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To install Cyberpunk 2077 mods, first choose the right route for your platform: use Vortex or manual installation for community PC mods, REDmod for mods that specifically require it, or the in-game Mods menu for the mod.io catalog introduced in Update 2.5. These are separate systems—a Nexus mod does not automatically work on a console. To keep PC mods working after patches, pause game updates when possible, update the core frameworks before dependent mods, and play without mods rather than running an outdated framework stack.
This guide reflects Update 2.5 (Edgerunners 2), which CD PROJEKT RED says auto-downloaded for existing Xbox Series X|S, PlayStation 5, PC, and Mac owners on October 22, 2026. Update 2.5 does not require Phantom Liberty or the Ultimate Edition. Availability details can differ by platform and store; Switch 2 and the Apple App Store build were scheduled to follow later.
What do you need before installing Cyberpunk 2077 mods?
You need to own Cyberpunk 2077, have enough free storage for the game and mods, and know which mod ecosystem you intend to use. For PC frameworks and Nexus mods, the most straightforward route for a Windows beginner is Vortex. The in-game mod.io catalog is the route for console players and is also available to PC and Mac players. REDmod is a separate free PC DLC used by mods packaged for REDmod; it is not a replacement for every older archive mod.
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- Windows PC with Nexus mods: a free Nexus Mods account and Windows 10 or later for Vortex. Keep your Vortex staging folder on the same drive as the game, but outside the game folder.
- Manual PC installation: a way to extract files into the game directory, and care to preserve the folder structure the mod author supplied.
- REDmod: the free DLC for Cyberpunk 2077 on PC. Steam and GOG users install it as an add-on; Epic installs it automatically with the game from version 1.6 onward.
- Console or Mac using the curated catalog: Update 2.5, an internet connection for installing a mod, and a CD PROJEKT RED account connected to mod.io.
Before changing a PC installation, back up saves in %userprofile%/Saved Games/CD Projekt Red/Cyberpunk 2077. Keep an unmodded save as well. A modded save may depend on files that are not part of the base game, and removing a quest, item, or apartment mod can leave references in a save.
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On Windows, some community guides also recommend current Windows and graphics drivers, Microsoft Visual C++ Redistributable 2022, and installing the game outside Program Files to avoid folder-permission issues. An SSD has been a game requirement since Update 2.0. These are general setup precautions, not a guarantee that a given mod will work.
Which Cyberpunk 2077 mod installation method should you use?
Choose one primary installation method and keep track of it. Mixing manually copied files with Vortex makes it harder to see what is installed, enabled, or safe to remove.
| Method | Best for | Platforms and limits | What to know |
|---|---|---|---|
| Vortex with Nexus mods | Most Windows PC beginners | Windows 10 or later; Linux/Steam Deck players generally need a manual or other-manager approach | Installs, enables, disables, and deploys supported mods; staging drive and deployment settings matter. |
| Manual extraction | A few mods, or players on a non-Windows PC | Any platform where you can write to the game folder, subject to mod compatibility | Offers control but makes file tracking and clean removal harder. |
| Official REDmod | Mods packaged with an info.json manifest |
Windows PC DLC; do not assume official support on Mac or Steam Deck | Files go in mods and must be deployed. Many older archive mods do not need REDmod. |
| In-game mod.io menu | Console players and anyone who wants the curated catalog | PC, Mac, PS5, PS5 Pro, Xbox Series X|S, and Switch 2 are listed; PS4 and Xbox One are not | Account-connected and console-compatible, but it is a different ecosystem from Nexus frameworks. |
How do you install Cyberpunk 2077 mods with Vortex?
Vortex is the recommended starting point for most Windows PC players installing Nexus mods. Install the game through Steam, GOG, or Epic first, then set up Vortex and its Cyberpunk 2077 extension before adding mods.
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Fix the driver behind crashes, sound loss and screen glitchesFind Drivers →Repair Windows errors before they cause bigger problemsFix Now →- Create or sign in to a Nexus Mods account. Download Vortex from Nexus. Without Nexus Premium, choose Slow Download and wait through the five-second cooldown.
- Install Vortex and connect your Nexus account. The documented example install location is
C:/Program Files/Black Tree Gaming Ltd/Vortex; your exact location can differ. - Manage Cyberpunk 2077. In Vortex, open Games, search for Cyberpunk 2077, and choose Manage. If Vortex says game support is not installed, that is expected at this stage: install the Cyberpunk 2077 Vortex extension and restart the app. The REDmodding wiki’s September 5, 2026 guide said the extension should show version 0.13.0 or the latest version available on Nexus.
