Adding new items
No more replacers! Add your own gear with TweakXL and ArchiveXL
Last updated
No more replacers! Add your own gear with TweakXL and ArchiveXL
Last updated
Created & Published: November 04 2022 by @manavortex Last documented Update: July 05 2024 by manavortex
This guide will walk you through adding your own items to Cyberpunk 2077, which can then be spawned via console.
It has been verified with the following versions (yours should be equal or higher)
Assumed skill level: You should be able to find your way around WolvenKit, but I aim to keep this as noob-friendly as possible. In case you prefer visual learning, there is also a video version of this guide available here - https://www.youtube.com/watch?v=r3nyFm-9h9o&t=3s
This guide will give you a working mod with a very basic structure. In the section Great! You added items! Now what?, you're guided through various processes that will help you to understand how things connect, and teach you how to use ArchiveXL to add your own items.
For experienced modders
I have repeatedly observed that newbies are fine with this guide, while people who know how to mod are not. Watch out for boxes like this one to avoid those pitfalls.
The guide was created after reading this one and being left with a bunch of question marks. This guide is horribly outdated and I'm only citing it here because it got me started into the rabbit hole. To get a deeper understanding of the process, you can follow the linked resources, or consult ArchiveXL's documentation.
Visual learners rejoice: You can find a video of this guide on youtube (https://www.youtube.com/watch?v=r3nyFm-9h9o)
To troubleshoot your ArchiveXL mods, you can use WolvenKit's .
If you want to convert a mod to dynamic appearances, check the ArchiveXL: Dynamic conversion guide
If you want to use dynamic appearances out of the box, check ItemAdditions: Dynamic Appearances (this is the preferred approach as soon as you're creating different options).
Create a new Wolvenkit project
Download the prepared files from Nexus and extract them to the root of your new project (overwriting the "source" folder)
If you would rather start from scratch: Check the detailed instructions here.
Understanding of the file structure is not required as long as you follow the guide to the letter, but if you want it anyway, see the item structure explained sub-page.
⚠ Do not edit those files outside of WolvenKit, and whatever you do, do not let Microsoft Excel touch the clothing.csv! ⚠
Wait, am I not supposed to do anything first??
Actually, no! This is how you later debug your custom items — by packing your project and checking that everything works in-game.
We're starting with a dry run to get you familiar with the process.
Wipe the folder packed
Copy all supported file entries from source
to their destination under packed
Copy all files under packed
into your game directory (it will overwrite without prompting)
Now, you can
Launch the game.
Spawn one of the tutorial items via Cyber Engine Tweaks and equip it:
Game.AddToInventory("Items.my_custom_shirt_redwhite")
Game.AddToInventory("Items.my_custom_shirt_redblack")
You should now see your the tutorial item. If not, consult the section Troubleshooting below, or retrace your steps and make sure all mods are installed correctly before continuing with Great! You added items! Now what?
Before you can publish your mod, you must complete the steps at The final touches.
You've successfully pushed a button and everything worked, but so far, you haven't done anything.
If you're okay with this, then you're done now. Otherwise, you'll want to keep reading.
If you want to have many colours or both body genders:
Do yourself a favour and use ItemAdditions: Dynamic Appearances.
You might have been given the Easy Item Additions tool, or you might be familiar with older tutorials. Please believe me: even doing this by hand is less effort than filling out all the fields.
To familiarize yourself with the process, you can follow the ArchiveXL: Dynamic conversion guide and convert the example project.
Otherwise, you will want to complete one or more of the following steps:
change the mod to use Different equipment slots (e.g. shoes or glasses)
Learn about Variants and suffixesfor e.g. Adding a Male Instance or check the #hiding-body-parts-diagram
Learn about making more variants:Adding an appearance
Create Your own Atelier Store
Learn about Porting 3d objects to Cyberpunk
To start changing the existing files, check the ItemAdditions: File structure explained page for "Making Changes
" headers.
This is how everything connects. Looks pretty scary, but is actually simple: whenever you want to rename or something, make sure that you catch both ends of the connecting lines.
You can find a breakdown-by-entry on the corresponding wiki page.
With ArchiveXL >= 1.5, there is a new way of making these connections, saving most of the work of making many variants. You can still complete this guide and then see the documentation for dynamic loading on its own page.
If you want to do more than 5 variants (for both body genders and camera modes), that approach is strongly recommended. Since there isn't a detailed guide yet, you can find us on Discord in the #archive-xl channel.
Before you add an appearance, make sure that your item is loading up correctly and looking as expected. If you have to debug, you will have to look through every appearance you made!
For experienced modders: This includes you! :)
If you would rather have a step-by-step guide for a gendered variant, see the next section.
To add an appearance, you will have to touch the following files:
*.yaml: Adding an entry
appearance.app: Adding a mapping between root_entity and mesh's appearance
root_entity.ent: Adding a mapping between yaml's appearance and app's appearance
*.mesh:
Adding a MeshMaterialEntry
Adding a MaterialInstance
Adding a material
Connecting those things
For a diagram of how everything connects, go here.
Duplicate the entire appearance block for an already working item. ⚠Mind the indent!
Change the first line to a unique name like Items.my_custom_shirt_blueblack
Set the new appearance name for the root_entity.ent
appearanceName: appearance_root_entity_black_blue
For lookups in your translation file (translation_strings.json
): Change the values of displayName
and localizedDescription
to the corresponding secondary keys in the json file.
This is optional.
ℹIf you make any mistakes here, the worst that happens is an empty string.
Now, add a new entrie to your .json file:
The total entry should look like this:
Find the step-by-step guide in the root entity section on the "Item structure explained" page.
If you want to add a dynamic appearance, make sure to add the DynamicAppearance
tag here.
Find the step-by-step guide in the appearance section on the "Item structure explained" page
This tutorial assumes you already know how to recolour an item. Quick reminder about the mlsetup:
Export it to json
edit the mlsetup.json
with the MLSetupBuilder
Import it back
Find the step-by-step guide in the mesh file section on the "Item structure explained" page
Now, log into the game and spawn the item variant. The name is the header you defined in the yaml file, in this case
If it works, this is an excellent moment to take a backup! If not, check Troubleshooting at the end of the page, fix your problem, and make a backup after.
This is a great opportunity to switch over to the ItemAdditions: Dynamic Appearances approach.
For a step-by-step guide on how to convert your mod, checkArchiveXL: Dynamic conversion guide.
If an item is rigged for the female body gender, it will look wonky if worn by a male-rigged V. (But we have a snarky tooltip, so that's OK!)
This section of the guide will teach you how to fix that, adding versions for both body genders.
Screenshots in this part of the mod may be outdated.
To keep things simple, we'll be using a different mesh here, rather than walking you through the whole refitting and conversion process. If you want to do that, you can check out
To fix this issue, we'll need a mesh that's compatible with Male V.
In the interest of keeping things simple, we've found just the mesh for you! It's called t1_024_ma_tshirt__sweater.mesh
and it can be found in the base\characters\garment\citizen_casual\torso\t1_024_tshirt__sweater
directory.
If you plan on using other meshes for your mod, ensure that they have _ma_
or _pma_
in their name.
Keep in mind that some ma
meshes may still have clipping issues when paired with certain types of clothing, while pma
meshes are specifically designed for V and don't have this problem.
If you decide to create your own mesh, be sure to fix any potential issues before using it in your mod. Check out our 3D modeling guide for helpful tips and resources.
Remember, a little extra effort in the beginning can save you a lot of headaches down the line!
Now, add the file to your project, move it to the tutorial\torso\my_custom_shirt\
folder and rename it from t1_024_ma_tshirt__sweater.mesh
to my_mesh_m.mesh
.
Next, follow the steps you used for the original my_mesh.mesh
by removing any unnecessary entries and adjusting the indices.
To avoid any issues, it's crucial to pay close attention to this step and double-check that the correct materials are present in the localMaterialBuffer
and materialEntries
, and that the indices are adjusted correctly.
This will ensure that your mod works as intended without any glitches or errors. If you need a refresher, click here to return to that section.
It's time to set up the .ent file for our mesh. Don't worry, it's easy!
Start by making a copy of the mesh_entity.ent
file that you previously created for the female version by duplicating it, and rename it to mesh_entity_m.ent
.
Inside the mesh_entity_m.ent
file, find the first component of the type entGarmentSkinnedMeshComponent
. Set the following values:
Inside the yourModName.yaml
file set the appearanceSuffixes
array to itemsFactoryAppearanceSuffix.Gender
If you are unclear about why this step was taken, we recommend reading up on suffixes!
Find the array appearances
.
Expand the first entry.
Append &Female to the name attribute. This will change the name from appearance_root_entity_white_red
to appearance_root_entity_white_red&Female
.
Duplicate the first (and only) entry to create a new one.
Expand the newly create entry
Set name : appearance_root_entity_white_red&Male
.
Set appearanceName : my_shirt_m
.
Find the array appearances
Duplicate the first entry to create a new one and expand it
Set the name
attribute to my_shirt_m
(as defined in the root_entity)
Find the array partsValues
Set the resource path to your new male mesh entity file:
resource : tutorial\myshirt\mesh_entity_m.ent
Find the array partsOverrides
Find the array componentOverrides
Set componentName : my_shirt_m
Set partResources : tutorial\torso\my_custom_shirt\mesh_entity_m.ent
To test your mod, it's important to ensure that it works correctly for both male and female V. This means you'll need to have two separate save files, one for male V and one for female V, unless you're using a mod that allows you to quickly switch between them.
Test your mod independently for both cases by loading the appropriate save file and checking that the mod is working as intended. To spawn and equip your item, use the command specified in your YAML file.
Consider reviewing the guide to ensure that all steps have been followed correctly and that the values have been set appropriately. Ensure that the mesh is compatible with the male variant of V. If errors persist, review the troubleshooting section for further assistance.
If everything is working: Congratulations! You have successfully made a mod!
But before you can share it, you need to do one last thing, which is changing the file structure. Otherwise, everyone will overwrite the same tutorial files, and only one of those mods will work.
You can find a full guide on how to do that here.
That's it! If everything works, you're done!
Before starting to troubleshoot, make sure that you have all the requirements installed — Red4ext, ArchiveXL and TweakXL.
The easiest way to spot what's wrong is to use Wolvenkit's new FileValidation feature, which will print warnings and errors to the log file for you, starting at version >= 8.9.1.
First of all, check the logs for errors including the name of your mod:
red4ext/plugins/ArchiveXL/ArchiveXL.log
red4ext/plugins/TweakXL/TweakXL.log
You have read right past those warning boxes telling you about component name prefixes. Make sure that you add them back.
... deforms incorrectly, or is a puddle on the floor?
Most likely, you have ignored the hint box when picking your mesh_entity.ent:
Make sure that you're using an entity file that corresponds with the slot that you are trying to replace (e.g. if your item is a pair of shoes, you need an entity file from base\characters\garment\player_equipment\feet
).
If you are here because of a link from a different guide:
You can find out which entity file your item uses by right-clicking on your mesh and selecting "find files using this". Add the .ent file to the list and open it in WolvenKit. Then, replace the contents of the "components" array with those of an .ent file from the correct folder — don't forget to change the path to your mesh again!
Before you start digging into your file structure, check if there are any leftover yaml files from earlier versions/deploys in your tweaks directory. Do a full text search in e.g. Notepad++ in any files in the folder with the name of the item you want to spawn.
If no additional yaml files are messing things up, then the error is somewhere in the first part of the chain and relatively easy to fix:
Check the following places:
yourmodname.archive.xl
:
Is the indentation correct, as shown in the picture? You can use yamllint to check.
Did you make any typos?
my_tshirt_factory.csv
:
Is there an entry where the first value matches the entityName
from the yaml (my_tshirt
in the picture above)?
Without leading or trailing spaces?
Does the second value of that entry have the correct root entity path?
(tutorial\myshirt\root_entity.ent
in the picture above)
If you moved the root_entity.ent
, you have to adjust this entry.
root_entity.ent:
Do you have an appearance with the name
matching your item's appearanceName
in the yaml?
Without leading or trailing spaces?
Are you using any suffixes? Are you using the correct ones?
Try setting an empty suffix array in the .yaml, just to see if that works:
appearanceSuffixes: [ ]
Try creating a fall-back entry without any suffixes in the root_entity
.
Something went wrong with your json file:
If there are no errors in any of the log files, check the following places:
yourmodname.archive.xl
:
Does the key localization - onscreens - en-us
exist?
Is the indentation correct, as shown in the picture? You can use yamllint to check.
Does it point at the correct file (tutorial\ops\translation_strings.json
), or did you rename or move it?
Did you make any typos?
yourModName.yaml:
Is the spelling for the key you defined after displayName
and localizedDescription
identical to the one in the json
file?
translation_strings.json
:
Is the spelling of the key defined in yaml's displayName
and localizedDescription
identical?
Did you set the femaleVariant
(default)?
Are you using quotation marks? If so, switch to single quotes!
If the field for primary_key
is not empty, then its value must be unique (probably on a per-file basis). Set it to 0.
If you set your mesh_entity.ent
to point at a vanilla mesh, you can rule out your custom mesh and .mlsetup as a source of errors. Original game meshes will always have a working default appearance and will thus always be displayed!
There is a short glitch (or maybe not), but the previous item is still visible, and nothing happens. Or, for head items, V is bald all of a sudden because their hair is gone.
Let's check if the game finds your root entity. For that, we'll do two things (don't forget to un-do them later):
Change the base type
Add a tag to the root entity
Helmets are hiding hair by default, unless you tell them not to. We'll make use of that by changing your item's $base
in the .yaml
:
In your root entity
, open visualTagsSchema
-> visualTags
-> tags
(create any entries that are missing) and add the following CName:
You can now start the game and equip your item again.
Your root entity is working, and the error is somewhere here:
Your root entity is not recognized and the error is somewhere here:
Try using other equipment slots
, just to check. E.g., if your item is a face item (mask), set its $base
in the yaml to e.g. Items.GenericOuterChestClothing
You have an incorrect material assigned. Check your chunkMaterials in the mesh.
No, it does not. You have an incorrect material assigned. (And I'm totally not writing this after 3 hours of troubleshooting -.-)
That means the chain is working, but something isn't loaded correctly. That's good! Check the following files:
appearance.app
: Check the partsValues
and partsOverrides
entries. They need to point at the mesh_entity.ent
, not at the mesh.
mesh_entity.ent
: Does the component
entry point to a valid mesh? Try it with a default mesh as detailed above.
If the default mesh is displayed correctly, then we have narrowed down the problem.
If the default mesh is not displayed correctly, then there's an issue between the root_entity
and your .app
file, or in the .app
file's internal logic.
For more detailed error handling, check the sections below, or check this page.
In the "Mesh Preview" tab of your mesh, you can "Generate Materials for Appearance". If the correct colours show up, you can at least rule out that the error is in the .*mesh or its material.
If none of that helps, I suggest
doing a gdb export
throwing away your mesh (don't close the WKit tab yet), falling back to an original game item
doing a gdb import
replacing the arrays appearances
, localMaterialBuffer.materials
and materialEntries
with those from your previous mesh.
Congratulations, this is about the easiest-to-resolve error that you could've had. Your mesh is loaded correctly, there is only a problem with the rendered material.
Either an appearance is incorrectly selected (app file), or it is incorrectly resolved (mesh file). Check the following places for copy-paste/duplication mistakes:
yourModName.yaml - is the appearanceName
correct, or did you forget to change it?
If you are not using dynamic variants, also check the following two files:
root_entity.ent - does the name
corresponding to the field above point to the right appearanceName
in the right .app file?
appearance.app - does the appearance's partOverride
set the correct appearance in the componentsOverride
?
Now, check the mesh file (close and re-open it to make everything refresh):
appearance - do the chunk entries point to the material that you want?
materialEntries - is the index correct, or is it pointing at a different material?
localMaterialBuffer - does the CMaterialInstance
use the correct .mlsetup
file?
Finally, check the .mlsetup
itself: does it actually use different colours, or is it just a duplicate?
Here we go. This is the big one, and it's Not Fun. The error can be anywhere between the yaml and the mesh. You can rule out one of the files with the following questions:
Does file validation yell at you?
If not: The error is between the yaml and the root entity. Check the .yaml
, the .xl
, and the root entity
itself. The most common cause are incorrectly spelled appearanceName
s.
If yes: Unless the errors are warnings, fix them first.
Does the glitching stop after <10 seconds?
If not: the appearance can't be resolved - ignore the .mesh
If yes: the appearance is resolved, but can't be displayed - ignore the .yaml
The fastest way to find your error is Wolvenkit's FileValidation (in version >= 8.9.1). Save the root_entity.ent
, and the recursive valudation will check the whole chain for errors and print them to the log files for you.
As of July 2023, you can download the right version from the Nightly page (for example this one, as it's pretty stable).
If the appearance is resolved, but not displayed (short glitch), the first thing you should do is to change the path in the mesh_entity.ent
to one of the game's default meshes. This will rule out errors on your part. (Yes, even if your mesh worked in another mod. No, I'm not speaking from experience, why do you ask?)
If the hint above doesn't solve it, proceed to troubleshoot in the same way as "My mesh has the wrong appearance!" above.
That's due to garment support - check the link to learn more.
If you are hiding components via visual tags, these tags have to go into the .app
file rather than the root entity
. File validation should complain about this.
Time to restore your files one by one to the last working backup and restart from there. Don't delete them, keep them in a different folder - you will be able to copy a lot of stuff over.
By right-clicking on a tab title, you can move it to a new document group for easier copying.
Good luck, soldier.
Press in WolvenKit. This will do the following things:
Congratulations, you've made it into the lower left part of the diagram, and can also make use of Wolvenkit's now! The error will be somewhere here:
can help you catch the error.
The easiest way to troubleshoot your mesh is by using Wolvenkit's and keep an eye on the log view.
The easiest way to troubleshoot your materials is by using Wolvenkit's and keep an eye on the log view.