Different equipment slots
How to determine the item type
Last updated
How to determine the item type
Last updated
Created & Published: June 10 2023 by @manavortex
This page is a part of the guide and contains the steps necessary to create different equipment types.
For an overview of prefixes for the different component types, see here.
TL;DR:
Change equipmentSlot
in the yaml (for options, see Step 1)
Replace the mesh_entity
(see Step 2)
Replace the .mesh
(e.g., instead of a shirt, find in-game shoes)
Optional:
You define the item slot in your .yaml file by specifying the root entry type via a $base
record. Base records come in many different types, some include intrinsic modifiers that add slight stat improvements to items, or add special sound to items. A complete page with clothing items, their intrinsic modifier, and their baseids can be found on the official Cyberpunk 2077 wiki's article for clothing .
You can use the following base types:
All you need to do is adding the last two lines to your .yaml:
You can find all entity files under base\characters\garment\player_equipment:
If you want to be super thorough, you can stick to the right gender
Slot | Records |
---|
You can absolutely set up a shirt and then put $base: Items.GenericHeadClothing
- V is the only person I know of who can wear their undies on their head without impairing their functionality.
However, before you start abusing the system that way, you might want to look into .
psiberx's mod EquipmentEx ( | ) adds a whole new wardrobe system, providing extra slots that CDPR forgot to include with the basegame. This feature requires the mod to be installed — without it, only the $base
types from step 1 will be considered.
Find a full list of outfit slots in the .
Some item properties are defined in the file mesh_entity.ent
via components. If you use the wrong kind of entity, you might end up with your shirt being a puddle around your feet, or . To get around that, you need to make sure to pick a file that correspond's to your item's body part.
If you want to know more about components, check the . This is completely unnecessary for the purpose of this guide!
You can hide items most easily via . Check the linked page for how to do that.
To find the correct tags for footstep sounds, check -> .
Head | Helmet, HelmetHair, Helmet_Intrinsic, HelmetHair_Intrinsic, Helmet_EP1_Intrinsic_Armor, Helmet_EP1_Intrinsic_Runner, Helmet_EP1_Intrinsic_ExplosionDmg, Helmet_EP1_Intrinsic_Zoom, Hat, Cap, Scarf, ScarfHair, Balaclava, Balaclava_Intrinsic |
Face | Glasses, Mask, Mask_Intrinsic, Visor, Visor_Intrinsic_QH, Visor_Intrinsic_Zoom, Tech, Tech_Intrinsic_Zoom |
Outer Torso | Coat, Coat_Intrinsic, Dress, FormalJacket, FormalJacket_Intrinsic, Jacket, Jacket_Intrinsic_Armor, Jumpsuit, Jumpsuit_Intrinsic, LooseShirt, Vest, Vest_Intrinsic_Armor, Vest_Intrinsic_Reload, Vest_EP1_Intrinsic_Armor, Vest_EP1_Intrinsic_Grenade, Vest_EP1_Intrinsic_Inhaler |
Inner Torso | FormalShirt, Shirt, TankTop, TightJumpsuit, TightJumpsuit_Intrinsic, TShirt, Undershirt, Undershirt_Intrinsic |
Legs | FormalPants, Pants Pants_Intrinsic_Armor, Pants_Intrinsic_Carry, Shorts, Skirt |
Feet | Boots, Boots_Intrinsic, CasualShoes, FormalShoes |
Special | Outfit, Outfit_EP1 |