- Point Vortex at the game if it does not detect it. Select the folder containing the game executable. For a typical Windows install, that may be
C:/Games/Cyberpunk 2077/bin/x64. - Set the staging folder and deployment method. In Vortex’s Cyberpunk 2077 settings, keep the staging folder on the same drive as the game and outside the game directory. A default-style location is
C:/Users/<you>/AppData/Roaming/Vortex/cyberpunk2077/mods. Set deployment to Hardlink Deployment. A staging folder on a different drive can make deployment fail. - Use deliberate install settings. The REDmodding wiki recommends enabling Deploy mods when Enabled and Enable Mods when installed, while disabling Install Mods when downloaded so errors do not disappear into background processing. Leave Automatically convert legacy-style mods off.
- Install frameworks before content mods. Use each mod’s Nexus Files tab and Mod manager download option. Follow each mod’s stated requirements; a practical core order is CET, RED4ext, redscript, then ArchiveXL, TweakXL, and Codeware. Install dependent mods only after their required frameworks.
- Deploy and launch once. Resolve any Vortex deployment alerts. A successful trip to the main menu is a basic installation check; Cyber Engine Tweaks (CET) also prompts for an overlay key on first launch.
Framework releases change, so use the mod’s current Files page and post-patch notes rather than relying on a version number copied into an old guide. The framework pages supplied for this guide are Cyber Engine Tweaks, RED4ext, redscript, ArchiveXL, TweakXL, and Codeware.
Collections can be convenient as a list of ideas, but their included files may become outdated or abandoned. Installing mods individually makes it easier to check the author’s current version and requirements.
What are CET, RED4ext, redscript, ArchiveXL, TweakXL, and Codeware?
These community frameworks provide shared loading, scripting, or data-editing capabilities that many Nexus mods depend on. If a patch breaks one of them, mods built on top of it can fail even if their own files did not change.
| Framework | What it does | Typical clue it is needed |
|---|---|---|
| RED4ext | Loads native .dll plugins from red4ext/plugins and checks game versions. |
Required by ArchiveXL, TweakXL, Codeware, and CET according to the framework guide. |
| redscript | Compiles .reds scripts into the game’s modded script cache. |
A mod lists redscript as a requirement or the game reports a script compilation error. |
| Cyber Engine Tweaks (CET) | Provides Lua mod support, an overlay, hotkeys, and runtime TweakDB changes. | A mod lists CET; first launch asks you to assign an overlay key. |
| ArchiveXL | Lets mods add items such as clothes, hair, vehicles, and apartments rather than only replacing existing records. | A mod page lists ArchiveXL as a requirement. |
| TweakXL | Applies YAML or tweak-based edits to TweakDB. | A mod includes .yaml or .tweak files and lists TweakXL. |
| Codeware | Provides shared support for scripts and CET mods, including events, spawning, and UI features. | A dependent mod specifies Codeware. |
There is no universal requirement list for all mods: read the individual mod page. Common additional layers include Native Settings UI, Mod Settings, Virtual Atelier, Equipment-EX, and AMM, but each has its own dependency stack. Do not install a framework just because it appears in another mod’s list.
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How do you install mods manually?
Manual installation works when you have a small set of mods or need a route outside Vortex, but the archive’s directory structure must land in the correct place. Extract the mod’s contents so its folders merge with the game’s folders—not one level deeper.
- Open the game’s install folder. Find the directory containing folders such as
archive,bin,engine, andr6. In Steam, use Manage → Browse local files. In GOG Galaxy, open the settings beside Play and choose Manage installation → Show folder. In Epic, use the three-dot menu, choose Manage, then the folder icon. - Read the mod’s instructions and inspect the archive. Many correctly packed archives already contain the paths to merge with the game folder. If you see a top-level wrapper such as
MyMod, check inside it; copying that wrapper intact can create the classic mistakeCyberpunk 2077/MyMod/archive/pc/mod. - Copy the files to their expected destinations. The common locations are listed below. Create
archive/pc/modif it does not exist, but do not invent a destination when a mod author specifies another one. - Keep a list of manual changes. To remove a mod later, remove only its files and follow its author’s uninstall notes. If you cannot tell which files belong to which mod, verify the game files through your store after moving the mod folders aside.
| File or mod type | Typical destination inside the game folder |
|---|---|
.archive or .xl content, such as clothing, cars, or textures |
archive/pc/mod |
REDmod-format folder containing info.json |
mods/<ModName> |
CET Lua mod containing init.lua |
bin/x64/plugins/cyber_engine_tweaks/mods |
.reds script files |
r6/scripts |
TweakXL .yaml or .tweak files |
r6/tweaks |
Native plugin .dll |
red4ext/plugins |
Archive mods generally load alphabetically, or according to modlist.txt in archive/pc/mod when used. If two mods change the same item, load order can determine which change wins; the first mod to change an item may take precedence. Check both mod pages for compatibility instructions rather than assuming that copying both files together will combine their changes.
