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This is the landing page for guides on how to change people. Here you can learn how to modify or create custom NPCs.
Please check the link tree in the menu on the left for details.
If you want to know where to find a specific NPC, check NPCs and their files in the References, lists and overviews section.
How to add appearances to existing NPCs (via AMM)
Adding new appearances to an existing NPC requires you to overwrite that NPC's .ent
file (As of November 2023, it is not possible to merge entity files).
For that reason, it's recommended that you stick to AMM: Custom NPCs. This guide will only give you a very rough overview.
In that folder, create your_custom_file.lua
. (You can get a template project under AMM: Custom NPCs).
The most important thing here is the entity_id
- this is what tells AMM about the already existing file that you have modified.
As an example, look at the lua file I made for Takemura's custom appearances way back when:
The rest of the process is pretty much like the other guide.
Knowing what I know today, I probably would have created a custom entity for Takemura-san in the first place, but since I chose to go down this road, I'm doomed to provide compatibility patches for the rest of eternity.
Ah, well. There are worse fates.
How to customize NPCs with AMM
Summary
Created by @manavortex Published Nov 27 2023
This guide will show you how to create fully custom NPCs for AMM.
It has been tested using the following versions:
Cyberpunk 2077 game version >= 2.02
WolvenKit >= 8.11.1
AppearanceMenuMod >= 2.5.2 and its dependencies
Cyber Engine Tweaks >= 1.28.1
Codeware >= 1.5.0
If you want to create Custom props instead, check the link.
If you want to add new appearances to already existing NPCs, check AMM: Custom NPC appearances
If you want to add V as an NPC, check NPV - V as custom NPC. (It's a more advanced version of this workflow)
In this tutorial, we're creating a custom entity for Mamá Welles, because right now, she's .app-sharing with all the female Valentinos in the world (base\characters\appearances\gang\gang__valentinos_wa.app
), and frankly, she deserves better.
So we're moving her out of there and setting her up with her own files. We're also giving her a comfy outfit to wear at home.
We will be creating a new character, which we can spawn in addition to the regular Mamá Welles. That's because adding appearances to an existing character is simpler, so it has its own guide under AMM: Custom NPC appearances.
Download the example project from Nexus
Extract the downloaded zip file into your project's root directory (the source
folders should merge).
You should now see the following files:
Any links in this section will go to the NPV guide, which is a more complex version of this guide. You can read the theory and then come back here, or you can go along and find out later.
The archive contains
#the-.lua-fileto tell AMM about our files
#the-root-entity, which is where we register our appearances with the game (it's a copy of base\quest\tertiary_characters\mama_welles.ent
)
#the-app-file, which actually contains the appearances (it's a copy of base\characters\appearances\gang\gang__valentinos_wa.app
)
… and a bunch of custom meshes for the mama_welles_comfy
appearance.
When you're making your own NPC, you should make sure to take the root entity from a compatible character — what animation template and which set of facial expressions they use. If you don't know what that means, just look at Takemura-san and Viktor when they walk.
Alright, here's how you go about making changes:
Read this section if you want to take the example project and mod a different NPC than Mamá Welles. Otherwise, you can check out #adding-more-appearances below.
Replace the .ent and the .app in your project with the NPC's original files
Adjust the .lua:
entity_info
=> path
must point at your .ent
file
The list appearances
I won't repeat it here — this section will only tell you how to change things. hold entries corresponding to the name
field in your .ent. This is how AMM populates the dropdown and activates the right appearance:
Optional, but recommended: before you start custompathing, change your folder structure. Since this will break your mod, can check #finishing-and-cleaning-up for how to go about that.
In the .lua
file, add an appearance to the appearances
array to register it with AMM.
In the .ent
file, open the appearances
array at the top of the file.
Optional, but recommended: Delete all appearances that you don't want, but keep one for the next step.
Create a new appearance:
Select an existing item
In the new entry, change the following fields:
name
: must match the name that you just registered in the .lua
appearanceName
: must match the name that you are going to use in the .app file in step 3.3
In the .app
file, open the appearances
array at the top of the file.
Optional, but recommended: Delete all appearances that you don't want, but keep one for the next step.
Create a new appearance:
Select an existing appearance
Change the appearance's name
to the value you used in step 2.3.2
Now it's time to adjust the components. This guide won't go into detail about this — see Appearances: change the looks for more intel on the process.
If everything is working: Congratulations! You have successfully made a mod!
But before you can share it, you need to do one last thing, which is changing the file structure. Otherwise, everyone will overwrite the same tutorial files, and only one of those mods will work.
You can find a full guide on how to do that here.
How to create your V as an NPC
Created by @manavortex Published May 13 2023
This guide will show you how to do the following things:
Setting up a Wolvenkit project with the prepared example files
Adding them as an NPC to spawn them with AppearanceMenuMod (has its own sub-page)
Easy, but not trivial: you don't need any prior knowledge, but the process is complex, and if you miss steps or deviate from the instructions, things will end up not working for you.
This guide uses the following versions:
Cyberpunk 2077 game version >= 1.6
This is the speedrun version. If you want extra details and context, please check Nora's Google Doc.
Due to the complexity of V's head mesh, you have to do a little bit of prep work here.
Don't worry, I'll walk you through it step by step.
Eyes
Eyebrows
Nose
Mouth
Jaw
Ears
Find the mirror in V's apartment and note down the numerical values.
Body gender:
As a rule of thumb, I'll document the process for an NPV with a female body gender, because as we all know, the other doesn't exist I have one of those. If yours has a male body gender, your file paths will be slightly different, but the process is exactly the same.
Merge the source
folder in the download with the source
folder in your Wolvenkit project directory
Delete the one you're not using (do one Wolvenkit project per NPC. No, really, I mean it.)
This tutorial assumes that you will rename and re-path your files at the very end, because the prepared files rely on a certain file structure. We'll get to it!
This is a working Wolvenkit project — let's make sure that it works.
You can do this at any time during the tutorial to check your progress!
Switch it to "Install and launch"
Click it
When the game starts, load a savegame
Open the CET overlay
Switch AMM to the "Spawn" tab
Search for Tutorial
Spawn Tutorial Woman
or Tutorial Man
You should now see a person in front of you.
Now it's time to do the actual work.
Step 2: How to create a custom NPC
It will give you a brief overview over the control files and tell you how to pull in the right meshes (and appearances).
This guide assumes that
that you're using a set of default paths (if not, you will have to adjust)
the corresponding files are in either of these folders
tutorial\npv\your_female_character\head
tutorial\npv\your_male_character\head
the meshes are named like their in-game equivalents, e.g. h0_000_pwa_c__basehead.mesh
(if not, you will have to adjust)
This guide contains as little fluff as possible, and since much of it has been covered in other guides, extra information will be contained in the links. These will be annotated as clearly as possible with what you need to read and what's optional.
This section will explain what the template files do and how they hang together. If you like suffering, you can rely on the "fuck around and find out" approach, but I recommend at least reading through it.
We're registering our NPC with AppearanceMenuMod via a .lua file, which needs to end up in AMM's Custom Entities
folder. The full path in the Cyberpunk directory will be this:
bin\x64\plugins\cyber_engine_tweaks\mods\AppearanceMenuMod\Collabs\Custon Entities
I have prepared two example files in the Wolvenkit's project's resources
. Delete the one that you aren't using, then let's take a look at the other one:
tutorial_custom_female_character.lua
tutorial_custom_male_character.lua
This is the file content for the female example:
You find the root entity for your character here:
The root entity hooks up your .app file and the appearance names in the .lua file, and that's about everything there is to say about it. Here's how it looks:
If you want to add more appearances:
duplicate an existing entry
change the last key name
to match the one in your .lua
change the first key appearanceName
to the one you want to put in your .app
Let's look at the .app file now.
This section will tell you how to edit your NPV's appearance – their skin colour, chrome, piercings, tattoos. We will do this in the .app file.
This is where all of your NPC's appearances are defined (appearanceDefinition
, linked to the root entity via name
). The appearanceDefinition's components define your NPV's properties, pulling in equipment, facial expressions, hair and skin.
It looks like this:
If you get a bunch of errors that complain about "mesh not found in project files" or "no depot path set, only hash given," that's no reason to panic – those errors come from files that you deleted, but which are still linked in the .app
. If you deleted them by accident, restore them from the template project. Otherwise, you can (and should) delete the components.
