Fair warning, chooms, the release of Cyberpunk 2077's Phantom Liberty DLC means that CD Projekt's deckheads have temporarily geeked your installed mods in order to prevent, uh, mushis. I can't keep this up. Honestly, I'm just taking all these verbatim from a Cyberpunk slang wiki page. What am I even saying?
In plainer terms, a recent tweet from CD Projekt has announced that, when you boot up Phantom Liberty, any mods you have installed in your version of Cyberpunk will be automatically disabled in order to prevent them from misbehaving in the new version of the game.
Attention all Steam and Epic players!We wanted to let you know that mods will be automatically disabled for the launch of #PhantomLiberty. This is to prevent issues with the game that are caused by mods before they receive their update from the modding community. We want to…September 25, 2023
Interestingly, the tweet is only directed at Steam and Epic players, and not users who own the game via CD Projekt's own GOG platform. My own tinkering suggests this probably has something to do with CD Projekt's RED Launcher. On the Steam and Epic versions of Cyberpunk 2077, launching the game first brings up the launcher, giving you an opportunity to activate or deactivate any REDmod-compatible mods you have installed. On the other hand, my own GOG Galaxy version skips the launcher entirely, instead tucking a «Launch Cyberpunk with mods» option away in the client's «Additional executables» section.
I'm not sure if this means that GOG Galaxy players won't find their mods disabled, but I'd frankly be surprised if it did. I've reached out to CD Projekt to ask about this, and I'll update this piece if I hear back.
Regardless, don't fret if you're absolutely determined to
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