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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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Home

WolvenKit - The ultimate mod editor for REDengine games

What is WolvenKit?

This wiki – and Wolvenkit – are community-driven open source projects! If you want to contribute, you can start editing the wiki, contribute to the source code, or find us on !

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.

After , you can…

  • … dive right in and start

  • … read more about the software on the page

  • … check out what's new in our

  • … learn about support for The Witcher 3 on the

… or join us on .

Quick Links

Websites & Community

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.

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

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 !

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

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

8.6 new "Launch Game" options
or
wikis
  • … find modding guides and know-how on the dedicated Cyberpunk 2077 Modding Wiki

  • Discord
    installing Wolvenkit
    creating a mod
    Overview
    Release Notes
    REDengine 3
    Discord
    Overview
    Release Notes
    Download, Install and Setup
    Creating a Mod
    Legacy WolvenKit
    GitHub page.
    Contributing
    Blender Integration
    Exporting Rigs & Anims
    Exporting Vehicles

    Legacy

    WolvenKit 0.7.x series and below

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

    Uninstall

    Uninstalling WolvenKit

    Now why would you want to do that? 💔

    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.

    Usage

    Blender IntegrationWolvenKit Projects

    Log

    What is the Log?

    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 File Validation feature, which will check file connections for you.

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

    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.

    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).

    Script Manager

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

    For more information, see

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

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

    It looks like this:

    Tools

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

    Depot Generator

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

    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.

    Wolvenkit's Interface

    The main interface of WolvenKit

    Summary

    This page explains the main workspace within WolvenKit, the one holding the docking windows for the individual .

    The Wolvenkit Depot

    Wolvenkit's big messy box of stuff

    As of 8.13, Wolvenkit supports the . This means that you don't have to do anything besides configuring your — dependencies will be handled as needed.

    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.

    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

    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

    Audio

    Blender Integration

    The Wolvenkit Blender plugin

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

    How do I use the Blender integration features?

    If the Export Materials

    Wait, it can do that?

    Things you had no idea that Wolvenkit could do

    Summary

    Published: Sep 29 by (credit to for spelling out we needed this) Last documented edit: Sep 29 by

    This is the Cool Stuff page — a list of things that you had no idea Wolvenkit could do for you.

    Home

    It's cozy!

    What's a Home good for?

    Welcome

    Bug Reports

    Help us log bugs with the WolvenKit application

    Where can I submit feedback or bugs?

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

    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.

    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.

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

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

    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

    Take a peek at our very own website, RED Modding!

    a capture of the LocKey Browser

    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'

    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)

    • export_streamingsectors for

    Hook

    This section contains the settings for File Validation

    UI

    This section lets you add your own UI items.

    Scripting with wscript
    Sound Modding Tool

    <info>

    Script Manager

    See Script Manager for details

    Import Tool

    See for details

    Export Tool

    see for details

    Hash Tool

    <to be done>

    Settings

    Entity Preview

    To be done

    Mesh Preview

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

    UI documentation

    Appearance dropdown

    Lets you select an appearance from the list of defined appearances

    Level of Detail

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

    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.

    Editor panels

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

    • Project Explorer: Your local game files go here

    • Asset Browser: Browse game files or mod files

    • Properties / File Preview: Information about the current file

    • File Editor: Edit or view game files

    • : Shows you error messages or output

    • : Lets you browse existing tweaks

    • : Lets you browse translation entries

    Docking

    The docking in WolvenKit is similar to other IDEs 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.

    The Wolvenkit UI as of 8.13
    Editor panels
    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?)

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

    Learn more about the functionality of mlmask files on the REDengine 4 Wiki

    Exporting MLMASK files

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

    Tools: Import/Export UI
    Voice-overs & music

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

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

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

    Sound effects

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

    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

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

    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.

    Video and audio files (CLI)
    Import/Export: Sound effects
    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.

    For further documentation, see the .

    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

    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.

    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

    The Wolvenkit Nightly

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

    What is the Nightly?

    The Nightly is Wolvenkit's Alpha/Beta version. 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.

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

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

    You should have the installed as well. See for more information.

    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?

    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.

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

    2. Click the "New issue" button

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

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

    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

    Updated Jul 30 2023 by

    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

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

    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

    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:

    Then, we'll start with :

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

    Then, we unbundle those game assets that we need…

    Now we're goin' in.

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

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

    Troubleshooting

    What to do when your Wolvenkit install acts up

    This is the troubleshooting page for your Wolvenkit install.

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

    • 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.

    Basic Troubleshooting steps

    .NET

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

    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:

    Maybe something here will help you resolve that error.

    Get in touch

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

    Editor Difficulty Mode

    Editor difficulty mode explained

    Summary

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

    This page describes Wolvenkit's Editor Difficulty Mode.

    Where to change it

    To change the default, head to Wolvenkit's

    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.

    Launch Profiles

    Wolvenkit Launch profiles and what they do

    Summary

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

    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 with

    Create zip file

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

    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 .

    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

    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

    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

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

    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

    To disable this behaviour, go to the and disable

    Quest Editor

    Quest Editor 101

    The Quest Editor is designed to work .questphase files. It enables a node-based workflow: you select a node on the graph editor to edit and inspect its properties.

    Wolvenkit's Quest Editor

    Undo and redo actions are currently not supported but are planned.

    Be careful with your edits and it wouldn't hurt to make periodical backups anyways!

    Right-click context menu

    Common actions:

    • Duplicate Node: Creates an exact copy of the selected node, including all its properties, but with a new unique ID and no connections.

    • Detach Node: Removes all incoming and outgoing connections from the selected node.

    • Delete Node (Soft Delete): Replaces the selected node with a special '' node. This is the default deletion for any signal-stopping node such as a PauseCondition, Choice, etc. This is the recommended way to remove such nodes from quests that have already been published, as it prevents users with existing saves from getting stuck in a signal-stopping node.

    Unique actions:

    • Recalculate Sockets for Phase and Scene nodes: syncs new in/out sockets created inside a Phase or Scene.

    • Add Output for Randomizer node: creates a new output node on the Randomizer node

    • Add Case for Switch node: creates a new switch case output + condition pair

    Shortcuts

    Shortcut
    Action

    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:

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

    Tweak Browser

    What is the Tweak Browser?