If you want to add another appearance
duplicate an existing entry
change the key name
to match the one in your root entity
change the components
The NPV picker does this for you, but here's how to select your eyebrow appearance by hand:
open up the mesh file and expand the first list appearances
see a bunch of entries with naming schemas like colour_01
Select the correct colour and appearance number
The values you found out will go into the components in your NPV's .app file.
If you skip this step, you will end up with invisible cyberware or the wrong colour/appearance.
When selecting a different cyberware than the preconfigured one, you have to set the appearance name, or the whole thing will show up in grey. The appearance names are usually identical to the cyberware (cyberware_01
, cyberware_02
etc.), but if you are uncertain, you can also open the mesh file and check the appearances
list at the top.
You have the full piercing or cyberware file, but you're only using parts of it — yet the game stubbornly shows you the whole mesh.
Fortunately, you don't have to edit it in Blender, because you can hide the parts you aren't using via chunkmasks.
Find the piercing
or cyberware
component in your .app
file:
To hide those bits in the .app, we simply need to uncheck the corresponding boxes - check the previous screnshot!
This section will teach you how to add another hair mesh to your NPV. We will first remove the default hair, then replace it with the one you want.
Delete the current hair from the .app — there should be 2-3 components, their names will start with either hair_
or hh_0
Find the correct hair mesh. You have three options for this:
Filtering the files and clicking through their previews:
female: base\characters\common\hair > wa_ > .mesh > !shadow
male: base\characters\common\hair > ma_ > .mesh > !shadow
Enter the name of the hair mesh that you want to use into the Asset Browser's search bar (see next screenshot) and hit Return.
Once you have found the correct mesh file, right-click it and select "Find Files Using This":
This will give you a list of files, which you can mostly ignore.
The only thing we care about is the hair's control file, which is usually an .ent
file:
Some hair mods don't use an .ent file. In this case, the components will be inside the .app file's appearances, similar to NPC apps. You can copy the entire components
array of the appearance that you want to use.
If there are multiple files, check which one uses the most components per appearance.
Open the .ent
file and expand the components
array. You will find three components in there, which you can now copy over to your .app
!
As of version 2.2.0, the body mesh and arms are included for easier replacing.
The process is the same as what you did with the hair: find the files in the mod, add them to your project, move them to your NPVs folder and customize them to your liking.
Go forth and create custom apperances!
Don't forget, you can pack the Wolvenkit project by pressing the green button in Wolvenkit's toolbar, spawning Tutorial Man
and Tutorial Woman
via AMM to check out your progress.
Step 1: How to generate your V's custom head mesh
Published by @manavortex, May 13 2023 Last documented update: Jan 04 2024
We will not be dealing with the body, this is part of the next section as well.
If you want a 3d model, you probably know what you're doing; in that case, make sure to run the script and get the shape right, then go wild.
In this section, we will be moving/deleting files. You can complete these steps in Wolvenkit or in the Windows File Explorer.
It's important that you leave the file structure as it is. Moving or renaming files will confuse Wolvenkit and break the example project.
Open the head
folder in your project's archive
section.
Optional: Be confused and/or panic about why there are over 9000 files.list
Look into the head/morphtargets
folder
Optional: Be confused and/or panic about why there are over 9000 files again.
Delete all those files that you aren't using (read on as for how)
It's too many of them!
True! That's because I included all options for any given V. But don't worry: after you have deleted the ones that you won't be using, you should be left with a maximum of 13 .morphtarget
files for female V and 14 files for male V.
I have included all meshes and morphtargets from the game files. We'll now thin out the options, deleting those parts that your NPV won't be using.
The list will give you a number of Source Mesh entries like h0_000_pwa_c__basehead.mesh
.
The .mesh
files are the 3d files making up your NPV's head. I've taken them from the game files and prepared them for you (by making them use the player animations and -expressions).
The .morphtarget
files are the character creator options (a direct game export). You can safely overwrite them with the most recent version by searching Wolvenkit for the file name – you need to put it into the correct folder, though, or it won't be picked up by the scripts.
We only need the .morphtargets to generate the actual meshes by duplicating the character creator process.
The different variants in the character creator correspond to the different meshes. For example, if you select cyberware 3 in the character creator, the mesh that will get loaded is cyberware_03
. Not so difficult, is it?
In the files, you will see four files for jewelry:
… none of which is your V's exact piercings. Instead, there are full sets of jewelry, most of which will be hidden.
You have to look at the meshes and find the file that includes your set of piercings. We'll go about hiding the excess in one of the later steps.
Number in file name <=> Number in character creator
Many of the files are variants and your V will be using one or none of them. That means you have a bunch of files to delete.
The following table will show you examples on what to keep (as in, you delete everything else):
After deletions, both head
and head/morphtargets
should hold only the files that your V is actually using.
Once you're done, you should have this many files:
Now, we will export all .morphtarget files from Wolvenkit so that we can edit them in Blender. You will complete most of these steps in Blender, only the import/export happen in Wolvenkit.
Find the Export Tool (Tools -> Export)
To filter, click into the empty row under "name" and write "morphtarget
"
Check the box in the header to select everything
Click "Export Selected"
Switch to your project's raw
folder or Wolvenkit's raw
perspective. You will find the entire file structure mirrored there.
In head
folder, find the file head_import.blend
.
This file is a utility file which will automatically import and export the files for you. For that reason, it needs to be in a certain relative path.
If you have already changed your structure (by re-naming your folders), you need to make sure that head_import.blend
is in the folder head
right next to the folder morphtargets.
Open it in Blender. It will take you to the scripting perspective, where you'll see something like this:
Press the play button.
The script will now import a bunch of armatures from the morphtargets
folder. You will see them showing up in the topright corner (see the next screenshot under 7. for how it should look)
Switch to the next script in the file, but don't run it yet:
If you've been previously afraid of scripting: This is a good place to stop! :))
You don't need to select the eyebrows here, as those are "painted on" later via mesh appearance. The mesh only needs to have the right shape, which is what we're doing here.
After you've changed the values to those of your V, click the "play" button again. This will apply the morphs to your V's face:
Some shapekeys don't correspond 1:1 with their numbers in the character creator. If a part of your shape is shaped subtly wrong or looks weird in the game, undo your changes (Ctrl+Z), add or subtract 1 from the corresponding shape key, and run the script again.
Unless you are editing original V, start by deleting the morphtargets from the template file — we don't need them anymore.
Remove the entire folder, both from raw
and archive
. From now on, it's meshes only!
Now that your head looks the way you want, it's time to run the final script, which will export your changed head to .glb for you:
This will overwrite already existing files, leaving you with a set of import-ready mesh files.
Now it's time to get them back into Wolvenkit.
Find the Import Tool (Tools -> Import Tool)
Click "Import All". You shouldn't see any errors.
You're done!
Spawn your NPV and check that they look like they should.
Optimally, this process just runs with no hitches. However, during beta testing and troubleshooting, people ran into a few issues, so I'm listing them here.
You can check if Blender has run into errors by opening the Blender console window - from the menu, select Window -> Toggle System Console.
As of plugin version 1.5.5.1, you should have at least 4.0 installed.
The problem went away after the person having it upgraded Blender.
If that's not it, then you ran into the shapekey offset issue: some shapekeys don't correspond 1:1 with their numbers in the character creator. If a part of your shape is shaped wrong or looks weird in the game, add or subtract 1 from the corresponding shape key, and run the script again.
In your project's directory, create the following folder structure:
Create a and give it a name that you can remember
Find the NPC's .app
or .ent
file by using the .
If you've found an .app
, use "" to find the correct .ent
Right-click and select "" from the context menu. This will create an exact copy of your existing appearance.
Right-click and select "" from the context menu. This will create an exact copy of your existing appearance.
Creating your V's head in Blender (has its own )
If you run into issues with this guide, the right place to ask for help is #mod-dev-chat
on the .
Wolvenkit >= 8.12 ( | )
4.1
>=
>= 2.1
This tutorial should cover your basic needs, but there are many more guides and resources about NPV creation outside of this wiki. You can find them .
If you want to edit original V's files, you're (generally) in the right place. You can find extra information on .
None of this would have been possible without NoraLee, who pioneered the process and taught me everything that I needed to know to set up these tools. This guide doesn't use any of their resources, but a lot of their knowledge. For the full guide with all edge-cases, bells, whistles and context, see their .
To create a face, we need to know your character's values. For that, you need to have installed, or you won't see them:
Create
Download the example files from
In Wolvenkit's , find the prepared folders per body gender:
body gender | file path |
---|
In Wolvenkit's , delete the .lua
file for the body gender that you don't want to use.
