ArchiveXL: body mods and refits
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Published: ?? by Last documented update: January 27 2025 by LadyLea 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 Texture Frameworks for Player V page.
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.
Run the following code snippet in CET to see which body is currently installed:
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.
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:
We'll make use of ArchiveXL: Resource patching for this.
If you downloaded the template project, a patch .ent will already be included.
Inside the patch .ent, find the entMeshComponent
under the components
array.
Change its name
to match your body mod, e.g. Body:BoobsForBackProblems
-> Body:NewBody
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!
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!
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:
If that still doesn't work, consider using the template from Nexus, which has been tried and tested on May 18 2024 with ArchiveXL
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.
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:
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!
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!
NOTE: base_body
is also meant for body mods that are vanilla based shaped - for instance EVB and VTK Vanilla HD FemV
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:
If you know something that should be on the list, please edit The Wiki!
The following body mods support dynamic body switching.
Adonis
&body=adonis
Atlas
&body=atlas
Gymfiend
&body=gymfiend
Lush
&body=lush
Lush
&body=lush
Ult
&body=ult
Solo_OG
&body=solo_og
SoloArms
&body=soloarms
Song2
&body=song2
Flat
&body=flat
RB
&body=rb
EBB
&body=ebb
EBBP
&body=ebbp
EBBRB
&body=ebbrb
EBBPRB
&body=ebbprb
Angel
&body=angel
Small
&body=small
*NOTE*: you don't need this unless your mod specially modifies body meshes for this body, otherwise the value is base_body
(see official mod page for further info.)
VHD
&body=vhd