#šŸ”§ Nomad Expansion Mod Post-Ending Custom Storyline

15 messages Ā· Page 1 of 1 (latest)

rich plaza
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I have a couple of questions, but the main one is:
why build or modify cyberpunks world in unity when it's not a unity game and we have 0 tooling geared towards that?

cobalt relic
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Maybe he's going to convert unity to red engine

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but it seems too far-fetched

rich plaza
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you'd need to come up with the entire pipeline for that from scratch, for no reason

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and I doubt they are willing to spend years on just getting the basics for that done

inland halo
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šŸ›  Why Unity First (and not Blender directly)?

Absolutely all of the following:

Procedural terrain generation

Biome sculpting & asset placement

Rapid prototyping

Lighting & world layout testing

…can technically be done in Blender, and it does offer more direct compatibility with WolvenKit’s Cyberpunk pipeline.

But here’s the deal:
šŸ‘‰ I already know Unity inside and out, and I’ve invested in premium tools like Gaia that let me generate massive, organic terrains, drop full biomes, simulate ecosystems, and build cinematic layouts fast. The asset libraries and toolchains are unmatched for speed + visualization. Like $300+ lol

Once I like what I see?

I export terrain meshes or baked environments

Clean them in Blender

Prep the files for WolvenKit integration

Then build the actual mod in native formats

So no I’m not trying to run Cyberpunk in Unity šŸ˜†
I’m using it to prebuild, visualize, and iterate. Final game assets will still be fully converted for Redmod/WolvenKit.

Just saving time using tools I already own and understand.

hardy slate
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šŸ‘‰

rich plaza
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you clearly have no idea about modding cyberpunk, so before going off thinking about grand ideas and introducing completely new pipelines and workflows I'd highly recommend starting off with more common and documented mod types so you can get a feel and understanding for this environment.
And it's great that you have experience with game dev, but just because you know a tool or tool set doesn't mean you should go around applying it everywhere.

spring fern
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Im not really a fan of "this is the wrong / right approach / way of doing something", but in this case it really just plainly is the wrong approach

rich plaza
cobalt relic
# inland halo šŸ›  Why Unity First (and not Blender directly)? Absolutely all of the following:...

Certainly. Here is a comprehensive explanation of why Unity cannot be used for Cyberpunk 2077 modding:


āŒ Unity Is a Separate Game Engine from REDengine

Cyberpunk 2077 was developed using CD Projekt RED’s proprietary engine, REDengine 4. Unity is an entirely separate game engine, with its own architecture, scripting system, rendering pipeline, and asset management. Here’s why that matters:

Feature REDengine 4 (Cyberpunk 2077) Unity

Game engine used by Cyberpunk 2077 āœ… āŒ
Supports Cyberpunk 2077's native file formats āœ… āŒ
Uses Unity’s C# runtime and Mono backend āŒ āœ…
Scene/Prefab/Component system compatible āŒ āœ…
Can compile and inject code into Cyberpunk 2077 āœ… (via modding tools) āŒ


🧬 Incompatibility with File Formats and Engine Systems

Cyberpunk 2077 uses specific proprietary file formats and systems, such as:

.archive files for packaging game assets

.inkwis for dialogue scripting

.reds (compiled REDscripts)

TweakDB and TweakXL for tuning game values

Custom UI systems based on Scaleform (not Unity UI)

Cyber Engine Tweaks (CET) for runtime scripting

Unity doesn't support or interpret any of these formats natively. You'd need to reverse-engineer both Unity and REDengine systems just to establish a bridge between them—an effort so massive it’s functionally unfeasible.


āš™ļø Game Logic Is Tied to REDscript and Native Code

Cyberpunk 2077 modding primarily revolves around REDscript and native hooks via CET. Unity uses C# scripting, but it has no access to Cyberpunk’s internal classes, native functions, or memory management systems. Without a deep integration layer—which doesn’t exist—you can't replace or modify game logic using Unity.


šŸŽ® Real-Time Interfacing Is Impossible

To use Unity meaningfully, you’d need to either:

  1. Run Unity inside Cyberpunk 2077 as an overlay or renderer, which is impractical and likely to crash or conflict with the game engine.

  2. Extract game data, edit it in Unity, and re-import — but this is inefficient and broken by any in-game system Unity can't replicate (AI, physics, scripting, quest logic, etc.).

Even for level or 3D asset editing, Unity lacks the ability to correctly parse or export content into Cyberpunk’s asset pipeline.


šŸ”§ There Are Better Tools Specifically Made for Cyberpunk Modding

Instead of Unity, modders use tools built specifically for REDengine:

WolvenKit – for unpacking, editing, and repacking .archive files

REDscript / RED4ext – for scripting

Cyber Engine Tweaks – for runtime Lua scripting and debugging

TweakXL / ArchiveXL – for modding internal databases and asset archives

These tools understand Cyberpunk’s architecture. Unity doesn’t.


🧠 Summary: Why You Can't Use Unity

Unity is not compatible with Cyberpunk 2077 because:

It’s a completely different engine than REDengine

It doesn't recognize or interface with Cyberpunk’s file formats or systems

It can't compile or inject code into the game

It lacks runtime control over the game environment

It can't replicate the behavior, scripting, or rendering pipelines used in the game


If you're looking to preview or prototype environments, Unity might help in isolated cases—but nothing created in Unity is directly usable in Cyberpunk without re-exporting and reworking it via REDengine-compatible pipelines.

Let me know if you'd like a simplified version of this for a public FAQ or wiki entry.

inland halo
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I think there’s a misunderstanding. I’m not building a pipeline around Unity or trying to use it to mod Cyberpunk directly. I’m using it to prototype terrain, export meshes, then process those meshes in Blender and import them through WolvenKit — fully respecting REDengine’s modding workflow. Unity just speeds up layout, sculpting, and iteration for me.

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Currently building the new world in Unity with Gaia and custom terrain.
Will be placing props, creating dialogue trees, and simulating cinematic transitions.

Next phase is scripting and scene setup — then tackling quest progression and voice implementation (using AI-generated VO).

Ah I see I'll update this after work lol