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WolvenKit

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Features

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Getting Started

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WolvenKit App

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WolvenKit CLI

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Guides

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Help

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Overview

WolvenKit is powerful

Asset I/O

WolvenKit includes an all-purpose import and export tool for converting assets to game files and vice versa. Our tooling is bespoke allowing for native conversions with extensive options to suit your needs (check Import/Export or find the list of I/O formats for export/import).

Base game and user-generated archives can be browsed on the fly, making game dumps obsolete. Our Asset Browser also features instant preview for assets such as meshes and textures.

Development

File Editor

WolvenKit is built around our RTTI-based file editor. Any REDengine file can be inspected, edited, and saved with the File Editor. The File Editor is also capable of reading and writing in-place buffer data. Game files can also be converted to human-readable json and back for ease-of-use.

Projects

WolvenKit can host virtually all of your required project files inside the Project Explorer. Each project is neatly separated into distinct folders which can be accessed through the application. No more whiplash from constantly navigating your file explorer to switch between projects! Feel free to host all of your assets within a mod project. Source files such as blends, psd, xcf, and more can be placed inside your project tree and opened directly with a double click! WolvenKit works with you by organizing your project files automatically.

UI/UX

WolvenKit is created with the intention of being an all-purpose mod editor. The application interface is designed to help modders keep their sanity by having every tool at their disposal from the main editor. The application is built with a configurable interface to suit your preferences.

Workflows

WolvenKit features a robust build pipeline for handling REDengine assets. Game files can be browsed, extracted, modified, and packed into an archive once again for use in game. WolvenKit can help guide modders along with this process by using our efficient pipelines.

Other

Blender Integration

WolvenKit supports Blender for one-click imports of fully shaded Cyberpunk meshes using the Multilayered.mt supershader. Find the workflows here:

Exporting Rigs & Anims

Exporting Vehicles

Home

WolvenKit - The ultimate mod editor for REDengine games

What is WolvenKit?

WolvenKit is an open-source modding tool for Cyberpunk 2077 and The Witcher 3: Wild Hunt. Our vision is to develop a standalone software which can read and write all REDengine file formats, simplify and accelerate modding workflows, and help you create great mods for great games.

Our current development focus is REDengine 4 with Cyberpunk 2077.

Quick Links

Websites & Community

Legacy

WolvenKit 0.7.x series and below

WolvenKit is an open-source community developed application. The source code for WolvenKit and other projects can be found on our WolvenKit is primarily written in C# and the GUI uses WPF framework. Anyone can download the source code and build on their own with Visual Studio. If you're a developer who is interested in getting involved, please check out Contributing!

This wiki โ€“ and Wolvenkit โ€“ย are community-driven open source projects! If you want to contribute, you can start , contribute to the , or find us on !

After , you canโ€ฆ

โ€ฆ dive right in and start

โ€ฆ read more about the software on the page

โ€ฆ check out what's new in our

โ€ฆ learn about support for The Witcher 3 on the or wikis

โ€ฆ find modding guides and know-how on the dedicated

โ€ฆ or join us on .

Documentation on Legacy WolvenKit can be found on the Legacy WolvenKit wiki at .

GitHub page.

Uninstall

Uninstalling WolvenKit

Now why would you want to do that? ๐Ÿ’”

To completely delete WolvenKit portable delete your chosen installation folder, and the REDmodding folder in your users/appdata/roaming/ directory.

To delete the Installer version you can use Windows default Remove Programs or Features tool. You may then manually delete the users/appdata/roaming/REDmodding folder to remove your preferences as well.

editing the wiki
source code
Discord
installing Wolvenkit
creating a mod
Overview
Release Notes
REDengine 3
Legacy WolvenKit
Cyberpunk 2077 Modding Wiki
Discord
Overview
Release Notes
Download, Install and Setup
Creating a Mod
this link

0.8.0.1

Published Apr 06 2021

After a long and hectic development process, we are very excited to finally announce the public Beta release of Wolvenkit for Cyberpunk 2077. That's right everyone, Wolvenkit is no longer a myth! Though there have been many delays, we greatly appreciate the community and our patrons and contributors for sticking by us throughout the development process, and for the hard work by the many programmers, artists, and researchers that have made this whole project possible. So many incredible breakthroughs and discoveries have been made in Cyberpunk 2077 modding thus far, and we are excited to see what the community can do with the new capabilities that will be made available with the release of WolvenKit. Modders will now be able to browse game assets, browse, read, and edit most if not all file formats used by the game, manage projects, and more. As this is only the initial release, some features you may expect are still to come in future releases. By choosing to support us, you will be not only be enabling us to continue to develop Wolvenkit and add further functionality and tools for use by the community, but also gain access to exclusive posts and updates on the development process, as well as private community channels, voting power, behind-the-scenes content, and more. Even the smallest amount can help us to continue / spend more time on developing more tools.

WolvenKit has been completely refactored to migrate to a WPF solution from the Legacy WinForms build. Version 0.8.0.1 brings initial support for CDPR's latest video game Cyberpunk 2077. While we are planning to bring feature parity for Legacy WolvenKit versions, for now support for Witcher 3 projects is extremely limited. The initial feature set for the 0.8.x series focuses on the Asset Browser and Project Packing tool which enables us to efficiently rip assets and repack REDengine files into the archive format.

Mod Projects

  • Initial implementation of the Project Explorer enables basic asset management for REDengine files added from Asset Browser.

  • Initial implementation of the build pipeline. Files inside the Mod directory are packed into Cyberpunk format archive files. Optionally the user can choose to auto-install the packed archive file into their game folder.

UI/UX

  • The WolvenKit UI has been completely rewritten from scratch to transfer the code base from WinForms to WPF.

Preview

Previews for meshes and entities

Please note that the material preview is a rough draft implementation. Until somebody invests a bunch of time to fix it up, the preview will be neither accurate nor pretty, and many materials may not be created at all.

Entity Preview

To be done

Mesh Preview

UI documentation

Appearance dropdown

Lets you select an appearance from the list of defined appearances

Level of Detail

Generate Materials for Appearance

When you hold the Ctrl key, Wolvenkit will regenerate the materials from disk.

Please note that the material preview is a rough draft implementation. Until somebody invests a bunch of time to fix it up, the preview will be neither accurate nor pretty, and many materials may not be created at all.

Will create a rough approximation of the surface material. As of March 2024, this feature needs a lot of work.

LocKey Browser

What is the LocKey Browser?

Based on Wkit v. 8.11.0

LocKey is a localization key designed to identify localized text strings. These keys, such as 'vehicle_enter' (which is not only user-friendly but also has a unique ID used typically), are employed throughout the game. Prior to display, these keys undergo localization to match the language setting of your game.

The LocKey browser allows to search for a specific localized text and reveals the corresponding LocKey (numbers) that, when localized, contains the desired text (string).

The location of the browser in Wolvenkit depends on your design view. In most cases, you can find it within the right-side navigation. However, if you're unable to locate it, you can easily enable it by navigating to 'View' and selecting 'LocKey Browser'

Log

What is the Log?

If something is not working as expected, take a peak into the Log to check for useful information.

Bug Reports

Help us log bugs with the WolvenKit application

Where can I submit feedback or bugs?

Usage

Official

Guided tours of WolvenKit from yours truly โค๏ธ

You can find the mesh preview inside the file editor for .mesh files in its own tab. For further explanation of the UI, see

Lets you select the , which will load higher or lower fidelity meshes to optimize performance.

The Log is WolvenKit's internal logging service to inform the user of what's happening under the hood. It also shows output from the feature, which will check file connections for you.

Reach out on ! We have a dedicated channel for WolvenKit issues.

Check out the page to view, track, and submit new issues.

File Validation
UI documentation
Level of Detail
Discord
WolvenKit GitHub
Blender Integration
WolvenKit Projects

Textures (CLI)

How to unbundle, uncook, rebuild and pack texture files

Exporting

  1. Extract the textures with uncook -p into a folder of your choice. TGA is recommended for CLI version 1.5.1 (latest).

  2. Edit the TGA file with software such as Photoshop or Krita.

  3. Choose the textures you wish to repack and copy them to another folder (e.g. MODDED), keeping the subfolder structure (the \base folder needs to be the first folder inside the MODDED folder)

Both .tga and .xbm files are required in the MODDED folder

e.g. judy_body_wet.xbm AND judy_body_wet.tga

Importing

Do not replace existing vanilla archives

  1. Import

    Run import -p "MODDED FOLDER PATH" -k this will apply the new TGA texture to the XBM.

  2. Pack

    Run pack -p "MODDED FOLDER PATH", this will create a new .archive file.

  3. Install

    Copy the packed .archive file into the mod folder of your game: Cyberpunk 2077\archive\pc\mod (create this folder if necessary)

The Wolvenkit Nightly

What is the Nightly, and why should (or shouldn't) you use it?

What is the Nightly?

Naturally, the Nightly will have more bugs than the stable version โ€” but you should use it regardless, because we need help catching those bugs.

For more information on this, check How do I report bugs?

How do I install it?

Download the portable version:

Then, extract the downloaded .zip file into a folder on your hard drive (for example, C:\Cyberpunk2077Mod\Wolvenkit_Nightly) and start it. Done!

How do I report bugs?

Is it a regression?

Double-check the bug in your stable install. If if works there, but doesn't work in the Nightly, then it's a regression (something that used to work but got broken).

If it's broken in both places: congratulations, you've found a new bug!

Reporting a bug

  1. Click the "New issue" button

  2. Select the type of issue you are reporting (probably "bug report")

  3. Give a description of the bug, including the following information:

    1. Your Nightly version (date is okay)

    2. Is the bug a regression? (Does it also happen in the latest stable?)

    3. The files necessary to make this happen, or their paths if they are vanilla files

    4. An itemized list on how to make the bug happen

Release Notes

What's new?

WolvenKit 8.7

Published October 22 2022

Supports Cyberpunk 2077 game version 1.6

WolvenKit 8.6

Published May 24 2022

Does NOT support latest Cyberpunk 2077 game version

WolvenKit 8.5

Published March 07 2022

Does NOT support latest Cyberpunk 2077 game version

WolvenKit 8.4

Published October 03 2021

Patches

Does NOT support latest Cyberpunk 2077 game version

WolvenKit 8.3

Published September 05 2021

Patches

Does NOT support latest Cyberpunk 2077 game version

WolvenKit 8.2

Published June 28 2021

Patches

Does NOT support latest Cyberpunk 2077 game version

WolvenKit 0.8.0.1

Published April 06 2021

Does NOT support latest Cyberpunk 2077 game version

Home

It's cozy!

What's a Home good for?

Welcome

When WolvenKit is launched the Home functions as bulletin board to help you pick up where you left off. Recent mod projects are displayed as a scrolling list of cards which can be directly clicked to get started. Other crucial functions for creating or opening projects are displayed in the right-hand column.

The WolvenKit icon can also be used to swap between Home and the Editor!

Mod Manager

Manage REDmod installations and deployment

Plugins

Download and update various Home: Plugins and extensions for Cyberpunk 2077 modding

Settings

Web Content

WolvenKit is capable of displaying web-based content natively. The Home page features several built-in web pages!

Wiki

This Wiki can be viewed from within WolvenKit. Hi WolvenKit users!

GitHub

GitHub can be used to directly track progress with WolvenKit development

Website

Full install walkthrough (ELI5)

If you want step-by-step instructions on how to install and configure Wolvenkit

Summary

Created by @JJTurtle Published October 22 2022

This guide is intended for the beginning modder, who is still learning, and wants step-by-step instructions on how to fully install and configure their modding tools and asset depot.

To keep things simple, the recommendations in this guide will centralize many of the modding applications, assets, and related resources.

Requirements

Some of the recommendations in this guide may be outdated or obsolete by the time you read it. In that case, use your best judgement and play around!

Prerequisites

  1. Hard disk space for the Depot:

    • For regular operations, <5GB storage will be enough

    • If you want to extract materials and meshes, you should have at least 15GB storage

    • Optional: If you want to create a full asset depot, then you want at least 75GB storage. If you are reading this guide, then you won't need that.

  2. Optional, but recommended: a basic level of computer knowledge. The guide contains detailed instructions, but you'll have an easier time if you already know things like like:

    • Open a command prompt and run a command,

    • Locate your download folder and extract a zipped file,

    • Install an application,

    • Find and move files

Remember, if you don't know how to do something, you can always throw the question into Google or ask ChatGPT or the Bing assistant!

We goin' in?

First, install Wolvenkit:

Let's configure and set up Wolvenkit and all its plugins:

Then, we unbundle those game assets that we needโ€ฆ

Now we're goin' in.

We do that by creating a tiny mod to make sure everything worked OK.

Home: Plugins

Which Wolvenkit plugins exist, what do they do?

As of version 8.11.1, Wolvenkit offers the following plugins:

Cyber Engine Tweaks

Redscript

MLSetup Builder

Wolvenkit Resources

This plugin is necessary to use the Asset Browser's context menu functionality of "find used files" and "find files using this". It provides the information that Wolvenkit needs to connect those files.

RedMod

CDPR's official interface for modding.

Red4Ext

It is necessary as a requirement for e.g. ArchiveXL and TweakXL.

TweakXL

RedHotTools

Tweak Browser

What is the Tweak Browser?

Based on Wkit v. 8.11.0

The location of the browser in Wolvenkit depends on your design view. In most cases, you can find it within the right-side navigation. However, if you're unable to locate it, you can easily enable it by navigating to 'View' and selecting 'Tweak Browser'

Troubleshooting

What to do when your Wolvenkit install acts up

This is the troubleshooting page for your Wolvenkit install.

If you've run into a problem that isn't on this list, please reach out!

Basic Troubleshooting steps

.NET

Clean reinstall

Remove everything inside your Wolvenkit install folder, then download the latest release from github and extract the files into your empty directory.

If that doesn't solve the problem:

%Appdata%

You can find Wolvenkit's settings (including your project layout) in the following folder:

%appdata%\REDModding\WolvenKit

Maybe something here will help you resolve that error.

Get in touch

Launch Profiles

Wolvenkit Launch profiles and what they do

Summary

Launch Profiles

You can set up different profiles to launch Cyberpunk 2077 from inside Wolvenkit. Via Launch Profiles, you can select what should happen when you press the button.

Configuration

Where to configure

With a long click on the Install button, you can open a dropdown menu that lets you pick a launch profile:

Available options

Create Backup of previous build

This will not work in combination withClean after build to save disk space

Create zip file

Install to Game directory

Installs your mod to your Cyberpunk 2077 directory

Clean before build to prevent errors

Clears the packed directory before building. Not doing this may lead to leftover files in the resource directories or have other side effects, so you'll want to keep this checked.

Clean after build to save disk space

Clears the packed directory after building/installing/creating a zip file. Check this to save diskspace, but note that it will disable Create Backup of previous build.

Pack as REDmod

Check this to pack your mod as REDMod rather than as a legacy mod. You don't generally want this, as it can lead to load order issues and increase your users' demands for support.

Deploy as REDmod

Launch Game

Launch the game after installing the mod. Without this, the next three options will do nothing.

Load last savegame

When you start the game, it will load your last savegame (by timestamp).

This is slightly faster than mods that auto-trigger save-load, as it skips the start-up menu completely.

Load specific savegame

Loads a specific savegame by name (or tries to).

This is slightly faster than mods that auto-trigger save-load, as it skips the start-up menu completely.

Game Commandline Arguments

Default profiles

WolvenKit will create the following profiles if it can't find them:

  • Install

  • Install as REDMod

  • Install, Launch, and Load Save

  • Install and Launch

  • Launch Game Without Install

Editor Difficulty Mode

Editor difficulty mode explained

Summary

This page describes Wolvenkit's Editor Difficulty Mode.

Where to change it

To switch it in-editor, use the dropdown in the upper left corner of the .app

The person who wrote most of the wiki and implemented the feature uses easy mode as default!

Easy

Recommended for beginners. Many properties that you won't want to edit are hidden, other properties that you shouldn't edit are write-protected.

Default

Should show all properties that you realistically want to edit for regular use cases. Autogenerated properties are write-protected, irrelevant properties (e.g. platform) is hidden.

Advanced

The authentic editing experience from <= 8.14. Rawdogging CR2W without protection. Use at own risk.

WolvenKit Console

The command-line modding tool

What is the WolvenKit Console?

WolvenKit Console is the core "Modkit" that drives the WolvenKit application. The Console supersedes the original CP77 Tools application created by rfuzzo. The same core functionalities of WolvenKit are available from command line for simplicity and extendibility for power users.

  • For a documentation of the individual commands, see Wolvenkit.CLI: Command List

  • For further instructions on using it, see Wolvenkit.CLI: Usage

As of January 2024, Wolvenkit.CLI does not work under Linux. You can run it though qemu and virtofs.

Installing Wolvenkit Console

As a dotnet tool

For a global install, you can install it as a dotnet tool. Open up the windows command line (Windows+R, type cmd, hit return) or Powershell, then enter the following:

dotnet tool install -g wolvenkit.cli 

Verify if the installation was successful:

wolvenkit.cli -help

By downloading it from the repository

Extract it to a directory of your choice (for example C:\Cyberpunk_Modding\Wolvenkit.Console).

You can run Wolvenkit console from that directory, for example:

C:\Cyberpunk_Modding\Wolvenkit.Console\Wolvenkit.CLI.exe -help

Script Manager

What is the script manager? How do I use it?

For more information, see Scripting with wscript

You can toggle the script manager via Tools -> Script Manager.

It looks like this:

Adding scripts

Enter a name in the box at the bottom of the panel and click the "Add" button. That will create a new script file in your Script file path.

Tabs

General

Contains a selection of runnable scripts for various workflows, e.g.

  • Export_Vehicle_Ent when Exporting Vehicles

  • Export_Ent for characters (see Exporting Characters to Blender)

Hook

This section contains the settings for File Validation

UI

This section lets you add your own UI items.

Video and Audio

How to view video and audio files in WolvenKit.

This page is about the WolvenKit app. To bulk-export or -import video and audio files, check Video and audio files (CLI)

Audio

Voice-overs & music

When you select an audio file in your Project Explorer or the Asset Browser, the File Information widget will turn into an audio player:

Sound effects

You can import and export sound effects stored in .opuspak files using the Import and Export tools respectively. See this page for a walk-through:

Video

In the past, Wolvenkit used to be able to view videos. However, due to license issues, we had since to remove the plugin.

However, it was only a wrapper around RADTools, which you can also install as external tool.

I/O formats for export/import

Overview of supported I/O formats

The following formats are supported by WolvenKit for imports and exports

8.6

Have you tried updating to the nightly?

Published May 24 2022

<summary paragraph>

Miscellaneous

  • Launch Game from WolvenKit Wolvenkit is now able to run Cyberpunk 2077 from the app itself using the 'Launch Game' button, with support for launching either through platforms (like Steam:// gameid links) or from the executable executable, with support for launching with specific commands (e.g. -qualityLevel=Cinematic_RTX).

    • Pack, Install and Launch game is now included as well to quickly pack mod projects and launch the game.

Blender Integration

The Wolvenkit Blender plugin

How do I use the Blender integration features?

If the Export Materials checkbox in the mesh export settings is enabled, WolvenKit will create a Material.json file under raw. You can find it in the same directory as the mesh.

Modding with WolvenKit

How to make mods using Wolvenkit

โ€ฆ or our knowledge base, where you can find documentation like

The Wolvenkit Depot

Wolvenkit's big messy box of stuff

What is the depot?

The depot is the folder where Wolvenkit stores anything it needs to export your project files. As of version 8.13, it can handle everything by itself, and you don't need a depot unless you want to browse game data outside of Wolvenkit.

How to generate a depot?

Use the Depot Generator from Wolvenkit's Tools tab:

Generating a depot

You can export materials, or unbundle the whole game:

Generate Materials

Exports the game's materials (textures, gradients, mlmasks...). This used to be required by MLSetupBuilder, but is no longer necessary.

Unbundle Game

This will extract every file in the game files to your depot folder. You only need this to browse Cyberpunk's files outside of Wolvenkit (but why would you want that anyway?)

FAQ

Frequently asked questions

What can I do with WolvenKit?

How do I download WolvenKit?

Where can I get help with WolvenKit?

How can I open or browse archive files?

How can I import or export textures with WolvenKit?

How can I import or export models with WolvenKit?

Long file path support

Wolvenkit showed me a popup, how do I fix this?

What are long filepaths, and why do I need them?

This should be a standard setting in every operating system. Unfortunately, Windows doesn't care.

In the year of our lord 2025, Windows does not (by default) support file paths longer than 256 characters โ€” and if you're somebody who likes to use subfolders, this will break Wolvenkit's mod packing.

We decided to show you a warning at every startup, because

  • the fix is super easy

  • we can't solve the problem in Wolvenkit

  • if you run into this, you'll be unable to create mods

How to enable long filepath support?

Windows

  1. Paste the following command:

New-ItemProperty -Path "HKLM:\SYSTEM\CurrentControlSet\Control\FileSystem" `
-Name "LongPathsEnabled" -Value 1 -PropertyType DWORD -Force
  1. Press Enter

That's it! You now have long path support enabled.

Linux

This feature is supported out-of-the-box. Just try to stay under 4000 characters.

Import/Export as JSON

How to import or export to/from JSON with Wolvenkit

This is not the only means of export! See Tools: Import/Export UI for documentation of the other.

Converting files to JSON will their content to a .json file in your project's raw folder.

Importing them back will re-create the corresponding file under archive.

Export as JSON

This option is in the right-click menu:

Import as JSON

This option is in the right-click menu:

JSON import will be available for any file in your raw folder with the extension .json. However, if the file hasn't been created via "Convert to JSON", the import will fail.

Community

Chat with modders and developers

The majority of communication about WolvenKit happens on our Discord server. Use the following link to join our modding community.

If you want to follow development, look for help with our tools, or contribute, Discord is the place to be. For help with WolvenKit directly, look for the #wolvenkit-support channel.

Properties

What is the Properties viewer?

The Properties Viewer is used to provide extra information about selected files from within the Asset Browser or the Project Explorer. The Properties Viewer can also generate instant previews for REDengine texture and mesh files.

Ensure Show File Preview is enabled within Settings if previews are not working.

Using the Properties viewer

Mesh Preview

Mesh files can be previewed by selecting them within the Asset Browser or Project Explorer.

Controls

  • Hold and drag Left Mouse Button to rotate the mesh

  • Hold and drag Right Mouse Button or use Mouse Scroll to zoom

  • Hold and drag Middle Mouse Button to pan

Image Preview

Image files can be previewed by selecting them within the Asset Browser or Project Explorer. The image previewer is capable cropping, flipping, and markup. While the markups will not get saved to original file, they can be exported by using the save button.

Audio Preview

Audio files can be previewed by selecting them within the Asset Browser or Project Explorer.

Video Preview

Double click BK2 files in the Project Explorer or right-click them in the Asset Browser

Space to play / pause Esc = End video Use the bottom bar to scrub through the video.

Editor

The main mod-editor interface of WolvenKit

What is the Editor?

Editor panels

For an explanation to the editor panels, please see the corresponding sub-pages:

Docking

The docking in WolvenKit is similar to other IDE's such as Visual Studio. All panels can be rearranged by docking to specific areas, or used as a standalone floating window.

Try double-clicking an Editor title bar to create a floating window!

Status Bar

The Status Bar along the bottom of the application window contains useful information such as your WolvenKit version number and the current mod project, and provide the ability to install new updates if available.

Scripting with wscript

a brief introduction to scripting within Wolvenkit.

Wolvenkit is scriptable using javascript and its internal API. With it you can automate tasks such as exporting, as well as make changes to files programmatically.

Adding Scripts

Script file path

Any .wscript files you have created or edited will be stored in the following location:

Editing Scripts

The editor shows your source code with code formatting and includes code suggestion for the Wolvenkit api.

API Commands

This documentation is generated by Doxygen from the codebase so will update as the API evolves.

Utility Functions

There is also a utility library called Logger.wscript shipped with wolvenkit that assists with writing messages to the wolvenkit Log. It can be included with the following statement:

it provides the following functions:

Logger.Info(obj)

Prints the supplied object or text in yellow in the log window.

Logger.Warning(obj)

Prints the supplied object or text in purple in the log window.

Logger.Error(obj)

Prints the supplied object or text in red in the log window.

Logger.Success(obj)

Prints the supplied object or text in light blue in the log window.

Logger.Debug(obj)

Prints the supplied object or text only to the log file.

Navigating Wolvenkit

UX/UI: Keyboard shortcuts, tips, and tricks

This page will tell you about keyboard shortcuts and nifty tricks that make working with Wolvenkit easier.

Project Browser

The context menu in the project browser reacts to Shift and Ctrl, making other operations available. Check it out!

Drag and drop

You can drag and drop files and folders to move them. Hold the Ctrl key to copy them instead.

Rename and refactor

You can call up the rename dialogue by pressing f2, as long as you have a node in the project browser selected.

