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Game: Cyberpunk 2077

Zash edited this page Oct 14, 2023 · 28 revisions

PCGamingWiki

Current state

With the new Cyberpunk v2.01 patch and Cyberpunk Engine Tweaks (CET) upgrade v1.27, most mods (except for REDmod) are now compatible with Mod Organizers virtual file system (USVFS).
See Details below.

Earlier versions with CET ≤ 1.26 are not compatible!

WIP: support plugin upgrade

An update to MOs Cyberpunk support plugin is work in progress:
Cyberpunk support plugin with auto mod installation etc: Pull request #105

A test release for MOD Organizer 2.5 beta 12+ can be downloaded here: Cyberpunk support plugin v2.2

See Framework installation or use the RootBuilder config below for the correct setup.

Details

In the following "root" refers either:

  • the game install root folder, or
  • the root (virtual) folder of mods when using RootBuilder.

Compatiblity of mods / frameworks

USVFS support RootBuilder
Mod type / framework Mod files framework mods or copy to root
archive .archive ✔️
redscript .reds ✔️ ✔️
RED4ext .dll ❌* ✔️* ✔️ framework only
Cyber Engine Tweaks (CET) .lua ❌* ❌ 1.26 / ✔️ 1.27 * ✔️* see below
RedMod mods/*

* Remarks:

  • RED4ext: Only the framework (2 .dll files) need to be copied / hard linked to root, dependent mods work with USVFS then.
    • copy or hard link Red4ext framework to root
  • Cyber Engine Tweaks (CET):
    • Cyberpunk v2.01, CET ≥1.27: only CET framework needs to be copies / hard linked into root (all files), mods work with USVFS.
    • Cyberpunk v1.x, CET ≤1.26: is not compatible with USVFS, see CET issue / PR for details.
  • RedMod: requires precompilation of script files into game root before game launch, not compatible.
  • RootBuilder can be used to automate hard linking / coping into root
    • just place the Red4ext & CET framework files in MO2 in under the folder root

Framework installation

RED4ext installation: place framework (the .dll files) into root

root/
├── bin/x64/winmm.dll
└── red4ext/RED4ext.dll

RED4ext dependent mods can then be installed normally in MO2 and work with USVFS (red4ext/plugins/*)

Cyberpunk v2.01, CET ≥1.27: Install CET framework itself into root, like this:

root/
└── bin/x64/
    ├── plugins/
    │   ├── cyber_engine_tweaks/
    │   │   ├── fonts/
    │   │   ├── scripts/
    │   │   └── tweakdb/
    │   └── cyber_engine_tweaks.asi
    ├── global.ini
    └── version.dll

CET dependent mods can then be installed normally in MO2 and work with USVFS (bin/x64/plugins/cyber_engine_tweaks/mods/*)

RootBuilder config

You can use RootBuilder to copy / hard link the files from (virtual) mod folder root (the frameworks) automatically into game install dir, to keep it clean:

  • Mode: Links or Copy
    • USVFS and USVFS + Links do not work!
    • Links = hard links only mode is available with RootBuilder ≥4.5
    • hard links do not consume extra space on disk, but work only on same drive
  • Exclusions: archive,tools,setup_redlauncher.exe
  • Check Backup, Cache, Autobuild and Redirect

Workaround for Cyberpunk v1.x, CET ≤1.26:

CET v1.26 and below are not compatible with USVFS!

If you still want to use MO, you can try the following: Put at least all files from CET framework and all CET dependent mods in root.
If that does not work, last resort is to put everything into root, except for archive mods (biggest files).
You an use the same RootBuilder config as above.


FAQ & Troubleshooting

  • overwrite contains files written after game launch, including mod settings
  • A virtual root folder in Data view is normal for compatibility with RootBuilder
  • Always start with a clean Cyberpunk folder before using RootBuilder's backup option.
    • Backup is build on first game launch with above settings
    • Backups are stored in MO/plugins/data/RootBuilder

To reset the game folder and MO if something goes wrong:

Without RootBuilder:

  1. delete all CET & RED4ext files (after backup), including both red4ext and bin/x64/plugins folders with contents
  2. make sure Cyberpunk starts without MO (otherwise see below)
  3. install fresh CET & RED4ext again into game folder (not via MO)
  4. clear overwrite (backup any mod settings etc. you want to keep beforehand)
  5. (reset mods and their config by reinstalling and replacing them)

With RootBuilder:

  1. select Clear from Tools/[Tool Plugins]/Root Builder/Clear to restore game folder (writes changed files to overwrite/root)
  2. check that the game folder is actually clean (from framewoks, too) and test if it starts without MO (otherwise see below)
  3. open RootBuilder menu, Delete Backup and Cache, double check exclusions and create the Backup again
  4. clear overwrite, but backup any mod settings etc. you want to keep beforehand
  5. (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 either final.redscript.bk (can be in overwrite) or by verifying game files

Version Changelog:

  • MO v2.4.0: Added initial plugin