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Editing the world of Cyberpunk
This page will give you an overview on how to edit the world of Cyberpunk 2077.
For its collection of guides, see the child pages in the wiki's navigation tree or click on "Next" at the foot of the page.
For a guide on how to find the correct streamingsector, see Finding Locations
For a list of ineresting sectors on this wiki, see Reference: World Sectors
Rather than blowing up Arasaka Tower or trying to become bomb, we're using ArchiveXL to edit the contents of .streamingsector files.
Sector files often change between game versions. Your edited sector file won't know and won't care, so it will overwrite the updated file nonetheless. (See for yourself - try a pre-2.0 version from one of mana's Apartment Overhauls and watch everything explode).
ArchiveXL will modify sectors only if the number of expected nodes matches the number of total nodes in the sector. On top of that, for each node affected, a type has to be specified - so if CDPR sneakily switches out one of the nodes that you've been deleted for something else, AXL will notice and refuse to implement your sector modification.
ArchiveXL will load that file from your game's mod folder and apply the modifications for you.
For more detailed information, see the nested guides, e.g. World Editing: deleting objects
will share info on how to add objects like door, loot, walls etc
Created by @Krat0es updated by Doctor Presto Valid as of March 21, 2023
This guide aims to teach you adding objects to the world.
Install Object Spawner
Start the game, load a save, navigate to the location you'd like to build and press your CET hotkey. Object Spawner will open along side CET and any other CET mods you have installed
Go to the "Spawn New" tab of Object Spawner and search for the objects you'd like to spawn - simply click on the name to spawn it.
Use the tools in the "Spawned" tab to move and position your objects. It is a good practice to give each object a unique and recognizable label. Try to proceed slowly and always keep in mind that you may want to move/change or otherwise edit these components later on so a few extra moments to keep them organized and labelled can save you a lot of frustration later on.
Add your objects to a group - if creating a building or other complicated structure, you should also create subgroups for each of your exterior walls and other major components.
after placing the objects, save the group incase you want to change something later on. You can use Object Spawner's export function to create a .JSON file which you can use to add these objects permanently to the world. (The Export button can be enabled in Object Spawner's 'Settings' tab)
Now you are ready to move on to the next guide which will help you add these items to a new .streamingsector file and merge your additions with the game world using ArchiveXL so that your items are a permanent addition with no worries about conflicting with other mods.
Exporting locations to Blender
The original exporter was based on some posts by @123321 in the Discord #mapeditor channel back in May, so all credit to him for working it out in the first place.
This guide was initially written with game version 1.6 of Cyberpunk 2077.
Open Export_Sector.wscript
by double-clicking on the file name
You may get a pop-up: "Trying to open a system file. Should a local copy be created?" If so, click Yes.
Click "Run" (it's on the top left of the script editor)
This will export all your .streamingsector files to glb/json for the later import into Blender.
Depending on your computer and the number of sectors, this script takes time. Wolvenkit will be mostly unresponsive while it's exporting.
Don't worry, it's normal.
You might see a bunch of error messages about files that couldn't be found in the Wolvenkit log. Those usually only affect materials, your mesh should still show up in Blender.
The script will find and import all streamingsector .json files under your project's raw
directory. Make sure to delete those that you don't want, or change their extension from .streamingsector.json
to .bkp.
Depending on your hardware, the script can take a long time – from minutes to hours. During this time, Blender will be unresponsive. If you can't cope with that, check Step 2 in the list below.
Open Blender
Optional: Turn on the Blender console so you can watch the pot boil (unnecessary, but psychologically reassuring). It's under Window -> Toggle System Console
Select File
-> Import
-> Cyberpunk Streaming Sector
Open the .cdmodproj
file in the root of your Wolvenkit project directory
Optional: Check the "With Materials" box in the side panel This will make the process take four times longer!
