How do I change this item?
Created by @manavortex Published August 20 2023
If you just want to change the emissive colour, check R&R: Emissive
This will guide you to the process of making your own custom edit of my Netrunner Suits mod. It has several sections, which you can find linked below (but please check the wiki's navigation tree anyway).
The steps in this guide teach you how to recolour or refit almost every item in Cyberpunk. Keep reading!
Setup:
If Wolvenkit is already set up: ~ 5 - 30 minutes for MLSB
Full setup: 30 minutes to ~2 hours (most of which you can spend afk)
Recolouring: 5 minutes once you know how it works, < 1h to get there
Refits:
Import Export: 5 minutes once you know how it works, < 1h to get there
Actual refitting: as long as you fucking want >.<
If you are editing modded items, you should seek permission first. For your personal use, you can (legally) do what you want, but making mods takes time and effort.
Please respect mod creators' wishes in that regard.
You can check find the standard permissions on a mod's Nexus page, Description
tab, under the Permissions and Credit header right next to the requirements.
Do not skip or skim anything. Also, if you find a TL;DR block, this sums up all sections until the next header (in this case, until #overview).
I'm writing these guides with the minimal amount of fluff and no background information — that will be linked, but not included, which is the opposite approach from the rest of the internet and the Lord of the Rings.
The sections are annotated with a rough estimate of how long a total newbie would need. They're guesses, so if you're slightly off, don't worry. If you're wildly off, you might want to get in touch.
If you skip or skim in these guides, you will get in trouble. Unless a section's first paragraph offers you to read on somewhere else, do not skip. Don't skim and do ok it was something like this. You're supposed to stick to the road, where you won't run into monsters, and the guide will not tell you what to do if you encounter any.
The bright side of this approach is that you don't need to understand what you're doing as long as you do what the guide says.
You will find two kinds of links. It's usually clearly annotated which is which.1
The first will help you do something, leading to other guides on this wiki. They usually link the specific section that you need to complete. Please be thorough here as well, as the rules above apply.
The second contains background information and references (like "here's how this can look"). They are optional, you can browse or ignore them, and skim all you want.
To do this, you must have MLSetupBuilder running at least minimally. If you don't, then please complete the section "Step 0: Setup" below.
This guide will walk you through the following steps
Doing the necessary setup
If you already have MLSB working, please read #netrunner-suit-preview!
Creating a Wolvenkit project with the right files
Editing a colour variant of your choice in MLSB
Refitting the Netrunner suit to a different body
This section will link you to guides for installing Wolvenkit and MLSetupBuilder, which allows you to use the cool preview of which parts of an item you're colouring.
You will also be told how to download and extract the files for the #netrunner-suit-preview.
If you have done both, you can skip it and proceed with creating a Wolvenkit project.
Make a decision if you want to use these features independently of the Netrunner suit:
Yes: you need to configure MLSetupBuilder. Follow the steps on the linked list until you have a full depot, then proceed with #netrunner-suit-preview
If you can't set up a depot in MLSB (because computer go brr), you might want to hit up the Redmodding Discord to find help with your problem, or file an issue on github (Wolvenkit | MLSB). You can still use the #netrunner-suit-preview.
No: You have to options now. Please pick one.
Partial preview: I've prepared a bunch of files for you. #netrunner-suit-preview will show you where to put them.
No preview at all: This will make it harder because you're recolouring blind, but if you're cool with that, you can proceed with R&R: Your own Wolvenkit project.
In this step, we'll enable custom previews by downloading the files I've prepared and extracting them into MLSB's depot. It should take you no more than five minutes.
The Netrunner suit uses custom multilayer masks. To get an accurate preview in MLSetupBuilder, you need to complete this section.
You can make recolours blindly by just tweaking the colour values without knowing which parts of the mesh they affect, so you can skip this step and #install-the-mod,
This is where MLSB (and Wolvenkit) store the files they extracted.
Go to this Nexus page. You can find two files here, one with the modded multilayer masks, one with the original ones
Download the archive with the modded mlsetup
Extract the entire archive into MLSB's uncook folder, or drag and drop the base
folder from inside the archive there. You can find the path in MLSB's settings:
Open the Model Library and search for t0_005_pwa_body__t_bug
.