If you check the Update in project files? box, Wolvenkit will automatically try to update all references in your project to the new file path.

Copy relative path

The context menu's Copy Relative Path action will show you other options if you hold Shift and/or Ctrl:

Collapse/expand a folder and its children

By holding the Ctrl key when you click on a folder, you can collapse or expand the whole folder and its children.

File Editor

The file editor's context menu and menu bar react to Shift and Ctrl, making other operations available. Check it out!

Difficulty mode

If you're a beginner, stick to Easy mode โ€” the person who implemented the feature does the same.

Delete all but selection

Holding the Shift key while an array element is selected will offer you Delete all but selection instead of Delete selection.

Overwrite with selection

Holding the Shift key while pasting into an array will let you overwrite the current selection with your clipboard.

Holding down the Ctrl key as well will let you overwrite the entire array with your clipboard.

Shift: Recursively fold/unfold

By holding Shift while expanding a node, you can fold/unfold all of its children (and their children) according to specified rules for the most common node types:

Double-Click: Fold/unfold all siblings

Double-clicking a node in an array will toggle the expansion state of all siblings to the expansion state of the node.

f2: Search and replace in selection

You can search and replace in selection by using the context menu or pressing the f2 key.

This can take a long time if your file is big, so you should use the search box first!

Clean up

Especially in mesh files, the Clean Up menu is your friend.

Clean up empty submeshes will delete extra chunks from old templates.

Delete unused materials will drop any material entries that aren't used by any of your appearances.

Wolvenkit.CLI: Usage

Summary

This page contains information on the general use of Wolvenkit's command line interface. For more specific information, please see the corresponding sub-pages:

As of January 2024, Wolvenkit.CLI does not work under Linux. You can run it though qemu and virtofs.

Help

  • Display general help/list all commands: --help

  • Display help for a specific command: archive -h

Using WolvenKit Console globally

You can now install and update the Wolvenkit Command Line Tools (wolvenkit.cli) as a dotnet global tool. The console can be used anywhere directly from the command line, with no custom installation, and easy update.

Open command prompt/powershell and type in:

dotnet tool install -g wolvenkit.cli

WolvenKit Console can now be run from anywhere using CMD/Powershell:

wolvenkit.cli uncook -p "D:\SteamLibrary\steamapps\common\Cyberpunk 2077\archive\pc\content\basegame_1_engine.archive"

For updates to WolvenKit console, open CMD/Powershell and type:

dotnet tool update --global wolvenkit.cli

Video Guide for launching CLI

Processing files in bulk

To process multiple .archive files (for e.g. extracting duplicate textures), write yourself a batch file:

Contributing

Please help

Interested in contributing code?

Please do! Fork the project and please commit your changes in small incremental steps with descriptive messages. Code quality is not the biggest concern but refrain from simple mistakes. It's a good idea to create an issue when implementing a feature so people don't work on the same feature/issue in an asynchronous manner.

I'm not a programmer, how can I help?

Building WolvenKit with Visual Studio

Install .NET 8

Install the latest Visual Studio release

Check out the source code with Git

Build and Run

  1. Open All.sln

  2. Build WolvenKit on Debug

Settings

How to configure Wolvenkit Console

You edit the settings for Wolvenkit.CLI by editing appsettings.json in a text editor.

Runnning Wolvenkit.CLI settings will open that for you.

Property Documentation

As a rule of thumb, the settings correspond to their names in the Wolvenkit UI in CamelCase.

TODO: Need much better documentation here. How do I set the depot path again?

Example settings file

An example file (as of PL) can look like this:

Glossary

Demystification of REDengine modding jargon

A comprehensive list of jargon you might see on this Wiki or around our community. This glossary is not alphabetical, so be sure to use your browser search function to find what you're looking for. (CTRL+F for most applications)

General

REDengine

The proprietary video game engine developed by CD Projekt Red for The Witcher 3 and Cyberpunk 2077. Alternatively referred to as RED3, RED4

GitHub

A website which hosts code and helps programmers collaborate on projects. The source code for WolvenKit is hosted here. You can compile the WolvenKit source code yourself, or for non-developers you can find WolvenKit releases here first.

Modding Tools

WolvenKit

The unofficial community modding toolkit. (Hint: This is the WolvenKit Wiki)

WolvenKit CLI

The command line interface version of WolvenKit. (Formerly CP77 Tools)

CP77 Tools

The original Cyberpunk 2077 modding CLI tool. (Deprecated by WolvenKit CLI)

Official Modkit for The Witcher 3 (WCC)

An official CDPR command-line tool for modding The Witcher 3. Legacy WolvenKit makes extensive use of the Modkit. We aim to deprecate the Modkit with WolvenKit.

WolvenKit

masklist

Material json

Game Files

W2RC/CR2W

Raw

Generic term used to refer to non-REDengine files that have a CR2W counterpart. The raw format of the REDengine XBM texture format can be TGA, PNG, DDS, etc. e.g. "Do you have the raw texture?" - This is an inquiry about the TGA/PNG/DDS counterpart to a game texture file.

Uncooked

A term used to describe a CR2W file in its most basic uncompressed state. e.g. After using the Official Witcher 3 Modkit to import an FBX to W2MESH, this file is uncooked. Rather than calling these files imported, the uncooked terminology is derived from the cooked (compressed) file state.

Cooked

A CR2W file that's imported or encoded as an engine file, then debugged, compressed, and buffered by the REDengine build process. Files extracted with the Asset Browser using WolvenKit (including Legacy) are cooked files.

Packed

The final unified package file used by REDengine games. The Witcher 3 uses bundle files while Cyberpunk 2077 uses the archive file format.

Modding

Vanilla

Original or unmodified i.e. Johnny Silverhand's vanilla appearance can be changed with a DLC

Tools

Documentation of the "Tool" menu in Wolvenkit's taskbar

Depot Generator

Sound Modding Tool

<info>

Script Manager

Import Tool

Export Tool

Hash Tool

<to be done>

Settings

Import/Export: Sound effects

How to import and export audio from opusinfo/opuspaks.

Unlike music and voice-overs, sound effects in Cyberpunk 2077 are stored inside .opuspak files, which are described by a single sfx_container.opusinfo file.

Exporting sound effects

With the opusinfo selected in the Export tool (if you don't see the file, press Refresh), you should now see the export options on the right.

The important field for us here is "Selected for Export". Click the three dots on the right to open a selection window where you can choose which hashes to export. Click the hash you want and press the arrow button pointing right to add it to selection.

Once you've selected what you want, press Finish to confirm the selection and back in the Export tool press "Export Selected". The sounds you've chosen should now be in the raw folder of your project. You will find two files for each of the sounds, one is origin .opus and the other is .wav. You can usually ignore the .opus file.

Importing sound effects

To import back a sound effect, all you need is the sound file in .wav format with the exact same filename it had when you exported it. It should also be in the same folder (base).

You can usually leave the default settings as they are. After pressing "Import selected", your project's archive folder should now contain a new modified sfx_container.opusinfo and one or more sfx_container_XXX.opuspak (XXX being a number). The opuspak contains your new sound (and other sounds too).

The Nightly is . Releases are build every day when the code changes (traditionally during the night, but this is CyberPUNK), so you will always have access to the latest and hottest features.

You should have the installed as well. See Is it a regression? for more information.

Before reporting a bug, make sure that you are on the , and that you have a way to reliably reproduce the bug. We need to watch it in action, or we can't fix it.

Head to the "Issues" section of (you need a github or Google account; they will not send you spam)

Settings can be accessed from the Home sidebar. Learn more about

Take a peek at our very own website,

Updated Jul 30 2023 by

If any of the steps in this guide fail, then STOP immediately and either fix them or ask for help on .

Then, we'll start with :

Feel free to skip this step, or hit up the and get cracking.

One of Cyberpunk's core mods ( | ). Will install the latest version for you.

Documentation about using and developing with CET can be found in the wiki.

Another of Cyberpunk's core mods ( wiki | ). Will install the latest version for you.

Documentation about development with redscript can be found in the wiki.

Written and developed by Neurolinked (): A tool for Cyberpunk-specific "texture" editing.

Documentation can be found on under

Check the yellow wiki for documentation:

One of Cyberpunk's core mods (). This will install the latest version for you.

One of Cyberpunk's core mods (). This will install the latest version for you.

For documentation, check ->

Will install the Wolvenkit plugin of for you.

For install and usage documentation, check ->

The Tweak Browser lets you to search for various elements. For instance, you can utilize the in CET to locate a weapon , then use the identified name to search for the entry in the Tweak Browser in WolvenKit. Once found, you can right-click on the tweak and select 'Add TweakXL Override', once done that you'll create a .yaml file with the tweak array structure.

For furter info about TweakDB modding you can check the and the

For game issues, check on .

For issues with modding workflows, refer to the corresponding section of the guides or use the search function of .

If you have solved the problem already, feel free to !

Otherwise, you can either find us on (#wolvenkit-support), or, if you know that it's a technical issue, or open a thread on Discord's #wkit-bugs-and-requests channel.

The different libraries in Wolvenkit require both and . Make sure to install both!

If these (admittedly basic) steps didn't help you resolve the issue, you can get in touch on the in the #wolvenkit-support channel.

Created: Jun 17 2024 by Last documented update: Jun 17 2024 by

Same as the button in the toolbar: Will generate a zip file ready for Nexus upload.

Check this to deploy your mod as REDMod rather than as a legacy mod. You don't generally want this, as it's not compatible with

You can specify additional , which will be merged with those from the settings

To disable this behaviour, go to the Settings and disable

Created: Dec 03 2024 by Last documented update: Dec 03 2024 by

To change the default, head to Wolvenkit's

You can download Wolvenkit Console from the Releases page on the github repository ( | ). Select the download starting with Wolvenkit.Console.

To make the command globally available, add the directory to your .

For a step-by-step walkthrough on how to edit a script file, see .

export_streamingsectors for

Voice-overs and most music are stored as .wem files โ€“ you can use the to filter by extension.

You can convert .wem files to playable formats using . if you'd rather use the command line interface, check .

Sound effects are stored differently and cannot be previewed in WolvenKit. If you want to search and preview SFX, use the .

Wolvenkit can't preview video files. Add them to your Wolvenkit project or export them via CLI () and watch them via as bink.

mesh โ†” glb/glTF Rigged and static 3d models can be converted to and from REDengine. For a detailed guide, see . Our I/O supports simple non-targeted skinned meshes for extreme efficiency. Advanced methods support multi-mesh, multi-rig, and material embedded meshes. Meshes with embedded morph targets are automatically included as shapekeys. WolvenKit can also export to virtually any 3d format (non-natively) through the built-in renderer Ab3d. You can read more \

xbm โ†” png, tga, dds, jpg, bmp, tiff Textures can be converted to and from REDengine. For a detailed guide, see .\

mlmask โ†” png, tga, dds, jpg, bmp, tiff REDengine mlmask files can be exported as an array of textures. These texture arrays can be encoded as a new mlmask with a bespoke masklist helper file. For a detailed guide, see .\

anims โ†” glb (experimental) Animation files can be exported to glTF format. To import a .glb file as animation, switch Target File Format to anims in the export settings. You can find a detailed guide about this process . \

For a documentation of the Blender Plugin's features and step-by-step usage instructions, see the .

For further documentation, see the .

This wiki focuses on workflows that are central to WolvenKit. You can find much more knowledge and documentation in the wiki, for example the Modding Guides section:

That's just a small selection, hit up and look around!

Do you have a guide you'd like to submit for the Wiki? Check out โ€” if that doesn't cover your needs, you're welcome to or visit us on our

As of 8.13, Wolvenkit supports the #adhoc-depot. This means that you don't have to do anything besides configuring your โ€” dependencies will be handled as needed.

The page provides a broad look at what's possible to achieve with WolvenKit.

Follow the instructions on the .

Browsing this wiki is the best place to start! Follow the Getting Started pages, especially the guide for . For additional help from other WolvenKit users, check out our information.

WolvenKit is capable of directly reading the .archive format. Archives do not need to be dumped or exported for use. The Asset Browser is capable of browsing any archive with instant previews for assets such as textures and models. Learn more on the . Do you need help learning how to use WolvenKit? Try following the guide for !

WolvenKit is capable of exporting textures to common formats such as TGA, DDS, PNG, JPG, etc. Additionally formats such as TGA and DDS are supported for importing textures. Check the to learn more. Do you need help learning how to use WolvenKit? Try following the guide for !

WolvenKit is capable of exporting models natively to glTF, and other formats such as FBX through conversion. Additionally the glTF format is supported for importing models. Check the to learn more. Do you need help learning how to use WolvenKit? Try following the guide for !

If you don't trust something you read on a random modding wiki, find the full guide at .

Open a Powershell window as administrator (Keyboard shortcuts: Windows+R, type powershell, pressCtrl+Shift+Enter) Correct Powershell (shows Administrator in the title bar): Incorrect Powershell (doesn't show Administrator in the title bar โ‡’ runs as user):

This is easiest way to and a perquisite for several modding workflows.

Do not use the Image Preview tool for creating mods. Refer to the tool for fully exporting textures.

Important: Due to licensing issues, Wolvenkit no longer features a video preview. You can find s on Google.

The Editor is the main mod-editing workspace within WolvenKit, holding the docking window for the individual .

: Your local game files go here

: Browse game files or mod files

/ File Preview: Information about the current file

: Edit or view game files

: Shows you error messages or output

: Lets you browse existing tweaks

: Lets you browse translation entries

For documentation of the , check the corresponding sub-page.

See ->

You can delete or edit them via .

For questions or suggestions about the scripting interface please visit the #wolvenkit-scripts channel on the .

Documentation of the API can be found at

Created: Dec 03 2024 by Last documented update: Dec 03 2024 by

Check for the full documentation.

Join the for active development

Visit our to track progress, development, and issues

The best way to contribute to WolvenKit directly without submitting code is by writing documentation or guides. We are always in need of help documenting WolvenKit within this wiki. You can submit changes by creating a GitBook account and using this invitation to our Organization: If you have any questions or want to chat with developers, please reach out on our !

The supported arguments can be found in the Wolvenkit repository for both and .

The masklist file is a custom .txt document used as a helper file to generate new mlmasks using .

Material json files are used by during for the mesh I/O process. The json will be named after the mesh file then suffixed with .Material.json i.e. judy_01.Material.json

The file magic number for REDengine files. For more information about magic numbers see this . REDengine format files are commonly referenced as W2RC/CR2W files for shorthand. Originally only CR2W was used, but it was discovered years later that the magic should be read backwards, as Witcher 2 Resource Class.

Tool for building a depot, a collection of extracted game assets to use them in other tools such as .

See for details

See for details

see for details

For the UI documentation, check

For general information such as the file structure and output directory, check

In order to export sound effects, you need to have the sfx_container.opusinfo file in your project. Find it in the and .

Hash is basically an ID of a sound. To find the hashes you need, you can use the .

Note that importing sounds this way is incompatible with any other mod modifying the sounds this way. You should prefer using !

Wolvenkit's Alpha/Beta version
latest stable release
latest Nightly
Wolvenkit's github
8.7 (Latest Stable)
8.6
8.5
8.4
8.3
8.2
0.8.0.1
RED Modding!
Download Wolvenkit
Discord
Download, Install and Setup
general prep work
ELI5: Full Prep for Mod Development
ELI5: Configure modding tools
The Wolvenkit Depot
modding wiki
ELI5: Validate Functionality
wiki
Nexus page
github
Nexus page
Nexus page
psiberx's modding utility
TweakDB Editor โ‡—
record โ‡—
CET Wiki โ‡—
Cyberpunk 2077 Modding wiki โ‡—
edit the wiki
Discord
file an issue on github
.NET 6.0
.NET 7.0
REDmodding discord
settings page
Release
Nightly
Windows Path
search
SoundDB web tool
Import/Export: Sound effects
Full install walkthrough (ELI5)
Exporting Characters to Blender
Exporting Vehicles
Overview
Download page
Creating a Mod
Community
dedicated Asset Browser page
Creating a Mod
dedicated Textures page
Creating a Mod
dedicated Models page
Creating a Mod
microsoft.com
WolvenKit Settings here.
%APPDATA%\REDModding\WolvenKit\WScript
import * as Logger from 'Logger.wscript';
@echo off
setlocal

set "cli_path=C:\01_apps\Wolvenkit_CLI_8_15\Wolvenkit.CLI.exe"
set "modpath=F:\CyberpunkFiles\temp"

FOR %%F IN ("%modpath%\*.archive") DO (
    SET "baseName=%%~nF"
    "%cli_path%" uncook -p "%%F" -o "%modpath%\output"  REM -w *.xbm --uext png
    
    REM Move PNG files and preserve relative paths
    FOR /R "%modpath%\output" %%G IN (*.png) DO (
        SET "relPath=%%~pG"
        SETLOCAL enabledelayedexpansion
        SET "newDir=%modpath%\out\!baseName!\!relPath!"
        mkdir "!newDir!" >nul 2>&1
        move "%%G" "!newDir!"
        ENDLOCAL
    )
)

PAUSE
EXIT
{
  "Logging": {
    "LogLevel": {
      "Default": "Information",
      "Microsoft": "Warning",
      "Microsoft.Hosting.Lifetime": "Warning"
    }
  },
  "XbmExportArgs": {
    "Flip" : false,
    "UncookExtension": "dds"
  },
  "MeshExportArgs": {
    "UncookExtension": "glb",
    "WithMaterials": false
  }
}
Project Explorer
Asset Browser
Properties
File Editor
Log
File Validation
Tweak Browser
LocKey Browser
Script Manager
Script Manager
Editor Difficulty Mode
Settings
Wolvenkit.CLI: Command List
Textures (CLI)
Video and audio files (CLI)
Tools: Import/Export UI
Tools: Import/Export UI
Script Manager
Editor panels
Script Manager
Adding scripts
the Export tool
Audio files
RADTools
Video files
bk2 viewer
Discord server
https://wolvenkit.github.io/WolvenKit/index.html
Cyberpunk 2077 Modding Server
GitHub organization
https://app.gitbook.com/invite/-MP5ijqI11FeeX7c8-N8/OVHjxIctfql4c2fCdDv9
Discord
https://dotnet.microsoft.com/en-us/download/dotnet/8.0
https://visualstudio.microsoft.com/downloads/
https://github.com/WolvenKit/WolvenKit
Import
Export
Wikipedia page
Tools: Import/Export UI
Import/Export
SoundDB web tool
Asset Browser
add it to your project
Create Zip

8.7 (Latest Stable)

Are we official now?

Published October 22 2022

WolvenKit 8.7 is a major step forward. New features include support for building REDmods, sound modding, and animation modding. The UI has been fully transitioned to a title menu and toolbar setup. Texture I/O is significantly more powerful and robust. Numerous fixes for bugs, issues, and pain-points have been implemented. Check out the full release notes below.

WolvenKit 8.7 has breaking changes! If you have mod projects created with previous versions of WolvenKit, we strongly recommend reading the full release notes below.

New Features

  • Support for Cyberpunk 2077 game version 1.6 Upgrading to WolvenKit 8.7 is mandatory for game version 1.6 and beyond. WolvenKit should handle new game releases more gracefully in the future.

  • Support for REDmod

    • Added options for Building and Deploying REDmods

    • Added Mod Manager for REDmods

  • Launch Profiles Added support for creating custom launch profiles when building mods. Launch profiles can be added, removed, or modified from the Build menu or the Launch Profiles button in the Toolbar. Modify or create new launch profiles such as automatically starting Cyberpunk 2077 when building mods.

  • Depot Generator Tool Added Depot Generator tool to consolidate game-dump operations into a single tool. The Depot Generator is able to generate material files with the users preferred image extension. Additionally the Depot Generator can fully unbundle all archives in one click.

Changes & Improvements

  • All XBM textures will be vertically inverted by default during the Import and Export process

  • Mesh UV channel 0 will be vertically inverted during the Import and Export process

  • Texture I/O has been completely refactored Expect improved performance and versatility for users

  • Import/Export arguments are now saved When adjusting advanced import options adjustments are saved per-file. For example if the XBM export format for a specific texture is changed from PNG to TGA, the specific XBM will default to TGA for subsequent exports. This behavior is persistent between WolvenKit sessions.

  • XBM import arguments are now exposed When importing XBM files, texture setup parameters are now exposed making the texture pipeline much more powerful.

  • 16bit color channel textures are now supported WolvenKit is now capable of working with higher bit-depth images due to newly exposed parameters.

  • MLMASK I/O improvements MLMASK I/O now supports the same image formats as XBM during export and import. Additionally WolvenKit will now accept masklist files which include a 0 layer.

  • Added Title Menu WolvenKit now has a traditional categorized menu within the titlebar itself, hooray!

  • Mod Manager and Plugins added to Home

    • The new REDmod Mod Manager has been added as a tab within the Home page.

    • Plugins have been moved from the Menu Bar to a new tab within the Home page.

  • Simplified Toolbar Drop-down elements have been moved from the Toolbar to the Menu.

  • Added Launch Profiles button to Toolbar A new configurable Launch Profiles button has been added to the Toolbar.

  • Added Open Game Folder button Navigate to Menu > Game > Open Game Folder to find the Cyberpunk 2077 directory with the System File Explorer.

  • The Ribbon has now been fully deprecated The Ribbon was off by default in version 8.6, but has now been completely removed.

  • Help and Feedback dialogues have been removed We saw virtually zero usage of these features, so they have been removed.

  • Improved some log errors messages Some log error messages have been improved to help users diagnose issues.

  • File Preview is turned on by default On first launch File Preview is turned on by default aiming to improve feature discoverability.

  • The Mod Browser button is now a switch Changed the Mod Browser located inside the Asset Browser from a button to a switch aiming to improve feature discoverability.

Fixes

  • Fixed crash due to game version 1.6

  • Fixed absurd UI layout on first launch by including a default layout

  • Fixed raw textures not displaying or showing incorrectly within Preview window

  • Fixed exception when generating materials to Depot

  • Fixed numerous issues when exporting meshes with materials

  • Fixed mesh to json serialization exception

  • Fixed freeze with Asset Browser when search bar is empty

  • Fixed crash with Asset Browser when game path is not set

  • Fixed memory leak issue with certain animated UI elements

  • Fixed an issue where the Cyberpunk2077.exe lookup did not work on first run

  • Fixed an exception with long file paths during Import/Export operations

  • Fixed an issue with Project Explorer losing files that are modified externally

Asset Browser

Live archive explorer

What is the Asset Browser?

Where is it?

In the default view (as of 8.11), you will find it pinned to the right side of the viewport.

If it isn't there, check the View menu and make sure that it's enabled.

Using the Asset Browser

Wolvenkit Search has its own sub-page: Wolvenkit Search: Finding files

Navigation

The left-side breadcrumb navigator can be used to quickly navigate through game directories. Game files are displayed in the right-side panel, in addition to folders. Folders in the file list can also be navigated by double-clicking.

Mod Browser

Adding files to projects

  • Double-click files to add them directly to the Project Explorer

  • To select multiple files hold shift and then left click two separate files. These two files and all files between them will be selected. Right-click any of the highlighted files to open the context menu. Then choose Add Selected Item(s) to Project.

Files added to the Project Explorer with the Asset Browser will not include external buffer files. Buffers are stored within the main file.

Context Menu

As of 8.11.1, the context menu has the following entries:

Add selected items to project

See Adding files to projects above

Open without adding to project

What it says โ€” you can browse a file in the File Editor without adding it to your project. Saving (Hotkey: Ctrl+S) lets you save it to disk, though.

Find used files

Requires the Wolvenkit Resources plugin to be installed.

Will make the Asset Browser display a list of everything your current file is linking to.

Find files using this

Requires the Wolvenkit Resources plugin to be installed.

Like Find used files, but the opposite: will make the Asset Browser display a list of everything that links to your current file.

Browse to asset folder

Will navigate the asset browser to the current selection's path in the game files (if it is a game file).

Copy Relative Path

Copies the selection's relative path to clipboard.

About

WolvenKit is made possible by the community

All aspects of WolvenKit are created by incredible community members. Many members of the RED Modding community donate their time and effort to engineer tools, applications, and support for modding for REDengine. We want to acknowledge the hard work and generosity of our contributors that make WolvenKit what it is today.

Core Developers

These individuals turn our dreams into reality

Outstanding contributions

Community members who've logged countless hours bringing WolvenKit to the next level

PNDR - Art & Graphic Design

  • Created dozens upon dozens of vector-based icons for WolvenKit's Asset Browser and Project Explorer

HOMESICK - Art & Graphic Design

  • Created WolvenKit brand images, including the Sammy avatar

All code contributors

Check out the 50+ contributors to the WolvenKit source code

Other extraordinary help

Community members or organizations that empower REDengine modding with WolvenKit

AB4D - 3D Graphics for .Net

WolvenKit's real-time mesh preview system was powered by AB4D. (Deprecated in v8.6)

NEUROLINKED

Neurolinked created MLSB (mlsetup-builder), a software for working with and creating complex multilayered Cyberpunk assets.

