# Table of Contents - [Home | Home: REDModding Wiki](#home-home-redmodding-wiki) - [Home | Cyberpunk 2077 Modding](#home-cyberpunk-2077-modding) - [Unknown](#unknown) - [Unknown](#unknown) - [Scripting Cyberpunk](#scripting-cyberpunk) - [Home | RED4ext](#home-red4ext) - [REDmod | Cyberpunk 2077 Modding](#redmod-cyberpunk-2077-modding) - [Home | Redscript](#home-redscript) - [Welcome | Cyber Engine Tweaks](#welcome-cyber-engine-tweaks) - [Home | WolvenKit](#home-wolvenkit) - [Unknown](#unknown) - [Unknown](#unknown) - [Unknown](#unknown) - [Unknown](#unknown) - [Unknown](#unknown) - [Unknown](#unknown) - [Unknown](#unknown) - [Unknown](#unknown) - [Unknown](#unknown) - [Unknown](#unknown) - [The Wiki | Cyberpunk 2077 Modding](#the-wiki-cyberpunk-2077-modding) - [Menu and Credits | Scripting Cyberpunk](#menu-and-credits-scripting-cyberpunk) - [Entity manipulation | Scripting Cyberpunk](#entity-manipulation-scripting-cyberpunk) - [InkWidgets | Scripting Cyberpunk](#inkwidgets-scripting-cyberpunk) - [Introduction | Scripting Cyberpunk](#introduction-scripting-cyberpunk) - [Effects | Scripting Cyberpunk](#effects-scripting-cyberpunk) - [Troubleshooting | Redscript](#troubleshooting-redscript) - [Community | Redscript](#community-redscript) - [Loops | Redscript](#loops-redscript) - [Modules | Redscript](#modules-redscript) - [inkISystemRequestsHandler | Scripting Cyberpunk](#inkisystemrequestshandler-scripting-cyberpunk) - [Libraries | Redscript](#libraries-redscript) - [What is Codeware? | Scripting Cyberpunk](#what-is-codeware-scripting-cyberpunk) - [Intrinsics | Redscript](#intrinsics-redscript) - [Hook Annotations | Redscript](#hook-annotations-redscript) - [Game Log | Cyber Engine Tweaks](#game-log-cyber-engine-tweaks) - [Introduction | Cyber Engine Tweaks](#introduction-cyber-engine-tweaks) - [CET and Codeware | Cyber Engine Tweaks](#cet-and-codeware-cyber-engine-tweaks) - [Logging | Redscript](#logging-redscript) - [Usage | Scripting Cyberpunk](#usage-scripting-cyberpunk) - [stringType | Cyber Engine Tweaks](#stringtype-cyber-engine-tweaks) - [Strings | Redscript](#strings-redscript) - [Game Functions | Cyber Engine Tweaks](#game-functions-cyber-engine-tweaks) - [Bindings | Cyber Engine Tweaks](#bindings-cyber-engine-tweaks) - [Clothing Recipes | Cyber Engine Tweaks](#clothing-recipes-cyber-engine-tweaks) - [TweakDB Editor | Cyber Engine Tweaks](#tweakdb-editor-cyber-engine-tweaks) - [Upgrade Guide | Cyber Engine Tweaks](#upgrade-guide-cyber-engine-tweaks) - [Unknown](#unknown) - [Quests | Scripting Cyberpunk](#quests-scripting-cyberpunk) - [UI Scripting | Redscript](#ui-scripting-redscript) - [Modding Guides | Cyberpunk 2077 Modding](#modding-guides-cyberpunk-2077-modding) - [Settings | Cyber Engine Tweaks](#settings-cyber-engine-tweaks) - [How To Teleport | Cyber Engine Tweaks](#how-to-teleport-cyber-engine-tweaks) - [How to start REDscripting | Redscript](#how-to-start-redscripting-redscript) - [Scripting API | Cyber Engine Tweaks](#scripting-api-cyber-engine-tweaks) - [Setup | Redscript](#setup-redscript) - [Official | WolvenKit](#official-wolvenkit) - [Bug Reports | WolvenKit](#bug-reports-wolvenkit) - [Community | WolvenKit](#community-wolvenkit) - [How to create a hook | Redscript](#how-to-create-a-hook-redscript) - [Resources | Cyber Engine Tweaks](#resources-cyber-engine-tweaks) - [Glossary | Cyberpunk 2077 Modding](#glossary-cyberpunk-2077-modding) - [Uninstall | WolvenKit](#uninstall-wolvenkit) - [Wait, it can do that? | WolvenKit](#wait-it-can-do-that-wolvenkit) - [Contributing | WolvenKit](#contributing-wolvenkit) - [About | WolvenKit](#about-wolvenkit) - [Console | Cyber Engine Tweaks](#console-cyber-engine-tweaks) - [How do I _____? | Cyber Engine Tweaks](#how-do-i-cyber-engine-tweaks) - [Usage | Cyber Engine Tweaks](#usage-cyber-engine-tweaks) - [WolvenKit Console | WolvenKit](#wolvenkit-console-wolvenkit) - [Scriptable systems | Redscript](#scriptable-systems-redscript) - [Home | Archived: REDengine3 research](#home-archived-redengine3-research) - [Troubleshooting | WolvenKit](#troubleshooting-wolvenkit) - [Debug Guide | Cyberpunk 2077 Modding](#debug-guide-cyberpunk-2077-modding) - [CET Functions | Cyber Engine Tweaks](#cet-functions-cyber-engine-tweaks) - [Getting started: Making mods | Cyberpunk 2077 Modding](#getting-started-making-mods-cyberpunk-2077-modding) - [Glossary | WolvenKit](#glossary-wolvenkit) - [Gameplay | Redscript](#gameplay-redscript) - [Advanced Features | Redscript](#advanced-features-redscript) - [Wolvenkit.CLI: Usage | WolvenKit](#wolvenkit-cli-usage-wolvenkit) - [FAQ | WolvenKit](#faq-wolvenkit) - [Core Mods explained | Cyberpunk 2077 Modding](#core-mods-explained-cyberpunk-2077-modding) - [Common Patterns | Redscript](#common-patterns-redscript) - [First Steps | Cyber Engine Tweaks](#first-steps-cyber-engine-tweaks) - [Overview | WolvenKit](#overview-wolvenkit) - [Snippets & Examples | Cyber Engine Tweaks](#snippets-examples-cyber-engine-tweaks) - [Home | WolvenKit](#home-wolvenkit) - [Base Status Effects | Cyber Engine Tweaks](#base-status-effects-cyber-engine-tweaks) - [Utility functions | Redscript](#utility-functions-redscript) - [Error Codes | WolvenKit](#error-codes-wolvenkit) - [Modding with WolvenKit | WolvenKit](#modding-with-wolvenkit-wolvenkit) - [Custom icons and UI | Cyberpunk 2077 Modding](#custom-icons-and-ui-cyberpunk-2077-modding) - [Tools | WolvenKit](#tools-wolvenkit) - [Textures, LUTs and Materials | Cyberpunk 2077 Modding](#textures-luts-and-materials-cyberpunk-2077-modding) - [Analysing other mods | Cyberpunk 2077 Modding](#analysing-other-mods-cyberpunk-2077-modding) - [Sound | Cyberpunk 2077 Modding](#sound-cyberpunk-2077-modding) - [Settings | WolvenKit](#settings-wolvenkit) - [V & NPCs | Cyberpunk 2077 Modding](#v-npcs-cyberpunk-2077-modding) - [File Validation | WolvenKit](#file-validation-wolvenkit) - [Data Types | Redscript](#data-types-redscript) - [Everything else | Cyberpunk 2077 Modding](#everything-else-cyberpunk-2077-modding) - [Commands | Cyberpunk 2077 Modding](#commands-cyberpunk-2077-modding) - [Items: Equipment | Cyberpunk 2077 Modding](#items-equipment-cyberpunk-2077-modding) - [Creating a Mod | WolvenKit](#creating-a-mod-wolvenkit) - [Change logs | Cyberpunk 2077 Modding](#change-logs-cyberpunk-2077-modding) - [Usage | WolvenKit](#usage-wolvenkit) - [Full install walkthrough (ELI5) | WolvenKit](#full-install-walkthrough-eli5-wolvenkit) - [Wolvenkit's Interface | WolvenKit](#wolvenkit-s-interface-wolvenkit) - [Animations | Cyberpunk 2077 Modding](#animations-cyberpunk-2077-modding) - [Download, Install and Setup | WolvenKit](#download-install-and-setup-wolvenkit) - [REDmod | Cyberpunk 2077 Modding](#redmod-cyberpunk-2077-modding) - [Installation | Cyber Engine Tweaks](#installation-cyber-engine-tweaks) - [Quests & Scenes | Cyberpunk 2077 Modding](#quests-scenes-cyberpunk-2077-modding) - [Downgrading / Preventing Auto-Updates | Cyberpunk 2077 Modding](#downgrading-preventing-auto-updates-cyberpunk-2077-modding) - [Menu | WolvenKit](#menu-wolvenkit) - [Modding on macOS | Cyberpunk 2077 Modding](#modding-on-macos-cyberpunk-2077-modding) - [Tweaks | Cyberpunk 2077 Modding](#tweaks-cyberpunk-2077-modding) - [Home | NativeDB · Documentation](#home-nativedb-documentation) - [Archive files Load Order | Cyberpunk 2077 Modding](#archive-files-load-order-cyberpunk-2077-modding) - [REDMod: Usage | Cyberpunk 2077 Modding](#redmod-usage-cyberpunk-2077-modding) - [Assets explained | Cyberpunk 2077 Modding](#assets-explained-cyberpunk-2077-modding) - [Getting Started | Cyberpunk 2077 Modding](#getting-started-cyberpunk-2077-modding) - [Game Components explained | Cyberpunk 2077 Modding](#game-components-explained-cyberpunk-2077-modding) - [Vehicles | Cyberpunk 2077 Modding](#vehicles-cyberpunk-2077-modding) - [World Editing | Cyberpunk 2077 Modding](#world-editing-cyberpunk-2077-modding) - [REDmod for mod devs | Cyberpunk 2077 Modding](#redmod-for-mod-devs-cyberpunk-2077-modding) - [Getting Started: Installing Cyberpunk | Cyberpunk 2077 Modding](#getting-started-installing-cyberpunk-cyberpunk-2077-modding) - [Editing guidelines | Cyberpunk 2077 Modding](#editing-guidelines-cyberpunk-2077-modding) - [Modding Tools | Cyberpunk 2077 Modding](#modding-tools-cyberpunk-2077-modding) - [Textures, Materials and Shaders | Cyberpunk 2077 Modding](#textures-materials-and-shaders-cyberpunk-2077-modding) - [Modding on Linux | Cyberpunk 2077 Modding](#modding-on-linux-cyberpunk-2077-modding) - [3d Modelling | Cyberpunk 2077 Modding](#3d-modelling-cyberpunk-2077-modding) - [WolvenKit | Cyberpunk 2077 Modding](#wolvenkit-cyberpunk-2077-modding) - [The Cyberpunk 2077 Game Directory | Cyberpunk 2077 Modding](#the-cyberpunk-2077-game-directory-cyberpunk-2077-modding) - [Using Mods | Cyberpunk 2077 Modding](#using-mods-cyberpunk-2077-modding) - [Release Notes | WolvenKit](#release-notes-wolvenkit) - [References, lists and overviews | Cyberpunk 2077 Modding](#references-lists-and-overviews-cyberpunk-2077-modding) --- # Home | Home: REDModding Wiki For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/home/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/home/master.md) . Welcome[](https://wiki.redmodding.org/home#welcome) ---------------------------------------------------- This is the home for the RED Modding Wiki! We are a diverse community of enthusiasts which formed around a shared passion for modding REDengine with The Witcher 3. The release of Cyberpunk 2077 expanded our community dramatically. Modding Cyberpunk 2077 has been made possible in large part due to significant efforts from developers active within our community. This wiki is an effort to document our collective knowledge and experience to help fellow mod-users and developers. Get in touch[](https://wiki.redmodding.org/home#get-in-touch) -------------------------------------------------------------- The majority of communication about the wiki happens on our Discord server: [![Logo](https://wiki.redmodding.org/home/~gitbook/image?url=https%3A%2F%2Fdiscord.com%2Fassets%2Ffavicon.ico&width=20&dpr=3&quality=100&sign=109c8384&sv=2)Join the Cyberpunk 2077 Modding Community Discord Server!Discord](https://discord.com/invite/Epkq79kd96) If you want to follow development, look for help with our tools, or contribute, Discord is the place to be. Quick Links[](https://wiki.redmodding.org/home#quick-links) ------------------------------------------------------------ ### Cyberpunk 2077[](https://wiki.redmodding.org/home#cyberpunk-2077) [![Logo](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Ficon%252F6IEPYZsgCUdBARqiTG6M%252FCyberpunk2077_SteamAvatars_Female-V.png%3Falt%3Dmedia%26token%3Ddd68ccf9-e032-4d63-a604-4aa7694aa507&width=48&height=48&sign=3f8f81d8&sv=2)Home | Cyberpunk 2077 Moddingwiki.redmodding.org](https://wiki.redmodding.org/cyberpunk-2077-modding/) General documentation about modding Cyberpunk 2077 [![Logo](https://wiki.redmodding.org/wolvenkit/~gitbook/image?url=https%3A%2F%2F4106170459-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-legacy-files%2Fo%2Fspaces%252F-MP_ozZVx2gRZUPXkd4r%252Favatar-1624211910487.png%3Fgeneration%3D1624211910728029%26alt%3Dmedia&width=48&height=48&sign=191c4223&sv=2)Home | WolvenKitwiki.redmodding.org](https://wiki.redmodding.org/wolvenkit/) Community Modkit developed for the Cyberpunk 2077 [![Logo](https://wiki.redmodding.org/home/~gitbook/image?url=https%3A%2F%2Fsounddb.redmodding.org%2Ffavicon.png&width=20&dpr=3&quality=100&sign=7f2df4e9&sv=2)Cyberpunk 2077 SoundDBsounddb.redmodding.org](https://sounddb.redmodding.org/) Scripting[](https://wiki.redmodding.org/home#scripting) -------------------------------------------------------- Check the Scripting Cyberpunk wiki for language-independent information! [Scripting Cyberpunk](https://wiki.redmodding.org/scripting-cyberpunk/) [![Logo](https://wiki.redmodding.org/home/~gitbook/image?url=https%3A%2F%2Fwiki.redmodding.org%2Fcyber-engine-tweaks%2F%7Egitbook%2Ficon%3Fsize%3Dsmall%26theme%3Dlight&width=20&dpr=3&quality=100&sign=88a5936d&sv=2)Welcome | Cyber Engine Tweakswiki.redmodding.org](https://wiki.redmodding.org/cyber-engine-tweaks/) Cyber Engine Tweaks is a framework that allows modders to interact with the game's internal functions using Lua. It also provides a user-interface with a console and additional tools to assist developers. [![Logo](https://wiki.redmodding.org/redscript/~gitbook/image?url=https%3A%2F%2F4048438440-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-McniwB8YOK2HnJ7SYg_%252Ficon%252FlhfKZwfs1yyIGnGrVJkH%252Fv2-small.png%3Falt%3Dmedia%26token%3D89e19ce2-3180-4d1f-9dc9-6bfe8976e7b6&width=48&height=48&sign=b1bd82f0&sv=2)Home | Redscriptwiki.redmodding.org](https://wiki.redmodding.org/redscript/) Redscript is a community-built programming language and a set of tools designed to work natively with Cyberpunk 2077's scripting runtime. [![Logo](https://wiki.redmodding.org/home/~gitbook/image?url=https%3A%2F%2Fdocs.red4ext.com%2F%7Egitbook%2Ficon%3Fsize%3Dsmall%26theme%3Dlight&width=20&dpr=3&quality=100&sign=b9d2d5f3&sv=2)Home | RED4extwiki.redmodding.org](https://wiki.redmodding.org/red4ext/) RED4ext is a script extender for Cyberpunk 2077, allowing modders to interact or extend the scripting system. Last updated 2 years ago Was this helpful? --- # Home | Cyberpunk 2077 Modding For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyberpunk-2077-modding/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/cyberpunk-2077-modding/readme.md) . This is the dedicated repository for all those that want to reference the API, and learn about modifying CyberPunk 2077 to make the game yours. [Get Started](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/native-interactions-framework/getting-started) ! > **Coming from github? We're editing on** [**Gitbook**](https://wiki.redmodding.org/cyberpunk-2077-modding/) > **these days!** ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-b769d327228fa6b46c8e632707ccaf090b8af33d%252FType%253DDown.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=196eae4a&sv=2) **Make this wiki better**! [Become an editor](https://app.gitbook.com/invite/-MP5ijqI11FeeX7c8-N8/H70HZBOeUulIpkQnBLK7) , share your knowledge so others may learn, check out our [Discord Server](https://discord.gg/redmodding) . [](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/user-guide-troubleshooting) ![Cover](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-b7899baaf45d38be1526547b0fa56b6d2fd5713f%252Fusing_mods.png%3Falt%3Dmedia&width=752&dpr=3&quality=100&sign=cc98b87b&sv=2) Modding Troubleshooting [](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/getting-started-making-mods) ![Cover](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-93a083e5fdffa29d0967986cbb31853c9a2dad07%252Fmaking_mods.png%3Falt%3Dmedia&width=752&dpr=3&quality=100&sign=eeab3c8f&sv=2) Mod Dev - Getting Started ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-bd4aef0f9108fa9b2b3ffcac050185247ad76ffb%252FType%253DUp.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=f7e10164&sv=2) [NextThe Wiki](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki) Last updated 4 months ago --- # Unknown \# Home: REDModding Wiki ## Home: REDModding Wiki - \[Home\](https://wiki.redmodding.org/home/master.md): We're happy you made it ❤️ --- # Unknown \> For the complete documentation index, see \[llms.txt\](https://wiki.redmodding.org/home/llms.txt). Markdown versions of documentation pages are available by appending \`.md\` to page URLs; this page is available as \[Markdown\](https://wiki.redmodding.org/home/master.md). # Home ## Welcome This is the home for the RED Modding Wiki!\\ \\ We are a diverse community of enthusiasts which formed around a shared passion for modding REDengine with The Witcher 3. The release of Cyberpunk 2077 expanded our community dramatically. Modding Cyberpunk 2077 has been made possible in large part due to significant efforts from developers active within our community. This wiki is an effort to document our collective knowledge and experience to help fellow mod-users and developers. ## Get in touch The majority of communication about the wiki happens on our Discord server: {% embed url="" %} If you want to follow development, look for help with our tools, or contribute, Discord is the place to be. ## Quick Links ### Cyberpunk 2077 {% embed url="" %} General documentation about modding Cyberpunk 2077 {% endembed %} {% embed url="" %} Community Modkit developed for the Cyberpunk 2077 {% endembed %} {% embed url="" %} ## Scripting Check the Scripting Cyberpunk wiki for language-independent information! {% content-ref url="/spaces/fwsaoju1TBAUvMpI6NIw" %} \[Scripting Cyberpunk\](https://wiki.redmodding.org/scripting-cyberpunk/) {% endcontent-ref %} {% embed url="" %} Cyber Engine Tweaks is a framework that allows modders to interact with the game's internal functions using Lua. It also provides a user-interface with a console and additional tools to assist developers. {% endembed %} {% embed url="" %} Redscript is a community-built programming language and a set of tools designed to work natively with Cyberpunk 2077's scripting runtime. {% endembed %} {% embed url="" %} RED4ext is a script extender for Cyberpunk 2077, allowing modders to interact or extend the scripting system. {% endembed %} --- # Scripting Cyberpunk For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/scripting-cyberpunk/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/scripting-cyberpunk/scripting-cyberpunk.md) . This wiki hosts common information on scripting with Cyberpunk independent of implementation. You have four options to write scripts for Cyberpunk: * [REDmod](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/redmod) * [Redscript](https://wiki.redmodding.org/redscript/) (Swift-like) * [Cyber Engine Tweaks](https://wiki.redmodding.org/cyber-engine-tweaks/) (Lua) * [RED4ext](https://docs.red4ext.com/) (C++) You can also develop C# extensions for [RED4ext](https://docs.red4ext.com/) . How does stuff work in Cyberpunk?[](https://wiki.redmodding.org/scripting-cyberpunk/#how-does-stuff-work-in-cyberpunk) ----------------------------------------------------------------------------------------------------------------------- ### The executable[](https://wiki.redmodding.org/scripting-cyberpunk/#the-executable) Most of the game is implemented in C++ and only accessible through the game's executable (.exe file). Fortunately, [RED4ext](https://docs.red4ext.com/) and [Cyber Engine Tweaks](https://wiki.redmodding.org/cyber-engine-tweaks/) hook into that, and [Codeware](https://www.nexusmods.com/cyberpunk2077/mods/7780) provides and extends a common interface for both. The hooks are dependent on **binary addresses**, which is why the [core mods](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained) are version dependent (and why cracked games don't mod well). ### Scripts[](https://wiki.redmodding.org/scripting-cyberpunk/#scripts) Scripts are precompiled into `r6/cache/final.redscripts` . As the file extension suggests, they can be modded with redscript. ### The tweak database[](https://wiki.redmodding.org/scripting-cyberpunk/#the-tweak-database) Any **properties** of game items and characters are defined in the tweak database. You can learn more about it under [Cyberpunk 2077 Modding](https://wiki.redmodding.org/cyberpunk-2077-modding/) -> [Tweaks](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/tweaks) [NextWhat is Codeware?](https://wiki.redmodding.org/scripting-cyberpunk/codeware/what-is-codeware) Last updated 2 years ago --- # Home | RED4ext For the complete documentation index, see [llms.txt](https://docs.red4ext.com/llms.txt) . This page is also available as [Markdown](https://docs.red4ext.com/readme.md) . What is this?[](https://wiki.redmodding.org/red4ext/#what-is-this) ------------------------------------------------------------------- RED4ext is a script extender for Cyberpunk 2077, allowing modders to interact or extend the scripting system. Getting started[](https://wiki.redmodding.org/red4ext/#getting-started) ------------------------------------------------------------------------ [Installing RED4ext](https://wiki.redmodding.org/getting-started/installing-red4ext) [Configuration](https://wiki.redmodding.org/getting-started/configuration) [NextInstalling RED4ext](https://wiki.redmodding.org/getting-started/installing-red4ext) Last updated 2 years ago --- # REDmod | Cyberpunk 2077 Modding For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyberpunk-2077-modding/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod.md) . Summary[](https://wiki.redmodding.org/cyberpunk-2077-modding/modding/redmod#summary) ------------------------------------------------------------------------------------- **Last documented edit:** Sep 08 2024 by [mana vortex](mailto:undefined) This page will tell you the following things: * [What is REDmod, and what does it do?](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod#what-is-redmod-and-what-does-it-do) * [How to install REDmod](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod#how-to-install-redmod) ### Wait, that's not what I want![](https://wiki.redmodding.org/cyberpunk-2077-modding/modding/redmod#wait-thats-not-what-i-want) * If you just want to turn it on, check [here](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/usage#activating-mods) . * If you're looking for the log, go to your [Cyberpunk 2077 game directory](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory) and find it under `tools\redmod\bin\REDmodLog.txt` * If you are a mod developer, check [REDmod for mod devs](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/redmod) **I just want to know which to use!** Unless the mod author says otherwise, do **not** use REDmod. What is REDmod, and what does it do?[](https://wiki.redmodding.org/cyberpunk-2077-modding/modding/redmod#what-is-redmod-and-what-does-it-do) --------------------------------------------------------------------------------------------------------------------------------------------- TL;DR: You trade a **longer initial startup** for **shorter loading screens**. But REDmods come **second** in [load order](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/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**. ### When do I need it?[](https://wiki.redmodding.org/cyberpunk-2077-modding/modding/redmod#when-do-i-need-it) 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](https://www.nexusmods.com/cyberpunk2077/mods/12001) mod attempts to mitigate that. How to install REDmod[](https://wiki.redmodding.org/cyberpunk-2077-modding/modding/redmod#how-to-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. * [DLC Link on GOG](https://www.gog.com/game/cyberpunk_2077_redmod) * [DLC Link on Steam](https://store.steampowered.com/app/2060310/Cyberpunk_2077_REDmod/) * [DLC Link on Epic](https://store.epicgames.com/p/cyberpunk-2077) 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. ### GOG[](https://wiki.redmodding.org/cyberpunk-2077-modding/modding/redmod#gog) ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-5d572be51cfbf7d4b1003cf525315e58c60f1af4%252Fdlc_gog_store.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=38412f3d&sv=2) ### Steam[](https://wiki.redmodding.org/cyberpunk-2077-modding/modding/redmod#steam) ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-0758705c7f3b3040d00b161232df8f6742b5c171%252Fdlc_steam_store.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=13fe0bc4&sv=2) When REDmod is installed correctly you will find a new folder `tools/redmod` inside your game root directory, with subfolders: `bin`, `scripts`, `tweaks`. [PreviousArchive files Load Order](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/load-order) [NextREDMod: Usage](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/usage) Last updated 6 months ago --- # Home | Redscript For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/redscript/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/redscript/home.md) . What is REDscript?[](https://wiki.redmodding.org/redscript/#what-is-redscript) ------------------------------------------------------------------------------- REDscript is an open-source programming language and toolset designed to work natively with Cyberpunk 2077's scripting runtime. REDscript allows modders to write scripts that extend and modify many features of the game such as user-interface, combat balance, NPC behavior, and more. It uses the file extension .reds (e.g. `MyMod.reds`). When .red files are placed in the `Cyberpunk 2077\r6\scripts` folder (or its subfolders), they get compiled and merged with the game's internal scripts on start. Let's get started[](https://wiki.redmodding.org/redscript/#lets-get-started) ----------------------------------------------------------------------------- [Getting Started](https://wiki.redmodding.org/redscript/getting-started/setup) [Language Reference](https://wiki.redmodding.org/redscript/language/native-types) [Common Patterns](https://wiki.redmodding.org/redscript/references-and-examples/common-patterns) Websites & Community[](https://wiki.redmodding.org/redscript/#websites-and-community) -------------------------------------------------------------------------------------- [![Logo](https://wiki.redmodding.org/redscript/~gitbook/image?url=https%3A%2F%2Fgithub.com%2Ffluidicon.png&width=20&dpr=3&quality=100&sign=a9296982&sv=2)GitHub - jac3km4/redscript: Compiler/decompiler toolkit for redscriptGitHub](https://github.com/jac3km4/redscript) [![Logo](https://wiki.redmodding.org/redscript/~gitbook/image?url=https%3A%2F%2Fwww.nexusmods.com%2Fapple-icon.png&width=20&dpr=3&quality=100&sign=29b1a5fd&sv=2)redscriptNexus Mods :: Cyberpunk 2077](https://www.nexusmods.com/cyberpunk2077/mods/1511) [![Logo](https://wiki.redmodding.org/redscript/~gitbook/image?url=https%3A%2F%2Fdiscord.com%2Fassets%2Ffavicon.ico&width=20&dpr=3&quality=100&sign=109c8384&sv=2)Join the Cyberpunk 2077 Modding Community Discord Server!Discord](https://discord.gg/Epkq79kd96) [NextSetup](https://wiki.redmodding.org/redscript/getting-started/setup) Last updated 4 days ago Was this helpful? --- # Welcome | Cyber Engine Tweaks For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyber-engine-tweaks/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/cyber-engine-tweaks/master.md) . ![](https://wiki.redmodding.org/cyber-engine-tweaks/~gitbook/image?url=https%3A%2F%2F2893586400-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-legacy-files%2Fo%2Fassets%252F-MP5jWcLZLbbbzO-_ua1%252F-MQwXNSJvMURh5k3_hIY%252F-MQwXUyIdtzKo2_IyzNL%252Fcplogo.png%3Falt%3Dmedia%26token%3De499874c-dba5-4fb5-aa25-c25583000956&width=768&dpr=3&quality=100&sign=42aa5bc1&sv=2) > _Cyber Engine Tweaks is a framework that allows modders to interact with the game's internal functions using_ [_Lua_](https://www.lua.org/pil/1.html) > _. It also provides a user-interface with a console and additional tools to assist developers._ ### GETTING STARTED[](https://wiki.redmodding.org/cyber-engine-tweaks/#getting-started) For information on how to install Cyber Engine Tweaks, check out the link below. [💿Installation](https://wiki.redmodding.org/cyber-engine-tweaks/getting-started/installing) [❔How do I \_\_\_\_\_?](https://wiki.redmodding.org/cyber-engine-tweaks/getting-started/how-do-i) ### USAGE[](https://wiki.redmodding.org/cyber-engine-tweaks/#usage) Learn how to use each Cyber Engine Tweaks tabs. [](https://wiki.redmodding.org/cyber-engine-tweaks/console/usage) 🖥️ Overlay [](https://wiki.redmodding.org/cyber-engine-tweaks/console/console) 🎹 Console [](https://wiki.redmodding.org/cyber-engine-tweaks/console/bindings) 🖱️ Bindings [](https://wiki.redmodding.org/cyber-engine-tweaks/console/settings) 🛠️ Settings [](https://wiki.redmodding.org/cyber-engine-tweaks/console/usage-1) 🗄️ TweakDB Editor [](https://wiki.redmodding.org/cyber-engine-tweaks/console/usage-2) ⌛ Game Log ### MODDING[](https://wiki.redmodding.org/cyber-engine-tweaks/#modding) Everything you need to know to create your own mod for Cyber Engine Tweaks. [](https://wiki.redmodding.org/cyber-engine-tweaks/introduction) 📖 Introduction [](https://wiki.redmodding.org/cyber-engine-tweaks/first-steps) 🎯 First Steps [](https://wiki.redmodding.org/cyber-engine-tweaks/resources) 💎 Resources [](https://wiki.redmodding.org/cyber-engine-tweaks/cet-functions) 📘 CET Functions [](https://wiki.redmodding.org/cyber-engine-tweaks/functions) 📒 Game Functions [](https://wiki.redmodding.org/cyber-engine-tweaks/snippets-examples) ✏️ Snippets & Examples ### CONTRIBUTING[](https://wiki.redmodding.org/cyber-engine-tweaks/#contributing) If you wish to contribute to the main repo, try to follow the coding style in the code, otherwise not much to say, don't use code that is not yours unless the license is compatible with MIT. Last updated 2 years ago --- # Home | WolvenKit For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/wolvenkit/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/wolvenkit/readme.md) . ![](https://wiki.redmodding.org/wolvenkit/~gitbook/image?url=https%3A%2F%2F4106170459-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-legacy-files%2Fo%2Fassets%252F-MP_ozZVx2gRZUPXkd4r%252F-MfU4nOqozQF9jbfQej2%252F-MfUDMbz0Yr2sAxCjfHv%252Fwkit_sammy_text_doublestack%2520%281600x400%29.png%3Falt%3Dmedia%26token%3Dc6af114e-eb99-4a2f-9043-6de229c7a919&width=768&dpr=3&quality=100&sign=b95081e8&sv=2) What is WolvenKit?[](https://wiki.redmodding.org/wolvenkit#what-is-wolvenkit) ------------------------------------------------------------------------------ This wiki – and Wolvenkit – are community-driven open source projects! If you want to contribute, you can start [editing the wiki](https://app.gitbook.com/invite/-MP5ijqI11FeeX7c8-N8/H70HZBOeUulIpkQnBLK7) , contribute to the [source code](https://github.com/WolvenKit/Wolvenkit) , or find us on [Discord](https://discord.gg/redmodding) ! WolvenKit is an open-source modding tool for **Cyberpunk 2077** and **The Witcher 3: Wild Hunt**. Our vision is to develop a standalone software which can read and write all REDengine file formats, simplify and accelerate modding workflows, and help you create great mods for great games. Our current development focus is REDengine 4 with Cyberpunk 2077. ![](https://wiki.redmodding.org/wolvenkit/~gitbook/image?url=https%3A%2F%2F4106170459-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MP_ozZVx2gRZUPXkd4r%252Fuploads%252FkTM7aiYm5rdDw1yq1hvN%252FWK%25208.6%2520Editor%2520Example.png%3Falt%3Dmedia%26token%3D269a4b22-6e7c-406a-b655-f17cc9a29266&width=768&dpr=3&quality=100&sign=ba5b190c&sv=2) After [installing Wolvenkit](https://github.com/WolvenKit/Wolvenkit/releases) , you can… * … dive right in and start [**creating a mod**](https://wiki.redmodding.org/wolvenkit/getting-started/creating-a-mod) * … read more about the software on the [**Overview**](https://wiki.redmodding.org/wolvenkit/features/overview) page * … check out what's new in our [**Release Notes**](https://wiki.redmodding.org/wolvenkit/features/release-notes) * … learn about support for The Witcher 3 on the [**REDengine 3**](https://wiki.redmodding.org/redengine3-research/) or [**Legacy WolvenKit**](https://wiki.redmodding.org/legacy-wolvenkit/) wikis * … find modding guides and know-how on the dedicated [**Cyberpunk 2077 Modding Wiki**](https://wiki.redmodding.org/cyberpunk-2077-modding/) … or join us on [Discord](https://discord.gg/redmodding) . Quick Links[](https://wiki.redmodding.org/wolvenkit#quick-links) ----------------------------------------------------------------- [Overview](https://wiki.redmodding.org/wolvenkit/features/overview) [Release Notes](https://wiki.redmodding.org/wolvenkit/features/release-notes) [Download, Install and Setup](https://wiki.redmodding.org/wolvenkit/getting-started/download) [Creating a Mod](https://wiki.redmodding.org/wolvenkit/getting-started/creating-a-mod) Websites & Community[](https://wiki.redmodding.org/wolvenkit#websites-and-community) ------------------------------------------------------------------------------------- [![Logo](https://wiki.redmodding.org/wolvenkit/~gitbook/image?url=https%3A%2F%2Fgithub.com%2Ffluidicon.png&width=20&dpr=3&quality=100&sign=a9296982&sv=2)GitHub - WolvenKit/WolvenKit: Community Mod editor/creator for REDengine games.GitHub](https://github.com/WolvenKit/WolvenKit) [![Logo](https://wiki.redmodding.org/wolvenkit/~gitbook/image?url=https%3A%2F%2Fdiscord.com%2Fassets%2Ffavicon.ico&width=20&dpr=3&quality=100&sign=109c8384&sv=2)Join the Cyberpunk 2077 Modding Community Discord Server!Discord](https://discord.gg/Epkq79kd96) [![Logo](https://wiki.redmodding.org/wolvenkit/~gitbook/image?url=https%3A%2F%2Fredmodding.org%2Ffavicon.png&width=20&dpr=3&quality=100&sign=baffaa96&sv=2)Red ModdingRed Modding](https://redmodding.org/) [NextOverview](https://wiki.redmodding.org/wolvenkit/features/overview) Last updated 5 months ago Was this helpful? --- # Unknown \> For the complete documentation index, see \[llms.txt\](https://wiki.redmodding.org/redscript/llms.txt). Markdown versions of documentation pages are available by appending \`.md\` to page URLs; this page is available as \[Markdown\](https://wiki.redmodding.org/redscript/home.md). # Home ## What is REDscript? REDscript is an open-source programming language and toolset designed to work natively with Cyberpunk 2077's scripting runtime. REDscript allows modders to write scripts that extend and modify many features of the game such as user-interface, combat balance, NPC behavior, and more. It uses the file extension .reds (e.g. \`MyMod.reds\`). When .red files are placed in the \`Cyberpunk 2077\\r6\\scripts\` folder (or its subfolders), they get compiled and merged with the game's internal scripts on start. ## Let's get started {% content-ref url="/pages/4MAtOtEZH2eb2kwLTaHW" %} \[Getting Started\](/redscript/getting-started/setup.md) {% endcontent-ref %} {% content-ref url="/pages/-MfrXir5wmJniky9mdkr" %} \[Language Reference\](/redscript/language/native-types.md) {% endcontent-ref %} {% content-ref url="/pages/BAxS6hLliXHXU0F1PV0G" %} \[Common Patterns\](/redscript/references-and-examples/common-patterns.md) {% endcontent-ref %} ## Websites & Community {% embed url="" %} {% embed url="" %} {% embed url="" %} --- # Unknown \# Scripting Cyberpunk ## Scripting Cyberpunk - \[Scripting Cyberpunk\](https://wiki.redmodding.org/scripting-cyberpunk/scripting-cyberpunk.md): Welcome to script modding! - \[What is Codeware?\](https://wiki.redmodding.org/scripting-cyberpunk/codeware/what-is-codeware.md): Information about psiberx's extension framework - \[Entity manipulation\](https://wiki.redmodding.org/scripting-cyberpunk/codeware/entity-manipulation.md) - \[Introduction\](https://wiki.redmodding.org/scripting-cyberpunk/mod-settings/introduction.md) - \[Usage\](https://wiki.redmodding.org/scripting-cyberpunk/mod-settings/usage.md): This guide will describe you the core principles to make your mod compatible with Mod Settings. - \[inkISystemRequestsHandler\](https://wiki.redmodding.org/scripting-cyberpunk/whats-where/inkisystemrequestshandler.md): Handling game system functions - \[Menu and Credits\](https://wiki.redmodding.org/scripting-cyberpunk/whats-where/menu-and-credits.md) - \[Effects\](https://wiki.redmodding.org/scripting-cyberpunk/how-do-i/effects.md): Effect modding via script - \[Registering new effects\](https://wiki.redmodding.org/scripting-cyberpunk/how-do-i/effects/registering-new-effects.md): This required Codeware and Redscript. - \[InkWidgets\](https://wiki.redmodding.org/scripting-cyberpunk/how-do-i/inkwidgets.md): Changing and creating the User Interface - \[Adding character creator options\](https://wiki.redmodding.org/scripting-cyberpunk/how-do-i/inkwidgets/adding-character-creator-options.md): How to add a custom option to the character creator. - \[Quests\](https://wiki.redmodding.org/scripting-cyberpunk/observables/quests.md): Reacting to quest states by script --- # Unknown \> For the complete documentation index, see \[llms.txt\](https://wiki.redmodding.org/scripting-cyberpunk/llms.txt). Markdown versions of documentation pages are available by appending \`.md\` to page URLs; this page is available as \[Markdown\](https://wiki.redmodding.org/scripting-cyberpunk/scripting-cyberpunk.md). # Scripting Cyberpunk This wiki hosts common information on scripting with Cyberpunk independent of implementation. You have four options to write scripts for Cyberpunk: \* \[REDmod\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/redmod) \* \[Redscript\](https://wiki.redmodding.org/redscript/) (Swift-like) \* \[Cyber Engine Tweaks\](https://wiki.redmodding.org/cyber-engine-tweaks/) (Lua) \* \[RED4ext\](https://docs.red4ext.com/) (C++) You can also develop C# extensions for \[RED4ext\](https://docs.red4ext.com/). ## How does stuff work in Cyberpunk? ### The executable Most of the game is implemented in C++ and only accessible through the game's executable (.exe file). Fortunately, \[RED4ext\](https://docs.red4ext.com/) and \[Cyber Engine Tweaks\](https://wiki.redmodding.org/cyber-engine-tweaks/) hook into that, and \[Codeware\](https://www.nexusmods.com/cyberpunk2077/mods/7780) provides and extends a common interface for both. The hooks are dependent on \*\*binary addresses\*\*, which is why the \[core mods\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained) are version dependent (and why cracked games don't mod well). ### Scripts Scripts are precompiled into \`r6/cache/final.redscripts\` . As the file extension suggests, they can be modded with redscript. ### The tweak database Any \*\*properties\*\* of game items and characters are defined in the tweak database. You can learn more about it under \[Cyberpunk 2077 Modding\](https://wiki.redmodding.org/cyberpunk-2077-modding/) -> \[Tweaks\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/tweaks) --- # Unknown \> For the complete documentation index, see \[llms.txt\](https://wiki.redmodding.org/cyberpunk-2077-modding/llms.txt). Markdown versions of documentation pages are available by appending \`.md\` to page URLs; this page is available as \[Markdown\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod.md). # REDmod ## Summary \*\*Last documented edit:\*\* Sep 08 2024 by \[mana vortex\](mailto:undefined) This page will tell you the following things: \* \[#what-is-redmod-and-what-does-it-do\](#what-is-redmod-and-what-does-it-do "mention") \* \[#how-to-install-redmod\](#how-to-install-redmod "mention") ### Wait, that's not what I want! \* If you just want to turn it on, check \[here\](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/usage.md#activating-mods). \* If you're looking for the log, go to your \[Cyberpunk 2077 game directory\](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory.md) and find it under\\ \`tools\\redmod\\bin\\REDmodLog.txt\` \* If you are a mod developer, check \[REDmod for mod devs\](/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/redmod.md) {% hint style="info" %} \*\*I just want to know which to use!\*\* Unless the mod author says otherwise, do \*\*not\*\* use REDmod. {% endhint %} ## What is REDmod, and what does it do? {% hint style="success" %} TL;DR: You trade a \*\*longer initial startup\*\* for \*\*shorter loading screens\*\*. But REDmods come \*\*second\*\* in \[load order\](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/load-order.md). The easiest way to avoid these altogether is \*\*not using REDmod\*\*, which is why it never took off. {% endhint %} 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\*\*. ### When do I need it? {% hint style="info" %} Unless the Nexus page \*\*explicitly tells you\*\* that it's REDmod only (or you are \*\*making\*\* a mod), assume that you don't. {% endhint %} As of September 2024, the only thing we can't do without REDmod is \*\*adding new sounds\*\* (replacing existing sounds is fine). The \[Audioware\](https://www.nexusmods.com/cyberpunk2077/mods/12001) mod attempts to mitigate that. ## How to 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. \* \[DLC Link on GOG\](https://www.gog.com/game/cyberpunk\_2077\_redmod) \* \[DLC Link on Steam\](https://store.steampowered.com/app/2060310/Cyberpunk\_2077\_REDmod/) \* \[DLC Link on Epic\](https://store.epicgames.com/p/cyberpunk-2077) {% hint style="warning" %} 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. {% endhint %} ### GOG ![](https://wiki.redmodding.org/files/mBwvtTY5ivkbahdtPbhg) \### Steam ![](https://wiki.redmodding.org/files/EWvyEo63dABx0nMzdncN) When REDmod is installed correctly you will find a new folder \`tools/redmod\` inside your game root directory, with subfolders: \`bin\`, \`scripts\`, \`tweaks\`. --- # Agent Instructions This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com. ## Querying This Documentation If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question. Perform an HTTP GET request on the current page URL with the \`ask\` query parameter, and the optional \`goal\` query parameter: \`\`\` GET https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod.md?ask=&goal= \`\`\` \`ask\` is the immediate question: it should be specific, self-contained, and written in natural language. \`goal\` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal. The response will contain a direct answer to the question and relevant excerpts and sources from the documentation. Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections. --- # Unknown \# Redscript ## Redscript - \[Home\](https://wiki.redmodding.org/redscript/home.md) - \[Setup\](https://wiki.redmodding.org/redscript/getting-started/setup.md): Preparations for REDscripting. - \[Setup for VSCode\](https://wiki.redmodding.org/redscript/getting-started/setup/setup-for-vscode.md): How to configure your setup - \[Setup for JetBrains IDEs\](https://wiki.redmodding.org/redscript/getting-started/setup/setup-for-jetbrains-ides.md): This guide shows how to setup a JetBrains IDE to work with redscript files to enable features like syntax highlighting, auto-completion, etc. - \[How to start REDscripting\](https://wiki.redmodding.org/redscript/getting-started/how-to-start-redscripting.md): Downloaded and prepared my IDE to do some scripting, what now? - \[REDscript in 2 minutes\](https://wiki.redmodding.org/redscript/getting-started/how-to-start-redscripting/redscript-in-2-minutes.md): Learn REDscript directly from REDscript code! Get inspired, feel the vibe - \[How to create a hook\](https://wiki.redmodding.org/redscript/getting-started/how-to-create-a-hook.md): Examples of creating hooks - \[Things to hook\](https://wiki.redmodding.org/redscript/getting-started/how-to-create-a-hook/things-to-hook.md) - \[Data Types\](https://wiki.redmodding.org/redscript/language/native-types.md): Built-in types available in the game runtime. - \[Strings\](https://wiki.redmodding.org/redscript/language/strings.md): How to get shit done with strings - \[Intrinsics\](https://wiki.redmodding.org/redscript/language/intrinsics.md): Intrinsics are low-level operations that are natively supported in REDscript. - \[Loops\](https://wiki.redmodding.org/redscript/language/loops.md) - \[Hook Annotations\](https://wiki.redmodding.org/redscript/language/hook-annotations.md): Special keywords that you can use to change or extend the behavior of existing methods and classes in the base game. - \[Modules\](https://wiki.redmodding.org/redscript/language/modules.md): Introduction to modules. - \[Advanced Features\](https://wiki.redmodding.org/redscript/language/advanced-features.md): How the fuck do I... - \[Conditional compilation\](https://wiki.redmodding.org/redscript/language/advanced-features/conditional-compilation.md) - \[Configurable user hints\](https://wiki.redmodding.org/redscript/language/advanced-features/configurable-user-hints.md) - \[Utility functions\](https://wiki.redmodding.org/redscript/language/utility-functions.md): Built-in functions available in the game runtime. - \[Math\](https://wiki.redmodding.org/redscript/language/utility-functions/math.md) - \[Random\](https://wiki.redmodding.org/redscript/language/utility-functions/random.md) - \[Utilities\](https://wiki.redmodding.org/redscript/language/utility-functions/utilities.md) - \[Logging\](https://wiki.redmodding.org/redscript/references-and-examples/logging.md): This guide describes how you can write logs while debugging your scripts. It can be helpful too to get feedback from players when they find bugs. - \[Libraries\](https://wiki.redmodding.org/redscript/references-and-examples/libraries.md): This page references a list of useful Redscript libraries/plugins you can use to create mods. - \[Scriptable systems\](https://wiki.redmodding.org/redscript/references-and-examples/scriptable-systems.md): Run your code along with the game. - \[Scriptables comparison\](https://wiki.redmodding.org/redscript/references-and-examples/scriptable-systems/scriptables-comparison.md): What is ScriptableSystem vs. ScriptableService? - \[Common Patterns\](https://wiki.redmodding.org/redscript/references-and-examples/common-patterns.md): How do I... - \[Safe downcasting\](https://wiki.redmodding.org/redscript/references-and-examples/common-patterns/safe-downcasting.md) - \[Class constructors\](https://wiki.redmodding.org/redscript/references-and-examples/common-patterns/class-constructors.md) - \[Hash maps\](https://wiki.redmodding.org/redscript/references-and-examples/common-patterns/hash-maps.md) - \[Heterogeneous array literals\](https://wiki.redmodding.org/redscript/references-and-examples/common-patterns/heterogeneous-array-literals.md) - \[DelaySystem and DelayCallback\](https://wiki.redmodding.org/redscript/references-and-examples/common-patterns/delaysystem-and-delaycallback.md) - \[Generic callbacks\](https://wiki.redmodding.org/redscript/references-and-examples/common-patterns/generic-callbacks.md): This guide will show you how you can declare a generic callback thanks to Codeware's reflection. - \[Persistence\](https://wiki.redmodding.org/redscript/references-and-examples/common-patterns/persistence.md) - \[UI Scripting\](https://wiki.redmodding.org/redscript/references-and-examples/ui-scripting.md): Influencing Cyberpunk's UI with REDscript - \[Logging Widget Trees\](https://wiki.redmodding.org/redscript/references-and-examples/ui-scripting/logging-widget-trees.md) - \[Popups\](https://wiki.redmodding.org/redscript/references-and-examples/ui-scripting/popups.md): Scriptable popups - \[Gameplay\](https://wiki.redmodding.org/redscript/references-and-examples/gameplay.md): A collection of gameplay-related references and examples. - \[Weapons\](https://wiki.redmodding.org/redscript/references-and-examples/gameplay/weapons.md): How to do stuff with weapons, the Redscript way - \[Vehicle system\](https://wiki.redmodding.org/redscript/references-and-examples/gameplay/vehicle-system.md): Cool stuff you can do with vehicles - \[Sleeping and Skipping Time\](https://wiki.redmodding.org/redscript/references-and-examples/gameplay/sleeping-and-skipping-time.md) - \[Community\](https://wiki.redmodding.org/redscript/help/community.md): Chat with modders and developers - \[Troubleshooting\](https://wiki.redmodding.org/redscript/help/troubleshooting.md) --- # Unknown \> For the complete documentation index, see \[llms.txt\](https://wiki.redmodding.org/wolvenkit/llms.txt). Markdown versions of documentation pages are available by appending \`.md\` to page URLs; this page is available as \[Markdown\](https://wiki.redmodding.org/wolvenkit/readme.md). # Home !\[\](/files/-MfUDMbz0Yr2sAxCjfHv) ## What is WolvenKit? {% hint style="info" %} This wiki – and Wolvenkit – are community-driven open source projects! If you want to contribute, you can start \[editing the wiki\](https://app.gitbook.com/invite/-MP5ijqI11FeeX7c8-N8/H70HZBOeUulIpkQnBLK7), contribute to the \[source code\](https://github.com/WolvenKit/Wolvenkit), or find us on \[Discord\]()! {% endhint %} WolvenKit is an open-source modding tool for \*\*Cyberpunk 2077\*\* and \*\*The Witcher 3: Wild Hunt\*\*. Our vision is to develop a standalone software which can read and write all REDengine file formats, simplify and accelerate modding workflows, and help you create great mods for great games. Our current development focus is REDengine 4 with Cyberpunk 2077. !\[\](/files/j0pOGy6qUjEdQZE8Ok79) After \[installing Wolvenkit\](https://github.com/WolvenKit/Wolvenkit/releases), you can… \* … dive right in and start \[\*\*creating a mod\*\*\](/wolvenkit/getting-started/creating-a-mod.md) \* … read more about the software on the \[\*\*Overview\*\*\](/wolvenkit/features/overview.md) page \* … check out what's new in our \[\*\*Release Notes\*\*\](/wolvenkit/features/release-notes.md) \* … learn about support for The Witcher 3 on the \[\*\*REDengine 3\*\*\](https://wiki.redmodding.org/redengine3-research/) or \[\*\*Legacy WolvenKit\*\*\](https://wiki.redmodding.org/legacy-wolvenkit/) wikis \* … find modding guides and know-how on the dedicated \[\*\*Cyberpunk 2077 Modding Wiki\*\*\](https://wiki.redmodding.org/cyberpunk-2077-modding/) … or join us on \[Discord\](https://discord.gg/redmodding). ## Quick Links {% content-ref url="/pages/-Mc17TeIOb9PZKGvXzdc" %} \[Overview\](/wolvenkit/features/overview.md) {% endcontent-ref %} {% content-ref url="/pages/-Mc16zFgM\\\_Ce\\\_gw7\\\_QPu" %} \[Release Notes\](/wolvenkit/features/release-notes.md) {% endcontent-ref %} {% content-ref url="/pages/-MZyVMbYHIDdrFBG7aP9" %} \[Download, Install and Setup\](/wolvenkit/getting-started/download.md) {% endcontent-ref %} {% content-ref url="/pages/K8wx97FZvBQ3OkcnOTl5" %} \[Creating a Mod\](/wolvenkit/getting-started/creating-a-mod.md) {% endcontent-ref %} ## Websites & Community {% embed url="" %} {% embed url="" %} {% embed url="" %} --- # Unknown \# Cyber Engine Tweaks ## Cyber Engine Tweaks - \[Welcome\](https://wiki.redmodding.org/cyber-engine-tweaks/master.md): Welcome to Cyber Engine Tweaks official Wiki! - \[Installation\](https://wiki.redmodding.org/cyber-engine-tweaks/getting-started/installing.md): Guide to installing the Cyber Engine Tweaks into the game - \[Troubleshooting\](https://wiki.redmodding.org/cyber-engine-tweaks/getting-started/installing/troubleshooting.md): If Cyber Engine Tweaks isn't working, here's what you can do - \[Linux (Proton)\](https://wiki.redmodding.org/cyber-engine-tweaks/getting-started/installing/linux-proton.md): Using Cyber Engine Tweaks on Linux - \[Uninstall\](https://wiki.redmodding.org/cyber-engine-tweaks/getting-started/installing/uninstalling.md): How to remove Cyber Engine Tweaks - \[How do I \\\_\\\_\\\_\\\_\\\_?\](https://wiki.redmodding.org/cyber-engine-tweaks/getting-started/how-do-i.md): How to do things with CET - \[Usage\](https://wiki.redmodding.org/cyber-engine-tweaks/console/usage.md): How to use the Cyber Engine Tweaks Overlay - \[FAQ\](https://wiki.redmodding.org/cyber-engine-tweaks/console/usage/mod-faqs.md): Frequently asked questions about Cyber Engine Tweaks based mods. - \[Console\](https://wiki.redmodding.org/cyber-engine-tweaks/console/console.md): How to use the Cyber Engine Tweaks Console - \[Useful commands\](https://wiki.redmodding.org/cyber-engine-tweaks/console/console/how-do-i.md): A collection of commonly requested commands. How do I... - \[Bindings\](https://wiki.redmodding.org/cyber-engine-tweaks/console/bindings.md): How to use Cyber Engine Tweaks Bindings - \[Settings\](https://wiki.redmodding.org/cyber-engine-tweaks/console/settings.md): How to use Cyber Engine Tweaks Settings - \[Config file\](https://wiki.redmodding.org/cyber-engine-tweaks/console/settings/config-file.md): Description of all the configuration variables available - \[Change font & language setting\](https://wiki.redmodding.org/cyber-engine-tweaks/console/settings/config-file/change-font-and-font-size.md): A guide on how to change the font and font size for Cyber Engine Tweaks and mods based on Cyber Engine Tweaks. And how to display non-English characters. - \[TweakDB Editor\](https://wiki.redmodding.org/cyber-engine-tweaks/console/usage-1.md): How to modify the TweakDB via CET - \[Game Log\](https://wiki.redmodding.org/cyber-engine-tweaks/console/usage-2.md): How to use the Cyber Engine Tweaks Game Log - \[Introduction\](https://wiki.redmodding.org/cyber-engine-tweaks/introduction.md): An overview of how to use CET to create custom mods - \[First Steps\](https://wiki.redmodding.org/cyber-engine-tweaks/first-steps.md): Explaining how to create and run a custom mod - \[Mod Structure\](https://wiki.redmodding.org/cyber-engine-tweaks/first-steps/mod-structure.md): Explaining how to create and run a custom mod - \[Logs & Debug\](https://wiki.redmodding.org/cyber-engine-tweaks/first-steps/logs-debug.md): Explaining where to find logs file and write them - \[Good Practices\](https://wiki.redmodding.org/cyber-engine-tweaks/first-steps/good-practices.md): Codes good practices, pitfalls and tips - \[Resources\](https://wiki.redmodding.org/cyber-engine-tweaks/resources.md): A collection of helpful links and resources - \[VS Code\](https://wiki.redmodding.org/cyber-engine-tweaks/resources/vs-code.md) - \[Scripting API\](https://wiki.redmodding.org/cyber-engine-tweaks/scripting-api.md): Explaining how to create and run a custom mod - \[CET Functions\](https://wiki.redmodding.org/cyber-engine-tweaks/cet-functions.md): An overview of CET-Exclusive functions - \[Events\](https://wiki.redmodding.org/cyber-engine-tweaks/cet-functions/events.md) - \[onInit\](https://wiki.redmodding.org/cyber-engine-tweaks/cet-functions/events/oninit.md) - \[onUpdate\](https://wiki.redmodding.org/cyber-engine-tweaks/cet-functions/events/onupdate.md) - \[onDraw\](https://wiki.redmodding.org/cyber-engine-tweaks/cet-functions/events/ondraw.md) - \[onOverlayOpen\](https://wiki.redmodding.org/cyber-engine-tweaks/cet-functions/events/onoverlayopen.md) - \[onOverlayClose\](https://wiki.redmodding.org/cyber-engine-tweaks/cet-functions/events/onoverlayclose.md) - \[onShutdown\](https://wiki.redmodding.org/cyber-engine-tweaks/cet-functions/events/onshutdown.md) - \[onTweak\](https://wiki.redmodding.org/cyber-engine-tweaks/cet-functions/events/ontweak.md) - \[Hotkeys\](https://wiki.redmodding.org/cyber-engine-tweaks/cet-functions/hotkeys.md) - \[RegisterHotkey\](https://wiki.redmodding.org/cyber-engine-tweaks/cet-functions/hotkeys/registerhotkey.md) - \[RegisterInput\](https://wiki.redmodding.org/cyber-engine-tweaks/cet-functions/hotkeys/registerinput.md) - \[Miscellaneous\](https://wiki.redmodding.org/cyber-engine-tweaks/cet-functions/misc.md): Miscellaneous functions useful for debugging and getting special objects and info. - \[Debug functions\](https://wiki.redmodding.org/cyber-engine-tweaks/cet-functions/misc/debug-functions.md) - \[Getters functions\](https://wiki.redmodding.org/cyber-engine-tweaks/cet-functions/misc/getters-functions.md) - \[Observe, Override, NewProxy\](https://wiki.redmodding.org/cyber-engine-tweaks/cet-functions/observers.md) - \[Observe\](https://wiki.redmodding.org/cyber-engine-tweaks/cet-functions/observers/observe.md) - \[Override\](https://wiki.redmodding.org/cyber-engine-tweaks/cet-functions/observers/override.md) - \[NewProxy\](https://wiki.redmodding.org/cyber-engine-tweaks/cet-functions/observers/newproxy.md) - \[Movement / Camera\](https://wiki.redmodding.org/cyber-engine-tweaks/cet-functions/movement-camera.md): Movement and camera-related functions - \[AdjustTransformWithDurations\](https://wiki.redmodding.org/cyber-engine-tweaks/cet-functions/movement-camera/adjusttransformwithdurations.md) - \[Special Types\](https://wiki.redmodding.org/cyber-engine-tweaks/cet-functions/special-types.md): Helper functions which let you construct internal data types. - \[TweakDB\](https://wiki.redmodding.org/cyber-engine-tweaks/cet-functions/tweakdb.md): Methods for interacting with TweakDB, the game's internal data store. - \[Game Functions\](https://wiki.redmodding.org/cyber-engine-tweaks/functions.md): Overview of the different functions available to use on the console. - \[CET and Codeware\](https://wiki.redmodding.org/cyber-engine-tweaks/cet-and-codeware.md): How to make the most of psiberx's script expansion framework - \[Snippets & Examples\](https://wiki.redmodding.org/cyber-engine-tweaks/snippets-examples.md): Ready-to-paste CET code - \[UI Examples\](https://wiki.redmodding.org/cyber-engine-tweaks/snippets-examples/ui-examples.md): This page contains examples for creating UI for your mod using the built-in ImGui library. - \[Helpful GUI Mods\](https://wiki.redmodding.org/cyber-engine-tweaks/snippets-examples/ui-examples/helpful-gui-mods.md): A list of mods that you may find helpful for making an ImGui window - \[Utilities\](https://wiki.redmodding.org/cyber-engine-tweaks/snippets-examples/utilities.md): A collection of LUA scripting utilities to make your life easier - \[Debug\](https://wiki.redmodding.org/cyber-engine-tweaks/snippets-examples/utilities/debug.md): A debug helper class - \[Files\](https://wiki.redmodding.org/cyber-engine-tweaks/snippets-examples/utilities/files.md) - \[Hooks\](https://wiki.redmodding.org/cyber-engine-tweaks/snippets-examples/utilities/hooks.md): A custom hooks system for your LUA script - \[Tables\](https://wiki.redmodding.org/cyber-engine-tweaks/snippets-examples/utilities/tables.md) - \[Async / waiting\](https://wiki.redmodding.org/cyber-engine-tweaks/snippets-examples/utilities/async-waiting.md): Do stuff later without blocking - \[Observing weapon hits\](https://wiki.redmodding.org/cyber-engine-tweaks/snippets-examples/observing-weapon-hits.md): Example code for observing a weapon hit - \[Base Status Effects\](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects.md): Descriptions of effects that can be passed into certain functions such as Game.ApplyEffectOnNPC(), any function that takes effect as a parameter. - \[stringType\](https://wiki.redmodding.org/cyber-engine-tweaks/stringtype.md): Description of string type to use in functions - \[Clothing Recipes\](https://wiki.redmodding.org/cyber-engine-tweaks/clothing-recipes.md): This is a preliminary list of item hashes for clothes recipes, provided by Bettik#0331. I have preserved it here so the data doesn't get lost until we can find a proper home for it. - \[How To Teleport\](https://wiki.redmodding.org/cyber-engine-tweaks/teleportation-locations.md): How to teleport V - \[Patch notes\](https://wiki.redmodding.org/cyber-engine-tweaks/patch-notes.md) - \[Upgrade Guide\](https://wiki.redmodding.org/cyber-engine-tweaks/upgrade-guide.md) --- # Agent Instructions This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com. ## Querying This Documentation If you need additional information, you can query the documentation dynamically by asking a question. Perform an HTTP GET request on a page URL with the \`ask\` query parameter: \`\`\` GET https://wiki.redmodding.org/cyber-engine-tweaks/master.md?ask= \`\`\` The question should be specific, self-contained, and written in natural language. The response will contain a direct answer to the question and relevant excerpts and sources from the documentation. Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections. --- # Unknown \# WolvenKit ## WolvenKit - \[Home\](https://wiki.redmodding.org/wolvenkit/readme.md): WolvenKit - The ultimate mod editor for REDengine games - \[Overview\](https://wiki.redmodding.org/wolvenkit/features/overview.md): WolvenKit is powerful - \[Release Notes\](https://wiki.redmodding.org/wolvenkit/features/release-notes.md): What's new? - \[8.7 (Latest Stable)\](https://wiki.redmodding.org/wolvenkit/features/release-notes/8.7.md): Are we official now? - \[8.6\](https://wiki.redmodding.org/wolvenkit/features/release-notes/8.6.md): Have you tried updating to the nightly? - \[8.5\](https://wiki.redmodding.org/wolvenkit/features/release-notes/8.5.md): Buffer overflow - \[8.4\](https://wiki.redmodding.org/wolvenkit/features/release-notes/8.4.md): Lexar-mode engage - \[8.3\](https://wiki.redmodding.org/wolvenkit/features/release-notes/8.3.md): Good things come to those who wait - \[8.2\](https://wiki.redmodding.org/wolvenkit/features/release-notes/8.2.md) - \[0.8.0.1\](https://wiki.redmodding.org/wolvenkit/features/release-notes/0.8.0.1.md) - \[Legacy\](https://wiki.redmodding.org/wolvenkit/features/release-notes/legacy.md): WolvenKit 0.7.x series and below - \[Download, Install and Setup\](https://wiki.redmodding.org/wolvenkit/getting-started/download.md): Downloading the WolvenKit application - \[The Wolvenkit Nightly\](https://wiki.redmodding.org/wolvenkit/getting-started/download/the-wolvenkit-nightly.md): What is the Nightly, and why should (or shouldn't) you use it? - \[Uninstall\](https://wiki.redmodding.org/wolvenkit/getting-started/uninstall.md): Uninstalling WolvenKit - \[Full install walkthrough (ELI5)\](https://wiki.redmodding.org/wolvenkit/getting-started/eli5-getting-started.md): If you want step-by-step instructions on how to install and configure Wolvenkit - \[ELI5: Full Prep for Mod Development\](https://wiki.redmodding.org/wolvenkit/getting-started/eli5-getting-started/prep-your-computer.md): Perquisites: All the stuff you could possibly need, with download links - \[ELI5: Configure modding tools\](https://wiki.redmodding.org/wolvenkit/getting-started/eli5-getting-started/configure-modding-tools.md): Set relative locations of modding tools inside the applications - \[ELI5: Validate Functionality\](https://wiki.redmodding.org/wolvenkit/getting-started/eli5-getting-started/validate-functionality.md): To make sure the modding tools were setup correctly, you will use the below steps to create a very basic color swap mod. - \[Creating a Mod\](https://wiki.redmodding.org/wolvenkit/getting-started/creating-a-mod.md): With great power comes great responsibility - \[Troubleshooting\](https://wiki.redmodding.org/wolvenkit/getting-started/troubleshooting.md): What to do when your Wolvenkit install acts up - \[Home\](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/home.md): It's cozy! - \[Home: Plugins\](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/home/home-plugins.md): Which Wolvenkit plugins exist, what do they do? - \[Menu\](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu.md) - \[Toolbar\](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu/toolbar.md): The buttons on Wolvenkit's toolbar, and which menu function they call - \[Launch Profiles\](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu/launch-profiles.md): Wolvenkit Launch profiles and what they do - \[Wolvenkit's Interface\](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor.md): The main interface of WolvenKit - \[Project Explorer\](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor/project-explorer.md) - \[Asset Browser\](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor/asset-browser.md): Live archive explorer - \[Properties\](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor/properties.md) - \[File Editor\](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor/file-editor.md): REDengine file editor - \[Editor Toolbar\](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor/file-editor/editor-toolbar.md): The CR2W Editor's toolbar, and what you can do there - \[Editor Difficulty Mode\](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor/file-editor/editor-difficulty-mode.md): Editor difficulty mode explained - \[Preview\](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor/file-editor/preview.md): Previews for meshes and entities - \[Generators\](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor/generators.md): WKit's generators and their parameters - \[Prop generator\](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor/generators/prop-generator.md): The Wolvenkit prop generator and its fields - \[Log\](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor/log.md) - \[Tweak Browser\](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor/tweak-browser.md) - \[LocKey Browser\](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor/lockey-browser.md) - \[Quest Editor\](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor/quest-editor.md): Quest Editor 101 - \[Scene Editor\](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor/scene-editor.md): Scene Editor 101 - \[Tools\](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/tools.md): Documentation of the "Tool" menu in Wolvenkit's taskbar - \[Script Manager\](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/tools/script-manager.md): What is the script manager? How do I use it? - \[Tools: Import/Export UI\](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/tools/tools-import-export.md): What are the Import/Export tools? What do they do? - \[File Validation\](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation.md): What is Wolvenkit File Validation? How do I use it? - \[Settings\](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings.md): Wolvenkit's settings and what they mean - \[Usage\](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage.md) - \[WolvenKit Projects\](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/wolvenkit-projects.md): What's a project, how do I get one, and what does it do? - \[The Wolvenkit Depot\](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/create-depot.md): Wolvenkit's big messy box of stuff - \[Wolvenkit Search: Finding files\](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/wolvenkit-search-finding-files.md): These aren't the files you're looking for… yet. - \[Blender Integration\](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/blender-integration.md): The Wolvenkit Blender plugin - \[Scripting with wscript\](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/scripting-with-wscript.md): a brief introduction to scripting within Wolvenkit. - \[WScript API Documentation\](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/wscript-api-docs.md) - \[Video and Audio\](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/video-and-audio.md): How to view video and audio files in WolvenKit. - \[Import/Export\](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/import-export.md): Wolvenkit Import and Export explained - \[Import/Export as JSON\](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/import-export/import-export-as-json.md): How to import or export to/from JSON with Wolvenkit - \[I/O formats for export/import\](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/import-export/i-o-formats-for-export-import.md): Overview of supported I/O formats - \[Import/Export: Mesh (3d Model)\](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/import-export/models.md) - \[Import/Export: Textures\](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/import-export/textures.md): How to import and export textures - \[Import/Export: MLMask and MLSetup\](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/import-export/import-export-mlmask-and-mlsetup.md): How to import and export multilayered assets - \[Import/Export: Sound effects\](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/import-export/import-export-sound-effects.md): How to import and export audio from opusinfo/opuspaks. - \[Navigating Wolvenkit\](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/navigating-wolvenkit.md): UX/UI: Keyboard shortcuts, tips, and tricks - \[Error Codes\](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/error-codes.md): A list of Wolvenkit error codes, and what they mean - \[Wait, it can do that?\](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/wait-it-can-do-that.md): Things you had no idea that Wolvenkit could do - \[WolvenKit Console\](https://wiki.redmodding.org/wolvenkit/wolvenkit-cli/wolvenkit-console.md): The command-line modding tool - \[Wolvenkit.CLI: Usage\](https://wiki.redmodding.org/wolvenkit/wolvenkit-cli/usage.md) - \[Wolvenkit.CLI: Command List\](https://wiki.redmodding.org/wolvenkit/wolvenkit-cli/usage/command-list.md): Display help for a specific command: e.g. unbundle -h - \[Settings\](https://wiki.redmodding.org/wolvenkit/wolvenkit-cli/usage/settings.md): How to configure Wolvenkit Console - \[Textures (CLI)\](https://wiki.redmodding.org/wolvenkit/wolvenkit-cli/usage/textures-cli.md): How to unbundle, uncook, rebuild and pack texture files - \[Video and audio files (CLI)\](https://wiki.redmodding.org/wolvenkit/wolvenkit-cli/usage/video-and-audio-files-cli.md): Extracting and playing from archives - \[Official\](https://wiki.redmodding.org/wolvenkit/guides/official.md): Guided tours of WolvenKit from yours truly ❤️ - \[Modding with WolvenKit\](https://wiki.redmodding.org/wolvenkit/modding-community.md): How to make mods using Wolvenkit - \[Exporting Characters to Blender\](https://wiki.redmodding.org/wolvenkit/modding-community/exporting-to-blender.md): Step-by-step guide for exporting to Blender for non-mod use (i.e. cosplay, 3d print, etc.) - \[Exporting Rigs & Anims\](https://wiki.redmodding.org/wolvenkit/modding-community/exporting-to-blender/exporting-rigs-and-anims.md): So we got Jackie out, can we make him move? - \[Exporting Vehicles\](https://wiki.redmodding.org/wolvenkit/modding-community/exporting-vehicles.md): Step-by-step guide for exporting vehicles to Blender - \[Bug Reports\](https://wiki.redmodding.org/wolvenkit/help/bug-reports.md): Help us log bugs with the WolvenKit application - \[Contributing\](https://wiki.redmodding.org/wolvenkit/help/contributing.md): Please help - \[Community\](https://wiki.redmodding.org/wolvenkit/help/community.md): Chat with modders and developers - \[FAQ\](https://wiki.redmodding.org/wolvenkit/help/faq.md): Frequently asked questions - \[Long file path support\](https://wiki.redmodding.org/wolvenkit/help/faq/long-file-path-support.md): Wolvenkit showed me a popup, how do I fix this? - \[Glossary\](https://wiki.redmodding.org/wolvenkit/help/glossary.md): Demystification of REDengine modding jargon - \[About\](https://wiki.redmodding.org/wolvenkit/about.md) --- # Unknown \# Cyberpunk 2077 Modding ## Cyberpunk 2077 Modding - \[Home\](https://wiki.redmodding.org/cyberpunk-2077-modding/readme.md): Welcome to the Cyberpunk 2077 modding wiki! - \[The Wiki\](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki.md): How to contribute to the thing you're currently reading (please do)! - \[Editing guidelines\](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki/editing-guidelines.md) - \[Page Header: Summary\](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki/editing-guidelines/page-header-summary.md): A sample page header for you to copy/paste - \[Glossary\](https://wiki.redmodding.org/cyberpunk-2077-modding/glossary.md): List of words that need more context - \[Using Mods\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077.md): Modding your game, for mod users - \[The Cyberpunk 2077 Game Directory\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory.md): What is your game directory, where can you find it? - \[Launch parameters\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory/launch-parameters.md): Launch parameters for Cyberpunk2077.exe (and what they do) - \[Additional launch parameters for use from game launchers\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory/additional-launch-parameters-for-use-from-game-launchers.md): Launch parameters for use from game launchers (and what they do) - \[Getting Started: Installing Cyberpunk\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/getting-started.md): Install the core requirements for Cyberpunk2077 modding, decide how to manage your mods, and set up a mod manager - \[MO2 (Mod Organizer 2)\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/getting-started/mo2-mod-organizer-2.md): How to use MO2 - it's that simple - \[Vortex Mod Manager\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/getting-started/vortex-mod-manager.md): Installing and setting up Vortex Mod Manager, the recommended way to install, manage, and upgrade mods. - \[Archive files Load Order\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/load-order.md): How does load order work in Cyberpunk? - \[REDmod\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod.md): https://www.cyberpunk.net/en/modding-support - \[REDMod: Usage\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/usage.md) - \[Commands\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/commands.md) - \[Deploy\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/commands/deploy.md) - \[Change logs\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/change-logs.md): This page explains the features added in the different game versions. - \[Downgrading / Preventing Auto-Updates\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/users-downgrading-preventing-auto-updates.md): Only update once all frameworks are stable! - \[Modding on Linux\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/modding-on-linux.md): How to get mods working on SteamDeck or other Linux distros - \[Modding on macOS\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/modding-on-macos.md): How to get mods working on the MacOS build of Cyberpunk 2077 - \[Troubleshooting\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/user-guide-troubleshooting.md): If your mods are causing trouble, here's what you can do - \[Users: Troubleshooting after a game update\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/user-guide-troubleshooting/users-troubleshooting-after-a-game-update.md): The game just updated, and you're crashing. Now what? - \[Users: Troubleshooting Requirements\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/user-guide-troubleshooting/requirements-explained.md): How do I get my fucking mod working and what do dependencies have to do with it? - \[Finding and Reading Log Files\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/user-guide-troubleshooting/finding-and-reading-log-files.md): This page will tell you how to find the right log file for your problem. - \[Broken Mods: How To Help\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/user-guide-troubleshooting/broken-mods-how-to-help.md): A mod is crashing and you know which — what now? - \[Modding Tools\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools.md): Frequently used tools for modding workflows - \[WolvenKit\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/wolvenkit.md): WolvenKit - Community game editing suite for CyberPunk 2077. - \[Wolvenkit Blender IO Suite\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/wolvenkit-blender-io-suite.md): How the Wolvenkit Blender plugin works - \[Installing the Wolvenkit Blender Plugin\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/wolvenkit-blender-io-suite/installing-the-wolvenkit-blender-plugin.md): Install guide - \[Installing from github source\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/wolvenkit-blender-io-suite/installing-the-wolvenkit-blender-plugin/installing-from-github-source.md) - \[WKit Blender Plugin: Current version\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/wolvenkit-blender-io-suite/installing-the-wolvenkit-blender-plugin/wkit-blender-plugin-current-version.md): Recommended stable plugin version - \[WKit Blender Plugin: Import/Export\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/wolvenkit-blender-io-suite/wkit-blender-plugin-import-export.md): How to import and export with the Wolvenkit Blender plugin - \[WKit Blender Plugin: AKL Autofitter\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/wolvenkit-blender-io-suite/wkit-blender-plugin-akl-autofitter.md): How to use the auto refitter - \[WKit Blender Plugin: Error messages\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/wolvenkit-blender-io-suite/wkit-blender-plugin-error-messages.md): Plugin error messages and how to resolve them - \[WKit Blender Plugin: Material Tools\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/wolvenkit-blender-io-suite/wkit-blender-plugin-material-tools.md): How to edit .mlsetup files in Blender - \[WKit Blender Plugin: Troubleshooting\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/wolvenkit-blender-io-suite/wkit-blender-plugin-troubleshooting.md): If it's not working as expected - \[MLSETUP Builder\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/mlsetup-builder.md): The tool of your choice for editing multilayered materials - \[The MLSB library search\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/mlsetup-builder/the-mlsb-library-search.md): How does MLSB's tag browser work? - \[RedHotTools\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/redhottools.md): psiberx's RedHotTools - a powerful utility for better mod development - \[RHT: The world inspector\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/redhottools/rht-the-world-inspector.md): "I can show you the world" - \[RHT: Ink Inspector\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/redhottools/rht-ink-inspector.md): Analyze Cyberpunk's UI - \[RHT: Hot Reload\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/redhottools/rht-hot-reload.md): How to hot reload things with RedHotTools - \[REDmod for mod devs\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/redmod.md): Using Redmod to create mods. - \[Exporting Resources to Raw Formats\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/redmod/exporting-resources-to-raw-formats.md): REDmod can export .mesh, .w2mesh, .xbm, rsvg and .svg files using the resource-export command. - \[Exporting .mesh/.w2mesh\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/redmod/exporting-resources-to-raw-formats/exporting-.mesh-.w2mesh.md): Using REDmod to export .mesh and .w2mesh files to .fbx format - \[Exporting .xbm\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/redmod/exporting-resources-to-raw-formats/exporting-.xbm.md) - \[Importing Raw Files to REDengine\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/redmod/importing-raw-files-to-redengine.md): using the import and resource-import commands - \[Importing Animations\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/redmod/importing-raw-files-to-redengine/import.md): redmod import -gameRoot=\\ -inputPath=\\ -animset=\\ \\\[options\] - \[Animation Modding\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/redmod/animation-modding.md) - \[Script Modding\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/redmod/script-modding.md) - \[REDmod: Tweaks\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/redmod/redmod-tweaks.md) - \[Audio Modding: Redmod\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/redmod/audio-modding.md): Redmod allows you to add new and edit existing audio events. - \[Tools, scripts and plugins\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/blender-scripts-and-plugins.md): Commonly Used Tools and scripts for creating the best mods - \[Savegame Editor: CyberCAT\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/savegame-editor-cybercat.md): How the savegame editor works - \[Modding Tools: Archived\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/modding-tools-archived.md): Archived documentation for tools we no longer actively use - \[010 Editor (ARCHIVED)\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/modding-tools-archived/010-editor.md): What is 010 Editor? - \[Noesis (ARCHIVED)\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/modding-tools-archived/noesis.md): What is Noesis? - \[References, lists and overviews\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews.md): A list of look-ups - \[Assets explained\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/assets.md) - \[Cheat Sheet: Character Creator\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-character-creator.md): Character creator options and their values - \[Cheat Sheet: Head\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-head.md) - \[Cheat Sheet: Hair\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-head/hair.md): Overview of hair related things - \[Cheat Sheet: Facial Expressions\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-head/cheat-sheet-facial-expressions.md) - \[Cheat Sheet: E3 Heads\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-head/cheat-sheet-e3-heads.md): Where to find the E3 marketing assets - \[Cheat Sheet: Body\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-body.md): Which body parts are where? - \[Cheat Sheet: Arms\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-arms.md): Arms are why we can't have nice things. - \[Cheat sheet: Rigs and animations\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-rigs-and-animations.md): Where rigs and animations are stored - \[Cheat Sheet: Photo Mode\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-photo-mode.md): Photo Mode Cheat Sheet - \[Cheat sheet: Materials\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-materials.md): Various kinds of materials, and where to find them - \[Cheat Sheet: Lights\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-lights.md): Lights and their properties at a glance - \[Cheat Sheet: Tweaks\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-tweak-ids.md): A collection of tweak IDs for certain types of entity - \[Weapons\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-tweak-ids/weapons.md) - \[Cheat Sheet: Weapon BaseStats\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-tweak-ids/weapons/cheat-sheet-weapon-basestats.md): Explanation for BaseStats behavior. (Tested in game) - \[Cheat Sheet: Iconic effects by weapon\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-tweak-ids/weapons/iconic-effects-by-weapon.md): Weapon IDs and the tweaks they use - \[Cheat Sheet: Weapon damage effects\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-tweak-ids/weapons/cheat-sheet-weapon-damage-effects.md): A list of weapon damage effects, and how to apply them - \[Cheat Sheet: Weapon Audio\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-tweak-ids/weapons/cheat-sheet-weapon-audio.md) - \[Cheat Sheet: Poses/Animations\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-tweak-ids/poses-animations.md): Cheat Sheets for poses and animations - \[Cheat Sheet: Base Stats\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-tweak-ids/cheat-sheet-base-stats.md): Tweak base stats - \[Cheat Sheet: Vendor IDs\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-tweak-ids/cheat-sheet-vendor-ids.md): All vendor IDs - \[Cheat Sheet: Prereqs\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-tweak-ids/cheat-sheet-prereqs.md) - \[Cheat Sheet: Attachment Slots\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-tweak-ids/cheat-sheet-attachment-slots.md): Specify mod slots for your gear - \[Equipment\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/equipment.md): Everything about gear - \[Equipment Databases\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/equipment/equipment-databases.md): Browse the catalogue - \[Cheat sheet: Weapons\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/equipment/weapons.md): We need guns, lots of guns. - \[Spawn Codes (BaseIDs/Hashes)\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/equipment/spawn-codes-baseids-hashes.md): Item spawn codes and how they link to appearances - \[Variants and appearances\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/equipment/variants-and-appearances.md): For the purpose of recoloring or exchanging items - \[NPCs and their files\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/people.md): Heroes, villains, the extended cast and innocent bystanders - \[Finding files: AMM NPCs\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/people/finding-files-amm-npcs.md): How to find an AMM NPC in the files - \[References: Vehicles\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/vehicles.md): Look up vehicle-related stuff - \[Cheat Sheet: Vehicles\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/vehicles/vehicles.md): Vroom Vroom - \[Cheat Sheet: Vehicle Properties\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/vehicles/vehicle-drive-model-data-record.md): All the properties that make your car go fast (or slow) - \[Cheat Sheet: Vehicle Root Record\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/vehicles/vehicle-record.md): The TweakDB default vehicle record - \[Cheat Sheet: Vehicles - Archive\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/vehicles/archive.md) - \[Archived: Appearances Mappings\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/vehicles/archive/appearances-mappings.md) - \[Archived: Vehicle Filename Parsing\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/vehicles/archive/vehicle-filename-parsing.md) - \[Archived: Parts & Parts Categories\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/vehicles/archive/parts-and-parts-categories.md) - \[Reference: World Sectors\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/reference-world-sectors.md): A list of interesting locations and their sector files - \[Reference: MinimapDataNodes\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/reference-world-sectors/reference-minimapdatanodes.md): A list and section for further exploration of the MinimapDataNode and .cminimap files. - \[Finding Locations\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/reference-world-sectors/places.md): How to find Cyberpunk locations in the files - \[Reference: .streamingsector node types\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/reference-world-sectors/reference-.streamingsector-node-types.md): Which node types exist: What do they do? - \[Reference: Quest Ids\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/reference-quest-ids.md): Dump of the quest id info and names - \[Reference: Audio files\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/reference-audio-files.md): Audio files for frequent modding - \[Reference: inkWidgets\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/reference-inkwidgets.md): Common inkWidgets you might want to know about - \[Scripting\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/scripting.md) - \[Best practices / pitfalls\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/scripting/scripting-best-practices-pitfalls.md): A collection of code-related knowledge - \[Core Mods explained\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained.md): A list of modding frameworks and libraries, and links to their documentation - \[ArchiveXL\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained/archivexl.md): Adding stuff to the game, for the major-leagues - \[ArchiveXL: Dynamic conversion guide\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained/archivexl/archivexl-dynamic-conversion-guide.md): How to convert your mod to use dynamic variants... in ten minutes - \[ArchiveXL: Suffixes and Substitutions\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained/archivexl/archivexl-suffixes-and-substitutions.md): How suffixes and substitutions work - \[ArchiveXL: Tags\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained/archivexl/archivexl-tags.md) - \[ArchiveXL: body mods and refits\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained/archivexl/archivexl-body-mods-and-refits.md) - \[Archived: Registering the Body Tag - app. Version\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained/archivexl/archivexl-body-mods-and-refits/archived-registering-the-body-tag.md): Preserved for posterity - do not use this - \[ArchiveXL: Resource patching\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained/archivexl/archivexl-resource-patching.md): Modify resources in a non-conflicting ways and reuse definitions. - \[Resource Patching: Mesh Appearances\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained/archivexl/archivexl-resource-patching/archivexl-patching-appearances.md): Modifying game items with minimal conflicts - \[Resource Patching: Scopes\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained/archivexl/archivexl-resource-patching/resource-patching-scopes.md): How to use scopes for resource patching - \[ArchiveXL: Resource linking\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained/archivexl/archivexl-resource-linking.md) - \[ArchiveXL: Character Creator additions\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained/archivexl/archivexl-character-creator-additions.md): How to add new items to the character creator - \[CCXL Theory: Scopes and extensions\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained/archivexl/archivexl-character-creator-additions/ccxl-theory-scopes-and-extensions.md) - \[CCXL Theory: Switchers\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained/archivexl/archivexl-character-creator-additions/ccxl-theory-switchers.md) - \[CCXL: Creating a Switcher\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained/archivexl/archivexl-character-creator-additions/ccxl-creating-a-switcher.md) - \[CCXL: Hairs\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained/archivexl/archivexl-character-creator-additions/ccxl-hairs.md) - \[CCXL: Hair Profiles (Colors)\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained/archivexl/archivexl-character-creator-additions/ccxl-hair-profiles-colors.md): This will show you how to use the CCXL Hair Profiles template to add your custom hair colors to Character Creator without replacing basegame options. - \[CCXL: Body Tattoos\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained/archivexl/archivexl-character-creator-additions/ccxl-body-tattoos.md) - \[CCXL: Eyebrows\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained/archivexl/archivexl-character-creator-additions/ccxl-eyebrows.md): This page will tell you how to use ArchiveXL to add eyebrows to the character creator. - \[CCXL: Eye Textures\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained/archivexl/archivexl-character-creator-additions/ccxl-eye-textures.md): This will show you how to use the CCXL Eyes template to add custom eye options to Character Creator without replacing basegame options. - \[CCXL: Eyelashes\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained/archivexl/archivexl-character-creator-additions/ccxl-eyelashes.md): This page will teach you how to add new eyelash options to the character creator using ArchiveXL - \[ArchiveXL: dynamic materials\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained/archivexl/archivexl-dynamic-materials.md): How to use ArchiveXL's new material property interpolation - \[TweakXL\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained/tweakxl.md): Changing the game's database entries - \[TweakXL: Changing game records\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained/tweakxl/tweakxl-changing-game-records.md): How to change item stats with TweakXL - \[How to YAML: Tweak modding basics\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained/tweakxl/tweakxl-changing-game-records/how-to-yaml-tweak-modding-basics.md): This is a tutorial created with new modders in mind. This will teach you the basics - ALL the basics. - \[Changing vendor inventory\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained/tweakxl/tweakxl-changing-game-records/changing-vendor-inventory.md): How to manipulate vendor inventories - \[Changing NPCs - Tweak edit (REDMod)\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained/tweakxl/tweakxl-changing-game-records/changing-npcs-tweak-edit-redmod.md): Changing NPC's info on scan and its archetype. - \[Creating custom Blueprints\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained/tweakxl/tweakxl-changing-game-records/creating-custom-blueprints.md): A tutorial on creating a custom blueprint to add additional attachmentSlots to an item - \[Creating custom AttachmentSlots\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained/tweakxl/tweakxl-changing-game-records/creating-custom-attachmentslots.md) - \[AMM\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained/amm.md): Appearance Menu Mod - \[Game Components explained\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do.md): What do the different files do? How do I mod them? - \[File Formats\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/file-formats.md): All inclusive list of REDengine file formats - \[Materials\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/file-formats/materials.md): Game components: materials - how they work and what they are - \[Textures: .xbm files\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/file-formats/materials/textures-.xbm-files.md): Details about in-game textures - \[Re-using materials: .mi\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/file-formats/materials/re-using-materials-.mi.md): Material Instances and external materials - \[Hair Profiles: .hp\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/file-formats/materials/hair-profiles-.hp.md): What's a hair profile, and how do I use it? - \[Appearance: .app files\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/file-formats/appearance-.app-files.md): All the dirty detes on appearance files - \[Proxy Appearances\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/file-formats/appearance-.app-files/proxy-appearances.md): What's a proxy appearance, and how do I get rid of it? - \[Animations: .anims\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/file-formats/animations-.anims.md): How animations work in Cyberpunk - \[NPC animations\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/file-formats/animations-.anims/npc-animations.md): How NPC animations work - \[Facial animations\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/file-formats/animations-.anims/facial-animations.md) - \[Animations: IK and FK\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/file-formats/animations-.anims/animations-ik-and-fk.md): Inverse Kinematics and Forward Kinematics explained - \[Behaviors: .behavior files\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/file-formats/behaviors-.behavior-files.md): Explanations of what is known about .behavior files, which govern aspects of NPC A.I. and connect to various related TweakDB records. - \[Videos: .bk2\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/file-formats/videos-.bk2.md): Editing and Replacing videos in CyberPunk 2077 with RAD Video Tools - \[.community files\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/file-formats/.community-files.md): Why you do not need these - \[Razer Chroma integration: .chromaset\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/file-formats/.chromaset-razer-chroma-integration.md): How to edit .chromaset files - \[Save file: .dat\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/file-formats/save-file-.dat.md): Description of and instructions for reading save file - \[Entity: .ent files\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/file-formats/entity-.ent-files.md): All the dirty detes on entity files - \[Collision\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/file-formats/entity-.ent-files/collision.md): How does collision work? How to add or remove it? - \[Game icons: .inkatlas files\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/file-formats/game-icons-the-inkatlas-file.md) - \[Interface definitions: .inkwidget files\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/file-formats/inkwidgets-a-custom-interface.md): How to create a custom interface via inkwidgets and animate via inkanims - \[Character Creator: .inkcc\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/file-formats/character-creator.md): How the game's character creator works - \[.inkcharactercustomization: CC options\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/file-formats/character-creator/.inkcharactercustomization-cc-options.md): Character creator options - \[Environment: .env and .envparam files\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/file-formats/environment-.env-and-.envparam-files.md): To be done: exhaustive info about environment definitions and weathers. - \[3d objects: .mesh files\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/file-formats/3d-objects-.mesh-files.md): Documentation on .mesh files and their properties. - \[Submeshes, Materials and Chunks\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/file-formats/3d-objects-.mesh-files/submeshes-materials-and-chunks.md): How (and why) to split up meshes - \[Meshes, Shadows, and Shadow Meshes\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/file-formats/3d-objects-.mesh-files/meshes-shadows-and-shadow-meshes.md): This page explains how meshes are casting shadows. - \[Armatures: .rig files\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/file-formats/armatures-.rig-files.md): Move and deform meshes with .rigs - \[Quests: .quest\\\* and .scene files\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/file-formats/quests-.scene-files.md): Documentation on .quest\\\* and .scene files - \[Quests: facts and files\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/file-formats/quests-.scene-files/quests-facts-and-files.md): Theory on the quest system - \[The whole world: .streamingsector\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/file-formats/the-whole-world-.streamingsector.md): Documentation on .streamingsector files - \[Environment: Shadows\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/file-formats/the-whole-world-.streamingsector/environment-shadows.md) - \[Environment: Level of Detail\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/file-formats/the-whole-world-.streamingsector/environment-level-of-detail.md) - \[NodeRefs\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/file-formats/the-whole-world-.streamingsector/noderefs.md): Attempt at pulling together the various bits of info in the discord history about - \[.streamingBlock: Sector definitions and -variants\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/file-formats/the-whole-world-.streamingsector/.streamingblock-sector-definitions-and-variants.md): What are these files? What do they do? - \[Translation files: .json\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/file-formats/translation-files--json.md): How Cyberpunk localization works - \[Audio files\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/audio-files.md): How are sounds stored in Cyberpunk 2077 - \[Camera\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/camera.md) - \[Components\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/components.md): This page contains documentation for the most common component types. WIP. - \[Comprehensive Component Hierarchy List\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/components/comprehensive-components-list.md): Hierarchy of WolvenKit.RED4.Types.entIComponent - \[Documented Components\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/components/documented-components.md) - \[Effect components\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/components/documented-components/effect-components.md): EntSlotComponent and EntEffectSpawnerComponent - \[Crowds: random NPCs\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/crowds-random-npcs.md): Crowd generation, and how to influence it - \[Dependency resolution\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/dependency-resolution.md): What are CNames? How do they work? - \[Effects and particles\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/effects-explained.md): How do effects work? How do I mod them? - \[Lights explained\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/lights-explained.md) - \[Level of Detail (LoD)\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/level-of-detail-lod.md): What is LoD and how does it work? - \[Occluders and light blocking\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/occluders-light-and-light-blocking.md): How occlusion controls what you see (and what you can't see) - \[3d Modelling\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling.md): Find knowledge on editing 3d models here - \[Blender: Getting Started\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling/blender-getting-started.md): Things I wish I had known before I jumped into Blender - \[Blender: Running Python Scripts\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling/blender-getting-started/blender-running-python-scripts.md): How to run scripts in Blender - \[Your image as custom mesh\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling/your-image-as-custom-mesh.md): Guide to creating neon signs from 2d textures - \[Porting 3d objects to Cyberpunk\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling/porting-3d-objects-to-cyberpunk.md): How to replace an in-game item with your custom mesh - \[Reducing vertex counts\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling/porting-3d-objects-to-cyberpunk/reducing-vertex-counts.md): How to make sure your vertex count stays below the threshold - \[Refitting: Mesh sculpting techniques\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling/mesh-sculpting-techniques.md): Best Practices for actually changing meshes - \[3d editing: Submeshes\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling/3d-editing-submeshes.md) - \[Meshes and Armatures: Rigging\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling/meshes-and-armatures-rigging.md): How everything is connected, or: why your edited mesh moves weirdly - \[Dangle bones\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling/meshes-and-armatures-rigging/dangle-bones.md): What are Dangle Bones, and how do they work? - \[Moving a Dangle Chain\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling/meshes-and-armatures-rigging/dangle-bones/moving-a-dangle-chain.md) - \[Weight Painting for Gonks\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling/meshes-and-armatures-rigging/weight-painting-for-gonks.md): How to check weights directly in Blender - \[Morphtargets\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling/morphtargets.md): Overview of working with morphtargets - \[Hair modeling beginner tutorial\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling/hair-modeling-beginner-tutorial.md): A full walkthrough/tutorial of creating a simple bob hairstyle, completely from scratch, using the Hair Tool blender addon. - \[Vertex Color and Hair\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling/hair-modeling-beginner-tutorial/vertex-color-and-hair.md): How vertex colour influences hair in Cyberpunk - \[Garment Support: How does it work?