CCXL: Body Tattoos
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This page will tell you how to use ArchiveXL to add body tattoos to the character creator
To learn more about the character creator, check Game Components explained -> Character Creator: .inkcc
If you want to create a tattoo first, check out For V - Creating Custom Skins - Tattoos - Scars Textures
You have a
You have downloaded the example project from Nexus, and merged it with your project's source
folder
We recommend that you use the suggested paths, as the template is configured to load files from there, then rename files at the very end once everything works.
If you ignore this advice, you're making things needlessly difficult for yourself.
In this tutorial, we will create an overlay mesh from a base game body mesh, which you can get from the .
If you want to create an overlay from a modded body, use the instead.
You can look up all mesh paths in Cheat Sheet: Body
This is the path to acquire the gender you want to work on for vanilla V.
For the tutorial, I will take male V's right arm:
If you have downloaded the template project, you'll want to name your tattoo exactly as described below. We will rename it again later, which is easier if you stick to the workflow now.
ArchiveXL will do the heavy lifting, but if we leave the body mesh where it is right now, you will break the player body. For that reason, you need to rename the mesh file (you can use Wolvenkit's rename menu - hotkey: f2
).
For this tutorial, we'll put it in the following path (where the template files expect it):
This tutorial will not go into details about this process, but you need to
Slightly inflate the mesh so that it doesn't clip with the body (you can use a shrinkwrap modifier for this)
Import back into your project (check the link in the first bullet point)
In this section, we will configure your .mesh
file to load the texture(s) via the included .mi
.
The textures are inside the textures
folder. They are loaded by the .mi
file.
If you want to tweak the parameters, make sure to edit this file (we will look at it in more detail later).
You can learn more about meshes and materials on the 3d objects: .mesh files page, and about .mi files under Re-using materials: .mi.
This is not necessary for the purpose of this tutorial.
Open your .mesh file in Wolvenkit
Create or edit a materialEntry
:
Set the name to your_tattoo
Set isLocalInstance to true
(check the box)
Create or edit a local material instance:
If your mesh does not have preloadLocalMaterialInstances
, use localInstances.materials
instead.
Set baseMaterial to your_modder_name\ccxl\your_tattoo\textures\your_tattoo.mi
(the relative path to the .mi
file)
Create or edit an appearance
: the chunkMaterials
need to point at your_tattoo
.
As this is a template project, the .app
is already configured. Since you moved the .mesh to your_modder_name\ccxl\your_tattoo\models\your_tattoo_pma.mesh
, you don't need to change anything here:
Now, use dynamic renaming feature and rename your files.
Since our imported mesh is named as your_tattoo_pma
, the dynamic renaming feature will allow you to rename it to whatever you want. If you ignored our advice, have fun correcting all those entries one by one:
You can use the dynamic renaming feature (check the box) to safely move all the files in your project.
Change the localizedName
entry to something globally unique – call it something like UI-customization_yourmoddername_my-first-tattoo
.
If you end up using the same translation key as somebody else, the game might show either entry, and you probably don't want that.
This entry defines what the game will display instead of UI-customization_yourmoddername_my-first-tattoo
(as defined in our .inkcharcustomization file).
FemaleVariant
is used as default, so you can leave the male variant empty.
Open the .archive.xl on your project's directory. Here, double-check the paths and make sure that they point at the relative paths of your files.
Note: If you want to do for only one gender, just delete either male or female from the .xl and make sure to pick the mesh path to load the one you want if you want either of the genders. Adapting a tattoo is usually pretty easy! Why not make your mod for both genders?
This works the same as in CCXL: Hairs ->