hh_011_wa__demo

    hh_008_ma__sk8t_or_die hh_008_pma__sk8t_or_die_cyberware_01

    17

    hh_029_wa__misty_common

    hh_011_ma__demo

    18

    hh_040_wa__pixie_bob

    hh_026_ma__rat_tail hh_026_pma__rat_tail_cyberware_01

    19

    hh_041_wa__valentino_band hh_041_pwa__valentino_cyberware_01

    hh_027_ma__scavenger

    20

    hh_044_wa__classic

    hh_031_ma__morgan_blackhand

    21

    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

    22

    hh_051_wa__judy_common hh_051_pwa__judy_common_cyberware_01

    hh_040_ma__pixie_bob

    23

    hh_060_wa__voodoo_03 hh_060_pwa__voodoo_03_cyberware_01

    hh_047_ma__swirl_pomp hh_047_pma__swirl_pomp_cyberware_01

    24

    hh_064_wa__bob_fringe

    hh_048_ma__dual_braids

    25

    hh_068_wa__animals_band

    hh_058_ma__voodoo_01

    26

    hh_081_wa__buns_02

    hh_060_ma__voodoo_03 hh_060_pma__voodoo_03_cyberware_01

    27

    hh_083_wa__ponytail_base_01

    hh_061_ma__midlength_wavy

    28

    hh_083_wa__ponytail_base_01

    hh_065_ma__afro_knots hh_065_pma__afro_knots_cyberware_01

    29

    hh_077_wa__nomad_02

    hh_068_ma__animals_03_band

    30

    hh_088_wa__corpo_bob

    hh_073_ma__nomad_01

    31

    hh_118_wa__gillean

    hh_082_ma__afro_bun_bun hh_082_pma__afro_bun_cyberware_01

    32

    hh_115_wa__alanah_common

    hh_089_ma__thompson_common hh_089_pma__thompson_common_cyberware_01

    33

    hh_121_wa__t_bug_common

    hh_103_ma__common_spikes

    34

    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

    35

    hh_006_wa__demo hh_006_pwa__demo_cyberware_01

    hh_007_ma__demo hh_007_pma__demo_cyberware_01

    36

    hh_083_wa__ponytail_base_01

    hh_112_ma__kicinski_player

    37

    hh_093_wa__sumo

    hh_113_ma__iwinski_common

    38

    hh_085_wa__takemura_common

    hh_045_ma__short_spiked hh_045_pma__short_spiked_cyberware_01

    39

    hh_054_wa__rogue_young_common hh_054_pwa__rogue_young_cyberware_01

    hh_094_ma__saul_common

    40

    hh_049_wa__thiago_common

    hh_049_ma__thiago_common

    41

    hh_039_wa__punk_shaved hh_039_pwa__punk_shaved_cyberware_01

    hh_122_ma__roy

    42

    hh_103_wa__common_spikes

    hh_093_ma__sumo_knot

    43

    hh_106_wa__ponytails

    hh_006_ma__demo

    44

    hh_140_wa__short_afro hh_140_pwa__short_afro_cyberware_01

    hh_140_ma__short_afro hh_140_pma__short_afro_cyberware_01

    45

    hh_141_wa__afro

    hh_141_ma__afro

    46

    hh_142_pwa__afrohawk hh_142_pwa__afrohawk_cyberware_01

    hh_142_pma__afrohawk hh_142_pma__afrohawk_cyberware_01

    47

    hh_143_wa__flat_top hh_143_pwa__flat_top_cyberware_01

    hh_143_ma__flat_top hh_143_pma__flat_top_cyberware_01

    48

    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

    49

    hh_146_wa__dread_undercut hh_146_pwa__dread_undercut_cyberware_01

    hh_146_ma__dread_undercut hh_146_pma__dread_undercut_cyberware_01

    50

    hh_999_wa__buzz_cap hh_999_pwa__buzz_cap_cyberware_01

    hh_999_ma__buzz_cap hh_999_pma__buzz_cap_cyberware_01

    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

    3

    hh_034_pwa__hairs_006 hh_034_pwa__hairs_006_cyberware_01

    hh_002_pma__hairs_035 hh_002_pma__hairs_035_cyberware_01

    4

    hh_003_pwa__hairs_89 hh_003_pwa__hairs_89_cyberware_01

    hh_003_pma__hairs_028 hh_003_pma__hairs_028_cyberware_01

    5

    hh_004_pwa__hairs_090

    hh_004_pma__hairs_075

    6

    hh_078_wa__evelyn

    hh_005_pma__hairs_036 hh_005_pma__hairs_036_cyberware_01

    7

    hh_035_pwa__hairs_083_braid_01

    hh_006_pma__hairs_059 hh_006_pma__hairs_059_cyberware_01

    8

    hh_036_pwa__hairs_093

    hh_007_pma__hairs_030

    9

    hh_008_pwa__hairs_082 hh_008_pwa__hairs_082_cyberware_01

    hh_008_pma__hairs_062

    10

    hh_009_pwa__hairs_079

    hh_009_pma__hairs_085

    11

    hh_010_pwa__hairs_091

    hh_010_pma__hairs_037 hh_010_pma__hairs_037_cyberware_01

    12

    hh_011_pwa__hairs_063

    hh_011_pma__hairs_039 hh_011_pma__hairs_039_cyberware_01

    13

    hh_012_pwa__hairs_042 hh_012_pwa__hairs_042_cyberware_01

    hh_012_pma__hairs_051 hh_012_pma__hairs_051_cyberware_01

    14

    hh_013_pwa__hairs_999

    hh_013_pwa__hairs_999_cyberware_01

    hh_014_pma__hairs_025 hh_014_pma__hairs_025_cyberware_01

    15

    hh_008_pwa__hairs_082

    hh_014_pma__hairs_025 hh_014_pma__hairs_025_cyberware_01

    16

    hh_011_pwa__hairs_063

    hh_015_pma__hairs_008 hh_015_pma__hairs_008_cyberware_01

    17

    hh_029_pwa__hairs_088

    hh_016_pma__hairs_011

    18

    hh_040_pwa__hairs_049

    hh_017_pma__hairs_026 hh_017_pma__hairs_026_cyberware_01

    19

    hh_041_pwa__hairs_039

    hh_018_pma__hairs_027

    20

    hh_044_pwa__hairs_140

    hh_019_pma__hairs_031

    21

    hh_045_pwa__hairs_141

    hh_020_pma__hairs_032 hh_020_pma__hairs_032_cyberware_01

    22

    hh_021_pwa__hairs_051 hh_021_pwa__hairs_051_cyberware_01

    hh_021_pma__hairs_040

    23

    hh_022_pwa__hairs_060 hh_022_pwa__hairs_060_cyberware_01

    hh_022_pma__hairs_047 hh_022_pma__hairs_047_cyberware_01

    24

    hh_023_pwa__hairs_064

    hh_023_pma__hairs_048

    25

    hh_024_pwa__hairs_068

    hh_024_pma__hairs_058

    26

    hh_025_pwa__hairs_081

    hh_025_pma__hairs_060 hh_025_pma__hairs_060_cyberware_01

    27

    hh_027_pwa__hairs_083_straight_01 hh_035_pwa__hairs_083_braid_01

    hh_026_pma__hairs_061

    28

    hh_027_pwa__hairs_083_straight_01 hh_026_pwa__hairs_083_bulb_01

    hh_027_pma__hairs_065

    29

    hh_028_pwa__hairs_077

    hh_028_pma__hairs_068

    30

    hh_029_pwa__hairs_088

    hh_029_pma__hairs_073

    31

    hh_030_pwa__hairs_118

    hh_030_pma__hairs_082 hh_030_pma__hairs_082_cyberware_01

    32

    hh_031_pwa__hairs_115

    hh_031_pma__hairs_089 hh_031_pma__hairs_089_cyberware_01

    33

    hh_032_pwa__hairs_121

    bhh_032_pma__hairs_103

    34

    hh_033_pwa__hairs_151 hh_033_pwa__hairs_151_cyberware_01

    hh_033_pma__hairs_120 hh_033_pma__hairs_120_cyberware_01

    35

    hh_034_pwa__hairs_006 hh_034_pwa__hairs_006_cyberware_01

    hh_034_pma__hairs_007 hh_034_pma__hairs_007_cyberware_01

    36

    hh_083_wa__ponytail_bulb_01

    hh_035_pma__hairs_112

    37

    hh_036_pwa__hairs_093

    hh_036_pma__hairs_113

    38

    hh_038_pwa__hairs_085

    hh_000_pma__hairs_045

    hh_000_pma__hairs_045_cyberware_01

    39

    hh_039_pwa__hairs_054 hh_039_pwa__hairs_054_cyberware_01

    hh_039_pma__hairs_094

    40

    hh_040_pwa__hairs_049

    hh_040_pma__hairs_049

    41

    hh_041_pwa__hairs_039 hh_041_pwa__hairs_039_cyberware_01

    hh_041_pma__hairs_122

    42

    hh_042_pwa__hairs_103

    hh_042_pma__hairs_093

    43

    hh_043_pwa__hairs_106

    hh_043_pma__hairs_006

    44

    hh_044_pwa__hairs_140 hh_044_pwa__hairs_140_cyberware_01

    hh_044_pma__hairs_140 hh_044_pma__hairs_140_cyberware_01

    45

    hh_045_pwa__hairs_141

    hh_045_pma__hairs_141

    46

    hh_046_pwa__hairs_142 hh_046_pwa__hairs_142_cyberware_01

    hh_046_pma__hairs_142 hh_046_pma__hairs_142_cyberware_01

    47

    hh_047_pwa__hairs_143 hh_047_pwa__hairs_143_cyberware_01

    hh_047_pma__hairs_143 hh_047_pma__hairs_143_cyberware_01

    48

    hh_048_pwa__hairs_144 hh_048_pwa__hairs_144_cyberware_01

    hh_048_pma__hairs_144 hh_048_pma__hairs_144_cyberware_01

    49

    hh_049_pwa__hairs_146 hh_049_pwa__hairs_146_cyberware_01

    hh_049_pma__hairs_146 hh_049_pma__hairs_146_cyberware_01

    50

    hh_013_pwa__hairs_999 hh_013_pwa__hairs_999_cyberware_01

    hh_050_pma__hairs_999 hh_050_pma__hairs_999_cyberware_01

    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

    player_base_heads > hairs > hairs_083
    hairs_083 > .app > .pwa
    .mesh file name
    Reddit
    Reddit

    Cheat Sheet: Photo Mode

    Photo Mode Cheat Sheet

    Summary

    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.

    Wait, this isn't what I'm looking for!

    For theoretical knowledge, check the Animationssection

    For creating own photo mode poses, see Creating Animations - Poses for V & NPCs in the Modding Guides section.


    .anims

    You can find all photo mode animation sets in the following folder:

    base\animations\ui\photomode\

    You can find the following files there:

    Entity
    Action
    Idle
    Face

    The Photo Mode idle animations are named and indexed as follows:

    index
    animation name
    translation

    The Tweak Record names are generated as PhotoModePoses.<animation_name>, e.g. PhotoModePoses.action__cover_v

    index
    animation name
    translation

    Any settings from the "Effects" tab are applied via . You can find all of them in the following folder:

    In-Game Num.
    File Name (For HDR user, just replace "sdr")

    The NPC photo mode files can be found in the following folders:

    The .app file is linked from the .ent file listed in the table below:

    NPC
    .ent file

    photomode__male__idle.anims

    photomode_male_facial.anims

    Johnny

    -

    photomode__johnny__idle.anims

    photomode_johnny_facial.anims

    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

    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!

    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

    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

    f!V

    photomode__female__action.anims

    photomode__female__idle.anims

    photomode_female_facial.anims

    m!V

    1

    idle_stand_01

    Tabula Rasa

    2

    idle_stand_02

    What Can I Get Ya?

    1

    action___cover_v

    Cover Shot

    2

    action__handgun

    Stop! Police!