On the Wolvenkit toolbar, you'll find a button to
If you want to create your V's head for Cyberpunk, go to
If you just want to set up the file structure, go to
Please remember that before sharing your NPV, you have to change the paths! At the very least, rename the tutorial
folders inside of archive
and resources
to your user name and then do a .
However, you might want to do that after , as you would otherwise have to move the utility script around.
Published: May 13 2023 by Last documented update: Mar 18 2024 by
This page is a part of the . It will show you how to use the to create a custom NPC for Cyberpunk 2077, whom you can then spawn with AppearanceMenuMod.
How about ?
Find a more detailed guide about adding components to NPC app files under . This may help you if you get stuck!
you already have a head mesh (see otherwise)
If you're skimming in this guide, you will end up making mistakes. Read thoroughly. If at the end of a section you aren't where the guide says you're supposed to be, fall back and double-check your process. If you still have trouble, you can hit us up on in the #mod-development
channel.
Remember that at any time, you can check your progress by .
In the end, an NPV is just a custom prop with a god complex. For that reason, the is the same (it's just a lot more complex, because you have more than 4 components).
If diagrams help you, then to see one.
It loads our from tutorial\npv\your_female_character\ops\your_female_character.ent
. That's the file which tells the game what to load.
You can and should change this file — see the inline documentation above for what to change. To do that, you can use a text editor such as .
(You don't need any of this information to finish the guide.)
You can find a more detailed guide about adding stuff to .app files under . It's optional, unless you're really stuck.
When changing component names, you want to leave the (t1_) in place — the game needs them to calculate collisions!
(You don't need any of this information to finish the guide.)
Whenever you save the file, the Wolvenkit console will show you the results of the . These will point you towards mistakes in your paths.
The next section, , will help you find the right appearance names.
If you feel completely lost, you can read up on – the concept is exactly the same.
Also, will help you by detecting broken links: keep an eye on Wolvenkit's log when you save a file.
To find out which variants and appearances to use, I suggest that you use NoraLee's excellent . It will look like this:
the numbers correspond with the type of eyebrow in the character editor (look them up )
Sometimes, the NPV picker gives you a number for . You can paste that directly into the box in your component's properties. (Check the link to see an example of how it looks like)
Wolvenkit's triggers when you save a file, and it will help you to spot mistakes.
If you skip this step, you will end up with the wrong or too many piercings and cyberware. To learn more about chunkmasks, check (if you can do it with the information below, you don't need to)
You can see that inside the .mesh file (which you can see in the component's depotPath
). Open it in Wolvenkit, then switch to the tab and toggle the checkboxes on the right; those directly correspond to the boxes you need to uncheck in the .app
file:
To use modded hair, find the correct files and add them to your project.
If you want to look up in-game hairs, check
Looking it up on
Using
You can find more information at (which also contains the tattoo paths).
You can , or look through the .app files for other NPCs for ideas. If you need further details, I highly recommend checking out NoraLee's , which will also give you all the context you could possibly need.
For guides on how to export a whole animated character to Blender, you can check .
Please remember that before sharing your NPV, you have to change the paths! You can find a full guide on the fastest way to do that .
This page is a part of the . It will show you how to create your V's head in Blender. If you want to load your head back into Cyberpunk, note that you aren't changing anything in the files itself — that will come in .
You have downloaded the prepared Wolvenkit Project from
You have installed (confirmed working on 3.5.1, 3.6 and 4.0)
You have the Wolvenkit Blender Plugin (you won't be able to export otherwise). Check if you don't.
The final section of tells you how to safely move files.
The best and most convenient tool for the job is . It will give you a list of files that you need to keep.
You need to keep these files inside the head
folder and the .morphtarget
file in the subfolder morphtargets
. If you want to understand why, keep reading; otherwise, you can proceed to .
If you don't care and just want to know what to delete, go .
To learn what the prefixes mean, check .
If your V isn't using any piercings, you can skip this step and go directly to .
Do not delete any files if you're (Ignore this hint if you aren't).
If you have chosen , you should already have a list of files that you need to keep.
Otherwise, you need to refer to and use the table below for some oversight.
When deleting files that you aren't using, you need to remove both the .mesh
file in the head
folder and the .morphtarget
file in the head/morphtargets
folder, both in the and the section.
Body gender/variant | Files not to delete from variants |
---|
For a list, see the .
Find line 26 and following in the script, and alter the values to those of your V (which you get from the character preset, see for further explanation).
Yes, you absolutely can! Once you have imported everything back into Wolvenkit, you can re-export the .mesh
files and use the to import them with materials.
If they do, proceed with
If they don't, check
You need to use the for export. Make sure that it is installed and up-to-date.
As of December 2023, any script errors have been because the person encountering them has been using the wrong version. You can see which version is currently running either or by checking the path in the system console window's title:
If you had the example project lying around for a very long time, please try and redownload it (), as the first version had been using an NPC animationgraph for facial expressions.
female |
|
male |
|
minimum number of files | 4 |
maximum number of files | 13 (female body gender) 14 (male body gender) |
female V, cyberware 03 |
male V, scars 01 |
male V, big beard |
female V, tattoo 09 |
male V, no earring | Files to delete (0* means "01 - 04"): |
How to change V's head
Created by @manavortex Published September 30 2023
This guide is a rough draft. Unlike my other guides, it has not been excessively tested, so you might run into issues. In this case, feel free to hit up #mod-dev-chat
on the redmodding Discord server, or sign up and improve it!
If you want to edit other files for V, you may be able to find their paths in Cheat Sheet: Body or one of the surrounding pages.
You have downloaded the NPV example files from Nexus, as you will need the .blend file from there
We will do the same thing here as in the guideNPV: Preparing the head in Blender, just that our files will be in a different path. This section will tell you which files to add and where to put the .blend file; for detailed instructions, see the other guide.
Look up on Cheat Sheet: Head-> #head-file-paths where to find the files you need.
Add all the files with the corresponding extension to your Wolvenkit project.
Export them all via Wolvenkit Export Tool (see #step-2-exporting-head)
In the NPV example files that you downloaded, find the following file:
Copy it to h0_000_pwa_c__basehead
in your Wolvenkit project's raw
folder
These steps will become obsolete after the 2.0 update of the NPV example files, but aren't obsolete yet.
Open the .blend
file in Blender. You should now see the script 00_import_files.py
You're good to go and can proceed to step 2.
If you don't want to apply any shapekeys, you can set their values to 1
Follow the NPV guide until the shapekeys are applied.
Go back to the NPV guide and follow the steps until you have run the export script - this will write the .mesh
files
You need to export the .morphtargets as well. Check the linked section on the Morphtargetspage for how to do that.
Do that with each armature in the .blend file, overwriting the .morphtarget.glb
files in the morphtargets
directory.
Import the files back into Wolvenkit (see the NPV guide and the morphtargets page as for how)
If everything has worked, you should now have a broken character creator and a not-broken head. Otherwise, the right place to ask for help is #mod-dev-chat
on the redmodding Discord server.
Happy modding!
I'm done, what's next?
Published: May 13 2023 by @manavortex Last documented edit: Mar 02 2023 by @manavortex
You need to re-name the template folders. Unless you want to make more NPVs, it will be enough to re-name tutorial
to your_username
. Find a full guide to the process under Moving and renaming in existing projects.
That's how you know that you have syntax errors in your NPV's .lua
file. Copy the contents of the file into a lua validator, then run the code and make sure to fix all errors.
It's usually missing quotation marks or commas. The tool above will give you a line number. Compare the line with the working template and fix the differences.
If you feel stuck, you can ask ChatGPT – just tell it that you're trying to fix LUA code, or it won't know the syntax.
The error is with your .lua
file – either it's not in the correct folder, or AMM fails to load it.
If you click on the button, but nothing happens, that means that the game can't find your .ent
file. The error is between your .lua
and your .ent
.
Most likely, the path to the .ent file is not correct. If it is, make sure that it has no upper-case characters.
That is due to appearance proxies, which are how the game saves performance. If you're using the most recent NPV template project, you shouldn't have any, but if you set up your files from scratch, you'll have to disable the proxy appearance.
For each of the mesh components that aren't moving, expand it and find the skinning
entry. Make sure that the bindName
points at root
:
That happens when you're loading an appearance that the game doesn't know about — the problem is between your .lua file and your root entity. The names must match exactly, and must contain not typos or leading/trailing spaces.
