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A list of look-ups
In this section, you can look up information like "what is the material name for skin color type 3 again" or "where are the Mantis blade arms".
Detailed information should go in other sections and be interlinked.
This page lists various properties of the player head. Use the Table of Contents or your browser's search (Hotkey: Ctrl+F
) to quickly find what you're looking for.
Check Cheat Sheet: Character Creator for color values and appearances
If you want to edit the player's head, you need meshes and morphtargets.
If you want to make a custom NPC, check NPV - V as custom NPC
You can find much additional information about the player head under NPV: Preparing the head in Blender
female
.mesh
base\characters\head\player_base_heads\player_female_average\h0_000_pwa_c__basehead\
female
.morphtarget
base\characters\head\player_base_heads\player_female_average
male
.mesh
base\characters\head\player_base_heads\player_man_average\h0_000_pwa_c__basehead\
male
.morphtarget
base\characters\head\player_base_heads\player_man_average
The folders contain the entire player head. The minimum amount of meshes rendered is 3 (head, teeth, eyes), and can go up to 13 (fem V)/14 (masc V).
h0_
head (with ears)
hb_
male V only: beard
heb_
eyebrows
he_
eyes
ht_
teeth
hx_
applied on top of h0:
cyberware
makeup
freckles
pimples
tattoos
scars
l1_
ear ring (01-04)
Every complexion has its own associated texture file. These are sorted by body gender under
The files are ending in 01..05
. Each complexion has its own appearance in the head mesh, e.g.:
Skin materials are defined in the base head .mesh
file (while the shape comes from the .morphtarget):
female body gender
base\characters\head\player_base_heads\player_female_average\h0_000_pwa_c__basehead\h0_000_pwa_c__basehead.mesh
male body gender
base\characters\head\player_base_heads\player_man_average\h0_000_pma_c__basehead\h0_000_pma_c__basehead.mesh
You can find the definitions in the localMaterialBuffer. Each material overrides the following properties locally:
Normal (bump/height map)
Albedo (diffuse/complexion)
All other properties are pulled from a .mi file in the following folder:
female body gender
base\characters\head\player_base_heads\player_female_average\h0_000_pwa_c__basehead\textures
male body gender
base\characters\head\player_base_heads\player_man_average\h0_000_pma_c__basehead\textures
This section only lists .mi files used by the player head. To see which skin is which, check Cheat Sheet: Character Creator -> #skin-tones
About half of these files are shared by NPCs. Editing or replacing these will affect all of Night City!
female_head_01_ca_pale_00_warm_ivory.mi
❌
female_head_01_ca_pale.mi
✔
female_head_02_ca_limestone_00_beige.mi
❌
female_head_02_ca_limestone.mi
✔
female_head_03_ca_senna_00_amber.mi
❌
female_head_03_ca_senna_01_honey.mi
❌
female_head_03_ca_senna_02_band.mi
❌
female_head_03_ca_senna.mi
✔
female_head_04_ca_almond_00_umber.mi
❌
female_head_04_ca_almond.mi
✔
female_head_05_bl_espresso.mi
✔
female_head_06_bl_dark.mi
✔
For a list of freckles and make-up sorted by colour and skin type, see Cheat Sheet: Character Creator -> #cheek-makeup-style
Every eyebrow option has an associated texture file, normal map, and alpha map.
These files can be found in the following folder:
Provided below is a table with the eyebrows and their associated texture files.
01
heb__base_d01.xbm
heb_wa__base_ds01.xbm
02
heb__base_d02.xbm
heb_wa__base_ds02.xbm
03
heb__base_d03.xbm
heb_wa__base_ds03.xbm
04
heb__base_d04.xbm
heb_wa__base_ds04.xbm
05
heb__base_d05.xbm
heb_wa__base_ds05.xbm
06
heb__base_d06.xbm
heb_wa__base_ds06.xbm
07
heb__base_d07.xbm
heb_wa__base_ds07.xbm
08
heb__base_d08.xbm
heb_wa__base_ds08.xbm
Character creator options and their values
Created: Sep 01 2024 by Last documented update: Sep 01 2024 by
This page lists various properties of the character creator. Use the Table of Contents or your browser's search (Hotkey: Ctrl+F
) to quickly find what you're looking for.
Please note that this page lists appearances and colours. For mesh paths, please check Cheat Sheet: Head
You can use NoraLee's NPV part picker to find the correct appearances.
1-12
Skin type
Compexion: 01-04
off, default, glossy, matte
1-51
01-20
Eyes
1-22
off, 1-14
Eyebrows
off, 1-11
Blemishes
off, 01-03
Nose
1-22
Nails
long, short
Mouth
1-22
Jaw
1-22
Chest (f only)
default, small, big
Ears
1-22
Nipples
off, 1-3
off, 1-8
Body Tattoos
off, 1-5
off, 1-9
Body Scars
off, 1-2
Facial Tattoos
off, 1-11
Genitals
off, vagina, penis1, penis2
Piercings
off, 1-14
Penis Size
default, small, big
Public Hair Style
off, 1-5
Teeth
0-4
off, 1-20
See Cheat Sheet: Head-> #head-material-instances for the corresponding files
Bold options are unique to V and not shared with NPCs
1
01_ca_pale
7
03_ca_senna_01_honey
2
01_ca_pale_00_warm_ivory
8
03_ca_senna_02_band
3
02_ca_limestone
9
04_ca_almond
4
02_ca_limestone_00_beige
10
04_ca_almond_00_umber
5
03_ca_senna
11
05_bl_espresso
6
03_ca_senna_00_amber
12
06_bl_dark
For a mod fixing various mix-ups in the character creator, see here.
Lipstick colours and styles are sorted in (more or less) ascending order in the appearance list in the mesh.
Style order is Default - Glossy - Matte (no suffix, _02, _03)
Link: Reference images on imgur
For a list of #name-of-meshes-by-index, check Cheat Sheet: Hair
01
hb_000_pma_c__basehead_shadowbase_01
02
hb_000_pma_c__basehead_big_beard_afro
03
pma__morphs_default
04
hb_000_pma_c__basehead_handlebar_stache
05
hb_000_pma_c__basehead_jesse_beard
06
hb_000_pma_c__basehead_maelstrom_full
07
hb_000_pma_c__basehead_big_beard
08
hb_000_pma_c__basehead_short_afro
09
hb_000_pma_c__basehead_thick_beard_afro
10
hb_000_pma_c__basehead_fu_manchu
11
hb_000_pma_c__basehead_logan
12
hb_000_pma_c__basehead_patmc
01
1111
02
1100
03
1110
04
1101
05
0010
06
0011
07
0001
01
frecles (brown_01, brown_02, brown_03, black_01)
02
frecles (brown_04, brown_05, brown_06, black_02)
03
frecles (brown_07, brown_08, brown_09, black_03)
04
frecles (brown_10, brown_11, brown_12, black_04)
05
cheeks (_color_01)
06
cheeks (_color_02)
07
cheeks (_color_03)
08
cheeks (_color_04)
09
cheeks (_color_05)
10
cheeks (_color_06)
11
cheeks (_color_07)
12
cheeks (_color_08)
13
cheeks (_color_09)
14
cheeks (_color_10)
01
1111
02
1011
03
0111
01
hx_000_pXa__morphs_scars_01
2049
02
hx_000_pXa__morphs_scars_01
2050
03
hx_000_pXa__morphs_scars_01
2052
04
hx_000_pXa__morphs_scars_01
2064
05
hx_000_pXa__morphs_scars_01
2080
06
hx_000_pXa__morphs_scars_01
2112
07
hx_000_pXa__morphs_scars_01
2176
08
hx_000_pXa__morphs_scars_01
2304
09
hx_000_pXa__morphs_scars_01
3072
Chunkmasks for different piercing meshes (for custom NPCs etc), thanks to xbae's NPV part picker
01
i1_000_pXa_c__basehead_earring_01.mesh i1_000_pXa_c__basehead_earring_02.mesh i1_000_pXa_c__basehead_earring_03.mesh
4 1 2
02
i1_000_pXa_c__basehead_earring_01.mesh i1_000_pXa_c__basehead_earring_02.mesh
15 2048
03
i1_000_pXa_c__basehead_earring_01.mesh i1_000_pXa_c__basehead_earring_02.mesh
1040 263
04
i1_000_pXa_c__basehead_earring_01.mesh i1_000_pXa_c__basehead_earring_02.mesh i1_000_pXa_c__basehead_earring_03.mesh
4 2268 1
05
i1_000_pXa_c__basehead_earring_01.mesh i1_000_pXa_c__basehead_earring_02.mesh i1_000_pXa_c__basehead_earring_03.mesh
536 2873 2
06
i1_000_pXa_c__basehead_earring_02.mesh
5153
07
i1_000_pXa_c__basehead_earring_01.mesh i1_000_pXa_c__basehead_earring_02.mesh i1_000_pXa_c__basehead_earring_03.mesh
2562 2 4094
08
i1_000_pXa_c__basehead_earring_01.mesh i1_000_pXa_c__basehead_earring_02.mesh i1_000_pXa_c__basehead_earring_03.mesh
520 8064 1
09
i1_000_pXa_c__basehead_earring_01.mesh i1_000_pXa_c__basehead_earring_02.mesh i1_000_pXa_c__basehead_earring_03.mesh
2052 35 4092
10
i1_000_pXa_c__basehead_earring_01.mesh i1_000_pXa_c__basehead_earring_02.mesh i1_000_pXa_c__basehead_earring_03.mesh
1548 6143 3
11
i1_000_pXa_c__basehead_earring_01.mesh
2047
12 (fV)
1_000_pwa_c__basehead_earring_04.mesh
4
12 (mV)
1_000_pma_c__basehead_earring_01.mesh
512
13 (fV)
1_000_pwa_c__basehead_earring_04.mesh
1
13 (mV)
1_000_pma_c__basehead_earring_01.mesh
8
14 (fV)
1_000_pwa_c__basehead_earring_04.mesh
2
14 (mV)
1_000_pma_c__basehead_earring_04.mesh
4
15 (mV)
i1_000_pma_c__basehead_earring_04.mesh
1
16 (mV)
i1_000_pma_c__basehead_earring_04.mesh
2
The body tattoos can be found in the following folder:
For the female body gender, there are three different chest sizes!
01
Valentinos
tx_000_pwa_base__full_tattoo_01.mesh
02
geometric blackwork
tx_000_pwa_base__full_tattoo_02.mesh
03
serpent
tx_000_pwa_base__full_tattoo_03.mesh
04
flowers/mandalas
tx_000_pwa_base__full_tattoo_04.mesh
05
NUSA
tx_000_pwa_base__full_tattoo_05.mesh
Where rigs and animations are stored
Last documented update: January 6 2024 by
This page lists file paths and properties for various rigs and animations. Use the Table of Contents or your browser's search (Hotkey: Ctrl+F
) to quickly find what you're looking for.
Any links will lead you to additional context.
If you want to make animations, check and the guides under the page.
For general documentation on how animations work, see
First person animations are used solely on the player character (V). There's one rig per body gender:
While most rigs are called man_xxx
, they're also used by NPCs of the female body gender.
The facial animations are linked in the .ent files under base\characters\base_entities\xxx\xxx.ent
. They are otherwise referenced from an entAnimationSetupExtensionComponent inside the .app file.
Deforms can be found under base\characters\base_entities\*\deformations_rigs
.
Photo Mode Cheat Sheet
Last documented update: January 6 2024 by
This page acts as a look-up table for photo mode. Use the Table of Contents or your browser's search (Hotkey: Ctrl+F
) to quickly find what you're looking for. Any links will lead you to additional context.
For theoretical knowledge, check the section
For creating own photo mode poses, see in the Modding Guides section.
You can find all photo mode animation sets in the following folder:
You can find the following files there:
The Photo Mode idle animations are named and indexed as follows:
Arms are why we can't have nice things.
The player base body does not come with arms attached — this made it easier for the developers to switch out the different kinds of cyber arms. It makes everything harder for you.
You can look up the component names and their properties in the .ent files per body gender in these folders (the file names will start with a0_
).
Female arms are using different meshes for the first person perspective. You will find this is a common theme.
An in app example how to include Component Names and hiding them via chunkmask (untick the submesh numbers to hide the mesh).
Cyber arms are complex, with active and inactive states, and in the case of the female body, separate entities and meshes for the inactive state in First and Third Person Perspectives.
They also have separate Rigs and Animations, which are not included here to avoid complete information overload.
Note that the same component name is used for all arm states, even when declared in different .ent files.
Note that it is not a typo on this page that the inactive component names use wa
instead of ma
. That's just how it is.
This is the first cyberarm type where we see the arm split across multiple .ent files.
The Launcher is asymmetric and only present in the left arm. The right arm component just re-uses the default mesh.
If you want to selectively hide arm meshes or sub-meshes you will need to become familiar with all the contents of this page, and the chances that you can do anything elegantly are slim.
Remember: Arms are why we can't have nice things.
Various kinds of materials, and where to find them
Last documented update: January 6 2024 by
This page contains a brief overview of existing materials. Use the Table of Contents or your browser's search (Hotkey: Ctrl+F
) to quickly find what you're looking for. Any links will lead you to additional context.
More and detailed information can be found under and its nested pages!
How it works in the abstract:
Re-using materials as templates:
How it works in the example:
General information:
Properties and definition:
Preview images:
(guide)
(guide)
The default PBR material used in Cyberpunk 2077 is metal_base.remt
If this overfulfills your needs, you can also try out engine\materials\pbr_simple.mt
, which has only color (RGB), Roughness, and Metalness.
You can find a mlmask with three white layers under the following path:
A white mlMask will apply the selected material to the whole surface of the mesh.
Use engine\materials\metal_base.remt
, the example below has been copied from base\environment\architecture\watson\japan_town\building\hotel\motel_notell\room\_plastic_black.mi
base\environment\decoration\decals\mesh_decal_lines\textures\lines_plain_black.mi
Blackbody shaders are used for heat. Their colour can be adjusted via the temperature
parameter.
FX shaders are animated effect shaders.
Something else to dig into: emitters/particleDrawer/meshes
metal_base.remt
with roughness set to black and metalness set to white. Quick in-game example here: base\environment\decoration\furniture\bathroom\mirror\mirror_a.mesh
base\vehicles\common\materials\glass_tech_reflective.mi
: this may seem a little better depending on your use case (for eg car side mirrors). Since the base material is just base\materials\glass.mt
- you'll need to place a black planar mesh behind the mirror mesh so that it isn't see through and adjust the TintColor
+ GlassSpecularColor
to a light-ish grey
With ray tracing, the reflection will look better and accurate
Below example image use glass_tech_reflective.mi
Cyberpunk 2077 uses materials cleverly, and often you can save a lot of work by simply re-using something CDPR has already defined
You can find a ready-to-use zipper material by copying dec_zipper
from base\characters\garment\player_equipment\torso\t1_057_tankbra\t1_057_pwa_tankbra.mesh
Find a ready-to use stitches material by copying dec_stitches
from base\characters\garment\player_equipment\torso\t1_057_tankbra\t1_057_pwa_tankbra.mesh
This material uses metal_base.remt
and can be recoloured via BaseColorScale
vector attribute (Wolvenkit will show a color picker)
An asset is a specific, objectified concept in the game that can be highly detailed like a blade of grass, or larger like a building, or intangible like sound effects. Unity defines an asset as, "Shorthand for anything that goes into a video game – characters, objects, sound effects, maps, environments, etc." Every asset is defined in a set of asset files that describe its relationship to the game, other assets, and itself.
The following list contains file formats that are used to compose visual assets such as vehicles and weapons.
The community-devloped tool WolvenKit can be used to browse game archives and extract game files.
3d models
2d textures
Parent file for most visual assets which is directly linked by the
Sets up appearances for assets such as NPCs and vehicles referenced by
Base shader files for REDengine
Instanced shaders for mesh materials
Overview of hair related things
Summary
Published: November 04 2022 by @manavortex Last documented update: Oct 06 2024 by
You can find previews of hair styles and -colors under
This page will give you an overview about existing hairstyles and their files.
There is a modding guide for how to
For a guide on how to add hair to Cyberpunk, check
For a more detailed explanation of the hair shader, see
If you want to change an NPC's hair instead, you can check or guide.
To look up hairstyles in more detail, you can use
Find the file by pasting the file name into the .
If you get multiple hits, take the one that does not include _fpp_
in its file name, as those are for first person perspective.
These names correspond to the mesh
files.
Many hairs have different meshes if cyberware_01 is used. In this case, the alternative file name will be given in italics.
All the files below can be found under the following subfolder:
To quickly find physics-enabled hair, you can use the Wolvenkit Search with the following query:
Beards are only used by mascV. Their entity files can be found in this folder:
Any .app files are stored under
Beard morphtargets and the meshes they pull in can be found in the player's basehead folder:
Any beard uses the same two components, beard
and beard_shadow_01
.
Beard 01 will only use the shadowbase.
Any settings from the "Effects" tab are applied via . You can find all of them in the following folder:
To add insult to injury, if you dig into the actual meshes in use, you will find some cases of wa
meshes being used by ma
components and vice versa. But there's a for that.
There's no easy way to hide arms except by getting rid of everything - The ArchiveXL hide_arms
tag actually hides everything with an a0_
prefix. For more information, check
For further details, see
for cyberspace|blackwall > .mt|.remt
, then right-click the file and select to find files using this kind of shader.
for decal > .mt
, then right-click the file and select to find files using this kind of shader.
for emissive > .mt|.remt
, then right-click the file and select to find files using this kind of shader.
See for how it works and how to configure it.
for blackbody > .mt|.remt
, then right-click the file and select to find files using this kind of shader.
for fx > .mt|.remt
, then right-click the file and select to find files using this kind of shader.
for glass > .mt|.remt
, then right-click the file and select to find files using this kind of shader.
For more details on glass materials and instructions on how to configure them, see .
For a full documentation of this material, check ->
For a full documentation of this material, check ->
Use base\materials\fillable_fluid_vertex.mt
to fill vessels, or see for details.
Mirrors are generally a but here are your options:
Reflections in both the above cases are going to be in non-RT graphic modes so they will not be high res or even accurate most of the time (you won't see NPCs for example)
Mask component of the
Material setup component of the
Pre-defined tiling surface component of the
Color ramp data to set colors for meshes using the hair
To find a hair's control files, check the next section:
Hairs and all their components are assigned and defined via and . You can find them in the following folder:
The last number in the file name matches the first number in the :
player_male
base\characters\entities\player\deformations_rigs_ma\player_man_fpp_deformations.rig (pulled from player_ma_fpp.ent)
player_female
base\characters\entities\player\deformations_rigs_wa\player_woman_base_deformations.rig (pulled from player_wa_fpp.ent)
woman_base
female body gender, default body shape
base\characters\base_entities\woman_base\woman_base.rig
man_base
male body gender, default body shape
base\characters\base_entities\man_base\man_base.rig
man_child
children of any body gender
base\characters\base_entities\man_child\man_child.rig
woman_child
-
base\characters\base_entities\woman_child\woman_child.rig
man_big
any body gender: big folks, e.g. Jackie, River, Rhino…
base\characters\base_entities\man_big\man_big.rig
woman_big
-
base\characters\base_entities\woman_big\woman_big.rig
man_fat
any body gender: fat folks, e.g. Dexter
base\characters\base_entities\man_fat\man_fat.rig
woman_fat
-
base\characters\base_entities\woman_fat\woman_fat.rig
man_massive
Smasher
base\characters\base_entities\man_massive\man_massive.rig
1
idle_stand_01
Tabula Rasa
2
idle_stand_02
What Can I Get Ya?
3
idle_stand_03
C'mere, Gonkbrain
4
idle_stand_04
Peace & Love
5
idle_stand_05
Don't Even
6
idle_stand_06
Serious 'Tude
7
idle_stand_07
What Do We Have Here?
8
idle_stand_08
Sir, Yes, Sir!
9
idle_stand_09
Dead End, Amigo
10
idle_leaning_01
Waiting for Godot
11
idle_posing_01
Who's Number One?