TURK645

The basis for converting Cyberpunk multilayered materials into Python script for Blender was Turk's incredible Blender add-on for shader automation. Their research and development helped make the Cyberpunk Blender add-on possible.

Video and audio files (CLI)

Extracting and playing from archives

This page is about the command line interface. For the Wolvenkit GUI, check Video and Audio

Archives

Required files are contained within these archives

  • audio_1_general.archive

  • audio_2_soundbanks.archive

  • basegame_5_video.archive

  • lang_en_voice.archive

Video files

WolvenKit.Cli.exe unbundle -p "<gamedir>\Cyberpunk 2077\archive\pc\content\<nameofarchive>" -o "<outputfolder>"

Audio files

To execute conversion: .\ww2ogg.exe "<!AudioFilePath!>.wem" --pcb packed_codebooks_aoTuV_603.bin

Make sure to include the --pcb argument โ€“ you will only get gibberish if you don't.

The files are optimized for people with audio dampener. If you don't pack any, turn down your volume. You have been warned!

./wwtools converts all WEMs in the current directory to OGG files ./wwtools wem [input.wem] (--info) will convert the specified WEM to OGG and if the optional info flag is used it will print the information about the file and exit.

Import/Export: MLMask and MLSetup

How to import and export multilayered assets

MultilayerMask

You can export and import MultilayerMasks via Wolvenkit.

For the UI documentation, check Tools: Import/Export UI

For general information such as the file structure and output directory, check Import/Export

Exporting MLMASK files

Masklist files can be opened and modified with any text-editing program.

You can use absolute or relative texture paths.

Importing MLMASK files

Use the import tool to select any masklist file within the raw directory of the Project Explorer. If you don't have one, export an MLMask first.

MultilayerSetup

You can export and import MLSetup files via JSON and edit them with the MLSetupBuilder.

Export:

Import:

Toolbar

The buttons on Wolvenkit's toolbar, and which menu function they call

The toolbar buttons are convenience shortcuts to menu functions. Find the full documentation there.

Toolbar options

New File

Save

Save As

Save All

Create Zip

Install Mod

Install

Install and launch

Like Install, but launches the game afterwards.

Hot Reload

Additional toolbar options

Pack as REDMod

As a rule of thumb, you generally don't want this. Vortex can auto-convert to REDMod on install. Packing your mod in the legacy format will save work for those people who don't want to use REDMod.

Install as REDMod

Error Codes

A list of Wolvenkit error codes, and what they mean

Summary

This page contains an overview about Wolvenkit's internal error codes and what they mean.

For developers:

When editing this page (especially section headers), please update the internal mapping: WolvenKit/Helpers/LogCodeHelper.cs

What to do with an error

If you ended up on this page, you ran into a problem that needs to be fixed inside WolvenKit. You now have the following options:

Install the Nightly

Update all tools involved

Find support on Discord

Create a ticket

If your error still happens in the Nightly, you need to tell us about it. It's easy: bugs that don't get reported don't get fixed.

To fix the bug, we need to watch it in action. Please include everything we need to make it happen โ€” at the very least, we need the most recent log file:

Error code list

0x2000: Type not supported (8192)

WolvenKit ran into a problem during internal conversion. Here's what you can do:

  1. Re-create whatever file you were trying to work on at that time:

    1. A game file from an earlier patch: Add it to your project again

0x3002: Resources plugin

0x5000: Invalid settings

You have an unspecified issue with your settings. Double-check them and make sure that everything is configured correctly.

If that doesn't help, remove or re-name your settings file and restart WolvenKit:

0x5001: Invalid Game File Executable

0x5002: Failed to launch game executable

Import/Export

Wolvenkit Import and Export explained

Section Brief

UI/Workflow documentation

This section contains general information and workflow documentation about importing and exporting files with Wolvenkit.

  • For a detailed explanation of the different settings and their workflow, check the nested pages or use the "next" button at the bottom of the page.

File Structure: the raw folder

Moving or renaming files usually breaks the import. Read on to find out why.

When exporting a resource, Wolvenkit puts the exported file into your project's raw folder. In the UI, you can find it in your project explorer:

The relative paths (starting under archive/raw) are the same, as will the file name (without extensions).

These files are connected:

You can import your_file.glb via Import Tool.

These files are not connected:

You can not import your_file_mesh_export.glb via Import Tool, because Wolvenkit won't know where to put it.

Exporting

Exported files will be created in your project's raw folder. The will be the same.

Importing

The easiest way to do that is:

  1. export an existing file

  2. overwrite the new file in raw with your changes

  3. import the file

Import from JSON

This option is in the right-click menu.

ELI5: Configure modding tools

Set relative locations of modding tools inside the applications

Section Brief

Configure the WolvenKit (wkit) application and MlSetupBuilder (mlsb), and make sure the Asset Browser loads the game's assets.

Configuring Wolvenkit

Installing Plugins

  1. For every other plugin, click Install or Update.

If you have been following the setup instructions exactly, then the paths you need to enter here are:

  • uncook folder: C:\Cyberpunk2077Mod\Depot

  • WolvenKit-CLI executable: C:\Cyberpunk2077Mod\WolvenKit.CLI\WolvenKit.CLI.exe

If you have not, then your paths will be different and you need to adjust them accordingly.

Testing

Let's make sure that your game path is configured correctly and that Wolvenkit can access the files:

  1. Click on Continue to Editor

  2. Open the Asset Browser

  1. After several seconds, a success notification will appear and the asset folder structure will appear on the left. This means WolvenKit was able to access the Cyberpunk archive and extract the game assets.

Please note that before you can do anything with files, you need to create a Wolvenkit project.

Nexus page
about Ab3d here.
sign up as an editor
Discord!

Animation I/O Added support for importing .re format animation files created with the REDmod Blender animation add-on.

Sound Modding Tool Added support for importing .wav format audio files within WolvenKit's new Sound Modding tool.

Support for hot archive installation with Red Hot Tools by @psiberx WolvenKit features a new Hot Reload button which directly installs archives to the archive/pc/hot directory. This allows users to quickly install archive files while Cyberpunk 2077 is running, cutting iteration-time down to seconds.

The Asset Browser is used to navigate, search and filter Cyberpunk 2077 game files so you can transfer these to the The Asset Browser eliminates the need for uncooking the entire game installation, as individual files can be pulled directly from archive files.

You can switch the Asset Browser to Mod Browsing mode via button. The will no longer consider base game files and search in your loaded .archives instead.

Wolvenkit will search any installed mods and anything under the . There is no way to browse an .archive file in a different folder โ€” if you insist on doing that, check .

Using , decompress basegame_5_video.archive located at: <gamedir>\Cyberpunk 2077\archive\pc\content.

Once extracted, they can be viewed via as Bink Videos and converted to other formats.

can be used to convert decompressed archive audio to .ogg through command line, as well as (both of these tools have Linux versions that can be found ) to get smaller and cleaner files that can be played via other media players such as VLC. can be used for more convenient playback.

A combination of these tools can be found at the which has a command line tool that can be downloaded from the repository or installed through the AUR. It has Linux and Windows support and converts WEM files to OGG without the hassle of the external PCB file or having to run through multiple programs for a clean output.

Playback through ffmpeg: ffplay.exe <!AudioFilePath!>.ogg can also be used along with its plugin.

Mask files can be exported with the Import/Export tool in a similar fashion to . Additionally, WolvenKit will automatically create a custom masklist file, which can be used for importing modified mlmask files.

You can find the toolbar below the .

Same as the menu entry -> (creates a new game file)

Same as the menu entry -> (saves the currently active editor)

Same as the menu entry -> (saves a copy of the currently active file)

Same as the menu entry -> (saves all currently open file)

Same as the menu entry ->

Same as the menu entry ->

Same as the menu entry ->

Same as the menu entry -> . Requires .

You can activate the REDMod entries in the under "Interface".

Same as the menu entry ->

Same as the menu entry ->

Published: May 1 2024 by Last documented update: Jan 6 2025 by

If you are on the stable release, you should try . There's a good chance that your problem is already solved.

Make sure that you are on the most recent version of whatever tool's you're using. This includes, but is not limited to, the and .

Find our and hit up the #wolvenkit-support channel. (If you aren't on the Nightly yet, you should really do that now, because it's the first thing everyone will tell you).

Head to Wolvenkit's github page and (you need a github or Google account, but they won't send you spam).

If the steps below don't help, please get in touch via , , or browse the page. Keep your most recent log file ready!

Install

A depot file: Delete the file from the depot and/or

A raw file: re-create the file with the latest version of whatever tool you used (Wolvenkit, the ...)

The may have become corrupted. Open Home -> Plugins and remove it, then restart Wolvenkit, reinstall the plugin, and try again.

Check your -> and make sure that it points at your Cyberpunk2077.exe. For more information, check the wiki link.

Check and make sure that all your settings are valid. If that doesn't fix your problem, you may have to reset your settings, see for detes.

For a documentation of the UI, check :

->

->

JSON export will generate a text file. If you don't know what that means, ignore this option, or read more about it under

->

->

Wolvenkit knows to ways of exporting files: , or via the .

Unless importing , Wolvenkit can't create files.

When using the , we can only import into already existing containers (see for more information)

If you do not use the folder structure I recommended in , then use whatever path WolvenKit automatically fills in for you. Also be aware that your experience will not match my screenshots.

If your Wolvenkit is already configured (because you have followed the ), then you don't need to do anything here.

Otherwise, please do that now or use the to configure Game Executable Path and (optionally) Depot Path.

In Wolvenkit, click on

Click on

REDMod should already be installed. If it isn't, please follow the instructions .

Now that all plugins are installed, you can configure (but read the blue box first). This step is optional; you don't need to do it at this time, but you won't be able to make full use of the plugin if it is not configured.

For detailed configuration instructions, head to -> ->

Congratulations - everything is working! If you haven't done this during the full prep, now is a good time to . Otherwise, you can move on to !

Learn more
Learn more
Learn more
Project Explorer.
https://www.ab4d.com
https://github.com/Neurolinked
https://github.com/Turk645
the tool
RADTools
ww2ogg
Revorb
here
ffmpeg
Wwise Audio Tools repository
Foobar2000
vgmstream
Learn more about the functionality of mlmask files on the REDengine 4 Wiki
texture files
search
C:\Users\<yourusername>\AppData\Roaming\RedModding\Wolvenkit\config.json
source/archive/base/path/your_file.mesh
source/raw/base/path/your_file.glb
source/archive/base/path/your_file.mesh
source/raw/base/path/your_file_mesh_export.glb
Menu
The Wolvenkit Nightly
The Wolvenkit Nightly
Import/Export as JSON
0x5001: Invalid Game File Executable
0x5000: Invalid settings
Import/Export as JSON
Export as JSON
Import/Export as JSON
Import as JSON
Import Tool
Export Tool
Tools: Import/Export UI
Import Tool
Tools: Import/Export UI
Export Tool
a capture of the LocKey Browser
LogoGitHub - WolvenKit/WolvenKit: Mod editor/creator for RED Engine games. The point is to have an all in one tool for creating mods for the games made with the engine.GitHub
LogoJoin the Cyberpunk 2077 Modding Community Discord Server!Discord
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settings
discord server
create a ticket
Troubleshooting
Discord
create a ticket
Import/Export Tool
settings page
HOME
ELI5: Validate Functionality
create a depot
re-create the depot
Wolvenkit Resources plugin
from JSON
#file-structure
Import Tool
Plugins
8.4.3 (Nov 11 2021)
8.4.2 (Nov 01 2021)
8.4.1 (Oct 06 2021)
8.2.2 (Jul 05 2021)
8.2.1 (Jun 29 2021)
to JSON
Export Tool
manavortex
manavortex
manavortex
manavortex
manavortex
manavortex
manavortex
manavortex
manavortex

Wolvenkit Search: Finding files

These aren't the files you're looking forโ€ฆ yet.

Summary

This page will show you how to use the Wolvenkit search to find files inside the Asset Browser/Mod Browser.

Wait, this is not what I want!

Wolvenkit's search bar

You can use the search bar at the top of the asset browser to search the game files:

To search in your currently installed mods instead, switch to Mod Browser:

Operators

You can chain the search operators below with the > character, which will run the results of the first search through the second search.

Examples:

// find all .mesh files in mod archives matching ArchiveXL_Netrunner
archive:ArchiveXL_Netrunner > .mesh

// find all textures with "steel" outside of "Characters"
// (have negative matches last, as they're expensive)
.xbm > steel > !characters

Let's get to the meat of the matter.

By archive

This is mostly useful for the mod browser, as it allows you to e.g. retrieve files from your other mods without switching projects or digging through your mod directory.

Use the archive switch to show only files in a certain archive (name or path):

a:ArchiveXL_Netrunner
archive:ArchiveXL_Netrunner

This operator has to be chained via > if you want to refine it.

a:ArchiveXL_Netrunner .mesh will show nothing a:ArchiveXL_Netrunner > .mesh will show all mesh files by archive match ArchiveXL_Netrunner.

By full / partial path

Full

This is the default search behaviour, and you don't need to include these operators.

Search will only show you files under this path.

path:base\characters\common\player_base_bodies\player_female_average\t0_000_pwa_base__full.mesh
@base\characters\common\player_base_bodies\player_female_average

Partial

To limit your search to a certain folder, you can put the folder path and the search term:

base\characters\common\player_base_bodies\player_female_average t0_000_pwa_base

You don't need to include slashes. These search terms below will yield the same results:

base\characters\common\player_base_bodies\player_female_average arms
base characters common player_base_bodies player_female_average arms

// or simplify it to
player_base_bodies player_female_average arms

File Extension

You can limit your search to certain file extensions:

player_female_average .mesh
player_female_average .xbm

Hash

If you only know a file's hash, you can still search for it:

hash:9872775577851133397

Or

You can search for multiple terms by using the | operator:

player_base_bodies\player_female_average > .mesh|.xbm

This does not like spaces. word1|word2 will work, word1 |ย word2 will not.

Not

You can exclude terms from the search by prefixing them with !:

player_base_bodies\player_female_average arms > !morphtarget

Regular Expression

Wolvenkit lets you search for regular expressions. The main limitation is that you can't use spaces:

regexp:^.*main_npc.*judy.*\.mesh
r:^.*main_npc.*judy.*\.mesh

.* will work by default.

8.4

Lexar-mode engage

Published Oct 03 2021

WolvenKit 8.4 brings major quality-of-life improvements in a relatively small package. Additions to file I/O, browsing user-generated mods, and new options for editing W2RC files can dramatically streamline some modding workflows.

Patches

8.4.3 (Nov 11 2021)

Fixes

  • Tweak Editor: Array editing

  • Curve Editor: Fixes, zoom and editing

  • Red Resource Editor: Fixes, array editing

  • TweakDB: Fixed arrays and added remaining types

  • Fixed a bug where w2rc buffers would not update on selection changed

  • Fixed dirty filenames for tweak files

  • Fixed theme settings bug which prevented color changes

  • Fixed a bug where the Asset Browser would extract vanilla files while browsing mods

  • Fixed the Asset Browser breadcrumb navigator folder sorting

Changes

  • Added tweak CLI command

  • Added check for updates button

  • Added async file search within the Asset Browser

  • Support for simultaneous reads from a single archive file by multiple WolvenKit instances

  • Cleaned up Settings

8.4.2 (Nov 01 2021)

Fixes

  • Fixed a bug where parallel unbundling caused a crash

  • Fixed a bug where the app crashed on a pre-release version

  • Fixed a bug with the file editor child item arrow expander

  • Fixed hidden properties in Propertygrids

  • Fixed messagebox layout

  • Fixed compiled packages reading

  • Fixed some TGA texture import issues

  • Fixed miscellaneous asset exports

Changes

  • The Home and Welcome pages are redesigned for improved efficiency and UX

  • The Ribbon has been reorganized and cleaned up

  • Some file icons have been updated

  • Added support for reading W2RC file buffers (ent/app/mesh)

  • Added progress indicator to the Status Bar

  • Added unbundle game button to the Ribbon

  • Support for group adding within the tweak editor

  • Logging has been improved

  • Faster archive manager loading

  • Support for double faced meshes with the Import/Export tool

8.4.1 (Oct 06 2021)

Fixes

  • Critical bugfix for importing mesh files with the Import/Export tool

Asset I/O

  • Support for user-generated mod archives

    The Asset Browser is now capable of browsing and extracting user-generated mod archives. A new button called Toggle Mod Asset Browser has been added to the context Ribbon menu. The Asset Browser can swap between vanilla archives and mod archives on the fly. Mods must be installed to game location for browsing.

  • Support for converting W2RC to and from json

    RED/W2RC files can now be converted to standard human-readable json files, and vice versa. Right-click any w2rc or json file within the Project Explorer, and navigate the Convert menu to find conversion options. Functionality not available with the File Editor such as adding or removing chunks and properties is possible with json format. Beware not all file formats are completely stable for conversion! Some elements may not be encoded properly. Use at your own risk!

  • Support for morphtarget I/O

    The Import/Export tool is now capable of exporting morphtarget files to glTF format. Additionally glTF files can now be imported as meshes or morphtargets.

  • Support for TGA format texture imports The Import/Export tool now supports importing TGA format textures directly. When using the TGA format, the compression method is automatically determined by reading the original XBM texture. Additionally TGA supports no-compression storage, meaning any loss in quality can be avoided.

Development

  • Updated the RTTI types to 1.31

File Editor

  • Added Curve Editor for curvedata within W2RC files Curve data can now be edited directly with a bespoke curve editor window within the File Editor. A new Open Curve Editor button has been added to the value column for any given curveData property.

Fixes

  • Fully implemented TGA texture imports TGA texture imports now work as expected (Not fully implemented with WolvenKit 8.3)

UI/UX

  • Improved handling handling of json files RED/W2RC json project files inside the Mod directory will continue to open with the File Editor. "Real" json files within the Raw directory will now be opened externally with the system default application. Material json and converted W2RC json files can be edited without leaving the WolvenKit editor.

  • Refreshed Log improves readability

8.2

Published Jun 28 2021

WolvenKit 0.8.2 brings massive improvements in key areas. Features such as the Asset Browser have been refactored to be more robust and efficient. This build also features the first scalable content pipeline for importing various assets. Be sure to thoroughly read the Release Notes and check the showcase video!

Patches

8.2.2 (Jul 05 2021)

Fixes

  • Fix for some meshes that did not import successfully (index out of range error)

  • Fix for materials not being written correctly from material json files

  • Fix for critical error with pack tool installing archives with a subfolder which prevents auto-installed mods from loading in game

  • Fixed a bug with settings view not updating

Changes

  • Additional information is displayed within the status bar

  • Project creation simplified further

  • Bug and feedback reporters implemented within Options ribbon menu

  • Installer and auto-installation added

8.2.1 (Jun 29 2021)

  • Support for bk2 import/export via the Project Explorer right-click context menu

  • Fixed critical bug where some mesh previews crashed the app

  • Fixed a bug where items in the mod project had incorrect paths

  • Fixed a startup issue with InitializeBK accessing the oodle DLL before the game path has been set

Asset I/O

  • Implementation of the universal Import/Export Tool brings support for an asset I/O pipeline The Import/Export Tool can be accessed through the WolvenKit editor ribbon. Exported files will be placed inside a new WolvenKit system directory called Raw. The Raw directory will mirror the existing Mod directory 1:1 which enables us to quickly re-import files without having to target an out-path for each import.

  • Support for mesh I/O Native support for mesh to gltf/glb and vice versa

  • Support for xbm I/O Native support for xbm to dds and vice versa

  • Support for bespoke material json I/O Import/Export tool supports material.json files which can be used to manipulate REDengine materials

Development

  • Irrlicht has been eliminated from the Solution.

  • The Asset Browser code has been refactored, dramatically improving startup times.

File Editor

  • The File Editor has not seen much development. There is a small regression with 8.2, where paths and variables are not displayed correctly. Alternatives such as the 010 editor template or WolvenKit's bespoke I/O for materials are recommended to view CR2W properties.

Mod Projects

  • The Raw WolvenKit system directory has been added. This directory hosts all non-REDengine formats such as dds, tga, glb, and other source files such as psd, xcf, or blend files. The Raw directory significantly improves efficiency of the Import/Export Tool. Raw files that can be imported will appear inside the Import/Export Tool. Raw files can also be opened externally with your preferred editor by double clicking them inside the Project Explorer (i.e. opening a .blend file directly with Blender).

  • WolvenKit now leverages a material repository. The material repository can be created all-at-once by exporting all game textures from XBM to TGA (other formats not supported at this time). Alternatively, each mesh exported with materials will have all texture dependencies dumped here. It's recommend to use the all-at-once approach if storage is not an issue. The material repository makes dumping redundant texture dependencies for each and every mesh unnecessary.

  • Basic-yet-powerful operations have been added to the Project Explorer. Rename, copy, paste, and delete have been added to the context ribbon. Batch operations such as batch delete are supported also by using multi-select. Manage your assets from the Project Explorer!

  • The DLC WolvenKit system directory has been removed, to be re-added if/when we have a working DLC pipeline.

  • The publish button has been disabled temporarily in favor of the simple pack tool. The pack tool is a one-click solution to packing all Mod directory files and installing them to the game automatically.

UI/UX

  • All REDengine files have been assigned a custom icon

  • Multi-select has been implemented in areas such as the Asset Browser. Shift-select multiple files, right-click, then use the context menu to add selected files to the project.

  • Basic file operations for the Project Explorer have been added to the context ribbon. (rename, copy, paste, delete, etc.)

  • Startup time for projects has been dramatically reduced. The asset browser should initialize much faster

  • Significant cleanup of unusable features/buttons. Witcher 3 modding support has been temporarily removed since the initial implementation is superficial

  • Theming has been completely refactored

  • New Import/Export tool has been added

  • New Material Repository tool has been added

  • Publish has been disabled temporarily

  • Home page has been refactored with support for embedded videos. We plan to feature showcase/guide videos, or community guides as well

  • Sammy icon has replaced the old desktop icon

Other

  • Windows Administrative Mode is no longer required to launch WolvenKit. Note: If Cyberpunk is installed to your Program Files folder WolvenKit should still be launched with administrative mode enabled.

Tools: Import/Export UI

What are the Import/Export tools? What do they do?

This page provides the UI documentation for the Import/Export tool. For a documentation of the functionality, see Import/Export.

For documentation of the individual import/export settings, find the child-pages of Usage -> Import/Export

What are the Import Export tools?

To edit a REDengine file, it first needs to be converted to a more accessible format. This is where the Import/Export tools come in.

Before moving files (or in cases of OCD), please note the #file-structuresection.

As of Wolvenkit 8.9.0, you can find both the import and the export tool in the menu "Tools":

UI Preview

You can browse the file structure via Wolvenkit's Project Explorer. Here's how it looks:

Import Tool

Importing will overwrite files in archive without a prompt. Do a backup from time to time!

If you mess up a file beyond repair, you can restore it to default by selecting the "replace with original" option from the right-click menu.

For detailed documentation of the different import settings, check the corresponding subpage.

UI element
Explanation

Import Selected

Imports anything you checked in the left-hand list

Import All

Imports all files in your project. โš  This button will always export everything, regardless of your filter.

Refresh

Refreshes the file list on the left

Reset Settings

Restores the Import Settings to default

Copy Settings

Copies the Import Settings of your currently selected file (h0_000_pwa_c__basehead.glb in the screenshot above) so that you can paste them to other files.

Paste Settings

Pastes the Import Settings from the previous step to the currently active file.

This will not work if you copy/paste between incompatible file types.

Export Tool

Exporting will overwrite already-existing files in raw without a prompt.

The Export Tool lets you export any files in your project's archive directory:

For detailed documentation of the different export settings, check the corresponding subpage.

UI element
Explanation

Export Selected

Exports anything you checked in the left-hand list

Export All

Exports all files in your project. โš  This button will always export everything, regardless of your filter.

Refresh

Refreshes the file list on the left

Reset Settings

Restores the Export Settings to default

Copy Settings

Copies the Export Settings of your currently selected file (h0_000_pwa_c__basehead.mesh in the screenshot above) so that you can paste them to other files.

Paste Settings

Pastes the Export Settings from the previous step to the currently active file.

This will not work if you copy/paste between incompatible file types.

Project Explorer

What is the Project Explorer?

The Project Explorer is primarily a tool for organizing and navigating mod project files. The Project Explorer gives a constant tree view of all mod project files which streamlines the modding workflow significantly. There are four main WolvenKit directories inside the Project Explorer.

Project Explorer Tabs

You can switch between different tabs at the top of the project explorer (see the red arrow on the screenshot below). Their function (and content) will be explained in the next sections.

Archive

Only shows you files under your_wolvenkit_project/source/archive.

Raw

Location: your_wolvenkit_project/source/raw.

