Cyberpunk 2077 adds official modding support

NPCs of Cyberpunk 2077
(Image credit: CD Projekt Red)
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Cyberpunk 2077 mods (opens in new tab) have been popping up almost since the game itself released on December 10, and now things might get a bit easier for those busy modders. The first official modding support tools for Cyberpunk 2077 have now arrived.

That's promising news: it's been a question for a while if modding would be officially supported post-launch by CD Prokekt. If you recall, back in 2019, CD Projekt global community lead Marcin Momot said, "Obviously, we would love to support the modding community in the future, but for the time being we want to focus on releasing the game first."

Well, the game is out, and due to its buggy nature it could definitely use the benefit of more mods. What's available now on the official modding support page (opens in new tab) doesn't sound like a whole lot (at least when compared to The Witcher 3's official modkit (opens in new tab)), but its a start:

  • Metadata: Per game release, required by some of the tools
  • ArchiveDump: A utility for listing contents of game data archives
  • TweakDump: A utility for listing contents of game Tweak DB (game settings) binaries
  • TweakDB IDs: A list of IDs of Tweak DB entries. Generated using TweakDump and tweakdb.str metadata

"Tools will be continuously updated alongside with game patches to ensure compatibility," the site reads. Modders who want to start diving in to make mods should also read the licence agreement (opens in new tab) first.

It's been a rough few weeks for Cyberpunk 2077—an apology video didn't do much but raise more questions (opens in new tab), the first major patch aimed at fixing bugs introduced an entirely new bug (opens in new tab), and CDPR is facing more than one lawsuit (opens in new tab) over the troubled release. There's also still no word when Cyberpunk 2077 will return to PlayStation consoles, where it was removed from sale (opens in new tab) on December 18.

Christopher Livingston
Staff Writer

Chris started playing PC games in the 1980s, started writing about them in the early 2000s, and (finally) started getting paid to write about them in the late 2000s. Following a few years as a regular freelancer, PC Gamer hired him in 2014, probably so he'd stop emailing them asking for more work. Chris has a love-hate relationship with survival games and an unhealthy fascination with the inner lives of NPCs. He's also a fan of offbeat simulation games, mods, and ignoring storylines in RPGs so he can make up his own.