12
idle_posing_02
Wanna Try Me?
13
idle_laying_01
Like One of Your French Girls
14
idle_cigarette_01
The Pensive Philosophizer
15
idle_cigarette_02
Break Time
16
idle_cigarette_03
Last Drag Before the Gig
17
idle___mariner_moon
In the Name of the Moon, I'll Punish You!
18
???
V's Bizarre Pose
19
idle_sitting_crossed_01
Needed a Breather
20
idle_squat
Slav Squat
21
idle_johnny_breathtaking
You're Breathtaking!
22
idle___drake_no
Hard Pass
23
idle___drake_yes
Now You're Talking!
24
idle___fist_in_hand
Got a Problem?
25
idle___joker_stairs
Joker Stairs
26
idle___military_salute
For the Glory of the Motherland!
27
idle___na_kortah
On the Trail
28
idle___praise
V for Victory
29
idle___runthejewel
Run the Jewels
30
idle___selfie
Selfie Time
31
idle___talk_to_the_hand
Talk to the Hand
32
idle__baseballbat
With a baseball bat
33
idle__fists
I Know Kung-Fu
34
idle__hammer
With a Hammer
35
idle__handgun
My name is V. Just V.
36
idle__katana
With a Katana
37
idle__knife
With a Knife
38
idle__knuckles
Knuckle Sandwich
39
idle__lmg
With an LMG
40
idle__rifle
With a Rifle
41
idle__shotgun
With a Shotgun
42
idle__smg
With an SMG
43
idle_cp2020_alt
Alt (circa 2020)
44
idle_mammoth_fighter
Black Mastodon
45
idle_triceratops_fighter
Blue Triceratops
46
idle_facepalm
Facepalm
47
idle_eddie
Rhapsody of a Rockerboy
48
idle_cold_army
Cold-blooded Soldier
49
idle_cp2020_dj_gang
Elvis Lives
50
idle_carrot
Ready for War
51
idle_show_off
Check the 'cep, baby!
52
idle_bizzare_buongiorno
V's Bizarre Buongiorno
53
idle_bizzare_josi
V's Bizarre Gesture
54
idle_bizzare_look_at_me
V's Bizarre Step
55
idle_bizzare_hey_you
V's Bizarre Pick-up Line
56
idle_fireball
Hawaiian King's Energy Blast
57
idle_k_heart
From Korea with Love
58
idle_live_v_and_prosper
Fortune and Long Life
59
idle_from_nc_with_love
I <3 Night City
60
idle_metal
Chromatic fucking rock!
61
idle_mindblown
Mind. Blown.
62
idle_nighticty_with_love
Good Vibes Only
63
idle_planet_jupiter
Thunder Warrior
64
idle_planet_mars
Fire Warrior
65
idle_planet_mercury
Water Warrior
66
idle_planet_moon
Lunar Warrior
67
idle_planet_venus
Love Warrior
68
idle_popcorn
Lemme Grab the Popcorn
69
idle_trex_fighter
Red Tyrannosaurus
70
idle_cp2020_rocker
Unleash Your Inner Silverhand
71
idle_smart
Think Smart
72
idle_super_hero
Knight City
73
idle_giant_salute
Scout Salute
74
idle_dance
Indian Sweetheart
75
idle_thunder
When Lightning Strikes
76
idle_vege
I promise it's going to hurt!
77
idle_whistling
Distracted Girlfriend
78
idle_fighter
You ready for this?
79
idle_sabertooth_fighter
Yellow Saber-toothed Tiger
01
pm_sdr_filmic_02.xbm
02
pm_sdr_filmic_03.xbm
03
pm_sdr_faded_01.xbm
04
pm_sdr_filmic_01.xbm
05
pm_sdr_filmic_00.xbm
06
pm_sdr_red_01.xbm
07
pm_sdr_stark_bw.xbm
08
pm_sdr_green_01.xbm
09
base\weather\24h_basic\luts\hdri\cp2077_ar_v001.xbm
10
pm_sdr_inverted_orange_01.xbm
11
pm_sdr_inverted_blue_01.xbm
12
pm_sdr_military_inverted_01.xbm
13
pm_sdr_vivid_punk_01.xbm
14
pm_sdr_vape_01.xbm
15
pm_sdr_cp_yellow_01.xbm
base\characters\common\player_base_bodies\player_man_average\arms_hq
arms_full
is only used by character creator!
Active
base\characters\cyberware\player\a0_002__monowire_whip\entities\a0_002_wa__monowire_whip.ent
Inactive FPP
base\characters\cyberware\player\a0_002_wa__monowire_whip_holstered.ent
Inactive TPP
base\characters\cyberware\player\a0_002_wa__monowire_whip_tpp.ent
Active
base\characters\cyberware\player\a0_002__monowire_whip\entities\a0_002_ma__monowire_whip.ent
Inactive
base\characters\cyberware\player\a0_002_ma__monowire_whip_holstered.ent
Active
Inactive FPP
base\characters\cyberware\player\a0_003__mantisblade\entities\a0_003_wa__mantisblade_holstered.ent
Inactive TPP
base\characters\cyberware\player\a0_003__mantisblade\entities\a0_003_wa__mantisblade_photomode.ent
Active
Inactive FPP and TPP
base\characters\cyberware\player\a0_003__mantisblade\entities\a0_003_ma__mantisblade_holstered.ent
Active
Inactive FPP
base\characters\cyberware\player\a0_005_wa__strongarms_holstered.ent
Inactive TPP
base\characters\cyberware\player\a0_005_wa__strongarms_photo_mode.ent
Active
Inactive
base\characters\cyberware\player\a0_005_ma__strongarms_holstered.ent
Active
Inactive FPP
base\characters\cyberware\player\a0_006__launcher\entities\a0_006_wa__launcher_holstered.ent
Inactive TPP
base\characters\cyberware\player\a0_006__launcher\entities\a0_006_wa__launcher_holstered_photo_mode.ent
Active
Inactive
base\characters\cyberware\player\a0_006__launcher\entities\a0_006_ma__launcher_holstered.ent
engine\materials\metal_base.remt
Cyberpunk's default textured (or emissive) material. Super versatile, supports glow and transparency
base\materials\mesh_decal.mt
For decals etc., supports alpha channel. Can optionally be made half-transparent (for tattoos etc.)
base\fx\_shaders\holo_mask.mt
Special effect material that transforms a mesh into an hologram. Can use a custom texture for decal and is color controllable.
base\surfaces\atlases\wood\wood_bare\wood_bare_01_pine.mi
Basic wood texture, no masks
BaseColor
base\materials\placeholder\white.xbm
Normal
optional: path to your normal map
Roughness
optional: path to your roughness map
RoughnessBias
0.200000003
BaseColorScale
Colour as Vector (Wolvenkit shows a color picker)
base\characters\common\cyberspace\silverhand_overlay_cyberspace_mml.mi
A multilayered material for cyberspace appearances. You can use this as base material to get the Johnny effect.
base\fx_shaders\blackwall_blendable_metal_base.mt
metal_base, but with that fancy blackwall effect that we all know and love. There are blackwall variants of most shaders, check the hint box.
base\environment\decoration\containers\cases\coffin\textures\m_z_gold.mi
a shiny gold (metal_base.remt)
base\materials\mesh_decal_gradientmap_recolor_emissive.mt
no animation support. Supports recolouring (via color picker), emissive (EV) and gradientMaps as well as transparency via masking.
base\materials\mesh_decal_emissive.mt
animation support. Supports emissive (via EV), recolouring (numeric), and tiling.
base\materials\decal_tintable.mt
no animation support, no emissive, but Diffuse, Normal, Roughness and Metalness, and allows different color assignments for R, G and B channels of TintMaskTexture
. Not used by anything.
base\materials\mesh_decal_multitinted.mt
unfortunately not used by anything, but supports up to 10 tints! If anyone finds out how the TintMaskTexture
needs to look, please document!
base\environment\decoration\furniture\kitchen\neokitsch_fridge\textures\mi_neokitsch_fridge_z_emissive.mi
White emissive bright glow (from a fridge)
base\materials\screen\screen_fluff_blue.mi
blue/pinkish oscillating glow (from the collar of the jacket V wears in the trailer)
base\fx\shaders\neon_tubes.mt
A glowing shader with color parameter
base\fx\shaders\signages.mt
The standard neon for advertising fonts in Night City. Comes in many colours, can be customized via textures and gradients. Check "city_deco_font" for examples.
base\fx\shaders\hologram_two_sided.mt
half-transparent holo material, allows three colours to tint it
base\vehicles\standard\v_standard3_militech_hellhound\entities\meshes\textures\max_tac_stripe_01.mi
Use it with any texture for a cool rotating glow shader (it's fun)
base/fx/shaders/device_diode.mt
A glowing shader with RGB color attribute and up to three glowing shades
base\fx\_shaders\hologram.mt
Holo material (example .mi)
base\fx\_shaders\holo_mask.mt
Special effect material that transforms a mesh into a hologram. Can use a custom texture for decal and is color controllable.
base\fx\shaders\metal_base_blackbody.mt
A PBR temperature shader for numeric values, can be used in e.g glowing coal (find files using this for examples)
base\fx\shaders\blackbodyradiation.mt
A temperature shader with smoke effects
base\fx_shaders\multilayer_blackbody_inject.mt
A temperature shader with mlmask and -setup
base\fx\shaders\blackbody_simple.mt
A temperature shader with a texture and a numeric temperature value
base\fx\shaders\metal_base_glitter.mt
A PBR temperature shader. Configured with numeric values.
base\fx\shaders\metal_base_blackbody.mt
A blackbody shader for e.g. glowing coal. Copy from base\environment\decoration\misc\foliage\burnt_wood\burnt_wood_ab.mesh
base\fx_shaders\oda_helm.mt
Oda's helmet shader. Colour is assigned via the lightComponent in the helmet's .ent file
base\fx_shaders\lightning_plasma.mt
Used by female V's electric mantis blades and nothing else
Basic glass, with warping properties, simple tint as color, simple opacity
base\materials\glass_onesided.mt
Non-warping glass, destructible, tintable via colors
base\vehicles\common\materials\glass_windshield_tinted_black.mi
Device screen glass
base\fx\shaders\parallaxscreen.mt
base\materials\glass_onesided.mt
take from Hanako's dress, localMaterialBuffer.materials.transparent
base\characters\main_npc\hanako\t1_001_wa_dress__hanako.mesh
base\materials\glass_onesided.mt
take from mana's Barong Tagalog mod, manavortex\clothing\torso\barong_tagalog\meshes\pma__barong__base_body.mesh
or download the .mi file
hh_033_wa__player hh_033_pwa__player_cyberware_01
hh_145_ma__v_short
hh_059_wa__voodoo_02 hh_059_pwa__voodoo_02_cyberware_01
hh_053_ma__kerry_eurodyne_common hh_053_pma__kerry_eurodyne_common_cyberware_01
hh_034_wa__militech_agent_common
hh_035_ma__mohawk_tall hh_035_pma__mohawk_tall_cyberware_01
hh_089_wa__thompson_common hh_089_pwa__thompson_common_cyberware_01
hh_028_ma__corpo_bun hh_028_pma__corpo_bun_cyberware_01
hh_090_wa__alt_player
hh_075_ma__peralez_common
hh_078_wa__evelyn_common
hh_036_ma__high_tight hh_036_pma__high_tight_cyberware_01
hh_035_wa__mohawk_tall hh_035_pwa__mohawk_tall_cyberware_01
hh_059_ma__voodoo_02 hh_059_pma__voodoo_02_cyberware_01
hh_036_wa__high_tight hh_036_pwa__high_tight_cyberware_01
hh_030_ma__punk_idol
hh_082_wa__afro_bun_bun hh_082_pwa__afro_bun_cyberware_01
hh_062_ma__slick_back
hh_079_pwa__denny
hh_085_ma__takemura_common
hh_091_wa__dakota_braid_band
hh_037_ma__gungho hh_037_pma__gungho_cyberware_01
hh_063_wa__messy_bob
hh_039_ma__punk_shaved hh_039_pma__punk_shaved_cyberware_01
hh_042_wa__topknots_band hh_042_pwa__topknots_cyberware_01
hh_051_ma__judy_common hh_051_pma__judy_common_cyberware_01
hh_999_wa__buzz_cap hh_999_pwa__buzz_cap_cyberware_01
hh_999_ma__buzz_cap hh_999_pma__buzz_cap_cyberware_01
hh_008_wa__sk8t_or_die hh_008_pwa__sk8t_or_die_cyberware_01
hh_025_ma__pompadour hh_025_pma__pompadour_cyberware_01
hh_011_wa__demo
hh_008_ma__sk8t_or_die hh_008_pma__sk8t_or_die_cyberware_01
hh_029_wa__misty_common
hh_011_ma__demo
hh_040_wa__pixie_bob
hh_026_ma__rat_tail hh_026_pma__rat_tail_cyberware_01
hh_041_wa__valentino_band hh_041_pwa__valentino_cyberware_01
hh_027_ma__scavenger
hh_044_wa__classic
hh_031_ma__morgan_blackhand
hh_045_wa__short_spiked hh_045_pwa__short_spiked_cyberware_01
hh_032_ma__ripper_doc_common hh_032_pma__ripper_doc_cyberware_01
hh_051_wa__judy_common hh_051_pwa__judy_common_cyberware_01
hh_040_ma__pixie_bob
hh_060_wa__voodoo_03 hh_060_pwa__voodoo_03_cyberware_01
hh_047_ma__swirl_pomp hh_047_pma__swirl_pomp_cyberware_01
hh_064_wa__bob_fringe
hh_048_ma__dual_braids
hh_068_wa__animals_band
hh_058_ma__voodoo_01
hh_081_wa__buns_02
hh_060_ma__voodoo_03 hh_060_pma__voodoo_03_cyberware_01
hh_083_wa__ponytail_base_01
hh_061_ma__midlength_wavy
hh_083_wa__ponytail_base_01
hh_065_ma__afro_knots hh_065_pma__afro_knots_cyberware_01
hh_077_wa__nomad_02
hh_068_ma__animals_03_band
hh_088_wa__corpo_bob
hh_073_ma__nomad_01
hh_118_wa__gillean
hh_082_ma__afro_bun_bun hh_082_pma__afro_bun_cyberware_01
hh_115_wa__alanah_common
hh_089_ma__thompson_common hh_089_pma__thompson_common_cyberware_01
hh_121_wa__t_bug_common
hh_103_ma__common_spikes
hh_151_wa__judy_variation02_common hh_151_pwa__judy_variation02_cyberware_01
hh_120_ma__arasaka_bun_common_01 hh_120_pma__arasaka_bun_01_cyberware_01
hh_006_wa__demo hh_006_pwa__demo_cyberware_01
hh_007_ma__demo hh_007_pma__demo_cyberware_01
hh_083_wa__ponytail_base_01
hh_112_ma__kicinski_player
hh_093_wa__sumo
hh_113_ma__iwinski_common
hh_085_wa__takemura_common
hh_045_ma__short_spiked hh_045_pma__short_spiked_cyberware_01
hh_054_wa__rogue_young_common hh_054_pwa__rogue_young_cyberware_01
hh_094_ma__saul_common
hh_049_wa__thiago_common
hh_049_ma__thiago_common
hh_039_wa__punk_shaved hh_039_pwa__punk_shaved_cyberware_01
hh_122_ma__roy
hh_103_wa__common_spikes
hh_093_ma__sumo_knot
hh_106_wa__ponytails
hh_006_ma__demo
hh_140_wa__short_afro hh_140_pwa__short_afro_cyberware_01
hh_140_ma__short_afro hh_140_pma__short_afro_cyberware_01
hh_141_wa__afro
hh_141_ma__afro
hh_142_pwa__afrohawk hh_142_pwa__afrohawk_cyberware_01
hh_142_pma__afrohawk hh_142_pma__afrohawk_cyberware_01
hh_143_wa__flat_top hh_143_pwa__flat_top_cyberware_01
hh_143_ma__flat_top hh_143_pma__flat_top_cyberware_01
hh_144_wa__afro_braid_bun hh_144_pwa__afro_braid_bun_cyberware_01
hh_144_ma__afro_braid_bun hh_144_pma__afro_braid_bun_cyberware_01
hh_146_wa__dread_undercut hh_146_pwa__dread_undercut_cyberware_01
hh_146_ma__dread_undercut hh_146_pma__dread_undercut_cyberware_01
hh_999_wa__buzz_cap hh_999_pwa__buzz_cap_cyberware_01
hh_999_ma__buzz_cap hh_999_pma__buzz_cap_cyberware_01
1
05_brown_liquorice
2
01_blonde_platinum
3
02_red_merlot
4
03_ginger_copper
5
04_teal_ombre
6
06_black_carbon
7
07_blonde_golden
8
08_blonde_dishwater
9
09_blue_sapphire
10
10_brown_ombre
11
11_red_apple
12
12_gray_gunmetal
13
13_ginger_strawberry
14
14_teal_ash
15
15_pink_magenta
16
16_pink_rose
17
17_blue_steel
18
18_blue_red_ombre
19
19_cold_white
20
20_cyberpunk_yellow
21
21_goblin_green
22
22_liliac
23
23_mermaid_aquamarine
24
24_purple_ombre
25
25_black_salt_n_pepper
26
26_green_toxic
27
27_brown_medium
28
28_blue_sky
29
29_citrus_yellow
30
30_dark_purple
31
31_green_orange
32
32_liliac_ombre
33
33_phoenix_fire
34
34_purple_blonde
35
35_silver_rose
hh_033_pwa__hairs_151
hh_037_pma__hairs_145_fpp
hh_000_pwa__hairs_059 bhh_000_pwa__hairs_059_cyberware_01
hh_001_pma__hairs_053 hh_001_pma__hairs_053_cyberware_01
hh_034_pwa__hairs_006 hh_034_pwa__hairs_006_cyberware_01
hh_002_pma__hairs_035 hh_002_pma__hairs_035_cyberware_01
hh_003_pwa__hairs_89 hh_003_pwa__hairs_89_cyberware_01
hh_003_pma__hairs_028 hh_003_pma__hairs_028_cyberware_01
hh_004_pwa__hairs_090
hh_004_pma__hairs_075
hh_078_wa__evelyn
hh_005_pma__hairs_036 hh_005_pma__hairs_036_cyberware_01
hh_035_pwa__hairs_083_braid_01
hh_006_pma__hairs_059 hh_006_pma__hairs_059_cyberware_01
hh_036_pwa__hairs_093
hh_007_pma__hairs_030
hh_008_pwa__hairs_082 hh_008_pwa__hairs_082_cyberware_01
hh_008_pma__hairs_062
hh_009_pwa__hairs_079
hh_009_pma__hairs_085
hh_010_pwa__hairs_091
hh_010_pma__hairs_037 hh_010_pma__hairs_037_cyberware_01
hh_011_pwa__hairs_063
hh_011_pma__hairs_039 hh_011_pma__hairs_039_cyberware_01
hh_012_pwa__hairs_042 hh_012_pwa__hairs_042_cyberware_01
hh_012_pma__hairs_051 hh_012_pma__hairs_051_cyberware_01
hh_013_pwa__hairs_999
hh_013_pwa__hairs_999_cyberware_01
hh_014_pma__hairs_025 hh_014_pma__hairs_025_cyberware_01
hh_008_pwa__hairs_082
hh_014_pma__hairs_025 hh_014_pma__hairs_025_cyberware_01
hh_011_pwa__hairs_063
hh_015_pma__hairs_008 hh_015_pma__hairs_008_cyberware_01
hh_029_pwa__hairs_088
hh_016_pma__hairs_011
hh_040_pwa__hairs_049
hh_017_pma__hairs_026 hh_017_pma__hairs_026_cyberware_01
hh_041_pwa__hairs_039
hh_018_pma__hairs_027
hh_044_pwa__hairs_140
hh_019_pma__hairs_031
hh_045_pwa__hairs_141
hh_020_pma__hairs_032 hh_020_pma__hairs_032_cyberware_01
hh_021_pwa__hairs_051 hh_021_pwa__hairs_051_cyberware_01
hh_021_pma__hairs_040
hh_022_pwa__hairs_060 hh_022_pwa__hairs_060_cyberware_01
hh_022_pma__hairs_047 hh_022_pma__hairs_047_cyberware_01
hh_023_pwa__hairs_064
hh_023_pma__hairs_048
hh_024_pwa__hairs_068
hh_024_pma__hairs_058
hh_025_pwa__hairs_081
hh_025_pma__hairs_060 hh_025_pma__hairs_060_cyberware_01
hh_027_pwa__hairs_083_straight_01 hh_035_pwa__hairs_083_braid_01
hh_026_pma__hairs_061
hh_027_pwa__hairs_083_straight_01 hh_026_pwa__hairs_083_bulb_01
hh_027_pma__hairs_065
hh_028_pwa__hairs_077
hh_028_pma__hairs_068
hh_029_pwa__hairs_088
hh_029_pma__hairs_073
hh_030_pwa__hairs_118
hh_030_pma__hairs_082 hh_030_pma__hairs_082_cyberware_01
hh_031_pwa__hairs_115
hh_031_pma__hairs_089 hh_031_pma__hairs_089_cyberware_01
hh_032_pwa__hairs_121
bhh_032_pma__hairs_103
hh_033_pwa__hairs_151 hh_033_pwa__hairs_151_cyberware_01
hh_033_pma__hairs_120 hh_033_pma__hairs_120_cyberware_01
hh_034_pwa__hairs_006 hh_034_pwa__hairs_006_cyberware_01
hh_034_pma__hairs_007 hh_034_pma__hairs_007_cyberware_01
hh_083_wa__ponytail_bulb_01
hh_035_pma__hairs_112
hh_036_pwa__hairs_093
hh_036_pma__hairs_113
hh_038_pwa__hairs_085
hh_000_pma__hairs_045
hh_000_pma__hairs_045_cyberware_01
hh_039_pwa__hairs_054 hh_039_pwa__hairs_054_cyberware_01
hh_039_pma__hairs_094
hh_040_pwa__hairs_049
hh_040_pma__hairs_049
hh_041_pwa__hairs_039 hh_041_pwa__hairs_039_cyberware_01
hh_041_pma__hairs_122
hh_042_pwa__hairs_103
hh_042_pma__hairs_093
hh_043_pwa__hairs_106
hh_043_pma__hairs_006
hh_044_pwa__hairs_140 hh_044_pwa__hairs_140_cyberware_01
hh_044_pma__hairs_140 hh_044_pma__hairs_140_cyberware_01
hh_045_pwa__hairs_141
hh_045_pma__hairs_141
hh_046_pwa__hairs_142 hh_046_pwa__hairs_142_cyberware_01
hh_046_pma__hairs_142 hh_046_pma__hairs_142_cyberware_01
hh_047_pwa__hairs_143 hh_047_pwa__hairs_143_cyberware_01
hh_047_pma__hairs_143 hh_047_pma__hairs_143_cyberware_01
hh_048_pwa__hairs_144 hh_048_pwa__hairs_144_cyberware_01
hh_048_pma__hairs_144 hh_048_pma__hairs_144_cyberware_01
hh_049_pwa__hairs_146 hh_049_pwa__hairs_146_cyberware_01
hh_049_pma__hairs_146 hh_049_pma__hairs_146_cyberware_01
hh_013_pwa__hairs_999 hh_013_pwa__hairs_999_cyberware_01
hh_050_pma__hairs_999 hh_050_pma__hairs_999_cyberware_01
01
hb_000_pma_c__basehead_shadowbase_01
02
hb_000_pma_c__basehead_big_beard_afro
03
pma__morphs_default
04
hb_000_pma_c__basehead_handlebar_stache
05
hb_000_pma_c__basehead_jesse_beard
06
hb_000_pma_c__basehead_maelstrom_full
07
hb_000_pma_c__basehead_big_beard
08
hb_000_pma_c__basehead_short_afro
09
hb_000_pma_c__basehead_thick_beard_afro
10
hb_000_pma_c__basehead_fu_manchu
11
hb_000_pma_c__basehead_logan
12
hb_000_pma_c__basehead_patmc
Everything about gear
This section collects
look-ups about equipment (preview pictures and spawn codes)
documented variants per item
Please use the wiki page tree to find the section's content, or click on the next
link at the bottom of this page.
