arrow-left

All pages
gitbookPowered by GitBook
1 of 2

Loading...

Loading...

Archived: Registering the Body Tag - app. Version

Preserved for posterity - do not use this

triangle-exclamation

With ArchiveXL 1.14, this information is outdated. It will be preserved for posterity, but you should use the current method under ArchiveXL: body mods and refits instead.

In any of the files you modded, check your components:

hashtag
Does any of them have a type that's called something with morphtargetComponent?

Yes: Add a tag with the exact name of your body in this component's tag array (for our example, NewBody)

No: Add a new component (of any type) and give it the following name: Body:NewBody

circle-exclamation

If you edit the leg component for female V, you must change both the regular and the flat feet component: base\characters\common\player_base_bodies\appearances\l0_000_base__full.app base\characters\common\player_base_bodies\appearances\l0_000_base__cs_flat.app

hashtag
If you can't make it work

The files below have been confirmed to work — make the changes stated above to each of them:

hashtag
The following .app files are used to register Body Tags for Male V:

circle-exclamation

The list of files below is known to be incomplete. At the very least it will not cover Male V as they appear in a mirror. Even more so than for Female V, please use the currently recommended patching based method.

hashtag
Test

After packing your project, by running the CET command.

If yes, you're good to go!

If not and you have used a component, check if it's added to the playerPuppet, either via CET:

or via :

check if the body tag registers
RedHotTools
base\characters\common\player_base_bodies\appearances\l0_000_base__cs_flat.app
base\characters\common\player_base_bodies\appearances\l0_000_base__full.app
base\characters\common\player_base_bodies\appearances\l0_000_base_fpp__cs_flat.app
base\characters\common\player_base_bodies\appearances\l0_000_base_fpp__full.app 
base\characters\common\player_base_bodies\appearances\t0_000_base__full.app
base\characters\common\player_base_bodies\appearances\t0_000_base__full_censored.app
base\characters\common\player_base_bodies\appearances\t0_000_fpp__full.app
base\characters\common\player_base_bodies\appearances\t0_000_fpp__full_censored.app
print(GetPlayer():FindComponentByName("Body:NewBody"))

ArchiveXL: body mods and refits

hashtag
Summary

Published: ?? by Last documented update: April 21 2025 by LadyLea Minimum required ArchiveXL version: 1.5

This page explains how to enable body mod support in ArchiveXL:

Body modders: Adding support

To learn more about body mods, check the page.

circle-info

NOTE

The past method of adding the components to each individual appearance . However, you'll want to use the new method (for version >= 1.14), since it is both more robust and less tedious.

hashtag
Checking the current body

Run the following code snippet in CET to see which body is currently installed:

hashtag
Body modders: Adding support

circle-check

Starting with version 1.14, you can use to inject your tags into the existing files!

You can download the , or create one yourself.

hashtag
1. Registering the body mod

  1. Create an .xl file in your Wolvenkit Project's resources folder (File -> New file -> ArchiveXL)

  2. Optional: Name it the same as your current project (e.g. boobs_for_back_problems.archive.xl)

  3. Put the following file content:

hashtag
2. Patch the player entity files

We'll make use of for this.

hashtag
Set up the patch .ent

If you downloaded the template project, a patch .ent will already be included.

chevron-rightCreate your own patch .enthashtag
  1. In Wolvenkit, select File -> New File

  2. Scroll down the menu until you find the one with the extension .ent (should be EntEntityTemplate)

  1. Inside the patch .ent, find the entMeshComponent under the components array.

  2. Change its name to match your body mod, e.g. Body:BoobsForBackProblems -> Body:NewBody

hashtag
Register the patch .ent

Make sure that your patch .ent is added to the game by telling ArchiveXL about it. Add the following block to your .xl file:

Include only the relevant body gender!

hashtag
3. Test

That's it, everything should work now! Let's test.

  1. Launch the game and load into a save

  2. by running the CET command.

If yes: Congratulations, you've made it much easier for people to add refits for your body!

hashtag
Troubleshooting

hashtag
General errors

The process is so simple that there aren't many things to go wrong:

  1. Update

  2. Double-check your .yaml via and make sure you don't have syntax errors (indent matters)

  3. Check

If that doesn't work, check if the component gets added correctly. There are two ways to do this:

hashtag
CET:

hashtag
:

If that still doesn't work, consider using the , which has been tried and tested on May 18 2024 with ArchiveXL

hashtag
Invisible mesh for body xyz

Make sure that your mesh has appearances and materials. If you are using , it's easy to forget a new body's mesh in the list like a gonk. This has never happened to the author, by the way.

hashtag
Clothing mods: Making use of the tags

hashtag
The problem

Even with the , the process of supporting body mods is tedious. And even worse: you then have to pack everything separately for Nexus:

hashtag
The Solution

If a mod supports body tags, ArchiveXL can detect the current body mod, and conditionally load the correct mesh. Now, everything can be put into a single .archive!

hashtag
Dynamic Appearances

If you're using , you don't need to register a suffix and can simply match or substitute for the body tag:

circle-exclamation

If no body mod is installed, the value will be base_body, so make sure to name your files and folders accordingly!

