This guide will describe the steps necessary to add new native fast travel points, using Object Spawner
Object Spawner (v.0.8. or newer)
WolvenKit (With latest version of Object Spawner import script)
You need to have a basic understanding of:
Working with WolvenKit
Creating tweaks using TweakXL (.yaml
files)
Using Object Spawner (Spawning things and importing into WolvenKit)
In order to define the name and the district of your fast travel point, it needs to point to a FastTravelPoints
record
This means you will need to create a custom record using TweakXL
The below snippet contains the definition for a new one:
Place it in a new .yaml
file inside Cyberpunk 2077\r6\tweaks
Modify the snippet for your custom FT point
In order to have a working FT point you need two nodes:
worldEntityNode
, the terminal itself
worldStaticMarkerNode
, location where the player gets teleported to (Any other type of node technically works too)
We will use base\gameplay\devices\fast_travel\data_term_1.ent
, you can find it under Entity -> Entity Template
in Object Spawner
Optionally choose a appearance
Spawn a static marker, you can find it under Meta -> Static Marker
in Object Spawner
Place it in a fitting spot in front of the terminal
Assign a custom NodeRef to the static marker:
In the properties section, inside the World Node
header
Make sure the NodeRef is unique
E.g. $/ft/custom/marker
In order to tell the FT Point what marker to use, and what record to use, we will use entity instance data
Open the Entity Instance Data
header of the FT Terminal
Expand the entry DataTerm | Entity
Locate and expand the linkedFastTravelPoint
header
Set markerRef
to the NodeRef of the marker ($/ft/custom/marker
)
Set pointRecord
to the custom FastTravelPoints
record (FastTravelPoints.customPoint
)
You should now have the following:
A .yaml
tweak file containing the custom FastTravelPoints
record
An Object Spawner group containing:
The fast travel terminal entity node, with entity instance data linking it to the marker and the custom record
The marker node, with a custom NodeRef assigned
Make sure that the category of the sector containing the marker and terminal is set to AlwaysLoaded
during export from Object Spawner
Now simply export your group from Object Spawner, and import into WKit using the Object Spawner import .wscript