Cyberpunk 2077 Vortex Support (2024)

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      Cyberpunk 2077 Vortex Support (23)

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        0.10.4

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      KellieAtTheLab -- Auska -- Bladehawke

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      KellieAtTheLab

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      About this mod

      Cyber-enhanced support for Cyberpunk 2077 mods for easier installation, management, load ordering, autofixes, and all that quality of life goodness!

      Requirements
      Permissions and credits
      Mirrors
      Changelogs

      Cyber-enhanced support for Cyberpunk 2077 mods in Vortex!

      The new source code can be found onGithub(and in addition to the same release versions available here on Nexus, any pre(em)-release versions can be found on the Releases page).

      Find us on the CP2077 Modding Community Discord!

      Cyberpunk 2077 Vortex Support (29)

      Changelog

      Latest version: v0.10"River"Bugfixes and minor updates to v0.10 (scroll down for v0.10 features):v0.10.4

      Fixer Gigs

      • ✨ ArchiveXL and TweakXL compatibility


      v0.10.3

      Main Jobs

      • Add support for ep1
      • Support mod_sfx_ui audio type on redmods


      v0.10.2

      Main Jobs

      • Input Loader v0.1.2 Support(also supports up to 0.2.2 version).
      v0.10.1

      Main Jobs

      • Add explicit support for Mod Settings. Sorry about that one, I probably would have noticed it sooner had I been playing lately
      • Add support for Red4Ext mods to install with bundled redscript files without complaining. I think this is actually gonna fix a long standing bug that I didn't catch before... so we'll see


      v0.10.0-a "River"

      Main Jobs

      • Modlist File Support The latest cyberpunk update added a feature to redmod to allow deploying mods specified in a file. When we read that, we knew we had to get right on it to fully remove the mod count limit on REDmods (Eat it NetWatch!)

      Full release notes here↗️

      Previous releases:
      v0.9.8

      Main Jobs

      • ✨ Input Loader v0.1.1 Support (and you can still install v0.1.0, too, but shouldn't.

      Cyberdeck Upgrades aka Internal Stuff(tm)
      • 🛡️ More Robust Load Order Protection There were some cases in which a race condition or unexpectedly deleted V2077/ directory could cause the Load Order to be reset. Put a Cerberus on it, see 'em weefles try it now.

      v0.9.7

      • Redscript mods can now include a hints file in `r6/config/redsUserHints/`


      v0.9.6

      • Support ArchiveXL 1.3.4 structure


      v0.9.5

      • Autoconversion is off by default. Beware the mean reds.


      v0.9.4

      • Spyder Murphy's Law The special archive handling in CET, Redscript, and Red4ext mods is gone, which means that now all archives can be autoconverted. (They're auto-convertible :get-it-doggo:)
      • Wear the Colors The few mods that were proactively splitting archives between REDmod and classic now work correctly in the load order when autoconverted —both halves show up and can be independently ordered (they are still a single Vortex mod, though, so you can only enable or disable both.)


      v0.9.3

      • cYbEr PuNk 2o77.Ex3 Since the 'case-insensitive' Windows filesystem doesn't actually _do_ a whole lot to guarantee any protection against any sort of problem, much like NCPD, there's a minor workaround to allow `cybercmd` to use case-sensitive comparison (until their fix is in.) To wit, we now spell `Cyberpunk2077` as `Cyberpunk2077`, not `cyberpunk2077`. Computers are great.
      • 🕵 No more autoconvert tags in mod names to reduce the name length, which is actually becoming a problem with ~200 REDmods installed. This defers the problem slightly, and we'll address it in a more flexible way ASAP (hopefully with an update to redMod itself.)
      • DND: off! Show notifications for starting _and_ completing an on-demand REDdeployment (we changed the Net Architecture a bit to make this happen.)

      v0.9.2NOTE: cybercmd currently has an issue with the Launch Game button. Use the REDlauncher buttons or the launcher directly to run the game. (fixed in v0.9.3)

      Main Jobs

      • ✨ ArchiveXL REDmod support! ArchiveXL can now be installed in REDmods, including for MultiType mods. Autoconversion from heirloom ArchiveXL is also supported both standalone and along with `.archive` files.


      Fixer Gigs

      • 🐛 redMod.exe will now always deploy order-only changes too! The `redMod.exe` tool doesn't currently correctly handle cases where only the load order is changed without enabling/disabling mods at the same time. Until that's fixed upstream, Vortex will default to force deployment. It's unfortunately slower, but hopefully won't get in the way too much because it's running in the background.
      • 🐛 REDmodding DLC check won't fail on non-store games!


