---
description: This page contains documentation for the most common component types. WIP.
---

# Components

{% content-ref url="components/documented-components" %}
[documented-components](components/documented-components)
{% endcontent-ref %}

{% hint style="info" %}
See the [Comprehensive Component Hierarchy List](components/comprehensive-components-list) for all possible components used in the game, organized by hierachy. Use for researching and documenting components.

For a hands-on guide on how to safely change components in .app files, look [here](../../modding-guides/npcs/appearances-change-the-looks#safely-adding-components).
{% endhint %}

Components are not a file type but an internal data structure and part of [.ent](#.ent-entity) or [.app](#.app-appearance-definition) files.&#x20;

Components are how the game adds anything to the in-game world, from pag3d data over player interaction prompts to explosion sounds.\
Entities and Appearances use **components** in order to slim down what data each game object has to carry, adding or removing them as needed.

## Component names

{% hint style="warning" %}
In general, these should be **globally unique** so you can target them via [partsOverrides](../../modding-guides/items-equipment/influencing-other-items#partsoverrides). Feel free to ignore this (almost everyone else does), but **do** read the next section.
{% endhint %}

### Body and clothing component prefixes

Body component prefixes affect how the game calculates [garment support](../3d-modelling/garment-support-how-does-it-work) and you're strongly encouraged to stick to those naming conventions to make use of it. \
Please see the [corresponding wiki page](../../3d-modelling/garment-support-how-does-it-work#component-prefixes) for a list.

## Component Properties

Common component properties explained. For a more detailed list, please see [Documented Components](components/documented-components).

#### chunkMask

Only used for [meshes](broken-reference): Determines which parts of a mesh will be displayed or hidden. Numeric indices correspond with the submeshes by index.

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2FetsnGI4MPtVbjVK0iYqp%2Fchunkmask.png?alt=media&#x26;token=be8a9c1c-3eeb-4db6-82a1-55aab44214c8" alt=""><figcaption></figcaption></figure>

#### depotPath

Relative path to a resource within the game files. Used to load dependencies — meshes, rigs, animations, effects.

