In this section, you can look up information like "what is the material name for skin color type 3 again" or "where are the Mantis blade arms".
Detailed information should go in other sections and be interlinked.
Assets explained
What is an asset?
An asset is a specific, objectified concept in the game that can be highly detailed like a blade of grass, or larger like a building, or intangible like sound effects. Unity defines an asset as, "Shorthand for anything that goes into a video game – characters, objects, sound effects, maps, environments, etc." Every asset is defined in a set of normalized asset files that describe its relationship to the game, other assets, and itself.
Visual Asset-Related File Formats
The following list contains file formats that are used to compose visual assets such as vehicles and weapons.
The community-devloped tool WolvenKit can be used to browse game archives and extract game files.
MESH
3d models
XBM
2d textures
ENT (entity)
Parent file for most visual assets which is directly linked by the
APP (appearance)
Sets up appearances for assets such as NPCs and vehicles referenced by
MT (material template)
Base shader files for REDengine
MI (material instance)
Instanced shaders for mesh materials
MLMASK (multilayered mask)
Mask component of the
MLSETUP (multilayered setup)
Material setup component of the
MLTEMPLATE (multilayered template)
Pre-defined tiling surface component of the
HP (hair profile)
Color ramp data to set colors for meshes using the hair
This page does not contain any information. Please check its child pages in the Wiki navigation or click on the "Next" link at the bottom of the page
Scripting
Cheat Sheet: Head
Summary
Last documented edit: January 14 2024 by
This page lists various properties of the player head. Use the Table of Contents or your browser's search (Hotkey: Ctrl+F) to quickly find what you're looking for.
You can find much additional information about the player head under
Wait, this isn't what I'm looking for!
If you want to , you need and .
If you want to make a custom NPC, check
Head file paths
The folders contain the entire player head. The minimum amount of meshes rendered is 3 (head, teeth, eyes), and can go up to 13 (fem V)/14 (masc V).
Head file prefixes
Skin tones by index
List compiled by wolv
Complexions
Every complexion has its own associated texture file. These are sorted by body gender under
The files are ending in 01..05. Each complexion has its own appearance in the head mesh, e.g.:
Skin definitions
Skin materials are defined in the base head file:
You can find the in the localMaterialBuffer. Each material overrides the following locally:
Normal (bump/height map)
Albedo (diffuse/complexion)
All other properties are pulled from a in the following folder:
Head: material instances
This section only lists used by the player head.
About half of these files are shared by NPCs. Editing or replacing these will affect all of Night City!
File name (use male_head for masc)
Shared with NPCs
Freckles / cheek make-up
For a list of freckles and make-up sorted by colour and skin type, see NoraLee's .
Lipstick
For a mod fixing various mix-ups in the character creator, see .
Lipstick colours and styles are sorted in (more or less) ascending order in the appearance list in the mesh.
Style order is Default - Glossy - Matte (no suffix, _02, _03)
Link:
Eyeliner and kohl
To be done. Are you bored (and potentially have OCD)? Please get in touch via Discord!
Reference: Audio files
Audio files for frequent modding
Summary
Created: Apr 05 2024 by
Last documented edit: Apr 05 2024 by
This page collects audio files that people frequently want to mod.
For a guide, check -> -> ,
There is nothing here yet! Maybe you'd like to ?
Archived: Appearances Mappings
This page is archived. Its contents are no longer relevant.
In base\appearance_mappings.json, entity types have their resources defined. The vehicle definition is below:
key
value
Cheat Sheet: Lights
Lights and their properties at a glance
Summary
Published: Feb 09 2024 by
Last documented edit: Feb 09 2024 by
This page gives you an overview about lights at a glance.
Cheat Sheet Poses: AcceptedWeaponConfig
You can use this to spawn .
Equipment
Everything about gear
This section collects
look-ups about equipment (preview pictures and spawn codes)
documented variants per item
Please use the wiki page tree to find the section's content, or click on the next
link at the bottom of this page.
References: Vehicles
Look up vehicle-related stuff
The pages following this aim to give a detailed view of the resources that make up each vehicle in the game, with the hope that you'll be able to create (not just modify) vehicles for the game.
Cheat Sheat Vehicles: TweakDB
For more information about TweakDB modding, follow the links under TweakXL.
To make your new vehicle available in-game, add its record to the flat Vehicle.vehicle_list.list
To unlock a vehicle at the start of the game, add the record to Vehicle.vehicle_list.initially_unlocked_list
This page lists file paths and properties for various rigs and animations. Use the Table of Contents or your browser's search (Hotkey: Ctrl+F) to quickly find what you're looking for.
Any links will lead you to additional context.
Wait, this isn't what I'm looking for!
If you want to make animations, check and the guides under the page.
.anims
For general documentation on how animations work, see
Anims description
Path in game files
.rigs
First person
First person animations are used solely on the player character (V). There's one rig per body gender:
name of rig
Path in game files
Third person
While most rigs are called man_xxx, they're also used by NPCs of the female body gender.
Name of rig
Used by
Path in game files
Face
The facial animations are linked in the .ent files under base\characters\base_entities\xxx\xxx.ent. They are otherwise referenced from an entAnimationSetupExtensionComponent inside the .app file.
Deforms
Deforms can be found under base\characters\base_entities\*\deformations_rigs.
Archived: Vehicle Filename Parsing
This page is archived. Its contents are no longer relevant.
Referenced from base\appearances_mappings.json, base\vehicles\vehicle_filename_parsing.json contains a regex string is defined that outlines the allowable file names for .ent files (play around with this regex here):
For a filename like v_sport2_mizutani_shion__ext01_body_01.ent, this would match the following groups:
Group 1: sport
Group 2: mizutani
Group 3: body
Group 1 (base)
Name
Group 2 (category)
Name
Group 3 has no mapping, is of the type partType.
Curiously, this regex doesn't work for vehicles such as the Type 66, or the 911, since numbers aren't permitted in Group 2. It's unknown if this is even used, or if there is replacing done at some point.
Archive
This page is archived. Its contents are no longer relevant.
This section contains an overview of things that you might encounter while modding vehicles. For a full list of sub-pages, please check the link tree in the left-hand menu.
Appearances
For the documentation on .app files (appearance definitions), see or check the subpage.
Entity Files
For the documentation on .ent files, see .
An example entry for a vehicle entEntityTemplate from a vehicle's .ent file looks like this:
key
example
Archived: Parts & Parts Categories
This page is archived. Its contents are no longer relevant.
These are the part names used in filenames for .mesh and .ent files. Each header is their category - base is used in both Interior & Exterior.
Interior
base
steering_wheel
pedals
Exterior
base
bumper_f
bumper_b
Wheel
wheel
Cheat Sheet: Weapon damage effects
A list of weapon damage effects, and how to apply them
Apply the effects to an item like this:
Weapon damage types
Base_Melee_Status_Effect_Application_Stats
enables the application of status effects to enemies
Testing
To test the applied effects, you can use . Simply copy the code into a new file inside of /r6/scripts/, e.g. debug_damage_types.reds. After starting up the game and hitting people with your weapon, you can see the log output via CET.
Cheat Sheet: Tweaks
A collection of tweak IDs for certain types of entity
This page doesn't contain any data, it only groups subpages. Please check the wiki's file tree for the individual types of record.
Items.money is the baseID for eddies, and the 5000 will stuff 5 grand into your pocket.
Lists of Base IDs
You can usually find any BaseID on the fandom wiki. Search for a game item, then expand the section "technical details" in the box to the right.
A selection of lists for looking up item codes. Alternatively, you can browse through the game's files, or search the web.
(2.0 compatible)
Excel sheet from #cet-commands on with item codes.
Please note the tabs at the bottom.
A list with BaseIDs
Google Sheets (August 2022), supports filtering
Item Previews (pretty pictures!)
List
Description
all items, on mascV, with CET spawn codes
(m!V)
Spawn codes to in-game names, with many screenshots on masc V
(f!V)
Screenshots on femme V with spawn codes
From a BaseID to an item's materials
As an example, this will use Reinforced Puffer Vest (Items.Vest_17_basic_01)
The base ID
An item's spawn code is called BaseID. It looks like this:
and will be used to spawn items via CET (Game.AddToInventory("Items.Vest_17_basic_01")).
A base ID consists out of two parts. The first one (Vest_17) determines the item, the second one (basic_01) determines the variant.
Finding the files
Head to WolvenKit and search for the first part of the BaseID:
Search WolvenKit for the first part of the BaseID
You will find at least one entity file and an appearance file.
If you find multiple files, you need to open the correct one. You can identify those by the folder path: for player meshes, the name of the last folder will contain either _pwa_ or _pma_, and the path will include either that or player.
The .app
Open the apperance file: this is where the item and its variants are actually defined.
