0-Engine

⭐ ⭐ (808 endorsements) 📥 102,634 downloads 📌 v0.18.6 📅 3/3/2026
🟡 Updated this year

By DigitalVixen · Modders Resources

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 6/29/2026 📅 Created: 3/3/2026
⚠️ Install Order · 7 steps
1🛠️ Cyber Engine Tweaks — Cyber Engine Tweaks (CET) Download ↗
2🛠️ RED4ext — RED4ext (native plugin loader) Download ↗
3🛠️ redscript — redscript (scripting framework) Download ↗
4🧩 ArchiveXL — ArchiveXL (archive loader) Download ↗
5🧩 TweakXL — TweakXL (tweak framework) Download ↗
6🧩 Codeware — Codeware (UI framework) Download ↗
7📦 Cyber Engine Tweaks Find it →

Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.

🔍 Analysis

  • 👍 0.8% endorsement rate
  • 🏆 #4 of 18 Modders Resources mods in this game by downloads

📋 About This Mod

Over time, while working on various CET mods, I kept running into the same pattern: writing small pieces of infrastructure over and over again.

Lifecycle handling, blackboard polling, vehicle state tracking, distance checks, storage helpers, logging wrappers… each mod needed some version of it, and each version ended up slightly different. None of it was particularly heavy on its own, but duplicated across projects it starts to feel messy.

0-Engine is me finally deciding to stop rewriting those systems and instead build them properly once.

It centralizes state caching, event dispatching, proximity checks, logging and storage into a shared runtime layer for CET mods. If you're just playing the game, you won’t notice anything unless you use a ton of mods and they start requiring this one, but if you're writing mods then you probably will.

For more in-depth examples for modding please see the Readme. MD file I've uploaded under optional files.

0-Engine runs a single managed update loop and builds a central state snapshot from there. Mods can subscribe to events and read cached values without each one doing its own polling.

The state snapshot includes:

• Player entity (safe lifecycle handling)

• Position + orientation + yaw

• Menu state

• Combat state

• Vehicle state

• A derived state cache (weapon type, time of day, camera pitch, district, etc.)

• Full PlayerStateMachine blackboard (raw enums + convenience flags)

Accessed via:

local Engine = GetMod("0-Engine")

local state = Engine. GetState()

The returned state is deep read-only. If something tries to mutate it, it throws immediately.

Blackboard values are read every frame, but enum resolution and event emission only happen when values change. Raw values live under state.blackboard.psm.*, and convenience flags under locomotion/combat/body/vision/vehicle/scene.

Derived state includes things that require engine calls: weapon type (with record ID caching), time of day, player death state, camera pitch (asin of forward vector, clamped), hasWeapon (TransactionSystem slot check with cached TweakDBID), workspot detection, and district (resolved via PreventionSystem and throttled ~every 30 frames with change detection).

Player lifecycle is handled defensively. The engine tracks the player entity hash and distinguishes between first acquisition, invalidation, and recreation (reload/respawn). It emits PlayerReady, PlayerInvalidated and PlayerRecreated accordingly and updates its internal reference atomically.

If you just want safe initialization:

In your onInit function:

local Engine = GetMod("0-Engine")

🤖 AI-enhanced — based on mod data

0-Engine is a shared runtime layer for Cyber Engine Tweaks mods, centralizing state caching, lifecycle handling, and event dispatching to reduce redundant engine calls. It's a foundational resource for modders, with 808 endorsements and over 102k downloads, last updated June 2026.

✨ Key Features

Centralizes state caching to reduce redundant engine calls.
Provides unified lifecycle handling for CET mods.
Offers event dispatching to streamline mod communication.
Acts as a shared runtime layer for multiple mods.

📊 Pros & Cons

✅ Pros

  • High adoption: 808 endorsements and 102k downloads show the community trusts it.
  • Actively maintained: last updated June 2026, so it's current with the game.
  • Performance-focused: cuts down engine calls, which is a win for script-heavy setups.

⚠️ Cons

  • Not a standalone mod—it's a resource, so you need other mods to see its benefit.
  • Requires CET (Cyber Engine Tweaks) to function, which is an extra dependency.
🎯 Is This For You?
For Cyberpunk 2077 modders who build CET mods and want a solid foundation to avoid redundant engine calls. Also for players who use many CET mods and want better performance. Skip if you're not into modding or don't use CET mods.
📦 Install:Medium· 5-10 minutes

💡 Beginner Tips

  • Make sure you have CET installed and updated before adding 0-Engine, as it's a dependency.
  • If you're a modder, check the mod's forum or Discord for usage examples—the description is sparse.
  • For players, this mod works in the background; you'll only notice it if other mods require it.

📊 Mod Details

Game
Cyberpunk 2077 Mods
Author
DigitalVixen
Version
0.18.6
Downloads
102,634
Endorsements
808
Category
Modders Resources
Created
3/3/2026
Updated
6/29/2026

🧩 Commonly Used Together

Users add these mods to the same collections — a real compatibility signal, not an AI guess.

🔧 How to Install Cyberpunk 2077 Mods

Download from Nexus.

📖 Full step-by-step install guide for Cyberpunk 2077 →

Visit the official mod page for specific installation instructions for this mod.

🎮 Need cheat codes or console commands? Check ur gaming wiki for Cyberpunk 2077 commands, item IDs, and more.

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