    Based on Wkit v. 8.11.0

    The Tweak Browser lets you to search for various elements. For instance, you can utilize the TweakDB Editor ⇗ in CET to locate a weapon record ⇗, 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.

    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'

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

    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 serialize their content to a .json file in your project's raw folder.

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

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

    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.

    I/O formats for export/import

    Overview of supported I/O formats

    The following formats are supported by WolvenKit for imports and exports

    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:

    • Settings

    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:

    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.

    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

    Navigating Wolvenkit

    UX/UI: Keyboard shortcuts, tips, and tricks

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

    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!

    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.

    For the UI documentation, check

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

    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.

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

    Adding Scripts

    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.

    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

    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).

    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 — and if you're somebody who likes to use subfolders, this

    Official

    Guided tours of WolvenKit from yours truly ❤️

    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.

    • Join the for active development

    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

    Added Mod Manager for REDmods

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

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

  • 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.

  • 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. Learn more

  • 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.

  • 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.

  • 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

  • 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

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

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

  • 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)

    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

    The masklist file is a custom .txt document used as a helper file to generate new mlmasks using Tools: Import/Export UI.

    Material json

    Material json files are used by Tools: Import/Export UI 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

    Game Files

    W2RC/CR2W

    The file magic number for REDengine files. For more information about magic numbers see this Wikipedia page. 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.

    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

    CET Wiki ⇗
    Cyberpunk 2077 Modding wiki ⇗
    Right click on the element to 'Add TweakXL Override'
    After that action you'll have a .yaml file inside a 'resources' folder on the root directory of the project

    Your Nightly version (date is okay)

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

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

  • An itemized list on how to make the bug happen

  • latest stable release
    latest Nightly
    Wolvenkit's github
    Is it a regression?
    Audio files
    Video files
    Destroy Node (Hard Delete): Permanently removes the selected node from the graph. This is safe to use when creating a new scene, but should be used with caution on signal-stopping scene nodes that are already in use, as it can cause user to be stuck in your quest.
  • Convert to Phase: Converts the selected nodes and packages them into a Phase node. Does not alter any logic and preserves all incoming and outgoing sockets.

  • Deletes connection

    Delete

    Performs a "soft delete" by replacing the node with a 'Deletion Marker' (soft delete). This only happens if the editor finds the selected node is a signal-stopping node like a Pause Condition, Choice, etc.

    If it's a regular (non signal-stopping) node, it will be permanently deleted.

    If it's already a 'Deletion Marker', it gets permanently destroyed.

    Shift + Delete

    Permanently destroys the selected node(s) (hard delete).

    Ctrl + D

    Duplicates the currently selected node.

    Ctrl + N

    Opens the dialog to create a new node.

    Ctrl + G

    Opens the "Go to Node" dialog to jump to a specific node by its ID.

    ↑ ↓ ← → (Arrow Keys)

    Navigates between nodes. The editor uses a "smart walk" system that considers both spatial position and connection history to determine the next node to select.

    Deletion Marker

    Alt + Click on a socket or Right-click on a connection

    {
      "Logging": {
        "LogLevel": {
          "Default": "Information",
          "Microsoft": "Warning",
          "Microsoft.Hosting.Lifetime": "Warning"
        }
      },
      "XbmExportArgs": {
        "Flip" : false,
        "UncookExtension": "dds"
      },
      "MeshExportArgs": {
        "UncookExtension": "glb",
        "WithMaterials": false
      }
    }
    
    Import
    Export

    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:

    Verify if the installation was successful:

    You can also use dotnet tool list -g to see if WolvenKit CLI is present. You'll see in the last column the command to run it.

    If starting WolvenKit CLI fails with an error regarding .NET version, it means you need to install or update the SDK. You can check your setup with dotnet sdk check. You can install the latest version required for this tool by following this link. As of writing this note, you need to keep .NET v8 up-to-date.

    By downloading it from the repository

    You can download WolvenKit Console from the Releases page on the GitHub repository (Release | Nightly). Select the download starting with WolvenKit.Console.

    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:

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

    Wolvenkit.CLI: Command List
    dotnet tool install -g wolvenkit.cli 
    cp77tools -help
    C:\Cyberpunk_Modding\WolvenKit.Console\Wolvenkit.CLI.exe -help
    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.
  • 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

  • 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
    Launch Game Without Install
    Settings
    Clean after build to save disk space
    Create Backup of previous build
    Create Zip
    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.

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

    Audio Preview

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

    Video Preview

    Important: Due to licensing issues, Wolvenkit no longer features a video preview. You can find bk2 viewers on Google.

    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.

    Video Preview showcase

    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 — the person who implemented the feature does the same.

    Check Editor Difficulty Mode for the full documentation.

    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:

    Shift-unfolding

    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.

    This will collapse all other appearances in the list

    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.

    Exporting sound effects

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

    You should now see the file in the project explorer.

    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 Export Tool looks something like this.

    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.

    Hash selection window

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

    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

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

    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 (raw).

    The import tool with a sound effect selected.

    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).

    Example of imported sound effect result.
    Tools: Import/Export UI
    Import/Export

    See Script Manager -> Adding scripts

    Script file path

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

    You can delete or edit them via Script Manager.

    Editing Scripts

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

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

    API Commands

    Documentation of the API can be found at https://wolvenkit.github.io/WolvenKit/index.html

    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.

    Script Manager
    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

    https://www.ab4d.com

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

    NEUROLINKED

    https://github.com/Neurolinked

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

    TURK645

    https://github.com/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.

    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

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

    1. Open the registry editor as administrator (Keyboard shortcuts: Windows+R, type regedit, pressCtrl+Shift+Enter)

    2. In the search bar at the top, enter the following: HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\FileSystem

    3. In the window on the right, find LongPathsEnabled

    4. Double-click on it and set the numeric value to 1

    5. Reboot

    Outdated guide (may not work)
    1. 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 ⇒ runs as user):

    2. Paste the following command:

    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.

    Visit our GitHub organization to track progress, development, and issues

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

    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: https://app.gitbook.com/invite/-MP5ijqI11FeeX7c8-N8/OVHjxIctfql4c2fCdDv9 If you have any questions or want to chat with developers, please reach out on our Discord!

