Simple Event Framework

⭐ — (8 endorsements) 📥 630 downloads 📌 v0.1 📅 6/1/2026
🟡 Updated this year

By Cyberbuilds · Modders Resources

⬇ Download Mod Source: Nexus Mods 📅 Updated: 6/1/2026 📅 Created: 6/1/2026
⚠️ 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

  • 👍 1.3% endorsement rate — high engagement, a strong quality signal
  • 🏆 #10 of 43 Modders Resources mods in this game by downloads

📋 About This Mod

Engine level asynchronous event messaging between redscript and lua code. Add custom listeners, and send custom payloads. Finally be able to talk across code in a reliable way - at engine speed!

player:SendEventMessage("BaseStatusEffect. SimpleEventMessage",{"Payload1","Payload2","Payload3"})

Via mod manager or unzip into game directory.

> sef = GetMod("SimpleEventFramework")

> function mylistener(message) for i,tag in ipairs(message) do print("HANDLER:",tag.value) end end

> sef:AddEventMessageListener("BaseStatusEffect. SimpleEventMessage",mylistener)

> player:SendEventMessage("BaseStatusEffect. SimpleEventMessage",{"One","Two","Three"})

module SimpleEventFramework. Example

import SimpleEventFramework. System.*

public class MyListenerClass extends ListenerCallback {

public func Call() -> Void {

for tag in this.tags {

FTLog(" tag "+this.event+":"+NameToString(tag));

StatusEffectHelper. RemoveStatusEffect(this.player, t"BaseStatusEffect. SimpleEventMessage");

@wrapMethod(PlayerPuppet)

protected cb func OnGameAttached() -> Bool {

let ret: Bool  = wrappedMethod();

let eventFramework = SimpleEventFramework. GetInstance(this);

if IsDefined(eventFramework) {

let listener: ref<MyListenerClass> = new MyListenerClass();

listener.event = "BaseStatusEffect. SimpleEventMessage";

eventFramework. AddEventMessageListener(listener);

return ret;

}NOTE: From r6/scripts/SimpleEventFramework/Example.reds

Message Objects

Message objects are based on Tweak records for BaseStatusEffects, as this framework uses status effects to pass messages through the engine. One is provided for you BaseStatusEffect. SimpleEventMessage however, you are free to clone that into your own message types with pre-defined debugTags. This acts as a container for message payloads that are carried as tag strings in the debugTags section of the record.

BaseStatusEffect. SimpleEventMessage:

debugTags: []

duration: BaseStats. InfiniteDuration

dynamicDuration: False

gameplayTags: []

immunityStats: []

isAffectedByTimeDilationNPC: True

isAffectedByTimeDilationPlayer: True

maxStacks: RTDB. StatusEffect_inline0

packages: []

reapplyPackagesOnMaxStacks: False

removeAllStacksWhenDurationEnds: False

removeOnStoryTier: False

replicated: False

savable: True

statusEffectType: BaseStatusEffectTypes. Misc

stopActiveSfxOnDeactiva

📊 Mod Details

Game
Cyberpunk 2077 Mods
Author
Cyberbuilds
Version
0.1
Downloads
630
Endorsements
8
Category
Modders Resources
Created
6/1/2026
Updated
6/1/2026

🔧 How to Install Cyberpunk 2077 Mods

Download from Nexus.

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