Resources

Location: your_wolvenkit_project/source/resources

Source

Location: your_wolvenkit_project/source

Will show you everything under your project's source folder. No context sorting.

Using the Project Explorer

Any file within the Project Explorer can be moved by dragging and dropping. Additionally files can be copied by holding Control while dragging and dropping.

Context Menu

Right-click any file within the Project Explorer to explore the Context Menu.

Open in MLSetupBuilder

Export to JSON/Import to JSON

Writes any REDengine file within the archive directory to human readable JSON format, as a mirrored file within the raw directory. JSON files can then be modified and converted back to REDengine format from the context menu by right-clicking the JSON file.

Delete

Moves any project file to the OS/system Recycle Bin.

Rename

Opens a dialogue box which allows any project file to be renamed.

The Update in project files option will make WolvenKit update all references in your source and resources folder.

If you're renaming a folder, WKit will replace all occurrences of the folder's path! It might be better to rename individual files.

Copy

Select any project file to be copied.

Paste

Pastes copied project file.

Copy relative path

Copies the selected file path to OS/system clipboard, trimming off all folders outside the game directory. Extremely useful for modifying paths while using the File Editor.

By pressing Shift and/or Ctrl, you can display alternative copy options

Replace with original

Replaces the selected file with the original unmodified version from the game archives. (archive directory only)

Open in File Explorer

Find the selected file with the OS/system file explorer.

Filtering

The Project Explorer can be filtered by directory.

SOURCE | All project directories (default) archive | Archive directory raw | Raw directory resources | Mirrors the game directory, use it to place additional files PACKED | Internal WolvenKit folder for mod deployment. Will be wiped before packing the project! Additionally the rightmost hamburger-style button can be used to toggle a flat file list without folders.

Settings
8.6 new "Launch Game" options
Right click on the element to 'Add TweakXL Override'

To find the game files from an item's code (e.g. Items.Q005_Johnny_Pants), please check on the yellow wiki.

The has been updated to dramatically improve usability compared to WolvenKIt 8.3. Logs are now displayed completely with word wrapping.

Support for Witcher modding has been temporarily removed from this build while we work on improving those features. Please continue using for now โค๏ธ

Basic integration with Blender's shader system via the material.json. Meshes can be imported with materials and textures using HitmanHimself's Blender plugin found here: Read more about Blender integration with WolvenKit on our .

Contains files that will be bundled into your mod's .archive file. For more information, check the documentation under ->

Your (dirty?) working directory. Contains files that will not be part of your mod, as well as exported files. For more information, check the documentation under ->

Contains control files for your mod. For more information, check the documentation under ->

WolvenKit features a bespoke which is capable of opening and modifying any REDengine file. Double-click any file within the archive directory of the Project Explorer to open the document viewer. Non-REDengine files which are typically stored in the raw directory can be accessed with the Project Explorer as well. Files such as blend, psd, png, and many more can be opened with the preferred system application. For example, double-clicking a .tga file will open the file with the users system preferred image application.

Requires MLSetupBuilder plugin for WolvenKit. Install by navigating to the Toolbar panel.

If you learned this the hard way, can help.

Log view
Legacy WolvenKit
https://github.com/HitmanHimself/cp77research/releases/tag/1.0.0
dedicated Wiki page
View Options
WolvenKit Projects
Raw
WolvenKit Projects
Resources
Append default launch profiles
Depot Path
#game-executable-.exe-path
After that action you'll have a .yaml file inside a 'resources' folder on the root directory of the project
Cyberpunk 2077 Modding
Cyberpunk 2077 Modding
Cyberpunk 2077 Modding
Cyberpunk 2077 Modding
LogoJoin the Cyberpunk 2077 Modding Community Discord Server!Discord
Shift-unfolding
Hash selection window
Example of imported sound effect result.
The import tool with a sound effect selected.
You should now see the file in the project explorer.
The Export Tool looks something like this.
The Wolvenkit UI as of 8.13
This will collapse all other appearances in the list
Cyber Engine Tweaks
File Editor
File Validation
Redscript
Redscript

Settings

Wolvenkit's settings and what they mean

Summary

Last documented update: Jun 17 2024 by manavortex (Wolvenkit 8.14 Nightly)

This page documents Wolvenkit's settings menu, and what the individual entries mean.

TL;DR

You must make sure that your Game Executable Path is set. Wolvenkit will not work otherwise.

Setting
value

Game Executable Path (.exe)

Path to the game's executable file on your hard drive, e.g.

C:\Games\Cyberpunk 2077\bin\x64\Cyberpunk2077.exe

Depot Path

Defaults to C:\Users\yourusername\AppData\Roaming\REDModding\WolvenKit\Depot

A folder where Wolvenkit can store all its clutter. NOT your game directory.

Settings: Overview

Cyberpunk

Game Executable Path

You must set this.

If Cyberpunk is installed within Program Files, we recommend running WolvenKit as administrator.

Launch Command

Optional

You can also put the path to the REDLauncher here, if you want that (but why would you?)

Launch Options

Optional

Depot Path

You should set this, or Wolvenkit will default to your AppSettings directory. Since this is on the same drive as your Windows install, it can clutter up your harddrive.

The Depot Path is a WolvenKit system folder for caching game assets. It serves as a cache for mesh exports with materials. WolvenKit builds a repository of visual assets within the Depot for usage with external applications such as MLSetupBuilder or Blender.

By default, it is set to C:\Users\yourusername\AppData\Roaming\REDModding\WolvenKit\Depot, but you can pick any location. It does not need to be on an SSD, although Wolvenkit might load faster if it is.

Additional Mod Directory

Optional

Display

Show CName hashes as hex

Display hashes for CNames as hexadecimal (rather than decimal)

Show ResourcePath hashes as hex

Display hashes for ResourcePaths as hexadecimal (rather than decimal)

Show NodeRef hashes as hex

Display hashes for NodeRefs as hexadecimal (rather than decimal)

Show TweakDBID hashes as hex

Display hashes for TweakDBID entries as hexadecimal (rather than decimal)

Show reference graph

Game language used for LocKeys

Lets you customize the language for the LocKey Browser. Default: en_us

Show Graph Editor Node Properties

Graph Editor: Detailed display?

File Editor

Group Large Collections

Toggles limited collections for improved performance within the File Editor when working when navigating large files.

Group Size

Adjusts the amount of elements of in a limited collection within the File Editor.

Default to Simple Mode

Ignored Extensions

File extensions that you want to open in an external editor

General

Do not check for updates

Will disable Wolvenkit's auto-update

Show Guided Tour

UNKNOWN FUNCTIONALITY This toggle may not work in the latest WolvenKit build.

Update Channel

The update channel determines which type WolvenKit updates are received.

  • Stable WolvenKit will only show prompts when new releases are published (recommended)

  • Nightly WolvenKit will show the latest development builds which may be unstable

Your name

Will be used when creating new projects.

Your e-Mail

Will be used when creating new projects.

Theme Accent

Changes the accent color of UI elements throughout WolvenKit.

Interface

Lets you customize Wolvenkit's interface.

Import/Export: Show advanced options

Turn this off unless you know what you're doing

Update references on rename

The default state of this box when you open the rename dialogue (shortcut: F2)

Show REDMod in Ribbon

Adds the REDMod buttons back to the ribbon. (Why do you want this?)

Show File Preview

You can disable this feature to save performance, or simply hide the panel.

Enables interactive Quick Previews within the Properties panel when navigating the Asset Browser and Project Explorer.

Append default launch profiles

Will append the Default profiles to the list of launch profiles if they are not defined (this will not overwrite your custom profiles)

8.5

Buffer overflow

Published Mar 07 2022

WolvenKit 8.5 ushers in a new era for mod development. The File Editor now supports editing buffers for the .ent and .app formats. Buffer editing opens the doors to countless new possibilities for modders. Virtually all aspects of the UI have been streamlined and refreshed with quality-of-life improvements.

WolvenKit 8.5 has numerous breaking changes! If you have mod projects created with previous versions of WolvenKit, we strongly recommend reading the full release notes below.

Known Issues

  • Some TGA image previews may be incorrect All TGA's exported from WolvenKit will be previewed correctly within the Properties window. However TGA's exported from other applications with bottom left Origin will appear inverted. This is only an issue with the image preview tool with the TGA format. The texture will not be inverted when imported as an XBM.

Asset I/O

What's New

Texture I/O

  • Default export format is now TGA After careful consideration the Import/Export tool will now export TGA by default. The flow chart below demonstrates the necessity of this change. DDS imports and exports remain unchanged in version 8.5.

  • Keep is now disabled by default Starting with version 8.5 textures will no longer be rebuilt by default. Standalone textures that don't require an original XBM will be created instead. There are numerous benefits: - Texture resolution/size will be updated automatically on import - Standalone TGA imports work flawlessly - Checking DDS compression is not necessary - High quality 32bpp RGBA compression is always used The drawback is that standalone textures will not preserve the isGamma boolean. This boolean must be set true for all color texture imports.

  • Support for isGamma Standalone texture imports now expose the isGamma boolean, meaning color textures can be correctly displayed as sRGB. The isGamma boolean is set to false by default, meaning the user should manually check the box for color textures. We plan to automate this process with an upcoming patch.

Development

Dependencies

  • Upgraded to Visual Studio 2022 Visual Studio 2022 is now required to compile WolvenKit.

File Editor

What's New

  • Support for editing buffers Buffers can now be edited and saved with WolvenKit! Currently .app and .ent buffer editing is supported. All properties can be modified including floats, strings, and paths. This opens the doors to countless new modding possibilities.

  • True native file editing WolvenKit is now capable of adding and removing elements of REDengine files within the document editor. Various options for adding or removing elements have been added.

  • Improved file handling Numerous quality of life enhancements have been implemented: - An asterisk (*) is added to the file name tab when unsaved changes are present - A confirmation dialogue has been added for closing edited files without saving - A Save As button has been added to save files as a copy

  • Temporary file preview Any file can now be opened without being added to a project. Files can be previewed by selecting them within the Asset Browser. Additionally when editing any REDengine file, referenced files can be opened temporarily in a new tab. To open a referenced file, click the blue arrow icon inside the tree view.

  • Document window preview REDengine files such as xbm, inkwidget, and mlmask can now be previewed directly within the File Editor. Below the main file tab, a new set of preview tabs are available for select formats.

Redesigned File View

  • Tree View replaces List View The left-hand navigation panel now uses a beautiful and intuitive tree view. Tree view elements are organized in a sensible way, rather than a flat list.

  • Collection Editor has been removed The Collection Editor introduced with version 8.4 has been removed. The right-hand properties panel now displays editable-content efficiently without a floating window.

  • Default engine values are now displayed Properties that are not written to file display REDengine default values. These values are automatically inserted by the game at runtime when left unset. Inherited default values are marked with italic font and darkened text.

  • Main document inline buffer viewing Buffer viewing has been dramatically improved. Buffers are now visualized within the main file tree rather than individual tabs. Understanding the relationship between buffers and the main file is now more intuitive.

Fixes

Miscellaneous

Mod Projects

BREAKING CHANGE Installed mod archives will no longer use the mod prefix! The name of the archive will now directly match the mod project name. For a mod project called JudyEdit, the archive will be automatically installed as shown below: OLD modJudyEdit.archive NEW (8.5+) JudyEdit.archive WolvenKit will automatically uninstall old mod archives when the mod project is updated, however take care to warn users if your archive name has changed.

BREAKING CHANGE The WolvenKit project structure has changed! Existing projects will function as expected, however mod projects created with WolvenKit 8.5+ will not be backwards compatible. The changes can be summarized as follows:

  • The Mod directory has been renamed to archive

  • The Raw directory has been renamed to raw (no longer capitalized)

  • The script directory remains the same

  • The tweakdbs directory has be renamed to tweaks

  • Packing and Installing have been separated into separate actions Pack Project - Compiles mod project without installing (New) Pack & Install - Compiles mod project and installs to Game Directory

  • The tweak directory folder structure is preserved Any user-created folder structures for tweaks are preserved by the WolvenKit installation process. Tweaks and folders are installed exactly as they appear within the tweak project directory.

UI/UX

Project Explorer

  • Added filtering to Project Explorer The Project Explorer can now be filtered by directory. SOURCE | All project directories (default) archive | Archive directory raw | Raw directory scripts | Script directory tweaks | Tweaks directory PACKED | Internal WolvenKit folder for mod deployment. Can be used to install extra files.

  • Added flat file view to Project Explorer A flat file list toggle button has been added to the Project Explorer which displays all project files in a simple alphabetical list without folders.

  • Added drag-and-drop to Project Explorer The Project Explorer now supports drag-and-drop for files. Click and hold any file to move folders. Additionally files can by copied by holding CTRL while dragging.

  • Added warning for overwriting files in the Project Explorer When adding files to a mod project with the Asset Browser a confirmation dialogue has been added for overwriting existing files.

Miscellaneous

  • WolvenKit mod projects (.cpmodproj) can be opened directly Mod projects can now be opened natively from Windows Explorer. The WolvenKit installer will automatically assign mod projects to be opened with WolvenKit. For WolvenKit portable, double-click any .cpmodproj file from Windows Explorer, then locate wolvenkit.exe.

  • Replaced Ribbon with menu bar (optional) Added a streamlined menu bar as an alternative to the Ribbon. Moved contextual actions to their respective editors.

  • Streamlined Home view The Home page has been restyled and refined further. A new transition effect has been added when switching to Home.

  • Added native file preview for new file formats Inkwidget and mlmask files can now be previewed directly within the File Editor.

  • Added manual update button Within the Settings page a WolvenKit manual update check button has been added.

  • Added per-project layouts WolvenKit Editor layouts can be saved to a specific mod project.

  • Support for Asset Browser without a mod project The Asset Browser can now be loaded without creating a mod project. Game files can be browsed and previewed without adding them to a project.

  • Logging has been improved Existing log messages have been cleaned up, and many new events have been added to improve feedback. WolvenKit events and errors are easier to understand.

  • Themed elements have been dramatically reduced Many visual elements were unreadable with dark or light accent colors. Most UI elements have been un-themed to prevent these issues.

Import/Export: Textures

How to import and export textures

WolvenKit is capable of exporting Cyberpunk XBM files to common formats like png. It will try and automatically determine the correct import settings based on the file name.

Exporting a texture from Wolvenkit

  1. Add the xbm file to your project

  2. Open the Export tool (Tools -> Export Tool)

  3. Select your texture

  4. Click "Export Selected"

This will generate a png file in your project's raw folder.

Export Options

XBM Export Type

Choose a common image format for exported textures. Possible options (as of 8.9.1):

  • png

  • dds

  • tga

  • bmp

  • jpg

  • png

Flip Image

Vertically invert textures for convenience

Importing textures

WolvenKit is capable of importing custom images as Cyberpunk XBM files. The Import/Export Tool can replace an existing XBM or generate new standalone XBM.

For compatibility reasons, you might want to stick to png files.

The easiest way to go about it is this:

  1. Add an existing xbm file of the same type that you want to import to your Wolvenkit project.

  2. Overwrite the png with your edited texture.

  3. Open the Import tool, and select your png file. The correct settings should be applied automatically.

  4. Click "Import Selected".

Import Options

Advanced Options

TODO: Is this still the case? Double-check!

Texture Group

Select a preset for import. This will preselect the options below, so pick the right one for your use case!

Wolvenkit will try to guess the right preset from your file name, so you'll want to stick to the game's naming conventions.

SRGB (isGamma)

Sets isGamma boolean upon import. Color textures (such as diffuse) must be set as true, or they will appear blown-out or too bright in-game.

VFlip (Default: True)

Should the image be v-flipped?

The game saves images as upside-down. Wolvenkit will fix that for you, so unless your texture is already flipped, you'll want to leave this alone.

RawFormat

as of 8.9.1

Raw format for export. Possible values are:

  • TRF_Invalid

  • TRF_TrueColor

  • TRF_DeepColor

  • TRF_Grayscale

  • TRF_HDRFloat

  • TRF_HDRHalf

  • TRF_HDRFloatGrayscale

  • TRF_Grayscale_Font

  • TRF_R8G8

  • TRF_R32UI

  • TRF_Max

Generate MipMaps

The This requires the texture width and height to be potencies of 2!

IsStreamable

???

Transparency from Alpha Channel (formerly PremultiplyAlpha)

Should the image consider transparency?

WolvenKit Projects
Additional Mod Directory
Cyberpunk 2077 Modding
Cyberpunk 2077 Modding
Cyberpunk 2077 Modding
Cyberpunk 2077 Modding
Cyberpunk 2077 Modding
Video Preview showcase
rfuzzo is pillar within the RED Modding community and co-leader of WolvenKit development in the REDengine 4 era.
Traderain is the founding member of the WolvenKit project and co-leader of WolvenKit development in the REDengine 4 era.
HitmanHimself reverse engineered countless file formats and designed solutions to export, modify, and rebuild Cyberpunk assets.

For a textual explanation of the seettings, see

The path to your Cyberpunk2077.exe , inside under bin\x64.

The path to your Cyberpunk2077.exe , inside . Will be auto-generated from Game Executable Path.

Arguments for the executable. You can find a list in on the page.

Learn more about the .

A directory for .archive mods outside of your game directory, for example for resources that you want to load for multiple projects. Mods inside this folder will show up in the after your installed mods.

Starting with 1.14, Wolvenkit offers multiple editor modes. You can find details under .

.NET must be updated to 6.0 (x64) for WolvenKit 8.5+

MLMASK I/O has been streamlined The default format for mask I/O has been changed from DDS to PNG. Additionally mask textures are now placed into a subfolder using the original mlmask file name. When exporting .mlmask files WolvenKit will automatically generate a file within the raw directory. The content of the masklist is automatically generated for convenience. Masklist files now accept absolute and/or relative paths. For example: Absolute Path Q:\projects\Judy\files\source\raw\base\characters\main_npc\judy\textures\ml_s1_001_wa_shoe__judy_masksset.mlmask\0.png Relative Path ml_s1_001_wa_shoe__judy_masksset.mlmask\0.png

Upgraded to .NET 6 The .NET dependency was upgraded from .NET 5 to .NET 6. Users can download .NET 6 from the following link:

Fixed bugged mesh previews for new installations of WolvenKit

For the UI documentation, check

For general information such as the file structure and output directory, check

For a step-by-step workflow and troubleshooting, see ->

the xbm file: this adds a png file with the same name to your project's raw folder.

By default advanced XBM options are hidden. This can be changed by modifying WolvenKit .

Name

Should s be created?

Transparency must be read from a png's alpha channel. If you don't know how to create one, see the guide about texture editing on .

Material exports here
the next section
Mod Browser
Import/Export
Logorfuzzo - OverviewGitHub
LogoContributors to WolvenKit/WolvenKitGitHub
LogoTraderain - OverviewGitHub
LogoHitmanHimself - OverviewGitHub
Tools: Import/Export UI
Import/Export
File
New File
File
Save
File
Save As
File
Save All
Build
Pack Project
Build
Install
Build
Install
Build
Pack as REDmod
Build
Install as REDmod
Logojackhumbert - OverviewGitHub
Logoseberoth - OverviewGitHub
Find it in your toolbar
https://dotnet.microsoft.com/en-us/download/dotnet/6.0
https://dotnet.microsoft.com/en-us/download/dotnet/6.0
See issue #622
Settings
MipMap
masklist
Export
Archive
Configuring File Validation

TexG_Generic_Color

Transparency: from texture's alpha channel SRGB: true

TexG_Generic_Grayscale

TexG_Generic_Normal

No transparency Will be swizzled on import (green channel dropped), which will turn blue maps yellow

TexG_Generic_Data

???

TexG_Generic_UI

Used for UI textures that do not consider in-world lighting

like generic_color, but without isSRGB

TexG_Generic_Font

for fonts

???

TexG_Generic_LUT

for LUTs

???

TexG_Generic_MorphBlend

???

TexG_Multilayer_Color

not used for any workflows,use Generic_Color instead

TexG_Multilayer_Normal

not used for any workflows,use Generic_Normal instead

TexG_Multilayer_Grayscale

not used for any workflows,use Generic_Grayscale instead

TexG_Multilayer_Microblend

used for microblends

tileable normal maps with transparency for use in microblends

Menu

What is the Menu?

The Menu is the main navigation bar at the top of the WolvenKit application. The Menu contains key functionality such as saving, opening files, and building mods. Read below for details about each Menu button. The Menu also displays the current mod project name and file opened with WolvenKit.

Toolbar

The Toolbar is available directly below the Menu from the Editor. The buttons add convenience shortcuts to certain menu functions.

Additionally, the Toolbar contains the Launch Profiles button.

HOME

File

New File

Opens the dialogue to create a new file.

Save

Save the currently selected document from the File Viewer

Save As

Save the currently selected document from the File Viewer as a new file

Save All

Save all currently open documents from the File Viewer

Project

New Project

Create a new WolvenKit mod project

Open Project

Open an existing WolvenKit mod project

Project Configuration

Configure various project settings

Scan project for broken references

This will go through every file in your project, checking if referenced resources are in your project or part of the base game.

If you are using a texture library, you will obviously get false positives here.

Scan for unused files

The opposite of "Scan project for broken references" โ€” this will check every file in your project and check if it's used by something.

Will give you a list that you can copy to clipboard, or options to move/delete the files.

This feature is experimental, so handle with care!

Delete empty folders

Will yeet folders without files in them. Works recursively (will also delete empty folder trees).

Run File Validation on entire project

Build

Pack Project

Generates the install-ready structure in your project's packed folder, then creates a zip file.

The generated zip file is ready for Nexus upload!

Pack as REDmod

Generates the install-ready structure (REDmod format) in your project's packed folder, then creates a zip file.

Install

Install as REDmod

Runs Pack as REDmod, then copies the contents of packed to your game directory.

Install & Launch Game

Runs Install, then launches the game for you

Install as REDmod & Launch Game

Runs Install as REDmod, then launches the game for you

Clean All

Deletes the contents of your Wolvenkit project's packed directory.

Hot Reload

Launch Profiles

Create and modify one-click pack & launch operations

View

Project Explorer

Toggles the Project Explorer on or off

Asset Browser

Toggles the Asset Browser on or off

Properties

Toggles the Properties panel for your currently selected file or off

Log

Toggles the Log panel on or off.

Tweak Browser

Toggles the Tweak Browser on or off. This panel will let you browse the TweakDB.

LocKey browser

Toggles the LocKey browser on or off. This panel will let you browse translation strings.

Show File Preview

This feature impacts performance. Navigating the Asset Browser or Project Explorer will be faster if the preview is toggled off or inactive.

Layout

Save Layout to Project

If you do this without an open Wolvenkit project, the view will be saved to the default file %USERPROFILE%\AppData\Roaming\REDModding\WolvenKit\DockStates.xml

Reset Layout

Resets the UI layout to the default from one of the following files (by priority):

  1. %USERPROFILE%\AppData\Roaming\REDModding\WolvenKit\DockStates.xml

  2. Path\To\Wolvenkit\DockStatesDefault.xml

This can be especially helpful if the layout is bugged or an editor window is unrecoverable.

Tools

Depot Generator

Sound Modding Tool

Script Manager

Toggles the Script Manager

Import Tool

Toggles the Import Tool

Export Tool

Toggles the Export Tool

Settings

Game

Launch Game

Launches Cyberpunk 2077

Launch Game with Steam

Launches Cyberpunk 2077 using Steam

Open Game Folder

Opens the Cyberpunk 2077 game directory in Windows Explorer

Extensions

Plugin Manager

Opens the WolvenKit Plugin Manager

Mod Manager

Opens the WolvenKit Plugin Manager

Cyberpunk Blender Add-on

Help

Setting Up WolvenKit

Opens an external-link to the Setup page

Creating a Mod

Discord Invitation

About WolvenKit

Open Log Folder

Opens the folder with the Wolvenkit Logs

8.3

Good things come to those who wait

Published Sept 05 2021

WolvenKit 8.3 arrives with amazing new features, improved workflows, and critical bugfixes. Support for basic REDengine file editing has been implemented. While using our RED4 document viewer, virtually any RED4 file can be opened, modified, and saved using a sleek UI. Additionally the mlmask format has been reverse engineered allowing users to generate new mask files using our bespoke file I/O pipeline. The most common crashes and issues have been addressed; WolvenKit now handles issues with dependencies much more gracefully.

Patches

8.3.2 (Sept 05 2021)

Fixes

  • Fixed a bug where the application would crash on a clean restart

Changes

  • Added global application error logfile %AppData%\REDModding\WolvenKit

Asset I/O

What's New

  • Material I/O has been refactored The material json has been reworked significantly. WithMaterials mesh exports will no longer generate json subfolders within the Raw directory. Without containing folders, each json file is now uniquely named after the source mesh followed by .Material.json. This will significantly declutter any project with materials. The internal structure of the material json has been dramatically simplified; internal mutlilayered component data has been removed. Rather than include the same ml-data for each and every material json, mltemplates and mlsetups will be stored once as json within the Material Repository. This prevents bloated material jsons in excess of 500,000 lines. The Cyberpunk Blender add-on must be updated to 1.0.2 or higher for compatibility.

