Different equipment slots
How to determine the item type
Summary
Created by @manavortex Published June 10 2023
This page is a part of the Adding new items guide and contains the steps necessary to create different equipment types.
For an overview of prefixes for the different component types, see here.
Step 1: The .yaml
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 here.
Items.My_Custom_Shirt: << name of your item (the spawn code)
$base: Items.Shirt
Items.My_Custom_Helmet:
$base: Items.Helmet
# For items that should hide hair, use records with the "Hair" suffix.
Items.My_Custom_HelmetWithHair:
$base: Items.HelmetHair
# For items that should have an intrinsic modifier, e.g. Armor
Items.My_Custom_HelmetWithArmor:
$base: Items.Helmet_Intrinsic
# For feet items that use heels (clicky sound)
Items.MyCustom_Heels:
$base: Items.FormalShoes
You can use the following base types:
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
Step 1.5: EquipmentEx
psiberx's mod EquipmentEx (github | nexus) 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.
All you need to do is adding the last two lines to your .yaml:
Items.MyNecklace:
$base: Items.GenericHeadClothing
placementSlots:
- !append OutfitSlots.NecklaceShort
Step 2: the entity file
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 string cheese. To get around that, you need to make sure to pick a file that correspond's to your item's body part.
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
(Optional) Step 3: Hide it in First Person
You can hide items most easily via ArchiveXL tag. Check the linked page for how to do that.
Setting footwear sounds
If you don't want your new boots to sound as if V was barefoot, add one of the following tags to the Root entity:
Boots
Heels
Sneakers
Stilettos
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