Published: ??? by Last documented update: August 2 2024 by LadyLea
This page will tell you about tags and how they can be used to influence item behaviour. It also teaches you how #adding-custom-tags can help you conditionally un-hide items.
Tags are used for calculating Garment Support score, see Garment Support: How does it work?
There is an own page for Influencing other items
Tags are a way to tell Cyberpunk that an item has certain properties and should behave in a certain way. This makes the game apply properties to your items, which can then be utilized by the game and ArchiveXL.
To apply visual tags to an item you must add them to visualTags property of your appearance definition or to visualTagsSchema of your root entity template.
Tags are case-sensitive!
hide_H1
Hides an item in the Head
slot.
hide_F1
Hides an item in the Eyes
slot.
hide_T1
Hides an item in the Chest
slot.
hide_T2
Hides an item in the Torso
slot.
hide_L1
Hides an item in the Legs
slot.
hide_S1
Hides an item in the Feet
slot.
hide_T1part
Toggles the partial suffix (&Full
→&Part
) when applied to Torso
item.
hide_Hair
Hides hair.
hide_Genitals
Hides genitals in uncensored mode and underwear in censored mode.
Check #hiding-body-parts-diagram below!
hide_Head
Hides head.
hide_Torso
Hides the whole torso (0, 1, 2)
hide_LowerAbdomen
Hides lower abdomen. (3)
hide_UpperAbdomen
Hides upper abdomen. (2)
hide_CollarBone
Hides collar bone area. (1)
hide_Arms
hide_Thighs
Hides thighs. (4)
hide_Calves
Hides calves. (5)
hide_Ankles
Hides ankles. (6)
hide_Feet
Hides feet. (7)
hide_Legs
Hides the entire legs (including feet, 4, 5, 6, 7)
HighHeels
Turns the current (shoe) item into high heels. (Item's yaml $base
must be a foot item)
FlatShoes
Turns the current (shoe) item into flat shoes. (Item's yaml $base
must be a foot item)
Check the #foot-states section for more tags concerning Toggleable Feet.
Check the #setting-footwear-sounds for shoe sound tags.
Check the #root-entity-tags section below for more tags.
Tags to partially hide default arms and cyberarms are not available, however, you can make use of Chunkmasks with the aid of this component list for Arms and Cyberarms OR you can create your own Custom Tags.
There are a few tags that can be added to the root entity or in the .app file. Here's a list:
This only works for legacy ArchiveXL projects. If you're using ItemAdditions: Dynamic Appearances, please use conditional appearances in your .app file.
This will hide an item under certain conditions. Add the following tag to the root entity:
EmptyAppearance:FPP
You have the following other options to achieve the same end:
Root entity appearance (without dynamic variants)
name
: my_appearance&FPP
.app path: base\characters\appearances\player\items\empty_appearance.app
default
name
: my_appearance&camera=tpp
ArchiveXL will automatically add empty appearances for anything you have not defined
name
: my_appearance&camera=fpp
no partsValues, no components. Do not do this - use the line above this one instead!
force_Hair
A tag that forces hair to show up while wearing a head item. By default, head items turn hair invisible. By adding this tag to the root entity, you can override this process.
force_FlatFeet
A tag that forces female V's feet to be flat. Only works with a foot item as $base
in the .yaml
: use this if you're making flat shoes and don't want female V's feet to look as if she was wearing heels.
This tag will turn feet invisible for mascV unless the user has switch feet installed. You want to apply this to a conditional appearance in the .app file (&gender=m
)
If you don't want your new boots to sound as if V was barefoot, add one of the following tags to the #root-entity:
Custom tags let you set component chunk masks from the .xl file without the need of touching either .app or .ent file.
For this, it is mandatory that you have unique component names. If you include your modder name, it's unlikely that anyone will overwrite them by accident.
PartsOverrides can't un-hide components for you. It can only hide them. If you want to load a different mesh (for example, a de-formed hakama when wearing a kimono or haori), then you're flat out of luck.
By being clever about your submeshes, you can offer different versions of your mesh (cropped! No arms! No legs), and users only need to install an .xl file! No need to have different meshes or even different .archive files.
Not convinced? Pity, but if you find a new use case for those things, do edit it in!
Add custom tags in your .xl
file (not in your .yaml
!)
Simply add the tag to your appearance's tags array near the bottom of the individual entries.
Hides the whole arms, including hands. (There's , you would have to )
.app : change default appearance name
.app : add empty appearance yourself