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Stuff that didn't fit the other categories
This collects all guides that didn't fit any of the other categories. Check the navigation tree on the left / in your phone's menu.
For a guide on Adding Objects to the World, check the world editing section!
If you want to make custom translations, you can check #how-does-the-game-assign-display-namesfor a guide.
How to create custom props to use with AMM or sector editing
Published: April 2023 by @manavortex Last documented update: Sep 20 2024 by @manavortex
This guide will teach you how to create AMM props in two variants:
the old way by using a mesh entity with a .mesh file with only one appearance
customizable by chaining a root entity
, an .app
, and a .mesh
file with multiple appearances
Its focus is on the file structure and the relations between the files.
For another guide regarding custom props, check AMM: Textured items and Cyberpunk Materials using Custom Props – it will focus on the possibilities you have with different materials, while this guide focuses on the process and the structure.
If you want to play around with materials and an existing prop, check AMM: Textured items and Cyberpunk Materials using Custom Props
If you want to enable collisions, see Enable embedded collisions
If you want to make meshes out of 2d textures, see Your image as custom mesh
… or use the wiki's AI-assisted search function, or simply poke around
Many websites host free stuff; you can find the largest archives below. Browse this list for a more comprehensive collection, or use the following queries in your search engine of choice:
For game design or rendering, usually textured:
TurboSquid (there's a drop-down menu on the left-hand side where you can select to search for free models!)
For 3d printing, usually not textured:
Cyberpunk 2077 game version
WolvenKit >= 8.12 for 2.1, 8.8.1 for 1.6.1 (DLSS)
Appearance Menu Mod (>= version 2.1, anything earlier won't have customizable appearances)
Optional, but recommended if you want to create multiple props: Notepad++
Level of difficulty: You know how to read.
This section will tell you how to get the files, then give you an explanation of what they do and finally show you a diagram on how they hang together.
At any part during the process, you can install the mod and launch the game to spawn the props with AMM. In the decor tab, search for
Tutorial item
Tutorial item (customizable)
Create a project in Wolvenkit and give it a name. This will later be the name of your archive file.
Download the AMM prop template from Nexus. Download the complete source folder, as it will have the files as depicted below.
Prepare your Wolvenkit project by you downloaded with the one from your project. By the end of it, you should have the following files:
If you want to move or rename anything, please do it as specified in Moving and renaming in existing projects. Doing anything else will break the mod.
Optional, but recommended: Start the game and spawn the props, as in the green hint box at the beginning of this section.
Optional, but very recommended: Read through the next section to understand what's going on here.
If you're the more hands-on kind of learner, skip to #using-other-meshes or #creating-another-prop to fuck around and find out.
The first part of the structure is up to you, although for the sake of the tutorial you might want to stick to it. There's a section later on how to change your paths.
The second part (under "resources") is where AMM will look for custom props. You can't change it other than creating subfolders under "Custom Props".
This section gives an explanation of the included files, explaining the difference in file structure between props with vs without variants.
If you don't want to know this, you can skip ahead to #using-other-meshes or #creating-another-prop to get crackin', or check the diagram to see how the files connect.
This file registers your prop with AMM. File content looks like this:
Without a lua
file, AMM won't know about your props, and thus can't spawn them.
Here's what the lines do:
When you edit the .lua, it's usually enough to reload all mods
in CET.
Defined in your LUA
file, this file holds the game entity that AMM spawns when you click the button. There are two ways of using entity files:
Fun fact: The cluttered prop browser annoyed manavortex so much that she helped Max implement the alternative workflow described below the picture, and wrote this guide!
It was that bad!
One entity file per variant. The props will not have appearances — AMM's prop browser has one entry per entity file (e.g. cube_black
, cube_white
, cube_glowing
).
Edit this kind of prop by opening the following file in Wolvenkit:
You add props by putting meshes directly into the components array:
One entity file per prop, one entry in AMM's prop browser (e.g. cube
). After spawning it, you can toggle its appearances (white
, black
, glowing
) the same way you do it with NPCs.
If you have added clothing items, then this will be familiar to you. If you haven't, please ignore the link and keep reading — this is the simpler version!
Edit this kind of prop by opening the following file in Wolvenkit:
Instead of adding items directly via the components array, we link appearances to an .app file. The only component we keep in the root entity is the targeting component for the CET cursor: this way, it will be added to each appearance in the .app file.
This file holds a list of appearances
. Inside each appearance
, you can define any number of things to be loaded (components) and specify or override their behaviour.