  • Internal code for accessing shaders (mt) during I/O is more robust Material exports are now more future-proof, and now support multiple game versions.

Mesh I/O

  • Added material only option for mesh imports Support for importing materials-only to edit mesh materials without worrying about breaking the underlying mesh during the I/O process.

  • Added glTF file import verification options Exposed glTF validation options to the user when importing custom mesh files.

  • Improved detection of invalid normals and tangents Additional checks for bad mesh data improves feedback from WolvenKit when importing meshes.

  • Improved verifications Added verifications for rendtopology and garment support.

  • Support for morphtarget base mesh import option with UI

Development

Implemented

  • Updated the RTTI types to 1.30

  • TweakDB writer It's now possible to create Tweak Databases from scratch

  • Reactive UI

  • Improved Asset Browser functionality Improved selection and search (keywords, glob, regex)

  • New splashscreen art

  • Texconv for image I/O has been removed WolvenKit relied on Microsoft Texconv which has been removed in favor of native wrapper.

  • Added DXTEX git submodules We recommend developers to run git submodule update --remote to pick up the latest submodule updates when building WolvenKit.

I/O

  • Using glTF Core library for most mesh/morph exports

  • Exporting bones with morphtargets

  • Detect base rig properly instead of using a hack while merging multiple rigs

  • Material helper files are now dumped in the Material Repository

  • Added support for creating mlmasks from bespoke masklist file

  • Nuked custom json exports for mlsetup, mltemplate, hp, using cr2w serialization instead, (will break blender addon)

Memory Optimizations

  • Disabled webview2 when offline

  • Store hashed names as ascii byte arrays instead of strings

  • Smarter missing hash detection in the hashservice for deferred loading

  • Made most of the Archive classes structs

Miscellaneous

  • Removed unused dependencies

  • Removed solution platforms for anycpu and x86

  • Disabled caching of the archive manager

  • Added prompt to run webview2 installer if not installed on app startup

  • Catel has been removed from the solution

  • Shader (mt) data is no longer hard-coded Archives are now accessed directly to determine shader data within mt files. This removes tens of thousands of lines from the code base, and ensures the data is parallel with the users game version.

  • Enabled saving of cr2w files

Fixes

  • Fixed mainView and app icons

  • Fixed mlmask layer uncooking after directxtex wrapper implementation

  • Fixed mainwindow themeing

  • Fixed Asset Browser weirdness

  • Mesh dependency files haven been moved in archives in patch 1.3 Recollecting certain archives causes missing dependencies, removed recollection.

  • rref and raref templates

  • Fixed a bug where wizards and dialogs would not be displayed properly

File Editor

Fixes

Critical Fixes

  • Improved support for future game versions Cyberpunk game update 1.3 caused crashes with the Asset Browser. WolvenKit relied on a cached archive file inside the user appdata folder, which caused a crash when this cache was mismatched to the installed game version. The archive cache file has been removed in favor of direct archive access, which also yields improved performance.

Miscellaneous

  • Fixed a major issue with the Material Repository Before the release of WolvenKit 8.2 the Material Repository output was switched from PNG to TGA. This resulted in adding ~70gb's of extra data due to lack of compression with TGA. To reduce unnecessary bloat the default format of the repository is now PNG moving forward. Recreating the Material Repository is recommended to save space and update for game version 1.3.

  • Fixed a crash with the update service while offline

  • Fixed a crash related to recently used items

  • Fixed a bug where loading Asset Browser items was slow

  • Fixed a crash when searching in the Asset Browser

  • Fixed a crash when previewing some wem files

  • Fixed a crash when renaming and deleting files

  • Fixed a file handling crash with external applications Some external applications such as paint.net create temp files inside the project causing a crash.

Mod Projects

UI/UX

  • Streamlined some UI elements for improved efficiency and simplicity General cleanup of elements lacking padding, margin, etc.

  • Asset Browser interface has been improved extending usability Multiple files and folders can now be selected and added to project using check boxes. New button Add Selected Item(s) to Project has been added to the Ribbon context menu. Advanced filtering options have been implemented to search functions. Items are now sorted alphanumerically and suffixes to the file sizes (kb/mb).

Other

  • Cyberpunk 1.3 and existing WolvenKit mod projects We strongly recommend rebuilding existing mod projects by replacing old assets with updated versions from 1.3. Many assets have been updated, and some formats have been changed. For example, to update a mesh mod add the mesh file from 1.3 to your mod project and re-import the custom glTF file. This mitigates the risk of crashes or corruption with files.

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:

You will see something like this:

How it looks like:

Opening an existing WolvenKit mod project

  1. Select a .modproj file to open with WolvenKit

File structure explained

Your project will contain the following folders:

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

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.

customSounds

A directory for custom sound files.

Resources

Location: your_wolvenkit_project/source/resources

This folder contains other files for your mod.

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

See also

File Validation

What is Wolvenkit File Validation? How do I use it?

Summary

This page will tell you how to use and configure the File Validation feature (added in 8.9.1)

What is it?

This feature will try to validate the internal structure and โ€” based on your settings โ€” dependent files.

Running File Validation

In the editor

On the entire project

From the Project Menu in the main bar, you can run File Validation on the entire project.

Since this can take a long time, Wolvenkit will show you a warning first.

The automatic hook

By default, File Validation will trigger every time you save. Since this can impact performance for larger files, you might want to disable it.

I don't want it, how do I get rid of it?

There was an error

If you're here because of a link in the Wolvenkit console, there's nothing to worry about, your file saved fine! However, you've managed to run into something that the program isn't equipped to handle yet.

Please attach a minimal version of your project's source folder (we only need archive, but all involved files have to be present, or we won't be able to reproduce your exact error).

Configuring File Validation

You need to change the settings inhook_settings.wscript. This is how you open it:

That will open the script editor panel, which looks like this:

In an ideal world, this wiki is always up-to-date with the existing source code. However, that doesn't happen automatically (and can't easily be made that way), and the Wolvenkit team focuses on fixing bugs and developing new features.

The most up-to-date documentation will always be in the source code. Read the comment blocks (green in the screenshot above) for a description of what a flag does.

Here, you will see a list of settings, which are documented in the next section.

Global and shared settings

Depot paths

File Validation will check if any given depot path exists, and warn you if the file could not be found.

This will give false positives if you're on the mod browser!

Enabled

The flag Enabled in line 4 will enable/disable file validation globally.

Each entry in the list has an individual Enabled flag that lets you turn off validation for this particular type of file.

DisableAutofix

File validation can automatically correct certain errors for you. There are certain advanced use cases where you'd want to turn this off โ€” if you don't know about them, then you'll probably want this.

Right now, this is set to false by default and affects the following toggles:

validateRecursively

This is the reason behind the micro freeze each time you save a file. If it is enabled, then Wolvenkit will also look at included files โ€” for example, if you save an .app file, it will collect all included meshes (via components or via root entity) and warn you about missing appearances.

You can disable this to save performance, but that will reduce file validation to a glorified typo checker for your file paths. Its developer strongly advises against it, as the feature has saved her hours of frustration already, and at the point of writing it hasn't even been released.

Anims: animation files (.anim)

Checks if all animation names are unique. Since animations are targeted by name, this is the #1 reason why your mod will show the wrong animation.

checkForDuplicates

Will warn you about duplicate animation names (e.g. animations 2 and 31 are both named "facepalm")

App: app files (.app)

Checks all appearances and their associated partsOverrides and partsValues.

checkComponentNameDuplication

Will warn you about duplicate component names. Components are targeted by name, so they should be unique for each appearance or mesh entity.

checkForCrashyDependencies

inplaceResources can crash your game (it's complicated and has something to do with timing and async loading). This flag will toggle the check.

checkPotentialOverrideCollisions

Will warn you if components with the same name are pointing to different meshes.

checkCookPaths

Will print a warning if you have cookedOverrides set in the root or in individual appearances. These things are the reason why mods such as cookedAppsNulled exist.

csv (ArchiveXL factory files)

checkProjectResourcePaths

Assumes that entries are file paths. Will print a warning if the files can't be found.

warnAboutInvalidDepotPaths

Prints warnings for everything that doesn't look like it's a file path (by regular expression checking, there should be at least one slash)

ent: Root or mesh entity

Similar to the .app file, this will validate nested files, basically checking the entire ArchiveXL chain of dependencies.

validateRecursively

This is really performant and will only look into each file once. That being said, the more files you pull in, the longer it takes, and you might want to disable this feature. On the other hand, saving the root entity is a great way to find out what exactly is broken about your ArchiveXL project.

checkComponentNameDuplication

Same as in the app file: will warn you about duplicate component names. Components are targeted by name, so they should be unique for each appearance or mesh entity.

checkDynamicAppearanceTag

Will print a warning that you might have forgotten to add a DynamicAppearances tag to your root entity if either of the following conditions is true:

  • There are empty appearance names in your root entity

  • Your .app partsOverrides appearance names or your mesh entity use dynamic string substitution

โ€ฆ since ArchiveXL won't work its magic if you haven't set the tag.

Json: Localization files

Will try to warn you about issues that will cause empty or incorrect strings to be displayed

checkDuplicateKeys

This will warn you if any entries will overwrite each other due to shared key data.

checkEmptyFemaleVariant

Mesh: 3d object

Will check your mesh's internal material assignment. Will warn you about missing files, unresolved dependencies or errors with definitions and file types (some of which might potentially crash your game).

validateMaterialsRecursively

Will also check .mi files and their material setup. As the .mi chains can be quite long, this can cause performance issues.

checkDuplicateMaterialDefinitions

Will warn you if two of your materials appear to be identical

Mi: Material Template

Will check the material setup.

validateMaterialsRecursively

Will check nested .mi files and their material setup, if you are using any.

Workspot: loading .anim files

fixIndexOrder

autoReopenFile

More convenience: Automatically close and re-open the file after using fixIndexOrder (instead of bothering you about it). Default is false.

showUnusedAnimsInFiles

Will warn you about animations in the included .anim files that aren't used by the workspot, in case you want to delete them.

showUndefinedWorkspotAnims

Shows animations that you include in your workspot, but which aren't defined in any of the included .anims files.

checkIdleAnimNames

Will warn you if the idle anim name deviates from the appearance anim name. This isn't strictly necessary, but since the idle anim name is displayed in the list, you will never find the right appearance otherwise.

checkIdDuplication

Only triggers if you aren't using fixIndexOrder: this will warn you about duplicate numeric ID assignments. These will cause the game to mix up your animations.

checkFilepaths

Checks the files included via finalAnimSets, warning you about any loading errors (invalid file paths, invalid extensions, you forgot to add the entry to loadingHandles)

Exporting Characters to Blender

Step-by-step guide for exporting to Blender for non-mod use (i.e. cosplay, 3d print, etc.)

Summary

This guide aims to walk you through finding and exporting a character to blender so that its usable for cosplay or 3d printing or whatever. Guide is using nightly WolvenKit, Cyberpunk add-on for Blender, and Blender 3.6.

This guide uses the following versions:

  • Cyberpunk 2077 game version 2.1

Prerequisites

The character's .ent file

Finding the file

Before we can export anything, we need to find the .ent file for the character we want to export. This tutorial will use Jackie, but it works just the same for everyone else.

The easiest way to find a characters ent if their not already in the list on the wiki is to use Red Hot Tools. Once its installed you can simply walk up to an NPC in game and the inspect tab will show you the ent and appearance info you need. With that info you need to find them in wolvenkit.

You can refine your search, checking only .ent files, by using the following search query:

This will give us plenty of files โ€” we'll sort them by file extension and scroll to the ent section of the list. jackie_welles.ent looks promising, so we'll double-check if it's the right file:

  • Right-click it and select Open without adding to project

  • Use the entity preview tab to confirm that it's him

Exporting to Blender

With the .ent file in your project, you can run the script that will handle the actual export, adding all the necessary files to your project and exporting them in a way that Blender can process.

Wscript cant export files from other mods currently, if your exporting an NPV which uses other mods you will need to add any used files/materials to the project manually if you want them in Blender.

What does the script do/how to do it by hand? (You don't need to know this)

If you open the Entity file then expand the appearances bit of the entity template, he has 15 appearances which all appear to be defined in jackie_welles.app. For this next step you need to have the Wolvenkit resources plugin installed (View Options > plugins to install). The app should also be in the search results for jackie, simply right click it, then do find used files. Sort by type again and find the cookedapp files. Theres several which cover the different appearances, for each one you want to include in your export do the following:

  • Right click, do Find used files

  • Sort by type, find the mesh files

  • Select all and right click, add selected to project

You may need to go through the app file afterwards to check all the meshes got found, it sometimes seems to miss some.

The mesh files should now be visible in the project explorer, occasionally I find they arent showing up but closing and reopening the project makes them appear.

Open the Export Tool, and verify your meshes are listed. Double click one then the export options opens, and verify WithMaterials as the export type and LOD Filter is on. Set the texture type to png if it is not. Select Apply to all files of the same extension then confirm.

Now select Export All (or Export Selected) on the menu bar and a bunch of glb and json files should be exported. After its done a files have been exported notification should pop up to notify you of the success.

Importing into Blender

If you right-click the .ent file in the project browser and press Shift and Ctrl, the context menu will let you copy the path to the file!

Point it to the exported .ent.json in your project's files. For Jackie, the relative path is source\raw\base\characters\entities\main_npc\jackie_welles.ent.json.

Importing a specific appearance

Unless you specify otherwise, the default appearance will be chosen. If you want another, open the .ent file in your project and enter the exact appearanceName into the Blender open dialog.

You can find the appearance name in your .ent file inside the appearances list:

Now, click the Import Ent from JSON button and wait while the Blender plugin does its thing.

Blender might need a few minutes to load the materials and bake the shaders. If you aren't getting any errors, just assume that it's still at it.

To double-check, you can select Window -> Toggle System Console to watch Blender work.

Exporting Rigs & Anims

So we got Jackie out, can we make him move?

Summary

Created by @Simarilius Published October 15 2022 Last documented update: December 29 2023

It uses the following versions:

  • Cyberpunk 2077 game version 2.1

Exporting to Blender

So exported characters are cool, but how do we get them out of that annoying A-pose?

We need the rig, and maybe some animations:

  • the main body rig

  • the head/face rig

We're going to export them, bind everything, and attach the head to the body. (recapitate?!?)

Finding the body rig

You can look it up in the body's entity file. Find it by file name, or right-click on Jackie's body mesh and select "find files using this", then doing the same again on the .app file.

Open up the .ent file and check the components array for an entAnimatedComponent (usually nameddeformations), which lists the rig:

You will need this for the body mesh export. Additionally, you need to find the head rig โ€” read the next section for how.

Copy the path under rig and put it somewhere where you can find it later.

Finding the head rig

The head rig is in the same folder as the head mesh.

Naming conventions:

You will need this for the head mesh export.

Right-click on the .rig file and select Copy relative path. Put this with the body rig path.

Re-exporting the meshes

We now need to re-export the meshes we want to use.

In the first step of the guide, you should have exported them the default setting withMaterials. That should have created material.json files and images, as the export we will use now won't do that.

The body mesh

In the Export Tool, select the body mesh and adjust its export options. (In Wolvenkit < 8.8, double-click it).

  1. Filter by name: paste the file names (or paths) that you saved in the previous step into the empty row at the top of Available on the left

  2. Select the rig by name (the same one as in the .ent file)

  3. Move it into the Available list

  4. Click on Finish to apply your changes

The head mesh

  1. Repeat the process above, but use the name of the head mesh rather than the body.

Importing into Blender

If the WithRig has worked, you should notice that rather than the mass of unorganised huge bones, you now have a skeleton structure that kinda makes sense.

I normally change the bone display settings of that armature from Octahedral to Stick, as that prevents bones from completely hiding the mesh:

Most characters bring in full bodies; however, Jackie is not one of them. CDPR modelled only his chest and hands, since the rest of his body was never planned to be visible.

Merging the skeletons

Now, we hook up everything by merging all rigs into one.

  1. Rename the head's armature to HeadArmature

  2. Rename the body's armature to BodyArmature

  3. Switch to the "Scripting" perspective and create a new empty script

    1. Optional, if you skipped step 1 and 2 because you like making things complicated: At the top of the script, find ~line 5 head = bpy.data.objects['HeadArmature'], and put the names of your armatures from the SceneCollection tab

  4. Click on theBodyArmature in the 3d viewport

  5. Run the script

The rigs should merge; the head meshes should be without an armature parent now.

Hopefully it looks something like below, with all the bones selected and just the one green dude in the outliner:

Parenting the other meshes to the armature

If you have a lot of meshes, you might want to skip this step.

For each submesh item, repeat the following steps:

  1. Select it in object mode

  2. Set the Armature Modifier in the Modifiers tab to BodyArmature

This should snap the item to the body and it will follow with correct weights when animated.

Animations

To find animations compatible with the character you just exported, open up their .ent file and expand the resolvedDependencies:

As of December 2023, facial animations and lipsync (folders lipsync and animations\facial) are not supported yet. (We're working on it, though!)

Add the animation you've chosen to your WKit project and export it . If you want to use this animation for editing, you need to check Include Root Motion in the export settings.

You will end up with a new .glb file, which you can import into Blender.

Now let's apply it:

  1. Select the BodyArmature

  2. Switch to the Animation perspective

  3. In the panel at the bottom, change the dropdown on the left from Dope Sheet to Action Editor

  4. In the dropdown in the middle, select one of the animations you just imported.

  5. Click the "play" button

You can keep importing more anim files and the list just grows.

Anyway, cheers Chooms, hope this has been helpful, have fun!

Troubleshooting/reporting:

As of December 2023, facial animations and lipsync (folders lipsync and animations\facial) are not supported yet. We're working on it, but if one of these exploded on you, you'll just have to wait.

Please include your .blend file and the full relative path to the animation that was giving you trouble in your report.

the yellow wiki
Cyberpunk 2077 Modding
Build
Hot Reload
Offline helped bring the WolvenKit 8 series into this decade by migrating the UI to WPF framework.
Here, you can search through game files.
This is your export tool. For detailed documentation of the different export settings, check the corresponding .
Your currently installed mods will show up on the left
This is your import tool. For detailed documentation of the different export settings, check the corresponding .

Used for colour textures inside the world (for use as )

Used for greyscale textures (for use as or metalness)

used for normal maps (for use as )

Shows the WolvenKit view

Will run the on every file in your project, and open the log file afterwards. This will generate a lot of duplicate text, but is the best way to find mistakes.

This option is hidden by default and can be turned on in the Settings. Read why.

Runs Pack Project, then copies the contents of packed to your game directory. You can learn about on the yellow wiki.

This option is hidden by default and can be turned on in the Settings. Read why.

This option is hidden by default and can be turned on in the Settings. Read why.

Pack archives and instantly install to game directory while Cyberpunk 2077 is running for testing (Requires ).

Same as option - enables/disables interactive Quick Previews within the Properties panel.

Saves the UI layout to the current WolvenKit project, making it persistent across sessions.

Tool for building a depot, a collection of extracted game assets to use them in other tools.

Tool for modding sound files

Open the WolvenKit page

Opens external-link to the Cyberpunk Blender Add-on GitHub page

Opens an external-link to the page

Opens an external-link to a invitation

Opens an external-link to the page

Support for mlmask I/O Native support for encoding files has been added. Through the use of bespoke masklist files new standalone mlmask files can be generated through .

Removed legacy code, hosted elsewhere WolvenKit 7 is updated and working here:

Initial support for editing various REDengine files with a dedicated in-app GUI WolvenKit 8.3 brings the first release of WolvenKit's core feature; a system for reading and writing REDengine binary files. While development is still in early stages, the File Editor supports editing and saving (non-buffered) paths and values.

WolvenKit could not be used while offline due to a bug with webview content The application crashed immediately with no feedback. Bug report here , fixed in . WolvenKit can now be used as expected without webview content. See also:

Fix a bug with exported PNG and BMP textures Both PNG and BMP files were written using the wrong codec on export (TIFF). The correct codec for each file type is now used. See:

BREAKING CHANGE - Material I/O Material I/O has been updated so projects with WolvenKit 8.2 may not work as expected. To upgrade projects for WolvenKit 8.3 remove all material json files and subfolders from the Raw directory. Export meshes in the Mod directory using WithMaterials argument to generate new material json files.

Check -> to learn about adding files.

From the : ->

From Wolvenkit's view via the Create New Project button

Field
explanation

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

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

From the or the page, click the "Open Project" button

WolvenKit will now open the project and proceed to the

Folder name
Explanation

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

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

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

For more details on , see the yellow wiki

For example, if you want to do a custom recolour of the mod , then your Wolvenkit project could be named _00_ArchiveXL_Netrunner_Variants, or _ArchiveXL_Netrunner_00_Recolour.

For full documentation of the and the , see the corresponding wiki pages.

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

Last documented update: March 12 2025 by

This feature has an impact on performance โ€” every time you save, there will be a short lag while the file validation does its thing. You can turn this off (check ).

By default, it will trigger every time you save a file. You can turn this off (check ) and trigger it by hand (see below).

Inside the , you can run File Validation from the menu bar:

In the , switch to the Hooks tab and uncheck the box behind hook_global:

For details, see below.

If you would like to help us fix it, you can open a ticket on or create a forum post on our in #wkit-bugs-and-requests.

There is no fancy UI for the configuration right now (sorry for that), but you can fine-tune file validation via .

File validation assumes that this is a factory for ArchiveXL or similar. If it isn't, you can ignore any warnings, or so that we can add your use case.

By default, the game uses femaleVariant - maleVariant will only be considered if you use either the or .

Mostly for use with . Will check if the workspot pulls in existing .anim files, warning you about duplicate definitions.

Convenience: Will automatically set indices of defined animations for you. There are advanced use cases where you might not want this. If you don't know what they are, you might want to turn on in addition to this.

Created by & Published: September 03 2022 Last documented update: November 2024

Blender >= or

Wolvenkit >= 8.11.1 ( | )

You have

This guide works just the same for guns โ€” add the .ent to your project, run the script, import, profit. Vehicles are more complex and have their own guide: please see for these.

If you want to add a character's animations, you can check the follow-up guide .

This section will tell you how to find and add an NPC's file to your project. If you already have one (because you're exporting an NPV), you can skip it and go straight to .

You can find a list of the entity files for a lot of the main characters over on the Cyberpunk 2077 Modding wiki

With our project open in Wolvenkit, we switch to the and search for the right file

Now, .

Open the (Tools -> Script Manager as of Wolvenkit 8.15), find Export_Ent.wscript and run it.

After the script has successfully run, you will find an .ent.json file in your project's

Switch to Blender and use the 's from the File -> Import menu.

Before clicking the import button, please read the next section about .

Find the full documentation on the yellow wiki under -> ->

This guide will show you how to add animations to a previously exported character. It assumes that you successfully completed .

Blender >= or

Wolvenkit >= 8.11.1 ( | )

Optional: If you want to get your hands dirty, check for a selection of Python scripts for Blender. Most users won't need this.

Delete the head and body component that you've imported the first time around: we're going to do a reimport. With the (File > Import > Cyberpunk GLTF), import both of your files into Blender โ€” the process works exactly like it did , just that there's extra data now.

You can do this either by script or by hand. This guide assumes you will select Option B, using the most recent script from .

Copy the script from and paste it into the document

Alternatively, for .anim in the asset browser.

Most of the animations seem to work flawlessly. Occasionally the process gos screwy somewhere and the model freaks out when you attach the anims. In that case, please open on github or tell us about it on in #blender-add-on.

Home
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8.3.2 (Sept 05 2021)

Project name

The name of your mod. This will only be used internally, so name it what you lke.

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!

Mod name

name of your .archive or redmod folder.

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.

Author name

Optional โ€” What it looks like - who made this?

Email

Optional โ€” can people send you mails about your mod?

Version

Optional โ€” if you want to maintain versioning yourself

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.

jackie
jackie > .ent
generic:             <name_of_head_mesh>_skeleton.rig
Jackie:              h0_001_mb_c__jackie_welles_skeleton.rig
LogoOffline-R503B - OverviewGitHub
See detailed changes here.
Toolbar
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Exporting Vehicles
Exporting Rigs & Anims
Script Manager
Exporting Characters to Blender
subpage
subpage
manavortex
Asset Browser
Adding files to projects
Menu
File
New Project
The automatic hook
The automatic hook
autoReopenFile
Exporting to Blender
Importing a specific appearance
Annotated example. For more information about the files, see below.
As of 8.11
Adding a new texture with WolvenKit 8.2.2
Tools: Import/Export UI
mlmask
https://github.com/rfuzzo/WolvenKit
Learn more about the using the File Editor on the dedicated page.
Issue #547
Pull Request #542
Better prerequisites support - Issue #548
Issue #563
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the first time
raw folder.
Prep your computer

r6/scripts

r6/tweaks

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

Creating a Mod

With great power comes great responsibility

Purpose of the guide

Congratulations on installing WolvenKit! It's time to get your hands dirtyโ€ฆ

We're going to create an example project to help get you up to speed with WolvenKit's features and workflows. We'll walk through creating a basic mod step-by-step, while explaining how to get the best out of WolvenKit.

