Adding new items: files from scratch
How to set up the folder structure from scratch
This guide deals with finding the correct files for an ArchiveXL item addition. For an explanation of the file structure, see the corresponding wiki page.
Overview:
rootentity.ent
base\gameplay\items\equipment\underwear\player_underwear_item.ent
appearance.app
base\gameplay\items\equipment\underwear\appearances\player_underwear_item_appearances.app
mesh_entity.ent
⚠
Check the red hint box ⚠
base\characters\garment\player_equipment\torso\t1_080_pwa_tank__judy.ent
my_mesh.mesh
base\characters\garment\gang_monk\torso\t2_135_jacket__monk_shirt\t2_135_wa_jacket__monk_shirt.mesh
my_tshirt_factory.csv
base\gameplay\factories\items\clothing.csv
translation_strings.json
base\localization\en-us\onscreens\onscreens.json
preview_icons.inkatlas
base\gameplay\gui\common\icons\items\item_icons6.inkatlas
preview_icons.xbm
base\gameplay\gui\common\icons\items\item_icons6.xbm
tutorial_my_custom_tshirt.archive.xl
Wolvenkit -> New File -> ArchiveXL
tutorial_my_custom_tshirt.yaml
Wolvenkit -> New File -> TweakXL
For mesh_entity.ent,
your entity file needs to correspond to your item's body part. If you put a shirt in an entity file for shoes, it will deform badly once you put it on.
You can find the entity files in base\characters\garment\player_equipment
, where they are sorted in subfolders by body part (e.g. torso, legs, feet).
You also need to grab a player .ent file rather than an NPC one
It is good practice to keep local copies of everything that you change (=> custompathing
) instead of overwriting files under base
. This makes sure that no other mods will overwrite your changes.
ℹ Only keep files under base
if you are okay with them being overwritten!
Optional, but very recommended: Clean out obsolete entries
Open the file
translation_strings.json
in WolvenKit. Expand the arrayroot
and then the arrayentries
. Delete all entries but one.Open the file
my_shirt_factory.csv
in WolvenKit. IncompiledData
, delete all entries but one. Indata
, delete everything - these will get autogenerated.Open the file
root_entity.ent
.Expand the list
appearances
. Delete all entries but the first (most likelydefault
).Open the file
my_custom_shirt.app
. Expand the listappearances
. Delete all entries butdefault
.Open the file
mesh_entity.ent
SelectresolvedDependencies
and delete all the entries. (We don't need Judy's top anymore.)Make a back-up copy of your
t1_custom_shirt.mesh
, then open it.Expand the first
appearances
at the top of the file. Open the appearancedefault
and check which material is linked in thechunkMaterials
array.
Now is a good time for a backup.
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