    01

    pm_sdr_filmic_02.xbm

    02

    pm_sdr_filmic_03.xbm

    03

    pm_sdr_faded_01.xbm

    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

    Poses and files

    Idle

    Action

    Photo Mode Effects

    Photo Mode NPCs

    LUT (lookup table)

    photomode__male__action.anims

    base\animations\ui\photomode\photomode__female__idle.anims
    base\animations\ui\photomode\photomode__male__idle.anims
    base\animations\ui\photomode\photomode__female__action.anims
    base\animations\ui\photomode\photomode__male__action.anims
    base\weather\24h_basic\luts\photomode_lut
    base\characters\entities\player\photo_mode
    ep1\characters\entities\player\photo_mode
    Search Wolvenkit
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    Cheat Sheet: Vehicle Properties

    All the properties that make your car go fast (or slow)

    Summary

    This page lists those properties that control how a vehicle behaves. By changing/tweaking them, you can modify a vehicle's behaviour.

    Legend:

    • An explanation that begins with (?) needs verifying.

    • A value range that is filled with a dash '-' indicates either that: ** The value range is open for experimentation as there are no specific, known limitations, or ** That the value range is inferrable, e.g. a boolean or a TweakDBID. ** Unknown fields have a question mark, '?', as content.

    N.B. Descriptions of the properties are conclusions of multiple contributors' trial and error process. While the best effort was done to identify and describe completely and accurately what those properties mean and how to work with them, there is no guarantee of it being so.

    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

    • For a guide on how to visually change base game vehicles, see (the process is the same for cars)

    • If you want to know how to change an existing car, check , for example

    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 .

    Property
    Data Type
    Value Range
    Sample Value
    Meaning
    Property
    Data Type
    Value Range
    Sample Value
    Meaning
    Property
    Data Type
    Value Range
    Sample Value
    Meaning

    In addition to the above, motorcycles (gamedataBikeDriveModelData_Record) also have:

    Property
    Data Type
    Value Range
    Sample Value
    Meaning
    Property
    Data Type
    Value Range
    Sample Value
    Meaning
    Property
    Data Type
    Value Range
    Sample Value
    Meaning
    Property
    Data Type
    Value Range
    Sample Value
    Meaning
    Property
    Data Type
    Value Range
    Sample Value
    Meaning
    Property
    Data Type
    Value Range
    Sample Value
    Meaning
    Property
    Data Type
    Value Range
    Sample Value
    Meaning

    This structure seems aimed at drifting characteristics of the vehicle.

    Property
    Data Type
    Value Range
    Sample Value
    Meaning
    Property
    Data Type
    Value Range
    Sample Value
    Meaning

    This property maps the behavior of the wheels. It has four variables LF, RF, LB, RB that determine the roles of the four wheels, and it also had detailed setups for the wheels under its .frontPreset and .backPreset.

    gamedataVehicleWheelDrivingPreset_Record

    N.B. Vehicles generally have two instances of this entry, one for the front wheel(s) and one for the back wheel(s).

    Property
    Data Type
    Value Range
    Sample Value
    Meaning

    gamedataVehicleWheelRole_Record

    Property
    Data Type
    Value Range
    Sample Value
    Meaning
    Property
    Data Type
    Value Range
    Sample Value
    Meaning

    Each of items of this type represent one gear of a vehicle. A vehicle will typically have multiple hears. They are stored in its engine data as an array.

    Property
    Data Type
    Value Range
    Sample Value
    Meaning

    Created: Jul 9, 2022 by jato Intermediate edits: March 29 2025 by Rework: in April 2025 by . 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.

    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

    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

    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

    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

    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

    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

    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.

    blendOutTime

    float

    ≥ 0

    0.6

    postHandbrakeTractionBoost

    float

    -

    2.0

    rearWheelsLatFrictionCoef

    float

    -

    0.9

    rearWheelsLongFrictionCoef

    float

    -

    0.6

    type

    TweakDBID

    -

    ID

    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

    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

    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

    slopeCompensationMaxAngle

    float

    -

    20.0

    type

    TweakDBID

    -

    ID

    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.

    isHandBrake

    boolean

    -

    false

    (?) Will handbrake have an affect on this weel.

    isMainBrake

    boolean

    -

    true

    (?) Will the main brake have an effect on this wheel.

    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

    maxSpeed

    float

    -

    10.0

    minEngineRPM

    float

    ≥ 0

    800.0

    minSpeed

    float

    ≥ 0

    0.0

    torqueMultiplier

    float

    -

    1.0

    anglePID

    Vector3

    -

    (1.0, 0.0, 0.0)

    angleCorrectionFactorMax

    float

    -

    0.0

    airResistanceFactor

    float

    -

    2.4

    bikeCOMOffsetDampFactor

    float

    -

    0.25

    burnOutGripBonus

    float

    -

    6.8

    accelerationBoost

    float

    -

    0.3

    maxSpeed

    float

    -

    40.0

    additionalBrakeForLongUse

    float

    -

    0.7

    baseAddedGravity

    float

    -

    0.4

    maxHelperAcceleration

    float

    -

    10.0

    driftExceededAngle

    float

    -

    60.0

    slopeCompensationFactor

    float

    -

    0.5

    extremeCompressionEventScalor

    float

    -

    0.46

    isDrive

    boolean

    -

    true

    engineMaxTorque

    float

    -

    700.0

    maxEngineRPM

    float

    > 0

    5200.0

    Vehicle speed units

    Speed breaker/limiter

    Wait, this is not what I want!

    Vehicle Records: Performance

    gamedataVehicleAirControl_Record

    gamedataVehicleAirControlAxis_Record

    gamedataVehicleDriveModelData_Record

    gamedataVehicleBurnOut_Record

    gamedataDriveWheelsAccelerateNoise_Record

    gamedataDynamicDownforceHelper_Record

    gamedataHandbrakeFrictionModifier_Record

    gamedataInAirGravityModifier_Record

    gamedataRearWheelsFrictionModifier_Record

    gamedataRotationLimiter_Record

    gamedataUphillDriveHelper_Record

    The .wheelSetup property

    gamedataVehicleEngineData_Record

    gamedataVehicleGearRecord

    Page History

    Boe6's Guide: basic car from A to Z
    Altering Appearances within Wolvenkit - Full Workflow
    Tweak modding: Guides
    Adding stats, modifiers, and mod slots
    the full overview
    martine-dee
    mana vortex

    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.

    (?) The speed up to which the dynamic downforce graph stretches. Unit: engine's internal.

    (?) Does the wheel contribute to the car movemnent.

    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.

    Cheat Sheet: Base Stats

    Tweak base stats

    Summary

    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.

