> I installed the mod but get scripts compilation erorrs or it does not work 1. Make sure that your game was updated to the latest patch 2. Make sure that all the mod dependencies were updated as well. 3. Open the latest red4ext-2025- file in Cyberpunk 2077\red4ext\logs folder and make sure that RED4ext version matches the one from nexus. If it does then check that this file does not have any errors as well. 4. Try to run the game directly with Cyberpunk2077.exe with no redmod involved 5. Try to delete everything inside Cyberpunk 2077\r6\cache\modded and validate the game files integrity then. 6. If you are using Vortex then disable REDMod Autoconvert option before installing the mod. 7. For SteamDeck users: if you have issues then check this page about how to mod the game on Linux
> I installed the mod but do not see any stores Virtual Atelier does not add any stores by default so you must install them by yourself, just search through nexus
> I installed the mod but do not have Atelier tab You probably installed Browser Extension addon so Atelier will be available under NET tab
> I installed VA but my installed stores do not have any items or have something missing Usually virtual stores do not add any items by themselves, you must install all other item mods which every store requires (go to the store mod nexus page - open Requirements section - download and install everything).
> I installed the mod and got Page not found error or > I installed the mod but don't see Atelier icon or > I installed the mod but see a tab with empty name or Atelier site with no icon You have Atelier files missing in Cyberpunk 2077\archive\pc\mod\ so reinstall the mod (if you are using Vortex then disable REDMod Autoconvert option before reinstalling) Also delete cybercmd if you have it installed and make sure that you have ArchiveXL installed and works ok.
The mod is compatible with the latest patch (2.21). If you have any issues, please follow the instructions in the pinned post.
This thread has been used as a modding troubleshooting section a bit too much, so from now on any messages not related to Virtual Atelier itself will be deleted.
Because it will reset current scroll position if you are selecting stores somewhere in the middle of the list, so just select what you need and and next time it will be at the beginning
Let me get this straight, it's sorted when you entering and you can only scroll after entering, how does it affect scrolling? Also it does not remember the last store used, at least not for me.
Anyway, I figured it out, every time new stores added, stores become unsorted, it will be sorted on second time entering and remain sorted as long as there is no new store added. The purpose is maybe to highlight new stores? But it seems does not work well, not all new stores are at the beginning, that's why I didn't realize it before.
I mean that stores list refreshing will move scroll position to the beginning of the list so it is not refreshed immediately after you favorited the store by that reason. But next time you'll enter stores list favorited stores will be on top of others (favorides are persisted in your savegame). New stores have different marker and not related to that logic.
since i ant report this in the Bug section i will do it here:
so i just found out that when opening the Store and into one of the stores and after exiting all my equipped Weapons and Cyberware is automatically sold.
Read the discussions below, that was caused by Bug Fixes mod 1.1.8 and not related to Atelier. The only way to fix is rollback your save and update DBF mod to the latest version.
Don't remember anything specific which might block that but still very likely because prologue terminals might have non-standard layouts (like for example PC in corpo V office). But if you have Browser Extension + addon then Atelier will be available at any PC which has Net tab
Before, you had save and exit, and load back in to see it. So you could spend corpo money. Patches have fixed it. Noclip(freefly out) theres no vendors that spawn, small bits of loot to be found (alot got patched out) (Played on Ps4/5 to PC) you could jump off Roof(corpo) to go get a few weapons laying about, and spend some the cash.
They have since patched roof spot, and any vendors about. (itlest what I was looking for last night) Non of Laptops I found about map, would show it ether. (I was also have no icon iissue last night....)
I just used CET-buy perk/eddies mod to give me back 100k.. and spent it in V apartment.
After hours of checking why the game would freeze after appearance menu change. many mods later the one causing it for me was the virtual ateliers mod. don't know if it will work for everyone but it did for for me. after i uninstalled it all was fine every other mod worked perfectly.
I'm currently experiencing exactly the same issue another user described:
“To update a bit. All it takes is to enter a VA store page to remove all items. And for whatever reason it gives you a bunch of various drinks and sets your money to 20k... It seems to do it once per load. And also, it deletes all of your cyberware too.”
On the Virtual Atelier thread, some users mentioned that rolling back to a save made before updating Deceptious Bugfixes helped. However, that’s not a viable solution for me, as I've already played many hours since the update.
