| description | If your mods are causing trouble, here's what you can do |
|---|
This page contains troubleshooting information for people who are using mods rather than making mods. You will find step-by-step guides, grouped by different problems.
Did you know? You can us your browser's search function (Ctrl+F) to quickly find your problem on the page – simply type a word from your error message.
Before you start debugging, make sure that
- your graphics driver is up-to-date
- you have the most recent version of .NET Desktop Runtime installed
- you have Visual C++ Redistributable 2022 installed (direct download, Microsoft)
Before you start debugging, update your mods and make sure that all dependencies have the latest version, in particular the core mods (Redscript, Red4ext, Cyber Engine Tweaks, ArchiveXL and TweakXL).
If you are on RED4Ext >= 1.13, make sure to uninstall cybercmd!
Find a download-ready collection for Vortex here.
This section aims to give you a quick overview. If your exact problem isn't listed here, please look through the different sections below and try anything that looks promising.
- I don't wanna debug, I just want mods!
- There was a game update and now your mods aren't working
- Your game is crashing
- You're on Linux
- You have trouble with your pirated game
- Redscript Compilation Failed (Popup message)
- Photomode screenshots are borked
- Press [none] to continue
- You have trouble with CET (Cyber Engine Tweaks)
- XML Document parsed with errors
- You installed a mod, but it's not doing anything
- A mod is causing problems, and you have no idea which:
- Known problem children
- Searching: Bisect
- Searching: Log files
- Something with files or ACCESS_VIOLATION
- This is a waste of time, I'm reinstalling
To enable REDmods, check here.
If you can't play because the game is crashing, this section will point you towards the right troubleshooting steps in the guide below.
- If you're done with this shit and would rather reinstall, see here
If you're trying to start your game, but it never even launches, this is the right section for you. Otherwise:
- If the game crashes before you make it to the menu, see here.
- If the game crashes when you're trying to load a save, see here.
If you think that your error is file-related, you can check the section "Something something files" or use your browser's search function (Ctrl+F) to search this page for your error.
Your problem lies with either red4ext or redscript. Find the section "Your game isn't starting" below and follow the steps for your error message.
If you're starting the game, but never make it to the in-game menu, this is the right section for you.
Otherwise:
- If the game never even starts, see here
- If the game crashes when you're trying to load a save, see here.
Your problem most likely related to Cyber Engine Tweaks. To find out how to troubleshoot it, check the "disable CET" section.
See "Crash before menu"
If you can make it to the menu but crash out when you're loading a save or starting a new game, this is the right section for you.
Otherwise:
- If the game never even starts, see here
- If the game crashes before you make it to the menu, see here.
Most likely, you have an issue with an .archive mod. Here's what you can do:
- To rule out that it's a save game problem (those are extremely rare), start a new game.
- Go to the bisect section and start with the first two entries on the list
If that doesn't solve your problem, or if the issue is save-game related, feel free to browse around some more.
This section tells you how to deal with crashes during gameplay.
If you can make it crash reliably
You're lucky, because it means that you can systematically troubleshoot. Go to the bisect section; start with .archive mods, but if that doesn't fix it, do the other folders as well.
If you can't
… that puts you in the same boat as the rest of us: most veteran players live with occasional crashes, especially while tabbing out and back in under certain circumstances.
That being said, if the crashes exceed what you're willing to live with, you'll have to find out a way to improve it, but your options are thin on the ground. Depending on how long it takes for the crash to occur, you might try
- resetting your game to a clean state (if the error persists, it's not mods)
- temporarily disabling certain types of mod to home in on the cause (see the bisect section for an overviev)
Best of luck!
When your game doesn't even start up, either of these frameworks isn't working properly. Below, you can find a list of the most common error messages with steps to resolve them.
Cyberpunk 2077 encountered an error caused by a corrupt or missing script file and will now be forced to close. Please verify...
You have a problem with Red4ext.
If you are using RED4ext >= 1.13, uninstall cybercmd if you have it — it's no longer necessary and can cause false positives.
