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Cyberpunk 2077 Modding

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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 modding guides, resources and know-how.

This wiki is a community project! Do you want to improve or add anything? Become an editor and start editing right now, or find us on Discord.

Don't worry, we'll review everything - you can't mess anything up, and all contributions are welcome!

If you're browsing this in github: Please head to gitbook instead!

[Shared] wiki: editing text blocks

Summary

Created: January 22 2025 by Last documented update: January 22 2025 by

This page contains reusable content! Editing anything below will change it across the wiki, so please handle with care!

This page is a stub

Yaml editing warning

Modding Troubleshooting

Mod Dev - Getting Started

Cover
Cover

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

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.

Commands

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 or (github/Google account required)

Why you should edit the wiki

If you're already convinced, you can skip straight ahead to or

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

In terms of our wiki, that means:

  • Everyone can learn how to make mods for Cyberpunk 2077 You don't know shit about Netrunning? Doesn't matter, !

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

  • You can easily find people who can help you Published: Feb 11 2024 by If you make any progress on this, please contact on Discord

Unfortunately, most people don't edit the wiki.

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

You will never be bullied for sharing knowledge or skills on this wiki. If you ever feel as if you are, please get in touch with the mods on the , and we'll clear up the misunderstanding — because communication is hard and everyone here has the same goals.

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!

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 (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!


How to edit

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

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

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 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 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:

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 page for a few basics on wiki editing!

Exporting .mesh/.w2mesh

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

Optional Parameters for meshes

Example Command:

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

WKit Blender Plugin: Current version

Recommended stable plugin version

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 (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

Deploy
Importing Animations
-lod=<uint>           - Defines mesh's lod to be exported
-mesh-skinning=<bool> - export skinning (armature data) default is false
redmod resource-export -depot="M:\" -input="base\test\example.mesh" -output="M:\base\test\example.fbx" -lod=1 -mesh-skinning=true

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)

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.

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.

sign up here
here's how you can make a t-shirt
Here's what we have about glowing materials
Wolvenkit Discord
title of your change request
sign up to Gitbook
gitbook's official documentation
Who created a change request doesn't matter much - everyone can edit them
How to edit
How to edit
Requesting reviews
How to edit
Requesting reviews
Browsing existing change requests
Editing guidelines
AMM: Light Components
Lights explained

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 , 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.

Source

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.

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 RHT: Ink Inspector

Hot Reload

This feature allows reloading mod files without restarting the game. You can use the CET widget to trigger it at any time, or rely on the integration with WolvenKit.

For more information, read RHT: Hot Reload

Script checking

This feature is enabled automatically

  • See scripts validation and binding errors

  • Prevent game from starting if scripts compilation fails

Installation guide

You can download RedHotTools on psiberx's github:

To install it, extract both downloaded files directly into your Cyberpunk 2077 game directory.

Change logs

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

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

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

WolvenKit

WolvenKit - The ultimate mod editor for REDengine games

To dowload the tool and know more about it, go to the WolvenKit Wiki:

WolvenKit is an open-source modding tool for Cyberpunk 2077 and The Witcher 3: Wild Hunt. Our vision is to develop a standalone software which can read and write all REDengine file formats, simplify and accelerate modding workflows, and help you create great mods for great games.

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

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 for .

  • WolvenKit: The unofficial .

  • WolvenKit CLI: The of WolvenKit. (Formerly CP77 Tools)

  • CP77 Tools: The original Cyberpunk 2077 modding Command Line Tools. (Renamed and moved to WolvenKit CLI)

  • Noesis: (obsolete) A 3d viewer with plugin support for Cyberpunk 2077's file extensions. While Noesis can import and export 3D models, animations, and images, you should use Wolvenkit instead.

  • 010 Editor: (obsolete) A hex-editing software that can be paired with a custom template to parse REDengine resource files and access its content. You can use Wolvenkit instead.

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:

    • 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

: Cyber Engine Tweaks, a utilized by the majority of mods.

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

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

: without touching original game files, thus allowing multiple mods to expand same resources without conflicts. Requires Red4Ext.

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

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

Other optional mods that greatly enhance user experience

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

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

: in regards to clothes transmog system.

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

Noesis

What is Noesis?

Introduction

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

alphaZomega's CP77 Python plugin

Download the plugin from here \

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

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

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 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

2d textures

ENT (entity)

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

APP (appearance)

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

MT (material template)

Base shader files for REDengine

MI (material instance)

Instanced shaders for mesh materials

MLMASK (multilayered mask)

Mask component of the

MLSETUP (multilayered setup)

Material setup component of the

MLTEMPLATE (multilayered template)

Pre-defined tiling surface component of the

HP (hair profile)

Color ramp data to set colors for meshes using the hair

Visual Asset Graphs

Vehicles

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 to create permanent presets:

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 -> for details.

Deploy

deploy - Deploys mods to the game by compiling them together

Synopsis

Description

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

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

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

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

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

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

Arguments

  • -root=<path>

    the game root folder for which the deploy command is run.

INFO - this needs to be <Cyberpunk 2077>

Options

  • -mod=<modA dirname> [<modB dirname> ...]

    stage only the mods in the given directory names (without the leading mods\), in left to right load order precedence. You must escape any spaces by enclosing the argument in double quotes (for example Mod With Space should be given as -mod="Mod With Space".)

  • -modlist=<filename>

  • -?|-h|--help

    Prints out a description of how to use the command.

Examples

  • redmod deploy -root="C:\Gog\Cyberpunk 2077"

    Stages all installed mods under C:\Gog\Cyberpunk 2077\mods for loading

  • redmod deploy -root="C:\Gog\Cyberpunk 2077" -mod=modB modA modC

    Stages only the three mods C:\Gog\Cyberpunk 2077\mods\modA\, C:\Gog\Cyberpunk 2077\mods\modB\ and C:\Gog\Cyberpunk 2077\mods\modC\ for loading. In this case, modB will override both modA and 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.

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

Pacifica Vendors:

(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

Santo Domingo Vendors:

(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

Watson Vendors:

(Arasaka Waterfront)

Vendors.wat_awf_foodstore_01 Vendors.wat_waterfront_armorsmith_01

(Kabuki)

Vendors.wat_kab_clothingshop_01 Vendors.wat_kab_foodshop_01 Vendors.wat_kab_foodshop_02 Vendors.wat_kab_foodshop_03 Vendors.wat_kab_foodshop_04 Vendors.wat_kab gunsmith_01 Vendors.wat_kab gunsmith_02 Vendors.wat_kab_junkshop_01 Vendors.wat_kab_medicstore_01 Vendors.wat_kab_netrunner_01 ER Vendors.wat_kab_ripperdoc_01 Vendors.wat_kab_ripperdoc_02 Vendors.wat_kab_ripperdoc_03 Vendors.wat_kab_techstore_01 Vendors.wat_kabuki_armorsmith_01

(Little China)

Vendors.wat_ich_clothingshop_01 Vendors.wat_Ich_cyberware_store_01 Vendors.wat_Ich_foodshop_01 Vendors.wat_Ich_foodshop_02 Vendors.wat_ich_foodshop_03 Vendors.wat_Ich_gunsmith_01 Vendors.wat_Ich_medicstore_01 Vendors.wat_Ich_melee_01 Vendors.wat_Ich_melee_02 Vendors.wat_ich_netrunner_01 Vendors.wat_ich_ripperdoc_01 Vendors.wat_little_china_armorsmith_01

(North Side)

Vendors.wat_nid_clothingshop_01 Vendors.wat_nid_cyberware_store_01 Vendors.wat_nid_foodshop_01 Vendors.wat_nid_foodshop_02 Vendors.wat_nid_gunsmith_01 Vendors.wat_nid_medicstore_01 Vendors.wat_nid_medicstore_02 Vendors.wat_nid_ripperdoc_01 Vendors.wat_northside_armorsmith_01

Westbrook Vendors:

(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

Badlands Vendors:

Vendors.bls_ina_se1_clothingshop_01 Vendors.bls_ina_se1_foodshop_01 Vendors.bls_ina_se1_foodshop_02 Vendors.bls_ina_se1_foodshop_03 Vendors.bls_ina_se1_gunsmith_01a Vendors.bls_ina_se1_gunsmith_02 Vendors.bls_ina_se1_junkshop_01 Vendors.bls_ina_se1_junkshop_02 Vendors.bls_ina_se1_medicstore_01 Vendors.bls_ina_se1_ripperdoc_01 Vendors.bls_ina_se1_ripperdoc_02 Vendors.bls_ina_se5_cyberware_store_01 Vendors.bls_ina_se5_foodshop_01 Vendors.bls_ina_se5_gunsmith_01 Vendors.bls_ina_se5_junkshop_01 Vendors.bls_ina_se5_melee_01

Cheat Sheet: Weapon damage effects

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

Apply the effects to an item like this:

Weapon damage types

Testing

To test the applied effects, you can use . Simply copy the code into a new file inside of /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.

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

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

010 Editor

What is 010 Editor?

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

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:

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

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

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: 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 or check the subpage.

Entity Files

For the documentation on .ent files, see .

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

key
example

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:

Archived: Appearances Mappings

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

key
value

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

3D Graphics

Blender

Open Source 3D modelling

See Also

3ds Max

Maya

Substance

Noesis

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

2D Graphics

Gimp

Open source Photoshop alternative.

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

See Also

Archived (legacy)

These tools are no longer maintained/supported

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

Arguments:
  -root=<path>

Options:
  -mod=<name>
  -h, --help 
{
    "name": "MODNAME",
    "description": "Description for the tweak mod.",
    "version": "1.0.0",
    "customSounds":    [ ]
}

name

quadra_type66__basic_urban_01

appearanceResource

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

appearanceName

urban_01

here
appearance mappings
here

name

Vehicle

baseTypesFile

base\vehicles\base_types_map.csv

baseTypePrefix

baseType

categoriesFile

base\vehicles\categories.csv

partsFile

base\vehicles\parts.csv

partsCategoriesFile

base\vehicles\parts_categories.json

scanDirectory

base\vehicles\

filenameParsingRules

base\vehicles\vehicle_filename_parsing.json

Game version 1.63

Importing Animations

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

Synopsis

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

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

Description

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

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

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

Arguments

  • -gameRoot=<path>

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

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

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

  • -inputPath=<file>

    absolute path to the animation .re file

  • -animset=<resource-path>

    resource .animset file to use

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

Options

  • -outputPath=<resource-path>

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

  • -animationRename=<name>

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

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

  • -?|-h|--help

    Prints out a description of how to use the command.

Examples

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

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

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

Base_Melee_Status_Effect_Application_Stats

enables the application of status effects to enemies

Base_Melee_Weapon_Damage_Type_Chemical

Chemical damage

Base_Melee_Weapon_Damage_Type_Chemical_Min_Max

???

Base_Melee_Weapon_Damage_Type_Electric

Electric damage

Base_Melee_Weapon_Damage_Type_Electric_Min_Max

???

Base_Melee_Weapon_Damage_Type_Physical

Physical damage

Base_Melee_Weapon_Damage_Type_Physical_Min_Max

???

Base_Melee_Weapon_Damage_Type_Thermal

Fire damage

Base_Melee_Weapon_Damage_Type_Thermal_Min_Max

???

Cyberpunk 2077
know about this
official CDPR command-line tool
modding Cyberpunk 2077
https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/Deployment/Cooking/
CET
core scripting framework
Red4Ext
script extender
Redscript
Archive XL
a modding tool that allows you to load custom resources
Tweak XL
a modding tool and a framework
Codeware
Appearance Menu Mod
Appearance Creator Mod
PhotoMode-EX
EquipmentEx
an extender of Cyberpunk's core functionality
Cyberware-EX
https://richwhitehouse.com/index.php?content=inc_projects.php
https://www.mediafire.com/file/uhc9d68mvj7oqj6/fmt_CP77mesh_1.6.zip
Noesis' UI with CP77 python plugin
Noesis' export UI
Noesis' Import UI
normalized
Tweak DB
entity files
Multilayer supershader
Multilayer supershader
Multilayer supershader
shader
Removal Editor
Submeshes, Materials and Chunks
Invaluable for debugging clothing mods!
https://www.mediafire.com/file/udqqvb4yz1xpuka/CP77_CR2W_v0.51.zip
010 Editor with CP77_CR2W template file
Types of tweak records
Blender Plugins and Scripts
010 Editor
Blender: Getting Started
Noesis
MLSETUP Builder
Savegame Editor: CyberCAT

REDmod

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

Summary

Last documented edit: Sep 08 2024 by

This page will tell you the following things:

  • What is REDmod, and what does it do?

  • How to install REDmod

Wait, that's not what I want!

  • 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

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 load order. The easiest way to avoid these altogether is not using REDmod, which is why it never took off.

REDmod is a modding framework with a set of command line tools to precompile mods before launch.

If you don't speak Netrunner: During game launch, the modded content will be added to the game's regular file. Your in-game loading screens will be much faster.

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.

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.

How to install REDmod

REDmod is shipped as free DLC with the game. You need to add it inside the platform store (GOG, Steam, Epic). You can click the link below, or find more detailed instructions further down on the page.

  • DLC Link on GOG

  • DLC Link on Steam

  • DLC Link on Epic

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

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

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 discord support channel to install the current development version, you should not be here. Head to Installing the Wolvenkit Blender Plugin -> Step 0: Download the plugin.

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.

Step 2: Finding the install location

2.1: Find the correct install path

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

  2. Search for cyberpunk

  3. See the current install path under File. It should be something like this:

C:\Users\USERNAME\AppData\Roaming\Blender Foundation\Blender\VERSION\scripts\addons\i_scene_cp77_gltf\__init__.py
  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 As a shortcut, you can press Windows+R, paste %APPDATA%\Blender Foundation\Blender into the box, and press Enter.

2.2: Delete the old install

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

  2. Delete the whole i_scene_cp77_gltf folder.

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

Step 3: Extract the download

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

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

  1. Copy or drag the folder to the addons folder from step 2.2.

Step 3: Restart Blender

After restarting Blender, you now have the very latest version of the plugin. If you want anything more recent, you have to become a developer yourself.

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

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:

Modifier cannot be applied to a mesh with shapekeys

Future versions of the plugin will make this process much easier. For now:

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

  2. Delete the shapekeys 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.

  4. Select the mesh with shapekeys (the one with the original shape)

  5. Switch to the Data tab, select the second shapekey in the list, and transfer it:

  1. Repeat the process with all other shapekeys

  2. You can now delete the original mesh.

It shrinks too far!

OK, that's a bit nasty, because it means you'll have to either merge the shapekeys, or create Garment support from scratch (which is easier than it sounds like).

If you want to merge, select the shapekey that you want to change, and set its value as high as you can without clipping. Then, select the "New Shape from Mix" entry in the dropdown menu (see the screenshot above).

You can now delete your original shapekey and rename the newly-created one (which will be called "Key 2" or something like that) to the original's name.

The body I want is not supported!

The lattice modifier has to be created from hand and added to the Wolvenkit Blender IO suite.

TODO: This section will eventually document the steps how you can

  • add a body mod to your local version of the plugin

  • share that edit with everyone else by having it added officially

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

utility

Car

Group 2 (category)
Name

Mahir

Mahir Motors

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

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

Tools, scripts and plugins

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:

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

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 |

>= 8.15

You can't make mods without Wolvenkit

>= 4.2

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

>= 1.6.0

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

Archive files Load Order

How does load order work in Cyberpunk?

Summary

Written & Published: Nov 22, 2023 by

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

TL;DR

You're not supposed to manage load order conflicts outside of .archive mods and REDmods. If you ever feel the need to do that, a modder fucked up. An exception to this are Tweak mods, as the tweakDB is also a database of static values, conflicts can happen (e.g. two mods both edit the weapon stats of the Masamune).

  • For REDmods, see

  • For .archive mods, use Fuzzo's Archive Conflict Checker Tool ().

  • There currently is no tool to check tweak conflicts

What is Load Order?

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

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

Example

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

Since i_know_nothing_about_back_problems will load first, the conflicting file inside realistic_boobs_DDDDDDDDD_cup does nothing.

How are mods ordered?

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

1. Legacy mods

All .archive files in Cyberpunk 2077/archive/pc/mod in alphabetical order (see below).

Note: If a file called modlist.txt is found inside archive/pc/mod then the game will load archives according to the order inside that file. The file may contain archive names, one mod archive name in each line. Example:

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

2. REDmods

Anything in Cyberpunk 2077/mods. All REDmod archives are loaded strictly after all archive files found inside /archive/pc/mod.

Load order: ASCII sort

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

This is ASCII ordering:

Example

Mod name
Pos
why

How to use this?

You can re-name your folders and .archive files following the rules under to influence in which order the game will load your mods, or you can use Fuzzo's Archive Conflict Checker Tool ().

Prefixing your archive file names with non-alphanumeric characters works fine in case of Cyberpunk, but is a terrible habit that might break file paths in other games or operating systems.

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

More Examples

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

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

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 .

Wait, this is not what I want!

You can also check 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

Ungrouped vertices found

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

  4. In the list of vertex groups, select the armature bone closest to your ungrouped verts

  5. Click the "Assign" button under the vertex groups panel

  6. Rinse and repeat the process for all submeshes until the plugin lets you export

No armature objects are selected

You are trying to export a pose, but you didn't select your armature. Click on the armature object in the outliner:

No meshes selected

You're trying to export something, but you haven't selected any meshes. Select everything that you want to export in the outliner (top-right panel) - the armature parent will be auto-selected for you.

Meshes must have UV layers

For Cyberpunk material assignments to work, your mesh must have UV maps.

For more information on this, check .

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 ->

All faces must be triangulated before exporting

Triangulation means that faces must have exactly three corners.

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

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

  3. You should now be able to export.

Vertex groups not assigned to a bone

You have vertex groups in your mesh that don't have a corresponding bone in the armature. to delete them:

Armature missing

The armature (rig, skeleton) is the thing that makes your mesh move in-game.

If your mesh isn't supposed to move, check

If your mesh is supposed to move with the body, check

AMM props: You don't need an armature

It's enough to check the "Export as Static Prop" box during export, and the error will go away.

Equipment: You need an armature

You should have an armature in your .blend file because you're importing over an original Cyberpunk mesh. If you don't, you might want to refer to a guide such as 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.

Each submesh must have less than 65,535 vertices

If your submesh has >= 65,535 vertices

You need to reduce the vertex count.

If your submesh has < 65,535 vertices

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

WKit Blender Plugin: Troubleshooting

If it's not working as expected

Summary

Published: Jan 20 2024 by Last documented update: Apr 19 2024 by

This page contains troubleshooting options for the .

If the plugin gives you error messages on export, please check instead.

If you can't solve your problem with these steps, feel free to reach out on in the #blender-add-on channel.

The first thing people on Discord will tell you is to read this page, so you might as well get it out of the way.

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

Version compatibility

Seeing the Blender version

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

Seeing the plugin version

You can find the current supported version in the table above (under ), or check the .

  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

General Troubleshooting

Steam

If you installed Blender via Steam, stay on the stable stream and make sure to keep Blender up-to-date.

Check the console output

See if Blender encountered any errors by checking the console output. From the menu, select View -> Toggle System Console.

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

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

Installing the Wolvenkit Blender Plugin

Install guide

Summary

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.

Compatibility

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

  1. 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

Step 0: Download the plugin

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

Download the latest release of the plugin from github:

  1. On the page, find the most recent release

  2. Scroll past the change notes to the Assets section

  3. Download the zip file with the plugin:

Step 1: Install the plugin

  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

Step 2: Enable the plugin

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

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.

Troubleshooting

I can't (un)install the plugin!

You can do both by hand. Find your Blender install's plugin folder, the path will look something like this (replace 3.6 with your Blender version):

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.

Audio Modding: Redmod

Summary

Last documented update: June 06 2025 by

REDmod allows you to add new and override existing audio events. Note that any events added or overridden will use a different Wwise event, removing any special parameters and Wwise logic attached (e.g. overriding a gun sound event will result in it no longer receiving time-dilation effects processing).

Audio Modding - WolvenKit Integration

The REDmod sound import tool can be used in a project.

  • Add the .wav sound files you wish to import to your /customSounds folder in your mod project

  • Click Tools > Sound Modding Tool

  • In the Sound Modding Tool, choose which event to mod from the list of game sound events

  • Adjust the in the bottom right

  • Click Save

Audio Modding - Manually

Place raw .wav audio files inside <Cyberpunk 2077>/mods/<name>/customSounds. Include a info.json file with your mod (<Cyberpunk 2077>/mods/<name>/customSounds/info.json) where you sepcify how to use your custom sounds. You may use nested folders with \\ (see last entry in example).

Example

Parameters

  • name - String The game audio event to override.

  • type - String The sound type. Options are:

    • mod_skip: Do not play this sound event

    • mod_sfx_2d: Will be played without any positions / attenuation

    • mod_sfx_city: Has a longer attenuation that is suitable for city sounds

    • mod_sfx_low_occlusion: Has a long attenuation that isn't occluded much e.g. a VO or quest sound that you don't want to be muffled

    • mod_sfx_occlusion: Medium attenuation with normal occlusion

    • mod_sfx_radio: Needs to be tuned to a broadcast channel (e.g. radio)

    • mod_sfx_room: Has a shorter attenuation suitable for something that can be heard across a room

    • mod_sfx_street: Has a medium attenuation, good for something to be heard down a street

    • mod_sfx_ui: For menu and UI sound replacement

  • file - String The .wav file to use (inside /customSounds)

  • gain - Float How loud the sound is; ranges from 0 to 1.

  • pitch - Float The amount of pitch variance applied to the sound; ranges from 0 to 1.

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

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 .

poseStateConfig

You can use this to .

Adding a poseStateConfig will cause your pose to be hidden in other circumstances. This might confuse users and lead to bug reports, so use it sparingly.

Unless indicated otherwise, none of the pose states below are available when swimming.

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 section of the console command list to see their names and spawn codes.

List of all vehicle records

(Dumped as of 2.12a)

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

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


redmod resource-import -depot=<depot> -input=<relative path to file to be imported> -output=<absolute path to the new redengine file>

.fnt (font)

.ttf: TrueType font

.otf: OpenType font

.cff: Compact Font Format

.regionset (Texture Region Set)

.json: Texture region set definition.

.mesh (Mesh)

.xml: Speed Tree XML Resource File .smd: Source Mesh Data

.fbx: Autodesk FBX

.curveset (Curve Set)

.csv Comma Separated Value Table

.mlsetup (MultiLayer Setup file)

.json: MultiLayer Setup JSON File .mlsetup: MultiLayer Setup File

.genericanimdb (Generic anim database)

.csv: csv file

.cubemap (Cubemap)

.dds: DirectDraw Surface

.bmp: Windows Bitmap

.jpg: Joint Photographics Experts Group .tga: Truevision Targa

.png: Portable Network Graphics

.exr: OpenEXR

.rig (Rig)

.re CDPR proprietary format

.ies (IES Light Profile Data Resource)

.ies: IES light profile

.mlmask (Multilayer Mask)

.tiff: Tagged Image File Format

.tif: Tagged Image File Format

.json: JSON

.rsvg (SvgResource)

.svg: SVG Resource definition file

.xbm (Bitmap Texture)

.dds: DirectDraw Surface

.bmp: Windows Bitmap

.jpg: Joint Photographics Experts Group .tga: Truevision Targa

.png: Portable Network Graphics

.tiff: Tagged Image File Format

.tif: Tagged Image File Format

.exr: EXR

.cube: Cube LUT

{
    "name": "MODNAME",
    "description": "Description for the script mod.",
    "version": "1.0.0",
    "customSounds":    [ ]
}
Finding an audio file
Import with material
TexTools
Merge armatures (rigs)
Stable
Nightly
Blender
Wolvenkit Blender IO Suite
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
vehicles

Users: Troubleshooting after a game update

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

Overview

Who doesn't know it? Your modded game is working, then there's an update, and from one moment to the next everything is a smoking crater. Unfortunately, that's normal: as long as you're living on earth, things fall down when you let go of them, and game updates break mods.

This page will give you a brief overview on what you can do in the situation described above by linking to the corresponding sections of the troubleshooting guide.

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?

The first step is to update your core frameworks. Check every mod on this page — make sure that you have a version from after the update.

There are no framework updates!

You're too fast, choomba: modders haven't gotten around to updating the frameworks yet. That leaves you with two options:

  • remove all mods and play vanilla until the updates arrive

  • downgrade your game

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

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

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

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?

If these instructions didn't help you, there probably are no updates yet and you'll just have to wait. You can find warnings about version mismatches in these log files.

Of course, you can always

  • look around in the troubleshooting guide or use your browser's search function there (Ctrl+F and type)

  • check a list of known problem children and disable them for now

  • further troubleshoot your installation

  • Reset your installation:

    • Fall back to a clean state (via mod | precise | nuclear: fast | nuclear: very fast)

    • Enable all core mods and make sure that the game starts

    • Re-enable your other mods (check bisect for how to do it fastest)

  • Find help on Discord in #mod-troubleshooting

You might want to deactivate ReShade before you start debugging. Especially after DLSS, it has been known to cause crashes.

Likewise, you'll want to turn off your antivirus to rule it out as a problem source.

REDmod for mod devs

Using Redmod to create mods.

Summary

Last documented edit: Sep 07 2024 by mana vortex

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

Wait, that's not what I want!

  • If you want to know what REDmod does, check here

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

What is REDmod? (Developer version)

REDmod is a command line tool developed by CDPR and Yigsoft, which allows us to interact with game files in a variety of ways.

Modules for mod creators:

resource-export  - Export REDengine files to raw format for editing
resource-import  - Import raw files to REDengine formats for use in your mod
animation-import - import .re animation files to an animset
util-hash        - Hashes paths/string with given hash algorithm
help             - Displays helpful info about the other avaliable modules (use -h or -help on any command)

Folder Structure

When creating a REDmod, there is a certain file structure that you need to follow to ensure that it can be used by others. You will want to have a folder that is the name of the mod and in this folder you will have a file named info.json. Whether you are doing Animation Modding, Script Modding, TweakDB Modding, Audio Modding, or other mods (archive mods), you will also need to have at least one subfolder for the mod files to go into. This subfolder should be located on the same level as the info.json file, and be nested directly inside the folder with the mod name.

An example REDmod might look something like this:

 * root_folder
 * | -📁 mods
 * | |-📁 <Mod Name>
 * | | |-📁 archives
 * | | |-📁 scripts
 * | | |-📁 tweaks
 * | | |-📁 customSounds
 * | | |-📄 info.json

When sharing you mod, you would package the folder that is the name of the mod. You could also package the mods folder with the "mod folder", but it is not necessary and it is assumed one might have other mods in their mods folder anyways.

info.json

For a REDmod to be recognized and loaded by the game engine, you must include an info.json file. This file sits in the root folder of the mod's folder at the same level as the subfolders containing your modded files. There are two required entries and a few optional entries that can be in this json file. At minimum a name field and a version field are needed:

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

In the above:

  • The name field is the mod's name and should generally be the same as the folder the info.json file sits in.

  • The version field is the mod's version. The version should generally use "Semantic Versioning"

  • The description field is optional for all mods, but it is generally suggested one should include it so other tools have something to display for a given mod.

  • The customSounds field is semi-optional. It is required for Audio Modding.

INFO - Semantic Versioning is a method of versioning where each number gives meaning for a release based on their position. It uses the format MAJOR.MINOR.PATCH where 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.

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Wolvenkit Blender IO Suite
WKit Blender Plugin: Error messages
Discord
github page's release section
Discord
Version compatibility
General Troubleshooting
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Learn more
WSSDude
WSSDude
i_know_nothing_about_back_problems.archive
realistic_boobs_DDDDDDDDD_cup.archive
modb.archive
moda.archive

MyMod.archive

2

M comes before m

myMod.archive

3

!myMod.archive

1

! comes before A

Nexus link
Nexus link
_ArchiveXL_Netrunner_Variants.archive
Source: https://www.academia.edu/19644191
Load order: ASCII sort
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%APPDATA%\Blender Foundation\Blender\4.3\scripts\addons
Installing from github source
%APPDATA%\Blender Foundation\Blender\4.3\scripts\addons\i_scene_cp77_gltf
Installing from github source
releases
Do not download anything called "Source code", unless you know what you're doing
Step 0: Download the plugin
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{
  "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
    },
  ]
}
WolvenKit
parameters
POSE_WEAPON_ASSAULTRIFLE
POSE_WEAPON_HANDGUN
POSE_WEAPON_LMG
POSE_WEAPON_PRECISIONRIFLE
POSE_WEAPON_REVOLVER
POSE_WEAPON_SHOTGUN
POSE_WEAPON_SHOTGUNDUAL
POSE_WEAPON_SMG
POSE_WEAPON_SNIPERRIFLE
POSE_WEAPON_HAMMER
POSE_WEAPON_HMG
POSE_WEAPON_KATANA
POSE_WEAPON_KNIFE
POSE_WEAPON_ONEHANDED
POSE_WEAPON_TWOHANDED
POSE_PHONE
POSE_CIGARETTE
POSE_POPCORN
POSE_GUITAR
POSE_MICROPHONE_RIGHT
POSE_MICROPHONE_LEFT
POSE_WEAPON_FISTS

POSE_STATE_GROUND

Can only be used while standing on a surface.

POSE_STATE_GROUND_CROUCH

Can only be used while crouching on a surface.

POSE_STATE_AIR

Can only be used while in mid-air.

POSE_STATE_GROUND_AIR

Can only be used while on a surface or while in mid-air.

POSE_STATE_GROUND_WALK

Can only be used while walking on a surface.

POSE_STATE_GROUND_SPRINT

Can only be used while sprinting on a surface.

POSE_STATE_GROUND_ACTION

Can only be used while in combat on a surface.

POSE_STATE_SWIMMING

Can only be used while swimming.

POSE_STATE_SWIMMING_MOVING

Can only be used while swimming and moving.

POSE_STATE_CAR

Can only be used while driving a car.

POSE_STATE_BIKE

Can only be used while riding a motorcycle.

POSE_STATE_LADDER

Unused / no effect

POSE_STATE_GROUND_FLAT

Can only be used while standing on a flat surface.

POSE_STATE_GROUND_FLAT_AND_AIR

Can only be used while standing on a flat surface or while mid-air.

POSE_STATE_GROUND_FLAT_ACTION

Can only be used while standing on a flat surface and while in combat.

poses with props
limit pose availability
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Wolvenkit Blender IO Suite
Troubleshooting your mesh edits
UV Mapping: texturing a 3d object
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
Assign weights before exporting
AMM props: You don't need an armature
Equipment: You need an armature
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The Cyberpunk 2077 Game Directory

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

Summary

Published: Jan 27 2024 by mana vortex Last documented update: Jan 27 2024 by mana vortex

This page will tell you

  • what your Cyberpunk 2077 game directory is, with extra information in the expandable box

  • how you can find the game folder

  • how to use Windows Search to delete leftover files from a mod

What is the game directory?

The game directory is called Cyberpunk 2077 (unless you re-named it). It's the place where Windows put everything that it needs to run the game when you click on the icon — that includes mods.

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 uis.georgetown.edu on how to use the Windows File Explorer.

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

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

You browse through this using the Windows Explorer.

Click on the picture below to zoom in!

How can I find the game folder?

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

Steam

C:\Program Files (x86)\Steam\steamapps\common\Cyberpunk 2077

GOG

C:\Program Files (x86)\GOG Galaxy\Games\Cyberpunk 2077

Epic

C:\Program Files\Epic Games\Cyberpunk 2077

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

  1. Press Windows+R to open the Run dialogue

  2. type explorer (don't forget the space)

  3. Copy and paste the game path from the table above into the text box

  4. Press Enter or click OK

It's not there!

If you don't know your game directory, you can find it in your client:

Steam

Right-click on the game in your library, then select Manage -> Browse local files

GOG

With the game selected in your library, click on the More button, then on Manage Installation and Show folder…

Epic

Right-click on your game in the list and select Manage. Then, click on the folder icon:

Copying the folder path

  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

Deleting residual files with Windows Search

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

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

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 any 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.

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 framework compatibility.

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

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

Epic

In the EPIC launcher, this is a global setting — you can only disable auto-update for all of your games.

Open the settings menu and scroll down to MANAGE GAMES, then disable auto-updates.

Steam

Unlike the competition, Steam will not give you any control about auto-updating. For that reason, you need to forbid it from writing to a specific file on disk, without which it will be literally unable to update. Here's how:

  1. Find the steamapps folder (:

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

    2. On the side bar, click on Local Files

    3. Select Browse. This will take you to Cyberpunk's install directory, which is inside the folder we want (e.g. C:\Steam\steamapps\common\Cyberpunk 2077)

    4. Navigate two levels up (in windows explorer this is done by clicking the up arrow at the top left of the window, next to the file path, or by using the shortcut Alt + Up Arrow Key)

  2. Find the file appmanifest_1091500.acf

  3. Set the file to read-only:

    1. Right-click on the file and select Properties

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

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

  1. Disable auto-updates

  2. Head to the Cyberpunk game detail page

  3. Find the settings button next to the Play button

  4. Select Manage Installation -> Configure…

  5. Select the game version

Epic

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

Steam

Since 2.2, Steam supports downgrading to version 1.63 or 2.13

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

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

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 2.21:

  • Base Game: download_depot 1091500 1091501 8420445566849588826

  • Phantom Liberty: download_depot 2138330 2138330 6387618923890239308

  • REDmod: download_depot 1091500 2060310 5840271637798999751

Patch 2.2:

  • Base Game: download_depot 1091500 1091501 6971552143247463690

  • Phantom Liberty: download_depot 2138330 2138330 3585115081536255968

  • REDmod: download_depot 1091500 2060310 8197960292057385990

Now, we do the thing:

  1. Open Steam

  2. Press Win+R

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

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

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

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

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

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

The MLSB library search

How does MLSB's tag browser work?

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

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

How does this work?

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

Filtering will only consider an item's name, but not its visual appearance:

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

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

Why is this important ?

It is important because there are some rules to this syntax that will help you atomize the search of one model into the 40K+ models paths stored in the Database. The most important rule is that every model starts with :

  • base - for Vanilla Cyberpunk 2077 models

  • PL - for Phantom Liberty ONLY models

How do i start using tags filters ?

In the Models Library panel, click on the tags filter button in the header of the table

Collapsible interface of the tags filter

Example

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.

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

  • 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

A more complex example

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

Spawn Codes (BaseIDs/Hashes)

Item spawn codes and how they link to appearances

What's a BaseID?

Each item is uniquely identified by this . You can use it to spawn items via with the following command:

Game.AddToInventory("Items.money", 5000)

Items.money is the baseID for eddies, and the 5000 will stuff 5 grand into your pocket.

Lists of Base IDs

You can usually find any BaseID on the fandom 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 by step

Step 1: Finding the right item

We're finding the item by name. If you don't even know that much, check the Equipment Databases and see if you can find the name from a picture.

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

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

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

Game.AddToInventory("Items.Vest_17_basic_01")

The naming scheme

Usually, the base ID consists of two parts: the item name, and the item's appearance.

  • Vest_17 is the name of the item. You can use this to find its control files (see Step 2 below).

  • basic_01 is the variant name. This is used inside the control files to load a specific appearance.

Step 2: Finding the .app file

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.

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

Search WolvenKit for the first part of the BaseID
  1. You should now have at least one .app file, where the item's appearances are defined.. To learn more about this, check Appearance: .app files. This is not necessary for this guide.

    • If you have more than one file, hover over them to view their file paths, and pick the one that's inside a player folder.

    • If you can't find any files, check Alternative methods of finding an item below.

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

Step 3: Finding the mesh

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

  2. You will see something like this:

  1. Ignore camera mode and open the appearance that you want (basic_02_w)

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

  1. You want mesh file's DepotPath. This is where Wolvenkit stores the 3d object, which contains the materials.

While basic_01 uses the default appearance, this one uses bbstripes

You found the item, what now?

Now that you've found your mesh, you can edit it.

  • To use it for the base of a new in-game item, check the Adding new items guide

  • To change its materials, check the Changing materials, colors and textures guide

Alternative methods of finding an item

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

The Tweak Browser

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

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

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

  4. In the detail panel with the item's properties, find the appearanceName.

    • If you don't have a detail panel, make the Tweak Browser window wider

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

  2. Time to proceed with Step 2: Finding the .app file

The Wolvenkit Search

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!

RHT: Hot Reload

How to hot reload things with RedHotTools

Summary

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

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

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:

But the folder is always empty!

That's because RHT moves the file into mods and splices them into the game's resource pool.

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

But my changes don't show up!

Red Hot Tools invalidates the game's resources and loads your changes, but things that are already spawned won't be affected. Here is how you can trigger change detection:

  • Loading a save (always works)

  • Spawning a new copy of your item via CET and equipping that (usually works)

  • Despawning and respawning the NPC or world entity you're modifying (usually works)

  • Respawn the UI widget (usually works)

  • Unequipping and re-equipping your item (sometimes works)

Integrations

Wolvenkit

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

Visual Studio Code

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

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

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

The CET overlay

Hot Reload is integrated with . Depending on your workflow, you don't need these buttons.

Archives

Here, you can manually trigger a reload of archive extensions (read: .xl files). You only have to do this if you edit an .xl file in archive/pc/mods.

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

Scripts

Here, you can manually trigger a reload.

You can do this via by running "Hot Reload Scripts" from Visual Studio Code

Tweaks

Here, you can manually trigger a reload.

You can do this via by running "Hot Reload Scripts" from Visual Studio Code

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Users: troubleshooting requirements

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

Summary

This page will give you an explanation of requirements (). After that, you will find a guide on debugging a dependency chain to troubleshoot a mod.

The example will use , but the same principle applies to each and any mod.

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

Theory: What is a requirement?

It is something that your mod needs to work; for that reason, requirements are also called dependencies. The game will load them first.

Most of them are other mods.

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

Unfortunately, that is not how computers work.

More detail

Cyberpunk 2077 offers native modding support via , but it is limited — if we

Guide: Debugging a mod that's not working

Now that we've gotten the theory out of the way, let's get to the practical part. Below, you find an example of how the process will look – and after that, you find the steps to complete it yourself.

Example

You're trying to get VirtualAtelier to work. There is no log file and you want the full version, so you investigate ArchiveXL.

When you re-do , you can't find a log file for ArchiveXL either, so you look at its dependencies and find that you need Red4ext.

When you re-do with Red4ext, you find an error in its log file that complains about version incompatibility. You realize that you forgot to complete , update Red4ext, and Virtual Atelier starts working.

Rejoice!

Level 1: The mod itself

Situation

You're trying to install a mod — and it's not working. How do we fix this?

Step 0: Open your Cyberpunk game directory

If you aren't there yet, open your Cyberpunk 2077 game folder ("Browse local files" in Epic/Steam/GOG). This is where you installed the game.

Step 1: Try to find its log file

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

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

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

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

A log file exists

-> If you can't find one, read on under .

The file is empty

This means that your mod is loaded, but never initialized. Go to

The file has errors

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

The file only has warnings

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

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

There is no log file, or it's empty

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

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

: read on under

Level 2: The requirements

Step 1: Finding the requirements

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

Step 2: Re-do Step 1 for each requirement

For each of the dependencies, repeat the following steps:

  1. Check if it is optional.

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

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

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

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

Savegame Editor: CyberCAT

How the savegame editor works

This is the documentation for the .

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

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

Version Compatibility

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

Game Version
CyberCAT version

Usage Instructions

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.

Appearance Presets

After loading a save, you can export V's appearance as a preset from the Appearance tab. This will create a v2preset file, which you can import via Load Preset.

Adding items

You can add items from the Inventory tab or edit existing items by double-clicking on them.

  • Switch inventories in the upper right corner

  • Edit items by double-clicking them

  • Add new items by using the corresponding button

In the Add Item tab, you can use the dropdown to search the item's base ID. If that doesn't help you, check the top sections of our wiki page on how to find a specific item.

Quest Facts

CyberCAT lets you edit quest facts:

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

Quest editing: Risks and side effects

While you progress through the main story, Cyberpunk will log your progress by setting quest facts. These are not standardized and will only be checked under specific circumstances, usually when the game is about to trigger the next stage of a quest or event.

Once that moment has passed, there is 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.

Can I Change the Outcomes of Quests?

Unfortunately, no. Quest state data is currently not editable with the save editor and there are currently no plans on implementing it.

Can Quest Facts Affect Past and/or Future Quests?

Past: no. Future: Maybe. Almost all quest facts will at best do nothing by setting or changing them and more commonly will break your quest system. There are very few that will work and most are dependent on when they're set.

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

Your only option is to reload from a previous save and make better choices. If only life worked the same way.

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

While the save editor currently supports setting them, we recommend using CET commands if you must go down that route. The contains some that might work in very few instances. Again, most of these are not supported and are highly dependent upon when they are set.

Known Issues

  • Appearance editor is disabled until its fully fixed.

    • Only gender and voice tone can be changed.

    • Loading / Saving of presets still works

  • Item additions might not fully work yet

Troubleshooting

Folder structure

Make sure that you export to a savegame folder. They contain the following files:

  • metadata.9.json

  • sav.dat

  • screenshot.png

CyberCAT needs those files to correctly export the savegame.

Asking for support

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

Once you have exhausted all other means of support, you can find help in #save-editing on the . Please have the following things handy:

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

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

File
Description

2020 Marketing 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

Male V

When compared to female V, male V has fewer remaining assets left over from development (mostly 2018 is missing). However, what we saw of male V in the 2019 Deep Dive demo, early 2020 trailers, and "The World of Cyberpunk 2077" remain behind.

2019 Deep Dive/2020 Marketing

Note that not everything in the foremost folder will be listed, only what's important. There are simply too many assets to list here, most of which are identical to the final game if not straight duplicates.

Important exception; outside of the above folder, somewhere else in a different folder is a beard mesh that is combined with 3D eyebrows and eyelashes.

base\characters\head\pma\h0_001_ma_c__player\hb_001_ma_c__player.mesh

Textures

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: Weapon Audio

Melee: audioWeaponConfiguration

guns: audioName

Other

Finding files: AMM NPCs

How to find an AMM NPC in the files

Summary

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

Wait, this isn't what I want!

