Documented Components
See the Comprehensive Component Hierarchy List for all possible components used in the game, organized by hierachy. Use for researching and documenting components.
For a json dump of all existing components and their properties, check DrPresto's github repository.
For a hands-on guide on how to safely change components in .app files, look here.
Mesh components: Equipment/Hair
Your favourite kind of mesh component is the entGarmentSkinnedMeshComponent, as it does not have any physics properties that can crash the game.
The entSkinnedClothComponent's physics properties can be responsible for crashes if you edit the linked mesh.
Shared properties of mesh components
Defines visibility of individual submeshes
meshAppearance
Selects an entry from the mesh's appearances array
castShadows castLocalShadows
Enables/disables real-time shadows
forceLODLevel
Force Level of Detail (LoD)
Documented mesh component types
entGarmentSkinnedMeshComponent
This type of component supports path substitution, as long as they are loaded via https://github.com/CDPR-Modding-Documentation/Cyberpunk-Modding-Docs/blob/main/for-mod-creators-theory/files-and-what-they-do/file-formats/entity-.ent-files#mesh-component-entity-simple-entity and the depotPath's Flag is set to Soft (see ArchiveXL: Suffixes and Substitutions for more detail).
Can otherwise be used interchangeably with entSkinnedMeshComponent.
This is the good kind of mesh component, the one that will work without trouble, as opposed to entSkinnedClothComponent.
entSkinnedClothComponent
Like ent(Garment)SkinnedMeshComponent, but with a physicalMesh and physics.
Usually comes together with an entAnimatedComponent (they're usually named collar for clothes and dangle for hair and accessories).
The physics will cause crashes if you alter the mesh file (yes, even if it's just a refit). As an alternative, you can use a regular mesh component together with entAnimatedComponent.
entAnimatedComponent
Adds physics to garments and hair meshes. This is the "safe" way of doing it, opposed to entSkinnedClothComponent, which can cause crashes.
entMeshComponent
Used for components on low levels of details such as proxies and shadow meshes.
Effects
Please see Effect components for details
entEffectSpawnerComponent
entSlotComponent
NPCs
Generic
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