Cyberpunk 2077 is, if you don’t already know, a single-player open-world first-person RPG set in the futuristic Night City where cybernetic modifications have taken over. The game was developed by CD Projekt Red, the minds behind the critically acclaimed “The Witcher” games series.
In this article, we’ll bring you up to speed by sharing with you the changes that come with this release as well as the effects it will have on your game and your mods. Here are the basic points.
- REDmod is available as an optional DLC on GOG, Steam and Epic. An offline version is available on GitHub and the Cyberpunk website.
- New mods will require a specific format to be compatible with REDmod.
- At the same time, Cyberpunk mods following the old format will still work just fine, but they will not appear in the REDmod menu.
- REDmod is a command line application which will apply and remove the compatible mods, as well as check for conflicts.
- REDlauncher has a user-friendly UI which will have an on/off toggle for all installed compatible mods, as well as launch the game.
We have been in contact with the Vortex extension community developers to make them aware of the update and to make sure that the extension will continue to be compatible with all Cyberpunk mods we host. In order to differentiate the new types of mods, we have added a “REDmod” tag which we recommend for mod authors to apply to mods following the new REDmod format.
What this means for our community.
For our users:
The most important thing to know is that your old mods will still work. The only change to be aware of when modding your game is whether the mods you are adding are REDmod compatible or not - if they are, then they will create their own mod entries with toggles in the REDmod/REDlauncher. If they are not, they will still work fine when installed through Vortex or manually, but they will not show up when using the new REDmod/REDlauncher.
For mod authors:
REDmod will load mods from a new “Mods” folder and will work for new scripts, sounds, animations and other assets. Each mod will have its own sub-folder and the top level of each sub-folder will have an info.json file to identify the mod and provide more metadata.
You can find more information in the documentation and the FAQs on the Cyberpunk website.
We are working to make sure Vortex will be able to manage REDmod compatible mods so that users can be guided to making sure their setup works before launching the game. Users will be warned about whether they are missing REDmod requirements and Cyberpunk 2077 will be launched from Vortex with REDmod enabled by default.
The Cyberpunk modding community is one of our largest and most impressive communities who have shaped the game in many new and exciting ways since the game’s launch and we can’t wait to see what else they come up with going forward.
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A moderator has closed this comment topic for the time beingOr how to install offline ver of redmod?
Perhaps if they wouldn't try to ram this garbage down the player's throats... Give us the choice not to use it with a 'No" button... Instead of thinking they know what's best. Another brilliant move. Congratulations.What's the point?
f***ing thanks, nexus! fantastic job! v0.9.0 is HORRIFIC!
Full redmod on official site is just blenders and animations not the exe
1) Right Click the game and click "Properties"
2) Look for "DLC" and click it on the next menu.
3) Make sure the box is checked under "Install". For some dumb reason, it didn't auto DL for me.
It might not auto install even if your other DLC normally does.
REDMod currently includes many of the frameworks we are using: redscript, red4ext, ArchiveXL, Native Settings UI, Mod Settings, TweakXL, Input Loader, etc.
But instead of at least trying, one small step for a modder and one giant leap for the community, it's easier to just patch it to be compatible with 1.6, rather than update mods to REDMod, or even to the new folder to use for Mods.
Unfortunately, we will continue to be tied with each update until the frameworks are updated to be able to use the mods.
As someone can see, it is normal to have to install 6 Mods to be able to use only 1 Mod simply because the previous 6 are mandatory frameworks.
REDMod, frees all this, allowing a single framework that is also part of the game and that is updated with each update of the official game, without having to wait for some modder of signs of life to update it, not to mention that it is not have abandoned. Many Mods stop working simply because some update of a framework leaves some function aside and that mod stops working forever, like the companions Mod, which has stopped working because the function that made the companions follow you is now changed in the CET and therefore the Mod has been destroyed and the creator no longer shows signs of life to update it.
What will happen when there are 2 Mods, one that uses REDMod and the other that uses redscript, what will be the solution?
I think it's time to take the first step, to move into the future and stop depending on unnecessary frameworks now that CDPR has given us REDMod.
I'm tired of having to install 3 or 4 frameworks to be able to use only 1 Mod that interests me
This is just my opinion, I may be confused in some aspects or in all, but it is my opinion and in the same way that I have respected the opinion of all during the previous versions, I hope that my opinion will be respected in the same way.
?What will happen when there are 2 Mods, one that uses REDMod and the other that uses redscript, what will be the solution?
Now need a Compatilibity Mod for RedMod and redscript ( cybercmd )... yeah... more more more more more framework Mods for using more Mods
And the Cyberpunk 2077 Vortex Support at Modding Tools - Nexus Mods crash when you try to install a REDmod Mod?
Now need to have two Mod Menus:
Native Settings UI at Cyberpunk 2077 Nexus - Mods and community (nexusmods.com)
Mod Settings at Cyberpunk 2077 Nexus - Mods and community (nexusmods.com)
Yeah, more and more frameworks for only install some mods, and maybe another compatibility Mod framework for join these 2 frameworks?
But for use it i need to download and install these framekworks:
Input Loader at Cyberpunk 2077 Nexus - Mods and community (nexusmods.com)
Mod Settings at Cyberpunk 2077 Nexus - Mods and community (nexusmods.com)
RED4ext at Cyberpunk 2077 Nexus - Mods and community (nexusmods.com)
redscript at Cyberpunk 2077 Nexus - Mods and community (nexusmods.com)
TweakXL at Cyberpunk 2077 Nexus - Mods and community (nexusmods.com)
Is really normal need to install 5 FramekWorks for only install 1 Mod?, i need to install 6 Mods
If I add the DLC in gog nothing is happening. My game folder doesnt update and I dont have a /tools folder.
I am stuck at the very start of how to install REDmod and dont know what to do.
Can someone help?
https://www.youtube.com/watch?v=XO6Z68NOJ64&ab_channel=Apoqsi
I CAN however launch the game from the "Launch Cyberpunk 2077" shortcut. No idea if that still syncs the saves or not.
Also, after trying a few times and rebooting, I can usually get it to work, usually by keeping my mods to a bare minimum.