  • To change NPC appearances, see

  • To create custom NPCs, see

  • To create V as an NPC, see

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

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

Step 1: Find and open the database file

  1. Open in a webbrowser

  2. Head to

  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:

Step 2: Find the entity ID

Variant 1: Copy it from AMM

  1. Open AMM's Scan tab

  2. Find the Target Info section at the bottom

  3. Find the ID field

  4. Click the Copy button

Variant 2: Finding it in the database

Find the current appearance

  1. Open AMM's Scan tab

  2. Find the Target Info section at the bottom

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

Find the ID in the database

  1. Switch to the 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)

Step 3: Find the .ent file

Complete the following steps on the sqliteviewer website.

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

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

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

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

Step 4 (Optional): TweakDBId to entity path

If you already have a file name here, skip to

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 )

Step 5: Read the

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

  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

Reading the

  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!

Cheat Sheet: Attachment Slots

Specify mod slots for your gear

AttachmentSlots

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

h0_001_wa_c__demo_vicky.mesh

Head

hb_001_wa_c__demo_vicky.mesh

Eyebrow/eyelash

(Note: this is different than the traditional eyebrow mesh the game actually uses, these are fully modelled 3D meshes.)

he_001_wa_c__demo_vicky.mesh

Eyes

heb_001_wa_c__demo_vicky.mesh

Eyebrows (Note: same format as the final game eyebrows.)

ht_001_wa_c__demo_vicky.mesh

Teeth

hx_001_wa_c__demo_vicky_makeup_eyes_01.mesh

Eye makeup

hx_001_wa_c__demo_vicky_makeup_freckles_01.mesh

Freckles

hx_001_wa_c__demo_vicky_makeup_lips_01.mesh

Lip makeup

hx_001_wa_c__demo_vicky_pimples_01.mesh

Pimples

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

h0_000_pwa_c__basehead.mesh

Head

he_000_pwa_c__basehead.mesh

Eyes

heb_000_pwa_c__basehead.mesh

Eyebrows

ht_000_pwa_c__basehead.mesh

Teeth

hx_000_pwa_c__basehead_cyberware_01.mesh

Cyberware

hx_000_pwa_c__basehead_cyberware_02.mesh

Cybeware

hx_000_pwa_c__basehead_cyberware_03.mesh

Cyberware

hx_000_pwa_c__basehead_cyberware_04.mesh

Cyberware

hx_000_pwa_c__basehead_cyberware_05.mesh

Cyberware

hx_000_pwa_c__basehead_makeup_01.mesh

Lip makeup

hx_000_pwa_c__basehead_makeup_02.mesh

Eye makeup

i1_000_pwa_c_earring__basehead.mesh

Earing

base\characters\head\pma\h0_000_pma_c__basehead\
base\characters\head\pma\h0_000_pma_c__basehead\textures
base\characters\head\pma\h0_001_ma_c__player\textures

h0_000_pma_c__basehead_scar_01.mesh

Head scar (Note: potentially what we see in the 2018 trailer)

h0_000_pma_c__basehead.mesh

Head

h0_000_pma_c__short_spiked_cyberware_01.mesh

Hair with cyberware cutout(?)

h0_000_pma_c__short_spiked.mesh

Hair

hb_000_pma_c__basehead__e3_demo_reduced.mesh

Beard

he_000_pma_c__basehead_cyberware.mesh

Eyes with cyberware cutout(?)

he_000_pma_c__basehead.mesh

Eyes

heb_000_pma_c__basehead_01.mesh

Eyebrows (Note: Like 2018 Female V, these are 3D modeled eyebrows!)

hh_000_pma_c__basehead_haircap_01.mesh

Hair cap

hx_000_pma_c__basehead_cyberware_01.mesh

Cyberware (Note: Same as used in the trailer/gameplay videos.)

i1_000_pma_earring__basehead_01.mesh

Earing

audio_melee_metadata_animal_miniboss_hammer
audio_melee_metadata_baseballbat
audio_melee_metadata_baton
audio_melee_metadata_baton_alpha
audio_melee_metadata_baton_beta
audio_melee_metadata_borg_machete
audio_melee_metadata_butchers_knife
audio_melee_metadata_cattle_prod
audio_melee_metadata_chefs_knife
audio_melee_metadata_crowbar
audio_melee_metadata_cutomatic
audio_melee_metadata_dildo
audio_melee_metadata_fists_normal
audio_melee_metadata_fists_strong
audio_melee_metadata_iron_pipe
audio_melee_metadata_katana
audio_melee_metadata_knife
audio_melee_metadata_kukri
audio_melee_metadata_kukri_voodoo
audio_melee_metadata_mantis
audio_melee_metadata_nanowire
audio_melee_metadata_neurotoxin_knife
audio_melee_metadata_shovel
audio_melee_metadata_sledgehammer
audio_melee_metadata_tire_iron
audio_melee_metadata_tomahawk
audio_melee_metadata_vb_axe
audio_melee_metadata_wrench
w_melee_001_katana
wea_set_achilles
wea_set_ajax
wea_set_ashura
wea_set_authority
wea_set_borg4a
wea_set_burya
wea_set_carnage
wea_set_chao
wea_set_chao_voodoo
wea_set_copperhead
wea_set_crusher
wea_set_defender
wea_set_dian
wea_set_grad
wea_set_grad_panam
wea_set_grit
wea_set_guillotine
wea_set_hercules
wea_set_igla
wea_set_kappa
wea_set_kenshin
wea_set_kenshin_chaos
wea_set_kolac
wea_set_kyubi
wea_set_lexington
wea_set_liberty
wea_set_liberty_dex
wea_set_ma70
wea_set_masamune
wea_set_metel
wea_set_missile_vehicle
wea_set_nekomata
wea_set_nova
wea_set_nova_suppressor
wea_set_nue
wea_set_omaha
wea_set_osprey
wea_set_overture
wea_set_palica
wea_set_pozhar
wea_set_pulsar
wea_set_quasar
wea_set_rasetsu
wea_set_saratoga
wea_set_satara
wea_set_senkoh
wea_set_senkoh_prototype
wea_set_shingen
wea_set_sidewinder
wea_set_silverhand
wea_set_slaught
wea_set_smasher_hmg
wea_set_smasher_shotgun
wea_set_sor22
wea_set_spec_launcher_delamain
wea_set_special_flak_cannon
wea_set_special_plasma_cutter
wea_set_tactician
wea_set_testera
wea_set_ticon
wea_set_ticon_reed
wea_set_toygun
wea_set_umbra
wea_set_unity
wea_set_unity_dex
wea_set_vehicle
wea_set_warden
wea_set_warden_suppressor
wea_set_yukimura
wea_set_yukimura_preset
wea_set_zhuo
dev_drone_griffin_wea_set_rifle
dev_drone_octant_wea_set_autocannon
dev_drone_wyvern_wea_set_rifle
v_av_panzer_wea_set_cannon
v_av_panzer_wea_set_countermeasures
v_av_panzer_wea_set_missiles
w_cyb_mantis
AttachmentSlots.ArmsCyberwareGeneralSlot
AttachmentSlots.Barrel
AttachmentSlots.Blade_WeaponMod1
AttachmentSlots.Blade_WeaponMod1_Collectible
AttachmentSlots.Blade_WeaponMod2
AttachmentSlots.Blade_WeaponMod2_Collectible
AttachmentSlots.Blunt_WeaponMod1
AttachmentSlots.Blunt_WeaponMod1_Collectible
AttachmentSlots.Blunt_WeaponMod2
AttachmentSlots.Blunt_WeaponMod2_Collectible
AttachmentSlots.Cannon
AttachmentSlots.CannonLaser
AttachmentSlots.ChimeraGasCloud
AttachmentSlots.ChimeraMelee
AttachmentSlots.Consumable
AttachmentSlots.CyberdeckProgram1
AttachmentSlots.CyberdeckProgram2
AttachmentSlots.CyberdeckProgram3
AttachmentSlots.CyberdeckProgram4
AttachmentSlots.CyberdeckProgram5
AttachmentSlots.CyberdeckProgram6
AttachmentSlots.CyberdeckProgram7
AttachmentSlots.CyberdeckProgram8
AttachmentSlots.CyberwareRoot
AttachmentSlots.FaceFabricEnhancer1
AttachmentSlots.FootFabricEnhancer1
AttachmentSlots.GenericItemRoot
AttachmentSlots.GrenadeCore
AttachmentSlots.GrenadeDelivery
AttachmentSlots.GrenadeRight
AttachmentSlots.Grip
AttachmentSlots.Head
AttachmentSlots.HeadFabricEnhancer1
AttachmentSlots.IconicMeleeWeaponMod1
AttachmentSlots.IconicWeaponModLegendary
AttachmentSlots.InnerChestFabricEnhancer1
AttachmentSlots.ItemSlotGenericMelee
AttachmentSlots.ItemSlotGenericRanged
AttachmentSlots.ItemSlotHammer
AttachmentSlots.ItemSlotHandgunLeft
AttachmentSlots.ItemSlotHandgunLeftJackie
AttachmentSlots.ItemSlotHandgunRight
AttachmentSlots.ItemSlotHandgunRightJackie
AttachmentSlots.ItemSlotKatana
AttachmentSlots.ItemSlotKnifeLeft
AttachmentSlots.ItemSlotKnifeRight
AttachmentSlots.ItemSlotSMG
AttachmentSlots.ItemSlotSniperRifle
AttachmentSlots.ItemSlotTechRifle
AttachmentSlots.JurijMineThrowSpot
AttachmentSlots.KERSSlot1
AttachmentSlots.KERSSlot2
AttachmentSlots.KERSSlot3
AttachmentSlots.KiroshiOpticsSlot1
AttachmentSlots.KiroshiOpticsSlot2
AttachmentSlots.KiroshiOpticsSlot3
AttachmentSlots.Laser
AttachmentSlots.LeftShoulder
AttachmentSlots.LeftShoulderChandelier
AttachmentSlots.LeftShoulderMine
AttachmentSlots.LeftShoulderSelf
AttachmentSlots.LeftShoulderTrack
AttachmentSlots.LegsFabricEnhancer1
AttachmentSlots.Magazine
AttachmentSlots.MagazineEmpty
AttachmentSlots.MantisBladesEdge
AttachmentSlots.MantisBladesRotor
AttachmentSlots.MetalstormWeapon
AttachmentSlots.MetalstormWeaponExplosive
AttachmentSlots.MetalstormWeaponRaiseSequence
AttachmentSlots.NanoWiresBattery
AttachmentSlots.NanoWiresCable
AttachmentSlots.NanoWiresQuickhackSlot
AttachmentSlots.OuterChestFabricEnhancer1
AttachmentSlots.PanamVehicleTurret
AttachmentSlots.PanzerCannon
AttachmentSlots.PanzerCounterMeasuresLeft
AttachmentSlots.PanzerCounterMeasuresRight
AttachmentSlots.PanzerHomingMissiles
AttachmentSlots.Power_AR_SMG_LMG_WeaponMod1
AttachmentSlots.Power_AR_SMG_LMG_WeaponMod1_Collectible
AttachmentSlots.Power_AR_SMG_LMG_WeaponMod2
AttachmentSlots.Power_AR_SMG_LMG_WeaponMod2_Collectible
AttachmentSlots.Power_Handgun_WeaponMod1
AttachmentSlots.Power_Handgun_WeaponMod1_Collectible
AttachmentSlots.Power_Handgun_WeaponMod2
AttachmentSlots.Power_Handgun_WeaponMod2_Collectible
AttachmentSlots.Power_Precision_Sniper_Rifle_WeaponMod1
AttachmentSlots.Power_Precision_Sniper_Rifle_WeaponMod2
AttachmentSlots.Power_Shotgun_WeaponMod1
AttachmentSlots.Power_Shotgun_WeaponMod1_Collectible
AttachmentSlots.Power_Shotgun_WeaponMod2
AttachmentSlots.Power_Shotgun_WeaponMod2_Collectible
AttachmentSlots.PowerModule
AttachmentSlots.ProjectileLauncherRound
AttachmentSlots.ProjectileLauncherWiring
AttachmentSlots.Receiver
AttachmentSlots.RightShoulder
AttachmentSlots.RightShoulderChandelier
AttachmentSlots.RightShoulderMine
AttachmentSlots.RightShoulderSelf
AttachmentSlots.RightShoulderTrack
AttachmentSlots.RightWrist
AttachmentSlots.Scope
AttachmentSlots.Smart_AR_SMG_LMG_WeaponMod1
AttachmentSlots.Smart_AR_SMG_LMG_WeaponMod2
AttachmentSlots.Smart_Handgun_WeaponMod1
AttachmentSlots.Smart_Handgun_WeaponMod1_Collectible
AttachmentSlots.Smart_Handgun_WeaponMod2
AttachmentSlots.Smart_Handgun_WeaponMod2_Collectible
AttachmentSlots.Smart_Precision_Sniper_Rifle_WeaponMod1
AttachmentSlots.Smart_Precision_Sniper_Rifle_WeaponMod1_Collectible
AttachmentSlots.Smart_Precision_Sniper_Rifle_WeaponMod2
AttachmentSlots.Smart_Precision_Sniper_Rifle_WeaponMod2_Collectible
AttachmentSlots.Smart_Shotgun_WeaponMod1
AttachmentSlots.Smart_Shotgun_WeaponMod2
AttachmentSlots.SmasherMissileRain
AttachmentSlots.SmasherPlasmaWeaponLeft
AttachmentSlots.SmasherPlasmaWeaponRight
AttachmentSlots.StatsShardSlot
AttachmentSlots.StrongArmsBattery
AttachmentSlots.StrongArmsKnuckles
AttachmentSlots.SystemReplacementCW
AttachmentSlots.Tech_AR_SMG_LMG_WeaponMod1
AttachmentSlots.Tech_AR_SMG_LMG_WeaponMod2
AttachmentSlots.Tech_Handgun_WeaponMod1
AttachmentSlots.Tech_Handgun_WeaponMod2
AttachmentSlots.Tech_Precision_Sniper_Rifle_WeaponMod1
AttachmentSlots.Tech_Precision_Sniper_Rifle_WeaponMod1_Collectible
AttachmentSlots.Tech_Precision_Sniper_Rifle_WeaponMod2
AttachmentSlots.Tech_Precision_Sniper_Rifle_WeaponMod2_Collectible
AttachmentSlots.Tech_Shotgun_WeaponMod1
AttachmentSlots.Tech_Shotgun_WeaponMod2
AttachmentSlots.Throwable_WeaponMod1
AttachmentSlots.Throwable_WeaponMod1_Collectible
AttachmentSlots.Throwable_WeaponMod2
AttachmentSlots.Throwable_WeaponMod2_Collectible
AttachmentSlots.VehicleMissileLauncherA
AttachmentSlots.VehicleMissileLauncherB
AttachmentSlots.VehicleMissileLauncherC
AttachmentSlots.VehiclePowerWeaponLeftA
AttachmentSlots.VehiclePowerWeaponLeftB
AttachmentSlots.VehiclePowerWeaponLeftC
AttachmentSlots.VehiclePowerWeaponRightA
AttachmentSlots.VehiclePowerWeaponRightB
AttachmentSlots.VehiclePowerWeaponRightC
AttachmentSlots.WeaponLeft
AttachmentSlots.WeaponRight

2.1.1

>= 0.27d

2.0 / Phantom Liberty

>= v0.26

1.63_hotfix1

???

%USERRPROFILE%\Saved Games\CD Projekt Red\Cyberpunk 2077
CyberCAT save editor
Spawn Codes (BaseIDs/Hashes)
here
CET command list
Wolvenkit Discord
Troubleshooting

Cheat sheet: Rigs and animations

Where rigs and animations are stored

Summary

Last documented update: January 6 2024 by mana vortex

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

Any links will lead you to additional context.

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

Player female inventory animation

base\animations\ui\female\ui_female.anims

Player male inventory animation

base\animations\ui\male\ui_male.anims

.rigs

First person

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

name of rig
Path in game files

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)

Third person

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

Name of rig
Used by
Path in game files

woman_base

female body gender, default body shape

base\characters\base_entities\woman_base\woman_base.rig

man_base

male body gender, default body shape

base\characters\base_entities\man_base\man_base.rig

man_child

children of any body gender

base\characters\base_entities\man_child\man_child.rig

woman_child

-

base\characters\base_entities\woman_child\woman_child.rig

man_big

any body gender: big folks, e.g. Jackie, River, Rhino…

base\characters\base_entities\man_big\man_big.rig

woman_big

-

base\characters\base_entities\woman_big\woman_big.rig

man_fat

any body gender: fat folks, e.g. Dexter

base\characters\base_entities\man_fat\man_fat.rig

woman_fat

-

base\characters\base_entities\woman_fat\woman_fat.rig

man_massive

Smasher

base\characters\base_entities\man_massive\man_massive.rig

Face

The facial animations are linked in the .ent files under base\characters\base_entities\xxx\xxx.ent. They are otherwise referenced from an entAnimationSetupExtensionComponent inside the .app file.

Deforms

Deforms can be found under base\characters\base_entities\*\deformations_rigs.

Florence
FacelessV1
VirtualAtelier
Finding and reading log files
Do you want to know more (about the core mods and what they do)?
REDmod
Level 1
Level 1
Level 2 Step 3
VirtualAtelier
here
Your own HUD icons
troubleshoot it
troubleshooting
Let's do that now
Level 1
If you don't know if a mod is optional, it's most likely not.
Theory: What is a requirement?
A log file exists
The file only has warnings
There is no log file, or it's empty
Level 2: The requirements
For NPCs - Change Appearances
AMM: Custom NPCs
NPV - V as custom NPC
https://sqliteviewer.app/
The Cyberpunk 2077 Game Directory
sqliteviewer
sqliteviewer
root entity
root entity
.app file
mana vortex
mana vortex
Step 5: Read the root entity

Equipment Databases

Browse the catalogue

Summary

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

This page lists websites where you can look up pictures

Base IDs (just lists)

(2.0 compatible)

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

A list with BaseIDs

Google Sheets (August 2022), supports filtering

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

HomeWolvenKit
GIMPGIMP
KritaKrita
Notepad++
WolvenKit
Cheat Sheet: Vendor IDs | Cyberpunk 2077 Modding

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

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

What does REDmod do for me?

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

That sounds awesome, why is that not the default?

  • Compatibility: Not all mods can be easily converted. Some outright break in the process.

  • Especially modders don't like the extra delay during startup

  • While the mods are precompiled, a console window will be visible. This scares many users.

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

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

Using Mods

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

Legacy archive mods in /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 your installed mods.

Then, you need to before starting the game.

How do I deploy?

You can handle deployment and load order with

  • the REDlauncher that comes with the game

  • Vortex Mod Manager from NexusMods

  • REDmod WolvenKit integration and manage your mods easily from within the WolvenKit Mod Manager

  • starting Cyberpunk with the parameter -modded

What is deployed?

Activating mods

GOG, Steam and Epic

  • Navigate to Cyberpunk 2077

  • Click Play

  • Click the Settings button and Enable mods

  • Click Play (Do not skip this)

  • A window will open showing progress on mod deployment.

Conflicts and Load Order

Conflicts are handled on a per-file basis, but can be handled by specifying a specific load order. The rules here are the opposite of e.g. Skyrim: the first mod to change a file wins.

Example:

modA contains a script file Cyberpunk 2077\mods\modA\scripts\cyberpunk\player\player.script. modB contains a script file with the same name: Cyberpunk 2077\mods\modB\scripts\cyberpunk\player\player.script

This will discard all changes modB made, since by default, REDmod and the game loads mods alphabetically (modA overrides changes in modB).

However, you can specify a load order with REDmod, which the game will respect.

Troubleshooting

If a REDmod is giving you trouble, you can force a redeploy by either of the following means:

  1. Either

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

  2. or

    1. Uninstall the mod

    2. Start the game

    3. As soon as it launches, close the game again

    4. Reinstall the mod

  3. Now, restart the game. REDMod will rebuild the cache and hopefully fix your problem.

If that doesn't do it, you can consult the for advice.

Advanced Topics

Deploying Mods - Automatically

REDMod's redeploy is triggered on any of these changes:

  • mods change: You added or removed a mod

  • A mod's version changes: The version number in the info.json was changed.

  • A mod's files change: You added or removed archives

Deploying Mods - Manually

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

Deploying Mods - WolvenKit Integration

  • Open the WolvenKit Mod Manager.

  • Click the Deploy Mods button in the toolbar.

You will see all installed mods in your game. Enable the mods you would like to play with.

Handling Conflicts - Manually

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

This will override changes to \cyberpunk\player\player.script that modA makes in favor of modB. It will also tell the game to load modB before modA and modC.

Handling Conflicts - WolvenKit integration

  • Open the WolvenKit Mod Manager.

  • Adjust the load order by dragging and dropping rows.

  • Click the Deploy Mods button.

You can adjust the load order by dragging and dropping the installed mods inside the mod manager.

When you click the Deploy Mods button, the current load order will be forwarded to redmod.exe and mods will be deployed and loaded in this order.

Starting a Modded Game - Manually

To start a modded game that loads mods deployed by REDmod use the -modded flag on Cyberpunk2077.exe

Example:

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

Conflicts and Load Order

Finding Locations

How to find Cyberpunk locations in the files

This page will show you how to find locations and sectors. If you already know them, check for guides on how to modify them.

For a list of existing node types and information about them, see

Existing lists

There are several overviews of interesting locations:

Getting an item's world sector

  1. Install >= 0.5.2. You need both the plugin and the extra zip for CET.

  2. Extract them directly into your Cyberpunk game directory and start the game.

  3. Head to the location that you want to edit.

  4. Look at the item

  5. Open the CET overlay

  6. Open RedHotTool's or tab and see the sector information:

Legacy information

With the release of 0.5.2, the information in the box below has become obsolete and will only be preserved for posterity.

Getting the player's coordinates

Run the following command in CET's console:

Finding sectors: Legacy information

Finding a specific sector

For technical stuff about sectors and the really manual way to look for things go . For less masochistic methods read on.

Prerequisite: Getting the coordinates

Complete . Copy the result and put it into a txt file somewhere.

Method 1: the Wolvenkit preview

  1. In Wolvenkit, open the file base\worlds\03_night_city\_compiled\default\blocks\all.streamingblock

  2. Switch to the second tab "All Sector Preview"

  3. In the panel to the right, enter the coordinates that you copied from the game in step 2

  4. Click "Search for Coordinate"

  5. Optional: Zoom in

You can double-click on the red text to load the corresponding streamingsector file into the streamingblock's preview!

For details on how to find other LOD levels, check .

Method 2: Following the meshes

If you know a mesh that's used inside the location, you can right-click the mesh file inside Wolvenkit's asset browser and use "Find files using this".

You might want to consider using a unique mesh rather than a standard cup or bottle.

Method 3: Via script

Go () and either use the script in your webbrowser (recommended) or download the script locally to run it with Python.

When running from browser:

Change the x, y and z coordinate to the coordinates that you found👍

When running locally:

The script requires you to have a local json export of all.streamingblock somewhere.

Change line 11 to the absolute path of your json (remember the double slashes):

You'll find the coordinates in line 31. Change them to the coordinates that you found :

Now, run the script via Python. It'll give you a list of interior/exterior sector files together with the distance from your coordinates.

The blocks at the bottom can be used to generate a streamingblock json file for just the results, which can be imported to wolvenkit to preview them as per Method 1. if running the script locally you will need to download the sectors.streamingblock file from the github and edit the templatepath variable to point at it.

script compiler
Excel Sheet
Discord
Google Doc
Google Sheet
2.1: github (Chief Sosa)
Steam: garments
cp2077.8713.su
Steam: Cyberware
Steam: Quickhacks

Scripts: Compiled into a script blob

<Cyberpunk 2077>/mods//scripts

Tweaks: Compiled into a modded tweakDB

<Cyberpunk 2077>/mods//tweaks

Sound files

<Cyberpunk 2077>/mods//customSounds

redmod deploy -root="C:\Gog\Cyberpunk 2077" -mod=modB,modA,modC
Cyberpunk2077.exe -modded
Using Mods
Audioware
correct subfolders
Cyberpunk 2077
Cyberpunk 2077
Cyberpunk 2077
<Cyberpunk 2077>
deploy
activate mods
troubleshooting guide

Cheat Sheet: Facial Expressions

Photo Mode

Player photo mode uses one of

base\animations\ui\photomode\photomode_female_facial.anims
base\animations\ui\photomode\photomode_male_facial.anims
Index
Expressions
CNAME keys to activate them

1

Neutral

facial_neutral

2

Charm

facial_charming

3

Fury

facial_furious

4

Boredom

facial_bored

5

Anger

facial_pissed

6

Satisfaction

facial_pleased

7

Disgust

facial_disgusted

8

Happiness

facial_happy

9

Fear

facial_scared

10

Surprise

facial_surprised

11

Sadness

facial_sadness

12

Whistle

facial_whistling

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

AMM facial expressions

The AMM expressions for both body genders use the following file and keys:

base\animations\facial\male_average\interactive_scene\generic_average_male_facial_idle.anims

Neutral

idle__neutral__male

Joy

idle__joy__male

Smile

idle__happy__male

Sad

idle__sadness__male

Surprise

idle__surprise__male

Aggressive

idle__aggression__male

Anger

idle__anger__male

Interested

idle__interested__male

Disinterested

idle__disinterested__male

Disappointed

idle__disappointed__male

Disgust

idle__disgust__male

Exertion

idle__exertion__male

Nervous

idle__nervous__male

Fear

idle__fear__male

Terrified

idle__fear_reaction__male

Pain

idle__pain__male

Sleepy

idle__tiredness__male

Unconscious

idle__unconscious__male

Dead

idle__dead__male

Courtesy of Maximilium, Pinkydude and Vitum

Expression references for individual NPC files:

johnny__facial_idle_poses

rogue_facial_idle_poses

evelyn_facial_idle_poses

generic_average_female_facial_idle_poses

panam_facial_idle_poses

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: 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?

AllKnowingLion
Lizzie Kieser
Cyber Engine Tweaks

Reference: World Sectors

Wiki: List of world sectors for e.g. V's apartment.

CET wiki

List of interesting locations for teleporting

AMM DIscord

An entire channel dedicated to locations

print(GetPlayer():GetWorldPosition())
11     filepath = 'C:\\CyberpunkModding\\Files\\all.streamingblock.json'
31     player_loc={'X':-1604.0522,'Y':353.99716,'Z':49.200005}
World Editing
Reference: .streamingsector node types
RedHotTools
RedHotTools
here
here
here for PL
old link
via CET
via CET
RedHotTools
RedHotTools
Getting the player's coordinates
Cheat Sheet: Weapon BaseStats | Cyberpunk 2077 Modding
Cheat Sheet: Base Stats | Cyberpunk 2077 Modding
Cheat Sheet: Weapon Audio | Cyberpunk 2077 Modding
Top 3D design software to paint materials and textures onto 3D assets | Adobe Substance 3D Painter
Official Adobe Photoshop | Photo and design software
Tools, scripts and plugins | Cyberpunk 2077 Modding
Paint.NET - Free Software for Digital Photo Editing
3ds Max Software | Get Prices & Buy Official 3ds Max 2023 | Autodeskautodesk
Maya Software | Get Prices and Buy Maya 2023 | Autodeskautodesk
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010 Editor - Pro Text/Hex Editor | Edit 200+ Formats | Fast & Powerful | Reverse Engineering

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 troubleshooting guide, have identified a broken mod and want to help fixing it.

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

If you can't or won't do that, please check at least Step 0!

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!

Step 1: Isolate

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

  1. Temporarily remove all mods from your game.

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

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

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

If you can reliably reproduce the problem (that's Netrunner speech for "it happens every time without fault"), then you have everything you need for a bug report.

For a core framework

If your problem child isn't one of these mods, you don't need to read this.

The core frameworks are generally extremely stable. That's not to say that they don't have bugs, but such bugs are generally found and fixed quickly.

If you suspect that one of them is the cause of your crash, make very sure that you have no dependent mods installed, since those will be inactive as long as the dependency isn't there (think of it like a fuse box: without electricity, the fridge can't keep making that noise).

Step 2: Gather the necessary data

Since your problem could be anything, we'll go about it the other way. I'll list everything that you could include, and tell you when it's needed.

Reproduction steps

When: Always

Any information you collect is helpful, but fixing a bug is easiest if you can watch it with your own eyes. For that reason, we need a list of the exact steps needed to make the problem happen.

Write the steps they need to do, not the ones they don't.

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")

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

  5. Optional: you can create a save here

  6. Equip the helmet

  7. Equip the sword

  8. Hit the car mechanic

  9. the game crashes

Save game

When: If the problem happens

  • at a certain location or a certain quest phase

  • when loading into exactly this save (if it happens for all of your saves, then it's probably not needed)

Your save games can be found in the following folder:

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

which is the same as

C:\Users\<yourusername>\Saved Games\CD Projekt Red\Cyberpunk 2077

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

Log files

When: If the problem child

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

  • Is a plugin (lives in Cyberpunk 2077/bin/x64/plugins)

  • Is dependent on a plugin (like above, but with more subfolders)

What:

  • The log file with the error

  • If it's a plugin mod, then add the plugin's log. Most common here is Cyber Engine Tweaks; the log file is Cyberpunk 2077/bin/x64/plugins/cyber_engine_tweaks/cyber_engine_tweaks.log

Crash report

When: If the problem child is one of the core frameworks.

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!

You can find the crash reports in this folder:

%USERPROFILE%\AppData\Local\REDEngine\ReportQueue

which is the same as

C:\Users\<yourusername>\AppData\Local\REDEngine\ReportQueue

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

Step 3: Reaching out

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

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

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

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

  3. If there is a Comments tab, you can drop a comment

  4. If there is neither, you can try and message the author (click on their Nexus profile name)

Step 4 (optional): Discord

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

Corrupt(ish) saves

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

Getting Started: Installing Cyberpunk

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

Summary

While it is possible to install mods by hand (and many modders do in fact exactly that), we recommend using a mod manager.

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

  • How to install mods with Vortex Mod Manager

  • How to configure MO2 (Mod Organizer 2)

To learn about how to install mods at all, check Using Mods

Prerequisites

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

  • You have the following things:

    • Visual C Redistributable 2022

    • .NET 6.0+

  • You have updated the following things:

    • Your graphics card driver

    • The latest Windows Update for your operating system (checkout Modding on Linux if that's what you're doing)

Installing the Game

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

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

TL;DR: If possible, install Cyberpunk 2077

  • on an SSD to speed up load time

  • outside of Program Files to keep Windows from "protecting" your files

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

Game install

C:\Games\Cyberpunk 2077

Mod download and staging

C:\Games\Mods

Performance

Like everything else, Cyberpunk will run significantly faster from an SSD rather than a HDD.

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.

By default, all three platforms (GOG, Steam, and Epic) want to install the game to their own install location, which defaults to C:\Program Files. That wouldn't be a problem if not for Windows and what it will permit there, which is not much.

This can (but doesn't have to) cause problems in two different spots by "protecting" the Cyberpunk install dir from modding tools such as mod managers (like our recommendation Vortex) or even CDPR's own REDmod launcher. But hey, at least things are very secure.

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

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

Installing Cyberpunk: GOG

Open GOG Galaxy, click on "Owned Games" in the left sidebar, and scroll until you find Cyberpunk. Single click on its picture to display the main Cyberpunk page.

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

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

    • Click the drop-down box

    • select "browse"

    • browse to the target folder (we're assuming C:\Games)

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

  3. Optional: Select a game language other than English

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

  5. 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"

  2. 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 Configuring Cyberpunk

To be done

Installing Cyberpunk: Epic

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

To be done

Configuring the game

Configuring Cyberpunk: GOG

Once the game has installed, we want to make it run with mods. Click the button to the right of the play button (formerly the install button) pictured below.

The Cyberpunk 2077 main page on GOG, with the sidebar open on the left

From there, select "Manage Installation" and then "Configure". A window will pop up where you can change your desired settings:

  1. Installation (first tab): Disable auto-updates

  2. 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.

  2. Click Play on the game's page

  3. Click the Settings button and Enable mods

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

  4. Click Play (Do not skip this)

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

Configuring Cyberpunk: Steam

  1. Navigate to Cyberpunk 2077

  2. Click Play

  3. Click the Settings button and Enable mods

    • If you can't enable mods, that means REDmod is not installed. Check the game's DLCs and make sure to get it.

  4. Click Play (Do not skip this)

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

Configuring Cyberpunk: Epic

  1. Navigate to Cyberpunk 2077

  2. Click Play

  3. Click the Settings button and Enable mods

    • If you can't enable mods, that means REDmod is not installed. Check the game's DLCs and make sure to get it.

  4. Click Play (Do not skip this)

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

Starting to mod

You now have the following options:

  • If you feel insecure about modding, follow the extremely detailed guide under Vortex Mod Manager

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

Blender version

Plugin version

Wolvenkit version

>= 8.15 | ()

Apart

Finding and reading log files

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

Summary

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

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

A list of framework logfiles

The paths below are given relative to your .

Name of framework
Path to log file

Finding the log files

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

  3. Double-click it

  4. 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.

Alternatively: By hand

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

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

Make sure to run this , 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).

The list of results should look like this:

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

With a few exceptions, log files have the name of their mod. If they don't, check what folder they're in.

There's too many of them!

If you're drowning in log files and have no idea how to filter them, you can delete or remove them. Don't worry, they will be re-created on next launch.

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

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

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.

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

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

  3. You are looking for lines with error or warning. If you want to see what they look like, scroll down to the .

    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 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 already, or keep looking for errors.

Making sense of them

Error

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

Errors look like this:

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

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

  • If the file is in a subfolder of bin\x64\plugins\cyber_engine_tweaks, you have found a broken mod, but CET mods won't break the game. In this case, treat it like a .

  • If the log is anywhere else, you have found .

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 or and hope that you're lucky.

If your warning isn't listed below, use your own best judgement.

Field with this name is already defined

This might indicate that a Redscript mod is loaded twice. Search the Cyberpunk root folder the mod name and make sure that you have no duplicates. If you're uncertain about this, try the on your r6 folder.

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 like Skyrim or Fallout. It fully supports Cyberpunk 2077 and is praised for its ease of use.

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

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

Before we start...

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

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

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

But I have so many mods to uninstall!

You don't need to go through your folders and manually delete all of your mods, nor should you reinstall the entire game. We have a handy (courtesy of our dear manavortex) that will automatically do it for you. After running it and validating your files, you will have a 100% clean installation of the game and a backup folder of the mods it removed, in case you change your mind about MO2 and want those mods back.

I'll say it again: don't just reinstall the game. You'll be wasting your time. Use the mod remover.

Download and Install MO2

  1. Download MO2 from either (yes, Skyrim Nexus) or

  2. Install MO2:

    • When installing, choose either the Global Instance option (recommended for multiple games)...

    • ...or choose Portable Instance if you want a separate installation of MO2 for each game.

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

Setting Up the Game

  1. Launch MO2.

  2. Create a new instance:

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

  3. Customize your Profile Settings (Optional):

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

    • You can change these settings later as needed.

Installing CET and Red4Ext (the script extenders)

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.

  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

  4. You're done

Script extenders: plugin installation guide

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

There exists a plugin for MO2 that will allow you to install CET and RED4ext the same way as any other mod (i.e. not manually). This is nice if you prefer to keep all of your mods within MO2's mod list, but it is an optional process. If you don't care about having CET and RED4ext installed in MO2, then I would recommend you to install them manually as detailed above. Otherwise, read on.

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

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

Installing the plugin (must read!)
  1. Head over to the GitHub repository linked above and download the file game_cyberpunk2077.py by clicking on it, it's at the bottom of the page. Do not download the source code.

  2. Place this file into basic_games/games which is located in the MO2 plugin folder. No need to go diving through all your folders to find it, you can find it easily:

    1. Navigate to Show Open Folders menu... on the main MO2 screen.

    2. Click on Open MO2 Plugins folder.

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

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

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

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

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

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

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

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

    1. Go to Settings.

    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.

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

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

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

Installing Mods from Nexus

  1. Go to the website for Cyberpunk 2077 mods.

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

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

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

Adding Mods from Other Sources

If you have mods from external sources:

  • Download the mod and move it to the Downloads folder by using the file folder dropdown in MO2 ("Open Downloads folder").

  • Alternatively, drag and drop the mod into the Downloads tab within MO2.


Launching the Game

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

Tips and Best Practices

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

Troubleshooting

Some mods aren't working!

  • If you aren't using the updated plugin, make sure that CET and RED4ext are installed manually (check )

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

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

Wolvenkit Blender IO Suite

How the Wolvenkit Blender plugin works

Summary

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

This is the landing page for the Wolvenkit Blender plugin.

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

You can find a detailed install guide under .

Wait, this is not what I want!

  • If this is your first time using Blender, you can check out

  • For detailed usage instructions, check

  • The plug-in's source code and original readme are on

  • If you run into issues using the plugin, you can check

Compatibility

Usage

The toolbar to the right of your viewport will show you the CP77 Modding tab. (Keyboard shortcut to hide/unhide: n)

Animation Tools

In the animation tools, you can find

  • shortcuts for playing, renaming and deleting existing animations

  • shortcuts to add new actions and insert keyframes

Load Bundled Rig

You can load one of Cyberpunk's default armatures at any time:

Animsets

If you import an .anims file, selecting any armature will give you the option to play any existing animation:


Collision Tools

The collision tools and -generator can

  • generate of convex colliders with the exact shape of your mesh The number of vertices to sample should be set to match the number set in the .phys file in order to ensure successful export

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

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


Mesh Tools

Modelling

Change Armature Target

Lets you change the armature modifier of all selected meshes.

The checkbox Also Reparent Selected Meshes to the Armature moves the selected meshes into the armature's hierarchy as children.

UV Checker

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.

Weight transfer

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.

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 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!

This will run the "Merge by distance" operator on your mesh. This will collapse vertices that are directly on top of each other.

Group Ungroup Verts

This can fix export errors by assigning ungrouped vertices to the "closest" vertex group (the nearest bone envelope). If your mesh moves weirdly in-game, you'll have to get , though.

Delete Unused Vert Groups

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 Colours

Vertex colour profiles are for e.g. or . This section will let you manage presets.

Apply Vertex Colour Preset

Applies a previously-saved preset to your current mesh

Save Vertex Colour Preset

Save the current colours as a preset

Delete Vertex Colour Preset

Delete a previously saved preset

Material Export

Export Hair Profile

Lets you export a hair profile. For a step-by-step guide, see the corresponding wiki page ->

Export MLSetup

Lets you export a multilayered material that you have edited in Blender.

Cheat Sheet: Body

Which body parts are where?

Summary

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

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

When editing body mods, you need to edit both the mesh and the morphtarget.

There is no dedicated guide yet, but you can refer to .

For a list and explanation of body mods, check the page.

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


Player Base Body

Seamfix meshes

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

Body tattoos

Female body gender

Component

Male body gender

Component

NPC bodies

You can find NPC bodies in the following folder:

NPC
file path
explanation

Head

Find this information under .

Skin definitions

For a list of , see

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

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

  • Normal (bump/height map)

  • Albedo (diffuse/complexion)

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

Body: material instances

The names of the body's material instance files are identical to those used by the player head. Find them under .

Making Body mods

If you want to make a body mod, you need to modify the following files. Please do clothing modders a favour either fit your body to vanilla proportions, or register a tag for right away!