This page is archived. Its contents are no longer relevant.
These are the part names used in filenames for .mesh and .ent files. Each header is their category - base
is used in both Interior
& Exterior
.
base
steering_wheel
pedals
base
bumper_f
bumper_b
hood
trunk
door_fl
door_fr
door_bl
door_br
fuelcap
fuelport
wheel
For the purpose of recoloring or exchanging items
Created & Published: November 5 2022 by @manavortex
This page is a look-up for recolouring or replacing items. For an overview of existing items, see here.
As for how to find this information when it's not on the page, check this guide.
When adding an entry, please include the following information:
Relative path
Item spawn code(s)
Number of variants
Mapping of variant names to item spawn codes
File Path: base\characters\garment\citizen_prostitute\torso\t1_047_tank__pushup\
4
Undershirt_02_basic_01 Undershirt_02_basic_02 Undershirt_02_rich_01 Undershirt_02_rich_02
Undershirt_02_basic_01
panther
Undershirt_02_basic_02
violet
Undershirt_02_rich_01
black_pink
Undershirt_02_rich_02
gold
File Path: base\characters\garment\citizen_prostitute\torso\t1_097_tank__corset_doll\
Undershirt_03_basic_01 Undershirt_03_basic_02 Undershirt_03_basic_03 Undershirt_03_basic_04 Undershirt_03_rich_01 Undershirt_03_rich_02
Undershirt_03_basic_01
blue
Undershirt_03_basic_02
black_red
Undershirt_03_basic_03
yellow_pink
Undershirt_03_basic_04
pink_panther
Undershirt_03_rich_01
white_2
Undershirt_03_rich_02
black_gold
File Path: base\characters\garment\player_equipment\torso\t2_084_jacket__short_sleeves
Jacket_01_basic_01 Jacket_01_basic_02 Jacket_01_old_01 Jacket_01_old_02 Jacket_01_rich_01 Jacket_01_rich_02
Jacket_01_basic_01
purple_green
Jacket_01_basic_02
black
Jacket_01_old_02
semurai_blue_panther
Jacket_01_old_01
green
Jacket_01_rich_01
neon_yellow
Jacket_01_rich_02
silver
File Path: base\characters\garment\player_equipment\torso\t2_002_vest__puffy
Vest_17_basic_01 Vest_17_basic_02 Vest_17_rich_01 Vest_17_rich_02
Vest_17_basic_01
bwstripes
Vest_17_basic_02
bbstripes
Vest_17_rich_01
pwstripes
Vest_17_rich_02
gbstripes
File Path: base\characters\garment\player_equipment\legs\l1_070_pants__loose
Pants_12_basic_01 Pants_12_basic_02 Pants_12_basic_03 Pants_12_old_01 Pants_12_old_02 Pants_12_old_03 Pants_12_rich_01 Pants_12_rich_02 Pants_12_rich_03
Pants_12_basic_01
???
Pants_12_basic_02
spandex_pink_stripes
Pants_12_basic_03
spandex_green_pattern
Pants_12_old_01
corduroy_brown_paint
Pants_12_old_02
???
Pants_12_old_03
spandex_red_skull
Pants_12_rich_01
spandex_orange_stripes
Pants_12_rich_02
cotton_purple_gradient
Pants_12_rich_03
spandex_gold_green
Player female inventory animation
base\animations\ui\female\ui_female.anims
Player male inventory animation
base\animations\ui\male\ui_male.anims
f!V
photomode__female__action.anims
photomode__female__idle.anims
photomode_female_facial.anims
m!V
photomode__male__action.anims
photomode__male__idle.anims
photomode_male_facial.anims
Johnny
-
photomode__johnny__idle.anims
photomode_johnny_facial.anims
First Person
base\characters\common\player_base_bodies\player_female_average\fpp
Third Person
base\characters\common\player_base_bodies\player_female_average\arms_hq
arms_full
is only used by character creator!
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
Browse the catalogue
Published: June 29 2024 by Last documented edit: June 29 2024 by
This page lists websites where you can look up pictures
(2.0 compatible)
Excel sheet from #cet-commands
on with item codes.
Please note the tabs at the bottom.
A list with BaseIDs
Google Sheets (August 2022), supports filtering
all items, on mascV, with CET spawn codes
(m!V)
Spawn codes to in-game names, with many screenshots on masc V
(f!V)
Screenshots on femme V with spawn codes
Heroes, villains, the extended cast and innocent bystanders
Last documented update: January 6 2024 by
This page collects paths to .ent and .app files for various NPCs, as long as somebody considered them interesting enough to document them here.
Don't forget: To quickly find somebody's entry, you can use your browser's search function (Ctrl+F
).
To change NPC appearances, see Appearances: change the looks
To create custom NPCs, see AMM: Custom NPCs
To create V as an NPC, see NPV - V as custom NPC
CDPR's system of character classification is completely arbitrary and often contains redundancies. If you are looking for a character's files, you're generally much better-off to just .
If you can't find a character's .ent file, search for variations of their name — e.g. Johnny is silverhand
, Viktor is ripperdoc
. Sometimes, it is easier to find the .app file first, and then get the .ent file by using .
Major NPCs have their own .app files:
base\characters\appearances\main_npc\
.
Others are not so lucky - e.g., Mamá Welles is lobbed in with the other valentino goons:
base\characters\appearances\gang\gang__valentinos_wa.app
Johnny Silverhand
base\characters\entities\main_npc\silverhand.ent
Judy
base\quest\secondary_characters\judy.ent
Judy has two .ent files, and the one one under secondary_characters
seems to be her main one.
Panam
base\quest\primary_characters\panam.ent
Evelyn
base\quest\primary_characters\evelyn.ent
Misty
base\quest\tertiary_characters\misty.ent
Jackie
base\quest\secondary_characters\jackie.ent
The app file is named jackie_welles.app
River
base\quest\primary_characters\sobchak.ent
The .ent file is still named after his concept character. The app file is named river_ward.app
Kerry
base\quest\tertiary_characters\kerry.ent
The app file is named kerry_eurodyne.app
Alt Cunningham
base\quest\secondary_characters\alt.ent
Goro Takemura
base\quest\primary_characters\takemura.ent
The .app file is called goro_takemura.app
Rogue
base\quest\secondary_characters\rogue.ent
Yorinobu
base\quest\secondary_characters\yorinobu.ent
The .app file is named yorinobu_arasaka.app
Hanako
base\quest\secondary_characters\hanako.ent
Saburo
base\quest\tertiary_characters\saburo.ent
The .app file is named saburo_arasaka.app
Viktor
base\quest\tertiary_characters\victor_vector.ent
victor_vektor.app
President Myers
ep1\characters\entities\main_npc\president_myers.ent
Songbird
ep1\characters\entities\main_npc\songbird.ent
Reed
ep1\characters\entities\main_npc\reed.ent
Kurt Hansen
ep1\characters\entities\main_npc\kurt.ent
Lizzy Wizzy (PL version)
ep1\characters\entities\main_npc\celebrity_chrome_ep1.ent
Alex
ep1\characters\entities\main_npc\alex.ent
Meredith
base\quest\tertiary_characters\stout.ent
The app file is named meredith_stout.app
Dex
base\quest\secondary_characters\dex.ent
Smasher
base\characters\entities\boss\adam_smasher.ent
The app file is named boss_adam_smasher_mm.app
T-Bug
base\quest\tertiary_characters\tbug.ent
Claire
base\quest\tertiary_characters\claire.ent
The .app file is called clair.app
(sic)
Placide
base\quest\tertiary_characters\placide.ent
Saul
base\quest\secondary_characters\saul.ent
Mitch
base\quest\tertiary_characters\mitch.ent
US Cracks
sq017_red_menace.ent
sq017_purple_force.ent
sq017_blue_moon.ent
The band shares one .app file, you can find it under us_cracks_band.app
Lizzy Wizzy
base\quest\tertiary_characters\lizzy_wizzy.ent
The .app file is named celebrity_chrome.app
Mama Welles
base\quest\tertiary_characters\mama_welles.ent
gang__valentinos_wa.app
(_sq018__mama_welles)
Mr. Blue Eyes
base\quest\main_quests\epilogue\q203\characters\q203_mr_x.ent
You can find his appearance as _q003_gman
in
citizen__corporat_ma.app
Dex
base\quest\secondary_characters\dex.ent
Wakako Okada
base\open_world\fixers\wakako\characters\wakako_okada.ent
Mr. Hands
ep1\characters\entities\main_npc\mr_hands.ent
service__fixer_ma.app
Dakota Smith
base\open_world\fixers\dakota\characters\dakota_smith.ent
Dino
base\open_world\fixers\dyno\characters\dyno.ent
The .app file is called dino.app
Muamar Reyes
base\open_world\fixers\el_capitan\characters\muamar_reyes.ent
The .app file is called capitan_reyes.app
Regina Jones
base\open_world\fixers\reggie\characters\reggie.ent
The .app file is called service__fixer_wa.app
Padre
base\open_world\fixers\padre\characters\padre.ent
The .app file is called sebastian_perez.app
Characters who have very little screen time
8ug8ear
base\open_world\street_stories\heywood\vista_del_rey\sts_hey_rey_09\characters\sts_hey_rey_09_net.ent
The .app file is called 8ug8ear.app
Cheri Nowlin
base\quest\main_quests\part1\q105\characters\q105_yakuza_manager.ent
You can find her appearance as _q105__yakuza_receptionis
in service_sexworker_wa.app
Rita Wheeler
base\quest\tertiary_characters\lizzies_bouncer.ent
You can find her appearance as _beyond_bouncer_01
in gang_mox_wa.app
Rachel Casich
base\quest\side_quests\sq023\characters\sq023_rachel.ent
service__specialist_wa.app
(_sq023__bd_producer)
Kirk
base\quest\tertiary_characters\fixer_kirk.ent
service__fixer_ma.app
(_q000__kirk_sawyer)
Lizzy Wizzy
base\quest\tertiary_characters\lizzy_wizzy.ent
The app file is called celebrity_chrome.app
Characters who don't even have names (but who are interesting regardless)
Ripperdocs
service__ripperdoc_ma.ent service__ripperdoc_mb.ent service__ripperdoc_wa.ent
service__ripperdoc_ma.app
service__ripperdoc_mb.app
service__ripperdoc_wa.app
Trauma Team
corpo__traumateam_ma.ent
corpo__traumateam_ma.app
Maxtac
corpo__max_tac_ma.ent max_tac_mb.ent max_tac_wa.ent
max_tac.app
max_tac_mb.app
max_tac_wa.app
NCPD
corpo__ncpd_ma.ent
corpo__ncpd_mb.ent corpo__ncpd_wa.ent
Militech goons
corpo__militech_ma.ent corpo__militech_mah.ent corpo__militech_mb.ent corpo__militech_wa.ent
mah seems to be the heavies (soldier types)
Netwatch
corpo__netwatch_ma.ent
Kangtao
corpo__kangtao_ma.ent corpo__kangtao_mah.ent
mah seems to be the heavies (soldier types)
Arasaka
corpo__arasaka_ma.ent corpo__arasaka_mah.ent corpo__arasaka_mb.ent corpo__arasaka_mm.ent corpo__arasaka_wa.ent
mah seems to be the heavies (soldier types)
Barghest
gang__kurtz_army_ma.ent gang__kurtz_army_mb.ent gang__kurtz_army_wa.ent
Black Ops
corpo__black_ops_ma.ent corpo__black_ops_mb.ent corpo__black_ops_wa.ent
There are _ep1_
variants of a bunch of the generic corpos that can be found in the ep1 files, not sure how they differ from the basegame versions. (ie corpo__ep1_ncpd_ma.ent)
We need guns, lots of guns.
Last documented edit: Feb 07 2024 by
This page lists weapon .ent files by associated iron for your convenience.
Do you want to complete your stash? Check Reddit!
For a guide on adding custom weapons, check ItemAdditions: Weapons or New Iconic Weapon: Step by Step
For an overview of weapon properties, check Cheat Sheet: Weapon BaseStats
For an overview of weapon audio profiles, check Cheat Sheet: Weapon Audio
Weapons dont seem to have ent files that tie them together in quite the same way as most things they do however have app files that have the component lists, so who cares?
(Just to be difficult some rifles are referenced by a random file in the quests folder called empty_entity.ent, and the katanas and knives seem to have ents) If your wanting to import to Blender Sim created a bunch of dummy ent files to let you import things: https://www.nexusmods.com/cyberpunk2077/mods/9077
Generally speaking the files are in \base\weapons then organised by type and then name. But searching an app file then right clicking and find used files is faster than browsing, so here are the file names.
Frag grenade (hex)
w_explosives_001__frag_grenade_01.ent
Frag grenade (rounded)
w_explosives_001__frag_grenade_02.ent
Flash grenade
w_explosives_flash_grenade.app
Incendary grenade
w_explosives_incendiary_grenade.app
Biohazard grenade
w_explosives_biohazard_grenade.app
EMP grenade
w_explosives_emp_grenade.app
Recon grenade
w_explosives_recon_grenade.app
w_explosives_cutting_grenade.app
w_explosives_homing_delivery.app
w_explosives_sticky_delivery.app
Arasaka Kenshin
w_handgun__arasaka_kenshin.app
Arasaka Yukimura
w_handgun__arasaka_yukimura.app
Slaughtomatic
w_handgun__budget_slaughtomatic.app
Liberty (rogues)
w_handgun__constitutional_liberty__rogue.app
Unity
w_handgun__constitutional_unity.app
Kangtao chao
w_handgun__kangtao_chao.app
Malorian (jonnys)
w_handgun__malorian_silverhand.app
Militech Lexington
w_handgun__militech_lexington.app
Militech Lexington (Silenced)
w_handgun__militech_lexington__silenced.app
Militech Omaha
w_handgun__militech_omaha.app
Arasaka Kappa
w_handgun__arasaka_kappa.app
Tsunami Nue
w_handgun__tsunami_nue.app
Tsunami Nue (Jackies)
w_handgun__tsunami_nue_jackie.app
Tsunami Nue w scope
w_handgun__tsunami_nue_scope.app
Defender
w_lmg__constitutional_defender.app
ma70hb
w_lmg__midnight_ma70hb.app
Darra Nova
w_revolver__darra_nova.app
Darra Quasar
w_revolver__darra_quasar.app
Malorian Overture
w_revolver__malorian_overture.app
Militech Crusher
w_revolver__militech_crusher.app
Techtronika Burya
w_revolver__techtronika_burya.app
Arasaka Masamune
w_rifle_assault__arasaka_masamune.app
Arasaka Masamune w scope
w_rifle_assault__arasaka_masamune_scope.app
Darra Umbra
w_rifle_assault__darra_umbra.app
Militech Ajax
w_rifle_assault__militech_ajax.app
Nokota Copperhead
w_rifle_assault__nokota_copperhead.app
Nokota Copperhead w scope
w_rifle_assault__nokota_copperhead_scope.app
Nokota Sidewinder
w_rifle_assault__nokota_sidewinder.app
Tsunami Kyubi
w_rifle_assault__tsunami_kyubi.app
Sor22
w_rifle_precision__midnight_sor22.app
Militech Achilles
w_rifle_precision__militech_achilles.app
Rostovic Kolac
w_rifle_precision__rostovic_kolac.app
Techtronika Pozhar
w_rifle_precision__techtronika_pozhar.app
Techtronika Grad
w_rifle_sniper__techtronika_grad.app
Tsunami Ashura
w_rifle_sniper__tsunami_ashura.app
Tsunami
w_rifle_sniper__tsunami_nekomata.app
Carnage
w_shotgun__budget_carnage.app
Tactician
w_shotgun__constitutional_tactician.app
Rostovic Igla
w_shotgun_dual__rostovic_igla.app
Rostovic Palica
w_shotgun_dual__rostovic_palica.app
Rostovic Satara
w_shotgun_dual__rostovic_satara.app
Rostovic Testera
w_shotgun_dual__rostovic_testera__base1.app
Arasaka Shingen
w_smg__arasaka_shingen.app
Guillotine
w_smg__budget_guillotine.app
Darra Pulsar
w_smg__darra_pulsar.app
Militech Saratoga
w_smg__militech_saratoga.app
Militech Saratoga tactical
w_smg__militech_saratoga_tactical.app
Senkoh lx
w_smg__senkoh_lx.app
Kangtao Dian
w_special__kangtao_dian.app
Kangtao Zhuo
w_special__kangtao_zhuo.app
Militech Heavy Machine Gun (HMG)
w_special__militech_hmg.app
Chainsword
w_budget_chainsword_appearances.app
Butchers knife
butchers_knife_appearances.app
Chefs knife
w_chefs_knife_appearances.app
Kukri
w_kukri_appearances.app
Machete
w_machete_appearances.app
Machete Borg Axe
w_machete_borg_axe_appearances.app
Machete Borg
w_machete_borg_appearances.app
wakizashi
w_wakizashi_appearances.app
Cattle Prod
w_cattle_prod_appearances.app
Cane
w_cane_appearances.app
Crowbar
w_crowbar_appearances.app
Dildo
w_dildo_appearances.app
Iron Pipe
w_iron_pipe_appearances.app
Pipe Wrench
w_pipe_wrench_appearances.app
Tire iron
w_tire_iron_appearances.app
Tomahawk
w_tomahawk_appearances.app
Baseball Bat
w_baseball_bat_appearances.app
Katana (25 appearances)
w_katana_appearances.app
Katana (29 appearances)
w_katana_grip.app
w_katana__common__grip1_04.ent
w_katana__common__grip1_03.ent
w_katana__common__grip1_03_decal_01_tygerclaws.ent
w_katana__common__grip1_02.ent
w_katana__common__grip1_01.ent
Wakakos katana
w_katana__common__grip1_wakako.ent
Witcher freebie
w_katana__common__grip1_witcher.ent
w_knife_appearances.app
neurotoxin
w_knife__combat__grip1_02.app
punk
w_knife_punk_appearances.app
tanto
w_tanto_appearances.app
Kanabo
w_kanabo_appearances.app
Shovel
w_shovel_appearances.app
Tech Sledgehammer
w_sledge_hammer_tech_player.app
This page is archived. Its contents are no longer relevant.