In LUA, you can skim a few processing cycles by using the early return style:
You can gain a significant amount of performance this way, especially when doing this in a loop.
Fixing/preventing nil access
LUA throws an exception if it encounters nil in unexpected places. The corresponding error will look like this:
Open the corresponding file, find the correct line, and check what is being accessed there. It will look like variable.property, or perhaps something will be concatenated to a string ("something something text" .. variable).
You can assign a default value to the property in question:
While that won't solve any other problems, it will at least make the error go away.
Switch in LUA: Lookup Tables
Who doesn't know the problem? You want to know if your string is A, B, or C, but not D — and LUA doesn't have a switch statement.
Fortunately, there is a built-in and performant way to
Performance killers: strings
String concatenation and comparison can be the difference between a brief stutter and a complete freeze or even crash to desktop. This is not a joke — see here for more detail.
Comparing/Searching
Lua internalizes strings. That means these two strings will share a single representation in memory:
The comparison between those two strings will be almost-instant.
This becomes a problem when comparing strings in a loop (see Scopes):
Every single pass of the loop will create a memory representation of "This is the same object!" and then discard it again.
Takeaway:
If at all possible, define things outside the scope of loops!
Finding in strings
Lua's regex implementation is very limited. There is a limitation for pipes. For example, the following example will actually iterate twice after creating internal string representations:
It is faster to just do this:
On top of that, string.match will return the entire string if no match is found:
The alternative:
Takeaway:
Avoid regex
prefer String.find() over String.match()
Concatenation
For a performance analysis of different kinds of string concatenation, check here.
Explanation for BaseStats behavior. (Tested in game)
Summary
Published: Feb 07 2024 by destinybu
Last documented update: Feb 07 2024 by destinybu
This page contains an overview on weapon property records and explains their properties.
Wait, this is not what I want!
If you're looking for a guide to add weapons, check or
For an overview of weapon audio profiles, check
For an overview of weapons and their files, check
BaseStat
Description
Vehicle .ent paths
Vroom Vroom
The list below has the main entity files for the vehicles in the game, should be a good starting off point for whatever your wanting to do to them.
Referenced from base\appearances_mappings.json, base\vehicles\base_types_map.csv maps vehicle names to their respective .ent files. The names are defined in each vehicle's .app file as baseEntityType.
Vechicle
Ent File
Reference: Quest Ids
Dump of the quest id info and names
The list below has the quests by type, with name, for the full journal data that should help identify quests by name, objectives, descriptions download the json below.
Main Quests
[MainQuest] ep1/quests/main_quest/q300_phantom_liberty = Phantom Liberty
[MainQuest] ep1/quests/main_quest/q301_crash = Dog Eat Dog
[MainQuest] ep1/quests/main_quest/q301_finding_myers = Hole in the Sky
[MainQuest] ep1/quests/main_quest/q301_q302_rescue_myers = Spider and the Fly
[MainQuest] ep1/quests/main_quest/q302_reed = Lucretia My Reflection
[MainQuest] ep1/quests/main_quest/q303_baron = The Damned
[MainQuest] ep1/quests/main_quest/q303_hands = Get It Together
[MainQuest] ep1/quests/main_quest/q303_songbird = You Know My Name
[MainQuest] ep1/quests/main_quest/q304_deal = Firestarter
[MainQuest] ep1/quests/main_quest/q304_netrunners = I've Seen That Face Before
[MainQuest] ep1/quests/main_quest/q304_stadium = Birds with Broken Wings
[MainQuest] ep1/quests/main_quest/q305_border_crossing = Leave in Silence
[MainQuest] ep1/quests/main_quest/q305_bunker = Somewhat Damaged
[MainQuest] ep1/quests/main_quest/q305_postcontent = This Corrosion
[MainQuest] ep1/quests/main_quest/q305_prison_convoy = Black Steel In The Hour of Chaos [MainQuest] ep1/quests/main_quest/q305_reed_epilogue = Four Score and Seven
[MainQuest] ep1/quests/main_quest/q306_devils_bargain = The Killing Moon
[MainQuest] ep1/quests/main_quest/q306_postcontent = From Her to Eternity
[MainQuest] ep1/quests/main_quest/q306_reed_epilogue = Through Pain to Heaven
[MainQuest] ep1/quests/main_quest/q306_somi_epilogue = Unfinished Sympathy
[MainQuest] ep1/quests/main_quest/q307_before_tomorrow = Who Wants to Live Forever [MainQuest] ep1/quests/main_quest/q307_tomorrow = Things Done Changed
[MainQuest] ep1/quests/minor_quest/mq304_succession = Run This Town
[MainQuest] ep1/quests/minor_quest/sts_ep1_08_katya_data_shard = Am I Demon?
[MainQuest] quests/main_quest/act_01/q101_01_firestorm = Love Like Fire
[MainQuest] quests/main_quest/act_01/q101_resurrection = Playing for Time
[MainQuest] quests/main_quest/act_01/q103_warhead = Ghost Town
[MainQuest] quests/main_quest/act_01/q104_01_sabotage = Lightning Breaks
[MainQuest] quests/main_quest/act_01/q104_02_av_chase = Life During Wartime
[MainQuest] quests/main_quest/act_01/q105_02_jigjig = The Space in Between
[MainQuest] quests/main_quest/act_01/q105_03_braindance_studio = Disasterpiece
[MainQuest] quests/main_quest/act_01/q105_04_judys = Double Life
[MainQuest] quests/main_quest/act_01/q105_dollhouse = Automatic Love
[MainQuest] quests/main_quest/act_01/q108_johnny = Never Fade Away
[MainQuest] quests/main_quest/act_01/q110_01_voodooboys = M'ap Tann Pèlen
[MainQuest] quests/main_quest/act_01/q110_03_cyberspace = Transmission
[MainQuest] quests/main_quest/act_01/q110_voodoo = I Walk the Line
[MainQuest] quests/main_quest/act_01/q112_01_old_friend = Down on the Street
[MainQuest] quests/main_quest/act_01/q112_02_industrial_park = Gimme Danger
[MainQuest] quests/main_quest/act_01/q112_03_dashi_parade = Play It Safe
[MainQuest] quests/main_quest/act_01/q112_04_hideout = Search and Destroy
[MainQuest] quests/main_quest/act_01/q113_corpo = Totalimmortal
[MainQuest] quests/main_quest/act_01/q113_rescuing_hanako = Last Caress
[MainQuest] quests/main_quest/act_01/q114_01_nomad_initiation = We Gotta Live Together [MainQuest] quests/main_quest/act_01/q114_02_maglev_line_assault = Forward to Death [MainQuest] quests/main_quest/act_01/q114_03_attack_on_arasaka_tower = Belly of the Beast [MainQuest] quests/main_quest/act_01/q115_afterlife = For Whom the Bell Tolls
[MainQuest] quests/main_quest/act_01/q115_rogues_last_flight = Knockin' on Heaven's Door [MainQuest] quests/main_quest/act_01/q116_cyberspace = Changes
[MainQuest] quests/main_quest/epilogues/q201_heir = Where is My Mind?
[MainQuest] quests/main_quest/epilogues/q202_nomads = All Along the Watchtower
[MainQuest] quests/main_quest/epilogues/q203_legend = Path of Glory
[MainQuest] quests/main_quest/epilogues/q204_reborn = New Dawn Fades
[MainQuest] quests/main_quest/prologue/q000_corpo = The Corpo-Rat
[MainQuest] quests/main_quest/prologue/q000_nomad = The Nomad
[MainQuest] quests/main_quest/prologue/q000_street_kid = The Streetkid
[MainQuest] quests/main_quest/prologue/q000_tutorial = Practice Makes Perfect
[MainQuest] quests/main_quest/prologue/q001_01_victor = The Ripperdoc
[MainQuest] quests/main_quest/prologue/q001_02_dex = The Ride
[MainQuest] quests/main_quest/prologue/q001_intro = The Rescue
[MainQuest] quests/main_quest/prologue/q003_maelstrom = The Pickup
[MainQuest] quests/main_quest/prologue/q004_braindance = The Information
[MainQuest] quests/main_quest/prologue/q005_heist = The Heist
[MainQuest] quests/meta/01_climbing_the_ladder = Become A Legend [MainQuest] quests/meta/02_sickness = Nocturne Op55N1 [MainQuest] quests/meta/03_haru_kasai = Godmaker [MainQuest] quests/meta/04_mysterious_stranger = Hidden in the Shadows [MainQuest] quests/meta/05_arasaka_princess = Kunitsu-kami
[MainQuest] quests/meta/06_samurai_reunited = Blistering Love
[MainQuest] quests/meta/08_headhunter = NO_TITLE
[MainQuest] quests/meta/09_solo = (Don't Fear) The Reaper
[MainQuest] quests/meta/10_survive = Survive...Whatever the Cost
[MainQuest] quests/meta/11_johnny_business = Out of the City
[MainQuest] quests/side_quest/sq032_tapeworm = Tapeworm
[MainQuest] quests/templates/generic_gameplay_quest = NO_TITLE
[MainQuest] quests/templates/test_template_quest = NO_TITLE
[SideQuest] ep1/quests/minor_quest/wst_ep1_11_bill_meeting = New Person, Same Old Mistakes [SideQuest] quests/meta/07_nc_underground = The Beast In Me
[SideQuest] quests/side_quest/sq004_riders_on_the_storm = Riders on the Storm
[SideQuest] quests/side_quest/sq006_dream_on = Dream On
[SideQuest] quests/side_quest/sq011_concert = A Like Supreme
[SideQuest] quests/side_quest/sq011_johnny = Second Conflict
[SideQuest] quests/side_quest/sq011_kerry = Holdin' On
[SideQuest] quests/side_quest/sq012_lost_girl = I Fought the Law
[SideQuest] quests/side_quest/sq017_01_riot_club = I Don't Wanna Hear It
[SideQuest] quests/side_quest/sq017_02_lounge = Off the Leash
[SideQuest] quests/side_quest/sq017_kerry = Rebel! Rebel!