Female body gender

Head:

base\characters\head\player_base_heads\player_female_average\h0_000_pwa__morphs.morphtarget base\characters\head\player_base_heads\player_female_average\h0_000_pwa_c__basehead\h0_000_pwa_c__basehead.mesh

TPP Body:

base\characters\common\player_base_bodies\player_female_average\t0_000_pwa_base__full.morphtarget base\characters\common\player_base_bodies\player_female_average\t0_000_pwa_base__full.mesh base\characters\common\player_base_bodies\player_female_average\l0_000_pwa_base__cs_flat.mesh

TPP Arms:

base\characters\common\player_base_bodies\player_female_average\arms_hq\a0_000_pwa_base_hq__full.mesh (only used in character creation) base\characters\common\player_base_bodies\player_female_average\arms_hq\a0_000_pwa_base_hq__l.mesh base\characters\common\player_base_bodies\player_female_average\arms_hq\a0_000_pwa_base_hq__r.mesh

FPP Head + Body + Arms:

base\characters\common\player_base_bodies\player_female_average\fpp\n0_000_pwa_fpp__neck.mesh base\characters\common\player_base_bodies\player_female_average\fpp\t0_000_pwa_fpp__torso.mesh base\characters\common\player_base_bodies\player_female_average\fpp\a0_000_pwa_fpp__full_l.mesh base\characters\common\player_base_bodies\player_female_average\fpp\a0_000_pwa_fpp__full_r.mesh base\characters\common\player_base_bodies\player_female_average\fpp\l0_000_pwa_fpp__cs_flat.mesh

Male body gender

Head:

base\characters\head\player_base_heads\player_man_average\h0_000_pwa__morphs.morphtarget base\characters\head\player_base_heads\player_man_average\h0_000_pwa_c__basehead\h0_000_pwa_c__basehead.mesh

TPP Body:

base\characters\common\player_base_bodies\player_man_average\t0_000_pma_base__full.mesh

TPP Arms:

base\characters\common\player_base_bodies\player_man_average\arms_hq\a0_000_pma_base_hq__full.mesh (only used in character creation) base\characters\common\player_base_bodies\player_man_average\arms_hq\a0_000_pma_base_hq__l.mesh base\characters\common\player_base_bodies\player_man_average\arms_hq\a0_000_pma_base_hq__r.mesh

FPP Head + Body + Arms:

base\characters\common\player_base_bodies\player_man_average\fpp\n0_000_pma_fpp__neck.mesh base\characters\common\player_base_bodies\player_man_average\fpp\t0_000_pma_fpp__torso.mesh base\characters\common\player_base_bodies\player_man_average\fpp\a0_000_pma_fpp__full_l.mesh base\characters\common\player_base_bodies\player_man_average\fpp\a0_000_pma_fpp__full_r.mesh \

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
Discord
the next section
here
github repository
next section
here
start troubleshooting
troubleshoot it
warning
something to troubleshoot
bisect method
troubleshoot it
bisect method
You can download any file from github like that
This will give you a long list of log files
Making sense of them
Nexus
Github
Discord server
mod remover script
Nexus Mods
GitHub
The Cyberpunk 2077 Game Directory
Installing Mods from Nexus
mod remover
Nexus Mods
The Cyberpunk 2077 Game Directory
Show Open Folders menu
Open MO2 Plugins
Settings
MO2 (Mod Organizer 2)
Script extenders: plugin installation guide
Script extenders: Manual install
Installing CET and Red4Ext (the script extenders)
Grovac
Logo
Logo

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

Installing the Wolvenkit Blender Plugin
Blender: Getting Started
WKit Blender Plugin: Import/Export
github
WKit Blender Plugin: Troubleshooting
UV mapping
vertex weights
For V - Custom facial piercings - PRC Framework
weight painting
AKL Autofitter
corresponding wiki page
Painting garment support parameters
Hair: Vertex paint for transparency
mana vortex
mana vortex
Usage
Animation Tools
Mesh Tools
AKL Autofitter
Collision Tools

Blender version

Plugin version

Wolvenkit version

>= 8.15 | ()

Hair profiles (.hp)
Hair profiles (.hp)

male body

base\characters\common\player_base_bodies\player_man_average\t0_000_pma_base__full.mesh

t0_000_pma_base__full

female body

base\characters\common\player_base_bodies\player_female_average\t0_000_pwa_base__full.mesh

t0_000_pwa_base__full

female body, big boobs

base\characters\common\player_base_bodies\player_female_average\t0_000_pwa_base__full_breast_big.mesh

applied by morphtarget

female body, small boobs

base\characters\common\player_base_bodies\player_female_average\t0_000_pwa_base__full_breast_small.mesh

applied by morphtarget

female body, flat feet

base\characters\common\player_base_bodies\player_female_average\l0_000_pwa_base__cs_flat.mesh

l0_000_pwa_base__cs_flat

male body

base\characters\common\player_base_bodies\player_man_average\t0_000_pma_base__full_seamfix.mesh

t0_000_pma_base__full_seamfix

female body

base\characters\common\player_base_bodies\player_female_average\t0_000_pwa_base__full_seamfix.mesh

t0_000_pwa_base__full_seamfix

base\characters\common\player_base_bodies\player_female_average\tattoos\tx_000_pwa_base__full_tattoo_01.mesh

tx_000_pwa_base__full_tattoo_01

base\characters\common\player_base_bodies\player_female_average\tattoos\tx_000_pwa_base__full_tattoo_02.mesh

tx_000_pwa_base__full_tattoo_02

base\characters\common\player_base_bodies\player_female_average\tattoos\tx_000_pwa_base__full_tattoo_03.mesh

tx_000_pwa_base__full_tattoo_03

base\characters\common\player_base_bodies\player_female_average\tattoos\tx_000_pwa_base__full_tattoo_04.mesh

tx_000_pwa_base__full_tattoo_04

base\characters\common\player_base_bodies\player_female_average\tattoos\tx_000_pwa_base__full_tattoo_05.mesh

tx_000_pwa_base__full_tattoo_05

base\characters\common\player_base_bodies\player_man_average\tattoos\tx_000_pma_base__full_tattoo_01.mesh

tx_000_pma_base__full_tattoo_01

base\characters\common\player_base_bodies\player_man_average\tattoos\tx_000_pma_base__full_tattoo_02.mesh

tx_000_pma_base__full_tattoo_02

base\characters\common\player_base_bodies\player_man_average\tattoos\tx_000_pma_base__full_tattoo_03.mesh

tx_000_pma_base__full_tattoo_03

base\characters\common\player_base_bodies\player_man_average\tattoos\tx_000_pma_base__full_tattoo_04.mesh

tx_000_pma_base__full_tattoo_04

base\characters\common\player_base_bodies\player_man_average\tattoos\tx_000_pma_base__full_tattoo_05.mesh

tx_000_pma_base__full_tattoo_05

base\characters\common\base_bodies

man base

base\characters\common\base_bodies\man_average\t0_000_ma_base__full.mesh

average body type, male body gender

man big

base\characters\common\base_bodies\man_big\t0_000_mb_base__full_hql.mesh

Sumo body type

man child

base\characters\common\base_bodies\man_child\t0_000_mc_base__full.mesh

Used for all children, regardless of body gender

man fat

base\characters\common\base_bodies\man_fat\t0_000_mf_base__full.mesh

fat citizens

man massive

base\characters\common\base_bodies\man_massive\t0_000_mm_base__full_head.mesh

Used for Sasquatch and Adam Smasher's 2020 appearance

woman average

base\characters\common\base_bodies\woman_average\t0_000_wa_base__full_hq.mesh

average body type, female body gender. Boob and foot submeshes included.

woman small

base\characters\common\base_bodies\woman_small\t0_000_ws_base__full.mesh

???

female body gender

base\characters\common\skin\character_mat_instance\female\body\

male body gender

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

Cheat Sheet: Head
Cheat Sheet: Arms
For V - Changing V's Head
Overlay textures by framework
ArchiveXL tags
Cheat Sheet: Head
Cheat Sheet: Head
definitions
.mi file
ArchiveXL: body mods and refits
mana vortex
Player Base Body
cyberpunk2077/python/armature_cleanup/remove_invalid_vertex_groups.py at master · manavortex/cyberpunk2077GitHub
4.4
1.6.3
stable
nightly
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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

Melee

Swords - iconic mod abilities

BaseID
Iconic modifier
Tweaks
Value

Tsumetogi

Slightly increases Electrical damage and grants a small chance to apply Shock to the enemy. Non-standard attacks deal more damage.

BaseStats.ElectricResistance BaseStats.ElectrocutedApplicationRate BaseStats.DamagePerHit

Additive, 10f Additive, 5f Multiplier, 1.1f

Cocktail Stick

Looks like a toy, but its lethality is no joke. When Optical Camo is active, hitting an enemy causes Bleeding. Bleeding caused in this way lasts longer than usual.

BaseStats.BleedingApplicationRate BaseStats.DamagePerHit

Additive, 10f Multiplier, 0.9f

Jinchu-Maru

The last hit in a combo guarantees Crit damage. While Optical Camo is active, all hits are critical and allow you to leap toward your target. Increases damage against Elite enemies.

BaseStats.BonusDmgVsRaresAndElites

Additive, 10f

Satori

Allows you to leap towards distant enemies. When Satori is sheathed, hold primary attack to perform a Quickdraw Attack that is guaranteed to inflict Bleeding. If the enemy is already affected by Bleeding from Nehan, Satori will cause hemorrhaging instead. Hemorrhaging drains enemy Health and regenerates yours.

BaseStats.BleedingApplicationRate BaseStats.DamagePerHit BaseStats.CanMeleeLeap

Additive, 10f Multiplier, 0.9f Additive, 1

Scalpel

While Sandevistan is active, increases Crit Chance by 50% and hits apply Bleeding.

BaseStats.ElectrocutedApplicationRate

Additive, 10f

Byakko

Byakko's perfect balancing allows you to leap towards an enemy with full force. Killing them allows you to temporarily perform a rapid combo of attacks.

BaseStats.Range BaseStats.CanMeleeLeap BaseStats.BleedingApplicationRate

Additive, 1f Additive, 1 Additive, 10f

Errata

Allows you to leap toward enemies. Attacking Burning enemies guarantees Crit Damage.

BaseStats.CanMeleeLeap BaseStats.BurningApplicationRate BaseStats.DamagePerHit

Additive, 1 Additive, 10f Multiplier, 0.9f

Gwynbleidd

Deals extra damage against bosses. After killing enemies in rapid succession, all attacks are temporarily guaranteed Crit Hits. The effect refreshes after quickly killing another enemy. If your Health is critically low, all attacks are guaranteed Crit Hits regardless of kills.

BaseStats.BonusDamageAgainstBosses BaseStats.Weight

Additive, 10f Additive, 1.0f

Black Unicorn

Crafted for perfect balance. Attack speed is not affected by Stamina.

BaseStats.CanIgnoreWeaponStaminaPenaties

Additive, 1f

Knives

BaseID
Iconic modifier
Tweaks
Value

Stinger

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

Headhunter

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

Blue Fang

Stuns the enemy on hit. Headshots stuns after 1 sec while other hits stun after 3 sec. Enemies outside combat state get stunned immediately.

Butcher's Cleaver

Definition of "bloodthirsty." When your enemy is bleeding, the cleaver attacks faster and uses less stamina.

Nehan

Thrown hits apply Bleeding. If the enemy is already affected by Bleeding from Satori, Nehan will cause hemorrhaging instead. Hemorrhaging drains enemy Health and regenerates yours.

Fang

Thrown hits cripples the target, enemy when thrown, preventing their escape. Continuing attacks in close combat increases damage

Blunt

BaseID
Iconic modifier
Tweaks
Value

Preset_Baseball_Bat_Denny

sq021_peter_pan_baton

Preset_Cane_Fingers

Preset_Dildo_Stout

Preset_Baton_Murphy

w_melee_boss_hammer

Preset_Crowbar_Bunker

Preset_VB_Axe

Preset_Shovel_Caretaker

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 https://www.youtube.com/watch?v=x0CDcBui2qE&t=20s

TL;DR

You need to

  • Install d3dcompiler_47

  • Install vcrun2022

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

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

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

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

Protontricks: Setting up

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!

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

Protontricks as Shown in Discover
  1. Open Protontricks (you can search for this by selecting start menu)

Opening Protontricks
  1. When Protontrick opens, select Cyberpunk:

Finding Cyberpunk 2077 in Protontricks
  1. Choose "Select the default wineprefix":

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

Selecting d3dcompiler_47
Selecting vcrun2022

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

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

Example Installation Warning

Lutris: setting up

Taken from CET's github

  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:

Launch Options

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

If you have typos or forget characters in your launch parameters, they will not work. You can copy-paste the text from the guide below.

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

Steam: Launch Options

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

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

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

Setting Launch Options in Steam

If this still doesn't work, check the for additional instructions, or find us on Discord in #mod-troubleshooting.

GOG: Launch Options

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

As under Steam, you have to add the following:

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

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

Heroic: Launch Options

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

Now set a new variable name WINEDLLOVERRIDES with a value of winmm,version=n,b

Don't forget to click the + button for the changes to save.

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!

Try running the following shell command:

protontricks 1091500 --force vcrun2022

This is not working!

Check the launch options

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

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

“Invalid file magic number”

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

Update protontricks

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

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

Ask for help

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

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WKit Blender Plugin: Import/Export

How to import and export with the Wolvenkit Blender plugin

Summary

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

This page lists step-by-step instructions for the export and import of game files.

You can only export files which are part of a .

The Wolvenkit parts of the workflow will link you to the , where you can find screenshots and (hopefully) up-to-date descriptions.

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)

Meshes

Export from Wolvenkit

For where to export a mesh, see

For how to export a mesh, see

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

Importing into Blender

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.

For a rough guide on finding your way around Blender, check , or

Exporting from Blender

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

Select File -> Export -> Cyberpunk GLB

In the file picker, overwrite the glb you were editing (you need to to import back to Wolvenkit).

For an explanation of the sidebar settings on the right, read on below the picture.

Animations (checkbox)

Do not check this box if you are exporting a .glb file without animation data (it is for )

Limit to Selected Meshes

By default, the Wolvenkit Blender IO Suite will only export selected meshes and their parent armatures. Unchecking this box will display the Export Visible Meshes checkbox, which is unchecked by default.

If you don't check either of these boxes, the plutin will export all meshes and armatures into the same .glb file. You usually do not want this.

Importing into Wolvenkit

For where to import a mesh, see

For how to import a mesh, see

Animations

Export from Wolvenkit

You can use Wolvenkit's to export .anims to .glb. The default setting is fine.

Importing into Blender

The process of importing animations into Blender is the same as it is with meshes.

Exporting from Blender

  1. Select your armature

  2. Follow the process for , but check the checkbox in the side panel.

Importing into Wolvenkit

For where to import an .anim, see

For how to import an .anim, see and change the to Anims.

Entities

Export from Wolvenkit

You can export an entity by adding it to your project and running the corresponding script from inside Wolvenkit. Here are the relevant guides:

(you can also use this for characters)

Importing into Blender

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.

Use Cycles

Will switch the workbench's rendering mode from Eevee to Cycles. This will make sure that the shaders work as intended.

Update Global Illumination

Will fix lighting

With Materials

Will read materials from material.json files, generating shaders in the process.

Include Vehicle Collisions

This option imports a vehicle entities collision bodies for editing. The collision bodies give substance to the mesh and determine how the world responds to the vehicle - without proper collision bodies, your character, NPCs and anything else your vehicle bumps into would pass right through the mesh. Unless you're adding a new vehicle or significantly altering an existing one, you generally want to leave this box unchecked.

Exporting from Blender

Entity export is currently (1.5.0) not supported.

To export edited collision bodies back to .phys.json, simply press the "export collisions" button in the Collision Tools Panel and use the File View to navigate to your original .phys.json.

** Currently only modifying existing .phys files is supported.

Streaming Sectors

Export from Wolvenkit

To export streamingsectors, you have to use the corresponding Wolvenscript. The workflow is documented .

Importing into Blender

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:

Exporting from Blender

The export process is not part of the plugin yet (1.5.0); it is documented .

Hair profiles (.hp)

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

  • ->

Importing to Blender

a hair mesh with materials (the default setting), then

Editing the hair profile

Select the imported hair and switch to Blender's Shading perspective. Here, you can alter the gradients,

Exporting from Blender

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

  2. Make sure that your hair mesh is selected

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

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 or items. For an overview of existing items, see .

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

When adding an entry, please include the following information:

  • Relative path

  • Item spawn code(s)

  • Number of variants

  • Mapping of variant names to item spawn codes

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

Duo-Layer-Bustier (6 variants)

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

image
name of variant
corresponding meshMeshAppearance

T2 (outer torso) — Jackets

Crystaljock Bomber (6 variants)

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

image
name of variant
corresponding meshMeshAppearance

Reinforced Puffer vest (4 variants)

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

image
name of variant
corresponding meshMeshAppearance

Legs — Pants, skirts etc.

Windbreaker Pants (9 variants)

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

image
name of variant
corresponding meshMeshAppearance

Feet — Shoes

H1 (Head)

H2 (Head) — Face

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

  • If you're looking for a guide to add weapons, check or

  • For an overview of weapon audio profiles, check

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

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

BaseStat
Description

Animation Modding

Animation Modding - WolvenKit Integration

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

  • Add the .re animation file you wish to import to your /Raw folder in your mod project

  • Add the .anims animation set file from the game with the Asset Browser

  • Click View > Import/Export tool

  • In the Import/Export tool, navigate to Import: a list of all .re animation file in your /Raw folder will appear

  • Double click the entry to change the import options:

    • Select the .anims animation set file to import from the dropdown

    • Select the animation name you wish to override from the dropdown

  • Click process

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

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

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.

RecoilDir

Direction the camera sways in when shooting. +180 Degrees will make the recoil be completely opposite.

RecoilAngle

Affects recoil angle variability. Extremely hard to observe in-game.

RecoilHoldDuration

Sets the time before recoil begins to recover post-firing. If set to 1 second, recoil will hold it's position for one second, then begin recovering.

RecoilTime

Influences the time taken for the weapon to reach its maximum recoil distance. If adjusting RecoilKickMin or RecoilKickMax, adjust this value accordingly for a natural feel.

RecoilDelay

Determines the delay between firing and the start of the recoil effect. If set to 1 second, gun will hold it's position for 1 second before recoil begins.

RecoilRecovery

Controls the speed at which the weapon returns to its original position after recoiling. Opposite of RecoilTime.

RecoilEnableLinearX

Toggles horizontal recoil on (1) or off (0). Affects both ADS and non-ADS; no recoil means no camera/weapon sway, but bullet spread is still present.

RecoilEnableLinearY

Toggles vertical recoil on (1) or off (0). Affects both ADS and non-ADS; no recoil means no camera/weapon sway, but bullet spread is still present.

RecoilEnableLinearXADS

No observable effect in-game.

RecoilEnableLinearYADS

No observable effect in-game.

RecoilKickMin

Minimum recoil distance (camera movement/weapon sway)

RecoilKickMax

Maximum recoil distance (camera movement/weapon sway)

MagazineCapacityBase

Magazine capacity for a weapon

ReloadTimeBase

Governs the speed of which the reload animation plays (no effect on time before one can fire again)

EmptyReloadTime

Governs the speed of which the reload animation plays when magazine is empty (no effect on time before one can fire again)

ZoomLevel

Zoom level of a weapon

AimFOV

FOV in ADS (Gives the illusion of zoom)

HeadshotDamageMultiplier

Damage multiplier for head shots

HeadshotCritChance

Crit chance only for headshots

WeaponNoise

Does not change weapon audio volume. Affects how enemies react to bullets landing near them, a high weapon noise will make enemies instantly detect you where as low weapon noise means enemies will just look around/ completely ignore the shot

Range

How far you can hit enemies from when using a melee attack. Most melee weapons have a range between 1.5 - 2

Weight

Weight of item in inventory (Set it to 1000 to annoy users 🤣).

ThrowRecovery

Time taken by throwable weapons to return to owner once thrown

CanWeaponIgnoreArmor

Misleading name, as this is not a boolean. Value of 0.5 will mean that the weapon can ignore 50% armor.

DPS

Damage of the weapon as shown in Inventory when the weapon is Tier 1. Actual damage per attack is calculated by DPS, attack speed (cycle time) and reload time.

CycleTimeBase

Affects the rate of fire. Lower value = faster rate. (Cycle Time = interval between attacks = 1 / attacks_per_second)

SpreadDefaultX

Default (first shot) spread of hip fire. Higher value = worse spread. Lower = better.

SpreadChangePerShot

Amount of spread increased after each consecutive hip fire attack. Lower = better.

SpreadMaxX

Maximum possible spread of hip fire when the spread increases during consecutive attack.

SpreadAdsDefaultX

Same as SpreadDefaultX but when ADS.

SpreadAdsMaxX

Same as SpreadChangePerShot but when ADS.

SpreadAdsChangePerShot

Same as SpreadMaxX but when ADS.

SpreadResetTimeThreshold

Time before spread starts to reset after the player stops firing. Lower = better.

SpreadResetSpeed

How fast the spread resets to default. Lower = better.

SpreadUseEvenDistribution

Use a fixed pattern for spread. 0 = random. 1 = fixed pattern like Omaha/Achilles.

ProjectilesPerShotBase

Projectiles fired per shot.

BaseChargeTime

Charge duration of tech weapons. Seems can't be set below 0.25s.

FullAutoOnFullCharge

1 = makes the weapon fires full auto when charged. Charge level will start to decrease after the first shot fires. Modify the BaseStats.ChargeDischargeTime if you wish to make all shots count as charged (untested).

TechPierceEnabled

Make the weapon capable to penetrate covers. 1 = yes.

TechPierceChargeLevel

The minimum charge level required for the weapon to penetrate covers. Need TechPierceEnabled = 1 to work.

0 = Penetrate covers without being charged.

1 = Only penetrate covers when 100% charged.

0.5 = Only penetrate covers when charged above 50%.

TechPierceDamageFactor

Additional damage modifier when firing through covers.

1 = 100% damage when firing through covers.

0.5 = 50% damage when firing through covers.

Doesn't seem to be working for a few tech weapons.

HeadshotDamageMultiplier

Sets the headshot damage multiplier for the weapon. Vanilla game define it by weapon type and only applies modifiers for specific weapons. 1.0 = 100% damage bonus when headshot. 2.0 = 200% damage bonus when headshot.

EffectiveRange

Range for full damage. Attacking enemies further than the effective range will result in lower damage.

MaximumRange

Sets the maximum attack range of the weapon. Attacks will not hit enemies further than maximum range at all.

Cheat Sheet: Base Stats
ItemAdditions: Weapons
New Iconic Weapon: Step by Step
Cheat Sheet: Weapon Audio
Cheat sheet: Weapons
WolvenKit
Cheat Sheet: Head
Head: material instances
veri nise
or via CET: print(GetPlayer():GetWorldPosition())

4

Undershirt_02_basic_01 Undershirt_02_basic_02 Undershirt_02_rich_01 Undershirt_02_rich_02

Undershirt_02_basic_01

panther

Undershirt_02_basic_02

violet

Undershirt_02_rich_01

black_pink

Undershirt_02_rich_02

gold

Undershirt_03_basic_01 Undershirt_03_basic_02 Undershirt_03_basic_03 Undershirt_03_basic_04 Undershirt_03_rich_01 Undershirt_03_rich_02

Undershirt_03_basic_01

blue

Undershirt_03_basic_02

black_red

Undershirt_03_basic_03

yellow_pink

Undershirt_03_basic_04

pink_panther

Undershirt_03_rich_01

white_2

Undershirt_03_rich_02

black_gold

Jacket_01_basic_01 Jacket_01_basic_02 Jacket_01_old_01 Jacket_01_old_02 Jacket_01_rich_01 Jacket_01_rich_02

Jacket_01_basic_01

purple_green

Jacket_01_basic_02

black

Jacket_01_old_02

semurai_blue_panther

Jacket_01_old_01

green

Jacket_01_rich_01

neon_yellow

Jacket_01_rich_02

silver

Vest_17_basic_01 Vest_17_basic_02 Vest_17_rich_01 Vest_17_rich_02

Vest_17_basic_01

bwstripes

Vest_17_basic_02

bbstripes

Vest_17_rich_01

pwstripes

Vest_17_rich_02

gbstripes

Pants_12_basic_01 Pants_12_basic_02 Pants_12_basic_03 Pants_12_old_01 Pants_12_old_02 Pants_12_old_03 Pants_12_rich_01 Pants_12_rich_02 Pants_12_rich_03

Pants_12_basic_01

???

Pants_12_basic_02

spandex_pink_stripes

Pants_12_basic_03

spandex_green_pattern

Pants_12_old_01

corduroy_brown_paint

Pants_12_old_02

???

Pants_12_old_03

spandex_red_skull

Pants_12_rich_01

spandex_orange_stripes

Pants_12_rich_02

cotton_purple_gradient

Pants_12_rich_03

spandex_gold_green

recolouring
replacing
here
this guide
4.4
1.6.3
stable
nightly
Preset_Katana_Hiromi
Preset_Katana_Cocktail
Preset_Katana_Takemura
Preset_Katana_Saburo
Preset_Katana_Surgeon
Preset_Katana_Wakako
Preset_Katana_E3
Preset_Sword_Witcher
Preset_Katana_GoG
mq001_scorpions_knife
Preset_Punk_Knife_Iconic
Preset_Neurotoxin_Knife_Iconic
Preset_Butchers_Knife_Iconic
Preset_Tanto_Saburo
Preset_Knife_Kurtz_1
Blender: Getting Started
Archived: Exporting and importing meshes
Blender: Getting Started
Cyberpunk Shaders in Blender
exporting animations
here
here
Hair Profiles: .hp
Hair and skin material properties
import it
mana vortex
mana vortex
red wiki
Meshes
Animations
Logo
Logo
Logo
Logo

Using Mods

Modding your game, for users

Summary

Published: Jun 15, 2023 by mana vortex Last documented update: Aug 25 2024 by mana vortex

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

We strongly recommend using a mod manager, as manual modding is only recommended for advanced users.

Here are your options (wiki links):

  • Vortex Mod Manager

  • MO2 (Mod Organizer 2)

Wait, this is not what I want!

  • If you want to create mods instead, check Getting started: Making mods

  • If you need help installing Cyberpunk, check Getting Started: Installing Cyberpunk

  • If your modded install is acting up, please check Troubleshooting

How to install mods

TL;DR: Your mods will not work unless you

  • put all files exactly into the right place

  • make sure to install all requirements (and their requirements)

  • enable REDmod

  • If you are on Linux/Steam Deck: follow this guide to the letter

When you fuck things up, hit up Troubleshooting or run mod remover and start over.

To see an Overview of mod folders, scroll down.

How do I mod?

You mod Cyberpunk 2077 by adding files to your game directory. The game natively supports modding, and the core mods will take care of everything else.

You can install mods by using Vortex/Mod Organizer 2, or by hand.

Regardless of your past experiences, the Nexus Mod Manager Vortex works reliably and well for modding Cyberpunk.

What are dependencies / requirements?

For more detailed information, see Users: troubleshooting requirements.

TL;DR:

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

Some requirements have requirements of their own. Make sure to check.

The core mods

To learn more about this, check Core Mods explained.

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

Since this kind of mod interacts with the game's executable (.exe), they will break every time CDPR updates.

This is the reason why game updates break mods — we recommend to turn off auto-update and only update your game once it's safe. After each patch, you can find a post on our Discord that is kept up-to-date as the modders update their tools.

Overview of mod folders

TL;DR: you can ignore this unless you want to understand how things work, or want to install mods manually.

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

To learn more about the individual frameworks, check Core Mods explained

Directory
explanation

\mods

directory: contains .archive mods (in subfolders). Contains only a .stub file if empty.

\archive\pc\mod

Default mod directory: contains .archive mods and .xl files in legacy (non-REDmod) format. Most of your mods should be here.

\bin\x64\plugins

Plugins like and RadioExt

\r6\scripts

Redscript mods (not the same as REDmod)

\r6\tweaks

red4ext tweaks

\archive\pc\patch

Mod directory from before 1.3. Use \archive\pc\mod instead.

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

Installing and activating REDmod

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

REDmod never took off and most people stick to the legacy format. If your /mods folder is empty, you don't need this. For more information, see What's the difference? below.

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

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

  • For instructions on how to install, see here.

  • For documentation on the Vortex installation toggle, see here.

  • For instructions on how to activate it, see here for GOG and here for Steam and Epic.

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

If the mod contains only files inside the folder archives, you can un-REDmod-ify it by moving all of those files to archive/pc/mod.

Installing Mods

You can install mods via mod manager (Vortex, mo2) or manually. There are upsides and downsides to each — however, for beginners, we recommend using Vortex.

If you had terrible experiences with Vortex for other games, be assured: Cyberpunk integration is working extremely well. Maybe give it another chance?

Manual install

"Manual install" is a rather glorified term for "extracting the downloaded archive into your game directory". However, you have to make sure that the right files end up in the right folders.

You can inspect the file structure by simply opening the downloaded file, or by using this feature on Nexus (unless a mod author has disabled it):

The file structure is different for REDmods and non-REDmods. Mod authors usually tell you which file is which, though. To find out what that means, read on.

Mod format: REDmod or vanilla?

If in doubt, install the non-REDmod ("legacy") format. To learn why, check What's the difference? below the table.

Here is how you can tell the two apart:

REDmod
Vanilla mod (packed correctly)

is in a folder named after the mod

may be in an extra folder if packed incorrectly

has an info.json

does not have an info.json

contains a folder with any of

- archives

- tweaks

contains any of the folders - archive - bin - r6 with files nested under them

Is packed with one level of nesting (info.json is in top level folder)

Has multiple levels of nesting

Manual install instructions: Extract the folder ModName into Cyberpunk 2077/mods

Manual install instructions: The folders archive, bin, r6 from the download must merge with the same folders in your (do not put the bin in the bin).

What's the difference?

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

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

That sounds awesome, why isn't it everywhere?!

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. As of today (April 2024), the project is pretty much dead in the water.

Load order

REDmods are loaded after everything else, so that format is simply not an option for e.g. 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 caused some of them.

Mod format: a collection of loose files

Some mods (especially older ones) are just a loose collection of files without any folder structure:

To find out how to install, you have to read the mod's install instructions. You can read the next section for a general overview of which files go where, but that is not guaranteed to work.

Mod folders by file extension

As a rule of thumb, here's which files go where (unless the mod's instructions tell you otherwise):

.archive

/archive/pc/mod/

.xl .archive.xl

/archive/pc/mod/

.reds

/r6/scripts/

.tweak .yaml

/r6/tweaks/

.lua

a subfolder of /bin/x64/plugins/cyber_engine_tweaks/

.ini

engine/config/platform/pc

.script

part of a REDmod, can't be installed standalone

Troubleshooting

If you have problems with Vortex, check the corresponding section of the guide.

For everything else, this wiki has a dedicated troubleshooting page with step-by-step instructions for pretty much every common problem. If that doesn't cut it, you're welcome to find us on Discord in the #mod-troubleshooting channel (but your first answer will be a link to that guide).

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.

Check Cheat Sheet: Character Creator for color values and appearances

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

  • If you want to edit the player's head, you need meshes and morphtargets.

  • If you want to make a custom NPC, check NPV - V as custom NPC

  • You can find much additional information about the player head under NPV: Preparing the head in Blender


Head file paths

female

.mesh

base\characters\head\player_base_heads\player_female_average\h0_000_pwa_c__basehead\

female

.morphtarget

base\characters\head\player_base_heads\player_female_average

male

.mesh

base\characters\head\player_base_heads\player_man_average\h0_000_pma_c__basehead

male

.morphtarget

base\characters\head\player_base_heads\player_man_average

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

h0_

head (with ears)

hb_

male V only: beard

heb_

eyebrows

he_

eyes

ht_

teeth

hx_

applied on top of h0:

  • cyberware

  • makeup

  • freckles

  • pimples

  • tattoos

  • scars

l1_

ear ring (01-04)

Complexions

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

base\characters\head\wa\h0_001_wa_c__basehead\textures\h0_000_wa_c__basehead_d0X.xbm
base\characters\head\ma\h0_001_ma_c__basehead\textures\h0_000_ma_c__basehead_d0X.xbm

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

03_ca_senna
03_ca_senna_d02
03_ca_senna_d03
03_ca_senna_d04
03_ca_senna_d05

Skin definitions

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

female body gender

base\characters\head\player_base_heads\player_female_average\h0_000_pwa_c__basehead\h0_000_pwa_c__basehead.mesh

male body gender

base\characters\head\player_base_heads\player_man_average\h0_000_pma_c__basehead\h0_000_pma_c__basehead.mesh

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

  • Normal (bump/height map)

  • Albedo (diffuse/complexion)

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

female body gender

base\characters\head\player_base_heads\player_female_average\h0_000_pwa_c__basehead\textures

male body gender

base\characters\head\player_base_heads\player_man_average\h0_000_pma_c__basehead\textures

Head: material instances

This section only lists .mi files used by the player head. To see which skin is which, check Cheat Sheet: Character Creator ->

About half of these files are shared by NPCs. Editing or replacing these will affect all of Night City!

File name (use male_head for masc)
Shared with NPCs

female_head_01_ca_pale_00_warm_ivory.mi

❌

female_head_01_ca_pale.mi

✔

female_head_02_ca_limestone_00_beige.mi

❌

female_head_02_ca_limestone.mi

✔

female_head_03_ca_senna_00_amber.mi

❌

female_head_03_ca_senna_01_honey.mi

❌

female_head_03_ca_senna_02_band.mi

❌

female_head_03_ca_senna.mi

✔

female_head_04_ca_almond_00_umber.mi

❌

female_head_04_ca_almond.mi

✔

female_head_05_bl_espresso.mi

✔

female_head_06_bl_dark.mi

✔

Freckles / cheek make-up

For a list of freckles and make-up sorted by colour and skin type, see Cheat Sheet: Character Creator ->

Eyebrows

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

These files can be found in the following folder:

base/characters/common/character_customisation_items/eyebrows/textures/

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

Eyebrow
Diffuse Texture
Alpha Mask

01

heb__base_d01.xbm

heb_wa__base_ds01.xbm

02

heb__base_d02.xbm

heb_wa__base_ds02.xbm

03

heb__base_d03.xbm

heb_wa__base_ds03.xbm

04

heb__base_d04.xbm

heb_wa__base_ds04.xbm

05

heb__base_d05.xbm

heb_wa__base_ds05.xbm

06

heb__base_d06.xbm

heb_wa__base_ds06.xbm

07

heb__base_d07.xbm

heb_wa__base_ds07.xbm

08

heb__base_d08.xbm

heb_wa__base_ds08.xbm

Cyberware

Cyberware added with patch 2.2 is distributed across preexisting files:

These appearances do not exist in the .mesh! Read below the table for how to make them work!

CC index
file
appearance

8

makeup_eyes_01.mesh

cyberware_01

9

cyberware_04.mesh

cyberware_08

10

makeup_freckles_01.mesh

cyberware_09

11

tattoo_02.mesh

cyberware_10

12

makeup_freckles_01.mesh

cyberware_11

13

cyberware_04.mesh

cyberware_12

14

makeup_freckles_01.mesh

cyberware_13

15

cyberware_06.mesh

cyberware_14

16

makeup_freckles_01.mesh

cyberware_15

You can find the cyberware material instances with the following :

base\characters\common\character_customisation_items\cyberware\face\cyberware > .mi

To change the appearance (e.g. for your custom NPC), edit the baseMaterial properties of your local material:

Cheat Sheet: Vehicles

Vroom Vroom

Summary

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.

Wait, this is not what I want!

  • For a guide on adding vehicles, see

  • For a guide on how to visually change base game vehicles, see (the process is the same for cars)

  • If you want to change the way a vehicle behaves, you need to alter the

List of vehicles

Referenced from base\appearances_mappings.json, base\vehicles\base_types_map.csv maps vehicle names to their respective .ent files. The names are defined in each vehicle's .app file as baseEntityType.

The tweak name is generated out of the ent file name without the appearance:

Vechicle
Ent File

ent file name        v_sportbike2_arch_nemesis_basic_01.ent 
                     ^^^^^^^^^^^^^^^^^^^^^^^^^
Tweak name:          Vehicle.v_sportbike2_arch_nemesis

Arch Nemesis Sportsbike

v_sportbike2_arch_nemesis_basic_01.ent v_sportbike2_arch_nemesis_lina_01.ent

Archer Bandit

v_standard2_archer_bandit_01.ent

Archer Hella (police version)

v_standard2_archer_hella__basic_01.ent v_standard2_archer_hella__police_01.ent v_standard2_archer_hella_ep1__basic_01.ent v_standard2_archer_hella_ep1__kurtz_01.ent

Archer Quartz (Nomad version)

v_standard2_archer_quartz__basic_01.ent v_standard2_archer_quartz_nomad__01.ent

Brennan Apollo Sportsbike

v_sportbike3_brennan_apollo_basic_01.ent

Chevalier Thrax

v_standard2_chevalier_thrax__basic_01.ent

Chevalier Emperor

v_standard3_chevalier_emperor_01__basic_01.ent v_standard3_chevalier_emperor__nusa_01.ent

Chevalier Centurion

v_utility4_chevalier_centurion__basic_01.ent v_utility4_chevalier_centurion__cargo_01.ent v_utility4_chevalier_centurion__flatbed_01.en

Herrera Outlaw

v_sport1_herrera_outlaw_basic_01.ent v_sport1_herrera_outlaw_heist_01.ent (PL version)

Herrera Riptide

v_sport1_herrera_riptide_01.ent

Kaukaz z71 Aras

v_kaukaz_z71_aras__basic_01.ent

Kaukaz Bratsk

v_utility4_kaukaz_bratsk_extended__basic_01.ent v_utility4_kaukaz_bratsk__basic_01.ent v_utility4_kaukaz_bratsk__basic_concrete_truck_01.ent v_utility4_kaukaz_bratsk__basic_container_truck_01.ent v_utility4_kaukaz_bratsk__basic_dump_truck_01.ent v_utility4_kaukaz_bratsk__basic_machine_truck_01.ent v_utility4_kaukaz_bratsk__basic_metalstud_truck_01.ent v_utility4_kaukaz_bratsk_corp_bud_01.ent v_utility4_kaukaz_bratsk_corp_bud_02.ent v_utility4_kaukaz_bratsk_corp_bud_03.ent v_utility4_kaukaz_bratsk_dogtown_container_truck_01.ent v_utility4_kaukaz_bratsk_barghest_container_truck_01.ent

Kaukaz Zeya

v_utility4_kaukaz_zeya__barrels_01.ent v_utility4_kaukaz_zeya__basic_01.ent v_utility4_kaukaz_zeya__container_01.ent v_utility4_kaukaz_zeya__freight_01.ent v_utility4_kaukaz_zeya__full_01.ent v_utility4_kaukaz_zeya__kurtz_01.ent

Kusanagi Sportsbike

v_sportbike1_yaiba_kusanagi_basic_01.ent

Mahir mt28 coach

v_mahir_mt28_coach_basic_01.ent

Mahir Supron

v_standard25_mahir_supron_01__basic_01.ent v_standard3_mahir_supron_kurtz__basic_01.ent v_standard3_mahir_supron_kurtz__basic_no_cd_01.ent v_standard3_mahir_supron_kurtz__basic_mq304.ent

Makigai Maimai

v_standard2_makigai_maimai_01_basic_01.ent

Makigai Tanishi

v_standard3_makigai_tanishi_basic_01.ent v_standard3_makigai_tanishi_hfs_01.ent v_standard3_makigai_tanishi_player_01.ent

Miltech Basilisk

v_militech_basilisk_01__basic_01.ent

Militech Behemoth

v_utility4_militech_behemoth_basic_01.ent v_utility4_militech_behemoth_basic_flatbed.ent v_utility4_militech_behemoth_netwatch_01.ent v_utility4_militech_behemoth_police_01.ent

Militech Griffin AV

av_militech_griffin__basic_01.ent

Militech HellHound

v_standard3_militech_hellhound__basic_01.ent

Militech Manticore AV

av_militech_manticore_basic_01.ent

Militech Wyvern AV

av_militech_wyvern__basic_01.ent

Mizutani Shion (Nomad version)

v_sport2_mizutani_shion__basic_01.ent v_sport2_mizutani_shion_nomad__basic_01.ent v_sport2_mizutani_shion_nomad__courier_01.ent

Mizutani Hozuki

v_standard3_mizutani_hozuki__basic_01.ent

Orbital Air Rocket

orbital_air_rocket.ent orbital_air_capsule_ext01_body.ent (passenger capsules)

Jonnys Porsche 911

v_sport2_porsche_911turbo__basic_01.ent

Quadra Turbo

v_sport1_quadra_turbo__basic_01.ent

Quadra Type 66 (Nomad version)

v_sport2_quadra_type66__basic_01.ent v_sport2_quadra_type66_nomad__basic_01.ent

Quadra Sport R7

v_sport1_quadra_sport_r7_01.ent

Rayfield Aerondight

v_sport1_rayfield_aerondight__basic_01.ent

Rayfield Caliburn

v_sport1_rayfield_caliburn__basic_01.ent

Rayfield Excalibur AV

av_rayfield_excalibur__basic_01.ent

Thorton Colby Station wagon

v_standard2_thorton_colby__basic_01.ent

Thorton Colby Pickup (Nomad version)

v_standard25_thorton_colby_pickup__basic_01.ent v_standard25_thorton_colby_pickup_nomad__basic_01.ent

Thornton Galena (Nomad version)

v_standard2_thorton_galena_01__basic_01.ent v_standard2_thorton_galena_nomad__01.ent

Thornton Mackinaw Pickup (w rear shell) (Nomad version)

v_standard3_thorton_mackinaw_01__basic_01.ent v_standard3_thorton_mackinaw_larimore_01.ent v_standard3_thorton_mackinaw_nomad_01__basic_01.ent

Thornton Mackinaw Monster truck

v_utility4_thorton_mackinaw_bmf_01.ent

Thorton Merrimac

v_standard25_thorton_merrimac_01_basic_01.ent v_standard25_thorton_merrimac_01_player_01.ent

Villefort Alvarado

v_sport2_villefort_alvarado__basic_01.ent v_sport2_villefort_alvarado__hearse_01.ent

Villefort Alvarado Cabrio

v_sport2_villefort_alvarado__cabrio_01.ent

Villefort Columbus

v_standard25_villefort_columbus_01__basic_01.ent v_standard25_villefort_columbus_scavengers_01.ent v_standard25_villefort_columbus_songbird_01.ent

Villefort Cortes (police version) (Delamain cab)

v_standard2_villefort_cortes_01__basic_01.ent v_standard2_villefort_cortes_01__police_01.ent v_standard2_villefort_cortes_02__delamain_01.ent

Villefort Deleon

v_sport2_villefort_deleon_01.ent

Trains

av_public_train.ent av_public_train_b.ent v_monorail_train_basic_01.ent v_spaceport_tram_basic_01.ent

Trauma Team AV (Manticore)

ep1\vehicles\special\av_militech_manticore_fake_trama.ent

Zetatech Atlus AV

av_zetatech_atlus_basic_01.ent av_zetatech_atlus_basic_02.ent

Zetatech Bombus AV

av_zetatech_bombus__basic.ent

Zetatech Canopy AV

av_zetatech_canopy__basic_01.ent

Zetatech Octant AV

av_zetatech_octant.ent av_zetatech_octant__basic_01.ent

Zetatech Surveyor AV

av_zetatech_surveyor_basic_01.ent

Zetatech Valgus AV

av_zetatech_valgus_basic_01.ent

Boe6's Guide: basic car from A to Z
Altering Appearances within Wolvenkit - Full Workflow
Cheat Sheet: Vehicle Properties
mana vortex
mana vortex
Troubleshooting
REDmod
game directory
Cyber Engine Tweaks

Cheat Sheet: Vehicle Root Record

The TweakDB default vehicle record

Summary

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

This page documents the vehicle root record (referenced from VehicleObject) in the TweakDB. This record is the parent of all ovther vehicle-related records.

Vehicle template

Below is the .tweak vehicle template (that's also in the TweakDB) that you can customize for creating your own vehicle.

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.

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
ACM
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AngeVil's script
https://monroeworld.com/steamdeck/proton.txt
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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 Wolvenkit Blender IO Suite's mesh import.

Wait, that's not what I want!

  • To learn more about Multilayered: Cyberpunk's supershader, check the link

  • To create your own mlmask, check Textures: Custom .mlmask

  • To create your own normal map, check Self-made normal maps

Introduction: What is MLSB?

MLSetupBuilder (commonly referred to as "MLSB") is a Cyberpunk 2077 modding tool to comfortably edit MLSetup files, developed and maintained by Neurolinked.

