ArchiveXL: Tags
Summary
Published: ??? by manavortex Last documented update: August 2 2024 by LadyLea
This page will tell you about tags and how they can be used to influence item behaviour. It also teaches you how Adding Custom tags can help you conditionally un-hide items.
Wait, this is not what I want!
Tags are used for calculating Garment Support score, see Garment Support: How does it work?
There is an own page for Influencing other items
What do tags do?
Tags are a way to tell Cyberpunk that an item has certain properties and should behave in a certain way. This makes the game apply properties to your items, which can then be utilized by the game and ArchiveXL.
To apply visual tags to an item you must add them to visualTags property of your appearance definition or to visualTagsSchema of your root entity template.
Tags are case-sensitive!
Base game tags
Tag | Effect |
---|---|
| Hides an item in the |
| Hides an item in the |
| Hides an item in the |
| Hides an item in the |
| Hides an item in the |
| Hides an item in the |
| Toggles the partial suffix ( |
| Hides hair. |
| Hides genitals in uncensored mode and underwear in censored mode. |
ArchiveXL tags
Check #hiding-body-parts-diagram below!
Tag | Effect |
---|---|
| Hides head. |
| Hides the whole torso (0, 1, 2) |
| Hides lower abdomen. (3) |
| Hides upper abdomen. (2) |
| Hides collar bone area. (1) |
| Hides the whole arms, including hands. (There's no easy way to partially hide arms, you would have to create custom tags) |
| Hides thighs. (4) |
| Hides calves. (5) |
| Hides ankles. (6) |
| Hides feet. (7) |
| Hides the entire legs (including feet, 4, 5, 6, 7) |
| Turns the current (shoe) item into high heels. (Item's yaml |
| Turns the current (shoe) item into flat shoes. (Item's yaml |
Check the Root entity tags section below for more tags.
Base Game Tags and ArchiveXL Tags - Visual Guides
Tags to partially hide default arms and cyberarms are not available, however, you can make use of Chunkmasks with the aid of this component list for Arms and Cyberarms OR you can create your own Custom Tags.
Root entity tags
There are a few tags that can be added to the root entity or in the .app file. Here's a list:
EmptyAppearance
This only works for legacy ArchiveXL projects. If you're using ItemAdditions: Dynamic Appearances, please use conditional appearances in your .app file.
This will hide an item under certain conditions. Add the following tag to the root entity:
EmptyAppearance:FPP
You have the following other options to achieve the same end:
Root entity appearance (without dynamic variants) |
| .app path: |
.app conditional appearance: change default appearance name |
| ArchiveXL will automatically add empty appearances for anything you have not defined |
.app conditional appearance: add empty appearance yourself |
| no partsValues, no components. Do not do this - use the line above this one instead! |
force_Hair
A tag that forces hair to show up while wearing a head item. By default, head items turn hair invisible. By adding this tag to the root entity, you can override this process.
force_FlatFeet
A tag that forces female V's feet to be flat. Only works with a foot item as $base
in the .yaml
: use this if you're making flat shoes and don't want female V's feet to look as if she was wearing heels.
This tag will turn feet invisible for mascV unless the user has switch feet installed. You want to apply this to a conditional appearance in the .app file (&gender=m
)
Footsteps: Setting footwear sounds
If you don't want your new boots to sound as if V was barefoot, add one of the following tags to the Root entity:
Adding Custom tags
Custom tags let you set component chunk masks from the .xl file without the need of touching either .app or .ent file.
For this, it is mandatory that you have unique component names. If you include your modder name, it's unlikely that anyone will overwrite them by accident.
Why would I need this? partsOverrides exists!
PartsOverrides can't un-hide components for you. It can only hide them. If you want to load a different mesh (for example, a de-formed hakama when wearing a kimono or haori), then you're flat out of luck.
By being clever about your submeshes, you can offer different versions of your mesh (cropped! No arms! No legs), and users only need to install an .xl file! No need to have different meshes or even different .archive files.
Not convinced? Pity, but if you find a new use case for those things, do edit it in!
Example
Registering the tag
Add custom tags in your .xl
file (not in your .yaml
!)
Connecting the tag with the item
Simply add the tag to your appearance's tags array near the bottom of the individual entries.
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