[SideQuest] quests/side_quest/sq018_jackie = Heroes
[SideQuest] quests/side_quest/sq021_sick_dreams = The Hunt
[SideQuest] quests/side_quest/sq022_head_hunter = NO_TITLE
[SideQuest] quests/side_quest/sq023_bd_passion = There Is A Light That Never Goes Out [SideQuest] quests/side_quest/sq023_hit_order = Sinnerman
[SideQuest] quests/side_quest/sq023_real_passion = They Won't Go When I Go
[SideQuest] quests/side_quest/sq024_badlands_race = The Beast in Me: Badlands
[SideQuest] quests/side_quest/sq024_city_race = The Beast in Me: City Center
[SideQuest] quests/side_quest/sq024_santo_domingo_race = The Beast in Me: Santo Domingo [SideQuest] quests/side_quest/sq024_the_big_race = The Beast in Me: The Big Race
[SideQuest] quests/side_quest/sq025_0_pickup = Human Nature
[SideQuest] quests/side_quest/sq025_compensation = Tune Up
[SideQuest] quests/side_quest/sq025_delamain = Epistrophy
[SideQuest] quests/side_quest/sq025b_delamain_insurgence = Don't Lose Your Mind
[SideQuest] quests/side_quest/sq025c01_angry = Epistrophy: Wellsprings
[SideQuest] quests/side_quest/sq025c02_sad = Epistrophy: North Oak
[SideQuest] quests/side_quest/sq025c03_mean = Epistrophy: Coastview
[SideQuest] quests/side_quest/sq025c04_manic = Epistrophy: Rancho Coronado
[SideQuest] quests/side_quest/sq025c05_scared = Epistrophy: Northside
[SideQuest] quests/side_quest/sq025c06_mean = Epistrophy: Badlands
[SideQuest] quests/side_quest/sq025c07_suicidal = Epistrophy: The Glen
[SideQuest] quests/side_quest/sq026_01_suicide = Both Sides, Now
[SideQuest] quests/side_quest/sq026_02_maiko = Ex-Factor
[SideQuest] quests/side_quest/sq026_03_pizza = Talkin' 'bout a Revolution
[SideQuest] quests/side_quest/sq026_04_hiromi = Pisces
[SideQuest] quests/side_quest/sq027_01_basilisk_convoy = With a Little Help from My Friends [SideQuest] quests/side_quest/sq027_02_raffen_shiv_attack = Queen of the Highway
[SideQuest] quests/side_quest/sq028_kerry_romance = Boat Drinks
[SideQuest] quests/side_quest/sq029_sobchak_romance = Following the River
[SideQuest] quests/side_quest/sq030_judy_romance = Pyramid Song
[SideQuest] quests/side_quest/sq031_cinema = Blistering Love
[SideQuest] quests/side_quest/sq031_rogue = Chippin' In
[SideQuest] quests/side_quest/sq031_smack_my_bitch_up = A Cool Metal Fire
[SideQuest] quests/side_quest/sq_q001_tbug = The Gift
[SideQuest] quests/side_quest/sq_q001_wakako = The Gig
[SideQuest] quests/side_quest/sq_q001_wilson = The Gun
Finding Locations
How to find Cyberpunk locations in the files
This page will show you how to find locations and sectors. If you already know them, check for guides on how to modify them.
For a list of existing node types and information about them, see
Existing lists
There are several overviews of interesting locations:
local function myMethod()
if condition then
-- do a little dance, make a little love…
end
end
local function myMethod()
if not condition then return end
-- do a little dance, make a little love…
end
attempt to access local '<variable name>' (a nil value)
stack traceback:
my_example.lua:1234 in function 'MyFunctionName
myString = <original string assignment> or ""
myNumber = <original number assignment> or 0
myEverythingElse = <original object assignment> or {}
local string1 = "This is the same object!"
local string2 = "This is the same object!"
for (_, mystring) in ipairs(mytable) do
if mystring == "This is the same object!" then
-- do something
end
end
local myCompareString = "This is the same object!"
for (_, mystring) in ipairs(mytable) do
if mystring == myCompareString then
-- do something
end
end
if string.find("catastrophe", "dog|cat") then
-- do something
end
if string.find("catastrophe", "dog") or string.find("catastrophe", "cat") then
-- do something
end
local match = string.match("catastrophe", "dog")
if match ~= "catastrophe" then
-- do something
end
if string.find("catastrophe", "dog")
-- do something
end
[MinorQuest] ep1/quests/minor_quest/mq033_ep1 = Tomorrow Never Knows
[MinorQuest] ep1/quests/minor_quest/mq300_safehouse = Water Runs Dry
[MinorQuest] ep1/quests/minor_quest/mq301_bomb = Balls to the Wall
[MinorQuest] ep1/quests/minor_quest/mq303_addict = Dazed and Confused
[MinorQuest] ep1/quests/minor_quest/mq305_combat_zone_report = Shot by Both Sides [MinorQuest] ep1/quests/minor_quest/mq306_dumpster = No Easy Way Out
[MinorQuest] ep1/quests/minor_quest/q304_car_retrieval = Moving Heat
[MinorQuest] ep1/quests/minor_quest/q304_gear_pickup = Dirty Second Hands
[MinorQuest] ep1/quests/minor_quest/q304_splinter_stash = Voodoo Treasure
[MinorQuest] ep1/quests/minor_quest/sts_ep1_08_loot_pickup = Money For Nothing
[MinorQuest] ep1/quests/minor_quest/sts_ep1_08_steven_meeting_night_city = The Show Must Go On
[MinorQuest] ep1/quests/minor_quest/sts_ep1_12_pickup = Corpo of the Month
[MinorQuest] ep1/quests/minor_quest/wst_ep1_04 = Addicted To Chaos
[MinorQuest] ep1/quests/minor_quest/wst_ep1_05 = Go Your Own Way
[MinorQuest] ep1/quests/minor_quest/wst_ep1_09 = One Way or Another
[MinorQuest] quests/main_quest/prologue/q003_stout = Venus in Furs
[MinorQuest] quests/minor_quest/mq001_scorpion = I'll Fly Away
[MinorQuest] quests/minor_quest/mq002_veterans = Gun Music
[MinorQuest] quests/minor_quest/mq003_orbitals = Space Oddity
[MinorQuest] quests/minor_quest/mq005_alley = Only Pain
[MinorQuest] quests/minor_quest/mq006_rollercoaster = Love Rollercoaster
[MinorQuest] quests/minor_quest/mq007_smartgun = Machine Gun
[MinorQuest] quests/minor_quest/mq008_party = Stadium Love
[MinorQuest] quests/minor_quest/mq009_loser = NO_TITLE
[MinorQuest] quests/minor_quest/mq010_barry = Happy Together
[MinorQuest] quests/minor_quest/mq011_wilson = Shoot To Thrill
[MinorQuest] quests/minor_quest/mq012_stud = Burning Desire
[MinorQuest] quests/minor_quest/mq013_punks = A Day In The Life
[MinorQuest] quests/minor_quest/mq014_02_second = Stairway To Heaven