There is a dedicated channel on the Redmodding Discord and a thread on the Cyberpunk 2077 Modding Discord Server, where you can find a chat history full of (yet) undocumented features, along with previews and videos of the most recent development versions.

Installation

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.

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

We will now launch MLSB and do the initial setup.

  1. In Wolvenkit's Plugin view, click "Open", this will open a Windows Explorer with the install folder (Cyberpunk 2077\tools\neurolinked\mlsetupbuilder)

  2. Navigate to the folder with the higest version (at the time of this guide, that is MlsetupBuilder-1.6.8-Beta6)

  3. Start MlsetupBuilder.exe

  4. Optional: You can pin that file to your start menu or create a shortcut if you want to launch MLSB directly.

  5. Now, complete theConfiguration section. Don't worry, it's not hard!

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.

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 This folder will only be visible in the "source" or "archive" tab of your

  2. Select ""

  3. This will generate an mlsetup.json file in your project's . This folder will only be visible in the "source" or "raw" tab of your project explorer

  4. Right-click on the newly created mlsetup.json file

  5. Select "Open in MLSetupBuilder"

Using MLSB

As of Version 1.6.7, this is what you will see now:

Start by importing the file from the preview. That will populate the Layer Config box with the MLSetup that you just loaded.

The preview was hiding an empty 3d viewport. To use that, you will need to configure MLSB first, but you can already click through the individual layers and assign material properties (such as roughness, normal strength, base material and colour) from the "Material Properties" panel.

Don't forget to hit "Apply" after you have changed a material.

Once you're done:

  • select File -> Export

  • overwrite the original mlsetup.json

  • switch back to Wolvenkit

  • in the "raw" folder, right-click on your file

  • select "Import/Convert from JSON"

Congratulations — you now have an .mlsetup! If you pack your mod and launch the game, you should now see your changes.

Functions

There are 3 important functions to note:

  1. Materials: this manages the tiles, opacity, offset, and roughness of the texture.

  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.

You can only use microblends if this layer's mask is not fully white.

Note

After any edits, make sure to Apply edits to save progress and complete changes to any/all functions (Hotkey: Ctrl+Shift+A)

WARNING symbol tells you that any have not been applied

Layers

Each and every layer is attached to its own Multilayer layer when converted from .json to .mlsetup. When adding new layers, ensure designating intended functions for each layer as part of the larger Multilayer inside WolvenKit.

Viewing example of the .mlsetup inside of WKit

About That 3d Viewport

This is where you can load models from the game for a direct preview which layer will affect which parts: simply click on the "Library" button.

MLSB Library

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!

Other Tools inside MLSB

List of tools inside MLSB

Inside MLSB there are some other tools, the most important one is the Material Composer.

Material Composer window

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).

Configuration

When you start MLSB the first time, it will yell at you that it is not configured correctly.

  1. Click No (You'll regret it), because we need to download the CLI first.

Downloading the right CLI

As of 1.6.8, MLSB needs to use a certain version of the Wolvenkit Command Line Interface. Fortunately, it can download it for you:

  1. Click on Help

  2. Click on Download Wolvenkit.CLI

  3. Save the file in your download folder

  4. Extract the files to a folder of your choice (for example C:\Cyberpunk2077Mod\MLSB_WolvenKit.CLI)

Now we can configure it.

MLSB: Settings

  1. Click File

  2. Click Preferences

  3. You will now see the settings dialogue:

  • Game folder is The Cyberpunk 2077 Game Directory

  • Uncook folder / Depot is the folder you have configured in

  • Wolvenkit-CLI.exe is the one you just downloaded

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!

  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.

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 ;))

  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.

Building the Microblend Depot

  1. Repeat Step 1 from Building the depot, but select Microblends this time

  2. In the bottom left corner, hit "Start"

  3. Wait.

  4. When the process is complete, close the Depot Generator window.

  5. Optional: if you can't see any changes, press Ctrl+R to relaod MLSB.

That's it, you're done now and can use the 3d viewport!

Troubleshooting

Generic troubleshooting

Close MLSB, then open %APPDATA%\Mlsetupbuilder\config.json in a text editor and decrement the version by one (e.g. 1.6.8 => 1.6.7). This will force MLSB to re-check its settings.

Alternatively, you can also delete the file and reconfigure.

Generating microblends: [ 0: Error ] - Please fill in an output path

For MLSB <= 1.6.7, you have to use the exact CLI version you find under Help -> Download Wolvenkit.CLI

There's an exception when generating my depot!

Does the progress bar still move? If yes, then you're good - ignore this.

If not, you haven't left your fingers off MLSB and need to start over. Click "Uncook", then go afk until it's done.

If that doesn't help either, it's worth trying Wolvenkit Console's latest Nightly.

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?)

Step 5: UV projection
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Searching .tweak files with powershell
Cyber Engine Tweaks wiki
Cyber Engine Tweaks
Weight painting

Vortex Mod Manager

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

Windows 10 or higher is required to use Vortex mod manager. If you are not using Windows, see our Manual Install page.

Vortex is a multi-game mod manager developed for and by NexusMods, the website where most Cyberpunk 2077 mods are hosted. Here you can download mods manually or with Vortex and keep track your download history.

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?

Technically speaking, you don't. You can install mods manually or use Mod Organizer 2 (but without our support, sorry, choom). However, Vortex for Cyberpunk is the most beginner-friendly way of managing your mods and will save you a lot of hassle.

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

  • Your staging folder must be on the same drive as your game installation

  • Your staging folder must not be your game install directory

  • Vortex has a lot of options. If you put wrong options, mods can go brr.

Download

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

If you can download it on your own, you can skip to the Install or Setup section of this guide.

  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

  4. Run the installer: either

    • select the file from your download history (Ctrl+J for most browsers)

    • go to your download directory and double-clicking the file

  5. 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.

  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!

Congrats! You've finished installation! Vortex should launch automatically and you can now move onto setup.

Setup

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

If you can setup Vortex on your own, skip to the Settings section of this guide. (Why are you reading this?)

Logging into Nexusmods

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)

  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.

Vortex: Adding Cyberpunk

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

  1. On the sidebar on the left side of your dashboard, click "Games"

  2. In the page that 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. Click the "download" button at the bottom of the window to install the Vortex plugin for Cyberpunk:

The games page, with the extension dialogue open
  1. The extension should download automatically

  2. You need to restart Vortex – agree to the prompt.

  3. Optional: If Vortex was able to auto-detect your game install, you are done now and can proceed with the Settings 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.

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.

Interface -> Customization

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

Interface -> Advanced

Interface -> Automation

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

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

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

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 setting controls the automatic REDmod conversion. In general, you do not want this. For an explanation of what that means, see Mod format: REDmod or vanilla?

Mods

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

Mods: Staging

This folder

  • must be on the same drive as your game installation, or deploy will fail

  • must not be your game install directory

Where Vortex keeps its mods, ready to deploy them into the Cyberpunk game directory.

The default folder location is {USERDATA}\{GAME}\mods, which resolves to C:\Users\YourUsername\AppData\Roaming\Vortex\cyberpunk2077\mods

You can keep it as this, or you can make a folder for it in a place you can easily access it, like C:\Games\Mods. Wherever you decide, you want to make sure it is accessible and you can remember it in case of issue.

Mod staging folder default location

Mods: Download

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.

Dashboard

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.

Click on the three dots next to "Launch Game with REDmods Enabled" and set it as primary. This will make Vortex pick this option when you click on the Cyberpunk 2077 picture on the far left.

"REDmod Deploy Latest Load Order" is also incredibly useful if your mods are acting up: Just using the "deploy" button on the main management page can fail – by using this button, you can debug your REDmod deployment.


Installing mods

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

You can browse different mod collections on Nexus, but caution: collections can be outdated or abandoned. To make sure that a collection works with the current game version, check its comments - if they are full of complaining people, it doesn't.

Installing the core mods

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

  • Cyber Engine Tweaks

  • RED4ext

  • redscript

  • ArchiveXL

  • TweakXL

  • Codeware

Some mods that depend on redscript may say they require cybercmd, but it's unnecessary to install since RED4ext performs the same functionality and then more. It only still exists for users who wish to use redscript and REDmod mods at the same time, but not use RED4ext.

For more information on the core mods, check Core Mods explained

Check if you have an up-to-date version of the core mods. Outdated collections can include earlier versions. If you update them, there's a good chance that everything will work.

The game should always be able to launch with just the core mods enabled. If it doesn't, head over to the troubleshooting page and make sure that you can launch and start a new game.

Starting up the game

Before you play your game, check the bell in the top right corner next to your profile picture. Click it to expand the notifications. What you want to see is all green or blue--any red or orange issues will need to be resolved before starting your game.

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.

Since this is your first time launching the game with mods, you should see a prompt to bind an overlay key for Cyber Engine Tweaks (CET). (If it does not, check here.) You can assign whatever you like, this button will hide or unhide the CET overlay.

While you have it open, you can navigate to the "Settings" option, and select "Skip Start Menu" and "Suppress Intro Movies" (if you don't want them). The setting will become active after the next restart.

Make sure to click save to keep your choices.

CET overlay on the main menu screen on the Settings option.

Downloading a mod with Mod Manager Download enabled

Let's get a mod that'll change something. For this example, we've picked KS UV framework, which will change V's feet.

Usually, you want to start at the description page to see the exact file that you need to download. For a detailed guide on the parts of a mod page and how to navigate Nexus, see our Downloading Mods section.

For now, you can simply go straight to the Files page of the KSUV mod.

The example mod's "Mod Manager Download" button

So that you can see the changes in-game immediately, to know if you've installed correctly, you will download the first option, "Recommended. UV Framework New High Heel Feet with Custom Textures - Classic Install". This will change the feet visually now, and allow for custom textures later. Click "mod manager download". A window will pop up telling you that you need another mod "-KS- Vanilla Shoes for High Feet" installed before downloading this. You can do this after downloading this mod; your feet just won't fit in any vanilla shoes until you do. For now, click download to continue to the final download page, where you will select "slow".

Once your timer counts down, it should begin downloading in Vortex. The setting "Bring Vortex to foreground when starting downloads in browser" is enabled by default, so if you didn't change it, the Vortex window should pop up now. Otherwise, click over to it, and you should be able to see a 1 next to Downloads in the sidebar.

Assuming you're using recommended settings, the mod won't have installed itself, so you will click on "Mods" in the left sidebar. You should already have mods installed, enabled, and downloaded from the collection. Scroll down until you locate the blue "Never Installed" button next to the mod you want to install. Click it once, and if you're using recommended settings, it should enable and deploy automatically.

For this mod, a window will pop up, warning you that it may need manual adjustment, due to multiple .archive files. These are important windows to pay attention to, because many mods that have multiple files do require manual adjustment. This information is usually found on the description page, which is why you want to read it carefully before download.

The warning window that pops up in Vortex for mods with more than one .archive file

For this mod, however, that is ok, and intended. You may simply click "Understood".

To test your new body framework mod, simply select "New Game" and pick a female-bodied V. If the feet are flat, it is not installed correctly. If they look a little funny, like barbie feet, you've done it right.

The left is what you're shooting for--if you see the right, the mod isn't working.

Downloading a mod manually to manage in Vortex

Let's install a mod without a mod manager download button and manage it in Vortex to show you how it works.

Mod authors sometimes disable mod manager integration for a variety of reasons. Usually, Vortex can handle these files just fine – if not, it will complain about it, and loudly so.

  1. Click this link, which will take you straight to the files tab.

  2. Select whichever one you like, like the "Arey", third option down.

  3. Optional: Check what it looks like

    1. Click on the "images" tab (to the right of "files")

    2. Find the picture named "Arey"

    3. Navigate back to the "Files" tab

Arey hair by Wingdeer
  1. Scroll down to the third option, Arey Hair PHYSICS ENABLED The file doesn't have any particular instruction.

  2. Optional: view the file contents – they sometimes contain helpful information:

The naming convention tells us that it's a hair replacer from Wingdeer for the female body gender, changing hair 48, There's also a preview picture included.
  1. Manually download the file – you know the drill by now.

  2. Return to the Vortex "mods" page. You have two ways to install the mod now:

    • Drag-and-drop the downloaded file on your client, or

    • use "Install From File" in the orange bar and select the file you just downloaded in the explorer window that pops up

The "Install From File" button
  1. You should now have successfully installed the file.

  2. If you have used the recommended settings, it should enable and deploy automatically. Otherwise, you need to do that yourself.

  3. Start the game

  4. Head to the character creator and create a female-bodied V.

  5. Check hair 48 – normally, it looks like this:

Vanilla hair 48

If your hair is two big buns--you did it! If it's just the normal single bun with braids, go back and try again.

Arey hair in place of hairstyle 48

Congratulations! You know how to use Vortex!

Cheat Sheet: Arms

Arms are why we can't have nice things.

Summary

This page lists the different player arms, their component names, and the paths to their files.

Wait, this is not what I want!

To make your clothes react to different arms, check ArchiveXL: Suffixes and Substitutions ->

The player base body does not come with arms attached — this made it easier for the developers to switch out the different kinds of cyber arms. It makes everything harder for you.

Default Arms

You can look up the component names and their properties in the .ent files per body gender in these folders (the file names will start with a0_).

Female

Female arms are using different meshes for the first person perspective. You will find this is a common theme.

Type
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!

An in app example how to include Component Names and hiding them via chunkmask (untick the submesh numbers to hide the mesh).

Male

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!

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 mod for that.

Monowire Arms

Female

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

Inactive TPP

base\characters\cyberware\player\a0_002_wa__monowire_whip_tpp.ent

Male

Note that it is not a typo on this page that the inactive component names use wa instead of ma. That's just how it is.

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

Mantis Blade Arms

This is the first cyberarm type where we see the arm split across multiple .ent files.

Female

Type
Folder or .ent files
Component names

Active

Inactive FPP

base\characters\cyberware\player\a0_003__mantisblade\entities\a0_003_wa__mantisblade_holstered.ent

Inactive TPP

base\characters\cyberware\player\a0_003__mantisblade\entities\a0_003_wa__mantisblade_photomode.ent

Male

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

Gorilla Arms

Female

Type
Folder or .ent files
Component names

Active

Inactive FPP

base\characters\cyberware\player\a0_005_wa__strongarms_holstered.ent

Inactive TPP

base\characters\cyberware\player\a0_005_wa__strongarms_photo_mode.ent

Male

Type
Folder or .ent files
Component names

Active

Inactive

base\characters\cyberware\player\a0_005_ma__strongarms_holstered.ent

Launcher Arms

The Launcher is asymmetric and only present in the left arm. The right arm component just re-uses the default mesh.

Female

Type
Folder or .ent files
Component names

Active

Inactive FPP

base\characters\cyberware\player\a0_006__launcher\entities\a0_006_wa__launcher_holstered.ent

Inactive TPP

base\characters\cyberware\player\a0_006__launcher\entities\a0_006_wa__launcher_holstered_photo_mode.ent

Male

Type
Folder or .ent files
Component names

Active

Inactive

base\characters\cyberware\player\a0_006__launcher\entities\a0_006_ma__launcher_holstered.ent

Ballistic Coprocessor and Smart Link

These two items are represented identically by a game item internally called the `weapon_grip`. However, the Weapon Grip is not a normal component, added or removed from the body, in the way that the arms themselves are. Instead, it is placed into an attachment slot. This has big implications for anyone hoping to manipulate them. As it is not part of the player puppet, you cannot manipulate it using Part Overrides, or Hiding Tags. Additionally, the game itself has weird and inconsistent rules for when to show the grip, and when the actually put the item into the attachment slot.

As a result, most people give up and use a mod 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

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

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]}

NPCs and their files

Heroes, villains, the extended cast and innocent bystanders

Summary

Last documented update: January 6 2024 by mana vortex

This page collects paths to .ent and .app files for various NPCs, as long as somebody considered them interesting enough to document them here.

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!

  • To change NPC appearances, see For NPCs - Change Appearances

  • To create custom NPCs, see AMM: Custom NPCs

  • To create V as an NPC, see NPV - V as custom NPC

  • To find the files of an AMM NPC, check the sub-page Finding files: AMM NPCs


Where to find…

CDPR's system of character classification is completely arbitrary and often contains redundancies. If you are looking for a character's files, you're generally much better-off to just .

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 .

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

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)

Primary characters

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.

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

Secondary characters

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

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

Fixers

Character
Entity File Path
remark

Dex

base\quest\secondary_characters\dex.ent

Wakako Okada

base\open_world\fixers\wakako\characters\wakako_okada.ent

Mr. Hands

ep1\characters\entities\main_npc\mr_hands.ent

service__fixer_ma.app

Dakota Smith

base\open_world\fixers\dakota\characters\dakota_smith.ent

Dino

base\open_world\fixers\dyno\characters\dyno.ent

The .app file is called dino.app

Muamar Reyes

base\open_world\fixers\el_capitan\characters\muamar_reyes.ent

The .app file is called capitan_reyes.app

Regina Jones

base\open_world\fixers\reggie\characters\reggie.ent

The .app file is called service__fixer_wa.app

Padre

base\open_world\fixers\padre\characters\padre.ent

The .app file is called sebastian_perez.app

Also starring (a.k.a. "Wait, who?")

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

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

Anonymous characters

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

Maxtac

corpo__max_tac_ma.ent max_tac_mb.ent max_tac_wa.ent

max_tac.app max_tac_mb.app max_tac_wa.app

NCPD

corpo__ncpd_ma.ent

corpo__ncpd_mb.ent corpo__ncpd_wa.ent

Militech goons

corpo__militech_ma.ent corpo__militech_mah.ent corpo__militech_mb.ent corpo__militech_wa.ent

mah seems to be the heavies (soldier types)

Netwatch

corpo__netwatch_ma.ent

Kangtao

corpo__kangtao_ma.ent corpo__kangtao_mah.ent

mah seems to be the heavies (soldier types)

Arasaka

corpo__arasaka_ma.ent corpo__arasaka_mah.ent corpo__arasaka_mb.ent corpo__arasaka_mm.ent corpo__arasaka_wa.ent

mah seems to be the heavies (soldier types)

Barghest

gang__kurtz_army_ma.ent gang__kurtz_army_mb.ent gang__kurtz_army_wa.ent

Black Ops

corpo__black_ops_ma.ent corpo__black_ops_mb.ent corpo__black_ops_wa.ent

There are _ep1_ variants of a bunch of the generic corpos that can be found in the ep1 files, not sure how they differ from the basegame versions. (ie corpo__ep1_ncpd_ma.ent)

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 Material properties 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: Re-using materials: .mi

  • How it works in the example: 3d objects: .mesh files

Multilayered

  • General information: Multilayered: Cyberpunk's supershader

  • Properties and definition:

  • Preview images: Multilayered: Previews

Hands-on:

  • Changing materials, colors and textures (guide)

  • Using a textured material (guide)


Simple / Basic materials

PBR material

The default PBR material used in Cyberpunk 2077 is metal_base.remt

If this overfulfills your needs, you can also try out engine\materials\pbr_simple.mt , which has only color (RGB), Roughness, and Metalness.

White MultilayerMask

You can find a mlmask with three white layers under the following path:

base\characters\cyberware\player\a0_005__strongarms\entities\meshes\textures\white.mlmask

A white mlMask will apply the selected material to the whole surface of the mesh.

Textured Materials

For further details, see Textured (PBR) material properties

engine\materials\metal_base.remt

Cyberpunk's default textured (or emissive) material. Super versatile, supports glow and transparency

base\materials\mesh_decal.mt

For decals etc., supports alpha channel. Can optionally be made half-transparent (for tattoos etc.)

base\fx\_shaders\holo_mask.mt

Special effect material that transforms a mesh into an hologram. Can use a custom texture for decal and is color controllable.

base\surfaces\atlases\wood\wood_bare\wood_bare_01_pine.mi

Basic wood texture, no masks

Plastic (solid, coloured)

Use engine\materials\metal_base.remt, the example below has been copied from base\environment\architecture\watson\japan_town\building\hotel\motel_notell\room\_plastic_black.mi

BaseColor

base\materials\placeholder\white.xbm

Normal

optional: path to your normal map

Roughness

optional: path to your roughness map

RoughnessBias

0.200000003

BaseColorScale

Colour as Vector (Wolvenkit shows a color picker)

Gradient recolor

base\environment\decoration\decals\mesh_decal_lines\textures\lines_plain_black.mi

Cyberspace Materials

for cyberspace|blackwall > .mt|.remt, then right-click the file and select to find files using this kind of shader.

base\characters\common\cyberspace\silverhand_overlay_cyberspace_mml.mi

A multilayered material for cyberspace appearances. You can use this as base material to get the Johnny effect.

base\fx_shaders\blackwall_blendable_metal_base.mt

, but with that fancy blackwall effect that we all know and love. There are blackwall variants of most shaders, check the hint box.

Metal Materials

base\environment\decoration\containers\cases\coffin\textures\m_z_gold.mi

a shiny gold (metal_base.remt)

Decal materials

for decal > .mt, then right-click the file and select to find files using this kind of shader.

base\materials\mesh_decal_gradientmap_recolor_emissive.mt

no animation support. Supports recolouring (via color picker), emissive (EV) and gradientMaps as well as transparency via masking.

base\materials\mesh_decal_emissive.mt

animation support. Supports emissive (via EV), recolouring (numeric), and tiling.

base\materials\decal_tintable.mt

no animation support, no emissive, but Diffuse, Normal, Roughness and Metalness, and allows different color assignments for R, G and B channels of TintMaskTexture. Not used by anything.

base\materials\mesh_decal_multitinted.mt

unfortunately not used by anything, but supports up to 10 tints! If anyone finds out how the TintMaskTexture needs to look, please document!

Emissive Materials

for emissive > .mt|.remt, then right-click the file and select to find files using this kind of shader.

See Emissive Material Propertiesfor how it works and how to configure it.

material
description

base\environment\decoration\furniture\kitchen\neokitsch_fridge\textures\mi_neokitsch_fridge_z_emissive.mi

White emissive bright glow (from a fridge)

base\materials\screen\screen_fluff_blue.mi

blue/pinkish oscillating glow (from the collar of the jacket V wears in the trailer)

base\fx\shaders\neon_tubes.mt

A glowing shader with color parameter

base\fx\shaders\signages.mt

The standard neon for advertising fonts in Night City. Comes in many colours, can be customized via textures and gradients. Check "city_deco_font" for examples.

base\fx\shaders\hologram_two_sided.mt

half-transparent holo material, allows three colours to tint it

base\vehicles\standard\v_standard3_militech_hellhound\entities\meshes\textures\max_tac_stripe_01.mi

Use it with any texture for a cool rotating glow shader (it's fun)

base/fx/shaders/device_diode.mt

A glowing shader with RGB color attribute and up to three glowing shades

Holo Shaders

material
description

base\fx\_shaders\hologram.mt

Holo material ()

base\fx\_shaders\holo_mask.mt

Special effect material that transforms a mesh into a hologram. Can use a custom texture for decal and is color controllable.

Blackbody Shaders

for blackbody > .mt|.remt, then right-click the file and select to find files using this kind of shader.

Blackbody shaders are used for heat. Their colour can be adjusted via the temperature parameter.

material
description

base\fx\shaders\metal_base_blackbody.mt

A PBR temperature shader for numeric values, can be used in e.g glowing coal (find files using this for examples)

base\fx\shaders\blackbodyradiation.mt

A temperature shader with smoke effects

base\fx_shaders\multilayer_blackbody_inject.mt

A temperature shader with mlmask and -setup

base\fx\shaders\blackbody_simple.mt

A temperature shader with a texture and a numeric temperature value

FX Shaders

for fx > .mt|.remt, then right-click the file and select to find files using this kind of shader.

FX shaders are animated effect shaders.

material
description

base\fx\shaders\metal_base_glitter.mt

A PBR temperature shader. Configured with numeric values.

base\fx\shaders\metal_base_blackbody.mt

A blackbody shader for e.g. glowing coal. Copy from base\environment\decoration\misc\foliage\burnt_wood\burnt_wood_ab.mesh

base\fx_shaders\oda_helm.mt

Oda's helmet shader. Colour is assigned via the lightComponent in the helmet's .ent file

base\fx_shaders\lightning_plasma.mt

Used by female V's electric mantis blades and nothing else

Something else to dig into: emitters/particleDrawer/meshes

Transparent

Glass

for glass > .mt|.remt, then right-click the file and select to find files using this kind of shader.

For more details on glass materials and instructions on how to configure them, see here.

Basic glass, with warping properties, simple tint as color, simple opacity

base\materials\glass_onesided.mt

Non-warping glass, destructible, tintable via colors

base\vehicles\common\materials\glass_windshield_tinted_black.mi

Device screen glass

base\fx\shaders\parallaxscreen.mt

Plastic (see-through)

For a full documentation of this material, check Transparent material properties ->

base\materials\glass_onesided.mt

take from Hanako's dress, localMaterialBuffer.materials.transparent base\characters\main_npc\hanako\t1_001_wa_dress__hanako.mesh

See-through cloth

For a full documentation of this material, check Transparent material properties ->

base\materials\glass_onesided.mt

take from mana's mod, manavortex\clothing\torso\barong_tagalog\meshes\pma__barong__base_body.mesh or

Liquid materials

Use base\materials\fillable_fluid_vertex.mt to fill vessels, or see here for details.

Reflective/Mirror-ish materials

Mirrors are generally a farce but here are your options:

  • metal_base.remt with roughness set to black and metalness set to white. Quick in-game example here: base\environment\decoration\furniture\bathroom\mirror\mirror_a.mesh

  • base\vehicles\common\materials\glass_tech_reflective.mi: this may seem a little better depending on your use case (for eg car side mirrors). Since the base material is just base\materials\glass.mt - you'll need to place a black planar mesh behind the mirror mesh so that it isn't see through and adjust the TintColor + GlassSpecularColor to a light-ish grey

Reflections in both the above cases are going to be cubemaps in non-RT graphic modes so they will not be high res or even accurate most of the time (you won't see NPCs for example)

With ray tracing, the reflection will look better and accurate

Below example image use glass_tech_reflective.mi

Non-ray traced cubemap reflection
Ray traced reflections

Other materials

Cyberpunk 2077 uses materials cleverly, and often you can save a lot of work by simply re-using something CDPR has already defined

Zipper

You can find a ready-to-use zipper material by copying dec_zipper from base\characters\garment\player_equipment\torso\t1_057_tankbra\t1_057_pwa_tankbra.mesh

Stitches

Find a ready-to use stitches material by copying dec_stitches from base\characters\garment\player_equipment\torso\t1_057_tankbra\t1_057_pwa_tankbra.mesh

This material uses metal_base.remt and can be recoloured via BaseColorScale vector attribute (Wolvenkit will show a color picker)

Reference: World Sectors

A list of interesting locations and their sector files

Summary

Last documented edit: January 14 2024 by mana vortex

This page lists locations of interest & their world sector filenames. If you want to learn how to edit them instead, check World Editing in the Modding Guides section.

If you want to know how they work the theory is here.

Other existing resources:

List of interesting locations for teleporting

An entire channel dedicated to locations

If the place you're looking for isn't yet on the list, check Finding Locations for instructions on how to find it. Please consider signing up and adding it or find us on Discord to leave your findings in the #world-editing channel.

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

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

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

Description
Sector Files

Northside: Vs Apartment (dump) Thanks Chanka on Discord x = -1504.0516

y = 2227.487

z = 22.231918

exterior_-6_8_0_2 - Hotel Exterior detail

interior_-48_68_0_0 - Hotel Interior

interior_-12_17_0_2 - Walls/Larger Interior

exterior_-12_17_0_1 - Whole Block

interior_-47_69_0_0 - Right Side of Apt

interior_-48_69_0_0 - Left Side of Apt

interior_-24_34_0_1 - Furniture, Walls, Floors

exterior_-24_34_0_0 - Radio, Arcade machine, Hotel Exterior detail

Japantown: V's apartment

interior_-13_15_0_0 walls, bedroom interior_-25_30_0_0 hallway, plants, clutter

V's penthouse / mansion

exterior_-21_18_1_0 interior_-11_9_0_2 interior_-21_18_1_1 interior_-22_18_1_1 interior_-43_37_3_0 interior_-43_39_3_0 quest_81387f43768bad6c scorpion statue, dreamcatcher

V's Apartment: Corpo Plaza x = -1604.0522

y = 353.99716

z = 49.200005

interior_-25_5_0_1 computer and far wall exterior_-25_5_0_0 computer and far wall clutter interior_-51_10_1_0 stash + kitchen clutter interior_-51_11_1_0 wardrobe +bath

interior_-50_11_1_0 desk, sofa cushions etc

interior_-26_5_0_1 Bed and larger walls interior_-13_2_0_2 Floors & walls exterior_-26_5_0_0 Doors & TVs

Northside: V's Apartment (Loft)

interior_-24_-16_1_1 big walls, floors, pool table interior_-48_-31_2_0 sofa, table, barstools, clutter exterior_-24_-16_1_0 exterior walls

quest_ca115e9713d725d7 interaction prompts

Dogtown Apartment

ep1\interior_-70_-81_2_0 ep1\exterior_-35_-40_1_0 ep1\exterior_-35_-41_1_0 # radio ep1\exterior_-18_-21_0_1 # generator ep1\interior_-70_-80_2_0

Vs apartment: Quest sectors

NPC Homes

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

Mamma Welles's house (this sector is MASSIVE 24k+ nodes, has all the locations in the post intro cutscene)

quest_e6340f4e7a9a4922

Hanako Arasaka

exterior_0_1_0_4 exterior_2_7_1_1 exterior_2_8_1_1 exterior_4_15_3_0 exterior_4_16_3_0 interior_0_1_0_4 interior_2_8_1_2 interior_4_15_3_1 interior_4_16_3_1 interior_8_31_7_0 interior_8_32_7_0 interior_9_32_7_0

Fixer Locations

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

Muamar Reyes

exterior_6_-37_2_0 ‣ Parking, Plants & Trash exterior_3_-19_1_1 ‣ Plants & Road exterior_1_-10_0_2 ‣ Cliffside Parking & Trees exterior_0_-5_0_3 ‣ More Terrain & Collisions

Rogue Amendiares

Interior_-45_30_0_0 ‣ Rogue's Room & Briefing Room

Interior_-45_31_0_0 ‣ Rogue’s Booth & Room

Interior_-45_32_0_0 ‣ Bathroom & Rogue’s Booth

Interior_-46_30_0_0 ‣ Afterlife Briefing Room

Interior_-46_31_0_0 ‣ Bar Area & Nix’s Room

Interior_-46_32_0_0 ‣ Entrance & Seating Area

Interior_-23_15_0_1 ‣ Afterlife Collision Nodes

Interior_-12_8_0_2 ‣ Afterlife Collision Nodes

Interior_-12_7_0_2 ‣ Afterlife Collision Nodes

exterior_-23_16_0_0 ‣ Afterlife Interior & Exterior

Sebastian Ibarra

exterior_-29_-20_0_0 ‣ Courtside Exterior & Buildings exterior_-15_-10_0_1 ‣ Courtside Exterior & Buildings

exterior_-14_0_0_1 ‣ Glen Billboards & Roads exterior_-28_-20_0_0 ‣ Courtside Exterior & Buildings Exterior_-7_-5_0_2 ‣ Larger Glen Area

Wakako Okada

interior_-11_12_0_1 ‣ Wakako's Office

interior_-21_25_0_0 ‣ Parlor Interior exterior-6_6_0_1 ‣ Parlor Exterior

exterior_-11_12_0_0 ‣ Jig-Jig Street Exterior

Mr. Hands

x = -1577.5237

y = -2336.9883

z = 57.89293

interior_-50_-74_1_0 ‣ Mr. Hands Office & Interior exterior_-50_-74_1_0 ‣ Club Interior Collisions

interior_-50_-73_1_0 ‣ Mr. Hands Office & Art

interior_-13_-19_0_2 ‣ Club Exterior Collisions interior_-13_-19_0_2 ‣ Club Interior Meshes exterior_-25_-37_0_0 ‣ Club Interior Collisions exterior_-25_-37_0_0 ‣ Interior & Exterior Meshes interior_-25_-37_0_1 ‣ Club Interior Collisions interior_-25_-37_0_1 ‣ Interior & Exterior Meshes exterior_-25_-37_0_1 ‣ Misc Collisions interior_-51_-74_1_0 ‣ Club Meshes & Decals

Bars & Clubs

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

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

Associated Miscellaneous

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

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", ]

Hair material
CET wiki
AMM DIscord
Scrolls Before Swine
Arasaka Estate
Yaiba Tower
DaKota Garage
Electric Orgasm
Coronado Dam
The Afterlife
Glen, Basketball
Pachinko Parlor
Heavy Hearts
left_arm    
right_arm  
a0_001_pwa_base_hq__full  
a0_001_pwa_base_hq__full8640 
a0_000_ma_base__full_ag_hq1491
a0_000_ma_base__full_ag_hq6168
a0_002_wa__monowire_whip_l_cableless
a0_002_wa__monowire_whip_r_cableless
a0_002_wa__monowire_whip_l_cableless
a0_002_wa__monowire_whip_r_cableless
a0_002_wa__monowire_whip_l_cableless
a0_002_wa__monowire_whip_r_cableless
a0_002_ma__monowire_whip_l_cableless
a0_002_ma__monowire_whip_r_cableless
a0_002_wa__monowire_whip_l_cableless
a0_002_wa__monowire_whip_r_cableless
base\characters\cyberware\player\a0_003__mantisblade\entities\a0_003_wa__mantisblades_cyber.ent
base\characters\cyberware\player\a0_003__mantisblade\entities\a0_003_wa__mantisblades.ent
base\characters\cyberware\player\a0_003__mantisblade\entities\a0_003_wa__mantisblades_edge.ent
base\characters\cyberware\player\a0_003__mantisblade\entities\a0_003_wa__mantisblades_nails.ent
a0_003_wa__mantisblade_left
a0_003_wa__mantisblade_upperarm_left
a0_003_wa__mantisblade_left_blade
a0_003_wa__mantisblade_left_mechanisms
a0_003_wa__mantisblade_left_mechanisms6263
a0_003_wa__mantisblade_nails_l
a0_003_wa__mantisblade_right
a0_003_wa__mantisblade_upperarm_right
a0_003_wa__mantisblade_right_mechanisms
a0_003_wa__mantisblade_right_mechanisms2035
a0_003_wa__mantisblade_right_blade
a0_003_wa__mantisblade_nails_r
a0_003_wa__mantisblade_holstered_left
a0_003_wa__mantisblade_holstered_upperarm_left
a0_003_wa__mantisblade_holstered_right
a0_003_wa__mantisblade_holstered_upperarm_right
a0_003_wa__mantisblade_photomode_left2804
a0_003_wa__mantisblade_photomode_upperarm_left
a0_003_wa__mantisblade_photomode_right
a0_003_wa__mantisblade_photomode_upperarm_right
base\characters\cyberware\player\a0_003__mantisblade\entities\a0_003_ma__mantisblades_cyber.ent
base\characters\cyberware\player\a0_003__mantisblade\entities\a0_003_ma__mantisblades.ent
base\characters\cyberware\player\a0_003__mantisblade\entities\a0_003_ma__mantisblades_edge.ent
base\characters\cyberware\player\a0_003__mantisblade\entities\a0_003_ma__mantisblades_nails.ent
a0_003_ma__mantisblade_left
a0_003_ma__mantisblade_upperarm_left
a0_003_ma__mantisblade_left_blade
a0_003_ma__mantisblade_left_mechanisms
a0_003_ma__mantisblade_nails_l
a0_003_ma__mantisblade_right
a0_003_ma__mantisblade_upperarm_right
a0_003_ma__mantisblade_right_blade
a0_003_ma__mantisblade_right_mechanisms
a0_003_ma__mantisblade_nails_r
a0_003_ma__mantisblade_holstered_left6562
a0_003_ma__mantisblade_holstered_upperarm_left
a0_003_ma__mantisblade_holstered_right
a0_003_ma__mantisblade_holstered_upperarm_right
base\characters\cyberware\player\a0_005__strongarms\a0_005_wa__strongarms.ent
base\characters\cyberware\player\a0_005__strongarms\entities\a0_005_ma__strongarms_knuckles.ent
base\characters\cyberware\player\a0_005__strongarms\a0_005_wa__strongarms_cyber.ent
a0_005_wa__strongarms_l
a0_005_wa__strongarms_int_l
a0_005_wa__strongarms_cyberware_l
a0_005_wa__strongarms_r
a0_005_wa__strongarms_int_r
a0_005_wa__strongarms_cyberware_r
a0_005_wa__strongarms_holstered_l
a0_005_wa__strongarms_holstered_cyberware_l
a0_005_wa__strongarms_holstered_r
a0_005_wa__strongarms_holstered_cyberware_r
a0_005_wa__strongarms_photo_mode_l
a0_005_wa__strongarms_photo_mode_cyberware_l
a0_005_wa__strongarms_photo_mode_r
a0_005_wa__strongarms_photo_mode_cyberware_r
base\characters\cyberware\player\a0_005__strongarms\a0_005_ma__strongarms.ent
base\characters\cyberware\player\a0_005__strongarms\entities\a0_005_ma__strongarms_knuckles.ent
base\characters\cyberware\player\a0_005__strongarms\a0_005_ma__strongarms_cyber.ent
a0_005_ma__strongarms_l
a0_005_ma__strongarms_int_l
a0_005_ma__strongarms_cyberware_l
a0_005_ma__strongarms_r
a0_005_ma__strongarms_int_r
a0_005_ma__strongarms_cyberware_r
a0_005_ma__strongarms_holstered_l
a0_005_ma__strongarms_holstered_cyberware_l
a0_005_ma__strongarms_holstered_r
a0_005_ma__strongarms_holstered_cyberware_r
base\characters\cyberware\player\a0_006__launcher\entities\a0_006_wa__launcher.ent
base\characters\cyberware\player\a0_006__launcher\entities\a0_006_wa__launcher_nails.ent
base\characters\cyberware\player\a0_006__launcher\entities\a0_006_wa__launcher_mechanisms.ent
base\characters\cyberware\player\a0_006__launcher\entities\a0_006_wa__launcher_cyber.ent
base\characters\cyberware\player\a0_006__launcher\entities\a0_006_wa__launcher_ammo_fire.ent
base\characters\cyberware\player\a0_006__launcher\entities\a0_006_wa__launcher_fragment_fire.ent
a0_006_wa__launcher_upperarm
a0_006_wa__launcher_shells8722
a0_006_wa__launcher_mechanisms
a0_006_wa__launcher_muscles
a0_006_wa__launcher_nails_l
a0_006_wa__launcher_fragment_fire6227
a0_006_wa__launcher_ammo_fire2326
a0_006_wa__launcher_holstered_right
a0_006_wa__launcher_nails_r
a0_006_wa__launcher_holstered4156
a0_006_wa__launcher_holstered_upperarm
a0_006_wa__launcher_holstered_right
a0_006_wa__launcher_holstered_photo_mode8630
a0_006_wa__launcher_upperarm_photo_mode
a0_006_wa__launcher_holstered_photo_mode_right
base\characters\cyberware\player\a0_006__launcher\entities\a0_006_ma__launcher.ent
base\characters\cyberware\player\a0_006__launcher\entities\a0_006_ma__launcher_nails.ent
base\characters\cyberware\player\a0_006__launcher\entities\a0_006_ma__launcher_mechanisms.ent
base\characters\cyberware\player\a0_006__launcher\entities\a0_006_ma__launcher_cyber.ent
base\characters\cyberware\player\a0_006__launcher\entities\a0_006_ma__launcher_ammo.ent
base\characters\cyberware\player\a0_006__launcher\entities\a0_006_ma__launcher_fragment.ent
a0_006_ma__launcher_upperarm
a0_006_ma__launcher_shells1525
a0_006_ma__launcher_mechanisms
a0_006_ma__launcher_muscles
a0_006_ma__launcher_nails_l
a0_006_ma__launcher_fragment_fire4806
a0_006_ma__launcher_ammo_fire2714
a0_006_ma__launcher_upperarm_right
a0_006_ma__launcher_nails_r
a0_006_ma__launcher_holstered1283
a0_006_ma__launcher_holstered_upperarm
a0_005_ma__strongarms_holstered_r
base\gameplay\cyberware\smartgun_link\player_smartgun_link.ent
base\gameplay\cyberware\subdermal_grip\player_subdermal_grip.ent
a0_004__weapon_grip_device
a0_004__weapon_grip_decal_01
a0_004__weapon_grip_decal_02
metal_base
example .mi
Barong Tagalog
download the .mi file
A playlist by the original author
Credits to EzioMavericks for the video

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 NoraLee's NPV part picker to find the correct appearances.

List of CC options in order

Option
Value
Option (continued)

1-12

Skin type

Compexion: 01-04

off, default, glossy, matte

1-51

01-20

Eyes

1-22

off, 1-14

Eyebrows

off, 1-11

off, 01-03

Nose

1-22

Nails

long, short

Mouth

1-22

Jaw

1-22

Chest (f only)

default, small, big

Ears

1-22

Nipples

off, 1-3

off, 1-8

Body Tattoos

off, 1-5

off, 1-9

Body Scars

off, 1-2

Facial Tattoos

off, 1-11

Genitals

off, vagina, penis1, penis2

Piercings

off, 1-14

Penis Size

default, small, big

Public Hair Style

off, 1-5

Teeth

0-4

off, 1-20

Skin tones

See Cheat Sheet: Head-> Head: material instances for the corresponding files

Keep reading for a textual list (compiled by wolv)

Bold options are unique to V and not shared with NPCs

1

01_ca_pale

7

03_ca_senna_01_honey

2

01_ca_pale_00_warm_ivory

8

03_ca_senna_02_band

3

02_ca_limestone

9

04_ca_almond

4

02_ca_limestone_00_beige

10

04_ca_almond_00_umber

5

03_ca_senna

11

05_bl_espresso

6

03_ca_senna_00_amber

12

06_bl_dark

Lip Makeup

For a mod fixing various mix-ups in the character creator, see here.

Lipstick colours and styles are sorted in (more or less) ascending order in the appearance list in the mesh.