Before we get started

Now without further ado...

For a more detailed guide, check ELI5: Validate Functionality.

Prefer visual guides? Check out the video demonstration of this guide below โ†“

Creating a texture replacement mod

Summary

WolvenKit is a tool for mod developers to interact with REDengine file formats. Generally speaking, most mods created with WolvenKit share a similar workflow:

  1. Browse and extract game files

  2. Convert game files to common formats that can be modified

  3. Modify the file, often with an external application

  4. Convert the common format file back to game format

  5. Build a mod package including the newly modified files

In the guide below we'll cover these steps in detail to replace an image in Cyberpunk.

Getting Started with WolvenKit

Starting a project

  1. Ensure WolvenKit is properly configured by following the Setup procedure

  2. Create a new WolvenKit mod project

  3. Navigate to the Asset Browser window

Asset Browser

The Asset Browser is the most fundamental WolvenKit tool. It allows us to browse any archive and add individual files to a local mod project. Any files added from the Asset Browser will be added to the archive directory with their folder structure intact. Files added with the Asset Browser can be viewed, studied, modified, and packed as a modded archive.

  1. Use the "breadcrumb" style navigator in the left-hand side of the Asset Browser to quickly navigate folders

  2. Navigate to the following path: base\characters\garment\player_equipment\torso\t2_084_jacket__short_sleeves\textures\

  3. Select t2_084_pma_jacket__short_sleeves_decal_d01.xbmby left-clicking the file within the Asset Browser list. Feel free to choose another if you're feeling adventurous. Beware depending on the texture you choose, you may experience some difficulty when it comes time to verify that the final modded archive works successfully.

  4. Add the texture to your project by double-clicking directly on the file

Projects

Exporting REDengine Files

The archive and raw directories within the Project Explorer behave as a mirror to one another; REDengine files are always stored in the archive directory, and the analogous "generic" format file will be stored in the raw directory with the same folder structure. Import and export destinations never need to be specified enabling ultra-fast file I/O, with the added benefit of automatically-organized Raw files.

  1. Open the Export Tool

  2. Double-click the t2_084_pma_jacket__short_sleeves_decal_d01.xbm file within the Export grid to view advanced options. Any asset within the Import/Export grid can be doubled clicked to adjust advanced I/O options for each file format.

  3. Inspect the XBM Export Type drop down menu, in this case we want to export the texture as a PNG

  4. Press the Confirm button to proceed. For batch exports, using the checkbox for Apply to all files of the same extension will ensure that any XBM currently within the Import/Export grid will inherit the same advanced options.

  5. Press Process Selected to complete the export operation. A new PNG image will now be available within the Project Explorer Raw directory.

Editing Textures

  1. Import the t2_084_pma_jacket__short_sleeves_decal_d01.png texture file to an image editing software of your choice

  2. Make a distinct and recognizable change to the image

  3. Export the t2_084_pma_jacket__short_sleeves_decal_d01.png texture file as a PNG, overwriting the original PNG file

Not feeling creative? Feel free to use the the WolvenKit icon replacer below.

Importing REDengine Files

  1. Return to the WolvenKit Editor

  2. Open the Import Tool

  3. Select the t2_084_pma_jacket__short_sleeves_decal_d01.png file within the Import grid. Click the Load Settings button towards the top of the Import/Export tool. This sets the compression type and other various options to match the original XBM.

  4. Press Process Selected to complete the Import operation

  5. Verify the updated texture by selecting the XBM within the Project Explorer. The new texture should be viewable with the Properties window.

Building

WolvenKit features a one-click mod building solution. The build process packs any archive directory files into archive format and installs to the game automatically.

WolvenKit only supports unbundled files. Files that have been decompressed using WolvenKit CLI will not be packed correctly. Buffers must be compressed within the main REDengine file. Files added with the built-in Asset Browser will always be the correct format.

  1. From within the Menu, select the Install button

  2. Congratulations! Launch Cyberpunk and check out your first mod with WolvenKit!

Testing In Game

The following command can be used to obtain Johnny's Jacket: Game.AddToInventory("Items.SQ031_Samurai_Jacket",1) Copy and paste the command into the Cyber Engine Tweaks console using CTRL+C to copy, then CTRL+V to paste.

Final Thoughts

Enjoy your RED Modding journey!

ELI5: Full Prep for Mod Development

Perquisites: All the stuff you could possibly need, with download links

Summary

Created by @JJTurtle Published October 22 2022

Updated Jul 30 2023 by manavortex

Prepare your computer with Windows configuration, basic software requirements, and creates a centralized modding location that will match what you will see in the ELI5 guide screenshots.

Logistics: Creating the folder structure

This is a suggestion. We're not your real mom, so you can put stuff where you want. However, the paths below will be used through the rest of the ELI5 guide, so you might as well stick to them.

The folder structure below will be the centralized location for modding tools, assets, project folders, guides, shortcuts, and the depot.

Recommended: Pin it to Quick Access

I recommend pinning CyberPunk2077Mod folder to File Explorerโ€™s Quick Links. I keep going back to this parent folder to access my guides, shortcuts, to get into the asset depot, etc...

Install Wolvenkit

Optional: Create a shortcut

To quickly open the game folder, you can create a shortcut under C:\Cyberpunk2077Mod\. This will save time when programs keep asking you for the install location.

By default, Cyberpunk installs to the following locations (disregard this if you've changed them):

Steam

C:\Program Files (x86)\Steam\steamapps\common\Cyberpunk 2077

Epic

C:\Program Files (x86)\Epic Games\Epic Games\Cyberpunk 2077

GOG

C:\Program Files (x86)\GOG Galaxy\Games\Cyberpunk 2077

Optional: enable long path names

This will prevent you from running into problems because your path names are too long. Use this if you really like subfolders and/or have OCD. If you plan to put your mods in, for example, C:\mods, this is not necessary, but it won't hurt under any circumstances.

  • Enable Windows long path names and then reboot your computer.

Enable long path names: detailed guide
  • Step 1: Run PowerShell as an administrator

  • Step 2: Copy and paste the below command into PowerShell and press the enter key

    New-ItemProperty -Path "HKLM:\SYSTEM\CurrentControlSet\Control\FileSystem" -Name "LongPathsEnabled" -Value 1 -PropertyType DWORD -Force

  • Step 3: Install Microsoft Group Policy Editor, it is not deployed with Windows Home edition. If you have Windows Enterprise edition or know that policy editor is already installed then skip ahead to step 5.

    1. Run CMD.EXE as an administrator,

    2. Copy and paste the below command into the command prompt window and press the enter key

      FOR %F IN ("%SystemRoot%\servicing\Packages\Microsoft-Windows-GroupPolicy-ClientTools-Package~*.mum") DO ( DISM /Online /NoRestart /Add-Package:"%F" )

    3. Copy and paste the below command into the command prompt window to install Microsoft Group Policy Client Extensions

      FOR %F IN ("%SystemRoot%\servicing\Packages\Microsoft-Windows-GroupPolicy-ClientExtensions-Package~*.mum") DO ( DISM /Online /NoRestart /Add-Package:"%F" )

    4. Press Windows + R to open the Run window and open gpedit.msc

    5. Navigate into the policy folders: Computer Configuration > Administrative Templates > System > Filesystem

    6. Double click into Filesystem, then select Enable Win32 long paths and then click on Edit policy setting

    7. Select Enabled and then click on OK

    8. Close Windows Group Policy Editor

    9. Reboot your computer

Install Microsoft .NET

Enable REDMod

Utilities

Other programs you might need, and what you might need them for

Program
What you need it for

3d modelling - refitting, printing your V, you name it. The software is free and open source.

Importing and exporting meshes with ease from and for Wolvenkit

Image editing. You can also use Photoshop or Paint.net.

Enabling the Notepad++ JSON viewer plugin

Optional: Pin them to the start menu

I recommend that you pin Blender, GIMP, and Notepad++ to your Start Menu because youโ€™ll need to access them as youโ€™re creating mods.

Wolvenkit.CLI: Command List

Display help for a specific command: e.g. unbundle -h

For a way to configure Wolvenkit CLI, see the Settings page.

Unbundle

Separating archives into distinct compressed REDengine files

unbundle -p "PATH TO ARCHIVE" -o "OUTPUT PATH" -w *.mesh

  • Extracts all files from archive

  • -w Use optional search pattern (e.g. *.ink), if both regex and pattern is defined, pattern will be prioritized.

  • -r Use optional regex pattern

  • --hash: Extract single file with a given hash. If a path is supplied, all hashes will be extracted

The unbundle command also takes folder paths as input (will recursively extract all .archives in a folder), or a list of paths (e.g. unbundle -p "C:\MODDING\archives\basegame_4_gamedata.archive" "C:\MODDING\archives\basegame_1_engine.archive"

You can filter the files to extract from an archive with the -w (Wildcard) or the -r (Regex) filters: unbundle -p "PATH TO ARCHIVE" -w *.mesh e.g. will only extract files with the extension .mesh.

Uncook

Separating archives into distinct uncompressed REDengine files with external buffers

uncook --uext png -p "PATH TO ARCHIVE" -o "OUTPUT PATH" -or "RAW FOLDER OUTPUT PATH"

  • Extract all textures from archive, common formats (tga, bmp, jpg, png, dds) supported

  • -w Use optional search pattern (e.g. *.ink), if both regex and pattern is defined, pattern will be prioritized.

  • -r Use optional regex pattern

  • -hash: Extract single file with a given hash. If a path is supplied, all hashes will be extracted

  • --flipUse boolean option (e.g. 'true' or 'false') : Flip textures vertically (can help with legibility if there's text)

  • --forcebuffers: Force uncooking to buffers for given extension. e.g. mesh

The REDengine extension for textures is XBM

There are a number of files that support Uncook, including mesh, csv, xbm, and mlmask.

Cyberpunk textures use DDS format, but WolvenKit Console supports conversions to the most common image formats such as TGA, PNG, etc.

For example, textures can be converted to PNG using:

uncook -p "PATH TO ARCHIVE" --uext png

The same options apply here as well: When using

uncook -p "PATH TO ARCHIVE" -w *.xbm

Only files with the XBM extension will be uncooked.

Import

Converting raw files to REDengine files

import -p "INPUT PATH" -o "OUTPUT PATH" --keep

  • Convert raw files to REDengine files

  • -p can be a folder or file

  • -o (optional) is the output path where the REDengine files are created

  • -k (optional) use this parameter if you have already existing REDengine files in your output folder

When using -k you need both .dds/.buffer and .xbm/.mesh files

e.g. judy_body_wet.xbm AND judy_body_wet.dds

When using -o, then the REDengine files need to be located in that folder, while the raw files have to be in the folder specified with -p.

Export

Converting REDengine files to raw files

export --uext png -p "PATH TO FILE"

  • Convert REDengine file (mesh, xbm) to the corresponding raw files (gltf/glb, dds)

You can specify a folder to export, or multiple files pack -p "FILE 1" "FILE 2"

There are a number of files that support exporting: .mesh, .csv, .xbm, .mlmask and many more.

The in-game textures have .dds fileformat, but WolvenKit Console supports conversions to the most common image formats (png, jpg, tga). E.g. to convert the game textures to png use: export -p "PATH TO FILE" --uext png

Pack

Creating new archive files

pack -p "MODDED FOLDER PATH"

  • Pack a folder of REDengine files: this will create a new .archive file.

You can specify multiple folders to pack: pack -p "FOLDER 1" "FOLDER 2"

Do not replace existing vanilla archives

CR2W/W2RC

  • Convert a REDengine file into human readable form: cr2w -s "<PATH TO FILE>"

  • Convert a json file into a REDengine file: cr2w -d "<PATH TO JSON>"

Tweak

  • tweak -p "<input directory>" -o "<output directory>"

  • Defaults to current directory if -p or -o are not specified.

The .tweak file must be in the following format, with either flats or groups declared:

flats:
  Mycustom.flat:
    type: Float
    value: 1.0
groups:
  MyOtherCustomRecordOrGroup.mine:
    type: Vehicle
    members:
      affiliation:
        type: TweakDBID
        value: Factions.Unaffiliated 
      animals:
        type: array:String
        value:
          - cow
          - pig
          - horse
          - cat

Groups

Flats for the groups (also called records) are automatically created by appending the member's name to the end of the record's name. Using the example above, the following flats would be created:

Mycustom.flat
MyOtherCustomRecordOrGroup.mine.affiliation
MyOtherCustomRecordOrGroup.mine.animals

Types

Flats and group members must have one of the following as a base type :

CName
String
TweakDBID
raRef:CResource
Float
Bool
Uint8
Uint16
Uint32
Uint64
Int8
Int16
Int32
Int64
Color
EulerAngles
Quaternion
Vector2
Vector3
LocKey

Types can be prepended with array: to create an array, like array:String in the example. Arrays can be formatted with hyphens & newlines as in the example, or specified with square brackets and commas. The same array could look like this:

      animals:
        type: array:String
        value: [ cow, pig, horse, cat ]

Strings can left unenclosed, and optionally enclosed in double quotes, but if you're using paths with raRef:CResource, you'll need to double-up the \, like this:

      curvesPath:
          type: raRef:CResource
          value: "base\\gameplay\\vehicles\\curves\\muscle_car.vehcurveset"

raRef:CResource also accepts integers (ones that you might pull from a tweakdb output) in place of the path, like this:

      curvesPath:
          type: raRef:CResource
          value: 5774411407796421038

TweakDBID types can be the full path of the flat/group:

flats:
  myFlat.reference:
    type: TweakDBID
    value: myOtherFlat.cow

Or the shorthand that uses the hash & length, both in hexadecimal:

flats:
  myFlat.reference:
    type: TweakDBID
    value: TDBID:12345678:12

Vector3 are declared like this, using a capital XYZ:

flats:
  whereIam.position:
    type: Vector3
    value: 
      X: 0
      Y: 0
      Z: 0 
Example settings window for 8.9.1

script (.reds, )

tweaks (.yaml, )

CET (.lua, )

Keep in mind that understanding and modding Cyberpunk 2077 can be very challenging. If you're feeling stuck, please consider reaching out to fellow modders and the development team on our

Did you know? Modding guides and know-how are collected in the dedicated .

What can WolvenKit do? Check out the page to learn more about WolvenKit's features. Have some more questions before getting started? Try the

Configure the Editor using . Use the menu to ensure that the Asset Browser, Project Explorer, Import/Export, Properties, and Log windows are visible.

Use the main file list panel inside the Asset Browser to preview individual files. The XBM file extension always represents a texture file within REDengine. WolvenKit is capable of instantly previewing textures and models. The window responds automatically to selections within the Asset Browser. Feel free to experiment by selecting a few textures.

WolvenKit Projects are the core of WolvenKit functionality. Projects are primarily used to separate and organize source and game files into distinct self-contained mods. Each project can be thought of as the source code for any given mod. The is the central component for each mod project. Project files are separated into two main system directories:

The archive directory is for REDengine/Cyberpunk format files. The raw directory is for non-REDengine/generic format source files. These are core directories for WolvenKit's file operations. These folders are never exposed to the game inside the .

(Optional) Navigate to the window to examine the new file added to the archive directory. The preview functionality of the Properties window also works for local project files. Many REDengine assets and common image files (png, tga, etc.) can be automatically previewed by selecting them within the Project Explorer.

(Optional) Files within the Project Explorer have additional options when right-clicked. Directly right-click any file to open the .

WolvenKit features a bespoke tool for conversions between REDengine and non-REDengine formats. The (creatively named) are extremely robust, featuring advanced options and batch functionality.

While this guide is step-by-step, it's counter-productive for the WolvenKit team to guide users on using other software. For that reason, you can find more information on editing texture files on Cyberpunk 2077 Modding-> .

We recommend free tools such as , , or for editing PNG format textures. If you don't know how to use that, hit up Google or check Youtube, as it would completely blow up this guide!

Verify the mod project has been packed and installed by viewing the window

To verify this texture mod in game, equip the outer torso item Replica of Johnny's Samurai jacket. The jacket can be obtained through normal gameplay during the main questline. Alternatively, the jacket can be added to the player inventory by using the console.

While not all encompassing, this guide teaches the core philosophy behind our modding pipeline. If you've followed along so far, you're ready to start getting the most out of WolvenKit. We recommend familiarizing yourself with the Wiki to understand how our Editors work. Please keep in mind that everything in our community from software such as WolvenKit or this Wiki is developed, written, and created by passionate volunteers. If you encounter issues with software or documentation, consider getting involved with us on the

This section is optional, as most guides will tell you what programs you need anyway. If you are not computer-savy or feel very insecure about all this, then you want to read this. Otherwise, you can probably skip straight to the .

If you haven't done that, go and now.

Here is a quick link if you want to do your own research

Otherwise, expand the below.

You should have done that as part of . If you haven't, please do it now, because you need it.

Redmod is CDPR's entry point for mods. For full instructions on how to enable it, see .

( as of Aug.2023)

The for Wolvenkit

Text editing. Using this rather than whatever Windows wants you to use will save you a lot of pain later-on. If you don't know how to enable it after installation, check out the .

Notepad++ JSON Viewer is used to correctly format JSON syntax, such as when a file has been collapsed onto a single line.... for job security reasons Alternatively, you can install Visual Studio for its VCode JSON Viewer extension, but Visual Studio is a full featured coding solution and only needed by application developers.

Now that wer're geared up and ready, let's proceed to the .

Convert .tweak files (in YAML format) to a TweakDB .bin file that can be loaded with

A group's type (Vehicle in the example above) should exist in CP2077 for it to be useful. The compiler will not warn you if the type doesn't exist, but TweakDBext will let you know upon loading it (watch for messages in red4ext\logs\tweakdb.log). Generally a TweakDB type is the RTTI type without gamedata or _Record (, where the gamedata is already omitted from the filenames) - as an example, the a Vehicle's RTTI type is gamedataVehicle_Record.

๐ŸŽ‰
Cyber Engine Tweaks
Discord server.
Cyberpunk 2077 Modding Wiki
Overview
FAQ!
Properties
Project Explorer
Project Explorer
Import/Export tools
Krita
Paint.net
Gimp
Log
Cyber Engine Tweaks
Discord server!
configuration section
install Wolvenkit
Google search
configuration
TweakDBext
a full list can be see here
docking
View
packed mod
Context Menu
collapsed section
Blender
3.6
Blender Plugin
GIMP
Notepad++
instructions below
dragonzkiller
Switching Editor Modes
The log will yell at you if your files have issues now
You can toggle features on and off by switching values between true and false. Be careful that you don't delete any commas!
Wolvenkit > 8.8
Simarilius
88KB
t2_084_pma_jacket__short_sleeves_decal_d01.png
image

File Editor

REDengine file editor

What is the File Editor?

The File Editor is a document viewer and manipulator for modifying any REDengine file. WolvenKit is the only RTTI-based editor for RED4.

Starting with 1.14, Wolvenkit offers multiple editor modes. See Switching Editor Modes for details.

Switching Editor Modes

Starting with 1.14, Wolvenkit lets you switch editor modes by double-clicking the first button in the toolbar:

Simple Mode

Properties that you don't normally have to edit will be hidden.

Recommended for beginners and people who don't like to scroll.

Regular Mode

The file editor you know and love.

Expert Mode

Coming soonโ„ข๏ธ

Adding files via File Editor

  • double-click on a file in the Asset Browser's navigation window

You can also open files without adding them to your project:

This version of the file is read-only; you can edit it, but you can't save it.

Files in your Wolvenkit Project are accessible via Windows Explorer. It also works the other way around; however, not everything has to be compatible.

Saving Edited Files

See the next section about Editing files

TL;DR: Wolvenkit does not auto-save for you. Do it yourself, you lazy gonk!

Unless you have opened a file as read-only, you can save your changes in the following ways:

  • Hotkey: Ctrl+S

  • Save/Save All button

Unsaved files will have an asterisk next to their name in the editor tab.

Opening files

Editing files

Once a project is part of your Wolvenkit Project and shows up in the Project Explorer, you can open and edit it. Again you have two ways of doing that:

  • Double-click the file

  • Click on the blue icon that appears next to the file when you mouse over it

You can clear up some extra space for the File Editor by un-pinning other parts of the view with pin icon at the top right, reducing them to easily-accessible tabs.

Navigating files: The tree view

The tree view on the left lets you browse the file's structure. All entries are indented per level and can be collapsed by category to preserve the user's sanity as much as possible.

Many entries will have descriptor entries in white or grey that give you a preview on their contents.

The File Editor Context Menu

The File Editor Context Menu appears when you right-click on something in the File Editor. It offers different options depending on what you currently have selected. Maybe they will one day be comprehensively documented, but it will not be this day. Also, bear in mind that this is specifically about the File Editor context menu, which is not the same as the context menus in Asset Browser and Project Explorer.

Array items (Handles)

TweakXL: Override Value

Does not make sense under all circumstances, but will valiantly attempt to create a TweakXL override for the current selection (as if you had selected it in the Tweak Browser). This override will be saved as a .yaml file and, depending on the handle you tried to use it on, its contents may be useless. You must have TweakXL installed via the Plugins menu to get this option to appear in the context menu.

TweakXL: Copy to clipboard

Duplicate item in Array/Buffer

Copy Handle

Creates a reference to the handle. Unlike the previous entry, this does not create an independent copy; it's a reference to the same instance of the handle, not unlike a desktop shortcut. Whatever changes you make to the reference will also transfer to the original, and this will not be immediately apparent because WolvenKit does not update this in real-time. You must save the file and reopen it to see the original and the reference showing identical values after only one of them was edited.

Paste Handle

Copy From Array/Buffer

Copies the currently selected item/handle for pasting inside of Wolvenkit. You can only paste items to a compatible array. If you have selected multiple items, the most recent selection will be used.

The clipboard will be cleared once you paste an item to prevent reference cloning.

Copy Selection From Array/Buffer

Copies the currently selected items/handles for pasting inside of Wolvenkit. You can only paste items to a compatible array.

The clipboard will not be cleared once you paste. However, if you paste multiple times, all those pasted items will be identical - so if you change the file path in one of them, it will change all across your file.

You can Duplicate item in Array/Buffer to fix this, or you can abuse it to save copy-pasting. Word of warning: if you choose the latter, you will ruin somebody's day, and it's probably going to be future you.

Export to JSON

See Export as JSON Particularly useful for searching large files with CTRL+F in your word editor of choice. However, JSON conversion can get confused by some complex graph files. For instance, humanoid.animgraph is converted into a 300-megabyte JSON (300 times the original file's size) with over half a million lines. But hey, you can still CTRL+F it, so there's that.

Delete Item in Array/Buffer

Deletes the currently selected item/handle. If you have selected multiple items, the most recent selection will be used. This can also be done via the right-side window of the file editor by clicking on the red trashcan icons, as shown earlier in this article.

Delete Selection From Array/Buffer

Deletes the currently selected items/handles.

Delete All Items in Array/Buffer

Empties the entire list of items/handles. This is tipically accompanied by a distant, echoing voice that seems to say "That's a bold strategy, Cotton, let's see if it pays off for 'em."

Reset Object

Will reset the selected handle and all its values to their default greyed-out state, as if you had just created it by using Create Item in Array or Create Handle. It undoes all edits, including those by Cyberpunk's developers.

Editing files: The editor panel

You will observe different kinds of values (dropdowns, numbers, booleans, texts, enums...). Many of those appear in grey:

Those properties have not been changed by the person who touched this file, still holding their .

You can deduce quite a few things about a property's functionality by examining which parameters are untouched and which have been tweaked by Cyberpunk's developers.

Editing properties

Starting with 8.15, the editor has become smarter. By enabling "use validating editor" in the settings, you can turn on contextual hints:

The editor panel will show you the following kinds of controls:

Text fields

Curve fields

Some file formats offer more specific editing tools. For instance, curve properties often give you a Curve Editor, especially useful in .curveset files:

Node view

And some node-based files, such as .questphase files, offer a Graph View for viewing nodes and their connections:

Some node-based file formats, such as .animgraph and .behavior files, are not yet blessed with the Graph View, which as of February 13th 2024 is still under development. These files can be extremely complex and their properties un-collapse into so many sub-properties that it literally breaks WolvenKit's indentation:

Until the Graph View is made available for these file formats, they are to be feared.

Adding, Removing or Replacing Properties

Other than browsing and editing properties, you can also delete them, replace them, or add completely new ones.

The possibilities are endless, but most of them make the game crash. Wolvenkit will already prevent you from doing a lot of dumb things, but you can still get creative.

This section will give you an overview about the existing types of properties and what they are commonly used for.

