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What is your game directory, where can you find it?
Summary
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
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.
Unless you changed the default settings, your game is installed here:
You can open a Windows Explorer in the game folder like this:
Press Windows+R
to open the Run
dialogue
type explorer
(don't forget the space)
Copy and paste the game path from the table above into the text box
Press Enter
or click OK
If you don't know your game directory, you can find it in your client:
Right-click on the game in your library, then select Manage
-> Browse local files
With the game selected in your library, click on the More
button, then on Manage Installation
and Show folder…
Right-click on your game in the list and select Manage
. Then, click on the folder icon:
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
:
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.
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.
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
.
Modding your game, for users
This page will teach you how to install mods manually.
If you want to create mods instead, check the Modding Guides section
If you need help installing Cyberpunk, check Getting Started
If your modded install is acting up, please check Troubleshooting
We strongly recommend using a mod manager. You have the following options (the links go to wiki pages with more information):
Vortex Mod Manager (Nexus Mod Manager)
MO2 (Mod Organizer 2) (known from e.g. Skyrim and Fallout)
It is possible to mod your game fully manually (and in fact, many modders do exactly that), but you have to understand the stuff on this page.
Mod managers will save you from that effort.
TL;DR: Your mods will not work unless you
put all files into the right folders
make sure to install all requirements (and their requirements)
When you fuck things up, hit up #troubleshooting or run mod remover and start over.
To see an #overview-of-mod-folders, scroll down.
You mod Cyberpunk 2077 by adding files to your game directory. The game natively supports modding, and the core mods will
The game directory is the toplevel folder of your game install.
Unless you changed the default settings, it will be installed to:
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 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.
For more detailed information, see Users: troubleshooting requirements.
TL;DR:
Unless a requirement is marked as optional, your mod will not work until you install all of them.
Some requirements have requirements of their own. Make sure to check.
Although Cyberpunk natively supports modding, this out-of-the-box support is limited in what it lets modders do. To allow greater freedom, a number of frameworks have been created to allow e.g. adding items, influencing the weather, or add 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 manually upgrading once the frameworks you need have been brought up-to-date. To learn more about this, check Core Mods explained.
TL;DR: you can ignore this unless you want to understand how things work.
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
If REDmod is not installed and activated, your mods in /mods
will not load.
Loading a mod as REDmod means that Cyberpunk will precompile it to optimize load times — integrating it into the game's other files by adding it to the files under r6/cache
.
By contrast, vanilla mods (from /archive/pc/mod
) will be loaded individually and might add to your load times.
For instructions on how to install, see 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
.
You can install mods via Vortex 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" 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.
If in doubt, install the non-REDmod ("legacy"
) format. To learn why, check #whats-the-difference below the table.
Here is how you can tell the two apart:
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.
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.
As a rule of thumb, here's which files go where:
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).
Install the core requirements for Cyberpunk2077 modding, decide how to manage your mods, and set up a mod manager
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:
Make sure you have all the required programs to operate mods and their managers; these are separate from modding framework requirements, but just as important.
This guide assumes that you have already bought Cyberpunk 2077 on the platform of your choice (Steam, GOG or EPIC).
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:
Like everything else, Cyberpunk will run significantly faster from an SSD rather than a HDD.
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.
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.
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.
Click the button at the top of the page labeled "Install".
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.
Optional: Select a game language other than English
Optional: Create a desktop shortcut by ticking the first box "Create desktop shortcut"
Optional, but recommended: Disable auto-updates by unchecking the second box "Keep this game up to date automatically"
Press "Install"
Wait until GOG has done it's thing, then proceed to the next section.
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.
From there, select "Manage Installation" and then "Configure". A window will pop up where you can change your desired settings:
Installation (first tab): Disable auto-updates
Features (second tab): Enable mods
DLC (third tab): Select at least Cyberpunk 2077 REDMod
To be done
To be done
Navigate to Cyberpunk 2077
Click Play
Click the Settings button and Enable mods
Click Play (Do not skip this)
To be done
To be done
Navigate to Cyberpunk 2077
Click Play
Click the Settings button and Enable mods
Click Play (Do not skip this)
You may now move on to mod manager and mod installation.