      Chippin' In - Tools of the Trade

      • ⚒️ Run the game directly, `-modded`, no launcher. If you don't need the launcher, you can launch the game directly and still get the modded goodness (it's in the toolbar at the top, or on your dashboard.)


      v0.9.1

      • 🐞 Tools from other games won't crash if user has our extension but the game is not installed. Until and if Vortex offers isolation from other games touching our stuff, we need to be extra careful not to touch any CP2077-specific stuff until we know that the user is actually invoking one of our tools.


      v0.9 "Rogue"

      Main Jobs

      • ✨ Full REDmod support! You can install and manage REDmods alongside all the others. *Note:* this is for new installations or reinstalls only. We don't want to accidentally break your existing mods, so you can choose when and if you want to migrate them yourself! Just hit Reinstall when you're ready.
      • ✨ Load Ordering! Drag and drop to order any mods that need ordering! Topmost is highest priority. Note that load order _only_ works on REDmods, and that the game will always load old-style archives at a higher priority and therefore override REDmods (this is where autoconversion comes in handy). Unmanaged REDmods are not supported at this time, so you'll need to reinstall them through Vortex to get everything to play nice together.
      • ✨ Autoconversion of old-style mods to REDmods! This is a togglable feature (check out Settings), but we highly recommend that you leave it on unless there's an issue installing a mod.
      • ✨ Automatic REDmod deployment! Yep, no need to hit the terminal, every time you run a deployment in Vortex, your load order is deployed too. As soon as you see the notification that it's done, you can just start the game. And you can trigger a REDdeployment on-demand, too, at the click of a button in the toolbar.
      • ✨ Jack right in! Finally, the default launch button will launch the game directly, with REDmods enabled. No need for the terminal or a separate launcher. If you do want to go through the launcher (for achievements, perhaps), there's the REDlauncher Tool in your toolbar and dashboard that will do just that.


      Fixer Gigs

      • 🐞 All fixes we needed to make were released in v0.8.1, v0.8.2, and v0.8.3, this one's the big leagues.


      Cyberdeck Upgrades aka Internal Stuff(tm)

      • 🩻 A major addition is the ability to define mod type data. In this release it's used to support REDmods, but in the future it can be used for things like true conflict checking, safe cleanup scripts for tricky mods, and so much more...
      • ⚙️ All the internal changes and refactorings are too numerous to mention, but we were able to build on the foundation we'd already set up and make some major changes, and we've got some new foundations to build nova stuff on.


      Full release notes here ↗️


      v0.8.3 "Third's the Charm, TAKEMURA"

      • ✨Adds support for upcoming Red4ext 1.9.0 release (while retaining current version support)

      v0.8.2 "It takes two to tango, TAKEMURA"
      • 🐛 FIXES Core Redscript to support v0.5.7.
      • 🐛 cybercmd, which is required to run Redscript v0.5.7 when `-modded` is
        already supported, so you can just install that normally.
      v0.8.1 "TAKEMURA... point one, I guess?"
      • 🐛 FIXES Core Input Loader to support the new 1.6-compatible version.
      • 🐛 (It also adds the ability to install REDmods but that's of limited
        utility until full REDmod support that's coming in v0.9 "Rogue".)

      v0.8.0 "TAKEMURA"

      • No time to advance the story this sesh, just doing side gigs!

      Fixer Gigs:

      Cyberdeck Upgrades aka Internal Stuff(tm):
      • 🎨 Replace Prettier with Eslint Rules #189 by Auska
      • 📝 Explicitly State That The ASCII Art Structure Is Incomplete #179 by Auska

      Full release notes here↗️

      v0.7.0 "Meredith":

      Main Jobs:

      • ✨ Initial support for CyberCAT GUI as a Tool! See below for the detes. #164 by Bladehawke
      • ✨ Input Loader's XML mods (in `r6/input/`) are now supported! #167 by Auska
      • ✨ Input Loader itself is treated as a Core enabling mod, and also uninstalls cleanly! #174 by Bladehawke
      • ✨ Character preset support for both CyberCAT and Appearance Change
        Unlocker presets - and we figure out which kind it is! #169 by Auska

      Fixer Gigs:
      • ⚰️ CSVMerge and its dependency on Wolvenkit CLI deprecated. #171 Bladehawke
      • 🐛 A few reports around Input Loader support got fixed!