Arrays

Arrays are lists of items. They look like this:

You can duplicate, add and remove array items and change their order via drag&drop.

Arrays can contain any of the other types of data. They do not contain other arrays directly; but Handles often include other arrays.

The "Paste" operations will be disabled if the items you copied aren't compatible with your currently-selected array.

Variables

The "data" in "data structure", the lowest level of nesting. You can edit them in the editor panel to the right, and they will never hold other variables.

Data Structures

As the name implies, a data structure is anything that structures data. These elements can hold any collections of other data structures, variables, or handles.

Handles

Handles are a special kind of data structure, which hold pieces of executable code.

Since you can't customize editable handles, you might as well delete them.

Handles: An example

Handles do specific things within the scope of the array they belong to. For instance, the weapon_shoot_effect.es file is the foundation for how gunshots behave the way they do in Cyberpunk. It has several entries dealing with different aspects of gunshots, and each entry has an array called effectExecutors. It can hold dozens of other entries, such as PhysicalImpulseFromInstigator or HitReaction. Now let's say you open weapon_shoot_effect.es, uncollapse the player_ray entry, then uncollapse the effectExecutors array, and remove the HitReaction element from it. Congratulations, you have just eliminated gun violence in Night City. Bullets no longer cause damage or even reaction animations. You absolute hero, you.

In case you don't know, player_ray refers to the concept of a gun's raycast, which detects objects along the path of a bullet and applies appropriate behaviors. So if a lack of familiarity with that term was causing you to wonder who the hell Ray is, well, I hope it's now clear.

You can also replace existing handles or add new ones from a list of handles compatible with the array:

When you select an array on the left-side window of the File Editor, you will find two types of yellow buttons on the right-side window: Create Item in Array, which sits alone at the top, and Create Handle, which appears next to every handle in the array. Clicking either of them will bring up the Type Selector: a search menu that lets you pick from a list of handles compatible with the array. The difference is that Create Item in Array adds the selected handle to the array whereas Create Handle replaces the handle it was next to, deleting it in favor of the one you picked.

In either case, the Type Selector will give you the full list of handles you can choose for the array in question, and you can narrow down the list by typing search terms such as, say, "Grenade", or "Effector", or "ofwifagbaygfaergergqhqjqtjfy" if you fall asleep on your keyboard:

If you select a handle instead of an array on the left-side window, you will still get the Create Handle button on the right-side window, allowing you to replace the handle you have selected.

The red trashcan icons can also delete handles, as you've surely guessed, but there's a way to do it directly on the left-side window using the File Editor context menu. So for our next section, we proudly present... *insert drumroll here*

Download, Install and Setup

Downloading the WolvenKit application

Summary

Published: October 22 2020 Created by @JJTurtle Last documented update: @reihera, April 20 2025

This section will walk you through the process of downloading and installing Wolvenkit.

TL;DR

  1. Extract it to a folder of your choice

Prerequisites

For detailed instructions on installing other software that you might need for mod development, see the section

  • Windows 10/11 (64-bit) or a Linux build of your choice

Wolvenkit is mostly developed and used on Windows โ€” if you're on Linux, you should know what we're doing, and this guide isn't for you.

Unrelated: The Wolvenkit developer team is looking for a Linux nerd who'd like to keep things compatible!

Downloading .NET

Open either of these pages:

Downloading Wolvenkit

What's a "Nightly" and do I want it?

The Nightly is a build of the latest development stand, created automatically every night via pipeline (hence the name). It contains new features that are being worked on, but introduces the risk of bugs.

You will usually want to use the stable version, unless you want to try out new features, help with development and testing, or generally like to live dangerously.

Here are links to the most recent build for each repository:

Which version do I want?

If you're on Nexus, then you can only download the portable (default) version. In this case, head to the next section.

Github offers you more options:

If you don't know which one to use, use the default (portable) one, it's usually the first entry in the list.

You don't need to download Wolvenkti Console, unless a (not-outdated) guide tells you so.

Detailed download instructions (with screenshots!)

Download either Stable or Nightly release.

Installing

Your settings are saved in C:\Users\yourUserName\AppData\Roaming\REDModding\WolvenKit.

This guide assumes that you install Wolvenkit and Wolvenkit Console to the following folders:

  • Wolvenkit: C:\Cyberpunk2077Mod\Wolvenkit

  • Wolvenkit Console (optional): C:\Cyberpunk2077Mod\Wolvenkit.CLI

You can use other paths, the guide just assumes that you don't.

Making your Cyberpunk2077Mod folder & Extracting your WolvenKit.zip file

You can manually make your Cyberpunk2077Mod folder in the root of your C: drive by:

  1. Right-clicking your C: drive, Click 'New Folder' - On Windows 11 you'll have to click 'Show More Options' at the bottom of the list ๐Ÿ™„\

  1. Type or Paste in Cyberpunk2077Mod & press Enter - You may see the Folder populate within another Directory Folder, this should self-resolve after pressing Enter

  2. From, presumably, your Downloads Folder, drag & drop your wolvenkit.zip file into C:\Cyberpunk2077Mod\

  3. With WolvenKit.zip selected, either right click to Extract All or Click the Extract All Button in File Explorer to begin Extracting\

For Linux Users

Linux compatability works off of a combination of throwing things at the wall and dark magic. As such, we cannot guarantee stability when using Linux.

Installation

  1. Extract them literally wherever you want it doesn't really matter, just remember where you put it.

  2. Find the WolvenKit.exe file in the extracted zip file, copy the path.

  3. Now here's where it gets weird, open Steam and go to your libary. Find the "Games" tab on the menu bar, and click on "Add a Non-Steam Game to My Library"

  4. In the window that just opened, press "browse", and paste the link, then select WolvenKit.exe if it's not selected already, and press "Add Selected Program".

  5. Find WolvenKit in your library, right click on it in the sidebar, press properties. Go into the compatability tab, select "Force the use of a specific Steam Play compatability tool" and then select "Proton Hotfix".

  6. When you first launch, it will ask for path to Cyberpunk2077.exe. It will be located in ~/.steam/steam/steamapps/common/Cyberpunk 2077/bin/x64/Cyberpunk2077.exe

  7. All done!

  • Mesh Preview does not work.

  • Font is not loaded correctly.

  • The launch splash is not transparent on Stable.

TLDR;

  1. Download the new release, extract the files (over your old install if you have one) and run it.

  2. Troubleshooting: Delete everything in the install folder, then re-extract the downloaded files again.

Optional: Removing old versions

If you don't have any old versions installed, you can proceed to the next section.

  1. Delete all the files in C:\Cyberpunk2077Mod\WolvenKit from the previous release so that any cached and orphaned files do not corrupt the updated release.

  2. Delete all the files in C:\Cyberpunk2077Mod\WolvenKit.CLI from the previous release so that any cached and orphaned files do not corrupt the updated release.

Extracting the downloaded files

Regular Wolvenkit

Optional: Wolvenkit Console

Optional: Creating a shortcut

If you want to launch Wolvenkit without browsing to the folder every time, you can create a custom shortcut and pin it to the start menu.

  1. Go to C:\Cyberpunk2077Mod\WolvenKit

  2. Right-click the executable WolvenKit.exe

  3. Select "Create Shortcut"

  4. You should now see something like this:

  5. Click "OK"

  6. Right-click on your shortcut again and select "Pin to Start Menu"

  7. That's it! You can launch now!

First Launch - TL;DR

When launching WolvenKit for the first time you will be greeted with a welcome form asking to set your preferences.

We recommend setting the path to your game files immediately.

The Game Executable Path (.exe) is the file path or location of the Cyberpunk2077.exe file. This can be set by manually entering a file path, or using the folder icon to open Windows Explorer.

The Depot Path is where WolvenKit will keep extracted Cyberpunk assets and files that are required for regular operation.

Import/Export: Mesh (3d Model)

WolvenKit is capable of exporting Cyberpunk mesh files (with their armatures and materials) natively to glTF format, preserving Cyberpunk's separation into distinct submeshes with different materials.

We can import those .glb files into the following game files:

  • .mesh

  • .morphtarget

  • anims

Exporting mesh file

Morph targets are automatically included inside the glTF file. You can find the morphs as shapekeys within Blender or blendshapes with Maya.

Default Export Settings

LOD Filter (default)

If selected, models for LOD > 0 will not be included with the export.

Is Binary (default, recommended)

Select to export in binary from as GLB rather than glTF format. (Recommended)

Export Materials (default)

Turn this off if the file export fails.

Export Garment Support (default)

Exports garment support to shapekeys for Blender.

Turn this off if the file export fails.

Export types

MeshOnly

The default export is versatile enough for most use cases. Any mesh, static or skinned can be exported and imported with this setting. For skinned meshes the bone parenting hierarchy will not be included, however this does not matter for importing meshes. Meshes will be divided into submeshes by material.

WithRig

Bone parents are not required for successful mesh imports

Using the WithRig export option allows us to export skinned meshes with parented bones. By default exported meshes are correctly skinned, but the skeleton contains no parenting information. Bone-parented rigs are especially useful for posing/animating using a 3d software.

Mesh files themselves do not contain the bone parents, so it's required to select a rig file to accompany each mesh export. To select a rig, in the WithRig Settings section of the right panel press the ... (Collections) button. This opens the collections menu where you will select your rig file.

WithRig usage

Choose a rig file from the panel on the left side, then use the opposing left/right arrows to add or remove a rig. The selected rig will be added to the right panel. Only one rig can be used, so adding more than one rig will result in the 1st rig in the list being selected.

Choosing rigs correctly

MultiMesh

MultiMesh usage

Importing mesh files

WolvenKit is able to import custom mesh files. The Import/Export tool expects meshes to be in the glTF format, stored as a .glb file (binary format). The tool supports skinned (animated) or rigid (static) models.

You have to import your .glb into an existing .mesh file!

Guidelines for successful imports

  • Be sure your mesh is triangulated and does not contain loose geometry

  • Submeshes are ordered by name and are called submesh01, submesh_02, submesh_03, etc.

  • Individual meshes have < 65535 triangles

Import Settings

Import with Material.Json

Import Material.Json Only

Will only import the Material.json, ignoring the .glb file. Handy for resetting material edits that you did by accident.

GLTF Validation Checks

  • Skip: Will not validate

  • TryFix: Will attempt to fix issues with your file

  • Strict: Will not attempt to fix anything, but yell at you for anything that might cause issues.

Target File Format

  • Mesh: Imports over a mesh

  • Morphtarget: Imports over a morphtarget (the file that deforms a mesh). Necessary for e.g. custom body morphs.

  • Rig: Attempts to import the associated armature to a .rig

  • MeshWithRig: Combines the Mesh and the Rig option.

Preserve Submesh Order

(experimental as of 8.9.1) Will ignore submesh names, instead using the order inside the armature to generate numbered submeshes.

Select base mesh

Use selected base mesh

Contains LOD8 named LOD0

Will treat the submesh LOD0 as having the lowest level of detail rather than the highest

Import Garment Support

Select Rig

Use selected rig

Import Material.json Only

Useful for updating material information only, without disturbing the original geometry data.

GLTF Validation Checks

Use the GLTF library to run some basic checks to detect bad geometry.

Import As REDengine File Format

Select the desired destination format. (mesh/morphtarget)

Use existing file

Rebuild the existing mesh file. (Required)

Blender glTF Settings

Import

Export

The following settings are recommended for using Blender with WolvenKit. Unlisted export options can use the Operator Default preset (no change). These options may not cover all cases, however it's a good baseline for getting started.

  • Geometry

    Materials: No Export

  • Shape Keys

New to Blender and/or modding? Remember to remove all extra assets before exporting! Do not include lights, cameras, or other meshes such as the default cube.

Submeshes

Meshes are sorted and given materials based on the submesh index. LOD variants are numbered as 1, 2, 4, and 8 which corresponds to the REDengine value. These are not the distances at which the LOD is applied.

It's important to remember the submesh name is determined by the Data Block not the Object Name. The orange colored icon represents the Blender object name, while the green polygon represents the actual name of the mesh.

It's possible to reference the material structure of the original mesh file using WolvenKit to see how each submesh is mapped to a distinct material.

In the example above, you can see the material list which repeats after reaching glass1 meaning this is the final submesh. We now know this mesh has 12 distinct submeshes (0-11). It also contains four LOD's because each material list is repeated for a total of four lists.

Material JSON I/O

Just looking to edit materials? WolvenKit can directly edit materials within .mesh or .mi files using the File Editor.

Technical Details

A bespoke json file will be generated from the material dependency stack and exported alongside the raw mesh file. The entire daisy chain of materials is analyzed and written to file top-down, meaning all properties are written as they appear in game. The material json file can be edited with any text-based editor. Any changes saved to the json file will be written to the mesh file upon each import.

  • For each WithMaterials mesh export, the material dependencies are analyzed and missing resources are dumped to the Depot.

  • The material json is generated by looking at the complete daisy chain of materials. Meaning every single dependency is reviewed and the top-most properties that REDengine sees are written to the material json file.

MorphTargets

Morphtarget I/O is highly experimental, some assets are not handled correctly

WolvenKit can export morphtarget files from the game to glTF format, these morphtargets files are used to morph a base mesh that exists in the game. For example, the character that you create in the game with different types of nose, eyes, and mouth is formed using the shape keys that exists in the morphtarget files. You can use Import/Export Tool to export them to glb/glTF, any morph texture(s) existing in file will also export along in dds format.

Source:
The same file that you picked in Step 1
look for the property "rig"
As of WKit 8.8.1, the filter will only search from the start
File Explorer view showing recommended quick link
Windows Start Menu showing recommended pins
Meme

To edit a REDEngine file, you have to add it to your first. There are two ways to do this from the :

select several at once, then use the option from the context menu

Right-click a file in the Asset Browser and use

The file editor features two resizable panels, the and the .

Attempts to copy the identifier to clipboard. If something without a tweak identifier is selected, you'll get the RedType instead. This option, like the previous one, will not appear without the installation of TweakXL via the Plugins menu.

Creates an exact copy of the currently selected item/handle, which will be inserted directly after it (this is important for e.g. in mesh files). This copy can be edited without affecting the original, unlike the next option in the context menu:

Exactly as it seems: it's the paste function of Copy Handle. As explained above, it pastes a reference, not a copy. Do not use this if you want a copy that you can edit independently of the original. "Why the hell wouldn't I always want that?", you might be asking. Because in some files, it can be helpful to have the same instance of a handle referenced in various places and only having to edit one of them. Do not question us, for we know the Old Ways (and if you do, the ideal avenue is to open a ticket in ).

The Editor View on the right side lets you edit the selected properties ().

The icon that says "abc" on it is the one you shall learn to fear, for it heralds the coming of a string variable. Whenever you see it next to a property you need to edit and you don't know what strings you can type in it, get ready to spend the next several hours of your life getting very well-acquainted with WolvenKit's .

To edit the property structure, you'll mostly use the project tree and its , whereas you edit the property's contents in the .

As of February 13th 2024, the main branch of WolvenKit is still using the old Type Selector, which is slow and limited in its search capabilities. It works like autocomplete, so you can't just type "Effector" and get every item that has "Effector" in the name. The new Type Selector can do that and is much faster. If you don't want to wait for it to be released on the main branch (probably in 8.13.0), you can already use it in WolvenKit's .

There is a , which you can follow if you are not very computer-savy or feel insecure about modding. If you've been sent here by the same guide, ignore this box and start with the . :)

Install REDMod and .NET from the section below

Download Wolvenkit-X.X.X.zip from github ( | )

Run it and do the

Optional: Proceed to the guide how to

(Cyberpunk's modding framework)

For older WKit versions: (versions <= 8.7.1)

For current WKit: The most recent (confirmed working with and Wolvenkit 8.13)

Download and install the runtime. (The SDK is for .NET developersโ€ฆ. unless you are a NET developer, and in which case do whatever you want )

If you don't care about the differences, go to the next section:

You can download Wolvenkit from any of the following links (click on the cards). If you are uncertain, go to .

GitHub (the links with the Wolvenkit icon) is the best way to stay up-to-date with WolvenKit, as this is where development happens. You can download the latest or Nightly fresh from the pipeline.

One of the Wolvenkit developers will download the stable version from github to put it on , so you can get it from there as well.

Package
Latest Release
Checks
Download option
What is it?

WolvenKit is not technically installed, you extract the downloaded file into a folder and it runs as a . When you update the application, you'll overwrite the existing files with those that you've newly downloaded โ€” you don't need to delete the old files, unless you run into weird problems.

Download the WolvenKit-x.x.x.zip or WolvenKit-x.x.x-nightly.yyyy.mm.dd.zip files (NOT THE LINUX VERSION) from or releases, depending on how much you want to gamble.

Known Linux Issues (see for reporting):

Optional: Proceed to the .

More troubleshooting: Find us on in the channel.

Extract the zip file to C:\Cyberpunk2077Mod\WolvenKit.

Unpack the zip file toC:\Cyberpunk2077Mod\WolvenKit.CLI.

For full instructions on how to configure Wolvenkit, please see the .

For a more detailed explanation of the options below, please see the . You can change them at any time by going to and opening the .

For the UI documentation, check

For general information such as the file structure and output directory, check

For a step-by-step workflow and troubleshooting, see -> ->

After exporting, your files can be found in your project's section.

create a meshName.Material.json file for the

Generally for NPC heads, weapons, or vehicle meshes you can find the associated rig file similarly named to the mesh in the same or nearest directory. For other meshes such an NPC body, a more generic rig is used. e.g. Johnny Silverhand is a man with average body proportion so his body uses the following rig: base\characters\base_entities\man_base\deformations_rigs\man_base_deformations.rig If the wrong/incompatible rig is used, an error will be displayed within the .

The MultiMesh export option is similar in functionality to , with the addition of support for multiple rigs and meshes. This option was implemented because some meshes use more than one rig. e.g. Judy's mesh l1_001_wa_pants__judy uses the following rigs:base\characters\base_entities\woman_base\deformations_rigs\woman_base_deformations.rig base\characters\main_npc\judy\l1_001_wa_pants__judy_dangle_skeleton.rig Where the dangle rig is used in addition to the base rig to animate Judy's belt.

Navigate to the MultiMesh Settings and configure the export options for additional meshes and rigs. The functionality is identical to , so the same instructions should be followed.

We strongly recommend the , which will automate the following checks for you:

Will re-import the Material.json file that has been generated on export, overwriting any changes you have made in the meantime. If you've exported from Blender via , material changes may have been written back.

Anims: Imports over an animation file. Necessary for .

(experimental as of 8.9.1) See

(experimental as of 8.9.1) Instead of importing directly over the target file, this option will pull the .mesh file that you have picked in Select base mesh (e.g. if you run into ).

(experimental as of 8.9.1) Will try importing Blender shapekeys as .

(experimental as of 8.9.1) See

(experimental as of 8.9.1) Instead of importing over the target file's associated rig, this option will pull the .rig file that you have picked in Select base rig (e.g. if you run into ).

Having trouble modifying a mesh file? Keep in mind WolvenKit always uses an existing mesh file for each import. Once a mesh file is corrupted, all subsequent imports will be corrupted as well.

Meshes can be imported with the pre-installed Blender glTF add-on with the default glTF import options. To learn about importing models with the Cyberpunk Blender add-on for shader previews, visit the

For a detailed breakdown of each material, use the option for mesh exports.

WolvenKit supports importing and exporting REDengine material information in the form of a bespoke material json file.

The material json file is necessary for previewing meshes with the . The REDengine data written to json is interpreted by Python script to setup somewhat accurate representations of REDengine shaders.

We rely on the (a local file cache) which contains all material dependencies for any given mesh.

The REDengine values written into the material json file can be interpreted by the Blender Cyberpunk glTF importer to automatically set up shaders within Blender Cycles. .

the Issues tab of GitHub
search feature
nightly branch
https://www.academia.edu/19644191
tree view
editor panel
arrays, handles and variables
context menu
editor panel
Asset Browser
your project's archive folder
Add Selected Items to Project
Open Without Adding to Project
installation guide
Wolvenkit's install instructions
Tools: Import/Export UI
Import/Export
Use selected base mesh
Use selected rig
Notepad++ Plugin Admin
๐Ÿ˜„
stable
nightly
set up the modding tools
Microsoft .NET 6
Microsoft .NET
.NET 8
6.0
7.0
Nexus
stable release
tester and developer builds
Nexus
Stable Release
Nightly Release
portable application
Stable
Nightly
bug reports
full configuration instructions
Discord
#wolvenkit-help-me
detailed guide
Log
custom animations
bone problems
garment support
bone problems
Blender Integration page.
Cyberpunk Blender add-on
Full Install Walkthrough (ELI5)
prerequisites
Prerequisites
initial configuration
Which version do I want?
Wolvenkit-X.X.X.zip
Wolvenkit.Console-X.X.X.zip
Wolvenkit Home
settings page
corresponding wiki page
Depot
raw
Try replacing the source mesh with the original!
WithRig
WithRig
WithMaterials
Learn more above
plugin
Read more about Blender integration here

Wolvenkit-X.X.X.zip You want this

Default โ€” the portable version: download and extract this, then start it via Wolvenkit.exe

Wolvenkit.Console-X.X.X.zip

Command Line Interface (CLI): Not the same as regular Wolvenkit. Formerly known as CP2077tools, and becoming increasingly obsolete.

Wolvenkit.ConsoleLinux-X.X.X.zip

As above, but on Linux. You usually don't need this.

WolvenkitSetup-X.X.X.zip

The Wolvenkit installer. This will run a setup and let you pick a folder. Currently (December 2024), the installer has issues.

Source code (zip) Source code (tar.gz)

A snapshot of the source code that was compiled into this specific release. If you're not a programmer, then you don't want this.

ELI5: Validate Functionality

To make sure the modding tools were setup correctly, you will use the below steps to create a very basic color swap mod.

Section Brief

This section is about validating the modding tools and potentially building your first mod.

Learning objectives:

  • Understand how file types relate to each other,

  • Identify assets with clothes in the game,

  • Create and add assets to projects,

  • Searching the Asset Browser,

  • Understand the Project Explorer,

  • Review log for activity,

  • Understand the purpose of the Archive folders versus Raw folders,

  • Look at assets in File Editor,

  • Convert to-and-from JSON files,

  • Opening files from the Asset Browser to plugins,

  • Use the Import/Export tool,

  • Install a REDmod type of mod,

  • Look at installed mods in WolvenKit Mod Manager.

Overview steps

  1. Use the name of the game item to find the asset files in WolvenKit,

  2. Find all the asset files for the item,,

  3. Create the GLB and DDS file for MlSetupBuilder models,

  4. Open an asset in MlSetupBuilder and change its color from green to orange,

  5. Import the edited asset back into your project,

  6. Install the mod,

  7. Party like itโ€™s 2077 in your new orange tank.

Some of the steps below are unnecessary, but it's important to see how:

  • An in-game item is used to find the ENT file,

  • The ENT file is used to find the APP file,

  • The APP file is used to find the MESH file,

  • The MESH file is used to find the MLMASK and MLSETUP files,

  • The MLSETUP file is used to find the MLTEMPLATE file,

  • MLMASK file is used to find the DDS files,

  • DDS file is used to find the XBM file.

Understanding this topology will help with your future mod development.

These steps get confusing. Just remember that weโ€™re using the entity file tshirt_08_old_02_w.ent to find the material layer file t1_080__leather_croc.mlsetup

Steps

  1. To make sure you do not have any mod conflicts, please uninstall all Cyberpunk mods except for Material and Texture Override. This can normally be done by disabling the mods in Vortex or whatever mod managing application you use for your normal gameplay.

  2. Launch Cyberpunk 2077 and either load an existing woman character, or start a new one if you have to. If you start a new game, then you'll have to play up to the scav hunt with Jackie before you can swap your clothes.

  3. Once you reach a point in the game when you can change your clothes, run the Cyber Engine Tweaks (CET) command โ€œGame.AddToInventory("Items.TShirt_08_old_02",1)โ€. This will load Judyโ€™s Tank in your torso inventory.

  4. Wear the shirt, take a screenshot, save the game, and then exit the game. This screenshot will be your reference to compare against when you have made the edit.

  5. The name of the shirt is Secondhand Knotted Tank and itโ€™s an Inner Torso item

  6. In the menu bar click on View and click on Reset Layout to make sure your screen matches the screenshots in this guide.

  7. Click on the Asset Browser and search for the asset name we found on Fandom. Start by searching for the entire name โ€œtshirt_08_old_02โ€ and then slowly start deleting characters from the right side until the entity (ENT) file shows up.

  8. Right click the t1_tshirt_08.ent file and open the file without adding it to your project. Notice that the file opens in the File Editor and is not listed in the Project Explorer.

  9. In the File Editor, expand appearance and locate the full asset name we found on the Fandom website. Notice that in the appearances array, the name ends in โ€œwโ€ which stands for woman (aka โ€œwaโ€ which stands for woman average). Cyberpunk uses postfixes m, ma, mb, mf, w, wa, wb, and wf to describe the gender of the asset and the body type it goes to. A is average, and b and f are synonymous for big/fat. There are other postfixes, but thatโ€™s the general concept.