Published: Jan 27 2024 by Last documented update: Jan 27 2024 by
Published: ?? by Last documented update: April 27 2024, by
Directory | explanation |
---|---|
REDmod | Vanilla mod (packed correctly) |
---|---|
How to install mods with
How to configure
If you are on Windows, and the latest
If you already have the game installed, you can skip this section and proceed with
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 ) or even CDPR's own REDmod launcher. But hey, at least things are very secure.
That's it, you are done with your install of the game! You can now move on to .
If you already have the game installed, you can skip this section and proceed with
That's it, you are done with your install of the game! You can now move on to .
If you already have the game installed, you can skip this section and proceed with
That's it, you are done with your install of the game! You can now move on to .
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
\mods
REDmod directory: contains .archive mods (in subfolders)
\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 Cyber Engine Tweaks
\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
/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
Game install |
|
Mod download and staging |
|
MO2 (Mod Organizer 2) is a free mod manager widely used in modding Bethesda games like Skyrim or Fallout. It supports Cyberpunk and is easy to use.
Please ask on their Discord server if you need help with MO2 in general.
If you want to improve the guide, you are very welcome!
Install MO2
Install CET and Red4ext manually (or with rootbuilder). These mods are script extenders and must be in the roor game folder.
Install the rest of the mods simply with the Nexus "install with manager" button
Always launch the game through MO2
That's all. Using MO2 leaves your base game directory untouched, and you can easily install and uninstall mods, update old mods or use profiles.
is in a folder named after the mod
might be inside an extra folder
has an info.json
does not have an info.json
has a subfolder archives
or tweaks
at the top level
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:
Merge the folders archive
, bin
, r6
into the folders with the same names directly in Cyberpunk 2077
Installing and setting up Vortex Mod Manager, the recommended way to install, manage, and upgrade mods.
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.
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.
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.
Once you are signed in on Nexus, it's time to download Vortex Mod Manager.
Click this link, it will take you directly to the download page
Select the "Manual Download" option on the first entry:
You'll now see a download page. If you don't have Nexus Premium,
Select "Slow Download"
Wait through the five seconds cooldown
Optional, depending on your browser: Select your download location for files that you don't want to keep
Wait until the installer is downloaded
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
Proceed with the steps in the next section
Once you run the installer, you may get a prompt from Windows, asking you if you want to allow this app to make changes to your device. Select yes, and then Vortex will begin its install.
If you chose the custom install location option, you will a prompt asking you where you would like to install Vortex to. Further instructions will assume an install location of C:\Program Files\Black Tree Gaming Ltd\Vortex
Congrats! You've finished installation! Vortex should launch automatically and you can now move onto 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?)
If you are already logged in, proceed to the next section "Adding Cyberpunk"
If Vortex didn't open by itself, open it from the start menu.
Log into Nexusmods by clicking on the red circle in the top right of your client
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
Optional: log into nexusmods (if you aren’t)
Allow Vortex to access your Nexus account by clicking "Authorize":
Click "Log in to Vortex":
Instead of the red icon, you should now see your profile picture and username from nexusmods.
This section will tell you how to add Cyberpunk to Vortex's managed games.
On the sidebar on the left side of your dashboard, click "Games"
In the page that now shows, type "Cyberpunk" into the search bar
Hover over its thumbnail and click "manage"
You will now see a popup complaining about "Game support not installed". Don't panic, this is expected!
Click the "download" button at the bottom of the window to install the Vortex plugin for Cyberpunk:
The extension should download automatically
You need to restart Vortex – agree to the prompt.
Optional: If Vortex was able to auto-detect your game install, you are done now and can proceed with the Settings section.
Vortex will tell you that it couldn't detect your game install and prompt you to set it manually. Click "Continue".
In the explorer window that now pops up, navigate to the folder containing your Cyberpunk exe (e.g. C:\Games\Cyberpunk 2077\bin\x64
)
Once you are in the right folder, click "Select Folder"
Vortex can now manage your game! Proceed to the next section, Settings.
This section tells you how to set the recommended settings in Vortex, grouped by tab. If a tab isn't covered, there are no recommendations and you can do what you like.
Start by clicking "Settings" in the left sidebar of your Vortex Dashboard, then select the first tab.