We will only use entPhysicalMeshComponent
s, and they must be named amm_prop_slot1
.. amm_prop_slot4
if you want to enable scaling.
If you have more than four mesh files assigned to your app's components, the prop will no longer be scaleable (as of AMM 2.1). You can get around this limitation by making meshes with more submeshes instead of having individual files.
A pre-configured mesh for a textured material. Uses the following files in the subfolder textures
:
template_01_d.xbm
: A diffuse (albedo) map, colouring the mesh
template_01_n.xbm
: A normal (bump) map, adding depth to the object.
If you stick to this naming convention and have your filenames end in _d
or _n
, Wolvenkit will recognize and identify the correct settings for image import.
You can learn more about textured materials here. This is not necessary for the purpose of this guide.
A pre-configured mesh for a multilayered material. Uses the following files in the subfolder textures
:
6_layers.mlsetup
: A multilayer setup with colour properties
6_layers.mlmask
: A multilayer mask, determining which parts of the mesh are affected by which layer of the mlsetup. In this case, it just contains six blank layers.
template_01_n.xbm
: A normal (bump) map, adding depth to the object.
You can learn more about multilayered materials here. This is not necessary for the purpose of this guide.
If you have downloaded the example Wolvenkit project, you can now install it and launch the game, seeing everything in action.
Okay, now that we've gone through the theory, let's have a quick overview how everything hangs together:
You can point the prop at a different mesh by changing the depot path of the component. If you have no idea how to do that, read on!
Open the appearance
file tutorial\amm_props\template\template.app
Find the array appearances
at the top of the file
For each appearance, open the components
array
Click on the first component amm_prop_slot1
. In the panel to the right of the tree, change the following properties:
mesh -> DepotPath
. Put the relative path to your .mesh (right-click on the file)
mesh -> meshAppearance
. Put something that actually exists in your file, otherwise the first appearance from the list will be used as default.
If you want to use more than one mesh, repeat the process for the other components. If you want to use more than 4, check #why-only-4-components below.
Repeat the process for the other appearances.
Save the file and start the game. If you've done everything right, you will now see your new mesh.
Open the mesh entity
tutorial\amm_props\template_no_variants\template_no_variants.ent
Find the components
array and open it
Click on the first component amm_prop_slot1
. In the panel to the right of the tree, change the following properties:
mesh -> DepotPath
. Put the relative path to your .mesh (right-click on the file)
mesh -> meshAppearance
. Put something that actually exists in your file, otherwise the first appearance from the list will be used as default.
If you want to load more than one mesh, repeat the process for the other components. If you want to use more than four, read #why-only-4-components
If you don't want to load more than one mesh, select amm_prop_slot2
and delete the depotPath
. Otherwise, you'll see your prop and a floating cube.
Finally, change the defaultAppearance
to a valid appearance in your .mesh file. If no appearance with this name can be found, the prop will be invisible when it spawns.
Currently (October 31 2023), AppearanceMenuMod can only scale objects by targeting their components by name. For that reason, yours have to be named as they are.
If you use more than 4 components or change their name, then your prop will no longer scale.
This step is optional. If you just want to see how this works, you can pack your project with Wolvenkit and search AMM for "tutorial item". However, assuming that you actually want to make cool things, you will be doing this a lot.
If you want to create another prop, here's the fastest non-script way to go about it (tried and tested by manavortex).
In Windows Explorer, duplicate the template
folder
Rename the new folder (template - Copy
) to the name of your prop (e.g. baseball
).
It's important that you stick to a schema here, because otherwise, the search and replace below will not work and you have to change all the paths by hand.
Use the exact same value to replace template
in both the folder and the file names!
Good: folder: baseball, file: baseball.ent Bad: folder: baseball, file: my_baseball.ent
Rename all files inside of the folder: replace template
with the name of your prop (e.g. baseball
). Not all files will have template in their names; just ignore the ones that don't.
Capitalization matters. If you use uppercase letters in folder names, the game will get confused, and Wolvenkit will secretly convert them back to lowercase before packing.
Good: baseball
Bad: Baseball
Back in Wolvenkit, right-click on your folder and export the entire thing to json.
Switch to the raw
tab in Wolvenkit and open your json files in Notepad++
Via Search and Replace in Files
(Ctrl+Shift+F), replace template
with the name of your new prop and folder (e.g. baseball
). Replace it in all files, using Match case:
Optional: If you have changed the folder structure (e.g. moved your folder from the subfolder stuff
to the subfolder misc
), run another Search and Replace in Files
(Ctrl+Shift+F) to adjust your file paths.
