Structure
Last updated
Last updated
When creating a REDmod, there is a certain structure that you will want your mod to be in when sharing it with others so that it can be easily 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
along with some other folder(s) which contain the animations, tweeks, sounds, or archives as you see fit. The structure will look somewhat like below
Whether you are doing , , , , or other mods (archive mods), you will need 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.
For a REDmod to be recognized as such by the game engine, the primary requirements incluse this info.json
file. This file sits in the root folder of the mod's folder. 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 will 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 .
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.
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.
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
{"name": "MODNAME","description": "Description for the script mod.","version": "1.0.0","customSounds": [ ]}✅Done. To test, launch the game with REDmod.
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
{"name": "MODNAME","description": "Description for the tweak mod.","version": "1.0.0","customSounds": [ ]}✅Done. To test, launch the game with REDmod.
Add the .wav
sound files you wish to import to your /customSounds folder in your mod project
Click View > Sound Modding tool
In the Sound Modding tool, choose which to mod from the list of game sound events
Adjust the parameters
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.
Example
{"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 - 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
file - the .wav
file to use (inside /customSounds
)
gain and pitch
The REDmod animation import tool can be used as a Plugin in .
The REDmod animation import tool can be used as a Plugin in .