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.

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
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.
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
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.
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.
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.
Force LOD level 0
Change all components to be always visible.
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)
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