How to mod weapon attachments
Created: July 11 by @manavortex Last documented update: July 11 by @manavortex
This page will tell you how to mod weapon attachments and scopes.
This page is a work in progress. If you're missing any information, please sign up as an editor and edit it in!
Component visibility is defined by the visibilityAnimationParam
:
To always display a component, set the value to None
(clear the field).
TODO: which values are allowed here? Where do we get them from?
How to make a custom projectiles for throwing weapons
Created by @manavortex Updated October 05 2023
This page is a sub-page of and tells you how to create a custom projectile for a throwing weapon.
To create a custom throwing weapon, check the parent guide and use knife as a base type.
Everything but the yaml works exactly like adding regular items (with a or , an and your weapon's mesh). This example will use a root entity.
This process is about as finicky as the one for weapon additions. Make sure to test your changes after each step.
We now need to register our projectile. We already have a weapon, so let's define our projectile:
Now, we need to tell our weapon about it. Add the following lines to its definition:
If your weapon wasn't throwable before, it is now — but the projectile is still invisible. Time to change that.
A projectile needs an .ent
file as the factory's entry point, not an .app
.
You can find all projectile entities in base\gameplay\projectiles
.
Ignore anything that has default
in its name.
There are two kinds of .ent files: the ones that support multiple appearances, and the ones that don't. You can tell them apart by opening them and checking the appearances
array (the first entry in the list).
Pick the right kind of entity for your weapon:
Use e.g. this entity file if you want to use multiple appearances:
Use e.g. this entity file if a single appearance is enough for you:
Add the file to your project, then rename it and (if you have one) move it to your weapon's folder.
Now it's time to connect everything by registering the projectileTemplateName
from your .yaml
file in your factory.csv. As a reminder, this is the line we're talking about:
Your factory should have two entries: one for the projectile, one for the weapon itself.
From now on, your projectile will no longer be invisible. If it is, try setting your factory path to one of the game's original projectile entities - debugging time.
If you're using a mesh entity (with an empty appearances
array), you can skip this step.
Expand the appearances
array
Select any of the appearances
Check the appearanceResource's depot path
Add this file to your project
Rename it and move it to your custom folder.
Open your root entity. For all of the appearances, change the appearanceResource
path to that of your .app
.
If you are using a mesh entity (without an .app
file), that's where you will find the component
s. Skip step 1 on the list below.
Open your .app
file . For each of the appearance
s, do the following:
Expand the components
array
For any components that have Mesh
in their type name:
Change the mesh depotPath
to your weapon's custom mesh
Change the meshAppearance
to one of your weapon's appearances
Open resolvedDependencies
and replace the path to the original mesh with your own.
If you did everything correctly, you should now have a custom projectile for thrown weapons.
Make sure that the corresponding entry points at your projectile's entity file from .
For troubleshooting steps, please see the page.
Adding weapons
Published: July 08. 2023 by Last documented update: Feb 07 2024 by @manavortex
This guide will teach you how to change the ArchiveXL item addition process to make it work for a weapon.
For a much more detailed step-by-step guide, check 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 work a little different from regular ArchiveXL items, starting right at the root entity. With the help of @Apart and psiberx, I was able to figure out the process and document it for you.
Start by finding the .app file of an original weapon of the type you want to make (Theres a list here) and adding it to your project. We will change that file, rather than assembling anything by hand.
In the app file, you can also find the value for the yaml file's $base
property:
You need the correct mesh entity to go with your appearance file. You can find them under base\weapons
\ - search for the name of your weapon, or just navigate through the folders.
This file makes the weapon show up in photo mode. Instead of going into the PartsValues, it will be linked in the app file's root as baseEntity
(there's a screenshot below). Leave it alone for now, it's easier to make the appearances working correctly in the .app file and then copying over an entire component array.
For guns with a receiver, you have to edit two .app
files instead of just one. The name of the extra file will contain _rcv
.
Instead of a root entity file, you need to point your factory.csv directly to your iron's app file (the one from the section above).
An equipment item's lookup chain goes from the appearanceName
in the yaml to the root_entity
, where the appearanceName
will lead to the correct appearance in the .app
file.
With a weapon, all that happens through visualTags
.
