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This guide will teach you how to create tattoo on modded body, KS_UV and VTK
Published: Apr 11 2024 by Yggnire, initial guide by Yggnire Last documented edit: Aug 16 2024 by
This guide will teach you how to create your own overlay tattoo for either of the texture frameworks, or how to convert a tattoo for a different body mod.
If you are looking for the body layouts, check Texture Frameworks for Player V -> #texture-layouts
The ability to read: mandatory, because I'm not gonna lie — this is gonna be difficult otherwise. Knowing how to use a drawing software : recommended, because this guide will not cover it. Knowing how to use WolvenKit.
<5 minutes to set up everything 5 minutes - as long as it takes you to create a tattoo that you like <5 minutes for the import/install
Tattoo mods are load order dependent. You don't need to read the load order page, just make sure to name your mod project correctly.
You have two ways of getting the correct files:
download the modders' resources from the framework's page
add the files to your project from the framework you have already installed
The tutorial will walk you through the second:
Find the name of the texture that you want to edit on the Overlay textures by framework page.
Add the files to your project by double-clicking on them.
If you are trying to convert a tattoo, you need to use the body texture from the framework you want to convert into
The tattoo frameworks will have the base body texture in the same folder as the overlay files.
Right-click on your overlay file in Wolvenkit's Project Browser
Select Copy Relative Path from the context menu
Delete the file name from the path: you just want to search for the folder
Add > .xbm
to the end of your search (with a space!) to limit your search to texture files.
Hit Enter and browse through the files inside the folder: one of them will be the base body texture.
Use the Export Tool to export the .xbm
files to .png
.
Since tattoos are independent from body complexion mods, delete the body texture xbm if you included it as a reference – you're only editing overlays.
You can right-click on one of the png files to open it in the Windows Explorer
It's image editing time! This guide will only give you a rough outline, but make sure to read the red box below.
You need to create an overlay, meaning: a transparent layer with only your tattoo that is projected on top of the body texture.
Do not draw on the body texture.
You can use an image editing software of your choice, as long as it supports alpha transparency. If you don't have one, use photopea.com – it's free and in your browser!
Optional: Import the body texture as reference
Import the overlay texture that you want to edit
Many people default to 4k or even 8k textures, but consider: this is madness! How often do you press your nose against your V on a 4k monitor?
2k (2048x2048) is almost always enough.
If you insist on making high-resolution textures, please remember people with older GPUs (who suffer from a lack of VRAM), and offer them as an optional download.
Create a new layer above the skin texture and start drawing your tattoo :
You can now draw on the transparent layer (again, do not draw on the body texture).
If you are converting a tattoo, you will have move individual parts around instead.
If you split off parts on a different layer, you don't need to worry about mistakes - you can always merge layers later!
When your tattoo is complete, uncheck the eye on the skin layer
Your project should look like this: Your tattoo and no background
Let's export the tattoo. A detailed tutorial can be found under #editing-a-texture.
It's important that you overwrite the exact file that you exported from Wolvenkit (the .png
file in your project's raw folder from step 3).
Now you need to import your file back into Wolvenkit. You have two ways to do that:
Overwrite the png that you created in step 3.1
Open the Import Tool and import your png
You're done
Save your new tattoo anywhere on your PC as a .png
file.
In Wolvenkit, open the .xbm file by either double-clicking the file, or clicking the blue icon
Switch to the "Texture Preview" tab
Right click on it and select Replace Texture
. Choose the file you have saved.
Create a . Use the following naming schema per framework:
Turn on the
Use the to find the texture(s)
Paste the relative path into Wolvenkit's
Switch the project explorer to the to find the image files.
by clicking the green Play button in the toolbar. Time to go in-game and admire your new tattoo!
VTK
00_my_first_tattoo
KS_UV
005_my_first_tattoo
How to make custom skin textures, tattoos textures, and scars textures.
Published: Feb 03 2024 by manavortex Last documented edit: June 14 2024 by LadyLea
This page collects information on making custom skins, tattoos and scars for V and NPCs.
Please check the nested pages in the Wiki's browser for more information, or click the "Next" button at the bottom of the page.
If you want to sign up and edit, you are more than welcome!
You can find here a list of overlays names for the KS_UV and VTK frameworks.
Confused about the difference? Check Texture Frameworks for Player V
You already have the body mod installed, so you can simply get the files from your by using the .
Depending on the supported framework, you need to name your WolvenKit project like this:
Framework | Prefix | Example name |
---|---|---|
The body file of KS_UV contain the Torso, Back, Legs and Arms parts The body file of VTK contain Torso, Back and Legs parts
Framework | Overlay name | gender/body part |
---|---|---|
Head : base\4k\common\overlays\wa_head_overlay_d01.xbm
Body : base\4k\common\overlays\fullbody_overlay_d01.xbm
Head: base\4k\common\overlays\wa_head_overlay_d01.xbm
Body: base\4k\common\overlays\ma_fullbody_overlay_d01.xbm
Head:
base\characters\head\player_base_heads\player_female_average\h0_000_pwa_c__basehead\textures\h0_001_pwa_c__basehead_overlay.xbm
Body :
base\v_textures\body\v_overlay.xbm
Arms :
base\characters\player\femme\body\arms\textures\femme_arm_left_01_overlay.xbm base\characters\player\femme\body\arms\textures\femme_arm_right_01_overlay.xbm
Body: base\v_textures\body\v_masc_overlay.xbm
Arms:
base\characters\player\masculine\body\arms\textures\masculine_arm_right_01_overlay.xbm base\characters\player\masculine\body\arms\textures\masculine_arm_left_01_overlay.xbm
How to merge two or more existing tattoos
Published: Feb 03 2024 by manavortex, initial guide by Yggnire Last documented edit: 18 May 2024 by YoursTrulyBilly
This guide will teach you how to merge multiple tattoos into one.