Click on the entry. If a 3d model shows up, you're done here and can go on.
If no model shows up, select View -> Logs from the taskbar. It will complain about files being in the wrong spot. You need to make sure that the files you downloaded in Step 1 end up in exactly these folders and none other. If the file paths are ending in .dds, open MLSB's preferences and configure it to use pngs instead.
The tutorial assumes that the mod is installed manually rather than via Vortex. If you have already done that, no sweat — it means that a few files might be in different places, and all this is annotated.
If you don't want the extra complication, simply deactivate the mod in Vortex and follow the steps below.
Extract the downloaded archive directly into your and go to the next section.
Download the mod from Nexus
Open the downloaded .zip file. You will see something like this:
These files need to go directly into your , where they will merge with the existing folders.
This is the same directory that contains REDprelauncher.exe
.
Extract or copy them to that folder. If you're asked to overwrite existing files, click Yes
.
I can't tell you exactly how to do that, because each program works slightly differently. I'll include instructions for 7zip, just in case:
Make sure that either nothing or everything is selected
Click the Extract
button in the taskbar (it looks like a blue minus)
Find the Copy To
field and do either of these things:
Paste the path to your into the field
Click the …
button next to the field, navigate to your and click OK
Click OK
If you get a Confirm File Replace
popup, click Yes to All
.
Optional, but recommended: Launch the game and make sure that the mod works:
Equip a suit in the Atelier Store's preview OR
Spawn one via Cyber Engine Tweaks and equip it (e.g. Game.AddToInventory("Items.mana_netrunner_suit_nylon_black_gold")
)
Now that you're all set up, we'll create a Wolvenkit project.
Created by @manavortex Published September 30 2023
This page is a part of the Recolours and Refit guide and will walk you through the process of creating your own Wolvenkit project. Here, we will:
create our project
solve load order via project name
get the files from the mod that we want to change
Time to complete:
~30 minutes for the tutorial
once you know how it works: < 5 minutes to create a project and add the correct files from a mod
his guide contains the minimal amount of fluff and will link background information rather than giving it. Any links will tell you which parts you're supposed to read — if they don't, you're free to ignore them.
For that reason, you shouldn't skip or skim unless the section tells you that it's optional.
The principles you learn here are universal. Once you have understood how this works, you can recolour and refit any Cyberpunk item.
If you are editing modded items, you should seek permission first. For your personal use, you can (legally) do what you want, but making mods takes time and effort.
Please respect mod creators' wishes in that regard.
You can check find the standard permissions on a mod's Nexus page, Description
tab, under the Permissions and Credit header right next to the requirements.
The checklist below will make sure that you're ready to go for the tutorial. The links in the description will tell you how to complete each step if you can't do it on your own yet.
To edit an appearance, you need to make a mod. For that, you need a Wolvenkit project.
Normally, you get an example project to download — but you already have all the necessary files, since you downloaded them from Nexus.
This guide will teach you how to change stuff without the original creator's help. It's easy!
There are two ways you can go about the process: do either a full repack of my mod, or create a compatibility archive. This section will explain the differences, the next one will walk you through the process of setting things up for either of those options.
Once you've made your decision, you can proceed to the next section and create your Wolvenkit project. If you aren't certain yet, you can keep reading to find the pros and cons listed more clearly.
Your mod completely overwrites the original mod, creating your own local copy.
I do this with mods for my own personal use — I don't care if the original mod is updated, my character will only ever wear that one custom variant.
Anything I do to the mod in the future won't affect you
Anything I do to the mod in the future won't affect you
If you update or reinstall the original mod, you will overwrite your changes
If you're anything like me, you'll lose track of which files you have or haven't modified
You'll create a compatibility mod that will exist together with the original.
I do this with mods where I only want to change little things, e.g. removing a submesh. When the original mod updates, I can update my compatibility mod in <5 minutes.
