description |
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How to determine the item type |
Created & Published: June 10 2023 by @manavortex
This page is a part of the Adding new items guide and contains the steps necessary to create different equipment types.
For an overview of prefixes for the different component types, see here.
{% hint style="info" %} TL;DR:
- Change
equipmentSlot
in the yaml (for options, see Step 1) - Replace the
mesh_entity
(see Step 2) - Replace the
.mesh
(e.g., instead of a shirt, find in-game shoes) - Optional: Port an external item {% endhint %}
You define the item slot in your .yaml file by specifying the root entry type via a $base
record. Base records come in many different types, some include intrinsic modifiers that add slight stat improvements to items, or add special sound to items. A complete page with clothing items, their intrinsic modifier, and their baseids can be found on the official Cyberpunk 2077 wiki's article for clothing here.
Items.My_Custom_Shirt: << name of your item (the spawn code)
$base: Items.Shirt
Items.My_Custom_Helmet:
$base: Items.Helmet
# For items that should hide hair, use records with the "Hair" suffix.
Items.My_Custom_HelmetWithHair:
$base: Items.HelmetHair
# For items that should have an intrinsic modifier, e.g. Armor
Items.My_Custom_HelmetWithArmor:
$base: Items.Helmet_Intrinsic
# For feet items that use heels (clicky sound)
Items.MyCustom_Heels:
$base: Items.FormalShoes
You can use the following base types:
Slot | Records |
---|---|
Head | Helmet, HelmetHair, Helmet_Intrinsic, Helmet_EP1_Intrinsic_Armor, Helmet_EP1_Intrinsic_Runner, Helmet_EP1_Intrinsic_ExplosionDmg, Helmet_EP1_Intrinsic_Zoom, Hat, Cap, Scarf, ScarfHair, Balaclava, Balaclava_Intrinsic |
Face | Glasses, Visor_Intrinsic_QH, Visor_Intrinsic_Zoom, |
Outer Torso | Coat, LooseShirt, |
Inner Torso | FormalShirt, Shirt, TightJumpsuit, TShirt, |
Legs | FormalPants, Shorts, |
Feet | Boots, |
Special | Outfit, |
{% hint style="info" %}
You can absolutely set up a shirt and then put $base: Items.GenericHeadClothing
- V is the only person I know of who can wear their undies on their head without impairing their functionality.
However, before you start abusing the system that way, you might want to look into EquipmentEx.
{% endhint %}
psiberx's mod EquipmentEx (github | nexus) adds a whole new wardrobe system, providing extra slots that CDPR forgot to include with the basegame. This feature requires the mod to be installed — without it, only the $base
types from step 1 will be considered.
All you need to do is adding the last two lines to your .yaml:
Items.MyNecklace:
$base: Items.GenericHeadClothing
placementSlots:
- !append OutfitSlots.NecklaceShort
{% hint style="info" %} Find a full list of outfit slots in the github readme. {% endhint %}
Some item properties are defined in the file mesh_entity.ent
via components. If you use the wrong kind of entity, you might end up with your shirt being a puddle around your feet, or string cheese. To get around that, you need to make sure to pick a file that correspond's to your item's body part.
You can find all entity files under base\characters\garment\player_equipment:
Pick any file from inside the correct folder.
If you want to be super thorough, you can stick to the right gender
{% hint style="info" %} If you want to know more about components, check the wiki page. This is completely unnecessary for the purpose of this guide! {% endhint %}
You can hide items most easily via ArchiveXL tag. Check the linked page for how to do that.
To find the correct tags for footstep sounds, check archivexl-tags.md -> #footsteps-setting-footwear-sounds.