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Game: Cyberpunk 2077
With Mod Organizer v2.5.3 (plugin v3.0+) all mods should be supported by simply installing them through MO, e.g. by double clicking on them from downloads tab (see Mods and frameworks for details).
A conversion dialog for old mod list with RootBuilder is shown on MO launch.
An Update for MO v2.5.2 is available from here: Cyberpunk support plugin v3.0.
Overwrite: Please note that Cyberpunk and MO are generating files after/before game launch, which end up in overwrite. This is expected behavior!
If you encounter any problems, refer to FAQ & Troubleshooting.
- Clean Cyberpunk 2077 installation
- Mod Organizer v2.5.3 (plugin v3.0) for full Cyber Engine Tweaks (CET) support (without RootBuilder)
- Auto mod installation (
ModDataChecker
) of all mods (see Mods and frameworks) - REDmod: auto deployment before game launch (only when needed)
- Profile specific config (
.ini
) and savegames - Savegame preview & metadata
- Enforce MOs load for
.archive
(archive/pc/mod/modlist.txt
) and REDmod (-modlist
), see Load order for details. - redscript cache
[overwrite]/r6/cache/*
is generated in overwrite (game files are not overwritten) and automatically reset after game update.
- fully supported:
-
CET v1.27+ for Cyberpunk v2.01+
- CET ≤1.26 is incompatible with MOs virtual file system USVFS!
- Cyberpunks CrashReporter is incompatible with CETs
version.dll
installed through the USVFS and gets disabled via a generated mod ("disable CrashReporter"), see below for details.
- REDmod will automatically be deployed when needed before game launch (with MOs load order).
Restart MO after a game update (install update with MO closed)!
Redscript cache overwrite/r6/cache/*
is automatically cleared after a game update is detected, before next game launch.
If the game does not launch correctly, refer to FAQ & Troubleshooting.
With the following example mod list in MO, the load order is determined as follows:
modB (priority 1) with archive/pc/mod/B.archive
modA (priority 2) with archive/pc/mod/A.archive
modC (priority 3) with archive/pc/mod/C.archive
-
A > B > C
(default Cyberpunk behavior):
In Cyberpunk, by default (without MO) the load order of all.archive
files and REDmod folders is alphabetically, as named by mod authors. The first loaded.archive
file / mod modifying a game file wins a conflict in CP (in contrast to Skyrim, where esps can overwrite each other), i.e.A.archive
wins overB.archive
andC.archive
.
Settings:enforce_archive_load_order = false
-
C > A > B
(MO default with v2.5.3):
The the load order is enforced to match the direct file conflict resolution (botton to top, highest priority wins) via a generated filearchive/pc/mod/modlist.txt
(inoverwrite
).
Settings:enforce_archive_load_order = true
reverse_archive_load_order = true
-
B > A > C
(legacy):
Withreverse_archive_load_order = false
, the load order is reversed: top to buttom (lowest priority wins).
The load order of multiple .archive
files within a single mod is still always alphabetically (as provided by mod authors), independent of the settings.
For REDmod, MO passes the load order by default to the precompiler redmod.exe
. The load order is also reversed by default via reverse_redmod_load_order=true
, to match the MOs priority, see Settings below.
Please note, that direct file conflicts (same file name) are displayed directly in MOs mod list and here the highest priority always wins.
Under Tools/Settings/Plugins/Cyberpunk 2077 Support Plugin
:
-
auto_deploy_redmod
(default:true
): deploy REDmod before game launch if necessary. You can use the alternative executable with "... skip REDmod deploy" to not load REDmods at all, too. -
clear_cache_after_game_update
(default:true
): clearoverwrite/r6/cache/*
when a new installed game version is detected (before game launch) -
configure_RootBuilde
(default:true
): Configures RootBuilder for Cyberpunk if installed and enabled (only once per instance, will be toggled off) -
disable CrashReporter
: creates a dummy mod/file to disableCrashReporter.exe
, which is not compatible with VFS and CET, see Crash Reporter -
enforce_archive_load_order
(default:false
): enforce MOs mod load order via generatedoverwrite/archive/pc/mod/modlist.txt
. Disabled by default to load archives alphabetically (A > B > C
). -
enforce_redmod_load_order
(default:true
): enforce the MOs load order for REDmods on deployment (viaredMod.exe deploy -modlist=
overwrite/r6/cache/modded/MO_REDmod_load_order.txt`) -
reverse_archive_load_order
: reverse MOs load order in generatedmodlist.txt
-
false
(default): first / lowest priority mod in MO wins a conflict (B > A > C
, see Load order) -
true
: last / highest priority mod in MO wins a conflict (C > A > B
, see Load order)
-
-
reverse_redmod_load_order
(default:false
): reverse the generated redmod list. -
skipStartScreen
(default:false
): Skips the "Breaching..." start screen on game launch by adding-skipStartScreen
to Cyberpunk command line args (can also skip loading of GOG rewards) -
show_load_order_dialog
(default:true
): show a conversion dialog for existing mod lists (updating MO to v2.5.3)
- If any REDmods are installed, the precompilation / deployment progress will show in a console window before game launch
- MO's mod folder etc. must not be located inside Cyberpunks game directory!