Style order is Default - Glossy - Matte (no suffix, _02, _03)

Link: Reference images on imgur

Lip Makeup Color

Eye Make-up

Eye Make-Up Color

Hairstyle

For a list of , check Cheat Sheet: Hair

credit to this post.
credit to this post.

Hair Colour

Hair Colours in CC - Visual Guide by LadyLea

Hair Caps

images by winksnblinks

Beard

01

hb_000_pma_c__basehead_shadowbase_01

02

hb_000_pma_c__basehead_big_beard_afro

03

pma__morphs_default

04

hb_000_pma_c__basehead_handlebar_stache

05

hb_000_pma_c__basehead_jesse_beard

06

hb_000_pma_c__basehead_maelstrom_full

07

hb_000_pma_c__basehead_big_beard

08

hb_000_pma_c__basehead_short_afro

09

hb_000_pma_c__basehead_thick_beard_afro

10

hb_000_pma_c__basehead_fu_manchu

11

hb_000_pma_c__basehead_logan

12

hb_000_pma_c__basehead_patmc

Beard style

enabled chunks (NOT chunkmask)

01

1111

02

1100

03

1110

04

1101

05

0010

06

0011

07

0001

Eye Colour

Cyberware

2.2 Cyberware

Check Cheat Sheet: Head -> Cyberware

Cheek Makeup Style

01

(brown_01, brown_02, brown_03, black_01)

02

(brown_04, brown_05, brown_06, black_02)

03

(brown_07, brown_08, brown_09, black_03)

04

(brown_10, brown_11, brown_12, black_04)

05

cheeks (_color_01)

06

cheeks (_color_02)

07

cheeks (_color_03)

08

cheeks (_color_04)

09

cheeks (_color_05)

10

cheeks (_color_06)

11

cheeks (_color_07)

12

cheeks (_color_08)

13

cheeks (_color_09)

14

cheeks (_color_10)

Cheek Makeup Color

Blemishes

Blemish Color

Blemishes: enabled chunks (NOT chunkmasks)

Enabled chunks

01

1111

02

1011

03

0111

Nail Color

Facial Scars and submeshes

chunkmask

01

hx_000_pXa__morphs_scars_01

2049

02

hx_000_pXa__morphs_scars_01

2050

03

hx_000_pXa__morphs_scars_01

2052

04

hx_000_pXa__morphs_scars_01

2064

05

hx_000_pXa__morphs_scars_01

2080

06

hx_000_pXa__morphs_scars_01

2112

07

hx_000_pXa__morphs_scars_01

2176

08

hx_000_pXa__morphs_scars_01

2304

09

hx_000_pXa__morphs_scars_01

3072

Piercing Color

Piercings and submeshes

Chunkmasks for different piercing meshes (for custom NPCs etc), thanks to xbae's NPV part picker

Piercing
file names
chunkmask

01

i1_000_pXa_c__basehead_earring_01.mesh i1_000_pXa_c__basehead_earring_02.mesh i1_000_pXa_c__basehead_earring_03.mesh

4 1 2

02

i1_000_pXa_c__basehead_earring_01.mesh i1_000_pXa_c__basehead_earring_02.mesh

15 2048

03

i1_000_pXa_c__basehead_earring_01.mesh i1_000_pXa_c__basehead_earring_02.mesh

1040 263

04

i1_000_pXa_c__basehead_earring_01.mesh i1_000_pXa_c__basehead_earring_02.mesh i1_000_pXa_c__basehead_earring_03.mesh

4 2268 1

05

i1_000_pXa_c__basehead_earring_01.mesh i1_000_pXa_c__basehead_earring_02.mesh i1_000_pXa_c__basehead_earring_03.mesh

536 2873 2

06

i1_000_pXa_c__basehead_earring_02.mesh

5153

07

i1_000_pXa_c__basehead_earring_01.mesh i1_000_pXa_c__basehead_earring_02.mesh i1_000_pXa_c__basehead_earring_03.mesh

2562 2 4094

08

i1_000_pXa_c__basehead_earring_01.mesh i1_000_pXa_c__basehead_earring_02.mesh i1_000_pXa_c__basehead_earring_03.mesh

520 8064 1

09

i1_000_pXa_c__basehead_earring_01.mesh i1_000_pXa_c__basehead_earring_02.mesh i1_000_pXa_c__basehead_earring_03.mesh

2052 35 4092

10

i1_000_pXa_c__basehead_earring_01.mesh i1_000_pXa_c__basehead_earring_02.mesh i1_000_pXa_c__basehead_earring_03.mesh

1548 6143 3

11

i1_000_pXa_c__basehead_earring_01.mesh

2047

12 (fV)

1_000_pwa_c__basehead_earring_04.mesh

4

12 (mV)

1_000_pma_c__basehead_earring_01.mesh

512

13 (fV)

1_000_pwa_c__basehead_earring_04.mesh

1

13 (mV)

1_000_pma_c__basehead_earring_01.mesh

8

14 (fV)

1_000_pwa_c__basehead_earring_04.mesh

2

14 (mV)

1_000_pma_c__basehead_earring_04.mesh

4

15 (mV)

i1_000_pma_c__basehead_earring_04.mesh

1

16 (mV)

i1_000_pma_c__basehead_earring_04.mesh

2

Body Tattoos

The body tattoos can be found in the following folder:

base\characters\common\player_base_bodies\player_female_average\tattoos
base\characters\common\player_base_bodies\player_man_average\tattoos

For the female body gender, there are three different chest sizes!

file

01

Valentinos

tx_000_pwa_base__full_tattoo_01.mesh

02

geometric blackwork

tx_000_pwa_base__full_tattoo_02.mesh

03

serpent

tx_000_pwa_base__full_tattoo_03.mesh

04

flowers/mandalas

tx_000_pwa_base__full_tattoo_04.mesh

05

NUSA

tx_000_pwa_base__full_tattoo_05.mesh

Skin tones
Cheek Makeup Style
Browsing the TweakDB
Releases · Neurolinked/MlsetupBuilderGitHub
Wolvenkit finds too many vertices, but Blender export is fine!
Skin tone
Eye Makeup Color
Lip Makeup Style
Hairstyle
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
Reddit
Reddit

Cheat sheet: Weapons

We need guns, lots of guns.

Summary

Last documented edit: Feb 07 2024 by

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? !

  • For a guide on adding custom weapons, check or

  • For an overview of weapon properties, check

  • For an overview of weapon audio profiles, check

Weapons

Weapons dont seem to have ent files that tie them together in quite the same way as most things they do however have app files that have the component lists, so who cares?

(Just to be difficult some rifles are referenced by a random file in the quests folder called empty_entity.ent, and the katanas and knives seem to have ents) If your wanting to import to Blender Sim created a bunch of dummy ent files to let you import things:

Generally speaking the files are in \base\weapons then organised by type and then name. But searching an app file then right clicking and find used files is faster than browsing, so here are the file names.

Weapon
App or Ent File
Ent file

Frag grenade (hex)

w_explosives_001__frag_grenade_01.ent

Frag grenade (rounded)

w_explosives_001__frag_grenade_02.ent

Flash grenade

w_explosives_flash_grenade.app

Incendary grenade

w_explosives_incendiary_grenade.app

Biohazard grenade

w_explosives_biohazard_grenade.app

EMP grenade

w_explosives_emp_grenade.app

Recon grenade

w_explosives_recon_grenade.app

w_explosives_cutting_grenade.app

w_explosives_homing_delivery.app

w_explosives_sticky_delivery.app

Arasaka Kenshin

w_handgun__arasaka_kenshin.app

Arasaka Yukimura

w_handgun__arasaka_yukimura.app

Slaughtomatic

w_handgun__budget_slaughtomatic.app

Liberty (rogues)

w_handgun__constitutional_liberty__rogue.app

Unity

w_handgun__constitutional_unity.app

Kangtao chao

w_handgun__kangtao_chao.app

Malorian (jonnys)

w_handgun__malorian_silverhand.app

Militech Lexington

w_handgun__militech_lexington.app

Militech Lexington (Silenced)

w_handgun__militech_lexington__silenced.app

Militech Omaha

w_handgun__militech_omaha.app

Arasaka Kappa

w_handgun__arasaka_kappa.app

Tsunami Nue

w_handgun__tsunami_nue.app

Tsunami Nue (Jackies)

w_handgun__tsunami_nue_jackie.app

Tsunami Nue w scope

w_handgun__tsunami_nue_scope.app

Defender

w_lmg__constitutional_defender.app

ma70hb

w_lmg__midnight_ma70hb.app

Darra Nova

w_revolver__darra_nova.app

Darra Quasar

w_revolver__darra_quasar.app

Malorian Overture

w_revolver__malorian_overture.app

Militech Crusher

w_revolver__militech_crusher.app

Techtronika Burya

w_revolver__techtronika_burya.app

Arasaka Masamune

w_rifle_assault__arasaka_masamune.app

Arasaka Masamune w scope

w_rifle_assault__arasaka_masamune_scope.app

Darra Umbra

w_rifle_assault__darra_umbra.app

Militech Ajax

w_rifle_assault__militech_ajax.app

Nokota Copperhead

w_rifle_assault__nokota_copperhead.app

Nokota Copperhead w scope

w_rifle_assault__nokota_copperhead_scope.app

Nokota Sidewinder

w_rifle_assault__nokota_sidewinder.app

Tsunami Kyubi

w_rifle_assault__tsunami_kyubi.app

Sor22

w_rifle_precision__midnight_sor22.app

Militech Achilles

w_rifle_precision__militech_achilles.app

Rostovic Kolac

w_rifle_precision__rostovic_kolac.app

Techtronika Pozhar

w_rifle_precision__techtronika_pozhar.app

Techtronika Grad

w_rifle_sniper__techtronika_grad.app

Tsunami Ashura

w_rifle_sniper__tsunami_ashura.app

Tsunami

w_rifle_sniper__tsunami_nekomata.app

Carnage

w_shotgun__budget_carnage.app

Tactician

w_shotgun__constitutional_tactician.app

Rostovic Igla

w_shotgun_dual__rostovic_igla.app

Rostovic Palica

w_shotgun_dual__rostovic_palica.app

Rostovic Satara

w_shotgun_dual__rostovic_satara.app

Rostovic Testera

w_shotgun_dual__rostovic_testera__base1.app

Arasaka Shingen

w_smg__arasaka_shingen.app

Guillotine

w_smg__budget_guillotine.app

Darra Pulsar

w_smg__darra_pulsar.app

Militech Saratoga

w_smg__militech_saratoga.app

Militech Saratoga tactical

w_smg__militech_saratoga_tactical.app

Senkoh lx

w_smg__senkoh_lx.app

Kangtao Dian

w_special__kangtao_dian.app

Kangtao Zhuo

w_special__kangtao_zhuo.app

Militech Heavy Machine Gun (HMG)

w_special__militech_hmg.app

Chainsword

w_budget_chainsword_appearances.app

Butchers knife

butchers_knife_appearances.app

Chefs knife

w_chefs_knife_appearances.app

Kukri

w_kukri_appearances.app

Machete

w_machete_appearances.app

Machete Borg Axe

w_machete_borg_axe_appearances.app

Machete Borg

w_machete_borg_appearances.app

wakizashi

w_wakizashi_appearances.app

Cattle Prod

w_cattle_prod_appearances.app

Cane

w_cane_appearances.app

Crowbar

w_crowbar_appearances.app

Dildo

w_dildo_appearances.app

Iron Pipe

w_iron_pipe_appearances.app

Pipe Wrench

w_pipe_wrench_appearances.app

Tire iron

w_tire_iron_appearances.app

Tomahawk

w_tomahawk_appearances.app

Baseball Bat

w_baseball_bat_appearances.app

Katana (25 appearances)

w_katana_appearances.app

Katana (29 appearances)

w_katana_grip.app

w_katana__common__grip1_04.ent

w_katana__common__grip1_03.ent

w_katana__common__grip1_03_decal_01_tygerclaws.ent

w_katana__common__grip1_02.ent

w_katana__common__grip1_01.ent

Wakakos katana

w_katana__common__grip1_wakako.ent

Witcher freebie

w_katana__common__grip1_witcher.ent

w_knife_appearances.app

neurotoxin

w_knife__combat__grip1_02.app

punk

w_knife_punk_appearances.app

tanto

w_tanto_appearances.app

Kanabo

w_kanabo_appearances.app

Shovel

w_shovel_appearances.app

Tech Sledgehammer

w_sledge_hammer_tech_player.app

Check Reddit
ItemAdditions: Weapons
New Iconic Weapon: Step by Step
Cheat Sheet: Weapon BaseStats
Cheat Sheet: Weapon Audio
https://www.nexusmods.com/cyberpunk2077/mods/9077
mana vortex
Name of meshes by index

Cheat Sheet: Hair

Overview of hair related things

Summary

Published: November 04 2022 by @manavortex Last documented update: Oct 06 2024 by mana vortex

You can find previews of hair styles and -colors under Cheat Sheet: Character Creator

This page will give you an overview about existing hairstyles and their files.

Wait, this is not what I want!

  • There is a modding guide for how to Replace a hair mod's slot

  • 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

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

credit to this post.
credit to this post.

Name of meshes by index

These names correspond to the mesh files.

To find a hair's control files, check the next section: Hair: Control files by index

Many hairs have different meshes if cyberware_01 is used. In this case, the alternative file name will be given in italics.

All the files below can be found under the following subfolder:

base\characters\common\hair\<hair name default variant>\<hair name as given>.mesh

To quickly find physics-enabled hair, you can use the Wolvenkit Search with the following query:

base\characters\common\hair > .animgraph > _wa_ // female body gender
base\characters\common\hair > .animgraph > _ma_ // male body gender
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

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

Colour in files by index

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

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

Hair: Control files by index

Hairs and all their components are assigned and defined via .app and .ent files. You can find them in the following folder:

base\characters\head\player_base_heads\appearances\entity\hairs 
How to find these files?

The last number in the file name matches the first number in the .mesh file name:

e.g., if you wanted to edit the entity file for female V's hair 28 hh_083_wa__ponytail_01, you could search for

player_base_heads > hairs > hairs_083

or

hairs_083 > .app > .pwa
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

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

Beards

Beards are only used by mascV. Their entity files can be found in this folder:

base\characters\head\player_base_heads\appearances\entity\facial_hairs\

Any .app files are stored under

base\characters\head\player_base_heads\appearances\facial_hairs\

Beard morphtargets and the meshes they pull in can be found in the player's basehead folder:

base\characters\head\player_base_heads\player_man_average

Beard files by index

01

hb_000_pma_c__basehead_shadowbase_01

02

hb_000_pma_c__basehead_big_beard_afro

03

pma__morphs_default

04

hb_000_pma_c__basehead_handlebar_stache

05

hb_000_pma_c__basehead_jesse_beard

06

hb_000_pma_c__basehead_maelstrom_full

07

hb_000_pma_c__basehead_big_beard

08

hb_000_pma_c__basehead_short_afro

09

hb_000_pma_c__basehead_thick_beard_afro

10

hb_000_pma_c__basehead_fu_manchu

11

hb_000_pma_c__basehead_logan

12

hb_000_pma_c__basehead_patmc

Beard component names

Any beard uses the same two components, beard and beard_shadow_01.

Beard 01 will only use the shadowbase.

Cyberware_01

For cyberware_01, an additional mask file is used to block out parts of the hair cap in favour of the cyberware lines:

base\characters\common\character_customisation_items\cyberware\face\textures\hh_cyberware_cap_mask_01.xbm
Logo

Reference: MinimapDataNodes

A list and section for further exploration of the MinimapDataNode and .cminimap files.

Certain exterior streaming sectors contain a list of coordinates that can be converted/quantized into vector shapes and displayed on the minimap. Currently, very little is known about them at time of writing and finding them was difficult. MinimapDataNodes are generally linked with .cminimap files, which are internally embedded into their streamingsector excluding a few that can be found in: base\worlds\03_night_city\sectors_generated\minimap\resources\

It is currently posited that they are tied to LOD3 Exterior Sectors.

Below is a list gathered from the JSON-converted files of all the world sectors from the base game of streaming sectors that contain Minimap Node Data and likely .cminimap embedded references for further study. As of right now, there appears to only be 394 in the base game, location information/correlation has yet to be discovered:

Relative Path

base\worlds\03_night_city_compiled\default\exterior_-10_-13_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_-10_-7_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_-10_-8_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_-13_-12_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_-15_-7_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_-1_-10_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_-1_-11_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_-1_-12_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_-1_-1_-1_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_-1_-1_-1_4.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_-1_-1_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_-1_-1_0_4.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_-1_-2_-1_4.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_-1_-2_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_-1_-2_0_4.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_-1_-3_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_-1_-3_0_4.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_-1_-4_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_-1_-4_0_4.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_-1_-5_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_-1_-5_0_4.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_-1_-6_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_-1_-6_0_4.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_-1_-7_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_-1_-7_0_4.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_-1_-8_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_-1_-9_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_-1_0_-1_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_-1_0_-1_4.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_-1_0_-1_6.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_-1_0_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_-1_0_0_4.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_-1_1_-1_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_-1_1_-1_4.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_-1_1_-1_6.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_-1_1_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_-1_1_0_4.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_-1_2_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_-1_2_0_4.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_-1_3_-1_4.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_-1_3_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_-1_3_0_4.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_-1_4_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_-1_4_0_4.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_-1_5_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_-1_6_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_-1_7_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_-1_8_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_-2_-10_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_-2_-11_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_-2_-12_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_-2_-13_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_-2_-1_-1_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_-2_-1_-1_4.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_-2_-1_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_-2_-1_0_4.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_-2_-2_-1_3.streamingsector

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base\worlds\03_night_city\_compiled\default\exterior_2_-1_0_5.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_2_-2_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_2_-2_0_4.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_2_-3_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_2_-3_0_4.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_2_-4_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_2_-6_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_2_-7_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_2_0_0_4.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_2_1_0_4.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_2_2_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_2_3_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_3_-1_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_3_-1_0_4.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_3_-2_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_3_-2_0_4.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_3_-3_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_3_-3_0_4.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_3_-4_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_3_-6_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_3_0_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_3_0_0_4.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_3_1_0_4.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_3_2_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_3_4_-1_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_3_4_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_4_-1_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_4_-1_0_4.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_4_-2_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_4_-2_0_4.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_4_-3_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_4_-3_0_4.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_4_-4_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_4_-5_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_4_0_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_4_1_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_4_1_0_4.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_4_3_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_5_-1_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_5_-1_0_4.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_5_-2_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_5_-2_0_4.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_5_-3_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_5_-4_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_5_-5_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_5_-6_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_5_0_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_6_-1_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_6_-1_0_4.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_6_-2_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_6_-2_0_4.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_6_-3_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_6_-4_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_6_-5_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_6_0_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_6_1_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_6_2_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_7_-1_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_7_-2_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_7_-3_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_7_-4_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_7_0_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_7_1_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_8_-1_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_8_-2_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_8_-3_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_8_-4_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_8_-5_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_8_2_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_9_-1_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_9_-2_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_9_-3_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_9_-4_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_9_-5_0_3.streamingsector

base\worlds\03_night_city\_compiled\default\exterior_9_2_0_3.streamingsector

Reddit
Reddit
Step 2: Processing the downloaded mesh
Arm states
Transparent plastic
See-through cloth

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

f!V

photomode__female__action.anims

photomode__female__idle.anims

photomode_female_facial.anims

m!V

photomode__male__action.anims

photomode__male__idle.anims

photomode_male_facial.anims

Johnny

-

photomode__johnny__idle.anims

photomode_johnny_facial.anims

Poses and files

Idle

base\animations\ui\photomode\photomode__female__idle.anims
base\animations\ui\photomode\photomode__male__idle.anims

The Photo Mode idle animations are named and indexed as follows:

index
animation name
translation

1

idle_stand_01

Tabula Rasa

2

idle_stand_02

What Can I Get Ya?

3

idle_stand_03

C'mere, Gonkbrain

4

idle_stand_04

Peace & Love

5

idle_stand_05

Don't Even

6

idle_stand_06

Serious 'Tude

7

idle_stand_07

What Do We Have Here?

8

idle_stand_08

Sir, Yes, Sir!

9

idle_stand_09

Dead End, Amigo

10

idle_leaning_01

Waiting for Godot

11

idle_posing_01

Who's Number One?

12

idle_posing_02

Wanna Try Me?

13

idle_laying_01

Like One of Your French Girls

14

idle_cigarette_01

The Pensive Philosophizer

15

idle_cigarette_02

Break Time

16

idle_cigarette_03

Last Drag Before the Gig

17

idle___mariner_moon

In the Name of the Moon, I'll Punish You!

18

???

V's Bizarre Pose

19

idle_sitting_crossed_01

Needed a Breather

20

idle_squat

Slav Squat

21

idle_johnny_breathtaking

You're Breathtaking!

22

idle___drake_no

Hard Pass

23

idle___drake_yes

Now You're Talking!

24

idle___fist_in_hand

Got a Problem?

25

idle___joker_stairs

Joker Stairs

26

idle___military_salute

For the Glory of the Motherland!

27

idle___na_kortah

On the Trail

28

idle___praise

V for Victory

29

idle___runthejewel

Run the Jewels

30

idle___selfie

Selfie Time

31

idle___talk_to_the_hand

Talk to the Hand

32

idle__baseballbat

With a baseball bat

33

idle__fists

I Know Kung-Fu

34

idle__hammer

With a Hammer

35

idle__handgun

My name is V. Just V.

36

idle__katana

With a Katana

37

idle__knife

With a Knife

38

idle__knuckles

Knuckle Sandwich

39

idle__lmg

With an LMG

40

idle__rifle

With a Rifle

41

idle__shotgun

With a Shotgun

42

idle__smg

With an SMG

43

idle_cp2020_alt

Alt (circa 2020)

44

idle_mammoth_fighter

Black Mastodon

45

idle_triceratops_fighter

Blue Triceratops

46

idle_facepalm

Facepalm

47

idle_eddie

Rhapsody of a Rockerboy

48

idle_cold_army

Cold-blooded Soldier

49

idle_cp2020_dj_gang

Elvis Lives

50

idle_carrot

Ready for War

51

idle_show_off

Check the 'cep, baby!

52

idle_bizzare_buongiorno

V's Bizarre Buongiorno

53

idle_bizzare_josi

V's Bizarre Gesture

54

idle_bizzare_look_at_me

V's Bizarre Step

55

idle_bizzare_hey_you

V's Bizarre Pick-up Line

56

idle_fireball

Hawaiian King's Energy Blast

57

idle_k_heart

From Korea with Love

58

idle_live_v_and_prosper

Fortune and Long Life

59

idle_from_nc_with_love

I <3 Night City

60

idle_metal

Chromatic fucking rock!

61

idle_mindblown

Mind. Blown.

62

idle_nighticty_with_love

Good Vibes Only

63

idle_planet_jupiter

Thunder Warrior

64

idle_planet_mars

Fire Warrior

65

idle_planet_mercury

Water Warrior

66

idle_planet_moon

Lunar Warrior

67

idle_planet_venus

Love Warrior

68

idle_popcorn

Lemme Grab the Popcorn

69

idle_trex_fighter

Red Tyrannosaurus

70

idle_cp2020_rocker

Unleash Your Inner Silverhand

71

idle_smart

Think Smart

72

idle_super_hero

Knight City

73

idle_giant_salute

Scout Salute

74

idle_dance

Indian Sweetheart

75

idle_thunder

When Lightning Strikes

76

idle_vege

I promise it's going to hurt!

77

idle_whistling

Distracted Girlfriend

78

idle_fighter

You ready for this?

79

idle_sabertooth_fighter

Yellow Saber-toothed Tiger

Action

base\animations\ui\photomode\photomode__female__action.anims
base\animations\ui\photomode\photomode__male__action.anims

The Tweak Record names are generated as PhotoModePoses.<animation_name>, e.g. PhotoModePoses.action__cover_v

index
animation name
translation

1

action___cover_v

Cover Shot

2

action__handgun

Stop! Police!

3

action___crouch_and_shoot

Roundhouse Shot to the Face

4

action___solo

V Shot First

5

action___tactical

Be Cool, This Is a Robbery

6

action___woo

Eat Lead!

7

action___woo_02

Down with Gravity!

8

action___woo_03

Cyberyoga

9

action__woo_04

Hold My Beer

10

action_crouch

Crouching Punk, Hidden Samurai

11

action_sprint

Off to the Races

12

action_walk

Night City Strut

13

action_checking

Just a Peek

14

action_defeated

Game Over

15

action_jump

Floor Is Lava

16

action_lean_right

Eavesdrop (Right)

17

action_lean_low_right

Take Cover! (Right)

18

action_lean_left

Eavesdrop (Left)

19

action_lean_low_left

Take Cover! (Left)

20

action_prone

Oh, My God! They Killed V!

21

With an Assault Rifle

22

action__lmg

With an LMG

23

action__assault_rifle

With a Precision Rifle

24

action__shotgun

With a Shotgun

25

action__shotgundual

With a Double-Barrel Shotgun

26

action__smg

With an SMG

27

action_bullet_time

She/He Is the One

28

action_hook_punch

When the street hits back!

Photo Mode Effects

Any settings from the "Effects" tab are applied via LUT (lookup table). You can find all of them in the following folder:

base\weather\24h_basic\luts\photomode_lut
In-Game Num.
File Name (For HDR user, just replace "sdr")

01

pm_sdr_filmic_02.xbm

02

pm_sdr_filmic_03.xbm

03

pm_sdr_faded_01.xbm

04

pm_sdr_filmic_01.xbm

05

pm_sdr_filmic_00.xbm

06

pm_sdr_red_01.xbm

07

pm_sdr_stark_bw.xbm

08

pm_sdr_green_01.xbm

09

base\weather\24h_basic\luts\hdri\cp2077_ar_v001.xbm

10

pm_sdr_inverted_orange_01.xbm

11

pm_sdr_inverted_blue_01.xbm

12

pm_sdr_military_inverted_01.xbm

13

pm_sdr_vivid_punk_01.xbm

14

pm_sdr_vape_01.xbm

15

pm_sdr_cp_yellow_01.xbm

Photo Mode NPCs

The NPC photo mode files can be found in the following folders:

base\characters\entities\player\photo_mode
ep1\characters\entities\player\photo_mode

The .app file is linked from the .ent file listed in the table below:

NPC
.ent file

Adam Smasher

base\characters\entities\player\photo_mode\adam_smasher\adam_smasher.ent

Alt Cunningham

base\characters\entities\player\photo_mode\alt_cunningham\alt_photomode.ent

Blue Moon

base\characters\entities\player\photo_mode\blue_moon\bmuc_photomode.ent

Evelyn Parker

base\characters\entities\player\photo_mode\evelyn_parker\evelyn_photomode.ent

Goro Takemura

base\characters\entities\player\photo_mode\goro_takemura\goro_photomode.ent

Hanako Arasaka

base\characters\entities\player\photo_mode\hanako_arasaka\hanako_photomode.ent

Jackie Welles

base\characters\entities\player\photo_mode\jackie_welles\jackie_photomode.ent

Johnny Silverhand

base\characters\entities\player\photo_mode\johnny_silverhand\johnny_photomode_entity.ent base\characters\entities\player\photo_mode\altjohnny_silverhand\altjohnny_photomode.ent

Judy Alvarez

base\characters\entities\player\photo_mode\judy_alvarez\judy_photomode.ent

Kerry Eurodyne

base\characters\entities\player\photo_mode\kerry_eurodyne\kerry_photomode.ent

Lizzy Wizzy

base\characters\entities\player\photo_mode\lizzy_wizzy\lizzy_photomode.ent

Meredith Stout

base\characters\entities\player\photo_mode\meredith_stout\meredith_photomode.ent

Panam Palmer

base\characters\entities\player\photo_mode\panam_palmer\panam_photomode.ent

Purple Force

base\characters\entities\player\photo_mode\purple_force\pfuc_photomode.ent

Red Menace

base\characters\entities\player\photo_mode\red_menace\rmuc_photomode.ent

River Ward

base\characters\entities\player\photo_mode\river_ward\river_photomode.ent

Rogue Amendiares

base\characters\entities\player\photo_mode\rogue_amendiares\old_rogue_photomode.ent base\characters\entities\player\photo_mode\rogue_amendiares\young_rogue_photomode.ent

Viktor Vektor

base\characters\entities\player\photo_mode\viktor_vektor\viktor_photomode.ent

Kurt Hansen

ep1\characters\entities\player\photo_mode\kurt\kurt_photomode.ent

Rosalind Myers

ep1\characters\entities\player\photo_mode\myers\myers_photomode.ent

Solomon Reed

ep1\characters\entities\player\photo_mode\solomon_reed\reed_photomode.ent

So Mi Songbird

ep1\characters\entities\player\photo_mode\songbird\songbird_photomode.ent

Launch parameters

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

Summary

Created: Jun 17 2024 by mana vortex, based on research by emoose Last documented update: Feb 2 2025 by WSSDude

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

Just because the executable accepts these parameters doesn't mean that they do anything or were ever intended to.

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 arg

for example -engine CGameEngine

Parameter
Argument (if given)
Explanation

engine

CGameEngine serverServerGameEngine serverDebugServerGameEngine FunctionalTestsServerEngine HeadfullTestServerEngine HeadllessTestServerEngine HeadlessTestServerEngine HeadlessGameEngine DebugGameEngine

multiplayerClient

ignoreInput

ignoreGamepads

hudNoParallel

noInputIcons

mpMenu

noFullscreenUI

noHUD

noWorldUI

forceLoadAllMeshAppearances

breakOnPoolDefault

profileio

width

a number

height

a number

fullscreen

window

windowed

borderless

hdrMode

a number from 0-4

hdr

x

a number

y

a number

monitor

a number

fpsClamp

a number

FPS Cap

noGameDefName

noWatermark

debugVerifyWorld

forceCPOControlWScheme

gogRewardsDisabled

functionalTestsMode

playerVoiceoverType

noBinksOnLoadingScreens

debugIcons

positions

<a number>,<a number>

playerRecordID

gameServicesWrapper

playerNickname

gameDefinition

world

startSpawnPoint

startPosition

startRotation

startQuest

playerGender

alwaysSpawnedDisabled

forceSpawnInView

entitySpawnRadius

noCrowd

noReducedCrowd

ignoreSavedCensorFlags

overrideLocalNavmesh

autojoin

mainmenu

sessionType

LAN Internet

sessionLength

state

save

-save=manualsave-11

Load a specific savegame on startup

forceShutdownAfterSessionLoaded

skipStartScreen

Skips the "Breaching" screen

ftBuildWithShelve

ftBuildProcessName

ftBuildNum

ftHostIP

ftHostName

ftGameDataAccessMode

ftEngineInstanceGUID

allowQuickCompression

datacenter

groupToken

gameVersion

gpuFlag

debug - enable Debug D3D12 layer with breaking on error

debugNoBreak - enable Debug D3D12 layer without breaking on error

forceAsync - always enforce async compute

noAsync - fully disable async compute

debugGBV - GPU based validation, requires also `debug`

forceAftermath - generate GPU log on exit

noAftermath - do not generate GPU log, even when crashing forceAftermathDebug - generate GPU log on exit with extra information

noAftermathDebug - generate minimal GPU log on exit

forceRayTracing - enforce ray tracing noRayTracing - fully disable ray tracing forceCommitedResources forceOpacityMicromap noOpacityMicromap forceRootSignature11 noRootSignature11 noNvAPIDXRExtensions - force disable DirectX Raytracing extensions even when they are available noSmallBufferPools

This parameter can be specified multiple times with different values.

noGpuBreadcrumbs

nolog

log

root

engineRoot

archivePath

game

cookedRoot

cooked

depotMapping

editor

render

jobDebugger

jobThread

modded

Triggers REDMod recompilation on start

crowdDensity

Low

Medium

High

Console

ConsolePro

ConsoleEarlyNextGen

ConsoleEarlyNextGenQuality

rawstartingport

functionalTestsRAW

unattended

forceRawTweakDB

profiler

disableRayTracing

disableRayTracedReflection

disableRayTracedTransparentReflection

dlss

windowCaption

a string

scriptVersion

Debug

Profiling

ProfilingAll

ProfilingMarked

ProfilingEntry

tweakdbBlobPath

scriptsBlobPath

pvdDumpToFile

renderPreset

forceLowSettings

qualityLevel

a number or RTX

texQualityLevel

rayTracingAmbientOcclusionRayNumber

a number

dlssQuality

interopstartingport

watchdogtTimeout

a number (seconds) Default is 60

The number of seconds the game can stay frozen before assuming that it has crashed

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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.

Vehicle speed units

N.B. Original research.

Vehicle speed units are a complex element of the game. Given that one unit of the in-game space (the coordinates, also seen in the camera mode) is one meter, the originally displayed mph value in Cyberpunk 2077 vehicles is about double the actual mph speed. For example, when the game shows '200' mph, that is about 100 mph (160.934 km/h).

The game engine uses different internal speed units when setting up the vehicle. Its speed unit is about 2.4017577 mph (3.86525568 km/h). For example, the maxSpeed of 100 in the dynamic downforce parameters is about 240 mph, or 386 km/h.

Speed breaker/limiter

N.B. Original research.

The game has a speed breaker, which resets the vehicle's speed to 0 if it hits a certain threshold. This threshold is around or somewhat lower than 100 of the game engine's internal speed units. It is possible to remove (or rescale?) this speed breaker threshold in version 1.63 of the game, e.g., with the LTBF mod.

Wait, this is not what I want!

  • For a guide on adding vehicles, see Boe6's Guide: basic car from A to Z

  • For a guide on how to visually change base game vehicles, see Altering Appearances within Wolvenkit - Full Workflow (the process is the same for cars)

  • If you want to know how to change an existing car, check Tweak modding: Guides, for example Adding stats, modifiers, and mod slots

Vehicle Records: Performance

The root of vehicle data and information is under the gamedataVehicle_Record, and those entries generally follow the name pattern Vehicle.{vehicle_name}. Below is a high-level sketch of the tree of this structure, insofar relevant for the vehicle performance. Here is the full overview.

groups:
  Vehicle.{name}
    type: gamedataVehicle_Record
    members:
      vehAirControl:
        type: gamedataVehicleAirControl_Record
        members:
          pitch:
            type: TweakDBID
            value: gamedataVehicleAirControlAxis_Record
          roll:
            type: TweakDBID
            value: gamedataVehicleAirControlAxis_Record
          yaw:
            type: TweakDBID
            value: gamedataVehicleAirControlAxis_Record
      vehDriveModelData:
        type: gamedataVehicleDriveModelData_Record
        members:
          burnOut:
            type: gamedataVehicleBurnOut_Record
          driveHelpers:
            type: array:TweakDBID
            value: [ "gamedataDriveWheelsAccelerateNoise_Record", "gamedataDynamicDownforceHelper_Record", "gamedataHandbrakeFrictionModifier_Record", "gamedataInAirGravityModifier_Record", "gamedataRearWheelsFrictionModifier_Record", "gamedataRotationLimiter_Record", "gamedataUphillDriveHelper_Record" ]
          wheelSetup:
            type: TweakDBID
            value: gamedataVehicleWheelDrivingSetup_4_Record
            members:
              backPreset:
                type: TweakDBID
                value: gamedataVehicleWheelDrivingPreset_Record
              frontPreset:
                type: TweakDBID
                value: gamedataVehicleWheelDrivingPreset_Record
              LB:
                type: TweakDBID
                value: gamedataVehicleWheelRole_Record
              LF:
                type: TweakDBID
                value: gamedataVehicleWheelRole_Record
              RB:
                type: TweakDBID
                value: gamedataVehicleWheelRole_Record
              RF:
                type: TweakDBID
                value: gamedataVehicleWheelRole_Record
          wheelsFrictionMap:
            type: type: TweakDBID
            value: gamedataVehicleWheelsFrictionMap_Record
      vehEngineData:
        type: TweakDBID
        value: gamedataVehicleEngineData_Record
     gearCurvesPath:
        type: TweakDBID
        value: TODO
     gears:
        type: array:TweakDBID
        value: ["gamedataVehicleGearRecord"]

gamedataVehicleAirControl_Record

Property
Data Type
Value Range
Sample Value
Meaning

anglePID

Vector3

-

(1.0, 0.0, 0.0)

flippedOverRecoveryPID

Vector3

-

(-175.0, 0.0, 0.0)

massReference

float

-

1600.0

pitch

TweakDBID

-

ID

roll

TweakDBID

-

ID

velocityPID

Vector3

-

(1.0, 0.0, 0.0)

yaw

TweakDBID

-

ID

gamedataVehicleAirControlAxis_Record

Property
Data Type
Value Range
Sample Value
Meaning

angleCorrectionFactorMax

float

-

0.0

angleCorrectionFactorMin

float

-

0.0

angleCorrectionThresholdMax

float

-

60.0

angleCorrectionThresholdMin

float

-

10.0

angleDampFactor

float

-

0.5

brakeMultiplierWhenNoInput

float

-

3.0

controlAxis

?

-

LR

inputDampFactor

float

-

1.0

maxAngleCompensation

float

-

100.0

maxAngleToCompensateThreshold

float

-

100.0

maxVelocity

float

-

-30.0

maxVelocityCompensation

float

-

100.0

stabilizeAxis

boolean

-

false

velocityDampFactor

float

-

0.05

velocityDampingFactorMax

float

-

0.0

velocityDampingFactorMin

float

-

0.0

velocityDampingThresholdMax

float

-

6.0

velocityDampingThresholdMin

float

-

0.5

zeroAngleThreshold

float

-

15.0

gamedataVehicleDriveModelData_Record

Property
Data Type
Value Range
Sample Value
Meaning

airResistanceFactor

float

-

2.4

The coefficient of air resistance against the vehicle when in motion. A higher value means more air resistance. It affects how quickly the car slows down after throttle lift-off.

antiSwaybarDampingScalor

float

-

0.75

A higher value counteres left-right swaying of the vehicle, resulting in greater stability. A negative number will make the car wobble a lot for the slightest reason!

bankBodyFBTanMultiplier

float

-

0.12

bankBodyLRTanMultiplier

float

-

0.12

bodyFriction

float

-

0.6

The level of friction between the car and objects it touches, such as walls and roads. A higher value means losing more speed on hitting walls but also better grip and car stability on uneven roads. It is one factor of many that affects grip and how the car sticks to the ground.

brakingEstimationMagicFactor

float

-

0.5

brakingFrictionFactor

float

-

1.4

(?) How "hard" the vehicle brakes

burnOut

TweakDBID

-

ID

A compound object that describes specific behavior of tyre burnout, e.g. for a race launch.

center_of_mass_offset

Vector3

-

(0, -0.13, 0.08)

(?) Where the center of mass is (relative to the vehicle's spawn point)

chassis_mass

float

-

1750.0

Presumably, the mass of the chassis, in LBS. This value is related with total_mass. It makes sense that this value is always ≤ total_maws, but it is not clear exactly what role does the difference between the two play in the car movemnent. Nonetheless, experiments show a lower car stability at high speeds when these two values are not equal.

differentialOvershootFactor

float

-

0.0

driveHelpers

array of TweakDBIDs

-

An array of vehicle physics modifiers.

flatTireSim

TweakDBID

-

ID

forwardWeightTransferFactor

float

-

0.3

handbrakeBrakingTorque

float

-

1600.0

lowVelStoppingDeceleration

float

-

0.8

maxWheelTurnDeg

float

-

45.0

Determines the maximum steering angle.

momentOfInertia

Vector3

-

(3050.0, 900.0, 3530.0)

momentOfInertiaScale

Vector3

-

(1.0, 1.0, 1.0)

perfectSteeringFactor

float

-

1.0

sideWeightTransferFactor

float

-

0.23

slipAngleCurveScale

float

-

2.0

slipAngleMinSpeedThreshold

float

-

3.0

slipRatioCurveScale

float

-

2.0

slipRatioMinSpeedThreshold

float

-

5.0

slopeTractionReductionBegin

float

-

12.0

slopeTractionReductionFactor

float

-

1.5

slopeTractionReductionMax

float

-

30.0

smoothWheelContactDecreaseTime

float

≥ 0

0.0

smoothWheelContactIncreseTime

float

≥ 0

0.0

total_mass

float

-

1750.0

The total mass of the vehicle, in LBS. See chassis_mass for a longer explanation and a warning.

turnUpdateBaseSpeedThreshold

float

-

5.0

turnUpdateInputDiffForFastChange

float

-

1.0

turnUpdateInputDiffForSlowChange

float

-

0.0

turnUpdateInputDiffProgressionPow

float

-

0.7

turnUpdateInputFastChangeSpeed

float

-

1.0

turnUpdateInputSlowChangeSpeed

float

-

0.15

turnUpdateMaxSpeedThreshold

float

-

45.0

turnUpdateMaxSpeedTurnChangeMul

float

-

2.15

turnUpdateMaxSpeedTurnMul

float

-

0.16

turnUpdateMidSpeedThreshold

float

-

25.0

turnUpdateMidSpeedTurnChangeMul

float

-

1.58

turnUpdateMidSpeedTurnMul

float

-

0.41

turningRollFactor

float

-

1.0

turningRollFactorWeakContactMul

float

-

1.0

turningRollFactorWeakContactThresholdMax

float

-

0.6

turningRollFactorWeakContactThresholdMin

float

-

0.9

useAlternativeTurnUpdate

boolean

-

true

waterParams

TweakDBID

-

ID

wheelSetup

TweakDBID

-

ID

A compound object that contains much of things related with the wheel behavior.

wheelTurnMaxAddPerSecond

float

-

100.0

The maximum speed of steering.

wheelTurnMaxSubPerSecond

float

-

130.0

The maximum speed of the steering wheel/handles returning to the neutral position.

wheelsFrictionMap

TweakDBID

-

ID

In addition to the above, motorcycles (gamedataBikeDriveModelData_Record) also have:

Property
Data Type
Value Range
Sample Value
Meaning

bikeCOMOffsetDampFactor

float

-

0.25

bikeCurvesPath

TweakDBID

-

ID

bikeMaxCOMLongOffset

float

-

0.77

bikeMaxTilt

float

-

38.0

(?) How far it will tilt in a curve

bikeMinCOMLongOffset

float

-

0.87

bikeTiltCustomSpeed

float

-

150.0

bikeTiltPID

array:Float

-

[2.5, 0.2, 0]

bikeTiltReturnSpeed

float

-

103.0

(?) How far it will un-tilt when you go straight again

bikeTiltSpeed

float

-

103.0

(?) How fast it will tilt in a curve

gamedataVehicleBurnOut_Record

Property
Data Type
Value Range
Sample Value
Meaning

burnOutGripBonus

float

-

6.8

gripBonusMaxLaunchSpeed

float

-

11.0

gripBonusMaxSpeedMultiplier

float

-

1.7

lateralAccelForwardSpeedMaxDecimation

float

-

0.65

lateralForceMaxAcceleration

float

-

0.4

lateralForceMaxSpeed

float

-

6.8

lateralSlipRatioInfluence

float

-

0.62

maxBrakeForceModifier

float

-

0.8

maxDriveWheelSlipRatio

float

-

25.0

maxLateralAccelSlipRatioMultipler

float

-

0.64

maxLongFrictionSlipRatioMultipler

float

-

0.7

maxSpeedToInitiateBurnOut

float

-

27.0

minBrakeForceModifier

float

-

0.01

minLongFrictionCoeff

float

-

0.66

minLongFrictionSlipRatioScaled

float

-

0.1

gamedataDriveWheelsAccelerateNoise_Record

Property
Data Type
Value Range
Sample Value
Meaning

accelerationBoost

float

-

0.3

accelerationBoostMaxSpeed

float

-

10.0

accelerationBoostReverse

float

-

2.0

accelerationNoiseMaxSpeed

float

-

12.0

maxApplyTime

float

-

1.6

maxForcesDifference

float

-

1.0

minApplyTime

float

≥ 0

0.8

minForcesDifference

float

-

1.0

type

TweakDBID

-

ID

gamedataDynamicDownforceHelper_Record

Property
Data Type
Value Range
Sample Value
Meaning

maxSpeed

float

-

40.0

(?) The speed up to which the dynamic downforce graph stretches. Unit: engine's internal.

maxSpeedFactorAir

float

-

0.0

(?) Scales the effect that helps vehicle come back to the ground once it separates from it, like an aerodynamic downforce.

maxSpeedFactorGround

float

-

0.4

Scales the effect that enables the vehicle to corner better at high speed while on the ground, an effect similar to an aerodynamic downforce. It could have other effects.

minSpeed

float

-

10.0

(?) The speed from which the dynamic downforce graph stretches. Unit: engine's internal.

type

TweakDBID

-

ID

(?) Is the link to the dynamic force curve data.

gamedataHandbrakeFrictionModifier_Record

Property
Data Type
Value Range
Sample Value
Meaning

additionalBrakeForLongUse

float

-

0.7

blendOutTime

float

≥ 0

0.6

postHandbrakeTractionBoost

float

-

2.0

rearWheelsLatFrictionCoef

float

-

0.9

rearWheelsLongFrictionCoef

float

-

0.6

type

TweakDBID

-

ID

gamedataInAirGravityModifier_Record

Property
Data Type
Value Range
Sample Value
Meaning

baseAddedGravity

float

-

0.4

driveSpeedAddedGravity

float

-

0.2

maxDriveSpeed

float

-

20.0

minDriveSpeed

float

-

3.0

smoothingFactor

float

-

0.2

type

TweakDBID

-

ID

zVelReductionEnd

float

-

-10.0

zVelReductionStart

float

-

-4.0

gamedataRearWheelsFrictionModifier_Record

Property
Data Type
Value Range
Sample Value
Meaning

maxHelperAcceleration

float

-

10.0

maxLatSlipRatio

float

-

5.0

maxLongSlipRatio

float

-

1.5

maxSpeed

float

-

18.0

minLatFrictionCoef

float

-

0.62

minLatSlipRatio

float

-

0.25

minLongFrictionCoef

float

-

0.8

minLongSlipRatio

float

-

0.3

type

TweakDBID

-

ID

gamedataRotationLimiter_Record

This structure seems aimed at drifting characteristics of the vehicle.