      Cyberdeck Upgrades aka Internal Stuff(tm)
      • ✨ The CyberCAT support led to building Tool installation functionality, and we'll refine it some more. #173 by Bladehawke
      • 🧪 Automated tests for all the new stuff as always
      • ♻️ No major refactors, but the usual fixing and extracting as part of feature work
      • λ ...And Auska snuck in some more functional stuff from fp-ts mwahahaha

      Full release notes here↗️

      v0.6.0 "Evelyn":

      Main Jobs:

      • Dedicated Appearance Menu Mod mod support including detecting AMM mod type
      • Extra text and image files supported and copied to a special top-level directory so they're not littered all over the game dir

      Fixer Gigs:
      • Redscript installation won't complain even if it has to go multiple subdirectories deep before finding the first .reds file

      Cyberdeck Upgrades:
      • Automatic build improvements
      • Tests verify info dialogs and notifications are shown correctly
      • Bigger and smaller internal improvements

      Full release notes here↗️

      0.5.0 "T-Bug":

      Main Jobs:

      • Config XML file support
      • Config JSON file support
      • Protected paths (...which show a prompt so you don't accidentally overwrite them)

      Fixer Gigs:
      • Fixed MultiType mod install bug

      Cyberware Upgrades:
      • An assortment of internal changes
      • Splitting tests into separate files, too much of them for one!

      Full release notes here↗️

      0.4.1 "Sandra":

      Main jobs:

      • TweakXL Support
      • ArchiveXL Support
      • Internalized pipeline for installation
      • Giftwrapping for handling a single folder at the top level

      Fixer Gigs:
      • various small changes and fixes

      0.3.0 "Jackie":


      • Generally a bunch more usable
      • Most mod types and file layouts now supported (CET, Redscript, Red4Ext, INI, Reshade, JSON config, Archives...)
      • Anything not directly supported (yet) can be installed (but we'll prompt you for it)
      • Helpful (?) error and info messages
      • Lots of under the hood changes


      0.2.2:

      • Converted the sources code to typescript and set the extension to not allow symlink deployment (so hardlink and move files are the deployment methods).
      • Also added an installer for mods that have just an archive file, regardless of how the mod is packaged in it's folders, it will be placed into the `archive/pc/mod` folder as is required by the game.


      Plans:

      • Improved support and validation for correctly structured Archive, CET, Redscript, Red4Ext, INI, Reshade, JSON config mods
      • Support for valid combinations of the above
      • Automatic fixing of some most common structure problems (such as Archives not in .\archive\pc\mod\)
      • Fallback installer for things we don't explictly handle
      • Much more informative messaging for errors and especially cases where


      Future:

      • Detect when a mod add files and attempt to find out what was added and add it to the staging area so that when disabling mods, all of it's files are removed as expected
      • File-based automatic option selection dialogs (e.g. one of 10 different color options)
      • Automatic selection dialogs when detecting problems that can't be automatically fixed
      • Load order management?

      Validation
      Installation

      You can install either through Vortex, or manually (required in some cases.)

      A. Install through Vortex

      (with automatic updates afterwards)Note: it takes a while for latest releases to be available this way. Check the version. If you need the newest version and it's not available yet, you can install it manually.You can either click on Install With Manager in files here on the mod page, or go directly to Extensions in the Vortex client

      • On The Extensions List, Click "Find More"

        Cyberpunk 2077 Vortex Support (30)

      • Find Cyberpunk 2077 Support in the list and click Install

        Cyberpunk 2077 Vortex Support (31)


      • Restart if prompted to
      • Done! And Vortex will automatically update the extension (but be aware there may be a brief delay so in some cases you may want to manually install the latest version.)


      B. Install Manually

      • Download the version you want in Files, save the zipfile to disk
      • In Vortex, go to Extensions, find Cyberpunk 2077 and right-click to remove it
      • Restart Vortex as prompted
      • Go back to Extensions, and either dragndrop the zipfile to the bottom right (or click bottom right to open a file selection dialog), see below:
      • Restart Vortex as prompted
      • Read any notes shown (if any)
      • Click on Select Game to Manage or go to Games, and activate Cyberpunk 2077
      • Done!


        Cyberpunk 2077 Vortex Support (32)

      To Uninstall:Click Remove in the extensions list

      Restart Vortex, the game should no longer be supported by Vortex.

      Reporting Issues, Feature Requests etc.

      If possible, make reports and requests on Github. You can also use Nexus bugs and Nexus posts, or reach us on the CP2077 Modding Community Discord (#vortex-support).

      To help us fix and add things, please:

      • Make sure you've read the usage information here
      • Make sure you've read any instructions that the mod you're trying to install comes with
      • Try to reproduce the problem so that you can tell us how to reproduceit

      4. Include the log files
      • Vortex logs can be found under the triple dot in the upper right corner, Diagnostic Files, find the right timeframe to show the problem/error from the list, check all four boxes (including Debug!), and then copy to clipboard.
      • Redmod log is located in <gamedir>/tools/redmod/bin/redmod.log
        Disclaimer:ThisprojectisnotassociatedwithNexusMods,norwith CD Projekt or CD Projekt Red.
        InputAdd support for ep1Support(also supports up to 0.2.2 version).
        Input Loader v0.1.2 Support(also supports up to 0.2.2 version).