The first step whenever you run into this error is deleting the folder r6/cache and verifying your game files.
If that doesn't help, it's time for more detailed troubleshooting:
- if you don't have red4ext/logs/red4ext.log, then RED4ext doesn't work, you have to update / fix RED4ext
- if you have red4ext/logs/red4ext.log, then look inside, it will tell you which mods aren't compatible with the current game patch and may be the cause of this issue
- if that doesn't help, try resetting redscript (you will need to verify your game files).
If that doesn't solve your problem, you can
- troubleshoot redscript directly
- temporarily disable all mods and reinstall the core frameworks
Cyberpunk 2077 encountered an error caused by corrupted or missing archives and and will now be forced to close. Please verify...
One of the .archive files in your folder is broken. To find out which one, try the bisect approach, starting with the first two folders.
There are various non-mod-related reasons why the game couldn't be starting. If you have followed these steps and they haven't gotten you anywhere, check the errors in this section:
Other than that, there are general troubleshooting steps, because missing Windows stuff can make Cyberpunk go brr. Make sure that
- your graphics driver is up-to-date
- you have the most recent version of .NET Desktop Runtime installed
- you have Visual C++ Redistributable 2022 installed (direct download, Microsoft)
Also, try starting the game without Reshade to rule it out as a source of crashes (this happened after the DLSS patch) and temporarily disable your antivirus.
If none of that helps, find us on Discord in #mod-troubleshooting.
There is such a thing as too many mods which are making the game crash. This number seems pretty random, but generally doesn't start below ~460.
To fix this, you need to disable analysis in the settings:
This is not a Cyberpunk error!
Message: Failed to initialize scripts data!
File: E:\R6.Release\dev\src\common\engine\src\baseEngineInit.cpp(1019)
Check your NVidia Control Panel panel. If power saving options are enabled, turn them off:
If you don't, check for other power config options in your operating system.
Before trying to implement any of the other solutions, configure the REDprelauncher.exe in the Cyberpunk root directory1 to always run as administrator.
- Right-click on the file and select
Properties - Switch to the
Compatibilitytab - Check the box
Run this program as an administrator
Creative Commons, Credit: Tom Briskey
There's a chance of >95% that we have already found the source of your problems — pirated copies just don't mod well. That's the first reason why things won't work.
The second reason is that CDPR needs to earn money to pay people to make games for us. If you can at all afford it, please buy the game. It's a good deal: how much are you willing to spend for a movie ticket? How long does a movie keep you entertained?
You are, of course, welcome to peruse the troubleshooting guide. It might even help you. But know that pirated copies will never be explicitly supported.
It doesn't have to be either of these. But if it is, you'll never find it with the rest of the list. Rule it out by deactivating them while you're debugging.
- Antivirus
- ReShade
These mods are not problem children – quite the opposite. But if they are outdated, either your game or your mods won't work. Make sure that you have them all up-to-date with the most recent game version.
Some mods go far beyond the ordinary, adding whole new features to the game (why no flying cars, CDPR?). Unfortunately, that means they're more prone to breaking than others. Here's a non-comprehensive list.
Being on this list does not mean that a mod is "bad" or that you shouldn't use it – they break much for the same reason as the frameworks do, and are fixed in the same way (the modder has to update). Until that happens, you will have to disable them.
Adds flying cars to Cyberpunk. While this is awesome, it will absolutely break whenever CDPR changes anything, and requires updating.
Displays in-world holographic arrows that direct you towards your quest objectives. Is very likely to break upon patches.
Adds car chases and a bunch of related features. While CP2077 needs more car chases and explosions, this usually breaks and will require an update.
Adds mod settings to the in-game menu – Redscript version. This needs to be updated after every game patch.
Adds mod settings to the in-game menu – CET version. The mod itself will be fine, but it's dependent on Cyber Engine Tweaks being up-to-date.
Most famous for edits of the female body that defy gravity and wreak havoc on V's spinal disks, this modder has been around since the early days, and the same is true for their mods.
