With ArchiveXL 1.14, this information is outdated.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:
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
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.appbase\characters\common\player_base_bodies\appearances\l0_000_base__cs_flat.app
If you can't make it work
The files below have been confirmed to work — make the changes stated above to each of them:
The following .app files are used to register Body Tags for Male V:
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.
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:
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.
Checking the current body
Run the following code snippet in CET to see which body is currently installed:
Body modders: Adding support
Starting with version 1.14, you can use to inject your tags into the existing files!
You can download the , or create one yourself.
1. Registering the body mod
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:
2. Patch the player entity files
We'll make use of for this.
Set up the patch .ent
If you downloaded the template project, a patch .ent will already be included.
Create your own patch .ent
In Wolvenkit, select File -> New File
Scroll down the menu until you find the one with the extension .ent (should be EntEntityTemplate)
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
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!
3. Test
That's it, everything should work now! Let's test.
Launch the game and load into a save
by running the CET command.
If yes: Congratulations, you've made it much easier for people to add refits for your body!
Troubleshooting
General errors
The process is so simple that there aren't many things to go wrong:
Update
Double-check your .yaml via and make sure you don't have syntax errors (indent matters)
Check
If that doesn't work, check if the component gets added correctly. There are two ways to do this:
CET:
:
If that still doesn't work, consider using the , which has been tried and tested on May 18 2024 with ArchiveXL
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.
Clothing mods: Making use of the tags
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:
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!
Dynamic Appearances
If you're using , 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!
NOTE: base_bodyis also meant for body mods that are vanilla based shaped - for instance and
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:
If you know something that should be on the list, please edit !
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.)