That said, I’d like to bring attention to the statement from the Deceptious Bugfixes mod author, who strongly denies any involvement in this issue. They shared the following technical clarification:
“This is not an issue from Bug Fixes side, even 1.1.8 before the rollback didn't touch anything related to VA's code/vendors for record in TweakDBInterface.GetRecords(n"Character_Record") { let check_record = record as Character_Record; if (RoundF(check_record.DropsAmmoOnDeathChance()) != 6655) { if !IsDefined(check_record.VendorID()) { TweakDBManager.SetFlat(check_record.GetID() + t".vendorID", TDBID.Create(s"Vendors.Drinks")); TweakDBManager.UpdateRecord(check_record.GetID()); } } }
Just Character_Records and their VendorID's, neither used for VA (The ammo/6655 part is related to VendorsXL).”
Have there been any recent discoveries or updates that could help resolve this bug from the VA side?
At the moment, I’ve had to disable Virtual Atelier entirely to prevent this from happening again, but I’d love to be able to re-enable it safely.
Thanks in advance, and thanks for all your work on the mod.
This is making me crazy. I've disabled Deceptious Bug Fixes. I load a save at the beginning of Playing for Time for a Nomad I just started a play thru with, and the bug hits when I go to the Atelier and click on a store. I loaded a different save, as a Corpo, later in the game (just after completing Panam's storyline), go to the Atelier, and it works perfectly. Like I said, this makes me crazy, and I don't want to have to restart my Nomad build and have to do the entirety of Chapter One, The Heist, flashback, resurrection, etc over again
Have there been any recent discoveries or updates that could help resolve this bug from the VA side?
No, don't see what can be fixed from the VA side tbh. If the issue was caused by the snippet you posted maybe it patched some record which should not be patched. I'll check what's happening if I didn't delete 1.1.8 from my pc
“This is not an issue from Bug Fixes side, even 1.1.8 before the rollback didn't touch anything related to VA's code/vendors for record in TweakDBInterface.GetRecords(n"Character_Record") { let check_record = record as Character_Record; if (RoundF(check_record.DropsAmmoOnDeathChance()) != 6655) { if !IsDefined(check_record.VendorID()) { TweakDBManager.SetFlat(check_record.GetID() + t".vendorID", TDBID.Create(s"Vendors.Drinks")); TweakDBManager.UpdateRecord(check_record.GetID()); } } }
Just Character_Records and their VendorID's, neither used for VA (The ammo/6655 part is related to VendorsXL).”
Ok yeah it was definitely caused by this code, which behaves really weird as it patches 6400+ character records which are not vendors because of inverted if check, not sure that this is exactly what Deceptious planned (dropped a message to VA issue discussion at bugfixes mod bugtracker as well).
As for solutions, still no idea why the issue persists in a savegame (maybe because some base tweakdb records were broken by that patching) so save rollback might be the only choice which will work for sure.
Hey, just wanted to follow up and say I’ve spent quite some time trying to fix this bug. I tested various combinations of CET scripts, Virtual Atelier reinstalls, and even manual save editing using CP77SaveEditor — but unfortunately, the issue persisted in all saves affected after installing DBF v1.1.8+.
A copy of the full bug report follows below (in case it helps anyone else stuck in the same situation):
Bug Report and Community Help Request (Virtual Atelier v1.3.2 & DBF v1.1.8–1.1.10)Game Version: Cyberpunk 2077 v2.21 Mods Involved: Virtual Atelier v1.3.2, Deceptious Bug Fixes (DBF) v1.1.8–1.1.10 Problem Description: After installing DBF v1.1.8, every interaction with Virtual Atelier (v1.3.2) stores results in losing the entire inventory, leaving only quest items and random drinks, and money being reset to exactly €$20,000. This corruption persists even after completely uninstalling DBF, updating it (tested until v1.1.10), reinstalling Virtual Atelier, or even removing and reinstalling all mods. Detailed Steps Already Attempted (Without Success):1. Initial Troubleshooting:
Confirmed all mods and dependencies are up-to-date.