If that was not it, double-check the path
in your lua file and make sure that it points to the correct .ent file, and not to a backup or backup project.
This particular problem is always between those two files. Other mistakes will have other effects.
This is the reason for the #re-path-your-folder section in this guide. If you want more information, read #why-are-we-doing-this. Otherwise, you can temporarily remove all other NPVs or make sure to complete the re-pathing.
Just install the mod via WKit, launch Cyberpunk the way you normally do.
How to make your NPV work with the AMM Nibbles Replacer
This guide is part of the guide for creating an NPV - V as custom NPC. It will teach you how to make your NPV compatible with xBaebsae's awesome Nibbles to NPCs 2.0 mod, letting you use your NPV in the game's photo mode.
You can find the original instructions in the mod description under Creating an NPC+/NPV Replacer inside the spoiler tags.
For NPV projects >= v2.0.0 (30. October 2023), you can skip to #the-photo-mode-.app-file.
For earlier versions, or if you have not been using the example project, you need to add the photo mode animations component.
Download Wkit Project - NPC App from the mod's optional files.
In the .app file, open the first appearance
Open the components
array
Find the entAnimationSetupExtensionComponent
with the name of PhotomodeAnimations
Copy it to each appearance in your NPV's .app file.
If you don't find those files, your AMM Nibbles Replacer isn't installed correctly. You'll want to fix this before proceeding.
If a file name shows up more than once, you already have an NPV with photo mode replacer support installed. In that case, you'll want to pick the other file — there are two for each body type.
Adding support for more than two .app files requires you to edit both the photo mode replacer and AMM, so it won't be covered in this tutorial.
Instead of the dummy file, you will want to put your own app file there. You can copy the file by holding the ctrl
key while dragging in the Wolvenkit Project Browser.
The photo mode replacer assumes that your appearances will be named like this:
For the sake of clarity, the NPV appearances are not named this way. Open the photo mode .app that you copied in the previous step, and change the names of your appearances.
For each appearance definition in In your photomode .app file, find the component with the name face_rig
.
Make sure that the depotPath
is of the graph
is set to the correct .animgraph
depending on your body gender:
Save the file. You now have photo mode expressions, but no more AMM expressions. Can only have one…
Before entering photo mode, select the correct replacer in AMM:
Open the AMM overlay
Switch to Settings -> Photomode Nibbles Replacer
Select the correct replacer corresponding to your file
The paths that you need to replace are in the mod description under Adding your Pose Packs to Nibbles Replacer inside the spoiler tags. For your convenience, there's a duplicate in the expandable box below. If that's not working, please check the mod description!
To add more compatibility to a pose pack, you only have to edit the mod's .xl file, which you can do with a text editor. An entry looks like this:
There might be one or multiple entries for each supported .ent
file. Find out which entry or entries belong together, then duplicate them and replace the paths with the one to your NPV replacer's .ent file.
Make sure that you keep the indent at the beginning (the number of spaces) exactly the same as it is for the other entries, or the file will break. If that happens, you'll see an entry in the .
To make sure that your file is okay, run it through yamllint.
Force a refresh - select a different pose.
If that isn't working, refresh the appearance:
Open the AMM overlay
Switch to the Tools tab
Click the Target Replacer
button
In the scan
tab or the target tools, assign a different appearance. You can switch back right away.
Created by @Pinkydude Published Summer 2021
What you’ll need :
The WolvenKIT console (CP77Tools)
🟨 WON’T WORK With AMM’s naked/shirtless custom appearances
I’ll assume you already know some basic modding (extracting the files with the console or WKit etc)
You need to grab the mesh you’re going to use as a body / chest and swap on the NPC. I made edit to mine, but I used the “t0_000_ma_base__full” body
Open the “buffer 0″ and check the files list, search for the skintone your NPC is using. Mitch is using the “male_01_ca_pale.mi” file
You can see I have it custom pathed already, but you can check the other files to see the path
Go to the “base\characters\common\skin\character_mat_instance\male\body” folder and grab the .mi file corresponding to your NPC’s skin tone
Copy and Paste it in a custom folder created at the base of your mod
Also create another folder where you will put the custom texture you want your NPC to use (edited or not)
Let’s go back to our buffer 0 of our mesh
custom path your skintone, in my case “male_01_ca_pale.mi”, to point to your custom folder. In my case “base\materialinstances\male_01_ca_pale.mi”
Open that .mi file. That file point to another .mi file, that we also need to copy and paste in the custom folder, and then custom path
It calls for another file, that we also have to copy and paste into the custom folder. That .mi file finally calls for the texture files! We custom path those as well
Once you have the .mi files all custom pathed, and the texture custom pathed as well (don’t forget to save the edited files of course) you can custom path the one in the mesh buffer as well and save, then rebuild the mesh using the console (so that the edit in the buffer actually have an impact on the mesh!)
Copy that mesh, and create the folders that goes to your NPC’s main outfit, and swap one of the slot. I used Mitch’s jacket to load the body mesh
That specific body mesh will now read and load the .mi files and .xbm files from your custom folders in the mod and your NPC should now have a different texture than your V!
This page will cover how to modify a character's body mesh and/or clothes, in detail.
Created by @madmaximusjb Published December 26 2023
For this guide, I'm using versions:
Wolvenkit -> 8.11.2 Nightly
Blender -> 3.6
Cyberpunk Blender Add-On -> 1.5.2
Blender
Wolvenkit
Blender Add-On
Hey choombas! Today we're going to be going over the entire workflow of modifying the appearance (body mesh or clothing) of a character in the game. For this guide, we'll be giving Vic (the ripperdoc) bigger pecs, but this guide should work with any character. Ready? Let's go.
The first step in this process is going to be locating the .app file. Most main characters have their .app file located in the folder "base\characters\appearances\main_npc," but if you're modifying a side character or a character that you can't find the .app file for, you should look for their .ent file, which will point you in the direction of their .app file. Most .ent files are located at "base\characters\entities".
For us, we'll be wanting to locate victor_vektor.app, which is in the main_npc folder I listed earlier. Once we add this file to our project and open it, we will see an array named "appearances".
All of the different appearances for Victor are located in this array. Upon expanding it, we see that he only has three.
We'll be editing the default appearance in this guide. But the principle is the same. Next we will open the default appearance and then open the "components" array. This is where all of the components for that appearance are stored. Clothes, body meshes, hair meshes, etc.
As you can see, there are quite a lot to sort through. Don't worry though, most of these things you won't have to mess with anyway.
A quick tip: most of these components are prefaced by something like t0 or l1. Here's what that means: t=torso (t0 is usually the body mesh, t1 is usually clothes), l=legs, h=head, s=shoe.
Since we want to modify the body mesh and his shirt, here are the components we'll want to modify: "t0_001_ma_body__ripper_doc6245" (body mesh) and "t1_001_ma_full__ripper_doc1487" (shirt). We'll start with the body mesh.
To modify the body mesh, we'll export it to Blender. First, add the mesh file to your project. The mesh file can be found and added by expanding the component and clicking the yellow arrow next to the mesh file.
Next, we want to export the file out of Wolvenkit to enable us to edit the mesh in Blender, since right now, the file is in a format Blender can't read. To export the file, go to your toolbar on the top, click on "Tools" and then "Export Manager". Once that's open, you'll want to check the box next to your body mesh and click "Export Selected".
Now, your file can be read and modified by Blender. Open up Blender (make sure you have the CP Add-On installed), and once you have a fresh project open (delete everything, camera and light included), click on "File>Import>Cyberpunk GLTF". Locate your project folder, then find your mesh file in "raw". It'll probably be somewhere like "Ripperdoc_Tutorial\source\raw\base\characters\main_npc\ripper_doc". Import it.
If all went well, you should see a blank body mesh in your viewport.
To edit this mesh, there are two ways to do it. You can use edit mode to edit specific vertices, or use sculpt mode if you prefer. We're going to use edit mode. Make sure you have your mesh selected, and enter edit.
Side note: for the purposes of ease, I'm going to join together the components of the mesh so I can edit the whole body without having to switch objects. To do this, go into Object Mode, select all components of the body (highlight the whole thing), and press Ctrl+J. Done.
You should see something like this:
These are all of the vertices that make up your mesh. Before we begin editing, you'll want to enable this button right here:
This enables proportional edit mode. Now, select a few vertices at random on Vic's pec muscles. It should look like this:
Now, to edit these vertices, we're going to press "g" and then "y" to edit them on the y-axis. Remember to scroll up until you see the circle around your cursor shrink to a little less than the width of Vic's chest. Now, we'll drag the cursor out a little to pull those areas out. Use some creative independence to determine what looks good. For me, this is fine.
