We don’t yet know much about how modding might work for Cyberpunk 2077, but we can look at how mods have been supported by CD PROJEKT RED in their last two games. CD PROJEKT RED released mod tools for both The Witcher 2: Assassins of Kings and The Witcher 3: Wild Hunt to let modders change and add to their games, but the tools for these two games were quite different in what they could do.
The REDkit Glory Days
The tool for The Witcher 2 was called REDkit and was praised for how deeply it allowed modders to alter the game. Along with the usual asset replacements, it allowed modders to substantially add to the game with new levels, quests, scenes, and NPCs. These REDkit features were not taken advantage of as heavily as games like Skyrim, but some efforts were made to add new content like the Lykaon mod that tried to add a whole new adventure to the game.
The MODkit Disappointment
With The Witcher 3, CD PROJEKT RED released a different tool called MODkit, which was criticized for being much more limited than REDkit. MODkit lacked the level creation and script editing tools found in REDkit, and allowed for little more than asset replacement and modifying game stats. This has not stopped modders from releasing many useful mods for The Witcher 3 that modify the UI, improve the graphics, and alter gameplay mechanics, but many are still frustrated with CD PROJEKT RED’s decision to only provide limited mod support.
The big question with Cyberpunk 2077 is which of these two models CD PROJEKT RED might choose to follow. Will we see a full set of modding tools or something simple like MODkit? Hopefully, we will get a positive answer in 2020.