This page will tell you about tags and how they can be used to influence item behaviour. It also teaches you how #adding-custom-tags can help you conditionally un-hide items.
Tags are used for calculating Garment Support score, see Garment Support: How does it work?
There is an own page for Influencing other items
Tags are a way to tell Cyberpunk that an item has certain properties and should behave in a certain way. This makes the game apply properties to your items, which can then be utilized by the game and ArchiveXL to
hiding V's junk to stop it from clipping through tight pants (hide_Genitals
)
forcing female V's feet to be flat (force_FlatFeet
)
showing hair while wearing a head item (force_Hair
)
Please keep in mind that you need to add those to the .app file's appearance definition rather than the root or mesh entity.
Tags are case-sensitive!
Check the #root-entity-tags section below for more tags
The diagrams below are somewhat outdated. Especially the arms information is not accurate. (Arms are terrible and we hates them, precious.)
There are a few tags that can be added to the root entity or in the .app file. Here's a list:
This only works for legacy ArchiveXL projects. If you're using ItemAdditions: Dynamic Appearances, please use conditional appearances in your .app file.
This will hide an item under certain conditions. Add the following tag to the root entity:
EmptyAppearance:FPP
You have the following other options to achieve the same end:
force_Hair
By default, head items turn hair invisible. By adding this tag to the root entity, you can override this process.
force_FlatFeet
Only works with a foot item as $base
in the .yaml
: use this if you're making flat shoes and don't want female V's feet to look as if she was wearing heels.
This tag will turn feet invisible for mascV unless the user has switch feet installed. You want to apply this to a conditional appearance in the .app file (&gender=m
)
Custom tags let you set component chunk masks from the .xl file without the need of touching either .app or .ent file.
For this, it is mandatory that you have unique component names. If you include your modder name, it's unlikely that anyone will overwrite them by accident.
PartsOverrides can't un-hide components for you. It can only hide them. If you want to load a different mesh (for example, a de-formed hakama when wearing a kimono or haori), then you're flat out of luck.
By being clever about your submeshes, you can offer different versions of your mesh (cropped! No arms! No legs), and users only need to install an .xl file! No need to have different meshes or even different .archive files.
Not convinced? Pity, but if you find a new use case for those things, do edit it in!
Add custom tags in your .xl
file (not in your .yaml
!)
Simply add the tag to your appearance's tags array near the bottom of the individual entries.
Published: ??? by Last documented update: Feb 18 2024 by
Tag | Effect |
---|---|
Tag | Effect |
---|---|
hide_H1
Hides an item in the Head
slot.
hide_F1
Hides an item in the Eyes
slot.
hide_T1
Hides an item in the Chest
slot.
hide_T2
Hides an item in the Torso
slot.
hide_L1
Hides an item in the Legs
slot.
hide_S1
Hides an item in the Feet
slot.
hide_T1part
Toggles the partial suffix (&Full
→&Part
) when applied to Torso
item.
hide_Hair
Hides hair.
hide_Genitals
Hides genitals in uncensored mode and underware in censored mode.
hide_Head
Hides head.
hide_Torso
Hides the whole torso.
hide_LowerAbdomen
Hides lower abdomen.
hide_UpperAbdomen
Hides upper abdomen.
hide_CollarBone
Hides collar bone area.
hide_Arms
Hides the whole arms, including hands. (There's no easy way to partially hide arms, you would have to create custom tags)
hide_Thighs
Hides thighs.
hide_Calves
Hides calves.
hide_Ankles
Hides ankles.
hide_Feet
Hides feet.
hide:legs
Hides the entire legs (including feet)
Root entity appearance (without dynamic variants)
name
: my_appearance&FPP
.app path: base\characters\appearances\player\items\empty_appearance.app
default
.app conditional appearance: change default appearance name
name
: my_appearance&camera=tpp
ArchiveXL will automatically add empty appearances for anything you have not defined
.app conditional appearance: add empty appearance yourself
name
: my_appearance&camera=fpp
no partsValues, no components. Do not do this - use the line above this one instead!