\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling/garment-support-how-does-it-work.md): What is Garment Support and how does it work? - \[Garment support from scratch\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling/garment-support-how-does-it-work/garment-support-from-scratch.md): Adding garment support to a mesh that doesn't have it - \[Painting garment support parameters\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling/garment-support-how-does-it-work/painting-garment-support-parameters.md): Vertex painting in Blender to fine-tune the morphing behavior of Garment Support - \[Troubleshooting your mesh edits\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling/troubleshooting-your-mesh-edits.md): When you can't import, or your imported mesh looks weird - \[Archived: Exporting and importing meshes\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling/exporting-and-importing-meshes.md): How to export and import meshes (WolvenKit <=> Blender) - \[Autodesk/FBX (Noesis)\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling/exporting-and-importing-meshes/autodesk-fbx-noesis.md): How to import/export meshes with Noesis - \[with 3DS MAX (archived)\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling/exporting-and-importing-meshes/3ds-max.md): 3ds Max Workflow for Cyberpunk 2077 - \[On 4k textures and high poly meshes\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling/on-4k-textures-and-high-poly-meshes.md): You might be tempted to use them. Don't. - \[Modding Guides\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-guides.md) - \[Textures, Materials and Shaders\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials.md): Overview and introduction - \[Textures\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials/textures.md): What kinds of textures exist, and what do they do? - \[Normal Maps in Cyberpunk\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials/textures/normal-maps-in-cyberpunk.md): Technical details about normal maps - \[Vantablack leather through Metalness\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials/textures/vantablack-leather-through-metalness.md): How to make use of metalness for darker materials - \[Shaders\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials/shaders.md): RED4 shaders (mt) - \[Shader Docs\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials/shaders/shader-docs.md) - \[Material properties\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials/configuring-materials.md): How materials work, and how you can configure them - \[Transparent material properties\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials/configuring-materials/glass-material-properties.md) - \[Emissive Material Properties\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials/configuring-materials/emissive-material-properties.md): Properties of Materials with emissive (glowing) parameters: Let There Be Light - \[Multilayered Material Properties\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials/configuring-materials/multilayered-material-properties.md): Properties of the multilayered material - \[Textured (PBR) material properties\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials/configuring-materials/textured-material-properties.md): Properties of textured (PBR) materials - \[Liquid material properties\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials/configuring-materials/liquid-material-properties.md) - \[Spline material properties (Monowire)\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials/configuring-materials/spline-material-properties-monowire.md): Materials for colouring splines (e.g. monowire) - \[FX Material Properties\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials/configuring-materials/fx-material-properties.md): Animated materials and their properties - \[Hair and skin material properties\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials/configuring-materials/hair-and-skin-material-properties.md): Hair and skin shader - \[Tinting textures in Wolvenkit\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials/configuring-materials/tinting-textures-in-wolvenkit.md): How to colour your clothing item without adding extra textures - \[Multilayered: Cyberpunk's supershader\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials/multilayered.md): Substance Designer 2077: How it works and why it's actually super - \[Multilayered: Previews\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials/multilayered/multilayered-previews.md): Collect preview pictures for multilayered materials here - \[Blending materials for more gooder colours\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials/multilayered/blending-materials-for-more-gooder-colours.md) - \[Decal materials\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials/decal-materials.md): What's a decal, and where can I use it? - \[Materials: troubleshooting\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials/materials-troubleshooting.md): Troubleshooting guide for materials. - \[Cyberpunk Shaders in Blender - Baking to PBR\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials/cyberpunk-shaders-in-blender.md) - \[UV Mapping: texturing a 3d object\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials/uv-mapping-texturing-a-3d-object.md): What is UV mapping and how does it work? - \[Tweaks\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/tweaks.md): This is the main page for Tweaks category, it includes topics like TweakDB and TweakXL. - \[TweakDB: Game database\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/tweaks/tweaks.md) - \[Browsing the tweak database\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/tweaks/tweaks/browsing-the-tweak-database.md): How to read the game's tweak database - \[Types of tweak records\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/tweaks/tweaks/types-of-tweak-records.md): Which kinds of tweak records exist? How are they defined? What do they mean? - \[Tweak Inline Records\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/tweaks/tweak-inline-records.md): What's Inline8, and how do I change it? - \[Prereqs: customizable conditions\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/tweaks/prereqs-customizable-conditions.md): What are Prereq\\\_Record and what's their purpose in-game? - \[Tweak modding: Guides\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/tweaks/tweak-modding-guides.md): Start adding your custom items to the game without replacing - \[Creating Cyberware using TweakXL\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/tweaks/creating-cyberware-using-tweakxl.md) - \[Stat Modifiers\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/tweaks/stat-modifiers.md) - \[Audio in TweakDB\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/tweaks/audio-in-tweakdb.md): Description of how audio is linked in tweaks - \[Tweaks: Vehicles\](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/tweaks/tweaks-vehicles.md) - \[Getting started: Making mods\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/getting-started-making-mods.md): You want to make mods? Awesome! - \[Analysing other mods\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/analysing-other-mods.md): How to open .archive files and take a look inside - \[Legacy: Analysing other mods with Wolvenkit Console\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/analysing-other-mods/legacy-analysing-other-mods-with-wolvenkit-console.md): Unbundling mods with CLI - \[Community Guides\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/community-guides.md): This page holds a list of community guides and resources all over the internet. - \[External Community Guides: NPVs (V as NPC) - Custom NPCs\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/community-guides/external-npvs-v-as-npc-custom-npcs.md): A subpage dedicated to custom NPCs - \[Items: Equipment\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment.md): Weapon, armour, consumable, hair, cyberware.. - \[Moving and renaming in existing projects\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment/moving-and-renaming-in-existing-projects.md): How to avoid changing every single depotPath in your mod by hand - \[Recolours and Refits\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment/recolours-and-refits.md): How do I change this item? - \[R\\&R: Your own Wolvenkit project\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment/recolours-and-refits/r-and-r-your-own-wolvenkit-project.md) - \[R\\&R: Colour Editing\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment/recolours-and-refits/r-and-r-colour-editing.md): Doing a custom recolor of the Netrunning suit - \[R\\&R: Emissive\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment/recolours-and-refits/r-and-r-emissive.md): How to change the Netrunner suit's glowey bits with ArchiveXL Dynamic Variants - \[R\\&R: Refitting (step by step)\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment/recolours-and-refits/r-and-r-refitting-step-by-step.md): Step-by-step guide on refitting a mesh - for newbies! - \[R\\&R: Troubleshooting\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment/recolours-and-refits/r-and-r-troubleshooting.md): The troubleshooting section for the Recolours & Refits guide - \[Refiting 3D Ports: T-pose to A-Pose\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment/recolours-and-refits/refiting-3d-ports-t-pose-to-a-pose.md): Or how to fit ported garments to Cyberpunk's "A Pose" - \[Refitting for flat chest\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment/recolours-and-refits/refitting-for-flat-chest.md): This guide will walk you through using the auto-refitter script, making manual tweaks to the fit, and adding garment support. - \[Editing existing items\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment/editing-existing-items.md): Irons, threads and everything else - \[Adding decals\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment/editing-existing-items/adding-decals.md): How to add decals to existing items - \[Changing materials, colors and textures\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment/editing-existing-items/changing-materials-colors-and-textures.md): Changing how an item looks in-game - \[Using a textured material\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment/editing-existing-items/changing-materials-colors-and-textures/using-a-textured-material.md): How to use a PBR material in Cyberpunk - \[Adding stats, modifiers, and mod slots\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment/editing-existing-items/adding-stats-and-modifiers.md): How to make it iconic - \[Replace a player item with an NPC item\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment/editing-existing-items/replace-a-player-item-with-an-npc-item.md): Put your item in place of a default game item. Supports variants. - \[Replace a player clothes with NPC garment that requires blender editing\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment/editing-existing-items/replace-a-player-item-with-an-npc-item/replace-a-player-clothes-with-npc-garment-that-requires-blender-editing.md): Replace your clothes with an NPC's that requires blender editing. - \[Influencing other items\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment/influencing-other-items.md): PartsOverrides, visual tags, and how to use them - \[Adding new items\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment/adding-new-items.md): No more replacers! Add your own gear with TweakXL and ArchiveXL - \[ItemAdditions: File structure explained\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment/adding-new-items/archive-xl-item-structure-explained.md): More detailed explanations for the guide "Adding new items" - \[ItemAdditions: Dynamic Appearances\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment/adding-new-items/archivexl-dynamic-variants.md): An item addition with dynamic appearances, and what you can do for this - \[Dynamic Appearances: fine-tuning visibility conditions\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment/adding-new-items/archivexl-dynamic-variants/dynamic-appearances-fine-tuning-visibility-conditions.md): How dynamic appearances can use different meshes/submeshes in a single root entity file. - \[Dynamic appearances: Understanding the process\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment/adding-new-items/archivexl-dynamic-variants/dynamic-appearances-understanding-the-process.md): How does the ancient magic work? - \[Dynamic Appearances: Adding custom hat hairs\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment/adding-new-items/archivexl-dynamic-variants/dynamic-appearances-adding-custom-hat-hairs.md): How to add custom hat hairs that work the same way as the basegame hat hairs - \[ItemAdditions: files from scratch\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment/adding-new-items/adding-new-items-files-from-scratch.md): How to set up the folder structure from scratch - \[Different equipment slots\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment/adding-new-items/different-equipment-slots.md): How to determine the item type - \[Your own Atelier Store\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment/adding-new-items/adding-items-atelier-integration.md): How to set up an atelier store for your mod - \[ItemAdditions: Weapons\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment/adding-new-items/weapons.md): Adding weapons - \[New Iconic Weapon: Step by Step\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment/adding-new-items/weapons/new-iconic-weapon-step-by-step.md) - \[Standalone Weapon Appearance\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment/adding-new-items/weapons/standalone-weapon-appearance.md) - \[Throwing weapons: projectiles\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment/adding-new-items/weapons/throwing-weapons-projectiles.md): How to make a custom projectiles for throwing weapons - \[Weapons: Attachments and Scopes\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment/adding-new-items/weapons/weapons-attachments-and-scopes.md): How to mod weapon attachments - \[Custompathing assets\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment/custompathing-assets.md): How to stop influencing game or mod files by making your own copy (with blackjack and hookers) - \[Transferring Dangle Bones\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment/transferring-dangle-bones.md): How to transfer physics from one mesh to another for cross-rigs refits. 🦴 - \[RIG Swapping Garments - other body conversion\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment/rig-swapping-garments-other-body-conversion.md): Guide originally written by Pinkydude - \[OUTDATED -- Rig Editing Garments for Gonks\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment/rig-editing-garments-for-gonks.md) - \[First Person Perspective Fixes\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment/first-person-perspective-fixes.md): Common Problems and How to Fix Them - \[V & NPCs\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs.md) - \[For V - Creating Custom Skins - Tattoos - Scars Textures\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/custom-tattoos-and-scars.md): How to make custom skin textures, tattoos textures, and scars textures. - \[Texture Frameworks for Player V\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/custom-tattoos-and-scars/converting-between-tattoo-frameworks.md): This page will explain in detail what the current texture frameworks are, what are the difference between them and which body mods utilizes them. - \[Overlay textures by framework\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/custom-tattoos-and-scars/converting-between-tattoo-frameworks/overlay-list.md): You can find here a list of overlays names for the KS\\\_UV and VTK frameworks. - \[How to create an overlay tattoo\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/custom-tattoos-and-scars/how-to-create-an-overlay-tattoo.md): This guide will teach you how to create tattoo on modded body, KS\\\_UV and VTK - \[Merging existing tattoos\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/custom-tattoos-and-scars/merging-existing-tattoos.md): How to merge two or more existing tattoos - \[Merging existing tattoos: into a clean template\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/custom-tattoos-and-scars/merging-existing-tattoos/merging-existing-tattoos-into-a-clean-template.md): Optional: If you want to merge your tattoos into a clean template, check this page. - \[How to create modded body scars\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/custom-tattoos-and-scars/creating-modded-body-scars.md): This guide will teach you how to create scars on modded body KS\\\_UV and VTK - \[How to do replacer vanilla scars\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/custom-tattoos-and-scars/creating-replacer-vanilla-scars.md): Create scars by replacing vanilla one - \[How to make a scar (tips for drawing)\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/custom-tattoos-and-scars/how-to-make-a-scar-tips-for-drawing.md): This tuto will teach you how do a scar in the software of your choice. I will give you some basic idea on how to create scar, - \[How to import a custom tattoo replacer back into the game\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/custom-tattoos-and-scars/how-to-import-a-custom-tattoo-replacer-back-into-the-game.md): This guide will show you how to install the custom tattoo replacer. - \[For V - All about Hair\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/guides-all-about-hair.md): Hair guides - \[Basic Hairstyle Replacement Tutorial\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/guides-all-about-hair/basic-hairstyle-replacement-tutorial.md): This is the guide for you if you would like to add custom hairstyles into the game. - \[Replace a hair mod's slot\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/guides-all-about-hair/replace-a-hair-mods-slot.md): Edit hair mods to replace different slots - \[Convert a hair mod to hair CCXL mod\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/guides-all-about-hair/convert-a-hair-mod-to-hair-ccxl-mod.md): This guide will show the process of making a hair ccxl mod, by converting an already-done hair mod. - \[Custom Hair Colours\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/guides-all-about-hair/custom-hair-colours.md): How to make your own .hp files - \[How to convert a CCXL hair color into a replacer\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/guides-all-about-hair/custom-hair-colours/how-to-convert-a-ccxl-hair-color-into-a-replacer.md) - \[Hair: Vertex paint for transparency\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/guides-all-about-hair/hair-vertex-paint-for-transparency.md): How vertex paint makes better hairs - \[For V - Changing V's Head\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/a-new-head-for-v.md): How to change V's head - \[For V: Creating facial cyberware\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/creating-facial-cyberware.md): Custom facial chrome from scratch - \[For V and NPC - Rig deforming\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/rig-deforming-for-v.md): A short tutorial on how to modify your V's body by resizing bone shape. - \[For V or NPC - How to make a rig mod\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/rig-deforming-for-v/for-v-or-npc-how-to-make-a-rig-mod.md): This will show you how to make a rig mod that changes player V's body and/or specific NPC(s) bodies. - \[For V - How to make equippable rig mods\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/rig-deforming-for-v/for-v-how-to-make-equippable-rig-mods.md): This tutorial will show you how to make a rig mod that is an equippable inventory item for player masc or fem V. - \[For V - Custom facial piercings - PRC Framework\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/custom-facial-piercings-prc-framework.md): Adding custom facial piercings through PRC Framework. - \[NPV - V as custom NPC\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/npv-v-as-custom-npc.md): How to create your V as an NPC - \[NPV: Preparing the head in Blender\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/npv-v-as-custom-npc/npv-preparing-the-head-in-blender.md): Step 1: How to generate your V's custom head mesh - \[NPV: Creating a custom NPC\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/npv-v-as-custom-npc/npv-creating-a-custom-npc.md): Step 2: How to create a custom NPC - \[NPV: Cleanup and troubleshooting\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/npv-v-as-custom-npc/npv-cleanup-and-troubleshooting.md): I'm done, what's next? - \[NPV: Photomode (formerly Nibbles Replacer)\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/npv-v-as-custom-npc/npv-amm-nibbles-replacer.md): How to add your NPV to Photomode's list of spawnable characters - \[NPV: How to add a CCXL hair color to an NPV\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/npv-v-as-custom-npc/how-to-add-a-ccxl-hair-color-to-an-npv.md): This will show you how to add a CCXL hair color to an NPV using my hair colors as a guide. (Feel free to crack open my mods!) - \[NPV: How to add a new appearance to an NPV\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/npv-v-as-custom-npc/how-to-add-a-new-appearance-to-an-npv.md): This will show you how to add a new appearance to an NPV if you maybe didn't make it yourself. - \[NPV - Fixing Eye Clipping in NPVs\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/fixing-eye-clipping-in-npvs-by-replacing-facial-rigs.md): The subtle art of stuffing bones into meat - \[For NPCs - Change Appearances\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/appearances-change-the-looks.md): Changing an NPC's default appearances and adding more via Photomode and AMM - \[Altering Appearances within Wolvenkit - Full Workflow\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/appearances-change-the-looks/altering-appearances-within-wolvenkit-full-workflow.md): This page will cover how to modify a character's body mesh and/or clothes, in detail. - \[Adding Custom Appearance to NPCs in PhotoMode and AMM\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/appearances-change-the-looks/adding-custom-appearance-to-npcs-in-photomode-and-amm.md) - \[Archived: Custom bodyhair for NPCs\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/appearances-change-the-looks/custom-bodyhair-for-npcs.md) - \[AMM: Custom NPCs\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/amm-custom-npcs.md): How to customize NPCs with AMM - \[AMM: Custom NPC appearances\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/amm-custom-npcs/amm-custom-npc-appearances.md): How to add appearances to existing NPCs (via AMM) - \[VendorsXL: Custom Vendors\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/vendorsxl.md): Custom in-world vendor support via simple TweakDB/TweakXL records, created by Deceptious - \[Animations\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/animations.md): Knowledge about animations in Cyberpunk, first and third person - \[Creating Animations - Poses for V & NPCs\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/animations/animations.md): This page will gather knowledge and guides about animations. - \[Poses/Animations: make your own\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/animations/animations/poses-animations-make-your-own.md): Make your own pose, then import it into photo mode - \[Easy IK based Posing\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/animations/animations/poses-animations-make-your-own/easy-ik-based-posing.md): Using Inverse Kinematics for easy posing - \[Pose Making for Gonks\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/animations/animations/poses-animations-make-your-own/pose-making-for-gonks.md): A simplified and Up-to-date tutorial on the pose making workflow. 🕺 - \[ArchiveXL: adding Photo Mode Poses\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/animations/animations/archivexl-adding-photo-mode-poses.md): How to hook up custom photo mode poses with ArchiveXL - \[Updating Photomode Pose Packs for 2.3\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/animations/animations/archivexl-adding-photo-mode-poses/updating-photomode-pose-packs-for-2.3.md) - \[Updating Photomode Pose Packs for 2.2\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/animations/animations/archivexl-adding-photo-mode-poses/updating-photomode-pose-packs-for-2.2.md): How to update pose packs for Patch 2.3. and ArchiveXL 1.24 - \[Removing Foot Snap IK from Poses/Animations\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/animations/animations/removing-foot-snap-ik-from-poses-animations.md): This page describes how to remove Foot Snap IK from poses/animations in WolvenKit, such that feet don't snap / get glued to the floor in poses. - \[Scaling Poses/Animations\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/animations/animations/scaling-poses-animations.md) - \[Retargeting Poses/Animations\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/animations/animations/retargeting-poses-animations.md): How to retarget vanilla poses and animations from one rig to another and how to port external animations by retargeting them to cyberpunk's armatures 🕺 - \[Play animations with workspots\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/animations/animations/abusing-workspots.md): Learn how to play an animation on an entity through clever gimmicks in Redscript. - \[AMM: Collab anims/poses\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/animations/animations/amm-collab-anims-poses.md): How to add your poses to AMM - \[Archived: Custom poses for spawned NPCs\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/animations/animations/archived-custom-poses-for-spawned-npcs.md) - \[Editing V's Actual In Game Animations\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/animations/creating-animations-editing-vs-actual-in-game-animations.md): Tutorial: How to Edit Third-Person and First Person Animations for V - \[Facial Animations\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/animations/facial-animations.md): Initial research on facial anim files and how to find them - \[AMM/Photomode: Other Facial Expressions\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/animations/facial-animations/custom-facial-expressions.md): Guide to change expressions for photo mode and AMM - \[Animation List\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/animations/animation-list.md) - \[AMM: Swap Johnny during the Alt's scene\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/animations/swap-johnny-during-the-alts-scene.md) - \[Textures, LUTs and Materials\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/textures-and-luts.md): Modify Cyberpunk's visuals - \[Textures: Importing, editing, exporting\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/textures-and-luts/images-importing-editing-exporting.md): How to edit images and preserve transparency - \[Textures: Custom .mlmask\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/textures-and-luts/custom-multilayermasks.md): How to make a custom MultilayerMask for your mesh - \[Self-made normal maps\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/textures-and-luts/self-made-normal-maps.md): How to create normal maps (bumpmaps) with Blender - \[Troubleshooting normal maps\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/textures-and-luts/self-made-normal-maps/troubleshooting-normal-maps.md): In-game, your normal map isn't looking as expected - \[Making Custom Microblends\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/textures-and-luts/making-custom-microblends.md): How to create custom microblends. - \[AMM: Textured items and Cyberpunk Materials using Custom Props\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/textures-and-luts/textured-items-and-cyberpunk-materials.md): Importing textured items (and creating an AMM prop set in the process) - \[Creating a LUT from scratch\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/textures-and-luts/creating-a-lut-from-scratch.md): A description of a streamlined, refined, accessible, and relatively easy system for creating Cyberpunk 2077 LUT mods from scratch. - \[Editing LUTs\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/textures-and-luts/creating-a-lut-from-scratch/editing-luts.md): Here we will go over one of the first steps to visual modding, editing LUTs! - \[Archived\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/textures-and-luts/creating-a-lut-from-scratch/archived.md): Out-of-date content and guides. - \[Advanced: Reverse-Engineered LUT pipeline\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/textures-and-luts/creating-a-lut-from-scratch/archived/advanced-reverse-engineered-lut-pipeline.md): An investigation and documentation of several methods of advanced LUT workflows. - \[Custom advertisements\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/textures-and-luts/custom-advertisements-1.md): How to make your own custom ads - \[Custom icons and UI\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/custom-icons-and-ui.md): Expanding Cyberpunk's base UI - \[Your own inventory preview icons\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/custom-icons-and-ui/adding-items-preview-images.md): How to add custom preview images by using a custom .inkatlas file - \[Gendered preview icons\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/custom-icons-and-ui/adding-items-preview-images/gendered-preview-icons.md) - \[Custom in-game icons\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/custom-icons-and-ui/custom-in-game-icons.md): Creating a custom inkatlas - \[Main Menu and Pause Menu editing\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/custom-icons-and-ui/main-menu-and-pause-menu-editing.md): How to edit the in-game Main Menu and Pause Menu - \[Your own HUD icons\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/custom-icons-and-ui/your-own-hud-icons.md) - \[Interface modding\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/custom-icons-and-ui/interface-modding.md): How to create a custom interface - \[Vehicles\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles.md) - \[Boe6's Guide: basic car from A to Z\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles/boe6s-guide-new-car-from-a-to-z.md): Start to finish guide to add a standalone vehicle, in steps that are as specific as I can be. - \[Boe6's vehicles: What you need to know\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles/boe6s-guide-new-car-from-a-to-z/precursor-information-to-know.md) - \[Boe6's vehicles: Create base files\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles/boe6s-guide-new-car-from-a-to-z/create-base-files.md) - \[Boe6's vehicles: Manually Exporting Meshes to Blender\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles/boe6s-guide-new-car-from-a-to-z/3d-body-modeling-import-export-meshes.md): Manual Import - \[Boe6's vehicles: Manually Importing Meshes to Wkit\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles/boe6s-guide-new-car-from-a-to-z/3d-body-modeling-import-export-meshes-1.md): Manual Import - \[Boe6's vehicles: Add lights\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles/boe6s-guide-new-car-from-a-to-z/add-lights.md): Lights are still somewhat of a mystery to me. That said, there are a couple routes to take for lights, depending on how you would like them to look. - \[Boe6's vehicles: Make the Proxymesh\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles/boe6s-guide-new-car-from-a-to-z/make-the-proxymesh.md): The proxy mesh can be created once the vehicle's exterior is complete or close to complete. - \[Boe6's vehicles: Rigging; Making meshes move\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles/boe6s-guide-new-car-from-a-to-z/rigging.md): Using and Controlling Moving Meshes - \[Boe6's vehicles: Interaction collider .phys files\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles/boe6s-guide-new-car-from-a-to-z/interaction-collider-.phys-files.md): Interaction collider .phys files control the physics size for the vehicle. This controls how it hits/collides with walls, players, etc. - \[Boe6's vehicles: Textures & Materials\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles/boe6s-guide-new-car-from-a-to-z/textures-and-materials.md) - \[Boe6's vehicles: GUI Images\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles/boe6s-guide-new-car-from-a-to-z/boe6s-vehicles-gui-images.md) - \[Boe6's vehicles: .inkwidget and .inkstyle - Animated UI\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles/boe6s-guide-new-car-from-a-to-z/boe6s-vehicles-.inkwidget-and-.inkstyle-animated-ui.md) - \[Boe6's vehicles: Paint colors & Varients\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles/boe6s-guide-new-car-from-a-to-z/boe6s-vehicles-paint-colors-and-varients.md) - \[Boe6's vehicles: Extra Details\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles/boe6s-guide-new-car-from-a-to-z/boe6s-vehicles-extra-details.md): Minor details that didn't deserve a whole page - \[Adding moving parts to your Vehicle\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles/adding-moving-parts-to-your-vehicle.md) - \[Readjusting the export position\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles/adding-moving-parts-to-your-vehicle/readjusting-the-export-position.md) - \[Adding Wheels, Tires and Brake Calipers\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles/adding-moving-parts-to-your-vehicle/adding-wheels-tires-and-brake-calipers.md) - \[Fix Improper Interior Bounds\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles/creating\_cutout\_and\_fixing\_light\_channel.md) - \[Interior lights\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles/interior-lights.md): How to make interior lights work for your custom car - \[CrystalCoat™ (Outdated)\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles/crystalcoat-tm.md): Adding CrystalCoat to your custom vehicle - \["New" CrystalCoat™ Guide\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles/new-crystalcoat-tm-guide.md) - \[CrystalCoat™ & Advanced Customization\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles/crystalcoat-tm-1.md): This tutorial provides a brand new way to implement CrystalCoat for any kind of vehicle and to make any part of a vehicle customizable by the user during runtime. The only limit is your imagination ! - \[Project setup\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles/crystalcoat-tm-1/project-setup.md) - \[Creating a new customizable component\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles/crystalcoat-tm-1/creating-a-new-customizable-component.md) - \[Scripting\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles/crystalcoat-tm-1/scripting.md) - \[Adding components to CrystalCoat\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles/crystalcoat-tm-1/adding-components-to-crystalcoat.md) - \[Improving the appearance\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles/crystalcoat-tm-1/improving-the-appearance.md) - \[Customizing the color picker widget\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles/crystalcoat-tm-1/customizing-the-color-picker-widget.md) - \[Creating a custom paint\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles/crystalcoat-tm-1/creating-a-custom-paint.md) - \[Customizing the roof\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles/crystalcoat-tm-1/customizing-the-roof.md) - \[Customizing the sun visor\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles/crystalcoat-tm-1/customizing-the-sun-visor.md) - \[Customizing the wheels\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles/crystalcoat-tm-1/customizing-the-wheels.md) - \[Cleaning the vehicle from rust and dust\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles/crystalcoat-tm-1/cleaning-the-vehicle-from-rust-and-dust.md) - \[Creating a secondary color\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles/crystalcoat-tm-1/creating-a-secondary-color.md) - \[Improving mod settings\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles/crystalcoat-tm-1/improving-mod-settings.md) - \[Creating a settings package\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles/crystalcoat-tm-1/creating-a-settings-package.md) - \[Problems and Resolution\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles/problems-and-resolution.md) - \[Replacing Textures for Mod Vehicles\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles/problems-and-resolution/replacing-textures-for-mod-vehicles.md) - \[interior and exterior of the vehicle\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles/problems-and-resolution/interior-and-exterior-of-the-vehicle.md): Separating the interior and exterior of the vehicle - \[Shadow mesh\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles/problems-and-resolution/shadow-mesh.md): Shadow Mesh for Non-RT Environment - \[vehicle taillight\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles/problems-and-resolution/vehicle-taillight.md): How to set the vehicle taillight - \[Hand position on steering wheel\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles/problems-and-resolution/hand-position-on-steering-wheel.md): To modify the hand position on the steering wheel - \[Chassis Modifications\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles/chassis-modifications.md): How to extend the vehicle chassis to fit your custom car. - \[Weaponizing vehicles\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles/weaponizing-vehicles.md): How to weaponize a custom vehicle - \[Windows & Doors opening + MountedWeapons clue\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles/weaponizing-vehicles/windows-and-doors-opening-+-mountedweapons-clue.md): Choosing the right way to shoot while driving a vehicle. - \[Vehicle Weapon Variants (A, B, C)\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles/weaponizing-vehicles/vehicle-weapon-variants-a-b-c.md): How to add different vehicle variants and switch between them - \[Spinning Fans on Vehicles\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles/spinning-fans-on-cars.md) - \[Fluid Animations for Vehicles\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles/fluid-animations-for-vehicles.md) - \[Overheating Parts on Vehicles\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles/overheating-parts-on-vehicles.md) - \[Vehicle Destruction\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles/vehicle-destruction.md) - \[For Reference: Exhaust Backfire\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles/for-reference-exhaust-backfire.md) - \[Changing Handling & Speed For Modded Vehicles\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles/changing-handling-and-speed-for-modded-vehicles.md) - \[inkWidgets On Vehicles\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles/inkwidgets-on-vehicles.md) - \[World Editing\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing.md): Editing the world of Cyberpunk - \[World Builder\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/object-spawner.md): This section contains the main documentation for the World Builder tool, which is used to create new structures in the game world - \[Usage and Features\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/object-spawner/usage-and-features.md): Overview over what the current world editing mod is, how it operates and its biggest features - \[Installation\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/object-spawner/installation.md): How to install World Builder - \[Quick Start\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/object-spawner/quick-start.md): This example guides you through the process of building a small place - \[Project Structure\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/object-spawner/project-structure.md): This page explains how to organize and group big builds - \[Exporting to WolvenKit\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/object-spawner/exporting-from-object-spawner.md): This guide explains how to go from an World Builder build to a native world edit - \[3-D Editor Mode\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/object-spawner/3-d-editor-mode.md): Page that explains how to use 3-D Editor mode, and all its controls and features - \[Supported nodes\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/object-spawner/supported-nodes.md): This page covers all supported nodes / what each object type in WB does - \[UI Tabs Explained\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/object-spawner/ui-tabs-explained.md): Section for in-depth UI explanations - \[Tab: Spawn New\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/object-spawner/ui-tabs-explained/tab-spawn-new.md): Everything there is know to effectively spawn anything you want - \[Tab: Favorites and Prefabs\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/object-spawner/ui-tabs-explained/tab-favorites-and-prefabs.md): This page covers what favorites and prefabs are, how to create them, use them and organize them - \[Tab: Spawned\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/object-spawner/ui-tabs-explained/tab-spawned.md): Explanation on the main editing tab, where you organize and modify your spawned objects - \[Tab: Saved\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/object-spawner/ui-tabs-explained/tab-saved.md): Explanations on loading and searching for saved things, as well as importing AMM presets - \[Tab: Export\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/object-spawner/ui-tabs-explained/tab-export.md): Information on export templates - \[Features and guides\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/object-spawner/features-and-guides.md): Section for other features and guides - \[Adding custom resources / props\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/object-spawner/features-and-guides/adding-custom-resources-props.md): This page explains how to spawn and use custom resources, and how to best share them with other modders - \[Randomized Nested Groups\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/object-spawner/features-and-guides/randomized-nested-groups.md): This page explains how to create RNGs - \[Creating Sector Variants\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/object-spawner/features-and-guides/creating-sector-variants.md): This guide explains how to add variants to your sectors, using World Builder - \[Sector Variants Practical Example & Project\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/object-spawner/features-and-guides/creating-sector-variants/sector-variants-practical-example-and-project.md): Sector variant switching with Native Settings - \[Brush painting\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/object-spawner/features-and-guides/brush-painting.md): This page explains how to use the Brush paint mode - \[Entity Instance Data\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/object-spawner/features-and-guides/entity-instance-data.md): This page quickly outlines what Entity Instance Data is, what it is used for and some basic examples - \[Creating Area Nodes\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/object-spawner/features-and-guides/setting-area-outlines.md): This guide will describe the steps necessary to setup an area outline, and link it to an area node, using World Builder - \[Creating Prefabs with Blender\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/object-spawner/features-and-guides/creating-prefabs-with-blender.md): Using the Blender Plugin to Steal stuff from Game locations. Plagerism is after all the sincerest form of flattery... - \[Geometry-cache meshes for streaming-sector collision nodes\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/object-spawner/features-and-guides/geometry-cache-meshes-for-streaming-sector-collision-nodes.md): This page explains how to use PhysX geometry-cache meches for streaming sectors collision nodes - \[Removing Objects\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/removing-objects.md): This page contains general information on what techniques and tools one can choose when wanting to remove nodes - \[Removing world objects with Removal Editor\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/removing-objects/world-editing-deleting-objects.md): How to remove items from the world with ArchiveXL - \[World Object Removal with Blender\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/removing-objects/world-object-removal-with-blender.md): Remove world objects with Blender - \[Removing objects by hand\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/removing-objects/removing-objects-by-hand.md): How to remove objects, the hard way - \[Removing grass and small foliage\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/removing-objects/removing-grass-and-small-foliage.md): How to change generated runtime terrain - \[Devices\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/devices.md): This is a collection of guides explaining how to setup specific devices using World Builder - \[Custom fast travel points\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/devices/custom-fast-travel-points.md): This guide will describe the steps necessary to add new native fast travel points, using World Builder - \[Custom Elevators\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/devices/custom-elevators.md): This guide will describe the steps necessary to add a new native elevator, using World Builder - \[Custom Elevator Doors\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/devices/custom-elevator-doors.md): This guide will describe the steps necessary to add custom automatic doors to your custom elevator build using World Builder - \[Creating Security Areas\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/devices/creating-security-areas.md): This guide covers the process of setting up security areas using World Builder - \[Device Operations Container\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/devices/device-operations-container.md): How to use DeviceOperationsContainer to trigger sound, VFX, animations, and component changes from device entity data, without any scripting. - \[AI and NPCs\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/ai-and-npcs.md): This section contains all things related to NPCs and how to place them in the world using World Builder - \[Placing AISpot Nodes\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/ai-and-npcs/placing-aispot-nodes.md): This page briefly explains how to place and preview AISpot Nodes, using World Builder - \[Creating Communities\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/ai-and-npcs/creating-communities.md): This guide describes what communities are, what they are used for, and how to set them up using World Builder - \[Native Interactions Framework\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/native-interactions-framework.md): This section contains the main documentations for the Native Interactions Framework, which can be used to easily place interactions - \[Overview\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/native-interactions-framework/overview.md): Overview of what NIF can do, and which interactions it currently supports - \[Installation\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/native-interactions-framework/installation.md): How to install NIF - \[Getting Started\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/native-interactions-framework/getting-started.md): This page covers the basics of adding a new interaction - \[Interaction Settings\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/native-interactions-framework/interaction-settings.md): This page will cover the basic properties of interactions - \[Interactions with Props\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/native-interactions-framework/interactions-with-props.md): This page covers how to setup interactions which use props - \[Apartment Purchasing\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/native-interactions-framework/apartment-purchasing.md): This page covers how to setup a purchasing interaction for custom apartments - \[Using the API\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/native-interactions-framework/using-the-api.md): This page explains how to use the NIF API to toggle projects - \[Infinite Randomizer Framework\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/infinite-randomizer-framework.md): Root Documentation for Infinite Randomizer Framework (IRF) - \[Variant Pool\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/infinite-randomizer-framework/variant-pool.md) - \[Category\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/infinite-randomizer-framework/category.md) - \[Miscellaneous\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/miscellaneous.md): Section for guides which did not fit any other section - \[Enable embedded collisions\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/miscellaneous/enable-embedded-collisions.md): Activate an existing collisions in a mesh - \[Lootable world objects\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/miscellaneous/lootable-world-objects.md) - \[Editing locations in Blender\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/miscellaneous/editing-locations-in-blender.md): Exporting locations to Blender - \[Props Making for Gonks\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/miscellaneous/props-making-for-gonks.md): How to port props using the Props Creation Kit for World Builder - \[Archived Guides\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/archived-guides.md): This section contains guides that are archived - \[Archived: Merging World Additions via ArchiveXL\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/archived-guides/adding-locations-and-structures-with-archivexl.md): This guide demonstrates how to add new locations to the world by creating new .streamingsector files and adding them to the game world by merging them with the all.streamingblock via ArchiveXL - \[Archived: World editing via file edit\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/archived-guides/archived-world-editing-via-file-edit.md): THIS GUIDE IS ARCHIVED! DO NOT USE IT - \[Switching between sector states\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/archived-guides/switching-between-sector-states.md): How to use streamingSectorPrefabVariant - \[Scripted interactions\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/archived-guides/scripted-interactions.md): This page will gather knowledge and guides about scripted interactions in Lua. - \[Wardrobe interaction (device)\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/archived-guides/scripted-interactions/wardrobe-interaction-device.md): Add an "Open wardrobe" interaction. - \[Sit on couch interaction (workspot)\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/archived-guides/scripted-interactions/sit-on-couch-interaction-workspot.md): Add an "Sit" interaction. - \[Archived: Removing Occlusion Nodes\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/archived-guides/removing-occlusion.md): Guide on how to remove occlusion nodes, on a sector basis - \[Sound\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/sound.md): Section of guides on how to change sounds in Cyberpunk 2077. - \[Finding an audio file\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/sound/finding-an-audio-file.md): Small guide on how to find the in-game sound you're searching for. - \[Converting .wem to .wav\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/sound/converting-.wem-to-.wav.md): Instructions on how to convert WEM files to WAV - \[Replacing sounds effects\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/sound/replacing-sounds-effects.md): Guide on how to replace a sound effect using WolvenKit without REDmod - \[Modding Events Metadata\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/sound/audio-modding-basics.md): How to mod audio using eventmetadata.json - \[Playing Sounds in-game: Basics\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/sound/playing-sounds-in-game-basics.md): A Basic guide on the different ways to play a sound effect in-game - \[Custom Sounds & Custom Emitters with Audioware\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/sound/custom-sounds-and-custom-emitters-with-audioware.md): How to play custom sounds (effects, dialogue, music) from custom emitters, using Audioware, and without REDmod. - \[Quests & Scenes\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/quest.md) - \[How to edit in-Game Messages\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/quest/how-to-edit-in-game-messages.md) - \[Name & Ordinals - Sockets 101\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/quest/name-and-ordinals-sockets-101.md): How sockets and name-ordinal indexing works for quest and scene nodes - \[Visualize Quest files\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/quest/visualize-quest-files.md): First steps into find quest archives. - \[How to Edit Voiceover and Subtitles In a Quest.\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/quest/how-to-edit-voiceover-and-subtitles-in-a-quest..md): Guide made by Forsentio - Quest Team member working on WolvenKit at RED Modding Tools. - \[How to Remove an Animation (and Potentially Replace It)\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/quest/how-to-remove-an-animation-and-potentially-replace-it.md): Guide made by Forsentio - Quest Team member working on WolvenKit at RED Modding Tools. - \[How to use worldCommunityRegistry and worldCompiledCommunity\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/quest/how-to-use-worldcommunityregistry-and-worldcompiledcommunity.md): This page describes how to use worldCompiledCommunityAreaNode and worldCommunityRegistryNode - \[How to open garage doors\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/quest/how-to-open-garage-doors.md): Short guide how to open existing in world garage doors - \[Creating custom scenes\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/quest/creating-custom-scenes.md): // TODO - \[Creating custom shards\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/quest/creating-custom-shards.md) - \[Adding Animations\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/quest/adding-animations.md): How to animate your actors in scenes - \[How to add new text messages thread to Cyberpunk 2077\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/quest/how-to-add-new-text-messages-thread-to-cyberpunk-2077.md) - \[Quest and Scene Node Definitions\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/quest/scene-node-definitions.md): Documentation of how specific quest and scene nodes work - \[HUD Painter Resource\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/hud-painter-resource.md): This page provides reference material for the HUD/UI Elements controlled by each option in the HUD Painter in game menu. - \[Everything else\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/everything-else.md): Stuff that didn't fit the other categories - \[How to Translate a Mod\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/everything-else/how-to-translate-a-mod.md): This is a basic step by step guide (with images) aimed to help you to start and upload a Translation Mod. - \[Customize in-game Loading Screens\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/everything-else/custom-loading-screens.md): Replace in-game Loading Screens with your own pictures - \[Customize your Save Files' look\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/everything-else/customize-your-save-files-look.md): Personalize how your save files looks in game :) - \[Customize game's infos on GOG\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/everything-else/customise-cp77-info-on-gog.md): Personalize how the Cyberpunk 2077 page looks on GOG - \[Effects modding\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/everything-else/effects-modding.md) - \[Creating Custom FX\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/everything-else/effects-modding/creating-custom-fx.md) - \[How to Change Position and Rotation of an entMeshComponent\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/everything-else/how-to-change-position-and-rotation-of-an-entmeshcomponent.md): Guide made by Forsentio with the help of Loomy, PixelRick and Sombra - Team members working on various projects at RED Modding Tools. - \[Player State Machines\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/everything-else/player-state-machines.md): How to manipulate existing PSMs, or create your own. - \[Running Python Scripts\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/everything-else/running-python-scripts.md): How to run scripts in Python (and merge AMM deco presets) - \[LocKeys: Values and formatting\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/everything-else/lockeys-values-and-formatting.md): How to use values (and colours) in translation entries - \[Adding props\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/everything-else/custom-props.md): How to create custom props to use with AMM and WorldBuilder - \[Custom Props (old workflow)\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/everything-else/custom-props/custom-props.md): How to create custom props to use with AMM - \[AMM: Light Components\](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/everything-else/custom-props/amm-light-components.md): How to add light components with AMM - \[Debug Guide\](https://wiki.redmodding.org/cyberpunk-2077-modding/debug-guide.md) - \[guide\](https://wiki.redmodding.org/cyberpunk-2077-modding/debug-guide/guide.md) --- # Agent Instructions This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com. ## Querying This Documentation If you need additional information, you can query the documentation dynamically by asking a question. Perform an HTTP GET request on a page URL with the \`ask\` query parameter: \`\`\` GET https://wiki.redmodding.org/cyberpunk-2077-modding/readme.md?ask= \`\`\` The question should be specific, self-contained, and written in natural language. The response will contain a direct answer to the question and relevant excerpts and sources from the documentation. Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections. --- # Unknown \> For the complete documentation index, see \[llms.txt\](https://wiki.redmodding.org/cyberpunk-2077-modding/llms.txt). Markdown versions of documentation pages are available by appending \`.md\` to page URLs; this page is available as \[Markdown\](https://wiki.redmodding.org/cyberpunk-2077-modding/readme.md). # Home This is the dedicated repository for all those that want to reference the API, and learn about modifying CyberPunk 2077 to make the game yours. \[Get Started\](/cyberpunk-2077-modding/modding-guides/world-editing/native-interactions-framework/getting-started.md)! > \*\*Coming from github? We're editing on\*\* \[\*\*Gitbook\*\*\](https://wiki.redmodding.org/cyberpunk-2077-modding/) \*\*these days!\*\* ![](https://wiki.redmodding.org/files/Qut0MPQG3WjFJa55Fz1P) {% hint style="success" %} \*\*Make this wiki better\*\*!\\ \[Become an editor\](https://app.gitbook.com/invite/-MP5ijqI11FeeX7c8-N8/H70HZBOeUulIpkQnBLK7), share your knowledge so others may learn, check out our \[Discord Server\](https://discord.gg/redmodding). {% endhint %} | | | | | | | --- | --- | --- | --- | --- | | Modding Troubleshooting | | | [/files/Ftci6K55aFQwkmd3Oc8z](https://wiki.redmodding.org/files/Ftci6K55aFQwkmd3Oc8z) | [/pages/VUkTlPBl57Kr5wpGdYRK](https://wiki.redmodding.org/pages/VUkTlPBl57Kr5wpGdYRK) | | Mod Dev - Getting Started | | | [/files/eRQ25pJ4gVgdJL3b2jaL](https://wiki.redmodding.org/files/eRQ25pJ4gVgdJL3b2jaL) | [/pages/SYwU6v32aY3CipwSk8ZP](https://wiki.redmodding.org/pages/SYwU6v32aY3CipwSk8ZP) | ![](https://wiki.redmodding.org/files/WVIZ7Ak9f4W7xnZGhnUb) \--- # Agent Instructions This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com. ## Querying This Documentation If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question. Perform an HTTP GET request on the current page URL with the \`ask\` query parameter, and the optional \`goal\` query parameter: \`\`\` GET https://wiki.redmodding.org/cyberpunk-2077-modding/readme.md?ask=&goal= \`\`\` \`ask\` is the immediate question: it should be specific, self-contained, and written in natural language. \`goal\` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal. The response will contain a direct answer to the question and relevant excerpts and sources from the documentation. Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections. --- # The Wiki | Cyberpunk 2077 Modding For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyberpunk-2077-modding/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki.md) . Summary[](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki#summary) ------------------------------------------------------------------------------- **Published**: Feb 11 2024 by [mana vortex](mailto:undefined) **Last documented update**: Nov 10 2024 by [mana vortex](mailto:undefined) This page gives you some intel on how the wiki works and why you should start contributing. To skip the pep talk, you can jump directly to [How to edit](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki#how-to-edit) or [**sign up here**](https://app.gitbook.com/invite/-MP5ijqI11FeeX7c8-N8/IZreyNnVlImKaeMtoJLY) (github/Google account required) Why you should edit the wiki[](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki#why-you-should-edit-the-wiki) ------------------------------------------------------------------------------------------------------------------------- If you're already convinced, you can skip straight ahead to [How to edit](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki#how-to-edit) or [Requesting reviews](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki#requesting-reviews) Wikis are the most open source thing since the invention of democracy, because everyone can edit them (that includes you!). They gather and share knowledge, facilitating all kinds of beautiful change — like the library of Alexandria before it was DDOSed by fire. In terms of our wiki, that means: * **Everyone** can learn how to make mods for Cyberpunk 2077 &#xNAN;_You don't know shit about Netrunning? Doesn't matter,_ [_here's how you can make a t-shirt_](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment/adding-new-items) _!_ * We don't have to research stuff all over [_Here's what we have about glowing materials_](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials/configuring-materials/emissive-material-properties) _. Want more than that? Here's where you can start digging..._ * You can easily find people who can help you &#xNAN;_Published: Feb 11 2024 by_ [mana vortex](mailto:undefined) &#xNAN;_If you make any progress on this, please contact_ [mana vortex](mailto:undefined) _on Discord_ **Unfortunately, most people don't edit the wiki.** Of course there are plenty of good reasons, so let's go over them one by one (open the box) You will never be bullied for sharing knowledge or skills on this wiki. If you ever feel as if you are, please get in touch with the mods on the [Wolvenkit Discord](http://discord.gg/redmodding) , and we'll clear up the misunderstanding — because communication is hard and everyone here has the same goals. Reasons Not To Edit The Wiki[](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki#reasons-not-to-edit-the-wiki) **But I don't know how!** That's easy, just scroll down to [How to edit](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki#how-to-edit) and find out! **But I'll just ruin everything!** No, you won't. Every change you make has to be reviewed by one of our **wiki admins** before going live, so you really couldn't if you tried. **But my English is bad!** I promise you, nobody else will care about this as much as you do. Personally, I'm so happy about the guide/wiki page's existence that I love the author all the more for not letting grammar get in the way. That being said, if you really feel uncomfortable publishing anything in "bad English", we can solve that! You can either add it to the [title of your change request](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki#change-request-titles) (e.g. "`PLEASE FIX GRAMMAR my guide about stuff`"), or run your text through ChatGPT (this is exactly what LLMs are for!) **But this is just speculation! I haven't verified it!** No problem at all, just pop an info box at the top of your wiki page or section: This stuff is **not verified**! If you can confirm it (or find out how it really works), please update this page or get in touch with (you) via (however)! ... and then go ahead. Remember, wikis are collaborative! Once you've put a foundation, others can pitch in and improve. **But I have only half-understood this!** Imagine the following situation: In a world without wikis, you want to edit the colour of a car. After a bracing journey, you make it to the Discord server, where you find the `textures-and-materials` channel and ask. Someone cheerfully tells you: Cyberpunk doesn't use textured materials, so you'll have to edit a multilayered file. For that, you're gonna want MLSetupBuilder, it's linked all over the place, there's also a channel somewhere under tools, or was it a thread? I dunno! Ah, nvm. Just use the search function, you'll find people talking about this! That is why even a shitty wiki page is better than none. At the very least, it's a point to collect information and links. Besides, from personal experience — writing guides helps me to understand a process much better. **But I'm just me! Why can't someone competent write this?** There are two kinds of people: those who can write documentation and those who don't. A lot of people simply _suck_ at explaining things (I'm sure you had at least one of those as a teacher), which rules them out for creating wiki guides. That leaves a much smaller group, which again splits in two halves: those who hate writing documentation, and those who don't. So you're looking for a competent person who is good at explaining things and doesn't hate making guides. That's not very many people, and most of them have other things to do besides writing wiki pages (making mods, developing tools, slaving away for a corporation to earn a living wage, you name it). Sure, if you wait long enough, someone will probably get around to it, but... chances are that it's someone just like you. **OK, I'm sold! I'll edit as soon as...** With all due respect, DO IT NOW! Because "as soon as" never comes. You'll be killed by a dropping anvil. Or you will be replaced by bodystealers from the dark side of the moon, who never intended to edit. Or while double-checking your facts, you'll notice another rabbit hole that you want to go down first. Or you'll forget about it. Or real life will get in the way. Get that information out of your head and into a change request. If you never finish up on it, somebody else will — but at least your knowledge doesn't die with you. Good luck, soldier! * * * How to edit[](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki#how-to-edit) --------------------------------------------------------------------------------------- Before you can edit, you need to [sign up to Gitbook](https://app.gitbook.com/invite/-MP5ijqI11FeeX7c8-N8/IZreyNnVlImKaeMtoJLY) (no way around it). It's integrated with github, so you can use that or your google log-in. As of today (March 2024), I've never received a single spam mail from them. ### Change requests[](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki#change-requests) You can't edit without a **change request** (which is a snapshot of the wiki as-it-is that you can fuck around with to your heart's content). Until you complete the steps under [Requesting reviews](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki#requesting-reviews) and a wiki admin merges your changes, nothing of what you do will go live, so you can safely break everything. Please **name** your change request immediately - it helps to keep track of what's what, and also makes it easier to delete obsolete change requests. Your edits will be **saved** in your change request, so that you (or somebody else) can resume editing later. See #### Creating a new change request[](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki#creating-a-new-change-request) When creating a new change request, please give it a title **immediately** (see the screenshot under [Browsing existing change requests](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki#browsing-existing-change-requests) as for why) You can create one by clicking the Edit button in the upper right corner: ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-97128a16ef3f8c4f64bf013246193922c279156d%252Fgitbook_edit_view.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=2ed9d67e&sv=2) If you want to know more, you can check [gitbook's official documentation](https://docs.gitbook.com/content-editor/editor/change-requests) for this, or read the TL;DR below: #### Browsing existing change requests[](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki#browsing-existing-change-requests) In the top left of your ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-7c42210ec1b87190649379183f91d8a389dbb15a%252Fchange_requests_browsing_1.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=a78e5939&sv=2) Clicking on "Change Requests" to the left opens a side bar panel where you can browse existing change requests: ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-725e452f874cbfb59c86188dbc43d84e0f92bdca%252Fwiki_editing_change_request_list.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=365694bc&sv=2) Who created a change request doesn't matter much - everyone can edit them #### Creating new change requests[](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki#creating-new-change-requests) Click the "Edit" button to create a new change request: ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-6e3aecbdd45aeef84c90ad59ec0fa17e205af41a%252Fwiki_change_request_new.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=8f7497c1&sv=2) ### Uploading files[](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki#uploading-files) You can upload images by either **pasting them**, or drag-and-dropping them into the article. Please make sure to ### Requesting reviews[](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki#requesting-reviews) When you're done editing, you can request a review. The button is on the topright where the Edit button used to be: ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-276ede59059012b4f636fcec2b636620d22152de%252Fwiki_editing_browse_changes.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=98e13fc9&sv=2) ... and that's it. After requesting a review, you don't have to do anything — your MR either gets merged directly, or the reviewer may change some things around (usually scatter some links), or they'll get back on you to clear things up. Editing guidelines[](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki#editing-guidelines) ----------------------------------------------------------------------------------------------------- Please check the [Editing guidelines](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki#editing-guidelines) page for a few basics on wiki editing! [PreviousHome](https://wiki.redmodding.org/cyberpunk-2077-modding) [NextEditing guidelines](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki/editing-guidelines) Last updated 7 months ago * [Summary](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki#summary) * [Why you should edit the wiki](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki#why-you-should-edit-the-wiki) * [How to edit](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki#how-to-edit) * [Change requests](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki#change-requests) * [Uploading files](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki#uploading-files) * [Requesting reviews](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki#requesting-reviews) * [Editing guidelines](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki#editing-guidelines) --- # Menu and Credits | Scripting Cyberpunk For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/scripting-cyberpunk/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/scripting-cyberpunk/whats-where/menu-and-credits.md) . Summary[](https://wiki.redmodding.org/scripting-cyberpunk/whats-where/menu-and-credits#summary) ------------------------------------------------------------------------------------------------ This page will list different ways to interact with the Cyberpunk 2077 menus (pause and start screen) Triggering menus/contexs[](https://wiki.redmodding.org/scripting-cyberpunk/whats-where/menu-and-credits#triggering-menus-contexs) ---------------------------------------------------------------------------------------------------------------------------------- With a reference of `gameuiInGameMenuGameController`, you can spawn menu instance events to trigger different contexts, e.g.: Copy menu:SpawnMenuInstanceEvent("OnOpenPauseMenu") menu:SpawnMenuInstanceEvent("OnSwitchToCredits") See [NativeDB](https://nativedb.red4ext.com/c/8091296115053125) for more detail [PreviousinkISystemRequestsHandler](https://wiki.redmodding.org/scripting-cyberpunk/whats-where/inkisystemrequestshandler) [NextEffects](https://wiki.redmodding.org/scripting-cyberpunk/how-do-i/effects) Last updated 2 years ago * [Summary](https://wiki.redmodding.org/scripting-cyberpunk/whats-where/menu-and-credits#summary) * [Triggering menus/contexs](https://wiki.redmodding.org/scripting-cyberpunk/whats-where/menu-and-credits#triggering-menus-contexs) --- # Entity manipulation | Scripting Cyberpunk For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/scripting-cyberpunk/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/scripting-cyberpunk/codeware/entity-manipulation.md) . This article is a stub. Spawning entities[](https://wiki.redmodding.org/scripting-cyberpunk/codeware/entity-manipulation#spawning-entities) -------------------------------------------------------------------------------------------------------------------- For information on how to spawn entities with Codeware, see [psiberx's wiki](https://discord.com/channels/717692382849663036/795037494106128434/1220316626914770974) until we find the time to migrate the information here. Despawning entities[](https://wiki.redmodding.org/scripting-cyberpunk/codeware/entity-manipulation#despawning-entities) ------------------------------------------------------------------------------------------------------------------------ Call DynamicEntitySystem's DeleteEntity method with your entity's ID: Copy Game.GetDynamicEntitySystem():DeleteEntity(EntityID) [PreviousWhat is Codeware?](https://wiki.redmodding.org/scripting-cyberpunk/codeware/what-is-codeware) [NextIntroduction](https://wiki.redmodding.org/scripting-cyberpunk/mod-settings/introduction) Last updated 2 years ago * [Spawning entities](https://wiki.redmodding.org/scripting-cyberpunk/codeware/entity-manipulation#spawning-entities) * [Despawning entities](https://wiki.redmodding.org/scripting-cyberpunk/codeware/entity-manipulation#despawning-entities) --- # InkWidgets | Scripting Cyberpunk For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/scripting-cyberpunk/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/scripting-cyberpunk/how-do-i/inkwidgets.md) . Summary[](https://wiki.redmodding.org/scripting-cyberpunk/how-do-i/inkwidgets#summary) --------------------------------------------------------------------------------------- **Created:** ?? 2024 by [Zhincore](mailto:undefined) **Last documented update:** Mar 1 2025 by [Zhincore](mailto:undefined) Thanks to Codeware we can fully access the game's UI programatically, even create our own. If you're not familiar with InkWidgets, check out the yellow wiki first: [Interface definitions: .inkwidget files](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/file-formats/inkwidgets-a-custom-interface) Also check out the [Codeware wiki](https://github.com/psiberx/cp2077-codeware/wiki#user-interface) for inkwidget scripting examples. Basics of custom UI[](https://wiki.redmodding.org/scripting-cyberpunk/how-do-i/inkwidgets#basics-of-custom-ui) --------------------------------------------------------------------------------------------------------------- Building custom UI programatically works by instantiating inkWidgets/components, setting their properties and parenting them to something. The following code is an example of flashbanging yourself by adding a rectangle to the in-game HUD. For more examples see the [Codeware wiki](https://github.com/psiberx/cp2077-codeware/wiki#user-interface) . Copy // Create the rectangle let rectangle = new inkRectangle(); // Make it fill it's parent (screen in our case) rectangle.SetAnchor(inkEAnchor.Fill); // Make it fully opaque (default color is white) rectangle.SetOpacity(1.0); // Now obtain the HUD layer let inkSystem = GameInstance.GetInkSystem(); let hudRoot = inkSystem.GetLayer(n"inkHUDLayer").GetVirtualWindow(); // Put the rectangle in the HUD rectangle.Reparent(hudRoot, -1); If you call this code, for example, in the `Session/Ready` event ([Codeware](https://github.com/psiberx/cp2077-codeware/wiki#game-events) ), you'll be welcomed by a bright white screen upon loading a save. You can also name your ink components using `.SetName("name")` and the name will appear in [RedHotTool's Ink Inspector](https://github.com/psiberx/cp2077-red-hot-tools) , which is useful for debugging! RHT also allows you to change ink properties to find what's right for your UI. For more complex UIs you probably want to build your custom components from the simple ones, refer to the [Codeware wiki for more info](https://github.com/psiberx/cp2077-codeware/wiki#scripted-widgets) . Animating inks[](https://wiki.redmodding.org/scripting-cyberpunk/how-do-i/inkwidgets#animating-inks) ----------------------------------------------------------------------------------------------------- You can have the inkWidgets animate themselves through [`.PlayAnimation()`](https://nativedb.red4ext.com/inkWidget#PlayAnimation) , there are various predefined animations like scaling, sharing and fading, you can find them in [NativeDB](https://nativedb.red4ext.com/c/2925108796900393) . Here is an example on how to make the flashbang more annoying: ![](https://wiki.redmodding.org/scripting-cyberpunk/~gitbook/image?url=https%3A%2F%2Fmedia1.tenor.com%2Fm%2FfLhSt81F5gAAAAAd%2Fcat-flashbang.gif&width=768&dpr=3&quality=100&sign=1b95430d&sv=2) You after loading the game with the above code. [Adding character creator options](https://wiki.redmodding.org/scripting-cyberpunk/how-do-i/inkwidgets/adding-character-creator-options) [PreviousRegistering new effects](https://wiki.redmodding.org/scripting-cyberpunk/how-do-i/effects/registering-new-effects) [NextAdding character creator options](https://wiki.redmodding.org/scripting-cyberpunk/how-do-i/inkwidgets/adding-character-creator-options) Last updated 1 year ago * [Summary](https://wiki.redmodding.org/scripting-cyberpunk/how-do-i/inkwidgets#summary) * [Basics of custom UI](https://wiki.redmodding.org/scripting-cyberpunk/how-do-i/inkwidgets#basics-of-custom-ui) * [Animating inks](https://wiki.redmodding.org/scripting-cyberpunk/how-do-i/inkwidgets#animating-inks) Copy let anim = new inkAnimTransparency(); // From 0% transparency anim.SetStartTransparency(0.0); // To 100% transparency anim.SetEndTransparency(1.0); // Make the animation last 10 seconds anim.SetDuration(10); let animDef = new inkAnimDef(); animDef.AddInterpolator(tickAnim); // Also create options so we can control the animation more let animOpts: inkAnimOptions; // Make it loop forever animOpts.loopInfinite = true; // And make it reset after each cycle animOpts.loopType = inkanimLoopType.Cycle; // Finally, play the animation and hurt my eyes rectangle.PlayAnimationWithOptions(animDef, animOpts); --- # Introduction | Scripting Cyberpunk For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/scripting-cyberpunk/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/scripting-cyberpunk/mod-settings/introduction.md) . Mod Settings ([NexusMod](https://www.nexusmods.com/cyberpunk2077/mods/4885) | [GitHub](https://github.com/jackhumbert/mod_settings) ) is a [RED4ext](https://docs.red4ext.com/) plugin for modders who which to configure settings of their mods, using native UI of the game. It is mostly intended for players to allow them to tweak some parameters with a straightforward UX. ![](https://wiki.redmodding.org/scripting-cyberpunk/~gitbook/image?url=https%3A%2F%2Fstaticdelivery.nexusmods.com%2Fmods%2F3333%2Fimages%2F4885%2F4885-1678206706-2025007978.jpeg&width=768&dpr=3&quality=100&sign=4e33d4f&sv=2) Example from NexusMods You can use it when coding with [redscript](https://wiki.redmodding.org/redscript/) to declare a class, bind properties with annotations and listen for changes when player accepts them. That's it, everything else is handled by Mod Settings for you regarding UI and inputs. [PreviousEntity manipulation](https://wiki.redmodding.org/scripting-cyberpunk/codeware/entity-manipulation) [NextUsage](https://wiki.redmodding.org/scripting-cyberpunk/mod-settings/usage) Last updated 1 year ago --- # Effects | Scripting Cyberpunk For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/scripting-cyberpunk/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/scripting-cyberpunk/how-do-i/effects.md) . Summary[](https://wiki.redmodding.org/scripting-cyberpunk/how-do-i/effects#summary) ------------------------------------------------------------------------------------ **Published**: Jun 27 2024 by [mana vortex](mailto:undefined) **Last documented edit**: Jun 27 2024 by [mana vortex](mailto:undefined) This page groups all information about influencing effects with scripts. Check the individual sub-pages for detail. [PreviousMenu and Credits](https://wiki.redmodding.org/scripting-cyberpunk/whats-where/menu-and-credits) [NextRegistering new effects](https://wiki.redmodding.org/scripting-cyberpunk/how-do-i/effects/registering-new-effects) Last updated 2 years ago --- # Troubleshooting | Redscript For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/redscript/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/redscript/help/troubleshooting.md) . redscript isn't working[](https://wiki.redmodding.org/redscript/help/troubleshooting#redscript-isnt-working) ------------------------------------------------------------------------------------------------------------- #### 1\. Check the log[](https://wiki.redmodding.org/redscript/help/troubleshooting#id-1.