Native weapons often use one shared VisualTags
to reference multiple appearanceName
and randomize the result. If you want to use a specific native appearance present in a VisualTags
native group, you can use appearanceName
to specify which. E.g:
visualTags: [ Neon ]
appearanceName: neon2
visualTags (violet): Must match the visualTags in your .yaml
file. If multiple entries match, one will be chosen at random.
Unlike with an entity file, the appearance name doesn't matter. You can name all of them foo
, and as long as you had the visual tags right, it still works (I would advise against it, though)
As the process is finicky and there can be all sorts of sudden unexpected behaviour, here's the best way to go about this.
The list links you to sections of the guide which tell you to change things. Optimally, you do a dry run with one appearance to make sure that something shows up in the game at all, then start fine-tuning, but you do you.
Here's what's worked for me (@manavortex):
Find the .app file of a suitable base weapon, add it to your project, and rename it. Don't change anything for now, future you might need the original data for troubleshooting later.
Find the correct .ent file. It might be linked in the .app's baseEntity
field. If not, you can find it with the following Wolvenkit search query:
Optimally, the number of components in the .ent
file should be the same as in any appearance's component
array (red arrow on the screenshot above).
If it's not, that could indicate that you have the wrong .app file. It could also mean nothing, but if you run into trouble in step 6, this might be why.
Configure the yaml as described here
Set up one (1) appearance for testing by assigning the correct visual tags. Do not delete the other appearances yet, future you might need them for troubleshooting.
Start the game and make sure that you can spawn a custom weapon with the appearance you picked and that it
shows up in inventory/photo mode
shows up in first person
If that's not the case, check the (see the blue box in step 2).
If that doesn't help, you may have taken the wrong .app file - go looking again.
You haven't changed anything at this point: the goal here is to make sure that your visual tags are correct and that you can spawn a weapon addition.
It's crucial that you make this work — anything you do after this point will add complexity and make troubleshooting more difficult, so this is where you shore up your bases.
Optional: You just added a weapon to the game that didn't exist before. Take a moment to bask in the success!
Custompath your :
Create a copy of the file and move it to a custom folder
rename it
Change the baseEntity
path in your .app file
Optional, but recommended: Repeat step 5 and make sure that everything spawns
Now it's time to actually change things. Open your appearance's component array and make sure that the MeshComponents load your custom stuff (anything that has a depotPath
pointing to a .mesh file).
After you've changed the paths, launch the game and make sure that your weapon
shows up in your inventory with your meshes
shows up in first person with your meshes
shows up in photo mode at all (it shouldn't be invisible, but will still have the default appearance)
all parts and extra meshes are visible
is in the right position in regards to V's hands (at least as much as for the Tactician shotgun)
all parts and extra meshes show the correct appearances
Fix any issues that might arise before you proceed.
This is why we kept the original appearances around: if you run into any issues here, you can compare your stuff with the original, un-changed game variants.
Don't forget that you can
split off meshes or submeshes for individual pieces (for chunkmask hiding or extra materials)
add more components (duplicate existing ones, or copy them from the mesh entity)
Once everything works, delete all the default appearances, then duplicate and adjust the one you customized to show your color variants.
Now, finally, copy a working appearance from the .app file to your . This will make your weapon show up in photo mode.
Luanch
If you wish to add a custom icon, follow the steps in the corresponding guide.
To make your own HUD icons for the lower right corner, check here.
You can change which weapon audio preset your custom iron uses by changing the following property in the .yaml
(see a list under Cheat Sheet: Weapon Audio):
You can set up throwing weapons just like a regular weapon, but the projectile (when you throw it) will default to . Check here for how to have custom projectiles.
When exporting an existing weapon mesh for your custom weapon, make sure to uncheck LOD Filter — the lower LOD mesh is used for calculating the hitbox.
This is especially important if you add a melee weapon of a different size than the original: if you only replace LOD 1, there will be a separate, invisible hit box that does not align with your new weapon.
In Blender, put your custom mesh in both LODs.
If your weapon is significantly bigger than the original one, you'll notice that the hitbox won't auto-scale with your mesh. If you know how to solve this problem or want to brainstorm, hit up @Mx_OrcBoi
on Discord!
First of all, unequip and re-equip the item. If that doesn't fix it, try respawning it.
That is due to a base game change (bug?): iconic weapons don't show fluff texts anymore (huge thanks to @RMKSoundSystem on Discord for learning that).