For this example, we'll be merging two VTK tattoos from Belly Tattoos Pack and Low Back Tattoo Pack by Yggnire
If you are looking for the body layouts, check Texture Frameworks for Player V -> #texture-layouts
For a more detailed guide with illustrated steps, check How to create an overlay tattoo. You can use that guide for reference.
If you want additional information, check Texture Frameworks for Player V.
The guide is extremely detailed and has screenshots for each step!
The ability to read: mandatory, because I'm not gonna lie — this is gonna be difficult otherwise.
Knowing how to edit images: recommended, because this guide will not cover it. If you don't know it, the relevant section will tell you what to Google, though
The following two tattoo mods (kindly provided by Yggnire):
<1h for total noobs, <15 minutes if you know what you're doing.
To see which files you need to edit, check this: Overlay textures by framework.
Depending on the supported framework, you need to name your project like this:
It's best to rename each tattoo after adding to make it easier for you to know which is which!
In the asset browser, find v_overlay.xbm
inside the first .archive
file and add it to your project (right-click or double-click)
Re-name the file in your project to e.g. lowbacktattoo.xbm
Add v_overlay.xbm
from the second .archive
file to your project
Re-name the file in your project to e.g. skulltattoo.xbm
Add the file v_overlay.xbm
again — this will be your final overlay.xbm
If you want to merge into a clean template, check Merging existing tattoos: into a clean template.
You can now find the exported .png files in source\raw\base\v_textures\body
. Time to look at them.
If you don't have photoshop, you can use photopea.com in your browser for free!
Open lowbacktattoo.png
in Photoshop.
Drag-and-drop the second file (skulltattoo.png
) into your open tab.
Optional: If the pictures aren't the same size, use the W
: box at the top of the file to scale it up or down.
If your added file has been pasted as a smart object, rasterize it by right-clicking on the layer in the Layers palette
Merge the layer down on the base layer
We have one last thing to do before we can import our file back, and that is fixing the transparency. Don't worry, we'll do it step-by-step:
Find the Channels
palette. It should be right below your Layers palette, but if it's not, you might have to turn it on via Window -> Channels
Select File -> Export -> export as png
Overwrite v_overlay.png
Find and select v_overlay.png
In the sidebar, make sure that PremultiplyAlpha
is checked
Import!
Check the files in Wolvenkit. They should have changed.
Delete all files that aren't v_overlay.xbm
, since we don't need them anymore.
Make sure that no other tattoo mods are installed — or there's a chance that you'll get to see those, rather than your new edit.
This guide will teach you how to create scars on modded body KS_UV and VTK
Published: Feb 29 2024 by Yggnire, initial guide by Yggnire Last documented edit: June 15 2024 by LadyLea
The ability to read: mandatory, because I'm not gonna lie — this is gonna be difficult otherwise. Knowing how to use a drawing software : recommended, because this guide will not cover it.
<5 minutes to set up everything 5 minutes - s long as it takes you to create a scar that you like <5 minutes for the import/install
If you want to know how to make scars, I advise you to take a look at the tutorial "How to make a scar (tips for drawing)
KS_UV project name should be 005_modname
VTK project name should be 000_modname
Head to the Overlay textures by framework page and find the correct files for your framework (VTK or KSUV).
For a scar, you need a diffuse, normal, and roughness map.
Add them to your project by double-clicking on the entries in the Asset Browser
Save the files in a new folder.
Open all of them on a drawing software like photoshop, clip studio paint or photopea.com
This part is explained in this tuto : How to make a scar (tips for drawing)
Check the corresponding step-by-step instructions here: How to create an overlay tattoo -> #id-5-reimporting-the-texture
Do this for all of the files. If you install the mod, you should now be able to see your new scar!
Optional: If you want to merge your tattoos into a clean template, check this page.
Published: 18 May 2024 by YoursTrulyBilly Last documented edit: 18 May 2024 by YoursTrulyBilly
This is an optional sub-page for the Merging existing tattoos guide. Only follow the steps here if you want to merge into a clean template — otherwise, you can go on!
We will merge both of these tattoos into the file that's loaded by the VTK framework. To get that, we'll download the Modding resources from xBaebSae's VTK mod.
For a list of which frameworks overwrite which files, you can check Overlay textures by framework
In the downloaded zip file, open the subfolder xBaebsae_VanillaHD_Body
Extract the base
folder inside into your Wolvenkit project, subfolder source\archive
:
You only need v_textures\body
, so you can delete the folder characters
.
The file v_body_d.xbm
contains the naked body texture. You can use that as a reference!
