Kinda gotta have this unless you just like reading code
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
In game images are screenshots from Cyberpunk 2077 and are taken by me.
Giftwrapping! Got a fresh mod but the mod author packaged it in a single folder and zipped that up? hey it happens, and we want to support you in your unwrapping efforts! Have a merry xmas ramadan birthday uhh.... Celebratory Mod Day?
TweakXL support!
ArchiveXL support!
Internalized Pipeline! this ensures we have full control over installation and doesn't block other games if you have our extension installed. :)
Small fix for edge-case redscript install
Small change in dialogue wording
Version 0.3.0
Generally a bunch more usable
Most mod types and file layouts now supported (CET, Redscript, Red4Ext, INI, Reshade, JSON config, Archives...)
Anything not directly supported (yet) can be installed (but we'll prompt you for it)
Helpful (?) error and info messages
Lots of under the hood changes
Known Issues: TweakXL and ArchiveXL give false negatives on install, but most mods using them will be packaged correctly and can be installed fine via the "fallback" installer
Known Issues: When the fallback installer is hit, the file list includes folders. this is quirk in how files are passed around in vortex, but not really a problem... this quirk is also what made 0.2.1 so bad, but that's long ago.
Version 0.2.2
Don't ship code when tired guys. You don't want to accidently ship WIP features
Comment out WIP installer that would give bad errors in vortex
Version 0.2.1
Improved archive installer to allow readmes and files with console commands for items to not block installation
better source code, start adding tests (not really important to end users)
Version 0.2.0
Mods with just archives in them with install to correct location
Disallow symlink deploying
Add CSVmerge as modding tool
Version 0.1.0
Can now detect installations via the EGS
The Registry is now the preferred method for detecting GoG
GoG installs now launch using the GoG launcher to enable achievements, friend notifications, and time tracking. Launch separately from Vortex if you do not want to go through the launcher.
Updated Imagery
Version 0.0.3
Corrects support for Vortex automatically adding the extension
Version 0.0.2
Replaces the initial support with support for the full root directory of Cyberpunk 2077
Version 0.0.1
Initial support for the archive/pc/patch folder
Cyber-enhanced support for Cyberpunk 2077 mods in Vortex!
Giftwrapping for handling a single folder at the top level
Fixer Gigs:
various small changes and fixes
0.3.0:
Generally a bunch more usable
Most mod types and file layouts now supported (CET, Redscript, Red4Ext, INI, Reshade, JSON config, Archives...)
Anything not directly supported (yet) can be installed (but we'll prompt you for it)
Helpful (?) error and info messages
Lots of under the hood changes
0.2.2:
Converted the sources code to typescript and set the extension to not allow symlink deployment (so hardlink and move files are the deployment methods).
Also added an installer for mods that have just an archive file, regardless of how the mod is packaged in it's folders, it will be placed into the `archive/pc/mod` folder as is required by the game.
Plans:
Improved support and validation for correctly structured Archive, CET, Redscript, Red4Ext, INI, Reshade, JSON config mods
Support for valid combinations of the above
Automatic fixing of some most common structure problems (such as Archives not in .\archive\pc\mod\)
Fallback installer for things we don't explictly handle
Much more informative messaging for errors and especially cases where
Future:
Detect when a mod add files and attempt to find out what was added and add it to the staging area so that when disabling mods, all of it's files are removed as expected
File-based automatic option selection dialogs (e.g. one of 10 different color options)
Automatic selection dialogs when detecting problems that can't be automatically fixed