To make it work again, you need to either
Add the following line to your .yaml:
Set $base like this:
Make sure all the items under "resolvedDependencies" are deleted in your appearances, especially if they are using "Soft" or "Embedded" flags. The game might load vanilla meshes instead of your own meshes.
Tutorial for gonks
Published: December 2023 by destinybu Last documented edit: Feb 07 2024 by
We'll be making a fully featured new Iconic weapon in this guide, which is designed for first-timers and goes into details into every aspect about weapon modding. (not appearances)
You can find another guide about this topic under ItemAdditions: Weapons
For an overview of weapon properties, check Cheat Sheet: Weapon BaseStats
For an overview of weapon audio profiles, check Cheat Sheet: Weapon Audio
Before beginning, ensure you have the following software installed and properly set up:
WolvenKit (8.12+) -
MLSB (MultiLayerSetupBuilder 1.6.7+) - Installed & Setup
A text editor: Notepad++ or, if you want to get fancy,
Cyberpunk 2077 - 😑
Optional: RedHotTools, RedMod
If you are stuck, refer to the #troubleshooting-check-this-when-youre-stuck at the end of the page.
Each Iconic weapon is a variant of a base weapon, with an hidden (from the player) mod. This "hidden" mod contains a statModifiers array (to list all the stat changes this Iconic will have from the base weapon) and an OnAttach array. The OnAttach array is where you'll want a GameplayLogicPackage to go. You may or may not need to define conditional effectors in there, but if you want your weapon to have the customary Iconic yellow description then be aware that there is where it's written (in the UIData of the GameplayLogicPackage).
The rest of this guide will hold your hand through a deep dive, step-by-step, of your first custom Iconic made from zero. If you get lost through it, or if you'd rather find your own flow, you'll be well served by returning to check the code of an Iconic weapon already in the game (as you'll be building up from a base weapon in the same way, and it's solid footing).
RedMod tweak files are much more legible than a "TweakXL override" from WolvenKit for this, as each step there inherits redundant stuff passively and won't clutter your screen. Plus you'll see inlines content directly without having to track down flats. Just use something to search the insides of the files for the definitions (VS can, or some free tools like Agent Ransack)
Start by opening WolvenKit and create a new project. This will be the base for your new iconic weapon mod.
Decide on the weapon you want to modify to make a new new iconic.
For this tutorial, we will use the gun 'Unity' as our base (Items.Preset_Unity_Default).
If you want to use a different weapon, you can refer to Spawn Codes (BaseIDs/Hashes) or find a list of all in-game items here.
After locating the Unity gun in the tweak browser, right-click on the item and select "Add TweakXL Override". This allows you to modify and customize the weapon’s attributes to create your new iconic weapon.
To read more about Tweak modding, check TweakDB: Game database. This isn't necessary for understanding this guide!
Open the overridden tweak file in a code editor of your choice (such as Notepad++ or VS Code). You will be presented with a .yaml
file containing roughly a million fields.
For first time modders, understanding all this in one go will be difficult. You can just keep these explanations handy and revisit them when required.
The .yaml file may seem complex at first glance, but the actual structure is extremely simple. Your weapon has properties – those stand on the left side of the :
, such as ammo
. The properties have different values, and those stand on the right side of the :
, such as Ammo.RifleAmmo
.
Making a new weapon is fairly simple. In your tweak file, change the Item ID in the very first line to "Items.Hand_Of_Midas" and save (Hotkey: Ctrl+S
).
That's it, you've created a new weapon now. This weapon will look & behave exactly like the Unity handgun, but trust me, it's new.
To test it out, boot up your game and load any save.
Type in the command below and hit Enter.
You can now see your newly created weapon in your inventory.
Unfortunately, there is no way to tell it apart from the Unity handgun.
We'll get to fixing that, but first, a little cleanup: open up your WolvenKit & rename your overridden tweak file to "hand_of_midas.yaml". We will store all the edits that need to be done to our new weapon in this file.
Let's change something that will differentiate our weapon from the default Unity.
To do this, open your renamed tweak file & find the crosshair
tag (hotkey: Ctrl+F
). Replace it as shown below, and save your file.
Now hot reload your game (Insert how to link here) or close it, reinstall your mod in WolvenKit & relaunch your game (From here on, this will be referred to as hot reload).
Spawn in both the Unity & Hand of Midas using the CET console:
You should now be able to see that both the Unity & Hand Of Midas, although otherwise identical, now have different crosshairs.
