This city will get you every time. You think you have it all for a minute, a crew like no other, a plan that'll make you rich or make you a legend... and then somebody sets off a nuke and it's all ash in the sky. But you pick yourself up under the red twilight that reminds you of what you lost every single day, and you keep going. Make the deals, take the jobs, get involved with the wrong people in the right places. You reinvent yourself. You rebuild. You survive.
You thrive. You come out on top, untouchable, and it's your city now. Because you were always the Queen.
The Detes
You can find the Main Jobs, Fixer Gigs, and Cyberdeck Upgrades in the Description.
Don't be a wilson, read the docs!
The Crew
Mostly Auska (@effs) and Ellie (@E1337Kat) this time around, but we're grateful for the help from both CDPR and Nexus Mods immediately after the REDmodding news dropped - special thanks to @Pickysaurus for even contributing code, and @rfuzzo for bearing with the endlessly meticulous questions about REDmodding implementation minutiae to make sure we'd be able to be 100% compatible! (Pretty sure we hit every remaining bug and quirk in the redmodding tools in this process :innocent:)
As always, thanks to all of you for your feedback, suggestions, bug reports, support, and in this case a little patience too!
2.01 Re-Enables Redmods The problem introduced by PL should no longer be an issue, but you may need to clean up your installation for an easier time: just Disable and Purge everything, run Mod Remover, and then update + re-enable mods.
Original message:
2.0 and Phantom Liberty both Introduce Problems with Redmods specifically.
If you're getting a crash right at the first splash screen after deploying from Vortex, you can try:
1. Copy all .bin files from r6/cache/ to r6/cache/modded/ and try again 2. If that didn't work, after deployment and 1. open r6/cache/modded/mods.json and change all mods to "deployedHash": 0 and "deployed": false
It should work from Vortex (use the run with mods enabled button, Dashboard > Tools if it's not visible), but on 2.0 the store launchers at least also work. Not sure about PL functionality yet.
Another alternative is converting everything to archivepcmods. This may be easier in the short term, until redmod and the launchers are fixed.
1. Any mods that were autoconverted, you can right click -> Reinstall (after turning autoconvert off) 2. Any mods that have an archivepcmod version, you can install that over the Redmod version 3. Any mods that only have a Redmod version, and only have archives (or tweaks when they work again), you need to wrap. This is a bit more advanced, but there shouldn't be many of these. Disable the mod first. Then download the mod manually and extract it. If it's just a single .archive, you can dragdrop that to Vortex (there's a dropdown area at the bottom of the mods view.) If there's lots of archives or something else, you need to fix it to correct paths yourself.
When will mod load order be implemented for Cyberpunk 2077 in Vortex? It seems right now the only way to change load order for mods in Vortex is to directly rename the mod files themselves using prefixes. I know many people are okay with manually sorting their mods, but, as a user of Vortex, I would like for load order to be supported on Vortex. There are two reasons why this would be good:
For one, it's a pain in the butt to try to change archive names for each mod in Vortex because I have to go through subfolders to get to the .archive file. It gets tedious when you have many mods. Two, this causes Vortex to no longer notify you when mods have updated, as their names have changed.
Redmod already has something like this for Vortex, but it only works with Redmod mods. Having something similar to Redmod's "Load Order" tab on Vortex for non-Redmod mods would be nice.
Is someone working on this? I would like to hear some news about this if possible.
Part of the inherent problem is that Vortex, while useable for a large number of games, was first and foremost designed for Bethesda games. Those games use one of two mechanisms to achieve load order. The older games did it by changing the timestamp on the mods (older ones loaded first). Later they implemented a loadorder.txt file that controlled load order.
Cyberpunk uses a simpler system that is not supported natively by Vortex. In order to create a load order functionality for non-Redmod mods, we'd have to a) index the original name of each mod, b) assign prefixes to each mod, and c) rename every mod every time the user changed the load order. This would also necessitate a purge and redeploy each time. It would be slow, cumbersome, and users would have issues with the extra steps involved.
