Item spawn codes and how they link to appearances
Each item is uniquely identified by this . You can use it to spawn items via with the following command:
Items.money
is the baseID for eddies, and the 5000 will stuff 5 grand into your pocket.
You can usually find any BaseID on the fandom wiki. Search for a game item, then expand the section "technical details" in the box to the right.
A selection of lists for looking up item codes. Alternatively, you can browse through the game's files, or search the web.
We're finding the item by name. If you don't even know that much, check the Equipment Databases and see if you can find the name from a picture.
Head to the fandom wiki and search for your item. For this guide, we'll be using the Reinforced Puffer Vest
.
In the box on the left, find the Technical section. This will list your base ID:
You can use the base ID to spawn the item via Cyber Engine Tweaks:
Game.AddToInventory("Items.Vest_17_basic_01")
Usually, the base ID consists of two parts: the item name, and the item's appearance.
Vest_17
is the name of the item. You can use this to find its control files (see Step 2 below).
basic_01
is the variant name. This is used inside the control files to load a specific appearance.
If you can't find any files with the method below, scroll to #alternative-methods-of-finding-an-item at the bottom of this guide before proceeding.
Open WolvenKit and use the Asset Browser to search for the item's app file:
vest_17 > .app
You should now have at least one .app file, where the item's appearances are defined.. To learn more about this, check Appearance: .app files. This is not necessary for this guide.
If you have more than one file, hover over them to view their file paths, and pick the one that's inside a player
folder.
If you can't find any files, check #alternative-methods-of-finding-an-item below.
Open the .app file (right-click, "Open without adding to project")
Inside the .app file, open the appearances
array
You will see something like this:
Ignore camera mode and open the appearance that you want (basic_02_w
)
Open the components
array and find the component that has mesh
in its name:
You want mesh file's DepotPath
. This is where Wolvenkit stores the 3d object, which contains the materials.
Now that you've found your mesh, you can edit it.
To use it for the base of a new in-game item, check the Adding new items guide
To change its materials, check the Changing materials, colors and textures guide
Some items don't obey #the-naming-scheme, for example Q005_Johnny_Pants
. So how can you find these kinds of items?
Search for your item, e.g. Q005_Johnny_Pants
Select one of the entries from the list on the left
In the detail panel with the item's properties, find the appearanceName
.
If you don't have a detail panel, make the Tweak Browser window wider
The appearance name will be something like l1_pants_16_q005_johnny_
. Does this look familiar?
Time to proceed with #step-2-finding-the-.app-file
Find and open the and wait for it to initialize. As of Wolvenkit 8.14, it is pinned to the right side of the viewport
Depending on what you are looking for, you can check and dig directly for the mesh file. This might be tedious, but you'll also discover a lot of things on the way, so it's definitely worth a try!