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Modders dismantle Cyberpunk 2077 restrictions to enable dual wielding for any weapon combination

The Edgerunners 2 update for Cyberpunk 2077 officially introduced dual wielding for handguns, but the community has already pushed that boundary far beyond the developers' intent. Within 24 hours of the update, modders have dismantled the restrictions on the new mechanic, allowing players to twin nearly any weapon in Night City.

This rapid response highlights a recurring theme in long-term gaming success; much like the enduring legacy of Skyrim, the ability to apply mods that alter visuals or core gameplay components provides essential end-game content. By allowing players to reshape the experience, these modifications engage the community in ways that prevent a title from being abandoned long after its initial release. In the case of Cyberpunk 2077, this means moving past the official limitation of pistols to embrace the chaos of dual-wielding assault rifles, shotguns, and sniper rifles.

Several modders moved almost instantly to extend the tag governing the dual-wielding perk. The current landscape of these enhancements includes:

  • Dual Wield Anything by E3roKK
  • Dual Wield Anything and Everything for 2.5 by Jollywankers
  • Expanded Dual Wielding by JericoHellden
  • Independent Pistol Controls (Dual Wielding) by Dederara

While these mods share a common goal, they offer different levels of control. CD Projekt Red's default implementation automatically alternates between the two weapons when firing, but JericoHellden's Expanded Dual Wielding adds the option to control each gun separately. For those who prefer to stick to pistols but want that same level of independent fire, Dederara's mod provides a targeted solution.

Technical Trade-offs

This leap in firepower does not come without consequences. Because the official update was designed specifically for pistols, using these mods to wield heavier weaponry significantly blunts the challenge of the game, as enemies are not tuned to match such overwhelming force. The experience is not entirely seamless, either. JericoHellden has described the result as "janky and wildly overpowered," while E3roKK warned that players should expect animations to become clippy or awkward at times.

The technical barrier to entry for these features is relatively specific. All four of the aforementioned mods require the latest version of Cyber Engine Tweaks, the essential framework for any Cyberpunk 2077 mod that goes beyond simple visual tweaks. Additionally, those opting for Expanded Dual Wielding will need Redscript.

The Road Ahead

While ranged combat has been wide open, those hoping to dual-wield katanas will have to wait. Melee weapons currently remain a hurdle, with some mods including them only as an afterthought for players to test without expecting them to work properly. This is largely because the official integration in the Edgerunners 2 update—which also added two new quests and mantis blade customization—was designed for firearms rather than melee combat.

The current state of these mods suggests a trajectory where the player's power ceiling continues to rise, potentially leaving the official difficulty balance in the dust. As the community continues to refine these tools, the focus will likely shift toward stabilizing animations and expanding these capabilities to melee weapons, further extending the game's lifespan through community-driven content.