I see. I agree that it might be slow to do it that way, but I still think it to be faster than manually adding the prefixes myself. Is there a way to add it into Vortex but as an optional, experimental setting? I feel like the pros outweigh the cons here, as having to purge and redeploy doesn't sound so bad. It takes, what, a second for the purge and another second to redeploy?
Additionally, you could wait until the user finishes sorting the load order in Vortex before actually changing the prefixes. Then, upon clicking a finish button, it would change the prefixes, purge, and finally redeploy all in one swoop. Having indexes of the original mod names would make prefixing easier and it would mean that Vortex can still check for updates for each mod. Am I missing something here?
I think users having to manually index their own mods and learn which mods should go first in the load order is already a learning curve by itself. If anything, a simple tab in Vortex that lets users move mods around to create a load order would make things easier for users than manual. I mean, Redmod already has something like that. But like I said, maybe you could add it as an experimental setting and see how it plays out.
PS. I'm not an experienced modder so I apologize if I'm demanding the impossible.
Not trying to necro, but the 7 Days to Die extension for Vortex has this functionality, because 7DTD mods work the same way - alphabetical order. Its definitely possible. Its not bug free, but neither is Bethesda mod load order, as I have been modding here for over a decade now and still is buggy as hell :)
"Unlock Me The Mods" triggers the Fallback Installer in Vortex for some reason. Based on the discussion for that mod, this is an issue for a handful of people.
Downloading 12.3 GB of City of Dreams and I've probably had to click these 100s of times already and not even halfway through:
When you see a pop-up titled "Mod contains protected paths" select "Yes install to staging anyway"
When you see a pop-up titled "You have reached the fallback installer" select "Yes install to staging anyway"
When you see a pop-up titled "not an archive" select "create mod".
When you see a pop-up titled "Mod installed but may need manual adjustment" select "Understood".
When you see a pop-up titled "Error" select "close"
Throughout the installation process, you will have some "installer" popups so that you can customize some mods to your liking.
Please devs, add a "do not ask again" check box. It's our own damn fault if we do it wrong, but I am tired of clicking the same answer over and over, especially when there is only one option like "understood"
1200 mods and I have to click these annoying pop ups hundreds of times. Fucking ridiculous. Same as "Reinstall this mod" there is no option to "reinstall all duplicates" or "Ignore all duplicates". Although I saw it exist but for some reason, only under certain conditions.
312 comments
The Detes
You can find the Main Jobs, Fixer Gigs, and Cyberdeck Upgrades in the Description.
Don't be a wilson, read the docs!
The Crew
Mostly Auska (@effs) and Ellie (@E1337Kat) this time around, but we're grateful for the help from both CDPR and Nexus Mods immediately after the REDmodding news dropped - special thanks to @Pickysaurus for even contributing code, and @rfuzzo for bearing with the endlessly meticulous questions about REDmodding implementation minutiae to make sure we'd be able to be 100% compatible! (Pretty sure we hit every remaining bug and quirk in the redmodding tools in this process :innocent:)
As always, thanks to all of you for your feedback, suggestions, bug reports, support, and in this case a little patience too!
Holo at us
Discord: https://discord.gg/redmodding (\#vortex-support on the CP2077 Modding Community server)
Github: https://github.com/E1337Kat/cyberpunk2077_ext_redux
Nexus: https://www.nexusmods.com/site/mods/196
The problem introduced by PL should no longer be an issue, but you may need to clean up your installation for an easier time: just Disable and Purge everything, run Mod Remover, and then update + re-enable mods.
Original message:
2.0 and Phantom Liberty both Introduce Problems with Redmods specifically.