Now, rename v_overlay.xbm
(for example to v_overlay
_0.
xbm
)
Tattoo frameworks work by loading certain overlays on top of the regular skin texture. Due to technical limitations, these overlays must be hardcoded.
You want to create a new overlay with the merged textures from both of your .archive
mods. Since all these files will change the same .xbm file, we're creating a backup here.
Create scars by replacing vanilla one
Published: Feb 05 2024 by Yggnire, initial guide by Yggnire Last documented edit: Feb 05 2024 by Yggnire
This guide will teach you how to create scars by replacing vanilla one. In this guide, we'll replace #4 in the Character Customization.
The ability to read: mandatory, because I'm not gonna lie — this is gonna be difficult otherwise. Knowing how to use a drawing software : recommended, because this guide will not cover it.
<5 minutes to set up everything 5 minutes - s long as it takes you to create a scar that you like <5 minutes for the import/install
Create a and give it a name that you can remember. Since we're replacing a basegame asset, make sure that it starts with basegame
: basegame_my_scars_replacer
To create scars replacer, you need the following files (they're shared for both body genders) from this folder:
Add the files to your project by double-clicking
Open all of them on a drawing software like photoshop, clip studio paint or photopea.com
Let's start by creating the scar's bumpmap. Open pma__basehead_scars_n01.png
(the yellow-greenish one).
The image should look like this :
The vanilla size are 1024x1024, I have upscaled mine to 4096x4096, but that's personal taste.
You will need to erase one of the pre-existing scars. Use the pipette tools and take the same color as the background.
Add a new layer and paint over this part of the image.
By creating a new layer, you will preserve the original edit and can toggle your changes on and off in the layers palette.
Once it’s done, add a new layer and start to draw your scar, I recommend you to use a brush similar to wet watercolor to create « natural scars » if you want to create cyberware scar, use a more consistent brush .
The scar replaced spans the entire face, so this is the best scar to replace. To see which parts are affected, you can drag the _d texture on your mesh and turn its opacity to 50%:
To create your scar, take a basic red color, and draw your scar on the new layer you created in Step 2.
Copy the entire layer (Hotkey: Ctrl+A
, Ctrl+C
)
In the Layers Palette, select the red channel and paste your scar. The image will now be black and white.
In the Layers Palette, select all three channels (or RGB) to see colours again.
Now you need to turn your image green. There are various ways to do that, for example Image -> Adjustments -> Hue/Saturation.
Copy the green scar and paste it into the green channel.
Use CTRL + T
to select it and shifted the scar a few pixels to the right (you can use the arrow keys). It should now look like this:
Now that you have a scar, open h0_000_pma__basehead_scars_m01
(the black-and-white one, your metallic map).
On the yellow image, switch to the red channel again and copy everything (Hotkey: Ctrl+A
, Ctrl+C
)
Paste it into the metallic image (Hotkey: Ctrl+V
).
It should now be on another layer. If not, undo the paste (Hotkey: Ctrl+Z
), create a new layer in the layer palette, and paste it again.
The pasted scar should automatically be black and white. If not, change that via the Edit -> Image -> Greyscale option.
Invert the image (Hotkey: Ctrl+I
) so that it looks like the picture below:
Now change the contrast of the formerly red channel so that the scar is black (Image -> Adjustments -> Brightness/Contrast).
Repeat the process with the green channel from the normal map.
Now change the brightness of the formerly green channel to a light grey Image -> Adjustments -> Brightness/Contrast).
Set the blending mode of the green scar layer to Difference
. This will give you an inverted image, but that's fine.
Now, merge the two layers (hotkey: Ctrl+E
)
Invert it (Hotkey: Ctrl+I
)
Change the tint of the RED scar to black and the GREEN one to light grey.
Do this for the others png files with appropriate colors.
Replace in your wolvenkit project all the png with the new one, « Import » and then « Install » and enjoy your new scar !
Go to Character Customization and select the scar 4.
Here is the issue that I have had to deal with and you will certainly meet it.
In-game, this kind of issue can happen , nose textures cut and strange square shadow on the neck.
To remedy this problem, create a new project and obtain the 4 file types as seen above and replace them with those that you modified, export, import, install and that's it, the problem should no longer be present. If the problem persists, start the procedure again.
This page will explain in detail what the current texture frameworks are, what are the difference between them and which body mods utilizes them.
Published: Feb 03 2024 by manavortex
Overhaul of information & addition of reference pictures: June 16 2024 by LadyLea Last documented edit: June 26 2024 by AllKnowingLion
It is highly recommended to fully read the official description pages of the following Texture Frameworks and the respective Body Mods on Nexus Mods - as further information can be found and also to keep track of any updates.
Since CDPR utilizes the same texture paths and texture files for V and NPCs, Texture Frameworks are used to give V separate texture files from NPCs, allowing you to edit V’s skin or tattoos without your edit affecting for example, Judy, River, or crowd NPCs.
For clarity's sake, below is also documented V's original/vanilla texture layouts and paths, that are shared with NPCs. In addition to what was stated earlier, the options to create desired looks is very limited using this vanilla way.
