Mixed Input Fix

⭐ — (27 endorsements) 📥 639 downloads 📌 v1.0.0 📅 7/20/2026
🟡 Updated this year

By Havner · Miscellaneous

⬇ Download Mod Source: Nexus Mods 📅 Updated: 7/24/2026 📅 Created: 7/20/2026
⚠️ 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

  • 👍 4.2% endorsement rate — high engagement, a strong quality signal
  • 🏆 #15 of 168 Miscellaneous mods in this game by downloads

📋 About This Mod

Fixes the 2.11+ mixed-input freeze/crash and button-hint flicker (Steam Controller/Deck, gyro aim, pad+mouse, analog keyboards). Pins the UI to the device you choose. No scripts, no archives - one RED4ext plugin.

The bug this fixes

Since patch 2. 11, playing Cyberpunk 2077 with mixed controls - anything that sends both gamepad and mouse/keyboard input at the same time - causes:

  • []constant flicker of the button input hints between keyboard and gamepad variants,[/]

    []and after 20-60 minutes of play, a hard freeze (frozen screen, audio still playing) followed by a watchdog crash. The more intensively you play, the sooner it happens.[/]

Affected setups include:

  • []Steam Controller / Steam Deck with touchpad or gyro mapped to mouse[/]

    []DualShock/DualSense (or any pad) with gyro-to-mouse[/]

    []gamepad in one hand, mouse in the other[/]

    []analog keyboards (e.g. Wooting) mapping movement keys to a virtual stick[/]

    []any similar Steam Input / JoyShockMapper / reWASD setup[/]

This is a game bug, present on every store version (GOG/Steam/Epic) and on Windows and Linux/Steam Deck alike. It was reported to CDPR with full reproduction steps; they declined to fix it as an "unsupported configuration". Full story, investigation and other players' reports: the reddit post.

What the mod does

The game constantly rewrites its "current input device" state with whichever device sent the last input event; with mixed controls that means thousands of switches per session, each one re-resolving every visible UI hint. The flicker is the visible symptom; the accumulated UI churn is what eventually freezes the game (reproduced and measured - vanilla behavior froze in ~25 minutes of intensive play; with the fix, the same intensity runs clean for hours).

MixedInputFix pins that state to the device you actually play with:

  • []controller mode (default): the UI locks to your gamepad the moment you first use it. Until then the game is 100% vanilla. For gamepad-primary setups (Steam Controller/Deck, gyro aim).[/]

    []kbm mode: the UI locks to keyboard/mouse from boot. For KBM-primary setups that use auxiliary analog inputs (e.g. movement or driving on a stick).[/]

The raw input layer is untouched: mouse, cursor, and every input keep working exactly as before. Only the game's notion of which device you're using is stabilized.

It goes beyond visuals. The game checks "last used device" in many places: hint icons and layouts, popup layouts, the CrystalCoat vehicle color editor, the phone HUD, DualSense detection in settings - and also gameplay branches like crouch/dodge handling and body-carry interactions. In vanilla mixed input all of these were effectively random (each check read whichever device happened to send the last event). The mod makes them deterministic and consistent with your chosen mode - the whole game follows the paradigm of the device you think in.

📊 Mod Details

Game
Cyberpunk 2077 Mods
Author
Havner
Version
1.0.0
Downloads
639
Endorsements
27
Category
Miscellaneous
Created
7/20/2026
Updated
7/24/2026

🔧 How to Install Cyberpunk 2077 Mods

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