[MinorQuest] quests/minor_quest/mq014_03_third = Poem Of The Atoms
[MinorQuest] quests/minor_quest/mq014_04_fourth = Meetings Along The Edge
[MinorQuest] quests/minor_quest/mq014_zen = Imagine
[MinorQuest] quests/minor_quest/mq015_wizardbook = Spellbound
[MinorQuest] quests/minor_quest/mq016_bartmoss = KOLD MIRAGE
[MinorQuest] quests/minor_quest/mq017_streetkid = Small Man, Big Mouth
[MinorQuest] quests/minor_quest/mq018_writer = Killing In The Name
[MinorQuest] quests/minor_quest/mq019_paparazzi = Violence
[MinorQuest] quests/minor_quest/mq021_guide = Fortunate Son
[MinorQuest] quests/minor_quest/mq022_ezekiel = Ezekiel Saw the Wheel
[MinorQuest] quests/minor_quest/mq023_bootleg = The Ballad of Buck Ravers
[MinorQuest] quests/minor_quest/mq024_sandra = Full Disclosure
[MinorQuest] quests/minor_quest/mq025_02_kabuki = Beat on the Brat: Kabuki
[MinorQuest] quests/minor_quest/mq025_03_arroyo = Beat on the Brat: Arroyo
[MinorQuest] quests/minor_quest/mq025_05_glen = Beat on the Brat: The Glen
[MinorQuest] quests/minor_quest/mq025_06_pacifica = Beat on the Brat: Pacifica
[MinorQuest] quests/minor_quest/mq025_07_fight_club = Beat on the Brat: Rancho Coronado [MinorQuest] quests/minor_quest/mq025_psycho_brawl = Beat on the Brat
[MinorQuest] quests/minor_quest/mq026_conspiracy = The Prophet's Song
[MinorQuest] quests/minor_quest/mq027_stunts = Living on the Edge
[MinorQuest] quests/minor_quest/mq028_stalker = Every Breath You Take
[MinorQuest] quests/minor_quest/mq029_tourist = The Highwayman
[MinorQuest] quests/minor_quest/mq030_melisa = Bullets
[MinorQuest] quests/minor_quest/mq032_sacrum = Sacrum Profanum
[MinorQuest] quests/minor_quest/mq033_tarot = Fool on the Hill
[MinorQuest] quests/minor_quest/mq035_ozob = Send in the Clowns
[MinorQuest] quests/minor_quest/mq036_overload = Sweet Dreams
[MinorQuest] quests/minor_quest/mq037_brendan = Coin Operated Boy
[MinorQuest] quests/minor_quest/mq037_brendan_dumpster = I Can See Clearly Now
[MinorQuest] quests/minor_quest/mq037_brendan_hooligan001 = Spray Paint
[MinorQuest] quests/minor_quest/mq038_neweridentity = Big in Japan
[MinorQuest] quests/minor_quest/mq040_biosculpt = Raymond Chandler Evening
[MinorQuest] quests/minor_quest/mq041_corpo = War Pigs
[MinorQuest] quests/minor_quest/mq042_nomad = These Boots Are Made for Walkin'
[MinorQuest] quests/minor_quest/mq043_cyberpsychos = Psycho Killer
[MinorQuest] quests/minor_quest/mq044_jakes_vehicle = Sex On Wheels
[MinorQuest] quests/minor_quest/mq045_victor_debt = Paid in Full
[MinorQuest] quests/minor_quest/mq046_cave_vehicle = Murk Man Returns Again Once More Forever
[MinorQuest] quests/minor_quest/mq047_ad_vehicle = Dressed to Kill
[MinorQuest] quests/minor_quest/mq048_cyberware = Upgrade U
[MinorQuest] quests/minor_quest/mq049_edgerunners = Over the Edge
[MinorQuest] quests/minor_quest/mq050_ken_block_tribute = I'm in Love with My Car
[MinorQuest] quests/minor_quest/mws_wat_08_trauma_drama = Career Opportunities [MinorQuest] quests/side_quest/sq_cyberpsychos_regina = Cyberpsychosis
[MinorQuest] quests/vehicle_metaquest/archer_bandit = Quartz "Bandit"
Street Stories
[StreetStory] ep1/quests/street_stories/combat_zone_reward = Hi Ho Silver Lining
[StreetStory] ep1/quests/street_stories/sts_ep1_01 = Gig: Dogtown Saints
[StreetStory] ep1/quests/street_stories/sts_ep1_03 = Gig: The Man Who Killed Jason Foreman
[StreetStory] ep1/quests/street_stories/sts_ep1_04 = Gig: Prototype in the Scraper
[StreetStory] ep1/quests/street_stories/sts_ep1_06 = Gig: Heaviest of Hearts
[StreetStory] ep1/quests/street_stories/sts_ep1_07 = Gig: Roads to Redemption
[StreetStory] ep1/quests/street_stories/sts_ep1_08 = Gig: Spy in the Jungle
[StreetStory] ep1/quests/street_stories/sts_ep1_10 = Gig: Waiting for Dodger
[StreetStory] ep1/quests/street_stories/sts_ep1_12 = Gig: Treating Symptoms
[StreetStory] ep1/quests/street_stories/sts_ep1_13 = Gig: Talent Academy
[StreetStory] quests/street_stories/badlands/badlands_reward = Every Grain of Sand
[StreetStory] quests/street_stories/badlands/inland_avenue/sts_bls_ina_02 = Gig: Big Pete's Got Big Problems
[StreetStory] quests/street_stories/badlands/inland_avenue/sts_bls_ina_03 = Gig: Flying Drugs
[StreetStory] quests/street_stories/badlands/inland_avenue/sts_bls_ina_04 = Gig: Radar Love
[StreetStory] quests/street_stories/badlands/inland_avenue/sts_bls_ina_05 = Gig: Goodbye, Night City
[StreetStory] quests/street_stories/badlands/inland_avenue/sts_bls_ina_06 = Gig: No Fixers
[StreetStory] quests/street_stories/badlands/inland_avenue/sts_bls_ina_07 = Gig: Dancing on a Minefield
[StreetStory] quests/street_stories/badlands/inland_avenue/sts_bls_ina_08 = Gig: Trevor's Last Ride
[StreetStory] quests/street_stories/badlands/inland_avenue/sts_bls_ina_09 = Gig: MIA
[StreetStory] quests/street_stories/badlands/inland_avenue/sts_bls_ina_11 = Gig: Sparring Partner
[StreetStory] quests/street_stories/city_center/city_center_reward = Gas Gas Gas
[StreetStory] quests/street_stories/city_center/corpo_plaza/sts_cct_cpz_01 = Gig: Serial Suicide
[StreetStory] quests/street_stories/city_center/downtown/sts_cct_dtn_02 = Gig: An Inconvenient Killer
[StreetStory] quests/street_stories/city_center/downtown/sts_cct_dtn_03 = Gig: A Lack of Empathy
[StreetStory] quests/street_stories/city_center/downtown/sts_cct_dtn_04 = Gig: Guinea Pigs
[StreetStory] quests/street_stories/city_center/downtown/sts_cct_dtn_05 = Gig: The Frolics of Councilwoman Cole
[StreetStory] quests/street_stories/generic_sts_quest = Undiscovered
[StreetStory] quests/street_stories/heywood/glen/sts_hey_gle_01 = Gig: Eye for an Eye
[StreetStory] quests/street_stories/heywood/glen/sts_hey_gle_03 = Gig: Psychofan
[StreetStory] quests/street_stories/heywood/glen/sts_hey_gle_04 = Gig: Fifth Column
[StreetStory] quests/street_stories/heywood/glen/sts_hey_gle_05 = Gig: Going Up or Down?