-check-the-log) If you are not sure if it's working or have any other issues, you should look for a log file at 'Cyberpunk 2077\\r6\\cache\\redscript.log'. This log file should end with 'Output successfully saved to ...' if the mods were applied successfully. If the log file isn't there, redscript has not been installed correctly. Other Issues[](https://wiki.redmodding.org/redscript/help/troubleshooting#other-issues) ---------------------------------------------------------------------------------------- #### Instruction Header[](https://wiki.redmodding.org/redscript/help/troubleshooting#instruction-header) Instruction details [PreviousCommunity](https://wiki.redmodding.org/redscript/help/community) Last updated 4 years ago Was this helpful? * [redscript isn't working](https://wiki.redmodding.org/redscript/help/troubleshooting#redscript-isnt-working) * [Other Issues](https://wiki.redmodding.org/redscript/help/troubleshooting#other-issues) Was this helpful? --- # Community | Redscript For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/redscript/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/redscript/help/community.md) . The majority of communication about redscript happens on our Discord server. Use the following link to join our modding community. [![Logo](https://wiki.redmodding.org/redscript/~gitbook/image?url=https%3A%2F%2Fdiscord.com%2Fassets%2Ffavicon.ico&width=20&dpr=3&quality=100&sign=109c8384&sv=2)Join the Cyberpunk 2077 Modding Community Discord Server!Discord](https://discord.com/invite/Epkq79kd96) If you want to follow development, look for help with our tools, or contribute, Discord is the place to be. For help with redscript directly, look for the #redscript-support channel. [PreviousSleeping and Skipping Time](https://wiki.redmodding.org/redscript/references-and-examples/gameplay/sleeping-and-skipping-time) [NextTroubleshooting](https://wiki.redmodding.org/redscript/help/troubleshooting) Last updated 2 years ago Was this helpful? Was this helpful? --- # Loops | Redscript For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/redscript/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/redscript/language/loops.md) . REDscript supports two types of loops: `while` and `for..in`. Unlike Swift, REDScript does not support `continue`. If you want to skip a loop, you need to execute it in a function and `return`. ### while[](https://wiki.redmodding.org/redscript/language/loops#while) You can use the `while` statement to repeatedly execute a block of code as long as a condition is true. This is similar to how it works in many other languages. For example, you can use a while loop to print each element of an array: Copy let i = 0; let array = ["a", "b", "c"]; while i < ArraySize(array) { let elem = array[i]; Log(elem); i += 1; } // will log a, b and c ### for..in[](https://wiki.redmodding.org/redscript/language/loops#for..in) You can use the `for..in` statement to iterate through all the elements of an array one by one. It's often cleaner than using an explicit `while` loop: Copy let array = ["a", "b", "c"]; for elem in array { Log(elem); } // will log a, b and c [PreviousIntrinsics](https://wiki.redmodding.org/redscript/language/intrinsics) [NextHook Annotations](https://wiki.redmodding.org/redscript/language/hook-annotations) Last updated 2 years ago Was this helpful? * [while](https://wiki.redmodding.org/redscript/language/loops#while) * [for..in](https://wiki.redmodding.org/redscript/language/loops#for..in) Was this helpful? --- # Modules | Redscript For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/redscript/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/redscript/language/modules.md) . You can organize your REDscript code into modules, which are separate files that start with a line like this: Copy module MyMod.Utils A module name is a series of identifiers separated by dots. Each module has its own namespace and its items are not visible outside of the module unless you declare them as public and import them in another file. This helps you structure your code and avoids name conflicts with existing game scripts, so you can use any name without overriding in-game definitions. If you do not include a module header at the beginning of your file, your code will be in the global scope and implicitly visible everywhere. Here is an example of a module: Copy module Math.Constants public func Pi() -> Float = 3.14159 public func E() -> Float = 2.71828 Types and functions placed in modules are only accessible by fully qualified names at runtime. This matters when you try to * interact with them from CET or red4ext * refer to them with a CName, which is accepted by some methods like `ScriptableSystemsContainer.Get` The fully qualified name consists of the full module path followed by the name of the type/function. In this case these two functions become `Math.Constants.Pi` and `Math.Constants.E`. One should also be careful not to define existing in-game natives like `LogChannel` inside a module because that will always lead to a name mismatch. This module has two public functions that return math constants. You can use them in another file by importing them and calling them by name like this: Copy // In another file import Math.Constants.Pi class Circle { let circumference: Float; public final func Radius() -> Float { return this.circumference / (2.0 * Pi()); } } There are different ways to import symbols from a module: * `import Math.Constants.*` will import all public symbols (both `Pi` and `E` in this case) * `import Math.Constants.{Pi, E}` will only import the symbols you specify (`Pi` and `E` in this case) [PreviousHook Annotations](https://wiki.redmodding.org/redscript/language/hook-annotations) [NextAdvanced Features](https://wiki.redmodding.org/redscript/language/advanced-features) Last updated 2 years ago Was this helpful? Was this helpful? --- # inkISystemRequestsHandler | Scripting Cyberpunk For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/scripting-cyberpunk/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/scripting-cyberpunk/whats-where/inkisystemrequestshandler.md) . For the API doc, see [nativeDb](https://nativedb.red4ext.com/inkISystemRequestsHandler) This class handles system functions available from the game's menu, such as [GotoMainMenu](https://nativedb.red4ext.com/inkISystemRequestsHandler#GotoMainMenu) , [LoadSavedGame](https://nativedb.red4ext.com/inkISystemRequestsHandler#LoadSavedGame) , [QuickSave](https://nativedb.red4ext.com/inkISystemRequestsHandler#QuickSave) or [ManualSave](https://nativedb.red4ext.com/inkISystemRequestsHandler#ManualSave) . You can get an instance with Copy Game.GetSystemRequestsHandler() [PreviousUsage](https://wiki.redmodding.org/scripting-cyberpunk/mod-settings/usage) [NextMenu and Credits](https://wiki.redmodding.org/scripting-cyberpunk/whats-where/menu-and-credits) Last updated 2 years ago --- # Libraries | Redscript For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/redscript/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/redscript/references-and-examples/libraries.md) . **Last update:** 2025-12-28 Library Author Links Description Codeware psiberx [Nexus](https://www.nexusmods.com/cyberpunk2077/mods/7780) | [GitHub](https://github.com/psiberx/cp2077-codeware) A library and framework for creating Redscript and CET mods. ArchiveXL psiberx [Nexus](https://www.nexusmods.com/cyberpunk2077/mods/4198) | [GitHub](https://github.com/psiberx/cp2077-archive-xl) A library that allows you to expand game resources without conflicts. TweakXL psiberx [Nexus](https://www.nexusmods.com/cyberpunk2077/mods/4197) | [GitHub](https://github.com/psiberx/cp2077-tweak-xl) A library that allows you to modify TweakDB. Audioware Roms1383 [Nexus](https://www.nexusmods.com/cyberpunk2077/mods/12001) | [GitHub](https://github.com/cyb3rpsych0s1s/audioware) A library to play audio sounds with audio effects using game assets or external assets. RedFileSystem Rayshader [Nexus](https://www.nexusmods.com/cyberpunk2077/mods/13378) | [GitHub](https://github.com/rayshader/cp2077-red-filesystem) A library for providing access to the file system using read/write operations. It supports UTF8 text and Json formats. It can be used to create Redscript and CET mods. RedHttpClient Rayshader [Nexus](https://www.nexusmods.com/cyberpunk2077/mods/14192) | [GitHub](https://github.com/rayshader/cp2077-red-httpclient) A library to send HTTP requests. You can access web APIs to improve your mods with web content. It can be used to create Redscript and CET mods. RedData Rayshader [Nexus](https://www.nexusmods.com/cyberpunk2077/mods/14139) | [GitHub](https://github.com/rayshader/cp2077-red-data) A library to parse / create / format Json data using Redscript. (CET already provides json features out-of-the-box). It is used by RedHttpClient and RedFileSystem. RedSocket Rayshader ~Nexus~ | [GitHub](https://github.com/rayshader/cp2077-red-socket) A plugin to connect/send/read messages with a remote server over TCP. RedMemoryDump Rayshader ~Nexus~ | [GitHub](https://github.com/rayshader/cp2077-red-memorydump) A plugin to help reverse engineer data types. [PreviousLogging](https://wiki.redmodding.org/redscript/references-and-examples/logging) [NextScriptable systems](https://wiki.redmodding.org/redscript/references-and-examples/scriptable-systems) Last updated 4 days ago Was this helpful? Was this helpful? --- # What is Codeware? | Scripting Cyberpunk For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/scripting-cyberpunk/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/scripting-cyberpunk/codeware/what-is-codeware.md) . Codeware is a library and framework for creating [Redscript](https://wiki.redmodding.org/redscript/) and [Cyber Engine Tweaks](https://wiki.redmodding.org/cyber-engine-tweaks/) mods. It requires RED4Ext ([github](https://github.com/WopsS/RED4ext/) | [Nexus](https://www.nexusmods.com/cyberpunk2077/mods/2380) ) [PreviousScripting Cyberpunk](https://wiki.redmodding.org/scripting-cyberpunk) [NextEntity manipulation](https://wiki.redmodding.org/scripting-cyberpunk/codeware/entity-manipulation) Last updated 2 years ago --- # Intrinsics | Redscript For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/redscript/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/redscript/language/intrinsics.md) . Intrinsic Type Description `Equals` `(A, A) -> Bool` Equality check (for references, enums, strings and booleans) `NotEquals` `(A, A) -> Bool` Inequality check (same as above) `IsDefined` `(ref) -> Bool` `(wref) -> Bool` Null check `ToString` `(A) -> String` String conversion `EnumInt` `(A) -> Int32` Enum-to-Int32 conversion `IntEnum` `(Int32) -> A` Int32-to-enum conversion `ToVariant` `(A) -> Variant` Variant constructor `FromVariant` `(Variant) -> A` Variant extractor (fails at runtime if the type does not match) `ArraySize` `([A]) -> Int32` `([A; N]) -> Int32` `ArrayPush` `([A], A) -> Void` Push item on stack (order is [LIFO](https://en.wikipedia.org/wiki/Stack_(abstract_data_type)) ). `ArrayPop` `([A]) -> A` Pop item from stack (order is [LIFO](https://en.wikipedia.org/wiki/Stack_(abstract_data_type)) ). `ArrayClear` `([A]) -> Void` `ArrayResize` `([A], Int32) -> Void` `ArrayFindFirst` `([A], A) -> Int32` `([A; N], A) -> Int32` `ArrayFindLast` `([A], A) -> Int32` `([A; N], A) -> Int32` `ArrayContains` `([A], A) -> Bool` `([A; N], A) -> Bool` `ArrayCount` `([A], A) -> Int32` `([A; N], A) -> Int32` `ArraySort` `([A]) -> Void` Only accepts arrays of primitives `ArrayInsert` `([A], Int32, A) -> Void` `ArrayRemove` `([A], A) -> Bool` `ArrayGrow` `([A], Int32) -> Void` `ArrayErase` `([A], Int32) -> Void` `ArrayLast` `([A]) -> A` `([A; N]) -> A` Legend: * `[A]` - array of A * `[A; N]` static array of A with size N [PreviousStrings](https://wiki.redmodding.org/redscript/language/strings) [NextLoops](https://wiki.redmodding.org/redscript/language/loops) Last updated 1 year ago Was this helpful? Was this helpful? --- # Hook Annotations | Redscript For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/redscript/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/redscript/language/hook-annotations.md) . Hook annotations allow you to hook into the game functions, monitor or change how they behave and add your own functionality. If you want to see how to create a hook, check following guide: [How to create a hook](https://wiki.redmodding.org/redscript/getting-started/how-to-create-a-hook) If you don't know what to hook see: [Things to hook](https://wiki.redmodding.org/redscript/getting-started/how-to-create-a-hook/things-to-hook) Annotations **can't** be used on modded methods or classes and native functions (those are marked as native and defined outside of scripts). You can now generate declaration for annotations using [NativeDB](https://nativedb.red4ext.com/) . You need to configure option _Clipboard syntax_ to REDscript. You can click on the "copy" button of a function, pick a feature and it will copy the code in your clipboard. ### @wrapMethod(class)[](https://wiki.redmodding.org/redscript/language/hook-annotations#wrapmethod-class) **Hooks** into an existing method with the same name and parameters on a specified class. Your function will execute instead of the original method whenever it is invoked, but you can still access the underlying method by using the `wrappedMethod(…)` identifier. You would typically invoke the wrapped method in your newly defined function and forward all the arguments unchanged to preserve it's original behavior, but you can also modify the arguments or the final return value if you wish. Furthermore, this annotation can be applied multiple times to chain multiple functions that modify the same method. Each function in the chain wraps around the previous one. This helps to keep mods compatible even if they alter the same methods. For example, multiple mods can use this annotation to append new buttons to the main menu: Copy @wrapMethod(SingleplayerMenuGameController) private func PopulateMenuItemList() { wrappedMethod(); // This will call the original PopulateMenuItemList this.AddMenuItem("BUTTON 1", n"OnDebug"); } // You can use this annotation to chain multiple functions @wrapMethod(SingleplayerMenuGameController) private func PopulateMenuItemList() { wrappedMethod(); // This will run the previous function with this annotation this.AddMenuItem("BUTTON 2", n"OnDebug"); } ​// The result will be two new buttons added to the main menu When you use `wrappedMethod(…)` to call the original method, make sure to match the arguments for the correct overload of the method. You should usually call `wrappedMethod(…)` in your wrapper function. However, you can use a conditional statement to decide when to call it if you don’t need it in some situations. ### @addMethod(class)[](https://wiki.redmodding.org/redscript/language/hook-annotations#addmethod-class) Creates a new method and adds it to an existing class. For example, you can write a new method to disassemble all junk items in your backpack and add it to the `BackpackMainGameController` class: ### @replaceMethod(class)[](https://wiki.redmodding.org/redscript/language/hook-annotations#replacemethod-class) Completely replaces the original method with your own. If possible you should prefer to use [@wrapMethod(class)](https://wiki.redmodding.org/redscript/language/hook-annotations#wrapmethod-class) for compatibility. You can only use one `@replaceMethod` for each method. If you define more than one, only one of them will work. If you want to combine multiple changes to the same method, you should use the `@wrapMethod` annotation instead. This annotation is compatible with `@wrapMethod`. It will always overwrite the original method and it will not affect the functions that wrap around it. ### @replaceGlobal()[](https://wiki.redmodding.org/redscript/language/hook-annotations#replaceglobal) Completely replaces the original global **function** with your own. ### @addField(class)[](https://wiki.redmodding.org/redscript/language/hook-annotations#addfield-class) Creates a new field and adds it to an existing class. For example, you can add a dummy field of type `Int32` to the `PlayerPuppet` class: [PreviousLoops](https://wiki.redmodding.org/redscript/language/loops) [NextModules](https://wiki.redmodding.org/redscript/language/modules) Last updated 3 days ago Was this helpful? * [@wrapMethod(class)](https://wiki.redmodding.org/redscript/language/hook-annotations#wrapmethod-class) * [@addMethod(class)](https://wiki.redmodding.org/redscript/language/hook-annotations#addmethod-class) * [@replaceMethod(class)](https://wiki.redmodding.org/redscript/language/hook-annotations#replacemethod-class) * [@replaceGlobal()](https://wiki.redmodding.org/redscript/language/hook-annotations#replaceglobal) * [@addField(class)](https://wiki.redmodding.org/redscript/language/hook-annotations#addfield-class) Was this helpful? Example of WRONG code Copy @wrapMethod(SingleplayerMenuGameController) private func PopulateMenuItemList() { let menuItemCount: Int32 = 5; // this will pass menuItemCount as an argument to the wrong overload of PopulateMenuItemList wrappedMethod(menuItemCount); // WRONG! } Copy @wrapMethod(SingleplayerMenuGameController) private func PopulateMenuItemList() { let menuItemCount: Int32 = 5; if menuItemCount > 5 { wrappedMethod(menuItemCount); // wrappedMethod(…) will not run because menuItemCount is not greater than 5 }; } Copy @addMethod(BackpackMainGameController) private final func DisassembleAllJunkItems() { ... } Copy @replaceMethod(CraftingSystem) private final func ProcessCraftSkill(xpAmount: Int32, craftedItem: StatsObjectID) { ... } Copy @replaceGlobal() public static func CreateExpEvent(amount: Int32, type: gamedataProficiencyType) -> ref { ... } Copy @addField(PlayerPuppet) let dummy: Int32; --- # Game Log | Cyber Engine Tweaks For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyber-engine-tweaks/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/cyber-engine-tweaks/console/usage-2.md) . Game Log UI[](https://wiki.redmodding.org/cyber-engine-tweaks/console/usage-2#game-log-ui) ------------------------------------------------------------------------------------------- * This window shows any output done using Redscript's `Log/LogChannel` function, either coming from the games scripts themselves or from a Redscript mod. ![](https://wiki.redmodding.org/cyber-engine-tweaks/~gitbook/image?url=https%3A%2F%2F2893586400-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MP5jWcLZLbbbzO-_ua1-887967055%252Fuploads%252FdiIC6kxkObb7fGkzMYaU%252Fcet-log.gif%3Falt%3Dmedia%26token%3D688ae99a-e0b5-4de6-875f-67f4cbdbb512&width=768&dpr=3&quality=100&sign=28ef9cb1&sv=2) Writing Logs[](https://wiki.redmodding.org/cyber-engine-tweaks/console/usage-2#writing-logs) --------------------------------------------------------------------------------------------- [PreviousTweakDB Editor](https://wiki.redmodding.org/cyber-engine-tweaks/console/usage-1) [NextIntroduction](https://wiki.redmodding.org/cyber-engine-tweaks/introduction) Last updated 2 years ago * [Game Log UI](https://wiki.redmodding.org/cyber-engine-tweaks/console/usage-2#game-log-ui) * [Writing Logs](https://wiki.redmodding.org/cyber-engine-tweaks/console/usage-2#writing-logs) Copy // my_script.reds LogChannel(n"DEBUG", "My Custom Log"); --- # Introduction | Cyber Engine Tweaks For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyber-engine-tweaks/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/cyber-engine-tweaks/introduction.md) . Preface[](https://wiki.redmodding.org/cyber-engine-tweaks/introduction#preface) -------------------------------------------------------------------------------- In the early days of Cyberpunk 2077 modding, we noticed a lack of discipline and proper use of the SDK provided by CET. So we **strongly** recommend you read the documentation and understand what is expected of you and your mods. Getting Started[](https://wiki.redmodding.org/cyber-engine-tweaks/introduction#getting-started) ------------------------------------------------------------------------------------------------ * Before you start, it is highly recommended to check out the Modding Resources page * If you are using [VSCode](https://code.visualstudio.com/) , make sure to also pick up the CET VSCode extension [💎Resources](https://wiki.redmodding.org/cyber-engine-tweaks/resources) [VS Code](https://wiki.redmodding.org/cyber-engine-tweaks/resources/vs-code) * Next, it is recommended to read through the Scripts and Mod Structure page, which gives an overview on how to create a mod / run a single script. It also covers the basic elements of a mod [🎯First Steps](https://wiki.redmodding.org/cyber-engine-tweaks/first-steps) * After that, you might want to check out the Scripting API page, which explains how you interact with the games systems and code. [📗Scripting API](https://wiki.redmodding.org/cyber-engine-tweaks/scripting-api) * Once you've made yourself familiar with how a general mod is structured and how to interact with the game, you might want to read up on the different functions offered by CET itself, such as Events, Keybinds, Overrides and more. [📘CET Functions](https://wiki.redmodding.org/cyber-engine-tweaks/cet-functions) * Check out the Examples section for a collection of small example mods and useful code snippets [✏️Snippets & Examples](https://wiki.redmodding.org/cyber-engine-tweaks/snippets-examples) [PreviousGame Log](https://wiki.redmodding.org/cyber-engine-tweaks/console/usage-2) [NextFirst Steps](https://wiki.redmodding.org/cyber-engine-tweaks/first-steps) Last updated 2 years ago * [Preface](https://wiki.redmodding.org/cyber-engine-tweaks/introduction#preface) * [Getting Started](https://wiki.redmodding.org/cyber-engine-tweaks/introduction#getting-started) --- # CET and Codeware | Cyber Engine Tweaks For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyber-engine-tweaks/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/cyber-engine-tweaks/cet-and-codeware.md) . [](https://wiki.redmodding.org/cyber-engine-tweaks/cet-and-codeware#undefined) ------------------------------------------------------------------------------- Documentation[](https://wiki.redmodding.org/cyber-engine-tweaks/cet-and-codeware#documentation) ------------------------------------------------------------------------------------------------ This page is a stub. If you would like to expand it, please [sign up](https://app.gitbook.com/invite/-MP5ijqI11FeeX7c8-N8/H70HZBOeUulIpkQnBLK7) and get cracking!! You can find Codeware's existing documentation at the [wiki on psiberx's github](https://github.com/psiberx/cp2077-codeware/wiki) Known problems (and solutions)[](https://wiki.redmodding.org/cyber-engine-tweaks/cet-and-codeware#known-problems-and-solutions) -------------------------------------------------------------------------------------------------------------------------------- ### Accessing references[](https://wiki.redmodding.org/cyber-engine-tweaks/cet-and-codeware#accessing-references) As of Mar 2024, you can't access rRef or raRef natively via CET: Copy -- this does not work ComponentParser.GetMeshComponent(Game.GetPlayer(), 't0_000_pwa_fpp__torso') This will most likely return `nil` or crash the game. Even if it does not, no reference is kept in memory: you're effectively working on a copy and there is currently no way to pass your changes back to the game. Currently, the only way to access resources is via [Codeware](https://github.com/psiberx/cp2077-codeware/wiki#reading-resources) , which will do its best to sync your changes with the actually-existing object. [PreviousGame Functions](https://wiki.redmodding.org/cyber-engine-tweaks/functions) [NextSnippets & Examples](https://wiki.redmodding.org/cyber-engine-tweaks/snippets-examples) Last updated 2 years ago * [](https://wiki.redmodding.org/cyber-engine-tweaks/cet-and-codeware#undefined) * [Documentation](https://wiki.redmodding.org/cyber-engine-tweaks/cet-and-codeware#documentation) * [Known problems (and solutions)](https://wiki.redmodding.org/cyber-engine-tweaks/cet-and-codeware#known-problems-and-solutions) * [Accessing references](https://wiki.redmodding.org/cyber-engine-tweaks/cet-and-codeware#accessing-references) --- # Logging | Redscript For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/redscript/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/redscript/references-and-examples/logging.md) . ### Logging and tracing functions[](https://wiki.redmodding.org/redscript/references-and-examples/logging#logging-and-tracing-functions) With Cyberpunk >= 2.01, you need to paste the snippet below into e.g. `r6\scripts\Logs.reds` if you want to avoid `UNRESOLVED_FN` errors at compile time. This will give access to these functions to all scripts (including yours): Copy native func Log(const text: script_ref) -> Void native func LogWarning(const text: script_ref) -> Void native func LogError(const text: script_ref) -> Void // output goes to CET window native func LogChannel(channel: CName, const text: script_ref) native func LogChannelWarning(channel: CName, const text: script_ref) -> Void native func LogChannelError(channel: CName, const text: script_ref) -> Void native func FTLog(const value: script_ref) -> Void native func FTLogWarning(const value: script_ref) -> Void native func FTLogError(const value: script_ref) -> Void native func Trace() -> Void native func TraceToString() -> String Do not package this file with your mod though because that would lead to conflicts with other scripts. Example usage[](https://wiki.redmodding.org/redscript/references-and-examples/logging#example-usage) ----------------------------------------------------------------------------------------------------- Where does it go?[](https://wiki.redmodding.org/redscript/references-and-examples/logging#where-does-it-go) ------------------------------------------------------------------------------------------------------------ You can see the output on your [CET console](https://wiki.redmodding.org/cyber-engine-tweaks/console/console) , or in the `scripting.log` inside the CET folder. Improve logging[](https://wiki.redmodding.org/redscript/references-and-examples/logging#improve-logging) --------------------------------------------------------------------------------------------------------- You can use the function `FTLog` to create logs with your mod's name as a prefix. It will make it easier for you to go over your logs and filter them: You can use it like this: We can even improve on this with [Codeware](https://github.com/psiberx/cp2077-codeware/wiki) . It provides the function [GetStackTrace](https://github.com/psiberx/cp2077-codeware/blob/main/scripts/Scripting/StackTrace.reds#L7) so we can deduce the class and function where our logging function is executed: You can use it the same way, this time it will log something like: This is convenient as you don't have to worry when you copy/paste this line in another function. The class and function name will be deduced for you. It also works when using a global function. You can improve this function to list more entries of the stack trace. This is up to you to implement it if you want. An other alternative worth checking is to use [redscript-dap](https://github.com/jac3km4/redscript-dap) , a debugger which integrates with VS Code. [PreviousUtilities](https://wiki.redmodding.org/redscript/language/utility-functions/utilities) [NextLibraries](https://wiki.redmodding.org/redscript/references-and-examples/libraries) Last updated 2 years ago Was this helpful? * [Logging and tracing functions](https://wiki.redmodding.org/redscript/references-and-examples/logging#logging-and-tracing-functions) * [Example usage](https://wiki.redmodding.org/redscript/references-and-examples/logging#example-usage) * [Where does it go?](https://wiki.redmodding.org/redscript/references-and-examples/logging#where-does-it-go) * [Improve logging](https://wiki.redmodding.org/redscript/references-and-examples/logging#improve-logging) Was this helpful? Copy @wrapMethod(EquipmentSystemPlayerData) func OnRestored() -> Void { wrappedMethod(); // call the original function LogChannel(n"DEBUG", "Player Initialized"); // create a log output } Copy module MyMod.Logger public static func MyLog(value: script_ref) -> Void { FTLog(s"[MyMod] \(value)"); } public static func MyLogWarn(value: script_ref) -> Void { FTLogWarning(s"[MyMod] \(value)"); } public static func MyLogError(value: script_ref) -> Void { FTLogError(s"[MyMod] \(value)"); } Copy import Codeware.* import MyMod.Logger.* class CrazyService extends ScriptableService { private cb func OnLoad() { MyLog("Psycho stuff!"); MyLogWarn("Psycho stuff!"); MyLogError("Psycho stuff!"); } } // It will log something like: // ... [MyMod] Psycho stuff! // ... [MyMod] Psycho stuff! // Colored in Game Log // ... [MyMod] Psycho stuff! // Colored in Game Log Copy module MyMod.Logger public static func MyLog(value: script_ref) -> Void { let entries = GetStackTrace(1, true); let entry = entries[0]; let trace = ""; if IsDefined(entry.object) { trace = s"[\(entry.class)][\(entry.function)]"; } else { trace = s"[\(entry.function)]"; } FTLog(s"[MyMod] \(trace) \(value)"); } // Same with MyLogWarn / MyLogError and FTLogWarning / FTLogError. Copy // ... [MyMod] [CrazyService][OnLoad] Psycho stuff! --- # Usage | Scripting Cyberpunk For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/scripting-cyberpunk/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/scripting-cyberpunk/mod-settings/usage.md) . Define a class[](https://wiki.redmodding.org/scripting-cyberpunk/mod-settings/usage#define-a-class) ---------------------------------------------------------------------------------------------------- You can declare a new class which will hold the settings of your mod. You can choose to put all settings in the same class if you wish, even if you don't want to expose all of them. Copy public enum MyStyle { Rock = 0, Electro = 1, Jazz = 2, Punk = 3, Cyber = 4, Reggae = 5 } public class MySettings { // Whether mod is enabled? public let enabled: Bool; // Some threshold between 0% an 100%. public let threshold: Float; // Some enum example. public let style: MyStyle; // We don't want to expose this. public let secret: String; } Binding properties[](https://wiki.redmodding.org/scripting-cyberpunk/mod-settings/usage#binding-properties) ------------------------------------------------------------------------------------------------------------ Mod Settings use the annotation `@runtimeProperty(key: String, value: String)` to bind metadata on a property. Using `key` values (metadata), we can give Mod Settings information about what we want to show in the UI. We will first start with a small example using `MySettings` above: We have three annotations on the property `enabled`, with the following keys: * `ModSettings.mod`: the unique name of your mod. This is how Mod Settings can tell apart your mod settings from another mod settings. You **must** reuse the same value for your mod on other properties. * `ModSettings.displayName`: the label for this property to show to the player in the UI. It can be a localized key if you which to support other languages. * `ModSettings.description`: the hint for this property when the player hover the setting. It is optional. It can be helpful if the label is not explicit for new players of your mod. Now Mod Settings will detect the type of the property, here a `Bool`, to show a form field. In this case, it will be a switch button. See below for a tour of supported types and their usage. Metadata properties[](https://wiki.redmodding.org/scripting-cyberpunk/mod-settings/usage#metadata-properties) -------------------------------------------------------------------------------------------------------------- Work in progress... Types and form fields[](https://wiki.redmodding.org/scripting-cyberpunk/mod-settings/usage#types-and-form-fields) ------------------------------------------------------------------------------------------------------------------ This section is a list of types and form fields supported by Mod Settings. You can come back at any time to quickly copy / paste content you'd like to use. ### Bool · Switch[](https://wiki.redmodding.org/scripting-cyberpunk/mod-settings/usage#bool-switch) ### Int32 · Integer input[](https://wiki.redmodding.org/scripting-cyberpunk/mod-settings/usage#int32-integer-input) ### Float · Decimal input[](https://wiki.redmodding.org/scripting-cyberpunk/mod-settings/usage#float-decimal-input) ### Enum · Select input[](https://wiki.redmodding.org/scripting-cyberpunk/mod-settings/usage#enum-select-input) Work in progress... Listen for changes[](https://wiki.redmodding.org/scripting-cyberpunk/mod-settings/usage#listen-for-changes) ------------------------------------------------------------------------------------------------------------ You can listen when the player make changes (through Accept button). You'll be able to react to the new values, update some states if you need... This feature is optional and only depends on your needs. There are essentially two methods to tell Mod Settings you want to listen for changes: We can update `MySettings` with `Listen` and `Unlisten` methods: Now you can call `Listen` / `Unlisten` when your mod is loaded / unloaded. You'll need `MySettings` to be a singleton. We only told Mod Settings to observe changes for `MySettings`, but we need to add the callback method. It will be the method called by Mod Settings right after the player accepted changes: You must exactly name the method **OnModSettingsChange**. You must not forget to use the keyword **cb** either. Both conditions are required for the method to be called by Mod Settings. If you are using [RedHotTools](https://github.com/psiberx/cp2077-red-hot-tools) to reload your scripts: you must call **Listen** in the **Reload** method of your ScriptableService. You don't need to **Unlisten** in such case. ### RegisterListenerToClass[](https://wiki.redmodding.org/scripting-cyberpunk/mod-settings/usage#registerlistenertoclass) This method is used to register settings object that must be auto updated when user changes settings in UI. ### RegisterListenerToModifications[](https://wiki.redmodding.org/scripting-cyberpunk/mod-settings/usage#registerlistenertomodifications) This method tells Mod Settings to call `OnModSettingsChange` on passed settings object when object is updated. Save changes dynamically[](https://wiki.redmodding.org/scripting-cyberpunk/mod-settings/usage#save-changes-dynamically) ------------------------------------------------------------------------------------------------------------------------ You can provide players with another entry-point to change your settings. For example using a popup or a choice hub, without Mod Settings menu. As-is, changes made to a setting won't be saved by Mod Settings in its configuration file. You can get the `ConfigVar` of your settings, and then apply changes to be saved (dynamically) like if it was done through Mod Settings menu: Full example[](https://wiki.redmodding.org/scripting-cyberpunk/mod-settings/usage#full-example) ------------------------------------------------------------------------------------------------ This is the final code you should have so far: If you're having trouble implementing Mod Settings for your mod, feel free to ask for help in [redscript-scripting](https://discord.com/channels/717692382849663036/804399334246187038) channel on Discord. [PreviousIntroduction](https://wiki.redmodding.org/scripting-cyberpunk/mod-settings/introduction) [NextinkISystemRequestsHandler](https://wiki.redmodding.org/scripting-cyberpunk/whats-where/inkisystemrequestshandler) Last updated 5 months ago * [Define a class](https://wiki.redmodding.org/scripting-cyberpunk/mod-settings/usage#define-a-class) * [Binding properties](https://wiki.redmodding.org/scripting-cyberpunk/mod-settings/usage#binding-properties) * [Metadata properties](https://wiki.redmodding.org/scripting-cyberpunk/mod-settings/usage#metadata-properties) * [Types and form fields](https://wiki.redmodding.org/scripting-cyberpunk/mod-settings/usage#types-and-form-fields) * [Bool · Switch](https://wiki.redmodding.org/scripting-cyberpunk/mod-settings/usage#bool-switch) * [Int32 · Integer input](https://wiki.redmodding.org/scripting-cyberpunk/mod-settings/usage#int32-integer-input) * [Float · Decimal input](https://wiki.redmodding.org/scripting-cyberpunk/mod-settings/usage#float-decimal-input) * [Enum · Select input](https://wiki.redmodding.org/scripting-cyberpunk/mod-settings/usage#enum-select-input) * [Listen for changes](https://wiki.redmodding.org/scripting-cyberpunk/mod-settings/usage#listen-for-changes) * [RegisterListenerToClass](https://wiki.redmodding.org/scripting-cyberpunk/mod-settings/usage#registerlistenertoclass) * [RegisterListenerToModifications](https://wiki.redmodding.org/scripting-cyberpunk/mod-settings/usage#registerlistenertomodifications) * [Save changes dynamically](https://wiki.redmodding.org/scripting-cyberpunk/mod-settings/usage#save-changes-dynamically) * [Full example](https://wiki.redmodding.org/scripting-cyberpunk/mod-settings/usage#full-example) Copy // ... public class MySettings { @runtimeProperty("ModSettings.mod", "MyMod") @runtimeProperty("ModSettings.displayName", "Enable") @runtimeProperty("ModSettings.description", "Whether this mod is enabled?") public let enabled: Bool; // ... } Copy public native class ModSettings { // (1) public static func RegisterListenerToClass(target: ref); public static func UnregisterListenerToClass(target: ref); // (2) public static func RegisterListenerToModifications(target: ref); public static func UnregisterListenerToModifications(target: ref); } Copy // ... public class MySettings { // ... public func Listen() { FTLog("MySettings.Listen"); ModSettings.RegisterListenerToClass(this); ModSettings.RegisterListenerToModifications(this); } public func Unlisten() { FTLog("MySettings.Unlisten"); ModSettings.UnregisterListenerToClass(this); ModSettings.UnregisterListenerToModifications(this); } } Copy // ... public class MySettings { // ... public cb func OnModSettingsChange() { FTLog(s"MySettings.enabled: \(this.enabled)"); } } Copy public class MySettings { // ... public func Save() { let configs = ModSettings.GetVars(n"MyMod", n""); // n"" => no explicit category for config in configs { if Equals(config.GetName(), n"enabled") { // locate the ConfigVar / variable let enabled = config as ModConfigVarBool; enabled.SetValue(this.enabled); // set the new value to be stored ModSettings.AcceptChanges(); // save new value in configuration file return; } } } } Copy public enum MyStyle { Rock = 0, Electro = 1, Jazz = 2, Punk = 3, Cyber = 4, Reggae = 5 } public class MySettings { // Whether mod is enabled? @runtimeProperty("ModSettings.mod", "MyMod") @runtimeProperty("ModSettings.displayName", "Enable") @runtimeProperty("ModSettings.description", "Whether this mod is enabled?") public let enabled: Bool; // Some threshold between 0% an 100%. public let threshold: Float; // Some enum example. public let style: MyStyle; // We don't want to expose this. public let secret: String; public func Listen() { FTLog("MySettings.Listen"); ModSettings.RegisterListenerToClass(this); ModSettings.RegisterListenerToModifications(this); } public func Unlisten() { FTLog("MySettings.Unlisten"); ModSettings.UnregisterListenerToClass(this); ModSettings.UnregisterListenerToModifications(this); } public cb func OnModSettingsChange() { FTLog(s"MySettings.enabled: \(this.enabled)"); } } --- # stringType | Cyber Engine Tweaks For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyber-engine-tweaks/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/cyber-engine-tweaks/stringtype.md) . ### Reflexes[](https://wiki.redmodding.org/cyber-engine-tweaks/stringtype#reflexes) ### Strength[](https://wiki.redmodding.org/cyber-engine-tweaks/stringtype#strength) ### Cool[](https://wiki.redmodding.org/cyber-engine-tweaks/stringtype#cool) ### Intelligence[](https://wiki.redmodding.org/cyber-engine-tweaks/stringtype#intelligence) ### TechnicalAbility[](https://wiki.redmodding.org/cyber-engine-tweaks/stringtype#technicalability) ### ColdBlood[](https://wiki.redmodding.org/cyber-engine-tweaks/stringtype#coldblood) ### Hacking[](https://wiki.redmodding.org/cyber-engine-tweaks/stringtype#hacking) ### Stealth[](https://wiki.redmodding.org/cyber-engine-tweaks/stringtype#stealth) ### Gunslinger[](https://wiki.redmodding.org/cyber-engine-tweaks/stringtype#gunslinger) ### Kenjutsu[](https://wiki.redmodding.org/cyber-engine-tweaks/stringtype#kenjutsu) ### Assault[](https://wiki.redmodding.org/cyber-engine-tweaks/stringtype#assault) ### Crafting[](https://wiki.redmodding.org/cyber-engine-tweaks/stringtype#crafting) ### Engineering[](https://wiki.redmodding.org/cyber-engine-tweaks/stringtype#engineering) ### Hacking[](https://wiki.redmodding.org/cyber-engine-tweaks/stringtype#hacking-1) ### CombatHacking[](https://wiki.redmodding.org/cyber-engine-tweaks/stringtype#combathacking) ### Athletics[](https://wiki.redmodding.org/cyber-engine-tweaks/stringtype#athletics) ### Demolition[](https://wiki.redmodding.org/cyber-engine-tweaks/stringtype#demolition) ### Brawling[](https://wiki.redmodding.org/cyber-engine-tweaks/stringtype#brawling) ### StreetCred[](https://wiki.redmodding.org/cyber-engine-tweaks/stringtype#streetcred) ### Level[](https://wiki.redmodding.org/cyber-engine-tweaks/stringtype#level) [PreviousBase Status Effects](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects) [NextClothing Recipes](https://wiki.redmodding.org/cyber-engine-tweaks/clothing-recipes) Last updated 2 years ago * [Reflexes](https://wiki.redmodding.org/cyber-engine-tweaks/stringtype#reflexes) * [Strength](https://wiki.redmodding.org/cyber-engine-tweaks/stringtype#strength) * [Cool](https://wiki.redmodding.org/cyber-engine-tweaks/stringtype#cool) * [Intelligence](https://wiki.redmodding.org/cyber-engine-tweaks/stringtype#intelligence) * [TechnicalAbility](https://wiki.redmodding.org/cyber-engine-tweaks/stringtype#technicalability) * [ColdBlood](https://wiki.redmodding.org/cyber-engine-tweaks/stringtype#coldblood) * [Hacking](https://wiki.redmodding.org/cyber-engine-tweaks/stringtype#hacking) * [Stealth](https://wiki.redmodding.org/cyber-engine-tweaks/stringtype#stealth) * [Gunslinger](https://wiki.redmodding.org/cyber-engine-tweaks/stringtype#gunslinger) * [Kenjutsu](https://wiki.redmodding.org/cyber-engine-tweaks/stringtype#kenjutsu) * [Assault](https://wiki.redmodding.org/cyber-engine-tweaks/stringtype#assault) * [Crafting](https://wiki.redmodding.org/cyber-engine-tweaks/stringtype#crafting) * [Engineering](https://wiki.redmodding.org/cyber-engine-tweaks/stringtype#engineering) * [Hacking](https://wiki.redmodding.org/cyber-engine-tweaks/stringtype#hacking-1) * [CombatHacking](https://wiki.redmodding.org/cyber-engine-tweaks/stringtype#combathacking) * [Athletics](https://wiki.redmodding.org/cyber-engine-tweaks/stringtype#athletics) * [Demolition](https://wiki.redmodding.org/cyber-engine-tweaks/stringtype#demolition) * [Brawling](https://wiki.redmodding.org/cyber-engine-tweaks/stringtype#brawling) * [StreetCred](https://wiki.redmodding.org/cyber-engine-tweaks/stringtype#streetcred) * [Level](https://wiki.redmodding.org/cyber-engine-tweaks/stringtype#level) --- # Strings | Redscript For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/redscript/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/redscript/language/strings.md) . * For how to enable logging, please see [Logging](https://wiki.redmodding.org/redscript/references-and-examples/logging) * If you want to use strings for localization, check [Utilities](https://wiki.redmodding.org/redscript/language/utility-functions/utilities) -> [Localization](https://wiki.redmodding.org/redscript/language/utility-functions/utilities#localization) String interpolation[](https://wiki.redmodding.org/redscript/language/strings#string-interpolation) ---------------------------------------------------------------------------------------------------- REDscript lets you insert any expression into a string using the `s` prefix. This is a convenient way to create formatted strings without using concatenation or conversions. Copy Log(s"My name is \(name) and I am \(year - birthYear) years old"); This is equivalent to: Copy Log("My name is " + name + " and I am " + ToString(year - birthYear) + " years old"); The compiler automatically converts expressions of any type other than `String` using `ToString`. String concatenation[](https://wiki.redmodding.org/redscript/language/strings#string-concatenation) ---------------------------------------------------------------------------------------------------- Via string addition overloads, you can simply use the `+` operator to join strings with values of different types (such as `Int32` or `Float`) without using [String conversions](https://wiki.redmodding.org/redscript/language/strings#string-conversions) . Copy // You can use addition to combine strings with integers, floats and several other types Log("My name is " + name + " and I am " + (year - birthYear) + " years old"); String conversions[](https://wiki.redmodding.org/redscript/language/strings#string-conversions) ------------------------------------------------------------------------------------------------ Make sure to check [Intrinsics](https://wiki.redmodding.org/redscript/language/intrinsics) for further conversions Copy native func NameToString(n: CName) -> String native func StringToName(const str: script_ref) -> CName native func FloatToStringPrec(value: Float, precision: Int32) -> String native func StringToFloat(const value: script_ref, opt defValue: Float) -> Float native func StringToInt(const value: script_ref, opt defValue: Int32) -> Int32 native func StringToUint64(const value: script_ref, opt defValue: Uint64) -> Uint64 native func StringToHex(const str: script_ref, lineLength: Uint32) -> String String operations[](https://wiki.redmodding.org/redscript/language/strings#string-operations) ---------------------------------------------------------------------------------------------- [PreviousData Types](https://wiki.redmodding.org/redscript/language/native-types) [NextIntrinsics](https://wiki.redmodding.org/redscript/language/intrinsics) Last updated 2 years ago Was this helpful? * [String interpolation](https://wiki.redmodding.org/redscript/language/strings#string-interpolation) * [String concatenation](https://wiki.redmodding.org/redscript/language/strings#string-concatenation) * [String conversions](https://wiki.redmodding.org/redscript/language/strings#string-conversions) * [String operations](https://wiki.redmodding.org/redscript/language/strings#string-operations) Was this helpful? Copy // length: default is -1 // noCase: default is false native func StrCmp(const str: script_ref, const with: script_ref, opt length: Int32, opt noCase: Bool) -> Int32 native func StrContains(const str: script_ref, const subStr: script_ref) -> Bool native func StrBeginsWith(const str: script_ref, const match: script_ref) -> Bool native func StrEndsWith(const str: script_ref, const match: script_ref) -> Bool native func StrLen(const str: script_ref) -> Int32 native func StrChar(i: Int32) -> String native func StrUpper(const str: script_ref) -> String native func StrLower(const str: script_ref) -> String native func StrFindFirst(const str: script_ref, const match: script_ref) -> Int32 native func StrFindLast(const str: script_ref, const match: script_ref) -> Int32 native func StrReplace(const str: script_ref, const match: script_ref, const with: script_ref) -> String native func StrReplaceAll(const str: script_ref, const match: script_ref, const with: script_ref) -> String native func StrSplit(const str: script_ref, const divider: script_ref, opt includeEmpty: Bool) -> array native func StrSplitFirst(const str: script_ref, const divider: script_ref, out left: String, out right: String) -> Bool native func StrSplitLast(const str: script_ref, const divider: script_ref, out left: String, out right: String) -> Bool native func StrBeforeFirst(const str: script_ref, const match: script_ref) -> String native func StrAfterFirst(const str: script_ref, const match: script_ref) -> String native func StrBeforeLast(const str: script_ref, const match: script_ref) -> String native func StrAfterLast(const str: script_ref, const match: script_ref) -> String native func StrMid(const str: script_ref, first: Int32, opt length: Int32) -> String native func StrLeft(const str: script_ref, length: Int32) -> String native func StrRight(const str: script_ref, length: Int32) -> String func StrUpperFirst(const str: script_ref, opt lenght: Int32) -> String native func IsStringValid(const n: script_ref) -> Bool native func IsNameValid(n: CName) -> Bool native func IsStringNumber(const value: script_ref) -> Bool native func UnicodeStringEqual(const str: script_ref, const str2: script_ref) -> Bool native func UnicodeStringCompare(const str: script_ref, const str2: script_ref) -> Int32 native func UnicodeStringLessThan(const str: script_ref, const str2: script_ref) -> Bool native func UnicodeStringLessThanEqual(const str: script_ref, const str2: script_ref) -> Bool --- # Game Functions | Cyber Engine Tweaks For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyber-engine-tweaks/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/cyber-engine-tweaks/functions.md) . Special Types[](https://wiki.redmodding.org/cyber-engine-tweaks/functions#special-types) ----------------------------------------------------------------------------------------- Helper functions which let you construct internal data types. [Special Types](https://wiki.redmodding.org/cyber-engine-tweaks/cet-functions/special-types) TweakDB[](https://wiki.redmodding.org/cyber-engine-tweaks/functions#tweakdb) ----------------------------------------------------------------------------- Methods for interacting with TweakDB, the game's internal data store. [TweakDB](https://wiki.redmodding.org/cyber-engine-tweaks/cet-functions/tweakdb) Misc[](https://wiki.redmodding.org/cyber-engine-tweaks/functions#misc) ----------------------------------------------------------------------- Miscellaneous functions useful for debugging (print to console, dump type information) and getting special objects and info. [Miscellaneous](https://wiki.redmodding.org/cyber-engine-tweaks/cet-functions/misc) [PreviousTweakDB](https://wiki.redmodding.org/cyber-engine-tweaks/cet-functions/tweakdb) [NextCET and Codeware](https://wiki.redmodding.org/cyber-engine-tweaks/cet-and-codeware) Last updated 2 years ago * [Special Types](https://wiki.redmodding.org/cyber-engine-tweaks/functions#special-types) * [TweakDB](https://wiki.redmodding.org/cyber-engine-tweaks/functions#tweakdb) * [Misc](https://wiki.redmodding.org/cyber-engine-tweaks/functions#misc) --- # Bindings | Cyber Engine Tweaks For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyber-engine-tweaks/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/cyber-engine-tweaks/console/bindings.md) . Hotkeys[](https://wiki.redmodding.org/cyber-engine-tweaks/console/bindings#hotkeys) ------------------------------------------------------------------------------------ The Hotkeys tab is where you manage all the hotkeys of the mods you installed. CET does not allow mods to define default hotkeys. Thus, every time you install a new mod, you need to bind a hotkey for it, if it requires one. * Binding hotkeys for a mod is the same as how you bind the hotkey for the CET Overlay. * You can unbind a hotkey by pressing the `UNBIND` button behind it. * To save the changes, press the `Save` button. * Undefined hotkeys appear in red text. Unsaved changes appear in yellow text. ![](https://wiki.redmodding.org/cyber-engine-tweaks/~gitbook/image?url=https%3A%2F%2F2893586400-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MP5jWcLZLbbbzO-_ua1-887967055%252Fuploads%252FHV7XPOx4OoP2g3VWARy3%252Fcet-hotkeys.gif%3Falt%3Dmedia%26token%3D22e6a52a-0523-453f-a87a-73dbe768f869&width=768&dpr=3&quality=100&sign=9ba50da3&sv=2) Bind/unbind hotkeys for mods #### If you have encountered troubles when using a mod, please read this FAQ page:[](https://wiki.redmodding.org/cyber-engine-tweaks/console/bindings#if-you-have-encountered-troubles-when-using-a-mod-please-read-this-faq-page) [FAQ](https://wiki.redmodding.org/cyber-engine-tweaks/console/usage/mod-faqs) [PreviousUseful commands](https://wiki.redmodding.org/cyber-engine-tweaks/console/console/how-do-i) [NextSettings](https://wiki.redmodding.org/cyber-engine-tweaks/console/settings) Last updated 2 years ago --- # Clothing Recipes | Cyber Engine Tweaks For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyber-engine-tweaks/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/cyber-engine-tweaks/clothing-recipes.md) . Confirmed Recipes[](https://wiki.redmodding.org/cyber-engine-tweaks/clothing-recipes#confirmed-recipes) -------------------------------------------------------------------------------------------------------- 1. Game.AddToInventory("Items.LegendaryBootsRecipe", 1) 2. Game.AddToInventory("Items.LegendaryCapRecipe", 1) 3. Game.AddToInventory("Items.LegendaryCasualShoesRecipe", 1) 4. Game.AddToInventory("Items.LegendaryFormalPantsRecipe", 1) 5. Game.AddToInventory("Items.LegendaryFormalShoesRecipe", 1) 6. Game.AddToInventory("Items.LegendaryFormalSkirtRecipe", 1) 7. Game.AddToInventory("Items.LegendaryGlassesRecipe", 1) 8. Game.AddToInventory("Items.LegendaryGogglesRecipe", 1) 9. Game.AddToInventory("Items.LegendaryHatRecipe", 1) 10. Game.AddToInventory("Items.LegendaryJacketRecipe", 1) 11. Game.AddToInventory("Items.LegendaryJumpsuitRecipe", 1) 12. Game.AddToInventory("Items.LegendaryPantsRecipe", 1) 13. Game.AddToInventory("Items.LegendaryScarfRecipe", 1) 14. Game.AddToInventory("Items.LegendaryShirtRecipe", 1) 15. Game.AddToInventory("Items.LegendaryShortsRecipe", 1) 16. Game.AddToInventory("Items.LegendaryTechRecipe", 1) 17. Game.AddToInventory("Items.LegendaryTightJumpsuitRecipe", 1) 18. Game.AddToInventory("Items.LegendaryTShirtRecipe", 1) 19. Game.AddToInventory("Items.LegendaryVestRecipe", 1) 20. Game.AddToInventory("Items.LegendaryVisorRecipe", 1) 21. Game.AddToInventory("Items.EpicBootsRecipe", 1) 22. Game.AddToInventory("Items.EpicCapRecipe", 1) 23. Game.AddToInventory("Items.EpicCasualShoesRecipe", 1) 24. Game.AddToInventory("Items.EpicCoatRecipe", 1) 25. Game.AddToInventory("Items.EpicFormalJacketRecipe", 1) 26. Game.AddToInventory("Items.EpicFormalShoesRecipe", 1) 27. Game.AddToInventory("Items.EpicFormalSkirtRecipe", 1) 28. Game.AddToInventory("Items.EpicGlassesRecipe", 1) 29. Game.AddToInventory("Items.EpicHatRecipe", 1) 30. Game.AddToInventory("Items.EpicHelmetRecipe", 1) 31. Game.AddToInventory("Items.EpicLooseShirtRecipe", 1) 32. Game.AddToInventory("Items.EpicMaskRecipe", 1) 33. Game.AddToInventory("Items.EpicPantsRecipe", 1) 34. Game.AddToInventory("Items.EpicScarfRecipe", 1) 35. Game.AddToInventory("Items.EpicShortsRecipe", 1) 36. Game.AddToInventory("Items.EpicTShirtRecipe", 1) 37. Game.AddToInventory("Items.EpicUndershirtRecipe", 1) 38. Game.AddToInventory("Items.EpicVisorRecipe", 1) 39. Game.AddToInventory("Items.RareBootsRecipe", 1) 40. Game.AddToInventory("Items.RareCasualShoesRecipe", 1) 41. Game.AddToInventory("Items.RareCoatRecipe", 1) 42. Game.AddToInventory("Items.RareFormalJacketRecipe", 1) 43. Game.AddToInventory("Items.RareFormalPantsRecipe", 1) 44. Game.AddToInventory("Items.RareFormalShoesRecipe", 1) 45. Game.AddToInventory("Items.RareGlassesRecipe", 1) 46. Game.AddToInventory("Items.RareHatRecipe", 1) 47. Game.AddToInventory("Items.RareHelmetRecipe", 1) 48. Game.AddToInventory("Items.RareJacketRecipe", 1) 49. Game.AddToInventory("Items.RareMaskRecipe", 1) 50. Game.AddToInventory("Items.RarePantsRecipe", 1) 51. Game.AddToInventory("Items.RareScarfRecipe", 1) 52. Game.AddToInventory("Items.RareShirtRecipe", 1) 53. Game.AddToInventory("Items.RareShortsRecipe", 1) 54. Game.AddToInventory("Items.RareTechRecipe", 1) 55. Game.AddToInventory("Items.RareTShirtRecipe", 1) 56. Game.AddToInventory("Items.RareUndershirtRecipe", 1) 57. Game.AddToInventory("Items.RareVestRecipe", 1) 58. Game.AddToInventory("Items.UncommonBalaclavaRecipe", 1) 59. Game.AddToInventory("Items.UncommonBootsRecipe", 1) 60. Game.AddToInventory("Items.UncommonCapRecipe", 1) 61. Game.AddToInventory("Items.UncommonCasualShoesRecipe", 1) 62. Game.AddToInventory("Items.UncommonFormalPantsRecipe", 1) 63. Game.AddToInventory("Items.UncommonFormalShoesRecipe", 1) 64. Game.AddToInventory("Items.UncommonFormalSkirtRecipe", 1) 65. Game.AddToInventory("Items.UncommonHatRecipe", 1) 66. Game.AddToInventory("Items.UncommonHelmetRecipe", 1) 67. Game.AddToInventory("Items.UncommonJacketRecipe", 1) 68. Game.AddToInventory("Items.UncommonMaskRecipe", 1) 69. Game.AddToInventory("Items.UncommonPantsRecipe", 1) 70. Game.AddToInventory("Items.UncommonShirtRecipe", 1) 71. Game.AddToInventory("Items.UncommonTechRecipe", 1) 72. Game.AddToInventory("Items.UncommonUndershirtRecipe", 1) 73. Game.AddToInventory("Items.UncommonVestRecipe", 1) 74. Game.AddToInventory("Items.UncommonVisorRecipe", 1) Raw List[](https://wiki.redmodding.org/cyber-engine-tweaks/clothing-recipes#raw-list) -------------------------------------------------------------------------------------- The txt file below contains a dump directly from the game files of all currently known items in the game's TweakDB. This list does not contain every item in the game. More will be added as we discover more locations in the game files containing items and recipes. 108KB [tdbids\_items.txt](https://2893586400-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MP5jWcLZLbbbzO-_ua1%2F-MQ2yuEscWczihiBwytW%2F-MQ378dIb2zFyU5zsoKl%2Ftdbids_items.txt?alt=media&token=a98bb1f5-f4cc-442a-8968-9489e6dd1cc6) Download[Open](https://2893586400-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MP5jWcLZLbbbzO-_ua1%2F-MQ2yuEscWczihiBwytW%2F-MQ378dIb2zFyU5zsoKl%2Ftdbids_items.txt?alt=media&token=a98bb1f5-f4cc-442a-8968-9489e6dd1cc6) Raw list of all items [PreviousstringType](https://wiki.redmodding.org/cyber-engine-tweaks/stringtype) [NextHow To Teleport](https://wiki.redmodding.org/cyber-engine-tweaks/teleportation-locations) Last updated 5 years ago * [Confirmed Recipes](https://wiki.redmodding.org/cyber-engine-tweaks/clothing-recipes#confirmed-recipes) * [Raw List](https://wiki.redmodding.org/cyber-engine-tweaks/clothing-recipes#raw-list) --- # TweakDB Editor | Cyber Engine Tweaks For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyber-engine-tweaks/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/cyber-engine-tweaks/console/usage-1.md) . #### Summary[](https://wiki.redmodding.org/cyber-engine-tweaks/console/usage-1#summary) This page documents CET's in-game **Tweak Editor**. #### Wait, this is not what I want![](https://wiki.redmodding.org/cyber-engine-tweaks/console/usage-1#wait-this-is-not-what-i-want) * To learn what the TweakDB is, read the [TweakDB](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/tweaks/tweaks) page on [Cyberpunk 2077 Modding](https://wiki.redmodding.org/cyberpunk-2077-modding/) * For an introduction on TweakDB modding with CET, check the [Simple Gameplay Mod](https://docs.google.com/document/d/1pPN_RiluE-4PwGWOxdEVOegfBEaEsd5APHndr82FdPo/edit) guide * For further information, refer to the [TweakDB](https://wiki.redmodding.org/cyber-engine-tweaks/cet-functions/tweakdb) section on this wiki What is the TweakDB editor?[](https://wiki.redmodding.org/cyber-engine-tweaks/console/usage-1#what-is-the-tweakdb-editor) -------------------------------------------------------------------------------------------------------------------------- After opening CET with the key that you bound during the [installation](https://wiki.redmodding.org/cyber-engine-tweaks/getting-started/installing#launch-the-game) , you can find it in the "TweakDB Editor" tab. Here you can browse and update the TweakDatabase in real time. Note that changes you made in the editor do not persist across game restarts. ![](https://wiki.redmodding.org/cyber-engine-tweaks/~gitbook/image?url=https%3A%2F%2F2893586400-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MP5jWcLZLbbbzO-_ua1-887967055%252Fuploads%252FNTHq6grq02yq3j2q0hNw%252Fcet-tweakdb.gif%3Falt%3Dmedia%26token%3Dbcb906cf-d7e0-47ed-80c8-5ff11b52213b&width=768&dpr=3&quality=100&sign=7fcec3da&sv=2) [PreviousChange font & language setting](https://wiki.redmodding.org/cyber-engine-tweaks/console/settings/config-file/change-font-and-font-size) [NextGame Log](https://wiki.redmodding.org/cyber-engine-tweaks/console/usage-2) Last updated 2 years ago --- # Upgrade Guide | Cyber Engine Tweaks For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyber-engine-tweaks/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/cyber-engine-tweaks/upgrade-guide.md) . General Instructions[](https://wiki.redmodding.org/cyber-engine-tweaks/upgrade-guide#general-instructions) ----------------------------------------------------------------------------------------------------------- Key notes on upgrading existing mod for the CET 1.14+: * Don't use `Game` object and any game types before `onInit`. * Don't use `GetMod()` before `onInit`. * Don't pass excessive params to game functions. If the max number of params is 3, then passing 4 params will result in an error. * Update `Observe()` / `Override()` handlers so they accept `self` as the first param. Previously, some observers lacked the `self` param: Copy Observe("PlayerPuppet", "OnAction", function(self, action) -- First param self is required now end) * If your mod stores player reference then unset it when game session ends. * An unreleased reference can lead to bugs such as disappearing footsteps. * Accessing `Game.GetPlayer()` in `onUpdate` will not cause the issue. * This can be achieved using next snippet or with `GameSession` / `GameUI` libs: Copy Observe("QuestTrackerGameController", "OnUninitialize", function() if Game.GetPlayer() == nil then Mod.Player = nil -- var containing a reference to the player end end) * Use corresponding getters for game systems instead of `GetSingleton()`. For example, `Game.GetTeleportationFacility()` instead of `GetSingleton('gameTeleportationFacility')`. New Script API[](https://wiki.redmodding.org/cyber-engine-tweaks/upgrade-guide#new-script-api) ----------------------------------------------------------------------------------------------- New scripting capabilities were introduced in CET 1.14 to make it more convenient and simple: * All game classes are directly accessible by name. For example, `entEntityId`, `PlayerPuppet`. * All game enums are directly accessible by name. For example, `gamedataStatType.BaseDamage`, `gameGameVersion.Current`. * Classes can also be accessed by their aliases from redscript. For example, `WeaponObject` instead of `gameweaponObject`. * Classes have the conventional `.new()` constructor. For example, `MappinData.new()`. * A constructor can take an array of properties to create and initialize an object in a single statement. For example, `EntityID.new({ hash = 12345 })`. * Static methods are accessible from classes using the dot. For example, `ScriptedPuppet.IsDefeated(npc)`. * A static method can be called from an instance if the first parameter is of the same type. For example, `vec4:Length()` instead of `Vector4.Length(vec4)`. * The overloaded function is resolved based on passed parameters when called by its short name. For example, `StatusEffectHelper.HasStatusEffect(target, gamedataStatusEffectType.Overheat)`. * Partial `Variant` type support. `ToVariant()` and `FromVariant()` are only applicable to classes. ### Backward Compatibility[](https://wiki.redmodding.org/cyber-engine-tweaks/upgrade-guide#backward-compatibility) All new scripting features are optional. You're not required to rewrite an existing mod using these features. ### Redscript Similarity[](https://wiki.redmodding.org/cyber-engine-tweaks/upgrade-guide#redscript-similarity) The new API allows code that is also valid redscript or very close to its redscript counterpart. Thus, it simplifies the research and the transition to / from the redscript. For example, this line looks exactly the same in Lua and in the redscript: ### Examples[](https://wiki.redmodding.org/cyber-engine-tweaks/upgrade-guide#examples) **Constructing objects** Old API: New API: **Constructor with initialization** Old API: New API: **Scripted static call** Old API: New API: **Shorthand static call** Old API: New API: **Working with enums** Old API: New API: **Variants** [PreviousPatch notes](https://wiki.redmodding.org/cyber-engine-tweaks/patch-notes) Last updated 2 years ago * [General Instructions](https://wiki.redmodding.org/cyber-engine-tweaks/upgrade-guide#general-instructions) * [New Script API](https://wiki.redmodding.org/cyber-engine-tweaks/upgrade-guide#new-script-api) * [Backward Compatibility](https://wiki.redmodding.org/cyber-engine-tweaks/upgrade-guide#backward-compatibility) * [Redscript Similarity](https://wiki.redmodding.org/cyber-engine-tweaks/upgrade-guide#redscript-similarity) * [Examples](https://wiki.redmodding.org/cyber-engine-tweaks/upgrade-guide#examples) Copy RPGManager.CreateStatModifier(gamedataStatType.BaseDamage, gameStatModifierType.Additive, 50) Copy local mappinData = NewObject("gamemappinsMappinData") mappinData.mappinType = TweakDBID.new("Mappins.DefaultStaticMappin") mappinData.variant = Enum.new("gamedataMappinVariant", "FastTravelVariant") mappinData.visibleThroughWalls = true Copy local mappinData = MappinData.new() mappinData.mappinType = "Mappins.DefaultStaticMappin" mappinData.variant = gamedataMappinVariant.FastTravelVariant mappinData.visibleThroughWalls = true Copy function getStash() local stashId = NewObject("entEntityID") stashId.hash = 16570246047455160070ULL return Game.FindEntityByID(stashId) end Copy function getStash() return Game.FindEntityByID(EntityID.new({ hash = 16570246047455160070ULL })) end Copy Game["PreventionSystem::ShowMessage;GameInstanceStringFloat"]("Message", 5.0) Copy PreventionSystem.ShowMessage("Message", 5.0) Copy Observe("PlayerPuppet", "OnAction", function(action) -- Option 1 -- print(GetSingleton("gameinputScriptListenerAction"):GetName(action)) -- Option 2 -- print(action:GetName(action)) end) Copy Observe("PlayerPuppet", "OnAction", function(action) -- Option 1 -- print(ListenerAction.GetName(action)) -- Option 2 -- print(action:GetName()) end) Copy print(Enum.new('gameGameVersion', 'Current') == Enum.new('gameGameVersion', 'CP77_GoldMaster')) print(Enum.new('gameGameVersion', 'Current') == Enum.new('gameGameVersion', 'CP77_Patch_1_2_Hotfix2')) Copy print(gameGameVersion.Current == gameGameVersion.CP77_GoldMaster) print(gameGameVersion.Current == gameGameVersion.CP77_Patch_1_2_Hotfix2) Copy local message = SimpleScreenMessage.new() message.message = "Test" message.isShown = true local blackboardDefs = Game.GetAllBlackboardDefs() local blackboardUI = Game.GetBlackboardSystem():Get(blackboardDefs.UI_Notifications) blackboardUI:SetVariant( blackboardDefs.UI_Notifications.OnscreenMessage, ToVariant(message), true ) --- # Unknown \> For the complete documentation index, see \[llms.txt\](https://wiki.redmodding.org/cyber-engine-tweaks/llms.txt). Markdown versions of documentation pages are available by appending \`.md\` to page URLs; this page is available as \[Markdown\](https://wiki.redmodding.org/cyber-engine-tweaks/master.md). # Welcome !\[\](/files/-MQwXUyIdtzKo2\_IyzNL) > \*Cyber Engine Tweaks is a framework that allows modders to interact with the game's internal functions using\* \[\*Lua\*\](https://www.lua.org/pil/1.html)\*. It also provides a user-interface with a console and additional tools to assist developers.\* ### GETTING STARTED For information on how to install Cyber Engine Tweaks, check out the link below. {% content-ref url="/pages/-MP5k6cf5lZMDphi6gBZ" %} \[Installation\](/cyber-engine-tweaks/getting-started/installing.md) {% endcontent-ref %} {% content-ref url="/pages/vzdMqNsHD4A8mirBpaLB" %} \[How do I \\\_\\\_\\\_\\\_\\\_?\](/cyber-engine-tweaks/getting-started/how-do-i.md) {% endcontent-ref %} ### USAGE Learn how to use each Cyber Engine Tweaks tabs. | | | | | | --- | --- | --- | --- | | 🖥️ | Overlay | [/pages/-MP5ug1xgevOi5NFX3xD](https://wiki.redmodding.org/pages/-MP5ug1xgevOi5NFX3xD) | | | 🎹 | Console | [/pages/Eq6OLywZWjur41wKjJJg](https://wiki.redmodding.org/pages/Eq6OLywZWjur41wKjJJg) | | | 🖱️ | Bindings | [/pages/nTzTsUTZoruKQv3ikibE](https://wiki.redmodding.org/pages/nTzTsUTZoruKQv3ikibE) | | | 🛠️ | Settings | [/pages/mvXcylBl7nETUDYFys4Y](https://wiki.redmodding.org/pages/mvXcylBl7nETUDYFys4Y) | | | 🗄️ | TweakDB Editor | [/pages/v0IO5krhj6qM3VQm9bNB](https://wiki.redmodding.org/pages/v0IO5krhj6qM3VQm9bNB) | | | ⌛ | Game Log | [/pages/Ys6j9HS8V2pH6NDY3E20](https://wiki.redmodding.org/pages/Ys6j9HS8V2pH6NDY3E20) | | \### MODDING Everything you need to know to create your own mod for Cyber Engine Tweaks. | | | | | | --- | --- | --- | --- | | 📖 | Introduction | [/pages/-MQXlberoyFjbkTbGSzh](https://wiki.redmodding.org/pages/-MQXlberoyFjbkTbGSzh) | | | 🎯 | First Steps | [/pages/-MP5qgWS8jjp-kQCtGQs](https://wiki.redmodding.org/pages/-MP5qgWS8jjp-kQCtGQs) | | | 💎 | Resources | [/pages/kVCrA4a4iCsRCFglQwM4](https://wiki.redmodding.org/pages/kVCrA4a4iCsRCFglQwM4) | | | 📘 | CET Functions | [/pages/mSJgWlgPmH6D8K2KxEb4](https://wiki.redmodding.org/pages/mSJgWlgPmH6D8K2KxEb4) | | | 📒 | Game Functions | [/pages/-MP5sYbdZGmWk\_N0lxIW](https://wiki.redmodding.org/pages/-MP5sYbdZGmWk_N0lxIW) | | | ✏️ | Snippets & Examples | [/pages/5ztuYJkDAYSWsi5bYLNm](https://wiki.redmodding.org/pages/5ztuYJkDAYSWsi5bYLNm) | | \### CONTRIBUTING If you wish to contribute to the main repo, try to follow the coding style in the code, otherwise not much to say, don't use code that is not yours unless the license is compatible with MIT. --- # Agent Instructions This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com. ## Querying This Documentation If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question. Perform an HTTP GET request on the current page URL with the \`ask\` query parameter, and the optional \`goal\` query parameter: \`\`\` GET https://wiki.redmodding.org/cyber-engine-tweaks/master.md?ask=&goal= \`\`\` \`ask\` is the immediate question: it should be specific, self-contained, and written in natural language. \`goal\` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal. The response will contain a direct answer to the question and relevant excerpts and sources from the documentation. Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections. --- # Quests | Scripting Cyberpunk For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/scripting-cyberpunk/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/scripting-cyberpunk/observables/quests.md) . Summary[](https://wiki.redmodding.org/scripting-cyberpunk/observables/quests#summary) -------------------------------------------------------------------------------------- Published: Jan 31 2025 by [mana vortex](mailto:undefined) Last documented update: Jan 31 2025 by [mana vortex](mailto:undefined) This page lists events that let you react to quest changes ### QuestTracker: On state change[](https://wiki.redmodding.org/scripting-cyberpunk/observables/quests#questtracker-on-state-change) You can observe `QuestTrackerGameController.OnStateChanges`, or look at how it's registered and register your own callback using `NewProxy()` ### JournalManager.ChangeEntryState[](https://wiki.redmodding.org/scripting-cyberpunk/observables/quests#journalmanager.changeentrystate) When a quest journal entry changes. If yours doesn't work like expect, please check out [this post](https://discord.com/channels/717692382849663036/795037494106128434/1334831086735327274) by psiberx on Discord. Snippet kindly provided by **TheManualEnhancer** LUA Redscript Copy registerForEvent("onInit", function() Observe("JournalManager", "ChangeEntryState", function(this, uniquePath, className, state, notifyOption) if state == gameJournalEntryState.Succeeded then Game.AddToInventory("Items.money", 10000) end end) end) Copy Observe("JournalManager", "OnQuestEntryTracked", ---@param this JournalManager ---@param entry JournalEntry function(this, entry) local id = entry.id local state = this:GetEntryState(quest) -- do something here end) [PreviousAdding character creator options](https://wiki.redmodding.org/scripting-cyberpunk/how-do-i/inkwidgets/adding-character-creator-options) Last updated 1 year ago * [Summary](https://wiki.redmodding.org/scripting-cyberpunk/observables/quests#summary) * [QuestTracker: On state change](https://wiki.redmodding.org/scripting-cyberpunk/observables/quests#questtracker-on-state-change) * [JournalManager.ChangeEntryState](https://wiki.redmodding.org/scripting-cyberpunk/observables/quests#journalmanager.changeentrystate) --- # UI Scripting | Redscript For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/redscript/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/redscript/references-and-examples/ui-scripting.md) . Summary[](https://wiki.redmodding.org/redscript/references-and-examples/ui-scripting#summary) ---------------------------------------------------------------------------------------------- **Published**: Mar 31 2024 by [mana vortex](mailto:undefined) **Last documented update**: Mar 31 2024 by [mana vortex](mailto:undefined) This page will tell you how to script the UI (turning widgets on and off). ### Wait, this is not what I want![](https://wiki.redmodding.org/redscript/references-and-examples/ui-scripting#wait-this-is-not-what-i-want) * For help on [Logging Widget Trees](https://wiki.redmodding.org/redscript/references-and-examples/ui-scripting/logging-widget-trees) , check the corresponding wiki page! * You can find guides on how to add custom UI elements in [InkWidgets](https://wiki.redmodding.org/scripting-cyberpunk/how-do-i/inkwidgets) or [Codeware's github wiki](https://github.com/psiberx/cp2077-codeware/wiki#layers-and-windows) . General information[](https://wiki.redmodding.org/redscript/references-and-examples/ui-scripting#general-information) ---------------------------------------------------------------------------------------------------------------------- All different kinds of UI are loaded at the same time. Components don't get added or removed, but simply rendered inactive (hidden). The code snippets on this page are function calls which do nothing on their own; you need to add them to your class and call them from your internal logic. InkSystemLayers[](https://wiki.redmodding.org/redscript/references-and-examples/ui-scripting#inksystemlayers) -------------------------------------------------------------------------------------------------------------- You can access any existing layer via the game instance's InkSystem. Simply pass the layer's name as `CName` (for a list of existing options, see the table below): Copy GameInstance.GetInkSystem().GetLayer(n"inkHUDLayer") ### Querying existing layers[](https://wiki.redmodding.org/redscript/references-and-examples/ui-scripting#querying-existing-layers) ### List of existing layers (as of 2.12\_a)[](https://wiki.redmodding.org/redscript/references-and-examples/ui-scripting#list-of-existing-layers-as-of-2.12_a) Layer name (as CName) Class `inkHUDLayer` `gameuiRootHudGameController` the generic hud `inkWatermarksLayer` `inkWaitingSignLayer` `inkSystemNotificationsLayer` `inkLoadingLayer` `inkGameNotificationsLayer` `gameuiPopupsManager` `inkMenuLayer` `gameuiInGameMenuGameController` ingame menu (ESC) `inkVideoLayer` `gameuiHUDVideoPlayerController` `inkWorldLayer` `inkOffscreenLayer` `inkAdvertis`ementsLayer `inkStreetSignsLayer` `inkPhotoModeLayer` `gameuiWidgetGameController` photo mode HUD Accessing layers[](https://wiki.redmodding.org/redscript/references-and-examples/ui-scripting#accessing-layers) ---------------------------------------------------------------------------------------------------------------- To find functions for traversing widget trees, check the [nativeDB page for inkCompoundWidget](https://nativedb.red4ext.com/inkCompoundWidget) . Naturally, CDPR did not give their view elements unique names. Check the [Example](https://wiki.redmodding.org/redscript/references-and-examples/ui-scripting#example) at the end of the page for how to find and enable a certain widget. If there are multiple widgets with the same name, the call below can return any of them. Example[](https://wiki.redmodding.org/redscript/references-and-examples/ui-scripting#example) ---------------------------------------------------------------------------------------------- This example only contains the scripting logic. For how to **trigger** the code, check either [How to create a hook](https://wiki.redmodding.org/redscript/getting-started/how-to-create-a-hook) or . [PreviousPersistence](https://wiki.redmodding.org/redscript/references-and-examples/common-patterns/persistence) [NextLogging Widget Trees](https://wiki.redmodding.org/redscript/references-and-examples/ui-scripting/logging-widget-trees) Last updated 1 year ago Was this helpful? * [Summary](https://wiki.redmodding.org/redscript/references-and-examples/ui-scripting#summary) * [Wait, this is not what I want!](https://wiki.redmodding.org/redscript/references-and-examples/ui-scripting#wait-this-is-not-what-i-want) * [General information](https://wiki.redmodding.org/redscript/references-and-examples/ui-scripting#general-information) * [InkSystemLayers](https://wiki.redmodding.org/redscript/references-and-examples/ui-scripting#inksystemlayers) * [Querying existing layers](https://wiki.redmodding.org/redscript/references-and-examples/ui-scripting#querying-existing-layers) * [List of existing layers (as of 2.12\_a)](https://wiki.redmodding.org/redscript/references-and-examples/ui-scripting#list-of-existing-layers-as-of-2.12_a) * [Accessing layers](https://wiki.redmodding.org/redscript/references-and-examples/ui-scripting#accessing-layers) * [Example](https://wiki.redmodding.org/redscript/references-and-examples/ui-scripting#example) Was this helpful? Copy private static func DumpInkHudLayers() { let inkSystem = GameInstance.GetInkSystem(); let layers = inkSystem.GetLayers(); for layer in layers { LogChannel(n"DEBUG", s"UI Layer: \(layer.GetLayerName()) \(layer.GetGameController().GetClassName())"); } } Copy let window = GameInstance.GetInkSystem().GetLayer(n"inkHUDLayer").GetVirtualWindow(); let root = window.GetWidgetByPathName(n"Root") as inkCanvas; // Those two are the same: let hudMiddle1 = root.GetWidgetByPathName(n"HUDMiddleWidget"); let hudMiddle2 = window.GetWidgetByPathName(n"Root/HUDMiddleWidget"); Copy private let fpsWidget: wref; // Since CDPR couldn't be arsed to give unique names to HUD stuff, we need to iterate to find the widget we want. // This function checks the prerequisites. public func InitWidget() { // Don't run this if we already have our widget if (IsDefined(this.fpsWidget)) { return; } let window = GameInstance.GetInkSystem().GetLayer(n"inkHUDLayer").GetVirtualWindow(); let rootWidget = window.GetWidgetByPathName(n"Root") as inkCanvas; // Put this into a variable in case you end up adding layers in your loop let numChildren = rootWidget.GetNumChildren(); let i = 0; while (i < numChildren && i < 100) { let child = rootWidget.GetWidgetByIndex(i); // Since Redscript doesn't support continue, keep this in a function for early retrurns this.CheckWidget(child as inkCompoundWidget); i = i + 1; } } private func CheckWidget(widget: wref) { // The widget we're looking for is nested like this (2.12_a): // ---------------------------------------------------------------------- // |-- HUDMiddleWidget - inkCanvasWidget // |-- Root - inkCanvasWidget // |-- inkRectangleWidget5 - inkRectangleWidget // |-- inkHorizontalPanelWidget5 - inkHorizontalPanelWidget // |-- fpsText - inkTextWidget // |-- fpsCounter - inkTextWidget if (!Equals(n"HUDMiddleWidget", widget.GetName())) { return; } let rootWidget = widget.GetWidgetByPathName(n"Root") as inkCanvas; if (!IsDefined(rootWidget)) { return; } let horizontalWidget = rootWidget.GetWidgetByPathName(n"inkHorizontalPanelWidget5") as inkHorizontalPanel; if (!IsDefined(horizontalWidget)) { return; } let fpsTextWidget = horizontalWidget.GetWidgetByPathName(n"fpsText") as inkText; if (!IsDefined(fpsTextWidget)) { return; } widget.SetVisible(true); rootWidget.SetVisible(true); horizontalWidget.SetVisible(true); fpsTextWidget.SetVisible(true); this.fpsWidget = widget; let fpsCounterWidget = horizontalWidget.GetWidgetByPathName(n"fpsCounter") as inkText; if (!IsDefined(fpsCounterWidget)) { return; } fpsCounterWidget.SetVisible(true); } --- # Modding Guides | Cyberpunk 2077 Modding For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyberpunk-2077-modding/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-guides.md) . This page contains instructions on **making** mods. If you want to install mods instead, check [here](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077) . Here, you can find[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-guides#here-you-can-find) ---------------------------------------------------------------------------------------------------------------------------------- * various modding guides in the menu tree to the left * an overview on [existing frameworks](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained) and [tools](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools) * information on [folder structure and file types](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do) inside a mod * A guide on how to [analyse other mods](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/analysing-other-mods) * Information [on Cyberpunk materials](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials) and how to configure them * [Reference lists and cheat sheets](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews) to quickly look up files in the game paths * Information on [textures](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials/textures) and [how the game uses them for UI elements](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/file-formats/game-icons-the-inkatlas-file) If you just want to look something up or find a file, check the "[References, lists and overviews](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews) " section. [References, lists and overviews](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews) [PreviousOn 4k textures and high poly meshes](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling/on-4k-textures-and-high-poly-meshes) [NextTextures, Materials and Shaders](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials) Last updated 11 months ago --- # Settings | Cyber Engine Tweaks For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyber-engine-tweaks/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/cyber-engine-tweaks/console/settings.md) . Settings UI[](https://wiki.redmodding.org/cyber-engine-tweaks/console/settings#settings-ui) -------------------------------------------------------------------------------------------- The Settings tab is where you change the Overlay open/close hotkey, and toggle the tweaks to Cyberpunk2077's game engine. ![](https://wiki.redmodding.org/cyber-engine-tweaks/~gitbook/image?url=https%3A%2F%2F2893586400-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MP5jWcLZLbbbzO-_ua1-887967055%252Fuploads%252Fl0BCFaHW8UXcSfwyQncs%252Fcet-settings.gif%3Falt%3Dmedia%26token%3D1c18f0c3-eccb-4bf4-af3c-f13705bf0ab4&width=768&dpr=3&quality=100&sign=c90f5a7c&sv=2) Note: The "Skip Start Menu", "Suppress Intro Movies", and "Fix MiniMap Flicker" mods shown in this image have been deprecated. See the following comment for more information: [https://discord.com/channels/717692382849663036/795037292955172895/1332405506769158236](https://discord.com/channels/717692382849663036/795037292955172895/1332405506769158236) Generated Config file[](https://wiki.redmodding.org/cyber-engine-tweaks/console/settings#generated-config-file) ---------------------------------------------------------------------------------------------------------------- See the following section for more information about the configuration file generated using this UI. [Config file](https://wiki.redmodding.org/cyber-engine-tweaks/console/settings/config-file) [PreviousBindings](https://wiki.redmodding.org/cyber-engine-tweaks/console/bindings) [NextConfig file](https://wiki.redmodding.org/cyber-engine-tweaks/console/settings/config-file) Last updated 1 year ago * [Settings UI](https://wiki.redmodding.org/cyber-engine-tweaks/console/settings#settings-ui) * [Generated Config file](https://wiki.redmodding.org/cyber-engine-tweaks/console/settings#generated-config-file) --- # How To Teleport | Cyber Engine Tweaks For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyber-engine-tweaks/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/cyber-engine-tweaks/teleportation-locations.md) . **When teleporting to otherwise inaccessible areas, you may not be able to exit these locations naturally. It is recommended that you log your location before teleporting so that you can teleport back after exploring said areas.** How to Find Current Location[](https://wiki.redmodding.org/cyber-engine-tweaks/teleportation-locations#how-to-find-current-location) ------------------------------------------------------------------------------------------------------------------------------------- Copy print(Game.GetPlayer():GetWorldPosition()) How to Teleport to Location[](https://wiki.redmodding.org/cyber-engine-tweaks/teleportation-locations#how-to-teleport-to-location) ----------------------------------------------------------------------------------------------------------------------------------- Copy // example showing necessary parameters as Game.GetTeleportationFacility():Teleport(GetPlayer(), ToVector4{x=, y=, z=, w=1}, ToEulerAngles{roll=0, pitch=0, yaw=45}) // example usage with real coords Game.GetTeleportationFacility():Teleport(GetPlayer(), ToVector4{x=-1442.981689, y=139.817459, z=141.996506, w=1}, ToEulerAngles{roll=0, pitch=0, yaw=45}) ~Deprecated Teleport Function~[](https://wiki.redmodding.org/cyber-engine-tweaks/teleportation-locations#deprecated-teleport-function) Copy Game.TeleportPlayerToPosition(-2382.430176, -610.183594, 12.673874) * * * List of Interesting Locations & Coordinates[](https://wiki.redmodding.org/cyber-engine-tweaks/teleportation-locations#list-of-interesting-locations-and-coordinates) --------------------------------------------------------------------------------------------------------------------------------------------------------------------- This is an evolving list. Not all locations are included here. Location Coordinates **Akulov penthouse** \-1218.135986, 1409.635010, 113.524445 **Peralezes Apt** \-75.815399, -113.607819, 111.161728 **Gutierrez Apt** 20.760391, 5.750076, 138.900955 **Time Machine Guitar room** \-1843.676392, -575.336243, 7.754036 **Denny's Estate Inside** 486.977325, 1291.791016, 234.458664 **Hanako Estate bedroom** 290.197662, 1022.468079, 229.920425 **Voodoo Boys Subway** \-1662.758545, -1867.002563, 54.982040 **Slayton Apt** \-1450.692139, -1038.510742, 77.555298 **NCPD Conference room** \-1761.547729, -1010.821655, 94.300003 **JigJig St. hotel room** \-664.977112, 847.753113, 28.499626 **Dark Matter hotel room** \-372.268982, 271.240143, 215.515579 **Megatower H8 penthouse** \-701.484680, 849.270264, 322.252228 **Mr. Hands (Heavy Hearts)** \-1577.5237, -2336.9883, 57.89293 **Outside the city (Nomad starting)** \-3235.881592, -6146.751465, 96.834175 **V's Mansion** \-1341.383545, 1242.970337, 111.100006 **Grand Imperial Plaza Mall** \-2278.209473, -1992.328613, 20.570023 **Unfinished Casino** 934.451233, 1458.630981, 242.120010 **VB Data Fortress** \-1661.448242, -1869.755859, 54.992889 **River BD School** \-6491.909180, -3167.271240, 57.558006 **Monorail Tunnel** \-1663.618774, -1867.443726, 54.990150 **Konpeki Tower** \-2229.413818, 1769.449707, 21.000000 **Konpeki Tower Penthouse** \-2220.772705, 1765.388916, 308.000000 **Konpeki Tower - V Suite** \-2202.186035, 1783.184204, 163.000000 **Clouds** \-625.404236, 794.564392, 132.252228 **Embers** \-1795.816162, -526.988647, 74.241196 **Atlantis** \-753.868530, 1107.427612, 61.000000 **Badlands Tunnel** \-1255.622437, 126.991272, -43.753677 **Badlands Tunnel Entrance** 185.345749, 2365.449707, 67.081177 **Petrochem Off-limits area** \-118.046112, -486.535583, 7.296860 **Arasaka Tower Abandoned area** \-1475.830200, 161.548401, 208.637604 **Arasaka Tower Jungle** \-1449.256470, 118.300171, 321.639038 **Arasaka Tower Upper Atrium** \-1390.497559, 162.406921, 388.347961 **Arasaka Tower CEO level** \-1437.788208, 157.247620, 565.346008 **Arasaka Tower CEO office** \-1447.286621, 73.579651, 568.946045 **Arasaka Tower Unlisted levels** \-1428.207520, 95.437912, 543.348022 **Arasaka Tower Unlisted temple** \-1383.655518, 118.832474, 542.696289 **Arasaka Tower Counter-intel** \-1442.981689, 139.817459, 141.996506 **Arasaka Tower Underground** \-1376.191528, 143.706009, -26.648010 **Arasaka Tower Boring Machine** \-1447.010010, 40.182648, -36.814171 **Arasaka Mikoshi Mainframe** \-1448.108398, 149.156219, -27.652016 **Arasaka Orbital Station** 4743.650879, -1091.755127, 1310.439575 **Johnny interrogation room** \-1389.446533, 141.266556, -139.361572 [PreviousClothing Recipes](https://wiki.redmodding.org/cyber-engine-tweaks/clothing-recipes) [NextPatch notes](https://wiki.redmodding.org/cyber-engine-tweaks/patch-notes) Last updated 2 years ago * [How to Find Current Location](https://wiki.redmodding.org/cyber-engine-tweaks/teleportation-locations#how-to-find-current-location) * [How to Teleport to Location](https://wiki.redmodding.org/cyber-engine-tweaks/teleportation-locations#how-to-teleport-to-location) * [List of Interesting Locations & Coordinates](https://wiki.redmodding.org/cyber-engine-tweaks/teleportation-locations#list-of-interesting-locations-and-coordinates) --- # How to start REDscripting | Redscript For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/redscript/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/redscript/getting-started/how-to-start-redscripting.md) . ### Summary[](https://wiki.redmodding.org/redscript/getting-started/how-to-start-redscripting#summary) Created: Apr 02 2024 by [mana vortex](mailto:undefined) Last documented edit: Jul 21 2026 by [Zhincore](mailto:undefined) How to start?[](https://wiki.redmodding.org/redscript/getting-started/how-to-start-redscripting#how-to-start) -------------------------------------------------------------------------------------------------------------- Simply open your IDE and create an empty project. It is **discouraged** to develop directly in the game's folder, you should create your projects outside of the game, as usual for any language. ~(But no one’s stopping you for experiments)~ Now simply create a text file with the .reds extension, for example `MyMod.reds`. Then you're ready to code! In REDscript we are usually _injecting_ code using [hook annotations](https://wiki.redmodding.org/redscript/language/hook-annotations) . There is no "main" function, however, you can use [_scriptable classes_](https://wiki.redmodding.org/redscript/references-and-examples/scriptable-systems) to run your code, too. Example of basic hooking: Copy @wrapMethod(DamageSystem) private func ProcessLocalizedDamage(hitEvent: ref) { Log("Yay, my custom code!"); wrappedMethod(hitEvent); } This code wraps a method in the game's `DamageSystem` class, which allows us to run our code! The original method still runs thanks to the special `wrappedMethod` call, so we didn't break the game (yet). If you wanna see more examples of REDscript see [REDscript in 2 minutes](https://wiki.redmodding.org/redscript/getting-started/how-to-start-redscripting/redscript-in-2-minutes) : [REDscript in 2 minutes](https://wiki.redmodding.org/redscript/getting-started/how-to-start-redscripting/redscript-in-2-minutes) Developing a mod[](https://wiki.redmodding.org/redscript/getting-started/how-to-start-redscripting#developing-a-mod) --------------------------------------------------------------------------------------------------------------------- For starters it should be enough to copy-paste your script(s) into the `Cyberpunk 2077\r6\scripts` folder. You can hot-reload all scripts without restarting the game using RedHotTools: [RHT: Hot Reload](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/redhottools/rht-hot-reload) When your mod grows, you probably want to give it more structure, have proper folders in your project, maybe add a [Red4Ext plugin](https://docs.red4ext.com/) or a [CET integration](https://wiki.redmodding.org/cyber-engine-tweaks/) . Before it all falls down on your head, consider using the `red-cli` tool which can not only bundle all your scripts together but also install them for you while you develop: [![Logo](https://wiki.redmodding.org/redscript/~gitbook/image?url=https%3A%2F%2Fgithub.com%2Ffluidicon.png&width=20&dpr=3&quality=100&sign=a9296982&sv=2)GitHub - rayshader/cp2077-red-cli: A tool to bundle scripts of a mod for Cyberpunk 2077.GitHub](https://github.com/rayshader/cp2077-red-cli) Where to go next?