#š§ Nomad Expansion Mod Post-Ending Custom Storyline
15 messages Ā· Page 1 of 1 (latest)
you'd need to come up with the entire pipeline for that from scratch, for no reason
and I doubt they are willing to spend years on just getting the basics for that done
š 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
ā¦can technically be done in Blender, and it does offer more direct compatibility with WolvenKitās Cyberpunk pipeline.
But hereās the deal:
š I already know Unity inside and out, and Iāve 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 Iām not trying to run Cyberpunk in Unity š
Iām 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.
š
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.
Just saving time using tools I already own and understand.
If you are genuinely serious about doing this, then no, this will not save you any time at all
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
hey look there is a direct road with a car! lets go into the jungle instead

Certainly. Here is a comprehensive explanation of why Unity cannot be used for Cyberpunk 2077 modding:
ā Unity Is a Separate Game Engine from REDengine
Cyberpunk 2077 was developed using CD Projekt REDās proprietary engine, REDengine 4. Unity is an entirely separate game engine, with its own architecture, scripting system, rendering pipeline, and asset management. Hereās why that matters:
Feature REDengine 4 (Cyberpunk 2077) Unity
Game engine used by Cyberpunk 2077 ā
ā
Supports Cyberpunk 2077's native file formats ā
ā
Uses Unityās C# runtime and Mono backend ā ā
Scene/Prefab/Component system compatible ā ā
Can compile and inject code into Cyberpunk 2077 ā
(via modding tools) ā
𧬠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 themāan effort so massive itās functionally unfeasible.
āļø 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 Cyberpunkās internal classes, native functions, or memory management systems. Without a deep integration layerāwhich doesnāt existāyou can't replace or modify game logic using Unity.
š® Real-Time Interfacing Is Impossible
To use Unity meaningfully, youād need to either:
-
Run Unity inside Cyberpunk 2077 as an overlay or renderer, which is impractical and likely to crash or conflict with the game engine.
-
Extract game data, edit it in Unity, and re-import ā 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 Cyberpunkās asset pipeline.
š§ There Are Better Tools Specifically Made for Cyberpunk Modding
Instead of Unity, modders use tools built specifically for REDengine:
WolvenKit ā for unpacking, editing, and repacking .archive files
REDscript / RED4ext ā for scripting
Cyber Engine Tweaks ā for runtime Lua scripting and debugging
TweakXL / ArchiveXL ā for modding internal databases and asset archives
These tools understand Cyberpunkās architecture. Unity doesnāt.
š§ Summary: Why You Can't Use Unity
Unity is not compatible with Cyberpunk 2077 because:
Itās a completely different engine than REDengine
It doesn't recognize or interface with Cyberpunkās 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 casesābut 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.
I think thereās a misunderstanding. Iām not building a pipeline around Unity or trying to use it to mod Cyberpunk directly. Iām using it to prototype terrain, export meshes, then process those meshes in Blender and import them through WolvenKit ā fully respecting REDengineās modding workflow. Unity just speeds up layout, sculpting, and iteration for me.
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 ā then tackling quest progression and voice implementation (using AI-generated VO).
Ah I see I'll update this after work lol