ArchiveXL: Resource linking
Summary
Published: May 18 2024 by manavortex Last documented update: May 18 2024 by manavortex
Starting with version 1.14, ArchiveXL allows you to create resource symlinks. This guide will teach you how to avoid duplicate meshes for dynamic substitution that way.
If you want to avoid duplicate material definitions, check ArchiveXL: Resource patching.
Why do I need this?
While ArchiveXL: body mods and refits has solved one problem, it introduced a new one. If you want to use the preferred approach of mesh path substitution, then you'll end up with a million duplicate files.
![](https://wiki.redmodding.org/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252FN7LJvmlJhVnOX6CQWjdH%252Fimage.png%3Falt%3Dmedia%26token%3Dd64ff74a-3196-4bfe-9ca7-62d29799d328&width=768&dpr=4&quality=100&sign=47f533c5&sv=1)
While ArchiveXL: Resource patching will let you keep your materials in one spot, why would the chest size be relevant for a pair of socks?
Rhetorical question, it's not. But body types don't care.
This is where linking comes in.
Linking resources
Like most other things, you do this by adding a block to your .xl
file. The example below will re-use the item for rb
(Hyst's realistic butt) for both ebbrb
and ebbprb
(boobs in various states of push-uppery):
And just like that, we have one mesh instead of three.
Now we can do away with the extra components and simply use body mod substitution โ and anything duplicate can be linked.
You can now also give your .mesh
files passive aggressive filenames and then use substitution to hook them up to the body mods. The possibilities are endless!
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