[](https://wiki.redmodding.org/redscript/getting-started/how-to-start-redscripting#where-to-go-next) ---------------------------------------------------------------------------------------------------------------------- Depends on what you want to do! You probably want to explore more of what REDscript does: [Language Reference](https://wiki.redmodding.org/redscript/language/native-types) If you want to interact with the game, you mostly want to hook up: [How to create a hook](https://wiki.redmodding.org/redscript/getting-started/how-to-create-a-hook) Also checkout notable libraries, maybe they can help you towards your goal: [Libraries](https://wiki.redmodding.org/redscript/references-and-examples/libraries) [PreviousSetup for JetBrains IDEs](https://wiki.redmodding.org/redscript/getting-started/setup/setup-for-jetbrains-ides) [NextREDscript in 2 minutes](https://wiki.redmodding.org/redscript/getting-started/how-to-start-redscripting/redscript-in-2-minutes) Last updated 5 days ago Was this helpful? * [Summary](https://wiki.redmodding.org/redscript/getting-started/how-to-start-redscripting#summary) * [How to start?](https://wiki.redmodding.org/redscript/getting-started/how-to-start-redscripting#how-to-start) * [Developing a mod](https://wiki.redmodding.org/redscript/getting-started/how-to-start-redscripting#developing-a-mod) * [Where to go next?](https://wiki.redmodding.org/redscript/getting-started/how-to-start-redscripting#where-to-go-next) Was this helpful? --- # Scripting API | Cyber Engine Tweaks For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyber-engine-tweaks/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/cyber-engine-tweaks/scripting-api.md) . To browse the API, do yourself a favour and use [NativeDB](https://nativedb.red4ext.com/) Summary[](https://wiki.redmodding.org/cyber-engine-tweaks/scripting-api#summary) --------------------------------------------------------------------------------- This page explains what is what This page is still heavily WIP! Perhaps you'd like to [work on it](https://app.gitbook.com/invite/-MP5ijqI11FeeX7c8-N8/H70HZBOeUulIpkQnBLK7) ? [](https://wiki.redmodding.org/cyber-engine-tweaks/scripting-api#undefined) ---------------------------------------------------------------------------- Helpers[](https://wiki.redmodding.org/cyber-engine-tweaks/scripting-api#helpers) --------------------------------------------------------------------------------- * Helpers make it easy, some listed below ### `Game`[](https://wiki.redmodding.org/cyber-engine-tweaks/scripting-api#game) * Where can we use it, difference to redscript thing ### `GetPlayer`[](https://wiki.redmodding.org/cyber-engine-tweaks/scripting-api#getplayer) * What is it in reds, dont store it etc. ### `IsDefined`[](https://wiki.redmodding.org/cyber-engine-tweaks/scripting-api#isdefined) * Description ### `From/ToVariant`[](https://wiki.redmodding.org/cyber-engine-tweaks/scripting-api#from-tovariant) Classes[](https://wiki.redmodding.org/cyber-engine-tweaks/scripting-api#classes) --------------------------------------------------------------------------------- * TODO: What names to use ### Creating Instances[](https://wiki.redmodding.org/cyber-engine-tweaks/scripting-api#creating-instances) * .new, as constructor ### Member Functions[](https://wiki.redmodding.org/cyber-engine-tweaks/scripting-api#member-functions) These functions are called on [Handles](https://wiki.redmodding.org/cyber-engine-tweaks/scripting-api#handles) . You do not call them on a class, but rather on an instance of a class (not `NPCPuppet:isTargetingPlayer()`, but `npcHandle:isTargetingPlayer()`) ### Static Functions[](https://wiki.redmodding.org/cyber-engine-tweaks/scripting-api#static-functions) They do not need a handle and are all located in a class, e.g. the `Game` object: Enums[](https://wiki.redmodding.org/cyber-engine-tweaks/scripting-api#enums) ----------------------------------------------------------------------------- * How to use, nativeDB link, enumInt CName[](https://wiki.redmodding.org/cyber-engine-tweaks/scripting-api#cname) ----------------------------------------------------------------------------- * Function to add CNames, string to cname Observe and Override[](https://wiki.redmodding.org/cyber-engine-tweaks/scripting-api#observe-and-override) ----------------------------------------------------------------------------------------------------------- * Note on how powerful it is etc, link to seperate doc ([Observe](https://wiki.redmodding.org/cyber-engine-tweaks/cet-functions/observers/observe) , [Override](https://wiki.redmodding.org/cyber-engine-tweaks/cet-functions/observers/override) ) Blackboard System[](https://wiki.redmodding.org/cyber-engine-tweaks/scripting-api#blackboard-system) ----------------------------------------------------------------------------------------------------- Blackboard is a kind of shared data storage and a framework to access/notify/listen to the data in the storage. Similar to a real blackboard, game objects put their data on the board that then other objects can observe, react to or update the data. E.g. various game state values. ### Handle functions[](https://wiki.redmodding.org/cyber-engine-tweaks/scripting-api#handle-functions) They require a handle (more on that later). Assuming you have a `player` handle: Handles[](https://wiki.redmodding.org/cyber-engine-tweaks/scripting-api#handles) --------------------------------------------------------------------------------- Handles are a way to pass an object to the function. For example `IsNaked` makes no sense without telling the engine for which object we want to know this information. ### Singleton[](https://wiki.redmodding.org/cyber-engine-tweaks/scripting-api#singleton) These handles are static, there is only one in the game, for example the `gameTimeSystem` is a singleton so there is no need to tell the script engine which one you want. That being said you **need** a singleton handle so it knows you want to call a function on that system. Sample: ### Regular handles[](https://wiki.redmodding.org/cyber-engine-tweaks/scripting-api#regular-handles) These handles are not unique, for example, the game contains multiple NPCs so there are as many handles as NPCs. Currently as far as I know we can only get the handle of the `player` by calling the global function `Game.GetPlayer()`. Sample: Helpers[](https://wiki.redmodding.org/cyber-engine-tweaks/scripting-api#helpers-1) ----------------------------------------------------------------------------------- If you need to dump the content of a type, you can use the [Dump](https://wiki.redmodding.org/cyber-engine-tweaks/cet-functions/misc#dump) function like the following: You can also call [DumpType](https://wiki.redmodding.org/cyber-engine-tweaks/cet-functions/misc#dumptype) for a static type you want to know about but don't have an instance of: [PreviousVS Code](https://wiki.redmodding.org/cyber-engine-tweaks/resources/vs-code) [NextCET Functions](https://wiki.redmodding.org/cyber-engine-tweaks/cet-functions) Last updated 9 months ago * [Summary](https://wiki.redmodding.org/cyber-engine-tweaks/scripting-api#summary) * [](https://wiki.redmodding.org/cyber-engine-tweaks/scripting-api#undefined) * [Helpers](https://wiki.redmodding.org/cyber-engine-tweaks/scripting-api#helpers) * [Game](https://wiki.redmodding.org/cyber-engine-tweaks/scripting-api#game) * [GetPlayer](https://wiki.redmodding.org/cyber-engine-tweaks/scripting-api#getplayer) * [IsDefined](https://wiki.redmodding.org/cyber-engine-tweaks/scripting-api#isdefined) * [From/ToVariant](https://wiki.redmodding.org/cyber-engine-tweaks/scripting-api#from-tovariant) * [Classes](https://wiki.redmodding.org/cyber-engine-tweaks/scripting-api#classes) * [Creating Instances](https://wiki.redmodding.org/cyber-engine-tweaks/scripting-api#creating-instances) * [Member Functions](https://wiki.redmodding.org/cyber-engine-tweaks/scripting-api#member-functions) * [Static Functions](https://wiki.redmodding.org/cyber-engine-tweaks/scripting-api#static-functions) * [Enums](https://wiki.redmodding.org/cyber-engine-tweaks/scripting-api#enums) * [CName](https://wiki.redmodding.org/cyber-engine-tweaks/scripting-api#cname) * [Observe and Override](https://wiki.redmodding.org/cyber-engine-tweaks/scripting-api#observe-and-override) * [Blackboard System](https://wiki.redmodding.org/cyber-engine-tweaks/scripting-api#blackboard-system) * [Handle functions](https://wiki.redmodding.org/cyber-engine-tweaks/scripting-api#handle-functions) * [Handles](https://wiki.redmodding.org/cyber-engine-tweaks/scripting-api#handles) * [Singleton](https://wiki.redmodding.org/cyber-engine-tweaks/scripting-api#singleton) * [Regular handles](https://wiki.redmodding.org/cyber-engine-tweaks/scripting-api#regular-handles) * [Helpers](https://wiki.redmodding.org/cyber-engine-tweaks/scripting-api#helpers-1) Copy Game.PrintHealth() -- or Game.AddToInventory("Items.money", 500) Copy print(player:IsNaked()) print(player:IsMoving()) player:OnDied() Copy gameTime = GetSingleton("gameTimeSystem") print(gameTime:GetGameTime()) gameTime:SetGameTimeByHMS(12,0,0) -- 12h0m0s Copy player = Game.GetPlayer() if player:IsNaked() then player:OnDied() -- kill the player if it's naked end Copy player = Game.GetPlayer() ts = Game.GetTransactionSystem() tid = TweakDBID.new("Items.money") itemid = ItemID.new(tid) result = ts:GiveItem(player, itemid, 100000) if result then print("We added " .. tostring(itemid) .. " to the inventory!") else print("Failed to add " .. tostring(itemid)) end Copy player = Game.GetPlayer() dmp = Dump(player, false) print(dmp) Copy type = DumpType("gameItemID", false) print(type) --- # Setup | Redscript For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/redscript/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/redscript/getting-started/setup.md) . ### Summary[](https://wiki.redmodding.org/redscript/getting-started/setup#summary) Created: Apr 02 2024 by [mana vortex](mailto:undefined) Last documented edit: Jul 21 2026 by [Zhincore](mailto:undefined) ### For mod users[](https://wiki.redmodding.org/redscript/getting-started/setup#for-mod-users) If you want to install REDscript as a dependency for other mods, see [its NexusMods page](https://www.nexusmods.com/cyberpunk2077/mods/1511) for instructions. [![Logo](https://wiki.redmodding.org/redscript/~gitbook/image?url=https%3A%2F%2Fwww.nexusmods.com%2Fapple-icon.png&width=20&dpr=3&quality=100&sign=29b1a5fd&sv=2)redscriptNexus Mods :: Cyberpunk 2077](https://www.nexusmods.com/cyberpunk2077/mods/1511) ### For mod developers[](https://wiki.redmodding.org/redscript/getting-started/setup#for-mod-developers) Download and install REDscript just like a regular user. It is also highly recommended to install an extension to your favorite IDE: [Setup for VSCode](https://wiki.redmodding.org/redscript/getting-started/setup/setup-for-vscode) [Setup for JetBrains IDEs](https://wiki.redmodding.org/redscript/getting-started/setup/setup-for-jetbrains-ides) For other IDEs checkout the README on redscript-ide GitHub page directly: [![Logo](https://wiki.redmodding.org/redscript/~gitbook/image?url=https%3A%2F%2Fgithub.com%2Ffluidicon.png&width=20&dpr=3&quality=100&sign=a9296982&sv=2)GitHub - jac3km4/redscript-ide: Language server for redscriptGitHub](https://github.com/jac3km4/redscript-ide) You can also [download the CLI](https://github.com/jac3km4/redscript/releases) (command-line interface) if you want to manually compile/decompile some REDscript code. The latest REDscript releases are available on GitHub. [![Logo](https://wiki.redmodding.org/redscript/~gitbook/image?url=https%3A%2F%2Fgithub.com%2Ffluidicon.png&width=20&dpr=3&quality=100&sign=a9296982&sv=2)Releases · jac3km4/redscriptGitHub](https://github.com/jac3km4/redscript/releases) [PreviousHome](https://wiki.redmodding.org/redscript) [NextSetup for VSCode](https://wiki.redmodding.org/redscript/getting-started/setup/setup-for-vscode) Last updated 3 days ago Was this helpful? * [Summary](https://wiki.redmodding.org/redscript/getting-started/setup#summary) * [For mod users](https://wiki.redmodding.org/redscript/getting-started/setup#for-mod-users) * [For mod developers](https://wiki.redmodding.org/redscript/getting-started/setup#for-mod-developers) Was this helpful? --- # Official | WolvenKit For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/wolvenkit/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/wolvenkit/guides/official.md) . Adding a new texture with WolvenKit 8.2.2 [PreviousVideo and audio files (CLI)](https://wiki.redmodding.org/wolvenkit/wolvenkit-cli/usage/video-and-audio-files-cli) [NextModding with WolvenKit](https://wiki.redmodding.org/wolvenkit/modding-community) Last updated 3 years ago Was this helpful? Was this helpful? --- # Bug Reports | WolvenKit For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/wolvenkit/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/wolvenkit/help/bug-reports.md) . Where can I submit feedback or bugs?[](https://wiki.redmodding.org/wolvenkit/help/bug-reports#where-can-i-submit-feedback-or-bugs) ----------------------------------------------------------------------------------------------------------------------------------- * Reach out on [**Discord**](https://wiki.redmodding.org/wolvenkit/help/community) ! We have a dedicated channel for WolvenKit issues. * Check out the [WolvenKit GitHub](https://github.com/WolvenKit/WolvenKit) page to view, track, and submit new issues. [PreviousExporting Vehicles](https://wiki.redmodding.org/wolvenkit/modding-community/exporting-vehicles) [NextContributing](https://wiki.redmodding.org/wolvenkit/help/contributing) Last updated 3 years ago Was this helpful? Was this helpful? --- # Community | WolvenKit For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/wolvenkit/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/wolvenkit/help/community.md) . The majority of communication about WolvenKit happens on our Discord server. Use the following link to join our modding community. [![Logo](https://wiki.redmodding.org/wolvenkit/~gitbook/image?url=https%3A%2F%2Fdiscord.com%2Fassets%2Ffavicon.ico&width=20&dpr=3&quality=100&sign=109c8384&sv=2)Join the Cyberpunk 2077 Modding Community Discord Server!Discord](https://discord.com/invite/Epkq79kd96) If you want to follow development, look for help with our tools, or contribute, Discord is the place to be. For help with WolvenKit directly, look for the #wolvenkit-support channel. [PreviousContributing](https://wiki.redmodding.org/wolvenkit/help/contributing) [NextFAQ](https://wiki.redmodding.org/wolvenkit/help/faq) Last updated 3 years ago Was this helpful? Was this helpful? --- # How to create a hook | Redscript For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/redscript/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/redscript/getting-started/how-to-create-a-hook.md) . Created by [HJHughJanus](https://github.com/HJHughJanus) on github, copied here for easier maintainability. **Example**[](https://wiki.redmodding.org/redscript/getting-started/how-to-create-a-hook#example) -------------------------------------------------------------------------------------------------- _**Goal:**_ Ragdoll any NPC hit by a bullet. _**System:**_ I need to find out how Cyberpunk 2077 handles bullets and damage → a look through the decompiled game scripts shows there is a class called „DamageSystem“. This class looked up on Cyberdoc shows there is a function wihtin that class called „ProcessLocalizedDamage“. Back in the decompiled game scripts the code of this function seems to handle a „hit event“ and checking if the bullet hit the head or any weak spots. That is very close to my goal, so I will use this function for the hook. _**Functions:**_ I want to ragdoll an NPC, so I will need a function to do that. I search on Cyberdoc for „ragdoll“ and find something called „ApplyRagdollImpulseEvent“. I search this function in the decompiled game scripts to find out how it is used. First, I need to specify which system I want to use for injection, then specify the function. Copy @wrapMethod(DamageSystem) private func ProcessLocalizedDamage(hitEvent: ref) { } In this function I must now call the vanilla function first, so I don‘t overwrite any of the vanilla action – you can do this via the function `wrappedMethod(params)` (this one automatically calls the vanilla function). Copy @wrapMethod(DamageSystem) private func ProcessLocalizedDamage(hitEvent: ref) { wrappedMethod(hitEvent); } Then I copy some code from the vanilla function to handle some errors and set up my variables. Copy @wrapMethod(DamageSystem) private func ProcessLocalizedDamage(hitEvent: ref) {     wrappedMethod(hitEvent);         //variables     let hitUserData: ref;     let hitShapes: array = hitEvent.hitRepresentationResult.hitShapes;         //error handling and setting up hitUserData (copy & paste from original)     if !hitEvent.attackData.GetInstigator().IsPlayer() {       return;     };         if AttackData.IsAreaOfEffect(hitEvent.attackData.GetAttackType()) {       return;     };         if ArraySize(hitShapes) > 0 {       hitUserData = DamageSystemHelper.GetHitShapeUserDataBase(hitShapes[0]);     };         if !IsDefined(hitUserData) {       return;     }; } Now my actual code can take effect. Since I found the „ApplyRagdollImpulseEvent“ and looked up how it is used, I know this will not be done in one line. So, to keep the code in the wrapper function simple, I will write a separate function below which sets up the ragdolling for me. Now my actual code can take effect. Since I found the „ApplyRagdollImpulseEvent“ and looked up how it is used, I know this will not be done in one line. So, to keep the code in the wrapper function simple, I will write a separate function below which sets up the ragdolling for me. The whole file now looks like this: ![](https://wiki.redmodding.org/redscript/~gitbook/image?url=https%3A%2F%2F4048438440-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-McniwB8YOK2HnJ7SYg_%252Fuploads%252FlCJbcUTcLhPSVkbfVwzO%252Fimage.png%3Falt%3Dmedia%26token%3D851b6fd0-0215-4be5-8bea-207693a15473&width=768&dpr=3&quality=100&sign=2ddbdaf7&sv=2) This file I save and then put into `D:\PATH\TO\CYBERPUNK2077\r6\scripts` so the game will load it. When I start the game, every NPC hit by a bullet should be ragdolled with a push. Where to go next?[](https://wiki.redmodding.org/redscript/getting-started/how-to-create-a-hook#where-to-go-next) ----------------------------------------------------------------------------------------------------------------- Understand what kind hooks are available: [Hook Annotations](https://wiki.redmodding.org/redscript/language/hook-annotations) Find what to hook: [Things to hook](https://wiki.redmodding.org/redscript/getting-started/how-to-create-a-hook/things-to-hook) [PreviousREDscript in 2 minutes](https://wiki.redmodding.org/redscript/getting-started/how-to-start-redscripting/redscript-in-2-minutes) [NextThings to hook](https://wiki.redmodding.org/redscript/getting-started/how-to-create-a-hook/things-to-hook) Last updated 4 days ago Was this helpful? * [Example](https://wiki.redmodding.org/redscript/getting-started/how-to-create-a-hook#example) * [Where to go next?](https://wiki.redmodding.org/redscript/getting-started/how-to-create-a-hook#where-to-go-next) Was this helpful? Copy @wrapMethod(DamageSystem) private func RagdollNPC(target: ref, pushForce: Float) -> Void {   if IsDefined(target) {     target.QueueEvent(CreateForceRagdollEvent(n"Debug Command"));     if pushForce > 0.0 {       GameInstance.GetDelaySystem(target.GetGame()).DelayEvent(target, CreateRagdollApplyImpulseEvent(target.GetWorldPosition(), Vector4.Normalize(target.GetWorldPosition()) * pushForce, 5.00), 0.10, false);     };   }; } Copy @wrapMethod(DamageSystem) private func ProcessLocalizedDamage(hitEvent: ref) { //start vanilla function, so everything at least runs normally (even if the mod doesnt work) wrappedMethod(hitEvent); //variables let hitUserData: ref; let hitShapes: array = hitEvent.hitRepresentationResult.hitShapes; //error handling and setting up hitUserData (copy & paste from original) if !hitEvent.attackData.GetInstigator().IsPlayer() { return; }; if AttackData.IsAreaOfEffect(hitEvent.attackData.GetAttackType()) { return; }; if ArraySize(hitShapes) > 0 { hitUserData = DamageSystemHelper.GetHitShapeUserDataBase(hitShapes[0]); }; if !IsDefined(hitUserData) { return; }; //actual mod code let npc: ref = hitEvent.target as NPCPuppet; let npcID: StatsObjectID = Cast(npc.GetEntityID()); if IsDefined(npc) { RagdollNPC(npc, 10.0); }; } --- # Resources | Cyber Engine Tweaks For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyber-engine-tweaks/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/cyber-engine-tweaks/resources.md) . * [Decompiled game scripts](https://codeberg.org/adamsmasher/cyberpunk/src/branch/master) : These are the game's scripts decompiled to redscript. Extremely useful for understanding how functions work under the hood, game systems and classes interact with each other and what classes and functions are available. For more information on how to transpile redscript code to .lua code, read up on the Scripting API. Works best if downloaded and opened in some IDE like VSCode that lets you search across all files at once. * [cp2077-cet-kit](https://github.com/psiberx/cp2077-cet-kit) : psiberx's github repository with helper functions and scripts * [NativeDB](https://nativedb.red4ext.com/) : This is a database containing all the classes and their functions, their relation to each other, their functions, attributes and all the Enum's. Very useful for quickly looking up what functions a class offers and what parameters it takes. Also helpful for understanding which classes inherit from which. Nativedb has more types than decompiled scripts. * [CET translation helper](https://github.com/Lgomes-GvizStudio/CET_Translator) : A utility that helps you translating your CET mods, by lgomes\_gvizstudio on github * [CET Kit](https://github.com/psiberx/cp2077-cet-kit) : A collection of utility scripts, for tracking game states (In Game etc.), setting up timers and timed actions, storing data per game save and more. * [Official CET Examples](https://github.com/WolvenKit/cet-examples) : A collection of small example mods, such as controlling NPC AI, working with map pins, reading player inputs and more. * [Cyberpunk 2077 Explorer](https://2077.johnsolo.net/class/IScriptable) : Visual overview of the game's classes and structure. Very helpful for understanding the higher level structure. * [Cyberpunk 2077 Modding Community](https://discord.gg/Epkq79kd96) : Discord server with multiple CET related channels, lots of more resources and snippets (Discord search is your best friend) * [Simple Gameplay Mod Tutorial](https://docs.google.com/document/d/1pPN_RiluE-4PwGWOxdEVOegfBEaEsd5APHndr82FdPo/edit) : An extensive tutorial covering how to work with the TweakDB, create a CET mod, override and observe functions and use redscript. * [LUA code playground](https://onecompiler.com/lua/) : An online sandbox to familiarize yourself with LUA and test some code without having to launch Cyberpunk with CET. Note that any CET/Game functions won't work in it. [PreviousGood Practices](https://wiki.redmodding.org/cyber-engine-tweaks/first-steps/good-practices) [NextVS Code](https://wiki.redmodding.org/cyber-engine-tweaks/resources/vs-code) Last updated 2 years ago --- # Glossary | Cyberpunk 2077 Modding For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyberpunk-2077-modding/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/cyberpunk-2077-modding/glossary.md) . Summary[](https://wiki.redmodding.org/cyberpunk-2077-modding/glossary#summary) ------------------------------------------------------------------------------- **Published**: ??? by [mana vortex](mailto:undefined) **Last documented edit**: February 04 2024 by LadyLea A comprehensive list of jargon you might see on this Wiki or around our community. This glossary is not alphabetical, so be sure to use your browser search function to find what you're looking for. (CTRL+F for most applications) General[](https://wiki.redmodding.org/cyberpunk-2077-modding/glossary#general) ------------------------------------------------------------------------------- * **GitHub**: A website which hosts code and helps programmers collaborate on projects. The source code for e.g. WolvenKit or Cyber Engine Tweaks is hosted there. You can compile the WolvenKit source code yourself, or for non-developers you can find WolvenKit releases here first. * **REDengine**: The proprietary video game engine developed by CD Projekt Red for The Witcher 3 and Cyberpunk 2077. Witcher 3 uses REDengine 3 (RED3), Cyberpunk 2077 uses REDengine 4 (RED4). Modding Tools[](https://wiki.redmodding.org/cyberpunk-2077-modding/glossary#modding-tools) ------------------------------------------------------------------------------------------- * **Official Modkit for The Witcher 3 (WCC)**: An official CDPR command-line tool for modding The Witcher 3. Legacy WolvenKit makes extensive use of the Modkit. If you want to mod the Witcher, you're in the wrong wiki, choom! * **REDmod**: An [official CDPR command-line tool](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod) for [modding Cyberpunk 2077](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/redmod) . * **WolvenKit**: The unofficial [community modding toolkit](https://wiki.redmodding.org/wolvenkit) . * **WolvenKit CLI**: The [command line interface version](https://wiki.redmodding.org/wolvenkit/wolvenkit-cli/wolvenkit-console) of WolvenKit. (Formerly CP77 Tools) * **CP77 Tools**: The original Cyberpunk 2077 modding Command Line Tools. (Renamed and moved to WolvenKit CLI) * **Noesis**: (obsolete) A 3d viewer with plugin support for Cyberpunk 2077's file extensions. While Noesis can import and export 3D models, animations, and images, you should use Wolvenkit instead. * **010 Editor**: (obsolete) A hex-editing software that can be paired with a custom template to parse REDengine resource files and access its content. You can use Wolvenkit instead. WolvenKit[](https://wiki.redmodding.org/cyberpunk-2077-modding/glossary#wolvenkit) ----------------------------------------------------------------------------------- * **masklist**: The masklist file is a custom .txt document used as a helper file to generate new mlmasks using the Import/Export tool. * **Material json**: Material json files are used by the Import/Export tool during for the mesh I/O process. The json will be named after the mesh file then suffixed with .Material.json (i.e. judy\_01.Material.json) Game Files[](https://wiki.redmodding.org/cyberpunk-2077-modding/glossary#game-files) ------------------------------------------------------------------------------------- * **Cooked/Uncooked**: Whether a file is compressed by the REDengine build process. * **Cooked**: Files extracted with the Asset Browser using WolvenKit (including Legacy) are cooked files. See also: [https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/Deployment/Cooking/](https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/Deployment/Cooking/) * **Uncooked:** After using the Official Witcher 3 Modkit to import an FBX to W2MESH, this file is **uncooked**. Rather than calling these files imported, the uncooked terminology is derived from the cooked (compressed) file state. * **Packed**: CDPR games do not load loose files, but rather **compress** resources into archives. This compression process is called packing. The Witcher 3 uses ".bundle" files, while Cyberpunk 2077 uses the ".archive" file format. * **Raw**: Generic term used to refer to non-REDengine files that have a resource counterpart. The raw format of the REDengine XBM texture format can be TGA, PNG, DDS, etc. e.g. "Do you have the raw texture?" - This is an inquiry about the TGA/PNG/DDS counterpart to a game texture file. * **Resource**: A technical term for a REDengine asset file (e.g. .xbm, .mesh, .env). * **W2RC/CR2W**: The file magic number for REDengine files. REDengine resource files are commonly referenced as W2RC/CR2W files for shorthand. Modding[](https://wiki.redmodding.org/cyberpunk-2077-modding/glossary#modding) ------------------------------------------------------------------------------- * **Reference**: A string value in a _resource_ that exists in another _resource_, and it is used to chain resource together as they are loaded into the game. Some examples are a DepotPath that points at another resource, a list index that points at a material entry, and an appearance that points at a component. * **Vanilla**: Original or unmodified i.e. Johnny Silverhand's vanilla appearance can be changed with a DLC. * **Legacy**: Techie slang for "the old system". Note that the new system doesn't have to be **better**, just newer. Mods[](https://wiki.redmodding.org/cyberpunk-2077-modding/glossary#mods) ------------------------------------------------------------------------- _**Core Mods**_ [**CET**](https://www.nexusmods.com/cyberpunk2077/mods/107) : Cyber Engine Tweaks, a [core scripting framework](https://wiki.redmodding.org/cyber-engine-tweaks) utilized by the majority of mods. [**Red4Ext**](https://www.nexusmods.com/cyberpunk2077/mods/2380) : a core [script extender](https://docs.red4ext.com/) , which allows modders to add new features, modify the game behavior, add new scripting functions or call existing ones in your own plugins. [**Redscript**](https://www.nexusmods.com/cyberpunk2077/mods/1511) : is a core [script compiler](https://wiki.redmodding.org/redscript/) that can be integrated with the game and used to add/replace game scripts. [**Archive XL**](https://www.nexusmods.com/cyberpunk2077/mods/4198) : [a modding tool that allows you to load custom resources](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators/core-mods-explained/archivexl) without touching original game files, thus allowing multiple mods to expand same resources without conflicts. Requires **Red4Ext**. [**Tweak XL**](https://www.nexusmods.com/cyberpunk2077/mods/4197) : [a modding tool and a framework](https://www.nexusmods.com/cyberpunk2077/mods/4197) to create mods that modify TweakDB, a proprietary database of REDengine 4, containing essential information about game entities and behavior. Requires **Red4Ext**. [**Codeware**](https://www.nexusmods.com/cyberpunk2077/mods/7780) : is a library and framework for creating redscript and Cyber Engine Tweaks mods. Requires **Red4Ext**. _**Other optional mods that greatly enhance user experience**_ **AMM**: [Appearance Menu Mod](https://www.nexusmods.com/cyberpunk2077/mods/790) is your ultimate Photo Mode helper that allows you to use tools to move NPCs and V around, pose them and further expand your photography portfolio; change the time of day or even teleport to a curated list of locations. Unleash your creativity by changing NPCs looks - now with extended features by using [Appearance Creator Mod](https://www.nexusmods.com/cyberpunk2077/mods/10795) - decorate with endless props, and so much more awaits! Requires **CET** and **Codeware**. [**PhotoMode-EX**](https://www.nexusmods.com/cyberpunk2077/mods/18839) **:** a custom characters framework and QOL tweaks for Photo Mode. [**EquipmentEx**](https://www.nexusmods.com/cyberpunk2077/mods/6945) : [an extender of Cyberpunk's core functionality](https://github.com/psiberx/cp2077-equipment-ex) in regards to clothes transmog system. [**Cyberware-EX**](https://www.nexusmods.com/cyberpunk2077/mods/9429) : an extender of Cyberpunk's core functionality in regards to cyberware slot expansions system. [PreviousPage Header: Summary](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki/editing-guidelines/page-header-summary) [NextUsing Mods](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077) Last updated 1 year ago * [Summary](https://wiki.redmodding.org/cyberpunk-2077-modding/glossary#summary) * [General](https://wiki.redmodding.org/cyberpunk-2077-modding/glossary#general) * [Modding Tools](https://wiki.redmodding.org/cyberpunk-2077-modding/glossary#modding-tools) * [WolvenKit](https://wiki.redmodding.org/cyberpunk-2077-modding/glossary#wolvenkit) * [Game Files](https://wiki.redmodding.org/cyberpunk-2077-modding/glossary#game-files) * [Modding](https://wiki.redmodding.org/cyberpunk-2077-modding/glossary#modding) * [Mods](https://wiki.redmodding.org/cyberpunk-2077-modding/glossary#mods) --- # Uninstall | WolvenKit For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/wolvenkit/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/wolvenkit/getting-started/uninstall.md) . Now why would you want to do that? 💔[](https://wiki.redmodding.org/wolvenkit/getting-started/uninstall#now-why-would-you-want-to-do-that) ------------------------------------------------------------------------------------------------------------------------------------------- To completely delete WolvenKit portable delete your chosen installation folder, and the `REDmodding` folder in your `users/appdata/roaming/` directory. To delete the Installer version you can use Windows default Remove Programs or Features tool. You may then manually delete the `users/appdata/roaming/REDmodding` folder to remove your preferences as well. [PreviousThe Wolvenkit Nightly](https://wiki.redmodding.org/wolvenkit/getting-started/download/the-wolvenkit-nightly) [NextFull install walkthrough (ELI5)](https://wiki.redmodding.org/wolvenkit/getting-started/eli5-getting-started) Last updated 2 years ago Was this helpful? Was this helpful? --- # Wait, it can do that? | WolvenKit For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/wolvenkit/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/wait-it-can-do-that.md) . Summary[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/wait-it-can-do-that#summary) ------------------------------------------------------------------------------------------- Published: Sep 29 by [mana vortex](mailto:undefined) (credit to [AAbdii](mailto:undefined) for spelling out we needed this) Last documented edit: Sep 29 by [mana vortex](mailto:undefined) This is the Cool Stuff page — a list of things that you had no idea Wolvenkit could do for you. [PreviousError Codes](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/error-codes) [NextWolvenKit Console](https://wiki.redmodding.org/wolvenkit/wolvenkit-cli/wolvenkit-console) Last updated 10 months ago Was this helpful? Was this helpful? --- # Contributing | WolvenKit For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/wolvenkit/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/wolvenkit/help/contributing.md) . Interested in contributing code?[](https://wiki.redmodding.org/wolvenkit/help/contributing#interested-in-contributing-code) ---------------------------------------------------------------------------------------------------------------------------- Please do! Fork the project and please commit your changes in small incremental steps with descriptive messages. Code quality is not the biggest concern but refrain from simple mistakes. It's a good idea to create an issue when implementing a feature so people don't work on the same feature/issue in an asynchronous manner. * Join the [Cyberpunk 2077 Modding Server](https://github.com/WolvenKit/WolvenKit/blob/463-Import-Export-Tool/discord.gg/Epkq79kd96) for active development * Visit our [GitHub organization](https://github.com/WolvenKit) to track progress, development, and issues I'm not a programmer, how can I help?[](https://wiki.redmodding.org/wolvenkit/help/contributing#im-not-a-programmer-how-can-i-help) ------------------------------------------------------------------------------------------------------------------------------------ The best way to contribute to WolvenKit directly without submitting code is by writing documentation or guides. We are always in need of help documenting WolvenKit within this wiki. You can submit changes by creating a GitBook account and using this invitation to our Organization: [https://app.gitbook.com/invite/-MP5ijqI11FeeX7c8-N8/OVHjxIctfql4c2fCdDv9](https://app.gitbook.com/invite/-MP5ijqI11FeeX7c8-N8/OVHjxIctfql4c2fCdDv9) If you have any questions or want to chat with developers, please reach out on our [**Discord**](https://wiki.redmodding.org/wolvenkit/help/community) ! Building WolvenKit with Visual Studio[](https://wiki.redmodding.org/wolvenkit/help/contributing#building-wolvenkit-with-visual-studio) --------------------------------------------------------------------------------------------------------------------------------------- ### **Install .NET 8**[](https://wiki.redmodding.org/wolvenkit/help/contributing#install-.net-8) [https://dotnet.microsoft.com/en-us/download/dotnet/8.0](https://dotnet.microsoft.com/en-us/download/dotnet/8.0) ### **Install the latest Visual Studio release**[](https://wiki.redmodding.org/wolvenkit/help/contributing#install-the-latest-visual-studio-release) [https://visualstudio.microsoft.com/downloads/](https://visualstudio.microsoft.com/downloads/) ### Check out the source code with Git[](https://wiki.redmodding.org/wolvenkit/help/contributing#check-out-the-source-code-with-git) [https://github.com/WolvenKit/WolvenKit](https://github.com/WolvenKit/WolvenKit) ![](https://wiki.redmodding.org/wolvenkit/~gitbook/image?url=https%3A%2F%2F4106170459-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MP_ozZVx2gRZUPXkd4r%252Fuploads%252FJMvDza1NWobmv11WYWv3%252Fimage.png%3Falt%3Dmedia%26token%3D44104a07-5cbd-4b80-8c5a-155cbb916303&width=300&dpr=3&quality=100&sign=70403ac7&sv=2) ### **Build and Run**[](https://wiki.redmodding.org/wolvenkit/help/contributing#build-and-run) 1. Open All.sln 2. Build WolvenKit on Debug [PreviousBug Reports](https://wiki.redmodding.org/wolvenkit/help/bug-reports) [NextCommunity](https://wiki.redmodding.org/wolvenkit/help/community) Last updated 2 years ago Was this helpful? * [Interested in contributing code?](https://wiki.redmodding.org/wolvenkit/help/contributing#interested-in-contributing-code) * [I'm not a programmer, how can I help?](https://wiki.redmodding.org/wolvenkit/help/contributing#im-not-a-programmer-how-can-i-help) * [Building WolvenKit with Visual Studio](https://wiki.redmodding.org/wolvenkit/help/contributing#building-wolvenkit-with-visual-studio) * [Install .NET 8](https://wiki.redmodding.org/wolvenkit/help/contributing#install-.net-8) * [Install the latest Visual Studio release](https://wiki.redmodding.org/wolvenkit/help/contributing#install-the-latest-visual-studio-release) * [Check out the source code with Git](https://wiki.redmodding.org/wolvenkit/help/contributing#check-out-the-source-code-with-git) * [Build and Run](https://wiki.redmodding.org/wolvenkit/help/contributing#build-and-run) Was this helpful? --- # About | WolvenKit For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/wolvenkit/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/wolvenkit/about.md) . WolvenKit is made possible by the community[](https://wiki.redmodding.org/wolvenkit/about#wolvenkit-is-made-possible-by-the-community) --------------------------------------------------------------------------------------------------------------------------------------- All aspects of WolvenKit are created by incredible community members. Many members of the RED Modding community donate their time and effort to engineer tools, applications, and support for modding for REDengine. We want to acknowledge the hard work and generosity of our contributors that make WolvenKit what it is today. Core Developers[](https://wiki.redmodding.org/wolvenkit/about#core-developers) ------------------------------------------------------------------------------- _These individuals turn our dreams into reality_ [![Logo](https://wiki.redmodding.org/wolvenkit/~gitbook/image?url=https%3A%2F%2Fgithub.com%2Ffluidicon.png&width=20&dpr=3&quality=100&sign=a9296982&sv=2)Traderain - OverviewGitHub](https://github.com/Traderain) Traderain is the founding member of the WolvenKit project _and co-leader of WolvenKit development in the REDengine 4 era._ [![Logo](https://wiki.redmodding.org/wolvenkit/~gitbook/image?url=https%3A%2F%2Fgithub.com%2Ffluidicon.png&width=20&dpr=3&quality=100&sign=a9296982&sv=2)rfuzzo - OverviewGitHub](https://github.com/rfuzzo) rfuzzo is pillar within the RED Modding community and co-leader of WolvenKit development in the REDengine 4 era. [![Logo](https://wiki.redmodding.org/wolvenkit/~gitbook/image?url=https%3A%2F%2Fgithub.com%2Ffluidicon.png&width=20&dpr=3&quality=100&sign=a9296982&sv=2)jackhumbert - OverviewGitHub](https://github.com/jackhumbert) [![Logo](https://wiki.redmodding.org/wolvenkit/~gitbook/image?url=https%3A%2F%2Fgithub.com%2Ffluidicon.png&width=20&dpr=3&quality=100&sign=a9296982&sv=2)seberoth - OverviewGitHub](https://github.com/seberoth) [![Logo](https://wiki.redmodding.org/wolvenkit/~gitbook/image?url=https%3A%2F%2Fgithub.com%2Ffluidicon.png&width=20&dpr=3&quality=100&sign=a9296982&sv=2)Offline-R503B - OverviewGitHub](https://github.com/Offline-R503B) Offline helped bring the WolvenKit 8 series into this decade by migrating the UI to WPF framework. [https://github.com/HitmanHimselfgithub.com](https://github.com/HitmanHimself) HitmanHimself reverse engineered countless file formats and designed solutions to export, modify, and rebuild Cyberpunk assets. Outstanding contributions[](https://wiki.redmodding.org/wolvenkit/about#outstanding-contributions) --------------------------------------------------------------------------------------------------- _Community members who've logged countless hours bringing WolvenKit to the next level_ #### PNDR - Art & Graphic Design[](https://wiki.redmodding.org/wolvenkit/about#pndr-art-and-graphic-design) * Created dozens upon dozens of vector-based icons for WolvenKit's Asset Browser and Project Explorer #### HOMESICK - Art & Graphic Design[](https://wiki.redmodding.org/wolvenkit/about#homesick-art-and-graphic-design) * Created WolvenKit brand images, including the Sammy avatar All code contributors[](https://wiki.redmodding.org/wolvenkit/about#all-code-contributors) ------------------------------------------------------------------------------------------- _Check out the 50+ contributors to the WolvenKit source code_ [![Logo](https://wiki.redmodding.org/wolvenkit/~gitbook/image?url=https%3A%2F%2Fgithub.com%2Ffluidicon.png&width=20&dpr=3&quality=100&sign=a9296982&sv=2)Contributors to WolvenKit/WolvenKitGitHub](https://github.com/WolvenKit/WolvenKit/graphs/contributors) Other extraordinary help[](https://wiki.redmodding.org/wolvenkit/about#other-extraordinary-help) ------------------------------------------------------------------------------------------------- _Community members or organizations that empower REDengine modding with WolvenKit_ #### AB4D - 3D Graphics for .Net[](https://wiki.redmodding.org/wolvenkit/about#ab4d-3d-graphics-for-.net) [_https://www.ab4d.com_](https://www.ab4d.com/) WolvenKit's real-time mesh preview system was powered by AB4D. (Deprecated in v8.6) #### NEUROLINKED[](https://wiki.redmodding.org/wolvenkit/about#neurolinked) [https://github.com/Neurolinked](https://github.com/Neurolinked) Neurolinked created MLSB (mlsetup-builder), a software for working with and creating complex multilayered Cyberpunk assets. #### TURK645[](https://wiki.redmodding.org/wolvenkit/about#turk645) [https://github.com/Turk645](https://github.com/Turk645) The basis for converting Cyberpunk multilayered materials into Python script for Blender was Turk's incredible Blender add-on for shader automation. Their research and development helped make the Cyberpunk Blender add-on possible. [PreviousGlossary](https://wiki.redmodding.org/wolvenkit/help/glossary) Last updated 3 years ago Was this helpful? * [WolvenKit is made possible by the community](https://wiki.redmodding.org/wolvenkit/about#wolvenkit-is-made-possible-by-the-community) * [Core Developers](https://wiki.redmodding.org/wolvenkit/about#core-developers) * [Outstanding contributions](https://wiki.redmodding.org/wolvenkit/about#outstanding-contributions) * [All code contributors](https://wiki.redmodding.org/wolvenkit/about#all-code-contributors) * [Other extraordinary help](https://wiki.redmodding.org/wolvenkit/about#other-extraordinary-help) Was this helpful? --- # Console | Cyber Engine Tweaks For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyber-engine-tweaks/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/cyber-engine-tweaks/console/console.md) . Console UI[](https://wiki.redmodding.org/cyber-engine-tweaks/console/console#console-ui) ----------------------------------------------------------------------------------------- The console tab is where you type commands to use cheats and other useful functions. ![](https://wiki.redmodding.org/cyber-engine-tweaks/~gitbook/image?url=https%3A%2F%2F2893586400-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MP5jWcLZLbbbzO-_ua1-887967055%252Fuploads%252FLoyeUWIBxbHsL3GH3qMD%252Fcet-console.gif%3Falt%3Dmedia%26token%3D4cee4d15-d6fb-4664-95d3-c8396924c2f2&width=768&dpr=3&quality=100&sign=2b552db6&sv=2) Console Buttons[](https://wiki.redmodding.org/cyber-engine-tweaks/console/console#console-buttons) --------------------------------------------------------------------------------------------------- #### What the buttons and checkboxes do in the Console tab:[](https://wiki.redmodding.org/cyber-engine-tweaks/console/console#what-the-buttons-and-checkboxes-do-in-the-console-tab) BUTTON DESCRIPTION Clear Output Clear the output log displayed in the console. Auto-Scroll Will automatically scroll to the bottom when there is a new output log. Reload All Mods Reload all installed mods. Console Commands[](https://wiki.redmodding.org/cyber-engine-tweaks/console/console#console-commands) ----------------------------------------------------------------------------------------------------- The console uses [Lua](https://www.lua.org/pil/1.html) script language, you may want to look up how to use it before proceeding. There are some guides here to get you started: [Useful commands](https://wiki.redmodding.org/cyber-engine-tweaks/console/console/how-do-i) [🎯First Steps](https://wiki.redmodding.org/cyber-engine-tweaks/first-steps) [PreviousFAQ](https://wiki.redmodding.org/cyber-engine-tweaks/console/usage/mod-faqs) [NextUseful commands](https://wiki.redmodding.org/cyber-engine-tweaks/console/console/how-do-i) Last updated 2 years ago * [Console UI](https://wiki.redmodding.org/cyber-engine-tweaks/console/console#console-ui) * [Console Buttons](https://wiki.redmodding.org/cyber-engine-tweaks/console/console#console-buttons) * [Console Commands](https://wiki.redmodding.org/cyber-engine-tweaks/console/console#console-commands) --- # How do I _____? | Cyber Engine Tweaks For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyber-engine-tweaks/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/cyber-engine-tweaks/getting-started/how-do-i.md) . Install CET Mods?[](https://wiki.redmodding.org/cyber-engine-tweaks/getting-started/how-do-i#install-cet-mods) --------------------------------------------------------------------------------------------------------------- You can find a [**very detailed step-by-step guide here**](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077#installing-mods) . You can find additional guides on how to install mods in the users section of the Cyberpunk 2077 modding wiki, including: * A [very detailed step-by-step guide](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077#installing-mods) for first-time users * [General instructions what goes where](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077#how-to-install-mods) ... add perk points, level up, add money...?[](https://wiki.redmodding.org/cyber-engine-tweaks/getting-started/how-do-i#add-perk-points-level-up-add-money) ------------------------------------------------------------------------------------------------------------------------------------------------------------ For a list of console commands for beginners, check out the [**Useful Commands**](https://wiki.redmodding.org/cyber-engine-tweaks/console/console/how-do-i) page: [Useful commands](https://wiki.redmodding.org/cyber-engine-tweaks/console/console/how-do-i) ... create my own mod?[](https://wiki.redmodding.org/cyber-engine-tweaks/getting-started/how-do-i#create-my-own-mod) --------------------------------------------------------------------------------------------------------------------- You can find the api documentation under [nativedb.red4ext.com](https://nativedb.red4ext.com/) . Checkout the [**Modding Introduction**](https://wiki.redmodding.org/cyber-engine-tweaks/introduction) page for your first steps: [📖Introduction](https://wiki.redmodding.org/cyber-engine-tweaks/introduction) ### ... do $thing in code?[](https://wiki.redmodding.org/cyber-engine-tweaks/getting-started/how-do-i#do-usdthing-in-code) Check [Snippets & Examples](https://wiki.redmodding.org/cyber-engine-tweaks/snippets-examples) or [CET Functions](https://wiki.redmodding.org/cyber-engine-tweaks/cet-functions) , for example * [Logs & Debug](https://wiki.redmodding.org/cyber-engine-tweaks/first-steps/logs-debug) * [Hooks](https://wiki.redmodding.org/cyber-engine-tweaks/snippets-examples/utilities/hooks) * [Observe, Override, NewProxy](https://wiki.redmodding.org/cyber-engine-tweaks/cet-functions/observers) * [Add Native Settings](https://github.com/justarandomguyintheinternet/CP77_nativeSettings) [PreviousUninstall](https://wiki.redmodding.org/cyber-engine-tweaks/getting-started/installing/uninstalling) [NextUsage](https://wiki.redmodding.org/cyber-engine-tweaks/console/usage) Last updated 9 months ago * [Install CET Mods?](https://wiki.redmodding.org/cyber-engine-tweaks/getting-started/how-do-i#install-cet-mods) * [... add perk points, level up, add money...?](https://wiki.redmodding.org/cyber-engine-tweaks/getting-started/how-do-i#add-perk-points-level-up-add-money) * [... create my own mod?](https://wiki.redmodding.org/cyber-engine-tweaks/getting-started/how-do-i#create-my-own-mod) * [... do $thing in code?](https://wiki.redmodding.org/cyber-engine-tweaks/getting-started/how-do-i#do-usdthing-in-code) --- # Usage | Cyber Engine Tweaks For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyber-engine-tweaks/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/cyber-engine-tweaks/console/usage.md) . What is the Overlay?[](https://wiki.redmodding.org/cyber-engine-tweaks/console/usage#what-is-the-overlay) ---------------------------------------------------------------------------------------------------------- The Cyber Engine Tweaks Overlay is the interface that is used to display and set various settings, and configure mods hotkeys. Additionally, the most advanced mods will also display their own settings window in this overlay. It contains different tabs: * [**Console**](https://wiki.redmodding.org/cyber-engine-tweaks/console/console) * [**Bindings**](https://wiki.redmodding.org/cyber-engine-tweaks/console/bindings) * [**Settings**](https://wiki.redmodding.org/cyber-engine-tweaks/console/settings) * [**TweakDB**](https://wiki.redmodding.org/cyber-engine-tweaks/cet-functions/tweakdb) * [**Game Log**](https://wiki.redmodding.org/cyber-engine-tweaks/console/usage-2) How to open the Overlay?[](https://wiki.redmodding.org/cyber-engine-tweaks/console/usage#how-to-open-the-overlay) ------------------------------------------------------------------------------------------------------------------ Upon the installation of CET, the overlay will appear automatically when you launch the game. You need to assign a hotkey to it before you can move on: 1. Press the `Hotkey` button next to the `Overlay Key`. 2. Press a key or a key combination on your keyboard after the button becomes `BINDING...` to bind it. 3. Now the hotkey has been bound, you can press that key anytime to open/close the Overlay. ![](https://wiki.redmodding.org/cyber-engine-tweaks/~gitbook/image?url=https%3A%2F%2F2893586400-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MP5jWcLZLbbbzO-_ua1-887967055%252Fuploads%252FjHkNaKzvdTVTIZuMS4MN%252Fcet-binding.gif%3Falt%3Dmedia%26token%3D10ed41f9-be20-4bb8-99c3-40e07f70db29&width=768&dpr=3&quality=100&sign=68fffe4e&sv=2) Asign a key for opening/closing the Overlay [PreviousHow do I \_\_\_\_\_?](https://wiki.redmodding.org/cyber-engine-tweaks/getting-started/how-do-i) [NextFAQ](https://wiki.redmodding.org/cyber-engine-tweaks/console/usage/mod-faqs) Last updated 2 years ago * [What is the Overlay?](https://wiki.redmodding.org/cyber-engine-tweaks/console/usage#what-is-the-overlay) * [How to open the Overlay?](https://wiki.redmodding.org/cyber-engine-tweaks/console/usage#how-to-open-the-overlay) --- # WolvenKit Console | WolvenKit For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/wolvenkit/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/wolvenkit/wolvenkit-cli/wolvenkit-console.md) . What is the WolvenKit Console?[](https://wiki.redmodding.org/wolvenkit/wolvenkit-cli/wolvenkit-console#what-is-the-wolvenkit-console) -------------------------------------------------------------------------------------------------------------------------------------- WolvenKit Console is the core "Modkit" that drives the WolvenKit application. The Console supersedes the original CP77 Tools application created by rfuzzo. The same core functionalities of WolvenKit are available from command line for simplicity and extendibility for power users. * For a documentation of the individual commands, see [Wolvenkit.CLI: Command List](https://wiki.redmodding.org/wolvenkit/wolvenkit-cli/usage/command-list) * For further instructions on using it, see [Wolvenkit.CLI: Usage](https://wiki.redmodding.org/wolvenkit/wolvenkit-cli/usage) As of January 2024, Wolvenkit.CLI does not work under Linux. You can run it though qemu and virtofs. Installing WolvenKit Console[](https://wiki.redmodding.org/wolvenkit/wolvenkit-cli/wolvenkit-console#installing-wolvenkit-console) ----------------------------------------------------------------------------------------------------------------------------------- ### As a dotnet tool[](https://wiki.redmodding.org/wolvenkit/wolvenkit-cli/wolvenkit-console#as-a-dotnet-tool) For a global install, you can install it as a dotnet tool. Open up the windows command line (`Windows+R`, type `cmd`, hit `return`) or Powershell, then enter the following: Copy dotnet tool install -g wolvenkit.cli Verify if the installation was successful: Copy cp77tools -help You can also use `dotnet tool list -g` to see if WolvenKit CLI is present. You'll see in the last column the command to run it. If starting WolvenKit CLI fails with an error regarding .NET version, it means you need to install or update the SDK. You can check your setup with `dotnet sdk check`. You can install the latest version required for this tool by following this [link](https://aka.ms/dotnet-core-download) . As of writing this note, you need to keep **.NET v8** up-to-date. ### By downloading it from the repository[](https://wiki.redmodding.org/wolvenkit/wolvenkit-cli/wolvenkit-console#by-downloading-it-from-the-repository) You can download WolvenKit Console from the Releases page on the GitHub repository ([Release](https://github.com/WolvenKit/WolvenKit/releases) | [Nightly](https://github.com/WolvenKit/WolvenKit-nightly-releases/releases) ). Select the download starting with `WolvenKit.Console`. Extract it to a directory of your choice (for example `C:\Cyberpunk_Modding\WolvenKit.Console`). You can run WolvenKit Console from that directory, for example: To make the command globally available, add the directory to your [Windows Path](https://www.architectryan.com/2018/03/17/add-to-the-path-on-windows-10/) . [PreviousWait, it can do that?](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/wait-it-can-do-that) [NextWolvenkit.CLI: Usage](https://wiki.redmodding.org/wolvenkit/wolvenkit-cli/usage) Last updated 7 months ago Was this helpful? * [What is the WolvenKit Console?](https://wiki.redmodding.org/wolvenkit/wolvenkit-cli/wolvenkit-console#what-is-the-wolvenkit-console) * [Installing WolvenKit Console](https://wiki.redmodding.org/wolvenkit/wolvenkit-cli/wolvenkit-console#installing-wolvenkit-console) * [As a dotnet tool](https://wiki.redmodding.org/wolvenkit/wolvenkit-cli/wolvenkit-console#as-a-dotnet-tool) * [By downloading it from the repository](https://wiki.redmodding.org/wolvenkit/wolvenkit-cli/wolvenkit-console#by-downloading-it-from-the-repository) Was this helpful? Copy C:\Cyberpunk_Modding\WolvenKit.Console\Wolvenkit.CLI.exe -help --- # Scriptable systems | Redscript For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/redscript/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/redscript/references-and-examples/scriptable-systems.md) . You can define a custom scriptable system: Copy module MyMod public class MySystem extends ScriptableSystem { private func OnAttach() -> Void { LogChannel(n"DEBUG", "MySystem::OnAttach"); } private func OnDetach() -> Void { LogChannel(n"DEBUG", "MySystem::OnDetach"); } public func GetData() -> Float { return GetPlayer(this.GetGameInstance()).GetGunshotRange(); } } This scriptable system can then be accessed using the scriptable system container: Copy let container = GameInstance.GetScriptableSystemsContainer(gameInstance); // don't forget the namespace if you're using modules let system = container.Get(n"MyMod.MySystem") as MySystem; LogChannel(n"DEBUG", ToString(system.GetData())); [PreviousLibraries](https://wiki.redmodding.org/redscript/references-and-examples/libraries) [NextScriptables comparison](https://wiki.redmodding.org/redscript/references-and-examples/scriptable-systems/scriptables-comparison) Last updated 2 years ago Was this helpful? Was this helpful? --- # Home | Archived: REDengine3 research For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/redengine3-research/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/redengine3-research/master.md) . This wiki serves to document all information learned about REDengine 3. [NextAnimation](https://wiki.redmodding.org/redengine3-research/assets/animation) Last updated 5 years ago Was this helpful? Was this helpful? --- # Troubleshooting | WolvenKit For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/wolvenkit/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/wolvenkit/getting-started/troubleshooting.md) . This is the troubleshooting page for your **Wolvenkit install**. For game issues, check [Troubleshooting](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/user-guide-troubleshooting) on [Cyberpunk 2077 Modding](https://wiki.redmodding.org/cyberpunk-2077-modding/) . For issues with **modding workflows**, refer to the corresponding section of the guides or use the search function of [Cyberpunk 2077 Modding](https://wiki.redmodding.org/cyberpunk-2077-modding/) . If you've run into a problem that isn't on this list, please **reach out**! * If you have solved the problem already, feel free to [edit the wiki](https://app.gitbook.com/invite/-MP5ijqI11FeeX7c8-N8/H70HZBOeUulIpkQnBLK7) ! Otherwise, you can either find us on [Discord](https://discord.gg/redmodding) (`#wolvenkit-support`), or, if you know that it's a technical issue, [file an issue on github](https://github.com/WolvenKit/Wolvenkit/issues) or open a thread on Discord's `#wkit-bugs-and-requests` channel. Basic Troubleshooting steps[](https://wiki.redmodding.org/wolvenkit/getting-started/troubleshooting#basic-troubleshooting-steps) --------------------------------------------------------------------------------------------------------------------------------- ### .NET[](https://wiki.redmodding.org/wolvenkit/getting-started/troubleshooting#net) The different libraries in Wolvenkit require both [.NET 6.0](https://dotnet.microsoft.com/en-us/download/dotnet/6.0) and [.NET 7.0](https://dotnet.microsoft.com/en-us/download/dotnet/7.0) . Make sure to install both! ### Clean reinstall[](https://wiki.redmodding.org/wolvenkit/getting-started/troubleshooting#clean-reinstall) Remove everything inside your Wolvenkit install folder, then download the latest release from github and extract the files into your empty directory. If that doesn't solve the problem: ### %Appdata%[](https://wiki.redmodding.org/wolvenkit/getting-started/troubleshooting#appdata) You can find Wolvenkit's settings (including your project layout) in the following folder: Maybe something here will help you resolve that error. ### Get in touch[](https://wiki.redmodding.org/wolvenkit/getting-started/troubleshooting#get-in-touch) If these (admittedly basic) steps didn't help you resolve the issue, you can get in touch on the [REDmodding discord](https://discord.gg/redmodding) in the `#wolvenkit-support` channel. [PreviousCreating a Mod](https://wiki.redmodding.org/wolvenkit/getting-started/creating-a-mod) [NextHome](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/home) Last updated 9 months ago Was this helpful? * [Basic Troubleshooting steps](https://wiki.redmodding.org/wolvenkit/getting-started/troubleshooting#basic-troubleshooting-steps) * [.NET](https://wiki.redmodding.org/wolvenkit/getting-started/troubleshooting#net) * [Clean reinstall](https://wiki.redmodding.org/wolvenkit/getting-started/troubleshooting#clean-reinstall) * [%Appdata%](https://wiki.redmodding.org/wolvenkit/getting-started/troubleshooting#appdata) * [Get in touch](https://wiki.redmodding.org/wolvenkit/getting-started/troubleshooting#get-in-touch) Was this helpful? Copy %appdata%\REDModding\WolvenKit --- # Debug Guide | Cyberpunk 2077 Modding For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyberpunk-2077-modding/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/cyberpunk-2077-modding/debug-guide.md) . This is _**important**_ information if you need help. SteamEpicGoGNot allowed to say Clean install instructions [PreviousAMM: Light Components](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/everything-else/custom-props/amm-light-components) [Nextguide](https://wiki.redmodding.org/cyberpunk-2077-modding/debug-guide/guide) Last updated 4 months ago --- # CET Functions | Cyber Engine Tweaks For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyber-engine-tweaks/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/cyber-engine-tweaks/cet-functions.md) . [Events](https://wiki.redmodding.org/cyber-engine-tweaks/cet-functions/events) [Hotkeys](https://wiki.redmodding.org/cyber-engine-tweaks/cet-functions/hotkeys) [Miscellaneous](https://wiki.redmodding.org/cyber-engine-tweaks/cet-functions/misc) [Observe, Override, NewProxy](https://wiki.redmodding.org/cyber-engine-tweaks/cet-functions/observers) [Special Types](https://wiki.redmodding.org/cyber-engine-tweaks/cet-functions/special-types) [TweakDB](https://wiki.redmodding.org/cyber-engine-tweaks/cet-functions/tweakdb) [PreviousScripting API](https://wiki.redmodding.org/cyber-engine-tweaks/scripting-api) [NextEvents](https://wiki.redmodding.org/cyber-engine-tweaks/cet-functions/events) Last updated 2 years ago --- # Getting started: Making mods | Cyberpunk 2077 Modding For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyberpunk-2077-modding/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/getting-started-making-mods.md) . Summary[](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/getting-started-making-mods#summary) ----------------------------------------------------------------------------------------------------------------- **Created:** Jul 18 2024 by [mana vortex](mailto:undefined) **Last documented update:** Jul 18 2024 by [mana vortex](mailto:undefined) This page is for people who are just getting started. How do I start?[](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/getting-started-making-mods#how-do-i-start) -------------------------------------------------------------------------------------------------------------------------------- First of all, you are welcome to join us on the [REDmodding Discord](https://discord.gg/redmodding) – it's not mandatory, though. But before you can call yourself a modder, you must master an important skill: ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-b8c894af95c5416522a82a099a0a5c53e9fa0cdd%252Ffuck_around_and_find_out.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=ba34d3fa&sv=2) Fuck around and find out If there are mods that already do what you want, you can [analyze them](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/analysing-other-mods) and try to change what they do. You will **break** them — that's a normal part of the modding experience. Just make sure to keep a working back-up. ### Is that allowed?[](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/getting-started-making-mods#is-that-allowed) The short answer: **Yes**, you are allowed. CDPR says so. Never forget that **somebody made that mod**. Another person poured time and creativity in the thing you're holding – treat it respectfully. **Always give credit where credit is due** and **don't be a jerk.** The long answer[](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/getting-started-making-mods#the-long-answer) Every mod is **a change of CDPR's product**. We have their [**permission**](https://www.cdprojektred.com/en/fan-content) to do that: * We’re happy for you to make mods for our games (i.e. software that modifies or works with our games – e.g. changing the UI or adding new mechanics) so long as it doesn’t breach the relevant game’s EULA (e.g. no cheating – this is especially important for GWENT!). If you want to make a mod for another game or service using our content, or make the mod a standalone product, ask us in advance via legal@cdprojektred.com (we just don’t want the next Soulkiller virus). But how about intellectual property? From the [Fan Content guidelines](https://www.cdprojektred.com/en/fan-content) : * So, we kindly ask that you give us from the moment of creation of your fan content a **non-exclusive**, permanent, irrevocable, worldwide, sub-licensable, royalty-free licence to use, modify, reproduce, create derivative works from, distribute, exploit, transmit, perform and communicate your fan content in connection with our games. From our side, rest assured that if your creation stands out we will do our best to reach out, have a chat and grant you appropriate recognition. "We kindly ask" means "you have to". And guess what? CDPR really like open source, so we're surfing on their ticket. What tools do I need?[](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/getting-started-making-mods#what-tools-do-i-need) -------------------------------------------------------------------------------------------------------------------------------------------- Giving you a straight answer would be too easy: that depends on the type of mod you want to make. That said you can see some recommendations for tooling here: [Modding Tools](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools) Mod Types[](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/getting-started-making-mods#mod-types) --------------------------------------------------------------------------------------------------------------------- ### Changing game item stats[](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/getting-started-making-mods#changing-game-item-stats) **The bad news:** No cool Wolvenkit magic for you – you can use it to look up stuff, though. **The good news:** You only need a text editor! #### Where do I go from here?[](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/getting-started-making-mods#where-do-i-go-from-here) 1. Start with [How to YAML: Tweak modding basics](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained/tweakxl/tweakxl-changing-game-records/how-to-yaml-tweak-modding-basics) 2. After completing the guide, you know everything to explore the[TweakDB: Game database](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/tweaks/tweaks) on your own ### Cars![](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/getting-started-making-mods#cars) **The bad news:** Making cars is a long and involved process. **The good news:** We have a detailed guide, and after doing this, you will have covered all the basics. #### Where do I go from here?[](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/getting-started-making-mods#where-do-i-go-from-here-1) Everything you need to know is explained in [Boe6's Guide: basic car from A to Z](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles/boe6s-guide-new-car-from-a-to-z) ### Anything 3d: Gear, body parts and chrome[](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/getting-started-making-mods#anything-3d-gear-body-parts-and-chrome) **The bad news:** 3d editing is scary and has a steep learning curve. **The good news:** We have step-by-step guides for almost everything #### Where do I go from here?[](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/getting-started-making-mods#where-do-i-go-from-here-2) Start by installing Wolvenkit and the required tools. There's a full walkthrough in the red wiki: [Download, Install and Setup](https://wiki.redmodding.org/wolvenkit/getting-started/download) You can now fuck around and find out on your own. If you feel overwhelmed, I recommend the following guides (in that order): 1. [Recolours and Refits](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment/recolours-and-refits) will show you the process and the workflows 2. [Adding new items](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment/adding-new-items) shows you how to add game items. You can use the results of step 1 as a base. ### Anything NPC[](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/getting-started-making-mods#anything-npc) **The bad news:** There are a lot of NPCs, and their files are pretty convoluted **The good news:** We have guides for almost everything. They are occasionally confused, though. #### Where do I go from here?[](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/getting-started-making-mods#where-do-i-go-from-here-3) You can check out the [V & NPCs](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs) section. If you feel lost or need a mod to fuck around and find out with, take the example project from the [NPV: Creating a custom NPC](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/npv-v-as-custom-npc/npv-creating-a-custom-npc) (but ignore everything about making a custom head). Otherwise, you can take a look at these guides: 1. [AMM: Custom NPCs](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/amm-custom-npcs) 2. [For NPCs - Change Appearances](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/appearances-change-the-looks) Synopsis[](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/getting-started-making-mods#synopsis) ------------------------------------------------------------------------------------------------------------------- Go forth and create mods! If you found any of our tutorials useful, maybe put a link in your mod description? See you around! ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-3b5a83a7be0c55ac2a952e64e31ded22c9901def%252Fyer_a_modder.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=70bdfd04&sv=2) [PreviousTweaks: Vehicles](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/tweaks/tweaks-vehicles) [NextAnalysing other mods](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/analysing-other-mods) Last updated 3 months ago * [Summary](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/getting-started-making-mods#summary) * [How do I start?](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/getting-started-making-mods#how-do-i-start) * [Is that allowed?](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/getting-started-making-mods#is-that-allowed) * [What tools do I need?](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/getting-started-making-mods#what-tools-do-i-need) * [Mod Types](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/getting-started-making-mods#mod-types) * [Changing game item stats](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/getting-started-making-mods#changing-game-item-stats) * [Cars!](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/getting-started-making-mods#cars) * [Anything 3d: Gear, body parts and chrome](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/getting-started-making-mods#anything-3d-gear-body-parts-and-chrome) * [Anything NPC](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/getting-started-making-mods#anything-npc) * [Synopsis](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/getting-started-making-mods#synopsis) --- # Glossary | WolvenKit For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/wolvenkit/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/wolvenkit/help/glossary.md) . A comprehensive list of jargon you might see on this Wiki or around our community. This glossary is not alphabetical, so be sure to use your browser search function to find what you're looking for. (CTRL+F for most applications) General[](https://wiki.redmodding.org/wolvenkit/help/glossary#general) ----------------------------------------------------------------------- ### REDengine[](https://wiki.redmodding.org/wolvenkit/help/glossary#redengine) The proprietary video game engine developed by CD Projekt Red for The Witcher 3 and Cyberpunk 2077. Alternatively referred to as **RED3**, **RED4** ### GitHub[](https://wiki.redmodding.org/wolvenkit/help/glossary#github) A website which hosts code and helps programmers collaborate on projects. The source code for WolvenKit is hosted here. You can compile the WolvenKit source code yourself, or for non-developers you can find WolvenKit releases here first. Modding Tools[](https://wiki.redmodding.org/wolvenkit/help/glossary#modding-tools) ----------------------------------------------------------------------------------- ### WolvenKit[](https://wiki.redmodding.org/wolvenkit/help/glossary#wolvenkit) The unofficial community modding toolkit. (Hint: This is the WolvenKit Wiki) ### WolvenKit CLI[](https://wiki.redmodding.org/wolvenkit/help/glossary#wolvenkit-cli) The command line interface version of WolvenKit. (Formerly CP77 Tools) ### CP77 Tools[](https://wiki.redmodding.org/wolvenkit/help/glossary#cp77-tools) The original Cyberpunk 2077 modding CLI tool. (Deprecated by WolvenKit CLI) ### Official Modkit for The Witcher 3 (WCC)[](https://wiki.redmodding.org/wolvenkit/help/glossary#official-modkit-for-the-witcher-3-wcc) An official CDPR command-line tool for modding The Witcher 3. Legacy WolvenKit makes extensive use of the Modkit. We aim to deprecate the Modkit with WolvenKit. WolvenKit[](https://wiki.redmodding.org/wolvenkit/help/glossary#wolvenkit-1) ----------------------------------------------------------------------------- ### masklist[](https://wiki.redmodding.org/wolvenkit/help/glossary#masklist) The masklist file is a custom .txt document used as a helper file to generate new mlmasks using [Tools: Import/Export UI](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/tools/tools-import-export) . ### Material json[](https://wiki.redmodding.org/wolvenkit/help/glossary#material-json) Material json files are used by [Tools: Import/Export UI](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/tools/tools-import-export) during for the mesh I/O process. The json will be named after the mesh file then suffixed with `.Material.json` i.e. judy\_01.Material.json Game Files[](https://wiki.redmodding.org/wolvenkit/help/glossary#game-files) ----------------------------------------------------------------------------- ### W2RC/CR2W[](https://wiki.redmodding.org/wolvenkit/help/glossary#w2rc-cr2w) The file magic number for REDengine files. For more information about magic numbers see this [Wikipedia page](https://en.wikipedia.org/wiki/List_of_file_signatures) . REDengine format files are commonly referenced as W2RC/CR2W files for shorthand. Originally only CR2W was used, but it was discovered years later that the magic should be read _backwards_, as **W**itcher **2** **R**esource **C**lass. ### Raw[](https://wiki.redmodding.org/wolvenkit/help/glossary#raw) Generic term used to refer to non-REDengine files that have a CR2W counterpart. The raw format of the REDengine XBM texture format can be TGA, PNG, DDS, etc. e.g. "Do you have the raw texture?" - This is an inquiry about the TGA/PNG/DDS counterpart to a game texture file. ### Uncooked[](https://wiki.redmodding.org/wolvenkit/help/glossary#uncooked) A term used to describe a CR2W file in its most basic uncompressed state. e.g. After using the Official Witcher 3 Modkit to import an FBX to W2MESH, this file is uncooked. Rather than calling these files imported, the uncooked terminology is derived from the cooked (compressed) file state. ### Cooked[](https://wiki.redmodding.org/wolvenkit/help/glossary#cooked) A CR2W file that's imported or encoded as an engine file, then debugged, compressed, and buffered by the REDengine build process. Files extracted with the Asset Browser using WolvenKit (including Legacy) are cooked files. ### Packed[](https://wiki.redmodding.org/wolvenkit/help/glossary#packed) The final unified package file used by REDengine games. The Witcher 3 uses bundle files while Cyberpunk 2077 uses the archive file format. Modding[](https://wiki.redmodding.org/wolvenkit/help/glossary#modding) ----------------------------------------------------------------------- ### Vanilla[](https://wiki.redmodding.org/wolvenkit/help/glossary#vanilla) Original or unmodified i.e. Johnny Silverhand's _vanilla_ appearance can be changed with a DLC [PreviousLong file path support](https://wiki.redmodding.org/wolvenkit/help/faq/long-file-path-support) [NextAbout](https://wiki.redmodding.org/wolvenkit/about) Last updated 2 years ago Was this helpful? * [General](https://wiki.redmodding.org/wolvenkit/help/glossary#general) * [REDengine](https://wiki.redmodding.org/wolvenkit/help/glossary#redengine) * [GitHub](https://wiki.redmodding.org/wolvenkit/help/glossary#github) * [Modding Tools](https://wiki.redmodding.org/wolvenkit/help/glossary#modding-tools) * [WolvenKit](https://wiki.redmodding.org/wolvenkit/help/glossary#wolvenkit) * [WolvenKit CLI](https://wiki.redmodding.org/wolvenkit/help/glossary#wolvenkit-cli) * [CP77 Tools](https://wiki.redmodding.org/wolvenkit/help/glossary#cp77-tools) * [Official Modkit for The Witcher 3 (WCC)](https://wiki.redmodding.org/wolvenkit/help/glossary#official-modkit-for-the-witcher-3-wcc) * [WolvenKit](https://wiki.redmodding.org/wolvenkit/help/glossary#wolvenkit-1) * [masklist](https://wiki.redmodding.org/wolvenkit/help/glossary#masklist) * [Material json](https://wiki.redmodding.org/wolvenkit/help/glossary#material-json) * [Game Files](https://wiki.redmodding.org/wolvenkit/help/glossary#game-files) * [W2RC/CR2W](https://wiki.redmodding.org/wolvenkit/help/glossary#w2rc-cr2w) * [Raw](https://wiki.redmodding.org/wolvenkit/help/glossary#raw) * [Uncooked](https://wiki.redmodding.org/wolvenkit/help/glossary#uncooked) * [Cooked](https://wiki.redmodding.org/wolvenkit/help/glossary#cooked) * [Packed](https://wiki.redmodding.org/wolvenkit/help/glossary#packed) * [Modding](https://wiki.redmodding.org/wolvenkit/help/glossary#modding) * [Vanilla](https://wiki.redmodding.org/wolvenkit/help/glossary#vanilla) Was this helpful? --- # Gameplay | Redscript For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/redscript/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/redscript/references-and-examples/gameplay.md) . [Weapons](https://wiki.redmodding.org/redscript/references-and-examples/gameplay/weapons) [Vehicle system](https://wiki.redmodding.org/redscript/references-and-examples/gameplay/vehicle-system) [Sleeping and Skipping Time](https://wiki.redmodding.org/redscript/references-and-examples/gameplay/sleeping-and-skipping-time) [PreviousPopups](https://wiki.redmodding.org/redscript/references-and-examples/ui-scripting/popups) [NextWeapons](https://wiki.redmodding.org/redscript/references-and-examples/gameplay/weapons) Was this helpful? Was this helpful? --- # Advanced Features | Redscript For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/redscript/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/redscript/language/advanced-features.md) . * [Intrinsics](https://wiki.redmodding.org/redscript/language/intrinsics) * [Loops](https://wiki.redmodding.org/redscript/language/loops) * [Strings](https://wiki.redmodding.org/redscript/language/strings) * [Hook Annotations](https://wiki.redmodding.org/redscript/language/hook-annotations) * [Modules](https://wiki.redmodding.org/redscript/language/modules) * [Conditional compilation](https://wiki.redmodding.org/redscript/language/advanced-features/conditional-compilation) [PreviousModules](https://wiki.redmodding.org/redscript/language/modules) [NextConditional compilation](https://wiki.redmodding.org/redscript/language/advanced-features/conditional-compilation) Last updated 2 years ago Was this helpful? Was this helpful? --- # Wolvenkit.CLI: Usage | WolvenKit For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/wolvenkit/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/wolvenkit/wolvenkit-cli/usage.md) . Summary[](https://wiki.redmodding.org/wolvenkit/wolvenkit-cli/usage#summary) ----------------------------------------------------------------------------- This page contains information on the general use of Wolvenkit's command line interface. For more specific information, please see the corresponding sub-pages: * [Settings](https://wiki.redmodding.org/wolvenkit/wolvenkit-cli/usage/settings) * [Wolvenkit.CLI: Command List](https://wiki.redmodding.org/wolvenkit/wolvenkit-cli/usage/command-list) * [Textures (CLI)](https://wiki.redmodding.org/wolvenkit/wolvenkit-cli/usage/textures-cli) * [Video and audio files (CLI)](https://wiki.redmodding.org/wolvenkit/wolvenkit-cli/usage/video-and-audio-files-cli) Help[](https://wiki.redmodding.org/wolvenkit/wolvenkit-cli/usage#help) ----------------------------------------------------------------------- * Display general help/list all commands: `--help` * Display help for a specific command: `archive -h` Using WolvenKit Console globally[](https://wiki.redmodding.org/wolvenkit/wolvenkit-cli/usage#using-wolvenkit-console-globally) ------------------------------------------------------------------------------------------------------------------------------- You can now install and update the Wolvenkit Command Line Tools (wolvenkit.cli) as a _dotnet global tool_. The console can be used anywhere directly from the command line, with no custom installation, and easy update. Open command prompt/powershell and type in: `dotnet tool install -g wolvenkit.cli` WolvenKit Console can now be run from anywhere using CMD/Powershell: `wolvenkit.cli uncook -p "D:\SteamLibrary\steamapps\common\Cyberpunk 2077\archive\pc\content\basegame_1_engine.archive"` For updates to WolvenKit console, open CMD/Powershell and type: `dotnet tool update --global wolvenkit.cli` Video Guide for launching CLI[](https://wiki.redmodding.org/wolvenkit/wolvenkit-cli/usage#video-guide-for-launching-cli) ------------------------------------------------------------------------------------------------------------------------- Processing files in bulk[](https://wiki.redmodding.org/wolvenkit/wolvenkit-cli/usage#processing-files-in-bulk) --------------------------------------------------------------------------------------------------------------- To process multiple .archive files (for e.g. extracting duplicate textures), write yourself a batch file: [PreviousWolvenKit Console](https://wiki.redmodding.org/wolvenkit/wolvenkit-cli/wolvenkit-console) [NextWolvenkit.CLI: Command List](https://wiki.redmodding.org/wolvenkit/wolvenkit-cli/usage/command-list) Last updated 5 months ago Was this helpful? * [Summary](https://wiki.redmodding.org/wolvenkit/wolvenkit-cli/usage#summary) * [Help](https://wiki.redmodding.org/wolvenkit/wolvenkit-cli/usage#help) * [Using WolvenKit Console globally](https://wiki.redmodding.org/wolvenkit/wolvenkit-cli/usage#using-wolvenkit-console-globally) * [Video Guide for launching CLI](https://wiki.redmodding.org/wolvenkit/wolvenkit-cli/usage#video-guide-for-launching-cli) * [Processing files in bulk](https://wiki.redmodding.org/wolvenkit/wolvenkit-cli/usage#processing-files-in-bulk) Was this helpful? Copy @echo off setlocal set "cli_path=C:\01_apps\Wolvenkit_CLI_8_15\Wolvenkit.CLI.exe" set "modpath=F:\CyberpunkFiles\temp" FOR %%F IN ("%modpath%\*.archive") DO ( SET "baseName=%%~nF" "%cli_path%" uncook -p "%%F" -o "%modpath%\output" REM -w *.xbm --uext png REM Move PNG files and preserve relative paths FOR /R "%modpath%\output" %%G IN (*.png) DO ( SET "relPath=%%~pG" SETLOCAL enabledelayedexpansion SET "newDir=%modpath%\out\!baseName!\!relPath!" mkdir "!newDir!" >nul 2>&1 move "%%G" "!newDir!" ENDLOCAL ) ) PAUSE EXIT --- # FAQ | WolvenKit For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/wolvenkit/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/wolvenkit/help/faq.md) . What can I do with WolvenKit?[](https://wiki.redmodding.org/wolvenkit/help/faq#what-can-i-do-with-wolvenkit) ------------------------------------------------------------------------------------------------------------- The [**Overview**](https://wiki.redmodding.org/wolvenkit/features/overview) page provides a broad look at what's possible to achieve with WolvenKit. How do I download WolvenKit?[](https://wiki.redmodding.org/wolvenkit/help/faq#how-do-i-download-wolvenkit) ----------------------------------------------------------------------------------------------------------- Follow the instructions on the [**Download page**](https://wiki.redmodding.org/wolvenkit/getting-started/download) . Where can I get help with WolvenKit?[](https://wiki.redmodding.org/wolvenkit/help/faq#where-can-i-get-help-with-wolvenkit) --------------------------------------------------------------------------------------------------------------------------- Browsing this wiki is the best place to start! Follow the Getting Started pages, especially the guide for [**Creating a Mod**](https://wiki.redmodding.org/wolvenkit/getting-started/creating-a-mod) . For additional help from other WolvenKit users, check out our [**Community**](https://wiki.redmodding.org/wolvenkit/help/community) information. How can I open or browse archive files?[](https://wiki.redmodding.org/wolvenkit/help/faq#how-can-i-open-or-browse-archive-files) --------------------------------------------------------------------------------------------------------------------------------- WolvenKit is capable of directly reading the .archive format. Archives do not need to be dumped or exported for use. The Asset Browser is capable of browsing any archive with instant previews for assets such as textures and models. Learn more on the [**dedicated Asset Browser page**](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor/asset-browser) . Do you need help learning how to use WolvenKit? Try following the guide for [**Creating a Mod**](https://wiki.redmodding.org/wolvenkit/getting-started/creating-a-mod) ! How can I import or export textures with WolvenKit?[](https://wiki.redmodding.org/wolvenkit/help/faq#how-can-i-import-or-export-textures-with-wolvenkit) --------------------------------------------------------------------------------------------------------------------------------------------------------- WolvenKit is capable of exporting textures to common formats such as TGA, DDS, PNG, JPG, etc. Additionally formats such as TGA and DDS are supported for importing textures. Check the [**dedicated Textures page**](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/import-export/textures) to learn more. Do you need help learning how to use WolvenKit? Try following the guide for [**Creating a Mod**](https://wiki.redmodding.org/wolvenkit/getting-started/creating-a-mod) ! How can I import or export models with WolvenKit?[](https://wiki.redmodding.org/wolvenkit/help/faq#how-can-i-import-or-export-models-with-wolvenkit) ----------------------------------------------------------------------------------------------------------------------------------------------------- WolvenKit is capable of exporting models natively to glTF, and other formats such as FBX through conversion. Additionally the glTF format is supported for importing models. Check the [**dedicated Models page**](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/import-export/models) to learn more. Do you need help learning how to use WolvenKit? Try following the guide for [**Creating a Mod**](https://wiki.redmodding.org/wolvenkit/getting-started/creating-a-mod) ! [PreviousCommunity](https://wiki.redmodding.org/wolvenkit/help/community) [NextLong file path support](https://wiki.redmodding.org/wolvenkit/help/faq/long-file-path-support) Last updated 2 years ago Was this helpful? * [What can I do with WolvenKit?](https://wiki.redmodding.org/wolvenkit/help/faq#what-can-i-do-with-wolvenkit) * [How do I download WolvenKit?](https://wiki.redmodding.org/wolvenkit/help/faq#how-do-i-download-wolvenkit) * [Where can I get help with WolvenKit?](https://wiki.redmodding.org/wolvenkit/help/faq#where-can-i-get-help-with-wolvenkit) * [How can I open or browse archive files?](https://wiki.redmodding.org/wolvenkit/help/faq#how-can-i-open-or-browse-archive-files) * [How can I import or export textures with WolvenKit?](https://wiki.redmodding.org/wolvenkit/help/faq#how-can-i-import-or-export-textures-with-wolvenkit) * [How can I import or export models with WolvenKit?](https://wiki.redmodding.org/wolvenkit/help/faq#how-can-i-import-or-export-models-with-wolvenkit) Was this helpful? --- # Core Mods explained | Cyberpunk 2077 Modding For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyberpunk-2077-modding/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained.md) . In the context of Cyberpunk modding, the core mods are often interchangeably called "(core) frameworks". If you are trying to troubleshoot your core mods, you can run the [log file utility](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/user-guide-troubleshooting/finding-and-reading-log-files#finding-the-log-files) . TL;DR: What do I download?[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained#tl-dr-what-do-i-download) ------------------------------------------------------------------------------------------------------------------------------------------------------ For an explanation of what the individual core mods do, see below. [Redscript](https://www.nexusmods.com/cyberpunk2077/mods/1511) [RED4ext](https://www.nexusmods.com/cyberpunk2077/mods/2380) [Cyber Engine Tweaks](https://www.nexusmods.com/cyberpunk2077/mods/107) [ArchiveXL](https://www.nexusmods.com/cyberpunk2077/mods/4198) – [TweakXL](https://www.nexusmods.com/cyberpunk2077/mods/4197) – [Codeware](https://www.nexusmods.com/cyberpunk2077/mods/7780) – [Equipment-EX](https://www.nexusmods.com/cyberpunk2077/mods/6945) What is a core mod?[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained#what-is-a-core-mod) ----------------------------------------------------------------------------------------------------------------------------------------- While the game natively supports mods, this would have had us limited to replacing already existing items, but we wanted flying cars. So a bunch of brilliant people drilled deep into the code of Cyberpunk 2077 and created a bunch of tools that let us do more. The most prominent example of a core mod is the **Skyrim Script Extender** — fortunately, Cyberpunk 2077 is rather more stable. Since this kind of mod interacts with the game on such a fundamental level, they are prone to **breaking** whenever CDPR changes their API. This is the reason why game updates break mods — we recommend to [**turn off auto-update**](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/users-downgrading-preventing-auto-updates) and manually upgrading once the core mods you need have been brought up-to-date. Existing core mods[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained#popular-frameworks) ---------------------------------------------------------------------------------------------------------------------------------------- ### Redscript[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained#redscript) [Redscript](https://wiki.redmodding.org/redscript/) Redscript ([Nexus](https://www.nexusmods.com/cyberpunk2077/mods/1511) | [GitHub](https://github.com/jac3km4/redscript) ) is an open-source programming language and toolkit (currently includes a compiler, a decompiler and a disassembler), natively working with Cyberpunk 2077's **scripting runtime**. The scripts are compiled into a binary format recognizable by the game engine. The final blob includes original game scripts with all changes from the mods, and creates `r6/cache/final.redscripts.modded` Redscript supports importing native types and functions registered by mods based on RED4ext.SDK, allowing modders to extend scripting runtime functionality. Some examples for existing mod include, but are not limited to * changing combat balance * editing NPC behaviour * altering the interface * adding or removing UI widgets ### Cyber Engine Tweaks (CET)[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained#cyber-engine-tweaks) [Cyber Engine Tweaks](https://wiki.redmodding.org/cyber-engine-tweaks/) **Requires RED4ext.** Cyber Engine Tweaks ([Nexus](https://www.nexusmods.com/cyberpunk2077/mods/107) | [GitHub](https://github.com/yamashi/CyberEngineTweaks/releases) ) is a framework with a LUA wrapper, which will let you access anything exposed via RTTI, i.e. all scripted and native types and functions, including those added using redscript and RED4ext. On top of that, it lets you **bind hotkeys** for custom functions and interact with the game's TweakDB database at runtime. Changes made via CET's Tweak Browser are not persistent, because the TweakDB gets changed at run-time. You can use TweakXL or create a CET mod to apply your changes each time the TweakDB is initialized. Lots of mods and scripts run on top of CET, tweaking the game in various ways from changing the weather to adding a wardrobe system before CDPR added one. The perhaps most prominent example is Appearance Menu Mod ([wiki](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained/amm) | [Nexus](https://www.nexusmods.com/cyberpunk2077/mods/790) ), which turns Cyberpunk 2077 into The Sims: Capitalist Dystopia. ### RED4ext[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained#red4ext) [RED4ext Plugin Dev](https://docs.red4ext.com/) RED4ext ([Nexus](https://www.nexusmods.com/cyberpunk2077/mods/2380) | [GitHub](https://github.com/WopsS/RED4ext/releases) ) is Cyberpunk 2077's equivalent to Skyrim Script Extender. It consists of two parts: **RED4ext Loader** – Loads and manages `.dll` plugins from `red4ext/plugins`. Provides essential functions such as game version checking, logging, hooking, and some REDengine 4 specific helpers for plugins. **RED4ext.SDK** – Contains the reversed engineered types and helpers to extend the engine. It can also be used independently of RED4ext loader. Originally written in C++, but there's also a [Rust binding](https://github.com/jac3km4/red4ext-rs) . With RED4ext >= 1.13, you no longer need [cybercmd](https://www.nexusmods.com/cyberpunk2077/mods/5176) . Make sure to **uninstall** it! ### ArchiveXL[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained#archivexl) [![Logo](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2Fgithub.com%2Ffluidicon.png&width=20&dpr=3&quality=100&sign=a9296982&sv=2)GitHub - psiberx/cp2077-archive-xl: Cyberpunk 2077 mod that allows you to expand game resources without conflicts.GitHub](https://github.com/psiberx/cp2077-archive-xl) **Requires RED4ext.