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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 |
---|---|
redmod import -gameRoot=<depot> -inputPath=<file> -animset=<resource-path> [options]
The import
command imports an .re
animation file into an existing .anims
animation set file.
Optional parameters include specifying an existing animation name to rename inside the animset file (otherwise the filename of the .re
animation file is used) or specifying a different output path (default is overwrite).
INFO - It is best to name
.re
animation correctly even if you replace an existing animation, because the imported animation will always have the filename of the.re
file.
-gameRoot=<path>
directory-path to the depot for animset and output (e.g. C:\modding\depot
)
INFO - this is the base depot from which relative <resource-paths> are loaded
INFO - You need to have the
.rig
file used by the.anims
animationset present in your depot path.
-inputPath=<file>
absolute path to the animation .re
file
-animset=<resource-path>
resource .animset file to use
INFO - resource path must start with
base\
(e.g.base\animations\npc\generic_characters\male_average\open_world\generic_male_average__stand__rh_cane_lh_cigar__01.anims
)
-outputPath=<resource-path>
resource .anims
file name to write, default is to overwrite the input animset (resource path must start with base\
)
-animationRename=<name>
parameter representing the old name of animation to be replaced by the new animation (default is the filename of the .re
animation file)
INFO - the imported animation will always have the filename of the
.re
file even if you specify the animationRename parameter.
-?|-h|--help
Prints out a description of how to use the command.
redmod import -gameRoot="E:\modding\depot" -input="E:\raw files\animtest1\macarena_long (1).re" -animset=base\animations\npc\generic_characters\male_average\open_world\generic_male_average__stand__rh_cane_lh_cigar__01.anims -output=base\out\new_test.anims -animationRename=stand__rh_cane_lh_cigar__01__smoke__02"
Imports the animation file E:\raw files\animtest1\macarena_long (1).re
into the animset file E:\modding\depot\base\animations\npc\generic_characters\male_average\open_world\generic_male_average__stand__rh_cane_lh_cigar__01.anims
and replaces the animation with the name stand__rh_cane_lh_cigar__01__smoke__02 with the name macarena_long (1). The result is saved to to E:\modding\depot\base\out\new_test.anims
.
Using Redmod to create mods.
Last documented edit: Sep 07 2024 by
This page tells you how to use REDmod for mod creation.
If you want to know what REDmod does, check
If you're a mod user, check the page in the Mod Users section
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:
An example REDmod might look something like this:
When sharing you mod, you would package the folder that is the name of the mod. You could also package the mods folder with the "mod folder", but it is not necessary and it is assumed one might have other mods in their mods
folder anyways.
For a REDmod to be recognized and loaded by the game engine, you must include an info.json
file. This file sits in the root folder of the mod's folder at the same level as the subfolders containing your modded files. There are two required entries and a few optional entries that can be in this json file. At minimum a name
field and a version
field are needed:
In the above:
The name
field is the mod's name and should generally be the same as the folder the info.json
file sits in.
The version
field is the mod's version. The version should generally use "Semantic Versioning"
The description
field is optional for all mods, but it is generally suggested one should include it so other tools have something to display for a given mod.
INFO - Semantic Versioning is a method of versioning where each number gives meaning for a release based on their position. It uses the format
MAJOR.MINOR.PATCH
where aMAJOR
release change is one which will break workflows,MINOR
could break a workflow but is generally safe and might introduce deprecations, and aPATCH
is a small non breaking change that all users on the sameMAJOR
andMINOR
can update to without any issues.
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!
To make a script mod in REDmod:
make a new mod and create a new folder here: <Cyberpunk 2077>/mods/MODNAME/scripts
copy the .script
file(s) you want to change from <Cyberpunk 2077>/tools/redmod/scripts
preserving the folder structure!
add an info.json
file to <Cyberpunk 2077>/mods/MODNAME/scripts
with some mod info
Done. To test, launch the game with REDmod.
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 , , , , 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.
The customSounds
field is semi-optional. It is required for .
.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
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
you can also export textures using the wolvenkit gui (recommended)
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
To make a tweak mod in REDmod:
make a new mod and create a new folder here: <Cyberpunk 2077>/mods/MODNAME/tweaks
copy the .tweak
file(s) you want to change from <Cyberpunk 2077>/tools/redmod/tweaks
preserving the folder structure!
add a info.json
file to <Cyberpunk 2077>/mods/MODNAME/tweaks
with some mod info
Done. To test, launch the game with REDmod.
The REDmod sound import tool can be used in a WolvenKit project.
Add the .wav
sound files you wish to import to your /customSounds folder in your mod project
Click Tools > Sound Modding Tool
In the Sound Modding Tool, choose which event to mod from the list of game sound events
Adjust the parameters in the bottom right
Click Save
Place raw .wav
audio files inside <Cyberpunk 2077>/mods/<name>/customSounds
. Include a info.json file with your mod (<Cyberpunk 2077>/mods/<name>/customSounds/info.json
) where you sepcify how to use your custom sounds.
name - the game audio event to override
type - 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 - the .wav
file to use (inside /customSounds
)
gain and pitch
The REDmod animation import tool can be used as a Plugin in WolvenKit.
Add the .re
animation file you wish to import to your /Raw folder in your mod project
Add the .anims
animation set file from the game with the Asset Browser
Click View > Import/Export tool
In the Import/Export tool, navigate to Import: a list of all .re
animation file in your /Raw folder will appear
Double click the entry to change the import options:
Select the .anims
animation set file to import from the dropdown
Select the animation name you wish to override from the dropdown
Click process
INFO - It is best to name
.re
animation correctly even if you replace an existing animation, because the imported animation will always have the filename of the.re
file.
INFO - You need to have the
.rig
file used by the.anims
animationset present in your WolvenKit project.
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.