In the project browser's raw section, right-click on the folder and select Convert from json
. This will have updated the relationships between the files to your renamed files.
Delete the files / appearances that you don't need. Save and close the mesh file.
Import your meshes and textures over the ones from the template. For a guide on how to do that, check here.
To make sure that everything went okay, open your new root entity (tutorial\\amm_props\\baseball\\baseball.ent
) in Wolvenkit and save it to trigger file validation. Check the Wolvenkit log window for errors. If you made no mistakes in the renaming process, there shouldn't be any.
To register the prop with AMM, add another entry to the props array in your LUA
file:
Save the LUA file.
Install and launch the game
Spawn your new prop Baseball (customizable)
with AMM.
If everything went well, you should see something like this now:
If not, it is time to hit up the troubleshooting.
Before you can share your custom props, you have to change the folder structure and file paths. Otherwise, two people overwrite tutorial.lua
, and one of the mods stops working.
You can find a step-by-step guide on the process here.
This section will only cover troubleshooting steps for this guide. For anything related to mesh imports, see here. For general 3d model troubleshooting (including import errors), see here.
The problem is in your .lua file. Use this tool to check the syntax and make sure that there are no errors - usually, it is missing/extra commas and/or missing/extra braces.
If the syntax is okay and your prop still doesn't show up, double-check your category and make sure that it is one of the existing ones.
AMM can't find your .ent file. Make sure that your .lua points to the correct path in your archive (right-click -> copy relative path and paste it to your lua file.
Make sure that you don't delete any quotation marks or commas while you do that. If you're unsure, you can double-check this step.
Toy around with the scaling. Sometimes, your prop doesn't show because it's the size of Johnny's ego and hovers somewhere above your city block – or the opposite, it's microscopically tiny. Don't be afraid to change it by the factor 10 or even 100 and see if that does anything.
If that's not it and if you have a customizable prop (with a root entity), try adding an appearance default
to the mesh. The game will fall back to that one if there are issues with your custom appearances.
In general, your answer is probably in the guide on AMM: Textured items and Cyberpunk Materials using Custom Props, section 2 (processing the mesh) – check that guide's troubleshooting section.
Published: Jul 12 2024 by @고양이 Last documented edit: Jul 12 2024 by manavortex
See Effects and particles for the theory
See Effect components for effect explanations by component
See FX Material Properties for animated materials
While explosions are definitely effects, lights are something else => Lights explained
To position effects, see AMM: Light Components -> #placing-your-light-components
FX player (Nexus) is a CET mod that lets you play game effects.
As we progress through the game, we encounter many effects, such as those seen in Cyberspace. Since I don't yet know everything, I'll show you the process of creating a mod.
Firstly, we choose the effect we want to import. I found an effect I want to use for overclocking during the Somewhat Damaged quest, and the quest code is Q305_bunker. Navigate to the asset browser and search for related items, focusing on extracting the effect files.
To confirm if this effect is what I'm looking for, I need the FX player mod. Based on the Cyberpunk installation folder, go to bin\x64\plugins\cyber_engine_tweaks\mods\FxPlayer\modules and confirm that fxLibrary.lua operates in the same format.
Copy the file path of the desired effect to play these files in-game using CET (Cyber Engine Tweaks).
How to add light components with AMM
Published: Feb 09 2024 by Last documented edit: Feb 11 2024 by
This page will show you how to add a light component to AMM props.
For a quick overview on lights and their properties, check (currently WIP)
For an explanation about light, check (currently WIP)
You can learn more about effect components (e.g. how to remove or create effect spawns) on the page.
This is as easy as finding the right component, adding it to your prop (either in the or in each appearance in the ) and naming it Light:
This enables the AMM light panel in the target tools.
Not all light components actually support colour and intensity changes. Candlelight, for example, does not.
Your lights will be anywhere relative to your prop. How can you position them relative to the actual object?
Add an Empty in Blender (Viewport, Hotkey: Shift+A
-> Empty -> Plain Axes)
Move the empty to the position where you want your light to be
Switch to the Object tab and see its location transform:
Now that you have the relative position, switch back to Wolvenkit: we need to add it to our entSlotComponent
.
Open the slots
array and select your first entSlot
Find the relativePosition
property in the box on the right
Copy the values from the "Transform" field in Blender (Screenshot above) to the corresponding fields under relativePosition
(screenshot below)
Save and see your effect changing positions!
If your light doesn't seem to be in the right spot, try multiplying the value for z with -1
This is a basic step by step guide (with images) aimed to help you to start and upload a Translation Mod.
Published: 19 Mar 2024 by Last documented edit: 25 May 2024 by Vanaukas
This guide will teach you how to add translation files for existing mods.
The following section will focus on Text Translation. This section was created by Vanaukas.
For this guide, you need to install the following requirements:
Any text editor ( or are recommended)
The mod you want to translate
A
There is no one way to do translations to existing Mods, but I am going to show two ways to do it in this guide:
For the purposes of this guide, I will use my mod as example. The file names and file structure used aren't mandatory, but as general rule avoid using symbols in your file/folder names besides -
and _
.
Internally, supported languages are stored into folders with acronyms related to each supported language. It should like this:
Each acronym corresponds to the following languages:
ar-ar
: Arabic (العربية)
cz-cz
: Czech (čeština)
de-de
: German (Deutsch)
en-us
: English (English)
es-es
: Spanish (Español)
es-mx
: Latin American Spanish (Español latinoamericano)
fr-fr
: French (Français)
hu-hu
: Hungarian (Magyar)
it-it
: Italian (Italiano)
jp-jp
: Japanese (日本語)
kr-kr
: Korean (한국어)
pl-pl
: Polish (Polski)
pt-br
: Brazilian Portuguese (Português do Brasil)
ru-ru
: Russian (Русский)
th-th
: Thai (ไทย)
tr-tr
: Turkish (Türkçe)
ua-ua
: Ukrainian (Українська)
zh-cn
: Simplified Chinese (简体中文)
zh-tw
: Traditional Chinese (繁體中文)
This list will be helpful later to setup the ArchiveXL files to properly add your translation (don't worry, is properly explained too).
Cyberpunk uses some kind of XML
+ json
text formatting. The following are just a few of the most commonly used codes for text formatting:
\n
This is used for line breaks. You can't use Enter
to do line breaks, or your whole text won't be recognized. You can use several \n
for bigger line breaks if you need it. This rule is the same for .json.json
files and .json
files (don't worry, both file extensions are explained later).
<Rich color="TooltipText.cyberwareDescriptionHighlightColor" style="Semi-Bold">YOUR WORD</>
This is used to mark in Orange some words, as it can be seen on the following example:
It's important that you respect the format of the text of the Mod that you are translating, so as not to deviate from the author's original intention of emphasis.
.json.json
resourceInstall all the previously mentioned requirements and download the .json.json
file from the mod page. Create a Wolvenkit project.
.json.json
to your project Open the project, hover over raw
folder in Project Explorer
and click on the yellow icon to open the raw
folder on Windows Explorer:
On Windows Explorer
, move the already downloaded .json.json
file over raw
and make some folder to hold it. For this example I'll call that folder localization
and inside this folder, I'm going to create another folder related to the language I want to use.
For this example, I'll make two folders: es-es
and es-mx
, because they are fairly similar and also my main language and then I'll copy and paste the same .json.json
in both folders. This is how it'll look inside Wolvenkit:
.json.json
file to your projectDo a Right Click
on the .json.json
file and select Convert from JSON
:
Do the same for all files you need to import. After importing, Project Explorer should look like this:
You can choose two ways of translating that .json.json
file:
.json.json
file on a text editor before importingYou can do this when the .json.json
file is already decompiled (this is why it has two .json
extensions, because it was exported from a Wolvenkit compiled .json
). It should look like this:
This method is a little harder to read and prone to errors, but some people may find it comfortable. You need to import the .json.json
file AFTER doing the translation on this case, that way you'll be importing your already translated file.
Is important to remember that you can't use Enter
to do line breaks or your file will break. Use \n
instead.
.json
file in Wolvenkit after importingA file with .json
extension (only one extension) is already compiled and not able to be opened on a text editor, but it can be opened in Wolvenkit. This method is somewhat easier to read because the XML
text formatting won't be decompiled, allowing for better readability.
Let's see how a .json
file looks inside Wolvenkit:
Each numbered entry is one specific LocKey
(Localization Key) and they can hold item names, item descriptions, ability descriptions and anything that can be read on items.
Inside each entry, you'll find the following parameters:
femaleVariant
: This is the default field for any text, for some reason. You can write here names, descriptions, etc.
maleVariant
: Used for some specific cases if a gender based variant exist (clothing, for example).
primaryKey
: This is how the entry is called inside the game. Uses numbers. Is recommended to keep on 0
to avoid unintended collisions with in-game texts or other mods.
secondaryKey
: This is also how an entry can be named internally and is recommended to use this field instead primaryKey
, because it can hold characters and some symbols. Try to use descriptive names related to your mod and where are you going to use the entry inside your mod.