** ArchiveXL ([Nexus](https://www.nexusmods.com/cyberpunk2077/mods/4198) | [GitHub](https://github.com/psiberx/cp2077-archive-xl/) ) allows modders to load custom resources into Cyberpunk 2077. Working under the hood, it is the essential tool to **add** and **extend** rather than **replace**. It also includes script extensions to, for example, load UI widgets from any resources than only those available to the current context. For ArchiveXL specific documentation, check the [corresponding sub-page.](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained/archivexl) ### TweakXL[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained#tweakxl--archivexl) [![Logo](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2Fgithub.com%2Ffluidicon.png&width=20&dpr=3&quality=100&sign=a9296982&sv=2)GitHub - psiberx/cp2077-tweak-xl: Cyberpunk 2077 mod that allows you to modify TweakDB.GitHub](https://github.com/psiberx/cp2077-tweak-xl) Requires RED4ext. TweakXL ([Nexus](https://www.nexusmods.com/cyberpunk2077/mods/4197) | [GitHub](https://github.com/psiberx/cp2077-tweak-xl) ) allows modders to modify **TweakDB** in the form of `.yaml` or `.tweak` files. It also adds a scripting API allowing redscript mods to apply changes during TweakDB initialization or dynamically. ### Codeware[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained#codeware) Requires RED4ext. Codeware ([Nexus](https://www.nexusmods.com/cyberpunk2077/mods/7780) | [GitHub](https://github.com/psiberx/cp2077-codeware) ) is a library and framework for redscript and Cyber Engine Tweaks mods. It exposes many engine types and functions that are not available by default and adds new functionalities regarding many aspects of the game, such as: * game events and life cycle * spawning game objects * manipulating world states * building UI widgets * accessing type information ... and much more. ### Equipment-EX[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained#equipment-ex) Equipment-EX ([Nexus](https://www.nexusmods.com/cyberpunk2077/mods/6945) | [GitHub](https://github.com/psiberx/cp2077-equipment-ex) ) makes use of every single one of the frameworks mentioned above to overhaul CDPR's wardrobe system. Extending it from 6 slots to more than 30, it lets you save an unlimited number of outfits and supports modded items. ### RedFileSystem[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained#redfilesystem) Requires RED4ext. RedFileSystem ([Nexus](https://www.nexusmods.com/cyberpunk2077/mods/13378) | [GitHub](https://github.com/rayshader/cp2077-red-filesystem) ) is a library for redscript and Cyber Engine Tweaks mods. It exposes functions to read / write with the file system. It supports UTF8 text and Json formats. Modders can create, read and write files within game's directory. It can be useful to store custom data, for example in a mod's directory. Log files for core mods[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained#log-files-for-core-mods) -------------------------------------------------------------------------------------------------------------------------------------------------- ### Logs: Cyber Engine Tweaks[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained#logs-cyber-engine-tweaks) This will tell you what mods and scripts CET is loading, and if there have been any errors in the process. If all goes well, it will look like this: ### Logs: Redscript[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained#logs-redscript) It will tell you which `.reds` files it has been loading, and if any of them failed. Please note the **warning** in the log: * If the mod is working, ignore it * If the mod isn't working, this tells you what to check. You can't have mods installed twice! If all goes well, it will look like this: ### Logs: RED4ext[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained#logs-red4ext) It will tell you which of the plugin DLLs it has been loading. If all goes well, it will look like this (version numbers are fake): ### Logs: ArchiveXL[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained#logs-archivexl) Tells you which .xl files have been found and processed and what it has been adding into the game files upon startup. If it loads correctly, you will see something like this: Note that the example contains a bunch of warnings. That indicates problems with the modded files (which I ignore, since they are working), ### Logs: TweakXL[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained#logs-tweakxl) Tells you which tweaks have been read and processed, pointing out errors and warnings in the process. If your custom item additions don't work, you might find a hint here. If it loads correctly, you will see something like this: ### [](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained#undefined) [PreviousBest practices / pitfalls](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/scripting/scripting-best-practices-pitfalls) [NextArchiveXL](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained/archivexl) Last updated 7 months ago * [TL;DR: What do I download?](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained#tl-dr-what-do-i-download) * [What is a core mod?](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained#what-is-a-core-mod) * [Existing core mods](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained#popular-frameworks) * [Redscript](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained#redscript) * [Cyber Engine Tweaks (CET)](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained#cyber-engine-tweaks) * [RED4ext](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained#red4ext) * [ArchiveXL](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained#archivexl) * [TweakXL](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained#tweakxl--archivexl) * [Codeware](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained#codeware) * [Equipment-EX](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained#equipment-ex) * [RedFileSystem](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained#redfilesystem) * [Log files for core mods](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained#log-files-for-core-mods) * [Logs: Cyber Engine Tweaks](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained#logs-cyber-engine-tweaks) * [Logs: Redscript](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained#logs-redscript) * [Logs: RED4ext](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained#logs-red4ext) * [Logs: ArchiveXL](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained#logs-archivexl) * [Logs: TweakXL](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained#logs-tweakxl) * [](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained#undefined) Copy Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks\cyber_engine_tweaks.log Copy [2023-04-21 23:23:30 UTC+01:00] [info] [Options] [3004] Cyber Engine Tweaks is starting... [2023-04-21 23:23:30 UTC+01:00] [info] [Options] [3004] CET version v1.24.1 [HEAD] [2023-04-21 23:23:30 UTC+01:00] [info] [Options] [3004] Game version 1.6202 [2023-04-21 23:23:30 UTC+01:00] [info] [Options] [3004] Root path: "C:\Games\Cyberpunk 2077\bin\x64" [2023-04-21 23:23:30 UTC+01:00] [info] [Options] [3004] Cyber Engine Tweaks path: "C:\Games\Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks" [2023-04-21 23:23:30 UTC+01:00] [info] [Options] [3004] Lua scripts search path: "C:\Games\Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks\mods" [2023-04-21 23:23:30 UTC+01:00] [info] [StateTickOverride] [3004] Main thread function CBaseInitializationState::OnTick hook complete! [2023-04-21 23:23:30 UTC+01:00] [info] [StateTickOverride] [3004] Main thread function CInitializationState::OnTick hook complete! [2023-04-21 23:23:30 UTC+01:00] [info] [StateTickOverride] [3004] Main thread function CRunningState::OnTick hook complete! [2023-04-21 23:23:30 UTC+01:00] [info] [StateTickOverride] [3004] Main thread function CShutdownState::OnTick hook complete! [2023-04-21 23:23:30 UTC+01:00] [info] [HookGame] [3004] CRenderNode_Present_InternalPresent function hook complete! [2023-04-21 23:23:30 UTC+01:00] [info] [HookGame] [3004] CRenderGlobal_Resize function hook complete! [2023-04-21 23:23:30 UTC+01:00] [info] [HookGame] [3004] CRenderGlobal_Shutdown function hook complete! [2023-04-21 23:23:30 UTC+01:00] [info] [Hook] [3004] RealRunScriptFunction function hook complete! [2023-04-21 23:23:30 UTC+01:00] [info] [Hook] [3004] RealCreateFunction function hook complete! [2023-04-21 23:23:30 UTC+01:00] [info] [Hook] [3004] CScript::Log function hook complete! [2023-04-21 23:23:30 UTC+01:00] [info] [Hook] [3004] CScript::LogChannel function hook complete! [2023-04-21 23:23:30 UTC+01:00] [info] [Hook] [3004] CScript::TDBIDConstructorDerive function hook complete! [2023-04-21 23:23:30 UTC+01:00] [info] [Hook] [3004] CScript::ToStringDEBUG function hook complete! [2023-04-21 23:23:30 UTC+01:00] [info] [Hook] [3004] CScript::TranslateBytecode function hook complete! [2023-04-21 23:23:30 UTC+01:00] [info] [Hook] [3004] CScript::TweakDBLoad function hook complete! [2023-04-21 23:23:30 UTC+01:00] [info] [Hook] [3004] PlayerSystem::OnPlayerSpawned function hook complete! [2023-04-21 23:23:30 UTC+01:00] [info] [Hook] [3004] Hook mouse clip function! [2023-04-21 23:23:30 UTC+01:00] [info] [OptionsInitHook] [3004] Hidden options hook: success [2023-04-21 23:23:31 UTC+01:00] [info] [InitializeTweakDBMetadata] [15668] CDPRTweakDBMetadata::Initalize() - Primary TweakDB initialization successful! Copy Cyberpunk 2077\r6\logs\redscript_rCURRENT.log Copy [INFO - Sat, 22 Apr 2023 10:08:08 +0100] Using defaults for the script manifest (manifest not present) [INFO - Sat, 22 Apr 2023 10:08:08 +0100] Compiling files: C:\Games\Cyberpunk 2077\r6\scripts\a-bunch-of-stores-atelier-store.reds, C:\Games\Cyberpunk 2077\r6\scripts\virtual-atelier\vendor-preview\GarmentItemPreview.reds [WARN - Sat, 22 Apr 2023 10:08:08 +0100] At C:\Games\Cyberpunk 2077\r6\scripts\appearanceChangeUnlocker\mirrorUnlocker.reds:38:1: @addField(inkScrollArea) ^^^ field with this name is already defined in the class, this will have no effect (a bunch of these warnings) [INFO - Sat, 22 Apr 2023 10:08:08 +0100] Compilation complete [INFO - Sat, 22 Apr 2023 10:08:08 +0100] Output successfully saved in C:\Games\Cyberpunk 2077\r6\cache Copy Cyberpunk 2077\red4ext\logs\red4ext.log Copy [2023-04-22 10:08:05.698] [RED4ext] [info] RED4ext (v4.7.11) is initializing... [2023-04-22 10:08:05.698] [RED4ext] [info] Game patch: 4.511 Hotfix 999 [2023-04-22 10:08:05.698] [RED4ext] [info] Product version: 4.511 [2023-04-22 10:08:05.698] [RED4ext] [info] File version: 4.7.11.13361 [2023-04-22 10:08:05.717] [RED4ext] [info] RED4ext has been successfully initialized [2023-04-22 10:08:05.816] [RED4ext] [info] RED4ext is starting up... [2023-04-22 10:08:05.816] [RED4ext] [info] Loading plugins... [2023-04-22 10:08:05.816] [RED4ext] [info] Loading plugin from 'C:\Games\Cyberpunk 2077\red4ext\plugins\ArchiveXL\ArchiveXL.dll'... [2023-04-22 10:08:05.874] [RED4ext] [info] ArchiveXL (version: 4.7.11, author(s): psiberx) has been loaded [2023-04-22 10:08:05.874] [RED4ext] [info] Loading plugin from 'C:\Games\Cyberpunk 2077\red4ext\plugins\Codeware\Codeware.dll'... [2023-04-22 10:08:06.180] [RED4ext] [info] Codeware (version: 5.7.11, author(s): psiberx) has been loaded [2023-04-22 10:08:06.180] [RED4ext] [info] Loading plugin from 'C:\Games\Cyberpunk 2077\red4ext\plugins\RedHotTools\RedHotTools.dll'... [2023-04-22 10:08:06.262] [RED4ext] [info] RedHotTools (version: 1.6.11, author(s): psiberx) has been loaded [2023-04-22 10:08:06.263] [RED4ext] [info] Loading plugin from 'C:\Games\Cyberpunk 2077\red4ext\plugins\TweakXL\TweakXL.dll'... [2023-04-22 10:08:06.291] [RED4ext] [info] TweakXL (version: 4.8.12, author(s): psiberx) has been loaded [2023-04-22 10:08:06.291] [RED4ext] [info] 4 plugin(s) loaded [2023-04-22 10:08:06.291] [RED4ext] [info] RED4ext has been started [2023-04-22 10:09:13.572] [RED4ext] [info] RED4ext is shutting down... [2023-04-22 10:09:14.297] [RED4ext] [info] ArchiveXL has been unloaded [2023-04-22 10:09:14.322] [RED4ext] [info] TweakXL has been unloaded [2023-04-22 10:09:14.353] [RED4ext] [info] RedHotTools has been unloaded [2023-04-22 10:09:14.468] [RED4ext] [info] Codeware has been unloaded [2023-04-22 10:09:14.469] [RED4ext] [info] 4 plugin(s) unloaded [2023-04-22 10:09:14.488] [RED4ext] [info] RED4ext has been shut down Copy Cyberpunk 2077\red4ext\plugins\ArchiveXL\ArchiveXL.log Copy [2023-04-22 10:08:06.654] [info] Scanning for archive extensions... [2023-04-22 10:08:06.654] [info] Reading "something.xl"... [2023-04-22 10:08:06.667] [info] Configuration completed. [2023-04-22 10:08:11.443] [info] |Localization| Initializing voiceover index... [2023-04-22 10:08:11.444] [info] |Localization| No voiceover maps to merge. [2023-04-22 10:08:11.469] [info] |Localization| Initializing translations for "en-us" language... [2023-04-22 10:08:11.469] [info] |Localization| Processing "something.xl"... [2023-04-22 10:08:11.469] [info] |Localization| Merging entries from "your\mod\name\translations.json"... [2023-04-22 10:08:11.474] [warning] |Localization| Some translations merged with issues. [2023-04-22 10:08:11.512] [info] |Localization| Initializing subtitles for "en-us" language... [2023-04-22 10:08:11.512] [info] |Localization| No subtitles to merge. [2023-04-22 10:08:17.489] [info] |Journal| Journal tree is initializing... [2023-04-22 10:08:17.489] [info] |Journal| No entries to merge. [2023-04-22 10:08:18.381] [info] |FactoryIndex| Initializing factory index... [2023-04-22 10:08:18.382] [info] |FactoryIndex| Processing "something.xl"... [2023-04-22 10:08:18.382] [info] |FactoryIndex| Adding factory "your\mod\name\factory.csv"... [2023-04-22 10:08:29.926] [info] |FactoryIndex| All factories added to the index. [2023-04-22 10:08:29.863] [info] |Streaming| World streaming is initializing... [2023-04-22 10:08:29.863] [info] |Streaming| Processing "your_streaming_sector.xl"... [2023-04-22 10:08:29.863] [warning] |Streaming| Streaming blocks merged with issues. [2023-04-22 10:08:35.585] [info] |Localization| Initializing lipsync maps for "en-us" language... [2023-04-22 10:08:35.585] [info] |Localization| No lipsync maps to merge. Copy Cyberpunk 2077\red4ext\plugins\TweamXL\TweakXL.log Copy [2023-04-22 10:08:16.150] [info] Scanning for tweaks... [2023-04-22 10:08:16.150] [info] Reading "something.yaml"... [2023-04-22 10:08:16.416] [error] Items.a_wip_mod.your_item.icon.atlasPartName: Invalid value, expected CName. [2023-04-22 10:08:16.416] [warning] Items.a_wip_mod_appearance: Cannot clone Items.a_wip_mod_appearance, the record doesn't exists. [2023-04-22 10:08:16.416] [info] Importing tweaks... [2023-04-22 10:08:17.064] [info] Import completed. [2023-04-22 10:08:17.066] [info] Executing scriptable tweaks... [2023-04-22 10:08:17.066] [info] Executing "EquipmentEx.PatchOriginaltems"... [2023-04-22 10:08:17.307] [info] Executing "EquipmentEx.PatchCustomItems"... [2023-04-22 10:08:17.422] [info] Executing "EquipmentEx.RegisterOutfitSlots"... [2023-04-22 10:08:17.450] [info] Executing "EquipmentEx.RegisterAppearanceSuffixes"... [2023-04-22 10:08:17.451] [info] Execution completed. [2023-04-22 10:08:17.451] [warning] Items.aModdedItem.aTweak refers to a non-existent record or flat. --- # Common Patterns | Redscript For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/redscript/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/redscript/references-and-examples/common-patterns.md) . [Safe downcasting](https://wiki.redmodding.org/redscript/references-and-examples/common-patterns/safe-downcasting) [Class constructors](https://wiki.redmodding.org/redscript/references-and-examples/common-patterns/class-constructors) [Hash maps](https://wiki.redmodding.org/redscript/references-and-examples/common-patterns/hash-maps) [Heterogeneous array literals](https://wiki.redmodding.org/redscript/references-and-examples/common-patterns/heterogeneous-array-literals) [DelaySystem and DelayCallback](https://wiki.redmodding.org/redscript/references-and-examples/common-patterns/delaysystem-and-delaycallback) [Generic callbacks](https://wiki.redmodding.org/redscript/references-and-examples/common-patterns/generic-callbacks) [Persistence](https://wiki.redmodding.org/redscript/references-and-examples/common-patterns/persistence) [PreviousScriptables comparison](https://wiki.redmodding.org/redscript/references-and-examples/scriptable-systems/scriptables-comparison) [NextSafe downcasting](https://wiki.redmodding.org/redscript/references-and-examples/common-patterns/safe-downcasting) Last updated 2 years ago Was this helpful? Was this helpful? --- # First Steps | Cyber Engine Tweaks For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyber-engine-tweaks/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/cyber-engine-tweaks/first-steps.md) . [Mod Structure](https://wiki.redmodding.org/cyber-engine-tweaks/first-steps/mod-structure) [Logs & Debug](https://wiki.redmodding.org/cyber-engine-tweaks/first-steps/logs-debug) [Good Practices](https://wiki.redmodding.org/cyber-engine-tweaks/first-steps/good-practices) [PreviousIntroduction](https://wiki.redmodding.org/cyber-engine-tweaks/introduction) [NextMod Structure](https://wiki.redmodding.org/cyber-engine-tweaks/first-steps/mod-structure) Last updated 2 years ago --- # Overview | WolvenKit For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/wolvenkit/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/wolvenkit/features/overview.md) . Asset I/O[](https://wiki.redmodding.org/wolvenkit/features/overview#asset-i-o) ------------------------------------------------------------------------------- WolvenKit includes an all-purpose import and export tool for converting assets to game files and vice versa. Our tooling is bespoke allowing for native conversions with extensive options to suit your needs (check [Import/Export](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/import-export) or find the list of [I/O formats for export/import](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/import-export/i-o-formats-for-export-import) ). Base game and user-generated archives can be browsed on the fly, making game dumps obsolete. Our Asset Browser also features instant preview for assets such as meshes and textures. Development[](https://wiki.redmodding.org/wolvenkit/features/overview#development) ----------------------------------------------------------------------------------- WolvenKit is an open-source community developed application. The source code for WolvenKit and other projects can be found on our [GitHub page.](https://github.com/WolvenKit/) WolvenKit is primarily written in C# and the GUI uses WPF framework. Anyone can download the source code and build on their own with Visual Studio. If you're a developer who is interested in getting involved, please check out [Contributing](https://wiki.redmodding.org/wolvenkit/help/contributing) ! File Editor[](https://wiki.redmodding.org/wolvenkit/features/overview#file-editor) ----------------------------------------------------------------------------------- WolvenKit is built around our RTTI-based file editor. Any REDengine file can be inspected, edited, and saved with the File Editor. The File Editor is also capable of reading and writing in-place buffer data. Game files can also be converted to human-readable json and back for ease-of-use. Projects[](https://wiki.redmodding.org/wolvenkit/features/overview#projects) ----------------------------------------------------------------------------- WolvenKit can host virtually all of your required project files inside the Project Explorer. Each project is neatly separated into distinct folders which can be accessed through the application. No more whiplash from constantly navigating your file explorer to switch between projects! Feel free to host all of your assets within a mod project. Source files such as blends, psd, xcf, and more can be placed inside your project tree and opened directly with a double click! WolvenKit works with you by organizing your project files automatically. UI/UX[](https://wiki.redmodding.org/wolvenkit/features/overview#ui-ux) ----------------------------------------------------------------------- WolvenKit is created with the intention of being an all-purpose mod editor. The application interface is designed to help modders keep their sanity by having every tool at their disposal from the main editor. The application is built with a configurable interface to suit your preferences. Workflows[](https://wiki.redmodding.org/wolvenkit/features/overview#workflows) ------------------------------------------------------------------------------- WolvenKit features a robust build pipeline for handling REDengine assets. Game files can be browsed, extracted, modified, and packed into an archive once again for use in game. WolvenKit can help guide modders along with this process by using our efficient pipelines. Other[](https://wiki.redmodding.org/wolvenkit/features/overview#other) ----------------------------------------------------------------------- ### [Blender Integration](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/blender-integration) [](https://wiki.redmodding.org/wolvenkit/features/overview#undefined) WolvenKit supports Blender for one-click imports of fully shaded Cyberpunk meshes using the Multilayered.mt supershader. Find the workflows here: [Exporting Rigs & Anims](https://wiki.redmodding.org/wolvenkit/modding-community/exporting-to-blender/exporting-rigs-and-anims) [Exporting Vehicles](https://wiki.redmodding.org/wolvenkit/modding-community/exporting-vehicles) [PreviousHome](https://wiki.redmodding.org/wolvenkit) [NextRelease Notes](https://wiki.redmodding.org/wolvenkit/features/release-notes) Last updated 2 years ago Was this helpful? * [Asset I/O](https://wiki.redmodding.org/wolvenkit/features/overview#asset-i-o) * [Development](https://wiki.redmodding.org/wolvenkit/features/overview#development) * [File Editor](https://wiki.redmodding.org/wolvenkit/features/overview#file-editor) * [Projects](https://wiki.redmodding.org/wolvenkit/features/overview#projects) * [UI/UX](https://wiki.redmodding.org/wolvenkit/features/overview#ui-ux) * [Workflows](https://wiki.redmodding.org/wolvenkit/features/overview#workflows) * [Other](https://wiki.redmodding.org/wolvenkit/features/overview#other) * [](https://wiki.redmodding.org/wolvenkit/features/overview#undefined) Was this helpful? --- # Snippets & Examples | Cyber Engine Tweaks For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyber-engine-tweaks/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/cyber-engine-tweaks/snippets-examples.md) . You can also find example mods [in the wiki's github repository](https://github.com/CDPR-Modding-Documentation/Cyberpunk-Modding-Docs/tree/main/_example_mods_and_templates/cyber_engine_tweaks) [UI Examples](https://wiki.redmodding.org/cyber-engine-tweaks/snippets-examples/ui-examples) [Utilities](https://wiki.redmodding.org/cyber-engine-tweaks/snippets-examples/utilities) [PreviousCET and Codeware](https://wiki.redmodding.org/cyber-engine-tweaks/cet-and-codeware) [NextUI Examples](https://wiki.redmodding.org/cyber-engine-tweaks/snippets-examples/ui-examples) Last updated 9 months ago --- # Home | WolvenKit For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/wolvenkit/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/home.md) . What's a Home good for?[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/home#whats-a-home-good-for) ---------------------------------------------------------------------------------------------------------- ![](https://wiki.redmodding.org/wolvenkit/~gitbook/image?url=https%3A%2F%2F4106170459-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MP_ozZVx2gRZUPXkd4r%252Fuploads%252FNS7rAumrQfvUpsHjdl4b%252FWK%25208.7%2520Home%2520Generic.png%3Falt%3Dmedia%26token%3D3990ccbc-f64d-492c-ae07-cfc308dda45c&width=768&dpr=3&quality=100&sign=1fa0a36d&sv=2) Welcome[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/home#welcome) ---------------------------------------------------------------------------- When WolvenKit is launched the **Home** functions as bulletin board to help you pick up where you left off. Recent mod projects are displayed as a scrolling list of cards which can be directly clicked to get started. Other crucial functions for creating or opening projects are displayed in the right-hand column. The WolvenKit icon can also be used to swap between Home and the Editor! Mod Manager[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/home#mod-manager) ------------------------------------------------------------------------------------ Manage REDmod installations and deployment Plugins[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/home#plugins) ---------------------------------------------------------------------------- Download and update various [Home: Plugins](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/home/home-plugins) and extensions for Cyberpunk 2077 modding Settings[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/home#settings) ------------------------------------------------------------------------------ Settings can be accessed from the Home sidebar. Learn more about [**WolvenKit Settings here.**](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/home#settings) Web Content[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/home#web-content) ------------------------------------------------------------------------------------ WolvenKit is capable of displaying web-based content natively. The Home page features several built-in web pages! ### Wiki[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/home#wiki) This Wiki can be viewed from within WolvenKit. Hi WolvenKit users! ### GitHub[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/home#github) GitHub can be used to directly track progress with WolvenKit development ### Website[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/home#website) Take a peek at our very own website, [RED Modding!](https://redmodding.org/) [PreviousTroubleshooting](https://wiki.redmodding.org/wolvenkit/getting-started/troubleshooting) [NextHome: Plugins](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/home/home-plugins) Last updated 2 years ago Was this helpful? * [What's a Home good for?](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/home#whats-a-home-good-for) * [Welcome](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/home#welcome) * [Mod Manager](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/home#mod-manager) * [Plugins](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/home#plugins) * [Settings](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/home#settings) * [Web Content](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/home#web-content) * [Wiki](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/home#wiki) * [GitHub](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/home#github) * [Website](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/home#website) Was this helpful? --- # Base Status Effects | Cyber Engine Tweaks For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyber-engine-tweaks/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects.md) . Working Effects[](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#working-effects) ------------------------------------------------------------------------------------------------------- ### AndroidTurnOff[](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#androidturnoff) * Makes NPC T-Pose ### AndroidTurnOn[](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#androidturnon) * Puts them in combat search state, but with a sleep status effect symbol over their head. Kinda weird ### BerserkNPCBuff[](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#berserknpcbuff) * Works the same for both applying to NPC & Player * Unsure which is stronger this is BeserkPlayerBuff ### BerserkPlayerBuff[](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#berserkplayerbuff) * Works the same for both applying to NPC & Player * Unsure which is stronger this is BeserkNPCBuff ### Burning[](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#burning) ### Bleeding[](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#bleeding) ### Blind[](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#blind) ### CPO\_Shocked[](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#cpo_shocked) ### CombatStim[](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#combatstim) * Visual fx from healing ### Cloaked[](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#cloaked) * Only sound effect plays for both Player & NPC ### CloakedOda[](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#cloakedoda) * Only sound effect plays for both Player & NPC ### CyberwareMalfunction[](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#cyberwaremalfunction) * CyberwareMalfunctionLvl2 * CyberwareMalfunctionLvl3 ### Defeat[](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#defeat) ### Drugged[](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#drugged) * Freezes an NPC in place, Player gets a tiny visual effect ### Drunk[](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#drunk) * Gives visual effect only to Player ### Electrocuted[](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#electrocuted) ### EMP[](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#emp) ### Encumbered[](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#encumbered) * Effects NPCs weirdly, had me blow up in flames after hitting me... ### ForceKill[](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#forcekill) ### Grappled[](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#grappled) * Briefly puts weapon away then pulls it back out. Same for both NPCs and Player. ### GlowingTattoos[](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#glowingtattoos) ### Invulnerable[](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#invulnerable) ### KenjutsuBleeding[](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#kenjutsubleeding) ### KerenzikovPlayerBuff[](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#kerenzikovplayerbuff) ### LocomotionMalfunctionLevel4Passive[](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#locomotionmalfunctionlevel4passive) * Works similar as encumbered, but puts target in combat state ### MemoryWipeLevel2[](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#memorywipelevel2) * Works as expected on NPCs * Slight visual/sound fx and combat state enabled for Player ### NetwatcherGeneral[](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#netwatchergeneral) * Glitch/Hacked visual effect ### OutOfOxygen[](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#outofoxygen) * Removes player drowning/out of oxygen ### Overload[](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#overload) * Works as expected when applied to NPC * Visual fx for Player no damage is done ### VehicleHighDamageOverTime[](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#vehiclehighdamageovertime) ### VehicleLowDamageOverTime[](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#vehiclelowdamageovertime) ### SecondaryKnockdown[](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#secondaryknockdown) * Same effect as getting hit by a car but no damage * Sets NPCs into combat mode only, no actual visual knockdown occurs ### SecondHeart[](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#secondheart) * Visual effect and some stat boost that I couldn't figure out maybe a health boost. After that a stun effect ocurs briefly. ### SetFriendly[](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#setfriendly) * Puts NPC into cyberpsychosis state * Visual/sound fx for Player ### Stun[](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#stun) ### SystemCollapse[](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#systemcollapse) * Instakills NPC, looks like both overload effect * Sound fx when applied to Player but no damage is done ### SuicideWithWeapon[](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#suicidewithweapon) * Puts Player in combat mode. * Makes NPC commit suicide Broken or Not Understood Effects[](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#broken-or-not-understood-effects) ----------------------------------------------------------------------------------------------------------------------------------------- ### AlcoholDebuff[](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#alcoholdebuff) ### BeingCarried[](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#beingcarried) ### DismemberedArmLeft[](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#dismemberedarmleft) ### DismemberedArmRight[](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#dismemberedarmright) ### DismemberedHandLeft[](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#dismemberedhandleft) ### DismemberedHandRight[](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#dismemberedhandright) ### DismemberedLegLeft[](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#dismemberedlegleft) ### DismemberedLegRight[](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#dismemberedlegright) ### CyberspacePresence[](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#cyberspacepresence) ### DefeatWithRecover[](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#defeatwithrecover) ### DodgeInvulnerability[](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#dodgeinvulnerability) ### ForceDive[](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#forcedive) ### ForceSwim[](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#forceswim) ### HoverJumpPlayerBuff[](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#hoverjumpplayerbuff) ### HumanShield[](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#humanshield) ### JamCommunications[](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#jamcommunications) ### Ping[](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#ping) * PingLevel2 * PingLevel3 * PingLevel4 ### SuppressNoise[](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#suppressnoise) ### VehicleKnockdown[](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#vehicleknockdown) Untested[](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#untested) ----------------------------------------------------------------------------------------- * AntiVirusCooldown * BaseQuickHackDuration * BerserkCooldown * BikeKnockdown * BlockBodyDisposal * BlockBroken * BlockCoverVisibilityReduction * BlockGrapple * BossNoInterrupt * BossNoTakeDown * BossTakedownCooldown * BrainMeltCooldown * BreathingHeavy * BreathingLow * BreathingMedium * BreathingSick * CallInCooldown * CommsNoiseCooldown * CommsNoisePassiveEffect * ContagionCooldown * CrippledArmLeft * CrippledArmRight * CrippledHandLeft * CrippledHandRight * CrippledLegLeft * CrippledLegRight * Deaf * DistractionDuration * DodgeAirBuff * DodgeAirCooldown * DodgeBuff * DodgeCooldown * DoNotBlockShootingOnFriendlyFire * FollowerDefeated * GrenadeCooldown * InvulnerableAfterDefeated * JohnnySicknessHeavy * JohnnySicknessLow * JohnnySicknessMedium * JohnnySicknessMediumQuest * MadnessCooldown * MemoryWipeCooldown * MonowireGrapple * MuteAudioStims * NonInteractable * OverheatCooldown * OverloadCooldown * PainInhibitors * Parry * PlayerBleeding * PlayerBurning * PlayerElectrocuted * PlayerExhausted * PlayerMovementLocked * PlayerPoisoned * Poisoned * QuickHackCooldownDuration * QuickHackUploaded * RebootOpticsBossCooldown * RebootOpticsCooldown * ReduceNextHackCostBy1 * ReduceUltimateHackCostBy2 * RemoteBreachCooldown * SandevistanBuff * SandevistanCooldown * SandevistanPlayerBuff * StrongArmsChemicalActive * StrongArmsElecricActive * StrongArmsPhysicalActive * StrongArmsThermalActive * SuicideCooldown * SystemCollapseCooldown * TemporarilyBlockMovement * ThreeOrMoreProgramsCooldownRedPerk * ThreeOrMoreProgramsMemoryRegPerk1 * ThreeOrMoreProgramsMemoryRegPerk2 * Unconscious * UncontrolledMovement\_Default * UncontrolledMovement\_RagdollOffLedge * VehicleTrunkBodyPickup * WasQuickHacked * WaterCollision * WhistleCooldown * Wounded [PreviousObserving weapon hits](https://wiki.redmodding.org/cyber-engine-tweaks/snippets-examples/observing-weapon-hits) [NextstringType](https://wiki.redmodding.org/cyber-engine-tweaks/stringtype) Last updated 2 years ago * [Working Effects](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#working-effects) * [AndroidTurnOff](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#androidturnoff) * [AndroidTurnOn](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#androidturnon) * [BerserkNPCBuff](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#berserknpcbuff) * [BerserkPlayerBuff](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#berserkplayerbuff) * [Burning](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#burning) * [Bleeding](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#bleeding) * [Blind](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#blind) * [CPO\_Shocked](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#cpo_shocked) * [CombatStim](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#combatstim) * [Cloaked](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#cloaked) * [CloakedOda](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#cloakedoda) * [CyberwareMalfunction](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#cyberwaremalfunction) * [Defeat](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#defeat) * [Drugged](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#drugged) * [Drunk](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#drunk) * [Electrocuted](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#electrocuted) * [EMP](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#emp) * [Encumbered](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#encumbered) * [ForceKill](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#forcekill) * [Grappled](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#grappled) * [GlowingTattoos](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#glowingtattoos) * [Invulnerable](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#invulnerable) * [KenjutsuBleeding](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#kenjutsubleeding) * [KerenzikovPlayerBuff](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#kerenzikovplayerbuff) * [LocomotionMalfunctionLevel4Passive](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#locomotionmalfunctionlevel4passive) * [MemoryWipeLevel2](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#memorywipelevel2) * [NetwatcherGeneral](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#netwatchergeneral) * [OutOfOxygen](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#outofoxygen) * [Overload](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#overload) * [VehicleHighDamageOverTime](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#vehiclehighdamageovertime) * [VehicleLowDamageOverTime](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#vehiclelowdamageovertime) * [SecondaryKnockdown](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#secondaryknockdown) * [SecondHeart](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#secondheart) * [SetFriendly](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#setfriendly) * [Stun](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#stun) * [SystemCollapse](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#systemcollapse) * [SuicideWithWeapon](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#suicidewithweapon) * [Broken or Not Understood Effects](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#broken-or-not-understood-effects) * [AlcoholDebuff](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#alcoholdebuff) * [BeingCarried](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#beingcarried) * [DismemberedArmLeft](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#dismemberedarmleft) * [DismemberedArmRight](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#dismemberedarmright) * [DismemberedHandLeft](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#dismemberedhandleft) * [DismemberedHandRight](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#dismemberedhandright) * [DismemberedLegLeft](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#dismemberedlegleft) * [DismemberedLegRight](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#dismemberedlegright) * [CyberspacePresence](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#cyberspacepresence) * [DefeatWithRecover](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#defeatwithrecover) * [DodgeInvulnerability](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#dodgeinvulnerability) * [ForceDive](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#forcedive) * [ForceSwim](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#forceswim) * [HoverJumpPlayerBuff](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#hoverjumpplayerbuff) * [HumanShield](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#humanshield) * [JamCommunications](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#jamcommunications) * [Ping](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#ping) * [SuppressNoise](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#suppressnoise) * [VehicleKnockdown](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#vehicleknockdown) * [Untested](https://wiki.redmodding.org/cyber-engine-tweaks/base-status-effects#untested) --- # Utility functions | Redscript For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/redscript/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/redscript/language/utility-functions.md) . * [Logging](https://wiki.redmodding.org/redscript/references-and-examples/logging) * [Math](https://wiki.redmodding.org/redscript/language/utility-functions/math) * [Random](https://wiki.redmodding.org/redscript/language/utility-functions/random) * [Utilities](https://wiki.redmodding.org/redscript/language/utility-functions/utilities) [PreviousConfigurable user hints](https://wiki.redmodding.org/redscript/language/advanced-features/configurable-user-hints) [NextMath](https://wiki.redmodding.org/redscript/language/utility-functions/math) Last updated 4 days ago Was this helpful? Was this helpful? --- # Error Codes | WolvenKit For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/wolvenkit/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/error-codes.md) . Summary[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/error-codes#summary) ----------------------------------------------------------------------------------- **Published**: May 1 2024 by [mana vortex](mailto:undefined) **Last documented update**: Jan 6 2025 by [mana vortex](mailto:undefined) This page contains an overview about Wolvenkit's internal error codes and what they mean. For **developers**: When **editing** this page (especially section headers), please update the internal mapping: `WolvenKit/Helpers/LogCodeHelper.cs` What to do with an error[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/error-codes#what-to-do-with-an-error) --------------------------------------------------------------------------------------------------------------------- If you ended up on this page, you ran into a problem that needs to be fixed inside WolvenKit. You now have the following options: ### Install the Nightly[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/error-codes#install-the-nightly) If you are on the stable release, you should try [The Wolvenkit Nightly](https://wiki.redmodding.org/wolvenkit/getting-started/download/the-wolvenkit-nightly) . There's a good chance that your problem is already solved. ### Update all tools involved[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/error-codes#update-all-tools-involved) Make sure that you are on the most recent version of whatever tool's you're using. This includes, but is not limited to, the [Wolvenkit Blender IO Suite](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/wolvenkit-blender-io-suite) and [MLSETUP Builder](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/mlsetup-builder) . ### Find support on Discord[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/error-codes#find-support-on-discord) Find our [discord server](http://discord.gg/redmodding) and hit up the `**#wolvenkit-support**` channel. (If you aren't on the Nightly yet, you should really do that now, because it's the first thing everyone will tell you). ### Create a ticket[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/error-codes#create-a-ticket) If your error still happens in the Nightly, you need to **tell us about it**. It's easy: bugs that don't get reported don't get fixed. Head to Wolvenkit's github page and [create a ticket](https://github.com/WolvenKit/Wolvenkit/issues) (you need a github or Google account, but they won't send you spam). To fix the bug, we need to **watch it in action**. Please include everything we need to make it happen — at the very least, we need the **most recent log file**: ![](https://wiki.redmodding.org/wolvenkit/~gitbook/image?url=https%3A%2F%2F4106170459-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MP_ozZVx2gRZUPXkd4r%252Fuploads%252FldIiQWGKzCh30GclPivv%252Fwkit_open_log_folder.png%3Falt%3Dmedia%26token%3D9df93a77-533e-4c99-b211-3ce5c12faeaa&width=768&dpr=3&quality=100&sign=da2537ea&sv=2) Error code list[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/error-codes#error-code-list) --------------------------------------------------------------------------------------------------- If the steps below don't help, please get in touch via [Discord](https://discord.com/invite/redmodding) , [create a ticket](https://github.com/WolvenKit/Wolvenkit/issues) , or browse the [Troubleshooting](https://wiki.redmodding.org/wolvenkit/getting-started/troubleshooting) page. Keep your most recent log file ready! ### 0x2000: Type not supported (8192)[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/error-codes#id-0x2000-type-not-supported-8192) WolvenKit ran into a problem during internal conversion. Here's what you can do: 1. Install [The Wolvenkit Nightly](https://wiki.redmodding.org/wolvenkit/getting-started/download/the-wolvenkit-nightly) 2. Re-create whatever file you were trying to work on at that time: 1. A game file from an earlier patch: Add it to your project again 2. A depot file: Delete the file from the depot and/or [re-create the depot](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/create-depot#steps-partial-depot) 3. A raw file: re-create the file with the latest version of whatever tool you used (Wolvenkit, the [Wolvenkit Blender IO Suite](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/wolvenkit-blender-io-suite) ...) ### 0x3002: Resources plugin[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/error-codes#id-0x3002-resources-plugin) The [Wolvenkit Resources plugin](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/home/home-plugins#wolvenkit-resources) may have become corrupted. Open Home -> Plugins and remove it, then restart Wolvenkit, reinstall the plugin, and try again. ### 0x5000: Invalid settings[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/error-codes#id-0x5000-invalid-settings) You have an unspecified issue with your settings. Double-check them and make sure that everything is configured correctly. If that doesn't help, remove or re-name your settings file and restart WolvenKit: ### 0x5001: Invalid Game File Executable[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/error-codes#id-0x5001-invalid-game-file-executable) Check your [Settings](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings) ->[Settings](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#game-executable-.exe-path) and make sure that it points at your `Cyberpunk2077.exe`. For more information, check the wiki link. ### 0x5002: Failed to launch game executable[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/error-codes#id-0x5002-failed-to-launch-game-executable) Check [0x5001: Invalid Game File Executable](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/error-codes#id-0x5001-invalid-game-file-executable) and make sure that all your settings are valid. If that doesn't fix your problem, you may have to reset your settings, see [0x5000: Invalid settings](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/error-codes#id-0x5000-invalid-settings) for detes. MTO requirement[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/error-codes#mto-requirement) --------------------------------------------------------------------------------------------------- You are here because a popup in Wolvenkit told you about **Material and Texture Override**. The mod is necessary because Cyberpunk caches all of the base game's `.mlsetup` files, so your changes won't be visible without it. You can [get it on Nexus](https://www.nexusmods.com/cyberpunk2077/mods/25246) . The original MTO can crash the game under certain circumstances, so you should remove it and install the new version instead. To **avoid the dependency**, you can use [Resource Patching: Mesh Appearances](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained/archivexl/archivexl-resource-patching/archivexl-patching-appearances) . [PreviousNavigating Wolvenkit](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/navigating-wolvenkit) [NextWait, it can do that?](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/wait-it-can-do-that) Last updated 9 months ago Was this helpful? * [Summary](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/error-codes#summary) * [What to do with an error](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/error-codes#what-to-do-with-an-error) * [Install the Nightly](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/error-codes#install-the-nightly) * [Update all tools involved](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/error-codes#update-all-tools-involved) * [Find support on Discord](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/error-codes#find-support-on-discord) * [Create a ticket](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/error-codes#create-a-ticket) * [Error code list](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/error-codes#error-code-list) * [0x2000: Type not supported (8192)](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/error-codes#id-0x2000-type-not-supported-8192) * [0x3002: Resources plugin](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/error-codes#id-0x3002-resources-plugin) * [0x5000: Invalid settings](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/error-codes#id-0x5000-invalid-settings) * [0x5001: Invalid Game File Executable](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/error-codes#id-0x5001-invalid-game-file-executable) * [0x5002: Failed to launch game executable](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/error-codes#id-0x5002-failed-to-launch-game-executable) * [MTO requirement](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/error-codes#mto-requirement) Was this helpful? Copy C:\Users\\AppData\Roaming\RedModding\Wolvenkit\config.json --- # Modding with WolvenKit | WolvenKit For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/wolvenkit/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/wolvenkit/modding-community.md) . This wiki focuses on workflows that are central to WolvenKit. You can find much more knowledge and documentation in the [Cyberpunk 2077 Modding](https://wiki.redmodding.org/cyberpunk-2077-modding/) wiki, for example the **Modding Guides** section: * [Altering Appearances within Wolvenkit - Full Workflow](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/appearances-change-the-looks/altering-appearances-within-wolvenkit-full-workflow) * [Recolours and Refits](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment/recolours-and-refits) * [NPV - V as custom NPC](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/npv-v-as-custom-npc) * [Adding new items](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment/adding-new-items) … or our knowledge base, where you can find documentation like * [Cheat Sheet: Hair](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-head/hair) * [Textures, Materials and Shaders](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials) That's just a small selection, hit up [Cyberpunk 2077 Modding](https://wiki.redmodding.org/cyberpunk-2077-modding/) and look around! [Full install walkthrough (ELI5)](https://wiki.redmodding.org/wolvenkit/getting-started/eli5-getting-started) [Exporting Characters to Blender](https://wiki.redmodding.org/wolvenkit/modding-community/exporting-to-blender) [Exporting Vehicles](https://wiki.redmodding.org/wolvenkit/modding-community/exporting-vehicles) Do you have a guide you'd like to submit for the Wiki? Check out [Cyberpunk 2077 Modding](https://wiki.redmodding.org/cyberpunk-2077-modding/) — if that doesn't cover your needs, you're welcome to [sign up as an editor](https://app.gitbook.com/invite/-MP5ijqI11FeeX7c8-N8/H70HZBOeUulIpkQnBLK7) or visit us on our [**Discord!**](https://wiki.redmodding.org/wolvenkit/help/community) [PreviousOfficial](https://wiki.redmodding.org/wolvenkit/guides/official) [NextExporting Characters to Blender](https://wiki.redmodding.org/wolvenkit/modding-community/exporting-to-blender) Last updated 2 years ago Was this helpful? Was this helpful? --- # Custom icons and UI | Cyberpunk 2077 Modding For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyberpunk-2077-modding/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/custom-icons-and-ui.md) . This is the landing page for guides that teach you how to influence Cyberpunk's base UI and its textures. For a full overview of guides linked here, please check the link tree on the left. Ceck out the wiki tree to the right for more details [PreviousCustom advertisements](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/textures-and-luts/custom-advertisements-1) [NextYour own inventory preview icons](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/custom-icons-and-ui/adding-items-preview-images) Last updated 4 months ago --- # Tools | WolvenKit For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/wolvenkit/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/tools.md) . Depot Generator[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/tools#depot-generator) --------------------------------------------------------------------------------------------- Tool for building a `depot`, a collection of extracted game assets to use them in other tools such as [MLSetupBuilder](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/mlsetup-builder) . Sound Modding Tool[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/tools#sound-modding-tool) --------------------------------------------------------------------------------------------------- Script Manager[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/tools#script-manager) ------------------------------------------------------------------------------------------- See [Script Manager](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/tools/script-manager) for details Import Tool[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/tools#import-tool) ------------------------------------------------------------------------------------- See [Import Tool](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/tools/tools-import-export#import-tool) for details Export Tool[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/tools#export-tool) ------------------------------------------------------------------------------------- see [Export Tool](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/tools/tools-import-export#export-tool) for details Hash Tool[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/tools#hash-tool) --------------------------------------------------------------------------------- Settings[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/tools#settings) ------------------------------------------------------------------------------- [PreviousScene Editor](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor/scene-editor) [NextScript Manager](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/tools/script-manager) Last updated 2 years ago Was this helpful? * [Depot Generator](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/tools#depot-generator) * [Sound Modding Tool](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/tools#sound-modding-tool) * [Script Manager](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/tools#script-manager) * [Import Tool](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/tools#import-tool) * [Export Tool](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/tools#export-tool) * [Hash Tool](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/tools#hash-tool) * [Settings](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/tools#settings) Was this helpful? --- # Textures, LUTs and Materials | Cyberpunk 2077 Modding For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyberpunk-2077-modding/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/textures-and-luts.md) . This section contains guides for * the process of modifying Cyberpunk's visuals. Check out the wiki tree to the right for details on textures and how to work with them. [PreviousAMM: Swap Johnny during the Alt's scene](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/animations/swap-johnny-during-the-alts-scene) [NextTextures: Importing, editing, exporting](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/textures-and-luts/images-importing-editing-exporting) Last updated 4 months ago --- # Analysing other mods | Cyberpunk 2077 Modding For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyberpunk-2077-modding/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/analysing-other-mods.md) . This guide will walk you through **analysing or extracting .archive files** from tutorial resources or other mods. ### Required: [WolvenKit](https://github.com/WolvenKit/WolvenKit/releases) [](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/analysing-other-mods#required-wolvenkit) Please keep in mind that you are looking at somebody else's work. **Always credit** if you use anything from other peoples' mods, unless it's explicitly stated that you don't have to! Some modders don't want their mods to be unbundled. Most people don't mind if you do it for your own personal use, but you should seek permission and respect their decision. For a documentation on how to use Wolvenkit CLI, see [here](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/analysing-other-mods/legacy-analysing-other-mods-with-wolvenkit-console) . Unless you have a very good reason to use the console, you probably don't want to. If you want to **edit** files, you need a [Wolvenkit Project](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/wolvenkit-projects) . If you don't know how to make one, you can check [R&R: Your own Wolvenkit project](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment/recolours-and-refits/r-and-r-your-own-wolvenkit-project) ### Step 1: Switch to mod browser[](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/analysing-other-mods#step-1-switch-to-mod-browser) Once you have [installed the mod](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077) or added it to your [extra mod directory](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#additional-mod-directory) , you can use Wolvenkit's [Mod Browser](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor/asset-browser#mod-browser) to browse it: ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-bf6a8077105e2ad812f64b895cc4e90022151a67%252Fview_mods_with_wkit.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=e5244ea0&sv=2) Switch to "Mod browser" You can now add the content to your project like regular game files. If you can't (because everything is scrambled), check [Troubleshooting](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/analysing-other-mods#troubleshooting) . ### Step 2: Find the correct files[](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/analysing-other-mods#step-2-find-the-correct-files) You can check [Wolvenkit Search: Finding files](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/wolvenkit-search-finding-files) for how to find and filter everything. The folders in the mod browser correspond to the names of the .archive files you have installed. E.g., To find all `.mlsetup` (colour definition) files inside the [Netrunning Suits mod](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment/recolours-and-refits) , search for: If you want all mesh files from the [Custom T-Shirt Mod](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment/adding-new-items) , search for f you want to know more, you can read up on [Wolvenkit's search](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/wolvenkit-search-finding-files) . ### Step 3: Add the files to your project[](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/analysing-other-mods#step-3-add-the-files-to-your-project) Select the file that you want to add by checking the box. Then right-click on it, and click on the `Add selected items to project` option. ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-a4c93bc31918d92171d1f56a0a8b1e95b68fd806%252Fbrowsing_mods_add_to_project.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=2378eaf5&sv=2) Add items to project That's it! You now have the file in your mod project and can start editing. Troubleshooting[](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/analysing-other-mods#troubleshooting) -------------------------------------------------------------------------------------------------------------------------- ### I can't add anything to my project![](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/analysing-other-mods#i-cant-add-anything-to-my-project) Make sure that you actually have a Wolvenkit project opened (you will see the project name in the top-right corner next to the close button). Can't add files to a project if there's no project! ### All file names are numbers / there are only bin files[](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/analysing-other-mods#all-file-names-are-numbers-there-are-only-bin-files) You have found a mod that is not compatible with the current hashing algorithm. Long (and sad) story short, from time to time that needs an update, and then anything packed with a different version of the algorithm won't resolve anymore. The good news is that **you can still use those files**. The bad news is that you have to guess which is which. To try and resolve that, switch to the mod browser, and click the crosshair button next to the search bar. This will scan your mods for a way to resolve those hashes. ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-abefade16743d042d24f35aade04d2c869779b2e%252Fanalysing_mods_broken_hashes.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=d7e5810a&sv=2) If that doesn't work, you can try opening the `.archive` with Wolvenkit [8.9](https://github.com/WolvenKit/WolvenKit/releases/tag/8.9.0) or [8.7](https://github.com/WolvenKit/WolvenKit/releases/tag/8.7.0) - anything older will be incompatible with game versions >= 1.6. If neither of these work, then you'll have to try and guess. #### Didn't work[](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/analysing-other-mods#didnt-work) Some authors don't want other people to look at their files and deliberately corrupt their archives to prevent Wolvenkit from reading them. The game is a lot more robust than WKit, so these mods usually work, although side effects can't be ruled out. If none of this works, you can still look at the files and their properties in the [File Editor](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor/file-editor) and try to guess what's what. Other than that, you're out of luck, though. [PreviousGetting started: Making mods](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/getting-started-making-mods) [NextLegacy: Analysing other mods with Wolvenkit Console](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/analysing-other-mods/legacy-analysing-other-mods-with-wolvenkit-console) Last updated 9 months ago * [Required: WolvenKit](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/analysing-other-mods#required-wolvenkit) * [Step 1: Switch to mod browser](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/analysing-other-mods#step-1-switch-to-mod-browser) * [Step 2: Find the correct files](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/analysing-other-mods#step-2-find-the-correct-files) * [Step 3: Add the files to your project](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/analysing-other-mods#step-3-add-the-files-to-your-project) * [Troubleshooting](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/analysing-other-mods#troubleshooting) * [I can't add anything to my project!](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/analysing-other-mods#i-cant-add-anything-to-my-project) * [All file names are numbers / there are only bin files](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/analysing-other-mods#all-file-names-are-numbers-there-are-only-bin-files) Copy archive:ArchiveXL_Netrunner > .mlsetup Copy archive:my_tshirt > .mesh --- # Sound | Cyberpunk 2077 Modding For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyberpunk-2077-modding/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/sound.md) . This section contains guide about changing sounds in the game. [Finding an audio file](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/sound/finding-an-audio-file) [Modding Events Metadata](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/sound/audio-modding-basics) [Replacing sounds effects](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/sound/replacing-sounds-effects) [Playing Sounds in-game: Basics](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/sound/playing-sounds-in-game-basics) If you wish to read about how the game handles audio see [the theoretical page](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/audio-files) . External links:[](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/sound#external-links) ---------------------------------------------------------------------------------------------------------- There are a couple of pages about sounds on [Rom's](mailto:undefined) wiki for his Addicted Mod: [https://cyb3rpsych0s1s.github.io/4ddicted/cheatsheet/sounds.html](https://cyb3rpsych0s1s.github.io/4ddicted/cheatsheet/sounds.html) [https://cyb3rpsych0s1s.github.io/4ddicted/travelog/2023-03-31.html](https://cyb3rpsych0s1s.github.io/4ddicted/travelog/2023-03-31.html) Bioskop's comprehensive guide to vocoding - [Google Docs](https://docs.google.com/document/d/1h_far0MPnKtxnhuxUWLiQduqNw6dxgr2qSNB84dCkEQ/edit#heading=h.amjq0j2yglxw) Last, but not least, you can now also use [Audioware](https://github.com/cyb3rpsych0s1s/audioware/releases) native plugin to add, customize and play custom sounds at your convenience with scripts. Audioware also provides [its guide](https://cyb3rpsych0s1s.github.io/audioware/) to get you up-and-running in no-time! [PreviousArchived: Removing Occlusion Nodes](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/archived-guides/removing-occlusion) [NextFinding an audio file](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/sound/finding-an-audio-file) Last updated 1 year ago --- # Settings | WolvenKit For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/wolvenkit/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings.md) . Summary[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#summary) -------------------------------------------------------------------------------- Last documented update: Jun 17 2024 by [mana vortex](mailto:undefined) (Wolvenkit 8.14 Nightly) This page documents Wolvenkit's settings menu, and what the individual entries mean. TL;DR[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#tl-dr) ---------------------------------------------------------------------------- You **must** make sure that your Game Executable Path is set. Wolvenkit will not work otherwise. Setting value Game Executable Path (.exe) Path to the game's executable file on your hard drive, e.g. `C:\Games\Cyberpunk 2077\bin\x64\Cyberpunk2077.exe` Depot Path Defaults to `C:\Users\yourusername\AppData\Roaming\REDModding\WolvenKit\Depot` A folder where Wolvenkit can store all its clutter. **NOT** your game directory. Settings: Overview[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#settings-overview) ----------------------------------------------------------------------------------------------------- For a textual explanation of the seettings, see [the next section](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#settings-explained) ![](https://wiki.redmodding.org/wolvenkit/~gitbook/image?url=https%3A%2F%2F4106170459-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MP_ozZVx2gRZUPXkd4r%252Fuploads%252F1yrZmaZuzSxYLI9nn7YS%252F8.9.1%2520settings%2520generic.png%3Falt%3Dmedia%26token%3Dc75d1f73-9649-4564-9d44-9b8ea6b52108&width=768&dpr=3&quality=100&sign=18dd0fad&sv=2) Example settings window for 8.9.1 Cyberpunk[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#cyberpunk) ------------------------------------------------------------------------------------ ### Game Executable Path[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#game-executable-path) You **must** set this. The path to your `Cyberpunk2077.exe` , inside [The Cyberpunk 2077 Game Directory](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory) under `bin\x64`. If Cyberpunk is installed within Program Files, we recommend running WolvenKit as administrator. ### Launch Command[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#launch-command) Optional The path to your `Cyberpunk2077.exe` , inside [The Cyberpunk 2077 Game Directory](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory) . Will be auto-generated from [Game Executable Path](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#game-executable-path) . You can also put the path to the REDLauncher here, if you want that (but why would you?) ### Launch Options[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#launch-options) Optional Arguments for the executable. You can find a list in [the yellow wiki](https://wiki.redmodding.org/cyberpunk-2077-modding/) on the [Launch parameters](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory/launch-parameters) page. ### Depot Path[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#depot-path) You **should** set this, or Wolvenkit will default to your AppSettings directory. Since this is on the same drive as your Windows install, it can clutter up your harddrive. The **Depot Path** is a WolvenKit system folder for caching game assets. It serves as a cache for mesh exports with materials. WolvenKit builds a repository of visual assets within the Depot for usage with external applications such as MLSetupBuilder or Blender. By default, it is set to `C:\Users\yourusername\AppData\Roaming\REDModding\WolvenKit\Depot`, but you can pick any location. It does not need to be on an SSD, although Wolvenkit might load faster if it is. Learn more about the [**Material exports here**](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/blender-integration) **.** ### Additional Mod Directory[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#additional-mod-directory) Optional A directory for .archive mods outside of your game directory, for example for resources that you want to load for multiple projects. Mods inside this folder will show up in the [Mod Browser](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor/asset-browser#mod-browser) **after** your installed mods. Display[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#display) -------------------------------------------------------------------------------- ### Show CName hashes as hex[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#show-cname-hashes-as-hex) Display hashes for CNames as hexadecimal (rather than decimal) ### Show ResourcePath hashes as hex[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#show-resourcepath-hashes-as-hex) Display hashes for ResourcePaths as hexadecimal (rather than decimal) ### Show NodeRef hashes as hex[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#show-noderef-hashes-as-hex) Display hashes for NodeRefs as hexadecimal (rather than decimal) ### Show TweakDBID hashes as hex[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#show-tweakdbid-hashes-as-hex) Display hashes for TweakDBID entries as hexadecimal (rather than decimal) ### Show reference graph[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#show-reference-graph) ### Game language used for LocKeys[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#game-language-used-for-lockeys) Lets you customize the language for the [LocKey Browser](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor/lockey-browser) . Default: `en_us` ### Show Graph Editor Node Properties[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#show-graph-editor-node-properties) Graph Editor: Detailed display? File Editor[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#file-editor) ---------------------------------------------------------------------------------------- ### Group Large Collections[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#group-large-collections) Toggles limited collections for improved performance within the File Editor when working when navigating large files. ### Group Size[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#group-size) Adjusts the amount of elements of in a limited collection within the File Editor. ### Default to Simple Mode[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#default-to-simple-mode) Starting with 1.14, Wolvenkit offers multiple editor modes. You can find details under [Switching Editor Modes](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor/file-editor#switching-editor-modes) . ### Ignored Extensions[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#ignored-extensions) File extensions that you want to open in an external editor General[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#general) -------------------------------------------------------------------------------- ### **Do not check for updates**[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#do-not-check-for-updates) Will disable Wolvenkit's auto-update ### **Show Guided Tour**[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#show-guided-tour) UNKNOWN FUNCTIONALITY This toggle may not work in the latest WolvenKit build. ### **Update Channel**[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#update-channel) The update channel determines which type WolvenKit updates are received. * **Stable** WolvenKit will only show prompts when new releases are published (recommended) * **Nightly** WolvenKit will show the latest development builds which may be unstable ### Your name[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#your-name) Will be used for automatically generated subfolders / item names. If you configure this, it'll be auto-filled for new projects. ### Your e-Mail[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#your-e-mail) Will be used when creating new projects. ### **Theme Accent**[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#theme-accent) Changes the accent color of UI elements throughout WolvenKit. Interface[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#interface) ------------------------------------------------------------------------------------ Lets you customize Wolvenkit's interface. ### Import/Export: Show advanced options[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#import-export-show-advanced-options) Turn this off unless you know what you're doing ### Update references on rename[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#update-references-on-rename) The default state of this box when you open the rename dialogue (shortcut: `F2`) ![](https://wiki.redmodding.org/wolvenkit/~gitbook/image?url=https%3A%2F%2F4106170459-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MP_ozZVx2gRZUPXkd4r%252Fuploads%252FHk8gKjAHT9yYGaEaIYEL%252Fupdate_in_project_files_references.png%3Falt%3Dmedia%26token%3Dde8532ad-d7d1-4bb1-b231-6505b10dffa2&width=768&dpr=3&quality=100&sign=6e443d5d&sv=2) ### Show REDMod in Ribbon[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#show-redmod-in-ribbon) Adds the REDMod buttons back to the ribbon. (Why do you want this?) ![](https://wiki.redmodding.org/wolvenkit/~gitbook/image?url=https%3A%2F%2F4106170459-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MP_ozZVx2gRZUPXkd4r%252Fuploads%252FfXRv3RRAra9008WSOLqb%252Fshow_redmod_in_ribbon.png%3Falt%3Dmedia%26token%3Dbf23cbb2-6341-46ed-a975-0fa580f6181e&width=768&dpr=3&quality=100&sign=7dd3f36a&sv=2) ### Show File Preview[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#show-file-preview) You can disable this feature to save performance, or simply hide the panel. Enables interactive Quick Previews within the Properties panel when navigating the Asset Browser and Project Explorer. ### Append default launch profiles[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#append-default-launch-profiles) Will append the [Default profiles](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu/launch-profiles#default-profiles) to the list of launch profiles if they are not defined (this will not overwrite your custom profiles) [PreviousFile Validation](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation) [NextUsage](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage) Last updated 9 months ago Was this helpful? * [Summary](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#summary) * [TL;DR](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#tl-dr) * [Settings: Overview](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#settings-overview) * [Cyberpunk](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#cyberpunk) * [Game Executable Path](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#game-executable-path) * [Launch Command](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#launch-command) * [Launch Options](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#launch-options) * [Depot Path](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#depot-path) * [Additional Mod Directory](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#additional-mod-directory) * [Display](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#display) * [Show CName hashes as hex](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#show-cname-hashes-as-hex) * [Show ResourcePath hashes as hex](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#show-resourcepath-hashes-as-hex) * [Show NodeRef hashes as hex](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#show-noderef-hashes-as-hex) * [Show TweakDBID hashes as hex](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#show-tweakdbid-hashes-as-hex) * [Show reference graph](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#show-reference-graph) * [Game language used for LocKeys](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#game-language-used-for-lockeys) * [Show Graph Editor Node Properties](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#show-graph-editor-node-properties) * [File Editor](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#file-editor) * [Group Large Collections](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#group-large-collections) * [Group Size](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#group-size) * [Default to Simple Mode](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#default-to-simple-mode) * [Ignored Extensions](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#ignored-extensions) * [General](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#general) * [Do not check for updates](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#do-not-check-for-updates) * [Show Guided Tour](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#show-guided-tour) * [Update Channel](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#update-channel) * [Your name](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#your-name) * [Your e-Mail](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#your-e-mail) * [Theme Accent](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#theme-accent) * [Interface](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#interface) * [Import/Export: Show advanced options](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#import-export-show-advanced-options) * [Update references on rename](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#update-references-on-rename) * [Show REDMod in Ribbon](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#show-redmod-in-ribbon) * [Show File Preview](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#show-file-preview) * [Append default launch profiles](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#append-default-launch-profiles) Was this helpful? --- # V & NPCs | Cyberpunk 2077 Modding For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyberpunk-2077-modding/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs.md) . This is the landing page for guides on how to change people. Here you can learn how to modify or create custom NPCs. Please check the link tree in the menu on the left for details. If you want to know where to find a specific NPC, check [NPCs and their files](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/people) in the [References, lists and overviews](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews) section. [PreviousFirst Person Perspective Fixes](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment/first-person-perspective-fixes) [NextFor V - Creating Custom Skins - Tattoos - Scars Textures](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/custom-tattoos-and-scars) Last updated 4 months ago --- # File Validation | WolvenKit For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/wolvenkit/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation.md) . Summary[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#summary) --------------------------------------------------------------------------------------- **Last documented update**: March 12 2025 by [mana vortex](mailto:undefined) This page will tell you how to use and configure the File Validation feature (added in 8.9.1) This feature has an **impact on performance** — every time you save, there will be a short lag while the file validation does its thing. You can turn this off (check [The automatic hook](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#the-automatic-hook) ). What is it?[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#what-is-it) ---------------------------------------------------------------------------------------------- This feature will try to validate the internal structure and — based on your settings — dependent files. By default, it will trigger every time you save a file. You can turn this off (check [The automatic hook](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#the-automatic-hook) ) and trigger it by hand (see below). ![](https://wiki.redmodding.org/wolvenkit/~gitbook/image?url=https%3A%2F%2F4106170459-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MP_ozZVx2gRZUPXkd4r%252Fuploads%252F6CpdWwl0RLDsWSdJWW7l%252Ffile_validation_in_mesh.png%3Falt%3Dmedia%26token%3Dbd00c18c-5f43-40f0-8e1a-da472c2fbe7c&width=768&dpr=3&quality=100&sign=2c1bfcfd&sv=2) The log will yell at you if your files have issues now Running File Validation[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#running-file-validation) ----------------------------------------------------------------------------------------------------------------------- ### In the editor[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#in-the-editor) Inside the [editor](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor) , you can run File Validation from the menu bar: ![](https://wiki.redmodding.org/wolvenkit/~gitbook/image?url=https%3A%2F%2F4106170459-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MP_ozZVx2gRZUPXkd4r%252Fuploads%252FVlcH2KC87uo0ybn6WmCc%252Fimage.png%3Falt%3Dmedia%26token%3Dff763ed6-ca7a-475e-9ee1-3627d3fd03d0&width=768&dpr=3&quality=100&sign=710bd350&sv=2) ### On the entire project[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#on-the-entire-project) From the Project Menu in the main bar, you can run File Validation on the entire project. Since this can take a long time, Wolvenkit will show you a warning first. ![](https://wiki.redmodding.org/wolvenkit/~gitbook/image?url=https%3A%2F%2F4106170459-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MP_ozZVx2gRZUPXkd4r%252Fuploads%252FJKYSe9HGCq6Qs7W1K3Yb%252Fimage.png%3Falt%3Dmedia%26token%3De22869b0-80c4-4226-8c0c-da4371c8fb9d&width=768&dpr=3&quality=100&sign=9b58876e&sv=2) The automatic hook[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#the-automatic-hook) ------------------------------------------------------------------------------------------------------------- By default, File Validation will trigger every time you save. Since this can impact performance for larger files, you might want to disable it. ### I don't want it, how do I get rid of it?