Wait (see the orange warning box below)
Optional: As the meshes will be scaled and positioned according to the map coordinates, they're probably off-screen. You can center the camera by completing the following steps:
One or more meshes should still be selected. If not, do that now.
Move the cursor to your selection (Hotkey: SHIFT+S
)
Select View → Align View → Center View to Cursor
How to remove items from the world with ArchiveXL
Created by @manavortex Published in October 2023 Last (documented) update: December 2023
This guide will show you how to remove items from the world via ArchiveXL.
Difficulty: You know how to read. Everything else will hopefully become clear !
This section will walk you through the process of creating an .xl file to remove objects from the game world.
This guide will feature the manual process, which can get tedious if you want to remove at scale. There are two ways to automate the process:
Visual learners, celebrate: OUiJIXOU and Proxima Dust made video guides for this!
Create an .xl
file in your Wolvenkit Project's resources
folder and name it after your world deletion (e.g. delete_pacifica_fast_travel_terminal.xl
).
We'll fill in the information in Step 3, this is how it will look:
Paste the following code into your .xl file:
Adjust the .xl file. Mind the leading spaces!
for path
, put the full path to your world sector as seen in RedHotTools (1., yellow on screenshot - base\worlds\03_night_city_compiled\default\exterior_-35_-35_0_0.streamingsector
)
for expectedNodes
, put the number of nodes in this sector (2., pink, 503 in the screenshot)
For each node that you want to delete, add an entry under nodeDeletions
:
- index
(the - is important): the node index (3., violet in the screenshot)
type
: the type of the node (4., turquoise in the screenshot)
Save the .xl file
If everything worked, your object should now be gone.
If you have been working directly in your archive/pc/mod
directory, do not right-click on your .xl file and pack it. You have to create the following folder structure and then pack the archive
folder:
If you don't do that, you will drown in comments from confused users who don't know how to install your mod.
Optiona, but recommended: Save the blend file. There's no real way to undo stuff right now other than deleting them from the list by hand, and re-importing is tedious. If you save the file, you can use File -> Revert to undo all your changes.
Select and delete the objects that you want to get rid of.
Now it's time to get exporting.
In the Scene Collection (usually at the top right of your Blender viewport), select a sector collection.
First, you need to find out the number of nodes in your sector. We will do that in Wolvenkit.
Find the correct sector file and open it in Wolvenkit. (You can copy the name from the filepath
field in Custom Properties — the file should be in your project from your earlier export.)
In the CR2W editor, find the nodes
property and look at the count. That number needs to go into your new property in Blender.
Click New
to add a new property. It will be called prop and have a value of 1.000
.
Click the gear and add the property's properties:
Type
should be Integer
Property Name
shoudld be expectedNodes
Default Value
, Min
, and Max
should be the number of nodes from your sector file.
After you have made those changes, click OK.\
The value of your new property will probably still be 1 until you click in the field - then it will be updated with the only value possible.
Repeat this step for every sector file.
Switch to Blender's Scripting
perspective and create a new file.
Edit the value of output_filename
— it has to be a valid path (and can even be your Cyberpunk mod directory).
Running the script will overwrite existing files. That's not a problem, but you need to take care of backups yourself.
When you're done, click the ▶ button in the toolbar to run the script.
This step is optional, but recommended, as the script might add nodes to the deletion list that you want to keep.
This is also how you can edit other people's sector presets. Want to keep your candles? Search for "candle" and remove them from the deletion list!
Search for worldEntityNode
Keyboard shortcuts to find all in document in Notepad++: Ctrl+F
- Alt+D
Check the comment on top of a block to find out what it is.
If you want to keep something, remove the entire block from the .xl file (see screenshot).
Put the .xl file into archive/pc/mod
and start the game. (Don't put your Wolvenkit project, you don't need all that sector garbage!)
That's it! You changed the world - literally! Happy modding, choomba!
