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Questions About Modding Cyberpunk vs ....


ix09

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Hi!

I did a quick look and didn't see a thread like this, so, apologies for the clutter if there's already one with these questions.

First, I will not even pretend to have any claim to modding skills. At best I have changed values in a json file with Notepad ++ on some games.
The main question is; Modding seems, to me at least, severely restricted compared to, something like ... Skyrim.
Why is this?
Is this lack of toolkit, or resources from CDPR? Is there something in the file system that's restricted, locked/encrypted or so highly proprietary that only internal CDPR tools can do something with it?

I realise these questions are probably super n00bish. Please accept my apologies.
There's some wonderful work happening in the community, and everyone that's invested their creative time and efforts deserves cookies and cakes and all the nice things. :smile:

I ask these questions because I wonder what things ... if any, the general gaming community of modders and mod users should be bugging CDPR to come off of.

With the mention of Skyrim, there was the release of a toolkit. Is something like that needed to get more open, unrestricted, access and facility to the game files, mechanics, engine, and all the things so we can do things like create new quests, new npcs, standalone clothing/items, new body types/sliders, new skeleton with more clothing slots to add extra accessories, extra cyberware, and many other things some of us are familiar with seeing on other games that seem to be more open and flexible to modding?

Anyway, thank you for any constructive informative answers! :smile:

Edited by ix09
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The main question is; Modding seems, to me at least, severely restricted compared to, something like ... Skyrim.

Why is this?

Is this lack of toolkit, or resources from CDPR? Is there something in the file system that's restricted, locked/encrypted or so highly proprietary that only internal CDPR tools can do something with it?

 

 

 

Skyrim has an official Modding Kit for it.

 

There is currently no modding toolkit for CyberPunk AFAIK

 

All I've seen is some really 'rough mods' from people using Hex Editors (like people used BEFORE the Skyrim Modding Kit was released) so mods are limited in scope, but mod requests are not limitless

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Ye

 

 

The main question is; Modding seems, to me at least, severely restricted compared to, something like ... Skyrim.
Why is this?
Is this lack of toolkit, or resources from CDPR? Is there something in the file system that's restricted, locked/encrypted or so highly proprietary that only internal CDPR tools can do something with it?

 

Skyrim has an official Modding Kit for it.

There is currently no modding toolkit for CyberPunk AFAIK

All I've seen is some really 'rough mods' from people using Hex Editors (like people used BEFORE the Skyrim Modding Kit was released) so mods are limited in scope, but mod requests are not limitless

 

yes, thank you for the reply! These rough mods, clothing replacers instead of standalones, some reskins is what I notice and lead me to think that Modding is currently severly restricted.

... and from your description, what's needed to expand the ability, not limitless, is a rootkit/modding toolkit?
with a toolkit/rootkit we could see unofficial bugfixes, standalone items, and lots more ... I'm guessing?

It would seem to me like CDPR releasing such a thing would be a winning move. The modding community could "unofficially" take lots of pressure off this less-than-smooth release with a whole lot of distraction. Youtubers could be posting big color exciting reviews on the latest killer mods instead of bashing on CDPR.

I guess? I dunno.

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I have hopes for the future of modding Cyberpunk, I read on GOG's forum that some of the Dev's were working with the modding community and interested in creating tools to work with red engine. Specifically its the group working on the Wolvenkit.

That is hopeful news ... I hope?

 

I kinda look at The Wticher 3, and wonder what could have been ... what could still be if it was more ... moddable?

I have this horrible habit of comparing the modability of ... anything to Skyrim as a benchmark, or the bar to beat.

 

I know it's not a fair thing because different engines for games are, i guess, more flexible to work with? Again, i don't know.

 

I do think it would be really interesting if all the characters and NPCs in Cyberpunk had "what you see you can get" inventories ... like Skyrim, so, whatever a character is wearing, carrying, whatever that's visible is what their inventory "drop" is.

