description |
Arms are why we can't have nice things. |
The player base body does not come with arms attached — this made it easier for the developers to switch out the different kinds of cyber arms. It makes everything harder for you.
You can look up the component names and their properties in the .ent files per body gender in these folders (the file names will start with a0_
).
{% hint style="info" %}
Female arms are using different meshes for the first person perspective. You will find this is a common theme.
{% endhint %}
Type |
Folder or .ent files |
Component names |
First Person |
base\characters\common\player_base_bodies\player_female_average\fpp |
|
right_arm |
|
|
|
|
|
Third Person |
base\characters\common\player_base_bodies\player_female_average\arms_hq
arms_full is only used by character creator!
|
|
a0_001_pwa_base_hq__full8640 |
|
|
|
|
|
{% hint style="info" %}
An in app example how to include Component Names and hiding them via chunkmask (untick the submesh numbers to hide the mesh).
{% endhint %}
Folder or .ent files |
Component names |
base\characters\common\player_base_bodies\player_man_average\arms_hq
arms_full is only used by character creator!
|
a0_000_ma_base__full_ag_hq1491
|
a0_000_ma_base__full_ag_hq6168 |
|
|
|
{% hint style="info" %}
Cyber arms are complex, with active and inactive states, and in the case of the female body, separate entities and meshes for the inactive state in First and Third Person Perspectives.
They also have separate Rigs and Animations, which are not included here to avoid complete information overload.
To add insult to injury, if you dig into the actual meshes in use, you will find some cases of wa
meshes being used by ma
components and vice versa. But there's a mod for that.
{% endhint %}
Note that the same component name is used for all arm states, even when declared in different .ent files.
Type | Folder or .ent files | Component names |
---|
Active | base\characters\cyberware\player\a0_002__monowire_whip\entities\a0_002_wa__monowire_whip.ent | a0_002_wa__monowire_whip_l_cableless
a0_002_wa__monowire_whip_r_cableless
|
Inactive FPP | base\characters\cyberware\player\a0_002_wa__monowire_whip_holstered.ent | a0_002_wa__monowire_whip_l_cableless
a0_002_wa__monowire_whip_r_cableless
|
Inactive TPP | base\characters\cyberware\player\a0_002_wa__monowire_whip_tpp.ent | a0_002_wa__monowire_whip_l_cableless
a0_002_wa__monowire_whip_r_cableless
|
Note that it is not a typo on this page that the inactive component names use wa
instead of ma
. That's just how it is.
Type | Folder or .ent files | Component names |
---|
Active | base\characters\cyberware\player\a0_002__monowire_whip\entities\a0_002_ma__monowire_whip.ent | a0_002_ma__monowire_whip_l_cableless
a0_002_ma__monowire_whip_r_cableless
|
Inactive | base\characters\cyberware\player\a0_002_ma__monowire_whip_holstered.ent | a0_002_wa__monowire_whip_l_cableless
a0_002_wa__monowire_whip_r_cableless
|
This is the first cyberarm type where we see the arm split across multiple .ent files.