    Building WolvenKit with Visual Studio

    Install .NET 8

    https://dotnet.microsoft.com/en-us/download/dotnet/8.0

    Install the latest Visual Studio release

    https://visualstudio.microsoft.com/downloads/

    Check out the source code with Git

    https://github.com/WolvenKit/WolvenKit

    Build and Run

    1. Open All.sln

    2. Build WolvenKit on Debug

    Cyberpunk 2077 Modding Server
    edit the wiki
    Discord
    file an issue on github
    .NET 6.0
    .NET 7.0
    REDmodding discord
    Cyberpunk 2077 Modding
    Cyberpunk 2077 Modding
    Wolvenkit.CLI: Command List
    Textures (CLI)
    Video and audio files (CLI)
    Log
    File Validation
    Tweak Browser
    LocKey Browser
    settings page

    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.

    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.

    Configuring Wolvenkit

    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.

    Installing Plugins

    1. In Wolvenkit, click on

    2. Click on

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

    4. For every other plugin, click Install

    1. 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.

    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

    For detailed configuration instructions, head to -> ->

    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.

    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 !

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

    Home: Plugins

    Which Wolvenkit plugins exist, what do they do?

    As of version 8.11.1, Wolvenkit offers the following plugins:

    Cyber Engine Tweaks

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

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

    Redscript

    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.

    MLSetup Builder

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

    Documentation can be found on under

    Wolvenkit Resources

    This plugin is necessary to use the '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.

    Check the yellow wiki for documentation:

    Red4Ext

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

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

    TweakXL

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

    For documentation, check ->

    RedHotTools

    Will install the Wolvenkit plugin of for you.

    For install and usage documentation, check ->

    Scene Editor

    Scene Editor 101

    The Scene Editor is designed to work .scene files. It enables a node-based workflow: you select a node on the graph editor to edit and inspect its properties.

    Wolvenkit's Scene Editor

    Undo and redo actions are currently not supported but are planned.

    Be careful with your edits and it wouldn't hurt to make periodical backups anyways!

    What do the tabs mean?

    The Scene Editor is designed for a node-based workflow: you select a node on the graph editor to edit and inspect its properties.

    The first tab is the Node Properties tab where properties are dynamically shown and edits are synced with the Graph Editor

    Here is a breakdown of the other tabs:

    • Actors & Props: This tab displays the definitions for actors, props, and other entities that are physically represented in the game world. Use this tab to add new actors or check existing actors in a scene.

    • Logic & Flow: This tab provides a global view of the logic and flow-control elements for the entire scene. This includes collections of data such as EntryPoints, ExitPoints, and other structures that define how the scene starts, ends, and progresses.

    • Dialogue: This tab contains the scene's entire dialogue repository. It provides access to the scene's embedded LocStore (localization strings) and actual localised ScreenplayStore (screenplay data), which include all dialogue lines, player choices, and associated metadata for the whole scene.

    Right-click context menu

    Common actions:

    • Duplicate Node: Creates an exact copy of the selected node, including all its properties, but with a new unique ID and no connections.

    • Detach Node: Removes all incoming and outgoing connections from the selected node.

    • Delete Node (Soft Delete): Replaces the selected node with a special '' node. This is the default deletion for any signal-stopping node such as a PauseCondition, Choice, etc. This is the recommended way to remove such nodes from quests that have already been published, as it prevents users with existing saves from getting stuck in a signal-stopping node.

    Unique actions:

    • Add Event Socket: creates a new event output socket on Section nodes

    • Add Choice: creates a new choice option socket on Choice nodes

    • Add Input: creates a new input socket on logical gates such as And, Xor, and routers such as Hub.

    • Add Output for Randomizer node - creates a new output node on the Randomizer node

    Shortcuts

    Shortcut
    Action

    Modding with WolvenKit

    How to make mods using Wolvenkit

    This wiki focuses on workflows that are central to WolvenKit. You can find much more knowledge and documentation in the Cyberpunk 2077 Modding wiki, for example the Modding Guides section:

    … or our knowledge base, where you can find documentation like

    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 — if that doesn't cover your needs, you're welcome to or visit us on our

    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

    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.

    Audio files

    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.

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

    Make sure to include the --pcb argument – 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!

    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.

    ./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.

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

    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!

    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.

    You can find the toolbar below the .

    Error Codes

    A list of Wolvenkit error codes, and what they mean

    Summary

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

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

    Import/Export

    Wolvenkit Import and Export explained

    Section Brief

    UI/Workflow documentation

    This section contains general information and

    Asset Browser

    Live archive explorer

    What is the Asset Browser?

    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.

    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 .

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

    Import Tool
    Export Tool

    Wolvenkit Search: Finding files

    These aren't the files you're looking for… yet.

    Summary

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

    Wait, this is not what I want!

    Join the Cyberpunk 2077 Modding Community Discord Server!Discord
    %APPDATA%\REDModding\WolvenKit\WScript
    import * as Logger from 'Logger.wscript';
    %appdata%\REDModding\WolvenKit
    @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
    AAbdii
    mana vortex
    mana vortex
    mana vortex
    mana vortex
    mana vortex
    mana vortex
    mana vortex
    Asset Library: This tab serves as a central library for all external assets referenced within the scene file. This includes animations, effects, workspots.
  • Markers & Metadata: This tab displays a collection of scene-wide markers and other metadata. This includes NotablePoints, TriggerAreas, and other spatial or gameplay-related tags.

  • Destroy Node (Hard Delete): Permanently removes the selected node from the graph. This is safe to use when creating a new scene, but should be used with caution on signal-stopping scene nodes that are already in use, as it can cause user to be stuck in your quest.

    Deletes connection

    Delete

    Performs a "soft delete" by replacing the node with a 'Deletion Marker' (soft delete). This only happens if the editor finds the selected node is a signal-stopping node like a Pause Condition, Choice, etc.

    If it's a regular (non signal-stopping) node, it will be permanently deleted.

    If it's already a 'Deletion Marker', it gets permanently destroyed.

    Shift + Delete

    Permanently destroys the selected node(s) (hard delete).