You can still update and reinstall the original without overwriting your changes
Your mod has only exactly those files that you've actually changed
You have to keep the original installed
Only works together with the original
Updates on the original mod might necessitate an update on your part
Your mod has to load before the original, so you need to fix load order. (This guide will tell you how)
This is where you decide for one of those options.
The .archive that Wolvenkit packs for you will have the same name as your project. Stick to the recommendations in Step 4, or read the expandable box to learn more.
From Wolvenkit's menu bar, select File -> New Project
Fill the fields in the dialogue:
Creation Location
: This is where your loose files are going to live. From here, Wkit can pack it as a mod and install it to your game directory.
Select any folder outside of your game directory.
Project Name
: The name of your project, and subsequently, the name of your .archive file.
If you want to overwrite: Name it the same as the original mod's .archive
(_ArchiveXL_Netrunner_Variants
)
If you want to patch: To maintain Load Order, your project needs to come before the original in ascii sort order. Pick any of the following:
_00_ArchiveXL_Netrunner_Variants
_ArchiveXL_00_Netrunner_Refit
_ArchiveXL_Netrunner_00_Variants
My personal preference is 2 and 3, as that will put the files next to the original mod.
This part will show you how to add files to your project (you can't change them if you don't).
You have installed the mod from Nexus.
Skip to #how-to-export-files if you don't care.
To alter an existing item, you need to create a mod that will overwrite the original resource. This mod must modify that file first - which is where the load order comes in.
Do not move or rename any of those files, they need to be exactly where Wolvenkit puts them.
The section
describes the process of #how-to-export-files
tells you which files to use it on for #selected-files-recolour #selected-files-refit
For the general documentation on adding files to your project, see here.
In Wolvenkit, open the Asset Browser (pinned at the right-hand side by default), and toggle the switch to "Mod Browser".
Find _ArchiveXL_Netrunner_Variants
, then click on it. It will be near the bottom of the list, together with your other mods starting with _
If you want to overwrite the complete mod, run this query in Wolvenkit's Mod Browser:
Add all files to the project — everything.
Now, switch the Project Explorer to Resources
. It will be empty; you have to create the following folder structure:
Find and copy the following files from your game directory into the subfolders of resources
(there'll be a screenshot in a minute)
From: Cyberpunk 2077\r6\tweaks\manavortex
To: resources\manavortex
From: Cyberpunk 2077\r6\scripts\manavortex
To: resources\r6\scripts\manavortex
From: either
vanilla install: Cyberpunk 2077\archive\pc\mod
REDmod: Cyberpunk 2077\mods\RANDOMNUMBER_ArchiveXL_Netrunner_variants\archives
To: resources
Add all those files to your project, then skip the rest of this page and go to R&R: Emissive
All material colour definitions are stored in .mlsetup
files, which we'll be editing in R&R: Colour Editing.
If you want to edit a file that is not part of High Fashion Netrunning Suits, you need to find it first.
If it is part of a different mod, see Analysing other mods and use that archive. You just need to adjust your search queries below.
If you want to modify base game items, you need to find their mesh (check Spawn Codes (BaseIDs/Hashes)). Once you have that, you can use "find used files" from the Asset Browser's context menu to find all .mlsetups, or you open the mesh in Wolvenkit to follow the material definition chain.
All material definitions in this mod are in the folder manavortex\torso\netrunning_suit\textures
The first level subfolders group the .mlsetup
files by material (e.g. nylon
, snake
, other
)
The texture files inside the folders are named like material_baseColor_accentColor
. Base colour and accent colour should correspond with the in-game suit name.
If there is a subfolder inside the material folder, the mlsetup
s inside are using the secondary mlmask
. That's not going to mean anything to you, but we'll get back to it on R&R: Colour Editing.
If the names aren't clear enough or if you can't guess which file you have to take, you can open netrunner_recolours_translation.json
in Wolvenkit:
Expand the root
node and then the entries
node. By selecting a node, you can see the translation text. The field for secondaryKey
contains the colour variant, which corresponds to the mlsetup file name:
For a refit, you only need two files (one if you don't care about the emissive properties):
Simply add both files to your project, then hit up the R&R: Refitting (step by step) section to get them fixed.
