TROUBLESHOOTING Some people are seeing redscript compilation errors for all their mods and lots of logs that look like this: symbol with this name is already definedIf you're seeing this after installing redmod and cybercmd, it's because the redmod installation has misplaced some files generated by redscript. The easiest way to fix it is to remove everything from 'r6/cache' and verify game files.
Post updated for the 26/06/2023 hotfix Cybercmd is not affected by the patch and still works for the latest version of the game
Note that if you uninstall CET, cybercmd will stop working, because CET is a dependency.
FOR RED4EXT USERS: If you're installing this because of redscript, recent versions of RED4ext provide the same functionality as cybercmd. Therefore if you have RED4ext installed, you can entirely skip the cybercmd installation steps and continue using redscript/redmod without cybercmd. If you don't have RED4ext installed you still need to install cybercmd.
Thought I'd post my findings here as well, since this mod is related to a problem I had with another mod, that lists cybercmd as a Requirement...
cybercmd (v0.0.12) is working as advertised, with latest/current game Patch 2.12a (Steam).
If you are having problems with this mod (cybercmd) not working for you, then it is entirely 100% on your end. You are either:
using an older game version, and trying to use mods that are intended to work only with the newest/latest official game version.
using outdated/older mods that are no longer compatible with the newest/latest official game version (or even with what ever game version you may be using).
using mods that conflict with one another, and placing blame on the wrong mod(s).
having errors with your installation(s), be it Manual install, or through Vortex/MO2 (be advised, that Vortex/MO2 are well known for occasionally messing up installs, due to incorrect file paths; and/or not being configured correctly; as well as messing up uninstalls due to incomplete removal of all files, leaving behind left-over files that can cause errors/conflicts.
98% of the reasons for mods not working are due to human error.
- Make sure you are using the newest/latest official game version, and only mods that are CONFIRMED working with the newest/latest official game version.
- FYI pirated/cracked game versions, even if they may be newer/current/latest versions can/will have altered files that can cause errors/conflicts with whatever mods you may be trying to use.
- If you are using an older game version, update it to newest/latest official game version. You have no reason not to, and your game will only benefit/improve from doing so (give or take, lol). Saying you don't want to mess up your game due to your mods might stop working, well then that's YOUR choice, and the errors/problems that may arise from that decision are due to YOUR own choices---so own up to them.
- If you are using a cracked/pirated game version, don't bother complaining that a mod isn't working for you. That's the consequence you agreed to when you chose to use a cracked/pirated game version. Furthermore, NexusMods (and many of its mod authors) will not offer support/help with problems associated with cracked/pirated games, as per their Policies and/or Terms Of Service.
I just finished re-downloading a fresh copy of each of the following other core-mods that I use, and reinstalled them (Manual installations). Latest versions confirmed working with latest/current official game Patch 2.12a (Steam):
ArchiveXLv1.12.2 Codewarev1.8.2 Cyber Engine Tweaksv1.32.1 cybercmdv0.0.12 Material and Texture Override(Legacy) v1.2 Mod Settingsv0.2.8 Multilayer Material Xtenderv2.0.0 Native Settings UIv1.96 RED4ext v1.24.3 redscriptv0.5.18 TweakXLv1.8.1 Vehicle Manufacturers Resource v1.06
Game starts/runs perfect. Played for an additional hour+. No errors, no failure-to-start, no CTDs.
Now...onto re-downloading/reinstalling all my other mods, which thankfully are not that many, phew!
Is Cybercmd a viable alternative to redscript? Running the game with ONLY Redscript and RED4ext makes the error popup mentioning "nameplates.red", uninstalled redscript and boom, game works perfectly fine! Not too sure when the issue with redscript will be resolved though.
Some have commented that cybercmd isn't really needed anymore, as either RED4ext and/or redscript (I don't remember which one) already does what cybercmd does.
I only use cybercmd because I have mods that list it as a hard requirement.
I myself have never had any problems with any of those three (cybercmd, RED4ext, redscript ) not working together. I currently have all three of them installed and everything works perfect on my end.
I don't want to sound rude but CET (Cyber Engine Tweaks) is literally the most endorsed and downloaded mod here in the Cyberpunk section. It's a scripting framework (necessary core for many mods to work), so is not an author's abbreviation, nor that difficult to understand. Next time, protip: you can open the "Requirements" menu in the mod description page (the main one) to see all the requiered or optional mod useful for the mod you want to use.
Is it possible to add several items at the same time? Rather than typing each line separately.What kind of sign or tag is needed? For example, I want to add it all at once. Rather than switching between windows by constantly copying and pasting commands. Game.Add To Inventory("Items.Preset_Katana_Cocktail",1) Game.Add To Inventory("Items.Preset_Katana_Hiromi",1) Game.Add To Inventory("Items.Preset_Katana_Saburo",1) Game.Add To Inventory("Items.Preset_Katana_Surgeon",1) Game.Add To Inventory("Items.Preset_Katana_Takemura",1)
I hope my reply is still relevant despite how late it is.
Based on my experience, what you need to do is to make sure each code occupies a single line, starts with Game.Add( and ends with ), and of course is a correct code. No need for semicolon or comma at the end, just separated by pressing Enter at the end of the line.
So basically, for example, if you highlight two consecutive lines from the codes in your comment and copy them then paste them in CET console then press Enter, the two items will be added. As long as the command lines are correct, this method will always work. You can add loads of command lines at once if you want (I could execute 250+ codes simultaneously, but I think it depends on system resources and game engine stability).
