NPV: Cleanup and troubleshooting
I'm done, what's next?
Summary
Published: May 13 2023 by @manavortex Last documented edit: Mar 02 2023 by @manavortex
Re-path your folder
You need to re-name the template folders. Unless you want to make more NPVs, it will be enough to re-name tutorial
to your_username
. Find a full guide to the process under Moving and renaming in existing projects.
Troubleshooting
My NPV breaks AMM!
That's how you know that you have syntax errors in your NPV's .lua
file. Copy the contents of the file into a lua validator, then run the code and make sure to fix all errors.
It's usually missing quotation marks or commas. The tool above will give you a line number. Compare the line with the working template and fix the differences.
If you feel stuck, you can ask ChatGPT – just tell it that you're trying to fix LUA code, or it won't know the syntax.
My NPV doesn't spawn!
You can't select them in AMM
The error is with your .lua
file – either it's not in the correct folder, or AMM fails to load it.
If you can select the NPV in AMM
If you click on the button, but nothing happens, that means that the game can't find your .ent
file. The error is between your .lua
and your .ent
.
Most likely, the path to the .ent file is not correct. If it is, make sure that it has no upper-case characters.
My NPV turns into someone else if I walk away from them!
That is due to appearance proxies, which are how the game saves performance. If you're using the most recent NPV template project, you shouldn't have any, but if you set up your files from scratch, you'll have to disable the proxy appearance.
Clothes are floating!
For each of the mesh components that aren't moving, expand it and find the skinning
entry. Make sure that the bindName
points at root
:
![](https://wiki.redmodding.org/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252F0AGn1BCKHUFYTvAy4k6u%252Fimage.png%3Falt%3Dmedia%26token%3D5b4b6c21-043b-405c-b25e-bed03462555b&width=768&dpr=4&quality=100&sign=1da7d560&sv=1)
My feet are wrong for the shoes!
You need to manually enable the correct foot mesh.
Hide chunks 5-7 of the base body (original component name is t0_000_pXa_base__full
):
![](https://wiki.redmodding.org/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252FXby9Yb3NIe5KtAuSsJWg%252Fimage.png%3Falt%3Dmedia%26token%3D0fac16fa-c5d9-4b19-a207-318c939f7a69&width=768&dpr=4&quality=100&sign=f2a31c4a&sv=1)
Add an extra component and point the depotPath
to the mesh for the correct feet. This is either l0_000_pXa_base__cs_flat
or l0_000_pXa_base__cs_heels
.
If you don't have these meshes (they should be included in the sample project), you can extract them from the Toggleable Feet mod.
My NPV loads, but I'm getting a random appearance!
That happens when you're loading an appearance that the game doesn't know about — the problem is between your .lua file and your root entity. The names must match exactly, and must contain not typos or leading/trailing spaces.
![](https://wiki.redmodding.org/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252FjjGy2tENxwTsaPPXtLD7%252Ftutorial.png%3Falt%3Dmedia%26token%3Dc99b976d-d561-4a77-93b3-fd02f945d4c8&width=768&dpr=4&quality=100&sign=5da12b76&sv=1)
If that was not it, double-check the path
in your lua file and make sure that it points to the correct .ent file, and not to a backup or backup project.
This particular problem is always between those two files. Other mistakes will have other effects.
Another NPV is showing!
This is the reason for the Re-path your folder section in this guide. If you want more information, read . Otherwise, you can temporarily remove all other NPVs or make sure to complete the re-pathing.
I'm getting errors in Wolvenkit!
It installs, but doesn't launch
Just install the mod via WKit, launch Cyberpunk the way you normally do.
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