description |
---|
How to set up the folder structure from scratch |
Created: by @manavortex
Last documented edit: June 10 2023
This page is a part of the Adding new items guide and deals with finding the correct files for an ArchiveXL item addition.
- For an explanation of the file structure, see archive-xl-item-structure-explained.md.
- If you want to add an atelier store, see adding-items-atelier-integration.md.
- If you want to add preview items, check adding-items-preview-images.
- If you want to port a mesh from a different game to Cyberpunk, check porting-3d-objects-to-cyberpunk.md
{% hint style="info" %} TL;DR: If you can't be arsed doing this by yourself, find a template project with one working item (female rigged) here. {% endhint %}
File in modded dir | was originally copied from |
---|---|
rootentity.ent | base\gameplay\items\equipment\underwear\player_underwear_item.ent |
appearance.app | base\gameplay\items\equipment\underwear\appearances\player_underwear_item_appearances.app |
mesh_entity.ent ⚠ Check the red hint box ⚠ | base\characters\garment\player_equipment\torso\t1_080_pwa_tank__judy.ent |
my_mesh.mesh | base\characters\garment\gang_monk\torso\t2_135_jacket__monk_shirt\t2_135_wa_jacket__monk_shirt.mesh |
my_tshirt_factory.csv | base\gameplay\factories\items\clothing.csv |
translation_strings.json | base\localization\en-us\onscreens\onscreens.json |
preview_icons.inkatlas | base\gameplay\gui\common\icons\items\item_icons6.inkatlas |
preview_icons.xbm | base\gameplay\gui\common\icons\items\item_icons6.xbm |
tutorial_my_custom_tshirt.archive.xl | Wolvenkit -> New File -> ArchiveXL |
tutorial_my_custom_tshirt.yaml | Wolvenkit -> New File -> TweakXL |
{% hint style="danger" %}
For mesh_entity.ent,
your entity file needs to correspond to your item's body part. If you put a shirt in an entity file for shoes, it will deform badly once you put it on.
If you rename your components, we recommend using CDPR's naming prefixes for reasons of garmentSupport. You don't need to understand how this works, just name your component like l1_myCustomPants
instead of myCustomPants
and call it a day.
For further details, check here. {% endhint %}
{% hint style="success" %}
It is good practice to keep local copies of everything that you change (=> custompathing
) instead of overwriting files under base
. This makes sure that no other mods will overwrite your changes.
ℹ Only keep files under base
if you are okay with them being overwritten!
{% endhint %}
-
Open the file
translation_strings.json
in WolvenKit.
Expand the arrayroot
and then the arrayentries
. Delete all entries but one. -
Open the file
my_shirt_factory.csv
in WolvenKit.
IncompiledData
, delete all entries but one. Indata
, delete everything - these will get autogenerated. -
Open the file
root_entity.ent
.Expand the list
appearances
. Delete all entries but the first (most likelydefault
). -
Open the file
my_custom_shirt.app
.
Expand the listappearances
. Delete all entries butdefault
. -
Open the file
mesh_entity.ent
SelectresolvedDependencies
and delete all the entries. (We don't need Judy's top anymore.) -
Make a back-up copy of your
t1_custom_shirt.mesh
, then open it.- Expand the first
appearances
at the top of the file. Open the appearancedefault
and check which material is linked in thechunkMaterials
array.
- Expand the first
{% hint style="success" %} Now is a good time for a backup. {% endhint %}