This is how a single entry will look inside Wolvenkit:
Please, keep in mind that you can't use Enter
to do line breaks or your text will break. Use \n
instead.
This is how a heavy text entry looks like:
All that text is one single big line. Always keep in mind this.
After doing the translation with either method, you need to create an ArchiveXL file to merge your .json
files with the rest of the game translations. This process is really quick and easy, thanks to psiberx tools.
Click on New File in Wolvenkit:
Select ArchiveXL
and then ArchiveXL file
. Change the generated name to the same as your mod (not mandatory, just to have both files together after installation), but preserve the extensions .archive.xl
. Following this example, the resulting name will be RaitoLabs-ES.archive.xl
. Click on Create
.
After clicking Create
, your file should open automatically in your main text editor (in my case, VSCode).
The following code structure should be used to fill your ArchiveXL file:
localization
tells the system that you are adding text.
extend
needs to be pointing to the .archive.xl
of the mod you want to translate. ArchiveXL will take the contents and automatically merge them seamlessly, this way you don't have to overwrite any file from the mod you are translating, providing flexibility and maximum compatibility.
onscreens
tells the system the type of text you are adding.
File_Path_To_Your_JSON
, as the name implies, should be the file path to your translated .json
file. The easiest way to not make a mistake is using Wolvenkit to get that file path:
Do a Right Click
on your .json
file and select Copy relative path to game file
. Then paste the contents in your ArchiveXL file.
This is how the code should look on this example:
Is important that you keep the indentation as shown in the code examples. It's also extremely important that you use backslash
(\
) instead regular slash
(/
) for the file path if you do it manually.
Wolvenkit will pack your mod with a one click press. You can also install your files for yourself to test them and see if your changes are properly working.
Click on Pack mod
to create a ready to upload zip file and Install mod
to install it in your game files.
And, finally, your translation file is ready to be tested or distributed. This is how the files should look once installed:
Your packed file will have the proper file path ready to be extracted directly on the main game folder (and also compatible with Mod Managers). This packed file will be located in your Project main folder:
.archive
modInstall all the previously mentioned requirements and download the mod you want to translate (if you haven't already). Create a Wolvenkit project.
Open your project, once loaded open the Assets Browser
. Once open, click on Mod Browser
:
When you click on Mod Browser
, your system may get frozen for a few seconds, depending on how many .archive
mods you have in your system. Once loaded, look up for the mod you want to translate:
Open the internal folders until you find the Localization File you want to extract:
Once found, do a Right Click
and select Add selected items to project
:
As the name implies, you now have the .json
Localization file in your project:
To avoid conflicts with the Mod you are translating, let's change the file path to a new one.
Hover over archive
folder and click on the yellow icon to open it on Windows Explorer
:
Once the folders are created, on Windows Explorer
, I'll copy and paste the .json
file into the es-es
and es-mx
folder. This is how it'll look on Wolvenkit once it's done:
Now you can remove the original extracted folders and extracted .json
file to avoid the conflicts with the Mod you are translating. Hover over base
(on this example), and click on the red icon with the trashcan to Delete this file/folder
:
After deleting the folders, this is how your project will look, ready to be translated:
I hope that this guide was helpful. Good luck in your text translations!
Soon I'll include the steps on how to upload it correctly to Nexus, so the Mod you are translating gets a beautiful flag and your mod automatically listed under the Translation segment.
Most mods will be using in-game files for this. You'll run into one of two cases:
You need a Wolvenkit Project with the relevant files from the original mod:
.wem
for audio translations
The mod is only "pointing" at the original game files, and they're loaded from the player's local copy and will be in whatever language they're running.
If you want to translate them anyway, you need to add the audio files from your translated version to your Wolvenkit project and send them to the original mod's author.
Assuming that the original mod author did not rename the files, this makes it easier for you.
Add the file to your Wolvenkit project
Overwrite the original file
When you pack your mod now, it will use the translated files. If it doesn't, make sure to check your load order.
Created & Published: Summer 2021 by @Pinkydude
Go in the two little lines with circle thingies, and go to “edit” / the second option. Click on the “Media” tab and you’ll be able to put any pictures!