Property
Data Type
Value Range
Sample Value
Meaning

driftExceededAngle

float

-

60.0

driftFullAngleBegin

float

-

20.0

driftFullAngleEnd

float

-

40.0

driftLimit

float

-

2.3

driftLimitMaxVel

float

-

18.0

driftLimitStartVel

float

-

8.0

handbrakeLimit

float

-

2.49

maxAngularSpeedRad

float

-

2.6

smoothingTime

float

-

0.2

type

TweakDBID

-

ID

gamedataUphillDriveHelper_Record

Property
Data Type
Value Range
Sample Value
Meaning

slopeCompensationFactor

float

-

0.5

slopeCompensationMaxAngle

float

-

20.0

type

TweakDBID

-

ID

The .wheelSetup property

This property maps the behavior of the wheels. It has four variables LF, RF, LB, RB that determine the roles of the four wheels, and it also had detailed setups for the wheels under its .frontPreset and .backPreset.

gamedataVehicleWheelDrivingPreset_Record

N.B. Vehicles generally have two instances of this entry, one for the front wheel(s) and one for the back wheel(s).

Property
Data Type
Value Range
Sample Value
Meaning

extremeCompressionEventScalor

float

-

0.46

frictionMulLateral

float

-

0.94

The lateral (along the left-right axis) friction between the tyres and the road. You can experiment with different values for the front and the back set of tires, but beware that it can increase the vehicle's proneness to spins.

frictionMulLongitudinal

float

-

0.94

The longitudinal (along the front-back axis) friction between the tyres and the road. You can experiment with different values for the front and the back set of tires, but beware that it can increase the vehicle's proneness to spins.

logicalSuspensionCompressionLength

float

-

0.56

mass

float

-

23.0

maxBrakingTorque

float

-

720.0

Contributes to stronger braking. A higher value here means quicker braking. You will notice it on the braking distance growing shorter as this values gets higher.

springBoundDampingLowRate

float

-

2200.0

springDamping

float

-

4100.0

springDampingHighRateCompression

float

-

0.3

springDampingLowRateCompression

float

-

0.2

springReboundDamping

float

-

3900.0

springReboundDampingLowRate

float

-

2300.0

springStiffness

float

-

21.0

swaybarDisplacementLimit

float

-

0.14

swaybarLengthScalar

float

-

2.3

swaybarStiffness

float

-

29.0

tenderSpringLength

float

-

0.0

tireFrictionCoef

float

-

1.0

tireLateralSlipEffectsMul

float

-

1.46

tireLongitudinalSlipEffectsMul

float

-

1.3

tireRollingResistanceCoef

float

-

0.002

visualSuspensionCompressionLength

float

-

0.04

visualSuspensionDroop

float

-

0.14

wheelsVerticalOffset

float

-

0.02

Repositions the vehicles's wheels vertically. A lesser number (including negative) means the vehicle's body is lower, and vice versa for a higher number. Too low a vehicle means collisions with bumps on the road that can disturb driving. A too-high vehicle may impact its ability to corner. You can try combining this with the downforce parameters for a higher vehicle that is more maneuverable than otherwise.

gamedataVehicleWheelRole_Record

Property
Data Type
Value Range
Sample Value
Meaning

isDrive

boolean

-

true

(?) Does the wheel contribute to the car movemnent.

isHandBrake

boolean

-

false

(?) Will handbrake have an affect on this weel.

isMainBrake

boolean

-

true

(?) Will the main brake have an effect on this wheel.

gamedataVehicleEngineData_Record

Property
Data Type
Value Range
Sample Value
Meaning

engineMaxTorque

float

-

700.0

Maximum engine torque. A lower value will lead to an engine that has to work harder to move the vehicle, and might be the limiting factor for the vehicle's top speed. A higher value means more engine power, but might cause instability when on throttle.

fastR1GearChange

boolean

-

true

finalGearTorqueDecimationScalor

float

-

1.0

flyWheelMomentOfInertia

float

-

0.3

The coefficient of the flywheel interia. A lower value means more ease in gaining or losing speed. Vice versa vor a higher value and a slower gain or decrease of speed.

forceReverseRPMToMin

boolean

-

false

gearChangeCooldown

float

≥ 0

0.3

The time (in seconds) before another gear change can take place after a gear change.

gearChangeTime

float

≥ 0

0.22

The time (in seconds) that it takes to change a gear.

gearCurvesPath

TweakDBID

-

ID

gears

array

-

The array with information on each of the vehicle's gears.

maxRPM

float

-

7100.0

Maximum engine RPM.

minRPM

float

≥ 0

800.0

Minimum engine RPM. Beware of this setting in relation with the gears information. If the gear information suggests that a lower RPM is needed to stop the car than minRPM, stopping the car might become a non-straightforward thing.

resistanceTorque

float

-

100.0

The decrease in torque with during throttle lift-off. A negative number will result in likely unwanted acceleration. Zero will render this effect neutral.

reverseDirDelay

float

≥ 0

0.3

The time (in seconds) it takes to switch from braking to car moving in reverse direction. A lesser value will allow the to start going in reverse sooner, a greater value will make it less likely to inadvertently start moving in reverse.

wheelsResistanceRatio

float

-

15.0

gamedataVehicleGearRecord

Each of items of this type represent one gear of a vehicle. A vehicle will typically have multiple hears. They are stored in its engine data as an array.

Property
Data Type
Value Range
Sample Value
Meaning

maxEngineRPM

float

> 0

5200.0

maxSpeed

float

-

10.0

minEngineRPM

float

≥ 0

800.0

minSpeed

float

≥ 0

0.0

torqueMultiplier

float

-

1.0

Page History

Created: Jul 9, 2022 by jato Intermediate edits: March 29 2025 by mana vortex Rework: in April 2025 by martine-dee. While this encompasses so much more than the Drive Model, it gives a comprehensive overview in line with the original intent to show 'All the properties that make your car go fast (or slow)'. My strong suggestion is to DO keep this information in one page as a single-stop with all information.

Step 12: Making an Iconic Mod (Special Ability)

Troubleshooting

If your mods are causing trouble, here's what you can do

Summary

Last documented update: Mar 24 2025 by mana vortex

This page information for people who are using mods rather than making mods. You will find step-by-step guides, grouped by different problems.

Did you know? You can use your browser's search function (Ctrl+F) to quickly find your problem on the page – simply type a word from your error message.

Interactive guide

Open it in a new window

Navigation

Before you start debugging, make sure that

  • your graphics driver is up-to-date

  • your Windows is up-to-date (no, really) and that you are at least on Windows 10

  • you have the most recent version of .NET Desktop Runtime installed

  • you have Visual C++ Redistributable 2022 installed (direct download, Microsoft)

  • your game is running from an SSD (Solid State Disk) rather than a HDD

Before you start debugging, update your mods and make sure that all dependencies have the latest version, in particular the core mods (Redscript, Red4ext, Cyber Engine Tweaks, ArchiveXL and TweakXL).

If you are on RED4Ext >= 1.13, make sure to uninstall cybercmd!

Find a download-ready collection for Vortex here.

This section aims to give you a quick overview. If your exact problem isn't listed here, please look through the different sections below and try anything that looks promising.

  • I don't wanna debug, I just want mods!

  • There was a game update and now your mods aren't working

  • Your game is crashing

    • During a quest in a car chase

    • it's not even starting

      • Corrupt or missing script files

      • Corrupted archives

      • before the menu

      • when loading a save / starting a game

      • randomly during gameplay

  • Redscript Compilation Failed (Popup message)

  • Your quests are broken or you get LocKey# messages

  • You're on Linux

  • You have trouble with your pirated game

  • Photomode screenshots are borked

  • Press [none] to continue / can't skip loading screen

  • You have audio issues

  • You have trouble with CET (Cyber Engine Tweaks)

    • CET is not starting

    • You forgot your CET keybind

  • XML Document parsed with errors

  • You're naked

  • Your eyes are black

  • You installed a mod, but it's not doing anything

  • A mod is causing problems, and you have no idea which:

    • Known problem children

    • Well-known outdated mods

    • Searching: Bisect

    • Searching: Log files

  • Something with files or ACCESS_VIOLATION

  • Deleting user settings

  • This is a waste of time, I'm reinstalling

    • Modding a clean install

To enable REDmods, check Activating mods (you need to install REDMod first)

Your game is crashing

Randomly, and you have an Intel i7 or i9

Check this forum post. If that doesn't help, read on.

During car chases

If your game is crashing during certain car chase missions, try removing Eye Exposure Adaption.

If you can't play because the game is crashing, this section will help you find the right troubleshooting steps in the rest of the guide.

  • If you're done with this shit and would rather reinstall, see The nuclear option: a clean install

Crash on startup

If you're trying to start your game, but it never even launches, this is the right section for you. Otherwise:

  • If the game crashes before you make it to the menu, see Crash before menu

  • If the game crashes when you're trying to load a save, see Crash on loading a save

Cyberpunk has flatlined

Check the section Cyberpunk has flatlined below.

ValidateScripts.cpp:42

Empty your cache, check the info box underredscript / RED4ext.

Red4ext.SDK: Failed to resolve address for hash 0x1817231d

You need to update the game and RED4ext

Red4ext: A dynamic link library (DLL) initialization routine failed

You need to install the VisualC Redistributables. Check the red box under Navigation for a download link.

Something about files or permissions

If you think that your error is file-related, you can check the section "Something something files" or use your browser's search function (Ctrl+F) to search this page for your error.

Some other error

Your problem lies with either red4ext or redscript. You can find what to do under redscript / RED4ext

Crash before menu

If you're starting the game, but never make it to the in-game menu, this is the right section for you. Otherwise:

  • If the game never even starts, see Crash on startup

  • If the game crashes when you're trying to load a save, see Crash on loading a save

Something with Watchdog

Check Watchdog Timeout

2.0 / PL: Missing tweakdb.bin or inaccessible memory

Cyberpunk 2077 encountered an error caused by a corrupted or missing TweakDB file and will now be forced to close

If you run into the error above, or if the game complains about attempting to read inaccessible memory, do this:

  1. Go to your Cyberpunk game directory and find the folderr6\cache.

  2. Find the filetweakDB.bin and copy it (Ctrl+C)

  3. In r6\cache, browse to the folder modded (create it if it doesn't exist)

  4. paste tweakDB.bin here (Ctrl+V)

  5. If asked to overwrite, select Yes

  6. If you have Phantom Liberty, repeat the process with tweakdb_ep1.bin

If that doesn't fix it

Your problem most likely related to Cyber Engine Tweaks. To find out how to troubleshoot it, check the "disable CET" section.

Cyberpunk has flatlined

See Crash before menu

Crash on loading a save

If you can make it to the menu but crash out when you're loading a save or starting a new game, this is the right section for you. Otherwise:

  • If the game never even starts, see Commands

  • If the game crashes before you make it to the menu, see Crash before menu

  • If you can start a new game without crashing, see Corrupt(ish) saves

Most likely, you have an issue with an .archive mod. Here's what you can do:

  1. To rule out that it's a save game problem (those are extremely rare), start a new game.

  2. Go to the bisect section and start with the first two entries on the list

If that doesn't solve your problem, or if the issue is save-game related, feel free to browse around some more.

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. For any other problem, please see the corresponding section(s).

Some mods store data in save files. Removing those mods may (but doesn't have to) lead to your save game crashing until you install them again.

At the current time (05/2025, before PL), that has been confirmed to affect mods that add new weather states, and Immersive Rippers.

  • Weather mods: If the mod adds new weathers, and one of those is active in your save game, the game will try to set the weather to {this does not exist} . Trying to access things that don't exist will cause a crash. Known offenders (this is not a complete list):

    • Enhanced Weather

    • Nova City 2

  • Immersive Rippers - see the expandable list below for uninstall instructions, or check the mod's pinned post on Nexus

Uninstalling Immersive Rippers

Error reason: Unhandled exception Expression: EXCEPTION_ACCESS_VIOLATION (0xC0000005) Message: The thread attempted to read inaccessible data at 0x10. File: <Unknown>(0)

  1. Run mod remover (Usage instructions are on the modpage itself)

  2. Downgrade your game to 1.63_hotfix_1

  3. Install Immersive Rippers and all of its dependencies and all of their dependencies

  4. Load into your previously-crashing save

  5. Move at least 100m away from the closest ripper

  6. Copy the following commands and run them in the CET-Console:

Game.GetQuestsSystem():SetFactStr("bls_ina_se1_ripperdoc_01_default_on", 0);
Game.GetQuestsSystem():SetFactStr("cct_dtn_ripdoc_01_default_on", 0);
Game.GetQuestsSystem():SetFactStr("hey_spr_ripperdoc_01_default_on", 0);
Game.GetQuestsSystem():SetFactStr("pac_wwd_ripdoc_01_default_on", 0);
Game.GetQuestsSystem():SetFactStr("std_arr_ripperdoc_01_default_on", 0);
Game.GetQuestsSystem():SetFactStr("std_rcr_ripperdoc_01_default_on", 0);
Game.GetQuestsSystem():SetFactStr("wat_kab_ripperdoc_01_default_on", 0);
Game.GetQuestsSystem():SetFactStr("wat_kab_ripperdoc_03_default_on", 0);
Game.GetQuestsSystem():SetFactStr("wat_nid_ripperdoc_01_default_on", 0);
Game.GetQuestsSystem():SetFactStr("wbr_hil_ripdoc_01_default_on", 0);
Game.GetQuestsSystem():SetFactStr("wbr_jpn_ripdoc_01_default_on", 0);
Game.GetQuestsSystem():SetFactStr("wbr_jpn_ripdoc_02_default_on", 0);
  1. Save your game in a new slot and close it

  2. Remove Immersive Rippers .archive file("Cyberpunk 2077\archive\pc\mod\ImmersiveRippers.archive")

  3. Load into your new save and and run the following CET-Commands to restore the rippers' default behaviour:

Game.GetQuestsSystem():SetFactStr("bls_ina_se1_ripperdoc_01_default_on", 1);
Game.GetQuestsSystem():SetFactStr("cct_dtn_ripdoc_01_default_on", 1);
Game.GetQuestsSystem():SetFactStr("hey_spr_ripperdoc_01_default_on", 1);
Game.GetQuestsSystem():SetFactStr("pac_wwd_ripdoc_01_default_on", 1);
Game.GetQuestsSystem():SetFactStr("std_arr_ripperdoc_01_default_on", 1);
Game.GetQuestsSystem():SetFactStr("std_rcr_ripperdoc_01_default_on", 1);
Game.GetQuestsSystem():SetFactStr("wat_kab_ripperdoc_01_default_on", 1);
Game.GetQuestsSystem():SetFactStr("wat_kab_ripperdoc_03_default_on", 1);
Game.GetQuestsSystem():SetFactStr("wat_nid_ripperdoc_01_default_on", 1);
Game.GetQuestsSystem():SetFactStr("wbr_hil_ripdoc_01_default_on", 1);
Game.GetQuestsSystem():SetFactStr("wbr_jpn_ripdoc_01_default_on", 1);
Game.GetQuestsSystem():SetFactStr("wbr_jpn_ripdoc_02_default_on", 1);
  1. Save your game again and remove all mods used in version 1.63

  2. OPTIONAL: Load the save in vanilla 1.63, it should work there too.

  3. Download the newest version of Cyberpunk2077! The clean created save should work for vanilla and modded instances of the game.

If you are experiencing this issue with a mod that is not on this list, please check Broken mods: How to help

Crash during the game

This section tells you how to deal with crashes during gameplay.

When editing the inventory

Kiroshi Crowd Scanner and Tooltip Fixer do not play together (source, discord). Uninstall one of them.

Somewhere in Japantown

Somewhere in Japantown is a mesh with a broken material. Material and Texture Override removes the cache, and thus forces the game to re-create this material, and causes the game to crash.

Many mods list MTO as a dependency, but it's usually optional and you only need it to force-apply changes to original game materials.

If you can make it crash reliably

You're lucky, because it means that you can systematically troubleshoot. Go to the bisect section; start with .archive mods, but if that doesn't fix it, do the other folders as well.

If you can't

… that puts you in the same boat as the rest of us: most veteran players live with occasional crashes, especially while tabbing out and back in under certain circumstances.

That being said, if the crashes exceed what you're willing to live with, you'll have to find out a way to improve it, but your options are thin on the ground. Depending on how long it takes for the crash to occur, you might try

  • resetting your game to a clean state (if the error persists, it's not mods)

  • temporarily disabling certain types of mod to home in on the cause (see the bisect section for an overviev)

Best of luck!

Watchdog Timeout

Your red4ext.log has an error message like this:

[error] File: E:\R6.Release\dev\src\common\engine\src\engineWatchdog.cpp
[error] Message: Watchdog timeout! (120 seconds)

This can happen In photo mode or On game start

What is the watchdog?

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.

In photo mode

Sorry to tell you, but your GPU just isn't up to the screenshot. Try scaling things down.

Increase the timeout

If you are dead-set on that photo, you can try increasing the watchdog timeout to give the game more time to render. Open the following file with a text editor (create it if it doesn't exist):

Cyberpunk 2077\engine\config\platform\pc\user.ini

... and add the following lines (original source):

[Engine/Watchdog]
ActiveIfDebuggerPresent = true
ActiveIfDialogBlocking = false
ActiveIfScriptBreakpointBlocking = false
DumpJobExecutionContext = true
Enabled = false
KillProcess = false
ThreadFrequencyHz = 15
TimeoutSeconds = 604800

This will set the timeout to something over 2 hours, and should hopefully be long enough to render that screenshot for you.

On game start

First, check your antivirus. Make sure that you have an exception for the Cyberpunk 2077 game directory (guide on rackspace).

If that's not it, check the last loaded plugin.

Scroll up and check the last line saying Loading plugin from .

Corrupt or missing script files

Cyberpunk 2077 encountered an error caused by a corrupt or missing script file and will now be forced to close. Please verify...

You have an error with redscript / RED4ext. Please see the next section.

redscript / RED4ext

When your game doesn't even start up, either of these frameworks isn't working properly.

The first step whenever you run into this error is deleting the folder r6/cache and verifying your game files. If that doesn't help, keep reading.

Below, you can find a list of the most common error messages with steps to resolve them.

If you are using RED4ext, uninstall cybercmd.

If you're sure that you don't have cybercmd, it's time for more detailed troubleshooting:

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

  2. If your game stops crashing when you disable red4ext, that points to an error with a . Make sure that your error is related to red4ext before you proceed!

  3. Find the folder Cyberpunk 2077/red4ext/log and check for a file named red4ext.log. Does it exist?

    • No: RED4Ext is not installed correctly. Make sure that you fix this before troubleshooting further.

    • Yes: look inside, it will tell you which mods aren't compatible with the current game patch and may be the cause of this issue

  4. if that doesn't help, go to Troubleshooting in the corresponding section (you will need to verify your game files).

If that doesn't solve your problem, you can

  • troubleshoot or reset redscript

  • the faster variant: temporarily disable all mods and reinstall the core frameworks

Corrupted archives

Cyberpunk 2077 encountered an error caused by corrupted or missing archives and and will now be forced to close. Please verify...

One of the .archive files in your folder is broken. To find out which one, try the bisect approach, starting with the first two folders.

The game isn't starting: other reasons

There are various non-mod-related reasons why the game couldn't be starting. If you have followed these steps and they haven't gotten you anywhere, check the errors in this section:

  • Too many mods

  • Message: Failed to initialize scripts data!

  • Steam file verification loop

Other than that, there are general troubleshooting steps, because missing Windows stuff can make Cyberpunk go brr. Make sure that

  • your graphics driver is up-to-date

  • you have the most recent version of .NET Desktop Runtime installed

  • you have Visual C++ Redistributable 2022 installed (direct download, Microsoft)

Also, try starting the game without Reshade to rule it out as a source of crashes (this happened after the DLSS patch) and temporarily disable your antivirus.

If none of that helps, find us on Discord in #mod-troubleshooting.

Too many mods

There is such a thing as too many mods which are making the game crash. This number seems pretty random, but generally doesn't start below ~460.

To fix this, you need to disable analysis in the settings:

Failed to initialize script data

This is not a Cyberpunk error!

Message: Failed to initialize scripts data!
File: E:\R6.Release\dev\src\common\engine\src\baseEngineInit.cpp(1019)

Check your NVidia Control Panel panel. If power saving options are enabled, turn them off:

If you don't, check for other power config options in your operating system.

Steam: verify file integrity loop

The error below is partial to Steam:

Cyberpunk 2077 encountered an error caused by corrupted or incomplete game data

There are three potential fixes:

  • Run as admin

  • Run without antivirus

Workaround suggested by CDPR:

  • Set Power Limit (TJ max) for CPU to 150W

  • Reduce Long and Short Duration Package Power Limit to 150 W (Intel default is 253)

  • Set the maximum CPU Core Temperature to 98°

  • Reduce the P-Core ratio of the processor

  • Deactivate Turbo Boost of the CPU

  • Disable CPU Hyper-Threading

Or check Reddit:

  • Downclock your processor (via reddit, do so at own risk)

Run as admin

Before trying to implement any of the other solutions, configure the REDprelauncher.exe in the to always run as administrator.

  • Right-click on the file and select Properties

  • Switch to the Compatibility tab

  • Check the box Run this program as an administrator

Run without antivirus

The second reason might be that your antivirus fucks with your game files in a way that the game can't cope with.

Try the following steps:

  • Turn off your antivirus and your firewall - anything that counts as "System Protection".

    • Yes, that includes Windows Defender

    • Yes, all of it. That includes your computer's bodyguard if it has one.

  • Now, start the game.

  • If the error persists, verify game files through your client (you won't catch any viruses doing that)

  • Start the game again

If it works now, you need to find out how to keep your antivirus away from your game directory. If it doesn't, then you can turn the stuff back on now.

You pirated the game

Creative Commons, Credit:

There's a chance of >95% that we have already found the source of your problems — pirated copies just don't mod well. That's the first reason why things won't work.

The second reason is that CDPR needs to earn money to pay people to make games for us. If you can at all afford it, please buy the game. It's a good deal: how much are you willing to spend for a movie ticket? How long does a movie keep you entertained?

You are, of course, welcome to peruse the troubleshooting guide. It might even help you. But know that pirated copies will never be explicitly supported.

Finding the broken mod: known problem children

Stuff that isn't mods

It doesn't have to be either of these. But if it is, you'll never find it with the rest of the list. Rule it out by deactivating them while you're debugging.

  • Antivirus

  • ReShade

If you can start a new game without mods, but can't load an existing save, seeCorrupt(ish) saves.

Frameworks / Core Mods

These mods are not problem children – quite the opposite. But if they are outdated, either your game or your mods won't work. Make sure that you have them all up-to-date with the most recent game version.

Script mods

Some mods go far beyond the ordinary, adding whole new features to the game (why no flying cars, CDPR?). Unfortunately, that means they're more prone to breaking than others. Here's a non-comprehensive list.

Being on this list does not mean that a mod is "bad" or that you shouldn't use it – they break much for the same reason as the frameworks do, and are fixed in the same way (the modder has to update). Until that happens, you will have to disable them.

In-World Navigation

Displays in-world holographic arrows that direct you towards your quest objectives. Is very likely to break upon patches.

Vehicle Combat

Adds car chases and a bunch of related features. While CP2077 needs more car chases and explosions, this usually breaks and will require an update.

Mod Settings

Adds mod settings to the in-game menu – Redscript version. This needs to be updated after every game patch.

Native Settings UI

Adds mod settings to the in-game menu – CET version. The mod itself will be fine, but it's dependent on Cyber Engine Tweaks being up-to-date.

Well-known outdated mods

The below mods will no longer work on versions beyond 2.0/2.1 and in some cases can completely break your save. If you have any of these, remove them.

Let There Be Flight

Adds flying cars to Cyberpunk. While this is awesome, it will absolutely break whenever CDPR changes anything, and requires updating. It has been broken for a long time as of patch 2.02 and later and will not work.

CTD Helper

Replaces the default crash logs with actual usable logs instead. This needs to be updated after every game patch. It has been broken for a long time as of patch 2.02 and later and will not work.

Respector

Effectively an in-game save editor that can give you a lot of items and even create a new game plus method. This mod has stopped working since 2.0 and while it will be updated in the future, in the mean time mods like Simple Menu (CET) and Pseudo New Game Plus can be used.

NPCs Gone Wild (NSFW)

Makes multiple NPCs nude. In all versions since 2.0, this causes missing characters, missing body parts, exploding limbs, and other issues. Do not use the mod, there is a Naked NPCs collection by modder marnhorn that does the same thing and will work on current game versions.

Phone Messages Overhaul (PMO) and 8ug8ear Romance (standalone)

These mods change the game journal that controls all quests to add more romance options. This method only works on the patch it's made for and therefore they will not work on version 2.1 and later. Other mods that do the same thing, but in a compatible way, are Panam Romance Enhanced and Judy Romance Enhanced, which use ArchiveXL (the safe method).

Biosculpted Exotics

This mod adds furry, animal-like NPCs to the game and optionally replaces main characters. While lore accurate to a point, the mod is made in the same way as PMO and therefore breaks quests in 2.1 and later.

Eye Adaptation Auto Exposure Fix - Vanilla Native Weather Option - Complete Overhaul - No More Blinding Lighting and Slower Bloom Gamma Changes - Optional SHARPENING OFF and VIGNETTE OFF

This mod hasn't been updated since v1.63, and the game has made significant breaking changes that cause this mod to crash to desktop (CTD).

spawn0

Most famous for edits of the female body that defy gravity and wreak havoc on V's spinal disks, this modder has been around since the early days, and the same is true for their mods.

However, modding has come a long way since then, and spawn0 never followed. For that reason, their mods are known to have compatibility issues with pretty much everything in the general vicinity.

On the bright side, their mods won't crash your game and are downwards compatible until the dawn of time. With Phantom Liberty, sp0 mods have been known to cause crashes to desktop near the dam.

Finding the broken mod (log files)

Bad news: The game's logs are usually less helpful than the Swiss navy. Good news: Mods are doing a far better job. Bad news again: You have to find the right log file in the game directory. Good news again: There's intel how (see below)

jackhumbert's mod ctdhelper will give you additional information. There is a chance that it shows you something helpful. Make sure the ctdhelper is updated before using it, though.

If you don't want to download and run script files from the internet, you can go and Step 1: Temporarily disable all your mods by hand. Otherwise:

  1. Download this script (right-click -> save as) Link goes to Presto's github repository

  2. Now, do either of the following things:

    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

  3. After running, the script will have created a folder _LOGS in your Cyberpunk game directory, which contains a file listing all the log files for you.

The list will give you useful information along with a list of files to check. Once you've found the broken mod, you can go here for instructions on how to troubleshoot further – they also tell you when you should ask for help!

Finding the broken mod (bisecting)

You have hundreds of mods, and one of them is broken. How do you find out which one it is without wasting the entire day?

Don't worry! As long as you have less than 2048 mods, bisection lets you find the problem child with only 10 rounds. (Otherwise, it's 11)

Some mods install themselves to multiple directories, but that doesn't matter. Due to the fact how mod loading works, you can find the error like this.

If you are using Vortex, you should enable and disable mods through Vortex rather than directly on disk. The principle below still works, you're just selecting the halves inside Vortex instead of moving them between directories. For more clarification, check out the Bisect with a mod manager section. MO2 also follows the same process. If you do opt to work directly on disk, do not save changes to files if Vortex prompts for it.

Which kind of mod is it?

If you already know which folder contains the broken mod, skip to the next section.

You can find a video of the process below.

To find out the type of broken mod, take each Directory from the following list and complete the steps in the next paragraph after the table.

Kind of mod
Directory
explanation

.archive

\mods

Redmod directory: contains .archive mods (in subfolders)

.archive

\archive\pc\mod

Legacy directory: contains .archive mods

.lua (cyber engine tweaks)

\bin\x64\plugins

Cyber Engine Tweaks

redscript

\r6\scripts

redscript mods

red4ext

\r6\tweaks

red4ext tweaks

  1. Rename the game data folder ( for short – e.g. archive/pc/mod) to a by appending an underscore (e.g. /mod_). Only do this with the last subfolder in the path, the result should be \archive\pc\mod_, not archive_\pc_\mod_\.

  2. The folder is now hidden from the game. Since it doesn't know, it will try to look inside anyway - create a new empty folder with the original name for that (e.g. /archive/pc/mod).

  3. Start the game. You will now run into one of these two scenarios:

    • Your problem is gone: Jackpot. This is the correct folder for the next section: Go bisect Before you go there, you can restore all the other folders you moved, deleting the empty directories.

    • Your problem is still there: This folder is innocent. Proceed with the next directory from the table above.

You can put the innocent folders back if you want: due to the way mods are loading, there won't be side-effects.

Go bisect

Congratulations, you have found which folder causes the problem — you're more than halfway there. All that's left is to find the broken mod. Here's how.

The process is the same every time, no matter if you are moving files or folders.

If you don't vibe with text, there's a Bisect: Video demonstration below.

  1. Switch on half of the mods from your by moving them back to the .

  2. Remember (roughly) which batch you moved (e.g. "everything after E" or "the first half")

  3. Start the game. You will now run into one of two scenarios:

    • The error is still there: Progress! Go to Step 5.

    • The error is gone: Progress too! Go to step 4

  4. The error is gone: You have identified which mods aren't the problem! Good! Do the following:

    1. In your , find the last batch of mods that you touched

    2. Half of these go into the

    3. Go back to step 2 – you should now definitely see the problem again.

  5. The error is still there: You have narrowed it down, let's narrow it down further. Do the following:

    1. In your , find the last batch of mods that you touched

    2. Half of these go back into the

    3. Go back to step 2 for the next round – the problem might be there or not.

  6. Repeat this process until you know which mod is causing the crash. Then, you can either try to update it, or do a full uninstall

Bisect: Video demonstration

Bisect with a mod manager

Audio problems

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:

It's not connected to CPU load

Missing footsteps had in the past been connected to a bug in Let There Be Flight, so it is worth debugging your script mods. However, if you're on the most recent version (check the github for previews), you might just have to bisect your mods at random.

Mod(s) aren't loading/triggering

If the mod in question is Cyber Engine Tweaks (CET), check the corresponding troubleshooting page.

Normally, a mod should just work, as long as all of their requirements are working. If you aren't certain what that means, you can check Users: troubleshooting requirements for detes, or follow the checklist below ( Getting a mod to work).

  • Make sure that you have enabled mods in your launcher.

  • If items or hairs aren't changing, you need to install cookedapps nulled

  • If materials aren't updating, you need to install material override

  • If you already have all of that, check the next section.

If you've been using Mod Organizer 2 to install your mods, chances are high that it's been doing it incorrectly, at least for some of the more important mods. You'll need to do additional steps detailed here in order to get MO2 working with Cyberpunk.

Getting a mod to work

  1. Check that you've enabled mods (see Deploying Mods and Starting Game).

  2. Check the requirements on the mod's nexus page. Make sure that you have installed them all and that they are up-to-date.

    • If the requirements list Cyber Engine Tweaks, check its log file under Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks\cyber_engine_tweaks.log

    • For a more detailed guide, see Users: troubleshooting requirements

  3. Make sure that all of your core frameworks are up-to-date and starting up correctly (here's how you can check their log files)

  4. Check the other log files in the game directory (here's a guide how)

  5. Optional: reach out to us on Discord in #mod-troubleshooting

Deleting user settings

You almost never need to do this.

However, if you want to remove anything that Cyberpunk might have stored on your disk, you need to find and delete the following folders (as per CDPR's own troubleshooting guide:

  • %userprofile%\Saved Games\CD Projekt Red\Cyberpunk 2077

  • %userprofile%\AppData\Local\REDEngine

  • %userprofile%\AppData\Local\CD Projekt Red

You can quickly navigate to the folders by pasting the path into your Windows Explorer's path bar, or pressing Windows+R, pasting the path there, and

The nuclear option: a clean install

This is the last resort and you do not need to do this — run Mod Remover for the same result in less time. However, if you're still set on reinstalling, the instructions below will help you completing that in minimal time.

Back it up, baby!

Unless you back them up, your mods will be lost. If you don't want that, make backups of the following folders:

The script linked above will do that for you.

Quick (download <4GB)

Unless you back up your mods and scripts, all your settings and manually installed mods will be lost.

The instructions below tell you which folders not to delete. Delete everything else.

  1. Go to the Cyberpunk 2077 install directory

  2. Delete everything except for the folder archive

  3. Inside archive, delete everything but the folders pc

  4. Inside pc, delete everything but the folders content and ep1

  5. Verify your files

Modular / minimal download (download <1GB

Unless you back up your mods and scripts, all your settings and manually installed mods will be lost.

Will download < 1GB.

Rename or remove the following folders. If you do not have them, you don't need to do anything.

/
/

/r6


Afterwards, verify your files.

Nuke it from the orbit: The thorough version

In case neither of these options is good enough for you, you can find a full reinstall guide on CDPR's support page.

A fresh install: Starting from scratch

You have completed either of the previous steps. Your game should start now. If it does not, you either have leftover files (check here for how to get rid of them), or you have a problem that is not related to Cyberpunk. Make sure to follow the hints in the red box at the very beginning of this guide.

Now it's time to systematically install mods. We'll start by installing the frameworks and making sure that the game starts up without any framework-dependent mods. Afterwards, you can add back all of your mods, and if the game stops working, find the offender via bisect.

Don't worry about your savegames — those are fine, even if they won't load right now. We're just laying the foundation here that you can later build upon.

Let's go about it step-by-step.

Installing the frameworks

This step will tell you how to set up your Cyberpunk install with the necessary dependencies so that you can start modding.

Check the framework page. For each of the frameworks, complete the following steps:

  • If you didn't have it in your previous install, skip it.

  • Install it (manually or via Vortex, your choice)

  • Install all of its dependencies

  • Start the game and load a savegame (you can also do this after installing all of them, but if you run into issues, that will make isolating the point of failure more difficult).

  • Optional (for CET): Start the game and make sure that it asks you to bind a key. If not, check the corresponding section of this guide.

If you are using redmod (have any folders inside of /mods), you probably have cybercmd installed. That is no longer necessary with RED4ext >= 1.13 and can lead to false positives. Uninstall it!

Once you are done, start up your game and load a savegame. If you don't have one or the game still crashes, start a new game.

This should now work. If it doesn't, you need to check your log files to see which framework is causing trouble, or find us on Discord in #mod-troubleshooting.

You need to complete this step before proceeding: if the core frameworks aren't working without mods, they won't work with mods – adding anything now will just make debugging more difficult.

Fortunately, this is not rocket science. Be methodical and install them one by one. If you need help, you can find us on Discord (#mod-troubleshooting)

Adding (back) your mods

If you don't (yet) have any mods, you can head over to Nexus and start installing. Make sure that you include all necessary dependencies!

This section assumes that

  • you installed all required core mods

  • your game is starting

  • you can (without crashing) do either of these things:

    • load a savegame

    • start a new game

If you didn't make it that far, the steps below won't help you and will only obscure your problem. Please head back to Step 1: Temporarily disable all your modsand complete the process.

If you need help, find us on Discord in #mod-troubleshooting!

If you're using Vortex

Head directly to the bisecting section and pretend you have just removed all your mods.

If you made a manual backup:

For each folder that you have backed up (check link for a list), repeat the following steps:

  1. Put it back into its original place in your new/fresh install

  2. Start up the game

  3. Load a non-modded savegame or start a new game

If your crash(es) are back, you can now go to the bisect section and follow the steps for your folder.

Something something files

Your error goes something like this:

  • Access is denied
  • Can't access file 'some/file'
  • could not move file from 'Path\to\blabla.tmp' to 'Path\to\Cyberpunk 2077\subdir\some.file'
  • Expression: EXCEPTION_ACCESS_VIOLATION
  • The thread attempted to read inaccessible data at 0xsomething
  • An exception occured while creating the logger
  • Cyberpunk is trying to write to a file that doesn't exist

These are caused by access errors – Cyberpunk is trying to read or write a file, and for some reason, it can't.

Follow the steps in this section one by one, or find us on Discord in #mod-troubleshooting.

Make sure that the file path exists

Ignore this if you can't spot any file paths in the error message

If Cyberpunk is trying to move files to a subdirectory that it can't access, make sure that the directory actually exists (if it doesn't, create it). The most frequent candidate for this is /r6/cache/modded.

Make sure that no previous game instance is running

Sometimes, the game instance doesn't shut down properly and is still running in the background, althoguh you can't see a window. This problem goes away after rebooting.

  • Open your task manager (Ctrl+Shift+Esc)

  • Switch to the Details tab

  • Sort by Name and scroll to C

  • Check if you can see anything Cyberpunk in the list.

  • If yes, right-click on it and select End Task

It is possible that your antivirus is causing this problem. Before you lose your mind, try temporarily disabling it.

Reboot your PC

Always a good idea to do that from time to time – in this case, it could make the error go away.

If it doesn't, check the next steps on the list.

Make sure that all files in the game directory are writable

Sometimes, files in your are set to read-only.

What kind of monster would do something like that???

We've had confirmed reports of the following culprits:

  • Steam

  • mo2 mod manager

  • various flavours of antivirus

You can fix this either via Windows Explorer or via system console, the results will be the same.

Via system console:

  • Press Windows+R

  • type cmd and press Return to open the command line

  • run the following command (replace the path with your actual game dir):

    attrib -r "\*.*" /s

Via Windows Explorer:

  • Navigate to the Cyberpunk game directory and right-click on it

  • Select Properties (the last entry in the drop-down menu)

  • Uncheck the "Read-only" box:

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.

File Ownership

Sometimes, file ownership got messed up, and not all files in the folder are accessible by your current Windows account. It is a mystery how this comes to be.

You can fix it via system console or via Windows Explorer; either of those will do. If in doubt, the commandline one is more thorough.

Via commandline

In any of the commands below, you need to substitute C:/Path/to/Cyberpunk2077 with the path to your .

  • Press Windows+R

  • Type cmd and press return

  • Run the following command (make sure to insert your real Cyberpunk path):

  • takeown /R /A /F "C:/Path/to/Cyberpunk2077" /D N
  • If that didn't help, run the command whoami to see your current user name. You will need it for the next step. It should be identical to your Windows username, but if you have spaces or special characters, Windows might get funny about the spelling.

