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Cyberpunk

redscript

Compiles script mods at game startup. A compile error needs a script-level diagnosis, not another framework installed at random.

By jac3km4 and contributorsAuthor lists 2.5

Who it is for: Mods distributed with redscript code and an explicit redscript requirement.

Before you download

Platforms
PC
Installation
Author release archive
Release reviewed
0.5.32
Sources checked

Use the Windows runtime release required by your chosen mods and game patch. The repository’s source branch is not an installed game release.

Author listing at the source-check date. This version is a reference snapshot, not a tested combination with every other mod.

Release evidence

Evidence type
Author documentation · not game tested
Sources checked
Reviewed mod release
0.5.32 ↗
Author-documented game patch
2.5

Within the 30-day review window · Review due 2026-11-25

Release notes add support for script bundles from game patch 2.5.

Read the reviewed source ↗

These records do not certify a working combination or verify your installed files.

What changes

  • Startup compilation for script mods
  • Compiler logs for diagnosing errors

Using it in your game

Use the Windows game-runtime release, rather than the repository source archive. The runtime compiles participating script mods when the game starts.

If compilation fails, start with the named script and its requirements in the log. The log name can vary by runtime release, so use that release’s documentation.

Before you choose

redscript and RED4ext have different jobs. A script may additionally require native frameworks; follow its own requirements.

Requirements

No additional mod prerequisite is named in the checked author description. Recheck the current release before installing.

Open this mod and its tracked prerequisites together. External runtimes still need your confirmation.

Open the dependency plan →

Install and check

  1. Back up your saves and note the game patch shown in the main menu. Keep the downloaded archive’s installed-file list.
  2. Download the Windows game-runtime archive from the author’s releases, rather than the repository source ZIP.
  3. Extract into the Cyberpunk 2077 game root, keeping the release’s folder structure.
  4. Launch and inspect compilation before adding more script mods.

How to check the result

Check the release’s startup log under r6/logs. The current README names redscript_rCURRENT.log; older releases may use a different log name.

Try this check before adding another mod, so a failure points to the change you just made.

Mods that use redscript

These directory entries name this mod as a prerequisite. Install only the content you want and follow each author’s release requirements.

  • Cyberware-EX

    Expands cyberware slot options, including combinations of operating-system implants.

  • Equipment-EX

    Adds a wardrobe interface for combining compatible clothing and managing saved outfits.

  • Let There Be Flight

    Adds vehicle flight controls with several flight modes. Consult the author’s release notes before using it on a newer patch.

  • Mod Settings

    Adds a settings page that participating redscript mods can configure. Separate from CET’s Native Settings UI.

  • Virtual Atelier

    A framework for in-game clothing stores and item previews. Install a separate store and its items to populate the catalog.

  • Virtual Car Dealer

    Provides a virtual vehicle shop that compatible car packs can populate through TweakXL.

  • Stash and Backpack Search

    Adds text search to the stash and backpack menus so large inventories are easier to navigate.

  • Immersive Timeskip

    Lets you advance time while keeping the world visible, using a custom timeskip widget and hotkey.

Update or roll back

Record the files in your runtime archive. Remove or disable dependent script mods before removing the runtime, following release-specific instructions.

Questions about redscript

Does every redscript mod require RED4ext?

No. Native-framework requirements depend on the specific mod. Do not infer them from the script language alone.

What should I collect for a compilation error?

Keep the compiler log, game patch, runtime release and the last changed mod. Follow the error’s script names before adding more files.

Sources and release notes

Editorial summary by CyberpunkMods. Read our review method or report a correction.

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