Mind the resolution, and put something smaller than the ones recommended (it doesn’t work if it’s exactly 660x930px)
Created & Published: Summer 2021 by @Pinkydude
What you’ll need :
Photoshop / Art program
I’ll assume you already know some basic modding (extracting the files with the console or WKit etc)
First of you’ll need to create your mod folder, it should look like this
This is where the Loading screen image are stocked, so go in that exact same folder in your Game Extracts!
Depending on the resolution you’re using, you’ll have to edit either the 4k files or the 4k_1080p files
I personally need the 4k files ; There is 13 loading screens in total, and you’ll need the .tga .dds and .xbm files for each one, meaning 39 files in total in your mod folder
Now open Photoshop, and edit the .tga files with your screenshots!
You’ll notice that the loading pics are vertically swapped; be sure to also vertically swap your pics so that it’ll look normal in game
Once you’re done editing all 13 .tga files, you save them
We now open Noesis, and navigate to our mod folder
You’ll need to Right Click on your .tga files and select Export, and change the Main Output Type to .xbm
Click export, you should see a pop up window; simply click OK
Once you’re done exporting all your 13 .tga files to .xbm, you can delete the .tga files from the mod folder (or keep them somewhere else! remember to put them back in the mod folder to export them if you do want to edit them later)
You should now have 52 files - the originals and your exported .xbm with “out” at the end of the name. Delete the originals and rename your exported .xbm to take out the “out” !
Then you’re left with 26 files, it should look like that :
We now open CP77 Tools / Wolvenkit Console ! We need to rebuild the .xbm files
cp77tools import -p [PATH] –keep
Pack your mod and test it!
This tutorial will teach you how to replace your Cyberpunk 2077 Breaching Screen
WolvenKit
RAD Video Tools
Your own custom video (bear in mind that the video file is limited to 10 seconds and it will play on a loop)
Download and install RAD Video Tools (no special assistance with this as its straight forward)
Open RAD Video Tools and browse your video file that that will replace the Breach Screen
Select the video file and click Bink it!
Make sure to change the name of the file and the extension to splash_logo.bk2 and click Bink
After the conversion is done your newly created file will be next to your custom video
Click Done and you have your own video converted to bk2 format and ready to replace the original one
Open WolvenKit and create a new project
From right side of WolvenKit window select Asset Browser
Find splash_logo.bk2 in the following location:
Add that file to your Project and your project should look like this
Select splash_logo.bk2 and Open in Explorer (now you have the location where you are going to put the new video file that will replace the original one)
Copy your own converted video in this location and replace the original one
Close the Window and go back to WolvenKit and save you changes
Now you are ready to either Install the Mod or Pack it and use it later
If everything in this guide was followed step by step, you should now have your very own custom Breach Screen.
Created by @DBK Published on April 2024
Created & Published: Summer 2021 by @Pinkydude
What you’ll need :
A “Never fade away” Savefile before entering the room
First off, grab my FixSwap and Removers mods and drop them in your Mod Folder
Load your “Never Fade Away” save file before entering the room, and open AMM
Spawn > At Own Risk > Johnny mirror
The spawned Johnny will be invisible, you’ll need to scan his feet shadow to be able to swap!
Make a quick save and reload it
Make sure to despawn your V/Johnny before entering the room!
There will be small a moment, when Alt takes off Johnny’s glasses, where your V will turn invisible ; That’s ok, they’ll pop right back when the mirror scene start!
Language_Acronym
is related to how supported languages are called internally. . On this example, will be es-es
and es-mx
.
Inside Windows Explorer
, create some new folder. For this example, I'm going to make one called localization
, and inside that folder I'll create two folders called es-es
and es-mx
, to follow the .
You can read .
After finishing your translation, you are ready to do the . Be sure to include the or your translation won't work.
The following section needs to be updated with more info. This section was created by
For how to get there, see
TODO: Which file(s) defines those? If there is no original mod author and the mod links to in-game files, how can we them?
You can listen to audio files by simply selecting them in the Wolvenkit Project Browser and using the built-in audio player. See on the Wolvenkit wiki for a screenshot.
with each file name
You'l have no choice but to find the right file from hand in the sources, which means you have to for the extension .wem
.
To filter the files by quest, use and filter the folder names by quest ID. If you don't know which quest a line belongs to, you might be lucky and find it per search (Hotkey: Ctrl+F
) on the .
or the extracted game files
name
what you search for in AMM
category
what AMM sorty by (you can only reuse exisitng categories)
distanceFromGround
how far away from the ground should your prop be? (This moves the origin in Blender's 3d viewport)
appearances
If you're using a root entity, these are the appearance names to switch through and the entries in AMM's "appearance" dropdown / spawn tab