ArchiveXL: Suffixes and Substitutions

How suffixes and substitutions work

Summary

Published: ??? by manavortex Last documented update: Feb 18 2024 by manavortex

This page will teach you about conditional appearance switching in Cyberpunk and give you an overview of existing suffixes and substitutions.

ArchiveXL did not invent suffixes. In fact, they are CDPR's solution to a problem, and they are annoying to use.

psiberx has found ways to make this less painful. This page documents these ways.

Wait, that's not what I want!

Why are suffixes?

Sometimes, you want to load different meshes/appearances under different circumstances. Before ArchiveXL 1.5, the only way to do that were suffixes — registering them in the .yaml, then adding one appearance for each variation in the root entity (so for 2 suffixes, you'd have 4 entries, for 3 suffixes, you'd have 8…).

Since 1.5, psiberx has made it possible to use conditionals via dynamic appearances, which require a lot less of an overhead. (Personally, I've gone from 96 entries in the root entity down to 9!)

But while the solution has changed (and improved), the problems remain and require handling.

Conditional hiding

To conditionally hide items or parts of items, check Influencing other items or ArchiveXL: Tags (especially the section about Root entity tags)

Body genders

There are two body genders with different proportions, and you can't make them wear the same shirt (at least not without clipping). To solve that, you can do what CDPR did and have one variant per rig.

The suffix for the body is Male / Female, the ArchiveXL string substitution is {gender} and resolves to m or w.

Body types

ArchiveXL allows body modders to register a custom body tag, which can then be used for suffixes and for substitutions in dynamic variants. To learn more about this, check ArchiveXL: body mods and refits.

You can check the current foot state by running the following command from CET:

print(Game.GetScriptableSystemsContainer():Get("PuppetStateSystem"):GetBodyTypeSuffix(ItemID.new(), GetPlayer(), nil))

Camera modes

Sometimes, you need to hide parts of the item in first person. – for example helmets, since you don't want to have half a helmet floating in front of your face (unless you consider that immersive; most people don't).

Camera modeFPPsubstitution

First Person Perspective

&FPP

fpp

Third Person Perspective

&TPP

tpp

Arm states

The arm states represent the different cyberware. For example, since you can't hire the forearms for mantis blades, you can roll up the sleeves just for this. The definitions are:

CyberwareSuffix

None

&BaseArms

base_arms

Mantis Blades

&MantisBlades

mantis_blades

Monowire

&Monowire

monowire

Projectile Launcher

&ProjectileLauncher

projectile_launcher

If the arm states aren't working as expected, check if the table above is outdated by comparing the names with the source code.

You can check the current foot state by running the following command from CET:

print(Game.GetScriptableSystemsContainer():Get("PuppetStateSystem"):GetArmsStateSuffix(ItemID.new(), GetPlayer(), nil))

Foot states

To achieve gender equality in regard to foot states, you need to use Toggleable Feet. The substitution key for dynamic appearances is feet.

CharacterFootwearSuffix/TagSubstitution: feet=

Female

Unequipped

&Flat

flat

Female

Equipped (default)

&Lifted

lifted

Female

Equipped with HighHeels tag

&HighHeels

high_heels

Female

Equipped with FlatShoes tag

&FlatShoes

flat_shoes

Male

Any

(empty)

If the foot states aren't working as expected, check if the table above is outdated by comparing the names with the source code.

You can check the current foot state by running the following command from CET:

print(Game.GetScriptableSystemsContainer():Get("PuppetStateSystem"):GetFeetStateSuffix(ItemID.new(), GetPlayer(), nil))

Which suffixes exist?

For ArchiveXL dynamic item additions, you don't need to bother with suffixes at all – they will have

SuffixExplanation

itemsFactoryAppearanceSuffix.Gender

This item is gendered When resolving the appearance name via rootentity.ent, the game will look for appearanceName&Female and appearanceName&Male.

itemsFactoryAppearanceSuffix.Camera

This item has special rules for first and third person camera When resolving the appearance name via rootentity.ent, the game will look for appearanceName&FPP and appearanceName&TPP.

itemsFactoryAppearanceSuffix.Partial

If the current item has hide_T1part part and slot OuterChest is not hidden, will search rootentity.ent for&Full or &Part

itemsFactoryAppearanceSuffix.HairType

Defines how your item will look if a certain hair type is loaded (e.g., hide the back half of a bandana for long hair). When resolving the appearance name via rootentity.ent, the game will look for &Short, &Long, &Dreads, &Buzz, &Bald

Disabling Suffixes

You can disable suffixes by adding the following line to your .yaml entry:

appearanceSuffixes: []

Suffix load order

  1. the base appearance (with no suffix)

  2. the most specific suffix collection it can find

Example:

V has a female body gender and you're in photo mode (third person camera). Your base appearance is called appearance_.

full appearance name

appearance_

Found first, then ignored because a more specific appearance exists.

appearance_&Male appearance_&Male&FPP appearance_&Male&TPP

Ignored: V's body gender isn't male

appearance_&Female

ignored: a better match exists

appearance_&Female&FPP

ignored: you are not in first person camera

appearance_&Female&TPP

best match! The game will use this one!

Which substitutions exist?

Since 1.8.0, ArchiveXL supports substitutions for Dynamic appearances. You can use them in two places:

  • inside mesh entity components in the fields name, depotPath and appearance

  • in the .app appearances for the field name

For a tutorial about this, check ItemAdditions: Dynamic Appearances

If you are a mod user and want to dynamically recolour an item, check the Recolours and Refits guide -> sub-page Emissive -> Switching existing colours

Any placeholders will be interpolated at run-time (replaced with the correct value for your current state)!

If any of the placeholders aren't working the way you expect them, check if the table below is outdated by referring directly to the source. (Please update the wiki if that happens!)

Substitution will only become active if the property name starts with an asterisk (*).

PlaceholderSubstitution

{camera}

fpp or tpp

{gender}

m or w

{body}

base_body or body mod name in snake case

{arms}

base_arms, mantis_blades, monowire, projectile_launcher

{feet}

flat, lifted, high_heels, flat_shoes (empty for mascV!)

{sleeves}

full, part

{skin_color}

skin color name from customization, e.g. 03_senna

{hair_color}

hair color name from customization. e.g. black_liquorice

Substitution load order

For Dynamic appearances, you can conditionally switch out components or entire appearances by name. You can switch use any of the entries from Which substitutions exist?

The order works as follows:

Appearance/ComponentPriorityDescription

my_item!variant&camera=tpp

1

Has the highest priority because it requires a specific variant and one state condition.

my_item!variant

2

Has second priority because it requires a specific variant.

my_item&gender=w&camera=tpp

3

Has third priority because it has two state conditions.

my_item&camera=tpp

4

Has fourth priority because it has one state condition.

my_item

5

Has the lowest priority and will be used when no other elements match the criteria.

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