🔩
Mod Developer
DeveloperModder
  • 👋Welcome!
  • Support
    • Dashboard
    • 📄Dictionary
    • 📘Glossary
      • ▫️Files
        • ▫️Assets
          • ▫️Appendix
        • ▫️Red4 Shaders
          • ▫️Definitions
          • ▫️Descriptions
      • ▫️In-Game Objects
        • ▫️Building
        • ▫️Character
          • ▫️Hair
        • ▫️Clothes
          • ▫️Variants
        • ▫️Environment
        • ▫️Vehicle
          • ▫️Assests
            • ▫️Appearance Mapping
          • ▫️TweakDB
        • ▫️Weapon
    • 🐣Getting Started
      • ▫️1. Setup
      • ▫️2. Download
      • ▫️3. Configure
    • 👪Community Links
    • 🔨Troubleshooting
      • ❔FAQ
      • ❗Problems
  • Documentation
    • Dashboard
    • Generalized guidees
      • Replace a player item with an NPC item
      • Mesh editing
      • Remove an Animation (and Potentially Replace It)
      • Change Position and Rotation of an entMeshComponent
      • PagEdit Voiceover and Subtitles In a Quest
      • Recoloring items
      • Creating new items (adding to the game)
    • 🎨Graphical Editors
      • 🦮General Guides
      • 📄General References
      • ▫️Adobe Substance
      • ▫️Autodesk Maya
      • ▫️Blender
      • ▫️Gimp
      • ▫️Krita
      • ▫️Photoshop
    • 🧑‍💻Modding Tools
      • ▫️Cyberpunk Engine Tweaks
        • 🦮Guides
          • ▫️Installing
            • ▫️Troubleshooting
            • ▫️Proton
          • ▫️Usage
          • ▫️Scripts
          • VS Code
        • 📄Reference Sheets
          • ▫️Config File
          • ▫️Font & font size
          • ▫️Uninstalling
          • ▫️UI Examples
      • ▫️MLSETUP Builder
        • 🦮Guides
        • 📄Reference Sheets
      • ▫️REDmod
        • 🦮Guides
        • 📄Reference Sheets
          • ▫️Commands
            • ▫️Deploy
            • ▫️Import
          • ▫️Usage
          • ▫️Structure
      • ▫️Redscript
        • 🦮Guides
          • Get Started
            • Download
            • REDscript in 2 minutes
        • 📄Reference Sheets
          • Language Features
            • Intrinsics
            • String formatting
            • Loops
      • ▫️Red4ext
        • 🦮Guides
          • ▫️Get Started
            • Installing RED4ext
            • Installing a Plugin
            • Configuration
            • Uninstalling
          • ▫️Creating a Plugin
          • ▫️Creating a Custom Native Class
            • Adding a Native Function
        • 📄Reference Sheets
      • ▫️TweakDB
        • ▫️TweakXL
          • 📄Reference Sheets
        • ▫️ArchiveXL
          • 📄Reference Sheets
        • 🦮Guides
      • ▫️WolvenKit
        • 🦮Guides
          • ▫️Getting Started
            • ▫️Download
            • ▫️Setup
            • ▫️Install
            • ▫️Uninstall
            • ▫️Create a mod
          • ▫️Custom Photo Mode Expressions
        • 📄Reference Sheets
          • ▫️Overview
          • ▫️Editor
            • ▫️Project Explorer
            • ▫️Properties
            • ▫️Asset Browser
          • ▫️Release Notes
      • ▫️WolvenKit.CLI
        • 🦮Guides
        • 📄Reference Sheets
    • ⚙️Utilities
      • ▫️010 Editor
        • 🦮Guides
        • 📄Reference Sheets
      • ▫️3DS
        • 🦮Guides
        • 📄Reference Sheets
      • ▫️Deep Asset Discovery
        • 🦮Guides
        • 📄Reference Sheets
      • ▫️Noesis
        • 🦮Guides
        • 📄Reference Sheets
      • ▫️Notepad++
        • 🦮Guides
        • 📄Reference Sheets
      • ▫️PixelRick's Save Editor
        • 🦮Guides
        • 📄Reference Sheets
  • Collaboration
    • Dashboard
    • 🤝Get Involved
      • Needed Documentation
      • Wanted Ads
    • 📅Meetings
Powered by GitBook
On this page
  • Usage
  • Using Mods
  • Deploying Mods and Starting the Game
  • Conflicts and Load Order
  • Advanced Topics
  1. Documentation
  2. Modding Tools
  3. REDmod
  4. Reference Sheets

Usage

Usage

REDmod is a tool to stage installed mods to work with a modded game.There are also various commands for modders to work with the game's assets.

Using Mods

The game loads mods from this path: <Cyberpunk 2077>/mods/<name>.

EXAMPLE: A simple archive mod C:\Gog\Cyberpunk 2077\mods\modA\archives\mod_a.archive.

You need to deploy your installed mods before playing a modded game.You can handle deployment and load order with

  • the REDlauncher that comes with the game

  • Vortex Mod Manager from NexusMods

  • or use the REDmod WolvenKit integration and manage your mods easily from within the WolvenKit Mod Manager.

You need to start a modded game in order to load the deployed mods in game.

Legacy archive mods in <Cyberpunk 2077>/archive/pc/mod are still supported but their load order cannot be managed with REDmod.

Deploying Mods and Starting the Game

REDmod can stage installed mods to work when the game starts with the modded flag:

  • 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

In order to utilize deployed mods with REDmod, you need to run the game in a specific modded mode. You can do this by launching the game through WolvenKit or manually by specifying a command parameter.

GOG Galaxy

  • 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.

Steam and Epic

  • 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 and Load Order

Conflicts are handled on a per-file basis, but can be handled by specifying a specific load order.Example: modA contains a script file C:\Gog\Cyberpunk 2077\mods\modA\scripts\cyberpunk\player\player.script. modB contains a script file with the same name C:\Gog\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.

Advanced Topics

Deploying Mods - Manually

The REDmod deploy command stages installed mods to work when the game starts with the modded flag.

Deploying Mods - WolvenKit Integration

  • 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.

Handling Conflicts - Manually

You can specify a specific load order with the -mod parameter:redmod deploy -root="C:\Gog\Cyberpunk 2077" -mod=modB,modA,modCThis 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.

Handling Conflicts - WolvenKit integration

  • 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.

Starting a Modded Game - Manually

To start a modded game that loads mods deployed by REDmod use the -modded flag on Cyberpunk2077.exeExample:Cyberpunk2077.exe -moddedThis 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

PreviousImportNextStructure

Last updated 2 years ago

🧑‍💻
▫️
📄
▫️