Version 0.5 - fixed a visual bug where some archives are listed twice when losing/winning - added mod status icons (has winning conflicts, has losing conflicts, is obsolete)
————————— Planned features - DONE filters - DONE show not-conflicting files # - DONE load order management - DONE more help text - DONE show mod status icons - Display REDmod archive conflicts - conflict check for tweaks and scripts
How does load order work in Cyberpunk 2077? Archives in Cyberpunk are loaded binary-alphabetically. This means that a mod called "modaa" loads before "modbb", but "modA" loads before "modaa" and "modbb". Special characters also load according to binary sorting: "!" and "#" before "A", but "_" after "Z". Check the ASCII character set for more info: https://en.wikipedia.org/wiki/ASCII#Character_set/. Additionallty, all REDmod archives are strictly loaded after archives in the /archive/pc/mod folder
However, the game provides a way to adjust archive load order without renaming the files: Archives in "modlist.txt" in your "/archive/pc/mod" folder are loaded according to this list. This app uses the modlist.txt file to order mods without renaming the files. (can be toggled on or off in the app)
100% GUARANTEED WAY TO MAKE THIS WORK WITH MO2 CORRECTLY!
I got back to modding Cyberpunk and forgot how to do this. There are alot of "guides" below that result in nothing working correctly. Here is the definitive way of making this work with MO2. I guarantee this works. Follow it step by step and it WILL work. If it doesn't you did something wrong. Just try again and follow this guide STEP BY STEP.
I wrote this in a way a toddler can understand mostly for myself for future reference do not get offended it is not personal lol.
If the creator of this mod is still somewhere active please sticky this.
STEP ONE Download Archive Conflict Checker with MO2.
STEP TWO Double click Archive Conflict Checker Mod in right side pane. It will give you a warning that the file structure is incorrect. Right-click on <cyberpunk 2077> -> Create Directory -> archive Right-click on <archive> -> Create Directory -> pc Right-click on <pc> -> Create Directory -> mod Name the mod ARCHIVE CONFLICT CHECKER. Click OK. STEP THREE Hit downwards facing arrow next to RUN. Click EDIT. Click the + sign. Go to directory of step 2. Select red4-conflict.exe. For me this is located in D:\MODDING\CYBERPUNK 2077\mods\Archive Conflict Checker\archive\pc\mod\red4-conflicts.exe Click ... next to Start in. Navigate to the actual GAME DIRECTORY. Not the mod but the GAME. For me this is D:\GAMES\GOG Games\Cyberpunk 2077\archive\pc\ You will see there is no mod folder. This fine DO NOT MAKE ONE. Click select folder. Now manually write \mod after \pc. So you get \archive\pc\mod. Click FORCE LOAD LIBRARIES. Click CREATE FILES IN MOD INSTEAD OF OVERWRITE. Select the Archive Conflict Checker mod in the dropdown list next to it. Click APPLY and OK.
STEP FOUR Select red4-conflicts from dropdown menu next to RUN and click RUN. Make sure Enable load order re-ordering is checked. Make sure the archives path is set to the GAME DIRECTORY. For me this is D:\GAMES\GOG Games\Cyberpunk 2077\archive\pc\mod. Move one mod up or down to generate list. Close Archive Conflict Checker. STEP FIVE Right click on the Archive Conflict Checker mod. Click open in Explorer. Navigate to archive->pc->mod. You will see the modlist in there. This is the modlist that will be generated and used everytime by Archive Conflict Checker. You can delete it to start a fresh load order or replace it with a modlist from a collection to make it reorder according to that list.
STEP SIX You are done. It is working. If it doesn't YOU did something wrong. I repeated this 3 times to make absolutely SURE it works and it does. Don't tell me it doesn't. IT DOES, delete everything and start from step one. No one needs to make another small tutorial, this works guaranteed.
What does it mean when I have many winning mods but no losing mods in a conflict? Aren't there supposed to be something they are overwriting in a conflict?
Also, it would be great if there is a way to adjust font size. On my 27" 1440p monitor, the fonts are tiny for this mod. If I try to move to my side monitor which is a vertical touch screen 16", this would be impossible to see unless getting right up close.