 

Other things that would be nice, I think are expanded physical-link NPC hacking. We saw V plugging in to a Maelstrom ganger in one of the trailers, and on a few occasions we have characters force a direct physical plug-in on us like the Meredith Stout Guard ... but, I'm guessing distant, wireless, quickhacks replaced all of that. It might be nice if that were added back where sneaking up and doing a direct link gives bonuses more than quickhacks ... or that interesting "hacking" interface screen that looks much like the cyberspace you character visits.

The quickhacks and breach protocol thing just seem a little dumbed down compared to, well, things that aren't now.

Eh, there's lots we saw in those trailers would be nice to see live in the game, like those trains.

 

... but, that stuff isn't important now since it can't be done, and i get wishy with all the stupid and silly ideas I have like adding in Witcher assets as an interactive Braindance, or Virtual experience quest ... perhaps a fan-servicey quest saving Ciri from some corpo lab that has her locked up and jacked into some fantasy virtual to trick her mind that your character has to lead her out of, but as a completely different character than the V you built, as a stock archetype character for the virtu .. one of those classic take-all-your-weapons-and-skills-away quests ...but, there I go again with silly ideas that can't be done. :tongue:

 

 

Edited by ix09
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Im right there with you, Bethesda did a good job making modding tools like creation kit, one of they main reasons I still play Skyrim and Fallout 4/ New Vegas is because of the amount of content mods avaliable. I am hopeful that they make something like it avaliable for Cyberpunk 2077 in the future, this game has so much potential. Without content modding it will limit the re-playability of the game, Im currently on my 3rd playthrough and will probably take a break after until they release a content based DLC or content mods are released.

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hello I'm a noob on modding and would like to use the mods on nexus for cyberpunk 2077 I haven't a clue how to proceed asking for some help so I can enjoy the mods mad for this game Thanks in advance!

Hi!

Using mods is not a difficult thing. Most mods come with some basic instructions.

There's a couple ways to apply mods too.

1. Manuallyy, You download a mod, it's usually a rar file. You may need to have something like WinRar to extract the files. You then copy/paste the mod files into the instructed directory in the game.

2. Nexus Mods has a program called Vortex that can apply mods for you ... but, some mods still require manual installation, especially many of the clothing replaces that come packed with several replacers that all use/replace the same item.

 

Some mods might require you to make changes to files with programs like Notepad++ (it's a free program to download if you search it on Google)

 

Some mods come without any instruction because some mod authors expect people to already know what to do. If you find a mod you really want to try, but, you can't find any istructions for it on the mod page, or in the downloaded files, you might need to look at similar modson Nexus, and see what instructions those have, and pretty much use those instructions.

... also; WARNING - some mods can BREAK YOUR GAME. Keep instructions for how to uninstall/remove any and every mod you apply, and if there is any mod that requires you to overwrite a file, make sure you copy the file that is going to get overwritten, and save it somewhere so you can restore the original file if the new mod breaks your game. I usually just put ".old" after the file name and keep it in its original folder.

For instance if I'm installing a mod and it says it needs to overwrite gamefille123xyz.wtf I will leave that warning window open, go to the file location, and change the name of gamefile123xyz.wtf to gamefile123xyz.wtf.old ... then, I go back to the warning and clicky ok and the new file drops without messing up the old original and if anything goes wrong and the game doesn't work any more, or the game crashes a lot because of the mod, then, i can go back and remove all those mod files, and restore the .old file.

 

Mods can also break your game saves. if you install a mod and dont like it, then remove it, all the the game saves you have with that mod applied might crash your game if the mod is removed, so, sometimes mods will make you start a new game or go wayback to a much ealrier save before youever added a certain mod.

 

it take a tiny bit of figuring out, but, not much. It's pretty easy, but, mods can and will break your game sometimes, so, please be prepared for that, and keep track of what you are doing so you can reverse it. :smile:

Edited by ix09
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