REDmod support under Patch 1.7? Any official news or statement?

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The majority of my mods in the game are REDmod, and I'm wondering if it has been stated that they will continue to work after Patch 1.7 arrives in a few months.

Not looking for speculation...I'm wondering about official statements. Has anybody asked the developers? Have they said anything?
 
Since they introduced Redmod just recently I don't expect them to discontinue it.
I wouldn't be surprised if they moved to Redmod Only though.
 
The majority of my mods in the game are REDmod, and I'm wondering if it has been stated that they will continue to work after Patch 1.7 arrives in a few months.

Not looking for speculation...I'm wondering about official statements. Has anybody asked the developers? Have they said anything?
They'll be fine unless they also require another component such as CET or red4ext.
 
Don't share your optimism.
All the changes to the game systems will require many mods to be redone by scratch. It's almost a completely new game.
Right.

That will likely be the case now that you got me thinking about it more. I was only speaking to a mod not causing a CDT or script error, but if they reference say material that no longer exists or the game is trying to load something not present in your outdated mod it could be a problem. env mods such as my own GITS and DREDD are done for (1.61 already broke DREDD) from what I can tell as it appears they've made changes to the cloud system(s) and atmosphere. That's not even considering how NRC, PT or new raster edits/features present in an updated env might behave when you override with an outdated one. I expect it to be an entirely new env as they did the same for 1.5 actually.

Appearance change mods may be fine clothing wise, but if they're for characters who have an updated head mesh those will need to be reworked.
 
Don't share your optimism.
All the changes to the game systems will require many mods to be redone by scratch. It's almost a completely new game.

This.

Most mods will break. 100% certain of it. The changes seem far too extensive. They will need updating

OP, don't expect an official statement from CDPR about mod functionality. No developer will comment on whether mods will keep on working after an update. The functionality will remain, the mods will need updating.
 
That list wasn't accurate though. Plenty of those, several often remarked as "the best ones", did not work and still don't. One of them being entirely reliant on DX11 will never work with the DX12 version.
Which ones, I didn't try of course, but I guess those which were indicated as "compatible" like Fast Travel from Anywhere worked on the next-gen update directly.
But on the list, the majority weren't compatible... And :
Mind that the list may not be 100% accurate (the game was under development while the list was being gradually compiled and afterwards, also mods can change).
 

Well, I'll be damned, I had not seen that and I figured they would never because... well, because of the very reason @BabaBooey88 indicated. They didn't exactly work lol and even CDPR went "well, it's not 100% accurate".

Anyway, the changes coming to CP2077 look to be far more extensive than the NG update to TW3. I don't see them investing any amount of time testing mods when it's clear the majority will bork on release.
 
Be prepared to play PL without mods on first playthrough.
We have a very active mod community who updated the core mods within a few days after the last breaking patches. But this were just rebuild adjustments without real ingame changes. Most mods depend on a handful of core mods, if these aren't adjusted the whole thing breaks. It's not like our mod authors get early access so they can prepare, and the update looks like it will launch close to PL release.
Also the mod authors might want to play PL themselves when it's new instead of spending all of their time investigating the mechanics and rewriting their mods.
 
Thanks for all the replies...so nothing official then?

It seemed to me that the REDmod format _might_ sidestep many or all of the problems less formally established mods and mod systems have with patch upgrades. I guess we'll just have to wait and see.
 
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