First of all, I should say that Cyberpunk's REDmod is very similar to TW3's MODkit, rather than TW2's REDkit. So it's basically a command line tool. You call it from cmd and you use commands to extract archive files and other things. You can download REDmod as a free DLC on GOG, Steam, and EGS (So you must own the game in one of those marketplaces before downloading the modding tool)Looking at perhaps getting in to modding the game. Is there something I can look at that will tell me all I need to know? Do I have to download redengine or something?
I recommend using Wolvenkit.Looking at perhaps getting in to modding the game. Is there something I can look at that will tell me all I need to know? Do I have to download redengine or something?
Some of the middle-ware they use won't let them to release a level editor for modders. They wanted to create another REDkit for TW3 and even promised the modding tools, however they couldn't do it for the reason I mentioned.With the source code of their internal engine in hand, the developers could make a full-fledged game editor for modders. It's a strange decision to support the creation of mods, but not to make a full-fledged editor. As a level designer I'd really like a full-fledged level editor, but so far just a wet dream)
First of all, they didn't promise ANYTHING, they just said that together with the developers of WolvenKit, they are working on a modding tool. What did you expect from them?Weren't the developers supposed to give us actual modding tools, even hiring some of the red kit modders to make them or was that just more launch damage control B.S?
That's an interesting Idea, it's also very similar to the way CDPR designed the levels for TW1, they couldn't do it in Aurora level editor so they did it in 3dsmax and then imported the levels as a single mesh into the engine.Perhaps you should use the capabilities of Blender and give the opportunity to work with meshes and colliders. The same navigation grid can be expressed as a mesh in blender itself, and then with the help of a tool from the developers to convert it into a game Asset, which is understood by the engine. You can also implement a system of flags for objects and collisions.
Them confirming they were working with outside developers of a mod kit on a mod kit makes a "promise" 100% irrelevant as the "confirmation" renders no need for a promise.
"We are extremely pleased to announce that @Blumster, @Nightmarea, @rfuzzo and I will be joining CDPR under my and @Nightmarea's company (https://yigsoft.dev/). We will be working on various projects related to the Cyberpunk 2077 backend and the game's modding support. We are really excited for this and we really hope we can help to bring Cyberpunk 2077 to the next level!"
We are working with Yigsoft on the development of Cyberpunk 2077 modding tools. The modding community has always been very important to us and we are happy to be working with them side by side on further expanding the tools which are available to modders.