Will cyberpunk be Moddable?
Cyberpunk 2077 will not have mod support at launch, CD Projekt Red confirmed. While the studio’s previous The Witcher games support a variety of mods, players will have to wait a bit longer to see what weird stuff they can come up with in the Cyberpunk universe as the devs are focusing on actually shipping the game first.
Mods in Cyberpunk 2077?
A main reason I’m still or will generally be in favor of it is that already complex or “free form” (such as RPGs with more options than a linear shooter for example) games become even more complex or vast in their own way, from little details to game play or graphical overhauls and new content.
It in essence allows the user base to further tweak and customize and the more it can do this thanks to dev support and solid tools, the merrier or better the options and results. On an abstract level, the user base gets happier as they can further tailor the game to their needs while everything remains optional and free. In turn thanks to paid DLCs, the general modding community benefits from new content the can then incorporate, as has often been the case.
I can hardly find reasons against good modding and modding tools from a consumer perspective.
The only or actual hard downside is: Good modding tools or the good foundation for modding have to usually come from the developer. And that’s the issue: Time and money constraints plus priorities. I think we could all throw our hands up in the air, company and consumer, and yell “Hooray (extensive) modding!” in unison but someone has to lay that foundation and with other things to do it’ll be on the backburner or maybe not ever be as finalized or added like we know from some other games.
My ultimate dream, if not for this game then the next CP game or so in the series, a strong empowering modding tool akin to the TES/Fallout creation kits that Bethesda made – or any similar comparable modding tool that allows you to tweak many parts of the game – so that we get to see all these various kinds of mods we for example know from Skyrim, Fallout, etc. Opposed to ‘weaker’ modding like simple texture replacers or so.
That is my personal dream for this or later CP games down the line and I hope it will later become a possibility if devs can free up the time, resources and need. A plus on this investment is likely more sales and longer “shelf life”, especially if the game isn’t just generally “okay” like some TES/FO games who’re then made actually interesting thanks to modding, but if the base game is already splendid and then basically launched into space further by solid modding and community effort.
So that’s my renwed plea to consider solid modding and modding tool options down the line. Not until release, not some time after, but perhaps eventually – if not for this game, then the next. The general community will be thankful, I reckon.
How to Create Mods for Cyberpunk 2077?
We don’t yet know much about how modding might work for Cyberpunk 2077, but we can look at how mods have been supported by CD PROJEKT RED in their last two games. CD PROJEKT RED released mod tools for both The Witcher 2: Assassins of Kings and The Witcher 3: Wild Hunt to let modders change and add to their games, but the tools for these two games were quite different in what they could do.
The REDkit Glory Days
The tool for The Witcher 2 was called REDkit and was praised for how deeply it allowed modders to alter the game. Along with the usual asset replacements, it allowed modders to substantially add to the game with new levels, quests, scenes, and NPCs. These REDkit features were not taken advantage of as heavily as games like Skyrim, but some efforts were made to add new content like the Lykaon mod that tried to add a whole new adventure to the game.
The MODkit Disappointment
With The Witcher 3, CD PROJEKT RED released a different tool called MODkit, which was criticized for being much more limited than REDkit. MODkit lacked the level creation and script editing tools found in REDkit, and allowed for little more than asset replacement and modifying game stats. This has not stopped modders from releasing many useful mods for The Witcher 3 that modify the UI, improve the graphics, and alter gameplay mechanics, but many are still frustrated with CD PROJEKT RED’s decision to only provide limited mod support.
The big question with Cyberpunk 2077 is which of these two models CD PROJEKT RED might choose to follow. Will we see a full set of modding tools or something simple like MODkit? Hopefully, we will get a positive answer in 2020.
Cyberpunk 2077 won’t support mods at launch
One of the best things about gaming on your PC is the availability of mods. With them, you can add a dog to Doom—and then pet that dog. You can turn yourself into an Orcish Warchief in The Sims 4. You can be One Punch Man in Monster Hunter: World. You can even turn Mr. X into Mr. Sex, or DMX.
You may someday be able to work similar magic in CD Projekt’s upcoming Cyberpunk 2077, but not when it first goes live. “We have no plans to share at the moment,” CD Projekt global community lead Marcin Momot said in a Cyberpunk forum thread dedicated to the topic. “Obviously, we would love to support the modding community in the future, but for the time being we want to focus on releasing the game first. Hopefully, this clears things up a bit.”
It’s a reasonable bet that Cyberpunk 2077 will get mod support at some point after it comes out. Mod support for CD Projekt’s previous mega-RPG, The Witcher 3: Wild Hunt, didn’t arrive on-scene until a few months after the game, and while the modkit didn’t match up to the tools available to the first two games in the series it helped establish an extensive and varied modding scene that brought some significant improvements to an already-great game. I don’t imagine that’s something that CD Projekt will want to miss out on in its next game.