Cyberpunk 2077

Cyberpunk 2077

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KAPPA Mar 27, 2024 @ 10:18pm
new game + mods info
I would like to start a new adventure again without having to re-enter the mod codes. Is there a way to not lose them in a new game?
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Showing 1-8 of 8 comments
Tokenn Mar 27, 2024 @ 10:30pm 
What do you mean by mod codes?
KAPPA Mar 27, 2024 @ 10:36pm 
Originally posted by Tokenn:
What do you mean by mod codes?

Example for weapons/outfits replace. I have many replace military gears,,,but if i restart new story, i need reinstall it one for one.
Last edited by KAPPA; Mar 27, 2024 @ 10:36pm
Tokenn Mar 28, 2024 @ 6:07am 
Originally posted by KAPPA:
Example for weapons/outfits replace. I have many replace military gears,,,but if i restart new story, i need reinstall it one for one.

Do you mean CET spawn codes like this?

Game.AddToInventory("Items.sassy_dress_lavande",1); (just an example)

I rarely use these, so I don't know if they will be present if you start a new game. Are these listed in the CET Console window? If so, you would be able to check there after you start your new game. The mod files themselves will still be in your game folders waiting to be activated.

If I used this kind of code, I would simply make a text file and transfer them to my CET Console. It would be cumbersome, perhaps, but unless you use a lot of them, it might serve your purposes.
KAPPA Mar 28, 2024 @ 11:33am 
Originally posted by Tokenn:
Originally posted by KAPPA:
Example for weapons/outfits replace. I have many replace military gears,,,but if i restart new story, i need reinstall it one for one.

Do you mean CET spawn codes like this?

Game.AddToInventory("Items.sassy_dress_lavande",1); (just an example)

I rarely use these, so I don't know if they will be present if you start a new game. Are these listed in the CET Console window? If so, you would be able to check there after you start your new game. The mod files themselves will still be in your game folders waiting to be activated.

If I used this kind of code, I would simply make a text file and transfer them to my CET Console. It would be cumbersome, perhaps, but unless you use a lot of them, it might serve your purposes.

:steamthumbsup:
Tokenn Mar 28, 2024 @ 12:52pm 
I am running two games concurrently, and I added a pair of Solomon Reed's glasses to one game. However they do not seem to have appeared in the other game...so it looks like this kind of mod spawning is dependent on the individual game.
KAPPA Mar 28, 2024 @ 10:50pm 
If you start a new game you have to put them on. Also because (unfortunately) copy/paste on CET doesn't work. So I have to put them back one by one..:steamdeadpan:
Tokenn Mar 29, 2024 @ 5:55am 
Originally posted by KAPPA:
If you start a new game you have to put them on. Also because (unfortunately) copy/paste on CET doesn't work. So I have to put them back one by one..:steamdeadpan:

Are you sure about copy/paste? You might have to use shift-insert to add the line in CET...that's how I do it.
SPARKEY Mar 29, 2024 @ 6:20am 
If you are coping the codes from the online CET ConsoleCommandList spreadsheet, I found that I can't just copy the cell straight into the game. I need to either copy the text in the formula bar, or copy the cell into notepad and then copy that into CET.
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Date Posted: Mar 27, 2024 @ 10:18pm
Posts: 8