ArchiveXL: Resource patching
Modify resources in a non-conflicting ways and reuse definitions.
Summary
Published: May 18 2024 by mana vortex Last documented update: July 23 2024 by Zhincore
The example below uses mesh materials, but these aren't even the tip of the iceberg. By using this technique, we can re-work everything, from CDPR's messed-up material paths up to the character creator.
You can find a guide under ArchiveXL: Patching appearances
This page explains resource patching, a very powerful ArchiveXL feature that lets you modify resources without conflicting with other mods or even game updates. Also allows you to reuse e.g. material definitions in multiple meshes, possibilities are endless!
For the most efficient way to define multiple materials, check out ArchiveXL: dynamic materials!
Why do I need this?
While ArchiveXL: body mods and refits has solved one problem, it introduced a new one. You now have a bunch of meshes inside your .archive, and you have to copy the materials across each of them.
Not only does resource patching fix that issue, it also allows multiple mods to modify the same resource without conflicts! Now you can have multiple mods add appearances to the same weapon and more.
How do I use this?
In general, have a file that contains your changes (and only your changes), this is your "patch file". And you should know what file you want to patch, the "target file". Add the following code to your .xl
file:
resource:
patch:
<source_file_path_1>:
- <target_file_path_1>
- <target_file_path_2>
<source_file_path_2>:
- <target_file_path_3>
You can patch multiple files with the same or different files, as many as you'd like. (Don't duplicate the first two lines)
Example: If you have many meshes and want to share materials between them, don't define materials in your mesh files, instead have another mesh file with just the materials! Then add the following lines to your .xl
file:
resource:
patch:
tutorial\archive_xl\your_new_item\materials.mesh: # relative path to your material mesh
- tutorial\archive_xl\your_new_item\pwa.mesh # paths to the target meshes
- tutorial\archive_xl\your_new_item\pma.mesh
And just like that, it will work. All your meshes will have the materials you defined in your material mesh and any change to it will propagate to the patched meshes.
What else can I patch?
You can patch pretty much any .ent
, .app
or .mesh
file! Give it a try via .xl
file.
What is the minimal patching level?
.mesh file
appearances (added/replaced appearances use materials from patch mesh)
original_mesh: patch_mesh:
appearances: appearances:
appearance_black: appearance_black:
- black_material - black_material
- black_material - black_material
appearance_black_2:
- black_material
- black_material
materials: materials:
black_material: multilayered.mt black_material: metal_base.remt
After patching, appearance_black
would use metal_base.remt
, while appearance_black_2
would still use multilayered.mt
.
.ent file
You can patch appearances, components, entity, visual tags
.app file
You can patch definitions (components, parts values, parts overrides, visual tags)
Distributed patching: Scopes
Some things are scattered across multiple files — for example, there are different player entities for first and third person. Fortunately, ArchiveXL solves this problem in the cradle by defining patchable scopes. You can find examples on the github repository:
the player ent
Including scopes:
resource:
patch:
tutorial\archive_xl\player_patch.ent:
- !include player.ent # or player_ma.ent / player_wa.ent
This will include all the needed files for patching without the need to specify each of them manually.
Adding entries to scopes:
photo_mode.character.altPoses: *AddPosesF
This will add the list &AddPosesF
to the list of photo_mode.character.altPoses
.
Photo mode scopes were added in version 1.19
Expanding scopes
If it becomes necessary, you can expand scopes and add your own files to them. For example:
resource:
scope:
player_customization.app:
- your_modder_name\patches\your_custom.app
You can't overwrite scopes, and you can't remove anything from them. Only appending is possible!
Partial templates: @Context
Different parameters per .mesh
What if you need to customize your template further? For example, everything uses the same .mlsetups
, but you need different normal maps?
That's where @context
comes in.
This only works for dynamic materials — e.g. @material
!
Adjusting the target mesh
This is for the mesh that you will be patching.
Create a material entry called
@context
. This must be the first material in your list:

In the
values
array, create aCpuNameU64
:

Give it a custom name (like
ManasCustomNormal
), and set the depot path of your normal map as itsValue
.Do the same for any other mesh(es) that you want to patch and which should use a custom texture.
Adjusting the patch mesh
Any dynamic material inside your patch mesh can now resolve substitution for the parameter you just defined (the name will be converted to camel case
):

... and that's it. Depending on your defined parameters, the material will now have a different normal map per mesh (or fall back to the default parameter if it can't be resolved).
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