  • Run the following command (putting your actual game dir and the username from whoami):

  • icacls "C:/Path/to/Cyberpunk2077" /grant YourUserName:F /T /C

Via Windows Explorer

We haven't included the full instructions here, but you can check this guide.

Reboot your PC again

If none of these things has helped, reboot your computer.

The error should be gone now.

Not to say that your game will work now – but if you still have an error, it's hopefully a different one. Go back to the start of the guide and let's fix that one too!

Your quests are not working / You get LocKey# messages

This section tells you how to deal with

  • quests that are not starting

  • broken text messages

  • broken journal entries

Quests not starting although you meet all prerequisites

When two mods hook into the same quest to do their thing, this can break the quest.

Known problem children:

  • Phone Messages Overhaul

  • Judy/Panam Romance Messages Extended

These mods can not be used together. PIck either of the entries below!

If it wasn't that, check any other mod that hooks into basegame quests, such as romance mods or "quest fixes".

You can't 'fix' a quest by changing quest facts. Setting a quest fact after you've passed the sequence where it is checked will do nothing — worst case is you will brick your save.

Shards, text messages or journal quest just say LocKey#

If you are playing in a language other than English

This can be caused by mods not including translation files for your language. Check if there is a translated version, or change the game language to English.

If you are playing in English

Most likely caused by a mod conflict: two mods are trying to change the same text archive or journal entry. You can use the Archive Conflict Checker Tool to find conflicting mods, or check the list below.

Known problem children:

  • Phone Messages Overhaul (you can resolve this by setting this mod to load first)

  • Hot Fuzz

  • Biosculpted Exotics

  • Database Fixes

If none of the mods have suggestions about load order, swap them around and see if it fixes the issue.

Redscript Compilation Failed

You're running into the following error:

REDScript compilation failed. The game will start, but none of 
the scripts will take effect. This is caused by errors in:
Your error message

This workflow is geared at the exact error above. If you have a different one, it's still worth checking this, but you can also head back to the start of the guide and find the right section.

0. Make sure that you don't have multiple versions of Codeware installed

In the past, Codeware wasn't a standalone mod, but was instead inside of other mods. Since that is different now, the leftover versions can cause errors.

  1. Search your Cyberpunk game directory for Codeware.

  2. If you have exactly one folder, this is not your problem — proceed to the next step.

  3. Delete everything you have found.

  4. Reinstall the latest version of Codeware from Nexus.

  5. Delete the folder r6/cache

  6. Verify your game

1. Make sure that you have the latest versions

Actually check this. Do not rely on memory or common sense – if in doubt, re-download. (This is totally not something that the guide's author learned the hard way)

  1. Check Redscript (github | Nexus) and update it

  2. Uninstall cybercmd (github | Nexus), if you have it.

Optional, but recommended:

Check that you have the latest versions of all troublesome Redmods.

2. Check redscript.log

It is in r6/log/redscript.log.

See if you can find any errors – warnings may or may not be a problem, see here for context.

3. Reset Redscript

If you rename or delete any directories, make sure to create a new, empty directory.

Redscript: Disable dependent mods

Vortex: Disable them

Manual: Remove the contents of r6/scripts/.

You can zip the directory from the windows context menu, then delete its contents.

Resetting the redscript cache

  • delete

  • verify game files

  • Optional: create a new directory r6/cache/modded (this will prevent errors)

  • Make sure that r6/scripts

  • Make sure that red4ext/plugins (that the red4ext core frameworks aren't getting loaded)

Make sure your game starts up without error.

4. Reinstall your mods

Hopefully, your problem should be gone now.

It's time to put your mods back and see if you can start the game - see Starting from Scratch.

XML Document parsed with errors

XML document parsed with errors: C:\Path\toCyberpunk 2077\r6/config/inputUserMappings.xml Error description: Error parsing element attribute

According to InputLoader's documentation, you can ignore this. Keep searching! (You can also try reinstalling InputLoader and hope that the error goes away)

CET isn't starting

CET needs at least VisualC 14.40.33810.0 . You can download it from the official Microsoft website (direct link)

You forgot your CET 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 corresponding wiki: Cyber Engine Tweaks -> Troubleshooting

Photomode screenshots are blank

With 1.62, screenshots are now saved to Documents\CDPR\Cyberpunk\Screenshots , and the previous location will receive an empty file.

With 1.63, screenshots have now been moved back to \Pictures\Cyberpunk 2077

Press [none] to continue / can't skip loading screen

That is due to Input Loader requiring an update.

I'm not getting a metro ticket!

If you have passed the start of Act 2 and you aren't getting a text with a metro ticket because of an outdated mod, there is nothing you can do. Even removing the mod won't fix it. Remove the mod, then play from an earlier save.

[Kerry/Judy/Panam/River] isn't talking to me!

This is a new one with 2.1 — a reciprocal effect of CDPR's romance interactions with previous romance or phone message overhauls. The bad news is that the broken state is baked into your savegame and you can't get rid of it by removing your mods. The good news is that modders are already on top of the problem, and simply updating should fix your issue.

Make sure to check the instructions and pinned comments on the Nexus for any romance or phone message overhaul mods before running the command below. There's a good chance that you can only use it once for any given save, and you don't want to waste your shot.

You can try running the following command (which has solved the issue for some people):

 Game.GetQuestsSystem():SetFactStr("judy_default_on",1)

Switch "judy" for the affected NPC's name. Then, save and reload.

Alternatively, you can use this mod for Judy (which is supposed to have helped as well).

If that didn't solve your problem, there is a good chance that you're stuck. You can check the Nexus pages and -comments of everything that looks as if it interacted with romance partners or phone messages, but there is a good chance that you missed the point where the interactions should trigger. Check I'm not getting a metro ticket! for details.

I'm naked!

Here's how to fix your sudden indecent exposure.

  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

  6. If that doesn't work, check the next section:

I'm naked in first person perspective! (EquipmentEx)

There is a high change that you're using Equipment-EX, if this applies then try the steps below:

  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, this can be done by searching for "EquipmentEx" in the game's main directory, then launch the game.

  4. You should now no longer be naked.

  5. Reinstall EquipmentEx and start creating outfits again.

V has black eyes!

You have an outdated or two different versions of Kala's Unique Eyes installed.

Make sure to uninstall all your eye mods, then open your Cyberpunk game directory and use the Windows Search for e.g. kala. Make sure to delete all leftover files!

I have another problem that isn't on this list

Here's the catch-all solution. After this, your game will work (or the problem you have is not Cyberpunk related).

  1. (optional, as this might solve it): Reset the Redscript cache.

  2. If your problem doesn't go away, follow the instructions in the next section.

I really just want to get this working, what do I do?

You might want to deactivate ReShade before you start debugging. Especially after DLSS, it has been known to cause crashes.

The bad news is, at this point you have little choice but to reset your Cyberpunk install and re-mod it from scratch. The good news is that the process is really streamlined. If you don't run into any hitches, you're <30 minutes away from a working game.

Now, how do we go about this?

Is there a shortcut?

Yes! There is a batch script that will automate steps 1-4 of the list below for you.

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

  1. Download the mod remover script by either

    • downloading it from Nexus and following the install instructions

    • grabbing it from github (right-click -> save as) and moving it to your Cyberpunk game directory Link goes to the github repository of the person who wrote most of this guide.

  2. Optional: If you don't want the script to delete modded files for you (because you just want to disable mods), right-click on the file and select Edit, then find and delete line 6:

    set DELETE_FILES=1
  3. Make sure that the file is in your Cyberpunk game directory. If you downloaded from Nexus, you should have a cyberpunk2077_disable_all_mods.bat.

  4. Double-click it

  5. Follow the instructions and prompts

  6. Verify your game files

  7. Optional: You can now proceed to Step 5 and start modding your game again.

Instead of following these instructions, you can also reinstall the game. Do yourself a favour and check the instructions, as you might be left with residual files otherwise.

Step 1: Temporarily disable all your mods

Vortex

  • Follow the instructions and prompts

Press the purge button — this will remove any and all installed mods.

Do not press deploy.

If all your mods were managed via Vortex:

Start Cyberpunk however you want, as long as it's not via Vortex. If it starts now, you're done here and can proceed with bisecting – otherwise, go to Remove RedScript.

If you had a mixed install:

Complete the instructions in the section manual now.

Manual

Find the following folders:

Cyberpunk 2077\archive\pc\mod
Cyberpunk 2077\mods

and 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 bisection method.

Step 2: disable CET

Find the folder

Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks

and move it out of plugins (e.g. put it on your desktop).

If you'd rather delete it, make sure that you retain a copy of your mods and plugins directories, as they contain your mod settings (AMM decorations etc.)

Check if the problem is gone.

If it is, put the folder back and apply the bisection method to cyber_engine_tweaks\mods and cyber_engine_tweaks\scripts until you have found the culprit.

Step 3: Remove scripts and tweaks

First, remove (or rename) the cache:

 r6/cache/modded

Verify game files. Check if the problem is gone.

If that didn't do the trick, find the following folders:

Cyberpunk 2077\red4ext
Cyberpunk 2077\r6\scripts
Cyberpunk 2077\r6\tweaks
Cyberpunk 2077\engine\tools

and rename them, you know the drill.

Check if the problem is gone.

If it is, put them back one by one until you find the one that breaks it. If that is one of r6\scripts or r6\tweaks, apply the bisection method.

Step 4: Remove RedScript

You can try resetting RedScript first, but at this point, you'll going to have to verify your files anyway.

Delete the following files and folders. You don't need a backup, as you can reinstall RedScript from Nexus. If any of them don't exist, that's okay — just means you don't have to delete them.

Cyberpunk 2077\bin\x64\d3d11.dll
Cyberpunk 2077\bin\x64\global.ini
Cyberpunk 2077\bin\x64\powrprof.dll
Cyberpunk 2077\bin\x64\winmm.dll
Cyberpunk 2077\bin\x64\version.dll
Cyberpunk 2077\engine\config
Cyberpunk 2077\engine\tools
Cyberpunk 2077\r6\cache
Cyberpunk 2077\r6\config
Cyberpunk 2077\r6\inputs
Cyberpunk 2077\V2077

@Auska has compiled a handy script for unix people:

rm ./bin/x64/d3d11.dll
rm ./bin/x64/global.ini
rm ./bin/x64/powrprof.dll
rm ./bin/x64/winmm.dll
rm ./bin/x64/version.dll
rm ./engine/config
rm ./engine/tools/*
rm ./red4ext
rm ./r6/cache
rm ./r6/config
rm ./r6/inputs
rm ./V2077

mv ./r6/cache/final.redscripts.bk ./r6/cache/final.redscripts

Step 5: Repair game files

Exact procedure as documented by @ArsenicTouch

GOG

Go to Games -> Installed, right-click on your game and select the following menu entry:

Steam

  1. Open your library

  2. Right-click on "Cyberpunk 2077" and select "Properties"

  3. Select "Local Files"

  4. Click "Verify integrity of game files…"

Epic

  1. Open your "Library"

  2. On the "Cyberpunk 2077" tile, find the "…"

  3. Select "Manage"

  4. Click "Verify"

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.

If it does not and you have exhausted the reset options as specified in this guide (troubleshooting and nuclear both) and your game still does not start, then your problem exists outside of Cyberpunk. In this case, you can

  • check your file permissions (separately for REDprelauncher.exe)

  • update the Windows stuff

  • google your error message and try solutions at random

Step 7: Install the core frameworks

Now that your un-modded game is starting, it's time to install the core frameworks. Do this before you enable your other mods, as they won't work without their dependencies and can only add problems at this stage.

You 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.

Dealing with a broken mod

You have followed all the steps and your game is launching, but you now have a mod on your hands that just doesn't work, and you want it to. What do you do now?

If you join a modding discord to ask for help, people will walk you through this list, so you might as well do it first. Nobody will unbundle someone else's mod and just fix it for free unless they want to use it themselves.

1. Make sure you have the correct dependencies

Many mods require frameworks or other mods to work. Check the mod's page and description for those, and install them.

Repeat the process by installing the dependencies' dependencies, until you have everything necessary.

2. Check the mod's description

Often, the description contains detailed installation instructions, known incompatibilities and/or workarounds. Sometimes, mods worked on past versions of Cyberpunk, but the author stopped updating. In that case, proceed to point 5 of this list.

Before you get upset, please keep in mind that modders don't do this for a living (these are called "game developers" and they get paid for it). Somebody made this in their spare time, for their own use, and then decided to share it with you for free. Do you know the easiest way to avoid toxic users? It's not publishing your mods. No reward system, credit points or reputation will ever make up for online abuse.

As a mod author, I can tell you that I will ignore assholes, but gladly spend an extra hour after work to help out someone who politely asks me for help.

3. Check the mod's comment section

You're unlikely to be the first person to run into this problem. There is a good chance that the comment section on the download page has helpful information. Look for either a pinned post by the mod's author or a user discussion about your problem — these often contain a solution.

4. If you are using a mod manager: Try installing it manually

While mod managers are very reliable and get better with every new release, you should rule out that they are the cause of the problem by installing the mod from hand.

If everything else works and installing the mod by hand still breaks compilation, then it is broken. See "Dealing with a broken mod" below. start your game client's file verification.

5. Contact the mod's author

Describe your problem as clearly as you can, and add all useful data.

Bad bug report: "Your mod doesn't work lol pls help"

Good bug report (example): "Hi, installing your mod (manually and Vortex) causes a Redscript compilation error on startup (possible screenshot of error popup). xxx.log says <citation of error message>. All my dependencies are up-to-date, and I've ruled out that it's any other mod. Can you help me out?"

Good bug report (example 2): "Hi, when I try to equip Item <item name and colour>, it doesn't show up and I only get glitches. I'm using Hyst's boob mod and <specific version and variant> of your mod. I hope you can help me? Thank you for making this."

As per the last red box, do keep in mind that you're asking a favour. The modder doesn't have your problem, and if they do, they know exactly how to fix it. The most time-efficient response for them is to ghost you, so any kind of response is either them being nice or getting mad when you or someone involved ignores visible information.

5. Hands-on troubleshooting

At this point, you have exhausted all easily accessible solutions. If you still want the mod to work, you will have to get involved yourself. A commendable attitude! (Not sarcasm, it really is.)

This is the point where you might want to join a modding discord, because now you're entering the territory where other modders can actually help you.

Check the log files

Usually, there will be a log file that will point you towards the source of your problem. If there isn't (the game loads and the mod just fails silently), that means that the error is inside the archive and you have to become a modder.

Fixing scripts

But sometimes, you're lucky. Sometimes, the error is in a script file. You can tell this by a log entry pointing towards a file in your Cyberpunk folder (e.g. r6\scripts\my_broken_script.reds).

Open up that file in a text editor like Notepad++ and try to find and fix the problem. Sometimes, the log file has more information. Sometimes, an online syntax check can help you — there isn't one for redscript, but it's fairly close to lua.

Sometimes, such mistakes are trivial — a forgotten , or incorrect file encoding. Often, they are not.

A tip for nil access error in lua

Ascending from user to modder

If the error isn't in any script files, you will have to unbundle the .archive, load it in WolvenKit, and get your hands dirty. We'll be seeing each other, choomba!

