Cyberpunk 2077

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About this mod

A script utility, tutorial, and template files for use in item additions.

Permissions and credits

Mmm coffee.

This utility is now redundant and will no longer be maintained or updated, it will remain here to ease transition and to enable continued use of mods already making use of this utility.

If you are interested in what has replaced this method: ArchiveXL and TweakXL.

Hello there,

This is a script utility that will enable the addition of, and compatibility between, mods that add new clothing items to the game.

This project has had many contributors, I would like to thank each and every one of them for their input and help with getting this to a workable state, without these people this project would never have reached this stage.

There are multiple requirements for this utility, I have done my best to distinguish which of these you will need depending on your intent:

(For Users) = Things that you will need as a user, to operate this utility and it's features/integration with other mods.
(For Modders) = Things that you will need as a modder intending to use this utility for your own mods.
(For Users & Modders) = Things that everyone will need regardless of use-case.
(OPTIONAL) = Things that are optional and not necessarily required for this utility to run.

How Does It Work?:

Items in this game all originate from the same small handful of files, grouped by type/slot, adding to these files has been possible for quite some time, the issue being that once someone has done so it is then incompatible with any other alterations to those same files.

This utility enables, essentially, patching of these files, which will allow us to properly make use of them without fear of incompatibilities.

Technical features of this utility include:
- Item names.
- Item descriptions.
- Item icons.
- The ability to add your items to street vendors of your choosing.
- Compatibility with Atelier.

Utility Installation and Requirements:

This utility requires Cyber Engine Tweaks (CET) to be installed and working correctly, details and troubleshooting for which will not be covered or indulged here.

Step #1:
Simply drag and drop the contents of this mod into your game's root directory, the location of your game will vary depending on where you purchased or otherwise acquired it from, listed at the bottom of this description are some typical installation paths that this game uses.

Correct installations paths:

Cyberpunk 2077\CSVMerge
Cyberpunk 2077\CSVMerge\mods
Cyberpunk 2077\CSVMerge\wolvenkitcli
Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks\mods\CSVMerge_Code

Step #2:
Download WolvenKit Console, from the optional files on the wolvenkit page, linked in requirements, and install it within the following folder:

Cyberpunk 2077\CSVMerge\wolvenkitcli

You should now have:

Cyberpunk 2077\CSVMerge\wolvenkitcli\WolvenKit.CLI.exe
+the rest of wkits files within that same folder

WolvenKit also requires NET 5.0 32bit to run, linked in requirements.

That's it!

Mod Installation:

To install a new item mod, again, simply drag and drop the contents of the
mod into your games root directory, the folders will merge and the
files will be placed where they belong.

The installation paths for mods using this utility are as follows:

Cyberpunk 2077\CSVMerge\mods\ModName\item.item
Cyberpunk 2077\CSVMerge\mods\ModName\code.code
Cyberpunk 2077\archive\pc\mod\mod_archive.archive

For Users:

As a user, all you will need to do is install a new item mod, run the script, and this utility will create a new mod archive and CET script, which it will move into the relevant folders automatically.

If everything is set up properly by the modder, installing the mod and running the script is all that you will need to do:

Step #1:
Install item mod.

Step #2:
Run: Cyberpunk 2077\CSVMerge\CSVMerge.cmd

Step #3:
Close the window once it has finished, assuming no issues arise.

For Modders:

Included is a moderately comprehensive rant regarding the files you will need to create a new item, this tutorial will likely be expanded upon as more is discovered.

Also included are template files for you to make use of as you see fit; it is highly recommended that you use these included files and simply make them unique to you, details for which can be found in the tutorial.

ALSO included are the files used in my example scarves mod, this is mostly for reference but feel free to use any of the files if they are at all helpful.

Package your mod correctly and ensure nothing is out of place; one broken mod will bring the entire system down.

If you are having issues or would otherwise like to join the struggle, there is a link to our discord server at the bottom of this description.


Wolvenkit.cli has updated since this tool was developed, you will need to install a specific version, thankyou to 1Geralt1 for pointing this out.

CP77Tools missing .exe: Install WolvenKit Console from optional files on the Wkit mod page, linked in requirements.

.dll errors: Install NET 5.0 32bit, linked in requirements.

Tool dead but I swear I did it all correctly: Clear out your "Cyberpunk 2077\CSVMerge\wolvenkitcli\mod" folder, and use fresh files from the main files archive.

Typical Game Installation Paths:

Steam: \SteamLibrary\steamapps\common\Cyberpunk 2077
GOG: \GOGLibrary\Games\Cyberpunk 2077\
Epic: \EpicLibrary\Cyberpunk 2077\


For developing the script and script related files that this tool uses, and for being an all around great human. Asked to remain uncredited, I refuse.

Providing a base to build from to create the script that powers this project.

For his code wizardy, giving me what I needed to get this all started, and for input during it's development.

For his code wizardy, enabling item names, descriptions, and icons.

For his code wizardy, pointing us in the right direction for item names.

For his code wizardy, input, and the work put into Atelier.

rFuzzo, Traderain & the WKit team:
For developing WolvenKit, which this tool utilises, and Fuzzy specifically for his fuzziness.

For creating the binary template that we all know and love, enabling alterations to all of these file types.

For creating template .inkatlas and .xbm files for item icons, and being super spicy.


For creating the mods title image, and for being perfectly cunty.

For being the first test subject and for providing an example mod.

For first discovering that Atelier support was possible way back when this began.

Initial proof of concept for item additions, template files, related tutorials, other things probably.


If you are interested in learning more, join us over at DISCORD. We'll help out where we can.