    Base Stats

    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"]
    BaseStats.Acceleration
    BaseStats.AccumulatedDoT
    BaseStats.AccumulatedDoTDecayDelayOnChange
    BaseStats.AccumulatedDoTDecayEnabled
    BaseStats.AccumulatedDoTDecayEndThrehold
    BaseStats.AccumulatedDoTDecayRate
    BaseStats.AccumulatedDoTDecayStartDelay
    BaseStats.AccumulatedDoTDecayStartThreshold
    BaseStats.Accuracy
    BaseStats.AddExtraHitImpactVfx
    BaseStats.AdditionalStealthDamage
    BaseStats.Adrenaline
    BaseStats.ADSSpeedPercentBonus
    BaseStats.ADSSpeedPercentBonusModifierHelper
    BaseStats.ADSStaminaRegenMultiplier
    BaseStats.AimFOV
    BaseStats.AimingCost
    BaseStats.AimInTime
    BaseStats.AimOffset
    BaseStats.AimOutTime
    BaseStats.AimTime
    BaseStats.AirDrop_BurningApplicationRate
    BaseStats.Airdropped
    BaseStats.AllDamageDonePercentBonus
    BaseStats.AllowMovementInput
    BaseStats.AllowRotation
    BaseStats.AmmoPerQuickMelee
    BaseStats.AntiVirusCooldownReduction
    BaseStats.ApplicationChance
    BaseStats.Armor
    BaseStats.ArmorEffectivenessMultiplier
    BaseStats.ArmorMultBonus
    BaseStats.ArmorPenetrationBonus
    BaseStats.ARSMGLMGMod2_HorRecoil
    BaseStats.ARSMGLMGMod2_RecoilKick
    BaseStats.ARSMGLMGMod2_RecoilKickCover
    BaseStats.ARSMGLMGMod3_SpreadPerShot
    BaseStats.Assault
    BaseStats.AssaultRifleStaminaCostReduction
    BaseStats.AssaultTrait01Stat
    BaseStats.Athletics
    BaseStats.AthleticsTrait01Stat
    BaseStats.AttackPenetration
    BaseStats.AttacksNumber
    BaseStats.AttackSpeed
    BaseStats.AttackSpeedPercent
    BaseStats.AttacksPerSecond
    BaseStats.AttacksPerSecondBase
    BaseStats.AttunementHelper
    BaseStats.AttunementHelper2
    BaseStats.AttunementHelper3
    BaseStats.AttunementHelper4
    BaseStats.AudioLocomotionStimRangeMultiplier
    BaseStats.AudioStimRangeMultiplier
    BaseStats.AutocraftDuration
    BaseStats.AutoReveal
    BaseStats.AxeStaminaCostReduction
    BaseStats.BaseAudioStimRangeMultiplier
    BaseStats.BaseChargeTime
    BaseStats.BaseDamage
    BaseStats.BaseDamageMax
    BaseStats.BaseDamageMin
    BaseStats.BaseKnockdownImpulse
    BaseStats.BaseMaxChargeThreshold
    BaseStats.BaseMeleeAttackStaminaCost
    BaseStats.BaseRicochetDamageMultiplier
    BaseStats.BatonStaminaCostReduction
    BaseStats.BerserkArmorBonus
    BaseStats.BerserkChargesDecayBegins
    BaseStats.BerserkChargesDecayEnabled
    BaseStats.BerserkChargesDecayEnds
    BaseStats.BerserkChargesDecayRate
    BaseStats.BerserkChargesDecayRateMult
    BaseStats.BerserkChargesDecayStartDelay
    BaseStats.BerserkChargesDelayOnChange
    BaseStats.BerserkChargesRegenBegins
    BaseStats.BerserkChargesRegenEnabled
    BaseStats.BerserkChargesRegenEnds
    BaseStats.BerserkChargesRegenRate
    BaseStats.BerserkCooldownBase
    BaseStats.BerserkCooldownReduction
    BaseStats.BerserkDurationBase
    BaseStats.BerserkHealthRegenBonus
    BaseStats.BerserkKillCount
    BaseStats.BerserkMeleeDamageBonus
    BaseStats.BerserkRecoilReduction
    BaseStats.BerserkResistancesBonus
    BaseStats.BerserkStaticHealthBonusOnActivation
    BaseStats.BerserkSwayReduction
    BaseStats.BladeMod1_CritChance
    BaseStats.BladeMod2_ModCount
    BaseStats.BleedingApplicationRate
    BaseStats.BleedingApplicationRateModifierHelper
    BaseStats.BleedingImmunity
    BaseStats.BlindImmunity
    BaseStats.BlindResistance
    BaseStats.BlockCyberwareBreaches
    BaseStats.BlockFactor
    BaseStats.BlockLocomotionWhenLeaningOutOfCover
    BaseStats.BlockOpticalCamoRelicPerk
    BaseStats.BlockQuickhackMenu
    BaseStats.BloodQueueHealing
    BaseStats.BluntFinisherHealthThresholdIncrease
    BaseStats.BluntMod1_KnockbackChance
    BaseStats.BluntMod2_BleedChance
    BaseStats.BluntMod2_BleedConverter
    BaseStats.BluntMod3_ModPower
    BaseStats.BonusCritChanceVsElectrocutedEnemies
    BaseStats.BonusCritChanceVsElectrocutedEnemiesModifierHelper
    BaseStats.BonusDamageAgainstBosses
    BaseStats.BonusDamageAgainstBossesModifierHelper
    BaseStats.BonusDamageAgainstElites
    BaseStats.BonusDamageAgainstMechanicals
    BaseStats.BonusDamageAgainstRares
    BaseStats.BonusDamagePerHit
    BaseStats.BonusDmgVsRaresAndElites
    BaseStats.BonusHealth
    BaseStats.BonusPercentDamageToEnemiesAtFullHealth
    BaseStats.BonusPercentDamageToEnemiesAtFullHealthModifierHelper
    BaseStats.BonusPercentDamageToEnemiesBelowHalfHealth
    BaseStats.BonusPercentDamageToEnemiesBelowHalfHealthModifierHelper
    BaseStats.BonusPercentDamageVsBurningEnemies
    BaseStats.BonusPercentDamageVsBurningEnemiesModifierHelper
    BaseStats.BonusQuickHackDamage
    BaseStats.BonusQuickHackDamageModifierHelper
    BaseStats.BonusRicochetAngle
    BaseStats.BonusRicochetCritChance
    BaseStats.BonusRicochetDamage
    BaseStats.BonusRicochetDamageModifierHelper
    BaseStats.BonusSmartGunTimeToLock
    BaseStats.BossResistanceModifierHelper
    BaseStats.Brake
    BaseStats.BrakeDot
    BaseStats.Brawling
    BaseStats.BrawlingTrait01Stat
    BaseStats.BreachStreakBuffBonus
    BaseStats.BufferSize
    BaseStats.BulletDeadReckoningEnabled
    BaseStats.BulletDeadReckoningMaxAngleCorrection
    BaseStats.BulletDeadReckoningMaxRange
    BaseStats.BulletDeadReckoningMinimumSpeed
    BaseStats.BulletMagnetismDefaultAngle
    BaseStats.BulletMagnetismHighVelocityAngle
    BaseStats.BulletPseudoPierceHitVFxChance
    BaseStats.BulletSurroundingHitVFxChance
    BaseStats.BurningApplicationRate
    BaseStats.BurningApplicationRateModifierHelper
    BaseStats.BurningImmunity
    BaseStats.CallReinforcement
    BaseStats.CameraDetectionSpeedReduction
    BaseStats.CameraShutdownExtension
    BaseStats.CanAerialTakedown
    BaseStats.CanAimWhileDodging
    BaseStats.CanAskToFollowOrder
    BaseStats.CanAskToHolsterWeapon
    BaseStats.CanBleedingCriticallyHit
    BaseStats.CanBleedingSlowTarget
    BaseStats.CanBlindQuickHack
    BaseStats.CanBlock
    BaseStats.CanBreatheUnderwater
    BaseStats.CanBuffCamoQuickHack
    BaseStats.CanBuffSturdinessQuickHack
    BaseStats.CanBurningCriticallyHit
    BaseStats.CanCallDrones
    BaseStats.CanCallReinforcements
    BaseStats.CanCatchUp
    BaseStats.CanCatchUpDistance
    BaseStats.CanCharge
    BaseStats.CanChargedShoot
    BaseStats.CanCloseCombat
    BaseStats.CanCommsCallInQuickHack
    BaseStats.CanCommsNoiseQuickHack
    BaseStats.CanControlFullyChargedWeapon
    BaseStats.CanCrouch
    BaseStats.CanCyberwareMalfunctionQuickHack
    BaseStats.CanDash
    BaseStats.CanDataMineQuickHack
    BaseStats.CanDeathQuickHack
    BaseStats.CanDoGrandFinaleWithMantisBlades
    BaseStats.CanDropWeapon
    BaseStats.CanElectrocuteNullifyStats
    BaseStats.CanElectrocuteRoot
    BaseStats.CanExitWSOnSoundStimuli
    BaseStats.CanExplodeQuickHack
    BaseStats.CanFistsCauseBleeding
    BaseStats.CanForceDismbember
    BaseStats.CanFullyChargeWeapon
    BaseStats.CanGrab
    BaseStats.CanGrenadeLaunch
    BaseStats.CanGrenadeQuickHack
    BaseStats.CanGroundSlamInAir
    BaseStats.CanGroundSlamOnGround
    BaseStats.CanGuardBreak
    BaseStats.CanIgnoreStamina
    BaseStats.CanIgnoreWeaponStaminaPenaties
    BaseStats.CanInstaKillNPCs
    BaseStats.CanJamWeaponLvl2QuickHack
    BaseStats.CanJamWeaponQuickHack
    BaseStats.CanJump
    BaseStats.CanLegendaryCraftedWeaponsBeBoosted2
    BaseStats.CanLocomotionMalfunctionQuickHack
    BaseStats.CanMadnessQuickHack
    BaseStats.CanMalfunctionQuickHack
    BaseStats.CanMeleeInfinitelyCombo
    BaseStats.CanMeleeLeap
    BaseStats.CanMeleeLeapInAir
    BaseStats.CanMeleeLeapTakedown
    BaseStats.CanOnePunchWithGorillaArms
    BaseStats.CanOverchargeWeapon
    BaseStats.CanOverheatQuickHack
    BaseStats.CanOverloadQuickHack
    BaseStats.CanOverrideAttitudeQuickHack
    BaseStats.CanOverrideAuthorizationQuickHack
    BaseStats.CanParry
    BaseStats.CanPerformBluntFinisher
    BaseStats.CanPerformCoolFinisher
    BaseStats.CanPerformMonowireFinisher
    BaseStats.CanPerformReflexFinisher
    BaseStats.CanPickUpBodyAfterTakedown
    BaseStats.CanPickUpWeapon
    BaseStats.CanPingQuickHack
    BaseStats.CanPlayerDodgeOnDetection
    BaseStats.CanPlayerExitCombatWithOpticalCamo
    BaseStats.CanPlayerGagOnDetection
    BaseStats.CanPlayerPiercePoisonImmunity
    BaseStats.CanPoisonLowerArmor
    BaseStats.CanPoisonSlow
    BaseStats.CanPreciseShoot
    BaseStats.CanPushBack
    BaseStats.CanPushFromGrapple
    BaseStats.CanQuickhack
    BaseStats.CanQuickHackCriticallyHit
    BaseStats.CanRegenInCombat
    BaseStats.CanRemoveModsFromClothing
    BaseStats.CanResurrectAllies
    BaseStats.CanRetreat
    BaseStats.CanSeeCyberwareBreaches
    BaseStats.CanSeeGrenadeRadius
    BaseStats.CanSeeRicochetVisuals
    BaseStats.CanSeeThroughOpticalCamos
    BaseStats.CanSeeThroughSmoke
    BaseStats.CanSeeThroughWalls
    BaseStats.CanShareThreatsWithPlayer
    BaseStats.CanShootWhileCarryingBody
    BaseStats.CanShootWhileDodging
    BaseStats.CanShootWhileMoving
    BaseStats.CanSilentKill
    BaseStats.CanSmartShoot
    BaseStats.CanSpreadMonoWireQuickhack
    BaseStats.CanSprint
    BaseStats.CanSprintHarass
    BaseStats.CanSprintWhileCarryingBody
    BaseStats.CanSuicideQuickHack
    BaseStats.CanSwitchWeapon
    BaseStats.CanTakeControlQuickHack
    BaseStats.CanTaunt
    BaseStats.CanThrowWeapon
    BaseStats.CanUseAntiStun
    BaseStats.CanUseBiohazardGrenades
    BaseStats.CanUseCloseRing
    BaseStats.CanUseCombatStims
    BaseStats.CanUseConsumables
    BaseStats.CanUseCoolingSystem
    BaseStats.CanUseCovers
    BaseStats.CanUseCuttingGrenades
    BaseStats.CanUseEMPGrenades
    BaseStats.CanUseExtremeRing
    BaseStats.CanUseFarRing
    BaseStats.CanUseFlashbangGrenades
    BaseStats.CanUseFragGrenades
    BaseStats.CanUseGrenades
    BaseStats.CanUseIncendiaryGrenades
    BaseStats.CanUseLeftHand
    BaseStats.CanUseLegs
    BaseStats.CanUseMantisBlades
    BaseStats.CanUseMediumRing
    BaseStats.CanUseMeleeRing
    BaseStats.CanUseNewMeleewareAttackSpyTree
    BaseStats.CanUseOpticalCamo
    BaseStats.CanUseOverclock
    BaseStats.CanUsePainInhibitors
    BaseStats.CanUsePersonalSoundSilencer
    BaseStats.CanUsePhoneUnderwater
    BaseStats.CanUseProjectileLauncher
    BaseStats.CanUseReconGrenades
    BaseStats.CanUseRetractableShield
    BaseStats.CanUseRightHand
    BaseStats.CanUseShootingSpots
    BaseStats.CanUseSmokeGrenades
    BaseStats.CanUseStaticCamo
    BaseStats.CanUseStrongArms
    BaseStats.CanUseTakedowns
    BaseStats.CanUseTerrainCamo
    BaseStats.CanUseZoom
    BaseStats.CanWallStick
    BaseStats.CanWeaponBlock
    BaseStats.CanWeaponDash
    BaseStats.CanWeaponDeflect
    BaseStats.CanWeaponIgnoreArmor
    BaseStats.CanWeaponInfinitlyCombo
    BaseStats.CanWeaponMalfunctionQuickHack
    BaseStats.CanWeaponReloadWhileSliding
    BaseStats.CanWeaponReloadWhileSprinting
    BaseStats.CanWeaponReloadWhileVaulting
    BaseStats.CanWeaponShootWhileSliding
    BaseStats.CanWeaponShootWhileSprinting
    BaseStats.CanWeaponShootWhileVaulting
    BaseStats.CapacityBoosterHumanity
    BaseStats.CarryCapacity
    BaseStats.CarryCapacityModifierHelper
    BaseStats.ChainswordStaminaCostReduction
    BaseStats.Charge
    BaseStats.ChargeDischargeTime
    BaseStats.ChargeFullMultiplier
    BaseStats.ChargeMaxTimeInChargedState
    BaseStats.ChargeMinValueBonus
    BaseStats.ChargeMultiplier
    BaseStats.ChargeReadyPercentage
    BaseStats.ChargeShouldFireWhenReady
    BaseStats.ChargeTime
    BaseStats.ChemicalDamage
    BaseStats.ChemicalDamageAdditiveMultiplier
    BaseStats.ChemicalDamageMax
    BaseStats.ChemicalDamageMin
    BaseStats.ChemicalDamageModifierHelper
    BaseStats.ChemicalDamagePercentBonus
    BaseStats.ChemicalDamagePercentBonusModifierHelper
    BaseStats.ChemicalResistance
    BaseStats.ChemicalResistanceModifierHelper
    BaseStats.ChimeraModInstalled
    BaseStats.ClimbSpeedModifier
    BaseStats.ClipTimesCycle
    BaseStats.ClipTimesCycleBase
    BaseStats.ClipTimesCyclePlusReload
    BaseStats.ClipTimesCyclePlusReloadBase
    BaseStats.ColdBlood
    BaseStats.ColdBloodBuffBonus
    BaseStats.ColdBloodDurationReductor
    BaseStats.ColdBloodMaxDuration
    BaseStats.ColdBloodMaxStacks
    BaseStats.CombatHacking
    BaseStats.CommonTierFailsafe
    BaseStats.CommsCallDistance
    BaseStats.ControlledRandomPower
    BaseStats.Cool
    BaseStats.Cool_Inbetween_Right_3_Stacks
    BaseStats.CoolAllocated
    BaseStats.CoolAvailable
    BaseStats.CoolSkill
    BaseStats.CounterattackGuardbreakImmunity
    BaseStats.CPO_Armor
    BaseStats.CPO_NPC_Importance
    BaseStats.CPUPower
    BaseStats.Crafting
    BaseStats.CraftingBonusArmorValue2
    BaseStats.CraftingBonusWeaponDamage2
    BaseStats.CraftingCostReduction
    BaseStats.CraftingItemLevelBoost
    BaseStats.CraftingMaterialRetrieveChance
    BaseStats.CraftingTrait01Stat
    BaseStats.CritChance
    BaseStats.CritChanceBonus
    BaseStats.CritChanceBonusModifierHelper
    BaseStats.CritChanceTimeCritDamage
    BaseStats.CritDamage
    BaseStats.CritDamageBonus
    BaseStats.CritDamageBonusModifierHelper
    BaseStats.CritDPSBonus
    BaseStats.CrouchSprintStaminaCostReduction
    BaseStats.CWMaskCharges
    BaseStats.CWMaskChargesDecayStartDelay
    BaseStats.CWMaskChargesDelayOnChange
    BaseStats.CWMaskChargesRegenBegins
    BaseStats.CWMaskChargesRegenEnabled
    BaseStats.CWMaskChargesRegenEnds
    BaseStats.CWMaskChargesRegenRate
    BaseStats.CWMaskMaxCharges
    BaseStats.CWMaskRechargeDuration
    BaseStats.CyberdeckOverclockCooldown
    BaseStats.CyberdeckOverclockDecayRate
    BaseStats.CyberdeckOverclockDecayStartDelay
    BaseStats.CyberdeckOverclockDelayOnChange
    BaseStats.CyberdeckOverclockDuration
    BaseStats.CyberdeckOverclockEmptyStat
    BaseStats.CyberdeckOverclockRegenBegins
    BaseStats.CyberdeckOverclockRegenEnabled
    BaseStats.CyberdeckOverclockRegenEnds
    BaseStats.CyberdeckOverclockRegenRate
    BaseStats.CyberdeckOverclockStatValue
    BaseStats.CyberwareCooldownReduction
    BaseStats.CyberwareDurationBuff
    BaseStats.CyberWareMalfunctionBlocked
    BaseStats.CyberWareMalfunctionBlockedMaxStacks
    BaseStats.CyberwareMalfunctionDamageMultiplier
    BaseStats.CyberwareMalfunctionStacks
    BaseStats.CyberwareTinkererStat
    BaseStats.CycleTime
    BaseStats.CycleTime_Burst
    BaseStats.CycleTime_BurstMaxCharge
    BaseStats.CycleTime_BurstSecondary
    BaseStats.CycleTimeAimBlockDuration
    BaseStats.CycleTimeAimBlockStart
    BaseStats.CycleTimeBase
    BaseStats.CycleTimeBonus
    BaseStats.CycleTimeDPSComponent
    BaseStats.CycleTimeShootingMult
    BaseStats.CycleTimeShootingMultPeriod
    BaseStats.CycleTriggerModeTime
    BaseStats.DamageFalloffDisabled
    BaseStats.DamageHackSpread
    BaseStats.DamageOverTimePercentBonus
    BaseStats.DamageOverTimePercentBonusModifierHelper
    BaseStats.DamageOverTimeResistance
    BaseStats.DamageOverTimeResistanceModifierHelper
    BaseStats.DamagePerHit
    BaseStats.DamageQuickHackMemoryCostReduction
    BaseStats.DamageReduction
    BaseStats.DamageReductionBulletExplosion
    BaseStats.DamageReductionDamageOverTime
    BaseStats.DamageReductionExplosion
    BaseStats.DamageReductionMelee
    BaseStats.DamageReductionQuickhacks
    BaseStats.DashAttackStaminaCostReduction
    BaseStats.DealsChemicalDamage
    BaseStats.DealsElectricDamage
    BaseStats.DealsPhysicalDamage
    BaseStats.DealsThermalDamage
    BaseStats.Deceleration
    BaseStats.DefeatedHeadDamageThreshold
    BaseStats.DefeatedLArmDamageThreshold
    BaseStats.DefeatedLLegDamageThreshold
    BaseStats.DefeatedRArmDamageThreshold
    BaseStats.DefeatedRLegDamageThreshold
    BaseStats.Demolition
    BaseStats.DemolitionTrait01Stat
    BaseStats.Detection
    BaseStats.DeviceAudioStimRangeMultiplier
    BaseStats.DeviceHealth
    BaseStats.DeviceMemoryCostReduction
    BaseStats.DeviceMemoryCostReductionMult
    BaseStats.DismHeadDamageThreshold
    BaseStats.DismLArmDamageThreshold
    BaseStats.DismLLegDamageThreshold
    BaseStats.DismRArmDamageThreshold
    BaseStats.DismRLegDamageThreshold
    BaseStats.DodgeStaminaCostReduction
    BaseStats.DodgeStaminaCostReductionModifierHelper
    BaseStats.DPS
    BaseStats.DriverUpdatePerkFlag
    BaseStats.DualShotgunStaminaCostReduction
    BaseStats.DummyResistanceStat
    BaseStats.DurationBonusBleeding
    BaseStats.DurationBonusBurning
    BaseStats.DurationBonusControlQuickhack
    BaseStats.DurationBonusCovertQuickhack
    BaseStats.DurationBonusElectrified
    BaseStats.DurationBonusOverclock
    BaseStats.DurationBonusPoisoned
    BaseStats.DurationBonusQuickhack
    BaseStats.DurationBonusQuickhackModifierHelper
    BaseStats.DurationReductionDot
    BaseStats.EdgerunnerHealthReduction
    BaseStats.EffectiveChargeTime
    BaseStats.EffectiveDamagePerHit
    BaseStats.EffectiveDamagePerHitMax
    BaseStats.EffectiveDamagePerHitMin
    BaseStats.EffectiveDamagePerHitTimesAttacksPerSecond
    BaseStats.EffectiveDPS
    BaseStats.EffectiveQualityToMaxQualityRatio
    BaseStats.EffectiveRange
    BaseStats.EffectiveRangeBonus
    BaseStats.EffectiveTier
    BaseStats.EffectorChance
    BaseStats.ElectricDamage
    BaseStats.ElectricDamageAdditiveMultiplier
    BaseStats.ElectricDamageMax
    BaseStats.ElectricDamageMin
    BaseStats.ElectricDamageModifierHelper
    BaseStats.ElectricDamagePercentBonus
    BaseStats.ElectricDamagePercentBonusModifierHelper
    BaseStats.ElectricResistance
    BaseStats.ElectricResistanceModifierHelper
    BaseStats.ElectrocutedApplicationRate
    BaseStats.ElectrocutedApplicationRateModifierHelper
    BaseStats.ElectrocuteImmunity
    BaseStats.ElectroshockMechanismProcChance
    BaseStats.ElementalResistanceMultiplier
    BaseStats.EMPImmunity
    BaseStats.EmptyReloadEndTime
    BaseStats.EmptyReloadTime
    BaseStats.EmptySlot_GenerationWeight_On_TierPlus
    BaseStats.EmptyStat
    BaseStats.EnemyChemicalResistanceReduction
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    Troubleshooting