2. Identified Problematic Script (DBF v1.1.8): Discovered that DBF v1.1.8 introduced unintended modifications to TweakDB records by assigning "Vendors.Drinks" as a vendorID to approximately 6441 character records unintentionally, using this script: lua CopyEdit for record in TweakDBInterface.GetRecords(n"Character_Record") {let check_record = record as Character_Record; if (RoundF(check_record.DropsAmmoOnDeathChance()) != 6655) { if !IsDefined(check_record.VendorID()) { TweakDBManager.SetFlat(check_record.GetID() + t".vendorID", TDBID.Create(s"Vendors.Drinks"));TweakDBManager.UpdateRecord(check_record.GetID()); } } }
3. Successful Cleanup of Corrupted Records (via CET): Developed and ran a verified working CET script to remove these corrupted entries: lua CopyEdit local cleaned=0; local recordList={"gamedataCharacter_Record","gamedataLootDrop_Record","gamedataItemDrop_Record","gamedataInteractiveLoot_Record"}; for _,recordType in ipairs(recordList) do local records=TweakDB:GetRecords(recordType); if type(records)=="table" then for _,record in ipairs(records) do local vid=TweakDB:GetFlat(record:GetID()..".vendorID"); if vid and tostring(vid)=="Vendors.Drinks" then TweakDB:SetFlat(record:GetID()..".vendorID",nil); TweakDB:UpdateRecord(record:GetID()); cleaned=cleaned+1; end end end end; print("Cleanup done. Records cleaned: "..cleaned) The script confirmed that the corrupted vendorID entries were removed. However, the inventory loss and money reset issue still occurred. 4. Deep Savegame Analysis and Attempts (CP77SaveEditor): Used CP77SaveEditor (v0.6.1-alpha.1) extensively to replace entire save blocks from a clean save (created before DBF v1.1.8 installation) to the corrupted save, specifically:
Even replacing these core blocks entirely did NOT remove the corruption from the affected savegame. Conclusions and Remaining Questions:
The issue clearly resides deeper within the savegame structure or dynamic entities not editable via standard save editors or CET scripts.
Possibly the bug relates to dynamically spawned instances of VA terminals or scripts persistently tied to player interactions.
Requesting Community/Developer Assistance:Given the complexity, I would like to ask for help or insight from more experienced modders or developers to find a possible solution or explanation. Some possible paths forward:
Advanced CET scripting: Perhaps someone could develop a CET script to forcefully respawn or completely reset all Virtual Atelier terminals and vendors on load.
Expanded save editing tools: Maybe an improved version of CP77SaveEditor could be made to edit deeper-level dynamic objects or entities causing persistent corruption.
Debugging scripts: Possibly a targeted diagnostic tool could reveal exactly which entity or reference is causing the persistent inventory wipe and money reset.
Current Workaround for Players:Currently, the only definitive solution I've found is to revert to an older save (pre-DBF installation). Alternatively, manually migrating your progression (attributes, inventory, perks, mission states) to a clean save works but is extremely time-consuming.
Perhaps someone could develop a CET script to forcefully respawn or completely reset all Virtual Atelier terminals and vendors on load.
There are no such things like Virtual Atelier terminals and vendors, it always uses vanilla game PC. And the issue happened not only with VA, there were a bunch of reports when it happened while entering a cyberware menu as well so it looks like damaged character records are the cause, and entering cyberware / VA menus just highlights the bug.
Imo making diagnostic tool or anything like that does not worth the time, its easier to rollback
From my recent experience. I experienced the 1.1.8 Deceptious not a bug, bug. I started a new game, installed DBF 1.1.10 along with VA and everything is kosher now. Whatever the issue was, it seems to be cleared now...old saves with 1.1.8 DBF are borked tho.
After the most recent update, for whatever reason, buying armor from a VA shop removes all of your items except for what you bought. If it's not this, then it might be the VA shop I purchased from. Edit: False alarm. It looks like its actually a bug with the current version of Deceptious Bug Fixes.
To update a bit. All it takes is to enter a VA store page to remove all items. And for whatever reason it gives you a bunch of various drinks and sets your money to 20k. Is there a file that records the player's inventory when you enter a VA store? If there is, it may be messed up on our end. I'm going to see if storing all of my items, then entering a VA store will fix it in the long run. Update: It seems to do it once per load. And also, it deletes all of your cyberware too.
Starblast16 no idea how I can help here cuz that definitely not at VA side. Perhaps bugfixes mod reacts to vendor menu opening somehow weirdly. Also tried Bug Fixes + older VA versions and the issue is still there.
Yes, i rolled back to 1.16 Deceptious bugfixes and loaded save that was made before i updated this mod, it helped. All saves that was made after update is corrupted
Good news everyone! I found the culprit (at least in my modlist), it's RipperDeck, the mod that allows you to change cyberware without visiting a ripperdoc. I could play the game fine until I opened my cyberware page and then I would lose all my items, cyberware, weapons, armor, quest items, literally everything. Nixed RipperDeck and now everyone works perfectly again!