Do not pack the Wolvenkit project you used for Blender import - you don't need an .archive file
To add the .xl file to a Wolvenkit project, simply put it into the source/resources
folder and pack. Your mod will include only text files and be really tiny - ArchiveXL does all the heavy lifting.
If your zip for Nexus contains an .archive file, you've done something wrong here!
You need:
a Wolvenkit project with the sectors exported to .json
an .xl file
Change the following lines in the script:
While you can write directly to your output file, you really should not.
After running the conversion script, search your new .xl file for INVALID_NODE
to filter out any entries that could not be resolved.
Check the ArchiveXL log (you can find it in Cyberpunk 2077\red4ext\plugins\ArchiveXL\ArchiveXL.log
). For every block in your .xl file, you should see an entry like this:
Make sure that your file
has the extension .xl
is located in archive/pc/mod
or loaded as part of a REDmod (why are you doing this to yourself? You're testing. Put it in archive/pc/mod
!)
Make sure that ArchiveXL is up-to-date and working
In Cyberpunk modding, files can only be edited by one mod at a time, and that mod will be . Once you have added a file to your .archive, nobody else can edit it.
Create an .xl
file in your 's resources folder. It has to contain the following structure:
and updated file created by KeanuWheeze - this archive contains an ent for every single vanilla mesh in the game, allowing you to spawn anything you'd like. place the archive in your mods folder and use the allpaths text file to replace the one in your object spawner data folder in the CET directory - should be something like this: Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks\mods\entSpawner\data
Note: depending on the object spawned, it may or may not have baked in collisions. Keep this in mind and don't worry - there are a number of ways to either add collisions, fake them, depending on the context.
Created by @Simarilius Updated 19 March 2023 ~ Updated 7 May 2023 ~ Script updated 1 June 2023 ~
Theres a video which outlines this process .
>= 8.8.1 or the latest
or newer
To export a location, you need to know its files — you can either pick them from or (and add them to the list, please).
Add all sector files that you want to edit to your project by and double-clicking them.
Open the
Optional: Check below if you want to get fancy.
Import your streamingsector with the Cyberpunk Blender IO Suite. For full instructions, check the - the documentation below might be outdated.
With ArchiveXL >= 1.8.0, this process is outdated. Check the other guides in this section for how to generate .xl files to add, edit or objects in sectors.
Download this script () from
Run the script by clicking the ▷ button If the script throws errors and you can't resolve them on your own or with the help of ChatGPT, find us on !
>= 1.8.0
If you want to do it in Blender: >= 1.5.0
Otherwise:
Wheeze's Removal Editor ()
Generating the .xl file via Blender (see
Although you can also work directly in your archive/pc/mod
directory, you should , so that you can easily pack your mod for Nexus deployment.
Find the node information in the Inspect tab of RedHotTools (see for a detailed guide)
You can edit this file in Wolvenkit or in a text editor like
Optional, but recommended: Run your XL file through
and launch the game.
Otherwise, check the section.
If you have been a good bean and stuck to the instructions, you only need to and can skip the rest of this section.
Hit up and follow the instructions to import your sectors into Blender.
This step will be made obsolete in a future update of the (currently 1.5.0). The guide will tell you at which point you can skip ahead if that's the case.
Below the viewport in the right side panel, switch to the Collections
tab and expand the Custom Properties
header. You need a property with the name of expectedNodes
(green box).
If you have one, you can proceed to .
If you don't have one, keep reading.
Open (mana's github) and copy the contents into Blender's editor.
You now have an .xl file. If you put it into archive/pc/mod
, the game should load it. Otherwise, check the section of this guide.
Open the generated .xl file in a text editor such as .
You can convert node removal scripts from ArchiveXL 1.8 format to 1.9 format by running on the file.
Check if the syntax is valid by running it through
Check the expectedNodes
entry inside your .xl
file against the sector files inside Wolvenkit as per .