However, modding has come a long way since then, and spawn0 never followed. For that reason, their mods are known to have compatibility issues with pretty much everything in the general vicinity.
On the bright side, their mods won't crash your game and are downwards compatible until the dawn of time.
Bad news: The game's logs are usually less helpful than the Swiss navy.
Good news: Mods are doing a far better job.
Bad news again: You have to find the right log file in the game directory.
Good news again: There's intel how (see below)
jackhumbert's mod ctdhelper will give you additional information. There is a chance that it shows you something helpful, most of the time it
If you don't want to download and run script files from the internet, you can go here and complete the steps by hand. Otherwise:
- Download this script (right-click -> save as)
Link goes to Presto's github repository - Now, do either of the following things:
- Move it to your Cyberpunk install folder and double-click it
- Drag-and drop your Cyberpunk folder on the file that you downloaded
- After running, the script will have created a folder
_LOGSin your Cyberpunk directory, which contains a file listing all the log files for you.
The list will give you useful information along with a list of files to check. Once you've found the broken mod, you can go here for instructions on how to troubleshoot further – they also tell you when you should ask for help!
You have hundreds of mods, and one of them is broken. How do you find out which one it is without wasting the entire day?
Don't worry! As long as you have less than 2048 mods, bisection lets you find the problem child with only 10 rounds. (Otherwise, it's 11)
Some mods install themselves to multiple directories, but that doesn't matter. Due to the fact how mod loading works, you can find the error like this.
If you already know which folder contains the broken mod, skip to the next section.
To find out the type of broken mod, take each directory from the following list and complete the steps in the next paragraph after the table.
| Kind of mod | Directory | explanation |
|---|---|---|
| .archive | \mods | Redmod directory: contains .archive mods (in subfolders) |
| .archive | \archive\pc\mod | Legacy directory: contains .archive mods |
| .lua (cyber engine tweaks) | \bin\x64\plugins | Cyber Engine Tweaks |
| redscript | \r6\scripts | redscript mods |
| red4ext | \r6\tweaks | red4ext tweaks |
- Rename the game folder (e.g.
/mods) to a backup folder by appending an underscore (e.g. /mods_) - To prevent errors, create a new empty game folder (e.g.
/mods). - Start the game. You will now run into one of these two scenarios:
- Your problem is gone: Jackpot. This is the correct folder for the next section.
- Your problem is still there: This folder is innocent. Proceed with the next entry.
You can put the innocent folders back if you want: due to the way mods are loading, there won't be side-effects.
Congratulations, you have found which folder causes the problem — you're more than halfway there. All that's left is to find the broken mod. Here's how:
- From your renamed folder
directory_, move half of the mods over to the empty game folderdirectoryso that they'll become active. - Start the game. You will now run into one of two scenarios:
- The error is gone: The problematic mod is in your backup folder, but you now know which mods are okay.
- If this is the first round: Go back to 1
- Otherwise: The broken mod was in the bunch that you moved out in the last round. When repeating step 1, you can ignore everything but the last bunch you moved.
- The error is still there: The problematic mod is your game folder.
Move half of the mods out of the folder again. If this is not the first round, only do the last subset that you moved.
- The error is gone: The problematic mod is in your backup folder, but you now know which mods are okay.
Repeat this process until you've identified the mod that's crashing your game.
Normally, a mod should just work, as long as all of their requirements are working. If you aren't certain what that means, you can check here for an explanation or follow the checklist below.
- Make sure that you have enabled mods in your launcher.
- If items or hairs aren't changing, you need to install cookedapps nulled (why?)2
- If materials aren't updating, you need to install material override (why?)3
- If you already have all of that, check the next section.
If your mod is cyber engine tweaks itself or a dependent mod, you can check the sections below. Otherwise, follow the general troubleshooting steps.
Here's what you can do:
- Check that you've enabled the feature (see Deploying Mods and Starting Game).
- Check the requirements on the mod's nexus page. Make sure that you have installed them all and that they are up-to-date.
