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- Cyberpunk 2077 Vortex Support
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Version
0.10.4
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File information
Last updated
Original upload
Created by
KellieAtTheLab -- Auska -- Bladehawke
Uploaded by
KellieAtTheLab
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Safe to use
Tags for this mod
- English
- Non-Playable Resource
- Utilities for Modders
- Utilities for Players
- Description
- Files1
- Images5
- Videos0
- Articles1
- Posts311
- Bugs7
- Logs
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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). Changelog Fixer Gigs Main Jobs Main Jobs Main Jobs Main Jobs Main Jobs
v0.10.3
v0.10.2
v0.10.1
v0.10.0-a "River"
Full release notes here↗️
Previous releases:v0.9.8
Cyberdeck Upgrades aka Internal Stuff(tm)
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"
v0.8.2 "It takes two to tango, TAKEMURA"
v0.8.1 "TAKEMURA... point one, I guess?"
already supported, so you can just install that normally.
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: Main Jobs: v0.6.0 "Evelyn": Main Jobs: 0.5.0 "T-Bug": Main Jobs: 0.4.1 "Sandra": Main jobs: 0.3.0 "Jackie":
Cyberdeck Upgrades aka Internal Stuff(tm):
Full release notes here↗️
v0.7.0 "Meredith":
Unlocker presets - and we figure out which kind it is! #169 by Auska
Fixer Gigs:
Cyberdeck Upgrades aka Internal Stuff(tm)
Full release notes here↗️
Fixer Gigs:
Cyberdeck Upgrades:
Full release notes here↗️
Fixer Gigs:
Cyberware Upgrades:
Full release notes here↗️
Fixer Gigs:
- 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
You can install either through Vortex, or manually (required in some cases.) A. Install through Vortex
Future:
Validation
Installation
- On The Extensions List, Click "Find More"
- Find Cyberpunk 2077 Support in the list and click Install
- 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!
To Uninstall:Click Remove in the extensions list Restart Vortex, the game should no longer be supported by Vortex. 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:
4. Include the log filesDisclaimer: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).