> I get corrupted script files error, invalid input error or the mod does not work 1. A few things you must check before any troubleshoting: 1.1. Make sure that you have red4ext 1.17.0 and redscript 0.5.16 at least, this is critical 1.2. Make sure that new logs are being created in Cyberpunk 2077\r6\logs each time when you run the game 1.3. If you have red4ext, redscript and cybercmd installed then remove cybercmd. You must have red4ext or cybercmd, not both at the same time. 1.4. Check that your Cyberpunk 2077\r6\cache\modded folder is empty, if you don't have that folder - create it (and leave empty) 1.5. Validate your game files integrity 1.6. Run your game from Cyberpunk2077.exe directly, with no launchers, mod managers or redmod involved. It is recommended to enable redmod only when you get to the point where your redscript mods work with no issues. 2. Then first and most important rule - read the logs. 2.1. Check your latest red4ext- log in Cyberpunk 2077\red4ext\logs\ folder to make sure that you don't have outdated red4ext plugins, if you see any warning started with "Could not load plugin" it means that related mod is outdated so remove/update it. 2.2. Check your Cyberpunk 2077\r6\logs\redscript_rCURRENT.log file, lines starting with ERROR usually can highlight the broken mod. If you see "Symbol with this name is already defined" error it means that you have either broken base scripts files (validating the game files integrity should fix that) or some mod installed twice (so browse through your log and check if you have installed some other copies of that file which throws an error to the log). 3. If you are using Vortex then make sure that you have REDMod Autoconversion feature disabled before installing any mods. 4. Try to delete everything inside Cyberpunk 2077\r6\cache\modded folder if you have it and verify your game files integrity one more time 5. If you have any issues running redscript based mods then also check your game installation path, if it contains any non-english characters your mods might not work properly.
I installed the mod but do not see the settings menu > Make sure that you are looking under "Mod Settings" menu, not "Mods" (which belongs to Native Settings UI)
I installed the mod but don't see any texts in Mod Settings menu or see weird placeholder labels instead of texts 1. Make sure that you have ArchiveXL and red4ext installed and working 2. Make sure that you have the mod .archive and .xl files in your Cyberpunk 2077\archive\pc\mod folder 3. If you are using Vortex then disable REDMod Autoconversion feature and reinstall the mod.
I installed the mod but hotkeys do not work > Your Input Loader and/or red4ext might be installed incorrectly. Check Cyberpunk 2077\red4ext\logs\red4ext.log to make sure that Input Loader has been loaded. Also it might be enough just to close the game and launch it again to force Input Loader use newly generated keybinds (you have to do that once).
> But patch 2.0 added the same feature, why this mod even needed 2.0 implementation does not have time based or probability based triggers as well as SafeAction / IdleBreak / Lower weapon hotkeys, just use what you like. People are aware about this so stop with "this mod is redundant now" posts plz, messages like this will be deleted.
Why this mod requires so many dependencies? > All dependencies besides redscript are optional, you can use the mod having redscript only (just won't be able to use the hotkeys and mod settings menu)
How to change the hotkeys: - go to Cyberpunk 2077\r6\input folder - open AlwaysFirstEquip.xml with any text editor - find and replace IK_F2 and/or IK_F3 with any other hotkey codes
yep, one created another alwaysfirstequip folder and then there was that one outside insane. i wudn't have been able to see that if i didn't check the logs
not sure if this is actually related to this mod, but I'm having a problem with equipping the arm Cyberware. I'm swapping weapons normally and the first animation works great every time, until I swap to arm Cyberware and all of a sudden V refuses to pull out his Mono wire, and also refuses to pull out any other weapons for about 20 seconds. please help. selecting or unselecting the arm Cyberware option built into this mod doesn't change anything
Found a little odd scenario where Enhanced Vehicle System's default cycleDoor action keybind (F2) and AlwaysFirstEquip button default (also F2) will "conflict" when driving, instead of opening driver's door only (or all doors on long press), Always First Equip's button will draw the weapon, could there be some kind of a failsafe for this scenario ? Rebinding either of the two F2 bound actions does work around the issue but I think one should only work when on foot, the other when driving. Unless there's a first equip animation when driving too ? If so, I haven't noticed that as I mostly drive cars and in TPP.
Translators Revolvers do not animate after ejecting a weapon such as certain shotguns or AssaultLIFEL LHG
For example, if you take out a revolver while equipped with a rifle, the animation doesn't work. This could be just me, as I have a lot of mods installed, but has anyone else experienced the same thing?
yo can any1 help with this, I am using the welcome to the night city pack, really cool mod but I can't setup the hotkey, I use f.e. IK_V, nothing happens, also on the basic f2/f3 it doesn't seem to work, did I understand something incorrectly in the author post? (I reset the game a few times, checked logs, input loader is ok, everything is loading correctly)
1316 comments
> I get corrupted script files error, invalid input error or the mod does not work
1. A few things you must check before any troubleshoting:
1.1. Make sure that you have red4ext 1.17.0 and redscript 0.5.16 at least, this is critical
1.2. Make sure that new logs are being created in Cyberpunk 2077\r6\logs each time when you run the game
1.3. If you have red4ext, redscript and cybercmd installed then remove cybercmd. You must have red4ext or cybercmd, not both at the same time.