Depending on which files you added, you now proceed to the next guide:
R&R: Colour Editing / R&R: Emissive
Doing a custom recolor of the Netrunning suit
None of this is required for completing this guide, but if you're curious, you can poke around the wiki and learn a lot more about materials! Just follow the links and get lost... :)
<1h for the tutorial
< 5 minutes once you know how it works
If you can check all those boxes, let's go.
MLSetupBuilder can't directly edit game files. For that reason, we need to
export our .mlsetup
to an .mlsetup.json
edit that file via MLSetupBuilder
import it back
You can't skip any steps in this section that don't say otherwise.
Do not move any of the files. Wolvenkit will lose track of them if you move them around.
Getting the file into the tool, and opening the right preview
Now that you have added the right file(s) to your project, right-click on them or on their folder and select the option to export them as json:
Once you have done that, switch to your project browser's raw
tab, right-click on the first file, and select the option to open it in MLSetupBuilder:
This will open MLSB with the correct file already loaded.
Alternatively, you can also open MLSetupBuilder by hand, then press Ctrl+I
or select Import
from the menu.
Check if the .mlsetup that you want to edit is in a subfolder layer_mask_2
No: Search for t0_005_pwa_body__t_bug
Yes: Search for t0_001_wa_body__t_bug
Click on the entry that has no suffixes (_cuff
or _tight
) to load the model into the 3d viewport.
Close the library tab again.
Songbird's suit has a custom mlmask, which I've been too lazy to set up. Future MLSetupBuilder updates will support dynamic switching.
There will be a bunch of links in this section, which you can absolutely ignore. They'll lead you to look-up tables or extra theory.
If you are here to edit other mlsetups, you can skip this section
Click through the layer list on the left (1).
The Material
value (2) changes based on your layer selection, as will the available options
Change the colour by clicking on it in the Color Picker (3)
Click "Apply Edits", Hotkey: Ctrl+Shift+A
(4)
Repeat the process until you're satisfied
Now export the .mlsetup
(shortcut: Ctrl+E
).
Overwrite the file you imported (e.g. mirror_hex_black.mlsetup.json
)
This section tells you how to deal with custom materials. You can identify them by their broken preview icon.
Since I knew that I was going to share this, I've moved custom materials into a subfolder manavortex
in their original path.
To get the original color picker back, we'll need to change the path while you're editing the material, then put the original back when it's time for export. You do it like this:
Click into the material path (orange box)
Press Ctrl+A
to select the path.
Press Ctrl+C
to copy it. Paste it into a text document so that you can restore it later.
Find the subfolder manavortex\
in the path and delete it
If the name of the material is mirror_01_300
, change it to mirror_01_100
You now have a working colour palette and can edit the material.
When you're done, click into the material path again and restore the original value.
You can now export (ctrl+E)
Switch back to Wolvenkit.
Make sure that the Project Explorer shows either of the tabs source
or raw
Find the file that you just edited
Right-click on it and select the option to convert it from JSON:
Time to test! Install and launch your Wolvenkit project:
If you did everything right, your recolour will now be active.
You know how to read — if you can read and struggle with this guide, then it's not yet good enough. Please reach out to on the Redmodding Discord so that I can improve it.
: You need Wolvenkit on your computer, and you need to be able to start it. Follow the steps in the linked guide until you can open the program.
Follow the steps under until you reach Configure MLSetupBuilder
.
You have and configured
Once you have a Wolvenkit project, you can and see any changes you made become active right away.
Full Repack | Compatibility Archive | |
---|---|---|
You can now browse the archive, or use (next to the big red toggle button) to find files inside the archive by searching for archive:ArchiveXL_Netrunner
.
mesh | path in files |
---|---|
mesh | path in files |
---|---|
This page is a subsection of the . It will teach you how to recolour Cyberpunk items via MLSetupBuilder.
Another guide:
Theory:
Theory:
You know how to read — if you can read and struggle with this guide, then it's not yet good enough. Please reach out to on the so that I can improve it.
You have either decided against a preview, or for the preview
You have a
You have from the original mod's .archive and added them to your project
If your material list is saying [object object], check the
If you don't care for this, you can skip to
Switch to MLSetupBuilder's .
