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This repository has been archived by the owner on Apr 27, 2021. It is now read-only.
rfuzzo edited this page Jan 14, 2021 · 9 revisions

Welcome to the CP77Tools wiki!

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Table of Contents


The CP77Tools are a combined command-line and "normal" app - that means you can double click the exe and it will run, but you can also call it from Command Prompt with arguments.

Just type in the commands written below and hit Enter.

❗ The app requires NET5.0 (if you don't have it: https://dotnet.microsoft.com/download/dotnet/5.0)

❗ And the cp77 tools also require oo2ext_7_win64.dll to decompress certain files. Copy and paste the dll found here Cyberpunk 2077\bin\x64\oo2ext_7_win64.dll into the cp77Tools folder.


💡 Type in -h to display a list of all commands the CP77Tools supports

💡 Type in archive -h to display a list of all options the archive command has (also works with all other commands of course like pack -h)

Extracting Files

The cyberpunk 2077 .archives contain files. You can extract those files with the command archive -e -p "PATH TO ARCHIVE", where "PATH TO ARCHIVE" is the full path to the .archive file surrounded with quotation marks (e.g. C:\MODDING\archives\basegame_4_gamedata.archive.

💡 The archive command also takes folder paths as input (will recursively extract all .archives in a folder), or a list of paths (e.g. archive -e -p "C:\MODDING\archives\basegame_4_gamedata.archive" "C:\MODDING\archives\basegame_1_engine.archive"

💡 You can filter the files to extract from an archive with the -w (Wildcard) or the -r (Regex) filters: archive -p "PATH TO ARCHIVE" -e -w *.mesh e.g. will only extract files with the extension .mesh.

❗ If you encounter strange files with a number as filename and the extension .bin, for these files we have not found the correct name yet. CDPR stores files with their FNV1a64 hash, and the correct filename in human readable form has not been found for all files. (check on the discord for more info about this)

Extracting Textures

Some cyberpunk 2077 files contain raw information, such as textures or meshes. You can extract those files with the command archive -u -p "PATH TO ARCHIVE". -u stands for uncooking.

❗ The REDEngine extension for textures is ".xbm"

💡 There are a number of files that support uncooking: .mesh, .csv, .xbm and many more.

💡 The same options apply here as well: To uncook only textures use archive -p "PATH TO ARCHIVE" -u -w *.xbm and it will only uncook files with the extension .xbm.

Repacking Textures

⚠️ do not version 0.2 or lower, only Nightly builds or above ⚠️ do not use files you have rebuilt with an earlier version of the tools ⚠️ do not use files you have extracted with version 0.2 or lower

  1. Extract the textures as xbm and dds/buffer with archive -e -u -p into a folder of your choice (see above)

  2. Make your edit to the dds file. ⚠️ Until a next update will support fully custom textures, the dds need to be more or less exactly like the vanilla textures, i.e. same resolution, same mipmap count, same texture format.

  3. Choose the ones you wish to repack and copy them to another folder (e.g. MODDED), keeping the subfolder structure (e.g. ❗ you need both .dds/.buffer and .xbm/.mesh files in the MODDED folder e.g. judy_body_wet.xbm AND judy_body_wet.dds

  4. Run rebuild -p "MODDED FOLDER PATH" -b -t --keep --unsaferaw, this will apply the new dds texture to the xbm.

  5. Run pack -p "MODDED FOLDER PATH", this will create a new .archive file.

  6. Place the packed .archive file into the patch folder of your game: Cyberpunk 2077\archive\pc\patch (create it if it doesn't exist) ⚠️ Do not replace existing vanilla archives ❗ archives need to be named basegame_YOURMODNAME.archive

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