[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#i-dont-want-it-how-do-i-get-rid-of-it) In the [Script Manager](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/tools/script-manager) , switch to the `Hooks` tab and uncheck the box behind `hook_global`: ![](https://wiki.redmodding.org/wolvenkit/~gitbook/image?url=https%3A%2F%2F4106170459-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MP_ozZVx2gRZUPXkd4r%252Fuploads%252FX8RdqGOVw1bYnkCy6ovJ%252Fdisabling_file_validation.png%3Falt%3Dmedia%26token%3D40043b9c-5aaa-4358-9a85-8063f04b8e10&width=768&dpr=3&quality=100&sign=55d515dd&sv=2) For details, see [Configuring File Validation](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#configuring-file-validation) below. There was an error[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#there-was-an-error) ------------------------------------------------------------------------------------------------------------- If you're here because of a link in the Wolvenkit console, there's nothing to worry about, your file saved fine! However, you've managed to run into something that the program isn't equipped to handle yet. If you would like to help us fix it, you can open a ticket on [github](https://github.com/WolvenKit/Wolvenkit/issues) or create a forum post on our [Discord server](https://discord.gg/redmodding) in #wkit-bugs-and-requests. Please attach a minimal version of your project's source folder (we only need `archive`, but all involved files have to be present, or we won't be able to reproduce your exact error). Configuring File Validation[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#configuring-file-validation) ------------------------------------------------------------------------------------------------------------------------------- There is no fancy UI for the configuration right now (sorry for that), but you can fine-tune file validation via [Script Manager](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/tools/script-manager) . You need to change the settings in`hook_settings.wscript`. This is how you open it: ![](https://wiki.redmodding.org/wolvenkit/~gitbook/image?url=https%3A%2F%2F4106170459-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MP_ozZVx2gRZUPXkd4r%252Fuploads%252FyWBv7p2fIw7w0KIVL3AA%252Ffile_validation_open_settings.png%3Falt%3Dmedia%26token%3D14d00b67-2104-40eb-be6b-5c65b4808f37&width=768&dpr=3&quality=100&sign=580e1191&sv=2) That will open the script editor panel, which looks like this: ![](https://wiki.redmodding.org/wolvenkit/~gitbook/image?url=https%3A%2F%2F4106170459-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MP_ozZVx2gRZUPXkd4r%252Fuploads%252FBdBoe4g6J8r5CfPzfZXJ%252Ffile_validation_hook_settings.png%3Falt%3Dmedia%26token%3D7ff97f18-535d-48d6-bc8b-eea7d0f575fd&width=768&dpr=3&quality=100&sign=a665cc0e&sv=2) You can toggle features on and off by switching values between `true` and `false`. Be careful that you don't delete any commas! In an ideal world, this wiki is always up-to-date with the existing source code. However, that doesn't happen automatically (and can't easily be made that way), and the Wolvenkit team focuses on fixing bugs and developing new features. The most up-to-date documentation will always be **in the source code**. Read the comment blocks (green in the screenshot above) for a description of what a flag does. Here, you will see a list of settings, which are documented in the next section. ### Global and shared settings[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#global-and-shared-settings) #### Depot paths[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#depot-paths) File Validation will check if any given depot path exists, and warn you if the file could not be found. This **will** give false positives if you're on the mod browser! #### Enabled[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#enabled) The flag `Enabled` in line 4 will enable/disable file validation globally. Each entry in the list has an individual `Enabled` flag that lets you turn off validation for this particular type of file. #### DisableAutofix[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#disableautofix) File validation can automatically correct certain errors for you. There are certain advanced use cases where you'd want to turn this off — if you don't know about them, then you'll probably want this. Right now, this is set to `false` by default and affects the following toggles: * [Workspot.fixIndexOrder](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#fixindexorder) * [Workspot.autoReopenFile](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#autoreopenfile) #### validateRecursively[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#validaterecursively) This is the reason behind the micro freeze each time you save a file. If it is enabled, then Wolvenkit will also look at included files — for example, if you save an .app file, it will collect all included meshes (via components or via root entity) and warn you about missing appearances. You can disable this to save performance, but that will reduce file validation to a glorified typo checker for your file paths. Its developer strongly advises against it, as the feature has saved her **hours** of frustration already, and at the point of writing it hasn't even been released. ### Anims: animation files (.anim)[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#anims-animation-files-.anim) Checks if all animation names are unique. Since animations are targeted by name, this is the #1 reason why your mod will show the wrong animation. #### **checkForDuplicates**[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#checkforduplicates) Will warn you about duplicate animation names (e.g. animations 2 and 31 are both named "facepalm") ### App: app files (.app)[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#app-app-files-.app) Checks all appearances and their associated `partsOverrides` and `partsValues`. #### **checkComponentNameDuplication**[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#checkcomponentnameduplication) Will warn you about duplicate component names. Components are targeted by name, so they should be unique for each appearance or mesh entity. #### checkForCrashyDependencies[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#checkforcrashydependencies) inplaceResources can crash your game (it's complicated and has something to do with timing and async loading). This flag will toggle the check. #### checkPotentialOverrideCollisions[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#checkpotentialoverridecollisions) Will warn you if components with the same name are pointing to different meshes. #### checkCookPaths[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#checkcookpaths) Will print a warning if you have cookedOverrides set in the root or in individual appearances. These things are the reason why mods such as cookedAppsNulled exist. ### csv (ArchiveXL factory files)[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#csv-archivexl-factory-files) File validation assumes that this is a **factory** for ArchiveXL or similar. If it isn't, you can ignore any warnings, or [create an issue](https://github.com/WolvenKit/WolvenKit/issues) so that we can add your use case. #### checkProjectResourcePaths[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#checkprojectresourcepaths) Assumes that entries are file paths. Will print a warning if the files can't be found. #### warnAboutInvalidDepotPaths[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#warnaboutinvaliddepotpaths) Prints warnings for everything that doesn't look like it's a file path (by regular expression checking, there should be at least one slash) ### ent: Root or mesh entity[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#ent-root-or-mesh-entity) Similar to the .app file, this will validate nested files, basically checking the entire ArchiveXL chain of dependencies. #### validateRecursively[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#validaterecursively-1) This is really performant and will only look into each file once. That being said, the more files you pull in, the longer it takes, and you might want to disable this feature. On the other hand, saving the root entity is a great way to find out what exactly is broken about your ArchiveXL project. #### checkComponentNameDuplication[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#checkcomponentnameduplication-1) Same as in the app file: will warn you about duplicate component names. Components are targeted by name, so they should be unique for each appearance or mesh entity. #### checkDynamicAppearanceTag[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#checkdynamicappearancetag) Will print a warning that you might have forgotten to add a DynamicAppearances tag to your root entity if either of the following conditions is true: * There are empty appearance names in your root entity * Your .app partsOverrides appearance names or your mesh entity use dynamic string substitution … since ArchiveXL won't work its magic if you haven't set the tag. ### Json: Localization files[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#json-localization-files) Will try to warn you about issues that will cause empty or incorrect strings to be displayed #### checkDuplicateKeys[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#checkduplicatekeys) This will warn you if any entries will overwrite each other due to shared key data. #### checkEmptyFemaleVariant[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#checkemptyfemalevariant) By default, the game uses `femaleVariant` - `maleVariant` will only be considered if you use either the [gender suffix](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/file-formats/entity-.ent-files#what-are-suffixes) or [dynamic ArchiveXL appearances](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained/archivexl#dynamic-variants) . ### Mesh: 3d object[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#mesh-3d-object) Will check your mesh's internal material assignment. Will warn you about missing files, unresolved dependencies or errors with definitions and file types (some of which might potentially crash your game). #### validateMaterialsRecursively[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#validatematerialsrecursively) Will also check .mi files and their material setup. As the .mi chains can be quite long, this can cause performance issues. #### checkDuplicateMaterialDefinitions[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#checkduplicatematerialdefinitions) Will warn you if two of your materials appear to be identical ### Mi: Material Template[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#mi-material-template) Will check the material setup. #### validateMaterialsRecursively[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#validatematerialsrecursively-1) Will check nested .mi files and their material setup, if you are using any. ### Workspot: loading .anim files[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#workspot-loading-.anim-files) Mostly for use with [this tutorial](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/animations/animations/amm-collab-anims-poses) . Will check if the workspot pulls in existing .anim files, warning you about duplicate definitions. #### fixIndexOrder[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#fixindexorder) Convenience: Will automatically set indices of defined animations for you. There are advanced use cases where you might not want this. If you don't know what they are, you might want to turn on [autoReopenFile](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#autoreopenfile) in addition to this. #### autoReopenFile[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#autoreopenfile) More convenience: Automatically close and re-open the file after using `fixIndexOrder` (instead of bothering you about it). Default is `false`. #### showUnusedAnimsInFiles[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#showunusedanimsinfiles) Will warn you about animations in the included .anim files that aren't used by the workspot, in case you want to delete them. #### showUndefinedWorkspotAnims[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#showundefinedworkspotanims) Shows animations that you include in your workspot, but which aren't defined in any of the included .anims files. #### checkIdleAnimNames[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#checkidleanimnames) Will warn you if the idle anim name deviates from the appearance anim name. This isn't strictly necessary, but since the idle anim name is displayed in the list, you will never find the right appearance otherwise. #### checkIdDuplication[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#checkidduplication) Only triggers if you aren't using `fixIndexOrder`: this will warn you about duplicate numeric ID assignments. These will cause the game to mix up your animations. #### checkFilepaths[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#checkfilepaths) Checks the files included via `finalAnimSets`, warning you about any loading errors (invalid file paths, invalid extensions, you forgot to add the entry to loadingHandles) [PreviousTools: Import/Export UI](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/tools/tools-import-export) [NextSettings](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings) Last updated 1 year ago Was this helpful? * [Summary](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#summary) * [What is it?](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#what-is-it) * [Running File Validation](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#running-file-validation) * [In the editor](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#in-the-editor) * [On the entire project](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#on-the-entire-project) * [The automatic hook](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#the-automatic-hook) * [I don't want it, how do I get rid of it?](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#i-dont-want-it-how-do-i-get-rid-of-it) * [There was an error](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#there-was-an-error) * [Configuring File Validation](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#configuring-file-validation) * [Global and shared settings](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#global-and-shared-settings) * [Anims: animation files (.anim)](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#anims-animation-files-.anim) * [App: app files (.app)](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#app-app-files-.app) * [csv (ArchiveXL factory files)](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#csv-archivexl-factory-files) * [ent: Root or mesh entity](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#ent-root-or-mesh-entity) * [Json: Localization files](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#json-localization-files) * [Mesh: 3d object](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#mesh-3d-object) * [Mi: Material Template](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#mi-material-template) * [Workspot: loading .anim files](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#workspot-loading-.anim-files) Was this helpful? --- # Data Types | Redscript For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/redscript/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/redscript/language/native-types.md) . Logical Types[](https://wiki.redmodding.org/redscript/language/native-types#logical-types) ------------------------------------------------------------------------------------------- Keyword Type Values `Bool` Boolean logic type `true` `false` Integer Types[](https://wiki.redmodding.org/redscript/language/native-types#integer-types) ------------------------------------------------------------------------------------------- Keyword Type Range Example `Int8` 8-bit Signed Integer `-128` to `127` `let a: Int8 = 161;` `Uint8` 8-bit Unsigned Integer `0` to `255` `let a: Uint8 = 161u;` `Int16` 16-bit Signed Integer `-32,768` to `32,767` `let a: Int16 = 161;` `Uint16` 16-bit Unsigned Integer `0` to `65,535` `let a: Uint16 = 161u;` `Int32` 32-bit Signed Integer `−2,147,483,648` to `2,147,483,647` `let a: Int32 = 161;` `Uint32` 32-bit Unsigned Integer `0` to `4,294,967,295` `let a: Uint32 = 161u;` `Int64` 64-bit Signed Integer `−9,223,372,036,854,775,808` to `9,223,372,036,854,775,807` `let a: Int64 = 161l;` `Uint64` 64-bit Unsigned Integer `0` to `18,446,744,073,709,551,615` `let a: Uint64 = 161ul;` You can declare inline numbers using `Cast(value)`. It is useful for `Int8`/`Uint8` and `Int16`/`Uint16` for example: Copy // Fake function to use: public static func UseNumber(a: Int8, ua: Uint8, b: Int16, ub: Uint16) -> Void; // Use explicit cast UseNumber(Cast(127), Cast(255u), Cast(32767), Cast(65535u)); Floating-Point Types[](https://wiki.redmodding.org/redscript/language/native-types#floating-point-types) --------------------------------------------------------------------------------------------------------- Keyword Type Range Example `Float` 32-bit Single-Precision 6-9 significant decimal digits ([more info](https://en.wikipedia.org/wiki/Single-precision_floating-point_format) ) `let a: Float = 3.141592;` `Double` 64-bit Double-Precision 15-17 significant decimal digits ([more info](https://en.wikipedia.org/wiki/Double-precision_floating-point_format) ) `let a: Double = 3.141592653589793d;` Literal Types[](https://wiki.redmodding.org/redscript/language/native-types#literal-types) ------------------------------------------------------------------------------------------- Keyword Type Prefix Example `String` Mutable character string `"Hello world"` `CName` Non-mutable string constant `n` `n"VehicleComponent"` `ResRef` Resource reference path `r` `r"base\\anim_cooked.cookedanims"` `TweakDBID` TweakDB Record ID `t` `t"Items.RequiredItemStats"` `String` values are stored internally as a null-terminated character array, unfortunately the bytecode doesn't support accessing the individual characters as an array. `CName` values are stored in-engine as a [64-bit hash key](https://en.wikipedia.org/wiki/Fowler%E2%80%93Noll%E2%80%93Vo_hash_function#FNV-1a_hash) to a interned string pool. Class, function and field names are stored in the CName pool, so any methods that need a dynamic reference a scripted component will use a `CName` value. `ResRef` values are similar to `CName` values, except they specifically refer to archive resource files and presumably use a separate optimized string pool. Unlike `CName`, `ResRef` doesn't have any defined operators. `TweakDBID` is used as the primary key for all `*_Record` types stored in TweakDB, the engine's internal database. Other Types[](https://wiki.redmodding.org/redscript/language/native-types#other-types) --------------------------------------------------------------------------------------- Keyword Type `Variant` A dynamic type that can store any other type `array<>` A dynamic list of types with given type, e.g. `array` Operators[](https://wiki.redmodding.org/redscript/language/native-types#operators) ----------------------------------------------------------------------------------- The RED4 scripting runtime implements most operators as native functions. Only the equals `==` and not equals `!=` operators are implemented in bytecode. The **redscript** compiler provides a number of operator symbols as shorthand. This table lists the available operators (in precedence block order) and what types support them. Type Symbol Logical Integer Float String CName TweakDBID Negate `-` \- ✓ ✓ \- \- \- Logical Not `!` ✓ \- \- \- \- ✓¹ Bitwise Not `~` \- ✓ \- \- \- \- Multiplication `*` \- ✓ ✓ ✓² \- \- Division `/` \- ✓ ✓ \- \- \- Modulo `%` \- ✓ ✓ \- \- \- Addition `+` \- ✓ ✓ ✓³ ✓⁴ ✓⁴ Subtraction `-` \- ✓ ✓ \- \- \- Less Than `<` \- ✓ ✓ \- \- \- Less Than or Equal `<=` \- ✓ ✓ \- \- \- Greater Than `>` \- ✓ ✓ \- \- \- Greater Than or Equal `>=` \- ✓ ✓ \- \- \- Equals `==` ✓ ✓ ✓ ✓ ✓⁵ ✓ Not Equals `!=` ✓ ✓ ✓ ✓ ✓⁵ ✓ Logical And `&&` ✓ \- \- \- \- \- Logical Or `||` ✓ \- \- \- \- \- Bitwise And `&` \- ✓ \- \- \- \- Bitwise Or `|` \- ✓ \- \- \- \- Bitwise Xor `^` \- ✓ \- \- \- \- Assign `=` ✓ ✓ ✓ ✓ ✓ ✓ Assign Add `+=` \- ✓ ✓ ✓ \- ✓ Assign Subtract `-=` \- ✓ ✓ \- \- \- Assign Multiply `*=` \- ✓ ✓ \- \- \- Assign Divide `/=` \- ✓ ✓ \- \- \- Assign Bitwise And `&=` \- ✓ \- \- \- \- Assign Bitwise Or `|=` \- ✓ \- \- \- \- ### Notes[](https://wiki.redmodding.org/redscript/language/native-types#notes) 1. The Logical Not `!` operator for `TweakDBID` is overridden to return `!TDBID.IsValid(a)` 2. Strings can be multiplied by an `Int32` to repeat the string: 3. `String` addition is [concatenation](https://en.wikipedia.org/wiki/Concatenation) . There are native functions to allow most types can be concatenated with `String` 4. `CName` and `TweakDBID` addition is [concatenation](https://en.wikipedia.org/wiki/Concatenation) (and presumably involves some kind of internal lookup to a known value) 5. The **redscript** compiler doesn't currently support the `==` and `!=` symbols for the `CName` type, use the `Equals(a,b)` and `NotEquals(a,b)` intrinsic functions for now. [PreviousThings to hook](https://wiki.redmodding.org/redscript/getting-started/how-to-create-a-hook/things-to-hook) [NextStrings](https://wiki.redmodding.org/redscript/language/strings) Last updated 1 year ago Was this helpful? * [Logical Types](https://wiki.redmodding.org/redscript/language/native-types#logical-types) * [Integer Types](https://wiki.redmodding.org/redscript/language/native-types#integer-types) * [Floating-Point Types](https://wiki.redmodding.org/redscript/language/native-types#floating-point-types) * [Literal Types](https://wiki.redmodding.org/redscript/language/native-types#literal-types) * [Other Types](https://wiki.redmodding.org/redscript/language/native-types#other-types) * [Operators](https://wiki.redmodding.org/redscript/language/native-types#operators) * [Notes](https://wiki.redmodding.org/redscript/language/native-types#notes) Was this helpful? Copy public static func OperatorMultiply(a: String, count: Int32) -> String --- # Everything else | Cyberpunk 2077 Modding For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyberpunk-2077-modding/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/everything-else.md) . This collects all guides that didn't fit any of the other categories. Check the navigation tree on the left / in your phone's menu. For a guide on [Archived: Merging World Additions via ArchiveXL](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/archived-guides/adding-locations-and-structures-with-archivexl) , check the world editing section! If you want to make custom translations, you can check [How does the game assign display names?](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment/adding-new-items/weapons/new-iconic-weapon-step-by-step#how-does-the-game-assign-display-names) for a guide. [PreviousHUD Painter Resource](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/hud-painter-resource) [NextHow to Translate a Mod](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/everything-else/how-to-translate-a-mod) Last updated 2 months ago --- # Commands | Cyberpunk 2077 Modding For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyberpunk-2077-modding/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/commands.md) . [Deploy](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/commands/deploy) [Importing Animations](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/redmod/importing-raw-files-to-redengine/import) [PreviousREDMod: Usage](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/usage) [NextDeploy](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/commands/deploy) Last updated 2 years ago --- # Items: Equipment | Cyberpunk 2077 Modding For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyberpunk-2077-modding/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment.md) . Welcome to the **equipment** section. Here, you can find guides on how to edit equipment and weapons in Cyberpunk. The section is split into the following subsections: [Adding new items](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment/adding-new-items) [Editing existing items](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment/editing-existing-items) [Recolours and Refits](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment/recolours-and-refits) [Influencing other items](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment/influencing-other-items) Wait, that's not what I want![](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment#wait-thats-not-what-i-want) ---------------------------------------------------------------------------------------------------------------------------------------------- This section contains hands-on guide for **editing equipment**. If you want specific information (where is...), check here: [References, lists and overviews](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews) contains overviews, such as * [Spawn Codes (BaseIDs/Hashes)](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/equipment/spawn-codes-baseids-hashes) * [Variants and appearances](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/equipment/variants-and-appearances) We also have a section on [3d Modelling](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling) , where you can find specific knowledge on how to edit objects. For a detailed step-by-step guide, see [R&R: Refitting (step by step)](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment/recolours-and-refits/r-and-r-refitting-step-by-step) . For help about editing textures, see the [Textures, LUTs and Materials](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/textures-and-luts) section. For general troubleshooting and help with Wolvenkit's interface, see [Textures: Importing, editing, exporting](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/textures-and-luts/images-importing-editing-exporting) [Archived: Exporting and importing meshes](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling/exporting-and-importing-meshes) [PreviousExternal Community Guides: NPVs (V as NPC) - Custom NPCs](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/community-guides/external-npvs-v-as-npc-custom-npcs) [NextMoving and renaming in existing projects](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment/moving-and-renaming-in-existing-projects) Last updated 1 year ago --- # Creating a Mod | WolvenKit For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/wolvenkit/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/wolvenkit/getting-started/creating-a-mod.md) . ![](https://wiki.redmodding.org/wolvenkit/~gitbook/image?url=https%3A%2F%2F4106170459-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MP_ozZVx2gRZUPXkd4r%252Fuploads%252FgvmM6BZj2u5CISeRM95x%252FExample%2520Mod%2520Sammy%2520Jacket.png%3Falt%3Dmedia%26token%3D435a2c42-61b9-4324-aecd-c351a0a5e964&width=768&dpr=3&quality=100&sign=cf6ffc63&sv=2) Purpose of the guide[](https://wiki.redmodding.org/wolvenkit/getting-started/creating-a-mod#purpose-of-the-guide) ------------------------------------------------------------------------------------------------------------------ **Congratulations on installing WolvenKit!** It's time to get your hands dirty… We're going to create an example project to help get you up to speed with WolvenKit's features and workflows. We'll walk through creating a basic mod step-by-step, while explaining how to get the best out of WolvenKit. Before we get started[](https://wiki.redmodding.org/wolvenkit/getting-started/creating-a-mod#before-we-get-started) -------------------------------------------------------------------------------------------------------------------- Keep in mind that understanding and modding Cyberpunk 2077 can be _very challenging_. If you're feeling stuck, please consider reaching out to fellow modders and the development team on our [**Discord server.**](https://wiki.redmodding.org/wolvenkit/help/community) Now without further ado... For a more detailed guide, check [ELI5: Validate Functionality](https://wiki.redmodding.org/wolvenkit/getting-started/eli5-getting-started/validate-functionality) . **Did you know?** Modding guides and know-how are collected in the dedicated [**Cyberpunk 2077 Modding Wiki**](https://wiki.redmodding.org/cyberpunk-2077-modding/) **.** Prefer visual guides? Check out the video demonstration of this guide below ↓ Creating a texture replacement mod[](https://wiki.redmodding.org/wolvenkit/getting-started/creating-a-mod#creating-a-texture-replacement-mod) ---------------------------------------------------------------------------------------------------------------------------------------------- ### Summary[](https://wiki.redmodding.org/wolvenkit/getting-started/creating-a-mod#summary) WolvenKit is a tool for mod developers to interact with REDengine file formats. Generally speaking, most mods created with WolvenKit share a similar workflow: 1. Browse and extract game files 2. Convert game files to common formats that can be modified 3. Modify the file, often with an external application 4. Convert the common format file back to game format 5. Build a mod package including the newly modified files In the guide below we'll cover these steps in detail to replace an image in Cyberpunk. What can WolvenKit do? Check out the [**Overview**](https://wiki.redmodding.org/wolvenkit/features/overview) page to learn more about WolvenKit's features. Have some more questions before getting started? Try the [**FAQ!**](https://wiki.redmodding.org/wolvenkit/help/faq) Getting Started with WolvenKit[](https://wiki.redmodding.org/wolvenkit/getting-started/creating-a-mod#getting-started-with-wolvenkit) -------------------------------------------------------------------------------------------------------------------------------------- ### Starting a project[](https://wiki.redmodding.org/wolvenkit/getting-started/creating-a-mod#starting-a-project) 1. Ensure WolvenKit is properly configured by following the **Setup** procedure 2. Create a new WolvenKit mod project 3. Configure the Editor using [**docking**](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor#docking) . Use the [**View**](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#view) menu to ensure that the Asset Browser, Project Explorer, Import/Export, Properties, and Log windows are visible. 4. Navigate to the Asset Browser window ### Asset Browser[](https://wiki.redmodding.org/wolvenkit/getting-started/creating-a-mod#asset-browser) The Asset Browser is the most fundamental WolvenKit tool. It allows us to browse any archive and add individual files to a local mod project. Any files added from the Asset Browser will be added to the **archive directory** with their folder structure intact. Files added with the Asset Browser can be viewed, studied, modified, and packed as a modded archive. 1. Use the "breadcrumb" style navigator in the left-hand side of the Asset Browser to quickly navigate folders 2. Navigate to the following path: `base\characters\garment\player_equipment\torso\t2_084_jacket__short_sleeves\textures\` 3. Use the main file list panel inside the Asset Browser to preview individual files. The XBM file extension always represents a texture file within REDengine. WolvenKit is capable of instantly previewing textures and models. The [**Properties**](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor/properties) window responds automatically to selections within the Asset Browser. Feel free to experiment by selecting a few textures. 4. Select `t2_084_pma_jacket__short_sleeves_decal_d01.xbm`by left-clicking the file within the Asset Browser list. Feel free to choose another if you're feeling adventurous. Beware depending on the texture you choose, you may experience some difficulty when it comes time to verify that the final modded archive works successfully. 5. Add the texture to your project by double-clicking directly on the file ### Projects[](https://wiki.redmodding.org/wolvenkit/getting-started/creating-a-mod#projects) [WolvenKit Projects](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/wolvenkit-projects) are the core of WolvenKit functionality. Projects are primarily used to separate and organize source and game files into distinct self-contained mods. Each project can be thought of as the source code for any given mod. The [**Project Explorer**](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor/project-explorer) is the central component for each mod project. Project files are separated into two main system directories: The **archive** directory is for REDengine/Cyberpunk format files. The **raw** directory is for non-REDengine/generic format source files. These are core directories for WolvenKit's file operations. These folders are never exposed to the game inside the [**packed mod**](https://wiki.redmodding.org/wolvenkit/help/glossary#packed) . 1. (Optional) Navigate to the [**Project Explorer**](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor/project-explorer) window to examine the new file added to the archive directory. The preview functionality of the Properties window also works for local project files. Many REDengine assets and common image files (png, tga, etc.) can be automatically previewed by selecting them within the Project Explorer. 2. (Optional) Files within the Project Explorer have additional options when right-clicked. Directly right-click any file to open the [**Context Menu**](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor/project-explorer#context-menu) . ### Exporting REDengine Files[](https://wiki.redmodding.org/wolvenkit/getting-started/creating-a-mod#exporting-redengine-files) WolvenKit features a bespoke tool for conversions between REDengine and non-REDengine formats. The (_creatively_ named) [Import/Export tools](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/tools/tools-import-export) are extremely robust, featuring advanced options and batch functionality. The **archive** and **raw** directories within the **Project Explorer** behave as a mirror to one another; REDengine files are always stored in the _archive directory_, and the analogous "generic" format file will be stored in the _raw directory_ with the same folder structure. Import and export destinations _never_ need to be specified enabling ultra-fast file I/O, with the added benefit of automatically-organized Raw files. 1. Open the [Export Tool](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/tools/tools-import-export#export-tool) 2. Double-click the `t2_084_pma_jacket__short_sleeves_decal_d01.xbm` file within the Export grid to view advanced options. Any asset within the Import/Export grid can be doubled clicked to adjust advanced I/O options for each file format. 3. Inspect the **XBM Export Type** drop down menu, in this case we want to export the texture as a **PNG** 4. Press the **Confirm** button to proceed. For batch exports, using the checkbox for **Apply to all files of the same extension** will ensure that any XBM _currently_ within the Import/Export grid will inherit the same advanced options. 5. Press **Process Selected** to complete the export operation. A new PNG image will now be available within the **Project Explorer Raw directory**. ### Editing Textures[](https://wiki.redmodding.org/wolvenkit/getting-started/creating-a-mod#editing-textures) While this guide is step-by-step, it's counter-productive for the WolvenKit team to guide users on using other software. For that reason, you can find more information on editing texture files on [Cyberpunk 2077 Modding](https://wiki.redmodding.org/cyberpunk-2077-modding/) \-> [Importing and exporting textures](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/textures-and-luts/images-importing-editing-exporting) . We recommend free tools such as [Krita](https://krita.org/) , [Paint.net](https://getpaint.net/) , or [Gimp](https://gimp.org/) for editing PNG format textures. If you don't know how to use that, hit up Google or check Youtube, as it would completely blow up this guide! 1. Import the `t2_084_pma_jacket__short_sleeves_decal_d01.png` texture file to an image editing software of your choice 2. Make a _distinct and recognizable_ change to the image 3. Export the `t2_084_pma_jacket__short_sleeves_decal_d01.png` texture file as a **PNG**, overwriting the original PNG file Not feeling creative? Feel free to use the the WolvenKit icon replacer below. 88KB [t2\_084\_pma\_jacket\_\_short\_sleeves\_decal\_d01.png](https://4106170459-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-MP_ozZVx2gRZUPXkd4r%2Fuploads%2Frd6MdUChy3DvScOzX0Fl%2Ft2_084_pma_jacket__short_sleeves_decal_d01.png?alt=media&token=7a72f66b-ea20-4160-a486-9832a63299e3) image Download[Open](https://4106170459-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-MP_ozZVx2gRZUPXkd4r%2Fuploads%2Frd6MdUChy3DvScOzX0Fl%2Ft2_084_pma_jacket__short_sleeves_decal_d01.png?alt=media&token=7a72f66b-ea20-4160-a486-9832a63299e3) ### Importing REDengine Files[](https://wiki.redmodding.org/wolvenkit/getting-started/creating-a-mod#importing-redengine-files) 1. Return to the WolvenKit Editor 2. Open the [Import Tool](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/tools/tools-import-export#import-tool) 3. Select the `t2_084_pma_jacket__short_sleeves_decal_d01.png` file within the Import grid. Click the `Load Settings` button towards the top of the Import/Export tool. This sets the compression type and other various options to match the original XBM. 4. Press **Process Selected** to complete the Import operation 5. Verify the updated texture by selecting the XBM within the Project Explorer. The new texture should be viewable with the Properties window. ### Building[](https://wiki.redmodding.org/wolvenkit/getting-started/creating-a-mod#building) WolvenKit features a one-click mod building solution. The build process packs any **archive directory** files into archive format and installs to the game automatically. After you have pressed **instal**l, the archive file goes to the (Steam\\steamapps\\common\\Cyberpunk 2077\\archive\\pc\\mod) folder. WolvenKit only supports **unbundled** files. Files that have been decompressed using WolvenKit CLI _will not_ be packed correctly. Buffers must be compressed within the main REDengine file. Files added with the built-in Asset Browser will **always** be the correct format. 1. From within the **Menu**, select the [Install](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu/toolbar#install) button 2. Verify the mod project has been packed and installed by viewing the [**Log**](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor/log) window 3. Congratulations! Launch Cyberpunk and check out your first mod with WolvenKit! ### Testing In Game[](https://wiki.redmodding.org/wolvenkit/getting-started/creating-a-mod#testing-in-game) To verify this texture mod in game, equip the outer torso item `Replica of Johnny's Samurai jacket`. Spawn code for Johnny's jacket[](https://wiki.redmodding.org/wolvenkit/getting-started/creating-a-mod#spawn-code-for-johnnys-jacket) The following command will give you Johnny's Jacket: `Game.AddToInventory("Items.SQ031_Samurai_Jacket",1)` Copy and paste the command into the [**Cyber Engine Tweaks**](https://wiki.redmodding.org/cyber-engine-tweaks/console/how-do-i#give-myself-money-or-items) console (`CTRL+C` to copy, then `CTRL+V` to paste). ![](https://wiki.redmodding.org/wolvenkit/~gitbook/image?url=https%3A%2F%2F4106170459-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MP_ozZVx2gRZUPXkd4r%252Fuploads%252FJEOvpyfmhW0SWdi9R6aI%252FExample%2520Mod%2520Sammy%2520Jacket%2520Inventory.png%3Falt%3Dmedia%26token%3D62777da1-f4f7-43a7-9d26-075a1225d2b7&width=768&dpr=3&quality=100&sign=de4e7dec&sv=2) Final Thoughts[](https://wiki.redmodding.org/wolvenkit/getting-started/creating-a-mod#final-thoughts) ------------------------------------------------------------------------------------------------------ While not all-encompassing, this guide teaches the core philosophy behind our modding pipeline. If you've followed along so far, you're ready to start getting the most out of WolvenKit. We recommend familiarizing yourself with the Wiki to understand how our Editors work. Please keep in mind that everything in our community from software such as WolvenKit or this Wiki is developed, written, and created by passionate volunteers. If you encounter issues with software or documentation, consider getting involved with us on the [Discord server!](https://discord.com/invite/Epkq79kd96) Enjoy your RED Modding journey! [PreviousELI5: Validate Functionality](https://wiki.redmodding.org/wolvenkit/getting-started/eli5-getting-started/validate-functionality) [NextTroubleshooting](https://wiki.redmodding.org/wolvenkit/getting-started/troubleshooting) Last updated 10 months ago Was this helpful? * [Purpose of the guide](https://wiki.redmodding.org/wolvenkit/getting-started/creating-a-mod#purpose-of-the-guide) * [Before we get started](https://wiki.redmodding.org/wolvenkit/getting-started/creating-a-mod#before-we-get-started) * [Creating a texture replacement mod](https://wiki.redmodding.org/wolvenkit/getting-started/creating-a-mod#creating-a-texture-replacement-mod) * [Summary](https://wiki.redmodding.org/wolvenkit/getting-started/creating-a-mod#summary) * [Getting Started with WolvenKit](https://wiki.redmodding.org/wolvenkit/getting-started/creating-a-mod#getting-started-with-wolvenkit) * [Starting a project](https://wiki.redmodding.org/wolvenkit/getting-started/creating-a-mod#starting-a-project) * [Asset Browser](https://wiki.redmodding.org/wolvenkit/getting-started/creating-a-mod#asset-browser) * [Projects](https://wiki.redmodding.org/wolvenkit/getting-started/creating-a-mod#projects) * [Exporting REDengine Files](https://wiki.redmodding.org/wolvenkit/getting-started/creating-a-mod#exporting-redengine-files) * [Editing Textures](https://wiki.redmodding.org/wolvenkit/getting-started/creating-a-mod#editing-textures) * [Importing REDengine Files](https://wiki.redmodding.org/wolvenkit/getting-started/creating-a-mod#importing-redengine-files) * [Building](https://wiki.redmodding.org/wolvenkit/getting-started/creating-a-mod#building) * [Testing In Game](https://wiki.redmodding.org/wolvenkit/getting-started/creating-a-mod#testing-in-game) * [Final Thoughts](https://wiki.redmodding.org/wolvenkit/getting-started/creating-a-mod#final-thoughts) Was this helpful? --- # Change logs | Cyberpunk 2077 Modding For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyberpunk-2077-modding/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/change-logs.md) . ![Game version 1.63](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-00421e09a3cb916efb4eab54e41274024c56522b%252FWeb.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=da429fb9&sv=2) ### **Added**:[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/change-logs#added) 1. 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. 2. 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` [PreviousDeploy](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/commands/deploy) [NextDowngrading / Preventing Auto-Updates](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/users-downgrading-preventing-auto-updates) Last updated 6 months ago --- # Usage | WolvenKit For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/wolvenkit/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage.md) . [Blender Integration](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/blender-integration) [WolvenKit Projects](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/wolvenkit-projects) [PreviousSettings](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings) [NextWolvenKit Projects](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/wolvenkit-projects) Last updated 2 years ago Was this helpful? Was this helpful? --- # Full install walkthrough (ELI5) | WolvenKit For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/wolvenkit/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/wolvenkit/getting-started/eli5-getting-started.md) . Summary[](https://wiki.redmodding.org/wolvenkit/getting-started/eli5-getting-started#summary) ---------------------------------------------------------------------------------------------- **Created by @JJTurtle Published October 22 2022** **Updated Jul 30 2023 by** [mana vortex](mailto:undefined) This guide is intended for the beginning modder, who is still learning, and wants step-by-step instructions on how to fully install and configure their modding tools and asset depot. To keep things simple, the recommendations in this guide will centralize many of the modding applications, assets, and related resources. ### Requirements[](https://wiki.redmodding.org/wolvenkit/getting-started/eli5-getting-started#requirements) * [Download Wolvenkit](https://wiki.redmodding.org/wolvenkit/getting-started/download) If any of the steps in this guide fail, then STOP immediately and either fix them or ask for help on [Discord](https://app.gitbook.com/o/-MP5ijqI11FeeX7c8-N8/s/-MP_ozZVx2gRZUPXkd4r/~/changes/319/wolvenkit-app/eli5-getting-started) . Some of the recommendations in this guide may be outdated or obsolete by the time you read it. In that case, use your best judgement and play around! ### Prerequisites[](https://wiki.redmodding.org/wolvenkit/getting-started/eli5-getting-started#toc116953931) 1. Hard disk space for the Depot: * For **regular operations**, <5GB storage will be enough * If you want to **extract materials and meshes**, you should have at least 15GB storage * Optional: If you want to **create a full asset depot**, then you want at least 75GB storage. If you are reading this guide, then you won't need that. 2. **Optional, but recommended**: a basic level of computer knowledge. The guide contains detailed instructions, but you'll have an easier time if you already know things like like: * Open a command prompt and run a command, * Locate your download folder and extract a zipped file, * Install an application, * Find and move files Remember, if you don't know how to do something, you can always throw the question into Google or ask ChatGPT or the Bing assistant! We goin' in?[](https://wiki.redmodding.org/wolvenkit/getting-started/eli5-getting-started#we-goin-in) ------------------------------------------------------------------------------------------------------ First, install Wolvenkit: [Download, Install and Setup](https://wiki.redmodding.org/wolvenkit/getting-started/download) Then, we'll start with [general prep work](https://wiki.redmodding.org/wolvenkit/getting-started/eli5-getting-started/prep-your-computer) : [ELI5: Full Prep for Mod Development](https://wiki.redmodding.org/wolvenkit/getting-started/eli5-getting-started/prep-your-computer) Let's configure and set up Wolvenkit and all its plugins: [ELI5: Configure modding tools](https://wiki.redmodding.org/wolvenkit/getting-started/eli5-getting-started/configure-modding-tools) Then, we unbundle those game assets that we need… [The Wolvenkit Depot](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/create-depot) ### Now we're goin' in.[](https://wiki.redmodding.org/wolvenkit/getting-started/eli5-getting-started#now-were-goin-in) We do that by creating a tiny mod to make sure everything worked OK. Feel free to skip this step, or hit up the [modding wiki](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators/modding-guides) and get cracking. [ELI5: Validate Functionality](https://wiki.redmodding.org/wolvenkit/getting-started/eli5-getting-started/validate-functionality) [PreviousUninstall](https://wiki.redmodding.org/wolvenkit/getting-started/uninstall) [NextELI5: Full Prep for Mod Development](https://wiki.redmodding.org/wolvenkit/getting-started/eli5-getting-started/prep-your-computer) Last updated 5 months ago Was this helpful? * [Summary](https://wiki.redmodding.org/wolvenkit/getting-started/eli5-getting-started#summary) * [Requirements](https://wiki.redmodding.org/wolvenkit/getting-started/eli5-getting-started#requirements) * [Prerequisites](https://wiki.redmodding.org/wolvenkit/getting-started/eli5-getting-started#toc116953931) * [We goin' in?](https://wiki.redmodding.org/wolvenkit/getting-started/eli5-getting-started#we-goin-in) * [Now we're goin' in.](https://wiki.redmodding.org/wolvenkit/getting-started/eli5-getting-started#now-were-goin-in) Was this helpful? --- # Wolvenkit's Interface | WolvenKit For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/wolvenkit/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor.md) . Summary[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor#summary) ------------------------------------------------------------------------------ This page explains the main workspace within WolvenKit, the one holding the docking windows for the individual [Editor panels](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor#editor-panels) . ![](https://wiki.redmodding.org/wolvenkit/~gitbook/image?url=https%3A%2F%2F4106170459-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MP_ozZVx2gRZUPXkd4r%252Fuploads%252FGIQ6iQ3QhicWOuddHw79%252Fwolvenkit_ui.png%3Falt%3Dmedia%26token%3D8e348570-0ed6-4d1c-aeff-b932151eb506&width=768&dpr=3&quality=100&sign=a3ddd75&sv=2) The Wolvenkit UI as of 8.13 Editor panels[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor#editor-panels) ------------------------------------------------------------------------------------------ For an explanation to the editor panels, please see the corresponding sub-pages: * [Project Explorer](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor/project-explorer) : Your local game files go here * [Asset Browser](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor/asset-browser) : Browse game files or mod files * [Properties](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor/properties) / File Preview: Information about the current file * [File Editor](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor/file-editor) : Edit or view game files * [Log](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor/log) : Shows you error messages or [File Validation](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation) output * [Tweak Browser](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor/tweak-browser) : Lets you browse existing tweaks * [LocKey Browser](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor/lockey-browser) : Lets you browse translation entries Docking[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor#docking) ------------------------------------------------------------------------------ The docking in WolvenKit is similar to other IDEs such as Visual Studio. All panels can be rearranged by docking to specific areas, or used as a standalone floating window. ![](https://wiki.redmodding.org/wolvenkit/~gitbook/image?url=https%3A%2F%2F4106170459-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MP_ozZVx2gRZUPXkd4r%252Fuploads%252Fn0IvkDFom7bgcYWzVf4J%252F8.5%2520docking.png%3Falt%3Dmedia%26token%3D566c5d26-b266-4da9-ae6a-7106aec6bfee&width=768&dpr=3&quality=100&sign=1b56485f&sv=2) Try double-clicking an Editor title bar to create a floating window! Status Bar[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor#status-bar) ------------------------------------------------------------------------------------ The Status Bar along the bottom of the application window contains useful information, such as your **WolvenKit version number** and the current mod project, and provide the ability to install new updates if available. [PreviousLaunch Profiles](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu/launch-profiles) [NextProject Explorer](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor/project-explorer) Last updated 8 months ago Was this helpful? * [Summary](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor#summary) * [Editor panels](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor#editor-panels) * [Docking](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor#docking) * [Status Bar](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor#status-bar) Was this helpful? --- # Animations | Cyberpunk 2077 Modding For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyberpunk-2077-modding/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/animations.md) . Summary[](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/animations#summary) ------------------------------------------------------------------------------------------------ This page contains t**heoretical knowledge** about animations and poses (static animations) in Cyberpunk 2077. If you want to look up what is where, please refer to the [Cheat Sheet](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-rigs-and-animations) . What is an animation?[](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/animations#what-is-an-animation) --------------------------------------------------------------------------------------------------------------------------- An animation is a collection of **static poses** played as a sequence. If you want to **make** poses (replacer, [photo mode](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/animations/animations/archivexl-adding-photo-mode-poses) or [AMM](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/animations/animations/amm-collab-anims-poses) ) instead, see the next page: Creating Animations - Poses for V & NPCs. What is a rig?[](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/animations#what-is-a-rig) ------------------------------------------------------------------------------------------------------------- Also called `armature` or `skeleton`, a rig is a collection of "bones" attached to a mesh. The mesh is parented (connected) to these bones, so when the bones move, the mesh moves with them, deforming as needed. These bones are named accordingly (LeftArm, Spine3, etc.) and may be used not only for anatomical parts of a mesh, but also for parented objects such as clothes or necklaces. Rigs are also used for non-human meshes that have moving parts or can be deformed, such as cars. Rigs can be controlled by physics, either partially (necklaces, earrings) or completely (ragdoll). In addition to being parented to meshes, bones can also be parented to invisible collision detection shapes (colliders) to prevent or minimize clipping through objects. In short, rigs are what animators actually interact with when they animate a mesh, down to the smallest details such as individual facial features. For a list of rigs by path, see the [cheat sheet](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-rigs-and-animations#.rigs) . Animation sets[](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/animations#animation-sets) -------------------------------------------------------------------------------------------------------------- ### Body[](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/animations#body) You can find body animation sets with the following [Wolvenkit search query](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/wolvenkit-search-finding-files) : Reaction animations such as knockdowns, impacts, deaths, etc. can also be found with search queries containing those terms, such as simply: ### Death .anims[](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/animations#death-.anims) Which animation set a character uses, as well as associated animation graphs and rigs, are defined by `entAnimationSetupExtensionComponent`(s) and `entAnimatedComponent`(s) in the root entity (.ent file): ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-8e898e260f9f778242aabec396582480ebe956ff%252Fanimations_root_entity_ent_animation_setup_extension_component.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=549e8615&sv=2) ### Face[](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/animations#face) You can find facial animation sets with the following Wolvenkit search query: They are referenced from an entAnimationSetupExtensionComponent inside the .app file, and also in the .ent files, which point to the associated animation graphs: ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-2ad165de5a5fc709b5dd2f14f2ea1b3dc0735a11%252Fanimations_app_facial_animsetup.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=a5c19be3&sv=2) Animation Events[](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/animations#animation-events) ------------------------------------------------------------------------------------------------------------------ Every individual animation in an .anims file has an Events subsection which often contains associated sound effects, visual effects, etc. The exact frame in which they play can be configured: ![Image showing the Events section inside dot anims files, highlighting the anim Anim Event Sound handle and the sub parameters event name and start frame](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-58949adc237070f02c099add401a6addc33c2ac0%252FAnimationEvents.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=48542d97&sv=2) Source file: ma\_gang\_unarmed\_reaction\_death.anims Animation Graphs[](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/animations#animation-graphs) ------------------------------------------------------------------------------------------------------------------ Currently browsable only in collapsible list form, .animgraph files contain the logic and the parameters that govern animations for various entities in the game. For instance, all human characters have the overwhelming majority of their animation logic defined in the file **humanoid.animgraph**, containing over four thousand nodes. It basically works by detecting what state the NPC is currently in, and defining what animation should be playing, and how that animation should be modified and manipulated to suit that state or associated sub-states. For instance, any animation can be attached to a node that alters the rotation of a specific bone, or to a node that blends that animation with a different animation, or to a node that filters that animation only to a specific bone group (bone groups are defined in .rig files). That filter is called a mask, and the term "weight" does not refer to physical weight, but to how influential a node is over other nodes. Animation graphs are also used to determine the physics behaviors of dangling objects (usually these graphs have the word "dangle" in their filename) or of moving parts that are separated from their main object, such as the parts of a car when it explodes. ![A screenshot showing a snippet from the file humanoid dot animgraph and its first twenty animation nodes](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-5b201fb79065f85c5c0e83f7049b595a28a033f7%252FAnimgraph.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=923cfb15&sv=2) The beginning of the humanoid.animgraph file It is currently difficult to navigate the animation graphs. As of this writing, WolvenKit's graph editor is not yet available for this kind of file format. In the available list form, every node can be uncollapsed into more linked sub-nodes, all of which are duplicates of nodes on the main list. You can make navigation easier by numbering relevant nodes using the **debugName** field. Every duplicate of the same node will contain the text you write in that field, no matter how far down into a node tree you go: ![Annotated screenshot showing different elements of the nodes, and how most of them say "None" in white text next to them, and how sub-nodes cannot be traced back to the main list easily](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-3f64c663a0984255f72913205e23cff0b98a6b0a%252FAnimgraph2.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=7f966c1a&sv=2) Source file: humanoid.animgraph ![Additional screenshot that elaborates upon the first one, showing the effectiveness of numbering nodes so that this number appears way down into the sub-nodes](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-92c6e78bf1642b5fa85a8a9b49de2a9ed4337938%252FAnimgraph3.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=d6f0df24&sv=2) Source file: humanoid.animgraph The animation graph is extremely powerful and influential over the game, and more details regarding its functionality are being studied. It can be converted into a .json file for CTRL+F text searches, but that conversion preserves all duplicates and node trees, and is therefore over half a million lines long and 350 megabytes in size. [PreviousVendorsXL: Custom Vendors](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/vendorsxl) [NextCreating Animations - Poses for V & NPCs](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/animations/animations) Last updated 2 years ago * [Summary](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/animations#summary) * [What is an animation?](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/animations#what-is-an-animation) * [What is a rig?](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/animations#what-is-a-rig) * [Animation sets](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/animations#animation-sets) * [Body](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/animations#body) * [Death .anims](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/animations#death-.anims) * [Face](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/animations#face) * [Animation Events](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/animations#animation-events) * [Animation Graphs](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/animations#animation-graphs) Copy base\animations > locomotion > .anims Copy base\animations\facial > .anims --- # Download, Install and Setup | WolvenKit For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/wolvenkit/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/wolvenkit/getting-started/download.md) . Summary[](https://wiki.redmodding.org/wolvenkit/getting-started/download#summary) ---------------------------------------------------------------------------------- **Published: October 22 2020** **Created by @JJTurtle** **Last documented update: @reihera, April 20 2025** This section will walk you through the process of downloading and installing Wolvenkit. There is a [Full Install Walkthrough (ELI5)](https://wiki.redmodding.org/wolvenkit/getting-started/eli5-getting-started) , which you can follow if you are not very computer-savy or feel insecure about modding. If you've been sent here by the same guide, ignore this box and start with the [prerequisites](https://wiki.redmodding.org/wolvenkit/getting-started/download#prerequisites) . :) ### TL;DR[](https://wiki.redmodding.org/wolvenkit/getting-started/download#tl-dr) 1. Install REDMod and .NET from the [Prerequisites](https://wiki.redmodding.org/wolvenkit/getting-started/download#prerequisites) section below 2. Download Wolvenkit-X.X.X.zip from github ([stable](https://github.com/WolvenKit/Wolvenkit/releases) | [nightly](https://github.com/WolvenKit/WolvenKit-nightly-releases/releases/) ) 3. Extract it to a folder of your choice 4. Run it and do the [initial configuration](https://wiki.redmodding.org/wolvenkit/getting-started/download#first-launch-tl-dr) 5. Optional: Proceed to the guide how to [set up the modding tools](https://wiki.redmodding.org/wolvenkit/getting-started/eli5-getting-started/configure-modding-tools) Prerequisites[](https://wiki.redmodding.org/wolvenkit/getting-started/download#prerequisites) ---------------------------------------------------------------------------------------------- For detailed instructions on installing other software that you might need for mod development, see the section * Windows 10/11 (64-bit) or a Linux build of your choice * [REDMod](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod#installation) (Cyberpunk's modding framework) * For older WKit versions: [Microsoft .NET 6](https://dotnet.microsoft.com/en-us/download/dotnet/6.0) (versions <= 8.7.1) * For current WKit: The most recent [Microsoft .NET](https://dotnet.microsoft.com/en-us/download) (confirmed working with [.NET 8](https://dotnet.microsoft.com/en-us/download/dotnet/8.0) and Wolvenkit 8.13) Wolvenkit is mostly developed and used on Windows — if you're on Linux, you should know what we're doing, and this guide isn't for you. **Unrelated:** The Wolvenkit developer team is looking for a Linux nerd who'd like to keep things compatible! Downloading .NET[](https://wiki.redmodding.org/wolvenkit/getting-started/download#downloading-.net) Open either of these pages: * [6.0](https://dotnet.microsoft.com/en-us/download) * [7.0](https://dotnet.microsoft.com/en-us/download/dotnet/7.0) Download and install the **runtime**. (The SDK is for .NET developers…. unless you are a NET developer, and in which case do whatever you want 😄) ![](https://wiki.redmodding.org/wolvenkit/~gitbook/image?url=https%3A%2F%2F4106170459-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MP_ozZVx2gRZUPXkd4r%252Fuploads%252FnRyP1YEUCSPkeTPTzgoA%252FELI5_GtSrt_Prep_S2.png%3Falt%3Dmedia%26token%3Dfd081c95-56f2-45f7-9a55-c8f3d1d600e6&width=300&dpr=3&quality=100&sign=4e59d655&sv=2) Downloading Wolvenkit[](https://wiki.redmodding.org/wolvenkit/getting-started/download#downloading-wolvenkit) -------------------------------------------------------------------------------------------------------------- If you don't care about the differences, go to the next section: [Which version do I want?](https://wiki.redmodding.org/wolvenkit/getting-started/download#which-version-do-i-want) You can download Wolvenkit from any of the following links (click on the cards). If you are uncertain, go to [Nexus](https://www.nexusmods.com/cyberpunk2077/mods/2201) . [](https://github.com/WolvenKit/Wolvenkit/releases) ![Cover](https://wiki.redmodding.org/wolvenkit/~gitbook/image?url=https%3A%2F%2F4106170459-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MP_ozZVx2gRZUPXkd4r%252Fuploads%252FzJir22Ch775RB3Q63y26%252Fwkit_stable.png%3Falt%3Dmedia%26token%3D2dbd02cc-959d-4f52-a20a-6a041771e60e&width=490&dpr=3&quality=100&sign=c015b60b&sv=2) [](https://www.nexusmods.com/cyberpunk2077/mods/2201) ![Cover](https://wiki.redmodding.org/wolvenkit/~gitbook/image?url=https%3A%2F%2F4106170459-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MP_ozZVx2gRZUPXkd4r%252Fuploads%252F3wuDz6UyxIFU3kAI2R30%252Fwkit_nexus_stable.png%3Falt%3Dmedia%26token%3Dcb2c08e4-f266-49c9-ab6f-50e8facccf3c&width=490&dpr=3&quality=100&sign=6b7c536&sv=2) [](https://github.com/WolvenKit/WolvenKit-nightly-releases/releases) ![Cover](https://wiki.redmodding.org/wolvenkit/~gitbook/image?url=https%3A%2F%2F4106170459-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MP_ozZVx2gRZUPXkd4r%252Fuploads%252FlVFDWCpIjQ6E1eSOZoP0%252Fwkit_nightly.png%3Falt%3Dmedia%26token%3Db850ad41-1840-4aad-9f18-bf5c318dc8cf&width=490&dpr=3&quality=100&sign=b84fc9c3&sv=2) GitHub (the links with the Wolvenkit icon) is the best way to stay up-to-date with WolvenKit, as this is where development happens. You can download the latest [stable release](https://github.com/WolvenKit/Wolvenkit/releases) or Nightly [tester and developer builds](https://github.com/WolvenKit/WolvenKit-nightly-releases/releases/tag/8.9.1-nightly.2023-07-28) fresh from the pipeline. One of the Wolvenkit developers will download the stable version from github to put it on [Nexus](https://www.nexusmods.com/cyberpunk2077/mods/2201) , so you can get it from there as well. ### What's a "Nightly" and do I want it?[](https://wiki.redmodding.org/wolvenkit/getting-started/download#whats-a-nightly-and-do-i-want-it) The Nightly is a build of the latest development stand, created automatically every night via pipeline (hence the name). It contains new features that are being worked on, but introduces the risk of bugs. You will usually want to use the stable version, unless you want to try out new features, help with development and testing, or generally like to live dangerously. Here are links to the most recent build for each repository: Package Latest Release Checks [WolvenKit](https://github.com/WolvenKit/WolvenKit/releases) [![GitHub release (latest by date)](https://wiki.redmodding.org/wolvenkit/~gitbook/image?url=https%3A%2F%2Fimg.shields.io%2Fgithub%2Fv%2Frelease%2FWolvenKit%2FWolvenKit&width=300&dpr=3&quality=100&sign=53dbe8cf&sv=2)](https://github.com/WolvenKit/WolvenKit/releases/latest) ![GitHub branch checks state](https://wiki.redmodding.org/wolvenkit/~gitbook/image?url=https%3A%2F%2Fimg.shields.io%2Fgithub%2Fworkflow%2Fstatus%2FWolvenKit%2FWolvenKit%2Fcheck-only&width=300&dpr=3&quality=100&sign=8fe3427f&sv=2) [WolvenKit Nightly](https://github.com/WolvenKit/WolvenKit-nightly-releases/releases) [![GitHub release (latest by date)](https://wiki.redmodding.org/wolvenkit/~gitbook/image?url=https%3A%2F%2Fimg.shields.io%2Fgithub%2Fv%2Frelease%2FWolvenKit%2FWolvenKit-nightly-releases&width=300&dpr=3&quality=100&sign=20575590&sv=2)](https://github.com/WolvenKit/WolvenKit-nightly-releases/releases/latest) ![GitHub Workflow Status](https://wiki.redmodding.org/wolvenkit/~gitbook/image?url=https%3A%2F%2Fimg.shields.io%2Fgithub%2Fworkflow%2Fstatus%2FWolvenKit%2FWolvenKit%2FWolvenKit-Nightly&width=300&dpr=3&quality=100&sign=fab1ca91&sv=2) Which version do I want?[](https://wiki.redmodding.org/wolvenkit/getting-started/download#which-version-do-i-want) ------------------------------------------------------------------------------------------------------------------- If you're on Nexus, then you can only download the portable (default) version. In this case, head to the next section. Github offers you more options: If you don't know which one to use, use the default (portable) one, it's usually the first entry in the list. You don't need to download Wolvenkti Console, unless a (not-outdated) guide tells you so. Download option What is it? Wolvenkit-X.X.X.zip **You want this** **Default** — the portable version: download and extract this, then start it via Wolvenkit.exe Wolvenkit.Console-X.X.X.zip Command Line Interface (CLI): Not the same as regular Wolvenkit. Formerly known as CP2077tools, and becoming increasingly obsolete. Used by other applications to "talk" to Wolvenkit, for example [MLSetupBuilder](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators/modding-tools/mlsetup-builder) . Wolvenkit.ConsoleLinux-X.X.X.zip As above, but on Linux. You usually don't need this. WolvenkitSetup-X.X.X.zip The Wolvenkit **installer**. This will run a setup and let you pick a folder. Currently (December 2024), the installer has issues. Source code (zip) Source code (tar.gz) A snapshot of the source code that was compiled into this specific release. If you're not a programmer, then you don't want this. Detailed download instructions (with screenshots!)[](https://wiki.redmodding.org/wolvenkit/getting-started/download#detailed-download-instructions-with-screenshots) Download **either** Stable or Nightly release. * [Stable Release](https://github.com/WolvenKit/WolvenKit/releases/latest) ![](https://wiki.redmodding.org/wolvenkit/~gitbook/image?url=https%3A%2F%2F4106170459-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MP_ozZVx2gRZUPXkd4r%252Fuploads%252F1CqSm5nep8UwTVYJHX14%252FELI5_GetStart_Download_S03-01.png%3Falt%3Dmedia%26token%3D6232a69d-b32d-4f97-92fb-f1a00990a405&width=768&dpr=3&quality=100&sign=365f194a&sv=2) * [Nightly Release](https://github.com/WolvenKit/WolvenKit-nightly-releases/releases/latest) ![](https://wiki.redmodding.org/wolvenkit/~gitbook/image?url=https%3A%2F%2F4106170459-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MP_ozZVx2gRZUPXkd4r%252Fuploads%252F9gIP6FvM8zat3CRP3HER%252FELI5_GetStart_Install_S01.png%3Falt%3Dmedia%26token%3D3b732448-f078-4564-8528-b0c63b791362&width=768&dpr=3&quality=100&sign=a3e2ad96&sv=2) Installing[](https://wiki.redmodding.org/wolvenkit/getting-started/download#installing) ---------------------------------------------------------------------------------------- WolvenKit is not technically installed, you extract the downloaded file into a folder and it runs as a [portable application](https://en.wikipedia.org/wiki/Portable_application) . When you update the application, you'll overwrite the existing files with those that you've newly downloaded — you don't need to delete the old files, unless you run into weird problems. Your settings are saved in `C:\Users\yourUserName\AppData\Roaming\REDModding\WolvenKit.` This guide assumes that you install Wolvenkit and Wolvenkit Console to the following folders: * Wolvenkit: `C:\Cyberpunk2077Mod\Wolvenkit` * Wolvenkit Console (optional): `C:\Cyberpunk2077Mod\Wolvenkit.CLI` You can use other paths, the guide just assumes that you don't. Making your Cyberpunk2077Mod folder & Extracting your WolvenKit.zip file[](https://wiki.redmodding.org/wolvenkit/getting-started/download#making-your-cyberpunk2077mod-folder-and-extracting-your-wolvenkit.zip-file) You can manually make your `Cyberpunk2077Mod` folder in the root of your C: drive by: 1. Right-clicking your C: drive, Click 'New Folder' - On Windows 11 you'll have to click 'Show More Options' at the bottom of the list 🙄\\ ![](https://wiki.redmodding.org/wolvenkit/~gitbook/image?url=https%3A%2F%2F4106170459-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MP_ozZVx2gRZUPXkd4r%252Fuploads%252F0UqELRG7p2Dd1A1pRxen%252F01.png%3Falt%3Dmedia%26token%3D453e974f-0129-406c-85c2-b43c71441564&width=768&dpr=3&quality=100&sign=7d6f5422&sv=2) 2. Type or Paste in Cyberpunk2077Mod & press Enter - You may see the Folder populate within another Directory Folder, this should self-resolve after pressing Enter ![](https://wiki.redmodding.org/wolvenkit/~gitbook/image?url=https%3A%2F%2F4106170459-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MP_ozZVx2gRZUPXkd4r%252Fuploads%252FkN0htSRbFF6j7QqlD8nx%252F02.png%3Falt%3Dmedia%26token%3D9d219aad-7c64-4ae5-b13b-078159287411&width=768&dpr=3&quality=100&sign=aed08f40&sv=2) 3. From, presumably, your Downloads Folder, drag & drop your wolvenkit.zip file into C:\\Cyberpunk2077Mod\\ ![](https://wiki.redmodding.org/wolvenkit/~gitbook/image?url=https%3A%2F%2F4106170459-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MP_ozZVx2gRZUPXkd4r%252Fuploads%252Frw9Qh85DZeGmcIp2ZnSa%252F06.png%3Falt%3Dmedia%26token%3Deafa2b2d-6298-48e1-88be-8907199bd528&width=768&dpr=3&quality=100&sign=a7b72244&sv=2) 4. With WolvenKit.zip selected, either right click to Extract All or Click the Extract All Button in File Explorer to begin Extracting\\ ![](https://wiki.redmodding.org/wolvenkit/~gitbook/image?url=https%3A%2F%2F4106170459-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MP_ozZVx2gRZUPXkd4r%252Fuploads%252Fmze5AvclWuGW3zW0EFu3%252F05.png%3Falt%3Dmedia%26token%3Ddf86aba1-3d97-426c-adb8-e42751fe1cbf&width=768&dpr=3&quality=100&sign=4a60c0ca&sv=2) All Done! ### For Linux Users[](https://wiki.redmodding.org/wolvenkit/getting-started/download#for-linux-users) Linux compatability works off of a combination of throwing things at the wall and dark magic. As such, we cannot guarantee stability when using Linux. #### Installation[](https://wiki.redmodding.org/wolvenkit/getting-started/download#installation) 1. Download the `WolvenKit-x.x.x.zip` or `WolvenKit-x.x.x-nightly.yyyy.mm.dd.zip` files (NOT THE LINUX VERSION) from [Stable](https://github.com/WolvenKit/WolvenKit/releases/latest) or [Nightly](https://github.com/WolvenKit/WolvenKit-nightly-releases/releases/latest) releases, depending on how much you want to gamble. 2. Extract them literally wherever you want it doesn't really matter, just remember where you put it. 3. Find the `WolvenKit.exe` file in the extracted zip file, copy the path. 4. Now here's where it gets weird, open Steam and go to your libary. Find the "Games" tab on the menu bar, and click on "Add a Non-Steam Game to My Library" 5. In the window that just opened, press "browse", and paste the link, then select `WolvenKit.exe` if it's not selected already, and press "Add Selected Program". 6. Find WolvenKit in your library, right click on it in the sidebar, press properties. Go into the compatability tab, select "Force the use of a specific Steam Play compatability tool" and then select "Proton Hotfix". 7. When you first launch, it will ask for path to Cyberpunk2077.exe. It will be located in `~/.steam/steam/steamapps/common/Cyberpunk 2077/bin/x64/Cyberpunk2077.exe` 8. All done! The steps above are to setup running WolvenKit with Proton by adding it to Steam, which is easiest for most users. You can skip this hint if you're fine with that. Experienced Linux users can alternatively run with Proton directly by installing Proton-GE system-wide and registering it as the default program to open Windows executables with (instead of Wine). This is done with `binfmt`, which is a modular system to tell Linux how to execute binary files. Note that is a system-wide change and will affect how all Windows programs are opened, effectively replacing Wine with Proton. Steps may vary between distros, make sure to check your distro's binfmt manual page (`man binfm.d` or find it online, for example [the Arch Linux one](https://man.archlinux.org/man/binfmt.d.5.en) ), but the general idea is: * Install Proton-GE system-wide (for example on Arch Linux use `yay -S proton-ge-custom-bin`), you should end up with `proton-ge` as a runnable terminal command * If Wine is installed, disable the default Wine binfmt handlers * They are usually located at `/usr/lib/binfmt.d/`, usually both `wine.conf` and `mono.conf` * Disable them by making a symbolic link to `/dev/null` in `/etc/binfmt.d` with the same name, for example `sudo ln -s /dev/null /etc/binfmt.d/wine.conf` and `sudo ln -s /dev/null /etc/binfmt.d/mono.conf` * Make a new custom binfmt handler at `/etc/binfmt.d/proton-ge.conf` based on `/usr/lib/binfmt.d/wine.conf`, for example with this content: * `:DOSWin:M::MZ::/usr/bin/proton-ge:` * Reload the binfmt configuration with `sudo systemctl restart systemd-binfmt` After this, double-clicking any Windows program should open it with Proton, including WolvenKit. This means you can just download the latest `WolvenKit-x.x.x.zip`, extract it, and double-click `WolvenKit.exe`. In some cases you might also need to `chmod +x WolvenKit.exe`. #### Known Linux Issues (see [bug reports](https://wiki.redmodding.org/wolvenkit/help/bug-reports) for reporting):[](https://wiki.redmodding.org/wolvenkit/getting-started/download#known-linux-issues-see-bug-reports-for-reporting) * Mesh Preview does not work. * Font is not loaded correctly. * The launch splash is not transparent on Stable. ### TLDR;[](https://wiki.redmodding.org/wolvenkit/getting-started/download#tldr) 1. Download the new release, extract the files (over your old install if you have one) and run it. 2. Optional: Proceed to the [full configuration instructions](https://wiki.redmodding.org/wolvenkit/getting-started/eli5-getting-started/configure-modding-tools) . 3. Troubleshooting: Delete everything in the install folder, then re-extract the downloaded files again. 4. More troubleshooting: Find us on [Discord](https://discord.com/channels/717692382849663036/808086068023918603) in the [#wolvenkit-help-me](https://discord.com/channels/717692382849663036/808086068023918603) channel. ### Optional: Removing old versions[](https://wiki.redmodding.org/wolvenkit/getting-started/download#optional-removing-old-versions) If you don't have any old versions installed, you can proceed to the next section. 1. Delete all the files in `C:\Cyberpunk2077Mod\WolvenKit` from the previous release so that any cached and orphaned files do not corrupt the updated release. ![](https://wiki.redmodding.org/wolvenkit/~gitbook/image?url=https%3A%2F%2F4106170459-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MP_ozZVx2gRZUPXkd4r%252Fuploads%252FZLF0AmcY4nEQG0jrD2NT%252FELI5_GetStart_Download_Nightly_S01.png%3Falt%3Dmedia%26token%3Df9a1d2b3-5fb0-4eab-b29f-69fd664382f4&width=768&dpr=3&quality=100&sign=5bfa703f&sv=2) 2. Delete all the files in `C:\Cyberpunk2077Mod\WolvenKit.CLI` from the previous release so that any cached and orphaned files do not corrupt the updated release. ![](https://wiki.redmodding.org/wolvenkit/~gitbook/image?url=https%3A%2F%2F4106170459-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MP_ozZVx2gRZUPXkd4r%252Fuploads%252FDvEURNqiSiW2DmS4ndBA%252FELI5_GetStart_Download_Nightly_S02.png%3Falt%3Dmedia%26token%3Db1cfef70-9a2d-4c37-9a0f-591463c6f8aa&width=768&dpr=3&quality=100&sign=4feb3f21&sv=2) ### Extracting the downloaded files[](https://wiki.redmodding.org/wolvenkit/getting-started/download#extracting-the-downloaded-files) #### Regular Wolvenkit[](https://wiki.redmodding.org/wolvenkit/getting-started/download#regular-wolvenkit) Extract the zip file [Wolvenkit-X.X.X.zip](https://wiki.redmodding.org/wolvenkit/getting-started/download#detailed-download-instructions-with-screenshots) to `C:\Cyberpunk2077Mod\WolvenKit.` ![](https://wiki.redmodding.org/wolvenkit/~gitbook/image?url=https%3A%2F%2F4106170459-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MP_ozZVx2gRZUPXkd4r%252Fuploads%252F0S6KbyvzkpytFcCnGyhQ%252FELI5_GetStart_Install_S03.png%3Falt%3Dmedia%26token%3Df5bd53bc-dd2f-44ad-b4b7-26386b755b93&width=768&dpr=3&quality=100&sign=25d0059f&sv=2) #### Optional: Wolvenkit Console[](https://wiki.redmodding.org/wolvenkit/getting-started/download#optional-wolvenkit-console) Unpack the zip file [Wolvenkit.Console-X.X.X.zip](https://wiki.redmodding.org/wolvenkit/getting-started/download#detailed-download-instructions-with-screenshots) to`C:\Cyberpunk2077Mod\WolvenKit.CLI`. ![](https://wiki.redmodding.org/wolvenkit/~gitbook/image?url=https%3A%2F%2F4106170459-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MP_ozZVx2gRZUPXkd4r%252Fuploads%252FGKve8kgm2bM9nr55JiNk%252FELI5_GetStart_Install_S02.png%3Falt%3Dmedia%26token%3D453be258-8165-4a92-80f6-2fffc9191b8f&width=768&dpr=3&quality=100&sign=28676d31&sv=2) ### Optional: Creating a shortcut[](https://wiki.redmodding.org/wolvenkit/getting-started/download#optional-creating-a-shortcut) If you want to launch Wolvenkit without browsing to the folder every time, you can create a custom shortcut and pin it to the start menu. 1. Go to `C:\Cyberpunk2077Mod\WolvenKit` 2. Right-click the executable `WolvenKit.exe` 3. Select "Create Shortcut" 4. You should now see something like this: ![](https://wiki.redmodding.org/wolvenkit/~gitbook/image?url=https%3A%2F%2F4106170459-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MP_ozZVx2gRZUPXkd4r%252Fuploads%252FgU0ST4EFJjgKkNqRYkqu%252FELI5_GetStart_Download_S06.png%3Falt%3Dmedia%26token%3D827fdd9d-6206-4158-9a62-6674fcca8aa6&width=768&dpr=3&quality=100&sign=943f30f9&sv=2) 5. Click "OK" 6. Right-click on your shortcut again and select "Pin to Start Menu" 7. That's it! You can launch now! First Launch - TL;DR[](https://wiki.redmodding.org/wolvenkit/getting-started/download#first-launch-tl-dr) ---------------------------------------------------------------------------------------------------------- For full instructions on how to configure Wolvenkit, please see the [detailed guide](https://wiki.redmodding.org/wolvenkit/getting-started/eli5-getting-started/configure-modding-tools) . For a more detailed explanation of the options below, please see the [corresponding wiki page](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#settings-explained) . You can change them at any time by going to [Wolvenkit Home](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/home) and opening the [settings page](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings) . When launching WolvenKit for the first time you will be greeted with a welcome form asking to set your preferences. We recommend setting the path to your game files immediately. ![](https://wiki.redmodding.org/wolvenkit/~gitbook/image?url=https%3A%2F%2F4106170459-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MP_ozZVx2gRZUPXkd4r%252Fuploads%252F5V9RIzTQAOf3p2OKDDZy%252F8.5.3%2520FirstSetup%2520generic.png%3Falt%3Dmedia%26token%3Db114f2f6-3991-431d-a57f-0456de47c4a0&width=768&dpr=3&quality=100&sign=e5de3010&sv=2) The **Game Executable Path** **(.exe)** is the file path or location of the Cyberpunk2077.exe file. This can be set by manually entering a file path, or using the folder icon to open Windows Explorer. The **Depot Path** is where WolvenKit will keep extracted Cyberpunk assets and files that are required for regular operation. [PreviousLegacy](https://wiki.redmodding.org/wolvenkit/features/release-notes/legacy) [NextThe Wolvenkit Nightly](https://wiki.redmodding.org/wolvenkit/getting-started/download/the-wolvenkit-nightly) Last updated 4 months ago Was this helpful? * [Summary](https://wiki.redmodding.org/wolvenkit/getting-started/download#summary) * [TL;DR](https://wiki.redmodding.org/wolvenkit/getting-started/download#tl-dr) * [Prerequisites](https://wiki.redmodding.org/wolvenkit/getting-started/download#prerequisites) * [Downloading Wolvenkit](https://wiki.redmodding.org/wolvenkit/getting-started/download#downloading-wolvenkit) * [What's a "Nightly" and do I want it?](https://wiki.redmodding.org/wolvenkit/getting-started/download#whats-a-nightly-and-do-i-want-it) * [Which version do I want?](https://wiki.redmodding.org/wolvenkit/getting-started/download#which-version-do-i-want) * [Installing](https://wiki.redmodding.org/wolvenkit/getting-started/download#installing) * [For Linux Users](https://wiki.redmodding.org/wolvenkit/getting-started/download#for-linux-users) * [TLDR;](https://wiki.redmodding.org/wolvenkit/getting-started/download#tldr) * [Optional: Removing old versions](https://wiki.redmodding.org/wolvenkit/getting-started/download#optional-removing-old-versions) * [Extracting the downloaded files](https://wiki.redmodding.org/wolvenkit/getting-started/download#extracting-the-downloaded-files) * [Optional: Creating a shortcut](https://wiki.redmodding.org/wolvenkit/getting-started/download#optional-creating-a-shortcut) * [First Launch - TL;DR](https://wiki.redmodding.org/wolvenkit/getting-started/download#first-launch-tl-dr) Was this helpful? --- # REDmod | Cyberpunk 2077 Modding For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyberpunk-2077-modding/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod.md) . Summary[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod#summary) ------------------------------------------------------------------------------------------------------------------------ **Last documented edit:** Sep 08 2024 by [mana vortex](mailto:undefined) This page will tell you the following things: * [What is REDmod, and what does it do?](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod#what-is-redmod-and-what-does-it-do) * [How to install REDmod](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod#how-to-install-redmod) ### Wait, that's not what I want![](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod#wait-thats-not-what-i-want) * If you just want to turn it on, check [here](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/usage#activating-mods) . * If you're looking for the log, go to your [Cyberpunk 2077 game directory](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory) and find it under `tools\redmod\bin\REDmodLog.txt` * If you are a mod developer, check [REDmod for mod devs](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/redmod) **I just want to know which to use!** Unless the mod author says otherwise, do **not** use REDmod. What is REDmod, and what does it do?[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod#what-is-redmod-and-what-does-it-do) -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- TL;DR: You trade a **longer initial startup** for **shorter loading screens**. But REDmods come **second** in [load order](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/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**. ### When do I need it?[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod#when-do-i-need-it) 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](https://www.nexusmods.com/cyberpunk2077/mods/12001) mod attempts to mitigate that. How to install REDmod[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod#how-to-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. * [DLC Link on GOG](https://www.gog.com/game/cyberpunk_2077_redmod) * [DLC Link on Steam](https://store.steampowered.com/app/2060310/Cyberpunk_2077_REDmod/) * [DLC Link on Epic](https://store.epicgames.com/p/cyberpunk-2077) 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. ### GOG[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod#gog) ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-5d572be51cfbf7d4b1003cf525315e58c60f1af4%252Fdlc_gog_store.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=38412f3d&sv=2) ### Steam[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod#steam) ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-0758705c7f3b3040d00b161232df8f6742b5c171%252Fdlc_steam_store.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=13fe0bc4&sv=2) When REDmod is installed correctly you will find a new folder `tools/redmod` inside your game root directory, with subfolders: `bin`, `scripts`, `tweaks`. [PreviousArchive files Load Order](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/load-order) [NextREDMod: Usage](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/usage) Last updated 6 months ago * [Summary](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod#summary) * [Wait, that's not what I want!](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod#wait-thats-not-what-i-want) * [What is REDmod, and what does it do?](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod#what-is-redmod-and-what-does-it-do) * [When do I need it?](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod#when-do-i-need-it) * [How to install REDmod](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod#how-to-install-redmod) * [GOG](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod#gog) * [Steam](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod#steam) --- # Installation | Cyber Engine Tweaks For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyber-engine-tweaks/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/cyber-engine-tweaks/getting-started/installing.md) . Summary[](https://wiki.redmodding.org/cyber-engine-tweaks/getting-started/installing#summary) ---------------------------------------------------------------------------------------------- This page tells you how to install Cyber Engine Tweaks - or you can check the [📺 Video Guide](https://wiki.redmodding.org/cyber-engine-tweaks/getting-started/installing#video-guide) . 🔒 Prerequisites[](https://wiki.redmodding.org/cyber-engine-tweaks/getting-started/installing#prerequisites) ------------------------------------------------------------------------------------------------------------- 1. Make sure Cyberpunk 2077 is updated to the latest version 2. Make sure you installed the latest [Microsoft Visual C++ Redistributable](https://aka.ms/vs/17/release/vc_redist.x64.exe) 3. Make sure you run the game in **Windowed Borderless** 4. Ensure all apps overlays are disabled as the console may not open: Steam, Discord, GOG, Geforce Experience, Windows 10 Game Bar, Rivatuner, Fraps, Afterburner etc... 📋 Installation[](https://wiki.redmodding.org/cyber-engine-tweaks/getting-started/installing#installation) ----------------------------------------------------------------------------------------------------------- 1. **Download** the latest [cet\_x\_xx\_x.zip](https://github.com/maximegmd/CyberEngineTweaks/releases/latest) file. _(Do not download the source code)_ * _If using Windows, you should right click on the zip file, and check under Properties for a security notice saying "This file came from another computer and might be blocked to help protect this computer" - if that security notice is present, click the checkbox to unblock the contents of the zip file._ 2. You can now either * **Unzip** the download directly into your Cyberpunk 2077 game directory or * **Unzip** to anywhere on your desktop. After unzipping the file, you will see a bin folder. * **Drag** the bin folder to your Cyberpunk 2077 game directory 3. If installed properly, the Cyber Engine Tweaks files will be in the ```/bin/x64` folder. As follow: 🎮 Launch the Game[](https://wiki.redmodding.org/cyber-engine-tweaks/getting-started/installing#launch-the-game) ----------------------------------------------------------------------------------------------------------------- When you first start the game, a window will appear prompting you to choose a keybind to bring up the [**Overlay**](https://wiki.redmodding.org/cyber-engine-tweaks/console/usage) . Pick any key and save it. It will open with that key from now on. ![](https://wiki.redmodding.org/cyber-engine-tweaks/~gitbook/image?url=https%3A%2F%2F2893586400-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MP5jWcLZLbbbzO-_ua1-887967055%252Fuploads%252Fu9rr8AnPZhXhHpB1gxUL%252Fcet-install.gif%3Falt%3Dmedia%26token%3Dc772a21a-91ca-4854-9f39-06eea72b06d3&width=768&dpr=3&quality=100&sign=69ab1352&sv=2) * **(Optional)** To check that everything works you can look at the logs in `/bin/x64/plugins/cyber_engine_tweaks/cyber_engine_tweaks.log` * **(Optional)** When installing through Nexus Vortex, make sure to use hardlink deployment. 📺 Video Guide[](https://wiki.redmodding.org/cyber-engine-tweaks/getting-started/installing#video-guide) --------------------------------------------------------------------------------------------------------- What's next?[](https://wiki.redmodding.org/cyber-engine-tweaks/getting-started/installing#whats-next) ------------------------------------------------------------------------------------------------------ [🚨Troubleshooting](https://wiki.redmodding.org/cyber-engine-tweaks/getting-started/installing/troubleshooting) [🐧Linux (Proton)](https://wiki.redmodding.org/cyber-engine-tweaks/getting-started/installing/linux-proton) [❔How do I \_\_\_\_\_?](https://wiki.redmodding.org/cyber-engine-tweaks/getting-started/how-do-i) [PreviousWelcome](https://wiki.redmodding.org/cyber-engine-tweaks) [NextTroubleshooting](https://wiki.redmodding.org/cyber-engine-tweaks/getting-started/installing/troubleshooting) Last updated 1 year ago * [Summary](https://wiki.redmodding.org/cyber-engine-tweaks/getting-started/installing#summary) * [🔒 Prerequisites](https://wiki.redmodding.org/cyber-engine-tweaks/getting-started/installing#prerequisites) * [📋 Installation](https://wiki.redmodding.org/cyber-engine-tweaks/getting-started/installing#installation) * [🎮 Launch the Game](https://wiki.redmodding.org/cyber-engine-tweaks/getting-started/installing#launch-the-game) * [📺 Video Guide](https://wiki.redmodding.org/cyber-engine-tweaks/getting-started/installing#video-guide) * [What's next?](https://wiki.redmodding.org/cyber-engine-tweaks/getting-started/installing#whats-next) Copy Cyberpunk 2077/ ├─ bin/ │ ├─ x64/ │ │ ├─ global.ini │ │ ├─ LICENSE │ │ ├─ version.dll │ │ ├─ plugins/ │ │ │ ├─ cyber_engine_tweaks.asi │ │ │ ├─ cyber_engine_tweaks/ │ │ │ │ ├─ fonts/ │ │ │ │ ├─ scripts/ │ │ │ │ ├─ tweakdb/ │ │ │ │ ├─ ThirdParty_LICENSES --- # Quests & Scenes | Cyberpunk 2077 Modding For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyberpunk-2077-modding/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/quest.md) . Inside Quests:[](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/quest#inside-quests) -------------------------------------------------------------------------------------------------------- ### [Visualize Quest Files](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/quest/visualize-quest-files) [](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/quest#visualize-quest-files) ### [How to Edit Voiceover and Subtitles](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/quest/how-to-edit-voiceover-and-subtitles-in-a-quest.) [](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/quest#how-to-edit-voiceover-and-subtitles) ### [How to change position and rotation of an entMeshComponent](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/everything-else/how-to-change-position-and-rotation-of-an-entmeshcomponent) [](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/quest#how-to-change-position-and-rotation-of-an-entmeshcomponent) ### [How to remove an Animation (and Replace It)](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/quest/how-to-remove-an-animation-and-potentially-replace-it) [](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/quest#how-to-remove-an-animation-and-replace-it) ### [How to use worldCommunityRegistry and worldCompiledCommunity](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/quest/how-to-use-worldcommunityregistry-and-worldcompiledcommunity) [](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/quest#how-to-use-worldcommunityregistry-and-worldcompiledcommunity) ### [How to open garage doors](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/quest/how-to-open-garage-doors) [](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/quest#how-to-open-garage-doors) ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-bd4aef0f9108fa9b2b3ffcac050185247ad76ffb%252FType%253DUp.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=f7e10164&sv=2) [PreviousCustom Sounds & Custom Emitters with Audioware](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/sound/custom-sounds-and-custom-emitters-with-audioware) [NextHow to edit in-Game Messages](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/quest/how-to-edit-in-game-messages) Last updated 1 year ago * [Inside Quests:](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/quest#inside-quests) * [Visualize Quest Files](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/quest#visualize-quest-files) * [How to Edit Voiceover and Subtitles](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/quest#how-to-edit-voiceover-and-subtitles) * [How to change position and rotation of an entMeshComponent](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/quest#how-to-change-position-and-rotation-of-an-entmeshcomponent) * [How to remove an Animation (and Replace It)](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/quest#how-to-remove-an-animation-and-replace-it) * [How to use worldCommunityRegistry and worldCompiledCommunity](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/quest#how-to-use-worldcommunityregistry-and-worldcompiledcommunity) * [How to open garage doors](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/quest#how-to-open-garage-doors) --- # Downgrading / Preventing Auto-Updates | Cyberpunk 2077 Modding For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyberpunk-2077-modding/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/users-downgrading-preventing-auto-updates.md) . Things fall down when you let go of them, and mods break whenever a game updates. That is due to [framework compatibility](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained) . **Always make sure that your framework mods are up-to-date.** 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 [downgrading](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/users-downgrading-preventing-auto-updates#downgrading) Cyberpunk, or wait until the frameworks update. Preventing the game from auto-updating[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/users-downgrading-preventing-auto-updates#preventing-the-game-from-auto-updating) ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ### GOG Galaxy[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/users-downgrading-preventing-auto-updates#gog-galaxy) In GOG Galaxy, this can be done as a global setting — you disable auto-update for all of your games — or as a per-game option for some games like Cyberpunk 2077. #### Only disable updates for CP2077[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/users-downgrading-preventing-auto-updates#only-disable-updates-for-cp2077) Open the GOG Galaxy page for Cyberpunk 2077 and click the ![manage icon](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-bec3f3e07fc85b857fec03636f6757aa0bd58a0b%252Fimage.png%3Falt%3Dmedia&width=35&dpr=3&quality=100&sign=308e1f71&sv=2)manage icon next to the big play button, then `Manage installation` and `Configure...