[StreetStory] quests/street_stories/heywood/glen/sts_hey_gle_06 = Gig: Life's Work
[StreetStory] quests/street_stories/heywood/heywood_reward = God Bless This Mess [StreetStory] quests/street_stories/heywood/vista_del_rey/sts_hey_rey_01 = Gig: Bring Me the Head of Gustavo Orta [StreetStory] quests/street_stories/heywood/vista_del_rey/sts_hey_rey_02 = Gig: Sr. Ladrillo's Private Collection [StreetStory] quests/street_stories/heywood/vista_del_rey/sts_hey_rey_06 = Gig: Jeopardy [StreetStory] quests/street_stories/heywood/vista_del_rey/sts_hey_rey_08 = Gig: Old Friends [StreetStory] quests/street_stories/heywood/vista_del_rey/sts_hey_rey_09 = Gig: Getting Warmer... [StreetStory] quests/street_stories/heywood/wellsprings/sts_hey_spr_01 = Gig: On a Tight Leash [StreetStory] quests/street_stories/heywood/wellsprings/sts_hey_spr_03 = Gig: The Lord Giveth and Taketh Away [StreetStory] quests/street_stories/heywood/wellsprings/sts_hey_spr_06 = Gig: Hot Merchandise [StreetStory] quests/street_stories/pacifica/coastview/sts_pac_cvi_02 = Gig: Two Wrongs Makes Us Right [StreetStory] quests/street_stories/pacifica/west_wind_estates/sts_pac_wwd_05 = Gig: For My Son [StreetStory] quests/street_stories/santo_domingo/arroyo/sts_std_arr_01 = Gig: Serious Side Effects [StreetStory] quests/street_stories/santo_domingo/arroyo/sts_std_arr_03 = Gig: Race to the Top [StreetStory] quests/street_stories/santo_domingo/arroyo/sts_std_arr_05 = Gig: Breaking News [StreetStory] quests/street_stories/santo_domingo/arroyo/sts_std_arr_06 = Gig: Nasty Hangover [StreetStory] quests/street_stories/santo_domingo/arroyo/sts_std_arr_10 = Gig: Severance Package [StreetStory] quests/street_stories/santo_domingo/arroyo/sts_std_arr_11 = Gig: Hacking the Hacker [StreetStory] quests/street_stories/santo_domingo/arroyo/sts_std_arr_12 = Gig: Desperate Measures [StreetStory] quests/street_stories/santo_domingo/rancho_coronado/sts_std_rcr_01 = Gig: The Union Strikes Back [StreetStory] quests/street_stories/santo_domingo/rancho_coronado/sts_std_rcr_02 = Gig: Cuckoo's Nest [StreetStory] quests/street_stories/santo_domingo/rancho_coronado/sts_std_rcr_03 = Gig: Going-away Party [StreetStory] quests/street_stories/santo_domingo/rancho_coronado/sts_std_rcr_04 = Gig: Error 404 [StreetStory] quests/street_stories/santo_domingo/rancho_coronado/sts_std_rcr_05 = Gig: Family Matters [StreetStory] quests/street_stories/santo_domingo/santo_domingo_reward = Ride Captain Ride [StreetStory] quests/street_stories/watson/kabuki/sts_wat_kab_01 = Gig: Concrete Cage Trap [StreetStory] quests/street_stories/watson/kabuki/sts_wat_kab_02 = Gig: Hippocratic Oath [StreetStory] quests/street_stories/watson/kabuki/sts_wat_kab_03 = Gig: Backs Against the Wall [StreetStory] quests/street_stories/watson/kabuki/sts_wat_kab_04 = Gig: Fixer, Merc, Soldier, Spy [StreetStory] quests/street_stories/watson/kabuki/sts_wat_kab_05 = Gig: Last Login [StreetStory] quests/street_stories/watson/kabuki/sts_wat_kab_06 = Gig: Shark in the Water [StreetStory] quests/street_stories/watson/kabuki/sts_wat_kab_07 = Gig: Monster Hunt [StreetStory] quests/street_stories/watson/kabuki/sts_wat_kab_08 = Gig: Woman of La Mancha [StreetStory] quests/street_stories/watson/kabuki/sts_wat_kab_101 = Gig: Small Man, Big Evil [StreetStory] quests/street_stories/watson/kabuki/sts_wat_kab_102 = Gig: Welcome to America, Comrade [StreetStory] quests/street_stories/watson/kabuki/sts_wat_kab_107 = Gig: Troublesome Neighbors [StreetStory] quests/street_stories/watson/little_china/sts_wat_lch_01 = Gig: Catch a Tyger's Toe [StreetStory] quests/street_stories/watson/little_china/sts_wat_lch_03 = Gig: Bloodsport [StreetStory] quests/street_stories/watson/little_china/sts_wat_lch_05 = Gig: Playing for Keeps [StreetStory] quests/street_stories/watson/little_china/sts_wat_lch_06 = Gig: The Heisenberg Principle
[StreetStory] quests/street_stories/watson/northside_industrial_district/sts_wat_nid_01 = Gig: Occupational Hazard
[StreetStory] quests/street_stories/watson/northside_industrial_district/sts_wat_nid_02 = Gig: Many Ways to Skin a Cat
[StreetStory] quests/street_stories/watson/northside_industrial_district/sts_wat_nid_03 = Gig: Flight of the Cheetah
[StreetStory] quests/street_stories/watson/northside_industrial_district/sts_wat_nid_04 = Gig: Dirty Biz
[StreetStory] quests/street_stories/watson/northside_industrial_district/sts_wat_nid_05 = Gig: Rite of Passage
[StreetStory] quests/street_stories/watson/northside_industrial_district/sts_wat_nid_06 = Gig: Lousy Kleppers
[StreetStory] quests/street_stories/watson/northside_industrial_district/sts_wat_nid_07 = Gig: Scrolls before Swine
[StreetStory] quests/street_stories/watson/northside_industrial_district/sts_wat_nid_12 = Gig: Freedom of the Press [StreetStory] quests/street_stories/watson/watson_reward = Last Call
[StreetStory] quests/street_stories/wesbrook/charter_hill/sts_wbr_hil_01 = Gig: Until Death Do Us Part
[StreetStory] quests/street_stories/wesbrook/charter_hill/sts_wbr_hil_06 = Gig: Family Heirloom
[StreetStory] quests/street_stories/wesbrook/charter_hill/sts_wbr_hil_07 = Gig: Tyger and Vulture
[StreetStory] quests/street_stories/wesbrook/japan_town/sts_wbr_jpn_01 = Gig: Olive Branch
[StreetStory] quests/street_stories/wesbrook/japan_town/sts_wbr_jpn_02 = Gig: We Have Your Wife
[StreetStory] quests/street_stories/wesbrook/japan_town/sts_wbr_jpn_03 = Gig: A Shrine Defiled
[StreetStory] quests/street_stories/wesbrook/japan_town/sts_wbr_jpn_05 = Gig: Wakako's Favorite
[StreetStory] quests/street_stories/wesbrook/japan_town/sts_wbr_jpn_09 = Gig: Hothead
[StreetStory] quests/street_stories/wesbrook/japan_town/sts_wbr_jpn_12 = Gig: Greed Never Pays
[StreetStory] quests/street_stories/wesbrook/westbrook_reward = Professional Widow
CyberPsychos
[CyberPsycho] quests/minor_quest/ma_bls_ina_se1_07 = Cyberpsycho Sighting: The Wasteland [CyberPsycho] quests/minor_quest/ma_bls_ina_se1_08 = Cyberpsycho Sighting: House on a Hill [CyberPsycho] quests/minor_quest/ma_bls_ina_se1_22 = Cyberpsycho Sighting: Second Chances [CyberPsycho] quests/minor_quest/ma_cct_dtn_03 = Cyberpsycho Sighting: On Deaf Ears [CyberPsycho] quests/minor_quest/ma_cct_dtn_07 = Cyberpsycho Sighting: Phantom of Night City [CyberPsycho] quests/minor_quest/ma_hey_spr_04 = Cyberpsycho Sighting: Seaside Cafe [CyberPsycho] quests/minor_quest/ma_hey_spr_06 = Cyberpsycho Sighting: Letter of the Law [CyberPsycho] quests/minor_quest/ma_pac_cvi_08 = Cyberpsycho Sighting: Smoke on the Water [CyberPsycho] quests/minor_quest/ma_pac_cvi_15 = Cyberpsycho Sighting: Lex Talionis [CyberPsycho] quests/minor_quest/ma_std_arr_06 = Cyberpsycho Sighting: Under the Bridge [CyberPsycho] quests/minor_quest/ma_std_rcr_11 = Cyberpsycho Sighting: Discount Doc [CyberPsycho] quests/minor_quest/ma_wat_kab_02 = Cyberpsycho Sighting: Demons of War [CyberPsycho] quests/minor_quest/ma_wat_kab_08 = Cyberpsycho Sighting: Lt. Mower [CyberPsycho] quests/minor_quest/ma_wat_lch_06 = Cyberpsycho Sighting: Ticket to the Major Leagues
[CyberPsycho] quests/minor_quest/ma_wat_nid_03 = Cyberpsycho Sighting: Where the Bodies Hit the Floor
[CyberPsycho] quests/minor_quest/ma_wat_nid_15 = Cyberpsycho Sighting: Bloody Ritual
[CyberPsycho] quests/minor_quest/ma_wat_nid_22 = Cyberpsycho Sighting: Six Feet Under
Contract
[Contract] ep1/quests/sandbox_activities/sa_ep1_15 = sa_ep1_15
[Contract] quests/minor_activities/badlands/se1/ma_bls_ina_se1_02 = Reported Crime: Comrade Red
[Contract] quests/minor_activities/badlands/se1/ma_bls_ina_se1_03 = Reported Crime: Blood in the Air
[Contract] quests/minor_activities/badlands/se1/ma_bls_ina_se1_06 = Reported Crime: Extremely Loud and Incredibly Close
[Contract] quests/minor_activities/badlands/se1/ma_bls_ina_se1_18 = Reported Crime: I Don't Like Sand
[Contract] quests/minor_activities/badlands/se1/ma_bls_ina_se1_22 = Cyberpsycho Sighting: Second Chances
[Contract] quests/minor_activities/badlands/se5/ma_bls_ina_se5_33 = Reported Crime: Delivery From Above
[Contract] quests/minor_activities/city_center/downtown/ma_cct_dtn_03 = Cyberpsycho Sighting: On Deaf Ears
[Contract] quests/minor_activities/city_center/downtown/ma_cct_dtn_12 = Reported Crime: Turn Off the Tap
[Contract] quests/minor_activities/heywood/glen/ma_hey_gle_02 = Suspected Organized Crime Activity: Chapel
[Contract] quests/minor_activities/heywood/glen/ma_hey_gle_07 = Reported Crime: Smoking Kills
[Contract] quests/minor_activities/heywood/wellsprings/ma_hey_spr_11 = Suspected Organized Crime Activity: Living the Big Life
[Contract] quests/minor_activities/pacifica/coastview/ma_pac_cvi_10 = Reported Crime: Roadside Picnic
[Contract] quests/minor_activities/pacifica/coastview/ma_pac_cvi_12 = Suspected Organized Crime Activity: Wipe the Gonk, Take the Implants
[Contract] quests/minor_activities/pacifica/coastview/ma_pac_cvi_13 = Reported Crime: Honey, Where are You?
