A real gig
Journal entry, tracked objectives, working map pins, the area you have to get out of drawn on the minimap, a payout at the end.
▶ BREACH PROTOCOL // ACCESS POINT FOUND
Story gig mods for Cyberpunk 2077. New stories in your journal, on your map. Like the game made them. Three of them are out.
// FREE FAN-MADE QUEST MODS · NEW SIDE QUESTS · INSTALL WITH YOUR MOD MANAGER · TOOLS + NOTES + FULL SOURCE. ALL OPEN.
>> IN NIGHT CITY, YOU'RE NOT KILLED. YOU'RE CONSUMED_
A corpo client wants Militech's combat evaluation data off a training site in the Badlands. Quiet pull, no trace, nobody can know. Dino Dinovic texts you, you call him back, and you drive out to a Militech compound in the desert. This one is different from the other two: very little investigation, no netrunner, no clues to piece together. You get in, you grab the data, every guard on site turns on you at once, and you run the Badlands with Militech on your tail. It ends at Dino's bar in Downtown with one moral choice. Johnny has a lot of opinions, as always.
Journal entry, tracked objectives, working map pins, the area you have to get out of drawn on the minimap, a payout at the end.
Dino, V and Johnny use the game's own voice lines, in whatever language your game runs in, all subtitled, mouths moving. No new characters this time, so nobody had to listen to me record anything.
He hires you by text and by video call, then you meet him at his bar in Downtown. He has notes on how you did.
Hidden until the security room, then a netrunner traces you and there is no beating it. The whole compound turns on you and you get three stars.
They always know where you are, on the road or off it. The stars go out the moment you cross into the city.
Made by text. Eddies or loyalty? Dino is angry either way, just differently. Not for low levels.



THE ROUTE // SPOILER-SAFE
REQUIRES: RED4ext · ArchiveXL 1.22+ · TweakXL · Codeware · redscript · NO CET, NO AUDIOWARE · V1.1.2 · CP2077 2.31 + PHANTOM LIBERTY · THE OTHER GIGS NOT REQUIRED
DOWNLOAD ON NEXUS MODS[EXEC] FULL FILE: STORY, INSTALL, UNDER THE HOOD[OPEN]FOOTAGE // FULL RUN, FULL SPOILERS
>> IN NIGHT CITY, A VOICE CAN OPEN DOORS. OR FLATLINE YOU_
Somebody is issuing kill orders in Wakako Okada's name. Her tag, her wording, and the money really clears. People under her protection are dying on contracts she never approved. Wakako texts you, you call her back, and from there it runs through a merc outside Afterlife, a netrunner in Kabuki, and a hardline in the back of her own pachinko parlor. Johnny is around for most of it.
Journal entry, tracked objectives, working map pins, a payout at the end. It closes out properly when it's done.
Sixteen conversations, all subtitled, mouths moving. Wakako, V, Johnny and Yoko use the game's own voice lines, in whatever language your game runs in. Char and the merc are new, so voice actors play them: Sarah Fish and fronterawave.
She hires you by text and by video call, then you go up to her office and talk it out face to face.
A hardline on the wall at the back. Jack in, play breach protocol, get the next clue.
Cross a Japantown stairwell unseen and Wakako makes one call. Get spotted, even leaving, and she makes a colder one.
Someone on their knees hands you the proof. Flatline them, or let them run. She pays either way, differently.



THE ROUTE // SPOILER-SAFE
REQUIRES: RED4ext · ArchiveXL 1.22+ · TweakXL · Codeware · redscript · NO CET, NO AUDIOWARE · V1.2.1 · CP2077 2.31 + PHANTOM LIBERTY · THE OTHER GIGS NOT REQUIRED
DOWNLOAD ON NEXUS MODS[EXEC] FULL FILE: STORY, INSTALL, CHANGELOG[OPEN]FOOTAGE // FULL RUN, FULL SPOILERS
>> IN NIGHT CITY, NOTHING STAYS UNPAID_
An accounts clerk finds a pattern in her employer's payouts. People are dying on schedule, and she's in over her head, so she calls the merc. Follow the money through a corporate office in Santo Domingo, a netrunner's dig through the ledger, a private estate up in North Oak, and out the far side to a booth in El Coyote Cojo.
Journal entry, tracked objectives, working map pins, Street Cred at the end.
