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 $base:
Items.my_custom_shirt: << name of your item (the spawn code)
$base: Items.GenericInnerChestClothing
Items.MyHelmet:
$base: Items.GenericHeadClothing
You can use the following types:
Head slot
Items.GenericHeadClothing
Head slot (glasses slot)
Items.Glasses
Items.Visor
Head slot (mask)
Items.GenericFaceClothing
Torso (inner, t-shirt)
Items.GenericInnerChestClothing
Torso (outer, jacket)
Items.GenericOuterChestClothing
Legs
Items.GenericLegClothing
Items.Skirt
Shoes
Items.GenericFootClothing
Outfit (full body, e.g. diving suit)
Items.Outfit
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
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