Adding custom resources / props
This page explains how to spawn and use custom resources, and how to best share them with other modders
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This page explains how to spawn and use custom resources, and how to best share them with other modders
Last updated
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To permanently add any custom resource (E.g. .ent
, .mesh
, .mi
etc.) to the list of things you can spawn via the "Spawn New" tab, you can do the following:
Locate the data folder, found in Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks\mods\entSpawner\data\spawnables\...
Find the specific sub folder for the type of resource you wish to spawn
E.g. For entity templates .ent
, this would be ...\spawnables\entity\templates
Create a new .txt
file in the sub-folder
Add all the resource paths you want to the file, each path being on a new line
If you do not want to do this, and just want to quickly spawn something from it's resource path, simply paste it into the "Spawn New" tabs search bar, and press "Spawn anyways" if you get told that it cannot be found
AMM props are just entity files .ent
To add existing AMM props (Including such from other prop packs) to the "Spawn New" list, do:
Select the Entity -> Template (AMM)
category
Click the "Generate AMM props" button
AMM props are just entity files (.ent
). The only difference is that when using the prop import feature, instead of showing the raw resource path in the list, it shows the alias / names which have been assigned
If you add some spawnable custom resources to the game (Such as custom entities or meshes), and want to share those in an easy-to-use way with other builders, you can use two methods:
It's usually best to share them as a custom favorites' category (Or multiple categories). This allows assigning more meaningful names, and tags, for easier browsing and searching of your resources.
Additionally, you can share them as custom resources lists, as explained above
OS caches a lot of data, including the list of appearances an entity / mesh has
This can lead to issues if you e.g. spawn a custom entity before adding custom appearances, then spawn it after you've made changes to it in WolvenKit
Since the list of appearances is cached, it will be empty even after adding apps to your .ent
In order to avoid caching you can add a cache exclusion in the settings:
.ent
paths