How do we know that it's called "Crosshairs.Tech_Round" ?
If you have the REDmod DLC installed, you can use a text editor like Notepad++ to do a full-text search under Cyberpunk 2077/tools/REDmod
. By searching for crosshair:
, you can find all value assignments in the game files.
By searching for "Crosshairs." in the Tweak Browser. Most things we find inside the weapon tweak will be searchable within the Tweak Browser, and some within the Asset Browser.
Editing the Tweak will allow us to modify all of our gun's behaviors, and I encourage you to play around with these.
We're only changing a single property in the Hand of Midas. For that, we have a tweak file with more than 200 lines of code. Can't we do this in a better way?
We can, and we should!
In later steps of this guide, you'll need to look up properties. Either keep a copy of your full tweak file (e.g. on your desktop), or refer to #an-annotated-example above.
As shown above, when using $type
to define a tweak, we need to add all the required properties for the type, but when using $base to define one, we only need to add the properties we are changing, the rest are taken from the parent.
Now go ahead and change it so we use a $base
& only define the crosshair. Your entire tweak should now look like this:
What good is a new gun without a new name? We need to tell our game about these.
Open your WolvenKit project and navigate to the archive folder
Create a new folder named after your mod, for example midas_collection
Within this folder, make a subfolder named localization
In your full tweak file, search for the field called displayName
. You'll likely encounter something like displayName: LocKey#49794
.
This connects the displayName property of your item with a locaization key, which is the mechanism that the game uses to support multiple languages. Think of the LocKey
of a list entry, with different lists being used for different languages.
Good thinking, but no. In Cyberpunk, only one mod can edit any given file. That is why ArchiveXL exists, and we'll use it to create a new translation entry for us.
Place a dedicated en-us.json
file in your midas_collection
\localization
folder. This is where we'll add our own translation entries – after that, we only need to tell ArchiveXL about the file and lean back.
Open the file in Wolvenkit and create a new entry in localizationPersistenceOnScreenEntry
. It has the following properties:
secondaryKey
s must be globally unique, or they will overwrite each other.
Create another entry with the secondaryKey of MC_gun_description
and write a little fluff text for the description.
For more detailed guidance on these properties, check out the ArchiveXL Wiki.
In your WolvenKit project, go to the resources folder and create a plain text file with the following contents:
Rename this file to midas_collection.archive.xl
.
Wolvenkit will move the .xl file to the same directory as your mod's .archive file, where ArchiveXL will see and process it.
Next, revisit your "hand_of_midas" tweak file to establish the weapon's name and description in the game.
Add the following lines under the existing properties:
Instead of displayName: MC_gun_name
, you can also write displayName: LocKey#MC_gun_name
. However, TweakXL will do this for you!
This localizedDescription:
is not the yellow text you see on the weapon, but the red-colored description that is shown in the Inspect screen.
The text that is shown (as yellow-colored) on the weapon is instead defined in the UIData
of the Iconic Mod (at Step 12)
These lines set the display name and the description of your weapon using the keys defined in your localization file. The values on the right side of the :
must match the secondaryKey
values from your en-us.json
file and be globally unique.
After completing these steps, install your mod and launch the game. Your new weapon, "Hand Of Midas", should now appear with its unique name and description, fully integrated into Cyberpunk 2077's multi-language environment.
To elevate the 'Hand of Midas' to its iconic status, we need to modify the .yaml
again, where we set all of the gun's unique features:
The new things you're seeing are arrays
, which is a technical term — you can think of them as lists, since they can hold multiple items.
You can read more about how array operations work in TweakXL.
statModifiers
will hold all the stats for your gun. from recoil to damage. Since the $base: Items.Preset_Unity_Default
already defines statModifiers
, and we'd like to keep those.
So we're adding an entry to the list, using!append-once
followed by the new entry Quality.IconicItem
.
This makes the weapon iconic, which means:
it has a fancy golden background
there's a dialogue box when you disassemble it
To prevent it from being disassembled, we also add IconicWeapon
to its tags
array.
We make sure that the weapon updates correctly by setting the
What exactly it does is somewhat of a mystery, so let me know if you find out.
Once these modifications are in place, install your mod and enjoy the newfound Iconic status of the 'Hand of Midas' in the game.
Technically, you've already made a new Iconic weapon & I should call quits on this tutorial, but it's never as easy as that, is it? Give yourself a pat on the back & onto the next step.