Tom Briskey

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

BaseStats.Acceleration
BaseStats.AccumulatedDoT
BaseStats.AccumulatedDoTDecayDelayOnChange
BaseStats.AccumulatedDoTDecayEnabled
BaseStats.AccumulatedDoTDecayEndThrehold
BaseStats.AccumulatedDoTDecayRate
BaseStats.AccumulatedDoTDecayStartDelay
BaseStats.AccumulatedDoTDecayStartThreshold
BaseStats.Accuracy
BaseStats.AddExtraHitImpactVfx
BaseStats.AdditionalStealthDamage
BaseStats.Adrenaline
BaseStats.ADSSpeedPercentBonus
BaseStats.ADSSpeedPercentBonusModifierHelper
BaseStats.ADSStaminaRegenMultiplier
BaseStats.AimFOV
BaseStats.AimingCost
BaseStats.AimInTime
BaseStats.AimOffset
BaseStats.AimOutTime
BaseStats.AimTime
BaseStats.AirDrop_BurningApplicationRate
BaseStats.Airdropped
BaseStats.AllDamageDonePercentBonus
BaseStats.AllowMovementInput
BaseStats.AllowRotation
BaseStats.AmmoPerQuickMelee
BaseStats.AntiVirusCooldownReduction
BaseStats.ApplicationChance
BaseStats.Armor
BaseStats.ArmorEffectivenessMultiplier
BaseStats.ArmorMultBonus
BaseStats.ArmorPenetrationBonus
BaseStats.ARSMGLMGMod2_HorRecoil
BaseStats.ARSMGLMGMod2_RecoilKick
BaseStats.ARSMGLMGMod2_RecoilKickCover
BaseStats.ARSMGLMGMod3_SpreadPerShot
BaseStats.Assault
BaseStats.AssaultRifleStaminaCostReduction
BaseStats.AssaultTrait01Stat
BaseStats.Athletics
BaseStats.AthleticsTrait01Stat
BaseStats.AttackPenetration
BaseStats.AttacksNumber
BaseStats.AttackSpeed
BaseStats.AttackSpeedPercent
BaseStats.AttacksPerSecond
BaseStats.AttacksPerSecondBase
BaseStats.AttunementHelper
BaseStats.AttunementHelper2
BaseStats.AttunementHelper3
BaseStats.AttunementHelper4
BaseStats.AudioLocomotionStimRangeMultiplier
BaseStats.AudioStimRangeMultiplier
BaseStats.AutocraftDuration
BaseStats.AutoReveal
BaseStats.AxeStaminaCostReduction
BaseStats.BaseAudioStimRangeMultiplier
BaseStats.BaseChargeTime
BaseStats.BaseDamage
BaseStats.BaseDamageMax
BaseStats.BaseDamageMin
BaseStats.BaseKnockdownImpulse
BaseStats.BaseMaxChargeThreshold
BaseStats.BaseMeleeAttackStaminaCost
BaseStats.BaseRicochetDamageMultiplier
BaseStats.BatonStaminaCostReduction
BaseStats.BerserkArmorBonus
BaseStats.BerserkChargesDecayBegins
BaseStats.BerserkChargesDecayEnabled
BaseStats.BerserkChargesDecayEnds
BaseStats.BerserkChargesDecayRate
BaseStats.BerserkChargesDecayRateMult
BaseStats.BerserkChargesDecayStartDelay
BaseStats.BerserkChargesDelayOnChange
BaseStats.BerserkChargesRegenBegins
BaseStats.BerserkChargesRegenEnabled
BaseStats.BerserkChargesRegenEnds
BaseStats.BerserkChargesRegenRate
BaseStats.BerserkCooldownBase
BaseStats.BerserkCooldownReduction
BaseStats.BerserkDurationBase
BaseStats.BerserkHealthRegenBonus
BaseStats.BerserkKillCount
BaseStats.BerserkMeleeDamageBonus
BaseStats.BerserkRecoilReduction
BaseStats.BerserkResistancesBonus
BaseStats.BerserkStaticHealthBonusOnActivation
BaseStats.BerserkSwayReduction
BaseStats.BladeMod1_CritChance
BaseStats.BladeMod2_ModCount
BaseStats.BleedingApplicationRate
BaseStats.BleedingApplicationRateModifierHelper
BaseStats.BleedingImmunity
BaseStats.BlindImmunity
BaseStats.BlindResistance
BaseStats.BlockCyberwareBreaches
BaseStats.BlockFactor
BaseStats.BlockLocomotionWhenLeaningOutOfCover
BaseStats.BlockOpticalCamoRelicPerk
BaseStats.BlockQuickhackMenu
BaseStats.BloodQueueHealing
BaseStats.BluntFinisherHealthThresholdIncrease
BaseStats.BluntMod1_KnockbackChance
BaseStats.BluntMod2_BleedChance
BaseStats.BluntMod2_BleedConverter
BaseStats.BluntMod3_ModPower
BaseStats.BonusCritChanceVsElectrocutedEnemies
BaseStats.BonusCritChanceVsElectrocutedEnemiesModifierHelper
BaseStats.BonusDamageAgainstBosses
BaseStats.BonusDamageAgainstBossesModifierHelper
BaseStats.BonusDamageAgainstElites
BaseStats.BonusDamageAgainstMechanicals
BaseStats.BonusDamageAgainstRares
BaseStats.BonusDamagePerHit
BaseStats.BonusDmgVsRaresAndElites
BaseStats.BonusHealth
BaseStats.BonusPercentDamageToEnemiesAtFullHealth
BaseStats.BonusPercentDamageToEnemiesAtFullHealthModifierHelper
BaseStats.BonusPercentDamageToEnemiesBelowHalfHealth
BaseStats.BonusPercentDamageToEnemiesBelowHalfHealthModifierHelper
BaseStats.BonusPercentDamageVsBurningEnemies
BaseStats.BonusPercentDamageVsBurningEnemiesModifierHelper
BaseStats.BonusQuickHackDamage
BaseStats.BonusQuickHackDamageModifierHelper
BaseStats.BonusRicochetAngle
BaseStats.BonusRicochetCritChance
BaseStats.BonusRicochetDamage
BaseStats.BonusRicochetDamageModifierHelper
BaseStats.BonusSmartGunTimeToLock
BaseStats.BossResistanceModifierHelper
BaseStats.Brake
BaseStats.BrakeDot
BaseStats.Brawling
BaseStats.BrawlingTrait01Stat
BaseStats.BreachStreakBuffBonus
BaseStats.BufferSize
BaseStats.BulletDeadReckoningEnabled
BaseStats.BulletDeadReckoningMaxAngleCorrection
BaseStats.BulletDeadReckoningMaxRange
BaseStats.BulletDeadReckoningMinimumSpeed
BaseStats.BulletMagnetismDefaultAngle
BaseStats.BulletMagnetismHighVelocityAngle
BaseStats.BulletPseudoPierceHitVFxChance
BaseStats.BulletSurroundingHitVFxChance
BaseStats.BurningApplicationRate
BaseStats.BurningApplicationRateModifierHelper
BaseStats.BurningImmunity
BaseStats.CallReinforcement
BaseStats.CameraDetectionSpeedReduction
BaseStats.CameraShutdownExtension
BaseStats.CanAerialTakedown
BaseStats.CanAimWhileDodging
BaseStats.CanAskToFollowOrder
BaseStats.CanAskToHolsterWeapon
BaseStats.CanBleedingCriticallyHit
BaseStats.CanBleedingSlowTarget
BaseStats.CanBlindQuickHack
BaseStats.CanBlock
BaseStats.CanBreatheUnderwater
BaseStats.CanBuffCamoQuickHack
BaseStats.CanBuffSturdinessQuickHack
BaseStats.CanBurningCriticallyHit
BaseStats.CanCallDrones
BaseStats.CanCallReinforcements
BaseStats.CanCatchUp
BaseStats.CanCatchUpDistance
BaseStats.CanCharge
BaseStats.CanChargedShoot
BaseStats.CanCloseCombat
BaseStats.CanCommsCallInQuickHack
BaseStats.CanCommsNoiseQuickHack
BaseStats.CanControlFullyChargedWeapon
BaseStats.CanCrouch
BaseStats.CanCyberwareMalfunctionQuickHack
BaseStats.CanDash
BaseStats.CanDataMineQuickHack
BaseStats.CanDeathQuickHack
BaseStats.CanDoGrandFinaleWithMantisBlades
BaseStats.CanDropWeapon
BaseStats.CanElectrocuteNullifyStats
BaseStats.CanElectrocuteRoot
BaseStats.CanExitWSOnSoundStimuli
BaseStats.CanExplodeQuickHack
BaseStats.CanFistsCauseBleeding
BaseStats.CanForceDismbember
BaseStats.CanFullyChargeWeapon
BaseStats.CanGrab
BaseStats.CanGrenadeLaunch
BaseStats.CanGrenadeQuickHack
BaseStats.CanGroundSlamInAir
BaseStats.CanGroundSlamOnGround
BaseStats.CanGuardBreak
BaseStats.CanIgnoreStamina
BaseStats.CanIgnoreWeaponStaminaPenaties
BaseStats.CanInstaKillNPCs
BaseStats.CanJamWeaponLvl2QuickHack
BaseStats.CanJamWeaponQuickHack
BaseStats.CanJump
BaseStats.CanLegendaryCraftedWeaponsBeBoosted2
BaseStats.CanLocomotionMalfunctionQuickHack
BaseStats.CanMadnessQuickHack
BaseStats.CanMalfunctionQuickHack
BaseStats.CanMeleeInfinitelyCombo
BaseStats.CanMeleeLeap
BaseStats.CanMeleeLeapInAir
BaseStats.CanMeleeLeapTakedown
BaseStats.CanOnePunchWithGorillaArms
BaseStats.CanOverchargeWeapon
BaseStats.CanOverheatQuickHack
BaseStats.CanOverloadQuickHack
BaseStats.CanOverrideAttitudeQuickHack
BaseStats.CanOverrideAuthorizationQuickHack
BaseStats.CanParry
BaseStats.CanPerformBluntFinisher
BaseStats.CanPerformCoolFinisher
BaseStats.CanPerformMonowireFinisher
BaseStats.CanPerformReflexFinisher
BaseStats.CanPickUpBodyAfterTakedown
BaseStats.CanPickUpWeapon
BaseStats.CanPingQuickHack
BaseStats.CanPlayerDodgeOnDetection
BaseStats.CanPlayerExitCombatWithOpticalCamo
BaseStats.CanPlayerGagOnDetection
BaseStats.CanPlayerPiercePoisonImmunity
BaseStats.CanPoisonLowerArmor
BaseStats.CanPoisonSlow
BaseStats.CanPreciseShoot
BaseStats.CanPushBack
BaseStats.CanPushFromGrapple
BaseStats.CanQuickhack
BaseStats.CanQuickHackCriticallyHit
BaseStats.CanRegenInCombat
BaseStats.CanRemoveModsFromClothing
BaseStats.CanResurrectAllies
BaseStats.CanRetreat
BaseStats.CanSeeCyberwareBreaches
BaseStats.CanSeeGrenadeRadius
BaseStats.CanSeeRicochetVisuals
BaseStats.CanSeeThroughOpticalCamos
BaseStats.CanSeeThroughSmoke
BaseStats.CanSeeThroughWalls
BaseStats.CanShareThreatsWithPlayer
BaseStats.CanShootWhileCarryingBody
BaseStats.CanShootWhileDodging
BaseStats.CanShootWhileMoving
BaseStats.CanSilentKill
BaseStats.CanSmartShoot
BaseStats.CanSpreadMonoWireQuickhack
BaseStats.CanSprint
BaseStats.CanSprintHarass
BaseStats.CanSprintWhileCarryingBody
BaseStats.CanSuicideQuickHack
BaseStats.CanSwitchWeapon
BaseStats.CanTakeControlQuickHack
BaseStats.CanTaunt
BaseStats.CanThrowWeapon
BaseStats.CanUseAntiStun
BaseStats.CanUseBiohazardGrenades
BaseStats.CanUseCloseRing
BaseStats.CanUseCombatStims
BaseStats.CanUseConsumables
BaseStats.CanUseCoolingSystem
BaseStats.CanUseCovers
BaseStats.CanUseCuttingGrenades
BaseStats.CanUseEMPGrenades
BaseStats.CanUseExtremeRing
BaseStats.CanUseFarRing
BaseStats.CanUseFlashbangGrenades
BaseStats.CanUseFragGrenades
BaseStats.CanUseGrenades
BaseStats.CanUseIncendiaryGrenades
BaseStats.CanUseLeftHand
BaseStats.CanUseLegs
BaseStats.CanUseMantisBlades
BaseStats.CanUseMediumRing
BaseStats.CanUseMeleeRing
BaseStats.CanUseNewMeleewareAttackSpyTree
BaseStats.CanUseOpticalCamo
BaseStats.CanUseOverclock
BaseStats.CanUsePainInhibitors
BaseStats.CanUsePersonalSoundSilencer
BaseStats.CanUsePhoneUnderwater
BaseStats.CanUseProjectileLauncher
BaseStats.CanUseReconGrenades
BaseStats.CanUseRetractableShield
BaseStats.CanUseRightHand
BaseStats.CanUseShootingSpots
BaseStats.CanUseSmokeGrenades
BaseStats.CanUseStaticCamo
BaseStats.CanUseStrongArms
BaseStats.CanUseTakedowns
BaseStats.CanUseTerrainCamo
BaseStats.CanUseZoom
BaseStats.CanWallStick
BaseStats.CanWeaponBlock
BaseStats.CanWeaponDash
BaseStats.CanWeaponDeflect
BaseStats.CanWeaponIgnoreArmor
BaseStats.CanWeaponInfinitlyCombo
BaseStats.CanWeaponMalfunctionQuickHack
BaseStats.CanWeaponReloadWhileSliding
BaseStats.CanWeaponReloadWhileSprinting
BaseStats.CanWeaponReloadWhileVaulting
BaseStats.CanWeaponShootWhileSliding
BaseStats.CanWeaponShootWhileSprinting
BaseStats.CanWeaponShootWhileVaulting
BaseStats.CapacityBoosterHumanity
BaseStats.CarryCapacity
BaseStats.CarryCapacityModifierHelper
BaseStats.ChainswordStaminaCostReduction
BaseStats.Charge
BaseStats.ChargeDischargeTime
BaseStats.ChargeFullMultiplier
BaseStats.ChargeMaxTimeInChargedState
BaseStats.ChargeMinValueBonus
BaseStats.ChargeMultiplier
BaseStats.ChargeReadyPercentage
BaseStats.ChargeShouldFireWhenReady
BaseStats.ChargeTime
BaseStats.ChemicalDamage
BaseStats.ChemicalDamageAdditiveMultiplier
BaseStats.ChemicalDamageMax
BaseStats.ChemicalDamageMin
BaseStats.ChemicalDamageModifierHelper
BaseStats.ChemicalDamagePercentBonus
BaseStats.ChemicalDamagePercentBonusModifierHelper
BaseStats.ChemicalResistance
BaseStats.ChemicalResistanceModifierHelper
BaseStats.ChimeraModInstalled
BaseStats.ClimbSpeedModifier
BaseStats.ClipTimesCycle
BaseStats.ClipTimesCycleBase
BaseStats.ClipTimesCyclePlusReload
BaseStats.ClipTimesCyclePlusReloadBase
BaseStats.ColdBlood
BaseStats.ColdBloodBuffBonus
BaseStats.ColdBloodDurationReductor
BaseStats.ColdBloodMaxDuration
BaseStats.ColdBloodMaxStacks
BaseStats.CombatHacking
BaseStats.CommonTierFailsafe
BaseStats.CommsCallDistance
BaseStats.ControlledRandomPower
BaseStats.Cool
BaseStats.Cool_Inbetween_Right_3_Stacks
BaseStats.CoolAllocated
BaseStats.CoolAvailable
BaseStats.CoolSkill
BaseStats.CounterattackGuardbreakImmunity
BaseStats.CPO_Armor
BaseStats.CPO_NPC_Importance
BaseStats.CPUPower
BaseStats.Crafting
BaseStats.CraftingBonusArmorValue2
BaseStats.CraftingBonusWeaponDamage2
BaseStats.CraftingCostReduction
BaseStats.CraftingItemLevelBoost
BaseStats.CraftingMaterialRetrieveChance
BaseStats.CraftingTrait01Stat
BaseStats.CritChance
BaseStats.CritChanceBonus
BaseStats.CritChanceBonusModifierHelper
BaseStats.CritChanceTimeCritDamage
BaseStats.CritDamage
BaseStats.CritDamageBonus
BaseStats.CritDamageBonusModifierHelper
BaseStats.CritDPSBonus
BaseStats.CrouchSprintStaminaCostReduction
BaseStats.CWMaskCharges
BaseStats.CWMaskChargesDecayStartDelay
BaseStats.CWMaskChargesDelayOnChange
BaseStats.CWMaskChargesRegenBegins
BaseStats.CWMaskChargesRegenEnabled
BaseStats.CWMaskChargesRegenEnds
BaseStats.CWMaskChargesRegenRate
BaseStats.CWMaskMaxCharges
BaseStats.CWMaskRechargeDuration
BaseStats.CyberdeckOverclockCooldown
BaseStats.CyberdeckOverclockDecayRate
BaseStats.CyberdeckOverclockDecayStartDelay
BaseStats.CyberdeckOverclockDelayOnChange
BaseStats.CyberdeckOverclockDuration
BaseStats.CyberdeckOverclockEmptyStat
BaseStats.CyberdeckOverclockRegenBegins
BaseStats.CyberdeckOverclockRegenEnabled
BaseStats.CyberdeckOverclockRegenEnds
BaseStats.CyberdeckOverclockRegenRate
BaseStats.CyberdeckOverclockStatValue
BaseStats.CyberwareCooldownReduction
BaseStats.CyberwareDurationBuff
BaseStats.CyberWareMalfunctionBlocked
BaseStats.CyberWareMalfunctionBlockedMaxStacks
BaseStats.CyberwareMalfunctionDamageMultiplier
BaseStats.CyberwareMalfunctionStacks
BaseStats.CyberwareTinkererStat
BaseStats.CycleTime
BaseStats.CycleTime_Burst
BaseStats.CycleTime_BurstMaxCharge
BaseStats.CycleTime_BurstSecondary
BaseStats.CycleTimeAimBlockDuration
BaseStats.CycleTimeAimBlockStart
BaseStats.CycleTimeBase
BaseStats.CycleTimeBonus
BaseStats.CycleTimeDPSComponent
BaseStats.CycleTimeShootingMult
BaseStats.CycleTimeShootingMultPeriod
BaseStats.CycleTriggerModeTime
BaseStats.DamageFalloffDisabled
BaseStats.DamageHackSpread
BaseStats.DamageOverTimePercentBonus
BaseStats.DamageOverTimePercentBonusModifierHelper
BaseStats.DamageOverTimeResistance
BaseStats.DamageOverTimeResistanceModifierHelper
BaseStats.DamagePerHit
BaseStats.DamageQuickHackMemoryCostReduction
BaseStats.DamageReduction
BaseStats.DamageReductionBulletExplosion
BaseStats.DamageReductionDamageOverTime
BaseStats.DamageReductionExplosion
BaseStats.DamageReductionMelee
BaseStats.DamageReductionQuickhacks
BaseStats.DashAttackStaminaCostReduction
BaseStats.DealsChemicalDamage
BaseStats.DealsElectricDamage
BaseStats.DealsPhysicalDamage
BaseStats.DealsThermalDamage
BaseStats.Deceleration
BaseStats.DefeatedHeadDamageThreshold
BaseStats.DefeatedLArmDamageThreshold
BaseStats.DefeatedLLegDamageThreshold
BaseStats.DefeatedRArmDamageThreshold
BaseStats.DefeatedRLegDamageThreshold
BaseStats.Demolition
BaseStats.DemolitionTrait01Stat
BaseStats.Detection
BaseStats.DeviceAudioStimRangeMultiplier
BaseStats.DeviceHealth
BaseStats.DeviceMemoryCostReduction
BaseStats.DeviceMemoryCostReductionMult
BaseStats.DismHeadDamageThreshold
BaseStats.DismLArmDamageThreshold
BaseStats.DismLLegDamageThreshold
BaseStats.DismRArmDamageThreshold
BaseStats.DismRLegDamageThreshold
BaseStats.DodgeStaminaCostReduction
BaseStats.DodgeStaminaCostReductionModifierHelper
BaseStats.DPS
BaseStats.DriverUpdatePerkFlag
BaseStats.DualShotgunStaminaCostReduction
BaseStats.DummyResistanceStat
BaseStats.DurationBonusBleeding
BaseStats.DurationBonusBurning
BaseStats.DurationBonusControlQuickhack
BaseStats.DurationBonusCovertQuickhack
BaseStats.DurationBonusElectrified
BaseStats.DurationBonusOverclock
BaseStats.DurationBonusPoisoned
BaseStats.DurationBonusQuickhack
BaseStats.DurationBonusQuickhackModifierHelper
BaseStats.DurationReductionDot
BaseStats.EdgerunnerHealthReduction
BaseStats.EffectiveChargeTime
BaseStats.EffectiveDamagePerHit
BaseStats.EffectiveDamagePerHitMax
BaseStats.EffectiveDamagePerHitMin
BaseStats.EffectiveDamagePerHitTimesAttacksPerSecond
BaseStats.EffectiveDPS
BaseStats.EffectiveQualityToMaxQualityRatio
BaseStats.EffectiveRange
BaseStats.EffectiveRangeBonus
BaseStats.EffectiveTier
BaseStats.EffectorChance
BaseStats.ElectricDamage
BaseStats.ElectricDamageAdditiveMultiplier
BaseStats.ElectricDamageMax
BaseStats.ElectricDamageMin
BaseStats.ElectricDamageModifierHelper
BaseStats.ElectricDamagePercentBonus
BaseStats.ElectricDamagePercentBonusModifierHelper
BaseStats.ElectricResistance
BaseStats.ElectricResistanceModifierHelper
BaseStats.ElectrocutedApplicationRate
BaseStats.ElectrocutedApplicationRateModifierHelper
BaseStats.ElectrocuteImmunity
BaseStats.ElectroshockMechanismProcChance
BaseStats.ElementalResistanceMultiplier
BaseStats.EMPImmunity
BaseStats.EmptyReloadEndTime
BaseStats.EmptyReloadTime
BaseStats.EmptySlot_GenerationWeight_On_TierPlus
BaseStats.EmptyStat
BaseStats.EnemyChemicalResistanceReduction
BaseStats.EnemyHackUploadProgressBumpMultiplier
BaseStats.EnemyQuickHackUploadDurationBonus
BaseStats.Engineering
BaseStats.EquipActionDuration_Corpo
BaseStats.EquipActionDuration_Gang
BaseStats.EquipAnimationDuration_Corpo
BaseStats.EquipAnimationDuration_Gang
BaseStats.EquipDuration
BaseStats.EquipDuration_First
BaseStats.EquipDurationModifier
BaseStats.EquipItemTime_Corpo
BaseStats.EquipItemTime_Gang
BaseStats.Espionage
BaseStats.EvadeImpulse
BaseStats.Evasion
BaseStats.ExecuteDismemberByHealthChance
BaseStats.ExecuteDismemberProximityChance
BaseStats.ExhaustionImmunity
BaseStats.ExplosionDamagePercentBonus
BaseStats.ExplosionDamagePercentBonusModifierHelper
BaseStats.ExplosionKillsRecudeUltimateHacksCost
BaseStats.ExplosionResistance
BaseStats.ExplosionResistanceModifierHelper
BaseStats.ExtendedStealthDuration
BaseStats.FallDamageReduction
BaseStats.FFInputLock
BaseStats.Finisher_TargetHealthMax_Clamp
BaseStats.FinisherHealthThresholdIncrease
BaseStats.FinisherHealthThresholdIncreaseForQueue
BaseStats.FirePower
BaseStats.FirePowerBonus
BaseStats.FirstHackInQueueUploadTimeDecrease
BaseStats.FirstHackOfTypeInQueueRAMDecrease
BaseStats.FistsStaminaCostReduction
BaseStats.FocusedGrenadeShootingPerk
BaseStats.ForcePreventResurrect
BaseStats.FullAutoOnFullCharge
BaseStats.FullAutoStaminaCostPenalty
BaseStats.FullyChargedThreshold
BaseStats.GearheadDamageMultiplier
BaseStats.GenericMod1_Damage
BaseStats.GenericStatPrereqValue
BaseStats.GrenadeDamagePercentBonusModifierHelper
BaseStats.GrenadeExplosionBonusDamage
BaseStats.GrenadeExplosionBonusRange
BaseStats.GrenadesCharges
BaseStats.GrenadesChargesDecayStartDelay
BaseStats.GrenadesChargesDelayOnChange
BaseStats.GrenadesChargesRegenBegins
BaseStats.GrenadesChargesRegenEnabled
BaseStats.GrenadesChargesRegenEnds
BaseStats.GrenadesChargesRegenMult
BaseStats.GrenadesChargesRegenMultModifierHelper
BaseStats.GrenadesChargesRegenRate
BaseStats.GrenadesMaxCharges
BaseStats.GrenadesRechargeDuration
BaseStats.GroundSlamCooldownModifier
BaseStats.Gunslinger
BaseStats.GunslingerTrait01Stat
BaseStats.HackedEnemyArmorReduction
BaseStats.Hacking
BaseStats.HackingPenetration
BaseStats.HackingResistance
BaseStats.HackingResistanceUltimate
BaseStats.HackRevealPositionModifier
BaseStats.HandgunStaminaCostReduction
BaseStats.HasAirHover
BaseStats.HasAirThrusters
BaseStats.HasAutomaticReplenishment
BaseStats.HasAutomaticTagging
BaseStats.HasAutoReloader
BaseStats.HasBerserk
BaseStats.HasBoostedCortex
BaseStats.HasBurningBuffs
BaseStats.HasChargeJump
BaseStats.HasCyberdeck
BaseStats.HasCybereye
BaseStats.HasDodge
BaseStats.HasDodgeAir
BaseStats.HasDoubleJump
BaseStats.HasExtendedHitReactionImmunity
BaseStats.HasGlowingTattoos
BaseStats.HasGraphiteTissue
BaseStats.HasGrenadeHack
BaseStats.HasHackingInteractions
BaseStats.HasHealthMonitorBomb
BaseStats.HasICELevelBooster
BaseStats.HasImmunityToNPCQuickhacks
BaseStats.HasInfravision
BaseStats.HasJuiceInjector
BaseStats.HasKerenzikov
BaseStats.HasKerenzikovOmen
BaseStats.HasKerenzikovSlide
BaseStats.HasKers
BaseStats.HasKiroshiOpticsFragment
BaseStats.HasKnifeSharpener
BaseStats.HasLinkToBountySystem
BaseStats.HasMadnessLvl4Passive
BaseStats.HasMajorQuickhackResistance
BaseStats.HasMechanicalControl
BaseStats.HasMeleeHitReactionAndTakedownResistance
BaseStats.HasMeleeTargeting
BaseStats.HasMetabolicEnhancer
BaseStats.HasMuzzleBrake
BaseStats.HasOpticalCamoLegendary
BaseStats.HasOpticalCamoRare
BaseStats.HasPlatingGlitch
BaseStats.HasPoisonHeal
BaseStats.HasPowerGrip
BaseStats.HasQuickhackResistance
BaseStats.HasSandevistan
BaseStats.HasSandevistanTier1
BaseStats.HasSandevistanTier2
BaseStats.HasSandevistanTier3
BaseStats.HasSecondHeart
BaseStats.HasSelfHealingSkin
BaseStats.HasSmartLink
BaseStats.HasSpiderBotControl
BaseStats.HasSubdermalArmor
BaseStats.HasSuperheroFall
BaseStats.HasSystemCollapse
BaseStats.HasThermovision
BaseStats.HasWeakspot
BaseStats.HeadshotCritChance
BaseStats.HeadshotDamageMultiplier
BaseStats.HeadshotDamageMultiplierModifierHelper
BaseStats.HeadshotImmunity
BaseStats.HealingItemMaxCharges
BaseStats.HealingItemsCharges
BaseStats.HealingItemsChargesDecayStartDelay
BaseStats.HealingItemsChargesDelayOnChange
BaseStats.HealingItemsChargesRegenBegins
BaseStats.HealingItemsChargesRegenEnabled
BaseStats.HealingItemsChargesRegenEnds
BaseStats.HealingItemsChargesRegenMult
BaseStats.HealingItemsChargesRegenMultModifierHelper
BaseStats.HealingItemsChargesRegenRate
BaseStats.HealingItemsEffectPercentBonus
BaseStats.HealingItemsEffectPercentBonusModifierHelper
BaseStats.HealingItemsRechargeDuration
BaseStats.HealOnKillingBleedingTarget
BaseStats.HealOnKillingBleedingTargetModifierHelper
BaseStats.Health
BaseStats.HealthGeneralRegenRateAdd
BaseStats.HealthGeneralRegenRateAddModifierHelper
BaseStats.HealthGeneralRegenRateMult
BaseStats.HealthGeneralRegenRateMultModifierHelper
BaseStats.HealthInCombatRegenDelayOnChange
BaseStats.HealthInCombatRegenEnabled
BaseStats.HealthInCombatRegenEndThreshold
BaseStats.HealthInCombatRegenRate
BaseStats.HealthInCombatRegenRateAdd
BaseStats.HealthInCombatRegenRateBase
BaseStats.HealthInCombatRegenRateMult
BaseStats.HealthInCombatRegenStartThreshold
BaseStats.HealthInCombatStartDelay
BaseStats.HealthModifierHelper
BaseStats.HealthOutOfCombatRegenDelayOnChange
BaseStats.HealthOutOfCombatRegenEnabled
BaseStats.HealthOutOfCombatRegenEndThreshold
BaseStats.HealthOutOfCombatRegenRate
BaseStats.HealthOutOfCombatRegenRateAdd
BaseStats.HealthOutOfCombatRegenRateBase
BaseStats.HealthOutOfCombatRegenRateMult
BaseStats.HealthOutOfCombatRegenStartThreshold
BaseStats.HealthRegainOnKill
BaseStats.HealthRegainOnKillModifierHelper
BaseStats.Hearing
BaseStats.HGMod1_Accuracy
BaseStats.HGMod1_CommonStacks
BaseStats.HGMod1_EpicStacks
BaseStats.HGMod1_LegendaryStacks
BaseStats.HGMod1_ModCount
BaseStats.HGMod1_RareStacks
BaseStats.HGMod1_StackCount
BaseStats.HGMod1_UncommonStacks
BaseStats.HGMod2_CritChance
BaseStats.HGMod2_Spread
BaseStats.HGMod2_Swap
BaseStats.HGMod3_Sway
BaseStats.HiddenSlot_GenerationWeight_On_TierPlus
BaseStats.HighlightAccessPoint
BaseStats.HitDismembermentFactor
BaseStats.HitReactionDamageHealthFactor
BaseStats.HitReactionFactor
BaseStats.HitShapeArmor
BaseStats.HitTimerAfterDefeated
BaseStats.HitTimerAfterImpact
BaseStats.HitTimerAfterImpactMelee
BaseStats.HitTimerAfterKnockdown
BaseStats.HitTimerAfterPain
BaseStats.HitTimerAfterStagger
BaseStats.HitTimerAfterStaggerMelee
BaseStats.HitWoundsFactor
BaseStats.HoldEnterDuration
BaseStats.HoldTimeoutDuration
BaseStats.HousingBuffsDurationBonus
BaseStats.Humanity
BaseStats.HumanityAllocated
BaseStats.HumanityAvailable
BaseStats.HumanityOverallocated
BaseStats.HumanityOverallocationPossible
BaseStats.HumanityTotalMaxValue
BaseStats.IconicCWFromTreasureChestLooted
BaseStats.IconicItemUpgraded
BaseStats.IconicJointLockCover
BaseStats.IgnoreAwarenessCostWhenOverclocked
BaseStats.ImpactDamageThreshold
BaseStats.ImpactDamageThresholdImpulse
BaseStats.ImpactDamageThresholdInCover
BaseStats.InfiniteDuration
BaseStats.InfiniteStacks
BaseStats.InhalerBaseHealing
BaseStats.InjectorBaseHealing
BaseStats.InjectorBaseOverTheTimeHealing
BaseStats.InjectorHealingDecayStartDelay
BaseStats.InjectorHealingDelayOnChange
BaseStats.InjectorHealingEnabled
BaseStats.InjectorHealingRegenBegins
BaseStats.InjectorHealingRegenEnds
BaseStats.Intelligence
BaseStats.IntelligenceAllocated
BaseStats.IntelligenceAvailable
BaseStats.IntelligenceSkill
BaseStats.IntelligenceSkillcheckBonus
BaseStats.IntrinsicQuickHackUploadBonus
BaseStats.IntrinsicReloadTimeBonus
BaseStats.IntrinsicZoomLevelBonus
BaseStats.InVehicleDamageTakenPercent
BaseStats.IsAggressive
BaseStats.IsAimingWithWeapon
BaseStats.IsAVMaxTac
BaseStats.IsBalanced
BaseStats.IsCautious
BaseStats.IsCrowd
BaseStats.IsDefensive
BaseStats.IsDodgeStaminaFree
BaseStats.IsExcludedFromExtraHealingOnHigherDifficulties
BaseStats.IsExo
BaseStats.IsFastMeleeArchetype
BaseStats.IsFastRangedArchetype
BaseStats.IsGenericMeleeArchetype
BaseStats.IsGenericRangedArchetype
BaseStats.IsHealingItemEquipped
BaseStats.IsHeavyRangedArchetype
BaseStats.IsIgnoredByEnemyNPC
BaseStats.IsInvulnerable
BaseStats.IsItemBroken
BaseStats.IsItemCrafted
BaseStats.IsItemIconic
BaseStats.IsItemPlus
BaseStats.IsMainBoss
BaseStats.IsManBig
BaseStats.IsManMassive
BaseStats.IsMechanical
BaseStats.IsNetrunnerArchetype
BaseStats.IsPlayerGuardian
BaseStats.IsReckless
BaseStats.IsShotgunnerArchetype
BaseStats.IsSniperArchetype
BaseStats.IsStrongMeleeArchetype
BaseStats.IsTechieArchetype
BaseStats.IsTier1Archetype
BaseStats.IsTier2Archetype
BaseStats.IsTier3Archetype
BaseStats.IsTier4Archetype
BaseStats.ItemArmor
BaseStats.ItemArmorModifierHelper
BaseStats.ItemLevel
BaseStats.ItemPlusDPS
BaseStats.ItemPurchasedAtVendor
BaseStats.ItemPurchasedAtVendorModifier
BaseStats.ItemRequiresSmartLink
BaseStats.JenkinsHelper
BaseStats.JenkinsHelperDecayEnabled
BaseStats.JenkinsHelperDecayPerSecond
BaseStats.JenkinsHelperEmptyStat
BaseStats.JenkinsHelperRegenEnabled
BaseStats.JenkinsHelperRegenPerSecond
BaseStats.JumpHeight
BaseStats.JumpSpeedModifier
BaseStats.KatanaStaminaCostReduction
BaseStats.Kenjutsu
BaseStats.KerenzikovCooldownDuration
BaseStats.KiroshiMaxZoomLevel
BaseStats.KiroshiPierceScanAngle
BaseStats.KiroshiPierceScanRange
BaseStats.KnifeStaminaCostReduction
BaseStats.KnockdownDamageThreshold
BaseStats.KnockdownDamageThresholdImpulse
BaseStats.KnockdownDamageThresholdInCover
BaseStats.KnockdownImmunity
BaseStats.KnockdownImpulse
BaseStats.Level
BaseStats.Liberty_Padre_BurningApplicationRate
BaseStats.LightMachinegunStaminaCostReduction
BaseStats.LimbHealth
BaseStats.LinearDirectionUpdateMax
BaseStats.LinearDirectionUpdateMaxADS
BaseStats.LinearDirectionUpdateMin
BaseStats.LinearDirectionUpdateMinADS
BaseStats.LocomotionExperienceReward
BaseStats.LocomotionPenaltyDisabled
BaseStats.LootLevel
BaseStats.LowerActiveCooldownOnDefeat
BaseStats.MacheteStaminaCostReduction
BaseStats.MagazineAutoRefill
BaseStats.MagazineCapacity
BaseStats.MagazineCapacityBase
BaseStats.MagazineCapacityBonus
BaseStats.MagazineCapacityDPSComponent
BaseStats.ManiacPerkBonusSpeed
BaseStats.ManiacStatCounter
BaseStats.MantisBladesStaminaCostReduction
BaseStats.MaxDuration
BaseStats.MaximumRange
BaseStats.MaxPercentDamageTakenPerHit
BaseStats.MaxQuality
BaseStats.MaxQualityWhenLooted
BaseStats.MaxSpeed
BaseStats.MaxSpeedModifierHelper
BaseStats.MaxStacks
BaseStats.MaxStacksBonusBleeding
BaseStats.MechanicalsBuffDPSBonus
BaseStats.MechResistanceModifierHelper
BaseStats.MeleeAttackComboDuration
BaseStats.MeleeAttackDuration
BaseStats.MeleeBorgStaminaDrain
BaseStats.MeleeDamagePercentBonus
BaseStats.MeleeDamagePercentBonusModifierHelper
BaseStats.MeleeMod1_CritChance
BaseStats.MeleeMod1_CritDamage
BaseStats.MeleeMod2_Duration
BaseStats.MeleeMod2_Stacks
BaseStats.MeleeMod3_CritChance
BaseStats.MeleeMod3_CritDamage
BaseStats.MeleeProjectileGravitySimulationMultiplier
BaseStats.MeleeResistance
BaseStats.MeleeResistanceModifierHelper
BaseStats.Memory
BaseStats.MemoryCostModifier
BaseStats.MemoryCostReduction
BaseStats.MemoryRegenDelayOnChange
BaseStats.MemoryRegenEnabled
BaseStats.MemoryRegenEndThreshold
BaseStats.MemoryRegenRate
BaseStats.MemoryRegenRateAdd
BaseStats.MemoryRegenRateBase
BaseStats.MemoryRegenRateMult
BaseStats.MemoryRegenStartThreshold
BaseStats.MemoryStartDelay
BaseStats.MemoryWipeImmunity
BaseStats.MicroGeneratorExplosionDamage
BaseStats.MinigameMaterialsEarned
BaseStats.MinigameMemoryRegenPerk
BaseStats.MinigameMoneyMultiplier
BaseStats.MinigameShardChanceMultiplier
BaseStats.MinigameTimeLimitExtension
BaseStats.MinSpeed
BaseStats.MitigationChance
BaseStats.MitigationChanceModifierHelper
BaseStats.MitigationStrength
BaseStats.MitigationStrengthModifierHelper
BaseStats.ModifierPower
BaseStats.ModifierPowerBase
BaseStats.ModsAmountInGenerationPool
BaseStats.MonoWiresStaminaCostReduction
BaseStats.MultiKill_Counter
BaseStats.NewPerkFinisherBlunt_TargetDistanceMax
BaseStats.NewPerkFinisherBlunt_TargetHealthMax
BaseStats.NewPerkFinisherCool_TargetDistanceMax
BaseStats.NewPerkFinisherCool_TargetHealthMax
BaseStats.NewPerkFinisherMonowire_TargetDistanceMax
BaseStats.NewPerkFinisherMonowire_TargetHealthMax
BaseStats.NewPerkFinisherReflexes_TargetDistanceMax
BaseStats.NewPerkFinisherReflexes_TargetHealthMax
BaseStats.NPCAnimationTime
BaseStats.NPCDamage
BaseStats.NPCDoTDPS
BaseStats.NPCLootLevelHelper
BaseStats.NPCRarity
BaseStats.NPCThrowImmunity
BaseStats.NPCUploadTime
BaseStats.NPCWeaponDropRandomizer
BaseStats.Nue_Jackie_Headshot_Counter
BaseStats.NumShotsInBurst
BaseStats.NumShotsInBurstMaxCharge
BaseStats.NumShotsInBurstSecondary
BaseStats.NumShotsToFire
BaseStats.OccupiedSlot_GenerationWeight_On_TierPlus
BaseStats.OnBikeDamageTakenPercent
BaseStats.OnBikeDamageTakenPercentMaxSpeed
BaseStats.OnBikeDamageTakenPercentMinSpeed
BaseStats.OneHandBladeStaminaCostReduction
BaseStats.OneHandBluntStaminaCostReduction
BaseStats.OnRevealHackProgressIncrement
BaseStats.OpticalCamoCharges
BaseStats.OpticalCamoChargesDecayRate
BaseStats.OpticalCamoChargesDecayRateMult
BaseStats.OpticalCamoChargesDecayStartDelay
BaseStats.OpticalCamoChargesDelayOnChange
BaseStats.OpticalCamoChargesRegenBegins
BaseStats.OpticalCamoChargesRegenEnds
BaseStats.OpticalCamoChargesRegenRate
BaseStats.OpticalCamoCoolAttunementDuration
BaseStats.OpticalCamoDuration
BaseStats.OpticalCamoDurationMultiplier
BaseStats.OpticalCamoIsActive
BaseStats.OpticalCamoRechargeDuration
BaseStats.OverchargeThreshold
BaseStats.OverclockedStateHealthCost
BaseStats.OverclockSpreadChance
BaseStats.Overheat
BaseStats.OverheatDurationIncrease
BaseStats.Overshield
BaseStats.OvershieldDecayDelayOnChange
BaseStats.OvershieldDecayEnabled
BaseStats.OvershieldDecayEndThrehold
BaseStats.OvershieldDecayRate
BaseStats.OvershieldDecayStartDelay
BaseStats.OvershieldDecayStartThreshold
BaseStats.OvershieldGainedToHealAmountMultiplier
BaseStats.Oxygen
BaseStats.PainEditorDamageReduction
BaseStats.PartArmor
BaseStats.PenetrationHealth
BaseStats.PercentDamageReductionFromPoisonedEnemies
BaseStats.PercentDamageReductionFromPoisonedEnemiesModifierHelper
BaseStats.PerfectChargeTimeWindowIncrease
BaseStats.PerfectChargeWindow
BaseStats.PermanentHealthBonus
BaseStats.PermanentMemoryRegenBonus
BaseStats.PermanentStaminaRegenBonus
BaseStats.PersonalityAggressive
BaseStats.PersonalityAggressiveModifier
BaseStats.PersonalityCuriosity
BaseStats.PersonalityDisgust
BaseStats.PersonalityFear
BaseStats.PersonalityFunny
BaseStats.PersonalityJoy
BaseStats.PersonalitySad
BaseStats.PersonalityShock
BaseStats.PersonalitySurprise
BaseStats.PhoneCallDuration
BaseStats.PhysicalDamage
BaseStats.PhysicalDamageAdditiveMultiplier
BaseStats.PhysicalDamageMax
BaseStats.PhysicalDamageMin
BaseStats.PhysicalDamageModifierHelper
BaseStats.PhysicalImpulse
BaseStats.PlayerOnRevealHackProgressMultiplier
BaseStats.PlayerSandevistanChargesDecayEnabled
BaseStats.PlayerSandevistanChargesDecayPerSecond
BaseStats.PlayerSandevistanChargesEmptyStat
BaseStats.Poise
BaseStats.PoisonedApplicationRate
BaseStats.PoisonedApplicationRateModifierHelper
BaseStats.PoisonImmunity
BaseStats.PostLexWilsonBuyPrice
BaseStats.PostTutorialCyberwarePrice
BaseStats.PowerLevel
BaseStats.PowerMod1_DamageConvert
BaseStats.PrecisionRifleStaminaCostReduction
BaseStats.PrefersCovers
BaseStats.PrefersShootingSpots
BaseStats.PreFireTime
BaseStats.PreventQuickhacking
BaseStats.Price
BaseStats.ProjectileLauncherCharges
BaseStats.ProjectileLauncherChargesDecayStartDelay
BaseStats.ProjectileLauncherChargesDelayOnChange
BaseStats.ProjectileLauncherChargesRegenBegins
BaseStats.ProjectileLauncherChargesRegenEnabled
BaseStats.ProjectileLauncherChargesRegenEnds
BaseStats.ProjectileLauncherChargesRegenMult
BaseStats.ProjectileLauncherChargesRegenRate
BaseStats.ProjectileLauncherMaxCharges
BaseStats.ProjectileLauncherQualityMult
BaseStats.ProjectileLauncherRechargeDuration
BaseStats.ProjectilesPerShot
BaseStats.ProjectilesPerShotBase
BaseStats.ProjectilesPerShotBonus
BaseStats.ProjectilesPerShotCombinedModifier
BaseStats.Protection
BaseStats.PRSRMod1_Handling
BaseStats.PRSRMod2_CommonCount
BaseStats.PRSRMod2_CommonStacks
BaseStats.PRSRMod2_EpicCount
BaseStats.PRSRMod2_EpicStacks
BaseStats.PRSRMod2_KillCount
BaseStats.PRSRMod2_LegendaryCount
BaseStats.PRSRMod2_LegendaryStacks
BaseStats.PRSRMod2_RareCount
BaseStats.PRSRMod2_RareStacks
BaseStats.PRSRMod2_Stacks
BaseStats.PRSRMod2_UncommonCount
BaseStats.PRSRMod2_UncommonStacks
BaseStats.Quality
BaseStats.QualityRequirementMetFlag
BaseStats.QualityToMaxQualityRatio
BaseStats.Quantity
BaseStats.QuickHackBlackWallSpreadNumber
BaseStats.QuickHackBlindSpreadNumber
BaseStats.QuickHackContagionSpreadNumber
BaseStats.QuickHackCritChance
BaseStats.QuickhackDamageBonusMultiplier
BaseStats.QuickhackDamageOverTimeBonusMultiplier
BaseStats.QuickHackDuration
BaseStats.QuickHackEffectsApplied
BaseStats.QuickhackExtraDamageMultiplier
BaseStats.QuickHackImmunity
BaseStats.QuickHackOverclockSpreadNumber
BaseStats.QuickHackQueueCount
BaseStats.QuickHackQueueSize
BaseStats.QuickHackQueueUploadTimeDecrease
BaseStats.QuickhackResistanceModifierHelper
BaseStats.QuickhacksCooldownReduction
BaseStats.QuickhacksCooldownReductionModifierHelper
BaseStats.QuickhackShield
BaseStats.QuickHackSpreadDistance
BaseStats.QuickHackSpreadDistanceIncrease
BaseStats.QuickHackSpreadNumber
BaseStats.QuickHackUpload
BaseStats.QuickHackUploadTimeDecrease
BaseStats.RamManagerCooldownReduction
BaseStats.RamOnKill
BaseStats.RamOnKillModifierHelper
BaseStats.RandomCurveInput
BaseStats.Range
BaseStats.RangedMod1_CritChance
BaseStats.Recoil
BaseStats.RecoilAllowSway
BaseStats.RecoilAlternateDir
BaseStats.RecoilAlternateDirADS
BaseStats.RecoilAngle
BaseStats.RecoilAngleADS
BaseStats.RecoilAngleReduction
BaseStats.RecoilAnimation
BaseStats.RecoilChargeMult
BaseStats.RecoilChargeMultADS
BaseStats.RecoilCycleSize
BaseStats.RecoilCycleSizeADS
BaseStats.RecoilCycleTime
BaseStats.RecoilCycleTimeADS
BaseStats.RecoilDelay
BaseStats.RecoilDir
BaseStats.RecoilDirADS
BaseStats.RecoilDirPlanCycleRandDir
BaseStats.RecoilDirPlanCycleRandDirADS
BaseStats.RecoilDirPlanCycleRandRangeDir
BaseStats.RecoilDirPlanCycleRandRangeDirADS
BaseStats.RecoilDirPlanSequence
BaseStats.RecoilDirPlanSequenceADS
BaseStats.RecoilDirReduction
BaseStats.RecoilDriftRandomRangeMax
BaseStats.RecoilDriftRandomRangeMin
BaseStats.RecoilEnableCycleX
BaseStats.RecoilEnableCycleXADS
BaseStats.RecoilEnableCycleY
BaseStats.RecoilEnableCycleYADS
BaseStats.RecoilEnableLinearX
BaseStats.RecoilEnableLinearXADS
BaseStats.RecoilEnableLinearY
BaseStats.RecoilEnableLinearYADS
BaseStats.RecoilEnableScaleX
BaseStats.RecoilEnableScaleXADS
BaseStats.RecoilEnableScaleY
BaseStats.RecoilEnableScaleYADS
BaseStats.RecoilFullChargeMult
BaseStats.RecoilFullChargeMultADS
BaseStats.RecoilHoldDuration
BaseStats.RecoilHoldDurationADS
BaseStats.RecoilKickMax
BaseStats.RecoilKickMaxADS
BaseStats.RecoilKickMin
BaseStats.RecoilKickMinADS
BaseStats.RecoilKickReduction
BaseStats.RecoilMagForFullDrift
BaseStats.RecoilMaxLength
BaseStats.RecoilMaxLengthADS
BaseStats.RecoilPercentBonus
BaseStats.RecoilPercentBonusModifierHelper
BaseStats.RecoilRecoveryMinSpeed
BaseStats.RecoilRecoveryMinSpeedADS
BaseStats.RecoilRecoverySpeed
BaseStats.RecoilRecoverySpeedADS
BaseStats.RecoilRecoveryTime
BaseStats.RecoilRecoveryTimeADS
BaseStats.RecoilScaleMax
BaseStats.RecoilScaleMaxADS
BaseStats.RecoilScaleTime
BaseStats.RecoilScaleTimeADS
BaseStats.RecoilSpeed
BaseStats.RecoilSpeedADS
BaseStats.RecoilTime
BaseStats.RecoilTimeADS
BaseStats.RecoilUseDifferentStatsInADS
BaseStats.Reflexes
BaseStats.Reflexes_Left_Milestone_3_Stack
BaseStats.Reflexes_Right_Milestone_2_StaminaDeflectPerc
BaseStats.Reflexes_Right_Milestone_2_StaminaReduction
BaseStats.ReflexesAllocated
BaseStats.ReflexesAvailable
BaseStats.ReflexesSkill
BaseStats.RefreshesPingOnQuickhack
BaseStats.ReloadAmount
BaseStats.ReloadEndTime
BaseStats.ReloadEndTimeBase
BaseStats.ReloadSpeedPercentBonus
BaseStats.ReloadSpeedPercentBonusModifierHelper
BaseStats.ReloadTime
BaseStats.ReloadTimeBase
BaseStats.ReloadTimeBonus
BaseStats.ReloadTimeDPSComponent
BaseStats.ReloadTimeExhaustionPenalty
BaseStats.RemoveColdBloodStacksOneByOne
BaseStats.ReprimandEscalation
BaseStats.RestoreMemoryOnDefeat
BaseStats.RevealNetrunnerWhenHacked
BaseStats.RevealPositionMaxDistance
BaseStats.RevolverStaminaCostReduction
BaseStats.RicochetChance
BaseStats.RicochetCount
BaseStats.RicochetMaxAngle
BaseStats.RicochetMinAngle
BaseStats.RicochetTargetSearchAngle
BaseStats.RoadWarriorDamageMultiplier
BaseStats.RollForPlusBelowMaxQuality
BaseStats.RollForPlusOnMaxQuality
BaseStats.SandevistanChargesDecayDelayOnChange
BaseStats.SandevistanChargesDecayStartDelay
BaseStats.SandevistanChargesRegenBegins
BaseStats.SandevistanChargesRegenDelayOnChange
BaseStats.SandevistanChargesRegenEnabled
BaseStats.SandevistanChargesRegenEnds
BaseStats.SandevistanChargesRegenStartDelay
BaseStats.SandevistanDashShoot
BaseStats.SandevistanKillRechargeValue
BaseStats.SasquatchStaminaDrain
BaseStats.ScopeFOV
BaseStats.ScopeOffset
BaseStats.SEApplicationRateBasedOnWeaponCharge
BaseStats.SecondaryModifiersAdditiveMultiplier
BaseStats.SecondHeartCooldownDuration
BaseStats.ShootingOffsetAI
BaseStats.ShortDistanceDamageIncrease
BaseStats.ShorterChains
BaseStats.ShotDelay
BaseStats.ShotgunMod1_BuffDuration
BaseStats.ShotgunMod1_DismemberBonus
BaseStats.ShotgunMod1_ModCount
BaseStats.ShotgunMod2_BulletCountLeftLeg
BaseStats.ShotgunMod2_BulletCountRightLeg
BaseStats.ShotgunMod2_ModCount
BaseStats.ShotgunMod3_Spread
BaseStats.ShotgunStaminaCostReduction
BaseStats.ShouldIgnoreSmartUI
BaseStats.SimpleWeaponMod04
BaseStats.SlideWhenLeaningOutOfCover
BaseStats.SlideWhenLeaningOutOfCoverModifier
BaseStats.SmartGunAddSpiralTrajectory
BaseStats.SmartGunAdsLockingAnglePitch
BaseStats.SmartGunAdsLockingAngleYaw
BaseStats.SmartGunAdsMaxLockedTargets
BaseStats.SmartGunAdsTagLockAnglePitch
BaseStats.SmartGunAdsTagLockAngleYaw
BaseStats.SmartGunAdsTargetableAnglePitch
BaseStats.SmartGunAdsTargetableAngleYaw
BaseStats.SmartGunAdsTimeToLock
BaseStats.SmartGunAdsTimeToUnlock
BaseStats.SmartGunContinousLockEnabled
BaseStats.SmartGunDisableOnReload
BaseStats.SmartGunEvenDistributionPeriod
BaseStats.SmartGunHipLockingAnglePitch
BaseStats.SmartGunHipLockingAngleYaw
BaseStats.SmartGunHipMaxLockedTargets
BaseStats.SmartGunHipTagLockAnglePitch
BaseStats.SmartGunHipTagLockAngleYaw
BaseStats.SmartGunHipTargetableAnglePitch
BaseStats.SmartGunHipTargetableAngleYaw
BaseStats.SmartGunHipTimeToLock
BaseStats.SmartGunHipTimeToUnlock
BaseStats.SmartGunHitProbability
BaseStats.SmartGunHitProbabilityMultiplier
BaseStats.SmartGunKeepTargetsOnAimStateChange
BaseStats.SmartGunKeepTargetsOnWeaponSwap
BaseStats.SmartGunMaxLockedPointsPerTarget
BaseStats.SmartGunMissDelay
BaseStats.SmartGunMissRadius
BaseStats.SmartGunNPCApplySpreadAtHitplane
BaseStats.SmartGunNPCLockingAnglePitch
BaseStats.SmartGunNPCLockingAngleYaw
BaseStats.SmartGunNPCLockOnTime
BaseStats.SmartGunNPCLockTimeout
BaseStats.SmartGunNPCProjectileStartingOrientationAngleOffset
BaseStats.SmartGunNPCProjectileVelocity
BaseStats.SmartGunNPCShootProjectilesOnlyStraight
BaseStats.SmartGunNPCSpreadMultiplier
BaseStats.SmartGunNPCTrajectoryCurvatureMultiplier
BaseStats.SmartGunPlayerProjectileVelocity
BaseStats.SmartGunProjectileVelocityVariance
BaseStats.SmartGunSpiralCycleTimeMax
BaseStats.SmartGunSpiralCycleTimeMin
BaseStats.SmartGunSpiralRadius
BaseStats.SmartGunSpiralRampDistanceEnd
BaseStats.SmartGunSpiralRampDistanceStart
BaseStats.SmartGunSpiralRandomizeDirection
BaseStats.SmartGunSpreadMultiplier
BaseStats.SmartGunStartingAccuracy
BaseStats.SmartGunTargetAcquisitionRange
BaseStats.SmartGunTargetAcquisitionRangeModifier
BaseStats.SmartGunTimeToLockBreachComponentMultiplier
BaseStats.SmartGunTimeToLockChestComponentMultiplier
BaseStats.SmartGunTimeToLockHeadComponentMultiplier
BaseStats.SmartGunTimeToLockLegComponentMultiplier
BaseStats.SmartGunTimeToLockMechanicalComponentMultiplier
BaseStats.SmartGunTimeToLockVehicleComponentMultiplier
BaseStats.SmartGunTimeToLockWeakSpotComponentMultiplier
BaseStats.SmartGunTimeToMaxAccuracy
BaseStats.SmartGunTimeToRemoveOccludedTarget
BaseStats.SmartGunTrackBreachComponents
BaseStats.SmartGunTrackChestComponents
BaseStats.SmartGunTrackHeadComponents
BaseStats.SmartGunTrackLegComponents
BaseStats.SmartGunTrackMechanicalComponents
BaseStats.SmartGunTrackMultipleEntitiesInADS
BaseStats.SmartGunTrackVehicleComponents
BaseStats.SmartGunTrackWeakSpotComponents
BaseStats.SmartGunUseEvenDistributionTargeting
BaseStats.SmartGunUseTagLockTargeting
BaseStats.SmartGunUseTimeBasedAccuracy
BaseStats.SmartMod2_Velocity
BaseStats.SmartMod3_Zone
BaseStats.SmartTargetingDisruptionProbability
BaseStats.SmartTargetingShouldNotDisableCollision
BaseStats.SmartWeaponDamagePercentBonus
BaseStats.SmasherBossHackUploadProgressBumpMultiplier
BaseStats.SniperStaminaCostReduction
BaseStats.SpecialDamage
BaseStats.SpeedBoost
BaseStats.SpeedBoostMaxSpeed
BaseStats.Spread
BaseStats.SpreadAdsChangePerShot
BaseStats.SpreadAdsChargeMult
BaseStats.SpreadAdsDefaultX
BaseStats.SpreadAdsDefaultY
BaseStats.SpreadAdsFastSpeedMax
BaseStats.SpreadAdsFastSpeedMaxAdd
BaseStats.SpreadAdsFastSpeedMin
BaseStats.SpreadAdsFastSpeedMinAdd
BaseStats.SpreadAdsFullChargeMult
BaseStats.SpreadAdsMaxX
BaseStats.SpreadAdsMaxY
BaseStats.SpreadAdsMinX
BaseStats.SpreadAdsMinY
BaseStats.SpreadAnimation
BaseStats.SpreadChangePerShot
BaseStats.SpreadChargeMult
BaseStats.SpreadCrouchDefaultMult
BaseStats.SpreadCrouchMaxMult
BaseStats.SpreadDefaultX
BaseStats.SpreadDefaultY
BaseStats.SpreadEvenDistributionJitterSize
BaseStats.SpreadEvenDistributionRowCount
BaseStats.SpreadFastSpeedMax
BaseStats.SpreadFastSpeedMaxAdd
BaseStats.SpreadFastSpeedMinAdd
BaseStats.SpreadFullChargeMult
BaseStats.SpreadingAttackConeAngle
BaseStats.SpreadingAttackDamageMultiplier
BaseStats.SpreadingAttackMaxJumps
BaseStats.SpreadingAttackMaxTargets
BaseStats.SpreadingAttackRange
BaseStats.SpreadMaxAI
BaseStats.SpreadMaxX
BaseStats.SpreadMaxY
BaseStats.SpreadMinX
BaseStats.SpreadMinY
BaseStats.SpreadPenalty
BaseStats.SpreadQuickhacksOnStart
BaseStats.SpreadRandomizeOriginPoint
BaseStats.SpreadResetSpeed
BaseStats.SpreadResetTimeThreshold
BaseStats.SpreadUseCircularSpread
BaseStats.SpreadUseEvenDistribution
BaseStats.SpreadUseInAds
BaseStats.SpreadZeroOnFirstShot
BaseStats.StaggerDamageThreshold
BaseStats.StaggerDamageThresholdImpulse
BaseStats.StaggerDamageThresholdInCover
BaseStats.Stamina
BaseStats.StaminaAimingCost
BaseStats.StaminaCostReduction
BaseStats.StaminaCostToBlock
BaseStats.StaminaDamage
BaseStats.StaminaDecayDelayOnChange
BaseStats.StaminaDecayEnabled
BaseStats.StaminaDecayEndThrehold
BaseStats.StaminaDecayStartDelay
BaseStats.StaminaDecayStartThreshold
BaseStats.StaminaRatio
BaseStats.StaminaRegenDelayOnChange
BaseStats.StaminaRegenEnabled
BaseStats.StaminaRegenEndThrehold
BaseStats.StaminaRegenRate
BaseStats.StaminaRegenRateAdd
BaseStats.StaminaRegenRateBase
BaseStats.StaminaRegenRateMult
BaseStats.StaminaRegenStartDelay
BaseStats.StaminaRegenStartThreshold
BaseStats.StaticModifierMultiplier
BaseStats.StatModifierGroupLimit
BaseStats.Stealth
BaseStats.StealthHacksCostReduction
BaseStats.StealthHitDamageBonus
BaseStats.StealthHitDamageBonusModifierHelper
BaseStats.StealthHitDamageMultiplier
BaseStats.StreetCred
BaseStats.Strength
BaseStats.StrengthAllocated
BaseStats.StrengthAvailable
BaseStats.StrengthSkill
BaseStats.StrengthSkillcheckBonus
BaseStats.StrongArmsStaminaCostReduction
BaseStats.StunApplicationRate
BaseStats.StunImmunity
BaseStats.SubMachinegunStaminaCostReduction
BaseStats.SuicideHackMemoryCostReduction
BaseStats.Sway
BaseStats.SwayCenterMaximumAngleOffset
BaseStats.SwayCurvatureMaximumFactor
BaseStats.SwayCurvatureMinimumFactor
BaseStats.SwayInitialOffsetRandomFactor
BaseStats.SwayResetOnAimStart
BaseStats.SwaySideBottomAngleLimit
BaseStats.SwaySideMaximumAngleDistance
BaseStats.SwaySideMinimumAngleDistance
BaseStats.SwaySideStepChangeMaximumFactor
BaseStats.SwaySideStepChangeMinimumFactor
BaseStats.SwaySideTopAngleLimit
BaseStats.SwayStartBlendTime
BaseStats.SwayStartDelay
BaseStats.SwayTraversalTime
BaseStats.SystemCollapseImmunity
BaseStats.SystemCollapseMemoryCostReduction
BaseStats.TBHsBaseCoefficient
BaseStats.TBHsBaseSourceMultiplierCoefficient
BaseStats.TBHsCoverTraceLoSIncreaseSpeed
BaseStats.TBHsMinimumLineOfSightTime
BaseStats.TBHsReactionCooldownReduction
BaseStats.TBHsSensesTraceLoSIncreaseSpeed
BaseStats.TBHsVisibilityCooldown
BaseStats.Tech_Central_Milestone_2_Discount
BaseStats.Tech_Central_Perk_2_2_Humanity
BaseStats.Tech_Master_Perk_3_Humanity
BaseStats.TechBaseChargeThreshold
BaseStats.TechMaxChargeThreshold
BaseStats.TechMod1_EMPChance
BaseStats.TechMod3_ChargeTime
BaseStats.TechnicalAbility
BaseStats.TechnicalAbilityAllocated
BaseStats.TechnicalAbilityAvailable
BaseStats.TechnicalAbilitySkill
BaseStats.TechnicalAbilitySkillcheckBonus
BaseStats.TechOverChargeThreshold
BaseStats.TechPierceChargeLevel
BaseStats.TechPierceDamageFactor
BaseStats.TechPierceEnabled
BaseStats.TechPierceHighlightsEnabled
BaseStats.TechPierceScanAngle
BaseStats.TechWeaponDamagePercentBonus
BaseStats.ThermalDamage
BaseStats.ThermalDamageAdditiveMultiplier
BaseStats.ThermalDamageMax
BaseStats.ThermalDamageMin
BaseStats.ThermalDamageModifierHelper
BaseStats.ThermalDamagePercentBonus
BaseStats.ThermalDamagePercentBonusModifierHelper
BaseStats.ThermalResistance
BaseStats.ThermalResistanceModifierHelper
BaseStats.ThrowMod1_CanReturn
BaseStats.ThrowMod1_ReturnChance
BaseStats.ThrowMod3_Armor_Pene
BaseStats.ThrowRecovery
BaseStats.TimeBankCharges
BaseStats.TimeBankRegenDelayOnChange
BaseStats.TimeBankRegenEnabled
BaseStats.TimeBankRegenEndThrehold
BaseStats.TimeBankRegenRate
BaseStats.TimeBankRegenStartDelay
BaseStats.TimeBankRegenStartThreshold
BaseStats.TimeDilationKerenzikovDuration
BaseStats.TimeDilationKerenzikovPlayerTimeScale
BaseStats.TimeDilationKerenzikovTimeScale
BaseStats.TimeDilationOnHealthDropCooldownDuration
BaseStats.TimeDilationSandevistanCooldownBase
BaseStats.TimeDilationSandevistanCooldownReduction
BaseStats.TimeDilationSandevistanDuration
BaseStats.TimeDilationSandevistanEnterCost
BaseStats.TimeDilationSandevistanRechargeDuration
BaseStats.TimeDilationSandevistanTimeScale
BaseStats.TimeDilationWhenEnteringCombatDuration
BaseStats.TranquilizerImmunity
BaseStats.TurretFriendlyExtension
BaseStats.TurretShutdownExtension
BaseStats.TwoHandBluntStaminaCostReduction
BaseStats.TwoHandHammerStaminaCostReduction
BaseStats.UltimateHackSpread
BaseStats.UltimateMemoryCostReduction
BaseStats.UnconsciousImmunity
BaseStats.UnequipAnimationDuration_Corpo
BaseStats.UnequipAnimationDuration_Gang
BaseStats.UnequipDuration
BaseStats.UnequipDuration_Corpo
BaseStats.UnequipDuration_Gang
BaseStats.UnequipDurationModifier
BaseStats.UnequipItemTime_Corpo
BaseStats.UnequipItemTime_Gang
BaseStats.UnlockProgress
BaseStats.UpgradingCostReduction
BaseStats.UpgradingMaterialRetrieveChance
BaseStats.UploadQuickHackMod
BaseStats.VehicleDamagePercentBonus
BaseStats.VehicleDamageQualityDivisor
BaseStats.VehicleMinHealthPercentWhenDamaged
BaseStats.VehicleMissileLauncherBaseCharges
BaseStats.VehicleMissileLauncherCharges
BaseStats.VehicleMissileLauncherChargesRegenBegins
BaseStats.VehicleMissileLauncherChargesRegenDelayOnChange
BaseStats.VehicleMissileLauncherChargesRegenEnds
BaseStats.VehicleMissileLauncherChargesRegenRate
BaseStats.VehicleMissileLauncherChargesRegenStartDelay
BaseStats.VehicleMissileLauncherLockOnTime
BaseStats.VehicleMissileLauncherMaxCharges
BaseStats.VehicleMissileLauncherProjectilesPerCharge
BaseStats.VehicleMissileLauncherRechargeDuration
BaseStats.VehicleMissileLauncherRegenEnabled
BaseStats.VehicleMissileLauncherSalvoCharges
BaseStats.VendorBuyPriceDiscount
BaseStats.VendorSellPriceDiscount
BaseStats.Visibility
BaseStats.VisibilityReduction
BaseStats.VisibilityReductionModifierHelper
BaseStats.VisualStimRangeMultiplier
BaseStats.VulnerabilityExtension
BaseStats.VulnerableImmunity
BaseStats.WasItemUpgraded
BaseStats.WasQuickHacked
BaseStats.WeakspotDamageMultiplier
BaseStats.WeaponEvolutionToStaminaCost
BaseStats.WeaponHasAutoloader
BaseStats.WeaponNoise
BaseStats.WeaponPosAdsX
BaseStats.WeaponPosAdsY
BaseStats.WeaponPosAdsZ
BaseStats.WeaponPosX
BaseStats.WeaponPosY
BaseStats.WeaponPosZ
BaseStats.WeaponRotAdsX
BaseStats.WeaponRotAdsY
BaseStats.WeaponRotAdsZ
BaseStats.WeaponRotX
BaseStats.WeaponRotY
BaseStats.WeaponRotZ
BaseStats.WeaponSwapDuration
BaseStats.WeaponTypeToStaminaCost
BaseStats.WeaponVehicleDamagePercentBonus
BaseStats.WeaponVFX_BulletFxScaleFullAutoRandomization
BaseStats.WeaponVFX_BulletFxScaleFullAutoRandRange
BaseStats.WeaponVFX_BulletFxScaleFullAutoRandStart
BaseStats.WeaponVFX_DecalFxScale
BaseStats.WeaponVFX_MuzzleFxScale
BaseStats.WeaponVFX_ProjectileFxScale
BaseStats.WeaponVFX_ShellsFxScale
BaseStats.WeaponVFX_TracerFxScale
BaseStats.Weight
BaseStats.WoundedImmunity
BaseStats.WoundHeadDamageThreshold
BaseStats.WoundLArmDamageThreshold
BaseStats.WoundLLegDamageThreshold
BaseStats.WoundRArmDamageThreshold
BaseStats.WoundRLegDamageThreshold
BaseStats.XPbonusMultiplier
BaseStats.ZoomLevel
Items.weapon_grenade_Stat_ChargeDischargeTimeModifier