An .mlsetup
is a list of 20 material definitions, which are projected on the 3d object like layers of paint. The is a list of 20 cut-out stencils, which block out parts of the layer. (You can see a live example by clicking through the list of layers in MLSB!)
If you want to know more, you can read up on the shader.
You have
Some suits are using custom materials, which MLSB isn't yet equipped to handle. You can identify them by the missing icon in the preview (see the screenshot below). For details on how to handle those, check below.
Change more .mlsetup files, or head to
If you don't have any of those in your .mlsetup or if you are just recolouring MlSetups independently from the Netrunner guide, then you can skip to
Otherwise, check .
Wolvenkit (short: WKit)
The Cyberpunk modding tool — this lets you browse files and pack your custom mod.
For recolours: MLSetupBuilder (short: MLSB)
>= 1.6.7 (most recent — see the wiki)
A plugin for Wolvenkit, installed from inside Wolvenkit. You need this to make recolours.
For refits: Blender
A fully-blown 3d editing software (free and open source). You only need this if you want to do refits.
For refits: Cyberpunk Blender IO suite
Optional, but recommended: the Blender plugin for integration with Wolvenkit
Needs original mod?
no, is a full replacement
yes
Can update original mod?
no — doing that will nuke your changes
yes
Needs load order?
No, replaces original mod
yes, needs to load before original mod
suit
manavortex\torso\netrunning_suit\meshes\pwa_netrunning_suit.mesh
emissive
manavortex\torso\netrunning_suit\meshes\pwa_emissive.mesh
suit
manavortex\torso\netrunning_suit\meshes\pma_netrunning_suit.mesh
emissive
manavortex\torso\netrunning_suit\meshes\pma_emissive.mesh
The troubleshooting section for the Recolours & Refits guide
Created by @manavortex Published September 30 2023
This page is a part of the Recolours and Refit guide. It will
The troubleshooting steps below will be expanded as people follow this guide and run into problems. If you encounter anything not on the list,
make sure to double-check the guide — did you complete all required steps in the correct order?
find @manavortex on the REDmodding Discord, for example in #mod-dev-chat
You can check Archived: Exporting and importing meshes or seeTroubleshooting your mesh edits for general troubleshooting.
Export the target file again
Overwrite the exported file in your project's raw
folder with your changes
Import back
You can find tool-specific troubleshooting on MLSB's wiki page.
That's okay, you can still complete the guide without a full depot, or you can check MLSetupBuilder's wiki page for more instructions.
You either need to import garment support, or delete the parameters.
Step-by-step guide on refitting a mesh - for newbies!
This page is a subsection of the Netrunning Suit guide. It will teach you how to do custom refits in Blender.
You know how to read — if you can read and struggle with this guide, then it's not yet good enough. Please reach out to manavortex on Discord so that I can improve it.
< 1h for import, export and setup (< 5 min once you know how it works)
as long as you want on the actual editing
It's highly recommended that you grab the Wolvenkit Blender IO Suite, since the latest release has an auto-refitter for the most common body mods.
You're already supposed to have a project. If you don't, check R&R: Your own Wolvenkit project
First, you need the mesh of the body that you want to refit for. (Technically speaking, you could do without, so if you like suffering, go ahead and skip this step.)
There are two ways of acquiring the body mesh:
Check the Nexus page of the body mod you're using — there's a good chance that the modder is simply offering a resource that you cna import into Blender.
It might be easier and faster to simply export the base body.
Switch to the Mod Browser
In the Wolvenkit search bar, find the base body mesh:
Female body gender: base\characters\common\player_base_bodies\player_female_average\t0_000_pwa_base__full.mesh
Male body gender: base\characters\common\player_base_bodies\player_man_average\t0_000_pma_base__full.mesh
Check the preview to make sure that you're grabbing the right mesh, then add it to your project by double-clicking or via context menu.