    Ctrl + D

    Duplicates the currently selected node.

    Ctrl + N

    Opens the dialog to create a new node.

    Ctrl + G

    Opens the "Go to Node" dialog to jump to a specific node by its ID.

    ↑ ↓ ← → (Arrow Keys)

    Navigates between nodes. The editor uses a "smart walk" system that considers both spatial position and connection history to determine the next node to select.

    Deletion Marker
    Wolvenkit Scene Editor: Right-click context menu

    Alt + Click on a socket or Right-click on a connection

    the tool
    RADTools
    ww2ogg
    Revorb
    here
    ffmpeg
    Wwise Audio Tools repository
    Foobar2000
    vgmstream
    New-ItemProperty -Path "HKLM:\SYSTEM\CurrentControlSet\Control\FileSystem" `
    -Name "LongPathsEnabled" -Value 1 -PropertyType DWORD -Force
    WolvenKit.Cli.exe unbundle -p "<gamedir>\Cyberpunk 2077\archive\pc\content\<nameofarchive>" -o "<outputfolder>"
    or
    Update
    .

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

    Prep your computer
    installation guide
    settings page
    HOME
    Plugins
    create a depot
    ELI5: Validate Functionality
    Cyberpunk 2077 Modding
    Support for Witcher modding has been temporarily removed from this build while we work on improving those features. Please continue using
    for now ❤️

    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.

    • 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: https://github.com/HitmanHimself/cp77research/releases/tag/1.0.0 Read more about Blender integration with WolvenKit on our dedicated Wiki page.

    Legacy WolvenKit
    Toolbar options

    New File

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

    Save

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

    Save As

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

    Save All

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

    Create Zip

    Same as the menu entry ->

    Install Mod

    Same as the menu entry ->

    Install

    Same as the menu entry ->

    Install and launch

    Like Install, but launches the game afterwards.

    Find it in your toolbar

    Hot Reload

    Same as the menu entry -> . Requires .

    Additional toolbar options

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

    Pack as REDMod

    Same as the menu entry ->

    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

    Same as the menu entry ->

    Menu
    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

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

    Update all tools involved

    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 support on Discord

    Find our discord server 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).

    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.

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

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

    Error code list

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

    0x2000: Type not supported (8192)

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

    1. Install The Wolvenkit Nightly

    2. 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

      2. A depot file: Delete the file from the depot and/or re-create the depot

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

    0x3002: Resources plugin

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

    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

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

    0x5002: Failed to launch game executable

    Check 0x5001: Invalid Game File Executable and make sure that all your settings are valid. If that doesn't fix your problem, you may have to reset your settings, see 0x5000: Invalid settings for detes.

    MTO requirement

    You are here because a popup in Wolvenkit told you about Material and Texture Override.

    The mod is necessary because Cyberpunk caches all of the base game's .mlsetup files, so your changes won't be visible without it. You can get it on Nexus.

    The original MTO can crash the game under certain circumstances, so you should remove it and install the new version instead.

    To avoid the dependency, you can use .

    mana vortex
    mana vortex
    workflow documentation
    about importing and exporting files with Wolvenkit.
    • For a documentation of the UI, check Import/Export Tool:

      • Tools: Import/Export UI -> Import Tool

      • Tools: Import/Export UI -> Export Tool

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

      • ->

      • ->

    • 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

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

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

    Importing

    Unless importing from JSON, Wolvenkit can't create files.

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

    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.

    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

    You can switch the Asset Browser to Mod Browsing mode via button. The search 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 — if you insist on doing that, check .

    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 — 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.

    Project Explorer.
    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 Tools: Import/Export UIsection.

    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:

    Annotated example. For more information about the files, see below.

    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.

    This is your import tool. For detailed documentation of the different export settings, check the corresponding .

    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. ⚠ 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.

    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:

    This is your export tool. For detailed documentation of the different export settings, check the corresponding .

    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. ⚠ 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.

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

  • Wolvenkit's search bar

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

    Here, you can search through game files.

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

    Your currently installed mods will show up on the left

    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:

    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):

    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.

    Partial

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

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

    File Extension

    You can limit your search to certain file extensions:

    Hash

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

    Or

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

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

    Not

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

    Regular Expression

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

    .* will work by default.

    Asset Browser
    Mod Browser
    Nexus page
    github
    Asset Browser
    Nexus page
    Nexus page
    psiberx's modding utility
    Cyberpunk 2077 Modding
    Cyberpunk 2077 Modding
    Cyberpunk 2077 Modding
    Full install walkthrough (ELI5)
    Exporting Characters to Blender
    Exporting Vehicles
    sign up as an editor
    Discord!
    Cyberpunk 2077 Modding
    Cyberpunk 2077 Modding

    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.

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

    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

    • 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

    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.

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

    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

    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.

    Fixes

    Miscellaneous

    • Fixed bugged mesh previews for new installations of WolvenKit

    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

    • 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.

    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.

    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.

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

    Raw

    Location: your_wolvenkit_project/source/raw.

    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 ->

    Resources

    Location: your_wolvenkit_project/source/resources

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

    Source

    Location: your_wolvenkit_project/source

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

    Using the Project Explorer

    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.

    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

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

    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.

    If you learned this the hard way, can help.

    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.

    Red ModdingRed Modding
    GitHub - WolvenKit/WolvenKit: Community Mod editor/creator for REDengine games.GitHub
    Logo
    mana vortex
    mana vortex
    Join the Cyberpunk 2077 Modding Community Discord Server!Discord
    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
    // 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
    a:ArchiveXL_Netrunner
    archive:ArchiveXL_Netrunner
    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
    base\characters\common\player_base_bodies\player_female_average t0_000_pwa_base
    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
    player_female_average .mesh
    player_female_average .xbm
    hash:9872775577851133397
    player_base_bodies\player_female_average > .mesh|.xbm
    player_base_bodies\player_female_average arms > !morphtarget
    regexp:^.*main_npc.*judy.*\.mesh
    r:^.*main_npc.*judy.*\.mesh
    Import/Export as JSON
    Import/Export as JSON
    Import/Export as JSON
    Export as JSON
    Import as JSON

    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.

    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.

    subpage
    subpage
    Depot Path
    Adding a new texture with WolvenKit 8.2.2
    Logo
    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.