[Contract] quests/minor_activities/pacifica/west_wind_estate/ma_pac_wwd_02 = LocKey39425
[Contract] quests/minor_activities/santo_domingo/arroyo/ma_std_arr_03 = NO_TITLE
[Contract] quests/minor_activities/santo_domingo/arroyo/ma_std_arr_07 = Reported Crime: Disloyal Employee
[Contract] quests/minor_activities/santo_domingo/arroyo/ma_std_arr_10 = Reported Crime: Ooh, Awkward
[Contract] quests/minor_activities/santo_domingo/arroyo/ma_std_arr_14 = Reported Crime: Supply Management
[Contract] quests/minor_activities/santo_domingo/rancho_coronado/ma_std_rcr_08 = LocKey39438
[Contract] quests/minor_activities/santo_domingo/rancho_coronado/ma_std_rcr_10 = Reported Crime: Welcome to Night City
[Contract] quests/minor_activities/santo_domingo/rancho_coronado/ma_std_rcr_12 = Reported Crime: A Stroke of Luck
[Contract] quests/minor_activities/santo_domingo/rancho_coronado/ma_std_rcr_13 = Reported Crime: Justice Behind Bars [Contract] quests/minor_activities/santo_domingo/rancho_coronado/ma_std_rcr_16 = NO_TITLE
[Contract] quests/minor_activities/santo_domingo/rancho_coronado/ma_std_rcr_18 = LocKey42920
[Contract] quests/minor_activities/watson/kabuki/ma_wat_kab_05 = Reported Crime: Protect and Serve
[Contract] quests/minor_activities/watson/little_china/ma_wat_lch_01 = Suspected Organized Crime Activity: Opposites Attract
[Contract] quests/minor_activities/watson/little_china/ma_wat_lch_03 = Reported Crime: Worldly Possessions
[Contract] quests/minor_activities/watson/little_china/ma_wat_lch_05 = Reported Crime: Paranoia
[Contract] quests/minor_activities/watson/little_china/ma_wat_lch_08 = Suspected Organized Crime Activity: Tygers by the Tail
[Contract] quests/minor_activities/watson/little_china/ma_wat_lch_15 = Reported Crime: Dangerous Currents
[Contract] quests/minor_activities/watson/northside_industrial_district/ma_wat_nid_01 = Suspected Organized Crime Activity: Vice Control
[Contract] quests/minor_activities/watson/northside_industrial_district/ma_wat_nid_02 = Suspected Organized Crime Activity: Just Say No
[Contract] quests/minor_activities/watson/northside_industrial_district/ma_wat_nid_03 = Cyberpsycho Sighting: Where the Bodies Hit the Floor
[Contract] quests/minor_activities/watson/northside_industrial_district/ma_wat_nid_06 = Suspected Organized Crime Activity: No License, No Problem
[Contract] quests/minor_activities/watson/northside_industrial_district/ma_wat_nid_10 = Reported Crime: Dredged Up
[Contract] quests/minor_activities/watson/northside_industrial_district/ma_wat_nid_12 = Reported Crime: Needle in a Haystack
[Contract] quests/minor_activities/watson/northside_industrial_district/ma_wat_nid_26 = Reported Crime: One Thing Led to Another
[Contract] quests/minor_activities/watson/northside_industrial_district/ma_wat_nid_27 = Reported Crime: Don't Forget the Parking Brake!
[Contract] quests/minor_activities/westbrook/charter_hill/ma_wbr_hil_05 = Reported Crime: You Play with Fire...
[Contract] quests/minor_activities/westbrook/japantown/ma_wbr_jpn_07 = Reported Crime: Lost and Found
[Contract] quests/minor_activities/westbrook/japantown/ma_wbr_jpn_09 = Reported Crime: Another Circle of Hell
[Contract] quests/minor_activities/westbrook/japantown/ma_wbr_jpn_20 = !DUPLICATE
[Contract] quests/minor_activities/westbrook/north_oak/ma_wbr_nok_01 = Reported Crime: Crash Test
[Contract] quests/minor_activities/westbrook/north_oak/ma_wbr_nok_03 = Reported Crime: Table Scraps
[Contract] quests/minor_activities/westbrook/north_oak/ma_wbr_nok_05 = Suspected Organized Crime Activity: Privacy Policy Violation
[Contract] quests/street_stories/e3_vm_hack_v2/asdasd = LocKey39381
[CourierQuest] ep1/quests/sandbox_activities/courier_test = Just Another Story [CourierSideQuest] ep1/quests/sandbox_activities/courier_intro_journal = Push It to the Limit [CourierSideQuest] ep1/quests/sandbox_activities/courier_outro_dock = Baby Let Me Take You
Influences the time taken for the weapon to reach its maximum recoil distance. If adjusting RecoilKickMin or RecoilKickMax, adjust this value accordingly for a natural feel.
RecoilDelay
Determines the delay between firing and the start of the recoil effect. If set to 1 second, gun will hold it's position for 1 second before recoil begins.
RecoilRecovery
Controls the speed at which the weapon returns to its original position after recoiling. Opposite of RecoilTime.
RecoilEnableLinearX
Toggles horizontal recoil on (1) or off (0). Affects both ADS and non-ADS; no recoil means no camera/weapon sway, but bullet spread is still present.
RecoilEnableLinearY
Toggles vertical recoil on (1) or off (0). Affects both ADS and non-ADS; no recoil means no camera/weapon sway, but bullet spread is still present.
Maximum recoil distance (camera movement/weapon sway)
MagazineCapacityBase
Magazine capacity for a weapon
ReloadTimeBase
Governs the speed of which the reload animation plays (no effect on time before one can fire again)
EmptyReloadTime
Governs the speed of which the reload animation plays when magazine is empty (no effect on time before one can fire again)
ZoomLevel
Zoom level of a weapon
AimFOV
FOV in ADS (Gives the illusion of zoom)
HeadshotDamageMultiplier
Damage multiplier for head shots
HeadshotCritChance
Crit chance only for headshots
EffectiveRange
Range after which damage drop off begins
MaximumRange
Range after which bullet will despawn/not hit
WeaponNoise
Does not change weapon audio volume. Affects how enemies react to bullets landing near them, a high weapon noise will make enemies instantly detect you where as low weapon noise means enemies will just look around/ completely ignore the shot
Range
How far you can hit enemies from when using a melee attack. Most melee weapons have a range between 1.5 - 2
Weight
Weight of item in inventory (Set it to 1000 to annoy users 🤣).
ThrowRecovery
Time taken by throwable weapons to return to owner once thrown
CanWeaponIgnoreArmor
Misleading name, as this is not a boolean. Value of 0.5 will mean that the weapon can ignore 50% armor.
DPS
Damage of the weapon as shown in Inventory when the weapon is Tier 1
RecoilDir
Direction the camera sways in when shooting. +180 Degrees will make the recoil be completely opposite.
RecoilAngle
Affects recoil angle variability. Extremely hard to observe in-game.
RecoilHoldDuration
Sets the time before recoil begins to recover post-firing. If set to 1 second, recoil will hold it's position for one second, then begin recovering.
Wiki: List of world sectors for e.g. V's apartment. Sign up and edit!
List of interesting locations for teleporting
An entire channel dedicated to locations
Getting an item's world sector
Install RedHotTools >= 0.5.2. You need both the plugin and the extra zip for CET.
Extract them directly into your Cyberpunk game directory and start the game.
