Boe6's vehicles: What you need to know
Summary
Created: Oct 19 2023 by Meta Pixel Last documented edit: March 29 2025 by manavortex
This page will give you an overview about the skills you should have, and info on how to acquire them if you don't.
Due to the high complexity, this is not a good first mod. Keep reading to save a lot of time and frustration later on!
A new standalone car is about the most complex Cyberpunk mod you can make.
While this tutorial has been completed by newbies, they spent most of their time on the discord asking for help and support instead of making a car.
If you are a new modder, please listen and complete the tutorials in the green boxes. They may seem unrelated, but I promise you, each tutorial will teach you a skill that you will need in the process of making your car.
Prerequirements
Mod requirements
Install these to your game before starting:
TweakXL (required, without it you won't be able to load Vehicle tweak at all)
Material and Texture override (you can remove it once you've fully custompathed your car)
Some familiarity with WolvenKit is required.
I go into as much detail as I can, but you should be able to find your way around.
Check the Creating a Mod tutorial on the Wolvenkit wiki to learn your way around.
You should know (most of) your mod file types
To understand how those files hang together, complete the Adding new items guide.
If you want to know more about the file types below, you can check Game Components explained. This doesn't count as a tutorial.
.ent
file is the base file of a vehicle. It contains all settings and child files..app
is the vehicle’s appearances settings..mesh
is a 3d file, used for vehicle body parts..xbm
are raw texture files..mlsetup
has settings for texture sets.mlmask
is zipped mask texture/finish layers, normal maps, etc..inkatlas
contain reference texture information.inkwidget
configures texture layering, position, & animations.rig
has 3D information for how the.mesh
files are linked and move..yaml
files configure TweakDB items..json
files list string localization information..phys
is used to set vehicle collision/interaction bounds
Different Data Types
Putting the wrong data type will break your mod or make the game crash. Here is a list of what's what:
Int/Integer : whole numbers
Float : fractional numbers, decimal places
String : sequence of characters
Boolean : true or false
Array : collection or list of items of the same data type
Nothing : “null”
You know your way around blender
Unless you are comfortable in Blender already, check out Blender: Getting Started and complete at least the donut tutorial.
You should know your way around at least the following parts:
Object/edit mode
Object management
Object edits
Joining and separating models
Know the difference between object origin, world origin, and the blender cursor
Cyberpunk 2077 glTF Importer plugin / Wolvenkit resources plugin (View Options > plugins to install)
Knowledge of a photo editor of your choice.
If you don't have one, check out Photopea - it's photoshop, in your browser, for free.
Must have support for
.tga
filesMust have support for alpha channels
Some Python familiarity
Only necessary for advanced workflows - you can probably do without. if you want to learn a cool new skill, check out
These do not count as a tutorial.
You have a 3D model to use
Your model should be high-quality and include the following:
doors and a trunk (the chassis should not be one piece)
a modelled interior
textures
You can create each of these things yourself, but it will be extra work (and probably make you hate yourself).
High or low poly?
Vanilla game cars range between 80k and 120k vertices. If you can, try finding car models within that range.
That being said, it is easier to simplify a high-poly model than to fix up a low-poly one. Still, if your car has over a million vertices, you will spend around a full workweek (40 hours) just making the model game-ready. Unless you enjoy that particular kind of suffering, you should stick to lower poly counts.
That was a lot of text!
Yes! And now that you have read it all, we can move on to Boe6's vehicles: Create base files
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