  • 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.

    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

  • 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.

  • 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.

  • https://dotnet.microsoft.com/en-us/download/dotnet/6.0
    masklist
    https://dotnet.microsoft.com/en-us/download/dotnet/6.0
    See issue #622
    WolvenKit Projects
    WolvenKit Projects
    WolvenKit Projects
    File Editor
    View Options
    File Validation
    As of 8.11
    Settings
    Additional Mod Directory

    Editor Toolbar

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

    Summary

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

    This page documents the editor menu bar.

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

    Editor Mode

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

    Search Bar

    There's a search bar on the right side of the editor, which will search through all nodes in the tree:

    Since the search is performance-heavy, you need to trigger an update with the Enter key.

    Materials

    Only visible in .mesh and .mi files.

    Copy materials from other mesh

    Hold shift to turn this into Copy materials to other meshes

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

    You have the following options:

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

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

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

    Generate missing materials

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

    Consider using instead!

    Toggle "EnableMask"

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

    Toggle "IsLocalInstance"

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

    Add material dependencies

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

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

    Clean up

    Only visible in .mesh, .json, .app

    Mesh files

    Delete unused materials

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

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

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

    Convert preload materials to local

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

    Delete chunk by submesh index

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

    Adjust submesh counts

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

    App files

    Delete unused animated components

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

    Find unused files in project

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

    JSON files

    Delete duplicate entries

    Will delete translation entries that have the same secondaryKey.

    ArchiveXL

    Only visible in .mesh files.

    Un-dynamify appearances

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

    Clear chunk materials

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

    Convert hair to CCXL material

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

    Appearances/Components

    Only visible in .app and .ent files

    Generate CRUIDs in selection

    Regenerate visual controllers

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

    Regenerate resolved dependencies

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

    Edit Components -> Change mesh component properties

    Only visible in .app files

    Quickly edit component properties over multiple appearances:

    Edit Components -> Create new component from existing

    Only visible in .app files

    Create a new component by duplicating an existing one across multiple appearances. You can use after.

    Delete... -> Delete component by name

    Only visible in .app files

    Delete a component across multiple appearances.

    Clear PartsOverrides

    Only visible in .app files

    Deletes everything in the partsOverrides array.

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

    Clear PartsValues

    Only visible in .app files

    Deletes everything in the partsValues array.

    Connect to .ent file

    Only visible in .app files

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

    For clothes, do yourself a favour and useinstead!

    Force LOD level 0

    Change all components to be always visible.

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

    Change facial animations

    Only visible in .app files

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

    Generate CRUID(s)

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

    File Validation

    Run WScript

    Will run script on the active tab

    Find broken references

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

    Settings

    Wolvenkit's settings and what they mean

    Summary

    Last documented update: Jun 17 2024 by mana vortex (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

    Settings: Overview

    For a textual explanation of the seettings, see

    Cyberpunk

    Game Executable Path

    You must set this.

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

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

    Launch Command

    Optional

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

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

    Launch Options

    Optional

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

    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.

    Learn more about the .

    Additional Mod Directory

    Optional

    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.

    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 . 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

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

    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 for automatically generated subfolders / item names. If you configure this, it'll be auto-filled for 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 to the list of launch profiles if they are not defined (this will not overwrite your custom profiles)

    Append default launch profiles

    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.

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

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

    For a step-by-step workflow and troubleshooting, see Cyberpunk 2077 Modding ->

    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

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

    3. Overwrite the png with your edited texture.

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

    Import Options

    Advanced Options

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

    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.

    Name

    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

    Generate MipMaps

    Should s be created?

    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?

    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 .

    Cyber Engine Tweaks
    Redscript
    Redscript
    rfuzzo - OverviewGitHub
    rfuzzo is pillar within the RED Modding community and co-leader of WolvenKit development in the REDengine 4 era.
    Traderain - OverviewGitHub
    Traderain is the founding member of the WolvenKit project and co-leader of WolvenKit development in the REDengine 4 era.
    Offline-R503B - OverviewGitHub
    Offline helped bring the WolvenKit 8 series into this decade by migrating the UI to WPF framework.
    jackhumbert - OverviewGitHub
    Contributors to WolvenKit/WolvenKitGitHub
    https://github.com/HitmanHimselfgithub.com
    HitmanHimself reverse engineered countless file formats and designed solutions to export, modify, and rebuild Cyberpunk assets.
    Archive
    Raw
    Resources

    jpg

  • png

  • Click "Import Selected".

  • 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

    TRF_HDRFloat

  • TRF_HDRHalf

  • TRF_HDRFloatGrayscale

  • TRF_Grayscale_Font

  • TRF_R8G8

  • TRF_R32UI

  • TRF_Max

  • TexG_Generic_Color

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

    Transparency: from texture's alpha channel SRGB: true

    TexG_Generic_Grayscale

    Used for greyscale textures (for use as or metalness)

    TexG_Generic_Normal

    used for normal maps (for use as )

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

    TexG_Generic_Data

    ???

    Export
    Settings
    MipMap

    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.

    the next section
    Material exports here
    Mod Browser
    LocKey Browser
    Example settings window for 8.9.1
    Game Executable Path
    the yellow wiki
    Default profiles
    Editor Difficulty Mode
    Un-dynamify appearances
    Edit Components -> Change mesh component properties
    File Validation

    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 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

    Shows the WolvenKit view

    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" — 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

    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.

    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.

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

    Install

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

    Install as REDmod

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

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

    Install & Launch Game

    Runs , then launches the game for you

    Install as REDmod & Launch Game

    Runs , then launches the game for you

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

    Clean All

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

    Hot Reload

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

    Launch Profiles

    Create and modify one-click pack & launch operations

    View

    Project Explorer

    Toggles the on or off

    Asset Browser

    Toggles the on or off

    Properties

    Toggles the panel for your currently selected file or off

    Log

    Toggles the 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

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

    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

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

    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

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

    Sound Modding Tool

    Tool for modding sound files

    Script Manager

    Toggles the

    Import Tool

    Toggles the

    Export Tool

    Toggles the

    Settings

    Open the WolvenKit page

    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

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

    Help

    Setting Up WolvenKit

    Opens an external-link to the page

    Creating a Mod

    Opens an external-link to the page

    Discord Invitation

    Opens an external-link to a invitation

    About WolvenKit

    Opens an external-link to the page

    Open Log Folder

    Opens the folder with the Wolvenkit Logs

    File
    New File
    File
    Save
    File
    Save As
    File
    Save All
    Build
    Pack Project
    Build
    Install
    Build
    Install
    Build
    Hot Reload
    Build
    Pack as REDmod
    Build
    Install as REDmod

    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.