The original texture UV Layouts CDPR utilizes for Player V:
The earliest initial texture framework by Halvkyrie for Player Female V. This mod makes the player arms use separate textures, allowing for different custom tattoos on each arm without the former limitation of mirroring.
Unique Arms utilizes the following texture UV Layouts for Arms:
Also known as "UV" or "KS-UV" was created by Zosoab70 and AllKnowingLion, and released by their team account, "KnowSo". The UV Framework was the first full body and arm texture framework. The base version is designed for players to be able to make their character as unique as they'd like while also allowing for modders to easily create their textures for the body and arms from a single file instead of having to use multiple. Following the 4.1 update, however, modders will have the option to utilize alternate layouts for the arms that are formatted more closely to the vanilla structuring.
(F) Solo Original
(F) Solo Small
(F) Solo Ultimate
(F) Solo Arms
(F) Solo 2.0 (Unreleased)
(F) Paragon Body (Discord Exclusive release on KS Discord server)
(F) Songbird Body
(F) Vanilla Plus
(F) Vanilla High Feet (Alternate UV Framework base body file)
(F) Freyja
(M) Adonis
(M) Atlas
(M) Titan Body (Unreleased)
Following the 4.0 Update, the UV Framework is compatible with ALL body mods, regardless of framework.
UV Texture Framework's base version utilizes the following Full-Body texture layouts:
The texture files for UV are separated by body gender. UV Texture Framework resources can be found on nexus - Miscellaneous files Section.
A detailed "how to" guide can be found in the UV Texture Framework resources files, along with .PNG files for the uv layouts for the body and arms. For further questions, troubleshooting, and community-sourced resources go to the KS Discord server.
Also known as "VTK" created by xBaebsae, is a framework that focuses on giving HD Skin textures and Tattoo textures for the body, feet, arms and head for Player V. It integrates Halvkyrie's Unique Arms paths, and its structure expands for more customizability.
(F) Vanilla HD
(F) Vanilla HD - VTK Big Breasts
(F) Vanilla HD - VTK Small Breasts
(F) Hyst's Realistic Butt (RB)
(F) Hyst's Enhanced Big Breasts (EBB)
(F) Hyst's Enhanced Big Breasts + Realistic Butt (EBBRB)
(F) Hyst's Enhanced Big Breasts: Push Up (EBBP)
(F) Hyst's Enhanced Big Breasts: Push Up + Realistic Butt (EBBPRB)
(F) Hyst's Enhanced Vanilla Body (EVB)
(F) Hyst's Angel Body
(M) Gymfiend
Texture Layouts
VTK FemV utilizes the following texture UV Layouts for Arms:
VTK FemV utilizes the following texture UV Layouts for the Body:
Texture Layouts
VTK Gymfiend utilizes the following texture UV Layouts for Arms:
VTK Gymfiend utilizes the following texture UV Layouts for the Body:
The texture files for VTK are separated by body gender. VTK resources can be found on nexus - Miscellaneous files Section.
Further resources are available if one desires to convert textures for Female V in VTK format, a detailed guide can be found here.
Resources for texture conversion concerning Gymfiend - Male V, can be found at the Miscellaneous files Section.
Primarily, the basic difference is the UV layout of the body/arm textures between the base version of the UV Framework, and VTK. Beyond that other features include:
An example of the UV Layout differences in-game:
This tuto will teach you how do a scar in the software of your choice. I will give you some basic idea on how to create scar,
Published: Feb 29 2024 by Yggnire, initial guide by Yggnire Last documented edit: Feb 29 2024 by Yggnire
I will give you some basic idea on how to create scar, I encourage you to use these basics and explore as many possibilities as possible. Don't hold on to what I'm going to explain to you.
Have fun.
The ability to read: mandatory, because I'm not gonna lie — this is gonna be difficult otherwise. Knowing how to use a drawing software : recommended, because this guide will not cover it.
- as long as it takes you to create a scar that you like
I use the software CLIP STUDIO PAINT but you can do it with the one you want.
I'm gonna do the scar on the normal map (bumpmap) first.
I take a RED color like this :
I use a wet watercolors brush for the natural scar
Do the base of your scar :
Then pimp it , you can erase or add some pieces to your scar with your brush
Now copy paste your scar and change the color to GREEN, place the layer below the red one and move it a few pixels to the side you want.
Now copy paste your scar on the skin textures
Use the Pipette tools and take the skin color, use the "Lock Transparent Pixels" parameters OR you can use CTRL+U
to modify the color as you wish, do the same for the GREEN layer, personally I use a lighter color for the red layer and a darker color for the green layer
Good job, you have your first scar ! Now do magic with wkit and go see your scar in-game
In-game appearance
In this part of the tuto I will show you a different way to do a scars (with better in-game results)
To begin you will need the diffuse map :
Draw your scar : I know this is not a simple scar if I have done this one, it's to show you what we can do with baked normal map.
Save your scar as a .PNG.
Download it and when you are in , click on "Open photograph from file".
Choose your png file of the diffuse map.
Choose a shape, personally I will pick the right one
Make those sliders slide the way you want and then "save normals to file"
Now you will need to go on WolvenKit, replace with "Replace Texture" your normal map with the new one you just baked.
The image should turn green, if not, go in the "import tab" and select "TEXG_Multilayer_Normal"
OR "TEXG_Generic_Normal" and import it, it should fix the problem.
