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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 EquipmentExarrow-up-right's readme.

PartsOverrides

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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 — as the name implies — 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
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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 >= 1.4.0arrow-up-right, 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

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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

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 appearances.

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This mechanism is how e.g. your sunglasses disappear when you put on a helmet.

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ArchiveXL

The following tags are used by the base game; however, to make use of them, you require ArchiveXLarrow-up-right.

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For the most recent documentation of existing tags, see ArchiveXL's readmearrow-up-right, or see Visual tags: diagram.

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.

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ArchiveXL additionally defines the following visual tagsarrow-up-right:

Tag
submesh(es)
hides…

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

male version - image by LadyLea
female version - image by LadyLea

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