In the Mod Browser, now search for the following files:
female body gender:
manavortex\torso\netrunning_suit\meshes\pwa_netrunning_suit.mesh
manavortex\torso\netrunning_suit\meshes\pwa_emissive.mesh
male body gender:
manavortex\torso\netrunning_suit\meshes\pma_netrunning_suit.mesh
manavortex\torso\netrunning_suit\meshes\pma_emissive.mesh
Add them to your project by double-clicking or via context menu.
If you don't want to use the emissive mesh, you can delete it now.
The whole process is explained here.
TL;DR:
Find "Export Tool"
Select the mesh(es) you want
Body
Netrunning Suit
optional: emissive submesh
Click Export button
In Wolvenkit, switch to the raw
folder (or scroll all the way down). Right-click on the glb file, and select "Open in File Explorer":
You will now see a Windows Explorer window. Copy the file path like this:
You might see the submesh and armature numbers changing through the guide. That is to keep you on your toes because I didn't take them in one setting, and also because they don't matter - any number from .001
to .999
will be removed on reimport with Wolvenkit.
Open Blender and create a new file. You will probably be greeted by a bunch of standard objects that we need to get rid of:
Now, let's import our meshes.
From the "File" menu, select "Import" and then one of the entries for "gltf":
You will now see a file picker.
In the path bar at the top, paste the path from the previous step.
Select the mesh(es) that you want to refit, and import them
Now, repeat the process with the body mesh. If you don't know where it is, you can find it here (..
means that you need to co up a directory from the one with the netrunning suits):
..\..\..\..\base\characters\common\player_base_bodies\player_female_average\t0_000_pwa_base__full.glb
If you have imported without the plugin, you will see something like this and need to hide the armatures. If you have imported with the plugin, it will already have done that for you.
You are currently in Object Mode, which will let you select whole objects.
Optional, but recommended: change the colour of the body mesh to better see clipping (see the next screenshot for details):
Click on the body mesh, or find it in the Scene Collection under its armature parent, and select it there.
Select the "Material Properties" tab in the right sidebar (a round red icon near the bottom at the list)
Click on "Use Nodes" to uncheck it
Set a base colour that is not white to see clipping
Starting in version 1.5.0, the Wolvenkit Blender IO Suite features an auto-refitter, which supports many custom bodies and will be expanded in the future.
If you want to use the plugin instead of refitting by hand, make sure to select all meshes (Step 1 on the list below) before following the instructions underWKit Blender Plugin: AKL Autofitter.
We will use the Proportional Editing mode here, which leaves garment supports intact and prevents the risk of string cheese. If you don't vibe with that, you can read up here on other approaches for refitting, or refer to the community guides section.
While still in Object Mode
, expand both armatures (not the one with the body) and select all included meshes.
Switch into Edit Mode by hitting Tab or selecting it from the dropdown at the topleft
Turn on "Proportional Editing" by checking the round button at the top of the viewport and select a low Proportional Size like 0.1m at the bottom of the drop-down menu next to it.
Hide the body mesh by shift-clicking on the body armature's eye icon twice: it's in the way, and we need to select some vertices.
Make a selection — somewhere close to the future highest point.
Show the body mesh again:
Shift-click on the eye icon next to the body armature to show everything
left-click on the eye icon (no shift, just a regular click) to hide only the armature)
We will use scaling (shortcut: S
) and movement (shortcut: G
).
You can lock the axis on which you are moving by pressing X
, Y
or Z
You can scale the strength of the proportional modifier by using the mouse wheel — but only after you have a tool selected.
I'm afraid that this is where you draw the rest of the owl - you need to refit the suit. Try playing around with the settings. For example, you can start by pressing G
- Y
to let out the chest, then try scaling.
Do this until you have covered all skin that you don't want exposed. Now it's time to export our edited meshes, and import them back.
Pro tip: Keep the .blend file open until you have seen the refit in action. It's quite likely that it still clips somewhere and that you'll have to get active again.
Switch back to Object mode by pressing Tab
select all meshes under one armature (e.g. the emissive meshes)
If you are exporting without the Wolvenkit Plugin, select the armature as well.
From the menu, select File -> Export
Overwrite the file you originally imported from (pwa_emissive.glb
)
Repeat the process with the other armature.