robomax doubt that RipperDeck itself causing any of that, after all related discussions it more looks like Bug Fixes mod was reacting to various modded menus events somehow, including vendors and cyberware
🤷🏽♀️ I've never used bug fixes and removing ripperdeck prevented the bug, reinstall ripperdeck and the bug comes back. Just sharing here since everybody seems to swarm here for this particular bug
robomax And I was using RipperDeck + VA in all my playthroughs and never had an issue so that's sounded weird to me, so maybe some other mod compatibility involved here
Yeah same, RipperDeck and Virtual Atelier are both normally essentials for me so, I have no idea what went wrong. Regardless, thank you for your time and patience dealing with us non-modders bang rocks together and try to troubleshoot 😅
Yes, me too. When I enter any VA shop it makes everything that I have in the inventory dissapear. Just by entering the shop, not buying. I end up with a naked V and no items in the inventory, no clothes, no weapons or other stuff. And I'm pretty shure it's not the VA fault, must be something else that conflicts with VA, because I tried older VA versions and had the same problem. Do you guys know what is causing this?
i dont really know if this question is asked a lot and literally only today i figured out how to install mods to cyberpunk but do i seriously have to install ALL the mods on the list? ignoring the optional mods to download. also is there a way i can just download all the hard req mods quicker instead of downloading them one by one
do i seriously have to install ALL the mods on the list
Yes, that's how the modding works. It is not like each mod requires a bunch of other new mods each time, just install core things and you will cover most of the existing mods requirements.
3987 comments
> I installed the mod but get scripts compilation erorrs or it does not work
1. Make sure that your game was updated to the latest patch
2. Make sure that all the mod dependencies were updated as well.
3. Open the latest red4ext-2025- file in Cyberpunk 2077\red4ext\logs folder and make sure that RED4ext version matches the one from nexus. If it does then check that this file does not have any errors as well.
4. Try to run the game directly with Cyberpunk2077.exe with no redmod involved
5. Try to delete everything inside Cyberpunk 2077\r6\cache\modded and validate the game files integrity then.
6. If you are using Vortex then disable REDMod Autoconvert option before installing the mod.
7. For SteamDeck users: if you have issues then check this page about how to mod the game on Linux
If it does not work then you can get more help in #mod-troubleshooting channel in Cyberpunk 2077 Modding Discord
> I installed the mod but do not see any stores
Virtual Atelier does not add any stores by default so you must install them by yourself, just search through nexus
> I installed the mod but do not have Atelier tab
You probably installed Browser Extension addon so Atelier will be available under NET tab
> I installed VA but my installed stores do not have any items or have something missing
Usually virtual stores do not add any items by themselves, you must install all other item mods which every store requires (go to the store mod nexus page - open Requirements section - download and install everything).
> I installed the mod and got Page not found error
or
> I installed the mod but don't see Atelier icon
or
> I installed the mod but see a tab with empty name or Atelier site with no icon
You have Atelier files missing in Cyberpunk 2077\archive\pc\mod\ so reinstall the mod
(if you are using Vortex then disable REDMod Autoconvert option before reinstalling)
Also delete cybercmd if you have it installed and make sure that you have ArchiveXL installed and works ok.
This thread has been used as a modding troubleshooting section a bit too much, so from now on any messages not related to Virtual Atelier itself will be deleted.
Anyway, I figured it out, every time new stores added, stores become unsorted, it will be sorted on second time entering and remain sorted as long as there is no new store added. The purpose is maybe to highlight new stores? But it seems does not work well, not all new stores are at the beginning, that's why I didn't realize it before.
so i just found out that when opening the Store and into one of the stores and after exiting all my equipped Weapons and Cyberware is automatically sold.
i have the lates patch
i just hope wen i NG+ that it fixes the problem
Patches have fixed it. Noclip(freefly out) theres no vendors that spawn, small bits of loot to be found (alot got patched out)
(Played on Ps4/5 to PC) you could jump off Roof(corpo) to go get a few weapons laying about, and spend some the cash.
They have since patched roof spot, and any vendors about. (itlest what I was looking for last night) Non of Laptops I found about map, would show it ether. (I was also have no icon iissue last night....)
I just used CET-buy perk/eddies mod to give me back 100k.. and spent it in V apartment.
I'm currently experiencing exactly the same issue another user described:
On the Virtual Atelier thread, some users mentioned that rolling back to a save made before updating Deceptious Bugfixes helped. However, that’s not a viable solution for me, as I've already played many hours since the update.
That said, I’d like to bring attention to the statement from the Deceptious Bugfixes mod author, who strongly denies any involvement in this issue. They shared the following technical clarification:
Have there been any recent discoveries or updates that could help resolve this bug from the VA side?
At the moment, I’ve had to disable Virtual Atelier entirely to prevent this from happening again, but I’d love to be able to re-enable it safely.
Thanks in advance, and thanks for all your work on the mod.
As for solutions, still no idea why the issue persists in a savegame (maybe because some base tweakdb records were broken by that patching) so save rollback might be the only choice which will work for sure.