- Make sure that all of your core frameworks are up-to-date and starting up correctly (here's how you can check their log files)
- Check the other log files in the game directory (here's a guide how)
- Optional: reach out to us on Discord in #mod-troubleshooting
Mod isn't working: CET4
You have installed Cyber Engine Tweaks, but it's not active / not letting you bind a key:
- Is CET in the right place? It has to be installed under
Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks
- Is there a
gamelog.loginside the directory? If not, move the folder out ofpluginsand reinstall from a fresh download. - Do you have Visual C Redistributable 2022 installed? (direct download from Microsoft)
You will find all the files mentioned below under
Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks
- Find the
cyber_engine_tweaks.log. - Update everything that shows an error
- If any file paths are listed: Make sure that the directories exist and aren't read-only
- Search the CET folder for log files log files
- Try to resolve any errors or reach out to us on Discord in #mod-troubleshooting
This is the last resort and you do not need to do this — run this script for the same result in less time. However, if you're still set on reinstalling, the instructions below will help you completing that in minimal time.
Unless you back them up, your mods will be lost. If you don't want that, make backups of the following folders:
The script linked above will do that for you.
Unless you back up your mods and scripts, all your settings and manually installed mods will be lost.
The instructions below tell you which folders not to delete. Delete everything else.
- Go to the Cyberpunk 2077 install directory
- Delete everything except for the folder
archive - Inside
archive, delete everything but the folderpc - Inside
pc, delete everything but the foldercontent - Verify your files
Unless you back up your mods and scripts, all your settings and manually installed mods will be lost.
Will download < 1GB.
Rename or remove the following folders. If you do not have them, you don't need to do anything.
Afterwards, verify your files.
You have completed either of the previous steps. Your game should start now. If it does not, you either have leftover files (check here for how to get rid of them), or you have a problem that is not related to Cyberpunk. Make sure to follow the hints in the red box at the very beginning of this guide.
Now it's time to systematically install mods. We'll start by installing the frameworks and making sure that the game starts up without any framework-dependent mods. Afterwards, you can add back all of your mods, and if the game stops working, find the offender via bisect.
Don't worry about your savegames — those are fine, even if they won't load right now. We're just laying the foundation here that you can later build upon.
Let's go about it step-by-step.
This step will tell you how to set up your Cyberpunk install with the necessary dependencies so that you can start modding.
Check the framework page. For each of the frameworks, complete the following steps:
- If you didn't have it in your previous install, skip it.
- Install it (manually or via Vortex, your choice)
- Install all of its dependencies
- Start the game and load a savegame (you can also do this after installing all of them, but if you run into issues, that will make isolating the point of failure more difficult).
- Optional (for CET): Start the game and make sure that it asks you to bind a key. If not, check the corresponding section of this guide.
If you are using redmod (have any folders inside of /mods), you probably have cybercmd installed. That is no longer necessary with RED4ext >= 1.13 and can lead to false positives. Uninstall it!
Once you are done, start up your game and load a savegame. If you don't have one or the game still crashes, start a new game.
This should now work. If it doesn't, you need to check your log files to see which framework is causing trouble, or find us on Discord in #mod-troubleshooting.
You need to complete this step before proceeding: if the core frameworks aren't working without mods, they won't work with mods – adding anything now will just make debugging more difficult.
Fortunately, this is not rocket science. Be methodical and install them one by one. If you need help, you can find us on Discord (#mod-troubleshooting)
If you don't (yet) have any mods, you can head over to Nexus and start installing. Make sure that you include all necessary dependencies!
This section assumes that
- you installed all required core mods
- your game is starting
- you can (without crashing) do either of these things:
- load a savegame
- start a new game
If you didn't make it that far, the steps below won't help you and will only obscure your problem. Please head here first and complete the process.
If you need help, find us on Discord in #mod-troubleshooting!
Head directly to the bisecting section and pretend you have just removed all your mods.
For each folder that you have backed up (check link for a list), repeat the following steps:
- Put it back into its original place in your new/fresh install
- Start up the game
- Load a non-modded savegame or start a new game
If your crash(es) are back, you can now go to the bisect section and follow the steps for your folder.