In base\appearance_mappings.json
, entity types have their resources defined. The vehicle definition is below:
Look up vehicle-related stuff
The pages following this aim to give a detailed view of the resources that make up each vehicle in the game, with the hope that you'll be able to create (not just modify) vehicles for the game.
You can also check the section of the console command list to see their names and spawn codes.
(Dumped as of 2.12a)
Vroom Vroom
The list below has the main entity files for the vehicles in the game, should be a good starting off point for whatever your wanting to do to them.
Referenced from base\appearances_mappings.json
, base\vehicles\base_types_map.csv
maps vehicle names to their respective .ent files. The names are defined in each vehicle's .app file as baseEntityType
.
The TweakDB default vehicle record
This is the main vehicle record in TweakDB, referenced from VehicleObject
in the game, that references all the other vehicle-related records. Below is the .tweak vehicle template (that's also in the TweakDB) that you can customize for creating your own vehicle. The name Vehicle.vehicle_template
near the top will need to be customized to your vehicle name.
entityTemplatePath
is an important field here, because this is the file that ties our record to the resource files needed for rendering.
For more information about TweakDB modding, follow the links under .
To make your new vehicle available in-game, add its record to the flat Vehicle.vehicle_list.list
To unlock a vehicle at the start of the game, add the record to Vehicle.vehicle_list.initially_unlocked_list
This page is archived. Its contents are no longer relevant.
This section contains an overview of things that you might encounter while modding vehicles. For a full list of sub-pages, please check the link tree in the left-hand menu.
For the documentation on .app files (appearance definitions), see or check the subpage.
For the documentation on .ent files, see .
An example entry for a vehicle entEntityTemplate from a vehicle's .ent file looks like this:
A list of interesting locations and their sector files
Last documented edit: January 14 2024 by
This page lists locations of interest & their world sector filenames. If you want to learn how to edit them instead, check in the Modding Guides section.
If you want to know how they work the theory is .
If the place you're looking for isn't yet on the list, check for instructions on how to find it. Please consider or find us on to leave your findings in the #world-editing
channel.
Remember, you can use your browser's search function (Ctrl+F
) on this page to search for e.g. Edgerunners
by ouijxou
This page is archived. Its contents are no longer relevant.
Referenced from base\appearances_mappings.json
, base\vehicles\vehicle_filename_parsing.json
contains a regex string is defined that outlines the allowable file names for .ent files ():
For a filename like v_sport2_mizutani_shion__ext01_body_01.ent
, this would match the following groups:
Group 1: sport
Group 2: mizutani
Group 3: body
Group 3 has no mapping, is of the type partType
.
Curiously, this regex doesn't work for vehicles such as the Type 66, or the 911, since numbers aren't permitted in Group 2. It's unknown if this is even used, or if there is replacing done at some point.
A list and section for further exploration of the MinimapDataNode and .cminimap files.
Certain exterior streaming sectors contain a list of coordinates that can be converted/quantized into vector shapes and displayed on the minimap. Currently, very little is known about them at time of writing and finding them was difficult. MinimapDataNodes are generally linked with .cminimap files, which are internally embedded into their streamingsector excluding a few that can be found in: base\worlds\03_night_city\sectors_generated\minimap\resources\
It is currently posited that they are tied to LOD3 Exterior Sectors.
Below is a list gathered from the JSON-converted files of all the world sectors from the base game of streaming sectors that contain Minimap Node Data and likely .cminimap embedded references for further study. As of right now, there appears to only be 394 in the base game, location information/correlation has yet to be discovered:
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!
You can find the corresponding .app file by right-clicking on the .ent file and selecting . If that doesn't help, search for entFileName.app (e.g. silverhand.app
)
name
Vehicle
baseTypesFile
base\vehicles\base_types_map.csv
baseTypePrefix
baseType
categoriesFile
base\vehicles\categories.csv
partsFile
partsCategoriesFile
scanDirectory
base\vehicles\
filenameParsingRules
Arch Nemesis Sportsbike
v_sportbike2_arch_nemesis_basic_01.ent v_sportbike2_arch_nemesis_lina_01.ent
Archer Bandit
v_standard2_archer_bandit_01.ent
Archer Hella (police version)
v_standard2_archer_hella__basic_01.ent v_standard2_archer_hella__police_01.ent v_standard2_archer_hella_ep1__basic_01.ent v_standard2_archer_hella_ep1__kurtz_01.ent
Archer Quartz (Nomad version)
v_standard2_archer_quartz__basic_01.ent v_standard2_archer_quartz_nomad__01.ent
Brennan Apollo Sportsbike
v_sportbike3_brennan_apollo_basic_01.ent
Chevalier Thrax
v_standard2_chevalier_thrax__basic_01.ent
Chevalier Emperor
v_standard3_chevalier_emperor_01__basic_01.ent v_standard3_chevalier_emperor__nusa_01.ent
Chevalier Centurion
v_utility4_chevalier_centurion__basic_01.ent v_utility4_chevalier_centurion__cargo_01.ent v_utility4_chevalier_centurion__flatbed_01.en
Herrera Outlaw
v_sport1_herrera_outlaw_basic_01.ent v_sport1_herrera_outlaw_heist_01.ent (PL version)
Herrera Riptide
v_sport1_herrera_riptide_01.ent
Kaukaz z71 Aras
v_kaukaz_z71_aras__basic_01.ent
Kaukaz Bratsk
v_utility4_kaukaz_bratsk_extended__basic_01.ent v_utility4_kaukaz_bratsk__basic_01.ent v_utility4_kaukaz_bratsk__basic_concrete_truck_01.ent v_utility4_kaukaz_bratsk__basic_container_truck_01.ent v_utility4_kaukaz_bratsk__basic_dump_truck_01.ent v_utility4_kaukaz_bratsk__basic_machine_truck_01.ent v_utility4_kaukaz_bratsk__basic_metalstud_truck_01.ent v_utility4_kaukaz_bratsk_corp_bud_01.ent v_utility4_kaukaz_bratsk_corp_bud_02.ent v_utility4_kaukaz_bratsk_corp_bud_03.ent v_utility4_kaukaz_bratsk_dogtown_container_truck_01.ent v_utility4_kaukaz_bratsk_barghest_container_truck_01.ent
Kaukaz Zeya
v_utility4_kaukaz_zeya__barrels_01.ent v_utility4_kaukaz_zeya__basic_01.ent v_utility4_kaukaz_zeya__container_01.ent v_utility4_kaukaz_zeya__freight_01.ent v_utility4_kaukaz_zeya__full_01.ent v_utility4_kaukaz_zeya__kurtz_01.ent
Kusanagi Sportsbike
v_sportbike1_yaiba_kusanagi_basic_01.ent
Mahir mt28 coach
v_mahir_mt28_coach_basic_01.ent
Mahir Supron
v_standard25_mahir_supron_01__basic_01.ent v_standard3_mahir_supron_kurtz__basic_01.ent v_standard3_mahir_supron_kurtz__basic_no_cd_01.ent v_standard3_mahir_supron_kurtz__basic_mq304.ent
Makigai Maimai
v_standard2_makigai_maimai_01_basic_01.ent
Makigai Tanishi
v_standard3_makigai_tanishi_basic_01.ent v_standard3_makigai_tanishi_hfs_01.ent v_standard3_makigai_tanishi_player_01.ent
Miltech Basilisk
v_militech_basilisk_01__basic_01.ent
Militech Behemoth
v_utility4_militech_behemoth_basic_01.ent v_utility4_militech_behemoth_basic_flatbed.ent v_utility4_militech_behemoth_netwatch_01.ent v_utility4_militech_behemoth_police_01.ent
Militech Griffin AV
av_militech_griffin__basic_01.ent
Militech HellHound
v_standard3_militech_hellhound__basic_01.ent
Militech Manticore AV
av_militech_manticore_basic_01.ent
Militech Wyvern AV
av_militech_wyvern__basic_01.ent
Mizutani Shion (Nomad version)
v_sport2_mizutani_shion__basic_01.ent v_sport2_mizutani_shion_nomad__basic_01.ent v_sport2_mizutani_shion_nomad__courier_01.ent
Mizutani Hozuki
v_standard3_mizutani_hozuki__basic_01.ent
Orbital Air Rocket
orbital_air_rocket.ent orbital_air_capsule_ext01_body.ent (passenger capsules)
Jonnys Porsche 911
v_sport2_porsche_911turbo__basic_01.ent
Quadra Turbo
v_sport1_quadra_turbo__basic_01.ent
Quadra Type 66 (Nomad version)
v_sport2_quadra_type66__basic_01.ent v_sport2_quadra_type66_nomad__basic_01.ent
Quadra Sport R7
v_sport1_quadra_sport_r7_01.ent
Rayfield Aerondight
v_sport1_rayfield_aerondight__basic_01.ent
Rayfield Caliburn
v_sport1_rayfield_caliburn__basic_01.ent
Rayfield Excalibur AV
av_rayfield_excalibur__basic_01.ent
Thorton Colby Station wagon
v_standard2_thorton_colby__basic_01.ent
Thorton Colby Pickup (Nomad version)
v_standard25_thorton_colby_pickup__basic_01.ent v_standard25_thorton_colby_pickup_nomad__basic_01.ent
Thornton Galena (Nomad version)
v_standard2_thorton_galena_01__basic_01.ent v_standard2_thorton_galena_nomad__01.ent
Thornton Mackinaw Pickup (w rear shell) (Nomad version)
v_standard3_thorton_mackinaw_01__basic_01.ent v_standard3_thorton_mackinaw_larimore_01.ent v_standard3_thorton_mackinaw_nomad_01__basic_01.ent
Thornton Mackinaw Monster truck
v_utility4_thorton_mackinaw_bmf_01.ent
Thorton Merrimac
v_standard25_thorton_merrimac_01_basic_01.ent v_standard25_thorton_merrimac_01_player_01.ent
Villefort Alvarado
v_sport2_villefort_alvarado__basic_01.ent v_sport2_villefort_alvarado__hearse_01.ent
Villefort Alvarado Cabrio
v_sport2_villefort_alvarado__cabrio_01.ent
Villefort Columbus
v_standard25_villefort_columbus_01__basic_01.ent v_standard25_villefort_columbus_scavengers_01.ent v_standard25_villefort_columbus_songbird_01.ent
Villefort Cortes (police version) (Delamain cab)
v_standard2_villefort_cortes_01__basic_01.ent v_standard2_villefort_cortes_01__police_01.ent v_standard2_villefort_cortes_02__delamain_01.ent
Villefort Deleon
v_sport2_villefort_deleon_01.ent
Trains
av_public_train.ent av_public_train_b.ent v_monorail_train_basic_01.ent v_spaceport_tram_basic_01.ent
Zetatech Atlus AV
av_zetatech_atlus_basic_01.ent av_zetatech_atlus_basic_02.ent
Zetatech Bombus AV
av_zetatech_bombus__basic.ent
Zetatech Canopy AV
av_zetatech_canopy__basic_01.ent
Zetatech Octant AV
av_zetatech_octant.ent av_zetatech_octant__basic_01.ent
Zetatech Surveyor AV
av_zetatech_surveyor_basic_01.ent
Zetatech Valgus AV
av_zetatech_valgus_basic_01.ent
quest_b705140105a75f58
clutter on sofa wall next to stash (tray etc)
quest_acd280b2b73c4d5b quest_2467054678ccf8f6
bed nook, pillows bed
quest_3509076113f76078
walls next to entry door, beanbag, desk
quest_e1ef450702659584
floor
quest_2be595b225125038
bathroom: walls
quest_5eb84e72f3942283
stash: katana and pistol wall molds
quest_e1ef450702659584
wall and ceiling (bed?)
quest_1fbb2ceaeeaac973
Trauma Drama trigger
quest_bffc520d8fa11b1b
Chimera Core Memorabilia
Judys Apartment
interior_-15_28_0_1
interior_-15_29_0_1
interior_-28_57_1_0
interior_-28_58_1_0
interior_-29_57_1_0
interior_-29_58_1_0
Judys house by the lake
exterior_16_-55_2_0 exterior_17_-55_2_0 exterior_1_-4_0_4 exterior_2_-7_0_3 exterior_4_-14_0_2 exterior_8_-28_1_1 interior_17_-55_2_1 interior_34_-109_5_0 interior_35_-109_5_0
Northside, Scrolls Before Swine: Aaron's Apartment Edgerunners: Rebecca and Pilar's Apartment
(thanks vinventive on Discord!)
