A crash reporter for Cyberpunk 2077. When the game crashes, REDscope names the
likely culprit and writes a plain-text .crash file (plus a .crash.json
sidecar) with the call stacks, engine state, what the game was loading, recent
log errors, and which mods changed since your last working launch.
CDPR's built-in reporter collects a minidump but tells you nothing about why the game died. REDscope answers that in text you can read and paste into a bug thread.
How to read a REDscope crash report → — what each section means, the common crashes and their fixes, and notes for mod authors.
- A
LIKELY CULPRITline with a confidence rating and a verdict: a specific mod DLL, the game's own code, a driver, or an out-of-memory condition. - A
CRASH IDfingerprint, so you can tell whether a fix worked and quote it in a report. The in-game panel also flags when the same crash is recurring. - The native call stack, every frame attributed to its module, plus the in-flight RedScript call stack on the crashing thread.
- Live engine state at the crash: lifecycle stage, GPU/VRAM use, and an out-of-memory heuristic that separates an environmental crash from a broken mod.
- What the engine was streaming when it died, resolved to file paths through a path dictionary that ships with the release.
- A diff of which mods were added, removed, or updated since your last launch.
- Registers, stack memory, loaded modules, an installed-mod summary, and a
@wrapMethodwrap-chain scan for the mod author.
The full per-mod modlist goes in the .crash.json sidecar next to the report.
Attach both when you report a crash.
REDscope ships a Cyber Engine Tweaks panel that reads the latest crash without leaving the game: the verdict, the stack-module list, recent crashes, and whether the same crash keeps coming back. There is nothing to configure.
Requires RED4ext, Cyber Engine Tweaks, and redscript. Works with MO2, Vortex, and native installs.
Install it through your mod manager like any other mod, or unzip the folders into your Cyberpunk 2077 directory. It should load ahead of any other crash-handler plugin.
Crash files land in red4ext/plugins/REDscope/crashes/. Under MO2 that is your
Overwrite folder.
The defaults are fine. The knobs people ask about:
[stack] dump_slot_count=512— how much of the stack to emit. Lower trims report size; higher catches longer call chains.[debug] log_level=2—0=ERROR, 1=WARN, 2=INFO, 3=DEBUG, 4=TRACE.[behavior] respect_debugger=true— skip the handler when a debugger is attached, so it catches the crash first.[test] inject_crash_after_seconds=0— set to 8 to smoke-test the full pipeline on next launch, then reset to 0.
- Not a GUI for the report itself. The output is plain text you paste into bug threads; the in-game panel is a reader, not an editor.
- Not a symbol server. Third-party DLLs without shipped PDBs are attributed by
name and offset, and most
Cyberpunk2077.exeframes show as raw offsets because only about 84 engine functions are named in the public address database. That is normal. - Not a replacement for a debugger. Attach to
Cyberpunk2077.exefor live debugging; REDscope detects a debugger and defers.
REDscope keeps a ring of breadcrumbs and prints the last entries next to the call stacks. You can add your own from RedScript or CET for the moments that matter. See the mod-author section of the guide.
MIT. See LICENSE.
github.com/qcargile/REDscope. Attach the
.crash and .crash.json from red4ext/plugins/REDscope/crashes/; the internal
log (REDscope-*.log, same dir) records what each step attempted.