    If your mods are causing trouble, here's what you can do

    Summary

    Last documented update: January 20th, 2026 by minnierylands

    This page contains troubleshooting information for people who are using mods. You will find step-by-step guides, grouped by different problems.

    Before you get lost in error messages and log files, you should check - you might get lucky with an easy fix!

    To save you from scrolling through the entire page, check the list on the right side of the page to find the section you need!

    Did you know? You can press Ctrl + F on your keyboard to quickly find your problem on the page – simply type a word from your error message or related to your issue.


    Interactive Guide

    Use the interactive guide below to quickly figure out your problems. Can't guarantee that it'll give an immediate fix, but it'll point you in the right direction!

    Need the guide to be bigger? !


    Troubleshooting - First Steps

    Before you start debugging, make sure that

    • Your graphics driver is up-to-date

    • Your is up-to-date (no, really

    1

    Update All Your Mods

    Mods receive updates regularly. The easiest way to keep on top of potential errors is keeping them all updated. Even if you're sure you have the latest version, re-download them.

    The most important ones are the core mods. Not sure what they are? Here's a list:

    2

    Update Your Game

    Core mod makers update their mods to work with the latest game version, and do not offer support for the old versions.

    3

    Don't Use Collections

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

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

    4

    Read Mod Descriptions

    Most mods will tell you exactly what a mod does, how to use it, how to install, uninstall, and use them. A lot of them will even tell you exactly which other mods you can or cannot use at the same time.

    90% of the time, you can save yourself some time (and potentially some embarrassing Nexus comments) by just reading the mod descriptions.

    5

    Download Mod Requirements

    . If you're unsure why a mod isn't working, check that you have the mods it requires first.

    To learn more about requirements, .

    6

    Remove Cybercmd

    If you're using any REDmods, you've probably been told to download . Likelihood is, you've also downloaded .

    These two cannot be used together, and cybercmd should be removed.

    Ever since RED4ext version 1.13 (which was uploaded in May 2023!), you do not need cybercmd, as the functionality was added to RED4ext.

    7

    Disable All Your Mods

    Tried all of the above and still run into issues? Disabling all mods and launching your game can establish if the issue is caused by mods. If the issue still persists without any mods enabled, it's an issue with your game.

    If your game crashes on startup, disable all your mods.

    If you're dealing with a glitch or bug, and you're pretty sure it's caused by mods, disable everything apart from core mods.

    8

    You Pirated The Game

    There's a >95% chance we already found the source of your problems — pirated copies just don't mod well.

    CDPR needs to earn money to pay people to make games. If you can afford it, please buy the game.

    You're welcome to read through the troubleshooting guide - it might even help you. But know that pirated copies will never be explicitly supported.


    I'm On Linux/Steam Deck

    • Double check to the letter before proceeding with any other troubleshooting.

    I'm playing the game on macOS

    • If you're playing on macOS native, .

    • If you're playing on macOS but are playing the Windows version, you need to .

    I'm Using Vortex

    • You need to make sure the "Automatically convert legacy-style ".archive" mods to REDmods on install (NOT recommended)" toggle is off. This is under V2077 in Settings. If it was enabled, .

    I'm Using MO2

    • You need to make sure you always run the game through MO2.

    • You also need to make sure you have Cyber Engine Tweaks and RED4ext manually installed, or follow to properly set up the script extender plugin.


    This popup looks useful, but it's not great for figuring out what caused your game to crash.

    That doesn't mean we can't get anything out of it. You can click "What does this report contain?", which will bring you to a folder.

    This is where the game's crash logs live. Open the stacktrace.txt in this folder. It might seem like nonsense, but it can sometimes be a good starting point.

    Error Listed
    Solution

    To fix this:

    1. Navigate to Cyberpunk 2077\r6\ and delete the entire cache folder (Yes, the whole folder)

    2. Verify your game in the store you bought it from (GOG/Steam/Epic)

    3. To be extra safe,


    To fix this, you need to download (, Microsoft)

    Download and run the executable file linked above, then restart your computer. If you already have it downloaded, or it doesn't work the first time, you need to open the file again, click Repair, then restart your computer.


    Redscript is quite good at telling you where to look for issues, but the mods it lists may not actually be the problem. Confused? Don't worry! We're going to get through this together.


    Redscript Log

    The pop-up mentions consulting the logs for more information. It can be helpful to double check if you have duplicate files, making sure you have script files for specific mods, or just for reference.


    Clearing the Redscript Cache

    Sometimes, the cache goes stale. Thankfully, it's an easy fix. If you're really at a loss for your redscript compilation error, try this first.

    • Navigate to Cyberpunk 2077\r6\ and delete the entire cache folder (Yes, the whole folder)

    • Verify your game in the store you bought it from (GOG/Steam/Epic)


    Still Getting Compilation Errors?

    One of your redscript-dependent mods might be causing issues. This could mean you're using two mods that are not compatible with each other, or you're using an old mod that needs an update.

    But how do you figure out which one it is?


    It Still Doesn't Compile

    Launch the game with .

    If the game launches, the issue definitely lies with one of your other mods. You need to


    Still. Doesn't. Compile.