exterior_-10_41_0_0 interior_-10_41_0_1 interior_-19_82_1_0 interior_-20_81_1_0 interior_-20_82_1_0
Mamma Welles's house (this sector is MASSIVE 24k+ nodes, has all the locations in the post intro cutscene)
quest_e6340f4e7a9a4922
Hanako Arasaka
exterior_0_1_0_4 exterior_2_7_1_1 exterior_2_8_1_1 exterior_4_15_3_0 exterior_4_16_3_0 interior_0_1_0_4 interior_2_8_1_2 interior_4_15_3_1 interior_4_16_3_1 interior_8_31_7_0 interior_8_32_7_0 interior_9_32_7_0
Regina Jones
exterior_-19_24_0_0 ‣ Yaiba Entrance
exterior_-18_24_1_0 ‣ Yaiba Exterior & Interior
interior_-18_24_1_1 ‣ Yaiba Interior
interior_-37_49_2_0 ‣ Yaiba Interior
interior_-36_49_2_0 ‣ Yaiba Interior
interior_-19_24_1_1 ‣ Yaiba Interior
exterior_-5_6_0_2 ‣ Yaiba, Kabuki Area
Dakota Smith
exterior_37_-12_1_0 ‣ Garage Interior & Exterior exterior_18_-7_0_1 ‣ Garage Interior & Exterior exterior_37_-13_1_0 ‣ Garage Interior exterior_38_-12_1_0 ‣ Garage Interior exterior_4_-2_0_3 ‣ Garage Exterior exterior_9_-3_0_2 ‣ Garage Exterior
Dino Dinovic
interior_-31_5_0_1 ‣ Bar Interior interior_-31_6_0_1 ‣ Bar Interior exterior_-31_5_0_1 ‣ Bar Exterior
exterior_-31_5_0_0 ‣ Bar Exterior
exterior_-8_1_0_2 ‣ Bar Exterior exterior_-16_2_0_1 ‣ Bar Exterior & Interior
Muamar Reyes
exterior_6_-37_2_0 ‣ Parking, Plants & Trash exterior_3_-19_1_1 ‣ Plants & Road exterior_1_-10_0_2 ‣ Cliffside Parking & Trees exterior_0_-5_0_3 ‣ More Terrain & Collisions
Rogue Amendiares
Interior_-45_30_0_0 ‣ Rogue's Room & Briefing Room
Interior_-45_31_0_0 ‣ Rogue’s Booth & Room
Interior_-45_32_0_0 ‣ Bathroom & Rogue’s Booth
Interior_-46_30_0_0 ‣ Afterlife Briefing Room
Interior_-46_31_0_0 ‣ Bar Area & Nix’s Room
Interior_-46_32_0_0 ‣ Entrance & Seating Area
Interior_-23_15_0_1 ‣ Afterlife Collision Nodes
Interior_-12_8_0_2 ‣ Afterlife Collision Nodes
Interior_-12_7_0_2 ‣ Afterlife Collision Nodes
exterior_-23_16_0_0 ‣ Afterlife Interior & Exterior
Sebastian Ibarra
exterior_-29_-20_0_0 ‣ Courtside Exterior & Buildings exterior_-15_-10_0_1 ‣ Courtside Exterior & Buildings
exterior_-14_0_0_1 ‣ Glen Billboards & Roads exterior_-28_-20_0_0 ‣ Courtside Exterior & Buildings Exterior_-7_-5_0_2 ‣ Larger Glen Area
Wakako Okada
interior_-11_12_0_1 ‣ Wakako's Office
interior_-21_25_0_0 ‣ Parlor Interior exterior-6_6_0_1 ‣ Parlor Exterior
exterior_-11_12_0_0 ‣ Jig-Jig Street Exterior
interior_-50_-74_1_0 ‣ Mr. Hands Office & Interior exterior_-50_-74_1_0 ‣ Club Interior Collisions
interior_-50_-73_1_0 ‣ Mr. Hands Office & Art
interior_-13_-19_0_2 ‣ Club Exterior Collisions interior_-13_-19_0_2 ‣ Club Interior Meshes exterior_-25_-37_0_0 ‣ Club Interior Collisions exterior_-25_-37_0_0 ‣ Interior & Exterior Meshes interior_-25_-37_0_1 ‣ Club Interior Collisions interior_-25_-37_0_1 ‣ Interior & Exterior Meshes exterior_-25_-37_0_1 ‣ Misc Collisions interior_-51_-74_1_0 ‣ Club Meshes & Decals
El Coyote (Mama Welles's bar)
interior_-20_-16_0_1 interior_-39_-31_0_0 interior_-39_-32_0_0 interior_-40_-31_0_0 interior_-40_-32_0_0
Lizzie's (thanks Flipdark95 on Discord)
exterior_-5_6_0_2 exterior_-10_12_0_1 exterior_-19_24_0_0 exterior_-19_24_0_1 interior_-37_48_0_0 interior_-37_49_0_0 interior_-38_48_0_0 interior_-38_49_0_0
Afterlife
interior_-45_30_0_0 interior_-45_31_0_0 interior_-45_32_0_0 interior_-46_30_0_0 interior_-46_31_0_0 interior_-46_32_0_0 interior_-23_15_0_1 interior_-23_16_0_1 interior_-12_8_0_2 interior_-12_7_0_2 exterior_-23_16_0_0
Totentanz - Club level
exterior_-27_34_1_0 exterior_-27_35_1_0
exterior_-28_34_1_0 exterior_-28_35_1_0 interior_-14_17_0_2 interior_-27_34_1_1 interior_-28_34_1_1 interior_-28_35_1_1 interior_-53_68_2_0 interior_-53_69_2_0 interior_-54_68_2_0 interior_-54_68_3_0 interior_-54_69_2_0 interior_-54_70_2_0 interior_-55_68_2_0
Atlantis (From Jonny Flashback w Rogue)
interior_-12_16_0_1 interior_-12_16_1_1 interior_-12_17_0_1 interior_-12_17_1_1 interior_-13_16_0_1 interior_-13_16_1_1 interior_-13_17_0_1 interior_-13_17_1_1 interior_-24_33_1_0 interior_-24_33_2_0 interior_-24_34_0_0 interior_-24_34_1_0 interior_-24_34_2_0 interior_-24_35_2_0 interior_-25_33_1_0 interior_-25_33_2_0 interior_-25_34_1_0 interior_-25_34_2_0 interior_-6_8_0_2
interior_-2_2_0_4
Embers
interior_-57_-17_2_0
Cloud's (Thanks TimNick151297)
interior_-21_25_4_0 interior_-21_24_3_0 interior_-21_24_4_0 interior_-11_12_2_1 interior_-11_12_1_1 interior_-21_25_3_0
exterior_-1_0_-1_6 exterior_-2_1_0_4 exterior_-3_3_0_2 exterior_-11_12_2_0 exterior_-6_6_1_1
Japantown, Westbrook: Turbo's Diner Edgerunners: party location after first gig
exterior_-7_6_0_1 exterior_-7_7_0_1
Strip mall
exterior_-8_-14_0_1
Scavs hideout Thanks John CO on Discord
interior_-15_11_4_0 interior_-8_5_2_1 interior_-16_11_4_0 interior_-15_12_4_0 interior_-16_12_4_0 interior_-4_3_1_2 interior_-4_2_1_2 interior_-2_1_0_4
No Tell motel room after heist
interior_-36_41_0_0 interior_-18_20_0_1 interior_-9_10_0_2
Heist Hotel Rooms (its the stack the bot goes down through)
interior_-17_13_1_2 interior_-18_13_0_2 interior_-18_13_1_2 interior_-18_14_0_2 interior_-34_27_2_1 interior_-35_27_1_1 interior_-35_27_2_1 interior_-35_28_2_1 interior_-68_54_5_0 interior_-68_55_5_0 interior_-69_55_3_0 interior_-69_55_4_0 interior_-69_55_5_0 interior_-69_56_3_0 interior_-69_56_4_0 interior_-70_55_3_0 interior_-70_55_4_0 interior_-70_55_5_0
Megabuilding 10 - Wilson Store interior
interior_-46_41_3_0
Voodoo Boys tunnels + church
[ "interior_-70_54_9_0.streamingsector", "interior_-70_55_9_0.streamingsector", "interior_-69_55_9_0.streamingsector", "interior_-35_27_4_1.streamingsector", "interior_-18_13_2_2.streamingsector", "interior_-70_55_8_0.streamingsector", "interior_-69_54_8_0.streamingsector", "interior_-69_55_8_0.streamingsector", "interior_-70_53_8_0.streamingsector", "interior_-35_28_4_1.streamingsector", "interior_-35_26_4_1.streamingsector", "interior_-69_53_8_0.streamingsector", "interior_-17_13_2_2.streamingsector", "interior_-68_54_8_0.streamingsector", "interior_-68_55_8_0.streamingsector", "interior_-34_27_4_1.streamingsector", "interior_-34_28_4_1.streamingsector", "interior_-68_56_8_0.streamingsector", "interior_-34_26_4_1.streamingsector", "interior_-68_53_8_0.streamingsector", "interior_-35_27_3_1.streamingsector", "interior_-35_26_3_1.streamingsector", "interior_-18_13_1_2.streamingsector", "interior_-17_13_1_2.streamingsector", "interior_-5_3_0_4.streamingsector", "interior_-18_13_0_2.streamingsector", "interior_-4_2_0_4.streamingsector", "interior_-3_0_-1_4.streamingsector", ]
base\worlds\03_night_city_compiled\default\exterior_-10_-13_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-10_-7_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-10_-8_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-13_-12_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-15_-7_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-1_-10_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-1_-11_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-1_-12_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-1_-1_-1_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-1_-1_-1_4.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-1_-1_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-1_-1_0_4.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-1_-2_-1_4.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-1_-2_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-1_-2_0_4.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-1_-3_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-1_-3_0_4.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-1_-4_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-1_-4_0_4.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-1_-5_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-1_-5_0_4.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-1_-6_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-1_-6_0_4.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-1_-7_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-1_-7_0_4.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-1_-8_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-1_-9_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-1_0_-1_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-1_0_-1_4.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-1_0_-1_6.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-1_0_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-1_0_0_4.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-1_1_-1_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-1_1_-1_4.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-1_1_-1_6.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-1_1_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-1_1_0_4.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-1_2_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-1_2_0_4.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-1_3_-1_4.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-1_3_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-1_3_0_4.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-1_4_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-1_4_0_4.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-1_5_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-1_6_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-1_7_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-1_8_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-2_-10_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-2_-11_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-2_-12_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-2_-13_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-2_-1_-1_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-2_-1_-1_4.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-2_-1_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-2_-1_0_4.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-2_-2_-1_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-2_-2_-1_4.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-2_-2_-1_5.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-2_-2_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-2_-2_0_4.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-2_-3_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-2_-3_0_4.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-2_-4_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-2_-4_0_4.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-2_-5_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-2_-5_0_4.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-2_-6_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-2_-6_0_4.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-2_-7_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-2_-7_0_4.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-2_-8_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-2_-9_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-2_0_-1_4.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-2_0_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-2_0_0_4.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_-2_0_0_5.streamingsector
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base\worlds\03_night_city\_compiled\default\exterior_3_1_0_4.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_3_2_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_3_4_-1_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_3_4_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_4_-1_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_4_-1_0_4.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_4_-2_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_4_-2_0_4.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_4_-3_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_4_-3_0_4.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_4_-4_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_4_-5_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_4_0_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_4_1_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_4_1_0_4.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_4_3_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_5_-1_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_5_-1_0_4.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_5_-2_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_5_-2_0_4.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_5_-3_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_5_-4_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_5_-5_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_5_-6_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_5_0_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_6_-1_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_6_-1_0_4.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_6_-2_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_6_-2_0_4.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_6_-3_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_6_-4_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_6_-5_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_6_0_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_6_1_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_6_2_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_7_-1_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_7_-2_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_7_-3_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_7_-4_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_7_0_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_7_1_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_8_-1_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_8_-2_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_8_-3_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_8_-4_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_8_-5_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_8_2_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_9_-1_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_9_-2_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_9_-3_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_9_-4_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_9_-5_0_3.streamingsector
base\worlds\03_night_city\_compiled\default\exterior_9_2_0_3.streamingsector
name
quadra_type66__basic_urban_01
appearanceResource
[`base\vehicles\appearances\sport\quadra_type66__basic.app`](.app-file-appearanceresource.md)
appearanceName
urban_01
av
Aerial
sport
Car
standard
Car
utility
Car
Mahir
Mahir Motors
Which node types exist: What do they do?
Nodes are the way sectors define all the structure of the world, both the visible/tangible stuff, and the invisible/intangible things that make stuff work. There are a number of node types for defining objects, be they a static wall, a random prop or an interactive entity. Then there are nodes for defining trigger areas, spawn points, lighting, weather and so on. The nodes carry the information for what mesh to use, which appearance of it, what physical properties to give them and so on. In the sector files there are two lists, the nodes, which define the nodes themselves, and the nodeData which defines where to put them, a single node can be referenced by multiple nodeData entries.
If your just wanting to define new rooms/buildings, it would mostly be static mesh nodes, instanced mesh nodes and decal nodes to define the physical structure, with some collision nodes to make it solid. destructible mesh nodes and entities would then be added for the clutter and interactive bits.
For exteriors, you may need to include proxies because sometimes they're used as a complete replacement for a static mesh node and not just for a low poly counterpart if you want to make something like a shop, you'll need an interior area nodes, community, population spawner nodes if you're working on a quest, you'll need trigger areas, guard areas, and also communities and population spawners
For a full list of node types (as of 2.1), see DocPresto's github
List below is the node types I've found so far while building the blender sector import script.
MinimapDataNode
worldAISpotNode
Usually used within worldCompiledCommunityAreaNode as a spot to spawn an entity.
worldStaticMarkerNode
Used as a scene location point.
worldAcousticSectorNode
worldAmbientAreaNode
worldBendedMeshNode
Used for roads (not implemented in blender import yet)
worldBuildingProxyMeshNode
Proxy mesh for building at further distance. Textures are normally embedded so canonly export with wscript currently.
worldCableMeshNode
Cables, like between utility poles.
worldCollisionNode
partial support, defines 3 types of collision, box, capsule and mesh. Can import the first 2.
worldCompiledCommunityAreaNode_Streamable
Defines a community that controls a group of dynamic entities such as NPCs and vehicles.
worldCompiledSmartObjectsNode
worldDestructibleEntityProxyMeshNode
worldDeviceNode
Essentially the same as worldEntityNode but with the ability define connections to other device entities. Imports as just an entity in blender.
worldEffectNode
Defines effects like smoke.
worldEntityNode
Defines an object defined by an ent file (door, vending machine, fan etc)
worldEntityProxyMeshNode
worldFoliageNode
Puts down lots of small things like boxes, garbage bags, plants. Uses a buffer to define positions that we haven't worked out yet.
worldGINode
worldGIShapeNode
worldGISpaceNode
worldGenericProxyMeshNode
Proxy mesh for objects at distance. Also used for some low poly buildings at a distance without mesh node counterpart.
worldGuardAreaNode
worldInstancedDestructibleMeshNode
as worldInstancedMeshNode but breakable
worldInstancedMeshNode
Instanced copies of a static mesh uses a worldTransformBuffer in the nodeData to define the number of copies and positions of all the copies
worldInstancedOccluderNode
worldInterestingConversationsAreaNode
worldInteriorAreaNode
Defines a trigger area and applied restrictions such as no combat, prevent quests from starting, etc.
worldLightChannelShapeNode
worldLightChannelVolumeNode
worldPerformanceAreaNode
worldPhysicalDestructionNode
worldPopulationSpawnerNode
Spawns entity using TweakDBID. Mainly used for dynamic entities such as vehicles and characters.
worldReflectionProbeNode
worldRoadProxyMeshNode
Road Mesh.
worldRotatingMeshNode
Mesh node with an axis/angle/period defined for rotating
worldStaticDecalNode
Static Decal, nodeData has x,y,z not sure how engine decides what to project to
worldStaticFogVolumeNode
worldStaticMeshNode
Static mesh, nodeData has position data
worldStaticOccluderMeshNode
worldStaticParticleNode
worldStaticSoundEmitterNode
worldTerrainCollisionNode
worldTerrainMeshNode
The ground, textures are embedded, can export with wscript. UVs are messed up for some reason, auto generated for plugin >1.5.1
worldTrafficCompiledNode
worldTriggerAreaNode
Defines an area that can be used by quests to determine when a dynamic entity enters or leaves the area.
worldSmartObjectNode
worldStaticLightNode
Defines a light, either spherical or capsule, can be 360 or spotlight.
worldInteriorMapNode
worldAdvertisementNode
worldMeshNode
worldSplineNode
Defines a path using a bezier spline. Used for NPC walking paths etc. Imported to blender as curve.
This page collects cheat sheets for weapon tweaks. It does not contain information on its own; please check the child pages in the wiki's file tree.
Explanation for BaseStats behavior. (Tested in game)
Published: Feb 07 2024 by destinybu Last documented update: Feb 07 2024 by destinybu
This page contains an overview on weapon property records and explains their properties.
For a full dump of all base stats, check Cheat Sheet: Base Stats
If you're looking for a guide to add weapons, check ItemAdditions: Weapons or New Iconic Weapon: Step by Step
For an overview of weapon audio profiles, check Cheat Sheet: Weapon Audio
For an overview of weapons and their .ent files, check Cheat sheet: Weapons
To use any of the values from the table, prefix them with BaseStats.
, e.g. BaseStats.RecoilDir
RecoilDir
Direction the camera sways in when shooting. +180 Degrees will make the recoil be completely opposite.
RecoilAngle
Affects recoil angle variability. Extremely hard to observe in-game.
RecoilHoldDuration
Sets the time before recoil begins to recover post-firing. If set to 1 second, recoil will hold it's position for one second, then begin recovering.
RecoilTime
Influences the time taken for the weapon to reach its maximum recoil distance. If adjusting RecoilKickMin or RecoilKickMax, adjust this value accordingly for a natural feel.
RecoilDelay
Determines the delay between firing and the start of the recoil effect. If set to 1 second, gun will hold it's position for 1 second before recoil begins.
RecoilRecovery
Controls the speed at which the weapon returns to its original position after recoiling. Opposite of RecoilTime.
RecoilEnableLinearX
Toggles horizontal recoil on (1) or off (0). Affects both ADS and non-ADS; no recoil means no camera/weapon sway, but bullet spread is still present.
RecoilEnableLinearY
Toggles vertical recoil on (1) or off (0). Affects both ADS and non-ADS; no recoil means no camera/weapon sway, but bullet spread is still present.
RecoilEnableLinearXADS
No observable effect in-game.
RecoilEnableLinearYADS
No observable effect in-game.
RecoilKickMin
Minimum recoil distance (camera movement/weapon sway)
RecoilKickMax
Maximum recoil distance (camera movement/weapon sway)
MagazineCapacityBase
Magazine capacity for a weapon
ReloadTimeBase
Governs the speed of which the reload animation plays (no effect on time before one can fire again)
EmptyReloadTime
Governs the speed of which the reload animation plays when magazine is empty (no effect on time before one can fire again)
ZoomLevel
Zoom level of a weapon
AimFOV
FOV in ADS (Gives the illusion of zoom)
HeadshotDamageMultiplier
Damage multiplier for head shots
HeadshotCritChance
Crit chance only for headshots
EffectiveRange
Range after which damage drop off begins
MaximumRange
Range after which bullet will despawn/not hit
WeaponNoise
Does not change weapon audio volume. Affects how enemies react to bullets landing near them, a high weapon noise will make enemies instantly detect you where as low weapon noise means enemies will just look around/ completely ignore the shot
Range
How far you can hit enemies from when using a melee attack. Most melee weapons have a range between 1.5 - 2
Weight
Weight of item in inventory (Set it to 1000 to annoy users 🤣).
ThrowRecovery
Time taken by throwable weapons to return to owner once thrown
CanWeaponIgnoreArmor
Misleading name, as this is not a boolean. Value of 0.5 will mean that the weapon can ignore 50% armor.
DPS
Damage of the weapon as shown in Inventory when the weapon is Tier 1
All vendor IDs
Created: Jan 28 2024 by manavortex Last documented update: Jun 29 2024 by FacelessV1
This list is up-to-date as of patch 2.1
List of interesting locations for teleporting
An entire channel dedicated to locations
Megabuilding H10: Vs Apartment
interior_-22_19_1_1 megabuilding walls+hallway, some collision interior_-22_20_1_1 megabuilding walls+hallway interior_-43_39_3_0 devices, clutter next to stash door interior_-44_39_3_0 Walls, surrounding floor, desk stuff interior_-44_40_3_0 Walls, floor, sofa table, clutter interior_-46_40_3_0 lots of exterior clutter, samurai poster
exterior_-22_19_1_0 (contains interior data)
exterior_-3_2_0_3 Megabuilding H10 exterior walls
See #vs-apartment-quest-sectors for what is where quest_b705140105a75f58 quest_acd280b2b73c4d5b quest_2467054678ccf8f6 quest_3509076113f76078 quest_e1ef450702659584 quest_2be595b225125038 quest_5eb84e72f3942283
quest_1fbb2ceaeeaac973 quest_bffc520d8fa11b1b
Northside: Vs Apartment (dump) Thanks Chanka on Discord x = -1504.0516
y = 2227.487
z = 22.231918
exterior_-6_8_0_2 - Hotel Exterior detail
interior_-48_68_0_0 - Hotel Interior
interior_-12_17_0_2 - Walls/Larger Interior
exterior_-12_17_0_1 - Whole Block
interior_-47_69_0_0 - Right Side of Apt
interior_-48_69_0_0 - Left Side of Apt
interior_-24_34_0_1 - Furniture, Walls, Floors
exterior_-24_34_0_0 - Radio, Arcade machine, Hotel Exterior detail
Japantown: V's apartment
interior_-13_15_0_0 walls, bedroom interior_-25_30_0_0 hallway, plants, clutter
V's penthouse / mansion
exterior_-21_18_1_0 interior_-11_9_0_2 interior_-21_18_1_1 interior_-22_18_1_1 interior_-43_37_3_0 interior_-43_39_3_0 quest_81387f43768bad6c scorpion statue, dreamcatcher
V's Apartment: Corpo Plaza x = -1604.0522
y = 353.99716
z = 49.200005
interior_-25_5_0_1 computer and far wall exterior_-25_5_0_0 computer and far wall clutter interior_-51_10_1_0 stash + kitchen clutter interior_-51_11_1_0 wardrobe +bath
interior_-50_11_1_0 desk, sofa cushions etc
interior_-26_5_0_1 Bed and larger walls interior_-13_2_0_2 Floors & walls exterior_-26_5_0_0 Doors & TVs
Northside: V's Apartment (Loft)
interior_-24_-16_1_1 big walls, floors, pool table interior_-48_-31_2_0 sofa, table, barstools, clutter exterior_-24_-16_1_0 exterior walls
quest_ca115e9713d725d7 interaction prompts
Dogtown Apartment
ep1\interior_-70_-81_2_0 ep1\exterior_-35_-40_1_0 ep1\exterior_-35_-41_1_0 # radio ep1\exterior_-18_-21_0_1 # generator ep1\interior_-70_-80_2_0
Weapon IDs and the tweaks they use
Created: Apr 01 2024 by manavortex Last documented update: Apr 01 2024 by manavortex
This page collects tweak IDs (and their description) for iconic wepaons, grouped by weapon type
To learn what Tweaks are, check Tweaks
To learn more about this, check New Iconic Weapon: Step by Step ->#step-12-making-an-iconic-mod-special-ability
To look up iconic modifiers, open Cyberpunk 2077\tools\redmod\tweaks
and check
base\gameplay\static_data\database\items\weapons\parts\iconic_mods.tweak
More intel on #browsing-the-tweakdb
Slightly increases Electrical damage and grants a small chance to apply Shock to the enemy. Non-standard attacks deal more damage.
BaseStats.ElectricResistance BaseStats.ElectrocutedApplicationRate BaseStats.DamagePerHit
Additive, 10f Additive, 5f Multiplier, 1.1f
Looks like a toy, but its lethality is no joke. When Optical Camo is active, hitting an enemy causes Bleeding. Bleeding caused in this way lasts longer than usual.
BaseStats.BleedingApplicationRate BaseStats.DamagePerHit
Additive, 10f Multiplier, 0.9f
The last hit in a combo guarantees Crit damage. While Optical Camo is active, all hits are critical and allow you to leap toward your target. Increases damage against Elite enemies.
BaseStats.BonusDmgVsRaresAndElites
Additive, 10f
Allows you to leap towards distant enemies. When Satori is sheathed, hold primary attack to perform a Quickdraw Attack that is guaranteed to inflict Bleeding. If the enemy is already affected by Bleeding from Nehan, Satori will cause hemorrhaging instead. Hemorrhaging drains enemy Health and regenerates yours.
BaseStats.BleedingApplicationRate BaseStats.DamagePerHit BaseStats.CanMeleeLeap
Additive, 10f Multiplier, 0.9f Additive, 1
While Sandevistan is active, increases Crit Chance by 50% and hits apply Bleeding.
BaseStats.ElectrocutedApplicationRate
Additive, 10f
Byakko's perfect balancing allows you to leap towards an enemy with full force. Killing them allows you to temporarily perform a rapid combo of attacks.