When do you need REDmod?
Use REDmod when a mod is specifically packaged for it or its author requires it. REDmod is not necessary for every mod: older .archive clothing and vehicle packs can load from archive/pc/mod without it.
CD PROJEKT RED describes it this way: “REDmod is a free DLC for Cyberpunk 2077. It adds integrated support for installing and loading mods into the game, as well as provides new modding tools which you can use to create mods specifically for Cyberpunk 2077.” It launched as free Windows DLC on September 6, 2022, with the Edgerunners Update (Patch 1.6).
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One free scan finds every outdated or missing driver and matches the right update for your exact hardware.Free scan · exact hardware match- Install the REDmod DLC through Steam or GOG. Epic installs it automatically with Cyberpunk 2077 v1.6 or later.
- Check whether the mod includes
info.json. CD PROJEKT RED says: “New, REDmod compatible mods should be placed in the \Cyberpunk 2077\mods folder. You can recognize REDmod compatible mods by checking whether a JSON manifest (info.json) is included.” - Place the complete REDmod-compatible mod folder in
Cyberpunk 2077/mods, then deploy it. Depending on your setup, deployment is available through REDlauncher’s Enable mods control, GOG Galaxy settings, Vortex, or WolvenKit. - After adding or removing a REDmod mod, deploy again. The first game launch after a change can take longer.
The REDlauncher or GOG Galaxy toggle applies to REDmod-compatible mods. The game still supports older archive mods, but CD PROJEKT RED says they “will not appear in the REDmod menu.” REDmod tools are under Cyberpunk 2077/tools/redmod/bin/redMod.exe. If a mod offers both a normal archive package and a REDmod package, follow its compatibility notes; some community guidance prefers the normal package unless REDmod is required because the two loading paths can interact with load order.
How do you install mods from the in-game menu on PC, Mac, or console?
Update 2.5 added an in-game mod.io catalog. It is the relevant option for console modding and a curated alternative on PC or Mac; it does not install or convert Nexus mods.
- Update the game to 2.5 or later. Check the version shown on the main menu.
- Open the main-menu Mods panel. Sign in with a CD PROJEKT RED account and connect it to mod.io. A mod.io account can be created from that CDPR login.
- Check the mod’s description before installing. Confirm its supported platform, game version, and stated requirements. The label Available on consoles indicates console availability, but does not guarantee compatibility with every device, save, or regional edition.
- Install or subscribe using the on-screen option. CDPR’s how-to describes subscribing and restarting; the official site describes installing. Follow the action the game actually displays.
- Confirm it is enabled on that device. In the Installed list, the checkbox next to the mod title must be selected. A subscription that synced to an account does not prove the mod is installed and enabled on another device.
The 2.5 cross-platform support announcement became available on October 22, 2026, according to the mod.io FAQ. The listed platforms are PC, Mac, PS5, PS5 Pro, Xbox Series X|S, and Switch 2. PS4 and Xbox One are not listed. You can use a modded save offline if every required mod is already installed on that device, but you cannot install a new mod while offline.
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CD PROJEKT RED does not review or guarantee community mods: “Cyberpunk 2077 mods are created by the community and not reviewed by CD PROJEKT RED.” It also says it does not create or maintain mods for its games and does not take responsibility for how they function or for issues stemming from their use. Check the creator’s notes, retain an unmodded save, and report a mod-content problem to its creator or mod.io; report a problem with the in-game menu itself to CD PROJEKT RED.
For creator uploads and validation, mod.io lists uncompressed folder limits of 900 MB on PS5 and Xbox, and 250 MB on Switch 2. On Switch 2, an individual file cannot exceed 64 MB. These are upload/validation limits, not a promise that a particular mod will run well on a device.
How can you keep Cyberpunk 2077 mods working after an update?