    It might be time to start afresh. Try running and start re-modding your game from scratch. If you're using a mod manager, disable/purge your mods there first before running the .


    To fix this:

    1. Update/Buy the game

    1. Update your core mods -

    2. If you are a mod dev, update


    If you get an error message that says Cyberpunk 2077 encountered an error caused by corrupted or missing archives and and will now be forced to close, you have a broken .archive file and need to


    If you get an error message that says Cyberpunk 2077 encountered an error caused by a corrupted or missing scripts file and and will now be forced to close, you need to verify your game in your launcher (GOG/Steam/Epic).

    To make sure it's really verifying, you can try running the (don't worry, it creates a backup of all your files!)


    If you get an error message that says Cyberpunk 2077 encountered an error caused by corrupted or incomplete game data, check below for some potential solutions:


    There's a few different pop-ups relating to file errors. These are caused by access errors – Cyberpunk is trying to read or write a file, and for some reason, it can't. Check below for some potential solutions.


    Make sure that the file path exists

    • If Cyberpunk is trying to move files to a subdirectory that it can't access, make sure the directory actually exists. If it doesn't, create it.

    • The most frequent candidate for this is /r6/cache/modded


    Make sure that no previous game instance is running

    • Sometimes, the game doesn't shut down properly and still runs in the background. You can check this - and also actually close the game process - through the task manager.


    Reboot your PC

    • If in doubt, you can just reboot your computer. It's a good idea to do this sometimes – in this case, it could make the error go away.


    Make sure that all files in the game directory are writable

    • Sometimes, files in your are set to read-only. You can fix this either via Windows Explorer or via system console, the results will be the same. Check below to see how.


    If you get this error check your NVidia Control Panel. If power saving options are enabled, turn them off.


    The game isn't launching and doesn't even give you an error. How are you supposed to troubleshoot that?! Thankfully, there's a few things to try before diving into the deep end.


    Check Your RED4ext Log

    Find the folder Cyberpunk 2077/red4ext/log. Check for a file named red4ext-0000-00-00-00-00-00.log - the numbers will look different for every log. Sort your files by Date Modified and open the most recent one.

    What Am I Looking At?

    Press CTRL + F on your keyboard and search for error. Sometimes, there will be an error that tells you what's wrong. Some tell you the exact issue, such as:

    [error] To use this version of RED4ext, ensure your game is updated to patch __ or newer

    This means you need to update/buy the game!

    Sometimes, the error is a little less specific. If you see the following error, :

    [error] Could not attach the hook for the main function. Detour error code: 6


    I Don't Have Errors, I Have Warnings

    If your log has no errors, but you have lines that say warning, it's usually warning you about a specific mod. You can try reinstalling the mod it's complaining about, but if it still throws the same warning, it may not be compatible with the current version of the game.

    If your warning says scc invocation failed with an error: REDScript compilation has failed, .


    My Log Doesn't Have Either

    If your RED4ext log has no errors or warnings, it's worth checking where your log ends.

    If your log doesn't have this, but the last line says something like:

    Loading plugin from 'Your:\Drive\Cyberpunk 2077\red4ext\plugins\ModFolder\ModName.dll'...

    Your game is dying before it's able to load that mod. Make sure you have the latest version of that mod. If it's not a core mod, remove it. If your game now launches, you may have to wait for it to be updated, or live without it.

    If your log doesn't have this line:

    scc invoked successfully

    Redscript is not being called. To fix:


    Disable Your Mods

    This is an easy way to check if the issue is mod-related or not. Disable all your mods and try launching the game. If it launches, the problem lies within your mods somewhere. If not, the problem is with your game itself.

    • If you're using a mod manager, disable/purge your mods there. If you want to be extra cautious, you can also try the below

    • If you're manually installing, run the


    I Disabled My Mods, Now What?

    Do a fresh reinstall of all the , then run the game. Hopefully, your game now launches. Now, you can either start modding the game again from scratch, or reinstall them and


    Your game launches, but crashes before you make it to the menu. Sometimes you'll get an error for this, sometimes you won't. Don't worry, there's a few things you can do in either case!


    Most likely culprit is a mod. Unfortunately, there's no magic way to tell which one it is. You're going to have to

    To make sure, you can disable every mod you have installed apart from the following:

    If your game launches, the problem lies in your mods somewhere.

    If it still doesn't launch, it's time.


    If you run into this error:

    Or if the game complains about attempting to read inaccessible memory, do this:

    1. Navigate to your and find the folderr6\cache

    2. Find the file tweakDB.bin and copy it (Press Ctrl + C on your keyboard)


    Your game launches fine, the menu loads, but you can't load your save. Don't panic! It probably isn't lost forever.


    It's frustrating to diagnose a crash with no information. If you're sure none of the above applies to your game, try these steps next:

    1. Try starting a new save

    1. Go back to the main menu and try loading an older save from the same playthrough


    Vague, right? Unfortunately, that's the most likely reason for your crash. It's time to

    If you want the nucelar option, run the . If you had any of the following mods enabled on your save, reinstall them and their requirements to see if you can now load the save:

    • Weather mods that have custom weather states such as or


    Some mods store data in save files. Removing those mods may lead to your save game crashing until you install them again.

    This is commonly seen with the following mods:

      • You cannot load a save that was made with this mod without this mod enabled

    • Weather mods that have custom weather states such as or

    Make sure you save away from a Ripper (+100m should be plenty) And then delete the ImmersiveRippers.archive file from the "Cyberpunk 2077\archive\pc\mod" folder.


    You were just about to wipe out a bunch of Scavs, or you were just driving around the city, and your game crashed out of nowhere. Keep reading to find out what to do.


    Material and Texture Override (MTO)

    This tends to make the game crash somewhere in Japantown because of a mesh with a broken material. removes the cache and forces the game to re-create this material, making the game crash.

    Many mods list MTO as a dependency, but it's usually optional. You only need it to force changes to original game materials.

    As of 24 October 2025, a separate updated version has been uploaded. If a mod lists MTO has a hard requirement (not an optional one!), .

    Too Many Mods!

    Yes, seriously, too many mods. This number seems pretty random, but generally doesn't start below 460.

    The solution? Toggle off Enable Analytics in settings:


    You're lucky - you can easily troubleshoot this. You need to , and see if it crashes at the same point with each set of mods. You'll know when you've found the issue because it won't crash anymore, yippee!


    The most annoying type of crash, and unfortunately much harder to diagnose. A lot of long-time players just deal with the game crashing sometimes, like when tabbing in and out of the game occasionally.

    If you can't deal with the crashes, you'll have to put in some work. There's a few options:

    • Use to make sure the issue is caused by mods, or just to


    Your game starts, but something is broken. Maybe a menu doesn't look right, maybe all the game sound is missing, maybe something else entirely.

    While it's difficult to write troubleshooting for every possible thing that can go wrong with your mods, there will be a few common issues below.

    If your issue is not listed here, or any of the above sections,


    Have a look below to see if your issue is listed here. If not, you'll need to head on to the next section.

    If you try a fix for your issue below and it doesn't make a difference,

    Above all else, please make sure to read the descriptions of mods. They usually have install instructions and tell you exactly what you need to do to make everything work.


    There are probably hundreds, if not thousands of outdated mods, but these ones still get downloaded to this day. If you have any of these, remove them.

      • This mod has been broken for a long time and will not work.

    • (NSFW)


    Most famous for physics-defying, back-breaking edits of the female body, Spawn0 has been around since the early days, and so have their mods.

    Modding has come a long way since then, and Spawn0 never followed. Their mods are known to have compatibility issues with pretty much everything, including their own other mods.

    With Phantom Liberty, Sp0 mods have been known to cause crashes to desktop near the dam.


    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?


    This is the easiest way to bisect your mods. Keep reading for a step by step guide on how to find that pesky mod breaking your game.

    If you prefer a visual guide, check the bottom of this section!

    1

    Disable Half Your Mods

    Not including the mods listed above, select half of your enabled mods and disable them.

    2

    Launch The Game

    You need to launch the game to see what your next step is.

    If the issue is gone


    If you've manually installed your mods, you'll need to bisect them manually too. Even if it seems like a lot of work, it's the quickest way to find the problem mod.

    The table below shows which folders contain mod files. All of these can be found in . You'll need to reference this table to find where the broken mod is.

    File Path
    Explanation
    1

    Find The Problem Folder

    • Navigate to Cyberpunk 2077\mods

      • Rename it by adding an underscore to the end. It should now be called mods_


    The game's log files tend to be a bit unhelpful, but log files from mods tend to be more useful.

    Quite a lot of mods will create a log file, but only a few of them are useful when it comes to troubleshooting. Check the table below to see where to find them!

    Log File Name
    File Path

    If you don't want to find logs individually, and just want a script that finds them for you, you're in luck!

    Download

    Now, you can either:

    1. Move it to your Cyberpunk install folder and double-click it

    2. Drag-and drop your Cyberpunk folder on the file that you downloaded

    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 for instructions on how to troubleshoot further – they also tell you when you should ask for help!


    You've been troubleshooting for too long and just want to start over again. Lucky for you, we have instructions for that too.

    By far, the easiest way to reset your install to an unmodded state is by using (also on ). Thanks to our very own , manually removing all your game folders is entirely unnecessary.

    You can also use this to temporarily disable your mods, as it creates a full backup for you.

    Make sure to read the mod description, it has very thorough instructions. The mod remover itself also has instructions at every step of the way.

    If you're absolutely set on doing it manually, you can follow the steps in the dropdown below.


    If you're not sure how to verify your game files, click below to find the instructions for your game launcher.

    Thanks to @ArsenicTouch for the guides!

    1. Go to Games -> Installed

    2. Right-click on your game

    3. Mouse over Manage installation


    Try launching the game completely unmodded to make sure you've done everything right. If you have, the game should launch without any issues!

    If it doesn't launch, you either have leftover files and need to re-do your previous step, or you have a problem that is not related to Cyberpunk.

    If your game does launch, and you want to mod the game again, re-install the core mods.

    Not sure what they are? Here's a list:

    Once they're re-installed, launch the game.

    If your game launches without issue, you can re-install your mods through your mod manager or from your backup folders. If you want to be extra cautious, you can try a fresh download of them all. If you start getting errors when re-installing mods,

    If your game does not launch, double check the red box above.



    You followed all the steps and your game launches, but you now have a mod on your hands that doesn't work, and you want it to. What do you do now?


    Describe your problem as clearly as you can, and add any useful information.

    Example - Bad Bug Report

    Example: Good Bug Report:


    At this point, you have exhausted all easily accessible solutions. If you want the mod to work, you'll have to get your hands dirty. That's the kind of passion the modding community thrives on.

    Cyber Engine Tweaks

  • RED4ext

  • redscript

  • TweakXL

  • Watchdog Timeout!

    If you still get the error, keep reading:

    If the game doesn't even launch, check your antivirus. Make sure that you have an exception for the (guide on )

    If it happens in photomode, turn down your graphics settings, or try disabling your photo mode mods.

    If the error is absolutely persistent and you're sure you've tried everything, you can try

    redscript

  • TweakXL

  • In r6\cache, find the folder modded
    • If it doesn't exist, create it!

  • Paste tweakDB.bin here (Press Ctrl + V on your keyboard)

  • If asked to overwrite, select Yes

  • If you have Phantom Liberty, repeat the process with tweakdb_ep1.bin

  • These mods allow for custom weather states. If you saved while one of these custom states was active, the game is trying to load something that doesn't exist. The weather needs to be one available in the vanilla game before it can load without these mods.
  • Immersive Rippers

    • If you remove Immersive Rippers, you need to save more than 100m away from a Ripperdoc before uninstalling the mod. From the mod page itself:

  • In all versions since 2.0, this causes missing characters, missing body parts, exploding limbs, and other issues. Do not use the mod.
  • The problem mod exists in the mods you disabled. You need to continue to Step 3.