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:
To put a mod in the game, Vortex requires you to complete four steps. The folders for these are configured in the Mods section.
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.
Installing: Unpacks the mod and copies it to Vortex's staging directory.
Enabling: This mod should be included in the next deploy
Deploying: The mod has been copied from Vortex's staging directory to your Cyberpunk game directory.
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.
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
This only has one setting: automatic REDmod conversions. You will want to turn it off.
This section controls Vortex file storage. It's mostly a matter of personal preference and disk space availability on your end.
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.
Where Vortex stores downloaded archives. Can be wherever you like, even on a different drive.
We recommend keeping an extra folder in there for manually downloaded mods, as Vortex can manage these as well – you just have to drag-and-drop them into the client.
Finally, we will return to our dashboard.
No matter what settings you chose in interface, you should still have a section labeled "Tools", where at this point you should at least see four things, the last of which will be disabled:
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.
You're almost to the mod page, but first, you need to get some mods. Let's start by installing the core framework collection, which contains everything that other mods require.
Click on "Collections" in the sidebar
Select "Discover more collections."
Wait until the selection page pops up.
Select Core Mods and click "Add to Vortex".
This will open a window in Vortex, with the thumbnail and name of the collection, which profile you want to install it to if enabled, and any additional install instructions.
Click "Install Now": This collection has no extra instructions.
You will get a new window for the first mod: click the "Download" button
The Nexus "Slow/Fast" download button for the corresponding version will open. The correct version has been picked by the mod author.
Click "Slow Download" (unless you're a premium user)
Rinse and repeat this process until you have all mods in the collection.
As this is a collection, each mod will – regardless of our settings – be installed as its downloaded. As they deploy, you will see a screen pop up with a lot of code flowing by. Don't worry, this is just Vortex deploying your REDmods.
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.
At this point, assuming your notifications are all green or blue, you can safely play your game. However, you won't notice many changes, as the framework mods aren't doing much on their own...
The game should always launch with just the core frameworks enabled. If it doesn't, head over to the troubleshooting page and make sure that you can launch and start a new game.
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.
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.
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.
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.
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.
Click this link, which will take you straight to the files tab.
Select whichever one you like, like the "Arey", third option down.
Optional: Check what it looks like
Click on the "images" tab (to the right of "files")
Find the picture named "Arey"
Navigate back to the "Files" tab
Scroll down to the third option, Arey Hair PHYSICS ENABLED
The file doesn't have any particular instruction.
Optional: view the file contents – they sometimes contain helpful information:
Manually download the file – you know the drill by now.
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
You should now have successfully installed the file.
If you have used the recommended settings, it should enable and deploy automatically. Otherwise, you need to do that yourself.
Start the game
Head to the character creator and create a female-bodied V
Check hair 48 – normally, it looks like this:
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.
Congratulations! You know how to use Vortex!
Only update once all frameworks are stable!
Always make sure that your framework mods are up-to-date.
In GOG, this is a global setting — you can only disable auto-update for all of your games.
Open the settings and select the entry Game features
in the sidebar, then uncheck the box for Auto-update games
.
In the EPIC launcher, this is a global setting — you can only disable auto-update for all of your games.
Open the settings menu and scroll down to MANAGE GAMES
, then disable auto-updates.
Unlike the competition, Steam will not give you any control about auto-updating. For that reason, you need to forbid it from writing to a specific file on disk, without which it will be literally unable to update. Here's how:
Find the steamapps
folder (:
Right-click on Cyberpunk 2077 in your Steam Library and select Properties
On the side bar, click on Local Files
Select Browse
. This will take you to Cyberpunk's install directory, which is inside the folder we want (e.g. C:\Steam\steamapps\common\Cyberpunk 2077
)
Navigate two levels up (in windows explorer this is done by clicking the up arrow at the top left of the window, next to the file path, or by using the shortcut Alt + Up Arrow Key)
Find the file appmanifest_1091500.acf
Set the file to read-only:
Right-click on the file and select Properties
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!
Head to the Cyberpunk game detail page
Find the settings button next to the Play button
Select Manage Installation
-> Configure…
Select the game version
Sorry, choomba, you're fucked. No downgrading possible.