Now that we've done that, make sure there aren't any rough edges on your mesh and then select your mesh and export it as a Cyberpunk GLB to the same file that you edited.
Now, you must go back to Wolvenkit to import the mesh. Even though you exported the file from Blender, it's still in a raw format and unreadable by the game. Go to "Tools>Import Tool". Select your mesh and "Import Selected".
Cool! You've just edited your first body mesh! Now we can change the shirt to account for our changes.
Keep in mind that instead of modifying the mesh in the game files, you could have made a copy of the mesh, modified that, and pointed the .app file to use that mesh. The same thing applies for the clothes.
The first thing we want to do is find the piece of clothing that we want to edit within the .app file. For us, that's "t1_001_ma_full__ripper_doc1487". Let's export it using the same process as with the body mesh (remember to add it to your project before trying to export it).
Before we import the mesh into Blender, let's first import the edited body mesh so that we can see what we need to change. Follow the same process we used to import it the first time. You should get something like this:
Now that we can see what we need to edit, let's begin. Make sure to select all of the meshes that make up the shirt, as there are several. Once you have done so, select multiple vertices in the areas that the body is clipping, similar to what we did with the body mesh. Also, remember to enable proportional editing mode in the toolbar up top. Again, press "g" to enter edit mode and "y" to edit the mesh on the y-axis. Remember to scroll up until the circle around your cursor is small enough. Edit the shirt out until it doesn't clip anymore. This looks good to me:
Once you're happy with your edits, select ALL of the shirt meshes and export as a Cyberpunk GLB to the same file you imported.
Now, head back to Wolvenkit and import your changes. "Tools>Import Tool", check your mesh and click "import selected".
All that's left is to replace the depot path of the mesh you just edited. Head back to Vik's .app file, and find the shirt component ("t1_001_ma_full__ripper_doc148"). Replace the "mesh" path with the relative path of your mesh (right click on your mesh in the project explorer and "copy relative path"). Click save on the top left.
Now, you can pack your mod or install it directly to your game.
Note that if you did copy the mesh and created a custom path, you would have to also replace the path under "AppearanceVisualController>appearanceDependancy" for the component to appear correctly.
Also note that since we didn't copy the mesh and use a custom path, this mod would not display the other two appearances correctly. You would have to modify the other clothes.
Congratulations! You just edited an appearance and changed the clothes to match! This guide can be applied to most characters, so I'm excited to see what you'll do with it!
Until next time, chooms!
Changing an NPC's default appearances (and adding more via AMM)
Published December 27 2022 by @manavortex Last documented update: January 06 2024 by @manavortex
This guide will walk you through editing NPC appearances for Cyberpunk 2077.
It uses the following versions:
Cyberpunk 2077 game version >= 1.6
Links will give you additional context. If you can complete the guide without them, feel free to ignore them.
The array appearances will contain a list with every appearance that's defined for this NPC, matching the key appearanceName
in the .ent file.
Not all of these have been "published" (as in "hooked up to .ent files"). For an example of this, check base\characters\appearances\citizen\citizen__children_mc.app
CDPR's style of unique naming allows us to find components and their usage across the game files, which will come on handy when we're trying to add items.
This is where the magic happens.
If you want to add a new item, first duplicate an existing one. After that, you can pretend that it is just another change:
And this might work.
Anything of the type entGarmentSkinnedMeshComponent
is prone to breaking unless you copy everything it needs.
Let's do it…
You need to find the thing you want to add in the files, check where it is defined, and then copy all of its components.
Search for the mesh name of the vest that you want to use (e.g. ma_vest__high_collar*.mesh
)
Anything of the type entAnimatedComponent
means that components are animated. That's mostly the case for physics-enabled stuff influenced by gravity, such as coats, jackets, or long hair.
Physics gave us the atomic bomb. (It also gave us computers, but this is besides the point right now.)
Animations are usually unique to meshes on a by-pixel basis and do not react kindly to edits or swaps. (Try splitting the obi from Saburo's kimono into its own submesh if you don't believe me).
If you copy an animated component (e.g. Johnny's vest), then you need to copy the corresponding entAnimatedComponent
as well, or the mesh won't move.
If you delete a physics-enabled component, you can safely delete the corresponding AnimatedComponent.
If it's a clothing item not moving, check the skinning array for the component and make sure the bindName
is set to root
. If you swapped out a component for something else, you also might need to update its matching entry in AppearanceVisualController -> appearanceDependency
. But don't do that unless necessary.
That's what happens when the game can't find the appearance you picked. You're probably trying to add an AMM appearance. Check the spelling between your lua file with the appearance name, the mapping entry inside the .ent, and the appearance's name in the .app file.
You have
You can check the page on the Wolvenkit wiki.
minimum version | |
---|---|
You enable the feature by overwriting the dummy .app file for your chosen NPV. Instead of looking up the path in the mod description, we're lazy and overwrite the template file, which we find in the by using the following :
Find the file that you want to use, and .
After you have changed the appearance names and saved the file, you can your Wolvenkit project.
If you want to create custom hair colours, check and follow the links from there.
or the game files extracted [basegame_4_animation.archive]
The 010 hex editing software with the CP77 template as well as the scripts
>= 8.7.1-nightly.2022-11-04
(only if you want to add new appearances) >= 1.15
For an overview of NPC files, check
If you want to add custom NPCs to Cyberpunk 2077 with AMM, check
If you want to add AMM appearances to existing NPCs, check
If you want to add V as an NPC, check
If you want a more basic guide that goes into more detail for the basic stuff (including Blender), see
If you're after hair colours, check and follow the links from there.
You have
This section will show you how to find an NPC's , which you will add to your project. We do this by finding the NPC's , since it will be linked in there.
The NPC's is the entry point for the game. It defines an NPC's appearances, linking them to the actual definitions inside the corresponding .
You don't need to add this file to your project (and if you do it by accident, you should delete it later). For details, see .
You can try finding your NPC's .ent file on . If you can't find your entry, the page has information how you can search for it — please add it to the page, this wiki is a community project!
Point your to the file you have found. We want to find the .app file and add it to our project. You can right-click on the .ent file and select , or you look up the path in the .ent file:
Now that you have found the .app file, let's and look inside.
The only thing you need to care about is the components
array (learn more about these ). This is where you add, remove, or modify parts of an NPC's appearance:
The names of components should be unique so you can . You should generally stick to CDPR's naming scheme, including the prefixes ().
Change items by selecting a or a :
Remove items by deleting their entries from the list or by setting their :
For a detailed guide on adding hair, check -
Or it might end up leaving them standing in an exploded pixel cloud. In case of animated components, editing them will almost certainly break them (see )
Select the mesh, then "":
If you find an .ent file called _pwa_
or _pma_
, that's a player mesh entity, which contains only the components you need — jackpot, use that one. Otherwise, find any .app file that sounds promising - for example Scorpion's.
it to the project (you don't need the file).
Find and select the components in the other NPC's appearance list:
Select ""
Go back to your original .app file and select either the root of the components
array, or any component inside the array. Now right-click and select "".
If you haven't done that yet, the original component(s) and its animations/dangles. Skipping this step will give Johnny two vests, and he's not the type to do that.
Save the .app file, , and go testing!
Adding new appearances to an existing NPC requires you to overwrite that NPC's .ent file (see ). For that matter, it's recommended that you create a new entity instead. You can find a guide for this under .
You may have forgotten to copy the animation file. Look for an entAnimatedComponent inside the .app — they're usually called something like xxx_dangle(s)
or collar.
the latest version compatible with your game
>= 3.5
an NPV as per the tutorial
How to make custom tattoos
This page collects information on making custom tattoos. It is currently only a stub.
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 it, you are more than welcome!
Created by @Pinkydude Published Summer 2021
What you’ll need :
A “Never fade away” Savefile before entering the room
First off, grab my FixSwap and Removers mods and drop them in your Mod Folder
Load your “Never Fade Away” save file before entering the room, and open AMM
Spawn > At Own Risk > Johnny mirror
The spawned Johnny will be invisible, you’ll need to scan his feet shadow to be able to swap!
Make a quick save and reload it
Make sure to despawn your V/Johnny before entering the room!
There will be small a moment, when Alt takes off Johnny’s glasses, where your V will turn invisible ; That’s ok, they’ll pop right back when the mirror scene start!