You can now "Save" the image
You can now open the saved file with your drawing software, and select the scar.
Copy and paste it on the normal map of the game
You can see that the copy paste isn't smooth and have created rough edges, you will have to erase them with a smooth brushe.
When you are done with this part, you can save your file as a .PNG, keep it for later.
Now that the diffuse and the normal map are done , there remains one map to do, the roughness map.
Note that the roughness map is not really necessary for creating the scar BUT it brings more realism to it.
With a roughness map, you can give differents textures just by changing the colors you are using, see the examples :
You will have to copy the scar made on the diffuse map and paste it on the roughness map.
Now you have to change the colors to make them match with their elements
You can now replace all the textures by your textures in Wkit. Export and Import and then see the result in-game.
This guide will show you how to install the custom tattoo replacer.
This guide was originally written by Halk and imported with their permission. You can find the original .
This is just to import a custom tattoo into the game, in order to actually make your tattoo, you can use and follow the guide on Nexus as it’s still pretty relevant and handy on how to make your first replacers.
This will help you from Step 6 and forward from NCT’s guide.
After your tattoo is where you want it, and you’ve turned off all the other layers, flip your file vertically - do not just rotate, you gotta use the Flip Canvas Vertical option. Save your file as a .png on a transparent background. From: To:
Open WKit and , name it as you want your mod’s .archive to look like in the mod folder. Or not, I’m not your dad. Do not save your WKit projects in the Cyberpunk folder.
Your Project Explorer tab will look different, this is just how I like to organize my tattoo making by putting all my files in the same place. (Anything you put in the RAW folder will not make it to the game mod!) I’m replacing a Masc V body tattoo, so I need the original .xbm file of it to make my import. This is where the “Help with file Names” document from NCT’s guide comes handy. I’m replacing the Tattoo 1 in the Character Creator. The guide tells me that the name of its file is tattoo_body__customisation_01. Since it’s for Masc V, I need the _d01 variant. As you can see, I already have the file I need extracted and ready to use down there. Assuming you don’t, head over to the Asset Browser and look for the file you need. Again, refer to the document in NCT’s guide. Double click to add it to your project. Your Project Explorer tab will now look like this!
Once everything is correctly set up, just click Install on the upper menu so it packs and installs your replacement to the game, then test it! (I am not sure if you need to do anything else to use it as a REDmod, but I don’t use REDmod so I won’t guarantee it works if you just use “Install as REDmod”.)
You have .
Framework | Prefix | Example name |
---|---|---|
If you don't know how to create a project, you can look it up on the .
Switch the tab to and find the two archives that you want to merge.
You'll have to add v_overlay.xbm
from inside these .archives . Since they'll overwrite each other, read on to find out how to do that.
Go to . You only need to export three of the files, but you can click Export All
:
If you can't see the files in the , switch it to either or , or just navigate your Windows Explorer to the folder.
Ctrl+click on the thumbnail in the layer palette. This will select everything, considering transparency.
At the bottom of the Channels palette, click the "Save selection as channel" icon. This will create "Alpha 1":
Return to WolvenKit, and open the
. Time to test!
And there you have it! Go in-game and admire your new tattoos!
Find them by navigating the to the path, or by using the
Use the to export them
In your Project Explorer's , find the png files and click on the folder icon next to one to show them in Windows Explorer.
files name |
---|
You can find them by navigating the to the path above, or by using the .
Use the to export them
In your Project Explorer's , find the png files and click on the folder icon next to one to show them in Windows Explorer.
Gender & Body part | Relative file path |
---|---|
Gender & Body part | Relative file path |
---|---|
Gender & Body part | Relative file path |
---|---|
Gender & Body part | Relative file path |
---|---|
UV Framework | VTK |
---|---|
It's time for the baking part, you will need a bump map converter, I use which is the best in my opinion I will teach you how to convert your diffuse map with Crazy Bump.
After you have the .xbm you need, replicate the EXACT SAME PATHING in the Raw folder. Put your edited .png there and rename it to match the .xbm of the tattoo you’re replacing. As such, for me, it’ll look like this:
Head over to the Import/Export Tool window and make sure you’re in the Import tab. Find the .png you just renamed, select it, then click “Process Selected”. If everything went right, you will get a toast message from WKit informing you of that, and the Log tab will also say that the process was done. Still, you can double click on the .xbm of the Archive in the File Explorer, then head over to Texture Preview and check if your tattoo imported correctly. If it did, it’ll be flipped back to the original orientation of the NCT guide you first worked on before flipping on Step 1.
