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Documented Components

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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.arrow-up-right

For a hands-on guide on how to safely change components in .app files, look here.

Mesh components: Equipment/Hair

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Shared properties of mesh components

Defines visibility of individual submeshes

meshAppearance

Selects an entry from the mesh's appearancesarrow-up-right array

castShadows castLocalShadows

Enables/disables real-time shadows

forceLODLevel

Documented mesh component types

chevron-rightentGarmentSkinnedMeshComponenthashtag

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.

chevron-rightentSkinnedMeshComponenthashtag
chevron-rightentSkinnedClothComponenthashtag

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.

chevron-rightentAnimatedComponenthashtag

Adds physics to garments and hair meshes. This is the "safe" way of doing it, opposed to entSkinnedClothComponent, which can cause crashes.

chevron-rightentMeshComponenthashtag

Used for components on low levels of details such as proxies and shadow meshes.

Effects

Please see Effect components for details

entEffectSpawnerComponent

entSlotComponent

NPCs

chevron-rightgameDismembermentComponenthashtag

Defines dismemberment rules for NPCs. (TBD: ???)

Generic

chevron-rightgameinteractionsComponenthashtag

Adds interaction prompt to entity. (Shouldn't work without gameTargetingComponent, but this hasn't been double-checked.)

chevron-rightentColliderComponenthashtag

WIP

chevron-rightgameTargetingComponenthashtag

Allows targeting via CET.

chevron-rightgameScanningComponenthashtag

WIP

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