This guide demonstrates how to add new locations to the world by creating new .streamingsector files and adding them to the game world by merging them with the all.streamingblock via ArchiveXL
Valid as of March 21 2023
Requirements
Wolvenkit 8.8.1 (bugs in nightlys and stable version 8.9.0 prevent adding new nodes to a streaming sector)
The latest stable release of ArchiveXL (thanks Psiberx!)
Resources
Example mod project, including template .XL file, .streamingsector and .streamingblock - this adds a low poly house exterior mesh to the center of the glass dome in corpo plaza (near the giant holo fish)
After following the previous guide to add and position the objects you want to add to the game, open the example mod project in Wolvenkit and open the file new_mod_sector.streamingsector
in the "Node Data" section, right click on the existing node and click "Import from JSON (no coords update)
This will open a window which allows you to browse to the export folder of Object Spawner. this will be something like Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks\mods\entSpawner\export
You will find a JSON file named after the main group you created and exported in this folder folder
Select that file and Wolvenkit will create the necessary nodes, in the streaming sector, adding them to the location you selected.
Delete the node which was included as an example and update the index of your node to 0 if it is not already.
Rename the file to something unique for your mod.
Open the new_mod.streamingblock file in the project
Under the "descriptors" tab, edit the 1st entry so that the depot path points to your .streamingsector file
Now you need to set the streaming box for your new sector. The easiest way to figure this out is to just take the coordinates from a central object in your mod (you can find these in your .streamingsector file on each node) and add 300 units to each number for the max, subtract 300 for the min. This will need to be adjusted based on how far away you want your objects to be visible in the world.
rename this streamingblock file to something unique to your mod
Now all that's left is to edit the .xl file included in the resources section of the example so that it points to your streamingblock file. All you need to do is replace "mod\new_mod.streamingblock" with the relative path to your streamingblock.
Once you've done the above steps, install your new mod and launch the game, if you've completed all the steps, your new objects, structure or location will spawn just like the rest of the world
If you run into any troubles, double check the guides and then pop over to #world-editing on the cyberpunk discord server
THIS GUIDE IS ARCHIVED! DO NOT USE IT
This guide is archived and will lead to wide-ranging compatibility issues. Do not use it for your world edits - please look up the ArchiveXL guides instead!
Created by @Krat0es Published October 10 2022
This guide aims to teach you moving and deleting objects from the world.
the most recent Wolvenkit (stable | Nightly), at least 8.7
Add your sector file to the Wolvenkit project
Open it by double-clicking
Click on Sector Preview
again
Click into the preview to highlight an object. This will print the object's node name and -index to the log.
In the list on the right, find the object that you want to delete. You can toggle the red checkmark(s) to show/hide objects in the preview
Go back to the WorldStreamingSector tab
Click on expand nodeData to find the object in the list. It is easiest to go by index, which should have been printed to the log when you selected the object in step 4.
Expand the node and find Position
, Orientation
and Scale
:
You can now
change the object's coordinates or scale
delete the object from the world by right-clicking the node and deleting it (see screenshot deletus
)
Remember to save the file after making changes!
That means that it has a proxy mesh, which you also need to delete.
Search the game for your sector file's name without the last digit
Example:
You're editing interior_-23_15_0_1
You're searching interior_-23_15_0_
Note:
when you delete a object and you see a low res mesh in its place in the game that means the object has a proxy assigned you will have to find the sector the proxy is in and delete the proxy mesh. (you may do that following the same steps)
Activate an existing collisions in a mesh
This guide shows you how to enable an object's embedded collision for entities without (items that you can walk through).
It's a direct follow-up to Adding Objects to the World.
As of today (Jan 20 2024), you need a collision-enabled mesh for this. We can create our own collisions with the Wolvenkit Blender IO Suite, but the tutorial for this isn't ready yet.
If you want to create Custom props for AMM, check the corresponding guide. Note that this mechanism applies for them as well!
You know how to add objects to the world using Object Spawner
allmeshes.archive and updated allpaths file created by KeanuWheeze - this will help us to edit new ent files with embedded collisions.
