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There is a setting in Vortex that allows the mod manager to create that link. In Settings on the Mods tab, just flip the Folder Junction switch.
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I browsed through 106 pages of armor/clothing mods, but could not find any mod other than https://www.nexusmods.com/cyberpunk2077/mods/2722 that included these: Is there any other mod which includes these pants that I missed? The problem with https://www.nexusmods.com/cyberpunk2077/mods/2722 is that it is not compatible with the EBBR RB body mod, and for this single mod I'm not willing to switch back to the vanilla body.
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Ghost of Tsushima - Please make a "Female Player" mod
LupinaAlba replied to cerisxx's topic in Mod Ideas
The Onna-musha wanna have a word with you. -
Can't get Nude skins to work for RE3 & RE2 Remake
LupinaAlba replied to aCTZGaming's topic in Mod Troubleshooting
Make sure you use the latest Fluffy (https://www.nexusmods.com/site/mods/818), all kinds of scuffed things are known to happen if you don't. Myself, I had infinite loading screens, even though the mod I wanted to use was installed without a hitch. After I updated Fluffy, it was all gooood. -
r6 is definitely not redundant. It contains databases (tweakdb, etc.) and if those get corrupted, you'll get lockups. One of them is the infamous "cannot drive more than 30 seconds before the game locks up" glitch, which I fixed by deleting r6/cache and re-verifying the game. Quite a few mods install components in the r6/scripts folder. And yes, frameworks do count as mods. Vortex handles most of them correctly.
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If you have more than 10 mods, then I'd definitely recommend using Vortex. You will probably need to re-package some of the older mods to make their folder structure compatible with Vortex, and then manually add them to the mod manager (drag them to the rectangular area at the bottom). However, it is worth the effort, because a modded Cyberpunk 2077 is known to have quirks (freezes, lockups) that can only be fixed by removing all mods, finishing the glitchy part without mods, and then reinstalling them - and this process is sooooo much easier if you use a mod manager that can uninstall/reinstall mods with a single click.
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"Queen of the Highway" (new?) bug - help, please?
LupinaAlba replied to iDEATH's topic in Cyberpunk 2077's Discussion
I use Vortex to manage crappy situations like that. I have a "Zero Mod" profile and a "Modded" profile, and literally, a single press of a button is what it takes to remove/re-install all mods (okay, two buttons, I press Purge too to remove all traces of the uninstalled mods). Some peeps will disagree, but in my opinion, Vortex is perfect for managing large sets of mods. For my previous play-through I installed a so called "collection" with about 130+ mods, believe me, that would have been a real PITA to remove/re-add manually. Unfortunately, I did not find any other solution. I suspect that one of the "essential mods" that hooks into the scripts run by the game is the culprit. And since it is essential, all the other dependent mods must be disabled if you chose to remove it. Btw, I ran into another "freeze" when I finished the "King of the Pentacles" route in Phantom Liberty - the credits would not play and I did not get the achievement either until I removed all of my installed mods for the pre-credits save point. You could try to back up the modded folders inside the game's directory, it might work. -
"Queen of the Highway" (new?) bug - help, please?
LupinaAlba replied to iDEATH's topic in Cyberpunk 2077's Discussion
- Remove all mods. - Re-verify the game. (Do not skip this step, game will not start and complain about corrupted files, if you don't do it.) - Complete the mission. - Re-add mods. That's how I fixed this issue. -
Not sure if it will work for you, but in my case, deleting the "r6" folder and then re-verifying the game helped. It also helped with freezes during car rides. Game downloaded about 90 MBs, then it started up without issues. (That said, I have the GOG version, but should also work in Steam.) That's the trick I had to do at certain points through the game when mods blocked the completion of a mission (e.g. the famous "freeze bug" when you test drive the Basilisk for the first time with Panam, and the game locks up when the Basilisk turns left) - I removed all mods (actually, I switched to a "No Mod" profile in Vortex and did a Purge), re-verified the game files, then, after completing the mission, re-installed the mods and the game worked fine.
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I have the same problem. I tried to bypass the issue by using the CyberCAT save game editor to add the wasted attribute points to the attributes I wanted to level up, but I noticed that when I tried to use the normal in-game method next time (pressing F), my attributes went back to the value they had before I edited them in CyberCAT. So, it seems, for now, the only way to circumvent this issue is to use a save game editor. Unless you are on a console. Because then you are... well... hope you catch my meaning.
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Not sure how doable it is, but I wonder if someone could either turn Rebecca's apartment into a purchasable player home that would be available after the "Scrolls before swine" gig, or at least make it accessible by removing the lock on the door after the gig is completed (I assume the actor in the apartment is disabled after the gig).
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The problem: does the game that the OP wants to mutilate support modding? You might be able to pull this de-open-world-ification off, for example, in Witcher 3, which has a good selection of modding tools. Skyrim? Absolutely. Elden Ring? Not so much. You'd need to be an elite-level Unreal Engine guru/hacker. Recent Far Cry entries? Uhm... So even in the unlikely case that a modder is willing to undertake this daunting project, the game itself may prove to be extremely uncooperative. I know for a fact that even games based on the relatively well-explored UE4 engine may thwart even simple modding attempts (another example: you can easily replace existing companions with custom ones in Code Vein, but creating a brand new non-replacer companion is apparently a very tough nut to crack.) I've tried to describe general examples here, because the OP mentioned the scourge of open world games in general, without identifying what titles drew his ire.
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AFAIK, Nexus has never supported PS4 mods. Also, mods on PS are subject to Sony's restrictive policies, which means they can only use existing stuff from the game so no custom textures, meshes, music, etc. Consoles may have their benefits, but the real modding platform is the PC.