> 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. Required game version is 2.21 or higher. 1.2. If you are seeing "Invalid Input" error then it might be enough just to close the game and launch it again to force Input Loader use newly generated keybinds. 1.3. Make sure that you have the latest red4ext and redscript at least, this is critical 1.4. Make sure that new logs are being created in Cyberpunk 2077\r6\logs each time when you run the game 1.5. If you have red4ext, redscript and cybercmd installed then remove cybercmd. You must have red4ext or cybercmd, not both at the same time (and check r6/config folder for any old cybercmd leftovers). 1.6. Check that your Cyberpunk 2077\r6\cache\modded folder is empty, if you don't have that folder - create it (and leave empty) 1.7. Validate your game files integrity 1.8. 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 Check your red4ext log (you can find it in Cyberpunk 2077\red4ext\logs\) to make sure that you don't have outdated red4ext plugins, if you see any warning started with "Could not load plugin" it means that related mod is outdated so remove/update it. 2.2.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.
This is a beautiful mod! I can't believe that CDPR never thought about this. The only issue I have is because I drive using a PS5 controller, bringing up the quickhack menu shows "input invalid" on all my quickhacks, making it look awful because it overlaps with the quickhack themselves hahaha xD. Other than that, it's working perfectly fine, and I will continue to use this. Thank you.
would i be able to hide the prompt for just one quickhack slot? I play on a ps5 controller but had issues with quickhacks applying twice with square, so i just removed the binding. then i get the invalid input so i've just been using options as a placeholder of sorts. Is there anyway to fix this? or is it just part of the mod where it shows invalid input with no binding? I also looked at native db but using IK_None just crashes the game.
Mod functions properly all except glyph displays. When reassigning the hotkeys to controller buttons, the button glyphs randomly don't show up when the quickhack interface is brought up. The buttons all work except up and down on the D-Pad, but those are select buttons, so I didn't expect them to work.
Cant seem to figure out how you accomplished this let alone access the keybind settings, I don't see anything in Mod Settings. How do I set this up on controller like seen above?
Sorry to bother, but how would i remove a button prompt for quick hack 1 specifically. I had an issue where my quickhack 1 would apply twice but wouldn't show, and i managed to remove the button binding for it. However, I now get the [invalid input] prompt and it is really annoying. is there a quick fix for this?
i managed to add left and right trigger by adding thresholdpress on it, however, if you scroll a quickhack and press X/O, both the selected and the quickhack assigned on X will activate.
Hey. I think I discovered a bug with this mod. I'm trying to change some of the default regular keybinds for the game with numbers. For example, chaning the walking key from "G" to "8". When I attempt to do this it says "Binding Failed". I can't do this with the keys 5 to 0. 1 to 4 works.
I was able to replicate this bug with only this mod and prerequisites enabled. I tried following some of your troubleshooting advice but nothing seemed to work. Any ideas? I use an MMO mouse so those keys are very useful to me.
Maybe included xml file is outdated (can't confirm that though, smart frames work ok for me), you can try this: - verify your game files integrity to restore your inputUserMappings.xml to its unedited patch 2.2 state - copy inputUserMappings.xml from Cyberpunk 2077\r6\config\ to Cyberpunk 2077\red4ext\plugins\input_loader\ and overwrite existing file - run the game and check if it works (sometimes Input Loader newly generated changes might not be applied immediately at the first game run so just run the game at least twice after doing all steps).
I tried this and it didn't work. Made sure to boot the game twice.
If I disable this mod, set the keybinds and then re-enable it I am able to play as expected. Problem only happens when trying to assign certain keybinds to certain numbers, not when using them in-game.
After looking at the extremely long list of troubleshooting, and installing everything right, I get ready to load up and....
"REDScript compilation has failed. This error has been caused by mods listed below: - quickhackHotkeys.reds
You should check if these mods are outdated and update them if possible. They may also be incompatible with the current version of the game, in which case you should remove them and try again.
The game will start but no scripts will take effect." :I
This mod was one of the most impactful ones (in a good sense). Its not only handy (would even add, necessary) when playing a netrunner; but also merges perfectly with the thematic of a hacker: you aim at your target then "write" the attacks you want with your keyboard hotkeys.
The only shame is that fantastic feature, not being added yet to vanilla.
Is there a list of usable hotkeys? I was using this: https://nativedb.red4ext.com/e/1069987916070430
However, the only ones that seem to work are the standard numbers + numpad (1 to 0, and NumPad1-9). Every time I try a letter or Fkeys, the game crashes at the main menu.
