https://www.cyberpunk.net/en/modding-support
REDmod is a modding framework and a set of command line tools for modding Cyberpunk 2077 that allow you to compile script and tweak source files and allow for sound and animation modding.
If you already have REDMod installed and just want to enable mods, check here.
You can find the log file under tools\redmod\bin\REDmodLog.txt
.
To start creating mods or using mods for Cyberpunk 2077 you must first 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.
If you're accessing Cyberpunk through Steam Family Sharing, you'll be unable to install REDMod (thanks, Steam!). In this case, you can ask the person who's family sharing with you for their Tools
folder.
When REDmod is installed correctly you will find a new folder tools/redmod
inside your game root directory, with subfolders: bin
, scripts
, tweaks
.
REDmod is a command line tool developed by CDPR and Yigsoft which can be used to stage installed mods to work with a modded game.
This section is for managing mods with Redmod. For creating mods, see Modding Guides
REDmod preloads any mods on its list, loading them as if they were a part of the game's regular structure. Preloading requires the game to be started via launcher (or Vortex) and will add a short delay, but the loading times during gameplay will be much faster.
Compatibility: Not all mods can be easily converted. Some outright break in the process.
Especially modders don't like the extra delay during startup
While the mods are precompiled, a console window will be visible. This scares many users.
The game loads redmods from this path: <Cyberpunk 2077>/mods/<name>
.
EXAMPLE: REDMod:
C:\GoG\Cyberpunk 2077\mods\<name>\archives\<name>.archive Legacy: C:\GoG\Cyberpunk 2077\archive\PC\mod\<name>.archive
Legacy archive mods in <Cyberpunk 2077>/archive/pc/mod
are still supported, but their load order cannot be managed with REDmod.
Legacy mods will load before any redmods.
Before being able to play a modded game, you need to deploy your installed mods.
Then, you need to activate mods before starting the game.
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
Open GOG - Cyberpunk 2077
Click Manage Installation -> Configure ...
Open the Features Tab
Select Enable mods
Click OK
Play the game
A window will open showing progress on mod deployment.
Navigate to Cyberpunk 2077
Click Play
Click the Settings button and Enable mods
Click Play (Do not skip this)
A window will open showing progress on mod deployment.
Conflicts are handled on a per-file basis, but can be handled by specifying a specific load order. The rules here are the opposite of e.g. Skyrim: the first mod to change a file wins.
Example:
modA contains a script file
Cyberpunk 2077\mods\modA\scripts\cyberpunk\player\player.script
.
modB contains a script file with the same name:
Cyberpunk 2077\mods\modB\scripts\cyberpunk\player\player.script
This will discard all changes modB made, since by default, REDmod and the game loads mods alphabetically (modA overrides changes in modB).
However, you can specify a load order with REDmod, which the game will respect.
If a REDmod is giving you trouble, you can force a redeploy by either of the following means:
Either of
Delete the content of r6/cache/modded
in your Cyberpunk directory
or
Uninstall the mod
Start the game
As soon as it launches, close the game again
Reinstall the mod
Now, restart the game. REDMod will rebuild the cache and hopefully fix your problem.
If that doesn't do it, you can consult the troubleshooting guide for advice.
REDMod's redeploy is triggered on either of these changes:
mods change: You added or removed a mod
A mod's version changes: The version number in the info.json
was changed.
A mod's files change: You added or removed archives
The REDmod deploy
command stages installed mods to work when the game starts with the modded
flag.
Open the WolvenKit Mod Manager.
Click the Deploy Mods button in the toolbar.
You will see all installed mods in your game. Enable the mods you would like to play with.
You can specify a specific load order with the -mod parameter:
This will override changes to \cyberpunk\player\player.script
that modA makes in favor of modB. It will also tell the game to load modB before modA and modC.
Open the WolvenKit Mod Manager.
Adjust the load order by dragging and dropping rows.
Click the Deploy Mods button.
You can adjust the load order by dragging and dropping the installed mods inside the mod manager.
When you click the Deploy Mods button, the current load order will be forwarded to redmod.exe and mods will be deployed and loaded in this order.
To start a modded game that loads mods deployed by REDmod use the -modded
flag on Cyberpunk2077.exe
Example:
This however will skip the initialization process that should be done after any new REDmod mod install.
INFO The executable is located at
<Cyberpunk 2077>\bin\x64\Cyberpunk2077.exe
This page explains the features added in the different game versions.
Load mod load order from a text file. by Auska
RedMod deploys a list of mods in order - passed through the command line.
This change now makes it you don’t have to pass the names in the command line but read it from file.
We can specify load order of archives in another load order file.
Fix mesh Export paths and allow exporting to non-base resource paths. by Mana Vortex
The fbx importer would throw an error if in the resource path there wouldn't be base
--- Example:
❌/environment/decoration/industrial/pipes/entropy_pipe_01/entropy_pipe_01_module_small_l020_a.mesh
✅base/environment/decoration/industrial/pipes/entropy_pipe_01/entropy_pipe_01_module_small_l020_a.mesh
deploy
- Deploys mods to the game by compiling them together
The deploy
command stages installed mods to work when the game starts with the modded
flag.
archives from <Cyberpunk 2077>/mods/<name>
are staged to load
scripts in <Cyberpunk 2077>/mods/<name>/scripts
are compiled into a modded script blob
tweak files in <Cyberpunk 2077>/mods/<name>/tweaks
are compiled into a modded tweakDB blob
sound files in <Cyberpunk 2077>/mods/<name>/customSounds
are staged to load
You can specify a specific load order with the -mod parameter
-root=<path>
the game root folder for which the deploy command is run.
INFO - this needs to be
<Cyberpunk 2077>
-mod=<modA dirname> [<modB dirname> ...]
stage only the mods in the given directory names (without the leading mods\),
in left to right load order precedence. You must escape any spaces by enclosing the argument in double quotes (for example Mod With Space
should be given as -mod="Mod With Space"
.)
-?|-h|--help
Prints out a description of how to use the command.
redmod deploy -root="C:\Gog\Cyberpunk 2077"
Stages all installed mods under C:\Gog\Cyberpunk 2077\mods
for loading
redmod deploy -root="C:\Gog\Cyberpunk 2077" -mod=modB modA modC
Stages only the three mods C:\Gog\Cyberpunk 2077\mods\modA\
, C:\Gog\Cyberpunk 2077\mods\modB\
and C:\Gog\Cyberpunk 2077\mods\modC\
for loading. In this case, modB
will override both modA
and mod
C, and modA
will override modC
(in case any of them modify the same asset paths.)
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