Your error goes something like this:
-
Access is denied -
Can't access file 'some/file' -
could not move file from 'Path\to\blabla.tmp' to 'Path\to\Cyberpunk 2077\subdir\some.file' -
Expression: EXCEPTION_ACCESS_VIOLATION -
The thread attempted to read inaccessible data at 0xsomething -
An exception occured while creating the logger - Cyberpunk is trying to write to a file that doesn't exist
These are caused by access errors – Cyberpunk is trying to read or write a file, and for some reason, it can't.
Follow the steps in this section one by one, or find us on Discord in #mod-troubleshooting.
Ignore this if you can't spot any file paths in the error message
If Cyberpunk is trying to move files to a subdirectory that it can't access, make sure that the directory actually exists (if it doesn't, create it). The most frequent candidate for this is /r6/cache/modded.
Sometimes, the game instance doesn't shut down properly and is still running in the background, althoguh you can't see a window. This problem goes away after rebooting.
- Open your task manager (Ctrl+Shift+Esc)
- Switch to the Details tab
- Sort by Name and scroll to C
- Check if you can see anything Cyberpunk in the list.
- If yes, right-click on it and select End Task
It is possible that your antivirus is causing this problem. Before you lose your mind, try temporarily disabling it.
Always a good idea to do that from time to time – in this case, it could make the error go away.
If it doesn't, check the next steps on the list.
Sometimes, files in your Cyberpunk game directory10 are set to read-only.
We've had confirmed reports of the following culprits:
- Steam
- mo2 mod manager
- various flavours of antivirus
You can fix this either via Windows Explorer or via system console, the results will be the same.
-
Press Windows+R
-
type
cmdand press Return to open the command line -
run the following command (replace the path with your actual game dir):
attrib -r "C:\Path\To\Cyberpunk\*.*" /s
- Navigate to the Cyberpunk game directory and right-click on it
- Select Properties (the last entry in the drop-down menu)
- Uncheck the "Read-only" box:
Sometimes, file ownership got messed up, and not all files in the folder are accessible by your current Windows account. It is a mystery how this comes to be.
You can fix it via system console or via Windows Explorer; either of those will do. If in doubt, the commandline one is more thorough.
In any of the commands below, you need to substitute C:/Path/to/Cyberpunk2077 with the path to your game directory11.
-
Press Windows+R
-
Type cmd and press return
-
Run the following command (make sure to insert your real Cyberpunk path):
-
takeown /R /A /F "C:/Path/to/Cyberpunk2077" /D N -
If that didn't help, run the command
whoamito see your current user name. You will need it for the next step.
It should be identical to your Windows username, but if you have spaces or special characters, Windows might get funny about the spelling. -
Run the following command (putting your actual game dir and the username from
whoami):\ -
icacls "C:/Path/to/Cyberpunk2077" /grant YourUserName:F /T /C
We haven't included the full instructions here, but you can check this guide.
If none of these things has helped, reboot your computer.
Not to say that your game will work now – but if you still have an error, it's hopefully a different one. Go back to the start of the guide and let's fix that one too!
You're running into the following error:
REDScript compilation failed. The game will start, but none of
the scripts will take effect. This is caused by errors in:
Your error message
This workflow is geared at the exact error above. If you have a different one, it's still worth checking this, but you can also head back to the start of the guide and find the right section.
0. Make sure that you don't have multiple versions of Codeware installed
In the past, Codeware wasn't a standalone mod, but was instead bundled12 inside of other mods. Since that is different now, the leftover versions can cause errors.
- Search your Cyberpunk directory13 for
Codeware. - If you have exactly one folder, this is not your problem — proceed to the next step.
- Delete everything you have found.
- Reinstall the latest version of Codeware from Nexus.
- Delete the folder
r6/cache - Verify your game
Actually check this. Do not rely on memory or common sense – if in doubt, re-download. (This is totally not something that the guide's author learned the hard way)
-
If you are on RED4ext >= 1.13:
uninstall cybercmd
-
Otherwise:
Check that you have the latest versions of all troublesome Redmods.