KS UV
004
004_my_tattoo_mix
VTK
00
00_my_tattoo_mix
- h0_000_pma__basehead_scars_d01
- h0_000_pma__basehead_scars_d02
- h0_000_pma__basehead_scars_m01
- h0_000_pma__basehead_scars_n01
Femme body
Body Skin Textures base\characters\common\base_bodies\woman_average\textures\t0_000_wa__c_base_d02_naked.xbm base\characters\common\base_bodies\woman_average\textures\t0_000_wa__c_base_n02_naked.xbm
base\characters\common\base_bodies\woman_average\textures\t0_000_wa__c_base_rm02.xbm
base\characters\common\skin\torso\t0_000_base_c__tintcolormask.xbm
Femme arms
Left Arm/Cyberarms & Right Arm/Cyberarms Skin Textures base\characters\common\base_bodies\woman_average\textures\arms_hq\a0_000_wa__c_base_hq_d01.xbm base\characters\common\skin\torso\normal_details\a0_000_wa_base__hq_nd01.xbm base\characters\common\base_bodies\woman_average\textures\arms_hq\a0_000_wa__base_hq_rm01.xbmbase\characters\common\skin\torso\normal_details\a0_000_base__normaldetail_01.xbm base\characters\common\skin\torso\arms_hq\a0_000_base_c__tintcolormask_hq.xbm
Masc body
Body Skin Textures base\characters\common\base_bodies\man_average\textures\t0_000_ma__c_base_d03_naked.xbm base\characters\common\base_bodies\man_average\textures\t0_000_ma__c_base_n03_naked.xbm
base\characters\common\base_bodies\man_average\textures\t0_000_ma__c_base_rm03.xbm
Masc arms
Left Arm/Cyberarms & Right Arm/Cyberarms Skin Textures
base\characters\common\base_bodies\man_average\textures\arms_hq\a0_000_ma__c_base_hq_d01.xbm base\characters\common\base_bodies\man_average\textures\arms_hq\a0_000_ma__base_hq_rm01.xbm base\characters\common\skin\torso\normal_details\a0_000_ma_base__hq_nd01.xbm
base\characters\common\skin\torso\normal_details\a0_000_base__normaldetail_01.xbm
base\characters\common\skin\torso\arms_hq\a0_000_base_c__tintcolormask_hq.xbm
Femme arms
Left Arm/Cyberarms Skin Textures
base\characters\player\femme\body\arms\textures\femme_arm_left_01_diffuse.xbm
Right Arm/Cyberarms Skin Textures
base\characters\player\femme\body\arms\textures\femme_arm_right_01_diffuse.xbm
Femme body
Full Body and Arms Skin Textures
base\4k\common\body\wa\textures\d02_naked.xbm
base\4k\common\body\wa\textures\n02_naked.xbm
base\4k\common\body\wa\textures\wa_base_rm02.xbm
base\4k\common\body\wa\wa_base_tintcolormask.xbm
Full Body and Arms Tattoo Textures
base\4k\common\overlays\fullbody_overlay_d01.xbm
base\4k\common\overlays\glow_overlay_d01.xbm
base\4k\common\overlays\normals\fullbody_overlay_n01.xbm
Femme Hq Arms (UV - 4.1)
Hq Arm Skin Textures
base\4k\common\arms_hq\wa\wa_hq_l_arm_d01.xbm
base\4k\common\arms_hq\wa\wa_hq_l_arm_nd01.xbm
base\4k\common\arms_hq\wa\wa_hq_l_arm_rm01.xbm
base\4k\common\arms_hq\wa\wa_hq_r_arm_d01.xbm
base\4k\common\arms_hq\wa\wa_hq_r_arm_nd01.xbm
base\4k\common\arms_hq\wa\wa_hq_r_arm_rm01.xbm
base\4k\common\arms_hq\wa\wa_a0_a_tintcolormask_hq.xbm
base\4k\common\arms_hq\wa\wa_a0_b_tintcolormask_hq.xbm
Hq Arm Tattoo Textures
base\4k\common\overlays\arms_hq\wa\wa_l_arm_glow_overlay_d01.xbm
base\4k\common\overlays\arms_hq\wa\wa_l_arm_overlay_d01.xbm
base\4k\common\overlays\arms_hq\wa\wa_r_arm_glow_overlay_d01.xbm
base\4k\common\overlays\arms_hq\wa\wa_r_arm_overlay_d01.xbm
Femme head
Head Skin Textures
base\characters\head\player_base_heads\player_female_average\h0_000_pwa_c__basehead\textures\h0_000_pwa_c__basehead_d01.xbm
base\characters\head\player_base_heads\player_female_average\h0_000_pwa_c__basehead\textures\h0_001_pwa_c__basehead_n01.xbm
base\4k\common\head\h0_001_ma_c__basehead_rm01.xbm
Head Tattoo Textures
base\4k\common\overlays\wa_head_overlay_d01.xbm
base\4k\common\overlays\wa_head_glow_d01.xbm base\4k\common\overlays\normals\wa_head_overlay_n01.xbm
Femme genitals
None Textures
base\4k\common\genitals\wa\none\i0_000_pwa_base__genitals_none_d01.xbm
base\4k\common\genitals\wa\none\i0_000_pwa_base__genitals_none_n01.xbm
base\4k\common\genitals\wa\none\i0_000_pwa_base__genitals_none_rm01.xbm
Penis Textures
base\4k\common\genitals\wa\penis\i0_000_pwa_c__basepenis_circumcised_d01.xbm
base\4k\common\genitals\wa\penis\i0_000_pwa_c__basepenis_circumcised_n01.xbm
base\4k\common\genitals\wa\penis\i0_000_pwa_c__basepenis_d01.xbm
base\4k\common\genitals\wa\penis\i0_000_pwa_c__basepenis_n01.xbm