    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)

    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

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

    • Removed unused dependencies

    • Removed solution platforms for anycpu and x86

    Fixes

    • Fixed mainView and app icons

    • Fixed mlmask layer uncooking after directxtex wrapper implementation

    • Fixed mainwindow themeing

    • Fixed Asset Browser weirdness

    File Editor

    • 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.

    Fixes

    Critical Fixes

    • 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:

    • 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.

    • 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:

    • Fixed a crash with the update service while offline

    Mod Projects

    • 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.

    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.

    Check Asset Browser -> to learn about adding files.

    Create a new WolvenKit mod project

    You have two means of creating one:

    • From the : ->

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

    You will see something like this:

    Field
    explanation

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

    How it looks like:

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

    Opening an existing WolvenKit mod project

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

    2. Select a .modproj file to open with WolvenKit

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

    File structure explained

    Your project will contain the following folders:

    Folder name
    Explanation

    Subdirectories in source

    Your Wolvenkit project will have several folders inside of source.

    As of 8.9.1, these are:

    Archive

    Location: your_wolvenkit_project/source/archive

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

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

    Raw

    Location: your_wolvenkit_project/source/raw

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

    When you 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.

    customSounds

    A directory for custom sound files.

    Resources

    Location: your_wolvenkit_project/source/resources

    This folder contains other files for your mod.

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

    Project naming and mod load order

    For more details on , see the yellow wiki

    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.

    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.

    Building a mod project

    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.

    See also

    Exporting Characters to Blender

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

    Summary

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

    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

    • Blender >= or

    • Wolvenkit >= 8.11.1 ( | )

    Prerequisites

    This guide works just the same for guns — 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 .

    The character's .ent file

    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 .

    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.

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

    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.

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

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

    This will give us plenty of files — 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

    Now, .

    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.

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

    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

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

    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!

    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 -> ->

    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.

    seberoth - OverviewGitHub

    Creating a Mod

    With great power comes great responsibility

    Purpose of the guide

    Congratulations on installing WolvenKit! It's time to get your hands dirty…

    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.

    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

    This guide will show you how to add animations to a previously exported character. It assumes that you successfully completed .

    Release Notes

    What's new?

    WolvenKit 8.7

    Published October 22 2022

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

    Improved verifications Added verifications for rendtopology and garment support.

  • Support for morphtarget base mesh import option with UI

  • 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.

  • 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)

  • 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

  • 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

  • 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.

  • 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
    See detailed changes here.

    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

    8.4.3 (Nov 11 2021)

    8.4.2 (Nov 01 2021)

    8.4.1 (Oct 06 2021)

    Does NOT support latest Cyberpunk 2077 game version

    WolvenKit 8.3

    Published September 05 2021

    Patches

    8.3.2 (Sept 05 2021)

    Does NOT support latest Cyberpunk 2077 game version

    WolvenKit 8.2

    Published June 28 2021

    Patches

    8.2.2 (Jul 05 2021)

    8.2.1 (Jun 29 2021)

    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

    8.7 (Latest Stable)
    8.6
    8.5
    8.4
    8.3
    8.2
    0.8.0.1
    Logo
    Logo

    Optional — if you want to maintain versioning yourself

    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 — What it looks like - who made this?

    Email

    Optional — can people send you mails about your mod?

    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.

    script (.reds, )

    r6/scripts

    tweaks (.yaml, )

    r6/tweaks

    CET (.lua, Cyber Engine Tweaks)

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

    Menu
    Home
    Editor
    Editor
    Menu
    Home
    Editor
    CR2W
    Asset Browser
    export files
    mirrored folder structure
    packed
    Toolbar
    Menu
    Menu
    Pack Project
    Log
    Project Explorer
    Project Explorer
    Source: https://www.academia.edu/19644191
    Adding files to projects
    File
    New Project

    Version

    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.

    3.6 (stable)
    4.0
    stable
    Nightly
    Wolvenkit IO suite for Blender >= 1.5.1
    created a new Wolvenkit project
    Exporting Vehicles
    Exporting Rigs & Anims
    Here
    Asset Browser
    add the file to your project
    Script Manager
    raw folder.
    The same file that you picked in Step 1
    Exporting to Blender
    Importing a specific appearance
    Before we get started

    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 Discord server.

    Now without further ado...

    For a more detailed guide, check ELI5: Validate Functionality.

    Did you know? Modding guides and know-how are collected in the dedicated Cyberpunk 2077 Modding Wiki.

    Prefer visual guides? Check out the video demonstration of this guide below ↓

    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.

    What can WolvenKit do? Check out the Overview page to learn more about WolvenKit's features. Have some more questions before getting started? Try the FAQ!

    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. Configure the Editor using docking. Use the View menu to ensure that the Asset Browser, Project Explorer, Import/Export, Properties, and Log windows are visible.

    4. 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. 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 Properties window responds automatically to selections within the Asset Browser. Feel free to experiment by selecting a few textures.

    4. 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.

    5. Add the texture to your project by double-clicking directly on the file

    Projects

    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 Project Explorer 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 packed mod.

    1. (Optional) Navigate to the Project Explorer 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.

    2. (Optional) Files within the Project Explorer have additional options when right-clicked. Directly right-click any file to open the Context Menu.

    Exporting REDengine Files

    WolvenKit features a bespoke tool for conversions between REDengine and non-REDengine formats. The (creatively named) Import/Export tools are extremely robust, featuring advanced options and batch functionality.

    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

    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 Krita, Paint.net, or Gimp 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!

    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.

    After you have pressed install, the archive file goes to the (Steam\steamapps\common\Cyberpunk 2077\archive\pc\mod) folder.

