Kinda gotta have this unless you just like reading code
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
In game images are screenshots from Cyberpunk 2077 and are taken by me.
Under the hood -- Replace Prettier with Eslint Rules
Under the hood -- Explicitly State That The ASCII Art Structure Is Incomplete
Version 0.7.0
Input Loader Support
CyberCAT Support as a Tool
Preset Support for CyberCAT and Appearance Change Unlocker
Deprecated: CSVMerge
Version 0.6.0
Dedicated AMM Support
AMM Mod Type Detection And Installing In The Right Place
Extra Text And Image File Support
Internal Improvements
Version 0.5.0
Config XML Support
Config JSON Support
Protected Paths
Various internal thingies
Version 0.4.1
Giftwrapping! Got a fresh mod but the mod author packaged it in a single folder and zipped that up? hey it happens, and we want to support you in your unwrapping efforts! Have a merry xmas ramadan birthday uhh.... Celebratory Mod Day?
TweakXL support!
ArchiveXL support!
Internalized Pipeline! this ensures we have full control over installation and doesn't block other games if you have our extension installed. :)
Small fix for edge-case redscript install
Small change in dialogue wording
Version 0.3.0
Generally a bunch more usable
Most mod types and file layouts now supported (CET, Redscript, Red4Ext, INI, Reshade, JSON config, Archives...)
Anything not directly supported (yet) can be installed (but we'll prompt you for it)
Helpful (?) error and info messages
Lots of under the hood changes
Known Issues: TweakXL and ArchiveXL give false negatives on install, but most mods using them will be packaged correctly and can be installed fine via the "fallback" installer
Known Issues: When the fallback installer is hit, the file list includes folders. this is quirk in how files are passed around in vortex, but not really a problem... this quirk is also what made 0.2.1 so bad, but that's long ago.
Version 0.2.2
Don't ship code when tired guys. You don't want to accidently ship WIP features
Comment out WIP installer that would give bad errors in vortex
Version 0.2.1
Improved archive installer to allow readmes and files with console commands for items to not block installation
better source code, start adding tests (not really important to end users)
Version 0.2.0
Mods with just archives in them with install to correct location
Disallow symlink deploying
Add CSVmerge as modding tool
Version 0.1.0
Can now detect installations via the EGS
The Registry is now the preferred method for detecting GoG
GoG installs now launch using the GoG launcher to enable achievements, friend notifications, and time tracking. Launch separately from Vortex if you do not want to go through the launcher.
Updated Imagery
Version 0.0.3
Corrects support for Vortex automatically adding the extension
Version 0.0.2
Replaces the initial support with support for the full root directory of Cyberpunk 2077
Version 0.0.1
Initial support for the archive/pc/patch folder
Cyber-enhanced support for Cyberpunk 2077 mods in Vortex!
The new source code can be found on Github (and in addition to the same release versions available here on Nexus, any pre(em)-release versions can be found on the Releases page). Find us on the CP2077 Modding Community Discord!
Changelog
Latest version: v0.10"River"
Bugfixes and minor updates to v0.10 (scroll down for v0.10 features):
v0.10.4
Fixer Gigs
✨ ArchiveXL and TweakXL compatibility
v0.10.3
Main Jobs
✨ Add support for ep1
✨ Support mod_sfx_ui audio type on redmods
v0.10.2
Main Jobs
✨ Input Loader v0.1.2 Support (also supports up to 0.2.2 version).
v0.10.1
Main Jobs
✨ Add explicit support for Mod Settings. Sorry about that one, I probably would have noticed it sooner had I been playing lately
✨ Add support for Red4Ext mods to install with bundled redscript files without complaining. I think this is actually gonna fix a long standing bug that I didn't catch before... so we'll see
v0.10.0-a "River"
Main Jobs
✨ Modlist File Support The latest cyberpunk update added a feature to redmod to allow deploying mods specified in a file. When we read that, we knew we had to get right on it to fully remove the mod count limit on REDmods (Eat it NetWatch!)
