Preserved for posterity - do not use this
With ArchiveXL 1.14, this information is outdated.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
:
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
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
The files below have been confirmed to work — make the changes stated above to each of them:
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.
After packing your project, check if the body tag registers 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 RedHotTools:
Published: ?? by Last documented update: October 26 2024 by AllKnowingLion Minimum required ArchiveXL version: 1.5
This page explains how to enable body mod support in ArchiveXL:
#clothing-mods-making-use-of-the-tags
To learn more about body mods, check the Overlay textures by framework page.
Run the following code snippet in CET to see which body is currently installed:
NOTE
The past method of adding the components to each individual appearance does still work. However, you'll want to use the new method (for version >= 1.14), since it is both more robust and less tedious.
Starting with version 1.14, you can use ArchiveXL: Resource patching to inject your tags into the existing files!
You can download the template from Nexus, or create one yourself.
Create an .xl file in your Wolvenkit Project's resources folder (File -> New file -> ArchiveXL)
Optional: Name it the same as your current project (e.g. boobs_for_back_problems.archive.xl)
Put the following file content:
We'll make use of ArchiveXL: Resource patching for this.
If you downloaded the template project, a patch .ent will already be included.
Inside the patch .ent, find the entMeshComponent
under the components
array.
Change its name
to match your body mod, e.g. Body:BoobsForBackProblems
-> Body:NewBody
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!
That's it, everything should work now! Let's test.
Launch the game and load into a save
check if the body tag registers by running the CET command.
If yes: Congratulations, you've made it much easier for people to add refits for your body!
The process is so simple that there aren't many things to go wrong:
Update ArchiveXL
Double-check your .yaml
via yamllint and make sure you don't have syntax errors (indent matters)
Check ArchiveXL's log file
If that doesn't work, check if the component gets added correctly. There are two ways to do this:
If that still doesn't work, consider using the template from Nexus, which has been tried and tested on May 18 2024 with ArchiveXL
Even with the AKL AutoRefitter, the process of supporting body mods is tedious. And even worse: you then have to pack everything separately for Nexus:
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!
If you're using dynamic appearances, you don't need to register a suffix and can simply match or substitute for the body tag:
If no body mod is installed, the value will be base_body
, so make sure to name your files and folders accordingly!
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 root entity just like camera states or body genders:
The following body mods support dynamic body switching.
If you know something that should be on the list, please edit The Wiki!
As of 18th March 2024, Nim's More Body Meshes is compatible again with Gymfiend Body Mod.
Use only one main archive! [#_nim_more_body_meshes_Gymfiend_patch.archive]
Mod | Tag name | substitution value |
---|---|---|
Lush
&body=lush
Lush
&body=lush
Ult
&body=ult
Solo_OG
&body=solo_og
SoloArms
&body=soloarms
Song2
&body=song2
Angel
&body=angel
RB
&body=rb
EBB
&body=ebb
EBBP
&body=ebbp
EBBRB
&body=ebbrb
EBBPRB
&body=ebbprb
Gymfiend
&body=gymfiend
Adonis
&body=adonis
Flat
&body=flat
Atlas
&body=atlas