` Disable the `Automatically update to the newest version` checkbox. Optionally, select the game patch you want to play on here. \\ ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-2bd8c6967da3e502633560381c516e3eaa99f760%252Fimage.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=3753da15&sv=2) #### Globally disable updates[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/users-downgrading-preventing-auto-updates#globally-disable-updates) Open the settings and select the entry `Game features` in the sidebar, then uncheck the box for `Auto-update games`. ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-6580c22444c39b11e1e9e1fb09ee488edd2f0eba%252Fgog-auto-update.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=8aa14b13&sv=2) ### Epic[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/users-downgrading-preventing-auto-updates#epic) 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. ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-9dd323f38f2cc93337f47e74ad8678b8e2d39165%252Fepic-auto-update.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=a8068657&sv=2) ### Steam[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/users-downgrading-preventing-auto-updates#steam) 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: 1. Find the `steamapps` folder (: 1. Right-click on Cyberpunk 2077 in your Steam Library and select `**Properties**` 2. On the side bar, click on `**Local Files**` 3. 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`) 4. 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) 2. Find the file `appmanifest_1091500.acf` 3. Set the file to read-only: 1. Right-click on the file and select Properties 2. At the bottom of the dialogue, check the Read-only box ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-acfabfae3e3904c20c9386ef8b9b5438f8c4b6e9%252Fimage.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=81dc3f20&sv=2) 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! Downgrading[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/users-downgrading-preventing-auto-updates#downgrading) ------------------------------------------------------------------------------------------------------------------------------------------------------------------- ### GOG[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/users-downgrading-preventing-auto-updates#gog) 1. [Disable auto-updates](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/users-downgrading-preventing-auto-updates#gog) 2. Head to the Cyberpunk game detail page 3. Find the settings button next to the Play button 4. Select `Manage Installation` -> `Configure…` 5. Select the game version ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-362c83128a20e2165301d159cca903c99801d425%252Fgog-select-game-version.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=a6be0490&sv=2) ### Epic[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/users-downgrading-preventing-auto-updates#epic-1) Sorry, choomba, you're fucked. No downgrading possible. ### Steam[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/users-downgrading-preventing-auto-updates#steam-1) Since 2.2, Steam supports downgrading to version `1.63` , `2.13` , `2.21` or `2.3` Right-click on the game in Steam and select Properties, then go here: ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-43810b8ec45c4435faaea16ba77aef1293c45634%252F2025.09.11-19.57.05_steamwebhelper.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=80c5af0c&sv=2) For downgrading to other versions, see the expandable box below. Using steamdb to attempt to download a previous depot[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/users-downgrading-preventing-auto-updates#using-steamdb-to-attempt-to-download-a-previous-depot) Longer instructions can be found [in this MakeUseOf guide](https://www.makeuseof.com/how-to-downgrade-steam-games/) , but the condensed version (courtesy of our lovely Discord community) goes as follows: First [turn autoupdate off for Steam](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/users-downgrading-preventing-auto-updates#preventing-the-game-from-auto-updating) _**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 [here](https://steamdb.info/depot/1091501/history/) (Base Game) and [here](https://steamdb.info/depot/2138330/history/) (Phantom Liberty), and find the new Manifest ID tag. **Patch 2.3:** * Base Game: `download_depot 1091500 1091501 6814019010317238099` * Phantom Liberty: `download_depot 2138330 2138330 2681614462109514084` * REDmod: `download_depot 1091500 2060310 6234713401507336211` **Patch 2.21:** * Base Game: `download_depot 1091500 1091501 8420445566849588826` * Phantom Liberty: `download_depot 2138330 2138330 6387618923890239308` * REDmod: `download_depot 1091500 2060310 5840271637798999751` Now, we do the thing: 1. Open Steam 2. Press `Win+R` 3. Type `steam://open/console` to get into the steamdb console 4. In the console, enter this command exactly to start the download (it'll be the entire 60 GB so be prepared): `download_depot 1091500 1091501 3807385820978085162` 5. After the game finishes downloading, go to the installation location listed in the console, and copy either just the changed files (you can view the manifest for the new version) or the whole thing over your game directory to overwrite the new changes. 6. If you have the Phantom Liberty DLC, you will need to do the steps 4 and 5 again for the DLC itself with the command: `download_depot 2138330 2138330 5094071097429923087` This should leave you with the correct previous game version. You can right-click cyberpunk2077.exe to verify the versions in Properties > Details. You might still need to do a script cache reset or other cleanup before the game starts up nice, so head on over to [those instructions](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/user-guide-troubleshooting#troubleshooting-after-an-update) if need be. [PreviousChange logs](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/change-logs) [NextModding on Linux](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/modding-on-linux) Last updated 7 months ago * [Preventing the game from auto-updating](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/users-downgrading-preventing-auto-updates#preventing-the-game-from-auto-updating) * [GOG Galaxy](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/users-downgrading-preventing-auto-updates#gog-galaxy) * [Epic](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/users-downgrading-preventing-auto-updates#epic) * [Steam](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/users-downgrading-preventing-auto-updates#steam) * [Downgrading](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/users-downgrading-preventing-auto-updates#downgrading) * [GOG](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/users-downgrading-preventing-auto-updates#gog) * [Epic](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/users-downgrading-preventing-auto-updates#epic-1) * [Steam](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/users-downgrading-preventing-auto-updates#steam-1) --- # Menu | WolvenKit For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/wolvenkit/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu.md) . What is the Menu?[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#what-is-the-menu) ----------------------------------------------------------------------------------------------- The Menu is the main navigation bar at the top of the WolvenKit application. The Menu contains key functionality such as saving, opening files, and building mods. Read below for details about each Menu button. The Menu also displays the current mod project name and file opened with WolvenKit. ### Toolbar[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#toolbar) The [Toolbar](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#toolbar) is available directly below the Menu from the Editor. The buttons add convenience shortcuts to certain menu functions. Additionally, the Toolbar contains the **Launch Profiles** button. ![](https://wiki.redmodding.org/wolvenkit/~gitbook/image?url=https%3A%2F%2F4106170459-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MP_ozZVx2gRZUPXkd4r%252Fuploads%252FWNqhU952VsFDiaF96rFH%252FWK%25208.7%2520Menu%2520and%2520Toolbar%2520Generic.png%3Falt%3Dmedia%26token%3D9431ff45-af6d-4298-b3cd-5f051767d1c4&width=768&dpr=3&quality=100&sign=fcafc760&sv=2) HOME[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#home) ---------------------------------------------------------------------- Shows the WolvenKit [**Home**](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/home) view File[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#file) ---------------------------------------------------------------------- ### New File[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#new-file) Opens the dialogue to create a new file. ### Save[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#save) Save the currently selected document from the File Viewer ### Save As[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#save-as) Save the currently selected document from the File Viewer as a new file ### Save All[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#save-all) Save all currently open documents from the File Viewer Project[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#project) ---------------------------------------------------------------------------- ### New Project[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#new-project) Create a new WolvenKit mod project ### Open Project[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#open-project) Open an existing WolvenKit mod project ### Project Configuration[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#project-configuration) Configure various project settings ### Scan project for broken references[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#scan-project-for-broken-references) This will go through every file in your project, checking if **referenced resources** are **in your project** or **part of the base game**. If you are using a texture library, you will obviously get false positives here. ### Scan for unused files[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#scan-for-unused-files) The opposite of "Scan project for broken references" — this will check every file in your project and check if it's used by something. Will give you a list that you can copy to clipboard, or options to move/delete the files. This feature is experimental, so handle with care! ### Delete empty folders[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#delete-empty-folders) Will yeet folders without files in them. Works recursively (will also delete empty folder trees). ### Run File Validation on entire project[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#run-file-validation-on-entire-project) Will run the [Wolvenkit File Validation](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation) on every file in your project, and open the log file afterwards. This will generate a lot of duplicate text, but is the best way to find mistakes. Build[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#build) ------------------------------------------------------------------------ ### Pack Project[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#pack-project) Generates the install-ready structure in your project's `packed` folder, then creates a zip file. The generated zip file is ready for Nexus upload! ### Pack as REDmod[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#pack-as-redmod) Generates the install-ready structure (REDmod format) in your project's `packed` folder, then creates a zip file. This option is hidden by default and can be turned on in the [Settings](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#settings) . Read [here](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/usage#why-would-i-want-this) why. ### Install[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#install) Runs [Pack Project](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#pack-project) , then copies the contents of `packed` to your game directory. You can learn about [Archive files Load Order](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/load-order) on the yellow wiki. ### Install as REDmod[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#install-as-redmod) Runs [Pack as REDmod](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#pack-as-redmod) , then copies the contents of `packed` to your game directory. This option is hidden by default and can be turned on in the [Settings](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#settings) . Read [here](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/usage#why-would-i-want-this) why. ### Install & Launch Game[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#install-and-launch-game) Runs [Install](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#install) , then launches the game for you ### Install as REDmod & Launch Game[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#install-as-redmod-and-launch-game) Runs [Install as REDmod](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#install-as-redmod) , then launches the game for you This option is hidden by default and can be turned on in the [Settings](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#settings) . Read [here](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/usage#why-would-i-want-this) why. ### Clean All[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#clean-all) Deletes the contents of your Wolvenkit project's `packed` directory. ### Hot Reload[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#hot-reload) Pack archives and instantly install to game directory while Cyberpunk 2077 is running for testing (Requires [RedHotTools](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/redhottools) ). ### Launch Profiles[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#launch-profiles) Create and modify one-click pack & launch operations View[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#view) ---------------------------------------------------------------------- ### Project Explorer[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#project-explorer) Toggles the [Project Explorer](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#project-explorer) on or off ### Asset Browser[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#asset-browser) Toggles the [Asset Browser](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#asset-browser) on or off ### Properties[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#properties) Toggles the [Properties](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor/properties) panel for your currently selected file or off ### Log[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#log) Toggles the [Log](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor/log) panel on or off. ### Tweak Browser[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#tweak-browser) Toggles the **Tweak Browser** on or off. This panel will let you browse the TweakDB. ### LocKey browser[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#lockey-browser) Toggles the LocKey browser on or off. This panel will let you browse translation strings. ### Show File Preview[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#show-file-preview) Same as [**Settings**](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings#show-file-preview) option - enables/disables interactive Quick Previews within the Properties panel. This feature impacts performance. Navigating the Asset Browser or Project Explorer will be **faster** if the preview is **toggled off** or **inactive**. ### Layout[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#layout) #### Save Layout to Project[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#save-layout-to-project) Saves the [**Editor**](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor) UI layout to the current WolvenKit project, making it persistent across sessions. If you do this without an open Wolvenkit project, the view will be saved to the default file `%USERPROFILE%\AppData\Roaming\REDModding\WolvenKit\DockStates.xml` #### Reset Layout[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#reset-layout) Resets the UI layout to the default from one of the following files (by priority): 1. `%USERPROFILE%\AppData\Roaming\REDModding\WolvenKit\DockStates.xml` 2. `Path\To\Wolvenkit\DockStatesDefault.xml` This can be especially helpful if the layout is bugged or an editor window is unrecoverable. Tools[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#tools) ------------------------------------------------------------------------ ### Depot Generator[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#depot-generator) Tool for building a `depot`, a collection of extracted game assets to use them in other tools. [**Read more**](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/tools#depot-generator) ### Sound Modding Tool[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#sound-modding-tool) Tool for modding sound files [**Read more**](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/tools#sound-modding-tool) ### **Script Manager**[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#script-manager) Toggles the [Script Manager](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#script-manager) ### Import Tool[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#import-tool) Toggles the [Import Tool](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/tools/tools-import-export#import-tool) ### Export Tool[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#export-tool) Toggles the [Export Tool](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/tools/tools-import-export#export-tool) ### Settings[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#settings) Open the WolvenKit [**Settings**](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/settings) page Game[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#game) ---------------------------------------------------------------------- ### Launch Game[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#launch-game) Launches Cyberpunk 2077 ### Launch Game with Steam[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#launch-game-with-steam) Launches Cyberpunk 2077 using Steam ### Open Game Folder[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#open-game-folder) Opens the Cyberpunk 2077 game directory in Windows Explorer Extensions[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#extensions) ---------------------------------------------------------------------------------- ### Plugin Manager[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#plugin-manager) Opens the WolvenKit Plugin Manager #### Mod Manager[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#mod-manager) Opens the WolvenKit Plugin Manager #### Cyberpunk Blender Add-on[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#cyberpunk-blender-add-on) Opens external-link to the Cyberpunk Blender Add-on GitHub page [https://github.com/WolvenKit/Cyberpunk-Blender-add-on](https://github.com/WolvenKit/Cyberpunk-Blender-add-on) Help[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#help) ---------------------------------------------------------------------- ### Setting Up WolvenKit[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#setting-up-wolvenkit) Opens an external-link to the **Setup** page ### Creating a Mod[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#creating-a-mod) Opens an external-link to the [**Creating a Mod**](https://wiki.redmodding.org/wolvenkit/getting-started/creating-a-mod) page #### Discord Invitation[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#discord-invitation) ### Opens an external-link to a [Discord](https://discord.gg/Epkq79kd96) invitation[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#opens-an-external-link-to-a-discord-invitation) ### About WolvenKit[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#about-wolvenkit) Opens an external-link to the [**About**](https://wiki.redmodding.org/wolvenkit/about) page ### Open Log Folder[](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#open-log-folder) Opens the folder with the Wolvenkit Logs [PreviousHome: Plugins](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/home/home-plugins) [NextToolbar](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu/toolbar) Last updated 1 year ago Was this helpful? * [What is the Menu?](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#what-is-the-menu) * [Toolbar](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#toolbar) * [HOME](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#home) * [File](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#file) * [New File](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#new-file) * [Save](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#save) * [Save As](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#save-as) * [Save All](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#save-all) * [Project](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#project) * [New Project](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#new-project) * [Open Project](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#open-project) * [Project Configuration](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#project-configuration) * [Scan project for broken references](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#scan-project-for-broken-references) * [Scan for unused files](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#scan-for-unused-files) * [Delete empty folders](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#delete-empty-folders) * [Run File Validation on entire project](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#run-file-validation-on-entire-project) * [Build](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#build) * [Pack Project](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#pack-project) * [Pack as REDmod](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#pack-as-redmod) * [Install](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#install) * [Install as REDmod](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#install-as-redmod) * [Install & Launch Game](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#install-and-launch-game) * [Install as REDmod & Launch Game](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#install-as-redmod-and-launch-game) * [Clean All](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#clean-all) * [Hot Reload](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#hot-reload) * [Launch Profiles](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#launch-profiles) * [View](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#view) * [Project Explorer](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#project-explorer) * [Asset Browser](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#asset-browser) * [Properties](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#properties) * [Log](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#log) * [Tweak Browser](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#tweak-browser) * [LocKey browser](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#lockey-browser) * [Show File Preview](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#show-file-preview) * [Layout](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#layout) * [Tools](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#tools) * [Depot Generator](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#depot-generator) * [Sound Modding Tool](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#sound-modding-tool) * [Script Manager](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#script-manager) * [Import Tool](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#import-tool) * [Export Tool](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#export-tool) * [Settings](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#settings) * [Game](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#game) * [Launch Game](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#launch-game) * [Launch Game with Steam](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#launch-game-with-steam) * [Open Game Folder](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#open-game-folder) * [Extensions](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#extensions) * [Plugin Manager](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#plugin-manager) * [Help](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#help) * [Setting Up WolvenKit](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#setting-up-wolvenkit) * [Creating a Mod](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#creating-a-mod) * [Opens an external-link to a Discord invitation](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#opens-an-external-link-to-a-discord-invitation) * [About WolvenKit](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#about-wolvenkit) * [Open Log Folder](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#open-log-folder) Was this helpful? --- # Modding on macOS | Cyberpunk 2077 Modding For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyberpunk-2077-modding/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/modding-on-macos.md) . This guide is currently a work in progress. **Modding Support on MacOS (or Lack Thereof)** At the time of writing, the only framework mod that is unofficially supported on the MacOS build of Cyberpunk 2077 is [redscript](https://wiki.redmodding.org/redscript/) starting with the 0.5.29 build. As such, the only mods that are supported on MacOS are pure **redscript-only** mods (i.e. no Codeware, no ArchiveXL, etc.) Additionally, due to the security features built into MacOS, modding the game is possible, but much more annoying. You'll get a lot of scary-looking warnings and permission requests, but this is normal. Don't worry! We'll go through all of them here. Getting Started[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/modding-on-macos#getting-started) -------------------------------------------------------------------------------------------------------------------------------------------------- 1 **Download redscript for macOS** Find the latest release on the [GitHub Releases](https://github.com/jac3km4/redscript/releases/) for redscript Be sure to download `redscript-vX.X.XX-macos.zip` , NOT `redscript-cli-aarch64-darwin` ! 2 **Install redscript to your game directory** Copy the contents of the zip/folder to your Cyberpunk 2077 install folder (the one with `Cyberpunk2077.app`). The default locations can be found here: * GOG: `/Applications/Cyberpunk 2077/` * Steam: `~/Library/Application Support/Steam/steamapps/common/Cyberpunk 2077/` * App Store: `/Applications/Cyberpunk2077.app/Contents/Data/` 3 **Unblock redscript in macOS** Open the Terminal app and run the following command to tell MacOS redscript is safe to run: * GOG: Copy xattr -r -d com.apple.quarantine "/Applications/Cyberpunk 2077/engine/tools/" * Steam: Copy xattr -r -d com.apple.quarantine "$HOME/Library/Application Support/Steam/steamapps/common/Cyberpunk 2077/engine/tools/" * App Store: Copy xattr -r -d com.apple.quarantine "/Applications/Cyberpunk2077.app/Contents/Data/engine/tools/" 4 **Download input loader for macOS** Find the latest release on the [GitHub Releases](https://github.com/risner/cyberpunk2077-input-loader-mac/releases/) for redscript 5 **Install input loader to your game directory** Copy the contents of the zip/folder to your Cyberpunk 2077 install folder (the one with `Cyberpunk2077.app`). The default locations can be found here: * GOG: `/Applications/Cyberpunk 2077/` * Steam: `~/Library/Application Support/Steam/steamapps/common/Cyberpunk 2077/` * App Store: `/Applications/Cyberpunk2077.app/Contents/Data/` 6 **Make sure your script is executable** * GOG: Copy chmod +x "/Applications/Cyberpunk 2077/launch_modded.sh" * Steam: Copy chmod +x "$HOME/Library/Application Support/Steam/steamapps/common/Cyberpunk 2077/launch_modded.sh" * App Store: Copy chmod +x "/Applications/Cyberpunk2077.app/Contents/Data/launch_modded.sh" Running Cyberpunk 2077 on macOS with redscript[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/modding-on-macos#running-cyberpunk-2077-on-macos-with-redscript) ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- The MacOS build of Cyberpunk 2077 will not start redscript automatically like the Windows build. Therefore, any redscript mods you install will not be included in the game automatically, but you don't have to run the script every time, only with new mods or updates **to let them compile**. You have three options: ### 1\. Link bash script to your game client[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/modding-on-macos#id-1.-link-bash-script-to-your-game-client) _a) GOG:_ 1. Launch GOG Galaxy → **Cyberpunk 2077 → More → Manage Installation → Configure → Add another executable / arguments** 2. Locate the game path and ensure to select the script Copy /Applications/Cyberpunk 2077/launch_modded.sh 3. Press **Select an executable to link,** ensure **Default executable** is **checked** and press **OK**. Now GOG Galaxy will run your script whenever you press **Play**. _b) Steam:_ Steam does not let you choose a different executable on macOS, so the workaround is to temporarily replace the top-level launcher with the script. 1. Rename the executable inside `Cyberpunk2077.app` : 1. Using your preferred text editor (use `TextEdit` if you do not have another one), update `launch_modded.sh` so it uses a fixed macOS path, changes into the game directory before running the tools, and launches the renamed executable: Save the file with `Command` + `S`. 1. Rename the launch script to executable: 1. Make sure it's executable: If you want to undo this later, restore the original launcher and put the script back: _c) App Store_ Some values within `launch_modded.sh` will need to be edited for it to launch the game correctly. 1. Adjust `launch_modded.sh` to these changes using preferable text editor (use `Text Edit`, if you don't have any): * Locate following lines: * Replace it with following: 1. Make sure it's executable: Be sure the script opens with Terminal by default, right click `launch_modded.sh` → Show info → Open with: → Select 'Terminal' 1. _(Optional)_ Create a shortcut to open more easily ### 2\. Run the Included Bash Script to Start Cyberpunk 2077[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/modding-on-macos#id-2.-run-the-included-bash-script-to-start-cyberpunk-2077) * From Finder, double click the `launch_modded.sh` file in the `Cyberpunk 2077` folder or * From Terminal, `cd` to your Cyberpunk 2077 folder (the same as before) and run `./launch_modded.sh` ### 3\. Manually run redscript, then launch the game normally[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/modding-on-macos#id-3.-manually-run-redscript-then-launch-the-game-normally) 😏 (more to come) [PreviousModding on Linux](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/modding-on-linux) [NextTroubleshooting](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/user-guide-troubleshooting) Last updated 3 months ago * [Getting Started](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/modding-on-macos#getting-started) * [Running Cyberpunk 2077 on macOS with redscript](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/modding-on-macos#running-cyberpunk-2077-on-macos-with-redscript) * [1\. Link bash script to your game client](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/modding-on-macos#id-1.-link-bash-script-to-your-game-client) * [2\. Run the Included Bash Script to Start Cyberpunk 2077](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/modding-on-macos#id-2.-run-the-included-bash-script-to-start-cyberpunk-2077) * [3\. Manually run redscript, then launch the game normally](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/modding-on-macos#id-3.-manually-run-redscript-then-launch-the-game-normally) Copy mv "$HOME/Library/Application Support/Steam/steamapps/common/Cyberpunk 2077/Cyberpunk2077.app/Contents/MacOS/Cyberpunk2077" \ "$HOME/Library/Application Support/Steam/steamapps/common/Cyberpunk 2077/Cyberpunk2077.app/Contents/MacOS/Cyberpunk2077_real" Copy #!/usr/bin/env bash game_dir="$HOME/Library/Application Support/Steam/steamapps/common/Cyberpunk 2077" cd "$game_dir" || exit 1 "$game_dir/engine/tools/scc" -compile "$game_dir/r6/scripts" perl "$game_dir/engine/tools/inputloader.pl" exec "$game_dir/Cyberpunk2077.app/Contents/MacOS/Cyberpunk2077_real" "$@" Copy mv "$HOME/Library/Application Support/Steam/steamapps/common/Cyberpunk 2077/launch_modded.sh" \ "$HOME/Library/Application Support/Steam/steamapps/common/Cyberpunk 2077/Cyberpunk2077" Copy chmod +x "$HOME/Library/Application Support/Steam/steamapps/common/Cyberpunk 2077/Cyberpunk2077" Copy mv "$HOME/Library/Application Support/Steam/steamapps/common/Cyberpunk 2077/Cyberpunk2077.app/Contents/MacOS/Cyberpunk2077_real" \ "$HOME/Library/Application Support/Steam/steamapps/common/Cyberpunk 2077/Cyberpunk2077.app/Contents/MacOS/Cyberpunk2077" mv "$HOME/Library/Application Support/Steam/steamapps/common/Cyberpunk 2077/Cyberpunk2077" \ "$HOME/Library/Application Support/Steam/steamapps/common/Cyberpunk 2077/launch_modded.sh" Copy "$game_dir/Cyberpunk2077.app/Contents/MacOS/Cyberpunk2077" Copy "$game_dir/../MacOS/Cyberpunk2077" Copy chmod +x "/Applications/Cyberpunk2077.app/Contents/Data/launch_modded.sh" Copy ln -s "/Applications/Cyberpunk2077.app/Contents/Data/launch_modded.sh" "/Applications/Cyberpunk 2077 Modded" --- # Tweaks | Cyberpunk 2077 Modding For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyberpunk-2077-modding/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/tweaks.md) . **Summary**[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/tweaks#summary) --------------------------------------------------------------------------------------------------------- **Created:** Mar 18 2024 by @Bioskop **Last documented update:** Mar 24 2024 by [mana vortex](mailto:undefined) This is the landing page for the Tweaks section of the wiki. It doesn't contain any information on its own, but you can explore its subcategories in the menu bar or use the links at the bottom of the page to browse them. ### Tweak modding guides[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/tweaks#tweak-modding-guides) Check [Tweak modding: Guides](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/tweaks/tweak-modding-guides) for a collection of guides on this topic * * * TweakDB[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/tweaks#tweakdb) ----------------------------------------------------------------------------------------------------- TweakDB is a database from REDengine 4 designed for readonly in-game access. It contains static information about characters, items, AI behavior, etc. #### For further documentation on TweakDB enter to Psiberx github:[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/tweaks#for-further-documentation-on-tweakdb-enter-to-psiberx-github) [![Logo](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2Fgithub.com%2Ffluidicon.png&width=20&dpr=3&quality=100&sign=a9296982&sv=2)TweakDBGitHub](https://github.com/psiberx/cp2077-tweak-xl/wiki/TweakDB) TweakXL:[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/tweaks#tweakxl) ------------------------------------------------------------------------------------------------------ TweakXL is a modding tool and a framework to create mods that modify TweakDB, a proprietary database of REDengine 4, containing essential information about game entities and behavior. #### For further documentation on TweakXL enter to Psiberx github:[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/tweaks#for-further-documentation-on-tweakxl-enter-to-psiberx-github) [![Logo](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2Fgithub.com%2Ffluidicon.png&width=20&dpr=3&quality=100&sign=a9296982&sv=2)GitHub - psiberx/cp2077-tweak-xl: Cyberpunk 2077 mod that allows you to modify TweakDB.GitHub](https://github.com/psiberx/cp2077-tweak-xl) [PreviousUV Mapping: texturing a 3d object](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials/uv-mapping-texturing-a-3d-object) [NextTweakDB: Game database](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/tweaks/tweaks) Last updated 2 years ago * [Summary](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/tweaks#summary) * [Tweak modding guides](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/tweaks#tweak-modding-guides) * [TweakDB](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/tweaks#tweakdb) * [TweakXL:](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/tweaks#tweakxl) --- # Home | NativeDB · Documentation For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/nativedb-documentation/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/nativedb-documentation/home.md) . This space stores documentation and is used to show it when browsing RTTI dump using NativeDB. If you have an issue or feedback to share, come and talk about it on [NativeDB@wiki](https://discord.com/channels/717692382849663036/1204386919727894548) channel. If you want to contribute, please go to the next guide: [NextContributing](https://wiki.redmodding.org/nativedb-documentation/contributing) Last updated 2 years ago --- # Archive files Load Order | Cyberpunk 2077 Modding For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyberpunk-2077-modding/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/load-order.md) . Summary[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/load-order#summary) ---------------------------------------------------------------------------------------------------------------------------- **Written & Published**: Nov 22, 2023 by [mana vortex](mailto:undefined) **Last documented update:** January 20th, 2026 by [minnierylands](mailto:undefined) This page will explain to you what Load Order is and how it works, then tell you how to influence it. TL;DR[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/load-order#tl-dr) ------------------------------------------------------------------------------------------------------------------------ You're not supposed to manage load order conflicts. If you ever feel the need to do that, a modder fucked up. In that case you may still influence`.archive` mods and REDmods. **Tweak mods** may conflict as well since tweakDB is a database of static values (e.g. two mods both edit the weapon stats of the Masamune). * For REDmods, see [Conflicts and Load Order](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/usage#conflicts-and-load-order) * For .archive mods, rename files in ASCII alphabetical order. Do not use any [tools](https://www.nexusmods.com/cyberpunk2077/mods/11126) **other than your mod manager** to change mod load order, as they create more problems than they solve. * There currently is no tool to check tweak conflicts * Check [Load order and Wolvenkit](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/load-order#load-order-and-wolvenkit) if you are making a mod What is Load Order?[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/load-order#what-is-load-order) --------------------------------------------------------------------------------------------------------------------------------------------------- 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. #### Example[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/load-order#example) 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. How are mods ordered?[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/load-order#how-are-mods-ordered) ------------------------------------------------------------------------------------------------------------------------------------------------------- The game loads mods in the following order (higher wins): ### 1\. .archive mods[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/load-order#id-1.-.archive-mods) All .archive files in `Cyberpunk 2077/archive/pc/mod` in [ASCII-alphabetical order](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/load-order#load-order-ascii-sort) . Example: To load the conflicting file from **realistic\_boobs\_DDDDDDDDD\_cup.archive** before **i\_know\_nothing\_about\_back\_problems.archive** you could simply change the capitalisation. This will lead to the following order If you change the load order by renaming a file, it is suggested to indicate said change in your mod manager, for example by also renaming the mod in the manager to reflect the change made. In this case if the mod is named "**Backbreaker Boobs"**, you could change it's name in the manager to **"Backbreaker Boobs - renamed to load before Backpain is a myth"**. This helps keep an overview about changed file names and load order and minimises confusion later on when adding more mods. **Note: If a file called** `**modlist.txt**` **is found inside** `**archive/pc/mod**` **then the game will load archives according to the order inside that file. Delete this file and save yourself from a world of pain.** **If you really need to change where a mod loads, change the name of the file.** modlist.txt example[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/load-order#modlist.txt-example) 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. ### 2\. REDmods[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/load-order#id-2.-redmods) Folders in `Cyberpunk 2077/mods` are loaded strictly **after** `/archive/pc/mod` in [ASCII-alphabetical order](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/load-order#load-order-ascii-sort) . ### Load order: ASCII sort[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/load-order#load-order-ascii-sort) The game reads mods in ASCII-alphabetical order (REDmods by **folder name**, .archive files by **archive file name**). This is ASCII ordering: ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2Ffiles.gitbook.com%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MP_ozZVx2gRZUPXkd4r%252Fuploads%252FJ7IAaw7SEdYkWNCWeT4V%252Fimage.png%3Falt%3Dmedia%26token%3Dacfd4e9c-7c2c-4a11-89fc-6bbef5211eec&width=768&dpr=3&quality=100&sign=873b8fd3&sv=2) Source: [https://www.academia.edu/19644191](https://www.academia.edu/19644191) #### Example[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/load-order#example-1) Mod name Pos why MyMod.archive 2 M comes before m myMod.archive 3 !myMod.archive 1 ! comes before A How to use this?[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/load-order#how-to-use-this) --------------------------------------------------------------------------------------------------------------------------------------------- You can re-name your folders and .archive files following the rules under [Load order: ASCII sort](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/load-order#load-order-ascii-sort) to influence in which order the game will load your mods. 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. Load order and Wolvenkit[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/load-order#load-order-and-wolvenkit) -------------------------------------------------------------------------------------------------------------------------------------------------------------- By default, [installing a mod with Wolvenkit](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu/toolbar#install) will create an [archive mod](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/load-order#id-1.-.archive-mods) which is subject to the rules above (see [Load order: ASCII sort](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/load-order#load-order-ascii-sort) ). Unless you specifically need to **overwrite other modded files**, you can completely ignore this. To re-name your packed files, use Project -> Configure (check also: [Project naming and mod load order](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/wolvenkit-projects#project-naming-and-mod-load-order) ) ### More Examples[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/load-order#more-examples) If you are creating a **compatibility mod** (something that modifies the files of another installed mod), then yours needs to load **first**. For example, if you want to do a custom recolour of the mod [`_ArchiveXL_Netrunner_Variants.archive`](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment/recolours-and-refits) , then your Wolvenkit project could be named `_00_ArchiveXL_Netrunner_Variants`, or `_ArchiveXL_Netrunner_00_Recolour`. [PreviousVortex Mod Manager](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/getting-started/vortex-mod-manager) [NextREDmod](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod) Last updated 6 months ago * [Summary](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/load-order#summary) * [TL;DR](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/load-order#tl-dr) * [What is Load Order?](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/load-order#what-is-load-order) * [How are mods ordered?](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/load-order#how-are-mods-ordered) * [1\. .archive mods](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/load-order#id-1.-.archive-mods) * [2\. REDmods](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/load-order#id-2.-redmods) * [Load order: ASCII sort](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/load-order#load-order-ascii-sort) * [How to use this?](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/load-order#how-to-use-this) * [Load order and Wolvenkit](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/load-order#load-order-and-wolvenkit) * [More Examples](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/load-order#more-examples) Copy i_know_nothing_about_back_problems.archive realistic_boobs_DDDDDDDDD_cup.archive Copy Realistic_boobs_DDDDDDDDD_cup.archive i_know_nothing_about_back_problems.archive Copy modb.archive moda.archive --- # REDMod: Usage | Cyberpunk 2077 Modding For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyberpunk-2077-modding/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/usage.md) . Summary[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/usage#summary) ------------------------------------------------------------------------------------------------------------------------------ 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. ### Wait, this is not what I want![](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/usage#wait-this-is-not-what-i-want) This section is for managing mods with REDmod. * For install instructions, check [Using Mods](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077) * For creating mods, see the **Modding Guides** section in the wiki's navigation tree to the left. What does REDmod do for me?[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/usage#what-does-redmod-do-for-me) --------------------------------------------------------------------------------------------------------------------------------------------------------------------- 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. ### That sounds awesome, why is that not the default?[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/usage#that-sounds-awesome-why-is-that-not-the-default) * 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 [Audioware](https://www.nexusmods.com/cyberpunk2077/mods/12001) mod from Nexus). You can **convert** REDmods to the legacy format by putting any files into the [correct subfolders](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077) . `.script` files need to be converted to `.reds`, but TweakXL can simply read REDMod tweaks. Using Mods[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/usage#using-mods) ------------------------------------------------------------------------------------------------------------------------------------ The game loads REDmods from this path: `<`[`Cyberpunk 2077`](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory) `>/mods/`. > EXAMPLE: REDMod: `C:\GoG\`[`Cyberpunk 2077`](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory) > `\mods\\archives\.archive` Legacy: `C:\GoG\`[`Cyberpunk 2077`](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory) > `\archive\PC\mod\.archive` Legacy archive mods in [``](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory) `/archive/pc/mod` are still supported, but their load order cannot be managed with REDmod. Legacy mods will load **before** any REDmods. Before being able to play a modded game, you need to [**deploy**](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/usage#how-do-i-deploy) your installed mods. Then, you need to [activate mods](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/usage#activating-mods) before starting the game. #### How do I deploy?[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/usage#how-do-i-deploy) 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` #### What is deployed?[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/usage#what-is-deployed) Scripts: Compiled into a script blob [](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory) /mods//scripts Tweaks: Compiled into a modded tweakDB [](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory) /mods//tweaks Sound files [](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory) /mods//customSounds Activating mods[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/usage#activating-mods) ---------------------------------------------------------------------------------------------------------------------------------------------- ### **GOG, Steam** and **Epic**[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/usage#gog-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. ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-8c755ebc06c02f75bbc1be09fb7a3366edefdfcc%252Fgog_prelauncher.png%3Falt%3Dmedia%26token%3D22c2f222-927d-4b2c-b537-7e057ed23425&width=768&dpr=3&quality=100&sign=5b980687&sv=2) Conflicts and Load Order[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/usage#conflicts-and-load-order) ---------------------------------------------------------------------------------------------------------------------------------------------------------------- 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. Troubleshooting[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/usage#troubleshooting) ---------------------------------------------------------------------------------------------------------------------------------------------- If a REDmod is giving you trouble, you can force a redeploy by either of the following means: 1. Either 1. Delete the content of `r6/cache/modded` in your Cyberpunk directory 2. or 1. Uninstall the mod 2. Start the game 3. As soon as it launches, close the game again 4. Reinstall the mod 3. Now, restart the game. REDMod will rebuild the cache and hopefully fix your problem. If that doesn't do it, you can consult the [troubleshooting guide](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/usage#troubleshooting) for advice. Advanced Topics[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/usage#advanced-topics) ---------------------------------------------------------------------------------------------------------------------------------------------- ### Deploying Mods - Automatically[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/usage#deploying-mods-automatically) 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 ### Deploying Mods - Manually[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/usage#deploying-mods-manually) The REDmod `deploy` command stages installed mods to work when the game starts with the `modded` flag. ### Deploying Mods - WolvenKit Integration[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/usage#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[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/usage#handling-conflicts-manually) 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**. ### Handling Conflicts - WolvenKit integration[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/usage#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[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/usage#starting-a-modded-game-manually) 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 `\bin\x64\Cyberpunk2077.exe` [PreviousREDmod](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod) [NextCommands](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/commands) Last updated 6 months ago * [Summary](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/usage#summary) * [Wait, this is not what I want!](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/usage#wait-this-is-not-what-i-want) * [What does REDmod do for me?](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/usage#what-does-redmod-do-for-me) * [That sounds awesome, why is that not the default?](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/usage#that-sounds-awesome-why-is-that-not-the-default) * [Using Mods](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/usage#using-mods) * [Activating mods](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/usage#activating-mods) * [GOG, Steam and Epic](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/usage#gog-steam-and-epic) * [Conflicts and Load Order](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/usage#conflicts-and-load-order) * [Troubleshooting](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/usage#troubleshooting) * [Advanced Topics](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/usage#advanced-topics) * [Deploying Mods - Automatically](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/usage#deploying-mods-automatically) * [Deploying Mods - Manually](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/usage#deploying-mods-manually) * [Deploying Mods - WolvenKit Integration](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/usage#deploying-mods-wolvenkit-integration) * [Handling Conflicts - Manually](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/usage#handling-conflicts-manually) * [Handling Conflicts - WolvenKit integration](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/usage#handling-conflicts-wolvenkit-integration) * [Starting a Modded Game - Manually](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/usage#starting-a-modded-game-manually) Copy redmod deploy -root="C:\Gog\Cyberpunk 2077" -mod=modB,modA,modC Copy Cyberpunk2077.exe -modded --- # Assets explained | Cyberpunk 2077 Modding For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyberpunk-2077-modding/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/assets.md) . What is an asset?[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/assets#what-is-an-asset) ------------------------------------------------------------------------------------------------------------------------------------------------------- An asset is a specific, objectified concept in the game that can be highly detailed like a blade of grass, or larger like a building, or intangible like sound effects. Unity defines an asset as, "Shorthand for anything that goes into a video game – characters, objects, sound effects, maps, environments, etc." Every asset is defined in a set of [normalized](https://en.wikipedia.org/wiki/Database_normalization) asset files that describe its relationship to the game, other assets, and itself. Visual Asset-Related File Formats[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/assets#visual-asset-related-file-formats) ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- The following list contains file formats that are used to compose visual assets such as vehicles and weapons. The community-devloped tool **WolvenKit** can be used to browse game archives and extract game files. [Learn more](https://wiki.redmodding.org/wolvenkit/) ### MESH[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/assets#mesh) 3d models ### XBM (images and Textures)[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/assets#xbm-images-and-textures) 2d textures mapped onto meshes, advertisements, or any other game asset that uses an image in the game. ### APP (appearance)[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/assets#app-appearance) Sets up appearances for assets such as NPCs and vehicles referenced by [**entity files**](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/assets#ent-entity) ### BK2 (Videos)[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/assets#bk2-videos) [**Bink 2**](https://www.radgametools.com/bnkdown.htm) file format (.bk2) that us used for any videos in game (Televsion, quest overlays, or some billboards) ### ENT (entity)[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/assets#ent-entity) Parent file for most visual assets which is directly linked by the [**Tweak DB**](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/tweaks/tweaks#what-is-the-tweak-db) ### HP (hair profile)[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/assets#hp-hair-profile) Color ramp data to set colors for meshes using the hair [**shader**](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials/shaders) ### MI (material instance)[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/assets#mi-material-instance) Instanced shaders for mesh materials ### MLMASK (multilayered mask)[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/assets#mlmask-multilayered-mask) Mask component of the [**Multilayer supershader**](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials/multilayered) ### MLSETUP (multilayered setup)[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/assets#mlsetup-multilayered-setup) Material setup component of the [**Multilayer supershader**](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials/multilayered) ### MLTEMPLATE (multilayered template)[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/assets#mltemplate-multilayered-template) Pre-defined tiling surface component of the [**Multilayer supershader**](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials/multilayered) ### MT (material template)[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/assets#mt-material-template) Base shader files for REDengine * * * Visual Asset Graphs[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/assets#visual-asset-graphs) ------------------------------------------------------------------------------------------------------------------------------------------------------------ #### Vehicles[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/assets#vehicles) ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-a0b1944bb2bd6ca89d937c1e7763b9b1f667b239%252FCP2077%2520Vehicle%2520Example.svg%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=a4051805&sv=2) [PreviousReferences, lists and overviews](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews) [NextCheat Sheet: Character Creator](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-character-creator) Last updated 4 months ago --- # Getting Started | Cyberpunk 2077 Modding For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyberpunk-2077-modding/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/native-interactions-framework/getting-started.md) . Creating Project[](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/native-interactions-framework/getting-started#creating-project) ------------------------------------------------------------------------------------------------------------------------------------------------------------------- * All interactions are organized intro projects, you usually have one project per mod * To create a new project, go to the `Projects` tab * Enter a name, then hit the save icon to create and load a new project ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-dbe56f31a59d8ff33777b7bbcd9e3bed69719313%252FNIFProjects.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=b9dd334b&sv=2) Creating, managing and editing existing projects In this guide, "loading" a project means loading it to edit, as any project installed will be active by default Adding Interactions[](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/native-interactions-framework/getting-started#adding-interactions) ------------------------------------------------------------------------------------------------------------------------------------------------------------------------- * To add an interaction, make sure you have loaded a project by pressing the "Load" icon to the left of it's name in the `Projects` tab * Switch to the `Edit Project` Tab * Now select the type of interaction from the dropdown, add a name, and hit the plus icon to add it * New interactions will be placed at the player's feet ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-1a99c525f3ef2420bf5172aa4a9e1a3f665ed86b%252FNIFAddNew.gif%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=80f04b28&sv=2) Add a new interaction Edit Interactions[](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/native-interactions-framework/getting-started#edit-interactions) --------------------------------------------------------------------------------------------------------------------------------------------------------------------- * Information on how to edit an interaction and what it's properties do, can be found here: * [Interaction Settings](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/native-interactions-framework/interaction-settings) Sharing Creations[](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/native-interactions-framework/getting-started#sharing-creations) --------------------------------------------------------------------------------------------------------------------------------------------------------------------- * For each project, an equally named `.json` file is created in the mod's folder: * `Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks\mods\nativeInteractions\projects\projectName.json` * To publish your mod, simply include the project's JSON file, and add NIF as requirement Project files for sharing can be found in `Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks\mods\nativeInteractions\projects` [PreviousInstallation](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/native-interactions-framework/installation) [NextInteraction Settings](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/native-interactions-framework/interaction-settings) Last updated 3 months ago * [Creating Project](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/native-interactions-framework/getting-started#creating-project) * [Adding Interactions](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/native-interactions-framework/getting-started#adding-interactions) * [Edit Interactions](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/native-interactions-framework/getting-started#edit-interactions) * [Sharing Creations](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/native-interactions-framework/getting-started#sharing-creations) --- # Game Components explained | Cyberpunk 2077 Modding For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyberpunk-2077-modding/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do.md) . Please see the individual subpages in the menu to get to the content, or use the "Next" button at the bottom of the page. [PreviousAMM](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained/amm) [NextFile Formats](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/file-formats) Last updated 4 months ago --- # Vehicles | Cyberpunk 2077 Modding For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyberpunk-2077-modding/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles.md) . Summary[](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles#summary) ---------------------------------------------------------------------------------------------- This section collects information for vehicle modding. ### Wait, this is not what I want![](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles#wait-this-is-not-what-i-want) * For [Exporting Vehicles](https://wiki.redmodding.org/wolvenkit/modding-community/exporting-vehicles) to Blender, check the Wolvenkit Wiki's step-by-step guide. What you can find here[](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles#what-you-can-find-here) ---------------------------------------------------------------------------------------------------------------------------- Boe6 has been so nice to share their (very detailed) [guide on Google Doc](https://docs.google.com/document/d/1a5Xvviw_GQxcvbxEwc3GoboaNk0igxlhiyS7ux34sIs/edit?usp=sharing) and given full permission to transfer it to the wiki. However, the transfer is a work in progress (check [Boe6's Guide: basic car from A to Z](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles/boe6s-guide-new-car-from-a-to-z) ) A second guide is [here](https://docs.google.com/document/d/1db16DhXj8xxDnLJryGW6Ge5p39NDrPVRU5Gs6f3YGoI/edit) , although it is not very detailed. For the visual learners among us, you can find a youtube video series by boe6 here: [PreviousInterface modding](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/custom-icons-and-ui/interface-modding) [NextBoe6's Guide: basic car from A to Z](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles/boe6s-guide-new-car-from-a-to-z) Last updated 5 months ago * [Summary](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles#summary) * [Wait, this is not what I want!](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles#wait-this-is-not-what-i-want) * [What you can find here](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles#what-you-can-find-here) --- # World Editing | Cyberpunk 2077 Modding For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyberpunk-2077-modding/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing.md) . This page will introduce you to the very basic structure of the world and the necessary tools to effectively modify the surroundings to your liking. ### World Structure[](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing#world-structure) The world of Cyberpunk2077 consists of [nodes](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/reference-world-sectors/reference-.streamingsector-node-types) , which can represent anything from visible meshes, collision, lights, effects to sounds, areas dictating where NPCs can spawn and more. These are grouped together into `streamingsector`'s which are packed inside the archive files of the game. Thus, directly editing them is not possible without causing conflicts (This is relevant for deleting and modifying nodes). To avoid that, ArchiveXL allows working with streamingsectors in a non-destructible way. Additions to the world are also made possible by ArchiveXL, which can tell the game to load custom streamingsectors. More detailed information can be found here: [The whole world: .streamingsectors](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/the-whole-world-.streamingsector) [Sectors of Interest](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/reference-world-sectors) [Node Types](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/reference-world-sectors/reference-.streamingsector-node-types) [Mod Load Order](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/wolvenkit-projects#project-naming-and-mod-load-order) ### Tools You Will Need[](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing#tools-you-will-need) * **ArchiveXL (**[**Nexus**](https://www.nexusmods.com/cyberpunk2077/mods/4198) **|**[**Wiki**](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained/archivexl) **):** In the context of world editing, ArchiveXL allows for the non-destructive modification of sector files (E.g. Removing or modifying nodes), and also handles the merging of custom streamingsectors into the game. * **RedHotTools (**[**GitHub**](https://github.com/psiberx/cp2077-red-hot-tools) **|**[**Wiki**](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/redhottools) **):** Allows for inspection of nodes and objects at runtime, providing you details like nodetype, nodeinstance, the sectorpath and more. Instructions on how to find locations using RHT can be found [here](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/reference-world-sectors/places) . * **World Builder** **(**[**GitHub**](https://github.com/justarandomguyintheinternet/CP77_entSpawner) **|**[**Nexus**](https://www.nexusmods.com/cyberpunk2077/mods/20660) **|**[**Wiki**](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/object-spawner) **):** Main tool for adding new nodes to the game-world. Supports dozens of node types and has access to all game resources, including AMM props. Mods made using it are native world edits, using ArchiveXL to make the game load the custom sectors. A fork of World Builder with extended features that aren't yet in the main repository is available exclusively on [GitHub](https://github.com/Akiway/CP77_entSpawner) . * **UnlimitedGeometryCacheStreaming** ([Nexus](https://www.nexusmods.com/cyberpunk2077/mods/29096) |[GitHub](https://github.com/notaspirit/UnlimitedGeometryCacheStreaming) ): Allows streaming sectors to use any collision mesh entry anywhere, is required for the finished mod as well if it contains collision meshes. * **removalEditor (**[**GitHub**](https://github.com/justarandomguyintheinternet/CP77_removalEditor) **):** Integrates with RedHotTools to allow easily creating node removal files for ArchiveXL. * **VolumetricSelection2077 (**[**GitHub**](https://github.com/notaspirit/VolumetricSelection2077) **):** Quickly and easily remove parts of the world using an in game selection box. * **Wolvenkit (**[**GitHub**](https://github.com/WolvenKit/WolvenKit) **|**[**Wiki**](https://wiki.redmodding.org/wolvenkit) **):** Comprehensive mod creator, allows finding more detailed information about nodes e.g. finding their actors. Includes adding custom streamingsectors from entSpawner, adding resources like custom meshes and much more. * **Blender (**[**Site**](https://www.blender.org/download/) **|**[**Wiki**](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling/blender-getting-started) **):** 3D modeling software that enables creating custom assets that aren't already in the game. * **FreeFly (**[**Nexus**](https://www.nexusmods.com/cyberpunk2077/mods/780) **|**[**GitHub**](https://github.com/justarandomguyintheinternet/CP77_FreeFly) **):** Enables quick and easy traversal of the map and getting to places you normally wouldn't be able to, includes noclip. * All mods that these mods require to function. * It is highly recommended to join the [redmodding discord](https://discord.gg/redmodding) to stay up to date on new techniques and tools. [PreviousinkWidgets On Vehicles](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/vehicles/inkwidgets-on-vehicles) [NextWorld Builder](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/object-spawner) Last updated 24 days ago * [World Structure](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing#world-structure) * [Tools You Will Need](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing#tools-you-will-need) --- # REDmod for mod devs | Cyberpunk 2077 Modding For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyberpunk-2077-modding/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/redmod.md) . Summary[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/redmod#summary) ------------------------------------------------------------------------------------------------------------------- **Last documented edit:** Sep 07 2024 by [mana vortex](mailto:undefined) This page tells you how to use REDmod for **mod creation**. ### Wait, that's not what I want![](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/redmod#wait-thats-not-what-i-want) * If you want to know what REDmod does, check [here](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod#if-i-use-it-what-do-i-gain) * If you're a mod user, check the [REDmod](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod) page in the Mod Users section What is REDmod? (Developer version)[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/redmod#what-is-redmod-developer-version) ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ REDmod is a command line tool developed by CDPR and Yigsoft, which allows us to interact with game files in a variety of ways. Modules for mod creators: Copy resource-export - Export REDengine files to raw format for editing resource-import - Import raw files to REDengine formats for use in your mod animation-import - import .re animation files to an animset util-hash - Hashes paths/string with given hash algorithm help - Displays helpful info about the other avaliable modules (use -h or -help on any command) Folder Structure[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/redmod#folder-structure) ------------------------------------------------------------------------------------------------------------------------------------- When creating a REDmod, there is a certain file structure that you need to follow to ensure that it can be 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.` Whether you are doing [Animation Modding](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/redmod#animation-modding) , [Script Modding](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/redmod#script-modding) , [TweakDB Modding](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/redmod#tweakdb-modding) , [Audio Modding](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/redmod#audio-modding) , or other mods (archive mods), you will also need to have 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. An example REDmod might look something like this: When sharing you mod, you would package the folder that is the name of the mod. You could also package the mods folder with the "mod folder", but it is not necessary and it is assumed one might have other mods in their `mods` folder anyways. ### info.json[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/redmod#info.json) For a REDmod to be recognized and loaded by the game engine, you must include an `info.json` file. This file sits in the root folder of the mod's folder at the same level as the subfolders containing your modded files. 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: In the above: * The `name` field is the mod's name and should 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 [Audio Modding](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/redmod#audio-modding) . > 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 a `MAJOR` release change is one which will break workflows, `MINOR` could break a workflow but is generally safe and might introduce deprecations, and a `PATCH` is a small non breaking change that all users on the same `MAJOR` and `MINOR` can update to without any issues. [PreviousRHT: Hot Reload](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/redhottools/rht-hot-reload) [NextExporting Resources to Raw Formats](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/redmod/exporting-resources-to-raw-formats) Last updated 1 year ago * [Summary](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/redmod#summary) * [Wait, that's not what I want!](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/redmod#wait-thats-not-what-i-want) * [What is REDmod? (Developer version)](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/redmod#what-is-redmod-developer-version) * [Folder Structure](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/redmod#folder-structure) * [info.json](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/redmod#info.json) Copy * root_folder * | -📁 mods * | |-📁 * | | |-📁 archives * | | |-📁 scripts * | | |-📁 tweaks * | | |-📁 customSounds * | | |-📄 info.json Copy { "name": "MODNAME", "description": "Description for the mod.", "version": "1.0.0", "customSounds": [ ] } --- # Getting Started: Installing Cyberpunk | Cyberpunk 2077 Modding For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyberpunk-2077-modding/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/getting-started.md) . Summary[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/getting-started#summary) --------------------------------------------------------------------------------------------------------------------------------- **Last documented update:** January 19th, 2026 by [minnierylands](mailto:undefined) While it is _possible_ to install mods by hand, 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: [](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/getting-started/vortex-mod-manager) ![Cover](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252FmB1FyJx4AUGHceEszzYp%252Fvortex-logomark.png%3Falt%3Dmedia%26token%3Dbf7348c2-bed3-440f-8489-16ee3bca3b6c&width=752&dpr=3&quality=100&sign=59bc854&sv=2) **Vortex** [](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/getting-started/mo2-mod-organizer-2) ![Cover](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252F49p7x4c6SrpcwwRiVuCn%252F37225415.png%3Falt%3Dmedia%26token%3D52387763-e10c-4fba-9edd-99803bf0f60c&width=752&dpr=3&quality=100&sign=5abcf608&sv=2) **Mod Organizer 2** To learn how to install mods, check [Using Mods](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077) * * * Prerequisites[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/getting-started#prerequisites) --------------------------------------------------------------------------------------------------------------------------------------------- * You have **bought** Cyberpunk 2077 on the platform of your choice (Steam, GOG or EPIC) * You have the following things: * [Visual C Redistributable 2022](https://aka.ms/vs/17/release/vc_redist.x64.exe) * [.NET 6.0+](https://dotnet.microsoft.com/en-us/download/dotnet/6.0) * You have updated the following things: * [Your graphics card](https://www.wikihow.com/Update-Your-Graphics-Driver) driver * The latest [Windows Update](https://www.wikihow.com/Update-Windows) for your operating system (checkout [Modding on Linux](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/modding-on-linux) if that's what you're doing) * * * Installing the Game[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/getting-started#installing-the-game) --------------------------------------------------------------------------------------------------------------------------------------------------------- If you already have the game installed, you can skip this section and proceed with [Configuring the Game](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/getting-started#configuring-the-game) In order to set up your game to be best suited for mods, you'll want to keep some things in mind: * Installing Cyberpunk 2077 on an SSD can speed up load time * Installing Cyberpunk 2077 outside of `Program Files` can stop Windows "protecting" your files For the purpose of this guide, we will assume the following install paths: Game install `C:\Games\Cyberpunk 2077` Mod download and staging `C:\Games\Mods` * * * #### Permissions[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/getting-started#permissions) 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`. Unfortunately, Windows is fussy about what it will permit there, which is not much. This **can** cause problems in two different spots by "protecting" the Cyberpunk install directory from: * Modding tools such as mod managers (like our recommendation [Vortex](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/getting-started/vortex-mod-manager) ) * CDPR's own REDmod launcher. But hey, at least things are very secure. 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` * * * ### Installation Guide[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/getting-started#installation-guide) Now we will go through the install options to use on each platform to accomplish this, and the recommended settings for modded Cyberpunk 2077. Just choose the header below for which platform you're using! Installing Through GOG Installing Through Steam Installing Through Epic **Installing Cyberpunk: GOG** If you already have the game installed, you can skip this section and proceed with [Configuring Cyberpunk](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/getting-started#configuring-cyberpunk-gog) 1. Open GOG Galaxy, click on "`Owned Games`" in the left sidebar. Scroll until you find Cyberpunk. * * * 1. Single click on its picture to display the main Cyberpunk page. * * * 1. Click the button at the top of the page labeled "`Install`". * * * 1. 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. * * * 1. **Optional**: Select a game language other than English * * * 1. **Optional**: Create a desktop shortcut by ticking the first box "`Create desktop shortcut`" * * * 1. **Optional, but recommended**: Disable auto-updates by unchecking the second box "`Keep this game up to date automatically`" ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-6cff805baeb2bc4810d9468af23de1bb3534e74c%252Fimage.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=eee3e05&sv=2) How the window should look for recommended install. * * * 1. Press "`Install`" * * * 1. Wait until GOG has done it's thing, then proceed to the next section. **Installing Cyberpunk: Steam** If you already have the game installed, you can skip this section and proceed with [Configuring Cyberpunk](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/getting-started#configuring-cyberpunk-steam) To be done **Installing Cyberpunk: Epic** If you already have the game installed, you can skip this section and proceed with [Configuring Cyberpunk](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/getting-started#configuring-cyberpunk-epic) To be done * * * Configuring the Game[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/getting-started#configuring-the-game) ----------------------------------------------------------------------------------------------------------------------------------------------------------- Great, now the game is installed! To get the recommended settings, and to start modding your game, follow one of the guides below. ### Configuration Guide[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/getting-started#configuration-guide) Just choose the header below for which platform you're using! Configuring Through GOG Configuring Through Steam Configuring Through Epic **Configuring Cyberpunk: GOG** Once the game has installed, we want to make it run with mods. 1. Click the button to the right of the `**Play**` button (formerly the `install` button) pictured below. ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-be491c971dda5b349a5871790e138dbece7ba320%252Fimage.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=a6cc6108&sv=2) The Cyberpunk 2077 main page on GOG, with the sidebar open on the left * * * 1. 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 * DLC (third tab): Select at least `**Cyberpunk 2077 REDMod**` ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-4c32867685398a1adf5ac797fd3d59f2060ca583%252FCP2077%2520Modding%2520Guide%2520GOG%2520Setup%2520Merged%2520Image.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=f24c5fa9&sv=2) You may select any additional settings you like, but these are the minimum recommended options. * * * 1. Click the `**OK**` button to return to the game's page. * * * 1. Click `**Play**` on the game's page * * * 1. Click the `**Settings**` button and **Enable mods** * If you can't enable mods, it means REDmod is not installed. **Go back and repeat step 2**. * * * 1. Click `**Play**` (Do not skip this) That's it, you are done with your install of the game! You can now move on to [Starting to mod](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/getting-started#starting-to-mod) ! **Configuring Cyberpunk: Steam** 1. Navigate to _Cyberpunk 2077_ * * * 1. Click `**Play**` * * * 1. Click the `**Settings**` button and **Enable mods** * If you can't enable mods, that means **REDmod is not installed**. Check the game's DLCs and make sure to get it. * * * 1. Click `**Play**` (Do not skip this) That's it, you are done with your install of the game! You can now move on to [Starting to mod](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/getting-started#starting-to-mod) ! **Configuring Cyberpunk: Epic** 1. Navigate to _Cyberpunk 2077_ * * * 1. Click `**Play**` * * * 1. Click the `**Settings**` button and **Enable mods** * If you can't enable mods, that means **REDmod is not installed**. Check the game's DLCs and make sure to get it. * * * 1. Click `**Play**` (Do not skip this) That's it, you are done with your install of the game! You can now move on to [Starting to mod](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/getting-started#starting-to-mod) ! * * * Starting to mod[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/getting-started#starting-to-mod) ------------------------------------------------------------------------------------------------------------------------------------------------- You now have the following options: * If you're not confident in modding your game, follow the extremely detailed guide under [Vortex Mod Manager](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/getting-started/vortex-mod-manager) * Otherwise, you can head to [Using Mods](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077) and start reading on how to do this [PreviousAdditional launch parameters for use from game launchers](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory/additional-launch-parameters-for-use-from-game-launchers) [NextMO2 (Mod Organizer 2)](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/getting-started/mo2-mod-organizer-2) Last updated 6 months ago * [Summary](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/getting-started#summary) * [Prerequisites](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/getting-started#prerequisites) * [Installing the Game](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/getting-started#installing-the-game) * [Installation Guide](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/getting-started#installation-guide) * [Configuring the Game](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/getting-started#configuring-the-game) * [Configuration Guide](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/getting-started#configuration-guide) * [Starting to mod](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/getting-started#starting-to-mod) --- # Editing guidelines | Cyberpunk 2077 Modding For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyberpunk-2077-modding/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki/editing-guidelines.md) . Summary[](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki/editing-guidelines#summary) -------------------------------------------------------------------------------------------------- **Created:** Nov 10 2024 by [mana vortex](mailto:undefined) **Last documented update:** Nov 10 2024 by [mana vortex](mailto:undefined) This page contains our wiki editing guidelines. ### Wait, this is not what I want![](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki/editing-guidelines#wait-this-is-not-what-i-want) * If you would rather learn how to edit the wiki, please check [The Wiki](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki) -> [How to edit](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki#how-to-edit) Basics[](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki/editing-guidelines#basics) ------------------------------------------------------------------------------------------------ ### 1\. Name your merge requests[](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki/editing-guidelines#id-1.-name-your-merge-requests) The first thing you should do after clicking the "Edit in Change Request" button is to give your merge request a title. Not only will future you be grateful, nothing is more annoying than returning to something like this: ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-396ab69632ee9683af59d1313fb3bf81e9029a0c%252Fwiki_name_your_merge_requests.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=58a24256&sv=2) ### 2\. Add a header on new pages[](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki/editing-guidelines#id-2.-add-a-header-on-new-pages) Please give your wiki page a header (see [Summary](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki/editing-guidelines#summary) ). You can find a template to copy and paste under [Page Header: Summary](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki/editing-guidelines/page-header-summary) . When updating a page, please adjust the "last documented update" line. (I keep forgetting myself, but it'll help people to see what is up-to-date and what isn't) ### 3\. Name your images[](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki/editing-guidelines#id-3.-name-your-images) You can add images into the editor by either **pasting from clipboard** or **drag-and-dropping a file**. Unfortunately, gitbook's default name is as helpful as the NCPD customer feedback box: ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-39f7d5081b170bc158f4533e5d8cdb77d951379f%252Fwiki_image_names_suck.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=193c55ff&sv=2) They [know about this](https://github.com/orgs/GitbookIO/discussions/691) , but haven't changed it yet. Please **name your images**. As of November 2024, you can find the "`Files`" section on the left, in a tab behind the "`Pages`" tree: ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-5853c13872d38193d89e4e262476e018149ef15b%252Fwiki_rename_your_images.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=62354121&sv=2) Styleguide[](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki/editing-guidelines#styleguide) -------------------------------------------------------------------------------------------------------- The internet is full of guides on writing nonfiction. [This one](https://slatestarcodex.com/2016/02/20/writing-advice/) is good. ### Content (what it is)[](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki/editing-guidelines#content-what-it-is) #### KISS: Keep it simple, stupid[](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki/editing-guidelines#kiss-keep-it-simple-stupid) Keep guides **short** and **concise**. Remember that most of the world are not native speakers of English. Keep your sentences short and use **clear language**. You can use ChatGPT or [goblin.tools **Formalizer**](https://goblin.tools/Formalizer) (`More to the point (unwaffle))` to go over your guides before posting them. 1. It's easier to follow a numbered list than to read a long paragraph 2. Use **bold text** to highlight stuff that is important. 3. For anything extra, check [Put extra info into expandables](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki/editing-guidelines#put-extra-info-into-expandables) . ### Presentation (how it looks)[](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki/editing-guidelines#presentation-how-it-looks) Your guides should be easy to read. Here's a few tips how to achieve that. #### Put important stuff in boxes[](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki/editing-guidelines#put-important-stuff-in-boxes) You probably read the box "Your guides should be easy to read..." first. That's why I put it in a box: I wanted you to! #### Use headings to split content[](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki/editing-guidelines#use-headings-to-split-content) You can **link** to headings, which makes them quite useful to split up long guides into manageable content. Here's how I (manavortex) use them: * **Heading 1** marks the beginning of a section * **Heading 2** marks the beginning of a subsection within a section * **Heading 3** splits subsections into individual parts #### Put extra info into expandables[](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki/editing-guidelines#put-extra-info-into-expandables) Anything that's not immediately relevant to the guide (but too interesting to cut out) can go into an **expendable box**. By the way...