A copy of the full bug report follows below (in case it helps anyone else stuck in the same situation):
Bug Report and Community Help Request (Virtual Atelier v1.3.2 & DBF v1.1.8–1.1.10)Game Version: Cyberpunk 2077 v2.21
Mods Involved: Virtual Atelier v1.3.2, Deceptious Bug Fixes (DBF) v1.1.8–1.1.10
Problem Description:
After installing DBF v1.1.8, every interaction with Virtual Atelier (v1.3.2) stores results in losing the entire inventory, leaving only quest items and random drinks, and money being reset to exactly €$20,000.
This corruption persists even after completely uninstalling DBF, updating it (tested until v1.1.10), reinstalling Virtual Atelier, or even removing and reinstalling all mods.
Detailed Steps Already Attempted (Without Success):1. Initial Troubleshooting:
- Verified game files integrity multiple times.
- Reinstalled all involved mods (Virtual Atelier, DBF, ArchiveXL, TweakXL, RED4ext, redscript, Codeware).
- Confirmed all mods and dependencies are up-to-date.
2. Identified Problematic Script (DBF v1.1.8):Discovered that DBF v1.1.8 introduced unintended modifications to TweakDB records by assigning
"Vendors.Drinks"
as a vendorID to approximately 6441 character records unintentionally, using this script:lua
CopyEdit
for record in TweakDBInterface.GetRecords(n"Character_Record") {let check_record = record as Character_Record;
if (RoundF(check_record.DropsAmmoOnDeathChance()) != 6655) { if !IsDefined(check_record.VendorID()) { TweakDBManager.SetFlat(check_record.GetID() + t".vendorID", TDBID.Create(s"Vendors.Drinks"));TweakDBManager.UpdateRecord(check_record.GetID());
}
}
}
3. Successful Cleanup of Corrupted Records (via CET):
Developed and ran a verified working CET script to remove these corrupted entries:
lua
CopyEdit
local cleaned=0; local recordList={"gamedataCharacter_Record","gamedataLootDrop_Record","gamedataItemDrop_Record","gamedataInteractiveLoot_Record"}; for _,recordType in ipairs(recordList) do local records=TweakDB:GetRecords(recordType); if type(records)=="table" then for _,record in ipairs(records) do local vid=TweakDB:GetFlat(record:GetID()..".vendorID"); if vid and tostring(vid)=="Vendors.Drinks" then TweakDB:SetFlat(record:GetID()..".vendorID",nil); TweakDB:UpdateRecord(record:GetID()); cleaned=cleaned+1; end end end end; print("Cleanup done. Records cleaned: "..cleaned)
The script confirmed that the corrupted vendorID entries were removed. However, the inventory loss and money reset issue still occurred.
4. Deep Savegame Analysis and Attempts (CP77SaveEditor):
Used CP77SaveEditor (v0.6.1-alpha.1) extensively to replace entire save blocks from a clean save (created before DBF v1.1.8 installation) to the corrupted save, specifically:
Even replacing these core blocks entirely did NOT remove the corruption from the affected savegame.persistentEntities
(stores persistent map objects/entities)FactsTable
(global flags/states)ScriptableSystemsContainer
(persistent script states)Conclusions and Remaining Questions:
- The issue clearly resides deeper within the savegame structure or dynamic entities not editable via standard save editors or CET scripts.
- Possibly the bug relates to dynamically spawned instances of VA terminals or scripts persistently tied to player interactions.
Requesting Community/Developer Assistance:Given the complexity, I would like to ask for help or insight from more experienced modders or developers to find a possible solution or explanation.Some possible paths forward:
- Advanced CET scripting: Perhaps someone could develop a CET script to forcefully respawn or completely reset all Virtual Atelier terminals and vendors on load.
- Expanded save editing tools: Maybe an improved version of CP77SaveEditor could be made to edit deeper-level dynamic objects or entities causing persistent corruption.
- Debugging scripts: Possibly a targeted diagnostic tool could reveal exactly which entity or reference is causing the persistent inventory wipe and money reset.
Current Workaround for Players:Currently, the only definitive solution I've found is to revert to an older save (pre-DBF installation). Alternatively, manually migrating your progression (attributes, inventory, perks, mission states) to a clean save works but is extremely time-consuming.Imo making diagnostic tool or anything like that does not worth the time, its easier to rollback
Edit: False alarm. It looks like its actually a bug with the current version of Deceptious Bug Fixes.
Update: It seems to do it once per load. And also, it deletes all of your cyberware too.
Do you guys know what is causing this?