Type | Folder or .ent files | Component names |
---|
Active | base\characters\cyberware\player\a0_003__mantisblade\entities\a0_003_wa__mantisblades_cyber.ent
base\characters\cyberware\player\a0_003__mantisblade\entities\a0_003_wa__mantisblades.ent
base\characters\cyberware\player\a0_003__mantisblade\entities\a0_003_wa__mantisblades_edge.ent
base\characters\cyberware\player\a0_003__mantisblade\entities\a0_003_wa__mantisblades_nails.ent
| a0_003_wa__mantisblade_left
a0_003_wa__mantisblade_upperarm_left
a0_003_wa__mantisblade_left_blade
a0_003_wa__mantisblade_left_mechanisms
a0_003_wa__mantisblade_left_mechanisms6263
a0_003_wa__mantisblade_nails_l
a0_003_wa__mantisblade_right
a0_003_wa__mantisblade_upperarm_right
a0_003_wa__mantisblade_right_mechanisms
a0_003_wa__mantisblade_right_mechanisms2035
a0_003_wa__mantisblade_right_blade
a0_003_wa__mantisblade_nails_r
|
Inactive FPP | base\characters\cyberware\player\a0_003__mantisblade\entities\a0_003_wa__mantisblade_holstered.ent | a0_003_wa__mantisblade_holstered_left
a0_003_wa__mantisblade_holstered_upperarm_left
a0_003_wa__mantisblade_holstered_right
a0_003_wa__mantisblade_holstered_upperarm_right
|
Inactive TPP | base\characters\cyberware\player\a0_003__mantisblade\entities\a0_003_wa__mantisblade_photomode.ent | a0_003_wa__mantisblade_photomode_left2804
a0_003_wa__mantisblade_photomode_upperarm_left
a0_003_wa__mantisblade_photomode_right
a0_003_wa__mantisblade_photomode_upperarm_right
|
Type | Folder or .ent files | Component names |
---|
Active | base\characters\cyberware\player\a0_003__mantisblade\entities\a0_003_ma__mantisblades_cyber.ent
base\characters\cyberware\player\a0_003__mantisblade\entities\a0_003_ma__mantisblades.ent
base\characters\cyberware\player\a0_003__mantisblade\entities\a0_003_ma__mantisblades_edge.ent
base\characters\cyberware\player\a0_003__mantisblade\entities\a0_003_ma__mantisblades_nails.ent
| a0_003_ma__mantisblade_left
a0_003_ma__mantisblade_upperarm_left
a0_003_ma__mantisblade_left_blade
a0_003_ma__mantisblade_left_mechanisms
a0_003_ma__mantisblade_nails_l
a0_003_ma__mantisblade_right
a0_003_ma__mantisblade_upperarm_right
a0_003_ma__mantisblade_right_blade
a0_003_ma__mantisblade_right_mechanisms
a0_003_ma__mantisblade_nails_r
|
Inactive FPP and TPP | base\characters\cyberware\player\a0_003__mantisblade\entities\a0_003_ma__mantisblade_holstered.ent | a0_003_ma__mantisblade_holstered_left6562
a0_003_ma__mantisblade_holstered_upperarm_left
a0_003_ma__mantisblade_holstered_right
a0_003_ma__mantisblade_holstered_upperarm_right
|
Type | Folder or .ent files | Component names |
---|
Active | base\characters\cyberware\player\a0_005__strongarms\a0_005_wa__strongarms.ent
base\characters\cyberware\player\a0_005__strongarms\entities\a0_005_ma__strongarms_knuckles.ent
base\characters\cyberware\player\a0_005__strongarms\a0_005_wa__strongarms_cyber.ent
| a0_005_wa__strongarms_l
a0_005_wa__strongarms_int_l
a0_005_wa__strongarms_cyberware_l
a0_005_wa__strongarms_r
a0_005_wa__strongarms_int_r
a0_005_wa__strongarms_cyberware_r
|
Inactive FPP | base\characters\cyberware\player\a0_005_wa__strongarms_holstered.ent | a0_005_wa__strongarms_holstered_l
a0_005_wa__strongarms_holstered_cyberware_l
a0_005_wa__strongarms_holstered_r
a0_005_wa__strongarms_holstered_cyberware_r
|
Inactive TPP | base\characters\cyberware\player\a0_005_wa__strongarms_photo_mode.ent | a0_005_wa__strongarms_photo_mode_l
a0_005_wa__strongarms_photo_mode_cyberware_l
a0_005_wa__strongarms_photo_mode_r
a0_005_wa__strongarms_photo_mode_cyberware_r
|
Type | Folder or .ent files | Component names |
---|
Active | base\characters\cyberware\player\a0_005__strongarms\a0_005_ma__strongarms.ent
base\characters\cyberware\player\a0_005__strongarms\entities\a0_005_ma__strongarms_knuckles.ent
base\characters\cyberware\player\a0_005__strongarms\a0_005_ma__strongarms_cyber.ent
| a0_005_ma__strongarms_l
a0_005_ma__strongarms_int_l
a0_005_ma__strongarms_cyberware_l
a0_005_ma__strongarms_r
a0_005_ma__strongarms_int_r
a0_005_ma__strongarms_cyberware_r
|
Inactive | base\characters\cyberware\player\a0_005_ma__strongarms_holstered.ent | a0_005_ma__strongarms_holstered_l
a0_005_ma__strongarms_holstered_cyberware_l
a0_005_ma__strongarms_holstered_r
a0_005_ma__strongarms_holstered_cyberware_r
|
The Launcher is asymmetric and only present in the left arm. The right arm component just re-uses the default mesh.