Adding custom facial piercings through PRC Framework.
Created by Mx_OrcBoi
Published on 12/07/2023
PRC Framework was created by eagul, he also taught me how to do them, so I'm passing on the knowledge.
Required:
Blender >= 3.5
Wkit >= 8.9.1-Nightly
Level: If you can read and follow instructions, you should be ok.
Disclaimer: The detailed steps show how to place piercings in spots where vanilla ones already are.
For any other location on the face the steps are slightly different, as you will need to create your piercing on the head mesh and import over head mesh.
This is explained in a separate section.
I would suggest trying to create one in an existing location first, so you familiarise yourself with the steps and then play around with different locations.
Download and install the below: https://www.nexusmods.com/cyberpunk2077/mods/8590 https://www.nexusmods.com/cyberpunk2077/mods/7179
In wkit, import the below to your project depending on which V you want to create the piercings for:
Export to GLB so you end up with those files in the raw folder.
Import them into Blender using Cyberpunk GLTF import plugin. In this example I will be working on fV. You should end up with files like this and be able to see the head, vanilla piercings and a set of shape keys.
Each shape key corresponds with the number on the character creation slider. Basis is 1 on all sliders or no shape keys active. The rest is divided into ears, nose, eyes, mouth and jaw and subsequent numbers correspond to the character creator settings (1x is slider 2, 2x is slider 3 and so on).
You can see the shape keys actually working by selecting one of them and setting Value to 1.
For easier selection merge head mesh vertices by distance. To do this, select the head mesh, go into edit mode (Tab) and go to Mesh -> Clean Up -> Merge by Distance. Set merge distance to 0.0001.
Import your piercing mesh. I’ll use the septum half ring as an example. Make sure the mesh is already UV unwrapped if using custom mesh.
Duplicate the vanilla piercing. To do so select it in the viewport (object mode), press shift+D and then click the right mouse button. Hide the original mesh.
With vanilla mesh duplicate selected, go to edit mode (TAB) and press Del -> vertices. You will end up with an empty submesh.
Select your piercing mesh, then Ctrl select newly emptied vanilla submesh. Press Ctrl+J to join.
By doing step 7 and 8 you’ll end up with your mesh having the correct bones for where it is placed.
The result should be like this:
You can do this much more comfortably with the Wolvenkit Blender IO Suite's #transfer-vertex-weights button.
Now we need to either weight paint, or transfer weights if your new piercing is in the same position as vanilla one. Mine is, so I will go over transferring weights.
You can see the current weights the mesh has in Weight Paint mode.
I’ve selected the vanilla piercing here. By clicking different vertex groups you can see the colour of the mesh changes. This colour denotes how much influence each bone has on the mesh. Red is 100% and dark blue is 0%.
Go back to object mode if you’re in weight paint mode. Select your mesh and remove all vertex groups.
Go to modifiers (wrench icon) and add Data transfer modifier with below options. The source would be the vanilla piercing submesh that has weights.
Click Generate Data Layers, then apply the modifier.
You can now see that your mesh has weights the same as vanilla mesh:
Unhide the head mesh if hidden and make sure no shape keys have value other than 0, then select Basis shape key.
Go to edit mode (TAB) and position your mesh where you want it to be. You can keep the vanilla piercing visible for reference.
I wanted mine to be a bit further back than the vanilla one, otherwise it clipped with the nostrils.
Now go through all the nose shape keys and position your mesh in the best position for each. You can set the value of the corresponding shape key on the head and vanilla piercing meshes to 1 for easier positioning (to do that come out of edit mode back to object mode) - if you do that, make sure you’re not setting any shape key to 1 on your new piercing mesh, they all have to stay 0. If creating nose piercing you only need to go through all the shape keys with nose in the name, if creating earring, go through ear shape keys and so on. No need to go through other, like for example eyes for a nose piercing.
Delete all unnecessary meshes if you have them, like head reference. Also delete the original piercing submesh, so only yours is left and rename the submesh accordingly (it should be something like submesh_00_LOD_1
and not something like submesh_00_LOD_1.005
)
Once you’re done export your mesh as gltf 2.0 with below settings. Save it over the glb exported in wkit.
If your piercing is influenced by more than 4 bones, also include this option on export.
Next import it in wkit.
Add to project a morphtarget from PRC or create folder structure manually. They need to be named exactly like this, do not create a custom folder.
Now rename the morphtarget you imported from blender to whichever slot you want to use. The number will correspond to the slot. It does not matter which you use really, but if you want your mod to be compatible with any specific set of piercings made by someone else, check what slot they used and use different.
Move the file to eagul/piercingmorphs/.. (if you added to project a morphtarget from PRC to create the folder structure, delete it first, just leave empty folder before moving your new renamed morphtarget).
Now you can delete the character folders in base and install the mod.
Naming is important, your mod needs to load before PRC, so it is best to follow PRC’s naming convention: PRC_f/m_slot#.
To test your mod, set piercings to slider 12 for fV or 14 for mV and you should see your creation.
You can only export the head morphtarget as it is the only one we’ll need.
Import selected one into Blender, merge by distance, duplicate the mesh and delete all vertices from your duplicate in edit mode. This is similar to points 4-8 from the first section of the guide, except we’re working just with head mesh, not piercing meshes.
Weight paint your piercing. Since the location is not covered by any vanilla piercing, transfer the weights from your head mesh. Delete unused vertex groups (the ones that do not affect your piercing, ie have 0 weight). Since piercings are solid objects we don't want them to stretch, so go through the vertex groups that affect your piercing in weight paint mode and colour them in one sold weight colour (you can use the picker to pick one from somewhere around the middle of the mesh).
Once you’re done with the weight painting proceed to creating your shape keys as in the morphtarget creation section of this guide. You can use your original head mesh as reference. Tip: If you want to test if your mesh works ok before going through all shape keys make sure you create at least one, otherwise it will flatline your game. Creating means moving at least one of the shape key positions to where they should be, not at the same position as the basis shape key.
When done, delete the original head mesh and rename your own submesh. It should be called submesh_00_LOD_1.
Export your file to gltf with the same settings as in the guide.
Import your file in wkit over the existing head file, place in the correct folder and rename to whichever slot you’d like to use.
Open your morphtarget and edit the path in this section:
Change the path to:
eagul\piercingmorphs\wa_linked.mesh
for fV
eagul\piercingmorphs\ma_linked.mesh
for mV
If you ever need to re-export your mesh again for editing you’ll have to change this back to the original path.
Now install your mod and enjoy.
While selecting textured piercing colout it shows weirdly, something like this:
This is because piercing materials have a mask designed for vanilla piercings in their .mlmask file, your custom piercing uses the same material so that you're able to use colour picker in character creator.
To fix this, download modified materials from my google drive here: http://bit.ly/MxOrcBoipiercingmat
Unzip them into your project to ../yourmodname/source/archive folder:
Now install your mod. The textures should show properly now.
You can find here a list of overlays names from KS_UV and VTK bodies mods
Depending on the supported framework, you need to name your WolvenKit project like this:
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
Head : archive\base\4k\common\overlays
Body : archive\base\4k\common\overlays
Head : archive
Body : archive\base\v_textures\body
Arms : archive\base\characters\player\femme\body\arms\textures
How to merge two or more existing tattoos
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.
<1h for total noobs, <10 minutes if you know what you're doing
Depending on the supported framework, you need to name your project like this:
Export all .xbm
files from the tattoo mods that you want.
Add them to your project
Rename the files (e.g. by appending "mod1"). This is important, because the other mods' file names will be the same. Do not rename the files for the last mod you export.
Repeat the process with the other archives until you have all .xbm files that you want to merge in your project.
Make sure to use the same resolution
for all the tattoos, otherwise the tattoos will be placed incorrectly, they will either be too big or too small compared to other tattoos, usually 4096x4096
is the most used resolution.
Merge the textures. If you don't know how, you can google "how to merge layers in <software of your choice>
" and find guides by the dozen.
Delete all other (renamed) xbm file from your project directory — you don't need them anymore
After installing your new tattoo mod, remember to delete the original files in your mod folder, otherwise it will cause conflict between the different tattoo mods.
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: Apr 11 2024 by Yggnire
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
VTK project name should be 00_modname
KS_UV project name should be 005_modname
Add the files to your project by double-clicking on them
Set the height and width to 4096x4096 or in the quality that you want 1024, 2048 or 4096
Grab the skin map of your choice, create a new layer and then do your tattoo :
When your tattoo is complete, uncheck the eye on the skin layer
Now your project should look like this: Your tattoo and no background
Save your project as a .PNG files
Return to WolvenKit and Open the texture preview window by clicking the blue checkbox
Right click on it and click on the "Replace Texture" and choose your textures files
When it's done, export the file, then import and Install.