✨ Input Loader v0.1.1 Support (and you can still install v0.1.0, too, but shouldn't.
Cyberdeck Upgrades aka Internal Stuff(tm)
🛡️ More Robust Load Order Protection There were some cases in which a race condition or unexpectedly deleted V2077/ directory could cause the Load Order to be reset. Put a Cerberus on it, see 'em weefles try it now.
v0.9.7
Redscript mods can now include a hints file in `r6/config/redsUserHints/`
v0.9.6
Support ArchiveXL 1.3.4 structure
v0.9.5
Autoconversion is off by default. Beware the mean reds.
v0.9.4
Spyder Murphy's Law The special archive handling in CET, Redscript, and Red4ext mods is gone, which means that now all archives can be autoconverted. (They're auto-convertible :get-it-doggo:)
Wear the Colors The few mods that were proactively splitting archives between REDmod and classic now work correctly in the load order when autoconverted — both halves show up and can be independently ordered (they are still a single Vortex mod, though, so you can only enable or disable both.)
v0.9.3
cYbEr PuNk 2o77.Ex3 Since the 'case-insensitive' Windows filesystem doesn't actually _do_ a whole lot to guarantee any protection against any sort of problem, much like NCPD, there's a minor workaround to allow `cybercmd` to use case-sensitive comparison (until their fix is in.) To wit, we now spell `Cyberpunk2077` as `Cyberpunk2077`, not `cyberpunk2077`. Computers are great.
🕵 No more autoconvert tags in mod names to reduce the name length, which is actually becoming a problem with ~200 REDmods installed. This defers the problem slightly, and we'll address it in a more flexible way ASAP (hopefully with an update to redMod itself.)
DND: off! Show notifications for starting _and_ completing an on-demand REDdeployment (we changed the Net Architecture a bit to make this happen.)
v0.9.2
NOTE: cybercmd currently has an issue with the Launch Game button. Use the REDlauncher buttons or the launcher directly to run the game. (fixed in v0.9.3) Main Jobs
✨ ArchiveXL REDmod support! ArchiveXL can now be installed in REDmods, including for MultiType mods. Autoconversion from heirloom ArchiveXL is also supported both standalone and along with `.archive` files.
Fixer Gigs
🐛 redMod.exe will now always deploy order-only changes too! The `redMod.exe` tool doesn't currently correctly handle cases where only the load order is changed without enabling/disabling mods at the same time. Until that's fixed upstream, Vortex will default to force deployment. It's unfortunately slower, but hopefully won't get in the way too much because it's running in the background.
🐛 REDmodding DLC check won't fail on non-store games!
Chippin' In - Tools of the Trade
⚒️ Run the game directly, `-modded`, no launcher. If you don't need the launcher, you can launch the game directly and still get the modded goodness (it's in the toolbar at the top, or on your dashboard.)
v0.9.1
🐞 Tools from other games won't crash if user has our extension but the game is not installed. Until and if Vortex offers isolation from other games touching our stuff, we need to be extra careful not to touch any CP2077-specific stuff until we know that the user is actually invoking one of our tools.
v0.9 "Rogue"
Main Jobs
✨ Full REDmod support! You can install and manage REDmods alongside all the others. *Note:* this is for new installations or reinstalls only. We don't want to accidentally break your existing mods, so you can choose when and if you want to migrate them yourself! Just hit Reinstall when you're ready.
✨ Load Ordering! Drag and drop to order any mods that need ordering! Topmost is highest priority. Note that load order _only_ works on REDmods, and that the game will always load old-style archives at a higher priority and therefore override REDmods (this is where autoconversion comes in handy). Unmanaged REDmods are not supported at this time, so you'll need to reinstall them through Vortex to get everything to play nice together.
✨ Autoconversion of old-style mods to REDmods! This is a togglable feature (check out Settings), but we highly recommend that you leave it on unless there's an issue installing a mod.
✨ Automatic REDmod deployment! Yep, no need to hit the terminal, every time you run a deployment in Vortex, your load order is deployed too. As soon as you see the notification that it's done, you can just start the game. And you can trigger a REDdeployment on-demand, too, at the click of a button in the toolbar.