Head to the location that you want to edit.
Look at the item
Open the CET overlay
Open RedHotTool's or tab and see the sector information:
Legacy information
With the release of RedHotTools 0.5.2, the information in the box below has become obsolete and will only be preserved for posterity.
Getting the player's coordinates
Run the following command in CET's console:
Finding sectors: Legacy information
Finding a specific sector
For technical stuff about sectors and the really manual way to look for things go here. For less masochistic methods read on.
Prerequisite: Getting the coordinates
Complete . Copy the result and put it into a txt file somewhere.
Method 1: the Wolvenkit preview
In Wolvenkit, open the file base\worlds\03_night_city\_compiled\default\blocks\all.streamingblock
Switch to the second tab "All Sector Preview"
In the panel to the right, enter the coordinates that you copied from the game in step 2
You can double-click on the red text to load the corresponding streamingsector file into the streamingblock's preview!
For details on how to find other LOD levels, check .
Method 2: Following the meshes
If you know a mesh that's used inside the location, you can right-click the mesh file inside Wolvenkit's asset browser and use "Find files using this".
You might want to consider using a unique mesh rather than a standard cup or bottle.
Method 3: Via script
Go () and either use the script in your webbrowser (recommended) or download the script locally to run it with Python.
When running from browser:
Change the x, y and z coordinate to the coordinates that you found👍
When running locally:
The script requires you to have a local json export of all.streamingblock somewhere.
Change line 11 to the absolute path of your json (remember the double slashes):
You'll find the coordinates in line 31. Change them to the coordinates that you found :
Now, run the script via Python. It'll give you a list of interior/exterior sector files together with the distance from your coordinates.
The blocks at the bottom can be used to generate a streamingblock json file for just the results, which can be imported to wolvenkit to preview them as per Method 1. if running the script locally you will need to download the sectors.streamingblock file from the github and edit the templatepath variable to point at it.
Nodes are the way sectors define all the structure of the world, both the visible/tangible stuff, and the invisible/intangible things that make stuff work. There are a number of node types for defining objects, be they a static wall, a random prop or an interactive entity. Then there are nodes for defining trigger areas, spawn points, lighting, weather and so on. The nodes carry the information for what mesh to use, which appearance of it, what physical properties to give them and so on. In the sector files there are two lists, the nodes, which define the nodes themselves, and the nodeData which defines where to put them, a single node can be referenced by multiple nodeData entries.
If your just wanting to define new rooms/buildings, it would mostly be static mesh nodes, instanced mesh nodes and decal nodes to define the physical structure, with some collision nodes to make it solid. destructible mesh nodes and entities would then be added for the clutter and interactive bits.
Cheat Sheet: Iconic effects by weapon
Weapon IDs and the tweaks they use
Summary
Created: Apr 01 2024 by
Last documented update: Apr 01 2024 by
This page collects tweak IDs (and their description) for iconic wepaons, grouped by weapon type
For exteriors, you may need to include proxies because sometimes they're used as a complete replacement for a static mesh node and not just for a low poly counterpart if you want to make something like a shop, you'll need an interior area nodes, community, population spawner nodes if you're working on a quest, you'll need trigger areas, guard areas, and also communities and population spawners
To look up iconic modifiers, open Cyberpunk 2077\tools\redmod\tweaks and check
base\gameplay\static_data\database\items\weapons\parts\iconic_mods.tweak
More intel on
Melee
Swords - iconic mod abilities
BaseID
Iconic modifier
Tweaks
Value
Tsumetogi
Slightly increases Electrical damage and grants a small chance to apply Shock to the enemy. Non-standard attacks deal more damage.
Looks like a toy, but its lethality is no joke. When Optical Camo is active, hitting an enemy causes Bleeding. Bleeding caused in this way lasts longer than usual.
Knives
BaseID
Iconic modifier
Tweaks
Value
Stinger
Attacks against poisoned enemies have a 100% chance to cause bleeding. Attacks against bleeding enemies have a 100% chance to cause poisoning.
Headhunter
Marks enemy on hit. Attacking the enemy's head with any weapon deals 200% damage, returns the Headhunter and clears the mark.
Last documented edit: January 06 2024 by mana vortex
This page lists various properties of the player body. Use the Table of Contents or your browser's search (Hotkey: Ctrl+F) to quickly find what you're looking for. Any links will lead you to additional context.
You can find the list of skin tones, hair and facial expressions under
Wait, this isn't what I'm looking for!
IWhen editing body mods, you need to edit both the mesh and the morphtarget.
There is no dedicated guide yet, but you can refer to .
While you can use this information to show/hide parts of the player body via chunkmasks, you might consider using instead.
Player Base Body
Seamfix meshes
These meshes cover up seams at arms and shoulders, where the mesh edges might show gaps.
Body tattoos
Female body gender
Component
Male body gender
Component
Head
Find this information under .
Skin definitions
For a list of , see
Skin materials are defined in the individual body files. For their paths, see .
You can find the in the localMaterialBuffer. Each material overrides the following properties locally:
Normal (bump/height map)
Albedo (diffuse/complexion)
All other properties are pulled from a in the following folder:
Body: material instances
The names of the body's material instance files are identical to those used by the player head. Find them under .
Arms
The player base body does not come with arms attached — this makes it easier to switch out the different kinds of cyberarms.
Arms are using different meshes for the first person perspective. You can usually find them near the regular meshes in a subfolder with the name fpp.
There's no easy way to hide arms. For more information, check
You can look up the component names and their properties in the .ent files per body gender in these folders (the file names will start with a0_):
Folder or .ent files
Component names
Making Body mods
If you want to make a body mod, you need to modify the following files.
Please do clothing modders a favour either fit your body to vanilla proportions, or register a tag for right away!
base\characters\common\player_base_bodies\player_female_average\arms_hq\a0_000_pwa_base_hq__full.mesh (only used in character creation)
base\characters\common\player_base_bodies\player_female_average\arms_hq\a0_000_pwa_base_hq__l.meshbase\characters\common\player_base_bodies\player_female_average\arms_hq\a0_000_pwa_base_hq__r.mesh
base\characters\common\player_base_bodies\player_man_average\arms_hq\a0_000_pma_base_hq__full.mesh (only used in character creation)
base\characters\common\player_base_bodies\player_man_average\arms_hq\a0_000_pma_base_hq__l.meshbase\characters\common\player_base_bodies\player_man_average\arms_hq\a0_000_pma_base_hq__r.mesh
This is the main vehicle record in TweakDB, referenced from VehicleObject in the game, that references all the other vehicle-related records. Below is the .tweak vehicle template (that's also in the TweakDB) that you can customize for creating your own vehicle. The name Vehicle.vehicle_template near the top will need to be customized to your vehicle name.
entityTemplatePath is an important field here, because this is the file that ties our record to the resource files needed for rendering.
The last hit in a combo guarantees Crit damage. While Optical Camo is active, all hits are critical and allow you to leap toward your target. Increases damage against Elite enemies.
Allows you to leap towards distant enemies. When Satori is sheathed, hold primary attack to perform a Quickdraw Attack that is guaranteed to inflict Bleeding. If the enemy is already affected by Bleeding from Nehan, Satori will cause hemorrhaging instead. Hemorrhaging drains enemy Health and regenerates yours.
Byakko's perfect balancing allows you to leap towards an enemy with full force. Killing them allows you to temporarily perform a rapid combo of attacks.
Deals extra damage against bosses. After killing enemies in rapid succession, all attacks are temporarily guaranteed Crit Hits. The effect refreshes after quickly killing another enemy. If your Health is critically low, all attacks are guaranteed Crit Hits regardless of kills.
Thrown hits apply Bleeding. If the enemy is already affected by Bleeding from Satori, Nehan will cause hemorrhaging instead. Hemorrhaging drains enemy Health and regenerates yours.
This page lists interesting world sectors. If you want to learn how to edit them instead, check World Editing in the Modding Guides section.
Other existing resources:
If the place you're looking for isn't yet on the list, check for instructions on how to find it. Please consider or find us on to leave your findings in the #world-editing channel.
