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Cyberpunk full support #105
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I have repurposed this PR to the full Cyberpunk support update (WIP), since I forgot to split the the commits into a separate branch after the initial fix (first commit) for the ini files errror. |
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With hard links only mode from the upcoming RootBuilder update (Kezyma/ModOrganizer-Plugins#13) everything should work, except Redmods (still needs manual precompilation). |
I'm not sure I want to include in basic games a game plugin that heavily depends on a third-party plugin. Maybe the best option here would be to make your third-party plugin for Cyberpunk. Note that you should still be able to use basic games feature, you simply need to change the relative imports. |
CET v1.27 for Cyberpunk 2.01 added a compatibility fix for USVFS, which requires only the frameworks CET and Red4ext to be copied / hard linked into game root. Will update the PR after some testing. |
Updated to work with CET v1.27 (Cyberpunk 2.01). As described in the wiki, CET and RED4ext frameworks need to be copied or hard linked into root. |
mod support: archive, redscript, RED4ext and CET v1.27.0 (Patch 2.01) moves RED4ext and CET framework to root folder
Copy cache files to overwrite before game start to catch file overwrites. Fix wrong log message (onAboutToRun, qInfo)
Generating archive/pc/mod/modlist.txt from MOs load order (enforce_archive_load_order=True by default)
- auto_deploy_redmod = True (default) Deploy redmod before game launch if necessary - enforce_redmod_load_order = True (default) Enforce the current load order on redmod deployment Clears the deployed files when not needed or for redeploy on load order change.
Added REDmod support with auto precompilation in MOs load order. |
Applied once (setting "configure_RootBuilder") on UI init or RB enabled
If RootBuilder is installed, compatible default settings are now applied. Only thing left might be to check |
PR ready for merge. |
Giving your plugin a try, but a small annoyance is that supplementary files, such as .png files, will throw off the move= part of the GlobPatterns. So far I've tried this with Wingdeer's Hair Collection mod, but any .zip that contains more than just the .archive, will require manual adjusting during installation. Could you look into this please? :) |
@Lhyris can you test this fix, accepting basically all extra files: cyberpunk-v2.2.2 |
Is there any comprehensive and up-to-date guide that will help me successfully set up MO2 for CP2077 step-by-step?! |
The Cyberpunk wiki is up to date, although a bit technical. All other mods should then install and work automatically in MO. |
Current state and workarounds (to be integrated) are described in the wiki page for Cyberpunk 2077
Features
Implemented features in this plugin update
.ini
)root
to be either copied manually into game install dir or automatic via RootBuilderSync mod settings back to mods (some are currently saved to overwrite, since config files get created after game launch).archive
(archive/pc/mod/modlist.txt
) and REDmod (-modlist
)Mod support
Here is an overview of the mod / framework support as of MO 2.5 beta 14 (Cyberpunk game plugin v2.1) and the compatibility with MOs virtual file system USVFS:
archvie/...
(.archive)
r6/...
(.reds)
red4ext/...
(.dll)
bin/x64/plugins/...
(.lua)
mods/*
(info.json, ...)
root: Auto install only into (virtual)
root
folder, compatible with RootBuilder (copy/hardlink). Alternative: copy manually into game dir.* Remarks
.dll
files) need to be copied / hard linked toroot
, dependent mods work with USVFS then.root
(all files), mods work with USVFS.root
files into game dir (only frameworks RED4ext and CET, no mods)Tested with:
Related issues: