Cyberpunk 2077

Cyberpunk 2077

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RogueLikely Jan 31, 2024 @ 3:45am
How many mods did 2.11 break?
If you've got one, leave it in a comment below.
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Showing 31-41 of 41 comments
craigsters Jan 31, 2024 @ 11:36am 
Last time the core mods below were all updated for the game within 7 days and redscript took a couple of weeks to get updated

ArchiveXL
Codeware
cybercmd
Native Settings UI
TweakXL
Input Loader
Mod Settings

and not a core mod below

Simple Menu - An In-Game UI including Hotkeys
Silverbane7 Jan 31, 2024 @ 11:39am 
Originally posted by Grande o Gato:
I have a question guys: I just started modding CP77 and luckly I had updates disabled, but, since people are claiming that Redscript still works I was wandering if I should update the game or not.

My question is: CET and Red4Text has already updated, so all mods that depends on CET and Red4 will need to get updated? Or just the main mods needs to be updated?

CET usually updates fast, mod makers work schedule allowing.
Other framework mods are not always as fast.
If you use any mods that require things like ArchiveXL, TweekXL, Equipment EX, redscript, codeware, RED4ext or cybercmd it may take time.

Play using the work around of a shortcut to the cyberpunk 2077.exe for now. I place it on my desktop, and if the game shows in blue (meaning it has updates qued up) I don't play via steam, but by the .exe.
Once all your dependency mods have updated, then you can start patch, unless you only have basic mods that don't use any other framework mods.
I'm still running 2.02 myself (lol...waiting in hope that the Metro Mod will fix the cdpr NCART metro....may be a looong time tho)
The Seventh Son Jan 31, 2024 @ 11:47am 
Update comes out, assume all mods are broken. Trying to figure out exactly how many of your mods is a fool's errand. You don't know what is broken about each mod, and just cuz the game plays doesn't mean a broken mod won't ruin your save.

Modding is something for patient people. It's important to research each mod, it's compatibility, and the mod order needed. There are a lot of tools to help this, but they aren't right 100% of the time. It takes time to pick out the right mods for you and the right mods that go together, and it takes time to install them. Then whenever a patch comes out, you really shouldn't play for a few days to a week to give mod authors a chance to update. There's also the chance that the update breaks something the devs didn't catch and they need to put out a hotfix that breaks anything that was updated before the hotfix.

If you can't be patient with updates, you shouldn't mod a game still getting active support from it's devs.

Making posts like these wont garner the information you want, it's just going to create a thread of people arguing about mods and updates.
Last edited by The Seventh Son; Jan 31, 2024 @ 11:50am
Graf Erik Jan 31, 2024 @ 12:10pm 
After a first test, it appears that
a) CET needs an update (as usual) and already had an update (as usual). Yes, this guy is fast.
b) Tweak XL needs an update (crashes the game otherwise) and the update is NOT yet available. Try again tomorow.

That means that mods relying on TweakXL dont work for now, eg CyberwareEx. My other 30 mods are still working (with the new cet), even though I obviously havent tested the full functionaly of all yet.

Edit: Ha!
Tweak XL just got an update, requires a new version of red4ext (which is also available), and with that all my mods are working again.
Last edited by Graf Erik; Jan 31, 2024 @ 12:27pm
envirovore Jan 31, 2024 @ 1:02pm 
Originally posted by ThirdhandTaters:
Originally posted by RogueLikely:

Relax, dude. It's not like you can hop on nexus mods within an hour of the patch dropping and find out what's not working. It'll be days before all the comment sections have people verifying what's working or half-working for v2.11. I was just giving a place here for people to post what they're finding.
And this has happened with EVERY game that supports mods whenever a game update is released. Surely this isn't the only game you play that has mod support.

Orly?
Updates to Doom, Quake, HL2/source engine games don't break mods. Nor did updates to Teardown at all. Updates to Wreckfest don't either.

It all depends on the engine and how the game is designed to support mods.
Last edited by envirovore; Jan 31, 2024 @ 1:02pm
Mio Jan 31, 2024 @ 4:41pm 
Originally posted by Hello Stranger:
At least from what I can see are Stash Filter and Enhanced Vehicle System
Can confrim with stash filter. Thanks for pointing this out
Rhyker42 Feb 1, 2024 @ 12:55pm 
All core mods have now been updated or don’t require an update.

Radio mods seem to not work,
Enhanced First Person requires a fix that can be found under posts on their Nexus page.
Runivard Feb 1, 2024 @ 5:48pm 
game save refused to load in with the cyberCMD plugin for AMM mod enabled..

EDIT: AMM mods last update was 2 days before the rollout of this update.. whodathunk theyd update it literally right before a major patch breaks their mod again
Last edited by Runivard; Feb 1, 2024 @ 5:54pm
Username Feb 2, 2024 @ 1:23am 
after update my game auto-escaping to desktop after launch. The only thing that helped was deleting all vehicle mods. I don't know why, but when i trying install ANY add-on car mod - my game auto-escaping to desktop
battlegames Feb 2, 2024 @ 1:42am 
Originally posted by Jean Roque de Lartigue:
Every script-based mod will be broken until its dependencies / the mod itself is updated. Texture and model ones should be fine, though.
my experience so far is that its the opposite the textures graphics so on are all breaking it not the scripts
mmccracken Feb 3, 2024 @ 2:01pm 
It completely broke my game. Even verifying files didnt work. I Had to do a fresh install.
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Date Posted: Jan 31, 2024 @ 3:45am
Posts: 41