As of 8.9.1, Garment Support is still experimental. If your meshes look like string cheese or twitch all over the place, you can delete the parameters. That will destroy the automatic deform when you put a jacket on, but at least your mesh will work.
In the Import Tool, select the first file that you want to import, then check the Import Garment Support
box.
Do the same for the second mesh and the emissive components.
Import both glb files.
Time to test! Install and launch your Wolvenkit project:
If you did everything right, your refit will now be active. If not, it's troubleshooting time.
Check the Export/Import guide for step-by-step instructions
If anything is wrong with your mesh, head to Troubleshooting your mesh edits
Check R&R: Troubleshooting for tutorial-specific issues
Otherwise:
Happy modding, choomba!
You can find the general troubleshooting for 3d edits and -imports under Troubleshooting your mesh edits.
Make sure that you switch the Viewport in Blender to Viewport Shading (the third globe in the topright corner)
How to change the Netrunner suit's glowey bits with ArchiveXL Dynamic Variants
~ 30 min tops for the tutorial
once you know how it works:
< 1 minute for .yaml edits
< 5 minutes for material edits
Most mod authors put the list of available appearances as a comment into the .yaml file — the line will be starting with a #
.
For the Netrunner suit, you can choose from the following emissive colours:
To change the emissive of an existing suit, you only need to change a text file. Find it in your game directory:
Change the current entry against one from the list above.
After your edit, make sure of the following things:
There is still a comma (,
) after the text you changed
There is still a colon (:
) in front of the text you changed
The line you changed still has the same number of leading spaces (indent). Only spaces at the beginning matter, anything else is just looking pretty.
Save the file and start the game.
If you did everything correctly, the emissive will now have a different colour.
If you made a spelling mistake (or selected the appearance off
), then the emissive will be gone.
If V is naked, then you fucked up (deleted the , or the :). In that case, remember that you can un-do the last change with Ctrl+Z
!
All the emissive materials live in .mi files. Inside the archive, they're bundled in this folder:
Each file will be named emissive_VARIANT
, (VARIANT
being the colour as listed in the table above). E.g., the file for the regular green emissive will be called emissive_green.mi
Open the file in Wolvenkit and check the values
array. You'll see something like this:
You can make changes in the panel on the right — feel free to experiment. You can make a copy first in case you break something, but even then, you can still install the original mod again and re-extract the file.
All emissive files use one of two templates:
manavortex\torso\netrunning_suit\textures\emissive\_emissive_glitch_base.mi
manavortex\torso\netrunning_suit\textures\emissive\_emissive_base.mi
If you are missing any properties, open the template and copy them from there.
File paths are which files belong together. If you have moved files, do this:
Anything else: Check this list or go hunting - here's the !
then you need to uncheck Export With Materials
in the export tool's .
This page is a part of the and will tell you how to change the suits' emissive materials.
will show you how to swap between existing colours in the .yaml file.
The second section will show you how to .
Since ArchiveXL's feature is that cool, you can switch the emissive material simply by changing the property in the .yaml file.
This guide gives detailed instructions for how to change the , but the same principle applies for all items with dynamic appearances.
Static | Animated |
---|
Open it in a text editor such as , and find the list $instances
near the top of the file. It will look like this:
Unfortunately not! The mod author has to enable this feature via and split/colorize their meshes accordingly.
If a mod doesn't mention in the description that they support this feature, you can use the techniques under to make your own recolours anyway.
This section assumes that you can use Wolvenkit. If you have no idea about that yet, please check the first part of this guide: .
See on for how to extract the file.
If you're satisfied with your colour, it's time to test! Save your file, then your Wolvenkit project:
If you did everything right, your recolour will now be active. Otherwise, check .
blue | glitch_blue |
green | glitch_green |
orange | glitch_orange |
pink | glitch_pink |
violet | glitch_violet |
turquoise | glitch_turquoise |
red | glitch_red |
white | glitch_white |
yellow | glitch_yellow |
gold (warm white) | glitch_gold (warm white) |
black | glitch_greenblue |
glitch_darkblue |
glitch_matrix |
off | glitch_redblack |