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adding-new-items-files-from-scratch.md

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description
How to set up the folder structure from scratch

ItemAdditions: files from scratch

Summary

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.

{% 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 %}

Overview:

File in modded dirwas originally copied from
rootentity.entbase\gameplay\items\equipment\underwear\player_underwear_item.ent
appearance.appbase\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.meshbase\characters\garment\gang_monk\torso\t2_135_jacket__monk_shirt\t2_135_wa_jacket__monk_shirt.mesh
my_tshirt_factory.csvbase\gameplay\factories\items\clothing.csv
translation_strings.jsonbase\localization\en-us\onscreens\onscreens.json
preview_icons.inkatlasbase\gameplay\gui\common\icons\items\item_icons6.inkatlas
preview_icons.xbmbase\gameplay\gui\common\icons\items\item_icons6.xbm
tutorial_my_custom_tshirt.archive.xlWolvenkit -> New File -> ArchiveXL
tutorial_my_custom_tshirt.yamlWolvenkit -> 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 %}

Optional, but very recommended: Clean out obsolete entries

  1. Open the file translation_strings.json in WolvenKit.
    Expand the array root and then the array entries. Delete all entries but one.

  2. Open the file my_shirt_factory.csv in WolvenKit.
    In compiledData, delete all entries but one. In data, delete everything - these will get autogenerated.

  3. Open the file root_entity.ent.

    Expand the list appearances. Delete all entries but the first (most likely default).

  4. Open the file my_custom_shirt.app.
    Expand the list appearances. Delete all entries but default.

  5. Open the file mesh_entity.ent
    Select resolvedDependencies and delete all the entries. (We don't need Judy's top anymore.)

  6. Make a back-up copy of your t1_custom_shirt.mesh, then open it.

    1. Expand the first appearances at the top of the file. Open the appearance default and check which material is linked in the chunkMaterials array.

{% hint style="success" %} Now is a good time for a backup. {% endhint %}