You have to use the alphanumeric codes, not the number codes. So if you wanted to bind a command to the A button on the NativeDB list where it says "IK_Pad_A_CROSS = 136," you would type "IK_Pad_A_CROSS" instead of "136"
233 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. Required game version is 2.21 or higher.
1.2. If you are seeing "Invalid Input" error then it might be enough just to close the game and launch it again to force Input Loader use newly generated keybinds.
1.3. Make sure that you have the latest red4ext and redscript at least, this is critical
1.4. Make sure that new logs are being created in Cyberpunk 2077\r6\logs each time when you run the game
1.5. If you have red4ext, redscript and cybercmd installed then remove cybercmd. You must have red4ext or cybercmd, not both at the same time (and check r6/config folder for any old cybercmd leftovers).
1.6. Check that your Cyberpunk 2077\r6\cache\modded folder is empty, if you don't have that folder - create it (and leave empty)
1.7. Validate your game files integrity
1.8. 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 red4ext log (you can find it in Cyberpunk 2077\red4ext\logs\) 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
self.usedKBM = enabled;
withself.usedKBM = true;
inside quickhackHotkeys.reds
worked like a charm! thank you.
wish there's a way to rebind the default quickscan left thumb and right trigger buttons to make it 8.
<bindings>
<context name="QuickhackHotkeys" >
<action name="SelectHack1" map="SelectHack1_Button" />
<action name="SelectHack2" map="SelectHack2_Button" />
<action name="SelectHack3" map="SelectHack3_Button" />
<action name="SelectHack4" map="SelectHack4_Button" />
<action name="SelectHack5" map="SelectHack5_Button" />
<action name="SelectHack6" map="SelectHack6_Button" />
<action name="SelectHack7" map="SelectHack7_Button" />
<action name="SelectHack8" map="SelectHack8_Button" />
<action name="SelectHack9" map="SelectHack9_Button" />
<action name="SelectHack10" map="SelectHack10_Button" />
</context>
<context name="VisionActions" append="true">
<include name="QuickhackHotkeys" />
</context>
<mapping name="SelectHack1_Button" type="Button" >
<button id="IK_1" />
<button id="IK_Pad_X_SQUARE" />
</mapping>
<mapping name="SelectHack2_Button" type="Button" >
<button id="IK_2" />
<button id="IK_Pad_Y_TRIANGLE" />
</mapping>
<mapping name="SelectHack3_Button" type="Button" >
<button id="IK_3" />
<button id="IK_Pad_B_CIRCLE" />
</mapping>
<mapping name="SelectHack4_Button" type="Button" >
<button id="IK_4" />
<button id="IK_Pad_RightShoulder" />
</mapping>
<mapping name="SelectHack5_Button" type="Button" >
<button id="IK_5" />
<button id="IK_Pad_DigitLeft" />
</mapping>
<mapping name="SelectHack6_Button" type="Button" >
<button id="IK_6" />
<button id="IK_Pad_DigitRight" />
</mapping>
<mapping name="SelectHack7_Button" type="Button" >
<button id="IK_7" />
<button id="IK_Pad_LeftTrigger" thresholdPress="0.1" thresholdRelease="0.05" />
</mapping>
<mapping name="SelectHack8_Button" type="Button" >
<button id="IK_8" />
<button id="IK_Pad_RightTrigger" thresholdPress="0.1" thresholdRelease="0.05" />
</mapping>
<mapping name="SelectHack9_Button" type="Button" >
<button id="IK_9" />
</mapping>
<mapping name="SelectHack10_Button" type="Button" >
<button id="IK_0" />
</mapping>
</bindings>
i managed to add left and right trigger by adding thresholdpress on it, however, if you scroll a quickhack and press X/O, both the selected and the quickhack assigned on X will activate.
I was able to replicate this bug with only this mod and prerequisites enabled. I tried following some of your troubleshooting advice but nothing seemed to work. Any ideas? I use an MMO mouse so those keys are very useful to me.
If I disable this mod, set the keybinds and then re-enable it I am able to play as expected. Problem only happens when trying to assign certain keybinds to certain numbers, not when using them in-game.
Any other ideas?
"REDScript compilation has failed.
This error has been caused by mods listed below:
- quickhackHotkeys.reds
You should check if these mods are outdated and update
them if possible. They may also be incompatible with the
current version of the game, in which case you should remove
them and try again.
The game will start but no scripts will take effect." :I
The only shame is that fantastic feature, not being added yet to vanilla.
Mod still works in 2.21. :-)
However, the only ones that seem to work are the standard numbers + numpad (1 to 0, and NumPad1-9). Every time I try a letter or Fkeys, the game crashes at the main menu.