Let's talk theme.
The gun is called Hand Of Midas, so it would be fitting to have the gun sounds be more… gold-ish, right? How do we achieve this?
We could add custom sounds using RedMod, but due to how that works, we could end up with conflicts that we don't want to bother with. So let's look for guns that already have a sound like that.
Dex's gun Items.Preset_Liberty_Dex
already has a nice metallic ring to it, so let's just steal its sound effect. To do this, find the gun in Tweak Browser and look for the property audioName
.
Now add this value to your weapon tweak as shown below.
Install your mod and test it out, Hand Of Midas now sounds metallic like we intended it to.
So now let's make it completely overpowered and take all fun out of using it!
Joking. Let's talk about how we can avoid that trap.
The 'Hand of Midas' is envisioned to be a unique piece with its own character - ideal for players who relish precision and skill. So we need strengths and limitations to give it a clear identity. Here's how we achieve this:
Increased Recoil: This adds a layer of complexity and skill. High recoil means each shot requires careful consideration, appealing to players who enjoy a challenge and the satisfaction of mastering a weapon.
Smaller Magazine Size & Increased Reload Time: Every bullet counts. A smaller magazine encourages accuracy over spray-and-pray, and a longer reload time not only adds a strategic layer to combat but also gives players time to appreciate the weapon's aesthetics.
In summary, these design choices don't just balance the weapon; they enhance its identity. The "flaws" don't destroy the gun — instead, they contribute to making the 'Hand of Midas' feel powerful and rewarding for those who can wield it effectively.
Building on Strengths
Once the limitations are set, focus on the weapon's strengths to complement its defined character.
Increased Headshot Damage & Crit Chance: This change rewards accuracy and skill, making the weapon ideal for players who excel in precision shooting.
Increased Zoom on ADS & Extended Effective Range: Enhances the weapon's utility in long-range combat, aligning with its identity as a sharpshooter's choice.
You can find an overview of existing weapon stats under Cheat Sheet: Weapon BaseStats
To change the stats discussed in the step above, we again need to tinker with the statModifiers
& statModifierGroups
in your weapon tweak. Open up the tweak for Items.Preset_Unity_Default
and navigate till you find the two arrays.
These arrays don't directly contain the stats, but have inline objects, which in turn will contain the actual stats. I recommend browsing to each of these stats in the Tweak Browser to find out what each one does. You can also read about Base Stats and what they do here.
You can add the code below to a new tweak (.yaml
) file, or add it to your weapon's file.
To change the gun's recoil, we'll add a new statModifierGroup
tweak as shown below
Now add this stat group to your weapon's tweak (see the last line).
Install your mod, launch the game and test your changes. You should see that the gun's recoil is increased, but doesn't feel overwhelming.
You now know how to change your weapon's behavior. Play around & discover other stats and modify your gun to make it feel unique.
Stats can be added individually to statModifiers
or in groups to statModifierGroups
.
After a bit of tinkering, this is what my weapon tweak now looks like (expand the box below):
There are a lot of values to play around with in a tweak file. You are often better off leaving most of them alone. These are some properties you probably should look at when designing a gun.
Blueprint
Item Quality
Buy & Sell Price
The main thing that makes an iconic weapon so special is its iconic mod. These are like any other weapon mod, but hidden from the UI. Before you start hacking up your own, it is very important you have a look at the existing Iconic Mods in game.
For now, let's look at Items.Preset_Lexington_Wilson
(also known as "Dying Night").
A big part of tweak modding is exploration — poking through tweaks until you find just the right thing to copy or change, or looking for something specific in hundreds of files.
The example (together with instructions on finding your way around the TweakDB) has moved to Browsing the tweak database -> #example-browsing-.tweak-files
We'll end up with WilsonWeaponModAbility
, which defines the abilities and stats that we care about.
For an explanation of what these do, please see Types of tweak records -> #effector
Condition: Prereqs.ProcessHitTriggered - Does the bullet hit anything? Effect: MultiplyDamageWithVelocity - Increases the guns damage with 25% if the Player velocity is greater than 10.
Condition: Perks.IsHitQuickMelee - Is the attack a Quick Melee attack? Effect: MultiplyDamage - Increase damage by 50%
We have found an iconic mod in the #mods_abilities.tweak for Wilson's gun, so now let's see that we apply this to the Hand of Midas.