It is in r6/log/redscript.log.
See if you can find any errors – warnings may or may not be a problem, see here for context.
If you rename or delete any directories, make sure to create a new, empty directory.
Vortex: Disable them
Manual: Remove the contents of r6/scripts/.
You can zip the directory from the windows context menu, then delete its contents.
- delete
r6/cache14 - verify game files
- create a new directory
r6/cache/modded(this will prevent errors) - Make sure that
r6/scriptsis empty15 - Make sure that
red4ext/pluginsis empty16 (that the red4ext core frameworks aren't getting loaded)
Make sure your game starts up without error.
Hopefully, your problem should be gone now.
It's time to put your mods back and see if you can start the game - see Starting from Scratch.
XML document parsed with errors: C:\Path\toCyberpunk 2077\r6/config/inputUserMappings.xml
Error description: Error parsing element attribute
According to InputLoader's documentation, you can ignore this. Keep searching!
(You can also try reinstalling InputLoader and hope that the error goes away)
Delete the file Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks\bindings.json. The game should let you bind a new key at the next startup.
With 1.62, screenshots are now saved to Documents\CDPR\Cyberpunk\Screenshots , and the previous location will receive an empty file.
That is due to Input Loader requiring an update.
Under Linux, you have to start the game with
WINEDLLOVERRIDES="winmm,version=n,b" %command% -modded
Otherwise, search the #red4ext-support channel on the modding discord for winmm for further pointers.
We're looking for someone to document Linux-specific troubleshooting!
Here's the catch-all solution. After this, your game will work (or the problem you have is not Cyberpunk related).
- (optional, as this might solve it): Reset the Redscript cache.
- If your problem doesn't go away, follow the instructions in the next section.
You might want to deactivate ReShade before you start debugging. Especially after DLSS, it has been known to cause crashes.
The bad news is, at this point you have little choice but to reset your Cyberpunk install and re-mod it from scratch. The good news is that the process is really streamlined. If you don't run into any hitches, you're <30 minutes away from a working game.
Now, how do we go about this?
Yes! There is a batch script that will automate steps 1-4 of the list below for you.
If you don't want to download and run script files from the internet, you can go here and complete the steps by hand. Otherwise:
-
Download this script (right-click -> save as)
Link goes to the github repository of the person who wrote most of this guide. -
Optional: If you don't want the script to delete modded files for you (because you just want to disable mods), right-click on the file and select Edit, then find and delete line 6:
set DELETE_FILES=1 -
Now, do either of the following things:
- Move it to your Cyberpunk install folder and double-click it
- Drag-and drop your Cyberpunk folder on the file that you downloaded
-
Follow the instructions and prompts,
-
You can now proceed to Step 5 and verify your game files.
Instead of following these instructions, you can also reinstall the game. Do yourself a favour and check the instructions, as you might be left with residual files otherwise.
- Follow the instructions and prompts
Press the purge button — this will remove any and all installed mods.
Do not press deploy.
Start Cyberpunk however you want, as long as it's not via Vortex. If it starts now, you're done here and can proceed with bisecting – otherwise, go to Remove RedScript.
Complete the instructions in the section manual now.
Find the following folders:
Cyberpunk 2077\archive\pc\mod
Cyberpunk 2077\mods
and rename them to
Cyberpunk 2077\archive\pc\mod_
Cyberpunk 2077\mods_
The purpose of renaming them is that the game won't find them anymore, but you still have a back-up of the files inside. Feel free to achieve this goal however.
You can optionally create a new, empty folder with the same name.
Check if the problem is gone.
If it is, put the folders back one after the other and apply the bisection method.
Find the folder
Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks
and move it out of plugins (e.g. put it on your desktop).
If you'd rather delete it, make sure that you retain a copy of your mods and plugins directories, as they contain your mod settings (AMM decorations etc.)
Check if the problem is gone.
