Flesh And Chrome - Carry Overhaul

⭐ ⭐ (100 endorsements) 📥 14,651 downloads 📌 v1.31.0 📅 3/23/2026
🟢 Updated this month

By DigitalVixen · Gameplay

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 9/24/2026 📅 Created: 3/23/2026
⚠️ Install Order · 6 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 ↗

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

🔍 Analysis

  • 👍 0.7% endorsement rate
  • 🏆 #6 of 462 Gameplay mods in this game by downloads

📋 About This Mod

Overhauls the inventory system and ties it into your stamina, calculates physical space and remove the game's standard very un-immersive "cannot move" system while overweight. Moar immersion!

- Introduction -

To be frank, I do not like the carry system in most games and Cyberpunk 2077 is no exception. It gives you, what feels to me, infinite space with chrome and perks giving you +carry weight, as well as very large pockets (somewhere) as a base.

This mod aims to change that, completely. Read on, if you're intrigued enough to test a system that I spent a lot of time thinking out.

- How it Works -

So the main issue is: where does everything go? I realize, some make-belief is of course necessary but that question was kind of where I started.

1) The player now has a base carry capacity when naked of 5.

No perks or chrome is gonna help you carry more items, if you've got nowhere to store it.

2) Carrying more weight than your carry capacity allows now means that stamina will be draining -> more weight, more stamina drain.

3) At first stamina will start to drain when you carry too much, carry even more and you'll slow down, carry even more and you'll collapse.

4) Weapons are dealt with in a special, slots-based way.

Every gun needs a place to be: a body slot, a holster, or a bag. A gun with nowhere to go drains stamina.

5) Bags add slots for the guns you are not holding, and a gun you are not holding weighs what it weighs.

Holsters cost you no slot at all, but only take the weapon they were built for.

6) Wearing pants/skirt and a jacket/shirt give +5 carry weight to each because, well, pockets.

7) You can disassemble at loot point, no need to pickup to grab the pieces you need.

8) If you carry too much, you can't pickup more weapons.

9) Iconics and quest items are always exempt from loot blocking.

10) EVERYTHING is configurable!

The Slots System

One rule: every weapon needs a place. If it has one, it costs you nothing. If it doesn't, it drains stamina and it weighs.

There are three kinds of place.

Body slots. Two (by default) when you're dressed, one when you're not. A rifle, shotgun, katana or bat takes a whole slot. A handgun, SMG, knife or short blade takes half. So dressed, that's a long gun and a sidearm, or four sidearms. Naked, it's dual-wielded pistols or one big gun and nothing else, because you have no jacket and no trousers and nowhere to hang anything.

Holsters. A holster is counted on its own and costs you no slot whatsoever. It only takes the weapon it was built for: a pistol holster takes a pistol, a bag with rifle holster takes a rifle, a sheath takes a knife, a scabbard takes a blade. Your spare rifle holster will not hold a pistol, so buy the holster you actually need.

Bags. A bag adds slots for the guns you aren't holding. Only real bags count here: deep pockets let you haul more junk, they are not somewhere to sling a rifle. 40 bag capacity is 2 slots by default.

What each of them costs you:

Equipped, in a body slot: nothing at all.

In a holster: nothing at all, equipped or not.

Not equipped, on your body or in your bag: no stamina, but it weighs what it weighs.

Nowhere left to put it: stamina drain, and it weighs. A long gun costs 2. 5x what a sidearm does.

You don't sort any of this out yourself. Weapons get placed for you, best places first: holsters, then what you have equipped, then the bag, then whatever body slots are left over. Long guns get first pick, so a pistol never takes the last half slot out from under your rifle.

If you reach your limit and try to pick up a weapon that doesn't fit, it'll be dropped on the ground by default - you can configure the mod to just tell you that you're over capacity but let you pick the gun up anyway.

Carry Status

There's a CARRY STATUS button in the inventory hub listing all the statistics you need. Every weapon you're carrying, where it ended up, and what that costs you. Your weight, your body slots, your holsters, your bag slots, and what you've still got room for.

Your guns are colour-coded too, on the gear screen and in the backpack list both. Green means the weapon is costing you nothing. Red means it's draining stamina. A gun that's only costing you weight is left alone.

The Weight System

I am pushing the regular carry capacity system to the side completely. This means I can do as I want with your items, muahahahaha.. oh, err, I mean. Never mind, moving on: the base carry is set very low. Perks and chrome will not allow you to magically carry more weight, because even if you're stronger where do you put that 100th grenade or the 1000th chewing gum, I mean you only got 2 hands.

📊 Mod Details

Game
Cyberpunk 2077 Mods
Author
DigitalVixen
Version
1.31.0
Downloads
14,651
Endorsements
100
Category
Gameplay
Created
3/23/2026
Updated
9/24/2026

🔧 How to Install Cyberpunk 2077 Mods

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

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

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