Resource Patching: Mesh Appearances
Modifying game items with minimal conflicts
Summary
Published: July 23 2024 by Zhincore Last documented update: October 24 2025 by mana vortex
This guide will teach you how to use ArchiveXL: Resource patching to change or add appearances to existing meshes. By creating a patch mesh, your changes will not conflict with other mods, and be future-proof against game updates!
Wait, this is not what I want!
To learn how to recolour an item, check Changing materials, colors and textures
Prerequisites
Step 0: Finding the correct file
Use RedHotTools -> World Inspector: Watch (the player) to find the correct mesh and appearance name on the player puppet.
If the many components confuse you, you can use Appearance Creator Mod — you can go through the list of components one by one and toggle them off until you have found the correct one. Use that name to find it in RedHotTools.
Find the mesh file in the Asset Browser
Add it to your project by double-clicking
Open it by double-clicking it in the Project Explorer - once we are done, this will be our patch mesh.
Step 1: Delete everything that you aren't changing
In the
appearancesarray at the top of the file, select those appearances that you want to keepRight-click, then press the
shiftkey and selectDelete All but SelectionOptional: If you want to add a new appearance, rather than editing an existing one, re-name the entry (from e.g.
gbstripestosammy_gbstripes)

From the menu bar, select
Clean Up->Delete unused materials

Save your file (Hotkey:
Ctrl+S)
1.2 Delete everything that you aren't changing
You are creating a patch file, which will be used to change data in the original file via ArchiveXL. To rule out side effects, you should delete everything that you aren't changing.
If you are changing an appearance in a
.meshfile, you do not needrenderResourceBlob
parameters
lodLevelInfo
Right-click each of them and select
Reset Object.Save your file.

Step 2: Rename your material(s)
While the appearance name must be the same as in the original mesh, the appearance name must be different. Expand the material node and right-click on a material to change its name; this will update it in all places that need updating:

Step 3: Custompath your patch files
If you install your mod right now, your item would be broken and the game might even crash. To avoid that, we need to move your patch files.
Create a custom folder for your mod: keep it outside of
baseandep1. The common pattern isyour_name\mod_name\(e.g.zhincore\new_gun_appearance).

Right-click your custom folder and select
Copy Relative PathIn the Project Explorer, select each file, and use
Rename(hotkey:F2) to move them. TheUpdate in Project Filesbox must be ticked!

If you still have files open, Wolvenkit will want to reload these. Click "Yes" - the paths were updated for you.
Optional: Run File Validation from the menu bar (
Project->Run File Validation on the entire project) to check if there are any errors.
Step 4: Configure ArchiveXL
Now we need to tell ArchiveXL about our patch file(s). We do that via an .archive.xl file in our resources folder — use any text editor, such as Notepad++.
Switch your Project Explorer to the
resourcesorsourcetabCreate the file
your_mod_name.archive.xl(File->New File, or via text editor)

Open the file in your favorite text editor and add the following lines. Mind the indent (the number of leading spaces)!
resource:
patch:
relative\path\to\your\file.mesh:
- relative\path\to\original\game\file.mesh
relative\path\to\your\file.app:
- relative\path\to\original\game\file.appReplace the example file paths with the paths of your actual files
Delete any lines that you aren't using.
Step 5: Test!
And you should be good to go! Install your mod and test it.
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