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.
- Follow the install sequence →Find the game folder, back up, then add the tools.
- Return to an unmodified game →Remove only the files you added and restore kept originals.
Read the dependency list first
| Mod requirement | How to decide |
|---|---|
| Pure redscript | Use the Mac redscript package and follow the mod author’s script placement. |
| Input-loader additions | Use the macOS input loader, not a Windows DLL. |
| Codeware / ArchiveXL / RED4ext or another framework | Confirm a compatible Mac release for every dependency before installing. This walkthrough does not supply those frameworks. |
| An archive-only asset mod | Check 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
| Store | Folder |
|---|---|
| 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
- 01Version checkGame 2.31+ / redscript 0.5.31
- 02Back upSaves and replaced config files
- 03Mac toolsCompiler and input loader
- 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.
chmod +x ./launch_modded.sh
./launch_modded.shMac 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
| Symptom | Next check |
|---|---|
| Compiler error before the game opens | Read the first redscript error; check the mod’s game version and all required dependencies. |
| Input changes absent | Confirm the Mac input loader’s files and successful compile/loader step. |
| Game executable not found | Compare the script’s last line with the store’s actual app layout. |
| Game starts but a mod fails | Remove that last mod and return to the working baseline before adding another. |
Return to the unmodified game
- Quit the game.
- Move only the mod files you recorded out of their active locations; keep them in a separate folder.
- Restore the original configuration files you backed up before tool installation.
- Open the original app or store launcher and check the same scene without the added scripts.
- 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.