✨ Jack right in! Finally, the default launch button will launch the game directly, with REDmods enabled. No need for the terminal or a separate launcher. If you do want to go through the launcher (for achievements, perhaps), there's the REDlauncher Tool in your toolbar and dashboard that will do just that.
Fixer Gigs
🐞 All fixes we needed to make were released in v0.8.1, v0.8.2, and v0.8.3, this one's the big leagues.
Cyberdeck Upgrades aka Internal Stuff(tm)
🩻 A major addition is the ability to define mod type data. In this release it's used to support REDmods, but in the future it can be used for things like true conflict checking, safe cleanup scripts for tricky mods, and so much more...
⚙️ All the internal changes and refactorings are too numerous to mention, but we were able to build on the foundation we'd already set up and make some major changes, and we've got some new foundations to build nova stuff on.
Giftwrapping for handling a single folder at the top level
Fixer Gigs:
various small changes and fixes
0.3.0 "Jackie":
Generally a bunch more usable
Most mod types and file layouts now supported (CET, Redscript, Red4Ext, INI, Reshade, JSON config, Archives...)
Anything not directly supported (yet) can be installed (but we'll prompt you for it)
Helpful (?) error and info messages
Lots of under the hood changes
0.2.2:
Converted the sources code to typescript and set the extension to not allow symlink deployment (so hardlink and move files are the deployment methods).
Also added an installer for mods that have just an archive file, regardless of how the mod is packaged in it's folders, it will be placed into the `archive/pc/mod` folder as is required by the game.
Plans:
Improved support and validation for correctly structured Archive, CET, Redscript, Red4Ext, INI, Reshade, JSON config mods
Support for valid combinations of the above
Automatic fixing of some most common structure problems (such as Archives not in .\archive\pc\mod\)
Fallback installer for things we don't explictly handle
Much more informative messaging for errors and especially cases where
Future:
Detect when a mod add files and attempt to find out what was added and add it to the staging area so that when disabling mods, all of it's files are removed as expected
File-based automatic option selection dialogs (e.g. one of 10 different color options)
Automatic selection dialogs when detecting problems that can't be automatically fixed
You can install either through Vortex, or manually (required in some cases.)
A. Install through Vortex (with automatic updates afterwards)
Note: it takes a while for latest releases to be available this way. Check the version. If you need the newest version and it's not available yet, you can install it manually.
You can either click on Install With Manager in files here on the mod page, or go directly to Extensions in the Vortex client
On The Extensions List, Click "Find More"
Find Cyberpunk 2077 Support in the list and click Install
Restart if prompted to
Done! And Vortex will automatically update the extension (but be aware there may be a brief delay so in some cases you may want to manually install the latest version.)
B. Install Manually
Download the version you want in Files, save the zipfile to disk
In Vortex, go to Extensions, find Cyberpunk 2077 and right-click to remove it
Restart Vortex as prompted
Go back to Extensions, and either dragndrop the zipfile to the bottom right (or click bottom right to open a file selection dialog), see below:
Restart Vortex as prompted
Read any notes shown (if any)
Click on Select Game to Manage or go to Games, and activate Cyberpunk 2077
Done!
To Uninstall:
Click Remove in the extensions list
Restart Vortex, the game should no longer be supported by Vortex.
Make sure you've read any instructions that the mod you're trying to install comes with
Try to reproduce the problem so that you can tell us how to reproduceit
4. Include the log files
Vortex logs can be found under the triple dot in the upper right corner, Diagnostic Files, find the right timeframe to show the problem/error from the list, check all four boxes (including Debug!), and then copy to clipboard.
Redmod log is located in <gamedir>/tools/redmod/bin/redmod.log
Disclaimer: This project is not associated with Nexus Mods, nor with CD Projekt or CD Projekt Red. ✨ Input Add support for ep1 Support (also supports up to 0.2.2 version). ✨ Input Loader v0.1.2 Support (also supports up to 0.2.2 version).