  10. In the File Editor, expand appearance 7 for โ€œtshirt_08_old_02_wโ€. Click on the blue button for apperanceResource to open the APP file without adding it to the project.

  11. In the File Editor, select the APP file, and expand the appearances array. The asset name we got from the Fandom website is tshirt_08_old_02, which is a mashup of its entity name tshirt_08 and one of its appearance names old_02. We want the woman version of that appearance, so we're looking for old_02_w. Expand the old_02_w appearance and expand its components. This is where you will start seeing the pseudo name of the asset which is Judyโ€™s Tank. The meshAppearance has a value of leather_croc, and the mesh file is listed right next to it. That mesh file is used to create the GLB file that MlSetupBuilder uses to generate the tank's 3D model. Click on the yellow button for the mesh file to add it to your project, only files added to your project will show up in the Import/Export Tool.

  12. In Project Explorer, hover your mouse cursor over the mesh file and click on the blue button to open the file in File Editor. Expand the arrays localMaterialBuffer > Materials > leather_croc CMaterialInstance > values > 0 and 1. [0] contains the MLSETUP file which you'll import into MlSetupBuilder to change Judy's Tank from green to orange. [1] contains the MLMASK file which you'll use with Export/Import Tool to generate the DDS files that you'll need to view the 3D model in MlSetupBuilder. Click on the yellow buttons for the MLSETUP file and the MLMASK file to add them to your project.

  13. Right click the mlsetup file and convert it to JSON

  14. Right click the JSON file and open it in MlSetupBuilder (aka mlsb). MLSB should automatically open for you. If it doesn't, then first check the Windows task bar to make sure it's not open but hidden, and then check click on HOME > Plugins to make sure it is installed.

  15. Over in MlSetuipBuilder (MLSB), close the developer tool, then savagely and with mercy throw more coffee at Neurolinked#4973 (the author of this guide is not Neurolinked), and then click anywhere off the Welcome popup to get into the building tool.

  16. Notice that the material layers loaded but not the model. Click on Library to bring up the frame with the available models.

  17. Search for the mesh name from step 13 and then double-click on the model. Depending on how you created your Depot, you may see up to two errors. The errors are saying that the model requires two files, and those files are not in the locations that MLSB expects. One is the GLB 3D binary and the other the DDS flat image.

  18. To generate these two files, you will use the WolvenKit Import/Export Tool. First thing is to find out where MLSB is expecting these files. Close the Library by clicking the X icon in the orange bar on the top-right of the library. Then click on the warning icon on the bottom-left to open the error log.

  19. The error log says MLSB wants the DDS file in C:\Cyberpunk2077Mod\Depot\base\characters\main_npc\judy\textures and the GLB file in C:\Cyberpunk2077Mod\Depot\base\characters\garment\player_equipment\torso. If you decided not to create an Asset Depot then you will need to manually create these folders for the files you are about to create.

  20. Back in WolvenKit, on the right-side of the screen, click on the tab Import/Export Tool to expand the tool's window. Notice that the MLMASK file is currently set to export as a PNG, but MlSetupBuilder asked for a DDS file. To change that, right click on the MLMASK file and then click on Show Settings. Click on the export type dropdown and change png to dds, and then click on Confirm.

  21. Now that the mesh is configured to export as a GLB and the mask as a DDS, you are ready to export. You can either check the boxes next to each file and click on Process Selected, or since you need to export all the files anyway, ignore the checkboxes and click on Process All. Depending on the speed of your computer, the exported files will eventually show up in Project Explorer in the RAW folders. Notice how several DDS files were exported? This is because each DDS file represents an appearance layer on the 3D model. You can figure out which DDS file you need in three different ways:

    • On step 18, the leather_croc layer is listed as layer 0 which matches to the numbering system of the DDS files: masksset_0.dds, masksset_1.dds, masksset_2.dds, masksset_3.dds, etc...

    • On Step 21, MlSetupBuilder told you which DDS file it needed ml_t1_001_wa_tank__judy_masksset_0.dds

    • Back in WolvenKit you can open the MLSETUP file and expand the appearances list to see which layer number is needed. This is the exact same information as the layer information displayed in MlSetupBuilder (MLSB).

  22. From the error logs on Step 21, and create the folders:

    • C:\Cyberpunk2077Mod\Depot\base\characters\main_npc\judy\textures

    • C:\Cyberpunk2077Mod\Depot\base\characters\garment\player_equipment\torso

  23. Back in WolvenKit, hover your mouse over the GLB file and click on the yellow button to open the file's location in File Explorer. Right click the file and copy it, and then paste it in the folder you created back on step 21 (C:\Cyberpunk2077Mod\Depot\base\characters\garment\player_equipment\torso\)

  24. Back in WolvenKit, hover your mouse over the MASKSSET_0.DDS file and click on the yellow button to open the file's location in File Explorer. Right click the file and copy it, and then paste it in the folder you created back on step 21 (C:\Cyberpunk2077Mod\Depot\base\characters\main_npc\judy\textures\)

  25. Back in MlSetupBuilder, click the refresh button at the bottom of the screen. The model should load without errors and the multilayers display on the right.

    Attention: As of MlSetupBuilder version 1.6.5, the model does not change with the material selections (e.g. color Normals, Metal Outside, etc.). The model only shows the relationship of the layers with each other. You can see this by clicking through the layers, and the colored region on the model is the currently selected layer.

  26. You can leave the leather_croc material and only change the color to orange (in the case of this guideโ€™s example), but I feel that the orange color looks better in spandex. Select the leather_croc layer and then click the Material dropdown. Type spandex into the search box and select the spandex_clean_02_30 material, and then click the Material dropdown again to close the dropdown.

    Attention: Please take a mental note that each layersโ€™ name starts with a number that is in sequence from 0 through however many layers the asset has. The layer weโ€™re editing starts with a 0, which means weโ€™re editing layer 0.

  27. These four settings alter how the material is rendered to physically represent how light interacts with its surface. The dropdown values are not color HEX, but instead reference numbers. The important numbers are inside the brackets (#).

    • Normals: A texture mapping technique used for faking the lighting of bumps and dents.

    • Metal Outside: Defines the outside of the material as diffuse with a white dielectric coating (0.0) or metallic (1.0)

    • Rough Inside/Rough Outside: Sets the roughness of the surface, where 0.0 is completely smooth, and 1.0 is completely rough (wholly diffuse).

  28. Set the Normals to 1.66, Metal and Rough Inside to null, and Rough Outside to 0.3333,0.6666.

  29. Scroll down the color grid, select orange, and then click the Apply Edits button. Notice that the wording in the layer changes to match your selections.

    Attention: While youโ€™re here, make sure the Opacity is 1.0 which means this layer is 100% visible.

  30. With the layer updated, click on Export and selected the Wkit version that matches what you have installed, and as of 10/20/2022 that is WolvenKit 8.7. The Save Dialog Window should open to your Project folder and have the same name as the JSON you converted in WolvenKit. When you click on Save, also click on Yes to replace the existing file. There is no need to save a copy of the original because you can repeat step 16 to re-create it.

  31. Back in WolvenKit, right click on the JSON file and click on Import from JSON. Normally a log would be created to show you the import occurred, but currently that isnโ€™t happening so I cannot show you that. Regardless, if you look at the modified date of the mlsetup file in File Explorer, you will see an updated datetime.

  32. Notice the button Pack as REDmod. This button packs your asset files into an archive file, generates the required info.json, puts them into the necessary folder structure to install the mod into your game. This package can be viewed on the PACKED tab. Feel free to click the button Pack as REDmod to see what it does, it will not harm the mod, or else you can skip this step and just look at the screenshot below to see what it does.

  33. Click the button Install as REDmod. This button will pack your mod just like Pack as REDmod did, and then it will also install the mod into your game folder. Let me repeat myself but with different words,

    • Pack as REDmod generates the archive file,

    • Install as REDmod also generates the archive file and then install it to your gaming folder.

  34. Your new mod will be listed in the Cyberpunk 2077 REDmod folder

  35. Launch the Cyberpunk 2077 game and load your saved game from step 4. How you launch the game doesnโ€™t matter because the mod is deployed directly to the gameโ€™s install directory. Enter your inventory and youโ€™ll notice that the tank you created in step 3 changed from green leather to orange spandex.

  36. Congratulations! You have now validated that WolvenKit is deployed and setup correctly on your computer. Happy modding!

Cyberpunk 2077 Modding

Used by other applications to "talk" to Wolvenkit, for example .

Navigate to Fandomโ€™s Cyberpunk clothing page and find the asset name for Judyโ€™s tank. Since we know the item is an inner torso shirt, please add #Inner_Torso to the end of the URL. This convention works for all other items as well. If we want to find Vโ€™s Pants then you would add #Legs to the end of the URL. If youโ€™re looking for blades, use Fandomโ€™s menu to navigate to the weapons section Gameplay > Items > to the end of the URL. But in this case, weโ€™re looking for Judyโ€™s shirt.

Launch WolvenKit and : Project Name: Judyโ€™s Orange Tank Creation Location as C:\Cyberpunk2077Mod\Projects

WolvenKit
WolvenKit Nightly
MLSetupBuilder
Create a new WolvenKit mod project
1.14 interface
Weapons and then add #Blade
https://cyberpunk.fandom.com/wiki/Cyberpunk_2077_Clothing#Inner_Torso
This is the humanoid.animgraph file, which has over 4000 nodes currently browsable only in list form. You can think of it as what would happen if M. C. Escher took some ketamine and decided to design a maze. Converting this file to .json format results in a 300-megabyte file with over half a million lines. It holds naught but pain and suffering.
The Graph View. Obviously. We have to write something under these images otherwise the spacing between the image and the next paragraph becomes weirdly unnerving.
A demonstration of handle creation/replacement functionality in the weapon_shoot_effect.es file
The "boneNames" array in a mesh
The curve editor in all its chaotic artistic glory
An annotated screenshot explaining the File Editor's interface
Source file: base\physics\physicsmaterials.physmatlib
1.15 interface
The new and extremely improved Type Selector, which as of February 13th 2024 is available only on the nightly branch of WolvenKit
The "abc" icon, rendered in lowercase presumably in an attempt to minimize the dread it inspires deep in one's soul
An annotated screenshot demonstrating how to add a file from the Asset Browser to Project Explorer
Bear in mind that files added with the Open Without Adding to Project option behave identically even though they can't be saved; this is so you know that a file you may be using for reference has been edited by you - possibly seven or eight hours ago, when you foolishly thought "I can figure out how to make this mod in five minutes" - and is no longer the same as the original file.
The context menu options available for items/handles
All Done!
Cover

Cover

Cover

Import settings as of ~2.12
mesh export settings as of 8.1.11
Example of material list inside a mesh file

Exporting Vehicles

Step-by-step guide for exporting vehicles to Blender

Summary

Created by Simarilius Published May 2023

This guide aims to walk you through finding and exporting a vehicle to blender.

Requirements

Importing vehicles to blender needs the .ent, .app & .rig files in .json format, along with all the meshes and the main .anim file for the vehicle as .glb. Fortunately, there is a script to do the heavy lifting โ€“ and this guide will tell you how to use it.

You need to find the one for your vehicle, and add it to your project.

Once you've added the .ent to your project, you now have two options, of which you can use either:

  1. "Find Used Files" from the context menu, then manually add them all to your project

Being lazy people, we naturally recommend the second option.

Script documentation

By default, it will ignore shadows, proxy and FX meshes. To include them anyway, set the corresponding flags to true โ€“ find include_proxys, include_shadows, include_fx. (If you don't know why you'd want them, you won't!)

// Entity export script FOR VEHICLES dont use if you dont need all the anims and rig.
// @author Simarilius, DZK & Seberoth
// @version 1.1
// Exports ent files and all referenced files (recursively)
import * as Logger from 'Logger.wscript';
import * as TypeHelper from 'TypeHelper.wscript';

const fileTemplate = '{"Header":{"WKitJsonVersion":"0.0.7","DataType":"CR2W"},"Data":{"Version":195,"BuildVersion":0,"RootChunk":{},"EmbeddedFiles":[]}}';
const jsonExtensions = [".app", ".ent", ".mesh", ".rig"];
const exportExtensions = [".anims", ".mesh"];
const exportEmbeddedExtensions = [".mesh", ".xbm", ".mlmask"];

// Rather than a manual list does it for all ents in the project.
var ents = [];

// if you dont want to process any entities already in the project set this to false
var add_from_project = true;

// sets of files that are parsed for processing
const parsedFiles = new Set();
const projectSet = new Set();
const exportSet = new Set();
const jsonSet = new Set();
const rigs = new Map();

if (add_from_project) {
    for (var filename of wkit.GetProjectFiles('archive')) {
        //Logger.Info(filename)
        var ext = filename.split('.').pop();
        if (ext === "ent") {
            ents.push(filename);
        }
        if (ext === "anims") {
            exportSet.add(filename);
        }
    }
}

// Set these to true if you want proxys/shadow meshes
var include_proxys = false;
var include_shadows = false;
var include_fx = false;

// loop over every entity in `ents` and find rigs
for (var ent in ents) {
    Logger.Info('Finding rigs in ' + ents[ent]);
    FindEntRigs(ents[ent]);
    FindEntAnims(ents[ent]);
    Logger.Info('');
    for (const [key, value] of rigs) {
        Logger.Info(`${key} = ${value}`);
        if (!value.includes("base_rig")) {
            projectSet.add(value);
            jsonSet.add(value);
        }
    }
    Logger.Info('');
}

// now find the mesh files
for (var ent in ents) {
    Logger.Info(ents[ent]);
    ParseFile(ents[ent], null);
}

// save all our files to the project and export JSONs
for (const fileName of projectSet) {
    // skip shadows if the variable is set
    if ((include_shadows == false) && (fileName.includes("shadow"))) {
        continue;
    }
    // skip proxies if the variable is set
    if ((include_proxys == false) && (fileName.includes("proxy"))) {
        continue;
    }
    // skip fx bodies if the variable is set
    if ((include_fx == false) && (fileName.includes("fx"))) {
        continue;
    }
    // Load project vesion if it exists, otherwise add to the project
    if (wkit.FileExistsInProject(fileName)) {
        var file = wkit.GetFileFromProject(fileName, OpenAs.GameFile);
    }
    else {
        var file = wkit.GetFileFromBase(fileName);
        wkit.SaveToProject(fileName, file);
    }

    if (jsonSet.has(fileName)) {
        var path = "";
        if (file.Extension === ".ent") {
            path = wkit.ChangeExtension(file.Name, ".ent.json");
        }
        if (file.Extension === ".app") {
            path = wkit.ChangeExtension(file.Name, ".app.json");
        }
        if (file.Extension === ".rig") {
            path = wkit.ChangeExtension(file.Name, ".rig.json");
        }
        if (file.Extension === ".mesh") {
            path = wkit.ChangeExtension(file.Name, ".mesh.json");
        }
        if (path.length > 0) {
            var json = wkit.GameFileToJson(file);
            wkit.SaveToRaw(path, json);
        }
    }
}

// export all of our files with the default export settings
wkit.ExportFiles([...exportSet]);

// begin helper functions
function* GetPaths(jsonData) {
    for (let [key, value] of Object.entries(jsonData || {})) {
        if (value instanceof TypeHelper.ResourcePath && !value.isEmpty()) {
            yield value.value;
        }

        if (typeof value === "object") {
            yield* GetPaths(value);
        }
    }
}

function convertEmbedded(embeddedFile) {
    let data = TypeHelper.JsonParse(fileTemplate);
    data["Data"]["RootChunk"] = embeddedFile["Content"];
    let jsonString = TypeHelper.JsonStringify(data);

    let cr2w = wkit.JsonToCR2W(jsonString);
    wkit.SaveToProject(embeddedFile["FileName"], cr2w);
}

// Parse a CR2W file
function ParseFile(fileName, parentFile) {
    // check if we've already worked with this file and that it's actually a string
    if (parsedFiles.has(fileName)) {
        return;
    }
    parsedFiles.add(fileName);

    let extension = 'unkown';
    if (typeof (fileName) === 'string') {
        extension = "." + fileName.split('.').pop();
    }

    if (extension !== 'unkown') {
        if (!(jsonExtensions.includes(extension) || exportExtensions.includes(extension))) {
            return;
        }

        if (parentFile != null && parentFile["Data"]["EmbeddedFiles"].length > 0) {
            for (let embeddedFile of parentFile["Data"]["EmbeddedFiles"]) {
                if (embeddedFile["FileName"] === fileName) {
                    convertEmbedded(embeddedFile);

                    if (jsonExtensions.includes(extension)) {
                        jsonSet.add(fileName);
                    }

                    if (exportEmbeddedExtensions.includes(extension)) {
                        exportSet.add(fileName);
                    }

                    return;
                }
            }
        }
    }

    if (typeof (fileName) === 'bigint') {
        fileName = fileName.toString();
    }

    if (typeof (fileName) !== 'string') {
        Logger.Error('Unknown path type');
        return;
    }

    // Load project vesion if it exists, otherwise get the basegamefile
    if (wkit.FileExistsInProject(fileName)) {
        var file = wkit.GetFileFromProject(fileName, OpenAs.GameFile);
    }
    else {
        var file = wkit.GetFileFromBase(fileName);
    }

    if (file === null) {
        Logger.Error(fileName + " could not be found");
        return;
    }

    extension = file.Extension;

    if (!(jsonExtensions.includes(extension) || exportExtensions.includes(extension))) {
        return;
    }

    projectSet.add(fileName);

    if (jsonExtensions.includes(extension)) {
        jsonSet.add(fileName);
    }

    if (exportExtensions.includes(extension)) {
        exportSet.add(fileName);
    }

    if (extension === ".app" || extension === ".ent" || extension === ".mesh" || extension === ".anims") {
        var json = TypeHelper.JsonParse(wkit.GameFileToJson(file));
        for (let path of GetPaths(json["Data"]["RootChunk"])) {
            ParseFile(path, json);
        }
    }
}

// Parse a ent file for rigs
function FindEntRigs(fileName) {
    if (wkit.FileExistsInProject(fileName)) {
        var file = wkit.GetFileFromProject(fileName, OpenAs.GameFile);
    }
    else {
        var file = wkit.GetFileFromBase(fileName);
    }
    var json = TypeHelper.JsonParse(wkit.GameFileToJson(file));
    //find the rigs in the base ent components (normally root and deformations)
    for (let comp of json["Data"]["RootChunk"]["components"]) {
        if (!("rig" in comp) == 0) {
            //Logger.Info(comp["name"]);
            //Logger.Info(comp["rig"]["DepotPath"]);
            rigs.set(comp["name"].toString(), comp["rig"]["DepotPath"].toString());
        }
    }
    // find any rigs referenced in the appearances (head and dangle)
    for (let app of json["Data"]["RootChunk"]["appearances"]) {
        var appfileName = app["appearanceResource"]["DepotPath"];
        //Logger.Info(appfileName);
        var appfile = wkit.GetFileFromBase(appfileName.toString());
        var appjson = TypeHelper.JsonParse(wkit.GameFileToJson(appfile));
        for (let appApp of appjson["Data"]["RootChunk"]["appearances"]) {
            for (let appcomp of appApp["Data"]["components"]) {
                if (!("rig" in appcomp) == 0) {
                    //Logger.Info(appcomp["name"]);
                    //Logger.Info(appcomp["rig"]["DepotPath"]);
                    rigs.set(appcomp["name"].toString(), appcomp["rig"]["DepotPath"].toString());
                }
            }
        }
    }
}

// Parse a ent file for rigs
function FindEntAnims(fileName) {
    if (wkit.FileExistsInProject(fileName)) {
        var file = wkit.GetFileFromProject(fileName, OpenAs.GameFile);
    }
    else {
        var file = wkit.GetFileFromBase(fileName);
    }
    var json = TypeHelper.JsonParse(wkit.GameFileToJson(file));
    //find the anims in the ent resolved dependencies
    for (let dep of json["Data"]["RootChunk"]["resolvedDependencies"]) {
        Logger.Info(dep["DepotPath"].toString());
        projectSet.add(dep["DepotPath"].toString());
        exportSet.add(dep["DepotPath"].toString());
    }
}

function get_filename(str) {
    return str.split('\\').pop().split('/').pop();
}
If the script hasn't found an .anims file

If no .anims file is exported (as for example with thee Arch), you need to find it yourself.

You can either

  • browse through the folder \base\animations\vehicle

Once you have found the .anims file, add it to your project and export it to .glb with the export tool. (The script should now pick it up, but โ€“ better safe than sorry!

Get a specific appearance

Otherwise, you need to enter the exact appearanceName into the Blender open dialog. You can find the appearance name in your .ent file inside the appearances list:

Your entity in Blender

In Blender, select File -> Import -> Cyberpunk Entity. You need to point it at your exported vehicle entity โ€“ find it in your project's raw folder, it should be the only file with the extension of ent.json.

If parts of the vehicle are missing, undo the import (ctrl+Z) and use Export All in Wolvenkit's Export Tool, then do it again.

At this point, you should have a full vehicle. The meshes should be

  • aligned to the armature bones

  • bound to special bones such as doors etc. via ChildOf constraints

You can find animations in the dope sheet > action editor. If you select the rig, you can select them from the dropdown to play them.

If you have misaligned parts

Have noticed some bits are still coming in slightly misaligned, but haven't worked out why yet. Steering wheels seem to be a common one, applying a copy rotation constraint to them aimed at the armature seems to fix them. The following code will apply one to everything selected, you may need to change the target object name.

import bpy
objs=bpy.context.selected_objects
for obj in objs:
    co=obj.constraints.new(type='COPY_ROTATION')
    co.target=bpy.data.objects['Armature']

Importing multiple entities at once might be screwy. If you want several vehicles in a scene, import each into a separate blend file, then use File -> Append to merge them.

If you'd rather watch a video Boe6 goes through a basic example in the second of his vehicle modding videos . You still have to read below if you want an non default appearance.

or newer

or newer (hasnt been tested on older)

or newer

Vehicles have different challenges from the characters, but the is fully up to the task, as long as you give it the right info.

.ent files for pretty much all the vehicles are listed on the Cyberpunk modding wiki .

Use the script from Tools -> Script Manager -> Export_Vehicle_Ent (the has documentation)

The most recent version of this script is shipped with Wolvenkit (find it in Tools -> Script Manager -> Export_Vehicle_Ent). The code below is here for the purpose of documentation and will not be kept up-to-date, so do not run it. If you want to get the script's most recent version, find it in the .

Check your project tree to make sure that you have the vehicle's .anims file. If there is one, you can go directly to the .

or put \base\animations\vehicle > .anims into Wolvenkit's .

If you're fine with the default appearance, you can go to the and import your project into Blender.

The same file that you picked in Step 1

I've built shaders for most of the materials that I've encountered in my testing. Exception is the dashboards, which are controlled by rather than normal materials. If you want the texture, open the corresponding inkwidget in Wolvenkit, switch to the Preview tab and use the Export to Images button. You can now use this texture for the dashboard material's BaseColor attribute.

here
Wolvenkit 8.9.1
Blender 3.6
Cyberpunk add-on for Blender 1.4.0
Blender Addon
here
Wolvenkit-Resources Repository
search bar
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Navigating the rig menu
MLSETUP Builder
REDmod
TweakXL
RedHotTools
Troubleshooting
RHT: Hot Reload
Launch parameters
World Editing
Altering Appearances within Wolvenkit - Full Workflow
Recolours and Refits
NPV - V as custom NPC
Adding new items
Cheat Sheet: Hair
Textures, Materials and Shaders
Legacy: Analysing other mods with Wolvenkit Console
RedHotTools
Wolvenkit Blender IO Suite
MLSETUP Builder
Wolvenkit Blender IO Suite
MLSETUP Builder
MLSETUP Builder
#configuration
Spawn Codes (BaseIDs/Hashes)
The Cyberpunk 2077 Game Directory
The Cyberpunk 2077 Game Directory
Launch parameters
Textures: Importing, editing, exporting
#diffuse-albedo
#roughness
#normal
Archive files Load Order
RedHotTools
Archive files Load Order
Wolvenkit Blender IO Suite
WKit Blender Plugin: Import/Export
#entities
WKit Blender Plugin: Import/Export
#meshes
Wolvenkit Blender IO Suite
Wolvenkit Blender IO Suite
here
here
here
here
yellow wiki
yellow wiki
quickly change paths in projects
MLSetupBuilder
the REDmod method
here
the yellow wiki
here
here
here
_ArchiveXL_Netrunner_Variants.archive
gender suffix
dynamic ArchiveXL appearances
this tutorial
Wolvenkit Blender IO Suite
Entity Import
RedScript
TweakXL
Importing and exporting textures
here
Tweak
material instances
REDMod
inkwidgets