base\4k\common\genitals\wa\penis\i0_000_pwa_c__basepenis_rm01.xbm
Masc body
Full Body and Arms Skin Textures
base\4k\common\body\ma\textures\d03_naked.xbm
base\4k\common\body\ma\textures\n03_naked.xbm
base\4k\common\body\ma\textures\ma_base_rm03.xbm
base\4k\common\body\ma\ma_base_tintcolormask.xbm
Full Body and Arms Tattoo Textures
base\4k\common\overlays\ma_fullbody_overlay_d01.xbm
base\4k\common\overlays\ma_glow_overlay_d01.xbm base\4k\common\overlays\normals\ma_fullbody_overlay_n01.xbm
Masc Hq Arms (UV - 4.1)
Hq Arm Skin Textures
base\4k\common\arms_hq\ma\ma_hq_l_arm_d01.xbm base\4k\common\arms_hq\ma\ma_hq_l_arm_nd01.xbm base\4k\common\arms_hq\ma\ma_hq_l_arm_rm01.xbm base\4k\common\arms_hq\ma\ma_hq_r_arm_d01.xbm base\4k\common\arms_hq\ma\ma_hq_r_arm_nd01.xbm base\4k\common\arms_hq\ma\ma_hq_r_arm_rm01.xbm base\4k\common\arms_hq\ma\ma_a0_a_tintcolormask_hq.xbm base\4k\common\arms_hq\ma\ma_a0_b_tintcolormask_hq.xbm
Hq Arm Tattoo Textures base\4k\common\overlays\arms_hq\ma\ma_l_arm_glow_overlay_d01.xbm base\4k\common\overlays\arms_hq\ma\ma_l_arm_overlay_d01.xbm base\4k\common\overlays\arms_hq\ma\ma_r_arm_glow_overlay_d01.xbm base\4k\common\overlays\arms_hq\ma\ma_r_arm_overlay_d01.xbm
Masc head
Head Skin Textures
base\characters\head\player_base_heads\player_man_average\h0_000_pma_c__basehead\textures\h0_000_pma_c__basehead_d01.xbm
base\characters\head\player_base_heads\player_man_average\h0_000_pma_c__basehead\textures\h0_000_pma_c__basehead_n01.xbm
base\4k\common\head\h0_001_ma_c__basehead_rm01.xbm
Head Tattoo Textures
base\4k\common\overlays\wa_head_overlay_d01.xbm
base\4k\common\overlays\wa_head_glow_d01.xbm base\4k\common\overlays\normals\ma_head_overlay_n01.xbm
Masc genitals
Penis Textures
base\4k\common\genitals\ma\penis\i0_000_pma_c__basepenis_circumcised_d01.xbm
base\4k\common\genitals\ma\penis\i0_000_pma_c__basepenis_circumcised_n01.xbm
base\4k\common\genitals\ma\penis\i0_000_pma_c__basepenis_d01.xbm
base\4k\common\genitals\ma\penis\i0_000_pma_c__basepenis_n01.xbm
base\4k\common\genitals\ma\penis\i0_000_pma_c__basepenis_rm01.xbm
Vagina Textures
base\4k\common\genitals\ma\vagina\i0_000_pma_c__vagina_d01.xbm
base\4k\common\genitals\ma\vagina\i0_000_pma_c__vagina_n01.xbm
base\4k\common\genitals\ma\vagina\i0_000_pma_c__vagina_rm01.xbm
Skintones/Material instances (Masc & Femme)
Skintone Instances Textures
base\characters\common\skin\player_mat_instance
Femme body
Body Skin Textures
base\v_textures\body\v_body_d.xbm
base\v_textures\body\v_body_n.xbm
base\v_textures\body\v_body_n_detail.xbm
base\v_textures\body\v_body_rm.xbm
base\v_textures\body\v_body_tc.xbm
Body Tattoo Textures
base\v_textures\body\v_overlay.xbm
base\v_textures\body\v_glow.xbm
Femme arms
Left Arm/Cyberarms Skin Textures
base\characters\player\femme\body\arms\textures\femme_arm_left_01_diffuse.xbm
base\characters\player\femme\body\arms\textures\femme_arm_left_01_normal.xbm
base\characters\player\femme\body\arms\textures\femme_arm_left_01_normaldetail.xbm
base\characters\player\femme\body\arms\textures\femme_arm_left_01_roughnessmask.xbm
base\characters\player\femme\body\arms\textures\femme_arm_left_01_tintcolor.xbm
Left Arm/Cyberarms Tattoo Textures
base\characters\player\femme\body\arms\textures\femme_arm_left_01_overlay.xbm base\characters\player\femme\body\arms\textures\femme_arm_left_01_glow.xbm
Right Arm/Cyberarms Skin Textures
base\characters\player\femme\body\arms\textures\femme_arm_right_01_diffuse.xbm
base\characters\player\femme\body\arms\textures\femme_arm_right_01_normal.xbm
base\characters\player\femme\body\arms\textures\femme_arm_right_01_normaldetail.xbm
base\characters\player\femme\body\arms\textures\femme_arm_right_01_roughnessmask.xbm
base\characters\player\femme\body\arms\textures\femme_arm_right_01_tintcolor.xbm
Right Arm/Cyberarms Tattoo Textures
base\characters\player\femme\body\arms\textures\femme_arm_right_01_overlay.xbm base\characters\player\femme\body\arms\textures\femme_arm_right_01_glow.xbm
Femme head
Head Skin Textures
