ArchiveXL: body mods and refits
Summary
Published: ?? by manavortex Last documented update: October 26 2024 by AllKnowingLion Minimum required ArchiveXL version: 1.5
This page explains how to enable body mod support in ArchiveXL:
Clothing mods: Making use of the tags
To learn more about body mods, check the Overlay textures by framework page.
Checking the current body
Run the following code snippet in CET to see which body is currently installed:
NOTE
The past method of adding the components to each individual appearance does still work. However, you'll want to use the new method (for version >= 1.14), since it is both more robust and less tedious.
Body modders: Adding support
Starting with version 1.14, you can use ArchiveXL: Resource patching to inject your tags into the existing files!
You can download the template from Nexus, or create one yourself.
1. Registering the body mod
Create an .xl file in your Wolvenkit Project's resources folder (File -> New file -> ArchiveXL)
Optional: Name it the same as your current project (e.g. boobs_for_back_problems.archive.xl)
Put the following file content:
2. Patch the player entity files
We'll make use of ArchiveXL: Resource patching for this.
Set up the patch .ent
If you downloaded the template project, a patch .ent will already be included.
Inside the patch .ent, find the
entMeshComponent
under thecomponents
array.Change its
name
to match your body mod, e.g.Body:BoobsForBackProblems
->Body:NewBody
Register the patch .ent
Make sure that your patch .ent is added to the game by telling ArchiveXL about it. Add the following block to your .xl
file:
Include only the relevant body gender!
3. Test
That's it, everything should work now! Let's test.
Launch the game and load into a save
check if the body tag registers by running the CET command.
If yes: Congratulations, you've made it much easier for people to add refits for your body!
Troubleshooting
General errors
The process is so simple that there aren't many things to go wrong:
Update ArchiveXL
Double-check your
.yaml
via yamllint and make sure you don't have syntax errors (indent matters)Check ArchiveXL's log file
If that doesn't work, check if the component gets added correctly. There are two ways to do this:
CET:
If that still doesn't work, consider using the template from Nexus, which has been tried and tested on May 18 2024 with ArchiveXL
Invisible mesh for body xyz
Make sure that your mesh has appearances and materials. If you are using ArchiveXL: Resource patching, it's easy to forget a new body's mesh in the list like a gonk. This has never happened to the author, by the way.
Clothing mods: Making use of the tags
The problem
Even with the AKL AutoRefitter, the process of supporting body mods is tedious. And even worse: you then have to pack everything separately for Nexus:
The Solution
If a mod supports body tags, ArchiveXL can detect the current body mod, and conditionally load the correct mesh. Now, everything can be put into a single .archive!
Dynamic Appearances
If you're using dynamic appearances, you don't need to register a suffix and can simply match or substitute for the body tag:
If no body mod is installed, the value will be base_body
, so make sure to name your files and folders accordingly!
Suffixes
If you're sticking to the classical approach, you need to add the following lines to your .yaml
:
Now, you can use the suffixes in your root entity just like camera states or body genders:
Supporting mods
The following body mods support dynamic body switching.
If you know something that should be on the list, please edit The Wiki!
As of 18th March 2024, Nim's More Body Meshes is compatible again with Gymfiend Body Mod.
Use only one main archive! [#_nim_more_body_meshes_Gymfiend_patch.archive]
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