Cheat Sheet: Arms
Arms are why we can't have nice things.
Summary
This page lists the different player arms, their component names, and the paths to their files.
Wait, this is not what I want!
To make your clothes react to different arms, check ArchiveXL: Suffixes and Substitutions -> Arm states
The player base body does not come with arms attached — this made it easier for the developers to switch out the different kinds of cyber arms. It makes everything harder for you.
Default Arms
You can look up the component names and their properties in the .ent files per body gender in these folders (the file names will start with a0_).
Female
First Person
base\characters\common\player_base_bodies\player_female_average\fpp
Third Person
base\characters\common\player_base_bodies\player_female_average\arms_hq
arms_full is only used by character creator!

Male
base\characters\common\player_base_bodies\player_man_average\arms_hq
arms_full is only used by character creator!
Cyber Arms
Monowire Arms
Female
Note that the same component name is used for all arm states, even when declared in different .ent files.
Active
base\characters\cyberware\player\a0_002__monowire_whip\entities\a0_002_wa__monowire_whip.ent
Inactive FPP
base\characters\cyberware\player\a0_002_wa__monowire_whip_holstered.ent
Inactive TPP
base\characters\cyberware\player\a0_002_wa__monowire_whip_tpp.ent
Male
Note that it is not a typo on this page that the inactive component names use wa instead of ma. That's just how it is.
Active
base\characters\cyberware\player\a0_002__monowire_whip\entities\a0_002_ma__monowire_whip.ent
Inactive
base\characters\cyberware\player\a0_002_ma__monowire_whip_holstered.ent
Mantis Blade Arms
This is the first cyberarm type where we see the arm split across multiple .ent files.
Female
Active
Inactive FPP
base\characters\cyberware\player\a0_003__mantisblade\entities\a0_003_wa__mantisblade_holstered.ent
Inactive TPP
base\characters\cyberware\player\a0_003__mantisblade\entities\a0_003_wa__mantisblade_photomode.ent
Male
Active
Inactive FPP and TPP
base\characters\cyberware\player\a0_003__mantisblade\entities\a0_003_ma__mantisblade_holstered.ent
Gorilla Arms
Female
Active
Inactive FPP
base\characters\cyberware\player\a0_005_wa__strongarms_holstered.ent
Inactive TPP
base\characters\cyberware\player\a0_005_wa__strongarms_photo_mode.ent
Male
Active
Inactive
base\characters\cyberware\player\a0_005_ma__strongarms_holstered.ent
Launcher Arms
The Launcher is asymmetric and only present in the left arm. The right arm component just re-uses the default mesh.
Female
Active
Inactive FPP
base\characters\cyberware\player\a0_006__launcher\entities\a0_006_wa__launcher_holstered.ent
Inactive TPP
base\characters\cyberware\player\a0_006__launcher\entities\a0_006_wa__launcher_holstered_photo_mode.ent
Male
Active
Inactive
base\characters\cyberware\player\a0_006__launcher\entities\a0_006_ma__launcher_holstered.ent
Ballistic Coprocessor and Smart Link
These two items are represented identically by a game item internally called the `weapon_grip`. However, the Weapon Grip is not a normal component, added or removed from the body, in the way that the arms themselves are. Instead, it is placed into an attachment slot. This has big implications for anyone hoping to manipulate them. As it is not part of the player puppet, you cannot manipulate it using Part Overrides, or Hiding Tags. Additionally, the game itself has weird and inconsistent rules for when to show the grip, and when the actually put the item into the attachment slot.
As a result, most people give up and use a mod that deletes the actual Weapon Grip meshes. It is possible to manage the visibility via Codeware scripting, but even that isn't straight forward.
All
Hiding Arms
Arm override list, courtesy of Kiasuburger
Last updated