Beta: Back up your saves before installing. The stacking path works, but equipped cyberware can remain visually duplicated in the ripperdoc inventory. This is a UI issue still under investigation.
Cyberware Stacking allows multiple instances of the same cyberware type to occupy separate unlocked Cyberware-EX slots. It also makes qualifying passive cyberware effect packages stackable so every equipped copy can contribute its stats.
- Cyberpunk 2077 2.31
- RED4ext 1.30.0
- redscript with script compilation enabled
- Cyberware-EX 1.5.6
- TweakXL 1.11.3 or newer
- Codeware 1.20.1 or newer; 1.20.3 is tested
Phantom Liberty is not required by this mod.
- Back up the saves you intend to use with the beta.
- Close Cyberpunk 2077.
- Install and verify Cyberware-EX first.
- Extract the release archive into the Cyberpunk 2077 installation folder.
- Allow Windows to merge the archive's
r6folder with the existing folder. - Run
VERIFY_INSTALL.cmdfrom the extracted archive. If the game folder is not detected, paste its full path when asked. - Start the game and wait for REDscript compilation to finish.
Do not drag
r6intoCyberpunk 2077\r6. Drag it onto theCyberpunk 2077folder one level abover6. Dropping oner6folder inside another creates the invalid pathCyberpunk 2077\r6\r6.
A typical Steam installation folder is:
C:\Program Files (x86)\Steam\steamapps\common\Cyberpunk 2077
The installed scripts should be at:
r6\scripts\CyberwareStacker\CyberwareStacker.reds
r6\scripts\CyberwareStacker\CyberwareStackerEffects.reds
If the files instead ended up under r6\r6\scripts\CyberwareStacker, move the CyberwareStacker folder to r6\scripts and remove only the empty, incorrectly nested r6 folder.
VERIFY_INSTALL.cmd checks the folder layout, required framework files and versions, the current REDscript log, and whether compilation occurred after the scripts were installed. It writes CyberwareStacking-Diagnostic.txt in the game folder so an exact failure can be reported without relying on the generic popup.
The mod creates unique item instances when an equipped cyberware identity needs to be used in another compatible slot. This avoids the vanilla behavior that treats two records of the same implant as one replaceable item.
The current build:
- Routes installation into unlocked empty Cyberware-EX slots.
- Preserves item quality, stats, and installed item parts when creating a unique instance.
- Uses transactional removal and rollback paths to reduce item loss when installation fails.
- Routes unequip operations by exact item identity.
- Retains legacy
_StackAthrough_StackJrecords so saves made with early test builds remain loadable. - Repairs ripperdoc stock polluted or emptied by legacy synthetic records.
- Keeps real owned cyberware available for repeat purchase when the normal vendor query hides it.
- Does not perform a load-time mass conversion of the inventory.
- Enables experimental leg cyberware stacking.
- Marks direct-stat and reversible stat-group cyberware packages as stackable.
- Lifts the low vanilla AttackSpeed caps and removes melee attack records that opt out of AttackSpeed scaling.
- Lifts both stat ceilings and both native ground-locomotion ceilings so stacked movement cyberware is not silently capped at
15 m/s. - Synchronizes player melee animation, combo, cooldown, and hit windows with high stacked AttackSpeed values.
Open a ripperdoc vendor once after updating from an older test build. The stock repair runs when the vendor opens.
Passive percentage and flat-stat effects stack when their gameplay package contains only direct stat modifiers or reversible ApplyStatGroup effectors. Each unique equipped instance contributes according to the modifier type defined by the game. A package may still appear only once in internal applied-package lists because the engine tracks repeated applications as a stack count.
Stateful packages are intentionally not forced to stack. This includes packages that manage stat pools, grant items, override animation wrappers, or use arbitrary effectors with unsafe removal behavior. A cyberware item can therefore be partially stackable: its passive stats may stack while an active trigger or status controller remains single-instance.
Advanced Jenkins Tendons use a shared, stack-counted sprint status effect. Multiple active Tendons can still appear as one HUD icon; the icon count is not the number of equipped implants. The stat and native ground-movement ceilings are raised so distinct equipped Tendons controllers can contribute their full combined stacks.
Micromotors are additionally handled at the melee consumer level. Their AttackSpeed modifiers were already accumulating numerically, but several melee animation and attack-window paths did not consume extreme values correctly. The timing patch applies to all player melee weapons, including blades, blunt weapons, fists, and arm cyberware.
- Equipped cyberware can remain visible in the inventory, and unequipping can create a visual duplicate entry. Do not repeatedly buy, equip, or sell items solely to correct the display.
- The game UI was designed around one item identity per cyberware type. Some previews, highlights, and slot indicators can therefore be inaccurate.
- Stacking multiple active operating systems does not make the activation key trigger every operating system simultaneously.
- Stateful cyberware effects are not guaranteed to stack even when multiple item instances are equipped.
- Multiple Advanced Jenkins Tendons of the exact same record and tier still share one stateful controller and may require a later controller-level patch; different tiers use distinct controllers.
- Leg cyberware stacking is experimental because movement implants can share activation and charge state.
- This beta changes item instance identities stored in the save. Keep a pre-install save.
Report a bug with the game version, Cyberware-EX version, exact implant and tier, steps to reproduce, and whether the issue persists after reopening the ripperdoc.
For a REDscript compilation failure, also attach CyberwareStacking-Diagnostic.txt and r6\logs\redscript_rCURRENT.log. The generic compilation popup does not identify the failing dependency or script.
Close the game and extract the new release over the previous version. Do not delete REDscript cache files unless compilation reports a cache error.
The safest rollback is to remove both scripts and restore a save made before installing the beta:
r6\scripts\CyberwareStacker\CyberwareStacker.reds
r6\scripts\CyberwareStacker\CyberwareStackerEffects.reds
Removing the script while continuing a save containing unique stacked instances is not supported.
This project is licensed under the MIT License. Cyberpunk 2077 and all related game assets are owned by CD PROJEKT RED. This fan-made mod is not affiliated with or endorsed by CD PROJEKT RED.