For the peoples that got same problem as me. If the mod is not working, is most probably because you have missing files from redscript mod. To fix it you need to go on github and download latest release than install it manually https://github.com/jac3km4/redscript/releases/tag/v0.5.17
Make sure the following files are present inside the Cyberpunk game directoryCyberpunk 2077\engine\tools\scc.exe Cyberpunk 2077\engine\config\base\scripts.ini After adding this files mod sould work
How? After updated I got a corrupted files error. Checked this mod and dependencies, CET had an update. Installed that, still crashing. All files from all 4 download .zips are present in my install folder.
Not working for me, although since this has a chain of 3 other dependencies, it's hard to say for sure *which* is the exact cause. As this is the only *real* mod I'm using (which naturally includes those dependencies), it's SOMETHING related to this.
CET has an update which I downloaded and installed. CyberCMD doesn't have an update; all files from the old .zip are still present in the install directory Redscript doesn't have an update; likewise all files present.
Not sure what to do other than roll back to 2.11 and cross my fingers.
Not working currently (for me) Redmod is installed, all requirements work. I have other mods such as Infinite Reset Attributes, I also have the Missing Persons Gig so if that can work, no clue as to why this won't. I've put it in the right folder, deleted , re-downloaded and when I reload mods on the command it doesn't appear for whatever reason.
I'm an idiot, that is okay. Hopefully I save anyone else making the same mistake. Usually when you download a mod you just drag it towards the game folder and it auto sorts itself right. Because this mod doesn't have a folder your PC doesn't auto extract the mod file meaning you're probably putting the RAR file inside the scripts folder instead of the reds file. Extract the file it opens a folder where you'll find your actual mod, now you can drag it into the scripts file.
It's a shame we needed a mod to fix this. Apparently MODS WERE REMOVABLE BEFORE 2.0!
I can only assume it was for balancing reasons or design oversight (probably that), but all they needed to do was make mods have requirements like Technical Ability level and/or component/eddies cost, or make them only removable at certain vendors.
Thanks for fixing a "should have been vanilla" feature.
Ever heard of "management" oversights? This is one. Higher-ups came, decided to not sort trough all the intricacies, and just said - CUT THE CRAP THAT'S HARD TO FIX/BALANCE. That's it. Lazy? Yes. Stupid? Yes. But an oversight, none the less.
OK this works it's just needlessly tedious. The scrawled-on screenshots uploaded to this mod page do nothing to explain it. You have to equip a weapon via inventory then select the mod on the left-hand side, or mouse over it, then you get the option to unequip it.
I was kind of hesitant to download this mod after browsing the comment section. A lot of people were saying that it didn't work. I thought, might as well give it a shot. And fortunately, it works perfectly! Make sure to have updated all the required mods and to have installed it correctly, then you're Gucci.
288 comments
To fix it you need to go on github and download latest release than install it manually
https://github.com/jac3km4/redscript/releases/tag/v0.5.17
Make sure the following files are present inside the Cyberpunk game directory
Cyberpunk 2077\engine\tools\scc.exe
Cyberpunk 2077\engine\config\base\scripts.ini
After adding this files mod sould work
CET has an update which I downloaded and installed.
CyberCMD doesn't have an update; all files from the old .zip are still present in the install directory
Redscript doesn't have an update; likewise all files present.
Not sure what to do other than roll back to 2.11 and cross my fingers.
I'm an idiot, that is okay. Hopefully I save anyone else making the same mistake. Usually when you download a mod you just drag it towards the game folder and it auto sorts itself right. Because this mod doesn't have a folder your PC doesn't auto extract the mod file meaning you're probably putting the RAR file inside the scripts folder instead of the reds file. Extract the file it opens a folder where you'll find your actual mod, now you can drag it into the scripts file.
I can only assume it was for balancing reasons or design oversight (probably that), but all they needed to do was make mods have requirements like Technical Ability level and/or component/eddies cost, or make them only removable at certain vendors.
Thanks for fixing a "should have been vanilla" feature.
This is one. Higher-ups came, decided to not sort trough all the intricacies, and just said - CUT THE CRAP THAT'S HARD TO FIX/BALANCE. That's it.
Lazy? Yes. Stupid? Yes. But an oversight, none the less.
https://www.youtube.com/watch?v=nd0723PY3vg&t=96s&ab_channel=JordanAvery
Thank you for this one!