If it is, put the folder back and apply the bisection method to cyber_engine_tweaks\mods and cyber_engine_tweaks\scripts until you have found the culprit.
First, remove (or rename) the cache:
r6/cache/modded
Check if the problem is gone
If that didn't do the trick, find the following folders:
Cyberpunk 2077\red4ext
Cyberpunk 2077\r6\scripts
Cyberpunk 2077\r6\tweaks
Cyberpunk 2077\engine\tools
and rename them, you know the drill.
Check if the problem is gone.
If it is, put them back one by one until you find the one that breaks it. If that is one of r6\scripts or r6\tweaks, apply the bisection method.
You can try resetting RedScript first, but at this point, you'll going to have to verify your files anyway.
Delete the following files and folders. You don't need a backup, as you can reinstall RedScript from Nexus. If any of them don't exist, that's okay — just means you don't have to delete them.
Cyberpunk 2077\bin\x64\d3d11.dll
Cyberpunk 2077\bin\x64\global.ini
Cyberpunk 2077\bin\x64\powrprof.dll
Cyberpunk 2077\bin\x64\winmm.dll
Cyberpunk 2077\bin\x64\version.dll
Cyberpunk 2077\engine\config
Cyberpunk 2077\engine\tools
Cyberpunk 2077\r6\cache
Cyberpunk 2077\r6\config
Cyberpunk 2077\r6\inputs
Cyberpunk 2077\V2077
@Auska has compiled a handy script for unix people:
rm ./bin/x64/d3d11.dll
rm ./bin/x64/global.ini
rm ./bin/x64/powrprof.dll
rm ./bin/x64/winmm.dll
rm ./bin/x64/version.dll
rm ./engine/config
rm ./engine/tools/*
rm ./red4ext
rm ./r6/cache
rm ./r6/config
rm ./r6/inputs
rm ./V2077
mv ./r6/cache/final.redscripts.bk ./r6/cache/final.redscripts
Exact procedure as documented by @ArsenicTouch
Go to Games -> Installed, right-click on your game and select the following menu entry:
- Open your library
- Right-click on "Cyberpunk 2077" and select "Properties"
- Select "Local Files"
- Click "Verify integrity of game files…"
- Open your "Library"
- On the "Cyberpunk 2077" tile, find the "…"
- Select "Manage"
- Click "Verify"
All files you deleted have been re-acquired. If there are no left-over files from earlier modding attempts, your game should work now.
If it does not and you have exhausted the reset options as specified in this guide (troubleshooting and nuclear both) and your game still does not start, then your problem exists outside of Cyberpunk. In this case, you can
- check your file permissions (separately for REDprelauncher.exe)
- update the Windows stuff
- google your error message and try solutions at random
Now that your un-modded game is starting, it's time to install the core frameworks. Do this before you enable your other mods, as they won't work without their dependencies and can only add problems at this stage.
You can now re-enable your mods. Do it in chunks and check that the game keeps working so that you can narrow down where the problem is, in case it isn't gone for good.
You have followed all the steps and your game is launching, but you now have a mod on your hands that just doesn't work, and you want it to. What do you do now?
If you join a modding discord to ask for help, people will walk you through this list, so you might as well do it first. Nobody will unbundle someone else's mod and just fix it for free unless they want to use it themselves.
Many mods require frameworks or other mods to work. Check the mod's page and description for those, and install them.
Repeat the process by installing the dependencies' dependencies, until you have everything necessary.
Often, the description contains detailed installation instructions, known incompatibilities and/or workarounds. Sometimes, mods worked on past versions of Cyberpunk, but the author stopped updating. In that case, proceed to point 5 of this list.
Before you get upset, please keep in mind that modders don't do this for a living (these are called "game developers" and they get paid for it). Somebody made this in their spare time, for their own use, and then decided to share it with you for free. Do you know the easiest way to avoid toxic users? It's not publishing your mods. No reward system, credit points or reputation will ever make up for online abuse.