BaseStats.Range BaseStats.CanMeleeLeap BaseStats.BleedingApplicationRate
Additive, 1f Additive, 1 Additive, 10f
Allows you to leap toward enemies. Attacking Burning enemies guarantees Crit Damage.
BaseStats.CanMeleeLeap BaseStats.BurningApplicationRate BaseStats.DamagePerHit
Additive, 1 Additive, 10f Multiplier, 0.9f
Deals extra damage against bosses. After killing enemies in rapid succession, all attacks are temporarily guaranteed Crit Hits. The effect refreshes after quickly killing another enemy. If your Health is critically low, all attacks are guaranteed Crit Hits regardless of kills.
BaseStats.BonusDamageAgainstBosses BaseStats.Weight
Additive, 10f Additive, 1.0f
Crafted for perfect balance. Attack speed is not affected by Stamina.
BaseStats.CanIgnoreWeaponStaminaPenaties
Additive, 1f
Attacks against poisoned enemies have a 100% chance to cause bleeding. Attacks against bleeding enemies have a 100% chance to cause poisoning.
Marks enemy on hit. Attacking the enemy's head with any weapon deals 200% damage, returns the Headhunter and clears the mark.
Stuns the enemy on hit. Headshots stuns after 1 sec while other hits stun after 3 sec. Enemies outside combat state get stunned immediately.
Definition of "bloodthirsty." When your enemy is bleeding, the cleaver attacks faster and uses less stamina.
Thrown hits apply Bleeding. If the enemy is already affected by Bleeding from Satori, Nehan will cause hemorrhaging instead. Hemorrhaging drains enemy Health and regenerates yours.
Thrown hits cripples the target, enemy when thrown, preventing their escape. Continuing attacks in close combat increases damage
Preset_Baseball_Bat_Denny
sq021_peter_pan_baton
Preset_Cane_Fingers
Preset_Dildo_Stout
Preset_Baton_Murphy
w_melee_boss_hammer
Preset_Crowbar_Bunker
Preset_VB_Axe
Preset_Shovel_Caretaker
A list of weapon damage effects, and how to apply them
Apply the effects to an item like this:
Base_Melee_Status_Effect_Application_Stats
enables the application of status effects to enemies
Base_Melee_Weapon_Damage_Type_Chemical
Chemical damage
Base_Melee_Weapon_Damage_Type_Chemical_Min_Max
???
Base_Melee_Weapon_Damage_Type_Electric
Electric damage
Base_Melee_Weapon_Damage_Type_Electric_Min_Max
???
Base_Melee_Weapon_Damage_Type_Physical
Physical damage
Base_Melee_Weapon_Damage_Type_Physical_Min_Max
???
Base_Melee_Weapon_Damage_Type_Thermal
Fire damage
Base_Melee_Weapon_Damage_Type_Thermal_Min_Max
???
Dump of the quest id info and names
The list below has the quests by type, with name, for the full journal data that should help identify quests by name, objectives, descriptions download the json below.
[MainQuest] ep1/quests/main_quest/q300_phantom_liberty = Phantom Liberty [MainQuest] ep1/quests/main_quest/q301_crash = Dog Eat Dog [MainQuest] ep1/quests/main_quest/q301_finding_myers = Hole in the Sky [MainQuest] ep1/quests/main_quest/q301_q302_rescue_myers = Spider and the Fly [MainQuest] ep1/quests/main_quest/q302_reed = Lucretia My Reflection [MainQuest] ep1/quests/main_quest/q303_baron = The Damned [MainQuest] ep1/quests/main_quest/q303_hands = Get It Together [MainQuest] ep1/quests/main_quest/q303_songbird = You Know My Name [MainQuest] ep1/quests/main_quest/q304_deal = Firestarter [MainQuest] ep1/quests/main_quest/q304_netrunners = I've Seen That Face Before [MainQuest] ep1/quests/main_quest/q304_stadium = Birds with Broken Wings [MainQuest] ep1/quests/main_quest/q305_border_crossing = Leave in Silence [MainQuest] ep1/quests/main_quest/q305_bunker = Somewhat Damaged [MainQuest] ep1/quests/main_quest/q305_postcontent = This Corrosion [MainQuest] ep1/quests/main_quest/q305_prison_convoy = Black Steel In The Hour of Chaos [MainQuest] ep1/quests/main_quest/q305_reed_epilogue = Four Score and Seven [MainQuest] ep1/quests/main_quest/q306_devils_bargain = The Killing Moon [MainQuest] ep1/quests/main_quest/q306_postcontent = From Her to Eternity [MainQuest] ep1/quests/main_quest/q306_reed_epilogue = Through Pain to Heaven [MainQuest] ep1/quests/main_quest/q306_somi_epilogue = Unfinished Sympathy [MainQuest] ep1/quests/main_quest/q307_before_tomorrow = Who Wants to Live Forever [MainQuest] ep1/quests/main_quest/q307_tomorrow = Things Done Changed [MainQuest] ep1/quests/minor_quest/mq304_succession = Run This Town [MainQuest] ep1/quests/minor_quest/sts_ep1_08_katya_data_shard = Am I Demon? [MainQuest] quests/main_quest/act_01/q101_01_firestorm = Love Like Fire [MainQuest] quests/main_quest/act_01/q101_resurrection = Playing for Time [MainQuest] quests/main_quest/act_01/q103_warhead = Ghost Town [MainQuest] quests/main_quest/act_01/q104_01_sabotage = Lightning Breaks [MainQuest] quests/main_quest/act_01/q104_02_av_chase = Life During Wartime [MainQuest] quests/main_quest/act_01/q105_02_jigjig = The Space in Between [MainQuest] quests/main_quest/act_01/q105_03_braindance_studio = Disasterpiece [MainQuest] quests/main_quest/act_01/q105_04_judys = Double Life [MainQuest] quests/main_quest/act_01/q105_dollhouse = Automatic Love [MainQuest] quests/main_quest/act_01/q108_johnny = Never Fade Away [MainQuest] quests/main_quest/act_01/q110_01_voodooboys = M'ap Tann Pèlen [MainQuest] quests/main_quest/act_01/q110_03_cyberspace = Transmission [MainQuest] quests/main_quest/act_01/q110_voodoo = I Walk the Line [MainQuest] quests/main_quest/act_01/q112_01_old_friend = Down on the Street [MainQuest] quests/main_quest/act_01/q112_02_industrial_park = Gimme Danger [MainQuest] quests/main_quest/act_01/q112_03_dashi_parade = Play It Safe [MainQuest] quests/main_quest/act_01/q112_04_hideout = Search and Destroy [MainQuest] quests/main_quest/act_01/q113_corpo = Totalimmortal [MainQuest] quests/main_quest/act_01/q113_rescuing_hanako = Last Caress [MainQuest] quests/main_quest/act_01/q114_01_nomad_initiation = We Gotta Live Together [MainQuest] quests/main_quest/act_01/q114_02_maglev_line_assault = Forward to Death [MainQuest] quests/main_quest/act_01/q114_03_attack_on_arasaka_tower = Belly of the Beast [MainQuest] quests/main_quest/act_01/q115_afterlife = For Whom the Bell Tolls [MainQuest] quests/main_quest/act_01/q115_rogues_last_flight = Knockin' on Heaven's Door [MainQuest] quests/main_quest/act_01/q116_cyberspace = Changes [MainQuest] quests/main_quest/epilogues/q201_heir = Where is My Mind? [MainQuest] quests/main_quest/epilogues/q202_nomads = All Along the Watchtower [MainQuest] quests/main_quest/epilogues/q203_legend = Path of Glory [MainQuest] quests/main_quest/epilogues/q204_reborn = New Dawn Fades [MainQuest] quests/main_quest/prologue/q000_corpo = The Corpo-Rat [MainQuest] quests/main_quest/prologue/q000_nomad = The Nomad [MainQuest] quests/main_quest/prologue/q000_street_kid = The Streetkid [MainQuest] quests/main_quest/prologue/q000_tutorial = Practice Makes Perfect [MainQuest] quests/main_quest/prologue/q001_01_victor = The Ripperdoc [MainQuest] quests/main_quest/prologue/q001_02_dex = The Ride [MainQuest] quests/main_quest/prologue/q001_intro = The Rescue [MainQuest] quests/main_quest/prologue/q003_maelstrom = The Pickup [MainQuest] quests/main_quest/prologue/q004_braindance = The Information [MainQuest] quests/main_quest/prologue/q005_heist = The Heist [MainQuest] quests/meta/01_climbing_the_ladder = Become A Legend [MainQuest] quests/meta/02_sickness = Nocturne Op55N1 [MainQuest] quests/meta/03_haru_kasai = Godmaker [MainQuest] quests/meta/04_mysterious_stranger = Hidden in the Shadows [MainQuest] quests/meta/05_arasaka_princess = Kunitsu-kami [MainQuest] quests/meta/06_samurai_reunited = Blistering Love [MainQuest] quests/meta/08_headhunter = NO_TITLE [MainQuest] quests/meta/09_solo = (Don't Fear) The Reaper [MainQuest] quests/meta/10_survive = Survive...Whatever the Cost [MainQuest] quests/meta/11_johnny_business = Out of the City [MainQuest] quests/side_quest/sq032_tapeworm = Tapeworm [MainQuest] quests/templates/generic_gameplay_quest = NO_TITLE [MainQuest] quests/templates/test_template_quest = NO_TITLE [SideQuest] ep1/quests/minor_quest/wst_ep1_11_bill_meeting = New Person, Same Old Mistakes [SideQuest] quests/meta/07_nc_underground = The Beast In Me [SideQuest] quests/side_quest/sq004_riders_on_the_storm = Riders on the Storm [SideQuest] quests/side_quest/sq006_dream_on = Dream On [SideQuest] quests/side_quest/sq011_concert = A Like Supreme [SideQuest] quests/side_quest/sq011_johnny = Second Conflict [SideQuest] quests/side_quest/sq011_kerry = Holdin' On [SideQuest] quests/side_quest/sq012_lost_girl = I Fought the Law [SideQuest] quests/side_quest/sq017_01_riot_club = I Don't Wanna Hear It [SideQuest] quests/side_quest/sq017_02_lounge = Off the Leash [SideQuest] quests/side_quest/sq017_kerry = Rebel! Rebel! [SideQuest] quests/side_quest/sq018_jackie = Heroes [SideQuest] quests/side_quest/sq021_sick_dreams = The Hunt [SideQuest] quests/side_quest/sq022_head_hunter = NO_TITLE [SideQuest] quests/side_quest/sq023_bd_passion = There Is A Light That Never Goes Out [SideQuest] quests/side_quest/sq023_hit_order = Sinnerman [SideQuest] quests/side_quest/sq023_real_passion = They Won't Go When I Go [SideQuest] quests/side_quest/sq024_badlands_race = The Beast in Me: Badlands [SideQuest] quests/side_quest/sq024_city_race = The Beast in Me: City Center [SideQuest] quests/side_quest/sq024_santo_domingo_race = The Beast in Me: Santo Domingo [SideQuest] quests/side_quest/sq024_the_big_race = The Beast in Me: The Big Race [SideQuest] quests/side_quest/sq025_0_pickup = Human Nature [SideQuest] quests/side_quest/sq025_compensation = Tune Up [SideQuest] quests/side_quest/sq025_delamain = Epistrophy [SideQuest] quests/side_quest/sq025b_delamain_insurgence = Don't Lose Your Mind [SideQuest] quests/side_quest/sq025c01_angry = Epistrophy: Wellsprings [SideQuest] quests/side_quest/sq025c02_sad = Epistrophy: North Oak [SideQuest] quests/side_quest/sq025c03_mean = Epistrophy: Coastview [SideQuest] quests/side_quest/sq025c04_manic = Epistrophy: Rancho Coronado [SideQuest] quests/side_quest/sq025c05_scared = Epistrophy: Northside [SideQuest] quests/side_quest/sq025c06_mean = Epistrophy: Badlands [SideQuest] quests/side_quest/sq025c07_suicidal = Epistrophy: The Glen [SideQuest] quests/side_quest/sq026_01_suicide = Both Sides, Now [SideQuest] quests/side_quest/sq026_02_maiko = Ex-Factor [SideQuest] quests/side_quest/sq026_03_pizza = Talkin' 'bout a Revolution [SideQuest] quests/side_quest/sq026_04_hiromi = Pisces [SideQuest] quests/side_quest/sq027_01_basilisk_convoy = With a Little Help from My Friends [SideQuest] quests/side_quest/sq027_02_raffen_shiv_attack = Queen of the Highway [SideQuest] quests/side_quest/sq028_kerry_romance = Boat Drinks [SideQuest] quests/side_quest/sq029_sobchak_romance = Following the River [SideQuest] quests/side_quest/sq030_judy_romance = Pyramid Song [SideQuest] quests/side_quest/sq031_cinema = Blistering Love [SideQuest] quests/side_quest/sq031_rogue = Chippin' In [SideQuest] quests/side_quest/sq031_smack_my_bitch_up = A Cool Metal Fire [SideQuest] quests/side_quest/sq_q001_tbug = The Gift [SideQuest] quests/side_quest/sq_q001_wakako = The Gig [SideQuest] quests/side_quest/sq_q001_wilson = The Gun
[MinorQuest] ep1/quests/minor_quest/mq033_ep1 = Tomorrow Never Knows [MinorQuest] ep1/quests/minor_quest/mq300_safehouse = Water Runs Dry [MinorQuest] ep1/quests/minor_quest/mq301_bomb = Balls to the Wall [MinorQuest] ep1/quests/minor_quest/mq303_addict = Dazed and Confused [MinorQuest] ep1/quests/minor_quest/mq305_combat_zone_report = Shot by Both Sides [MinorQuest] ep1/quests/minor_quest/mq306_dumpster = No Easy Way Out [MinorQuest] ep1/quests/minor_quest/q304_car_retrieval = Moving Heat [MinorQuest] ep1/quests/minor_quest/q304_gear_pickup = Dirty Second Hands [MinorQuest] ep1/quests/minor_quest/q304_splinter_stash = Voodoo Treasure [MinorQuest] ep1/quests/minor_quest/sts_ep1_08_loot_pickup = Money For Nothing [MinorQuest] ep1/quests/minor_quest/sts_ep1_08_steven_meeting_night_city = The Show Must Go On [MinorQuest] ep1/quests/minor_quest/sts_ep1_12_pickup = Corpo of the Month [MinorQuest] ep1/quests/minor_quest/wst_ep1_04 = Addicted To Chaos [MinorQuest] ep1/quests/minor_quest/wst_ep1_05 = Go Your Own Way [MinorQuest] ep1/quests/minor_quest/wst_ep1_09 = One Way or Another [MinorQuest] quests/main_quest/prologue/q003_stout = Venus in Furs [MinorQuest] quests/minor_quest/mq001_scorpion = I'll Fly Away [MinorQuest] quests/minor_quest/mq002_veterans = Gun Music [MinorQuest] quests/minor_quest/mq003_orbitals = Space Oddity [MinorQuest] quests/minor_quest/mq005_alley = Only Pain [MinorQuest] quests/minor_quest/mq006_rollercoaster = Love Rollercoaster [MinorQuest] quests/minor_quest/mq007_smartgun = Machine Gun [MinorQuest] quests/minor_quest/mq008_party = Stadium Love [MinorQuest] quests/minor_quest/mq009_loser = NO_TITLE [MinorQuest] quests/minor_quest/mq010_barry = Happy Together [MinorQuest] quests/minor_quest/mq011_wilson = Shoot To Thrill [MinorQuest] quests/minor_quest/mq012_stud = Burning Desire [MinorQuest] quests/minor_quest/mq013_punks = A Day In The Life [MinorQuest] quests/minor_quest/mq014_02_second = Stairway To Heaven [MinorQuest] quests/minor_quest/mq014_03_third = Poem Of The Atoms [MinorQuest] quests/minor_quest/mq014_04_fourth = Meetings Along The Edge [MinorQuest] quests/minor_quest/mq014_zen = Imagine [MinorQuest] quests/minor_quest/mq015_wizardbook = Spellbound [MinorQuest] quests/minor_quest/mq016_bartmoss = KOLD MIRAGE [MinorQuest] quests/minor_quest/mq017_streetkid = Small Man, Big Mouth [MinorQuest] quests/minor_quest/mq018_writer = Killing In The Name [MinorQuest] quests/minor_quest/mq019_paparazzi = Violence [MinorQuest] quests/minor_quest/mq021_guide = Fortunate Son [MinorQuest] quests/minor_quest/mq022_ezekiel = Ezekiel Saw the Wheel [MinorQuest] quests/minor_quest/mq023_bootleg = The Ballad of Buck Ravers [MinorQuest] quests/minor_quest/mq024_sandra = Full Disclosure [MinorQuest] quests/minor_quest/mq025_02_kabuki = Beat on the Brat: Kabuki [MinorQuest] quests/minor_quest/mq025_03_arroyo = Beat on the Brat: Arroyo [MinorQuest] quests/minor_quest/mq025_05_glen = Beat on the Brat: The Glen [MinorQuest] quests/minor_quest/mq025_06_pacifica = Beat on the Brat: Pacifica [MinorQuest] quests/minor_quest/mq025_07_fight_club = Beat on the Brat: Rancho Coronado [MinorQuest] quests/minor_quest/mq025_psycho_brawl = Beat on the Brat [MinorQuest] quests/minor_quest/mq026_conspiracy = The Prophet's Song [MinorQuest] quests/minor_quest/mq027_stunts = Living on the Edge [MinorQuest] quests/minor_quest/mq028_stalker = Every Breath You Take [MinorQuest] quests/minor_quest/mq029_tourist = The Highwayman [MinorQuest] quests/minor_quest/mq030_melisa = Bullets [MinorQuest] quests/minor_quest/mq032_sacrum = Sacrum Profanum [MinorQuest] quests/minor_quest/mq033_tarot = Fool on the Hill [MinorQuest] quests/minor_quest/mq035_ozob = Send in the Clowns [MinorQuest] quests/minor_quest/mq036_overload = Sweet Dreams [MinorQuest] quests/minor_quest/mq037_brendan = Coin Operated Boy [MinorQuest] quests/minor_quest/mq037_brendan_dumpster = I Can See Clearly Now [MinorQuest] quests/minor_quest/mq037_brendan_hooligan001 = Spray Paint [MinorQuest] quests/minor_quest/mq038_neweridentity = Big in Japan [MinorQuest] quests/minor_quest/mq040_biosculpt = Raymond Chandler Evening [MinorQuest] quests/minor_quest/mq041_corpo = War Pigs [MinorQuest] quests/minor_quest/mq042_nomad = These Boots Are Made for Walkin' [MinorQuest] quests/minor_quest/mq043_cyberpsychos = Psycho Killer [MinorQuest] quests/minor_quest/mq044_jakes_vehicle = Sex On Wheels [MinorQuest] quests/minor_quest/mq045_victor_debt = Paid in Full [MinorQuest] quests/minor_quest/mq046_cave_vehicle = Murk Man Returns Again Once More Forever [MinorQuest] quests/minor_quest/mq047_ad_vehicle = Dressed to Kill [MinorQuest] quests/minor_quest/mq048_cyberware = Upgrade U [MinorQuest] quests/minor_quest/mq049_edgerunners = Over the Edge [MinorQuest] quests/minor_quest/mq050_ken_block_tribute = I'm in Love with My Car [MinorQuest] quests/minor_quest/mws_wat_08_trauma_drama = Career Opportunities [MinorQuest] quests/side_quest/sq_cyberpsychos_regina = Cyberpsychosis [MinorQuest] quests/vehicle_metaquest/archer_bandit = Quartz "Bandit"