1.4. Check that your Cyberpunk 2077\r6\cache\modded folder is empty, if you don't have that folder - create it (and leave empty)
1.5. Validate your game files integrity
1.6. Run your game from Cyberpunk2077.exe directly, with no launchers, mod managers or redmod involved. It is recommended to enable redmod only when you get to the point where your redscript mods work with no issues.
2. Then first and most important rule - read the logs.
2.1. Check your latest red4ext- log in Cyberpunk 2077\red4ext\logs\ folder to make sure that you don't have outdated red4ext plugins, if you see any warning started with "Could not load plugin" it means that related mod is outdated so remove/update it.
2.2. Check your Cyberpunk 2077\r6\logs\redscript_rCURRENT.log file, lines starting with ERROR usually can highlight the broken mod. If you see "Symbol with this name is already defined" error it means that you have either broken base scripts files (validating the game files integrity should fix that) or some mod installed twice (so browse through your log and check if you have installed some other copies of that file which throws an error to the log).
3. If you are using Vortex then make sure that you have REDMod Autoconversion feature disabled before installing any mods.
4. Try to delete everything inside Cyberpunk 2077\r6\cache\modded folder if you have it and verify your game files integrity one more time
5. If you have any issues running redscript based mods then also check your game installation path, if it contains any non-english characters your mods might not work properly.
To get help with other issues join #mod-troubleshooting channel in Cyberpunk 2077 Modding Discord
I installed the mod but do not see the settings menu
> Make sure that you are looking under "Mod Settings" menu, not "Mods" (which belongs to Native Settings UI)
I installed the mod but don't see any texts in Mod Settings menu or see weird placeholder labels instead of texts
1. Make sure that you have ArchiveXL and red4ext installed and working
2. Make sure that you have the mod .archive and .xl files in your Cyberpunk 2077\archive\pc\mod folder
3. If you are using Vortex then disable REDMod Autoconversion feature and reinstall the mod.
I installed the mod but hotkeys do not work
> Your Input Loader and/or red4ext might be installed incorrectly. Check Cyberpunk 2077\red4ext\logs\red4ext.log to make sure that Input Loader has been loaded. Also it might be enough just to close the game and launch it again to force Input Loader use newly generated keybinds (you have to do that once).
> But patch 2.0 added the same feature, why this mod even needed
2.0 implementation does not have time based or probability based triggers as well as SafeAction / IdleBreak / Lower weapon hotkeys, just use what you like. People are aware about this so stop with "this mod is redundant now" posts plz, messages like this will be deleted.
Why this mod requires so many dependencies?
> All dependencies besides redscript are optional, you can use the mod having redscript only (just won't be able to use the hotkeys and mod settings menu)
- go to Cyberpunk 2077\r6\input folder
- open AlwaysFirstEquip.xml with any text editor
- find and replace IK_F2 and/or IK_F3 with any other hotkey codes
Hotkeys reference list is available here
+ русскоязычный дискорд
Everything else is janky, has feature bloat for things I don't want nor need, or outright doesn't work.
Extra points if it uses native binds so you can just use it with controller.
Found a little odd scenario where Enhanced Vehicle System's default cycleDoor action keybind (F2) and AlwaysFirstEquip button default (also F2) will "conflict" when driving, instead of opening driver's door only (or all doors on long press), Always First Equip's button will draw the weapon, could there be some kind of a failsafe for this scenario ?
Rebinding either of the two F2 bound actions does work around the issue but I think one should only work when on foot, the other when driving.
Unless there's a first equip animation when driving too ? If so, I haven't noticed that as I mostly drive cars and in TPP.
Any settings I can tweak to alleviate this?
Revolvers do not animate after ejecting a weapon such as certain shotguns or AssaultLIFEL LHG
For example, if you take out a revolver while equipped with a rifle, the animation doesn't work.
This could be just me, as I have a lot of mods installed, but has anyone else experienced the same thing?
https://youtu.be/EduDHok4fsA
On PC, the default button is the the ALT button.
On XBox controller, its the 'Y" button.
Not sure what the button on PS5.
Steps:
1. Have your weapon holstered.
2. Press "Unholster" twice in a row. (Basically the reverse of holstering your weapon)
3. Watch animation.
Attacking will cancel the animation.
Confirmed to still work with 2.1.2a