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回報翻譯問題
I downloaded RT-46 BURYA Blade Runner 2049 LAPD Blaster Sound Replacer(redmod) MANUALLY from nexus, I dragged the folder from the zip file into the mods folder, ran redlauncher, enabled mods, hit play, I've now been playing for a few minutes without any crashing or issues.
Maybe you have a mod conflict or something else?
See my comment above, try manually installing. Remember to drag and drop the folder from the zip into the mod folder in your CP install location
The key is that REDmod mods need to go into the X:\Steam\steamapps\common\Cyberpunk 2077\mods folder...that's _MODS_ not 'MOD'. If you are used to installing to the 'mod' folder, you might make this mistake...[that's my story, and I'm sticking to it].
I suspect there will be lots of confusion if some mods need to go into 'mods' and some into 'mod'. I hope the mod makers are clear in their instructions about how _exactly_ the installs should go. Vortex is great when it works, but I can see the wisdom of manual installation, even if there's a learning curve to climb.
Either way, vortex is still being an ass and manually installing works perfect for me, always has, so I won't bother with it, hopefully someone else can get something useful from that.
Previous to REDmod the mods were all pretty loose and drag and droppable into the game folder, Archives, Bin, Engine etc. Worked fine. But hopefully having a singular folder to drop your mod folder into will make it easier for some going forward.
Or apparently not lol
Lessons to take away.
1. Manually install REDmods.
2. Put them in the 'mods' folder.
3. Vortex is a pain in the ass.
I would caution against using a traditional mod manager (Vortex, NMM etc) for this game.
Mods are dead easy to install manually - the mod author will show the mod structure for their own mod, you simply need to replicate and copy and paste into the correct folders in your game install drive. If you know how folder structures work - you can do it in your sleep. I have not found that load orders are that critical for this game, whereas they are of the utmost importance for Fallout / Skyrim for example. You can even add or remove mods during a Cyberpunk play though with minimal impact on your saves.
Honestly I don't believe I have had a single crash that can be attributed to a mod - and I have 90+ mods - and never had a corrupted save.
I agree with you, across all of the games I've modded, mod managers have been the main source of contention, most mods come packed in the right file structure, is normally just drag and drop into the game folder and your good to go.
Want to share your mod list? Wouldn't mind checking some more out
These are the main ones - most are confirmed to work for 1.6:
More Gore
Always First equip
Appearance Menu Mod
Arasaka CyberArms
Custom Level Cap
Custom Quick Slots
Cyber Engine Tweaks
Judy Modding Essentials
Metro System
Native Settings UI
Rediscript
Remove Panzer Effect
Respector
Spawn - O Body Mod
SPO High Polly Body
Sreet Vendors Mod
Third Person Mod
Vehicle Customiser
Virtual Antiler - Vendor Preview
Judy Face Beautified
Panam Face Beautified
Morp Texture Removal
Cyberpunk 2077 Texture Overide
Input Loader
Virtual Car Dealer - Vehicle Pack Basic
Panam Romance Enhanced
Let Their Be Flight
Legendary Lite
The Quest - Lower Market Rewards
Water 2077
Hide your Gear
Better Explosions and Fire
Appearance Change Unlocker
No Walk Auto Disable
Playable Arcade Machines
Neon Rims Colour Control
Cyberparts Store
Ragdoll Physics Overhaul
More Blood Splatters
Level Scalling and Balance
Limited HUD
Drugs of Night City
Judy Romance Enhanced
Archive XL
RED4ext
TweakXL
Virtuual Car Dealer + Vehicle Packs
Enhanced Craft
The Dream Shop
AAM Car Modification Shop
Car Modification Shop
Judy's Romance Messages
Alvarix Custom Store - Altelier
Better Hair Material
Panam Enhanced
Panam Surprise Selfie
NC Fashion - Virtual Atelier
Craft All Clothing
Wardrobe Anywhere
Real Vendor Names
Baby Driver
No Tell Motel - Expanded (Bnana Motel)
Missing Persons - Fixers Hidden Gems
Ped Damage Overhaul
Mod Settings
Night City Marketplace - Virtual Atelier
Exactly. I wonder how much confusion and trouble would have been avoided if the devs had simply NAMED the REDmods folder 'REDmods' so people making a fast reading wouldn't confuse the two [as easily]?
Haha yeah that probably would have been a better idea
Well he did say most are confirmed working with 1.6, not all of them, perhaps that is one that isn't? Did you check the mod description?