NOTE: base_bodyis also meant for body mods that are vanilla based shaped - for instance and

hashtag
Suffixes

If you're sticking to the classical approach, you need to add the following lines to your .yaml:

Now, you can use the suffixes in your just like camera states or body genders:

circle-info

If you know something that should be on the list, please edit !

hashtag
Supporting mods

The following body mods support dynamic body switching.

Body Mod - Male V
Tag Name
Substitution Value
Body Mod - Female V
Tag Name
Substitution Value

Add a new, blank EntEntityTemplate to your project

  • Give it a good name and move it somewhere

  • Open the file and select the components array

  • Add a new entMeshComponent and name it Body:YourBodyTag

  • Now, proceed with the rest of the guide

  • SoloArms

    &body=soloarms

    Song2

    &body=song2

    Flat

    &body=flat

    ELEGY

    &body=elegy

    RB

    &body=rb

    EBB

    &body=ebb

    EBBP

    &body=ebbp

    EBBRB

    &body=ebbrb

    EBBPRB

    &body=ebbprb

    Angel

    &body=angel

    **

    EVB

    &body=evb

    **

    VHD

    &body=vhd

    **NOTE: These tags are not required unless your mod specially modifies body meshes for these body mods. Otherwise the value is base_bodysince these bodies are Vanilla shaped (see official mod page for further info.)

    Small Big

    &body=small

    &body=big

    -KS- Adonisarrow-up-right

    Adonis

    &body=adonis

    -KS- Atlasarrow-up-right

    Atlas

    &body=atlas

    VTK - Gymfiendarrow-up-right

    Gymfiend

    &body=gymfiend

    -KS- Lion's Lush Bodyarrow-up-right

    Lush

    &body=lush

    -KS- Lion's SoLush Bodyarrow-up-right

    Lush

    &body=lush

    -KS- Solo Ultimatearrow-up-right

    Ult

    &body=ult

    -KS- Solo 2.0arrow-up-right

    Solo_OG

    Texture Frameworks for Player V
    does still work
    ArchiveXL: Resource patching
    template from Nexusarrow-up-right
    ArchiveXL: Resource patching
    check if the body tag registers
    ArchiveXLarrow-up-right
    yamllintarrow-up-right
    ArchiveXL's log file
    RedHotTools
    template from Nexusarrow-up-right
    ArchiveXL: Resource patching
    AKL AutoRefitter
    dynamic appearances
    EVBarrow-up-right
    VTK Vanilla HD FemVarrow-up-right
    root entityarrow-up-right
    The Wiki
    Realistic refitting experience
    Clothing mods: Making use of the tags

    &body=solo_og

    print(Game.GetScriptableSystemsContainer():Get("PuppetStateSystem"):GetBodyTypeSuffix(ItemID.new(), GetPlayer(), nil))
    player:
      bodyTypes: [ NewBody ]  # for substitutions, this will be converted 
                              # to snake case: new_body
    resource:
        patch:
            path\to\your\patch_file.ent:
              - !include player_wa.ent 
              - !include player_ma.ent 
    print(GetPlayer():FindComponentByName("Body:NewBody"))
    appearance name:
    t0_recoloured_netrunner_suit&body=new_body
    
    substitution:
    *my\mod\meshes\p{gender}a_netrunning_suit_{body}.mesh
      appearanceSuffixes:
        - !append itemsFactoryAppearanceSuffix.BodyType
    appearanceName: my_custom_shirt&FPP&NewBody
    -KS- Solo Arms (v1.8.1)arrow-up-right
    -KS- Songbird 2.0arrow-up-right
    Na's Flat Chestarrow-up-right
    ELEGYarrow-up-right
    VTK - Hyst - Realistic Buttarrow-up-right
    VTK - Hyst - Enhanced Big Breastsarrow-up-right
    VTK - Hyst - Enhanced Big Breasts Push Uparrow-up-right
    VTK - Hyst - Enhanced Big Breasts + Realistic Buttarrow-up-right
    VTK - Hyst - Enhanced Big Breasts Push Up + Realistic Buttarrow-up-right
    VTK - Hyst - Angelarrow-up-right
    VTK - Hyst - Enhanced Vanilla Bodyarrow-up-right
    VTK - Vanilla HD Body - 3.0arrow-up-right
    General use: -FemV Small or Big Bodyarrow-up-right
    Install your project
    mana vortex