deploy
- Deploys mods to the game by compiling them together
The deploy
command stages installed mods to work when the game starts with the modded
flag.
archives from <Cyberpunk 2077>/mods/<name>
are staged to load
scripts in <Cyberpunk 2077>/mods/<name>/scripts
are compiled into a modded script blob
tweak files in <Cyberpunk 2077>/mods/<name>/tweaks
are compiled into a modded tweakDB blob
sound files in <Cyberpunk 2077>/mods/<name>/customSounds
are staged to load
You can specify a specific load order with the -mod parameter
-root=<path>
the game root folder for which the deploy command is run.
INFO - this needs to be
<Cyberpunk 2077>
-mod=<modA dirname> [<modB dirname> ...]
stage only the mods in the given directory names (without the leading mods\),
in left to right load order precedence. You must escape any spaces by enclosing the argument in double quotes (for example Mod With Space
should be given as -mod="Mod With Space"
.)
-modlist=<filename>
-?|-h|--help
Prints out a description of how to use the command.
redmod deploy -root="C:\Gog\Cyberpunk 2077"
Stages all installed mods under C:\Gog\Cyberpunk 2077\mods
for loading
redmod deploy -root="C:\Gog\Cyberpunk 2077" -mod=modB modA modC
Stages only the three mods C:\Gog\Cyberpunk 2077\mods\modA\
, C:\Gog\Cyberpunk 2077\mods\modB\
and C:\Gog\Cyberpunk 2077\mods\modC\
for loading. In this case, modB
will override both modA
and mod
C, and modA
will override modC
(in case any of them modify the same asset paths.)
redmod deploy -root="C:\Gog\Cyberpunk 2077" -modlist="loadorder.txt"
Same as above, but will load the mods from the file loadorder.txt instead.
https://www.cyberpunk.net/en/modding-support
Last documented edit: Sep 08 2024 by
This page will tell you the following things:
If you just want to turn it on, check here.
If you're looking for the log, go to your Cyberpunk 2077 game directory and find it under
tools\redmod\bin\REDmodLog.txt
If you are a mod developer, check REDmod for mod devs
I just want to know which to use!
Unless the mod author says otherwise, do not use REDmod.
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.
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.
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 install instructions, check
For creating mods, see the Modding Guides section in the wiki's navigation tree to the left.
REDmod preloads any mods on its list, loading them as if they were a part of the game's regular structure. Preloading requires the game to be started via launcher (or Vortex) and will add a short delay, but the loading times during gameplay will be much faster.
Compatibility: Not all mods can be easily converted. Some outright break in the process.
Especially modders don't like the extra delay during startup
While the mods are precompiled, a console window will be visible. This scares many users.
The 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.
Legacy mods will load before any REDmods.
You can handle deployment and load order with
the REDlauncher that comes with the game
Vortex Mod Manager from NexusMods
REDmod WolvenKit integration and manage your mods easily from within the WolvenKit Mod Manager
starting Cyberpunk with the parameter -modded
Navigate to Cyberpunk 2077
Click Play
Click the Settings button and Enable mods
Click Play (Do not skip this)
A window will open showing progress on mod deployment.
Conflicts are handled on a per-file basis, but can be handled by specifying a specific load order. The rules here are the opposite of e.g. Skyrim: the first mod to change a file wins.
Example:
modA contains a script file
Cyberpunk 2077\mods\modA\scripts\cyberpunk\player\player.script
.
modB contains a script file with the same name:
Cyberpunk 2077\mods\modB\scripts\cyberpunk\player\player.script
This will discard all changes modB made, since by default, REDmod and the game loads mods alphabetically (modA overrides changes in modB).
However, you can specify a load order with REDmod, which the game will respect.
If a REDmod is giving you trouble, you can force a redeploy by either of the following means:
Either
Delete the content of r6/cache/modded
in your Cyberpunk directory
or
Uninstall the mod
Start the game
As soon as it launches, close the game again
Reinstall the mod
Now, restart the game. REDMod will rebuild the cache and hopefully fix your problem.
REDMod's redeploy is triggered on any of these changes:
mods change: You added or removed a mod
A mod's version changes: The version number in the info.json
was changed.
A mod's files change: You added or removed archives
The REDmod deploy
command stages installed mods to work when the game starts with the modded
flag.
Open the WolvenKit Mod Manager.
Click the Deploy Mods button in the toolbar.
You will see all installed mods in your game. Enable the mods you would like to play with.
You can specify a specific load order with the -mod parameter:
This will override changes to \cyberpunk\player\player.script
that modA makes in favor of modB. It will also tell the game to load modB before modA and modC.
Open the WolvenKit Mod Manager.
Adjust the load order by dragging and dropping rows.
Click the Deploy Mods button.
You can adjust the load order by dragging and dropping the installed mods inside the mod manager.
When you click the Deploy Mods button, the current load order will be forwarded to redmod.exe and mods will be deployed and loaded in this order.
To start a modded game that loads mods deployed by REDmod use the -modded
flag on Cyberpunk2077.exe
Example:
This however will skip the initialization process that should be done after any new REDmod mod install.
INFO The executable is located at
<Cyberpunk 2077>\bin\x64\Cyberpunk2077.exe
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
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.
Before being able to play a modded game, you need to your installed mods.
Then, you need to before starting the game.
If that doesn't do it, you can consult the for advice.
Scripts: Compiled into a script blob |
Tweaks: Compiled into a modded tweakDB |
Sound files |
/mods//scripts
/mods//tweaks
/mods//customSounds