Personally, I created an Excel file that handles adjusting the codes for all the mods I downloaded whose codes do not conform to the rules I mentioned above. Sometimes the mod author puts ' instead of ", or adds ; or , or even a space at the end of the line .., etc., so I always manually adjust these issues first, then proceed to add the codes all at once.
Would you please Change the color, size and location of this text on the Description page.
"FOR RED4EXT USERS: If you're installing this because of redscript, recent versions of RED4ext provide the same functionality as cybercmd. Therefore if you have RED4ext installed, you can entirely skip these installation steps and continue using redscript/redmod without cybercmd. If you don't have RED4ext installed you still need to install cybercmd."
Not sure why, but I just keep overlooking it. Thank you for your time and consideration.
This used to not be needed if using RED4ext but the file description says it fixes an issue with RED4ext, while the mod description says it's not needed if using RED4ext. Looking for clarification on this. Thanks!
If you look at the actual changes on GitHub linked, you can see that this fixes an issue when using cybercmd and RED4Ext at the same time - i.e.; it stops cybercmd from interfering with RED4Ext launching the script compiler - It doesn't fix an issue internal to RED4Ext.
It's just a change to make them play nicely with each other.
548 comments
Some people are seeing redscript compilation errors for all their mods and lots of logs that look like this:
symbol with this name is already defined
If you're seeing this after installing redmod and cybercmd, it's because the redmod installation has misplaced some files generated by redscript.The easiest way to fix it is to remove everything from 'r6/cache' and verify game files.
Cybercmd is not affected by the patch and still works for the latest version of the game
Note that if you uninstall CET, cybercmd will stop working, because CET is a dependency.
FOR RED4EXT USERS:
If you're installing this because of redscript, recent versions of RED4ext provide the same functionality as cybercmd. Therefore if you have RED4ext installed, you can entirely skip the cybercmd installation steps and continue using redscript/redmod without cybercmd. If you don't have RED4ext installed you still need to install cybercmd.
cybercmd (v0.0.12) is working as advertised, with latest/current game Patch 2.12a (Steam).
If you are having problems with this mod (cybercmd) not working for you, then it is entirely 100% on your end. You are either:
- Make sure you are using the newest/latest official game version, and only mods that are CONFIRMED working with the newest/latest official game version.
- FYI pirated/cracked game versions, even if they may be newer/current/latest versions can/will have altered files that can cause errors/conflicts with whatever mods you may be trying to use.
- If you are using an older game version, update it to newest/latest official game version. You have no reason not to, and your game will only benefit/improve from doing so (give or take, lol). Saying you don't want to mess up your game due to your mods might stop working, well then that's YOUR choice, and the errors/problems that may arise from that decision are due to YOUR own choices---so own up to them.
- If you are using a cracked/pirated game version, don't bother complaining that a mod isn't working for you. That's the consequence you agreed to when you chose to use a cracked/pirated game version. Furthermore, NexusMods (and many of its mod authors) will not offer support/help with problems associated with cracked/pirated games, as per their Policies and/or Terms Of Service.
I just finished re-downloading a fresh copy of each of the following other core-mods that I use, and reinstalled them (Manual installations).
Latest versions confirmed working with latest/current official game Patch 2.12a (Steam):
ArchiveXL v1.12.2
Codeware v1.8.2
Cyber Engine Tweaks v1.32.1
cybercmd v0.0.12
Material and Texture Override (Legacy) v1.2
Mod Settings v0.2.8
Multilayer Material Xtender v2.0.0
Native Settings UI v1.96
RED4ext v1.24.3
redscript v0.5.18
TweakXL v1.8.1
Vehicle Manufacturers Resource v1.06
Game starts/runs perfect. Played for an additional hour+. No errors, no failure-to-start, no CTDs.
Now...onto re-downloading/reinstalling all my other mods, which thankfully are not that many, phew!
I only use cybercmd because I have mods that list it as a hard requirement.
I myself have never had any problems with any of those three (cybercmd, RED4ext, redscript ) not working together. I currently have all three of them installed and everything works perfect on my end.
Next time, protip: you can open the "Requirements" menu in the mod description page (the main one) to see all the requiered or optional mod useful for the mod you want to use.
Game.Add To Inventory("Items.Preset_Katana_Hiromi",1)
Game.Add To Inventory("Items.Preset_Katana_Saburo",1)
Game.Add To Inventory("Items.Preset_Katana_Surgeon",1)
Game.Add To Inventory("Items.Preset_Katana_Takemura",1)
Based on my experience, what you need to do is to make sure each code occupies a single line, starts with Game.Add( and ends with ), and of course is a correct code. No need for semicolon or comma at the end, just separated by pressing Enter at the end of the line.
So basically, for example, if you highlight two consecutive lines from the codes in your comment and copy them then paste them in CET console then press Enter, the two items will be added. As long as the command lines are correct, this method will always work. You can add loads of command lines at once if you want (I could execute 250+ codes simultaneously, but I think it depends on system resources and game engine stability).
Personally, I created an Excel file that handles adjusting the codes for all the mods I downloaded whose codes do not conform to the rules I mentioned above. Sometimes the mod author puts ' instead of ", or adds ; or , or even a space at the end of the line .., etc., so I always manually adjust these issues first, then proceed to add the codes all at once.
for ex... it breaks rippperdoc.
"FOR RED4EXT USERS:
If you're installing this because of redscript, recent versions of RED4ext provide the same functionality as cybercmd. Therefore if you have RED4ext installed, you can entirely skip these installation steps and continue using redscript/redmod without cybercmd. If you don't have RED4ext installed you still need to install cybercmd."
Not sure why, but I just keep overlooking it.
Thank you for your time and consideration.
It's just a change to make them play nicely with each other.