When it's done, go in-game and admire your new tattoo !
Published: Feb 03 2024 by Last documented edit: Feb 22 2024 by
Framework | Prefix | Example name |
---|
Framework | Overlay name | gender/body part |
---|
Published: Feb 03 2024 by , initial guide by Yggnire Last documented edit: Feb 03 2024 by
This guide will teach you how to merge multiple tattoos into one. It will not cover the process of.
You have
All your tattoo mods are for the same framework (if not, check the guide about and do that first)
To see which files you need to edit, check this
Framework | Prefix | Example name |
---|
If you don't know how to create a project, you can look it up on the .
You can find a detailed guide on how to do this under
Open the and switch it to Mod Browser
all .xbm
files in the first.archive
file from one of your tattoo mods
Use Wolvenkit's to export all the files to .png
Open the file in the image editing software of your choice (if you don't have one, use )
, overwriting the files from your last export in your Wolvenkit project's raw
directory.
Make sure to check the for how to enable transparency!
Use the to import the .png
files into the original .xbm
files
Check the textures in the Image Preview to make sure that they look OK. them if not.
Now it's time to and launch the game. Click and hold the green play button on Wolvenkit's toolbar, select "Install and Play", and look at your new tattoo in action.
You have
A drawing software like Clip Paint Studio, Photoshop or
Create a and give it a name
To create overlay tattoo , you need the following files , select the body part you want to edit.
Open a new project in photoshop, clip studio paint, or another editing software
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 | v_overlay | female body (see note above) |
11597681951245522818 | female head |
femme_arm_left_01_overlay | female left arm |
femme_arm_right_01_overlay | female right arm |
KS UV | 004 | 004_my_tattoo_mix |
VTK | 00 | 00_my_tattoo_mix |
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: Feb 29 2024 by Yggnire
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)
For the Body :
For both Framework, the name should be something like that : 000_modname
For the Head :
KS_UV project name should be 005_modname
VTK project name should be #00_modname
The # is really important
To create modded body scars , you need the following files
KS_UV Body Path :
base\4k\common\body\wa\textures
(female)
base\4k\common\body\ma\textures
(male)
VTK Body Path :
base\v_textures\body
VTK Arms Path :
base\characters\player\femme\body\arms\textures
VANILLA (for KS_UV) Head Path :
base\characters\head\player_base_heads\player_female_average\h0_000_pwa_c__basehead\textures
(female)
base\characters\head\player_base_heads\player_man_average\h0_000_pma_c__basehead\textures
(male)
VTK Head Path :
base\characters\head\player_base_heads\player_female_average\h0_000_pwa_c__basehead\textures
Add the files to your project by double-clicking
Save the files in a new folder.
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 (the yellow-greenish one).
Add a new layer and paint your scar (if you want to know how to create a scar from scratch , you can go to this tuto )
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 .
To create your scar, take a basic red color, and draw your scar on the new layer you created in Step 2.
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 the diffuse map (skin).
On the yellow image, switch to the red channel again and copy everything (Hotkey: Ctrl+A
, Ctrl+C
)
Paste it into the skin 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 has to be the same color as your skin so plays around with the Tint/Hue CTRL+U
Invert the image (Hotkey: Ctrl+I
)
Replace in your wolvenkit project all the png with the new one, « Import » and then « Install » and enjoy your new scar !
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
I use a hard brush for the cyberware scar
Do your base with the RED color
Surround the RED base with a GREEN outline
The skin map scar appearance
In-game appearance
I use a wet watercolor brush to make the Burn scar.
Do the base
Add the GREEN under the RED as always
Then I add a new layer of RED and GREEN
I then use a blur spray brush like this, I paint randomly on my scar and around it
I reduce some layers' opacity at my conveniance and then I go to the skin map
Here is what my scar looks like when colored.
I will add some extra textures on it, only on the skin map, not the bumpmap.
In-game appearance
This guide will show you how to install the custom tattoo replacer.
This will help you from Step 6 and forward from NCT’s guide.
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”.)
Once, there was only one framework and everyone modded in harmony, but then everything changed when the fire nation attacked.
This page is only a stub and needs expanding (someone should write the actual guide)
As of February 2024, there are two texture frameworks (and if the heavens are kind, there won't be any more):
(F) Solo 2.0 -Unreleased-
(F) Paragon Body -Unreleased-
(F) Songbird Body 2.0 -Unreleased-
The texture files for UV are separated by body gender.
(F) Hyst Enhanced Big Breasts + Realistic Booty (EBBRB)
(F) Hyst Enhanced Big Breasts + Realistic Booty: Push (EBBRBP)
(TODO: post screenshots with outlines)
You have
Create a and give it a name
Framework | Files name | gender/body part |
---|---|---|
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.
A drawing software like Clip Paint Studio, Photoshop or
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.
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!
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.
Published: Feb 03 2024 by Last documented edit: Feb 03 2024 by
Also known as "UV" or "KS UV", this was the initial from early 2022, created by Zosoab70 and AllKnowingLion, and released by their team account, "KnowSo". Download under Miscellaneous files
(F) /
(F)
(F)
(F)
(F)
(F)
(F)
(F)
(F)
(F) (Alternate UV Framework base body file)
(M)
(M)
(M)
gender and body part | relative file path |
---|
, this framework also known as "VTK", created by xBaebsae, has a different UV layout. Download under Miscellaneous files
(F) Hyst (EBB)
(F) Hyst (RB)
(F) Hyst (EBBP)
(F) Hyst (EVB)
(F) (Big and Small Breasts)
body part | relative file path |
---|
Primarily, the basic difference is the of the body/arm textures between the base version of the UV Framework, and VTK. Beyond that other features include:
KS UV | VTK |
---|
KS_UV
d02_naked
female body, arms and legs
n02_naked
female body, arms and legs
d03_naked
male body, arms and legs
n03_naked
male body, arms and legs
VTK
v_body_d
female body and legs
v_body_n
female body and legs
femme_arm_left_01_diffuse
female left arm
femme_arm_left_01_normal
female left arm
femme_arm_right_01_diffuse
female right arm
femme_arm_right_01_normal
female right arm
VANILLA (for KS_UV)
&
VTK
h0_000_pwa_c__basehead_d01
female head
h0_001_pwa_c__basehead_n01
female head
h0_000_pma_c__basehead_d01
male head
h0_000_pma_c__basehead_d02
male head
femme arms | None separate from body texture yet |
femme body | Skins:
Tattoos:
|
femme head | Skins:
Tattoo:
|
masc arms | None separate from body texture yet |
masc body | Skins:
Tattoos:
|
masc head | Skins:
Tattoos:
|
Skintones/Material instances (masc & femme) |
|
femme arms |
|
femme head |
|
femme body |
|
masc arms | ?? |
masc head | ?? |
masc body | ?? |
Arms on same texture as the rest for basic version | Arms on different texture |
Add-on version for further arm texture layout options |
Unique Normals map for base version | Same body overlays for each body gender (?) |
Unique normals maps for arms with Add-on version | Emissive (glow) overlay |
Separate body overlays for each body gender | Alternate Texture for foot submeshes |
Emissive (glow) overlay |
Unique Normals map for base version |
Cyberarms built in to base version |
Unique Skintone .mi (Material instance) files |
Unique Eyebrows |
This is athe guide for you if you would like to add custom hairstyles into the game.
Published: 17.03. 2024 by D.I.S.C.O Last documented update: 18. 03. by manavortex
This guide will teach you how to
port a hair mesh from a different game to Cyberpunk
add physics ("dangle bones") to parts of it
use the UUH4V framework to avoid conflict with NPCS
For an overview of existing hair files and -colours, check Cheat Sheet: Hair
For a more detailed guide on hair physics, check Dangle bones or Moving a Dangle Chain
You can find a video tutorial by eagul on youtube:
Blender >= 4.0
the Wolvenkit Blender IO Suite (most recent version)
UUH4V Framework (To avoid conflicts with spawned NPCs)
You first need to understand the files you need for hair to work in CP2077. There are three type of files: the Mesh, the Texture and the Physics.
Begin by importing the player’s head. This will allow you to adjust your mesh more accurately and to avoid clipping.