  • If the issue still occurs

    • The problem mod is in the mods you kept enabled. You need to repeat Steps 1 and 2 with these mods until you've found the problem mod.

    3

    Swap Halves

    If your game launched with no issues in the previous step, disable the mods you just launched the game with and re-enable the other half. The problem mod should be in this set.

    Now that you've narrowed it down slightly, you need to repeat Steps 1 and 2 with these mods until you've found the problem mod.

    4

    Remove The Problem Mod

    Once you've bisected all the way down to enabling a single mod, you've found the one causing trouble. Remove the mod and launch your game again.

    You can also check to see if it's recently been updated, but if it hasn't, you'll need to remove it

    The issue should now be gone. Happy game!

    \r6\scripts

    Contains Redscript-based mods

    \r6\tweaks

    Contains RED4ext-based tweaks

  • Create a new folder called mods in your game directory

  • If this folder is empty, navigate to Cyberpunk 2077\archive\pc\mod

    • Rename the \mod folder by adding an underscore to the end. It should now be called mod_

    • Create a new folder called mod inside the \pc folder

    • You now need to launch the game. You will now run into one of these two scenarios:

      • The problem is gone, which means you've already found where the problem mod is, and you can move on to Step 2

      • The problem persists, which means you need to repeat the above process with the rest of the folders in the table until you find the folder it's in.

    2

    Re-enable Half Your Mods

    The process is the same if you are moving files or folders!

    When you've found the folder with the problem mod, you're ready to actually bisect.

    Open up the folder you added an underscore to. This is your backup folder.

    Move half of the mods from your backup folder into the folder you created - the one that doesn't have an underscore. This is your game folder.

    For all the visual learners out there

    You'll need to remember (roughly) which batch you moved (e.g. "everything after E" or "the first 100 mods")

    3

    Launch The Game

    You need to launch the game to see what your next step is.

    If the issue is gone

    • The problem mod exists in the mods in your backup folder.

    You now need swap the mods you have installed.

    • The mods you most recently put into your backup folder need to go into your

    If the issue still occurs

    • The problem mod is in the mods you re-enabled. You need to proceed to Step 4.

    4

    Disable Half Your Mods

    Now, you need to take half of the mods in your game folder and place them into your backup folder.

    Repeat Steps 4 and 5 until you find the problem mod!

    5

    Remove The Problem Mod

    Now that you've found the problem mod, it's time to remove it from your game.

    You can also check to see if it's recently been updated, but if it hasn't, you'll need to remove it

    The issue should now be gone. Happy game!

    Select the following menu entry:

    1. Open your library

    2. Right-click on Cyberpunk 2077

    3. Select Properties...

    1. Select Installed Files

    2. Click Verify integrity of game files

    1. Open your Library

    2. On the Cyberpunk 2077 tile, find the …

    3. Select Manage

    4. Click Verify

    redscript

  • TweakXL

  • ) 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

  • If you have an Intel i7 or i9, and your game is randomly crashing, check this forum post. If that doesn't help, read on.

  • EXCEPTION_ACCESS_VIOLATION

    (This may also say 'The thread attempted to read inaccessible data at 0x000000')

    Bisect your mods

    Detected integer overflow

    Bisect your mods

    Gpu Crash

    Make sure your PC meets the minimum specs to run Cyberpunk 2077 (yes, really).

    Try disabling any graphics mods you have, as well as external programs such as ReShade.

    If the game opens but cannot load a save, try lowering graphics settings in the main menu.

    If you still get this crash, disable all your mods.

    If this fixes the issue, try again with just core mods enabled.

    If it's still launching fine, re-enable your mods in batches until the game cries.

    If it still crashes in an unmodded state, you may need to update your graphics drivers. You can find more information on that here.

    Cyberpunk 2077 encountered an error caused by a corrupted or missing TweakDB file and will now be forced to close

    \mods

    Contains REDmods, can contain many file types in their own subfolders

    \archive\pc\mod

    Contains .archive and .xl files, for Archive-XL-based mods

    \bin\x64\plugins\cyber_engine_tweaks\mods

    Contains Cyber Engine Tweaks-based mods

    redscript_rCURRENT.log

    \Cyberpunk 2077\r6\logs

    red4ext-[NUMBERS].log

    \Cyberpunk 2077\red4ext\logs

    cyber_engine_tweaks.log

    Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks

    Need a hand?

    Join us on Discord in #mod-troubleshooting!

    If a mod hasn't been updated in a long time and keeps throwing errors, you may just have to live without it, or politely drop the mod author a comment on Nexus. Modding is a hobby, and sometimes mod authors move on from modding games.

    Also keep in mind that many mods, especially core mods and script mods, are prone to breaking with every update, or are waiting for its dependencies to be updated first.

    If you previously downgraded your game or prevented auto-updates, you need to reverse this.

    Collections will download the version of a mod that the collection author added. That may have been the latest version of the mods one year ago, but if they aren't constantly updating the collection every time a mod updates, they very quickly become outdated.

    It's also worth checking a mod's comments section. Chances are, if it's an issue with the mod itself, users have already reported issues!

    On each mod page, make sure you actually look in the Requirements tab; don't just rely on mods giving you a pop-up before you download it.

    Not only do mod authors have the option to disable this pop-up, but sometimes you might be downloading a load of mods you don't actually need.

    Even the cybercmd mod page says "recent versions of RED4ext provide the same functionality as cybercmd". Just remove it, I promise you don't need it.

    If your game is crashing during gameplay, you'll need to check Game Crashes During Gameplay or Bisecting

    But how do I do that?

    If you're using Vortex: Press CTRL + A on your keyboard, then click Disable at the bottom of Vortex. You can also press the Purge button at the top. If you want to be extra sure, do both.

    If you're using MO2: Press CTRL + A on your keyboard, right mouse click, and then click Disable Selected

    If you're manually installing (or want to be extra sure after disabling in your mod manager): Check out the

    If you're loading a save that was created with New Game Plus - Native, keep it enabled.

    If you're loading a save that had a weather mod active such as Nova City 2 or Enhanced Weather, you should reset the weather state to vanilla before disabling them.

    Specific Troubleshooting Tips

    TL;DR: modding on Mac natively is in the very early stages, and there are very few mods available to use.

    Whoa! Cyberpunk 2077 Has Flatlined.

    But what do they all mean?!

    Below you'll see "meanings" listed for each error. Some of these are just the most common causes for the error, and not necessarily the inner workings of what they mean!

    EXCEPTION_ACCESS_VIOLATION

    • The game tried to access information that it can't read. Usually signifies a broken mod file.

    Detected integer overflow

    • Something is causing the game to allocate a larger memory buffer than it actually can.

    Gpu Crash

    • Your GPU is struggling to run the game.

    Watchdog Timeout!

    • The game took to long to load something, and timed out.

    Increasing the Watchdog Timeout

    The below should be a last resort, and is geared towards people who have crashes while trying to render screenshots taken in photo mode.

    There may be an easier fix before you reach this point!

    If you are dead-set on that photo, you can try increasing the watchdog timeout to give the game more time. Open the following file with a text editor (create it if it doesn't exist):

    Cyberpunk 2077\engine\config\platform\pc\user.ini

    ... and add the following lines (original source):

    [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.

    The Game Doesn't Launch

    ... And You Get a Pop-up

    ValidateScripts.cpp:44 / codeware.global.reds

    RED4ext Error 1114 - A dynamic link library (DLL) initialization routine failed

    You have to restart your computer after installing/repairing. It can take several repairs for it to work. Blame Microsoft!

    Redscript Compilation Error

    You can find the redscript log here: r6/logs/redscript_rCURRENT.log

    Common Errors and Quick Fixes

    All of the mods listed are atelier stores

    • You don't have Virtual Atelier installed. Install it, and all of its requirements too.

    • You did install Virtual Atelier, but it's missing script files. Reinstall it. If you're not sure, reinstall it anyway.

    • You have an old version of Virtual Atelier installed. If there's log entries for virtual-atelier and virtual-atelier-full, remove all Virtual Atelier files and redownload the newest version.

    There's only one mod listed

    • Check your log to make sure it's not installed twice. Sometimes mod authors change their folder structure, causing a duplicate file. Remove both versions and redownload the latest version.

    You have installed

    • Uninstall it

    If you're using a mod manager, you can pull up your redscript_rCURRENT.log to check which of your mods rely on redscript and just bisect those.

    If you're manually installing, you'll find all your redscript mods in Cyberpunk 2077/r6/scripts

    If you've been manually installing your mods, please consider using a mod manager going forward. It's far less error prone, and makes troubleshooting your mods way easier.

    Failed to resolve address for hash

    Core mods will not work on outdated/pirated copies of the game.

    Corrupted Or Missing Archives

    Corrupted Or Missing Scripts

    Not sure how to verify your game files? Click here!

    If you don't want to do that, here's a more hands-on method

    Unless you , all your settings and manually installed mods will be lost.

    Rename or remove the following folders, then verify your game:

    /mods
    /plugins
    /engine
    /r6
    /red4ext
    /archive/pc/mod
    /bin/x64/plugins

    If you do not have them, you don't need to do anything.

    If you just want to reinstall the game

    Consider just using Mod Remover. It will reset your game to an unmodded state.

    If you're set on reinstalling completely, you can find a full reinstall guide on CDPR's support page.

    Corrupted Or Incomplete Game Data

    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:

    • (via reddit, do so at own risk)

    Run Without Antivirus
    • 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 launcher (GOG/Steam/Epic)

    • Start the game again

    If it works now, you need to find out how to keep your antivirus away from your game directory. If it doesn't, then you can turn the stuff back on now.

    Run As Admin

    Generally, you'll be told not to run the game as admin! Only try this if nothing else works!

    Configure the REDprelauncher.exe in the Cyberpunk root directory to always run as administrator.

    • Right-click on the file and select Properties

    • Switch to the Compatibility tab

    • Check the box Run this program as an administrator

    Files / Permissions Errors

    These errors may look like the following:

    • Access is denied

    • Can't access file 'FILENAME'

    • Could not move file from 'file\path\file\path.tmp' to 'path\Cyberpunk 2077\subdir\name.file'

    • An exception occurred while creating the logger

    You may also see 'EXCEPTION_ACCESS_VIOLATION' or 'The thread attempted to read inaccessible data at 0x000000' (numbers may differ). If you have already tried , keep reading.

    You can ignore this if there's no file path in your error.

    How to end the game's process in task manager
    • Press CTRL + SHIFT + ESC on your keyboard to open your task manager

    • Switch to the Details tab

    • Sort by Name and scroll to C

    • Check if you can see anything Cyberpunk in the list.

    • If yes, right-click on it and select End Task

    Windows Explorer
    • Navigate to the Cyberpunk 2077 game directory and right-click on it

    • Select Properties (the last entry in the drop-down menu)

    • Uncheck the "Read-only" box

    System Console
    • Press Windows + R on your keyboard

    • type cmd and press Return to open the command line

    • run the following command (replace the path with your actual game directory):

    Failed To Initialize Script Data

    If you don't have them enabled, check for other power config options in your operating system.

    ... And You Don't Get Pop-up

    Stop! Check the following first:

    • Make sure all your mods are updated. Yes, all of them.

    • If you're using RED4ext, uninstall cybercmd

    • If you're using any FrameGen/DLSS/FSR mods, like OptiScaler, remove them

    • If you're using any external programs like ReShade, remove them

    • If you're on Linux, double-check the . Steam sometimes resets these between updates.

    To find out more about log files, take a look here!

    If you don't have a log here, RED4Ext is not installed correctly. You need to fix this before troubleshooting further.

    If you're manually installing:

    • Consider using a mod manager.

    If you're using MO2:

    • And aren't using the script extender plugin, make sure

    • And are using the script extender plugin,make sure

    If you get one of these errors, check here to see what to do!

