This guide will explain how to influence meshes by directly in the .app file, overriding whatever is defined for the components in the .ent file which loads them.
PartsOverrides
This section assumes that you're loading appearance parts via associated .ent file rather than including them as components.
In the .app file, each appearance lets you define PartsOverrides, which โ as the name implies โ let you override the appearance of parts. An entry looks as follows:
Overwrite the component "kimono" and "kimono_filler", which are defined in the file "kimono_meshentity.ent"
This is the reason why Cyberpunk has all the player components stored in .ent files!
Where partsValues lets you define the individual entity files that you'll load, partsOverrides lets you assign properties which take precedence over those defined in the .ent file:
componentsOverride > .ent file
Components need to be unambiguously identified by their name as defined in the .ent file. For that reason, it's good practice to have globally unique identifiers.
Starting with version >= 1.4.0, ArchivXL can understand the following variables for meshAppearance in appearanceOverrides:
So depending on your PC's body gender and colouring, the meshAppearance my_app_{gender}{skin_color}_{hair_color} could translate to my_app_w__01_ca_pale__blue_red_ombre.
Arms
If you want to affect V's arms (for example, hiding clipping shoulders under a jacket), you might have to override the following components:
The male equivalent will have pma instead of pwa
You can find the corresponding entity files in base\characters\common\player_base_bodies > .ent, the file names will start with a0_.
Body
The player base body component name is
ArchiveXL
Normally, you can override only components from .ent files that you include via partsValues in the same appearance. ArchiveXL expands this by letting you manipulate any components that are loaded as part of the player.ent:
This is hiding a submesh of the default body, which isn't part of the referenced pants_leggins.ent.
This is only possible because of ArchiveXL!
To delete an already existing reference, set the numeric value to the right of the depot path to 0:
VisualTags
In the .app file, each appearance will contain an array by the name of visualTags.tags. These will let you hide parts of other meshes.
This mechanism is how e.g. your sunglasses disappear when you put on a helmet.
They can be used additionally to partsOverrides.
ArchiveXL
The following tags are used by the base game; however, to make use of them, you require ArchiveXL.
Tag
Effect
hide_H1
Hides item in the Head slot (hats, caps, headbands)
hide_F1
Hides item in the Eyes slot (sunglasses, face masks)
hide_T1
Hides item in the Chest slot (shirts, tops)
hide_T2
Hides item in the Torso slot (jackets, coats)
hide_L1
Hides item in the Legs slot (pants, skirts)
hide_S1
Hides item in the Feet slot (shoes)
hide_T1part
Torso item: controls the partial suffix (&Full/&Part)
hide_Hair
Hides hair (hair)
hide_Genitals
Replaces genitals/underwear with blank mesh, angel style.
hide_Genitals will hide only the genitals, not the entire body submesh!
ArchiveXL additionally defines the following visual tags: