> I get corrupted script files error, invalid input error or the mod does not work 1. A few things you must check before any troubleshoting: 1.1. Make sure that you have red4ext 1.17.0 and redscript 0.5.16 at least, this is critical 1.2. Make sure that new logs are being created in Cyberpunk 2077\r6\logs each time when you run the game 1.3. If you have red4ext, redscript and cybercmd installed then remove cybercmd. You must have red4ext or cybercmd, not both at the same time. 1.4. Check that your Cyberpunk 2077\r6\cache\modded folder is empty, if you don't have that folder - create it (and leave empty) 1.5. Validate your game files integrity 1.6. Run your game from Cyberpunk2077.exe directly, with no launchers, mod managers or redmod involved. It is recommended to enable redmod only when you get to the point where your redscript mods work with no issues. 2. Then first and most important rule - read the logs. 2.1. Check your Cyberpunk 2077\red4ext\logs\red4ext.log file to make sure that you don't have outdated red4ext plugins, if you see any warning started with "Could not load plugin" it means that related mod is outdated so remove/update it. 2.2. Check your Cyberpunk 2077\r6\logs\redscript_rCURRENT.log file, lines starting with ERROR usually can highlight the broken mod. If you see "Symbol with this name is already defined" error it means that you have either broken base scripts files (validating the game files integrity should fix that) or some mod installed twice (so browse through your log and check if you have installed some other copies of that file which throws an error to the log). 3. If you are using Vortex then make sure that you have REDMod Autoconversion feature disabled before installing any mods. 4. Try to delete everything inside Cyberpunk 2077\r6\cache\modded folder if you have it and verify your game files integrity one more time 5. If you have any issues running redscript based mods then also check your game installation path, if it contains any non-english characters your mods might not work properly.
How to change the hotkeys: - go to Cyberpunk 2077\r6\input folder - open MarkToSell.xml with any text editor - find and replace IK_S (for keyboard) or IK_Pad_X_SQUARE (for controller) with any other hotkey code - find and replace IK_A (for keyboard) or IK_Pad_X_TRIANGLE (for controller) with any other hotkey code
hi, thank you for the mod, it works but I have a problem,
I mark an item like 'RT-46 Burya" and then dismantle it, when I get the same item with the same tier again, the mark is gone, now I must mark it again, can you make it permanent?
Excellent mod, thanks! One note: I would like to remove the "Junk+++" button, keeping only the "Junk+" one. I know some programming but I'm not familiar with modding. Could you please point me out to the simplest way to disable it, modifying your .reds scripts? I tried just touching the XML config file but that was obviously not enough, and looking through the .reds files it was not a trivial task for me. If it's too complicated to explain, I'd understand, thanks in any case.
In case anyone else is confused about how to disable the Junk+++ option, here's how. The option isn't located in the MarkToSell.xml keybinds file, but in the file located here: "\r6\scripts\MarkToSell\Config.reds". Look for the 'DisableMassToggle' function and at the end of the line, change from 'false' to 'true'.
Yeah I don't understand the point of alcohol in the game since it doesn't come with any buffs and for roleplaying you are either in a cutscene or go to a bar. I don't see the point of carrying around alcohol and consuming it from the inventory, ever.
It would be so awesome if you could use this mod to mark all alcohol as junk.
Wonderful mod! I personally configured the Junk+ and Junk++ on the Left and Right trigger.
I discovered this works if you add a threshold to the binding.
For me X = preview which makes marking an item as junk+ pop=up the preview. I recall that a few patches back previewing and dismanteling an item was the left/right trigger bound too.
what clothing mod/slot are you using? I'm using unlock me the mods for weapons, but can't find anything for clothing. There is this Unequip Mods but it doesn't work with unlock me the mods(I'd like to continue using it because it auto removes mods on disassemble/sell).
btw love your work, probably using half of the mods you made. Pure quality and endless QoL, almost every mod made by you is pretty much mandatory for me.
Oh and btw any clue why ingame disassemble junk is not working for me, its unrelated to your mod/mods. I can't remember it ever working.
Not sure what are you talking about as I'm not using anything, if you mean clothes slots from the screenshots that's probably because screens were made a few patches back
I have a lot of clothing mods and want to delete all of them from inventory with this mod, but iconic things don't mark as junk. Is there a way to fix that?
212 comments
> I get corrupted script files error, invalid input error or the mod does not work
1. A few things you must check before any troubleshoting:
1.1. Make sure that you have red4ext 1.17.0 and redscript 0.5.16 at least, this is critical
1.2. Make sure that new logs are being created in Cyberpunk 2077\r6\logs each time when you run the game
1.3. If you have red4ext, redscript and cybercmd installed then remove cybercmd. You must have red4ext or cybercmd, not both at the same time.
1.4. Check that your Cyberpunk 2077\r6\cache\modded folder is empty, if you don't have that folder - create it (and leave empty)
1.5. Validate your game files integrity
1.6. Run your game from Cyberpunk2077.exe directly, with no launchers, mod managers or redmod involved. It is recommended to enable redmod only when you get to the point where your redscript mods work with no issues.
2. Then first and most important rule - read the logs.
2.1. Check your Cyberpunk 2077\red4ext\logs\red4ext.log file to make sure that you don't have outdated red4ext plugins, if you see any warning started with "Could not load plugin" it means that related mod is outdated so remove/update it.
2.2. Check your Cyberpunk 2077\r6\logs\redscript_rCURRENT.log file, lines starting with ERROR usually can highlight the broken mod. If you see "Symbol with this name is already defined" error it means that you have either broken base scripts files (validating the game files integrity should fix that) or some mod installed twice (so browse through your log and check if you have installed some other copies of that file which throws an error to the log).
3. If you are using Vortex then make sure that you have REDMod Autoconversion feature disabled before installing any mods.
4. Try to delete everything inside Cyberpunk 2077\r6\cache\modded folder if you have it and verify your game files integrity one more time
5. If you have any issues running redscript based mods then also check your game installation path, if it contains any non-english characters your mods might not work properly.
To get help with other issues join #mod-troubleshooting channel in Cyberpunk 2077 Modding Discord
- go to Cyberpunk 2077\r6\input folder
- open MarkToSell.xml with any text editor
- find and replace IK_S (for keyboard) or IK_Pad_X_SQUARE (for controller) with any other hotkey code
- find and replace IK_A (for keyboard) or IK_Pad_X_TRIANGLE (for controller) with any other hotkey code
Hotkeys reference list available here
it works but I have a problem,
I mark an item like 'RT-46 Burya" and then dismantle it,
when I get the same item with the same tier again,
the mark is gone, now I must mark it again,
can you make it permanent?
It would be so awesome if you could use this mod to mark all alcohol as junk.
I discovered this works if you add a threshold to the binding.
For me X = preview which makes marking an item as junk+ pop=up the preview. I recall that a few patches back previewing and dismanteling an item was the left/right trigger bound too.
<button id="IK_Pad_RightTrigger" thresholdPress="0.1" thresholdRelease="0.05" />
but it doesn't work with unlock me the mods(I'd like to continue using it because it auto removes mods on disassemble/sell).
btw love your work, probably using half of the mods you made. Pure quality and endless QoL, almost every mod made by you is pretty much mandatory for me.
Oh and btw any clue why ingame disassemble junk is not working for me, its unrelated to your mod/mods. I can't remember it ever working.isIconic = RPGManager.IsItemDataIconic(itemData);
withisIconic = false;