Export the mesh from Wolvenkit
Import the mesh into Blender
Import your hairstyle mesh. This tutorial is using the Festive Hunter’s hairstyle from Nier Reincarnation, since a future version of this tutorial will also cover the addition of ornaments to your hair
The modded hair will come with its own armature (bones), modifiers and materials. Delete all those, since you don't need them:
Bones: The "armature" object in the Outliner (top right panel)
Vertex groups: In the "data" tab (green triangle) under object properties (bottom right panel)
Modifiers: In the "modifiers" tab (orange wrench)
Reposition and refit the hairstyle to fit V's head.
Be sure to check around the edges of the hairstyle to avoid clippings with the head.
Unlike clothes, most head meshes only have one bone: Head
. More complex designs and physics will involve more bones, but we'll stick to the easy version for now.
Select your hair
Switch to Edit mode (Hotkey: Tab
)
Select all vertices (Hotkey: A
)
In the Data
tab of the Properties panel (green triangle), create the Head
entry (see screenshot below)
Click on Assign
If you were to add this mesh in-game, it would stay on your character's head like a helmet.
This will blow the scale of this guide and you can ignore it for now. Once you're done with your hair, come back here and look at the links below if your hair mesh includes ornaments.
You can check the #splitting-off-submeshes-mildly-advanced guide, or read up on material assignment in Wolvenkit under Submeshes, Materials and Chunks.
For more detes about physics, check Dangle bones or Moving a Dangle Chain. This is not necessary for the scope of this guide!
Remember when I said “like a helmet”? That also means your hair will not have any physics. Some short hair won’t have physics to wave around to begin with, but if you want your bangs and ponytails to wave when you open the character editor, get ready for some trial and error.
First of all, understand which part of your hair you want to have physics first, and separate them into a submesh:
In edit mode, select the part that you want to split off (You can use "Select Linked", Hotkey Ctrl+L
, to speed this up)
Once you're content with your selection, separate
the selection into a new submesh (Hotkey: P
-> S
)
Repeat the previous step on the submeshes that you don’t want to move. In this case, only the bangs will move:
You always have to do this, even if you want to add your hair via ArchiveXL as a wig.
Search for a vanilla hairstyle from the game that resembles your physics part the most, and export them with Wolvenkit.
You can find overviews of all existing hair styles under Cheat Sheet: Hair
What you want to look for is how much the vanilla hairstyle overlaps with your mod hairstyle. The closer their shape resembles, the better. In this case, I find hairstyle 05 to be the most suitable, so I export that mesh, as well as their rig and animgraph.
If you want your hair to have physics, be sure to include the .animgraph
and .rig
into the project. They are the physic components for the hair.
I've done this enough time to have some experience regarding which mesh should I use for weight transfer. For Front and Right Bang, use components from hh_081_wa__buns_02
, for Left Bangs, use hh_040_wa__pixie_bob
, for hair on shoulder, use hh_118_wa__gillean
or hh_115_wa__alanah
, for ponytails use hh_083_wa__ponytail_01
.
-Import the mesh into the game and transfer the weights from vanilla mesh to your mesh. Watch this video if you don’t know how to transfer weights.
-Parent the hair meshes under the vanilla mesh’s armature, as well as add the armature modifier.
While you can put your ornaments and hairstyle together, I recommend keeping them separate. You can import any head item and use its armature instead. This is my personal preference to keep things tidy, to avoid confusion when we handle hair’s material and texture later. It’s best that you keep the hair and ornament in two separate mesh files.
-And we are now done with the Mesh Section, but we can’t export it just yet. We need to make sure that our hair will actually show up as hair in the game, so we shall move on to the next part.
If you are porting a hairstyle from another game, it is highly recommended that you just adapt the UV of your hairstyle to fit CP2077’s shared hair texture instead of using the original texture. This will allow your hair to use the game’s hair color system, as well as saving you a lot of hassle when handling the materials.
Excluding beards, caps and private hairs, CP2077 has 5 types of hair textures. Export them from Wkit and add them into Blender so that you can use it as reference for UV editing.
Curly hair strands - base\characters\common\hair\textures\hh_curly01_alpha01_r.xbm
Dreadlocks - base\characters\common\hair\textures\hh_dread01_alpha01_r.xbm
Kinky hair strands - base\characters\common\hair\textures\hh_kinky01_alpha01_r.xbm
Long straight strands - base\characters\common\hair\textures\hh_long01_alpha01_r.xbm
Short straight strands - base\characters\common\hair\textures\hh_short01_alpha01_r.xbm
Most hairstyles I see use long straight strands, but don’t be afraid to use other types of hair and experiment with them.
Keep in mind that no matter what type you choose, you will always need three accompanying texture files for the hair texture to work properly. These files are gradient
, id
and flow
. You can find them by replacing alpha
in the file name with any of the terms above.
-Open UV Editing and edit the UV to fit the white parts of the alpha texture. The black parts of the alpha map are where the mesh will be transparent, thus creating the image of strands of hair. Keep in mind that the hair root is pointing upwards, while the hair tip is pointing downwards. The direction is important for gradient handling. Scale and rotate the UV to fit the alpha.
This is how your UV should ideally look like. Everything is where the alpha will work.
You can preview how your hair will look in Blender by creating a material and importing all the textures mentioned above. This part is optional, but it's nice to check for gaps before you export.
-Create a material and assign it on your mesh before opening the Shading tab.
-Connect alpha texture to Alpha slot of Principled BDSF.
-Create a mix node, set to color and multiply. Connect id texture to slot A and gradient texture to slot B, and connect the output of the multiply node to a Gamma node and set the value to 2.4. Connect the output of the Gamma node to Base Color of Principled BDSF.
-Connect flow texture to Rebuild Normal Z to Normal Map to Tangent of Principled BDSF.
-Turn on Viewport Shading.
This is what your mesh should look like. The black and white represents how hair color gradients will show itself on your hairstyle. Black is the root color., white is the tip color.
-Now you can export your mesh.
Create a project and copy the framework file from UUH4V Framework. I want to replace FemV hairstyle 33, so I chose file 33 for FemV.
Remember this? Copy and replace one of the sets of three files. For example, you need to rename your imported mesh to fhair33_pt1.mesh
. If that’s the case, you need to rename the .animgraph
and .rig
to fhair33_pt1.animgraph
and fhair33_pt1.rig
. Move them into the uuh4v_framework folder and replace the original file.. Having the wrong names will cause your mesh to morph weirdly.
-Open your mesh to check the materials. You want the materials to actually be what you want. Unless you have multiple submeshes, only the first entry in the material matters.
I want to use cards
, not cards_top
. I can manually change every instance of cards_top
in the appearance, or find another mesh that uses cards in the first entry and copy the materials over instead. Since I joined my meshes into one mesh, only the first material entry matters for every appearance. This is the easy way to do it, because there are 35 appearances for 35 hair colors that you need to check over and edit. Copying the materials from another working hairstyle is the simplest way to do it.
Now you can install the mod and see how it looks in the game!
Oof. The color looks about right, but…
If you’re wondering why the hair is warping weirdly like that, it’s because of the physics. It is important to understand that the method taught in this tutorial is the easiest and fastest method, but also the most unreliable. Advanced modders can weight paint and edit rigs by themselves instead of relying on vanilla hair weights, but I know neither of those so I can’t teach you how. If you can’t get your hair physics to look right, it’s perfectly fine to leave it static instead. A good looking hairstyle is better than a glitchy wavy mess like this.
Static hair mesh, but no weird morphing.
Oh right, we got a hat, don’t we?
The hat’s texture is the same as any other item in the game. You can use MultilayerSetup files or metal_base.remt, it’s all up to you. Check here if you don’t know how to do that.
-Replace another mesh other than what you have for your hairstyle, and install the mod.
Tadaa! A simple hairstyle replacement with a fancy hat.
Requires/utilizes by Halvkyrie
WolvenKit >= 8.13.0 (you should have it )
Use the to the correct mesh and .
body gender | mesh path |
---|---|
m
base\characters\head\player_base_heads\player_man_average\h0_000_pma_c__basehead\h0_000_pma_c__basehead.mesh
w
base\characters\head\player_base_heads\player_female_average\h0_000_pwa_c__basehead\h0_000_pwa_c__basehead.mesh
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
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.
You have
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
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.
- h0_000_pma__basehead_scars_d01
- h0_000_pma__basehead_scars_d02
- h0_000_pma__basehead_scars_m01
- h0_000_pma__basehead_scars_n01