Remember, you can use your browser's search function (Ctrl+F) on this page to search for e.g. Edgerunners
interior_-25_5_0_1 computer and far wall interior_25_5_0_0 computer and far wall clutter
interior_-51_10_1_0 stash + kitchen clutter
interior_-51_11_1_0 wardrobe +bath
interior_-50_11_1_0 desk, sofa cushions etc
interior_-26_5_0_1 Bed and larger walls
Northside: V's Apartment (Loft)
interior_-24_-16_1_1 big walls, floors, pool table
interior_-48_-31_2_0 sofa, table, barstools, clutter
exterior_-24_-16_1_0 exterior walls
quest_ca115e9713d725d7 interaction prompts
Dogtown Apartment
ep1\interior_-70_-81_2_0
ep1\exterior_-35_-40_1_0
ep1\exterior_-35_-41_1_0 # radio
ep1\exterior_-18_-21_0_1 # generator
ep1\interior_-70_-80_2_0
interior_-22_19_1_1 megabuilding walls+hallway, some collision
interior_-22_20_1_1 megabuilding walls+hallway
interior_-43_39_3_0 devices, clutter next to stash door
interior_-44_39_3_0 Walls, surrounding floor, desk stuff
interior_-44_40_3_0 Walls, floor, sofa table, clutter
interior_-46_40_3_0 lots of exterior clutter, samurai poster
exterior_-22_19_1_0 (contains interior data)
exterior_-3_2_0_3 Megabuilding H10 exterior walls
See Vs apartment: Quest sectors for what is where
quest_b705140105a75f58
quest_acd280b2b73c4d5b
quest_2467054678ccf8f6
quest_3509076113f76078
quest_e1ef450702659584
quest_2be595b225125038
quest_5eb84e72f3942283
quest_1fbb2ceaeeaac973
quest_bffc520d8fa11b1b
Northside: Vs Apartment (dump)
Thanks Chanka on Discord
x = -1504.0516
y = 2227.487
z = 22.231918
exterior_-6_8_0_2 - Hotel Exterior detail
interior_-48_68_0_0 - Hotel Interior
interior_-12_17_0_2 - Walls/Larger Interior
exterior_-12_17_0_1 - Whole Block
interior_-47_69_0_0 - Right Side of Apt
interior_-48_69_0_0 - Left Side of Apt
interior_-24_34_0_1 - Furniture, Walls, Floors
exterior_-24_34_0_0 - Radio, Arcade machine, Hotel Exterior detail
Various kinds of materials, and where to find them
Summary
Last documented update: 06. Jan 2024 by mana vortex
This page contains a brief overview of existing materials. Use the Table of Contents or your browser's search (Hotkey: Ctrl+F) to quickly find what you're looking for. Any links will lead you to additional context.
More and detailed information can be found under and its nested pages!
Wait, this isn't what I'm looking for!
General information
How it works in the abstract:
Re-using materials as templates:
How it works in the example:
Multilayered
General information:
Properties and definition:
Preview images:
Hands-on:
(guide)
Simple / Basic materials
PBR material
The default PBR material used in Cyberpunk 2077 is metal_base.remt
If this overfulfills your needs, you can also try out engine\materials\pbr_simple.mt
, which has only color (RGB), Roughness, and Metalness.
White MultilayerMask
You can find a mlmask with three white layers under the following path:
A white mlMask will apply the selected material to the whole surface of the mesh.
Textured Materials
For further details, see
Plastic (solid, coloured)
Use engine\materials\metal_base.remt, the example below has been copied from base\environment\architecture\watson\japan_town\building\hotel\motel_notell\room\_plastic_black.mi
for cyberspace|blackwall > .mt|.remt, then right-click the file and select to find files using this kind of shader.
Metal Materials
Decal materials
for decal > .mt, then right-click the file and select to find files using this kind of shader.
Emissive Materials
for emissive > .mt|.remt, then right-click the file and select to find files using this kind of shader.
See for how it works and how to configure it.
material
description
Holo Shaders
material
description
Blackbody Shaders
for blackbody > .mt|.remt, then right-click the file and select to find files using this kind of shader.
Blackbody shaders are used for heat. Their colour can be adjusted via the temperature parameter.
material
description
FX Shaders
for fx > .mt|.remt, then right-click the file and select to find files using this kind of shader.
FX shaders are animated effect shaders.
material
description
Something else to dig into: emitters/particleDrawer/meshes
Transparent
Glass
for glass > .mt|.remt, then right-click the file and select to find files using this kind of shader.
For more details on glass materials and instructions on how to configure them, see .
Plastic (see-through)
For a full documentation of this material, check ->
See-through cloth
For a full documentation of this material, check ->
Liquid materials
Use base\materials\fillable_fluid_vertex.mt to fill vessels, or see for details.
Reflective/Mirror-ish materials
Mirrors are generally a but here are your options:
metal_base.remt with roughness set to black and metalness set to white. Quick in-game example here: base\environment\decoration\furniture\bathroom\mirror\mirror_a.mesh
base\vehicles\common\materials\glass_tech_reflective.mi: this may seem a little better depending on your use case (for eg car side mirrors). Since the base material is just base\materials\glass.mt - you'll need to place a black planar mesh behind the mirror mesh so that it isn't see through and adjust the TintColor +
Reflections in both the above cases are going to be in non-RT graphic modes so they will not be high res or even accurate most of the time (you won't see NPCs for example)
With ray tracing, the reflection will look better and accurate
Below example image use glass_tech_reflective.mi
Non-ray traced cubemap reflection
Ray traced reflections
Other materials
Cyberpunk 2077 uses materials cleverly, and often you can save a lot of work by simply re-using something CDPR has already defined
Zipper
You can find a ready-to-use zipper material by copying dec_zipper from base\characters\garment\player_equipment\torso\t1_057_tankbra\t1_057_pwa_tankbra.mesh
Stitches
Find a ready-to use stitches material by copying dec_stitches from base\characters\garment\player_equipment\torso\t1_057_tankbra\t1_057_pwa_tankbra.mesh
This material uses metal_base.remt and can be recoloured via BaseColorScale attribute (color picker blend file )
The standard neon for advertising fonts in Night City. Comes in many colours, can be customized via textures and gradients. Check "city_deco_font" for examples.
base\fx\shaders\hologram_two_sided.mt
half-transparent holo material, allows three colours to tint it
no animation support. Supports recolouring (via color picker), emissive (EV) and gradientMaps as well as transparency via masking.
base\materials\mesh_decal_emissive.mt
animation support. Supports emissive (via EV), recolouring (numeric), and tiling.
base\materials\decal_tintable.mt
no animation support, no emissive, but Diffuse, Normal, Roughness and Metalness, and allows different color assignments for R, G and B channels of TintMaskTexture. Not used by anything.
base\materials\mesh_decal_multitinted.mt
unfortunately not used by anything, but supports up to 10 tints! If anyone finds out how the TintMaskTexture needs to look, please document!
CDPR's system of character classification is completely arbitrary and often contains redundancies. If you are looking for a character's files, you're generally much better-off to just .
If you can't find a character's .ent file, search for variations of their name — e.g. Johnny is silverhand, Viktor is ripperdoc. Sometimes, it is easier to find the .app file first, and then get the .ent file by using .
Major NPCs have their own .app files:
base\characters\appearances\main_npc\.
Others are not so lucky - e.g., Mamá Welles is lobbed in with the other valentino goons:
base\characters\appearances\gang\gang__valentinos_wa.app
Character files
You can find the corresponding .app file by right-clicking on the .ent file and selecting . If that doesn't help, search for entFileName.app (e.g. silverhand.app)
Primary characters
Character
Entity File Path
remark
Johnny Silverhand
base\characters\entities\main_npc\silverhand.ent
Judy
base\quest\secondary_characters\judy.ent
Judy has two .ent files, and the one one under secondary_characters seems to be her main one.
There are _ep1_ variants of a bunch of the generic corpos that can be found in the ep1 files, not sure how they differ from the basegame versions. (ie corpo__ep1_ncpd_ma.ent)
Last documented update: 06. Jan 2024 by mana vortex
This page acts as a look-up table for photo mode. Use the Table of Contents or your browser's search (Hotkey: Ctrl+F) to quickly find what you're looking for. Any links will lead you to additional context.
Wait, this isn't what I'm looking for!
For theoretical knowledge, check the section
For creating own photo mode poses, see in the Modding Guides section.
.anims
You can find all photo mode animation sets in the following folder:
You can find the following files there:
Entity
Action
Idle
Face
Poses and files
idle
The Photo Mode idle animations are named and indexed as follows:
index
animation name
translation
Photo Mode Effects
Any settings from the "Effects" tab are applied via . You can find all of them in the following folder:
This page lists weapon .ent files by associated iron for your convenience.
Wait, this is not what I want!
Do you want to complete your stash? !
For a guide on adding custom weapons, check or
For an overview of weapon properties, check
Weapons
Weapons dont seem to have ent files that tie them together in quite the same way as most things they do however have app files that have the component lists, so who cares?
(Just to be difficult some rifles are referenced by a random file in the quests folder called empty_entity.ent, and the katanas and knives seem to have ents)
If your wanting to import to Blender Sim created a bunch of dummy ent files to let you import things:
Generally speaking the files are in \base\weapons then organised by type and then name. But searching an app file then right clicking and find used files is faster than browsing, so here are the file names.