Adding mods
Adding a mod puts it in your library. It doesn’t touch the game: the mod goes on the list, and you deploy when you’re ready.
From a file or folder
- Press Add mod in the Mods view’s title bar, or on the REDdeck page’s toolbar.
- Pick a
.zip,.7zor.rarfile, or a folder.
REDdeck unpacks it, works out what kind of mod it is and where each file belongs in the game folder, and adds it to the list. It asks you only when it can’t tell, for example when the download contains a choice of options.
Tip: keep the original download. REDdeck keeps a copy of it in its
downloadsfolder too, so a mod can be added again later. See Library, disk space and loadouts.
How REDdeck decides where files go
Mod downloads from Nexus aren’t consistent. Some are laid out from the game folder down, some contain only a bare .archive file, some have a readme and two option folders. Other managers handle this with dozens of special-case installers. REDdeck uses one set of rules: it looks for folder and file names it recognises, and maps every file to its place under the game folder.
| If the download contains | Kind | Files go to |
|---|---|---|
archive/pc/mod/, or a .archive file anywhere |
archive (and xl for .archive.xl files) |
archive/pc/mod/ |
A REDmod package (info.json with archives, scripts or tweaks beside it) |
redmod |
mods/<name>/ |
r6/scripts/ or .reds files |
reds |
r6/scripts/<mod name>/ |
r6/tweaks/ or TweakXL .yaml files |
tweak |
r6/tweaks/<mod name>/ |
init.lua or a cyber_engine_tweaks/mods/ folder |
cet |
bin/x64/plugins/cyber_engine_tweaks/mods/<mod name>/ |
red4ext/plugins/, or a .dll with no .exe beside it |
red4ext |
red4ext/plugins/<mod name>/ |
r6/audioware/, r6/input/, r6/config/, engine/config/ or .asi files |
audioware, input, config, asi |
The same path in the game folder |
| A framework’s own files (RED4ext, CET, redscript, ArchiveXL, TweakXL and others) | framework |
The same path, shown in the Frameworks group |
When REDdeck asks
If nothing matches, or a download offers a choice (folders such as “Option A” and “Option B” that contain the same kinds of files), REDdeck asks. It shows the folder tree with its best guess, and you correct it once. The answer is stored with the mod, so it isn’t asked again.
In the library, each mod’s folder is laid out exactly as it will deploy. So “what will this mod do to my game folder?” is answered by looking in its folder, and you or an assistant can check or fix a mod with File Explorer.
From Nexus Mods
| How | Steps |
|---|---|
| Mod manager download | With REDdeck handling Nexus download links, press Mod manager download on any file on Nexus. The file lands in your library |
| Paste a link | Without link handling, copy the nxm:// link (right-click Mod manager download, copy link) and use Nexus: add from a link |
| Update from a row | When a mod says update 1.2 available, click it. See Nexus Mods |
Mods added from Nexus remember their Nexus id, so REDdeck can check them for updates.
From Vortex
Import from Vortex copies the mods Vortex has for Cyberpunk into the library, with their names, versions and Nexus ids. Vortex keeps its own copies. See Switch from Vortex.
From a REDcode project
Add from REDcode project adds a REDcode or WolvenKit project’s packed output as a mod that follows the project. Pack the project again and the library copy refreshes. See REDdeck and REDcode.
Versions
A mod has one row however many of its versions are in the library. The newest, or the one that’s on, stands for it. The others wait in the version dropdown on the REDdeck page and in Switch version… on the right-click menu. Adding a version the library already has does nothing.
To go back to an older version, switch to it and deploy. To clear out old versions, see Library, disk space and loadouts.
Removing a mod
Right-click it and choose Remove, or use the detail panel. This deletes the mod from the library. If it was deployed, its files come out of the game at the next deploy.