[](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki/editing-guidelines#by-the-way) Nobody likes walls of text. By this point most people know that you should have short, sweet paragraphs with line breaks between them. The shorter, the better. If you’re ever debating whether or not to end the paragraph and add a line break, err on the side of “yes”. Once you understand this principle, you can generalize it to other aspects of your writing. For example, I stole the Last Psychiatrist’s style of section breaks – bold headers saying I., II., III., etc. Now instead of just paragraph breaks, you have two forms of break – paragraph break and section break. On some of my longest posts, including the [Anti-Reactionary FAQ](https://slatestarcodex.com/2013/10/20/the-anti-reactionary-faq/) and [Meditations on Moloch](https://slatestarcodex.com/2014/07/30/meditations-on-moloch/) , I add a _third_ level of break – in the first case, a supersection level in large fonts, in the latter, a subsection level with an underlined First, Second, etc. Again, if you’re ever debating more versus fewer breaks, err on the side of “more”. Finishing a paragraph or section gives people a micro-burst of accomplishment and reward. It helps them chunk the basic insight together and remember it for later. You want people to be going – “okay, insight, good, another insight, good, another insight, good” and then eventually you can tie all of the insights together into a high-level insight. Then you can start over, until eventually at the end you tie all of the high-level insights together. It’s nice and structured and easy to work with. If they’re just following a winding stream of thought wherever it’s going, it’ll take a lot more mental work and they’ll get bored and wander off. Remember that clickbait comes from big media corporations optimizing for easy readability, and that the epitome of clickbait is the listicle. But the insight of the listicle applies even to much more sophisticated intellectual pieces – people are much happier to read a long thing if they can be tricked into thinking it’s a series of small things. [Source](https://slatestarcodex.com/2016/02/20/writing-advice/) #### Use images for clarity[](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki/editing-guidelines#use-images-for-clarity) ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-faf425b65a6af437bf66ced205a14fc4f238534f%252Fwiki_sun_tzu_meme.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=e86f831b&sv=2) The right image can sum up several paragraphs of writing. Make sure to use the right images. If you include screenshots of anything, make sure to **highlight** the **important parts** (e.g. by drawing boxes and arrows). You can use any graphic editing program (such as [Greenshot](https://getgreenshot.org/downloads/) ) for this. [PreviousThe Wiki](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki) [NextPage Header: Summary](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki/editing-guidelines/page-header-summary) Last updated 6 months ago * [Summary](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki/editing-guidelines#summary) * [Wait, this is not what I want!](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki/editing-guidelines#wait-this-is-not-what-i-want) * [Basics](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki/editing-guidelines#basics) * [1\. Name your merge requests](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki/editing-guidelines#id-1.-name-your-merge-requests) * [2\. Add a header on new pages](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki/editing-guidelines#id-2.-add-a-header-on-new-pages) * [3\. Name your images](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki/editing-guidelines#id-3.-name-your-images) * [Styleguide](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki/editing-guidelines#styleguide) * [Content (what it is)](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki/editing-guidelines#content-what-it-is) * [Presentation (how it looks)](https://wiki.redmodding.org/cyberpunk-2077-modding/the-wiki/editing-guidelines#presentation-how-it-looks) --- # Modding Tools | Cyberpunk 2077 Modding For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyberpunk-2077-modding/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools.md) . RedEngine - WolvenKit[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools#redengine-wolvenkit) -------------------------------------------------------------------------------------------------------------------------------------- The open source CP77 lynchpin we all know and love, which is getting better with every bug you file! [WolvenKit](https://wiki.redmodding.org/wolvenkit/) Text - Notepad++[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools#text-notepad) -------------------------------------------------------------------------------------------------------------------------- [![Logo](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2Fnotepad-plus-plus.org%2Fapple-touch-icon.png&width=20&dpr=3&quality=100&sign=7160ab2c&sv=2)Notepad++notepad-plus-plus.org](https://notepad-plus-plus.org/) Hex - 010 Editor[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools#hex-010-editor) ---------------------------------------------------------------------------------------------------------------------------- [010 Editor (ARCHIVED)](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/modding-tools-archived/010-editor) 3D Graphics[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools#id-3d-graphics) ----------------------------------------------------------------------------------------------------------------------- ### Blender[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools#blender) Open Source 3D modelling [Blender: Getting Started](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling/blender-getting-started) #### See Also[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools#see-also) [Blender Plugins and Scripts](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/blender-scripts-and-plugins#blender) ### 3ds Max[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools#id-3ds-max) [![Logo](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2Fdamassets.autodesk.net%2Fcontent%2Fdam%2Fautodesk%2Fdotcom-next%2Ffavicon.svg&width=20&dpr=3&quality=100&sign=c950781b&sv=2)Autodesk 3ds Max 2027 | Download & Buy Official 3ds Maxautodesk](https://www.autodesk.com/products/3ds-max/overview) ### Maya[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools#maya) [![Logo](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2Fdamassets.autodesk.net%2Fcontent%2Fdam%2Fautodesk%2Fdotcom-next%2Ffavicon.svg&width=20&dpr=3&quality=100&sign=c950781b&sv=2)Autodesk Maya 2027 | Download & Buy Official Mayaautodesk](https://www.autodesk.com/products/maya/overview) ### Substance[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools#substance) [3D painting software for texturing - Adobe Substance 3Dwww.adobe.com](https://www.adobe.com/products/substance3d-painter.html) ### Noesis[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools#noesis) Convert .mesh files into a wide variety of other 3d file extensions (like GLB and FBX) [Noesis (ARCHIVED)](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/modding-tools-archived/noesis) 2D Graphics[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools#id-2d-graphics) ----------------------------------------------------------------------------------------------------------------------- ### Gimp[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools#gimp) Open source Photoshop alternative. [![Logo](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2Fwww.gimp.org%2Fimages%2Fwilber32.png&width=20&dpr=3&quality=100&sign=f70ff06a&sv=2)GIMPGIMP](https://www.gimp.org/) ### Inkscape[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools#inkscape) [![Logo](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2Fmedia.inkscape.org%2Fstatic%2Fimages%2Finkscape-favicon.png&width=20&dpr=3&quality=100&sign=5765642c&sv=2)Inkscape - Draw Freely. | Inkscapeinkscape.org](https://inkscape.org/) ### Krita[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools#krita) [Digital Painting. Creative Freedom.Krita](https://krita.org/) ### Paint.NET[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools#paint.net) Free 2D image software with alpha layer support - great for basic editing and preformatting of images to be used in Inkatlas files for UI etc. [![Logo](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2Fpaint.net%2Ffavicon-32.png&width=20&dpr=3&quality=100&sign=aff1676c&sv=2)Paint.NET - Free Software for Digital Photo EditingPaint.NET](https://www.getpaint.net/) ### Photoshop[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools#photoshop) [Official Adobe Photoshop | Free Trial and Online Photo & Design Appwww.adobe.com](https://www.adobe.com/products/photoshop.html) ### MLSetupBuilder[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools#mlsetupbuilder) Edit multilayered materials [MLSETUP Builder](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/mlsetup-builder) See Also[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools#see-also-1) ---------------------------------------------------------------------------------------------------------------- [![Logo](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Ficon%252F6IEPYZsgCUdBARqiTG6M%252FCyberpunk2077_SteamAvatars_Female-V.png%3Falt%3Dmedia%26token%3Ddd68ccf9-e032-4d63-a604-4aa7694aa507&width=48&height=48&sign=3f8f81d8&sv=2)Tools, scripts and plugins | Cyberpunk 2077 Moddingwiki.redmodding.org](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/blender-scripts-and-plugins) Archived (legacy)[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools#archived-legacy) ------------------------------------------------------------------------------------------------------------------------------ These tools are no longer maintained/supported [Savegame Editor: CyberCAT](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/savegame-editor-cybercat) [PreviousBroken Mods: How To Help](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/user-guide-troubleshooting/broken-mods-how-to-help) [NextWolvenKit](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/wolvenkit) Last updated 3 months ago * [RedEngine - WolvenKit](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools#redengine-wolvenkit) * [Text - Notepad++](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools#text-notepad) * [Hex - 010 Editor](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools#hex-010-editor) * [3D Graphics](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools#id-3d-graphics) * [Blender](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools#blender) * [3ds Max](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools#id-3ds-max) * [Maya](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools#maya) * [Substance](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools#substance) * [Noesis](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools#noesis) * [2D Graphics](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools#id-2d-graphics) * [Gimp](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools#gimp) * [Inkscape](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools#inkscape) * [Krita](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools#krita) * [Paint.NET](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools#paint.net) * [Photoshop](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools#photoshop) * [MLSetupBuilder](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools#mlsetupbuilder) * [See Also](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools#see-also-1) * [Archived (legacy)](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools#archived-legacy) --- # Textures, Materials and Shaders | Cyberpunk 2077 Modding For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyberpunk-2077-modding/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials.md) . This is the landing page for **materials** in Cyberpunk 2077. It contains a definition and a rough overview. Check the section's sub pages in the wiki's navigation tree for more detailed information about the different kinds of materials. Additional material-related information can be found here: #### General information[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials#general-information) * Handy list of references: [Cheat sheet: Materials](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-materials) * Re-using materials as templates: [Re-using materials: .mi](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/file-formats/materials/re-using-materials-.mi) * How it works in the example: [https://github.com/CDPR-Modding-Documentation/Cyberpunk-Modding-Docs/blob/main/for-mod-creators/files-and-what-they-do/3d-objects-.mesh-files](https://github.com/CDPR-Modding-Documentation/Cyberpunk-Modding-Docs/blob/main/for-mod-creators/files-and-what-they-do/3d-objects-.mesh-files) #### Multilayered[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials#multilayered) * General information: [Multilayered: Cyberpunk's supershader](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials/multilayered) * Properties and definition: [https://github.com/CDPR-Modding-Documentation/Cyberpunk-Modding-Docs/blob/main/for-mod-creators-theory/materials/broken-reference/README.md](https://github.com/CDPR-Modding-Documentation/Cyberpunk-Modding-Docs/blob/main/for-mod-creators-theory/materials/broken-reference/README.md) * Preview images: [Multilayered: Previews](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials/multilayered/multilayered-previews) #### Hands-on:[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials#hands-on) * [Changing materials, colors and textures](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment/editing-existing-items/changing-materials-colors-and-textures) (guide) * [Self-made normal maps](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/textures-and-luts/self-made-normal-maps) * [Blending materials for more gooder colours](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials/multilayered/blending-materials-for-more-gooder-colours) Definition: Shader[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials#definition-shader) ----------------------------------------------------------------------------------------------------------------------------- In its original state, a [https://github.com/CDPR-Modding-Documentation/Cyberpunk-Modding-Docs/blob/main/for-mod-creators/files-and-what-they-do/3d-objects-.mesh-files](https://github.com/CDPR-Modding-Documentation/Cyberpunk-Modding-Docs/blob/main/for-mod-creators/files-and-what-they-do/3d-objects-.mesh-files) is a collection of **vertices** (pixels). The space between those vertices is filled by **faces**, which form the 3d object's surface. The shader is the thing that goes on top of the surface, rendering a **material** such as glass, skin, concrete, steel… Without a shader, objects would be invisible in the game, the surface simply being transparent. In Cyberpunk, a default shader will be assigned in such cases (such as debug\_coloring.mt). In Cyberpunk 2077, REDEngine shaders are implemented as `.mt`/`.remt` files. ### How can I use shaders?[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials#how-can-i-use-shaders) If you have ever messed with an item's materials, then you already have. To use a shader, you create a **Material Instance**, where you can configure the **parameters**. Not every parameter of a shader can be configured: since skin always has subsurface scattering, it makes no sense to tweak this. But since skin color already varies dramatically if you don't throw exotic chrome into the mix, you can change them easily via tint. Definition: Material[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials#definition-material) --------------------------------------------------------------------------------------------------------------------------------- For details how materials are used on a mesh, see the [https://github.com/CDPR-Modding-Documentation/Cyberpunk-Modding-Docs/blob/main/for-mod-creators/files-and-what-they-do/3d-objects-.mesh-files](https://github.com/CDPR-Modding-Documentation/Cyberpunk-Modding-Docs/blob/main/for-mod-creators/files-and-what-they-do/3d-objects-.mesh-files) , or learn how materials can be defined in a mesh via [https://github.com/CDPR-Modding-Documentation/Cyberpunk-Modding-Docs/blob/main/for-mod-creators/files-and-what-they-do/3d-objects-.mesh-files#materialinstance-the-local-material](https://github.com/CDPR-Modding-Documentation/Cyberpunk-Modding-Docs/blob/main/for-mod-creators/files-and-what-they-do/3d-objects-.mesh-files#materialinstance-the-local-material) or loaded externally from **In the context of Cyberpunk**, a material is the thing that lets the shader define the surface properties of a [https://github.com/CDPR-Modding-Documentation/Cyberpunk-Modding-Docs/blob/main/for-mod-creators/files-and-what-they-do/3d-objects-.mesh-files](https://github.com/CDPR-Modding-Documentation/Cyberpunk-Modding-Docs/blob/main/for-mod-creators/files-and-what-they-do/3d-objects-.mesh-files) . Typically, you create a local instance, which will then pull in a shader via `baseMaterial`. The property `baseMaterial` can point at a `.mt` / `.remt` file directly, or to an intermediary `.mi` file: ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-8f4f7d1d0e20fdcceee7eda51e6de32016158802%252Fmaterials_mt_and_mi.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=de5b4345&sv=2) ### The .mi file[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials#the-.mi-file) Each part of a mesh (submesh) can have a different material assigned. Do you want to know more? ( =>[https://github.com/CDPR-Modding-Documentation/Cyberpunk-Modding-Docs/blob/main/for-mod-creators/files-and-what-they-do/3d-objects-.mesh-files#chunkmaterials](https://github.com/CDPR-Modding-Documentation/Cyberpunk-Modding-Docs/blob/main/for-mod-creators/files-and-what-they-do/3d-objects-.mesh-files#chunkmaterials) ) For a hands-on guide and something to play around/experiment with, check [AMM: Textured items and Cyberpunk Materials using Custom Props](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/textures-and-luts/textured-items-and-cyberpunk-materials) . What kinds of material exist?[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials#what-kinds-of-material-exist) --------------------------------------------------------------------------------------------------------------------------------------------------- ### Textured[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials#textured) If you have modded other games, you're used to PBR materials with a bunch of textures like **diffuse**, **normal,** **metalness** etc. See [Cheat sheet: Materials](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-materials) -> [PBR material](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-materials#pbr-material) for a list. To change a textured material, see [Changing materials, colors and textures](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment/editing-existing-items/changing-materials-colors-and-textures) -> [Changing materials, colors and textures](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment/editing-existing-items/changing-materials-colors-and-textures#step-2-finding-the-correct-appearance) Did you know? You can make Cyberpunk's default textured material glow. ### Multilayered[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials#multilayered-1) This is specific to Cyberpunk, and it is incredibly cool. If you're used to textured materials, you're probably going to hate it at first, but it has incredible versatility and re-usability. * What is a multilayered material and how does [Multilayered: Cyberpunk's supershader](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials/multilayered) work? * What are these [properties](https://github.com/CDPR-Modding-Documentation/Cyberpunk-Modding-Docs/blob/main/for-mod-creators-theory/materials/broken-reference/README.md) , how do I use them? * [Changing the colours](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment/editing-existing-items/changing-materials-colors-and-textures#multilayered-material) * [Changing the mask](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/textures-and-luts/custom-multilayermasks) ### Decal[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials#decal) A decal material is applied to a decal (sub)mesh, which is located on the surface of another mesh like a sticker. Check out our guide on [Adding decals](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment/editing-existing-items/adding-decals) for further explanation and detail. ### Emissive[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials#emissive) There are various kinds of emissive materials. See [Cheat sheet: Materials](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-materials) -> [Emissive Materials](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-materials#emissive-materials) for a list. Material wireframes[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials#material-wireframes) -------------------------------------------------------------------------------------------------------------------------------- You can make materials display as wireframes of their geometry by changing the following property in their .mt. Please do not overwrite original .mt files, as this will effect everything in the entire game. Always create your own local copy! ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-61252453fa96332d8d84dbcd4238232282c616d1%252Fmaterials_shaders_wireframe.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=c12a7947&sv=2) [PreviousModding Guides](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-guides) [NextTextures](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials/textures) Last updated 4 months ago * [Definition: Shader](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials#definition-shader) * [How can I use shaders?](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials#how-can-i-use-shaders) * [Definition: Material](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials#definition-material) * [The .mi file](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials#the-.mi-file) * [What kinds of material exist?](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials#what-kinds-of-material-exist) * [Textured](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials#textured) * [Multilayered](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials#multilayered-1) * [Decal](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials#decal) * [Emissive](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials#emissive) * [Material wireframes](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials#material-wireframes) --- # Modding on Linux | Cyberpunk 2077 Modding For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyberpunk-2077-modding/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/modding-on-linux.md) . Summary[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/modding-on-linux#summary) ---------------------------------------------------------------------------------------------------------------------------------- This page tells you how to **set the launch options** for Steam under Linux. ### Wait, this is not what I want![](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/modding-on-linux#wait-this-is-not-what-i-want) * If you have trouble after an update and have exhausted [all the usual steps](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/user-guide-troubleshooting/users-troubleshooting-after-a-game-update) , double-check your [Launch Options](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/modding-on-linux#launch-options) (sometimes, Steam helpfully changes them to make you crash) * If you want to optimize Cyberpunk 2077 settings for your SteamDeck, find a guide on [/r/SteamDeck](https://www.reddit.com/r/SteamDeck/) * For a video about modding on mac, see [https://www.youtube.com/watch?v=x0CDcBui2qE&t=20s](https://www.youtube.com/watch?v=x0CDcBui2qE&t=20s) TL;DR[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/modding-on-linux#tl-dr) ------------------------------------------------------------------------------------------------------------------------------ You need to * Install `d3dcompiler_47` * Install `vcrun2022` * Adjust the Steam launch option to be: `WINEDLLOVERRIDES="winmm,version=n,b" %command%` The guide below has been confirmed working for dozens of people on SteamDeck, various Linux distributions, and Mac OS. Follow it **by the letter** and it will work for you as well. Installing the required tool[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/modding-on-linux#installing-the-required-tool) ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------- To play games on Linux, you need various programs and libraries. On the steam deck, most are preinstalled, and all you need is a tool to configure them. This guide has information about Protontricks (recommended) and Lutris (only here for the sake of completeness). If you use anything else, we can not support you. ### Protontricks: Setting up[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/modding-on-linux#protontricks-setting-up) 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 systems running KDE Plasma should be similar. Other Linux distros will need to go to their respective app stores, or use the Flatpak CLI tool, to download Protontricks. If you don't want to read text, find a video documenting the process [here](https://youtu.be/CYKCOBaZpBU?t=110) . Thanks to Connor for providing the screenshots and transcription! To configure the necessary parameters, you can use the app Protontricks, which you can download through the built-in app browser "Discover": ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-3335590eb3eb8be8917dab42007ea5e5c5718f99%252Flinux_modding_proton_1.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=257122ef&sv=2) Protontricks as Shown in Discover 1. Open Protontricks (you can search for this by selecting start menu) ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-999f960d2df3f32c350c4b6f75fdccc8f5300e08%252Flinux_modding_protontricks_2.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=739db12e&sv=2) Opening Protontricks 1. When Protontrick opens, select Cyberpunk: ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-764cb539ac5e67026edf1cd5efbecbda3f757b21%252Flinux_modding_3.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=e7cec129&sv=2) Finding Cyberpunk 2077 in Protontricks 1. Choose "Select the default wineprefix": ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-5f85309166681b5e31222e502e8335047e9108c4%252Flinux_modding_4.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=447db62&sv=2) 1. Add an override: Check **both** of the checkboxes below ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-dcd3f7fab3e05a82647dbd63b6a04ad28560cb4e%252Fprotontricks_dll_1.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=a811c41f&sv=2) ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-9f4812072478f5edb3f5b0641d479ce174356ae4%252Fprotontricks_dll_2.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=78f04d84&sv=2) Selecting `d3dcompiler_47` ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-0274baad8d09f28a51cb705f3954ab30034b880f%252Fprotontricks_dll_3.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=c523b48&sv=2) Selecting `vcrun2022` 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. ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-c1c55742becd57eae39fe0963b3f3592239848e3%252Fvc_run.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=52d6acd4&sv=2) Example Installation Warning ### Lutris: setting up[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/modding-on-linux#lutris-setting-up) **Use Lutris only if you cannot make Protontricks work!** Taken from [CET's github](https://github.com/maximegmd/CyberEngineTweaks/issues/821) 1. Open Lutris 2. Right click on the game > `Settings` > `Runner options` 3. 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` ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-613bac1a1f856e399ff33fecdb32171ccb9e4840%252Fimage.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=30fd0888&sv=2) 1. Scroll down to **DLL overrides**, click on **Add** to add a key. Add the following keys: ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-8dfecdd45b2ac8644e765ec95544c3604903f0a8%252Fimage.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=399e625c&sv=2) Launch Options[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/modding-on-linux#launch-options) ------------------------------------------------------------------------------------------------------------------------------------------------ You need to pass a few parameters to the Cyberpunk.exe to enable mods. Read the section for your client to find out how. If you have typos or forget characters in your launch parameters, **they will not work**. You can copy-paste the text from the guide below. For a full list of launch options, check [Launch parameters](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory/launch-parameters) . Use them at own risk! ### Steam: Launch Options[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/modding-on-linux#steam-launch-options) Switch to steam and make sure that the launch options are set as below: The command is case sensitive. Copy-paste the text from the box above to make sure. ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-fb6854db363e711f715055f1c97f5489d8321029%252Flinux_modding_8.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=76760a86&sv=2) Setting Launch Options in Steam If this still doesn't work, check the [Cyber Engine Tweaks wiki](https://wiki.redmodding.org/cyber-engine-tweaks/getting-started/installing) for additional instructions, or find us on [Discord](https://discord.gg/redmodding) in `#mod-troubleshooting`. ### GOG: Launch Options[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/modding-on-linux#gog-launch-options) You can find the launch options for GOG in the game's config menu under `Manage Installation` -> `Configure...` ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-3e0ffdc8b7901384d37847e08af073bcae849e9b%252Fgog_set_launch_args.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=291faaa3&sv=2) As under Steam, you have to add the following: The command is case sensitive. Copy-paste the text from the box above to make sure. ### Heroic: Launch Options[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/modding-on-linux#heroic-launch-options) While at your library right click Cyberpunk then navigate to `Settings` -> `ADVANCED` and scroll down to `Environment Variables` Now set a new variable name `WINEDLLOVERRIDES` with a value of `winmm,version=n,b` without any quotation marks. ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-22dda49822a3f60be227a4a50f1f7223445a0593%252Fimage.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=82ae863f&sv=2) Don't forget to click the + button for the changes to save. Variable Name and Value are both case sensitive, Copy-paste for certainty. Anything that includes `**=**` and doesn't start with `**-**` goes to Environment Variables, while things starting with\*\*`-`**usually go under Game Arguments, for example**`-skipStartScreen`\*\* Troubleshooting[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/modding-on-linux#troubleshooting) -------------------------------------------------------------------------------------------------------------------------------------------------- ### I can't install vcredist![](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/modding-on-linux#i-cant-install-vcredist) Try running the following shell command: ### This is not working![](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/modding-on-linux#this-is-not-working) #### Check the launch options[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/modding-on-linux#check-the-launch-options) This is the most common error. You wouldn't believe how often people show up in the support discord channel, yell in frustration for 10 minutes, and then found out that they included an extra space, forgot a letter, or made a simple typo. Do not be these people. Copy-paste from the guide and delete any extra spaces. #### “Invalid file magic number”[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/modding-on-linux#invalid-file-magic-number) Delete/uninstall the current protontrick version. Try the beta-version from here and running the commands: [https://monroeworld.com/steamdeck/proton.txtmonroeworld.com](https://monroeworld.com/steamdeck/proton.txt) #### Update protontricks[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/modding-on-linux#update-protontricks) Make sure to be on the last version of protontricks. If that does not work, try the **second-to-last** version — sometimes, the tools themselves break. You can check protontricks' [github page](https://github.com/Matoking/protontricks/issues) . If there is anything seriously broken, you will find something there. #### Ask for help[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/modding-on-linux#ask-for-help) You can find us on the [modding discord](https://discord.gg/redmodding) in `#cet-troubleshooting` or `#red4ext-support`. Beware: If it turns out to be a typo in your launch options, there will be snark. ;) [PreviousDowngrading / Preventing Auto-Updates](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/users-downgrading-preventing-auto-updates) [NextModding on macOS](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/modding-on-macos) Last updated 2 months ago * [Summary](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/modding-on-linux#summary) * [Wait, this is not what I want!](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/modding-on-linux#wait-this-is-not-what-i-want) * [TL;DR](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/modding-on-linux#tl-dr) * [Installing the required tool](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/modding-on-linux#installing-the-required-tool) * [Protontricks: Setting up](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/modding-on-linux#protontricks-setting-up) * [Lutris: setting up](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/modding-on-linux#lutris-setting-up) * [Launch Options](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/modding-on-linux#launch-options) * [Steam: Launch Options](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/modding-on-linux#steam-launch-options) * [GOG: Launch Options](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/modding-on-linux#gog-launch-options) * [Heroic: Launch Options](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/modding-on-linux#heroic-launch-options) * [Troubleshooting](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/modding-on-linux#troubleshooting) * [I can't install vcredist!](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/modding-on-linux#i-cant-install-vcredist) * [This is not working!](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/modding-on-linux#this-is-not-working) Copy WINEDLLOVERRIDES="winmm,version=n,b" %command% Copy WINEDLLOVERRIDES="winmm,version=n,b" %command% Copy protontricks 1091500 --force vcrun2022 --- # 3d Modelling | Cyberpunk 2077 Modding For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyberpunk-2077-modding/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling.md) . Check the sub-pages for more detes, or check the section's sub-pages. Relevant guides[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling#relevant-guides) --------------------------------------------------------------------------------------------------------------------------- Due to its complexity, we don't have a dedicated guide on Blender. However, if you have no idea how to start, various other guides cover part of the process: * [Sculpting](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling/mesh-sculpting-techniques) * [Proportional editing / Refitting](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment/recolours-and-refits/r-and-r-refitting-step-by-step) * [Texture painting](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/textures-and-luts/custom-multilayermasks) and [normal map creation](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/textures-and-luts/self-made-normal-maps) * [Adding submeshes](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling/3d-editing-submeshes) or [Splitting meshes](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/textures-and-luts/textured-items-and-cyberpunk-materials#step-2-processing-the-downloaded-mesh) For more hands-on advice, see the guide section, for example * [Wolvenkit Blender IO Suite](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/wolvenkit-blender-io-suite) : Importing/exporting [Meshes](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/wolvenkit-blender-io-suite/wkit-blender-plugin-import-export#meshes) * [Material assignment examples](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/textures-and-luts/textured-items-and-cyberpunk-materials) * [Troubleshooting your mesh edits](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling/troubleshooting-your-mesh-edits) * [Garment Support: How does it work?](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling/garment-support-how-does-it-work) or [Game Components explained](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do) Relevant files[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling#relevant-files) ------------------------------------------------------------------------------------------------------------------------- ### Mesh[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling#mesh) A mesh defines the shape and surface of any in-game object. For more information on .mesh files and how they work, see [https://github.com/CDPR-Modding-Documentation/Cyberpunk-Modding-Docs/blob/main/for-mod-creators-theory/files-and-what-they-do/file-formats/3d-objects-.mesh-files](https://github.com/CDPR-Modding-Documentation/Cyberpunk-Modding-Docs/blob/main/for-mod-creators-theory/files-and-what-they-do/file-formats/3d-objects-.mesh-files) For more informations on **materials** and mesh appearances, see [Textures, Materials and Shaders](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials) ### Morphtarget[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling#morphtarget) Morphtargets are a special kind of mesh used for alternate and additional shapes beyond the static shape a `.mesh` can define. If your source is a `.morphtarget`, you need to primarily work with that rather than the `.mesh`. Read more on the [Morphtargets](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling/morphtargets) page [PreviousOccluders and light blocking](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/occluders-light-and-light-blocking) [NextBlender: Getting Started](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling/blender-getting-started) Last updated 2 years ago * [Relevant guides](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling#relevant-guides) * [Relevant files](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling#relevant-files) * [Mesh](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling#mesh) * [Morphtarget](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling#morphtarget) --- # WolvenKit | Cyberpunk 2077 Modding ![Page cover](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-689541545be27ad17c010855ae03693ad5b160e4%252Fassets_-MP_ozZVx2gRZUPXkd4r_-MfU4nOqozQF9jbfQej2_-MfUDMbz0Yr2sAxCjfHv_wkit_sammy_text_doublestack%2520%281600x400%29.webp%3Falt%3Dmedia&width=1248&dpr=3&quality=100&sign=e0523e89&sv=2) For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyberpunk-2077-modding/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/wolvenkit.md) . Summary: What is Wolvenkit?[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/wolvenkit#summary-what-is-wolvenkit) ------------------------------------------------------------------------------------------------------------------------------------------------------------ Originally released as W3Edit by [Sarcen](https://forums.cdprojektred.com/index.php?members/sarcen.3823905/) , WolvenKit is the open-source (GPLv3) windows/Linux GUI editor that is the workhorse for beginner and advanced modders. It supports any game using redENGINE (v3 or v4). As of 2026, that means **Cyberpunk 2077** and **The Witcher 3: Wild Hunt**. ![WolvenKit Screenshot March 2026](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252FVtrfFHg3jmlT0SBni2Qb%252Fimage.png%3Falt%3Dmedia%26token%3D299bc655-d124-4e61-bf8c-8b332f8d0b1a&width=768&dpr=3&quality=100&sign=8530813e&sv=2) WolvenKit Screenshot, March 2026 ### Wait, this is not what I want![](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/wolvenkit#wait-this-is-not-what-i-want) WolvenKit has its own wiki in our space, you can get there by clicking on the link below: [![Logo](https://wiki.redmodding.org/wolvenkit/~gitbook/image?url=https%3A%2F%2F4106170459-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-legacy-files%2Fo%2Fspaces%252F-MP_ozZVx2gRZUPXkd4r%252Favatar-1624211910487.png%3Fgeneration%3D1624211910728029%26alt%3Dmedia&width=48&height=48&sign=191c4223&sv=2)Home | WolvenKitwiki.redmodding.org](https://wiki.redmodding.org/wolvenkit/readme) It contains useful info, such as * The[Getting Started](https://wiki.redmodding.org/wolvenkit/getting-started/download) guide and an "Explain it like I'm 5" walkthrough on how to install it * Documentation explaining [Wolvenkit's Interface](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor) * A list of [known Linux issues and their workarounds](https://wiki.redmodding.org/wolvenkit/getting-started/download#known-linux-issues-see-bug-reports-for-reporting) Download and Install[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/wolvenkit#download-and-install) ------------------------------------------------------------------------------------------------------------------------------------------------ You can find a more detailed walkthrough on the WKit wiki:[Full install walkthrough (ELI5)](https://wiki.redmodding.org/wolvenkit/getting-started/eli5-getting-started) To get started with WolvenKit, you will need to [download](https://wiki.redmodding.org/wolvenkit/getting-started/download) the standalone application. Extract it to a folder on your harddrive (NOT [The Cyberpunk 2077 Game Directory](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory) ), for example `C:\CyberpunkModding\WolvenKit`, and start it by double-clicking the .exe file. Version Download link Version Stable [GitHub](https://github.com/WolvenKit/WolvenKit/releases) | [Nexus](https://www.nexusmods.com/cyberpunk2077/mods/2201) | ? 8.17.3 (Mar 2026) Nightly [GitHub](https://github.com/WolvenKit/WolvenKit-nightly-releases/releases) 8.17.4 (Mar 2026) | What's a Nightly? What can WolvenKit do for you?[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/wolvenkit#what-can-wolvenkit-do-for-you) ------------------------------------------------------------------------------------------------------------------------------------------------------------------- To make any persistent changes, you need to work inside [WolvenKit Projects](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/wolvenkit-projects) . Without one, you can still browse through game files, but changes won't be persistent. Asset Management In the [Asset Browser](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor/asset-browser) , you can look through all files in the game — no extra steps needed. By toggling the Mod Browser button, you can see modded intead of base game files. Mod Packing With just the [push of a toolbar button](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu#install-and-launch-game) , you can load your mod directly into your game ([even while it's running](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/redhottools/rht-hot-reload) ), or pack it for upload on Nexus. File Editing The built-in [File Editor](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/editor/file-editor) lets you edit any REDengine4 files, including in-place buffer data. Import/Export Easy [Import/Export](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/import-export) of REDEngine4 files (for example: `.xbm` =>`.png`, `.mesh` => `.glb`) for editing in external software like [Blender](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/wolvenkit-blender-io-suite) . World Editing Wolvenkit is well-integrated with the [World Editing](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing) toolchain - you can convert your temporary world edit to just another part of Night City. Quest Editing Our quest editor is not as comfortable as CDPR's (we hope!!!), but you can [create your own quests](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/quest) . [PreviousModding Tools](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools) [NextWolvenkit Blender IO Suite](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/wolvenkit-blender-io-suite) Last updated 4 months ago --- # The Cyberpunk 2077 Game Directory | Cyberpunk 2077 Modding For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyberpunk-2077-modding/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory.md) . Summary[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory#summary) --------------------------------------------------------------------------------------------------------------------------------------------------- **Published:** Jan 27 2024 by [mana vortex](mailto:undefined) **Last documented update:** January 19th, 2026 by [minnierylands](mailto:undefined) * * * 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 * * * What is the game directory?[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory#what-is-the-game-directory) ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ The game directory is called `Cyberpunk 2077` (unless you re-named it). It's where Windows puts everything it needs to run the game when you click the icon — including mods. What's the difference between folders and files?[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory#whats-the-difference-between-folders-and-files) _Most of us Netrunners have grown up with this and are using it every day for literal decades, so this kind of knowledge is considered pretty basic — but if you don't have it, don't feel bad! I won't explain everything in detail here, but there's a great guide on_ [_uis.georgetown.edu_](https://uis.georgetown.edu/file-explorer/) _on how to use the Windows File Explorer._ A **folder** (also called **directory**) has a yellow icon: 📁 It's a container for **files** and other folders. A **file** can be anything and have any kind of icon. They don't usually contain other files or folders, although exceptions exist. You browse through this using the Windows Explorer. Click on the picture below to zoom in! ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-fcdadfe1c222093a6585df2667a42ed1b9a671be%252Fcyberpunk_dir_windows_explorer.png%3Falt%3Dmedia&width=300&dpr=3&quality=100&sign=9f6cf861&sv=2) * * * How can I find the game folder?[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory#how-can-i-find-the-game-folder) -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Unless you changed the default settings, your game is installed here: 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` Opening a Windows Explorer directly to your game folder[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory#opening-a-windows-explorer-directly-to-your-game-folder) You can open a Windows Explorer in the game folder like this: 1. Press `Windows+R` to open the `Run` dialogue 2. type `explorer` (don't forget the space) 3. Copy and paste the game path from the table above into the text box 4. Press `Enter` or click `OK` ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-02e0313c9994b0b0755fb0cf6da1191978a12cf5%252Fgame_folder_open_explorer.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=975f8f0&sv=2) ### It's not there![](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory#its-not-there) If you don't know your game directory, you can find it through your game launcher: Steam GOG Epic Games Right-click on the game in your library, then select `Manage` -> `Browse local files` ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-6e86b8cd6ca4805901554845ba471d7ea1d8451b%252Fcyberpunk_game_directory_steam.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=22a60043&sv=2) With the game selected in your library, click on the `More` button, then on `Manage Installation` and `Show folder…` ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-885f383c7333467710e496b290be04f58166b5e6%252Fcyberpunk_dir_gog_show_files.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=b0204e6d&sv=2) Right-click on your game in the list and select `Manage`. Then, click on the folder icon: ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-abc3027dd4bd69d8d2277a0e1115c2eb406f62ff%252Fcyberpunk_game_directory_epic.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=8676b628&sv=2) * * * Copying the folder path[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory#copying-the-folder-path) ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- 1. Select the folder path by clicking on the empty bit to the right of the explorer's path bar: ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-81b0df5fe338de2cb00b6dc473153ff0a925b5a5%252Fimage.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=a3bb3f81&sv=2) 1. The entire path will be highlighted (if it's not, you can do that by pressing `Ctrl+A`) 2. Press `Ctrl+C` to copy it to your clipboard * * * Deleting residual files with Windows Search[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory#deleting-residual-files-with-windows-search) --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- 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`: ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-9a64860b71e8ea2c51049297bd40f24ca739316a%252Fusing_windows_search.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=87b9b05b&sv=2) This will also find most of your atelier stores. If you use Vortex, that's no problem - otherwise, you may want to backup before you delete. 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 either of the following options. Finding the Folder Path in the Search Results Deleting From the Search Results **Finding the folder path in the search results** 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. ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-070cd081b1bad3a3fc3ffcd91e3fe0c0825c57b4%252Fwindows_search_open_folder.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=d6d5f6fc&sv=2) **Deleting from the search results** 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`. [PreviousUsing Mods](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077) [NextLaunch parameters](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory/launch-parameters) Last updated 6 months ago * [Summary](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory#summary) * [What is the game directory?](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory#what-is-the-game-directory) * [How can I find the game folder?](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory#how-can-i-find-the-game-folder) * [It's not there!](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory#its-not-there) * [Copying the folder path](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory#copying-the-folder-path) * [Deleting residual files with Windows Search](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory#deleting-residual-files-with-windows-search) --- # Using Mods | Cyberpunk 2077 Modding For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyberpunk-2077-modding/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077.md) . [Troubleshooting](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/user-guide-troubleshooting) Summary[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077#summary) ----------------------------------------------------------------------------------------------------------------- **Published:** Jun 15, 2023 by [mana vortex](mailto:undefined) **Last documented update:** January 18, 2026 by [minnierylands](mailto:undefined) This page will give you a brief introduction of **how** mods work and how to install them. * * * ### Wait, this is not what I want![](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077#wait-this-is-not-what-i-want) [](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/getting-started) ![Cover](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252FOXtgOQyMEnSLBe58cglz%252Finstalling_cyberpunk.png%3Falt%3Dmedia%26token%3D580541c2-e919-4abc-ba1d-2a239128e20a&width=490&dpr=3&quality=100&sign=a41e1f93&sv=2) I need help installing Cyberpunk! [](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/user-guide-troubleshooting) ![Cover](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252FCOMLdi3vWsg4QVacquWX%252Ftroubleshoot_mods.png%3Falt%3Dmedia%26token%3Ddd99d9b9-9c24-45dd-8909-4d51e63149b3&width=490&dpr=3&quality=100&sign=3b804038&sv=2) I need to troubleshoot my mods! [](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/getting-started-making-mods) ![Cover](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252FVY1mKEN9adlq0ql07MdF%252Fcreating_mods.png%3Falt%3Dmedia%26token%3D67e9692a-dc19-4b0f-842c-defea01a2433&width=490&dpr=3&quality=100&sign=b8c0f75c&sv=2) I want to create mods! * * * Installing Mods[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077#installing-mods) --------------------------------------------------------------------------------------------------------------------------------- We **strongly recommend** using a mod manager. Manual modding is only recommended for **advanced users**. You mod **Cyberpunk 2077** by adding files to your [**game directory**](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory) . The game doesn't need any complicated workarounds to mod, and the core mods will do all the heavy lifting. You can install mods via [mod manager](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077#mod-manager-options) or [manually](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077#manual-install) . There are upsides and downsides to each — however, **for beginners,** [**we recommend using Vortex**](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/getting-started/vortex-mod-manager) . Overall, your mods will not work unless you * Put all the files **exactly** into the [correct place](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077#mod-folders-by-file-extension) * Make sure to install **all** [requirements](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077#what-are-dependencies-requirements) _(and_ _**their**_ _requirements, too)_ * Have REDmod **enabled** _(_[_REDmod_](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod) _exclusive)_ If you're on Linux/Steam Deck, you need to follow [this guide](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/modding-on-linux) to the letter Mod Manager Options[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077#mod-manager-options) ----------------------------------------------------------------------------------------------------------------------------------------- Below you can find links to guides for all three supported mod managers for Cyberpunk 2077. If you had terrible experiences with Vortex for other games, be assured: Cyberpunk integration is working extremely well. Maybe give it another chance? [](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/getting-started/vortex-mod-manager) ![Cover](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252FmB1FyJx4AUGHceEszzYp%252Fvortex-logomark.png%3Falt%3Dmedia%26token%3Dbf7348c2-bed3-440f-8489-16ee3bca3b6c&width=752&dpr=3&quality=100&sign=59bc854&sv=2) **Vortex** Recommended for most mod users. Easy to use. [](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/getting-started/mo2-mod-organizer-2) ![Cover](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252F49p7x4c6SrpcwwRiVuCn%252F37225415.png%3Falt%3Dmedia%26token%3D52387763-e10c-4fba-9edd-99803bf0f60c&width=752&dpr=3&quality=100&sign=5abcf608&sv=2) **Mod Organizer 2** Recommended for anyone already used to MO2. More complicated to use. * * * ### Manual Install[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077#manual-install) "Manual install" is a glorified term for "extracting the downloaded archive into your game directory". **You have to make sure that the right files end up in the correct folders.** This method is very error prone, which is why we recommend using a mod manager. You can check the file structure by opening the downloaded file, or by using this feature on Nexus: ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-25a41c8a1a0c9c2b142cc253bc6adb9c0417c095%252Finstalling-nexus-preview-file-structure.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=2d374b7e&sv=2) Some mod authors have this disabled, meaning you won't see this option on the mod page. The file structure is different for REDmods and non-REDmods (often referred to as "`legacy`" mods). Mod authors usually tell you which type their mod is. To lean what the difference is, [read here](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077#whats-the-difference) . * * * ### What Are Requirements?[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077#what-are-requirements) A requirement (sometimes called "dependencies"), are mods that other mods rely on. This means the mod you want to download **will not work** if you don't **download the listed requirements first**. For more detailed information, see [Users: Troubleshooting Requirements](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/user-guide-troubleshooting/requirements-explained) . TL;DR: Unless a requirement is marked as optional, **your mod will not work** if it is not installed. Some requirements have requirements of their own. Make sure to check. ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-da89e3ec099b5f6e1470fa31ee4bdad574b4249a%252Fmod-requirements.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=5e952400&sv=2) You should be checking for the requirements of the requirements, too. You gotta catch 'em all! * * * The Core Mods[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077#the-core-mods) ----------------------------------------------------------------------------------------------------------------------------- To learn more about this, check [Core Mods explained](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/core-mods-explained) . Cyberpunk 2077 offers limited out-of-the-box support via REDmod. To allow greater freedom, a number of **core mods** have been created — without them, we couldn't add items, influence the weather, or have 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 — although you can [**turn off auto-update**](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/users-downgrading-preventing-auto-updates) and only update your game once mods have updated. After each patch, you can find a post on our [Discord](https://discord.gg/redmodding) that is kept up-to-date as the modders update their tools. Be aware that **once all the core mods have updated**, you will _not_ recieve support until you have **updated your game and all your core mods**. ### Overview of Mod Folders[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077#overview-of-mod-folders) TL;DR: you can ignore this unless you want to understand how things work, or want to install mods manually. This is supposed to give you an overview of which files go where. It is **not** a bucket list of things you have to install. Mod folders explained Mod folders by file extension Mod folder structures Directory explanation \\`mods` [REDmod](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod) directory: contains .archive mods (in subfolders). Contains only a .stub file if empty. \\`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**](https://wiki.redmodding.org/cyber-engine-tweaks/) and RadioExt `\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. As a rule of thumb, here's which files go where (unless the mod's instructions tell you otherwise): File type Folder path `.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` `.script` part of a REDmod, can't be installed standalone * * * REDmod[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077#redmod) --------------------------------------------------------------------------------------------------------------- **Generally, you'll be told to avoid REDmod when possible. But why?** **Compatibility issues** REDmod was CDPR's attempt to standardize mod loading, but there were various compatibility issues with it, and it never quite took off. Most mod authors stick to "`legacy`" versions of mods. **Load order** REDmods are loaded after everything else, so that format is simply not an option for mods that rely on being loaded at a certain point, like body mods. **Vortex autoconvert** In theory, Vortex can automatically convert legacy mods to REDmod. In practice, that didn't help with any of the compatibility issues mentioned before, and even caused some of them. **If you'd still like to know the difference, or there's a mod that only offers REDmod format and you cannot live without it, read on.** 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`. If your `/mods` folder is empty, you don't need this. For more information, see [What's the difference?](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077#whats-the-difference) below. 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](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/getting-started) . * For documentation on the Vortex installation toggle, see [here](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/getting-started/vortex-mod-manager#v2077-settings) . * For instructions on how to activate it, see [here for GOG](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/getting-started) and here for [Steam and Epic](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/redmod/usage#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`. For a guide on the correct folder structure, [click here](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077#fixing-broken-mod-file-paths) . * * * ### Mod format: REDmod or Legacy?[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077#mod-format-redmod-or-legacy) **If in doubt, install the non-REDmod (**`**"legacy"**`**) format. To learn why, read below.** #### What's the difference?[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077#whats-the-difference) 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. REDmod when using Vortex[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077#redmod-when-using-vortex) **As of 2026, the Vortex "autoconvert" option will break your mods.** In the 0.12.0 version of the Cyberpunk 2077 Vortex Extension, a bug was introduced that would **enable this toggle without warning**. Thankfully, version 0.12.1 of the extension has squashed that bug, but Vortex will not automatically acknowledge the new version. [You can get version 0.12.1 here](https://www.nexusmods.com/site/mods/196) . **How can I check my extension version?** In Vortex, there's an "`Extensions`" tab on the left hand side. Click it. Check what it says under "`Version`" for the "`Cyberpunk2077`" extension. ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252FNkLg4pTgVT1qK2nIbXN8%252Fvortex_ex_2.png%3Falt%3Dmedia%26token%3D51885c9f-a62c-485e-acdb-8837cc820e69&width=300&dpr=3&quality=100&sign=ba7309e9&sv=2) If it says `0.12.1`, you're good to go! If not, you'll need to click "`Remove`" on the extension. [Click "Manual Download" on the top file from the extension's download page.](https://www.nexusmods.com/site/mods/196?tab=files) Go back to your Vortex "`Extensions`" page Drop the zip you just downloaded into the box that says "`Drop File(s)`" ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252FBs8v9IgND47u2VFIlda3%252Fvortex_extension_page.png%3Falt%3Dmedia%26token%3Dc6f92d86-9555-4b42-a7a7-b6414d15c285&width=300&dpr=3&quality=100&sign=4ea4dbb6&sv=2) You need to go back into your "`V2077`" settings and **turn the toggle off**! Go to your "`Mods`" page in Vortex, press `CTRL + A` on your keyboard (you may need to click on one of your enabled mods first) A bar should pop up at the bottom. Click "`Reinstall`". It shouldn't take too long! ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252FwxLSHMvblsdt3g3KbAwj%252Fvortex_reinstall.png%3Falt%3Dmedia%26token%3D8cdb51bb-c1c4-4954-b89d-a8aec7b86ff8&width=300&dpr=3&quality=100&sign=ed0f2027&sv=2) You should now be free of the autoconvert bug. Vortex will let you define load order for REDmods. To support compatibility, it offers you automatic conversion. Here is how you can tell the two apart: REDmod Legacy mod (packed correctly) ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-3ac5770562e2d46db0d9040afc6cd6326a961a4a%252Finstalling-redmod-preview.png%3Falt%3Dmedia&width=300&dpr=3&quality=100&sign=a9dea023&sv=2) ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-1e2587a4b5ee563625fc55e7c3b63e79bcb9be2d%252Finstalling-gift-wrapping.png%3Falt%3Dmedia&width=300&dpr=3&quality=100&sign=b3087c9b&sv=2) is in a folder named after the mod may be in an extra folder if packed incorrectly has an `info.json` does **not** have an `info.json` contains a folder with any of \- `archives` \- `tweaks` 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:** **T**he folders `archive`, `bin`, `r6` from the download must **merge** with the same folders in your [game directory](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory) (do **not** put the bin in the bin). * * * Fixing broken mod file paths[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077#fixing-broken-mod-file-paths) ----------------------------------------------------------------------------------------------------------------------------------------------------------- TL;DR: Mod makers sometimes pack files incorrectly, causing mods to end up in the wrong places, which makes them not work To fix it, you need to correctly path the contents of the zip file: * `.archive` and `.xl` files go to `archive/pc/mod` folder structure. * For other files see [Mod folders by file extension](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077#mod-folders-by-file-extension) . For detailed instructions on how to create the new zip, see below. * You can drop the fixed zip you made into your mod manager to have it install properly. Sometimes, mod makers create strange paths for their mods. Sometimes, they delete the paths altogether _(even when Wolvenkit creates those paths for them)_. This can cause issues, especially when installing mods with a mod manager as the manager doesn't know where this mod is supposed to go. Don't know which method you need to follow? [I'm manually installing mods!](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077#manually-fixing-folder-paths-1) [I'm installing mods through Vortex!](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077#fixing-folder-paths-in-vortex-1) [I'm installing mods through MO2!](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077#fixing-folder-paths-in-mo2-1) **Always check the file contents before downloading a mod!** ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-71e33083ea292720e07f5bce19c035a950905469%252FPreview%2520File%2520Contents.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=3da9f213&sv=2) Go to a mod's "FILES" tab on Nexus, then click "Preview File Contents". ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-6f157e2c54943b4776840f3218b2545807ef7c17%252FPreview%2520File%2520Contents%2520Popup%2520Correct.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=fb4ae57d&sv=2) This is how mods _should_ be packaged ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-e206ff52ce1f72216b2d2882be369f639253ea82%252FPreview%2520File%2520Contents%2520Popup%2520Incorrect.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=ee003df8&sv=2) This mod is badly packaged, and needs our help! If the mod you've downloaded looks like the picture on the left. Great! You don't need to do anything. Enjoy your game! If not, keep reading... we've got work to do! **You'll usually see a few types of mismatches of pathing:** ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-2521375744a483a33c3cb2e3cf0436478d620044%252Finstalling-other.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=1c974e14&sv=2) Scenario 1: Files without any folders ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-b5089c74dd82d3e247a6d5e552fadbb8b6dc0e44%252Fbadfilepaths2.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=314f98d3&sv=2) Scenario 2: Files inside non-game sub folders ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-46394abcf90bfb098b7789e4e6b2d74b6b71262d%252Fbadfilepaths1.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=f76a61fd&sv=2) Scenario 3: Unnecessary first subfolder To find out how to install the mod properly, you have to read the **mod's install instructions**. If that isn't clear enough, the following might help you. All of these can cause a mod manager to get mixed up, or for you to manually install it wrong, so let's go through fixing these! You can do these fixes in the file explorer or through Vortex/MO2 if you're using them. If you get stuck at all along the way, come ask us in [#mod-troubleshooting on the discord](https://discord.com/channels/717692382849663036/788213273530335233) . We wrote these guides, so we can help, I promise! Manually Fixing Folder Paths Fixing Folder Paths in Vortex Fixing Folder Paths in MO2 **Manually Fixing Folder Paths** 1. Extract the `.zip`/`.rar`/`.7z` to your `Downloads` folder (or whichever folder you're working in). You might get an extra unnecessary folder depending on where you extracted the folder to. If you want it to extract straight into the Downloads folder, remove the extra folder at the end of the path so it looks something like this: ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-843b145c29b413a5f76c0296cf901c119cc25720%252Fextractbrokenfilepaths.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=a5332612&sv=2) In the case of Scenario 3 (pictured above), you can just move the folders out of the first unnecessary folder and continue from step 8 or 9. * * * 1. You should now have the mod files inside your Downloads folder. Locate the files you want to move and check their file extensions. If you don't have file extensions turned on, you can check this part of the file to know what file it is: ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-e06e56f31aaf8653f816e0fbe998a64acfebb071%252Ffiletypecheckguidance.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=1dac4445&sv=2) * * * 1. We need to create the correct file path. This is an `.archive` file, so it needs to go into `archive/pc/mod` If you aren't sure where your file should go, check out [Mod folders by file extension](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077#mod-folders-by-file-extension) . * * * 1. Create a folder by right clicking. Name it `archive` * * * 1. Double click the `archive` folder to open it. * * * 1. Right click to create a new folder. Name it `pc` * * * 1. Double click the `pc` folder to open it. * * * 1. Right click to create a new folder. Name it `mod` For our .archive you should have a folder path like this now: ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-5301f27daef9a4c69bb4cb916236c1d00dc5bdf0%252Ffilepathforfixingbrokenfilepaths.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=90465ad7&sv=2) * * * 1. Repeat this process for the [correct folder paths](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077#mod-folders-by-file-extension) for other file types if you have any. * * * 1. Go back to the Downloads folder (or any subfolder that holds the files we need to move) * * * 1. Select the files you want to move, then press CTRL + X (this cuts the files) * * * 1. Navigate back to the mod folder we created in step 8, then press CTRL + V (this pastes the files) Your file and folder structure should now look like this: ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-4b2ad2123d3cc11b270ef5c27a1e677afe656a44%252Ffixedmodfolderpath_endresult.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=5d87a257&sv=2) * * * If you're using a mod manager, skip this step and continue from the next one! 1. If you're manually installing, you can now copy paste the archive folder into the `Cyberpunk 2077` folder of your game installation. It will automatically merge with the existing folders. * * * 1. If you're using a mod manager, right click the archive folder and turn it into a `.zip`/`.rar`/`.7z`. If you're just using Windows' own zipping system, the option might be hidden under `Send to -> Compressed (zipped) folder`. ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-e13b28b8779840b1ea5869bdd796c9d3d7cbf47e%252Fhowtomakezip.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=51b2471&sv=2) Send to -> Compressed (zipped) folder, a visual guide. You can name the newly created .zip to whatever you want, but it is **recommended** you name it something identifying, like the **original mod name**, so you can easily find the mod on Nexus. &#xNAN;_Adding the mod to your mod manager this way means it won't be able to locate the mod on Nexus by itself, so naming it the same makes it easier for you in the future._ * * * 1. You can now add it to your mod manager! For Vortex, drag the `.zip` to the bottom of the `downloads` page and drop it there. ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252FRV8xK2tNy21gWAZLG46x%252Fvortex_downloads_page.png%3Falt%3Dmedia%26token%3Dd53cb7ac-45eb-4ff0-a9c5-5169b0567094&width=768&dpr=3&quality=100&sign=301b4bab&sv=2) The section of the Vortex Downloads page where you can drop .zip files! **Fixing Folder Paths in Vortex** 1. Press _"Mod Manager Download"_ as you normally would. ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-9e14cb22c769bda3cbbf6746d25c85faaca5e104%252FVortex%2520Step%25200.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=ffac1974&sv=2) * * * 1. Navigate to "Never Installed" in Vortex (on the "Mods" tab). You should see the mod you just downloaded here. ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-236d1ef21a48c30b4ed026c3472a4f9eaeb2b329%252FVortex%2520Step%25201.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=e2356cd4&sv=2) * * * 1. Click "Install" ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-d9cd17a02fb9e96dc30ca0346b3a48d664d21ff0%252FVortex%2520Step%25202.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=2f72be21&sv=2) We don't want to enable this mod yet! It will make it more difficult in the future if we do! * * * 1. You should get a popup that says "You have reached the fallback installer!". Click "Yes, Install to staging anyway". ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-06809f435030f5fa9802ce6c15f44c001bf24baa%252FVortex%2520Step%25203.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=343c242&sv=2) * * * 1. Right click on the mod name * * * 1. You should then get another pop-up that says "Mod installed but may need manual adjustment!". Click "Understood!" **You should read this pop-up!** It explains **where** the files are expected to go and **why**! ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-39df05ba276255b8835e8c6712d8efa8b908093b%252FVortex%2520Step%25204.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=722c279d&sv=2) Just read the dang pop-up, I promise! * * * 1. The mod should now be under "Disabled." Right click the mod name again to bring up the menu. * * * 1. Click "Open in File Manager". ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-c88b59acb9e97d630c72158fbfdcf0e2f47219cd%252FVortex%2520Step%25205.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=681a89c6&sv=2) * * * 1. To make life easier, we'll set up our folder structure **the first folder it takes us to**. Right click to create a new folder. Name it `archive` ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-95ed9d1fe33a7ebcd671b7feb345fe787d7eb792%252FVortex%2520Step%25207.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=39d97353&sv=2) * * * 1. Double click the `archive` folder to open it * * * 1. Right click to create a new folder. Name it `pc` * * * 1. Double click the `pc` folder to open it. * * * 1. Right click to create a new folder. Name it `mod` You should now have a structure that looks like this in the top bar: ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-3ae03626b7a7fba4397e7b0d4f058b81f49b8c63%252FVortex%2520Step%25208.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=e14cefcd&sv=2) * * * 1. Click back through the folders until we find the exact files you want. In this example, I want to use the "COOL VERSION", so I would click through the folders until I find the "COOL VERSION" files. ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-ece084b61995dcae0fd88e29a15005edfb55dc32%252FVortex%2520Step%25206.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=897bc244&sv=2) * * * 1. Select the files you need and cut them! ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-c33f4b3980fa4bffd7d24c28d0e250ac6a651db9%252FVortex%2520Step%25209.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=8b50a710&sv=2) * * * 1. Go to the `mod` folder we made in step 13 and paste the files (CTRL + V) ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-1aaea0a5f7ebf5a4e33ba9576f40bc62ef351779%252FVortex%2520Step%252010.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=23931316&sv=2) * * * 1. Repeat this process for any other folders that contains files you **need** to make sure your mod works. Don't worry, there's a table on this page ([here!](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077#mod-folders-by-file-extension) ) which shows the paths you need to create for each file type! * * * 1. Now to deal with the folders that _**you did not make**_. Select them and press delete! ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-e880959c012aabe01520787ef7d16d4d7d33789b%252FVortex%2520Step%252011.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=26e60754&sv=2) * * * 1. Go back into Vortex and enable that mod! ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-baab461db303f05c8816248d9bf36a0300a32eb3%252FVortex%2520Step%252012.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=63e37f82&sv=2) Yippee!!! You did it! * * * 1. Now you can get back to your regularly scheduled mod downloading session. Hooray! **Fixing Folder Paths in MO2** It's recommend to set up your MO2 Installer to default to the **manual installer** instead of using the Simple Installer plugin. MO2 already checks for a correct path and will warn you if the mod you are trying to install deviates from the expected structure, but removing the Simple Installer plugin helpful for both new users as well as MO2 veterans regardless. It might seem like overkill, but it's a valuable tool to make sure the user checks for a working file structure - so the mod ends up where it's supposed to be! If you are unsure where files should go, refer back to the "[Overview of mod folders](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077#overview-of-mod-folders) " section of this page. * * * **Setting up your MO2 installer** 1. Open your MO2 settings and click the `plugins` tab. ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-c03cadc2963371691f8e7914cd679d0458102541%252FScreenshot%25201.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=232c5e86&sv=2) 1. In the left pane scroll down to the Installer section. Make sure Simple Installer is `disabled`. ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-589445a45224f25eec5103d418f64444014dcae7%252FScreenshot%25202.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=d880f5c2&sv=2) Now you can go to Nexus and download mods using the `Download with Manager` button as per usual! Often times mod authors set a correct file structure, but due to how packaging works they end up with an additional folder that MO2 doesn't know how to handle. In these instances, you have to manually change the Cyberpunk 2077 directory in the installer. This is explained in [Example #1](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077#example-1-adjusting-the-cyberpunk-2077-directory) (below). To see how to create new folders from scratch, for mods that have no folder structure or are only partially correct, see [Example #2](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077#example-2-creating-your-own-folders) (further down). If you make a mistake you can cancel out of the installation process during any given step and start again! Even if you somehow falsely install something you can right click your mod in MO2 and select the "reinstall" option to restart the manual adjustment. * * * **Example #1: Adjusting the Cyberpunk 2077 directory** 1. MO2 is unhappy because it doesn't recognize a correct file path, due to an additional folder inside the mod. ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-806151d67acff44be78d1abdafa0c3b1663c16df%252FScreenshot%25203.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=f563320d&sv=2) * * * 1. This is easily fixed by making MO2 recognise the additional folder as the Cyberpunk 2077 directory itself. Right click the folder and select "`Set as directory`" ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-3aaf781427a65160899cacdd2b988160c08bd427%252FScreenshot%25204.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=6b8d7e0c&sv=2) * * * 1. Now we are left with the `.archive` file going into `Cyberpunk 2077/archive/pc/mod/` MO2 gives us the green light for the installation. You can finalise the process by clicking `OK` ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-11e29d895b050e6b8d89649044141df5194ddd49%252FScreenshot%25205.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=313479a1&sv=2) You should now be good to go! If MO2 isn't giving you the green light, or the folder structure looks different to this, check the below example for how to fix! * * * **Example #2: Creating your own folders** 1. MO2 doesn't recognize the file path due to the `.archive` having the incorrect folder structure. All `.archive` files should be inside `archive/pc/mod/`. For more info on where each file type should go, [you can check here](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077#mod-folders-by-file-extension) . ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-ca2cee343f1ee56761404ec5938229e033503ed7%252FScreenshot%25206.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=7bb2d9bc&sv=2) * * * 1. Right click the `Cyberpunk 2077` directory. Select "`Create directory`". ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-0502f8ade4c78718ac501b577e508c6366c7a3be%252FScreenshot%25207.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=b285d974&sv=2) * * * 1. Name the new folder "`archive`" Press `OK` ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-498584f44709b9a3fa44a2bbc32c2561ee2069ce%252FScreenshot%25208.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=56ab081f&sv=2) You should now see something that looks like this: ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-0184f6c54c7a6159256853226f863292f418275c%252FScreenshot%25209.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=69dc717&sv=2) * * * 1. Right click the `archive` directory. Select "`Create directory`" * * * 1. Name the new folder "`pc`" Press `OK` * * * 1. Right click the `pc` directory. Select "`Create directory`" * * * 1. Name the new folder "`mod`" Press `OK` Your screen should now look like this: ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-d868ae7197ce96a597e91a2c51e39b1e85a128ed%252FScreenshot%252010.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=71670710&sv=2) * * * 1. Drag the .archive file into the mod folder. MO2 should then give you the green light for installation. You can finalise the process by clicking `OK` to install your mod! ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-989676e75ceaaa0b46721bb74613592fc8de8ab4%252FScreenshot%252011.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=edefaccd&sv=2) For bigger and more complicated mods - like those that come with multiple `.archive` files to choose between - you can use the checkmarks to enable/disable files and folders. You can also drag multiple files to the correct location. Create your own structure (pictured above) and drag the files you need into the correct places while disabling unnecessary files. MO2 will ignore and ultimately not install them. * * * 1. You can now enable your mods like any other. Happy gaming! ![](https://wiki.redmodding.org/cyberpunk-2077-modding/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-857ff42c53b33b468dcbc8de989540b2dc1ad7be%252FScreenshot%252012.png%3Falt%3Dmedia&width=768&dpr=3&quality=100&sign=c1f62269&sv=2) Troubleshooting[](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077#troubleshooting) --------------------------------------------------------------------------------------------------------------------------------- If you have problems with Vortex, check the [corresponding section](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/getting-started/vortex-mod-manager) of the guide. For everything else, this wiki has a dedicated [troubleshooting page](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/user-guide-troubleshooting) 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](https://discord.gg/redmodding) in the **#mod-troubleshooting** channel (but your first answer will be a link to that guide). [PreviousGlossary](https://wiki.redmodding.org/cyberpunk-2077-modding/glossary) [NextThe Cyberpunk 2077 Game Directory](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory) Last updated 6 months ago * [Summary](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077#summary) * [Wait, this is not what I want!](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077#wait-this-is-not-what-i-want) * [Installing Mods](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077#installing-mods) * [Mod Manager Options](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077#mod-manager-options) * [Manual Install](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077#manual-install) * [What Are Requirements?](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077#what-are-requirements) * [The Core Mods](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077#the-core-mods) * [Overview of Mod Folders](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077#overview-of-mod-folders) * [REDmod](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077#redmod) * [Mod format: REDmod or Legacy?](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077#mod-format-redmod-or-legacy) * [Fixing broken mod file paths](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077#fixing-broken-mod-file-paths) * [Troubleshooting](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077#troubleshooting) Copy - archive - pc - mod << .archive files from non-REDmods go here - bin - x64 - plugins << Cyber Engine Tweaks goes here - mods << REDmods go here - r6 << redscript folder - scripts << redscript mods (not the same as REDmod) - tweaks << RED4ext tweaks (TweakXL / ArchiveXL) - tools << REDmod DLC lives here — only needed for making mods. --- # Release Notes | WolvenKit For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/wolvenkit/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/wolvenkit/features/release-notes.md) . WolvenKit 8.7[](https://wiki.redmodding.org/wolvenkit/features/release-notes#wolvenkit-8.7) -------------------------------------------------------------------------------------------- #### Published October 22 2022[](https://wiki.redmodding.org/wolvenkit/features/release-notes#published-october-22-2022) [8.7 (Latest Stable)](https://wiki.redmodding.org/wolvenkit/features/release-notes/8.7) Supports Cyberpunk 2077 game version 1.6 WolvenKit 8.6[](https://wiki.redmodding.org/wolvenkit/features/release-notes#wolvenkit-8.6) -------------------------------------------------------------------------------------------- **Published May 24 2022** [8.6](https://wiki.redmodding.org/wolvenkit/features/release-notes/8.6) Does **NOT** support latest Cyberpunk 2077 game version WolvenKit 8.5[](https://wiki.redmodding.org/wolvenkit/features/release-notes#wolvenkit-8.5) -------------------------------------------------------------------------------------------- #### Published March 07 2022[](https://wiki.redmodding.org/wolvenkit/features/release-notes#published-march-07-2022) [8.5](https://wiki.redmodding.org/wolvenkit/features/release-notes/8.5) Does **NOT** support latest Cyberpunk 2077 game version WolvenKit 8.4[](https://wiki.redmodding.org/wolvenkit/features/release-notes#wolvenkit-8.4) -------------------------------------------------------------------------------------------- #### Published October 03 2021[](https://wiki.redmodding.org/wolvenkit/features/release-notes#published-october-03-2021) [8.4](https://wiki.redmodding.org/wolvenkit/features/release-notes/8.4) ### Patches[](https://wiki.redmodding.org/wolvenkit/features/release-notes#patches) #### [**8.4.3 (Nov 11 2021)**](https://wiki.redmodding.org/wolvenkit/features/release-notes/8.4#8.4.1-oct-06-2021) [](https://wiki.redmodding.org/wolvenkit/features/release-notes#id-8.4.3-nov-11-2021) #### [**8.4.2 (Nov 01 2021)**](https://wiki.redmodding.org/wolvenkit/features/release-notes/8.4#8.4.1-oct-06-2021) [](https://wiki.redmodding.org/wolvenkit/features/release-notes#id-8.4.2-nov-01-2021) #### [**8.4.1 (Oct 06 2021)**](https://wiki.redmodding.org/wolvenkit/features/release-notes/8.4#8.4.1-oct-06-2021) [](https://wiki.redmodding.org/wolvenkit/features/release-notes#id-8.4.1-oct-06-2021) Does **NOT** support latest Cyberpunk 2077 game version WolvenKit 8.3[](https://wiki.redmodding.org/wolvenkit/features/release-notes#wolvenkit-8.3) -------------------------------------------------------------------------------------------- #### Published September 05 2021[](https://wiki.redmodding.org/wolvenkit/features/release-notes#published-september-05-2021) [8.3](https://wiki.redmodding.org/wolvenkit/features/release-notes/8.3) ### Patches[](https://wiki.redmodding.org/wolvenkit/features/release-notes#patches-1) [**8.3.2 (Sept 05 2021)**](https://wiki.redmodding.org/wolvenkit/features/release-notes/8.3#8.3.2-sept-05-2021) Does **NOT** support latest Cyberpunk 2077 game version WolvenKit 8.2[](https://wiki.redmodding.org/wolvenkit/features/release-notes#wolvenkit-8.2) -------------------------------------------------------------------------------------------- #### Published June 28 2021[](https://wiki.redmodding.org/wolvenkit/features/release-notes#published-june-28-2021) [8.2](https://wiki.redmodding.org/wolvenkit/features/release-notes/8.2) ### Patches[](https://wiki.redmodding.org/wolvenkit/features/release-notes#patches-2) #### [8.2.2 (Jul 05 2021)](https://wiki.redmodding.org/wolvenkit/features/release-notes/8.2#8-2-2-jul-05-2021) [](https://wiki.redmodding.org/wolvenkit/features/release-notes#id-8.2.2-jul-05-2021) #### [8.2.1 (Jun 29 2021)](https://wiki.redmodding.org/wolvenkit/features/release-notes/8.2#8-2-1-jun-29-2021) [](https://wiki.redmodding.org/wolvenkit/features/release-notes#id-8.2.1-jun-29-2021) Does **NOT** support latest Cyberpunk 2077 game version WolvenKit 0.8.0.1[](https://wiki.redmodding.org/wolvenkit/features/release-notes#wolvenkit-0.8.0.1) ---------------------------------------------------------------------------------------------------- #### Published April 06 2021[](https://wiki.redmodding.org/wolvenkit/features/release-notes#published-april-06-2021) [0.8.0.1](https://wiki.redmodding.org/wolvenkit/features/release-notes/0.8.0.1) Does **NOT** support latest Cyberpunk 2077 game version [PreviousOverview](https://wiki.redmodding.org/wolvenkit/features/overview) [Next8.7 (Latest Stable)](https://wiki.redmodding.org/wolvenkit/features/release-notes/8.7) Last updated 3 years ago Was this helpful? * [WolvenKit 8.7](https://wiki.redmodding.org/wolvenkit/features/release-notes#wolvenkit-8.7) * [WolvenKit 8.6](https://wiki.redmodding.org/wolvenkit/features/release-notes#wolvenkit-8.6) * [WolvenKit 8.5](https://wiki.redmodding.org/wolvenkit/features/release-notes#wolvenkit-8.5) * [WolvenKit 8.4](https://wiki.redmodding.org/wolvenkit/features/release-notes#wolvenkit-8.4) * [Patches](https://wiki.redmodding.org/wolvenkit/features/release-notes#patches) * [WolvenKit 8.3](https://wiki.redmodding.org/wolvenkit/features/release-notes#wolvenkit-8.3) * [Patches](https://wiki.redmodding.org/wolvenkit/features/release-notes#patches-1) * [WolvenKit 8.2](https://wiki.redmodding.org/wolvenkit/features/release-notes#wolvenkit-8.2) * [Patches](https://wiki.redmodding.org/wolvenkit/features/release-notes#patches-2) * [WolvenKit 0.8.0.1](https://wiki.redmodding.org/wolvenkit/features/release-notes#wolvenkit-0.8.0.1) Was this helpful? --- # References, lists and overviews | Cyberpunk 2077 Modding For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyberpunk-2077-modding/llms.txt) . This page is also available as [Markdown](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews.md) . In this section, you can look up information like "what is the material name for skin color type 3 again" or "where are the Mantis blade arms". Detailed information should go in other sections and be interlinked. Wait, this is not what I want![](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews#wait-this-is-not-what-i-want) ------------------------------------------------------------------------------------------------------------------------------------------------------------------------- * You can find a list of [Spawn Codes (BaseIDs/Hashes)](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/equipment/spawn-codes-baseids-hashes) under the link [PreviousNoesis (ARCHIVED)](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/modding-tools-archived/noesis) [NextAssets explained](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/assets) Last updated 4 months ago ---