    • Message: Watchdog timeout! (120 seconds)

    • Message: Gpu Crash for unknown reasons!

    The bottom of your RED4ext log should always look something like this:

    [RED4ext] [info] _ plugin(s) loaded [RED4ext] [info] RED4ext has been started [RED4ext] [info] Scripts BLOB is set to 'Your:\Drive\Cyberpunk 2077\r6\cache\modded\final.redscripts' [RED4ext] [info] scc invoked successfully, 22077 source refs were registered [RED4ext] [info] Scripts blob path was updated to 'Your:\Drive\Cyberpunk 2077\r6\cache\modded\final.redscripts.modded'

    • Navigate to Cyberpunk 2077\r6\ and delete the entire cache folder (Yes, the whole folder)

    • Verify your game in the store you bought it from (GOG/Steam/Epic)

    If your game launches now, we know the issue is mod-related.

    If it still doesn't launch, you should try this next (VERIFYING FILES LINK)

    This is a lot easier to do with a mod manager.

    The Game Crashes Before the Menu

    If you get a "Whoa! Cyberpunk 2077 has flatlined" pop-up, check here first!

    ... And Doesn't Give An Error!

    If you haven't already, try these steps first before doing anything else. They're there for a reason.

    You can disable these mods one by one to narrow down what type of mod is causing your game to crash.

    Example: If you disable ArchiveXL and the game launches fine, a mod that relies on ArchiveXL is broken.

    You can check here to see where each type of mods are kept on your computer

    ... And Says Missing TweakDB File / Inaccessible Memory

    That didn't fix anything!

    If that doesn't fix it, your problem most likely related to Cyber Engine Tweaks. Try disabling it.

    If you have it installed with a mod manager

    • Disable it in your mod manager

    If you have it installed manually

    • Find the folder Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks and move it out of plugins (e.g. put it on your desktop)

    Game Crashes Loading a Save

    If you're reinstalling your mods, or you're in the process of bisecting, check below. It's always good to keep in mind that:

    If you're loading a save that was created with New Game Plus - Native, you need to keep it enabled.

    If you're loading a save that had a weather mod active such as Nova City 2 or Enhanced Weather, you should reset the weather state to vanilla before disabling them. If you can't do that because you can't load the save regardless, re-enable it until you can.

    Where To Start?

    If this works, there's one more thing we can do to see if your save is truly lost

    If that doesn't work, you can also try loading a different playthrough if you have one, just to be really sure

    It's a Broken Mod

    If you've done all this and still can't load your save, check the next section for a potential reason.

    Corrupt-ish Saves

    You only need to read this if you can start a new game without mods, but crash on loading a previous save game.

    If you messed with any quest flags, or played around too much with the Save Editor, let this be a lesson in never doing that again. Quest flags can and will break your game if you mess with them, and the Save Editor is no longer supported.

    If your save won't load no matter what you try, I'm sorry. It might just be time to start a new save.

    Game Crashes During Gameplay

    If you get a "Whoa! Cyberpunk 2077 has flatlined" pop-up, check here first!

    Known Issues

    TL;DR: There is a new version of this mod. If you actually need this mod, you can download the updated version here.

    MTO is a well made mod, and the crashing issue is an edge case. This is not a guaranteed fix to any crashing you might have, but removing it is something worth trying if this sounds like your issue.

    ... And The Crash Is Easily Replicated

    If you're manually installing your mods, start with your .archive mods. If that doesn't fix it, continue bisecting the rest.

    Keep in mind that bisecting is a lot easier when using a mod manager, and it's never too late to start!

    ... And The Crash Is Completely Random

    Game Starts, Mods Are Broken

    If you've tried solutions from this page and still no luck, find us on Discord in #mod-troubleshooting.

    External programs can cause issues. Rule it out by deactivating them while you're debugging.

    These include things like:

    • Antivirus

    • ReShade

    • Hotsampling programs

    FrameGen/DLSS/FSR files can also cause issues. Remove them before continuing.

    Common Issues

    Did you know? You can press Ctrl + F on your keyboard to quickly find your problem on the page – simply type a word from your error message or related to your issue.

    Cyber Engine Tweaks Isn't Working

    Cyber Engine Tweaks needs at least VisualC 14.40.33810.0 - you can download it from the official Microsoft website (direct link)

    To check if it's working, navigate to Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks

    • If there's a file called cyber_engine_tweaks.log in this folder, CET is running

    • If there isn't, you may need to redownload VisualC from the link above and click Repair when you run the file.

    I Forgot My Cyber Engine Tweaks Keybind

    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.

    You can find more troubleshooting help for Cyber Engine Tweaks in the : ->

    Your Icons Are A Jumbled Mess

    You have an old version of a mod that interacts with icons in some way. If you have any of the following mods, you need to update them:

    • Always Best Quality

    • (You need to )

    Your Icons Are Missing / Blank
    • Reinstall ArchiveXL

    • Reinstall the mod that is missing icons

    V's Skin Texture Is Broken / Shiny / Striped / Messed Up
    • Exit out to the main menu.

    • Open the settings and set your Textures to High

    V Is All Grey
    • If you are a VTK user, tattoos 6 and 7 are not available for your V and show as grey-ish blue. Sorry!

    • Make sure you only have KSUV or VTK, not both!

    • Make sure you only have one tattoo mod

      • If you do, make sure it's compatible with the body mod you have

    • Make sure you don't have multiple skin texture mods

    V's Eyes Are Grey / Black / Missing / Sunken In
    • If you're using an eye replacer mod and you're using Unique Eyes - Core, try using this updated version instead

    There is a newer mod called , which adds the eye colours to the bottom of the eye colours instead of replacing any of them. Try this one instead!

    • If you have both versions of Unique Eyes, remove the older one.

    • If you have multiple eye replacer mods, choose one. You can't have multiple.

    • If you have but no compatible eye mods, you need to download one. Unique Eyes Core does not add any eye textures.

    • If you just uninstalled an eye mod, try redownloading it and then swapping to a vanilla eye colour before uninstalling again.

    V Clips Through All Their Clothes

    You need to check that you:

    • Are not using a Spawn0 mod

    • Only have one body framework installed (VTK or , not both)

    • Only have one body mod installed

    • Only have one rig installed

    • Have the correct clothing refits for the body you're using

    V Is Missing A Body Part
    • Try a different piece of clothing - if the issue goes away, the clothing may not be compatible with the player body/your body mod.

    • Try installing JB - FPP Nude Patch (yep, seriously)

    • Check you don't have multiple mods affecting the same part of your V (two tattoo mods, two cyberarms mods). If you do, remove one.

    • If it's V's face, make sure you have the correct / to work with other mods you have downloaded

    V Has A Neck Seam / Different Coloured Head

    You need to make sure you

    • Have the correct files and requirements for your body mod

      • If you are using a VTK body, you usually only need the VTK head file from the

    • If you're using a skin tone mod like , make sure you have the corresponding head file

    V's Wearing Clothes But Still Naked
    1. Go to the vanilla wardrobe in your apartment

    2. Create an outfit (anything will do)

    3. Equip the outfit

    4. Un-equip the outfit

    5. Save and reload

    If this happens in first person perspective (and you're using Equipment-Ex):

    1. Remove all Equipment-EX outfits by typing EquipmentEx.DeleteAllOutfits() in CET's console.

    2. Save and quit the game

    3. Uninstall all files related to Equipment-EX

    1. You should now no longer be naked.

    2. Reinstall EquipmentEx and start creating outfits again.

    The Clothes I Just Downloaded Are All Purple

    You are missing a dependency for the mod. Check again, and make sure to download it.

    One Of Your Mods Isn't Loading / Triggering

    Double check the mod description. Many of them have conditions to activate the mod, with the most common one being entering V's H10 apartment.

    You're Trying To Get Biosculpted Exotics To Work

    If you want to use Biosculpted Exotics, you should try using Biosculpted Exotics Expanded instead. Be aware that the updated version may still have its own quirks, but it is actively maintained.

    You're Having Audio Issues

    Make sure all your mods that could mess with audio have been updated since the 2.3 update. This update messed with a lot of audio mods, and they all needed to be updated.

    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

    The setting you need to disable!
    You Get LocKey# Messages

    If this is happening to an item addition, such as clothing or weapons, try reinstalling , and also the affected mod.

    If it's happening to the journal, quests, text messages, or shards

    And you're playing in a language other than English

    • The mod may not include translation files for your language. Check if there is a translated version, or change the game language to English.

    And you're playing in English

    • Most likely, two mods are trying to change the same text archive or journal entry. You can , and once you've found the issue, you can try the below:

    Press [none] To Continue / Can't Skip Loading Screen

    That is due to Input Loader requiring an update. Double check you have the latest version.

    Outdated Mods

    There are some mods that still cause issues despite not being available for download anymore. If you have these mods, they are seriously outdated and you need to delete them.

    • System-Ex (replaced by Cyberware-Ex, download this instead)

    • Respector

    You Have Spawn0 Mods Installed

    Bisecting

    Mod Managers

    If you are using a mod manager, you should enable and disable mods through it rather than manually bisecting your game folders. Go to the Bisect with a mod manager section for instructions. If you do work directly through folders, do not save changes to files if Vortex prompts for it.

    Don't worry! As long as you have less than 2048 mods, bisecting can finds the problem child in 10 rounds. Even if you have more, it's still quicker than disabling them all one by one.

    Bisecting With A Mod Manager

    You need to keep the core mods enabled while you bisect, otherwise none of your mods will work, and finding the issue will be impossible. Here's a list, to make it easier for you:

    • ArchiveXL

    • Codeware

      • (VA isn't technically a core mod, but disabling it will cause a redscript error for all of your atelier stores)

    Tips For Vortex Users

    If you're using Vortex, you can highlight mods so it's easier to remember which mods you've already tested.

    You can also rename mods by double clicking them to open the side panel, so adding "CORE" to the start of the mods listed above might be helpful.

    You can highlight mods here!
    Double click a mod to bring this menu up!

    This can be done easily by clicking on the mod at the top of the list, then scrolling down and pressing SHIFT on your keyboard when you select another mod.

    Bisecting Manually

    If you already know which folder contains the broken mod, skip to Step 2.

    You can find a video of the process below.

    Where Do I Even Start?

    Bisect: Video Guide

    Log Files

    If you get a "Whoa! Cyberpunk 2077 has flatlined" error, click here to see more information.

    Where Can I Find Mod Logs?

    ArchiveXL and TweakXL also have log files, but they're not as useful for troubleshooting as the ones listed above.

    You can find these log files here:

    ArchiveXL-[NUMBERS].log - \Cyberpunk 2077\red4ext\plugins\ArchiveXL

    TweakXL-[NUMBERS].log - \Cyberpunk 2077\red4ext\plugins\TweakXL

    Isn't There An Easier Way?

    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.

    Removing All Your Mods

    If you're using a mod manager, you need to purge/disable your mods there first.

    This is much, much quicker than manually removing all of your game folders. Promise.

    Just reinstalling the game through GOG/Steam/Epic does not remove mods, and is a waste of time.

    Manually Resetting Your Game Install

    Unless you back them up, your mods and settings will be lost. If you don't want that, make backups of the following folders:

    • /mods

    Option 1: Minimal (Re-download less than 1GB)

    Unless you , all your settings and manually installed mods will be lost.

    Rename or remove the following folders. If you do not have them, you don't need to do anything.

    /mods
    /plugins
    /engine
    /r6
    /red4ext
    /archive/pc/mod
    /bin/x64/plugins

    Afterwards, verify your files.

    Option 2: Quick (Re-download less than 4GB)

    Unless you , all your settings and manually installed mods will be lost.

    The instructions below tell you which folders not to delete. Delete everything else.

    1. Go to the Cyberpunk 2077

    2. Keep the archive folder. Delete everything else.

    3. Inside archive, keep the pc folder. Delete everything else.

    4. Inside pc, keep the content and ep1 folders. Delete everything else.

    5. Verify your files.

    Option 3: Thorough (Re-download everything)

    In case neither of the above options are good enough for you, you can find a full reinstall guide on .