    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. Verify the mod project has been packed and installed by viewing the Log window

    3. Congratulations! Launch Cyberpunk and check out your first mod with WolvenKit!

    Testing In Game

    To verify this texture mod in game, equip the outer torso item Replica of Johnny's Samurai jacket.

    Spawn code for Johnny's jacket

    The following command will give you Johnny's Jacket: Game.AddToInventory("Items.SQ031_Samurai_Jacket",1) Copy and paste the command into the Cyber Engine Tweaks console (CTRL+C to copy, then CTRL+V to paste).

    Final Thoughts

    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 Discord server!

    Enjoy your RED Modding journey!

    88KB
    t2_084_pma_jacket__short_sleeves_decal_d01.png
    image
    Open
    It uses the following versions:
    • Cyberpunk 2077 game version 2.1

    • Blender >= 3.6 (stable) or 4.0

    • Wolvenkit >= 8.11.1 (stable | Nightly)

    • Wolvenkit IO suite for Blender >= 1.5.1

    Optional: If you want to get your hands dirty, check this github repository for a selection of Python scripts for Blender. Most users won't need this.

    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:

    look for the property "rig"

    You will need this for the body mesh export. Additionally, you need to find the head rig — 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).

    Wolvenkit > 8.8
    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

    As of WKit 8.8.1, the filter will only search from the start

    The head mesh

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

    Importing into Blender

    Delete the head and body component that you've imported the first time around: we're going to do a reimport. With the Cyberpunk GLTF plugin (File > Import > Cyberpunk GLTF), import both of your files into Blender — the process works exactly like it did the first time, just that there's extra data now.

    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.

    You can do this either by script or by hand. This guide assumes you will select Option B, using the most recent script from this github repository.

    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

    4. Copy the script from and paste it into the document

      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

    5. Click on theBodyArmature in the 3d viewport

    6. 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:

    Alternatively, search for .anim in the asset browser.

    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.

    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 an issue on github or tell us about it on Discord in #blender-add-on.

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

    Exporting Characters to Blender
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    File Validation

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

    Summary

    Last documented update: March 12 2025 by mana vortex

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

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

    What is it?

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

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

    Running File Validation

    In the editor

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

    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?

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

    For details, see below.

    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.

    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.

    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

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

    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 — 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 — 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)

    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.

    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

    … 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

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

    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

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

    fixIndexOrder

    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.

    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)

    Configuring File Validation

    FAQ

    Frequently asked questions

    What can I do with WolvenKit?

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

    How do I download WolvenKit?

    Follow the instructions on the .

    Where can I get help with WolvenKit?

    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.

    How can I open or browse archive files?

    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 !

    How can I import or export textures with WolvenKit?

    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 !

    How can I import or export models with WolvenKit?

    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 !

    Logo
    jackie
    jackie > .ent
    generic:             <name_of_head_mesh>_skeleton.rig
    Jackie:              h0_001_mb_c__jackie_welles_skeleton.rig
    Download page
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    Workspot.fixIndexOrder
    Workspot.autoReopenFile
    create an issue
    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!
    The automatic hook
    The automatic hook
    autoReopenFile
    dragonzkiller
    Simarilius
    Logo
    Logo

    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

    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

    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

    Usage

    pack -p <path> [-o output] (backward compatibility)

    pack [-o output] <path1> <pathN>

    • -p is an alias for --path

    • -o is an alias for --outpath

    Description

    This command pack a folder of REDengine files. It will create a new .archive file. You can provide multiple paths to create multiple archives at once.

    It will output archive(s) in the current working directory by default. Use the option -o output to change the directory path where to output archive(s).

    This command is not behaving exactly like the button Build Project of the WolvenKit application. It will only generate .archive file(s) and ignore any extra files (such as .xl).

    Do not replace existing vanilla archives

    Example

    • you have a WolvenKit project in C:\Documents\Modding\Cyberpunk2077\Awesome

    • you are currently in C:\Documents\Modding\Cyberpunk2077\ with your terminal

    • run the command pack -p "Awesome"

    You can provide multiple paths (WKit projects), but only one output path. This is a limitation due to the .NET framework.

    ~~CR2W/W2RC~~ (Deprecated)

    • 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>"

    Convert

    • Convert a REDengine file into human readable form: convert -s "<PATH TO FILE>"

    • Convert a json file into a REDengine file: convert -d "<PATH TO JSON>"

    Tweak

    • Convert .tweak files (in YAML format) to a TweakDB .bin file that can be loaded with

    • 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:

    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:

    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.

    Types

    Flats and group members must have one of the following as a base type :

    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:

    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:

    raRef:CResource also accepts integers (ones that you might pull from a tweakdb output) in place of the path, like this:

    TweakDBID types can be the full path of the flat/group:

    Or the shorthand that uses the hash & length, both in hexadecimal:

    Vector3 are declared like this, using a capital XYZ:

    Import/Export: Mesh (3d Model)

    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 -> ->

    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.

    Logo
    Logo
    Logo
    --hash: Extract single file with a given hash. If a path is supplied, all hashes will be extracted

    -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

  • output of the archive will be C:\Documents\Modding\Cyberpunk2077\Awesome.archive.
    TweakDBext
    a full list can be see here
    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
    Mycustom.flat
    MyOtherCustomRecordOrGroup.mine.affiliation
    MyOtherCustomRecordOrGroup.mine.animals
    CName
    String
    TweakDBID
    raRef:CResource
    Float
    Bool
    Uint8
    Uint16
    Uint32
    Uint64
    Int8
    Int16
    Int32
    Int64
    Color
    EulerAngles
    Quaternion
    Vector2
    Vector3
    LocKey
          animals:
            type: array:String
            value: [ cow, pig, horse, cat ]
          curvesPath:
              type: raRef:CResource
              value: "base\\gameplay\\vehicles\\curves\\muscle_car.vehcurveset"
          curvesPath:
              type: raRef:CResource
              value: 5774411407796421038
    flats:
      myFlat.reference:
        type: TweakDBID
        value: myOtherFlat.cow
    flats:
      myFlat.reference:
        type: TweakDBID
        value: TDBID:12345678:12
    flats:
      whereIam.position:
        type: Vector3
        value: 
          X: 0
          Y: 0
          Z: 0 
    We can import those .glb files into the following game files:
    • .mesh

    • .morphtarget

    • anims

    Exporting mesh file

    After exporting, your files can be found in your project's raw section.