Not every object contains an embedded collision, so we first need to check if your desired mesh has one.
Once in-game, search for the item you want to spawn; I'll be using base\meshes\base_environment_decoration_furniture_industrial_industrial_table_industrial_table_g.ent
In the Spawned
menu, click on Copy Path to clipboard
to get the current .ent
path.
After you added it, turn off the Mod Browser option; otherwise, you won't be able to get the mesh file in the next step.
Open the .ent file and look for the mesh component in its components array.
If the selected entity is from allmeshes (starts with base\meshes\
), then there is probably only 1 entPhysicalMeshComponent called custom_mesh
If not, it means your entity is from the vanilla game; in this case, search for the component that has Mesh in its type (entPhysicalMeshComponent, entMeshComponent, etc...)
In the mesh, click on the blue arrow to open the mesh in a new tab (we don't need to add the file)
Decisive moment: Open parameters and look for a meshMeshParamPhysics
What if there is no meshMeshParamPhysics parameter in the mesh ?
It means that there is no collision with it. But other solutions exist for you:
You can create your own collision through Blender (no modding ressource is available at this time)
You can fake the collision by using another small entity which already has collision embedded, and hide the small entity inside your item (this technique is a work-around, that does not always fit or give satisfaction, but most of the time it does the job)
You can try to find another similar item that has embedded collisions (and go back to the first step of this page)
Turning it on is pretty simple; we only have 2 things to change, all in the .ent file previously added:
Update the filterData
and change the values like in the screenshot. Those values determine which entities can collide with, and how to simulate the collision.
This information is not well-researched as of Jan 2024 - if you know anything more about this, please get in touch via Discord or update the wiki!
Change the navigationImpact
setting to Blocking
. (Other values exist; they haven't been documented, but you may have fun with them.)
Optional: depending on the item, you may want to enable (or not) lighting-based shadows. You can do so by setting these 3 properties to Always
.
I strongly suggest you to change the .ent name and folder to a custom one, so it doesn't interfere with the rest of the game.
In our test case, I renamed the file as mod\embedded_collision_test\decoration\industrial_table_g.ent
.
If the path of your ent changed, don't forget to add it to the allPaths.txt file used by Object Spawner.
How to make your own custom ads
The zip file you downloaded contains a folder named source
. Extract it into the root directopry of your Wolvenkit project from step 1 so that it merges with the existing folder.
.png
filesThat's probably a lot more files than you wanted, but the first version of this guide only has the all-in-one package. Maybe we'll split off additional templates later. For now, leave everything as it is because we'll delete the non-modified files in step 2.
If you want to post your mod on Nexus, you might want to do two things:
link back to this guide
Happy modding, choom!
Published: January 20, 2024 by Last documented update: January 25, 2024 by
Object Spawner 1.5 (screenshots say 1.4, but it's the mod title that wasn't updated in 1.5 )
You need a
Back in WolvenKit, create or open
Open the , turn on the option, paste the path and add the ent to your project.
Have you found it ? Amazing ! It means the mesh has a native collision that we can toggle on. Let's do this now.
That's it! All you have to do now is to .
Once in-game, open and load the new entity with the new path and verify that collision is enabled.
Published: February 04 by Last documented edit: February 04 by
You can also check out .
Create a for your mod.
Download the Wolvenkit template project from . Download the zip file to your computer:
In your project's , you will find 200+ .png
files — pretty much every ad in the game.
Use your image editor of choice (or ) to edit the files that you want to see in the game.
When editing textures, please keep in mind that you need to export transparency as an alpha mask. See for details.
After you are done editing, use the to import all the files.
In your Wolvenkit project's , delete those files that you don't want to include in your mod. This step is important, because files can only changed by one mod at a time, and you don't want to piss in the public water supply by simply leaving them in.
When you have done the clean-up, you can now and start the game to see your new ads in-game.
Add as a requirement