I FINALLY got this working in Mod Organizer 2, here's how I have it set up:
Download via 'mod manager download' and install in MO2
right-click the mod in MO2 and select 'open in explorer', then create new folder tree: archive\pc\mod
place the red4-conflicts.exe inside archive\pc\mod
Add red4-conflicts as an executable in MO2:
the 'Binary' should be the location of the exe that we set up above (in your MO2 game instance for Cyberpunk) in my case it is "D:\Games\ModTools\Mod Organizer 2 Game Instances\Cyberpunk 2077\mods\Archive Conflict Checker Tool\archive\pc\mod\red4-conflicts.exe"
Leave 'Start in' completely blank
Check 'Force load libraries', click 'apply' and 'ok'
enable the mod in the left hand side of MO2, and select the executable from the drop down on the right, then click 'run'
At first, it still said it found 0 conflicts across 0 archives. It was still trying to default to the "Mod Organizer 2 Game Instances\Cyberpunk 2077\mods" folder where the mods are installed. I had to change the "archive path" to the virtual file path used by MO2 for loading mods.
in my case, it is "D:\Games\SteamLibrary\steamapps\common\Cyberpunk 2077\archive\pc\mod". However, this folder does not exist on my pc, since all my mods (except CET and red4EXT) are installed via MO2. So i had to type the path in, rather than navigate to it in the explorer
click the three dots next to 'archives path' to update the path
manually type (or copy/paste) the file path into the explorer
click 'select folder', and click 'Re-check conflicts'
It took a second to load, but after that it worked for me. I hope this helps anyone else who may be struggling to get it working. If it still doesn't work, try asking in the MO2 discord, and good luck
This needs to be stickied. I've been fighting with this for an hour.
If I can return the favor to anyone else struggling to get Conflict Checker buckled up and ready to drive in MO2, hopefully saving them the grief and headache that I just went through, another critically important thing to keep in mind is that Windows can throw an "access denied" error for all kinds of stupid reasons. MO2 will assume it's your antivirus, but that's not necessarily always the case. Before you walk down that dark alley where Windows Defender and his boys are drinking beers and throwing bottles at the wall, check and make sure that your executable path has the correct syntax. In my case, I had accidentally left off a quotation mark when I copied and pasted the validated pathname.
I have no idea what has changed, but after getting it to work once and editing my modlist a bit, now I can't get Conflict Checker to run at all no matter what I do.
Didn't get this to work manually so i tried to copy this guide, but with Vortex. I just added d4-conflicts.exe as a tool (vortex version of "executable" i guess). It worked perfectly! Thanks (*¯ ³¯*)♡
i'm sorry you had such a terrible time, here's what i did to get it to work under MO2:
when i first started using MO2, i already had Archive Conflict Checker installed in my main game folder (steamapps\common\Cyberpunk 2077\red4-conflicts.exe). i did not change any of the settings in Conflict Checker, just kept it pointed at where it was already pointed.
in MO2, change the Run menu selector to "Explore Virtual Folder" and click Run. MO2 will open your Cyberpunk 2077 inside an instance of Explorer++ with all of the mods virtually applied to the file structure. you can run red4-conflicts.exe from inside of Explorer++, and it will work normally (though might take a long time to load, just wait it out) and generate a modlist.txt file which gets caught by MO2 and held in the Overwrite section - you can just leave it there and let MO2 handle it and edit it whenever you want with red4-conflicts from inside of Explorer++. MO2 will stay locked (same as though you were playing the game) until you close the conflict checker and explorer++ windows.
why is better surface get applied in game? that's not suppose to happen right? I even verified this through archive conflict checker, and it shows that better surfaces is losing, but why is it that they get applied in game?
Does anyone know how to use this tool? There's literally no explanation by the creator anywhere. Not sure how it's useful when you can't even figure out how it works.
Like wtf does "winning & losing" even mean? What's the context? How are the mods compared to each other? How do I tell? Like seriously this tool has no point without a guide.
"Winning and losing" are terms referring to two different mods that alter the same thing. An example of this would be, lets say, you download two mods that both alter the Overwatch sniper. The one which loads first, "wins" the conflict (conflict meaning they're both fighting to change the same thing) and the one that loads after, loses.
The way mods are loaded in Cyberpunk is via the ASCII-Alphabetical order.
Winning and losing isn't always a bad thing. It can just mean the mod you're using could be winning over base game files. If you've successfully loaded your mod folder into the tool, you'll see red and green. In the right panel, click the drop down menus under the mods and scroll to the right. You'll see exactly how your mods are interacting with your game and other mods.
The left panel is used for reordering your mods. Remember, higher wins. If you click the tick-box at the top of the left pane, it enables modlist re-ordering. Click and drag a mod up or down to adjust which will win the conflict. Doing this will generate a file in the same location where the red4-conflicts.exe is located called "modlist.txt". By placing this file into the same file location as your mod archives, the game will read the .txt file and obey it's ordering. Doing this allows you to reorder mods that really shouldn't be renamed conventionally, as this can break some mods.
You can find more information about Load Ordering and Conflicts here: https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/load-order
Also, read the mod description extensively. It's very intuitive. Also, there's no need for the hostility. Mods are free and extremely time consuming.