46 spoken lines, six characters, every one subtitled. V, Johnny, Mama Welles and Nix use the game's own recordings, in whatever language your game runs in; Elena and Hoshino are played by voice actors, Patti Knox and Lykeness.
Glitches in at five points, says his piece, glitches out. His mouth moves while he talks.
Your netrunner is live on your phone for the brief, mouth moving. What he digs up four hours later arrives as a text conversation.
Waits on the same flag as the game's own gigs. Past the prologue, your phone rings.
Install mid-playthrough; the gig arms itself the next time you load. Every update so far: save-safe.
A corporate office and a private estate. Quiet or loud.
Guards, netrunners, a sniper watching the approach.



THE ROUTE // SPOILER-SAFE
REQUIRES: RED4ext · ArchiveXL · TweakXL · Codeware · redscript · NO CET, NO AUDIOWARE · V2.3.0 · CP2077 2.31 + PHANTOM LIBERTY
DOWNLOAD ON NEXUS MODS[EXEC] FULL FILE: STORY, INSTALL, CHANGELOG[OPEN]FOOTAGE // FULL RUN, FULL SPOILERS
"It's not just that you created a new story gig. You found a way to create new story gigs, laying the groundwork for other modders to build on your discovery. This is f*#@ing HUGE."
FUNKYROCEMZ // NEXUS
"Really good work on top of what was already an exceptional achievement."
PANPACIFICO // NEXUS
"I was able to get into the warehouse and complete the whole mission. Very impressive." (running 412 other mods)
PHARAZON001 // NEXUS
Every gig was a comic first. nightcityriot's stories are in-game screenshot comics; the gigs put you inside them. All three are done and playable, and Acceptable Loss closes the comic run. The next gigs are a different shape: a brand new fixer, with several gigs handed out by them.
The whole pipeline is open, and it has built three gigs now. Python generators write the quest graph, the scenes, the journal and the map pins as JSON; WolvenKit cooks them into game binaries; ArchiveXL merges them at launch. Every gotcha that cost an evening is written down so it costs you five minutes.
CAPABILITY 01
Quest pins that route the player there, show the gig icon, and behave exactly like the game's, without shipping a single game file.
CAPABILITY 02
Have Johnny materialize beside the player anywhere in the city, deliver lipsynced lines, and glitch back out. The wiki guide.
CAPABILITY 03
Subtitled conversations with working audio and lipsync. No audio framework, no extra dependencies.
CAPABILITY 04
Calls that ring like the game's own: they wait out fast travel, survive reloads, and try again if you miss them.
CAPABILITY 05
A gig that appears in the journal, tracks objectives step by step, and pays out on completion. Indistinguishable from vanilla.
CAPABILITY 06
Pull vanilla NPCs like Mama Welles into your scenes and pause their default chatter while your gig talks, or spawn a custom NPC of your own.
CAPABILITY 07
Put a character live on the player's phone, rendered in the game's own holocall studio with their mouth moving, and let the player ring them back. The wiki guide.
CAPABILITY 08
Breach protocol, the game's own minigame, on an access point your mod puts on a wall. Copy a street router rather than a quest access point, and name the daemons from script. The wiki guide.
CAPABILITY 09
The dotted outline the game draws for its own "leave the area" objectives. It is an ordinary quest pin pointed at a trigger area node, and 638 of the game's own pins do the same thing.
CAPABILITY 10
Make every NPC in a compound hostile and aware of V at once, with the four calls the game makes on a MaxTac unit, then raise the wanted level from script and hold it until the player reaches a place of your choosing.
CAPABILITY 11
One WolvenKit project per gig with every string, every invented character's subtitles and a slot for their voices. A translator types over the English, sets a language code and zips. It comes out of the same source as the gig, so an update stays a diff.
How it's done is written down too: every trick, plus the register nobody else keeps. 103 things that cost hours each.
Some of what the gigs needed was nowhere in writing. The general parts went to the community wiki at wiki.redmodding.org, where most Cyberpunk 2077 modders look first and anyone can correct them. Five pages so far, written from scratch by nightcityriot and tested in game on 2.31. Each one starts from something that broke while building a gig.
WIKI // QUESTS & SCENES · NEW
Johnny glitches in a couple of metres in front of V, anywhere in the city, turned to face V, talks in V's head, and glitches out. Without a pose he is invisible: his character hides him until a workspot plays, and he glitches in by himself when it starts. The exit is the part the game skips. The scene ending removes him with no effect, so his glitch has to play 250 ms before the end. Any earlier and he reappears after the flash.