If you're getting a crash right at the first splash screen after deploying from Vortex, you can try:
1. Copy all .bin files from r6/cache/ to r6/cache/modded/ and try again
2. If that didn't work, after deployment and 1. open r6/cache/modded/mods.json and change all mods to "deployedHash": 0 and "deployed": false
It should work from Vortex (use the run with mods enabled button, Dashboard > Tools if it's not visible), but on 2.0 the store launchers at least also work. Not sure about PL functionality yet.
Another alternative is converting everything to archivepcmods. This may be easier in the short term, until redmod and the launchers are fixed.
1. Any mods that were autoconverted, you can right click -> Reinstall (after turning autoconvert off)
2. Any mods that have an archivepcmod version, you can install that over the Redmod version
3. Any mods that only have a Redmod version, and only have archives (or tweaks when they work again), you need to wrap. This is a bit more advanced, but there shouldn't be many of these. Disable the mod first. Then download the mod manually and extract it. If it's just a single .archive, you can dragdrop that to Vortex (there's a dropdown area at the bottom of the mods view.) If there's lots of archives or something else, you need to fix it to correct paths yourself.
As usual, you can find additional help on the CP2077 Modding Community Discord or the Redmodding wiki which has a bunch of troubleshooting guidance.
For one, it's a pain in the butt to try to change archive names for each mod in Vortex because I have to go through subfolders to get to the .archive file. It gets tedious when you have many mods. Two, this causes Vortex to no longer notify you when mods have updated, as their names have changed.
Redmod already has something like this for Vortex, but it only works with Redmod mods. Having something similar to Redmod's "Load Order" tab on Vortex for non-Redmod mods would be nice.
Is someone working on this? I would like to hear some news about this if possible.
Cyberpunk uses a simpler system that is not supported natively by Vortex. In order to create a load order functionality for non-Redmod mods, we'd have to a) index the original name of each mod, b) assign prefixes to each mod, and c) rename every mod every time the user changed the load order. This would also necessitate a purge and redeploy each time. It would be slow, cumbersome, and users would have issues with the extra steps involved.
Additionally, you could wait until the user finishes sorting the load order in Vortex before actually changing the prefixes. Then, upon clicking a finish button, it would change the prefixes, purge, and finally redeploy all in one swoop. Having indexes of the original mod names would make prefixing easier and it would mean that Vortex can still check for updates for each mod. Am I missing something here?
I think users having to manually index their own mods and learn which mods should go first in the load order is already a learning curve by itself. If anything, a simple tab in Vortex that lets users move mods around to create a load order would make things easier for users than manual. I mean, Redmod already has something like that. But like I said, maybe you could add it as an experimental setting and see how it plays out.
PS. I'm not an experienced modder so I apologize if I'm demanding the impossible.
This is the conflict checker and it does have a load order for archives.
Im trying to download archiveXL and tweakXl bit vortex says it cannot find expexted installation.any idea how to fix this?
I expect to find primary EXEs in the root folder, but for this game, it's lurking in \bin\x64\Cyberpunk2077.exe
Web searches suggest that it's always been there, but it's odd that all three of my Wolvenkit installs suddenly lost it, this morning.
Heavy shrug. Back to work. ...
- When you see a pop-up titled "Mod contains protected paths" select "Yes install to staging anyway"
- When you see a pop-up titled "You have reached the fallback installer" select "Yes install to staging anyway"
- When you see a pop-up titled "not an archive" select "create mod".
- When you see a pop-up titled "Mod installed but may need manual adjustment" select "Understood".
- When you see a pop-up titled "Error" select "close"
- Throughout the installation process, you will have some "installer" popups so that you can customize some mods to your liking.
Please devs, add a "do not ask again" check box. It's our own damn fault if we do it wrong, but I am tired of clicking the same answer over and over, especially when there is only one option like "understood"1200 mods and I have to click these annoying pop ups hundreds of times. Fucking ridiculous.
Same as "Reinstall this mod" there is no option to "reinstall all duplicates" or "Ignore all duplicates".
Although I saw it exist but for some reason, only under certain conditions.