base\characters\head\player_base_heads\player_female_average\h0_000_pwa_c__basehead\textures\h0_000_pwa_c__basehead_d01.xbm base\characters\head\player_base_heads\player_female_average\h0_000_pwa_c__basehead\textures\h0_001_pwa_c__basehead_n01.xbm base\characters\head\player_base_heads\player_female_average\h0_000_pwa_c__basehead\textures\h0_001_pwa_c__basehead_n_detail.xbm base\characters\head\player_base_heads\player_female_average\h0_000_pwa_c__basehead\textures\h0_001_pwa_c__basehead_rm.xbm base\characters\head\player_base_heads\player_female_average\h0_000_pwa_c__basehead\textures\h0_001_pwa_c__basehead_tc.xbm
Head Tattoo Textures
base\characters\head\player_base_heads\player_female_average\h0_000_pwa_c__basehead\textures\h0_001_pwa_c__basehead_overlay.xbm base\characters\head\player_base_heads\player_female_average\h0_000_pwa_c__basehead\textures\h0_001_pwa_c__basehead_glow.xbm
Masc body
Body Skin Textures
base\v_textures\body\v_masc_body_d.xbm
base\v_textures\body\v_masc_body_n.xbm
base\v_textures\body\v_masc_body_n_detail.xbm
base\v_textures\body\v_masc_body_rm.xbm
base\v_textures\body\v_masc_body_tc.xbm
Body Tattoo Textures
base\v_textures\body\v_masc_overlay.xbm
base\v_textures\body\v_masc_glow.xbm
Masc arms
Left Arm/Cyberarms Skin Textures base\characters\player\masculine\body\arms\textures\masculine_arm_left_01_diffuse.xbm
base\characters\player\masculine\body\arms\textures\masculine_arm_left_01_normal.xbm
base\characters\player\masculine\body\arms\textures\masculine_arm_left_01_normaldetail.xbm
base\characters\player\masculine\body\arms\textures\masculine_arm_left_01_roughnessmask.xbm
base\characters\player\masculine\body\arms\textures\masculine_arm_left_01_tintcolor.xbm
Left Arm/Cyberarms Tattoo Textures
base\characters\player\masculine\body\arms\textures\masculine_arm_left_01_overlay.xbm base\characters\player\masculine\body\arms\textures\masculine_arm_left_01_glow.xbm
Right Arm/Cyberarms Skin Textures
base\characters\player\masculine\body\arms\textures\masculine_arm_right_01_diffuse.xbm
base\characters\player\masculine\body\arms\textures\masculine_arm_right_01_normal.xbm
base\characters\player\masculine\body\arms\textures\masculine_arm_right_01_normaldetail.xbm
base\characters\player\masculine\body\arms\textures\masculine_arm_right_01_roughnessmask.xbm
base\characters\player\masculine\body\arms\textures\masculine_arm_right_01_tintcolor.xbm
Right Arm/Cyberarms Tattoo Textures
base\characters\player\masculine\body\arms\textures\masculine_arm_right_01_overlay.xbm base\characters\player\masculine\body\arms\textures\masculine_arm_right_01_glow.xbm
Masc head
currently not available
Separate download for framework files / from body mods
Framework is open source and can be included with a body mod download
Arms and body share textures in base version
Arms on different texture same as original vanilla arms
Universal body mod support (4.0+)
Secondary file for split Hq arm textures, tattoo overlays, and normals maps (4.1+)
Supports mods made for Unique Arms by Halvkyrie
(Unique Arms is not required)
4k textures (Cyberpink - Kwek x Fireapple) built in to base framework for body and arms: diffuse (d), normals (n), detail normals (nd), roughness (rm), tintcolormask
Full set of HD textures for body, arms, and head included: diffuse (d), normals (n), detail normals (nd), roughness (rm) and tintcolormask
Optional file for 8k body+arm texture (Bedellia x Ava Skin)
Separate body overlays for each body gender
Separate body overlays for each body gender
Unique Skintone .mi (Material instance) files
Emissive (glow) overlay
Emissive (glow) overlay
Upscaled micro-detailing for body, arms, and head
Cyberarms built in to base version
Cyberarms separate, can be included if modder chooses to
(Hyst's bodies have them included)
Alternate Texture layout for foot submeshes
Unique Eyebrows (Optional file)
KS_UV
004
004_my_tattoo
VTK
00
00_my_tattoo
KS_UV
fullbody_overlay_d01
female body (see note above)
ma_fullbody_overlay_d01
male body (see note above)
wa_head_overlay_d01
female head
ma_head_overlay_d01
male head
VTK Femme
v_overlay
female body (see note above)
femme_arm_left_01_overlay
female left arm
femme_arm_right_01_overlay
female right arm
h0_001_pwa_c__basehead_overlay
female head
VTK Masc
v_masc_overlay
male body (see note above)
masculine_arm_left_01_overlay
male left arm
masculine_arm_right_01_overlay
male right arm