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In
\steamapps\common\Cyberpunk 2077\archive\pc
you need to make a folder named mod if its not there already if a mod download is just a .archive file. Then you put the .archive mod file into that.
Otherwise you just drag and drop or copy past using mouse/keyboard to move files into the main Cyberpunk 2077 folder. That and following list of required mods is typically all mods require. As far as i know all mods are on Nexus site.
Just follow requirements if a mod is confusing you it might have to do with a mod requirement. Also some mods need to be uptodate with game otherwise mod and or game will break.
Another thing is uninstalling entire game wont remove the mods only removes the original game files. Mods will be there still unless manually deleted. (this is if doing manual installs) i think i attempted to use mod managers on witcher 3 but gave up so due to that dont use them for cyberpunk either.
Use YT tutorials im guessing a mod manager might work but my modlists for this are too low to bother.
A mod might ask you for a hotkey for opening its menu when you boot game with it first time so try to pick a key not in use ingame or for steam overlay etc.
you can use the nexus's own manager (Vortex) or other managers
but the main thing you need to remember, at least for this game specifically is there are fragments left behind after mods are uninstalled/removed
https://www.nexusmods.com/cyberpunk2077/mods/8595
Cyberclean
this will get rid of them. a small .bat file you drop into the main cyberpunk2077 folder.
double click to run, and it whipes out all traces of the mods like a bleach commercial (better, as it kill 100% of all mods, rather than just 99% of known bacteria lol)
the 'CyberNuke' option is best. like a nuke dropped on a bug planet from high orbit, just to be sure *wink
if you have the space, you can back up and save your versions of the game too.
i have a small, dedicated ssd drive thats *just* for cyberpunk. it has 3 versions currently (getting close to being too full lmao)
1.61 modded, 1.63 legacy unmodded and 2.02 modded backup.
you can use these via the 'cyberpunk2077.exe' file and they should work directly.
you just copy the whole cyberpunk2077 folder someplace else and make a shortcut on your desktop to the .exe file in there, to start that version of the game
the standard path for where your saves are stored is
c:/users/(your name here)/saved games/cd project red/cyberpunk2077
i have 5 extra folders inside 'cd project red' folder where i have safely stored my backup saves.
(because if you just copy the folder for a manual save *inside* the cyberpunk2077 folder, the game can still SEE it and use it. and you dont accidentaly want to load the wrong save from 1.63 XD into 2.0+)
'To install the mod just unzip it and drop the "archive" folder into the game root directory'.
BE SURE to read the instructions _thoroughly_...many mods will require supporting mods like redscript, RED4ext, ArchiveXL and TweakXL, so download and install them _first_. You need to be comfortable with opening up your File Explorer and moving around files and folders. Start with simple mods that involve putting just one file into one folder, and do them one at a time. Save the complex flashy mods for later when you know what you're doing.
I strongly suggest you set up Vortex mod manager, available from Nexusmods.com...look under Support tab on the Nexusmods main page. It makes adding and removing mods much easier, one you learn how to use it.
for the statement about the save , no :)
mods can "brake" save , the most 'll be mostly corrupted
i recommanded before modding , a back up of your saves files .
about modding with vortex ,
first you need to setup vortex , like as turn off the option to convert mods on redmods , for more details i recommand to read the guide using vortex for modding cyberpunk 2077 :)
about modding and mods on nexus mods , some reflex to have .
before downloading any mods , understant how works mods on vortex for cyberpunk ( for example the basis of "load order priority" . after check on nexus mods , how modders build their mods : for example modders usind some others mods to have their mods functionnal , this is the basis of framework ( the depency , required files ) .
atm , there's mostly 15 mods designed as "core" , for example inputLoader , red4ext , redscipt ..
For example i want to use mods" always first equip" , to have acess of this feature in game , i need "redscipt" ( required mod - depency mod ) but if want the possibility to configue the mod in-game i need the other mods optional , "Archive XL " , "Mod setting " , "Red4ext" , " input loader" . ( other depency mods )
and without read for each mods , the process for install , know issues , bugs , conflict mods .. stability , crash ..
here some usefull guide
https://wiki.redmodding.org/cyberpunk-2077-modding
keep in mynd , modding its all about to do it slowy at a slow space time . you don't need to have over 500 mods to n'joy the game modded .