Loading first = winning conflict is an important distinction from other games where loading LAST = winning conflict. I did not know that until I read this comment!
can you help me then? I use unchainned texture with better surface texture and have make sure that they loses from the app. but the game actually loads the unchainned instead of better surface texture.
even though I had them in this order: x_chainned_textures_undisdain_aio.archive Better Surfaces Textures.archive
if possible I'd change the name of this mod to reflect its ability to reorder the load order without renaming files. if not possible, I'd put more related terms to this in the description for SEO
ASBOLUTE LIFESAVER. Been googling how to edit load order with vortex mods and didn't find any mention of this. Fortunately, came across it in someones comment on a texture mod.
Quick question, if a mod is only losing. Does this mean it is not doing anything? Like it's not even overwriting vanilla files?
The reason I ask is I've got multiple texture mods, one of them is shown as winning 0 and losing 100+ to other mods. If it is the case that this means it's not even overwriting vanilla files, then I may as well delete the mod.
Thanks again for this mod. It really needs to be more known about.
467 comments
- fixed a visual bug where some archives are listed twice when losing/winning
- added mod status icons (has winning conflicts, has losing conflicts, is obsolete)
—————————
Planned features
- DONE
filters- DONE
show not-conflicting files #
- DONEload order management- DONE
more help text
- DONEshow mod status icons- Display REDmod archive conflicts
- conflict check for tweaks and scripts
Archives in Cyberpunk are loaded binary-alphabetically.
This means that a mod called "modaa" loads before "modbb", but "modA" loads before "modaa" and "modbb".
Special characters also load according to binary sorting: "!" and "#" before "A", but "_" after "Z".
Check the ASCII character set for more info: https://en.wikipedia.org/wiki/ASCII#Character_set/.
Additionallty, all REDmod archives are strictly loaded after archives in the /archive/pc/mod folder
However, the game provides a way to adjust archive load order without renaming the files:
Archives in "modlist.txt" in your "/archive/pc/mod" folder are loaded according to this list.
This app uses the modlist.txt file to order mods without renaming the files. (can be toggled on or off in the app)
I got back to modding Cyberpunk and forgot how to do this. There are alot
of "guides" below that result in nothing working correctly.
Here is the definitive way of making this work with MO2. I guarantee this works. Follow it step by step and it WILL work. If it doesn't you did something wrong. Just try again and follow this guide STEP BY STEP.
I wrote this in a way a toddler can understand mostly for myself for
future reference do not get offended it is not personal lol.
If the creator of this mod is still somewhere active please sticky this.
STEP ONE
Download Archive Conflict Checker with MO2.
STEP TWO
Double click Archive Conflict Checker Mod in right side pane.
It will give you a warning that the file structure is incorrect.
Right-click on <cyberpunk 2077> -> Create Directory -> archive
Right-click on <archive> -> Create Directory -> pc
Right-click on <pc> -> Create Directory -> mod
Name the mod ARCHIVE CONFLICT CHECKER.
Click OK.
STEP THREE
Hit downwards facing arrow next to RUN.
Click EDIT.
Click the + sign.
Go to directory of step 2. Select red4-conflict.exe.
For me this is located in D:\MODDING\CYBERPUNK 2077\mods\Archive Conflict Checker\archive\pc\mod\red4-conflicts.exe
Click ... next to Start in. Navigate to the actual GAME DIRECTORY. Not the mod but the GAME.
For me this is D:\GAMES\GOG Games\Cyberpunk 2077\archive\pc\
You will see there is no mod folder. This fine DO NOT MAKE ONE.
Click select folder. Now manually write \mod after \pc. So you get \archive\pc\mod.
Click FORCE LOAD LIBRARIES.
Click CREATE FILES IN MOD INSTEAD OF OVERWRITE. Select the Archive Conflict Checker mod in the dropdown list next to it.
Click APPLY and OK.
STEP FOUR
Select red4-conflicts from dropdown menu next to RUN and click RUN.
Make sure Enable load order re-ordering is checked.
Make sure the archives path is set to the GAME DIRECTORY. For me this is D:\GAMES\GOG Games\Cyberpunk 2077\archive\pc\mod.
Move one mod up or down to generate list. Close Archive Conflict Checker.
STEP FIVE
Right click on the Archive Conflict Checker mod. Click open in Explorer.
Navigate to archive->pc->mod.
You will see the modlist in there. This is the modlist that will be generated and used everytime by Archive Conflict Checker.
You can delete it to start a fresh load order or replace it with a modlist
from a collection to make it reorder according to that list.
STEP SIX
You are done. It is working. If it doesn't YOU did something wrong. I repeated this 3 times to make absolutely SURE it works and it does.
Don't tell me it doesn't. IT DOES, delete everything and start from step one.
No one needs to make another small tutorial, this works guaranteed.
Good luck and enjoy modding Cyberpunk!
Thank you
Also, it would be great if there is a way to adjust font size. On my 27" 1440p monitor, the fonts are tiny for this mod. If I try to move to my side monitor which is a vertical touch screen 16", this would be impossible to see unless getting right up close.