In MO overwrite
contains files written after game launch. Cyberpunk always generates mod files after game launch, e.g. redscript compilation, mod settings and logs.
MO2 itself creates the load order files r6/cache/modded/MO_REDmod_load_order.txt
(REDmod
) and optionally archive/pc/mod/modlist.txt
(.archive
) for Cyberpunk in when necessary in overwrite
, too.
Since this is expected behavior, you can either ignore MO's warning about overwrite or move / sync these files manually to existing or newly created mod to keep overwrite clean.
- Load order / priority in MO can be relevant for some mods (besides the obvious file conflicts/overwrites):
E.g.: presets for Appearance Menu Mod need to be loaded first (with lower priority, like
preset: 0, AMM: 1
)
GOG rewards are only loaded with the "Breaching..." start screen, which MO might skip. Remove the -skipStartScreen
argument from the configured executables and start the game at least once with the breaching start screen to get the GOG rewards.
Cyberpunks CrashReporter does not work when using CET through MOs virtual file system. MO disables it through a generated mod "disable CrashReporter (MO CET fix)" by default. If you want to use the CrashReporter e.g. for debugging or to send a report, install CET manually into Cyberpunk's game folder (without MO). The dependant mods can still be installed through MO then.
Technical details: When Cyberpunk crashes with CET installed through MOs virtual file system USVFS, CrashReporter throws an error (crashes itself), because it cannot resolve version.dll
through the VFS. The crash can be tested with the CET command GetPlayer():Dispose()
, see PR #163.
For better compatibility (e.g. with CrashReporter), the CET framework can also be installed manually into game folder, like this:
Cyberpunk 2077/
└── bin/x64/
├── plugins/
│ ├── cyber_engine_tweaks/
│ │ ├── fonts/
│ │ ├── scripts/
│ │ └── tweakdb/
│ └── cyber_engine_tweaks.asi
├── global.ini
└── version.dll
CET dependent mods can still always be installed normally (virtually) in MO2 (mapped to bin/x64/plugins/cyber_engine_tweaks/mods/*
).
To reset the game folder and MO if anything goes wrong:
- delete all CET and RED4ext framework files (after backup), including both
red4ext
andbin/x64/plugins
folders - make sure Cyberpunk starts without MO (otherwise see below)
- install fresh CET and RED4ext again into game folder (manually, not via MO)
- clear at least
overwrite/r6/cache
(to keep mod settings) or fulloverwrite
(resets most mod settings, too) - (reset mods and their config by reinstalling and replacing them)
If Cyberpunk does not start without MO after cleaning (steps above):
- restore the original
r6/cache/final.redscript
from eitherfinal.redscript.bk
(can be inoverwrite
) or by verifying game files
Mods dependencies (requirements), which can be identified by their mod files:
-
REDmod:
mods/*/info.json
-
CET:
bin/x64/plugins/cyber_engine_tweaks/mods/*
(*.lua
)-
Native Settings UI:
*.lua
containingGetMod("nativeSettings")
-
Appearance Menu Mod (Codeware):
.../Appearance Menu Mod/Collabs/*
-
Native Settings UI:
-
redscript:
r6/scripts/**/*.reds
-
ModSettings (ArchiveXL, RED4ext):
*.reds
containing@runtimeProperty("ModSettings.
-
ModSettings (ArchiveXL, RED4ext):
-
RED4ext:
red4ext/plugins/*
-
Input Loader:
r6/input/*.xml
-
ArchiveXL:
*.xl
-
TweakXL:
r6/tweaks/*
with*.y[a]ml
,*.tweak
(scripting extension is probably not easy to detect) Codeware: not possible!
-
Input Loader:
CET and RED4ext seem to work now (since Cyberpunk ~2.12) also with force load libraries (instead of RootBuilder):
-
Cyberpunk2077.exe
:version.dll
-
Cyberpunk2077.exe
:winmm.dll
- MO v2.4.0: Added initial plugin
- MO v2.5.0 beta 14 (plugin v2.2.2): Added support for Cyberpunk 2.01 with CET ≥1.27
- Auto mod installation (ModDataChecker)
- Profile specific config (
.ini
) and savegames - Savegame preview & metadata
- RedMod: auto deployment before game launch
- MOs load order is enforced for REDmod (
-modlist
) and optional for.archive
(modlist.txt
) -
RootBuilder default config for CET & RED4ext framework
root
auto install
- MO v2.5.0 RC2 (plugin v2.2.3): Clear
overwrite/r6/cache
if a Cyberpunk version change is detected - MO v2.5.2 (plugin v2.3): add option to reverse archive and redmod load order
- MO v2.5.3 (plugin v3.0):
- Removed RootBuilder support, since CET and RED4ext are now fully compatible with MO's USVFS.
- Added conversion dialog for old RootBuilder mod lists