CYBERPUNK 2077 / MAC MODS

Cyberpunk 2077 script mods on Mac

Check the dependencies, use the Mac tool packages, and keep the unmodified game available. Windows mod instructions often assume frameworks and launchers the Mac build does not use.

The documented path here is redscript 0.5.31 with the Mac input loader, for game 2.31 or later. The loader author states those minimum versions. Choose a mod whose complete dependency list fits the Mac tools you have installed.

Read the dependency list first

Choose by the tools the mod needs
Mod requirementHow to decide
Pure redscriptUse the Mac redscript package and follow the mod author’s script placement.
Input-loader additionsUse the macOS input loader, not a Windows DLL.
Codeware / ArchiveXL / RED4ext or another frameworkConfirm a compatible Mac release for every dependency before installing. This walkthrough does not supply those frameworks.
An archive-only asset modCheck that author’s Mac/game-version instructions separately; framework support is not a universal rule about every asset mod.

Find the game folder for your store

Default folders; a custom library may be elsewhere
StoreFolder
GOG/Applications/Cyberpunk 2077/
Steam~/Library/Application Support/Steam/steamapps/common/Cyberpunk 2077/
Mac App Store/Applications/Cyberpunk2077.app/Contents/Data/

For a custom store library, use its installed-game location. On an App Store copy, use Show Package Contents to reach Contents/Data. Keep the distinction between that data folder and Contents/MacOS.

Install one change at a time

  1. 01Version checkGame 2.31+ / redscript 0.5.31
  2. 02Back upSaves and replaced config files
  3. 03Mac toolsCompiler and input loader
  4. 04Compile and testOne compatible mod first

Start with a working unmodified game

Open the game normally once. Keep a copy of your saves and any configuration files the tools will replace. In particular, preserve r6/config/inputContexts_mac.xml and inputUserMappings.xml if present.

You can restore the original game configuration before testing mods.

Install the correct redscript package

From redscript 0.5.31, select redscript-v0.5.31-macos.zip. Extract its contents into the game folder. The similarly named CLI executable is not the full game-mod package.

The Mac compiler is under engine/tools/scc.

Add the Mac input loader

Use the input-loader author’s macOS repository. Its installation places launch_modded.sh and the included engine/r6 contents in the game folder.

You have the launch script and engine/tools/inputloader.pl.

Add one compatible script mod

Follow its own file layout. The launch script compiles r6/scripts, runs the input loader, then opens the game. Keep a list of the files you add.

The compiler completes without errors before you test the mod in the game.

Game folder/
├─ engine/tools/scc
├─ engine/tools/inputloader.pl
├─ r6/scripts/
├─ r6/config/
└─ launch_modded.sh

Compile and launch from the game folder

For a standard Steam or GOG layout, open Terminal in the game folder and run the supplied script. If its execute permission is missing, make that script executable first.

Run the author’s launch script
chmod +x ./launch_modded.sh
./launch_modded.sh

Mac App Store layout: the script sits in Contents/Data, while the executable is in Contents/MacOS. The community guide changes its final executable path from $game_dir/Cyberpunk2077.app/Contents/MacOS/Cyberpunk2077 to $game_dir/../MacOS/Cyberpunk2077. Keep the original script before editing it.

Rerun compilation after adding or updating scripts. This method leaves the original game launcher in place. If macOS blocks a downloaded tool, check the author and exact warning using the first-open guide before proceeding.

If compilation or the game fails

Keep the first failed stage
SymptomNext check
Compiler error before the game opensRead the first redscript error; check the mod’s game version and all required dependencies.
Input changes absentConfirm the Mac input loader’s files and successful compile/loader step.
Game executable not foundCompare the script’s last line with the store’s actual app layout.
Game starts but a mod failsRemove that last mod and return to the working baseline before adding another.

Return to the unmodified game

  1. Quit the game.
  2. Move only the mod files you recorded out of their active locations; keep them in a separate folder.
  3. Restore the original configuration files you backed up before tool installation.
  4. Open the original app or store launcher and check the same scene without the added scripts.
  5. If stock files were overwritten and no backup exists, use the store’s file-verification or reinstall function. Keep saves separately.

Do not delete the entire r6 or engine folders: they contain original game files too.