Since our weapon demands perfection, we'll punish the player for not hitting headshots & reward them for hitting headshots. And because we want to make it hurt, we'll use HP reduction & Healing rewards.
You can add the tweaks below to your weapon's file or create a new tweak file.
In this section, we first define our special ability Cranial_Cashback
:
The ability contains
two effectors, which we are yet to implement
the description for our iconic ability as a localizedDescription
Let's start by registering the description.
Open the .json
file that you've created when #setting-up-a-localizationkey
Add another entry (you can duplicate an existing entry)
Set the secondaryKey
to the value in your tweak file, MC_gun_iconic_description
Set femaleVariant
to your text — this will be showin on the tooltip in yellow.
. Make sure that it has the correct secondary key , and enter your fluff text as femaleVariant
.
Now that we have an ability, we need to register it as a mod:
Now we can finally add the mod to the weapon by adding it to the slotPartListPreset
:
Everything hangs together now, let's see if it works.
Install your mod — if your gun shows the yellow iconic description on hover, you're good to go. If not, you may have to respawn it via CET.
Now that we have #the-full-tweak, we'll fill in the two effectors, one to punish the player for missing, and the other to reward them for headshots.
We'll heal for 80 HP every time the player pops somebody else's skull with the Hand of Midas. How do we do that?
The player's health is also a statPool item, it's called BaseStatPools.Health
. We can copy this example and change it to meet our needs (for the final result, see #the-final-effector):
However, the prerequisite for this effector is Items.MemoryReplenishmentEffector_inline0
, which doesn't sound helpful.
We could now try to find an existing preReq that checks for headshots, but we can also write our own.
Now we have a custom preqrequisite, but we still have to fine-tune and link it:
For more information on this, check Types of tweak records ->#condition
Conditions are at the heart of a prerequisite, and here we have four.
Perks.IsHitTargetAlive_inline2
-> We don't want headshots on deadbodies to heal the player
Perks.HitIsBodyPartHead_inline0
-> Actual condition to check for headshots
Prereqs.Is_Attack_Ranged
-> (Custom) We don't want quick melee attacks to heal
Prereqs.Is_Weapon_Ranged
-> (Custom) We don't want grenades to be counted for this check.
Now let's change our effector to use this prerequisite.
Instead of punishing the player for just missing headshots, we can make our job easier by removing the HP every time they shoot, and compensating for the reduction in HP when hitting headshots by increasing our heal. Here's how we can do that:
We've done a lot so far, so I'll leave all our changes here:
Uncomment the effector in your weapon tweak and test your mod. You should now be healing every time you hit headshots.
Here's a demo for how iconic weapon should behave.
You've created/modified a tweak but it doesn't show effect in game, what next?
Validate your .yaml tweaks here to check for errors.
Open Cyberpunk 2077\red4ext\plugins\TweakXL\TweakXL.log
and look for any error messages towards the end, this can help when TweakXL has issues loading a tweak.
Check for other mods with same Tweak/Archive names.
Tweak Folder - Cyberpunk 2077\r6\tweaks
Archive Folder - Cyberpunk 2077\archive\pc\mod
Look at WolvenKit logs located towards the bottom. Yellow or Red text means there's warnings/errors in your file that need addressing.
To understand how the base gun works, open the in WolvenKit and search for Items.Preset_Unity_Default
.
Now open up the CET :
If you want to take a look at these lists, use WolvenKit's or for onscreens.json
.
Property name | your value | explanation |
---|---|---|
Let's do what Edison did — we find something to be inspired by. A search for effector
in the finds an awful lot of entries, so I've picked an example for us — a Netrunner item that restores memory:
You are now a certified weapon modder. Pat your self on the back twice, you've done it. A special request from me (@DestinyBu). If you found this guide helpful, go ahead and document your own findings on the Wiki and maybe ping me if you ever get around to finishing your Mod. A big thanks to for (inspiring) forcing me to do this.
Open the CET Console in game search for your Tweak in the . If your tweak doesn't show, there's a validation error in the tweak.
femaleVariant
Hand Of Midas
the default translationse
maleVariant
only set this if you want to show a different translation when your item is equipped by a person of the male body gender
primaryKey
0
The actual entry in the translation list, make sure to set this to 0 so that it's autogenerated
secondaryKey
MC_gun_name
The key used in tweak files to identify this translation string