Since 2.0, Steam supports downgrading to version 1.63_hotfix.1
.
Right-click on the game in Steam and select Properties, then go here:
For downgrading to other versions, see the expandable box below.
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.
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.
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.
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.
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
Things fall down when you let go of them, and mods break whenever a game updates. That is due to .
You should generally wait with updating to the latest game version until all mods are up-to-date. If it's too late for that, you can try Cyberpunk, or wait until the frameworks update.
Longer instructions can be found , but the condensed version (courtesy of our lovely Discord community) goes as follows: First 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 (Base Game) and (Phantom Liberty), and find the new Manifest ID tag.
You might still need to do a script cache reset or other cleanup before the game starts up nice, so head on over to if need be.
If you already have REDMod installed and just want to enable mods, check .
This section is for managing mods with Redmod. For creating mods, see
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.
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
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 |
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.)
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
How does load order work in Cyberpunk?
This page will explain to you what Load Order is and how it works, then tell you how to influence it.
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).
There currently is no tool to check tweak conflicts
Unless two mods are changing the same file, you don't need to bother about this at all. Unfortunately, the moment you're using frameworks or anything body modding related, you will run into this scenario.
In Cyberpunk, conflicts inside .archive
mods are one per-file basis, whatever mod modifies a file first will win – unlike e.g. Skyrim, where esps may overwrite each other.
There are two mods that change boob size (and both mods modify the same file, e.g. a rig or mesh):
Since i_know_nothing_about_back_problems will load first, the conflicting file inside realistic_boobs_DDDDDDDDD_cup does nothing.
The game loads mods in the following order (higher wins):
All .archive files in Cyberpunk 2077/archive/pc/mod
in alphabetical order (see below).
Note: If a file called
modlist.txt
is found insidearchive/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.
Anything in Cyberpunk 2077/mods
. All REDmod archives are loaded strictly after all archive files found inside /archive/pc/mod
.
The game reads mods in ASCII-alphabetical order (REDmods by folder name, .archive files by archive file name).
This is ASCII ordering:
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.
If you are creating a compatibility mod (something that modifies the files of another installed mod), then yours needs to load first.
How to get mods working on SteamDeck or other Linux distros
You need to
Install d3dcompiler_47
Install vcrun2022
Adjust the Steam launch option to be:
WINEDLLOVERRIDES="winmm,version=n,b" %command%
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 KDE-based distros should be similar. Other Linux distros will need to go to their respective app stores to download Protontricks.
To configure the necessary parameters, you can use the app Protontricks, which you can download through the built-in app browser "Discover":
Open Protontricks (you can search for this by selecting start menu)
When Protontrick opens, select Cyberpunk:
Choose "Select the default wineprefix":
Add an override: Check both of the checkboxes below
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.
Switch to steam and make sure that the launch options are set as below:
The command is case sensitive. If you set it wrong, this will not work. You can copy-paste the text from the box above.
Open Lutris
Right click on the game > Settings
> Runner options
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
Scroll down to DLL overrides, click on Add to add a key. Add the following keys:
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:
The command is case sensitive. If you set it wrong, this will not work. You can copy-paste the text from the box above.
Written by Published on Nov 22, 2023
For REDmods, see
For .archive mods, use Fuzzo's Archive Conflict Checker Tool ().
Mod name | Pos | why |
---|
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 ().
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
.
Find a guide how to optimize Cyberpunk 2077 settings for SteamDeck on
This page tells you how to set the launch options for Steam under Linux. If you have trouble after an update and have exhausted , make sure to double-check them — sometimes, Steam helpfully deletes them for you to make sure that your game crashes on startup. For GoG or Epic Games Store, the steps are the same, but the location to set the launch options are different.
If you can't get it to work, follow the steps below to apply the launch options via Protontricks, or search the #red4ext-support
channel on the to find out what else you can do.
If you don't want to read text, find a video documenting the process . Thanks to Connor for providing the screenshots and transcription!
If this still doesn't work, check the for additional instructions, or find us on in #mod-troubleshooting
.
Taken from
MyMod.archive | 2 | M comes before m |
myMod.archive | 3 |
!myMod.archive | 1 | ! comes before A |