[StreetStory] ep1/quests/street_stories/combat_zone_reward = Hi Ho Silver Lining [StreetStory] ep1/quests/street_stories/sts_ep1_01 = Gig: Dogtown Saints [StreetStory] ep1/quests/street_stories/sts_ep1_03 = Gig: The Man Who Killed Jason Foreman [StreetStory] ep1/quests/street_stories/sts_ep1_04 = Gig: Prototype in the Scraper [StreetStory] ep1/quests/street_stories/sts_ep1_06 = Gig: Heaviest of Hearts [StreetStory] ep1/quests/street_stories/sts_ep1_07 = Gig: Roads to Redemption [StreetStory] ep1/quests/street_stories/sts_ep1_08 = Gig: Spy in the Jungle [StreetStory] ep1/quests/street_stories/sts_ep1_10 = Gig: Waiting for Dodger [StreetStory] ep1/quests/street_stories/sts_ep1_12 = Gig: Treating Symptoms [StreetStory] ep1/quests/street_stories/sts_ep1_13 = Gig: Talent Academy [StreetStory] quests/street_stories/badlands/badlands_reward = Every Grain of Sand [StreetStory] quests/street_stories/badlands/inland_avenue/sts_bls_ina_02 = Gig: Big Pete's Got Big Problems [StreetStory] quests/street_stories/badlands/inland_avenue/sts_bls_ina_03 = Gig: Flying Drugs [StreetStory] quests/street_stories/badlands/inland_avenue/sts_bls_ina_04 = Gig: Radar Love [StreetStory] quests/street_stories/badlands/inland_avenue/sts_bls_ina_05 = Gig: Goodbye, Night City [StreetStory] quests/street_stories/badlands/inland_avenue/sts_bls_ina_06 = Gig: No Fixers [StreetStory] quests/street_stories/badlands/inland_avenue/sts_bls_ina_07 = Gig: Dancing on a Minefield [StreetStory] quests/street_stories/badlands/inland_avenue/sts_bls_ina_08 = Gig: Trevor's Last Ride [StreetStory] quests/street_stories/badlands/inland_avenue/sts_bls_ina_09 = Gig: MIA [StreetStory] quests/street_stories/badlands/inland_avenue/sts_bls_ina_11 = Gig: Sparring Partner [StreetStory] quests/street_stories/city_center/city_center_reward = Gas Gas Gas [StreetStory] quests/street_stories/city_center/corpo_plaza/sts_cct_cpz_01 = Gig: Serial Suicide [StreetStory] quests/street_stories/city_center/downtown/sts_cct_dtn_02 = Gig: An Inconvenient Killer [StreetStory] quests/street_stories/city_center/downtown/sts_cct_dtn_03 = Gig: A Lack of Empathy [StreetStory] quests/street_stories/city_center/downtown/sts_cct_dtn_04 = Gig: Guinea Pigs [StreetStory] quests/street_stories/city_center/downtown/sts_cct_dtn_05 = Gig: The Frolics of Councilwoman Cole [StreetStory] quests/street_stories/generic_sts_quest = Undiscovered [StreetStory] quests/street_stories/heywood/glen/sts_hey_gle_01 = Gig: Eye for an Eye [StreetStory] quests/street_stories/heywood/glen/sts_hey_gle_03 = Gig: Psychofan [StreetStory] quests/street_stories/heywood/glen/sts_hey_gle_04 = Gig: Fifth Column [StreetStory] quests/street_stories/heywood/glen/sts_hey_gle_05 = Gig: Going Up or Down? [StreetStory] quests/street_stories/heywood/glen/sts_hey_gle_06 = Gig: Life's Work [StreetStory] quests/street_stories/heywood/heywood_reward = God Bless This Mess [StreetStory] quests/street_stories/heywood/vista_del_rey/sts_hey_rey_01 = Gig: Bring Me the Head of Gustavo Orta [StreetStory] quests/street_stories/heywood/vista_del_rey/sts_hey_rey_02 = Gig: Sr. Ladrillo's Private Collection [StreetStory] quests/street_stories/heywood/vista_del_rey/sts_hey_rey_06 = Gig: Jeopardy [StreetStory] quests/street_stories/heywood/vista_del_rey/sts_hey_rey_08 = Gig: Old Friends [StreetStory] quests/street_stories/heywood/vista_del_rey/sts_hey_rey_09 = Gig: Getting Warmer... [StreetStory] quests/street_stories/heywood/wellsprings/sts_hey_spr_01 = Gig: On a Tight Leash [StreetStory] quests/street_stories/heywood/wellsprings/sts_hey_spr_03 = Gig: The Lord Giveth and Taketh Away [StreetStory] quests/street_stories/heywood/wellsprings/sts_hey_spr_06 = Gig: Hot Merchandise [StreetStory] quests/street_stories/pacifica/coastview/sts_pac_cvi_02 = Gig: Two Wrongs Makes Us Right [StreetStory] quests/street_stories/pacifica/west_wind_estates/sts_pac_wwd_05 = Gig: For My Son [StreetStory] quests/street_stories/santo_domingo/arroyo/sts_std_arr_01 = Gig: Serious Side Effects [StreetStory] quests/street_stories/santo_domingo/arroyo/sts_std_arr_03 = Gig: Race to the Top [StreetStory] quests/street_stories/santo_domingo/arroyo/sts_std_arr_05 = Gig: Breaking News [StreetStory] quests/street_stories/santo_domingo/arroyo/sts_std_arr_06 = Gig: Nasty Hangover [StreetStory] quests/street_stories/santo_domingo/arroyo/sts_std_arr_10 = Gig: Severance Package [StreetStory] quests/street_stories/santo_domingo/arroyo/sts_std_arr_11 = Gig: Hacking the Hacker [StreetStory] quests/street_stories/santo_domingo/arroyo/sts_std_arr_12 = Gig: Desperate Measures [StreetStory] quests/street_stories/santo_domingo/rancho_coronado/sts_std_rcr_01 = Gig: The Union Strikes Back [StreetStory] quests/street_stories/santo_domingo/rancho_coronado/sts_std_rcr_02 = Gig: Cuckoo's Nest [StreetStory] quests/street_stories/santo_domingo/rancho_coronado/sts_std_rcr_03 = Gig: Going-away Party [StreetStory] quests/street_stories/santo_domingo/rancho_coronado/sts_std_rcr_04 = Gig: Error 404 [StreetStory] quests/street_stories/santo_domingo/rancho_coronado/sts_std_rcr_05 = Gig: Family Matters [StreetStory] quests/street_stories/santo_domingo/santo_domingo_reward = Ride Captain Ride [StreetStory] quests/street_stories/watson/kabuki/sts_wat_kab_01 = Gig: Concrete Cage Trap [StreetStory] quests/street_stories/watson/kabuki/sts_wat_kab_02 = Gig: Hippocratic Oath [StreetStory] quests/street_stories/watson/kabuki/sts_wat_kab_03 = Gig: Backs Against the Wall [StreetStory] quests/street_stories/watson/kabuki/sts_wat_kab_04 = Gig: Fixer, Merc, Soldier, Spy [StreetStory] quests/street_stories/watson/kabuki/sts_wat_kab_05 = Gig: Last Login [StreetStory] quests/street_stories/watson/kabuki/sts_wat_kab_06 = Gig: Shark in the Water [StreetStory] quests/street_stories/watson/kabuki/sts_wat_kab_07 = Gig: Monster Hunt [StreetStory] quests/street_stories/watson/kabuki/sts_wat_kab_08 = Gig: Woman of La Mancha [StreetStory] quests/street_stories/watson/kabuki/sts_wat_kab_101 = Gig: Small Man, Big Evil [StreetStory] quests/street_stories/watson/kabuki/sts_wat_kab_102 = Gig: Welcome to America, Comrade [StreetStory] quests/street_stories/watson/kabuki/sts_wat_kab_107 = Gig: Troublesome Neighbors [StreetStory] quests/street_stories/watson/little_china/sts_wat_lch_01 = Gig: Catch a Tyger's Toe [StreetStory] quests/street_stories/watson/little_china/sts_wat_lch_03 = Gig: Bloodsport [StreetStory] quests/street_stories/watson/little_china/sts_wat_lch_05 = Gig: Playing for Keeps [StreetStory] quests/street_stories/watson/little_china/sts_wat_lch_06 = Gig: The Heisenberg Principle [StreetStory] quests/street_stories/watson/northside_industrial_district/sts_wat_nid_01 = Gig: Occupational Hazard [StreetStory] quests/street_stories/watson/northside_industrial_district/sts_wat_nid_02 = Gig: Many Ways to Skin a Cat [StreetStory] quests/street_stories/watson/northside_industrial_district/sts_wat_nid_03 = Gig: Flight of the Cheetah [StreetStory] quests/street_stories/watson/northside_industrial_district/sts_wat_nid_04 = Gig: Dirty Biz [StreetStory] quests/street_stories/watson/northside_industrial_district/sts_wat_nid_05 = Gig: Rite of Passage [StreetStory] quests/street_stories/watson/northside_industrial_district/sts_wat_nid_06 = Gig: Lousy Kleppers [StreetStory] quests/street_stories/watson/northside_industrial_district/sts_wat_nid_07 = Gig: Scrolls before Swine [StreetStory] quests/street_stories/watson/northside_industrial_district/sts_wat_nid_12 = Gig: Freedom of the Press [StreetStory] quests/street_stories/watson/watson_reward = Last Call [StreetStory] quests/street_stories/wesbrook/charter_hill/sts_wbr_hil_01 = Gig: Until Death Do Us Part [StreetStory] quests/street_stories/wesbrook/charter_hill/sts_wbr_hil_06 = Gig: Family Heirloom [StreetStory] quests/street_stories/wesbrook/charter_hill/sts_wbr_hil_07 = Gig: Tyger and Vulture [StreetStory] quests/street_stories/wesbrook/japan_town/sts_wbr_jpn_01 = Gig: Olive Branch [StreetStory] quests/street_stories/wesbrook/japan_town/sts_wbr_jpn_02 = Gig: We Have Your Wife [StreetStory] quests/street_stories/wesbrook/japan_town/sts_wbr_jpn_03 = Gig: A Shrine Defiled [StreetStory] quests/street_stories/wesbrook/japan_town/sts_wbr_jpn_05 = Gig: Wakako's Favorite [StreetStory] quests/street_stories/wesbrook/japan_town/sts_wbr_jpn_09 = Gig: Hothead [StreetStory] quests/street_stories/wesbrook/japan_town/sts_wbr_jpn_12 = Gig: Greed Never Pays [StreetStory] quests/street_stories/wesbrook/westbrook_reward = Professional Widow
[CyberPsycho] quests/minor_quest/ma_bls_ina_se1_07 = Cyberpsycho Sighting: The Wasteland [CyberPsycho] quests/minor_quest/ma_bls_ina_se1_08 = Cyberpsycho Sighting: House on a Hill [CyberPsycho] quests/minor_quest/ma_bls_ina_se1_22 = Cyberpsycho Sighting: Second Chances [CyberPsycho] quests/minor_quest/ma_cct_dtn_03 = Cyberpsycho Sighting: On Deaf Ears [CyberPsycho] quests/minor_quest/ma_cct_dtn_07 = Cyberpsycho Sighting: Phantom of Night City [CyberPsycho] quests/minor_quest/ma_hey_spr_04 = Cyberpsycho Sighting: Seaside Cafe [CyberPsycho] quests/minor_quest/ma_hey_spr_06 = Cyberpsycho Sighting: Letter of the Law [CyberPsycho] quests/minor_quest/ma_pac_cvi_08 = Cyberpsycho Sighting: Smoke on the Water [CyberPsycho] quests/minor_quest/ma_pac_cvi_15 = Cyberpsycho Sighting: Lex Talionis [CyberPsycho] quests/minor_quest/ma_std_arr_06 = Cyberpsycho Sighting: Under the Bridge [CyberPsycho] quests/minor_quest/ma_std_rcr_11 = Cyberpsycho Sighting: Discount Doc [CyberPsycho] quests/minor_quest/ma_wat_kab_02 = Cyberpsycho Sighting: Demons of War [CyberPsycho] quests/minor_quest/ma_wat_kab_08 = Cyberpsycho Sighting: Lt. Mower [CyberPsycho] quests/minor_quest/ma_wat_lch_06 = Cyberpsycho Sighting: Ticket to the Major Leagues [CyberPsycho] quests/minor_quest/ma_wat_nid_03 = Cyberpsycho Sighting: Where the Bodies Hit the Floor [CyberPsycho] quests/minor_quest/ma_wat_nid_15 = Cyberpsycho Sighting: Bloody Ritual [CyberPsycho] quests/minor_quest/ma_wat_nid_22 = Cyberpsycho Sighting: Six Feet Under
[Contract] ep1/quests/sandbox_activities/sa_ep1_15 = sa_ep1_15 [Contract] quests/minor_activities/badlands/se1/ma_bls_ina_se1_02 = Reported Crime: Comrade Red [Contract] quests/minor_activities/badlands/se1/ma_bls_ina_se1_03 = Reported Crime: Blood in the Air [Contract] quests/minor_activities/badlands/se1/ma_bls_ina_se1_06 = Reported Crime: Extremely Loud and Incredibly Close [Contract] quests/minor_activities/badlands/se1/ma_bls_ina_se1_18 = Reported Crime: I Don't Like Sand [Contract] quests/minor_activities/badlands/se1/ma_bls_ina_se1_22 = Cyberpsycho Sighting: Second Chances [Contract] quests/minor_activities/badlands/se5/ma_bls_ina_se5_33 = Reported Crime: Delivery From Above [Contract] quests/minor_activities/city_center/downtown/ma_cct_dtn_03 = Cyberpsycho Sighting: On Deaf Ears [Contract] quests/minor_activities/city_center/downtown/ma_cct_dtn_12 = Reported Crime: Turn Off the Tap [Contract] quests/minor_activities/heywood/glen/ma_hey_gle_02 = Suspected Organized Crime Activity: Chapel [Contract] quests/minor_activities/heywood/glen/ma_hey_gle_07 = Reported Crime: Smoking Kills [Contract] quests/minor_activities/heywood/wellsprings/ma_hey_spr_11 = Suspected Organized Crime Activity: Living the Big Life [Contract] quests/minor_activities/pacifica/coastview/ma_pac_cvi_10 = Reported Crime: Roadside Picnic [Contract] quests/minor_activities/pacifica/coastview/ma_pac_cvi_12 = Suspected Organized Crime Activity: Wipe the Gonk, Take the Implants [Contract] quests/minor_activities/pacifica/coastview/ma_pac_cvi_13 = Reported Crime: Honey, Where are You? [Contract] quests/minor_activities/pacifica/west_wind_estate/ma_pac_wwd_02 = LocKey39425 [Contract] quests/minor_activities/santo_domingo/arroyo/ma_std_arr_03 = NO_TITLE [Contract] quests/minor_activities/santo_domingo/arroyo/ma_std_arr_07 = Reported Crime: Disloyal Employee [Contract] quests/minor_activities/santo_domingo/arroyo/ma_std_arr_10 = Reported Crime: Ooh, Awkward [Contract] quests/minor_activities/santo_domingo/arroyo/ma_std_arr_14 = Reported Crime: Supply Management [Contract] quests/minor_activities/santo_domingo/rancho_coronado/ma_std_rcr_08 = LocKey39438 [Contract] quests/minor_activities/santo_domingo/rancho_coronado/ma_std_rcr_10 = Reported Crime: Welcome to Night City [Contract] quests/minor_activities/santo_domingo/rancho_coronado/ma_std_rcr_12 = Reported Crime: A Stroke of Luck [Contract] quests/minor_activities/santo_domingo/rancho_coronado/ma_std_rcr_13 = Reported Crime: Justice Behind Bars [Contract] quests/minor_activities/santo_domingo/rancho_coronado/ma_std_rcr_16 = NO_TITLE [Contract] quests/minor_activities/santo_domingo/rancho_coronado/ma_std_rcr_18 = LocKey42920 [Contract] quests/minor_activities/watson/kabuki/ma_wat_kab_05 = Reported Crime: Protect and Serve [Contract] quests/minor_activities/watson/little_china/ma_wat_lch_01 = Suspected Organized Crime Activity: Opposites Attract [Contract] quests/minor_activities/watson/little_china/ma_wat_lch_03 = Reported Crime: Worldly Possessions [Contract] quests/minor_activities/watson/little_china/ma_wat_lch_05 = Reported Crime: Paranoia [Contract] quests/minor_activities/watson/little_china/ma_wat_lch_08 = Suspected Organized Crime Activity: Tygers by the Tail [Contract] quests/minor_activities/watson/little_china/ma_wat_lch_15 = Reported Crime: Dangerous Currents [Contract] quests/minor_activities/watson/northside_industrial_district/ma_wat_nid_01 = Suspected Organized Crime Activity: Vice Control [Contract] quests/minor_activities/watson/northside_industrial_district/ma_wat_nid_02 = Suspected Organized Crime Activity: Just Say No [Contract] quests/minor_activities/watson/northside_industrial_district/ma_wat_nid_03 = Cyberpsycho Sighting: Where the Bodies Hit the Floor [Contract] quests/minor_activities/watson/northside_industrial_district/ma_wat_nid_06 = Suspected Organized Crime Activity: No License, No Problem [Contract] quests/minor_activities/watson/northside_industrial_district/ma_wat_nid_10 = Reported Crime: Dredged Up [Contract] quests/minor_activities/watson/northside_industrial_district/ma_wat_nid_12 = Reported Crime: Needle in a Haystack [Contract] quests/minor_activities/watson/northside_industrial_district/ma_wat_nid_26 = Reported Crime: One Thing Led to Another [Contract] quests/minor_activities/watson/northside_industrial_district/ma_wat_nid_27 = Reported Crime: Don't Forget the Parking Brake! [Contract] quests/minor_activities/westbrook/charter_hill/ma_wbr_hil_05 = Reported Crime: You Play with Fire... [Contract] quests/minor_activities/westbrook/japantown/ma_wbr_jpn_07 = Reported Crime: Lost and Found [Contract] quests/minor_activities/westbrook/japantown/ma_wbr_jpn_09 = Reported Crime: Another Circle of Hell [Contract] quests/minor_activities/westbrook/japantown/ma_wbr_jpn_20 = !DUPLICATE [Contract] quests/minor_activities/westbrook/north_oak/ma_wbr_nok_01 = Reported Crime: Crash Test [Contract] quests/minor_activities/westbrook/north_oak/ma_wbr_nok_03 = Reported Crime: Table Scraps [Contract] quests/minor_activities/westbrook/north_oak/ma_wbr_nok_05 = Suspected Organized Crime Activity: Privacy Policy Violation [Contract] quests/street_stories/e3_vm_hack_v2/asdasd = LocKey39381
[VehicleQuest] ep1/quests/sandbox_activities/courier_outro = Courier outro [VehicleQuest] quests/vehicle_metaquest/arch = Nazaré Racer [VehicleQuest] quests/vehicle_metaquest/archer_quartz = Quartz EC-L r275 [VehicleQuest] quests/vehicle_metaquest/brennan_apollo = Apollo [VehicleQuest] quests/vehicle_metaquest/chevalier_emperor = Emperor 620 Ragnar [VehicleQuest] quests/vehicle_metaquest/chevalier_thrax = Thrax 388 Jefferson [VehicleQuest] quests/vehicle_metaquest/herrera_outlaw = Outlaw [VehicleQuest] quests/vehicle_metaquest/mahir_supron = Supron FS3 [VehicleQuest] quests/vehicle_metaquest/makigai_maimai = MaiMai P126 [VehicleQuest] quests/vehicle_metaquest/mizutani_shion = Shion MZ2 [VehicleQuest] quests/vehicle_metaquest/mizutani_shion_nomad = Shion "Coyote" [VehicleQuest] quests/vehicle_metaquest/quadra_turbo = Turbo-R 740 [VehicleQuest] quests/vehicle_metaquest/quadra_type66 = Type-66 640 TS [VehicleQuest] quests/vehicle_metaquest/quadra_type66_avenger = Quadra Type-66 Avenger [VehicleQuest] quests/vehicle_metaquest/quadra_type66_nomad = Quadra Type-66 "Javelina" [VehicleQuest] quests/vehicle_metaquest/quadra_type66_nomad_ncu = Quadra Type-66 "Cthulhu" [VehicleQuest] quests/vehicle_metaquest/rayfield_aerondight = Rayfield Aerondight "Guinevere" [VehicleQuest] quests/vehicle_metaquest/rayfield_caliburn = Rayfield Caliburn [VehicleQuest] quests/vehicle_metaquest/thorton_colby = Colby C125 [VehicleQuest] quests/vehicle_metaquest/thorton_colby_nomad = Thorton Colby "Little Mule" [VehicleQuest] quests/vehicle_metaquest/thorton_colby_pickup = Thorton Colby CX410 Butte [VehicleQuest] quests/vehicle_metaquest/thorton_galena = Galena G240 [VehicleQuest] quests/vehicle_metaquest/thorton_galena_nomad = Thorton Galena "Gecko" [VehicleQuest] quests/vehicle_metaquest/thorton_mackinaw = Mackinaw MTL1 [VehicleQuest] quests/vehicle_metaquest/tier1 = !OBSOLETE [VehicleQuest] quests/vehicle_metaquest/tier2 = !OBSOLETE [VehicleQuest] quests/vehicle_metaquest/tier3 = !OBSOLETE [VehicleQuest] quests/vehicle_metaquest/tier4 = !OBSOLETE [VehicleQuest] quests/vehicle_metaquest/tier5 = !OBSOLETE [VehicleQuest] quests/vehicle_metaquest/tier6 = !OBSOLETE [VehicleQuest] quests/vehicle_metaquest/tier7 = !OBSOLETE [VehicleQuest] quests/vehicle_metaquest/tier8 = !OBSOLETE [VehicleQuest] quests/vehicle_metaquest/villefort_alvarado = Alvarado V4F 570 Delegate [VehicleQuest] quests/vehicle_metaquest/villefort_columbus = Columbus V340-F Freight [VehicleQuest] quests/vehicle_metaquest/villefort_cortes = Cortes V5000 Valor [VehicleQuest] quests/vehicle_metaquest/yaiba_kusanagi = Kusanagi CT-3X
[CourierQuest] ep1/quests/sandbox_activities/courier_test = Just Another Story [CourierSideQuest] ep1/quests/sandbox_activities/courier_intro_journal = Push It to the Limit [CourierSideQuest] ep1/quests/sandbox_activities/courier_outro_dock = Baby Let Me Take You
Lights and their properties at a glance
Published: Feb 09 2024 by manavortex Last documented edit: Feb 09 2024 by manavortex
This page gives you an overview about lights at a glance.
