Influencing other items
PartsOverrides, visual tags, and how to use them
Summary
Created by @manavortex Published November 12 2022
Requirement: ArchiveXL >= 1.1.6
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.
For even further customization options for wardrobe items, see EquipmentEx's readme.
PartsOverrides
In the .app file, each appearance lets you define PartsOverrides, which — as the name implies — let you override the appearance of parts. An entry looks as follows:

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:

Starting with version >= 1.4.0, ArchivXL can understand the following variables for meshAppearance
in appearanceOverrides
:
{gender}
m or w depending on V's body gender
{skin_color}
{hair_color}
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
Due to cyberware, V has more arms than Shiva the Destroyer (although not at the same time). For a full list of component names, see here.
The list below is a summary, but might not be up-to-date. Please refer to the linked page if you're missing anything.
// The male equivalent will have pma instead of pwa
a0_001_pwa_base_hq__full // default arms
a0_001_pwa_base_hq__full8640
left_arm
right_arm
a0_000_pwa_base__fists // fists (fighting arms)
a0_005_wa__strongarms_holstered_r // gorilla arms (holstered)
a0_005_wa__strongarms_holstered_l
a0_005_wa__strongarms_r // gorilla arms
a0_005_wa__strongarms_l
a0_005_wa__strongarms_photo_mode_r // gorilla arms (photo mode)
a0_005_wa__strongarms_photo_mode_l
a0_002_wa__monowire_whip_l_cableless // monowire
a0_002_wa__monowire_whip_r_cableless
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
t0_000_pwa_base__full
t0_000_pma_base__full
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:

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
These can be used in addition to PartsOverrides and will let you influence your item even further. You can find an array named visualTags.tags
in both the root entity and the .app file's appearance
s.
Visual tags in the root entity will get applied to every appearance in the app.
However: Due to technical limitations, any visual tags that hide parts of the mesh must go into the .app file to take effect.

ArchiveXL
The following tags are used by the base game; however, to make use of them, you require ArchiveXL.
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:
hide_Head
head.
hide_Chest
0
chest
hide_CollarBone
1
collarbone
hide_UpperAbdomen
2
stomach region
hide_LowerAbdomen
3
hips
hide_Torso
0, 1, 2, 3
entire torso
hide_Arms
8, 9, 10
arms and hands
hide_Thighs
4
thighs (upper legs)
hide_Calves
5
calves
hide_Ankles
6
ankles
hide_Feet
7
feet
hide_Legs
4, 5, 6, 7
entire leg (including feet)
hide_L1
Leg clothing
hide_S1
Shoes
Visual tags: diagram


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