Treat each game patch as a possible break in compatibility, especially for frameworks that hook into the executable or game systems. The reliable order is: prevent an automatic update when you need time, check the new game version, update core frameworks, update dependent mods, then deploy and test the stack before adding anything else.
Before the game updates
- Delay automatic updates when practical. On Steam, updates normally occur around launch; use the available beta or previous-version options if you need to hold a game version. In GOG Galaxy, turn off automatic updates for the game. Menu labels can change with the launcher.
- Watch for hotfixes as well as major patches. A hotfix can affect mod compatibility even if the main-menu version number does not change.
- Keep a working mod list and save backup. Note which framework versions and dependent mods you use. If a patch arrives before those frameworks are updated, disable the stack and play vanilla or wait; do not assume a partially updated setup is safe.
REDmodding’s troubleshooting guidance captures the general problem plainly: “as long as you’re living on earth, things fall down when you let go of them, and game updates break mods.” Its framework guidance recommends turning off auto-update and upgrading manually once the core mods you need have been brought up to date.
After the patch: update in dependency order
- Confirm the game version. Read the version on the main menu and note the date of the game update or hotfix.
- Check framework releases first. Look at the framework’s Nexus Files tab, sticky posts, and compatibility notes. Prefer a release dated after the patch over a version number frozen in an older guide. A new game version can require a new framework even when the mod itself appears unchanged.
- Update the Cyberpunk Vortex extension as well as the mods. The extension is separate from CET, RED4ext, and the other frameworks. A Japanese 2.5 write-up dated October 23, 2026, noted Vortex extension v0.13.1 REDmod deployment fixes; check for a later release rather than assuming that version remains current.
- Update dependent mods. Once the frameworks are compatible, update each mod that relies on them. Disable or skip any mod without a post-patch file or explicit compatibility confirmation.
- Deploy the complete set. In Vortex, make sure the mods are installed, enabled, and deployed, and resolve deployment errors. For REDmod-format mods, deploy again after changes.
- Launch before restoring the whole collection. Start with frameworks and a small number of essential mods. If the game reaches the main menu and the expected framework checks work, add the remaining compatible content in manageable batches.
Update 2.5 is a reminder not to overstate certainty: as of October 27, 2026, CD PROJEKT RED had not published a list of specific mods broken by that update. ModSafe listed these versions as safe for Patch 2.5 on October 29, 2026: CET v1.38.1, RED4ext v1.31.0, redscript v0.5.32, ArchiveXL v1.28.5, TweakXL v1.12.0, and Codeware v1.21.2. Those are a dated snapshot, not a permanent compatibility guarantee. The current Nexus file date and author notes matter more.
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Shortly after 2.5, community videos and forum posts described compatibility workarounds for RED4ext, ArchiveXL, and TweakXL, including unofficial forks. Treat an unofficial fork as a temporary post-patch workaround only when the framework author’s current notes or a reliable, dated compatibility report support it. Check which files should win conflicts, and replace the workaround with an official compatible release when one is available. Do not install an old official file and an unofficial fork together without following the stated conflict instructions.
Why does Cyberpunk 2077 crash or show “script compilation failed”?
After a patch, an outdated core framework or dependent script mod is a more likely first suspect than a cosmetic archive pack. The game has changed how it reports some script problems: since Patch 2.02, mismatched or corrupted scripts can trigger an error and close the game instead of producing the earlier kind of crash.
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- Crash on launch after an update: disable the mods, confirm the game version, and check whether RED4ext, redscript, or CET has a compatible release. A script-heavy mod may also be incompatible. Do not reinstall every content mod before checking the frameworks they depend on.
- “Script compilation failed”: read the popup, which may name the mod; check for duplicate installs, remove stale versions, clear the game’s
r6/cacheas directed by troubleshooting guidance, verify game files, and reinstall or update redscript if needed. An Atelier-only list can point to missing Virtual Atelier. - REDmod changes do not appear: confirm the mod has
info.json, is inmods/<ModName>, and has been deployed. Emptyingr6/cache/moddedand deploying again is a reported repair step for REDmod oddities. - Vortex reports deployment trouble: confirm the staging folder and game are on the same drive, the staging folder is outside the game folder, Hardlink Deployment is selected, and the mod is enabled. The folder must be on the same drive as the game or deployment can fail.
- A mod appears installed but does nothing: check whether it is enabled, deployed, on the correct platform and game version, and whether its required frameworks and DLC are present. A Nexus installation will not show up as a mod.io subscription.
Useful logs can identify the failing layer:
- CET:
bin/x64/plugins/cyber_engine_tweaks/cyber_engine_tweaks.log - redscript:
r6/logs/redscript_rCURRENT.log - RED4ext:
red4ext/logs/red4ext.log - ArchiveXL and TweakXL: logs under
red4ext/plugins/
If the log does not make the cause clear, disable script-heavy or recently updated mods first. Then bisect: disable half the remaining mods, launch, and repeat on the half that reproduces the problem. This is faster than changing many files at once.
For a clean, reversible reset, disable everything in Vortex and rename—not delete—the relevant folders: mods, plugins, engine, r6, red4ext, archive/pc/mod, and bin/x64/plugins. Verify the game files through Steam, GOG, or Epic, then reinstall compatible frameworks one by one. Move back only mods that have current compatibility information. If you use ReShade, temporarily disable it while diagnosing a crash; antivirus software can also quarantine CET or RED4ext DLLs.
On Linux or Steam Deck, a Steam update may reset launch options. Reapply any required options for your setup. One community-documented Proton configuration is WINEDLLOVERRIDES="winmm,version=n,b" %command%, with Protontricks components d3dcompiler_47 and vcrun2022. These are platform-specific workarounds, not universal requirements; confirm that they apply to your Proton setup before using them.
Do mods work on PS5, Xbox, Mac, or Switch 2?
Use the in-game mod.io menu on platforms where it is available. Vortex and manual Nexus installations are PC-style community mod routes; a Nexus file does not turn into a console-compatible mod just because it changes the same game.
- PS5, PS5 Pro, and Xbox Series X|S: use the in-game catalog. Console trophies and achievements are disabled on modded saves; the save displays a mod.io cog icon.
- Mac: use the in-game mod.io menu for the supported catalog. Community redscript support exists, but it is not official; mods requiring ArchiveXL, Codeware, or CET will not help on Mac according to the supplied compatibility guidance.
- Switch 2: it is listed among the mod.io platforms, with the stated upload limits. The 2.5 rollout date was still described as later, so check the game and menu availability on the specific device.
- PS4 and Xbox One: they are not among the platforms listed for Update 2.5 Cross-Platform Mod Support.
A mod available on consoles is not necessarily available on every platform or region. Read the listing and preserve an unmodded save, particularly before adding a mod that changes quests or mission structure. CD PROJEKT RED advises against adding quest-structure mods mid-playthrough.
Will mods disable achievements or affect cross-progression saves?
On consoles, trophies and achievements are disabled on a modded save. On PC and Mac, players can still earn achievements with mods, according to the mod.io FAQ.
CD PROJEKT RED Technical Support states: “On consoles, Trophies and Achievements are disabled on modded save files. Modded saves are marked by a mod.io (cog) icon displayed next to the save.” The guidance does not say that disabling mods later restores awards for that same save, so do not count on that as a recovery method. Keep an unmodded save if trophies matter to you.
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Cross-progression requires more than signing into the same CDPR account. Enable Cross-Platform Saves from the Load menu or Settings → Gameplay → Enable Cross-Platform Saves, then make sure the destination platform has the same supported mods enabled. CDPR’s support note says the same set of mods must be enabled on both platforms for compatibility. The destination also needs matching paid content: a save using Phantom Liberty content will not load in the base game without that expansion. Regional-edition rules matter too; for example, restricted Japanese console editions cannot load unrestricted PC saves.
Neither CDPR nor mod.io guarantees modded saves across supported platforms. Mods can corrupt or permanently change a save, so back up before changing a large mod set and avoid treating cross-progression as a way to make incompatible mods portable.
Frequently Asked Questions
Can I subscribe to a mod on one device and have it ready on another?
Not necessarily. The account can sync a subscription, but each device still needs the mod installed and enabled locally; check the Installed list on the destination before loading a save.
Can I use a mod that changes Phantom Liberty content without owning the expansion?
Only if that mod does not require expansion content. Phantom Liberty is not a general prerequisite for Update 2.5 or modding, but a mod that edits expansion-specific content can require the expansion, and a save using that content will not load in a base-game-only install.
Can I safely remove a mod after finishing its quest?
There is no universal safe point: item, apartment, and quest mods can leave references in a save after removal. Back up the save and follow the mod author’s uninstall instructions before removing a substantial mod.
Does an “Available on consoles” label guarantee a mod will work with my save?
No. The label identifies console availability, but support can still depend on the device, game version, platform requirements, and regional-edition rules. Check the listing and keep a separate unmodded save.

