Editor Toolbar

The CR2W Editor's toolbar, and what you can do there

Summary

Created: Sep 01 2025 by mana vortex Last documented update: Sep 01 2025 by mana vortex

This page documents the editor menu bar.

The editor toolbar as seen in a .mesh file as of Wolvenkit 8.16.2

Editor Mode

Here you can toggle the Editor Difficulty Mode. Please see the corresponding wiki page for details.

Materials

Only visible in .mesh and .mi files.

Copy materials from other mesh

Hold shift to turn this into Copy materials to other meshes

Only visible in .mesh files. Lets you copy appearances, material definitions, and materials from a different file.

You have the following options:

  • From ArchiveXL patch mesh: Requires the mod to be installed. Will read the .xl file and find the corresponding patch mesh, then copy all materials and definitions. This does not work if you custompathed your file already.

  • From project mesh: The dropdown lets you select a project mesh

  • Enter by hand: Put a depot path here. Order of evaluation is project files > mod files > game files. If you have multiple mod files at the same depot path, the first match will be used.

Generate missing materials

If you have chunk materials that do not yet have material entries, you can use this button to generate localMaterialInstances for them.

Consider using ArchiveXL: dynamic materialsinstead!

Toggle "EnableMask"

Only visible with one or more materialEntries selected. Will toggle IsMasked flag for all of them.

Toggle "IsLocalInstance"

Only visible with one or more materialEntries selected. Will toggle IsLocalInstance flag for all of them.

Add material dependencies

You can hold down the Shift key to include base game files.

NPV modders love it: This button collects all required .mi files and textures into a directory in your mod, then updates the internal paths. Custompathing made easy!

Clean up

Only visible in .mesh, .json, .app

Mesh files

Delete unused materials

Hold Shift for Clear all materials (for ArchiveXL material patching)

Run this directly after you deleted appearances. Will delete material definitions and materials, adjusting the index properties.

If you are running this on an eye mesh (name must contain he_), a dialogue will ask for your eyelash colour.

Convert preload materials to local

Only visible if you have materials in preloadLocalMaterialInstances or preloadExternalMaterialInstances - will move them to materials.localMaterialInstances instead.

Delete chunk by submesh index

If you deleted a submesh in Blender, use this to remove all the corresponding chunks (e.g. you deleted submesh_02 out of 11)

Adjust submesh counts

Useful for cleaning up those ancient template meshes: this will make sure that the chunkMaterials of each appearance will have an entry for every submesh. This will ignore empty chunkMaterials - use Un-dynamify appearances to expand)

App files

Delete unused animated components

Will remove animated components that aren't used as skinning or parentTransform by other components

Find unused files in project

Does the same as Project -> Clean Up -> Find Unused Files, but will only consider file extensions that can be used in .app files (.mesh, .rig, .animgraph, .morphtarget). Will let you find those backup files you forgot to delete.

JSON files

Delete duplicate entries

Will delete translation entries that have the same secondaryKey.

ArchiveXL

Only visible in .mesh files.

Un-dynamify appearances

Will un-do the effect of ArchiveXL: dynamic materials. This is useful for NPVs and personal ports.

Clear chunk materials

Deletes the chunk materials for multiple selected appearances (quickly convert something to ArchiveXL: dynamic materials)

Convert hair to CCXL material

Convert a vanilla hair mesh to be CCXL-ready. You should have the corresponding .mi files in your project already.

Appearances/Components

Only visible in .app and .ent files

Generate CRUIDs in selection

Regenerate visual controllers

Regenerates the visualControllers array. This is required for e.g. vehicle mods.

Regenerate resolved dependencies

Regenerates the resolvedDependencies array. Use this to make the game preload the files in your mod.

Edit Components -> Change mesh component properties

Only visible in .app files

Quickly edit component properties over multiple appearances:

Edit Components -> Create new component from existing

Only visible in .app files

Create a new component by duplicating an existing one across multiple appearances. You can use Edit Components -> Change mesh component properties after.

Delete... -> Delete component by name

Only visible in .app files

Delete a component across multiple appearances.

Clear PartsOverrides

Only visible in .app files

Deletes everything in the partsOverrides array.

ArchiveXL uses PartsOverrides to load mesh appearances, so delete at own risk.

Clear PartsValues

Only visible in .app files

Deletes everything in the partsValues array.

Connect to .ent file

Only visible in .app files

Registers all appearances in the .app file in the selected .ent file. You can use that to quickly update your NPV entities.

For clothes, do yourself a favour and useItemAdditions: Dynamic Appearancesinstead!

Force LOD level 0

Change all components to be always visible.

This will impact performance, so do this only for your NPV and not for your world addition.

Change facial animations

Only visible in .app files

Change a characters's facial animation setup by picking from a dialogue.

Generate CRUID(s)

Generates new CRUIDs for all components in the selection / for all nested components. The game tells things apart via name and id, so if your stuff isn't unique enough, consider running this.

File Validation

Run WScript

Will run File Validation script on the active tab

Find broken references

Will scan the current file for broken references (depot paths that are neither in the game files nor in your project)

Last updated

Was this helpful?