        ');$('body').on('click', '.g2a88a343e5-link', function () {window.nexusDataLayer = window.nexusDataLayer || [];window.nexusDataLayer.push({event: 'premium_banner_click',});});}
        Cyberpunk 2077 Vortex Support (2024)

        FAQs

        Is Vortex good for modding Cyberpunk 2077? ›

        However, Vortex for Cyberpunk is the most beginner-friendly way of managing your mods and will save you a lot of hassle. If you have PTSD from modding Skyrim or Fallout with Vortex, be assured that Vortex for Cyberpunk is integrated extremely well. Go ahead, give it a try!

        Is Vortex mod Manager easy to use? ›

        MODERN, EASY TO USE UI

        Featuring a fully customisable interface, Vortex allows you to quickly and easily access tools and manage your games, plugins, downloads and save games.

        Why won't my Vortex mods deploy? ›

        To make use of Vortex, you need to make sure that the mod folder is located in the same driver where the game is installed. If you encounter Vortex deployment failed issue, it is very possible that the mod folder is in another drive. So, you can try moving the mod folder to the game drive to fix the issue.

        Does Cyberpunk have mod support? ›

        What are the best Cyberpunk 2077 mods? CD Projekt Red released its own REDmod tools for free, allowing everyone to install Cyberpunk 2077 mods through a dedicated client they can download from Steam or GOG.

        Should I use Vortex or REDmod? ›

        Redmod and Vortex do basically the same thing. I don't think there are any exclusively Redmod mods, so you may as well stick with Vortex. The nice thing about Redmod is that it gives you the option of turning the mods off all at once. This may be useful to determine if mods are screwing up the base game somehow.

        Can you mod without vortex? ›

        Manual Installation

        Manually installing Skyrim mods is an alternative method for those that don't want to use Vortex, which requires you to download files and put them into specific file locations. Navigate to the Nexus Mods page of the mod you wish to download. Click the Manual download button. Click Slow Download.

        Which is better Nexus Mod Manager or Vortex? ›

        Vortex is more convenient when dealing with MOD conflicts or MOD coverage. In NMM, whenever you install a mod which is editing the same files as another mod, you will be presented with an override prompt upon installation.

        Is Vortex mod installer safe? ›

        Vortex now features an updated security sandbox for mod installations to protect your PC against potentially malicious mod installers. This means that any mod installer that runs a custom C# script will be blocked from accessing areas of your system that are outside of the scope of a mod installation.

        Does Nexus still use Vortex? ›

        Vortex will remain our primary, supported mod manager for the foreseeable future but we'll keep you updated on the progress of the Nexus Mods App through our site news and forums.

        What do purge mods do in Vortex? ›

        If you want to take your game back to a default, unmodded state, you can use Vortex's Purge feature. Click the Purge Mods button from the Mods list and Vortex will undeploy all your enabled mods, leaving your game directory essentially unmodded.

        Why is my vortex not working? ›

        The solution is quite simple. Log out and back into Vortex and retry. If step 1 fails, try restarting Vortex. If neither of these options work, there may be a different problem such as the mod you're trying to download has been removed or your local security software is causing errors.

        Can you romance Judy as a male? ›

        Here are all the characters V can romance in Cyberpunk 2077, and their requirements: Judy - V must have female voice and body type to romance. Panam - V must have male body type to romance, with any voice. River - V must have female body type to romance, with any voice.

        How to tell if Cyberpunk mods are working? ›

        Upon launching the game after selecting your mods, a progress bar will appear and the mods will be uploaded into the game.

        Are Cyberpunk mods bannable? ›

        What you don't own is 3rd-party servers, and so you aren't entitled to use a modded game on 3rd-party servers and potentially spoil the game for other players with hacks. So, if you use a modded game with 3rd-party servers, you could be banned from 3rd-party servers.

        What's the best way to mod Cyberpunk 2077? ›

        You can install mods via Vortex or manually. There are upsides and downsides to each — however, for beginners, we recommend using Vortex. If you had terrible experiences with Vortex for other games, be assured: Cyberpunk integration is working extremely well.

        Does Vortex work with Cyberpunk Reddit? ›

        Vortex mod manager was invaluable when playing through Cyberpunk 2077 with tons of mods installed. However after the 2.0 update, Cyberpunk 2077 no longer shows up in the list of games Vortex can manage.

        How to mod Cyberpunk 2077 with Nexus? ›

        Browse the Nexus Mods website for the mod you want to install for Cyberpunk 2077. and then on the mod page, select the Download: Manual button to download the mod file. You will need an unarchiving tool for the zip files the mod is stored in, so be sure to have access to a tool like 7zip, winzip, or winrar.

        Is Cyberpunk 2077 worth modding? ›

        If you enjoy screwing around with mods, this is not the right game for you to mod as even the modded gameplay could get stale after some time. However, if you enjoy qol changes and cosmetic for a modded playthrough, you might love it.

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