- Download via 'mod manager download' and install in MO2
- right-click the mod in MO2 and select 'open in explorer', then create new folder tree: archive\pc\mod
- place the red4-conflicts.exe inside archive\pc\mod
Add red4-conflicts as an executable in MO2:in my case it is "D:\Games\ModTools\Mod Organizer 2 Game Instances\Cyberpunk 2077\mods\Archive Conflict Checker Tool\archive\pc\mod\red4-conflicts.exe"
At first, it still said it found 0 conflicts across 0 archives. It was still trying to default to the "Mod Organizer 2 Game Instances\Cyberpunk 2077\mods" folder where the mods are installed. I had to change the "archive path" to the virtual file path used by MO2 for loading mods.
in my case, it is "D:\Games\SteamLibrary\steamapps\common\Cyberpunk 2077\archive\pc\mod". However, this folder does not exist on my pc, since all my mods (except CET and red4EXT) are installed via MO2. So i had to type the path in, rather than navigate to it in the explorer
It took a second to load, but after that it worked for me. I hope this helps anyone else who may be struggling to get it working.
If it still doesn't work, try asking in the MO2 discord, and good luck
Thank you rfuzzo for such a great mod!
If I can return the favor to anyone else struggling to get Conflict Checker buckled up and ready to drive in MO2, hopefully saving them the grief and headache that I just went through, another critically important thing to keep in mind is that Windows can throw an "access denied" error for all kinds of stupid reasons. MO2 will assume it's your antivirus, but that's not necessarily always the case. Before you walk down that dark alley where Windows Defender and his boys are drinking beers and throwing bottles at the wall, check and make sure that your executable path has the correct syntax. In my case, I had accidentally left off a quotation mark when I copied and pasted the validated pathname.
you're a f*#@ing hero
This method got it working for me on MO2 on Linux through Proton
when i first started using MO2, i already had Archive Conflict Checker installed in my main game folder (steamapps\common\Cyberpunk 2077\red4-conflicts.exe). i did not change any of the settings in Conflict Checker, just kept it pointed at where it was already pointed.
in MO2, change the Run menu selector to "Explore Virtual Folder" and click Run. MO2 will open your Cyberpunk 2077 inside an instance of Explorer++ with all of the mods virtually applied to the file structure. you can run red4-conflicts.exe from inside of Explorer++, and it will work normally (though might take a long time to load, just wait it out) and generate a modlist.txt file which gets caught by MO2 and held in the Overwrite section - you can just leave it there and let MO2 handle it and edit it whenever you want with red4-conflicts from inside of Explorer++. MO2 will stay locked (same as though you were playing the game) until you close the conflict checker and explorer++ windows.
so I use enforce_archive_load_order and reverse_archive_load_order to true, and I had them in this order:
x_chainned_textures_undisdain_aio.archive
Better Surfaces Textures.archive
why is better surface get applied in game? that's not suppose to happen right? I even verified this through archive conflict checker, and it shows that better surfaces is losing, but why is it that they get applied in game?
Like wtf does "winning & losing" even mean? What's the context? How are the mods compared to each other? How do I tell? Like seriously this tool has no point without a guide.
The way mods are loaded in Cyberpunk is via the ASCII-Alphabetical order.
Winning and losing isn't always a bad thing. It can just mean the mod you're using could be winning over base game files. If you've successfully loaded your mod folder into the tool, you'll see red and green.
In the right panel, click the drop down menus under the mods and scroll to the right. You'll see exactly how your mods are interacting with your game and other mods.
The left panel is used for reordering your mods. Remember, higher wins. If you click the tick-box at the top of the left pane, it enables modlist re-ordering. Click and drag a mod up or down to adjust which will win the conflict. Doing this will generate a file in the same location where the red4-conflicts.exe is located called "modlist.txt". By placing this file into the same file location as your mod archives, the game will read the .txt file and obey it's ordering. Doing this allows you to reorder mods that really shouldn't be renamed conventionally, as this can break some mods.
You can find more information about Load Ordering and Conflicts here:
https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/load-order
Also, read the mod description extensively. It's very intuitive. Also, there's no need for the hostility. Mods are free and extremely time consuming.
even though I had them in this order:
x_chainned_textures_undisdain_aio.archive
Better Surfaces Textures.archive
why is this happening?
As a workaround you can directly modify the modlist.txt file.
Quick question, if a mod is only losing. Does this mean it is not doing anything? Like it's not even overwriting vanilla files?
The reason I ask is I've got multiple texture mods, one of them is shown as winning 0 and losing 100+ to other mods. If it is the case that this means it's not even overwriting vanilla files, then I may as well delete the mod.
Thanks again for this mod. It really needs to be more known about.