Docs
Install
Requirements, installing the release tarball, and first-run setup on desktop Linux.
Requirements
- Linux 6.8 or newer. cpmm stacks mod layers with overlayfs, and needs a kernel recent enough to do that without root. Check yours with
uname -r. - Unprivileged user namespaces. Most distributions turn these on by default.
- Same filesystem. cpmm’s data directory (
~/.local/share/cpmm, or whereverCPMM_DATApoints) must be on the same filesystem as your Cyberpunk 2077 install. 7zfor extracting mod archives. It’s usually in a package calledp7zipor7zip.- Cyberpunk 2077 on Steam, running through Proton.
Install the release
Download the latest tarball from the download page, then:
tar -xzf cpmm-*-linux-x86_64.tar.gz
cd cpmm-*-linux-x86_64
mkdir -p ~/.local/bin
cp cpmm cpmm-gui ~/.local/bin/
Make sure ~/.local/bin is on your PATH. The GUI looks for cpmm in the same folder as itself.
First-run setup
Start cpmm-gui. On first launch it opens a setup flow; if you prefer the terminal, cpmm setup asks the same questions:
- Game. cpmm finds Cyberpunk 2077 in your Steam library, or asks where it is.
- Nexus Mods. Paste your personal API key. cpmm validates it and stores it with owner-only permissions. See Nexus Mods setup.
- Steam. cpmm adds
cpmm run --in front of%command%in Cyberpunk’s launch options, keeping any options you already have. - Preferences. The main settings, and whether cpmm should handle Nexus “Mod Manager Download” links.
You can bring the setup flow back any time from Settings → Run setup again.
Already modded by hand?
If you’ve been copying mods straight into the game folder, cpmm can take them over:
cpmm import # dry run: shows what it would move
cpmm import --apply # move hand-installed mods into staging
For loose files cpmm can’t match to a mod, use cpmm adopt <id> <paths…> to turn them into a manual mod. cpmm unmanaged lists anything in the game folder that no mod owns.
Build from source
cpmm is a standard Rust project, and the GUI is a Tauri 2 app. The repository README has the build steps.