WolvenKit Projects

What's a project, how do I get one, and what does it do?

What is a WolvenKit project?

To access most WolvenKit features, it's necessary to create a Project first. Projects are primarily used to separate and organize source and game files into distinct directories. Each project can be thought of as the source code for any given mod.

Create a new WolvenKit mod project

You have two means of creating one:

  • From Wolvenkit's Home view via the Create New Project button

You will see something like this:

Fieldexplanation

Project name

The name of your mod. This should be unique, as this will be used to generate your mod's structure, and it would be awkward to overwrite someone else's mod. Although special characters are supported, it's a good habit to avoid them.

Creation location

The location where you keep your Wolvenkit projects. A subfolder with the project name will be created automatically. Do not put this in your game directory!

Author name

Optional — What it looks like - who made this?

Email

Optional — can people send you mails about your mod?

Version

Optional — if you want to maintain versioning yourself

Click Finish. WolvenKit will now open the new project and proceed to the Editor.

How it looks like:

To learn more about the Editor, please check the corresponding wiki page.

Opening an existing WolvenKit mod project

  1. From the Menu or the Home page, click the "Open Project" button

  2. Select a .modproj file to open with WolvenKit

  3. WolvenKit will now open the project and proceed to the Editor

File structure explained

Your project will contain the following folders:

Folder nameExplanation

source

This is where your mod's unbundled files are.

  • Game resources under archive

  • control files in resources

  • exported files that you're modifying in raw

packed

Contains both the control files and the bundled archive files inside their folder hierarchy. You can copy this directly to your game directory (or have Wolvenkit do it for you via Install). This folder will be deleted and re-created every time you install or pack your mod.

Subdirectories in source

Your Wolvenkit project will have several folders inside of source.

As of 8.9.1, these are:

Archive

Location: your_wolvenkit_project/source/archive

This directory contains game files in the REDengine CR2W format, which you can add via Asset Browser.

Everything in this folder will be packed into your mod's .archive file.

Raw

Location: your_wolvenkit_project/source/raw

This is your working directory. Keep any files here that you don't want to end up on Nexus.

When you export files via Wolvenkit, the exports will be placed in a mirrored folder structure. Unless you import them again, they will not affect your mod's content. You can keep .blend and texture files here.

customSounds

A directory for custom sound files.

Resources

Location: your_wolvenkit_project/source/resources

This folder contains other files for your mod.

Any of its contents will be packed so that they extract directly into the Cyberpunk directory. For that reason, you (or Wolvenkit) should create the following subdirectories:

r6/scripts

r6/tweaks

bin/x64/plugins/cyber_engine/tweaks/mod/your_mod_dir

Project naming and mod load order

If your mod contains an .archive file, then it will have the same name as your Wolvenkit project. Since .archive files will be loaded in alphabetical order (ASCII):

If you are creating a compatibility mod (something that modifies the files of another installed mod), then yours needs to load first.

Building a mod project

For full documentation of the Toolbarand the Menu, see the corresponding wiki pages.

From the Menu click on the Pack Project button. The Log will display a result to indicate packing was successful. All files within the archive directory of the Project Explorer will now be packed into archive format. The packed files can be found in the packed (.../modname/packed) directory of the mod project.

See also

pageProject Explorer

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