For a guide how to add lights to AMM props, check AMM: Light Components
For an overview and explanation of lights, check Lights explained (currently WIP)
base\gameplay\devices\lights\indestructible\fluorescent_lamp_b.ent
Recolourable via AMM panel. Has a Light and a LightGlow component, no flicker
for candle > .ent
Fixed colour, flickering light, soft natural glow
Audio files for frequent modding
Published: Apr 05 2024 by manavortex Last documented edit: Sep 19 2024 by manavortex
Instead of holding a list of audio file paths, you can use Zhincore's soundDB tool to browse
For a guide, check Modding Guides ->Sound-> Finding an audio file,
There is nothing here yet! Maybe you'd like to sign up and edit?
How to find Cyberpunk locations in the files
This page will show you how to find locations and sectors. If you already know them, check World Editingfor guides on how to modify them.
For a list of existing node types and information about them, see Reference: .streamingsector node types
There are several overviews of interesting locations:
Wiki: List of world sectors for e.g. V's apartment. Sign up and edit!
List of interesting locations for teleporting
An entire channel dedicated to locations
Install RedHotTools >= 0.5.2. You need both the plugin and the extra zip for CET.
Extract them directly into your Cyberpunk game directory and start the game.
Head to the location that you want to edit.
Look at the item
Open the CET overlay
With the release of RedHotTools 0.5.2, the information in the box below has become obsolete and will only be preserved for posterity.
Run the following command in CET's console:
Cheat Sheets for poses and animations
Published: Apr 27 2024 by , based on research by Apart Last documented update: Dec 17 2024 by manavortex
You can use this to spawn poses with props.
You can use this to limit pose availability.
Adding a poseStateConfig
will cause your pose to be hidden in other circumstances. This might confuse users and lead to bug reports, so use it sparingly.
Unless indicated otherwise, none of the pose states below are available when swimming.
POSE_STATE_GROUND
Can only be used while standing on a surface.
POSE_STATE_GROUND_CROUCH
Can only be used while crouching on a surface.
POSE_STATE_AIR
Can only be used while in mid-air.
POSE_STATE_GROUND_AIR
Can only be used while on a surface or while in mid-air.
POSE_STATE_GROUND_WALK
Can only be used while walking on a surface.
POSE_STATE_GROUND_SPRINT
Can only be used while sprinting on a surface.
POSE_STATE_GROUND_ACTION
Can only be used while in combat on a surface.
POSE_STATE_SWIMMING
Can only be used while swimming.
POSE_STATE_SWIMMING_MOVING
Can only be used while swimming and moving.
POSE_STATE_CAR
Can only be used while driving a car.
POSE_STATE_BIKE
Can only be used while riding a motorcycle.
POSE_STATE_LADDER
Unused / no effect
POSE_STATE_GROUND_FLAT
Can only be used while standing on a flat surface.
POSE_STATE_GROUND_FLAT_AND_AIR
Can only be used while standing on a flat surface or while mid-air.
POSE_STATE_GROUND_FLAT_ACTION
Can only be used while standing on a flat surface and while in combat.
Where to find the E3 marketing assets
This page tells you where to find those assets from the E3 demonstrations/trailers that CDPR left in the files.
Please note that while there are texture folders, though their folders will be noted, the textures themselves will not be listed here.
In these folders, you will find the assets used for V as seen in the 43-minute 2018 gameplay demo.
These folders contain the V used in the early 2020 marketing materials and "The World of Cyberpunk 2077", the assets here more closely resemble the final game.
When compared to female V, male V has fewer remaining assets left over from development (mostly 2018 is missing). However, what we saw of male V in the 2019 Deep Dive demo, early 2020 trailers, and "The World of Cyberpunk 2077" remain behind.
Note that not everything in the foremost folder will be listed, only what's important. There are simply too many assets to list here, most of which are identical to the final game if not straight duplicates.
Important exception; outside of the above folder, somewhere else in a different folder is a beard mesh that is combined with 3D eyebrows and eyelashes.
base\characters\head\pma\h0_001_ma_c__player\hb_001_ma_c__player.mesh
Textures for male V here are scattered across two different folders, h0_000_pma_c__basehead
and h0_001_ma_c__player
respectively.
Player photo mode uses one of
For a guide how to replace photo mode expressions, see .
The AMM expressions for both body genders use the following file and keys:
base\animations\facial\male_average\interactive_scene\generic_average_male_facial_idle.anims
Courtesy of Maximilium, Pinkydude and Vitum
A collection of code-related knowledge
You're probably used to coding like this:
In LUA, you can skim a few processing cycles by using the early return style:
You can gain a significant amount of performance this way, especially when doing this in a loop.
LUA throws an exception if it encounters nil
in unexpected places. The corresponding error will look like this:
Open the corresponding file, find the correct line, and check what is being accessed there. It will look like variable.property
, or perhaps something will be concatenated to a string ("something something text" .. variable
).
You can assign a default value to the property in question:
While that won't solve any other problems, it will at least make the error go away.
Who doesn't know the problem? You want to know if your string is A, B, or C, but not D — and LUA doesn't have a switch statement.
Fortunately, there is a built-in and performant way to
Lua internalizes strings. That means these two strings will share a single representation in memory:
The comparison between those two strings will be almost-instant.
Every single pass of the loop will create a memory representation of "This is the same object!" and then discard it again.
Takeaway:
If at all possible, define things outside the scope of loops!
Lua's regex implementation is very limited. There is a limitation for pipes. For example, the following example will actually iterate twice after creating internal string representations:
It is faster to just do this:
On top of that, string.match
will return the entire string if no match is found:
The alternative:
Takeaway:
Avoid regex
prefer String.find()
over String.match()
Specify mod slots for your gear
Tsumetogi
Cocktail Stick
Jinchu-Maru
Satori
Scalpel
Byakko
Errata
Gwynbleidd
Black Unicorn
Stinger
Headhunter
Blue Fang
Butcher's Cleaver
Nehan
Fang
To test the applied effects, you can use . Simply copy the code into a new file inside of Cyberpunk 2077/r6/scripts/
, e.g. debug_damage_types.reds
. After starting up the game and hitting people with your weapon, you can see the log output via CET.
Change the x, y and z coordinate to the coordinates that you found via CET
String concatenation and comparison can be the difference between a brief stutter and a complete freeze or even crash to desktop. This is not a joke — see for more detail.
This becomes a problem when comparing strings in a loop (see ):
For a performance analysis of different kinds of string concatenation, check .
h0_000_pwa_c__basehead.mesh
Head
he_000_pwa_c__basehead.mesh
Eyes
heb_000_pwa_c__basehead.mesh
Eyebrows
ht_000_pwa_c__basehead.mesh
Teeth
hx_000_pwa_c__basehead_cyberware_01.mesh
Cyberware
hx_000_pwa_c__basehead_cyberware_02.mesh
Cybeware
hx_000_pwa_c__basehead_cyberware_03.mesh
Cyberware
hx_000_pwa_c__basehead_cyberware_04.mesh
Cyberware
hx_000_pwa_c__basehead_cyberware_05.mesh
Cyberware
hx_000_pwa_c__basehead_makeup_01.mesh
Lip makeup
hx_000_pwa_c__basehead_makeup_02.mesh
Eye makeup
i1_000_pwa_c_earring__basehead.mesh
Earing
h0_000_pma_c__basehead_scar_01.mesh
Head scar (Note: potentially what we see in the 2018 trailer)
h0_000_pma_c__basehead.mesh
Head
h0_000_pma_c__short_spiked_cyberware_01.mesh
Hair with cyberware cutout(?)
h0_000_pma_c__short_spiked.mesh
Hair
hb_000_pma_c__basehead__e3_demo_reduced.mesh
Beard
he_000_pma_c__basehead_cyberware.mesh
Eyes with cyberware cutout(?)
he_000_pma_c__basehead.mesh
Eyes
heb_000_pma_c__basehead_01.mesh
Eyebrows (Note: Like 2018 Female V, these are 3D modeled eyebrows!)
hh_000_pma_c__basehead_haircap_01.mesh
Hair cap
hx_000_pma_c__basehead_cyberware_01.mesh
Cyberware (Note: Same as used in the trailer/gameplay videos.)
i1_000_pma_earring__basehead_01.mesh
Earing
Neutral
idle__neutral__male
Joy
idle__joy__male
Smile
idle__happy__male
Sad
idle__sadness__male
Surprise
idle__surprise__male
Aggressive
idle__aggression__male
Anger
idle__anger__male
Interested
idle__interested__male
Disinterested
idle__disinterested__male
Disappointed
idle__disappointed__male
Disgust
idle__disgust__male
Exertion
idle__exertion__male
Nervous
idle__nervous__male
Fear
idle__fear__male
Terrified
idle__fear_reaction__male
Pain
idle__pain__male
Sleepy
idle__tiredness__male
Unconscious
idle__unconscious__male
Dead
idle__dead__male
ProcessHitTriggered
Does the bullet hit anything?
IsHitQuickMelee
is the current attack a quick melee attack?
h0_001_wa_c__demo_vicky.mesh
Head
hb_001_wa_c__demo_vicky.mesh
Eyebrow/eyelash
(Note: this is different than the traditional eyebrow mesh the game actually uses, these are fully modelled 3D meshes.)
he_001_wa_c__demo_vicky.mesh
Eyes
heb_001_wa_c__demo_vicky.mesh
Eyebrows (Note: same format as the final game eyebrows.)
ht_001_wa_c__demo_vicky.mesh
Teeth
hx_001_wa_c__demo_vicky_makeup_eyes_01.mesh
Eye makeup
hx_001_wa_c__demo_vicky_makeup_freckles_01.mesh
Freckles
hx_001_wa_c__demo_vicky_makeup_lips_01.mesh
Lip makeup
hx_001_wa_c__demo_vicky_pimples_01.mesh
Pimples
1
Neutral
facial_neutral
2
Charm
facial_charming
3
Fury
facial_furious
4
Boredom
facial_bored
5
Anger
facial_pissed
6
Satisfaction
facial_pleased
7
Disgust
facial_disgusted
8
Happiness
facial_happy
9
Fear
facial_scared
10
Surprise
facial_surprised
11
Sadness
facial_sadness
12
Whistle
facial_whistling
Which body parts are where?
Last documented edit: January 06 2024 by manavortex
This page lists various properties of the player body. Use the Table of Contents or your browser's search (Hotkey: Ctrl+F
) to quickly find what you're looking for. Any links will lead you to additional context.
You can find the list of skin tones, hair and facial expressions under Cheat Sheet: Head
The details on arms can be found under Cheat Sheet: Arms
When editing body mods, you need to edit both the mesh and the morphtarget.
There is no dedicated guide yet, but you can refer to A new head for V.
For a list and explanation of body mods, check the Overlay textures by framework page.
While you can use this information to show/hide parts of the player body via chunkmasks, you might consider using ArchiveXL tags instead.
male body
base\characters\common\player_base_bodies\player_man_average\t0_000_pma_base__full.mesh
t0_000_pma_base__full
female body
base\characters\common\player_base_bodies\player_female_average\t0_000_pwa_base__full.mesh
t0_000_pwa_base__full
female body, big boobs
base\characters\common\player_base_bodies\player_female_average\t0_000_pwa_base__full_breast_big.mesh
applied by morphtarget
female body, small boobs
base\characters\common\player_base_bodies\player_female_average\t0_000_pwa_base__full_breast_small.mesh
applied by morphtarget
female body, flat feet
base\characters\common\player_base_bodies\player_female_average\l0_000_pwa_base__cs_flat.mesh
l0_000_pwa_base__cs_flat
These meshes cover up seams at arms and shoulders, where the mesh edges might show gaps.
male body
base\characters\common\player_base_bodies\player_man_average\t0_000_pma_base__full_seamfix.mesh
t0_000_pma_base__full_seamfix
female body
base\characters\common\player_base_bodies\player_female_average\t0_000_pwa_base__full_seamfix.mesh
t0_000_pwa_base__full_seamfix
base\characters\common\player_base_bodies\player_female_average\tattoos\tx_000_pwa_base__full_tattoo_01.mesh
tx_000_pwa_base__full_tattoo_01
base\characters\common\player_base_bodies\player_female_average\tattoos\tx_000_pwa_base__full_tattoo_02.mesh
tx_000_pwa_base__full_tattoo_02
base\characters\common\player_base_bodies\player_female_average\tattoos\tx_000_pwa_base__full_tattoo_03.mesh
tx_000_pwa_base__full_tattoo_03
base\characters\common\player_base_bodies\player_female_average\tattoos\tx_000_pwa_base__full_tattoo_04.mesh
tx_000_pwa_base__full_tattoo_04
base\characters\common\player_base_bodies\player_female_average\tattoos\tx_000_pwa_base__full_tattoo_05.mesh
tx_000_pwa_base__full_tattoo_05
base\characters\common\player_base_bodies\player_man_average\tattoos\tx_000_pma_base__full_tattoo_01.mesh
tx_000_pma_base__full_tattoo_01
base\characters\common\player_base_bodies\player_man_average\tattoos\tx_000_pma_base__full_tattoo_02.mesh
tx_000_pma_base__full_tattoo_02
base\characters\common\player_base_bodies\player_man_average\tattoos\tx_000_pma_base__full_tattoo_03.mesh
tx_000_pma_base__full_tattoo_03
base\characters\common\player_base_bodies\player_man_average\tattoos\tx_000_pma_base__full_tattoo_04.mesh
tx_000_pma_base__full_tattoo_04
base\characters\common\player_base_bodies\player_man_average\tattoos\tx_000_pma_base__full_tattoo_05.mesh
tx_000_pma_base__full_tattoo_05
You can find NPC bodies in the following folder:
man base
base\characters\common\base_bodies\man_average\t0_000_ma_base__full.mesh
average body type, male body gender
man big
base\characters\common\base_bodies\man_big\t0_000_mb_base__full_hql.mesh
Sumo body type
man child
base\characters\common\base_bodies\man_child\t0_000_mc_base__full.mesh
Used for all children, regardless of body gender
man fat
base\characters\common\base_bodies\man_fat\t0_000_mf_base__full.mesh
fat citizens
man massive
base\characters\common\base_bodies\man_massive\t0_000_mm_base__full_head.mesh
Used for Sasquatch and Adam Smasher's 2020 appearance
woman average
base\characters\common\base_bodies\woman_average\t0_000_wa_base__full_hq.mesh
average body type, female body gender. Boob and foot submeshes included.
woman small
base\characters\common\base_bodies\woman_small\t0_000_ws_base__full.mesh
???
Find this information under Cheat Sheet: Head.
For a list of #skin-tones-by-index, see Cheat Sheet: Head
Skin materials are defined in the individual body files. For their paths, see #player-base-body.
You can find the definitions in the localMaterialBuffer. Each material overrides the following properties locally:
Normal (bump/height map)
Albedo (diffuse/complexion)
All other properties are pulled from a .mi file in the following folder:
female body gender
base\characters\common\skin\character_mat_instance\female\body\
male body gender
base\characters\common\skin\character_mat_instance\male\body\
The names of the body's material instance files are identical to those used by the player head. Find them under #head-material-instances.
If you want to make a body mod, you need to modify the following files. Please do clothing modders a favour either fit your body to vanilla proportions, or register a tag for ArchiveXL: body mods and refits right away!
base\characters\head\player_base_heads\player_female_average\h0_000_pwa__morphs.morphtarget
base\characters\head\player_base_heads\player_female_average\h0_000_pwa_c__basehead\h0_000_pwa_c__basehead.mesh
base\characters\common\player_base_bodies\player_female_average\t0_000_pwa_base__full.morphtarget
base\characters\common\player_base_bodies\player_female_average\t0_000_pwa_base__full.mesh
base\characters\common\player_base_bodies\player_female_average\l0_000_pwa_base__cs_flat.mesh
base\characters\common\player_base_bodies\player_female_average\arms_hq\a0_000_pwa_base_hq__full.mesh
(only used in character creation)
base\characters\common\player_base_bodies\player_female_average\arms_hq\a0_000_pwa_base_hq__l.mesh
base\characters\common\player_base_bodies\player_female_average\arms_hq\a0_000_pwa_base_hq__r.mesh
base\characters\common\player_base_bodies\player_female_average\fpp\n0_000_pwa_fpp__neck.mesh
base\characters\common\player_base_bodies\player_female_average\fpp\t0_000_pwa_fpp__torso.mesh
base\characters\common\player_base_bodies\player_female_average\fpp\a0_000_pwa_fpp__full_l.mesh
base\characters\common\player_base_bodies\player_female_average\fpp\a0_000_pwa_fpp__full_r.mesh
base\characters\common\player_base_bodies\player_female_average\fpp\l0_000_pwa_fpp__cs_flat.mesh
base\characters\head\player_base_heads\player_man_average\h0_000_pwa__morphs.morphtarget
base\characters\head\player_base_heads\player_man_average\h0_000_pwa_c__basehead\h0_000_pwa_c__basehead.mesh
base\characters\common\player_base_bodies\player_man_average\t0_000_pma_base__full.mesh
base\characters\common\player_base_bodies\player_man_average\arms_hq\a0_000_pma_base_hq__full.mesh
(only used in character creation)
base\characters\common\player_base_bodies\player_man_average\arms_hq\a0_000_pma_base_hq__l.mesh
base\characters\common\player_base_bodies\player_man_average\arms_hq\a0_000_pma_base_hq__r.mesh
base\characters\common\player_base_bodies\player_man_average\fpp\n0_000_pma_fpp__neck.mesh
base\characters\common\player_base_bodies\player_man_average\fpp\t0_000_pma_fpp__torso.mesh
base\characters\common\player_base_bodies\player_man_average\fpp\a0_000_pma_fpp__full_l.mesh
base\characters\common\player_base_bodies\player_man_average\fpp\a0_000_pma_fpp__full_r.mesh
\
A collection of tweak IDs for certain types of entity
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