    Deleting User Settings

    You almost never need to do this.

    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.

    Doing Mod Remover's Steps Yourself

    If you're curious to see (more-or-less) what Mod Remover does, don't want to download scripts from the internet, or just want to see what resetting your game was like before it was created, you can read below!

    You can still follow these steps yourself, but rest assured that Mod Remover does the exact same thing far quicker!

    Step 1: Disable REDmods And Archive Mods

    Find The Following Folders:

    Cyberpunk 2077\archive\pc\mod
    Cyberpunk 2077\mods

    Rename them to

    Cyberpunk 2077\archive\pc\mod_
    Cyberpunk 2077\mods_

    The purpose of renaming them is that the game won't find them anymore, but you still have a back-up of the files inside. Feel free to achieve this goal however.

    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 .

    Step 2: Disable CET

    Find the folder:

    Move it out of plugins (e.g. put it on your desktop).

    Step 3: Remove Scripts And Tweaks

    First, remove (or rename) the cache:

    If that didn't do the trick, find the following folders:

    Rename them. You know the drill.

    Step 4: Remove RedScript

    Delete the following files and folders. You don't need a backup, as you can reinstall RedScript from . If any of them don't exist, that's okay — just means you don't have to delete them.

    Step 5: Repair/Verify Game Files

    You need to verify your game files through your launcher (GOG/Steam/Epic).

    Step 6: Launch The Game

    All files you deleted have been re-acquired. If there are no left-over files from earlier modding attempts, your game should work now.

    Step 7: Install The Core Frameworks

    Now that your un-modded game is starting, it's time to .

    Do this before you enable your other mods, as they won't work without their dependencies and can only add problems at this stage.

    Verify / Repair Game Files

    Mods Removed. Now What?

    If you were manually installing before, please consider using a mod manager going forward!

    If you're sure all your files have been removed, double check everything below:

    • You have verified your game files

    • Your graphics driver is up-to-date

    • Your is up-to-date (no, really) and that you are at least on Windows 10

    • You have the most recent version of installed

    • You have installed (, Microsoft)

    • Your game is running from an SSD (Solid State Disk) rather than a HDD

    If you're using a mod manager, you can simply re-enable these mods through that, although you can remove and re-install them to be extra cautious.

    Don't worry about your save games — they're fine, even if they don't load right now.

    If you need to check in-game but can't load a save, try opening a non-modded one, or create a new one!

    You need to complete this step before proceeding: if the core mods aren't working on their own, they won't work with other mods on top – adding anything else will make troubleshooting more difficult.

    Install them one by one. If you need help, you can find us on Discord (#mod-troubleshooting)

    Dealing With Broken Mods

    Before you do anything listed below, go back to the very top of this page and double check you've done all the troubleshooting first steps.

    Everyone messes up downloading mods sometimes, and it's never a bad idea to double check if it's user error first.

    Contact The Mod's Author

    Keep in mind that you're asking a favour. The modder doesn't know the issue, and if they do, they know exactly how to fix it. A lot of mod users will leave non-descript "mod broke" comments, and some leave abuse because of it.

    A mod author is much more likely to respond if you're civil and give relevant information.

    Fix It Yourself

    This is the point where you might want to join the modding discord, because now you're entering the territory where other modders can actually help you. Head over to #mod-dev-chat first!

    Checking Log Files

    Usually, there's a log file that points you to the source of the problem. If there isn't one, and the mod just fails silently, that means the error is inside the archive and you have to become a modder.

    Fixing scripts

    Sometimes, the error is in a script file. You can tell this by a log entry pointing to a file in your Cyberpunk folder (e.g. r6\scripts\mod_name.reds).

    Open the file in a text editor like Notepad++ and try to fix the problem. Check to see if the log file has more information.

    See if an online syntax check can help you — there isn't one for redscript, but it's fairly close to lua.

    Occasionally, mistakes are simple — a forgotten , or incorrect file encoding. Often, they are not that simple.

    A tip for

    Ascending From User To Modder

    If the error isn't in any script files, you'll have to unbundle the .archive, load it in WolvenKit, and get your hands dirty. We'll be seeing each other, choomba!

    ArchiveXL
    Codeware
    Most mods will rely on other mods to work
    have a look at this page
    cybercmd
    RED4ext
    you've followed this guide
    you need to check this guide first
    follow the Linux guide to the letter
    check here for what to do
    this guide
    reinstall redscript
    Visual C++ Redistributable 2022
    direct download
    Reinstall redscript
    Bisect your mods
    only the core mods
    bisect your mods.
    Mod Remover
    Mod Remover
    you can find links to all of them here
    RedHotTools
    bisect your mods.
    Mod Remover
    game directory
    you need to go back to the start of the troubleshooting guide and start from step 1
    you need to check here instead
    Mod Remover
    core mods
    bisect your mods.
    bisect your mods to find the issue.
    ArchiveXL
    Codeware
    Cyber Engine Tweaks
    RED4ext
    Mod Remover
    game directory
    bisect your mods.
    Mod Remover
    New Game Plus - Native
    Nova City 2
    Enhanced Weather
    Immersive Rippers
    New Game Plus - Native
    Nova City 2
    Enhanced Weather
    Material and Texture Override
    try this one instead
    bisect your mods
    Mod Remover
    start over
    Bisect your mods
    you need to bisect your mods.
    you need to bisect your mods.
    CTD Helper
    NPCs Gone Wild
    your game directory
    Doctor Presto's FindAllErrors script
    here
    Mod Remover
    GitHub
    Manavortex
    ArchiveXL
    Codeware
    Cyber Engine Tweaks
    RED4ext
    you'll need to bisect your mods.
    If you're unsure on how to mod your game, or just want a refresher, you can follow this page.
    Open it in a new window
    Windows
    These are the mods for Virtual Atelier.
    By far the most common way your game will crash.
    It might look a little different, but it will always have this error somewhere.
    The first part of the file path will be the drive you have Cyberpunk 2077 installed on
    You may only have one mod listed here, or an even longer list
    This is where your redscript cache lives!
    The numbers after 0x may be different, but the advice below applies to them all
    This error means "bisect your mods"
    If you're here because you used Mod Remover and didn't verify your game, you need to read the instructions thoroughly
    This error has a few possible fixes
    This is where the setting will be in the NVidia Control Panel
    This error was common when 2.0 and Phantom Liberty launched
    This is the old version of MTO
    This is the new version of MTO
    A visual guide for bisecting with a mod manager!
    Click this button at the top!
    Removing mods? We have a mod for that!
    Fake Nexus comment that says "Your mod doesn't work lol pls help". The mod author responds "Can I get some more info? I can try to fix but what is the issue first?"
    "Your mod doesn't work lol pls help" isn't useful to anyone!
    Fake Nexus comment that reads: "Hi, installing your mod (manually and Vortex) causes a Redscript compilation error on startup (possible screenshot of error popup). this.log says <citation of error message>. All my dependencies are up-to-date, and I've ruled out that it's any other mod. Can you help me out?". The author replies "Hi, thanks for reporting! I will look into it for you. Edit: fixed in new update!"
    This is much more useful to a mod author because they actually have information to work with
    Troubleshooting - First Steps
    Cover

    You can click the "Track" button on Nexus to get a notification when a mod gets updated. If you (which you should), you can click "check for updates". Even easier!

    You only ever need to rename the last subfolder in any file path, such as the plugins folder, scripts folder, or tweaks folder.

    You can put the innocent folders back, if you want. Due to the way mods are loading, there won't be side-effects.

    game folder
  • Any mods currently in your game folder need to go into your backup folder

  • You can now proceed to Step 4!

    If you've bisected to the point of only having one mod left to test, you can move on to Step 5!

    /archive/pc/mod
  • /bin/x64/plugins/cyber_engine_tweaks

  • /r6/scripts

  • /r6/tweaks

  • Mod Remover will do all of this for you! It's not too late to use that instead!

    attrib -r "C:\Path\To\Cyberpunk\*.*" /s
    Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks
     r6/cache/modded
    Cyberpunk 2077\red4ext
    Cyberpunk 2077\r6\scripts
    Cyberpunk 2077\r6\tweaks
    Cyberpunk 2077\engine\tools
    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

    A watchdog is a background process (daemon!) to keep an eye up for crashes. If the application it's watching hasn't responded after time interval X, the watchdog will assume that it died, and cause a crash. This prevents quiet crashes in the background.

    After unchecking and applying changes, the box will jump back to maybe-checked. That's because Windows can't tell if the folder contains read-only files. However, since you just made sure that it doesn't, you can ignore this.

    If you'd rather delete it, make a copy of your mods and plugins directories. They contain your mod settings.

    Check if the problem is gone.

    If it is, put the folder back and bisect your CET mods. You can find these in:

    • cyber_engine_tweaks\mods

    • cyber_engine_tweaks\scripts

    If you're using a mod manager, bisect through your mod manager and use the folders to check which mods you should be looking for

    You need to restart your PC whenever you download/repair VisualC!

    Some users may find they need to repair it multiple times before it works. Blame Microsoft!

    If you don't have any of the mods listed above, you need to bisect your mods to find the issue.

    If you manually installed your mods, start in archive\pc\mod. Your issue likely lies there.

    If you are using a VTK-based body, chances are you only need the VTK head file

    If the clipping is minimal, it may just be the mod itself. Mod authors need to manually fix Garment Support on their clothing mods. If it tends to happen when you're posing V in Photo Mode, that's just something that happens. Try a clever camera angle, or a different piece of clothing.

    Sometimes, this is just a part of using a body mod. Players have reported this happening with Solo Body 2.0, and the "Max Muscle Normal Texture (No Veins)" file has a similar neck seam

    If you're installing mods manually, this can be done by searching for EquipmentEx in the game's main directory, then launch the game.

    Sometimes, adding # or ! to the beginning of the .archive file name can fix this.

    Double check the mod page first to see if the author has any suggestions or workarounds!

    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.

    Verify game files. Check if the problem is gone.

    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.

    @Auska has compiled a handy script for unix people:

    If it does not and you have exhausted the reset options as specified in this guide and your game still does not start, then your problem exists outside of Cyberpunk. In this case, you can

    • Check your file permissions (separately for REDprelauncher.exe)

    • Google your error message and try solutions at random (truly a last resort, and you'll probably just end up back here)

    You can now re-enable your mods. Do it in chunks and check that the game keeps working so that you can narrow down where the problem is, in case it isn't gone for good.

    Mod Remover
    cybercmd
    Downclock your processor
    the fixes listed above for these errors
    launch options
    RED4ext is installed manually
    your plugin is set up correctly
    Reinstall redscript
    Blade Runner 2077 Proxima
    Ultra Texture Remaster Repack
    download this version instead
    Unique Eyes - Core - 2.2 - Temporary Update Mod
    KSUV
    EKT
    EKT Asian
    framework page
    Universal Skin Texture
    bisect your mods
    Cyber Engine Tweaks
    RED4ext
    redscript
    TweakXL
    Virtual Atelier
    directory
    CDPR's support page
    Nexus
    If you're not sure how to do that, check here!
    install the core frameworks, which you can find listed in Step 1 here
    Windows
    .NET Desktop Runtime
    Visual C++ Redistributable 2022
    direct download
    Bisect your mods.
    Cyberpunk 2077 game directory
    rackspace
    increasing the Watchdog Timeout.
    use a mod manager
    back up your mods and scripts
    corresponding wiki
    Cyber Engine Tweaks
    Troubleshooting
    Unique Eyes to CCXL
    ArchiveXL
    ArchiveXL
    back up your mods and scripts
    back up your mods and scripts
    bisection method
    Not sure where to find log files? Click here!
    nil access error in lua
    It should look a little like this!
    spinner
    Check you've done every step in this red box!
    Join the discord