READ ON WIKI.REDMODDING.ORG →WIKI // QUESTS & SCENES
The phone runs the call and an ordinary scene carries the words. Answering alone shows nothing: the call panel and the video open on a separate step. Every phase is drawn as a quest graph, including the time limit that stops a call waiting forever on a studio room that never loads.
READ ON WIKI.REDMODDING.ORG →WIKI // WORLD EDITING · DEVICES
Place a vanilla access point with World Builder, put your own daemon on its breach grid and read the result into a quest fact. Also the fix nobody would guess: if the Connect prompt never shows, turn the box 180 degrees. Dead Ringer's pachinko wall is built this way.
READ ON WIKI.REDMODDING.ORG →WIKI // WORLD EDITING · MISC
Switch off driving, sprinting, the phone or a weapon while your scene plays. Some of these are saved with the game: apply VehicleNoInteraction, save, relaunch, and V still can't get into a car. The guide clears your locks at session start so a forgotten one can't strand a player.
READ ON WIKI.REDMODDING.ORG →WIKI // REFERENCE
All 100 GameplayRestriction records in 2.31, extracted from the game and grouped by what they block. Every name is real. What each one does is confirmed in game for only a handful, and the guide next to it shows how to test the rest.
READ ON WIKI.REDMODDING.ORG →A quest mod. It adds a new side quest (a "gig") to Cyberpunk 2077, with its own story, characters, objectives and reward, built to be indistinguishable from the game's own missions. There are three out: Acceptable Loss, Dead Ringer and Negative Balance.
No. Acceptable Loss, Dead Ringer and Negative Balance are separate stories and none of them needs the others. Install one, or all three.
No. Characters the base game voices speak in the game's own recordings, whole or cut short at a pause. Characters the gigs invent are played by voice actors: Sarah Fish and fronterawave in Dead Ringer, Patti Knox and Lykeness in Negative Balance. Acceptable Loss invents nobody. Every line is subtitled.
Partly, and automatically. Every character the game voices speaks the game's own lines, and the game ships those in all its languages, so set yours and they follow, voice and subtitles. The characters the gigs invent and the texts (journal, messages, shards, terminals) stay English until someone makes a translation mod. Each gig ships a translation kit for that: open it in WolvenKit, type over the English, upload it on Nexus as a translation. The steps are on each gig's page, under Languages.
Yes. Install or update on an existing save; the gig arms itself the next time you load. Updates have all been save-safe: no restarts, no rollbacks.
On its own. It waits on the same flag the game's own gigs wait on. Past the prologue, your phone rings within a few minutes. Acceptable Loss also waits until Dino Dinovic has called you once, which the game does on its own the first time you spend time in City Center. No console commands, nothing to configure.
Built and tested on Cyberpunk 2077 2.31 + Phantom Liberty with the standard framework mods. Players with 400+ mods have completed it fine; a few reported instability that's under investigation. Negative Balance spawns fewer guards when Dark Future or Much Better AI is installed, so stealth stays possible with them. If something misbehaves, report it. Every report so far got a fix.
Bugs in the gig itself: the Nexus Mods posts tab. Issues with the tools, scripts or docs: GitHub issues.
Nothing. Free mods, open-source tools (MIT for code; story, dialogue and audio licensed separately).
ACCEPTABLE LOSS
DEAD RINGER
NEGATIVE BALANCE
psiberx: ArchiveXL, TweakXL, Codeware · the WolvenKit team: the toolchain everything was authored with · the redscript team: the compiler · Deceptious: the quest mods studied to learn the craft (go play them) · the CP2077 Modding wiki & Discord: the answers to everything not written down anywhere else (five pages written back) · CD PROJEKT RED: the city.
On the voices: no AI. Every character the base game voices speaks in the game's own recordings, whole or cut short at a pause. Characters the gigs invent are recorded by people. Every line is subtitled. Char in Dead Ringer is played by Sarah Fish, the merc by fronterawave, who also recorded Negative Balance 1.4.0 and found the call bug it fixed. Elena in Negative Balance is played by Patti Knox, Hoshino by Lykeness.
Comms: report gig bugs in the Nexus posts · file tool and docs issues on GitHub · the comics and every social are at nightcityriot.bio.