Type | Folder or .ent files | Component names |
---|
Active | base\characters\cyberware\player\a0_006__launcher\entities\a0_006_wa__launcher.ent
base\characters\cyberware\player\a0_006__launcher\entities\a0_006_wa__launcher_nails.ent
base\characters\cyberware\player\a0_006__launcher\entities\a0_006_wa__launcher_mechanisms.ent
base\characters\cyberware\player\a0_006__launcher\entities\a0_006_wa__launcher_cyber.ent
base\characters\cyberware\player\a0_006__launcher\entities\a0_006_wa__launcher_ammo_fire.ent
base\characters\cyberware\player\a0_006__launcher\entities\a0_006_wa__launcher_fragment_fire.ent
| a0_006_wa__launcher_upperarm
a0_006_wa__launcher_shells8722
a0_006_wa__launcher_mechanisms
a0_006_wa__launcher_muscles
a0_006_wa__launcher_nails_l
a0_006_wa__launcher_fragment_fire6227
a0_006_wa__launcher_ammo_fire2326
a0_006_wa__launcher_holstered_right
a0_006_wa__launcher_nails_r
|
Inactive FPP | base\characters\cyberware\player\a0_006__launcher\entities\a0_006_wa__launcher_holstered.ent | a0_006_wa__launcher_holstered4156
a0_006_wa__launcher_holstered_upperarm
a0_006_wa__launcher_holstered_right
|
Inactive TPP | base\characters\cyberware\player\a0_006__launcher\entities\a0_006_wa__launcher_holstered_photo_mode.ent | a0_006_wa__launcher_holstered_photo_mode8630
a0_006_wa__launcher_upperarm_photo_mode
a0_006_wa__launcher_holstered_photo_mode_right
|
Type | Folder or .ent files | Component names |
---|
Active | base\characters\cyberware\player\a0_006__launcher\entities\a0_006_ma__launcher.ent
base\characters\cyberware\player\a0_006__launcher\entities\a0_006_ma__launcher_nails.ent
base\characters\cyberware\player\a0_006__launcher\entities\a0_006_ma__launcher_mechanisms.ent
base\characters\cyberware\player\a0_006__launcher\entities\a0_006_ma__launcher_cyber.ent
base\characters\cyberware\player\a0_006__launcher\entities\a0_006_ma__launcher_ammo.ent
base\characters\cyberware\player\a0_006__launcher\entities\a0_006_ma__launcher_fragment.ent
| a0_006_ma__launcher_upperarm
a0_006_ma__launcher_shells1525
a0_006_ma__launcher_mechanisms
a0_006_ma__launcher_muscles
a0_006_ma__launcher_nails_l
a0_006_ma__launcher_fragment_fire4806
a0_006_ma__launcher_ammo_fire2714
a0_006_ma__launcher_upperarm_right
a0_006_ma__launcher_nails_r
|
Inactive | base\characters\cyberware\player\a0_006__launcher\entities\a0_006_ma__launcher_holstered.ent | a0_006_ma__launcher_holstered1283
a0_006_ma__launcher_holstered_upperarm
a0_005_ma__strongarms_holstered_r
|
{% hint style="info" %}
There's no easy way to hide arms except by getting rid of everything - The ArchiveXL hide_arms
tag actually hides everything with an a0_
prefix. For more information, check #archivexl-tags
If you want to selectively hide arm meshes or sub-meshes you will need to become familiar with all the contents of this page, and the chances that you can do anything elegantly are slim.
Remember: Arms are why we can't have nice things.
{% endhint %}