As a mod author, I can tell you that I will ignore assholes, but gladly spend an extra hour after work to help out someone who politely asks me for help.
You're unlikely to be the first person to run into this problem. There is a good chance that the comment section on the download page has helpful information. Look for either a pinned post by the mod's author or a user discussion about your problem — these often contain a solution.
While mod managers are very reliable and get better with every new release, you should rule out that they are the cause of the problem by installing the mod from hand.
If everything else works and installing the mod by hand still breaks compilation, then it is broken. See "Dealing with a broken mod" below. start your game client's file verification.
Describe your problem as clearly as you can, and add all useful data.
Bad bug report: "Your mod doesn't work lol pls help"
Good bug report (example): "Hi, installing your mod (manually and Vortex) causes a Redscript compilation error on startup (possible screenshot of error popup). xxx.log says <citation of error message>. All my dependencies are up-to-date, and I've ruled out that it's any other mod. Can you help me out?"
Good bug report (example 2): "Hi, when I try to equip Item <item name and colour>, it doesn't show up and I only get glitches. I'm using Hyst's boob mod and <specific version and variant> of your mod. I hope you can help me? Thank you for making this."
As per the last red box, do keep in mind that you're asking a favour. The modder doesn't have your problem, and if they do, they know exactly how to fix it. The most time-efficient response for them is to ghost you, so any kind of response is either them being nice or getting mad when you or someone involved ignores visible information.
At this point, you have exhausted all easily accessible solutions. If you still want the mod to work, you will have to get involved yourself. A commendable attitude! (Not sarcasm, it really is.)
This is the point where you might want to join a modding discord, because now you're entering the territory where other modders can actually help you.
Usually, there will be a log file that will point you towards the source of your problem. If there isn't (the game loads and the mod just fails silently), that means that the error is inside the archive and you have to become a modder.
But sometimes, you're lucky. Sometimes, the error is in a script file. You can tell this by a log entry pointing towards a file in your Cyberpunk folder (e.g. r6\scripts\my_broken_script.reds).
Open up that file in a text editor like Notepad++ and try to find and fix the problem. Sometimes, the log file has more information. Sometimes, an online syntax check can help you — there isn't one for redscript, but it's fairly close to lua.
Sometimes, such mistakes are trivial — a forgotten , or incorrect file encoding. Often, they are not.
A tip for nil access error in lua
If the error isn't in any script files, you will have to unbundle the .archive, load it in WolvenKit, and get your hands dirty. We'll be seeing each other, choomba!
Footnotes
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The directory where your game is installed. It's most likely called Cyberpunk 2077. Contains the folders archive, bin, engine… and the REDprelauncher.exe ↩
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A mod that forces Cyberpunk to actually load the modded items instead of using the cache they had to put in for last-gen console support. For a technical explanation, check the wiki page about commonCookData. ↩
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A mod that forces Cyberpunk to actually load the modded items instead of using the cache they had to put in for last-gen console support. For a technical explanation, check the wiki page about commonCookData. ↩
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It's installed to bin\x64\plugins\cyber_engine_tweaks ↩
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.archive mods in the redmod format ↩
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.archive mods in the legacy format ↩
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CET settings, radioExt files, Appearance Menu Mod settings and user presets ↩
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Redscript directory ↩
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TweakXL directory ↩
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The directory where your game is installed. It's most likely called Cyberpunk 2077. Contains the folders archive, bin, engine… and the REDprelauncher.exe ↩
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The directory where your game is installed. It's most likely called Cyberpunk 2077. Contains the folders archive, bin, engine… and the REDprelauncher.exe ↩
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as in, "a subfolder in the folder of" ↩
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The directory where your game is installed. It's most likely called Cyberpunk 2077. Contains the folders archive, bin, engine… and the REDprelauncher.exe ↩
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The script directory for non-Redmods ↩
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If it isn't, rename the entire directory to scripts_ and create a new empty folder in its place ↩
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If it isn't, rename the entire directory to plugins_ and create a new empty folder in its place ↩


















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