    Morph targets are automatically included inside the glTF file. You can find the morphs as shapekeys within Blender or blendshapes with Maya.

    mesh export settings as of 8.1.11

    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)

    create a meshName.Material.json file for the

    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

    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 Log.

    MultiMesh

    The MultiMesh export option is similar in functionality to WithRig, 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.

    MultiMesh usage

    Navigate to the MultiMesh Settings and configure the export options for additional meshes and rigs. The functionality is identical to WithRig, so the same instructions should be followed.

    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

    We strongly recommend the , which will automate the following checks for you:

    • 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 settings as of ~2.12

    Import with Material.Json

    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 plugin, material changes may have been written back.

    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.

    • Anims: Imports over an animation file. Necessary for custom animations.

    • 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

    (experimental as of 8.9.1) See Use selected base mesh

    Use selected base mesh

    (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 bone problems).

    Contains LOD8 named LOD0

    Will treat the submesh LOD0 as having the lowest level of detail rather than the highest

    Import Garment Support

    (experimental as of 8.9.1) Will try importing Blender shapekeys as garment support.

    Select Rig

    (experimental as of 8.9.1) See Use selected rig

    Use selected rig

    (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 bone problems).

    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)

    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. Try replacing the source mesh with the original!

    Blender glTF Settings

    Import

    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 Blender Integration page.

    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.

    Example of material list inside a mesh file

    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.

    For a detailed breakdown of each material, use the WithMaterials option for mesh exports.

    Material JSON I/O

    WolvenKit supports importing and exporting REDengine material information in the form of a bespoke material json file. Learn more above

    The material json file is necessary for previewing meshes with the Cyberpunk Blender add-on. The REDengine data written to json is interpreted by Python script to setup somewhat accurate representations of REDengine shaders.

    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.

    • We rely on the Depot (a local file cache) which contains all material dependencies for any given mesh.

    • 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.

    • 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. .

    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.

    Tools: Import/Export UI
    Import/Export
    Cyberpunk 2077 Modding

    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.

    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 . :)

    TL;DR

    1. Install REDMod and .NET from the section below

    2. Download Wolvenkit-X.X.X.zip from github ( | )

    3. Extract it to a folder of your choice

    4. Run it and do the

    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

    • (Cyberpunk's modding framework)

    • For older WKit versions: (versions <= 8.7.1)

    • For current WKit: The most recent (confirmed working with

    Wolvenkit is mostly developed and used on Windows — 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:

    Download and install the runtime. (The SDK is for .NET developers…. unless you are a NET developer, and in which case do whatever you want 😄)

    Downloading Wolvenkit

    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.

    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:

    Package
    Latest Release
    Checks

    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.

    Download option
    What is it?
    Detailed download instructions (with screenshots!)

    Download either Stable or Nightly release.

    Installing

    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 — you don't need to delete the old files, unless you run into weird problems.

    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

    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 🙄\

    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. 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.

    2. Extract them literally wherever you want it doesn't really matter, just remember where you put it.

    3. Find the WolvenKit.exe file in the extracted zip file, copy the path.

    Known Linux Issues (see for reporting):

    • 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. Optional: Proceed to the .

    3. Troubleshooting: Delete everything in the install folder, then re-extract the downloaded files again.

    4. More troubleshooting: Find us on in the

    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

    Extract the zip file to C:\Cyberpunk2077Mod\WolvenKit.

    Optional: Wolvenkit Console

    Unpack the zip file toC:\Cyberpunk2077Mod\WolvenKit.CLI.

    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"

    First Launch - TL;DR

    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 .

    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.

    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.

    To learn more about the Editor Toolbar, please see the corresponding page.

    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 soon™️

    Adding files via File Editor

    To edit a REDEngine file, you have to add it to your first. There are two ways to do this from the :

    • double-click on a file in the Asset Browser's navigation window

    • select several at once, then use the option from the context menu

    You can also open files without adding them to your project:

    • Right-click a file in the Asset Browser and use

    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

    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.

    The file editor features two resizable panels, the and the .

    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 ). 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

    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.

    Duplicate item in Array/Buffer

    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:

    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

    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 ).

    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 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 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

    The Editor View on the right side lets you edit the selected properties ().

    Each editable property has a small icon next to it that displays at a glance what awaits you when you select it.

    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 default value.

    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

    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 .

    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.

    To edit the property structure, you'll mostly use the project tree and its , whereas you edit the property's contents in the .

    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 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:

    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 .

    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*

    Switching Editor Modes

    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,

  • Optional: Proceed to the guide how to set up the modding tools

  • and Wolvenkit 8.13)
    You can use other paths, the guide just assumes that you don't.

    Type or Paste in Cyberpunk2077Mod & press Enter - You may see the Folder populate within another Directory Folder, this should self-resolve after pressing Enter

  • From, presumably, your Downloads Folder, drag & drop your wolvenkit.zip file into C:\Cyberpunk2077Mod\

  • With WolvenKit.zip selected, either right click to Extract All or Click the Extract All Button in File Explorer to begin Extracting\

    All Done!
  • 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"

  • 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".

  • 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".

  • 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

  • All done!

  • channel.
    You should now see something like this:
  • Click "OK"

  • Right-click on your shortcut again and select "Pin to Start Menu"

  • That's it! You can launch now!

  • WolvenKit

    WolvenKit Nightly

    Wolvenkit-X.X.X.zip You want this

    Default — 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.

    Used by other applications to "talk" to Wolvenkit, for example MLSetupBuilder.

    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.

    Full Install Walkthrough (ELI5)
    prerequisites
    Prerequisites
    stable
    nightly
    initial configuration
    Microsoft .NET 6
    Microsoft .NET
    .NET 8
    6.0
    7.0
    Which version do I want?
    Nexus
    stable release
    tester and developer builds
    Nexus
    Stable Release
    Nightly Release
    portable application
    Stable
    Nightly
    bug reports
    full configuration instructions
    Discord
    Wolvenkit-X.X.X.zip
    Wolvenkit.Console-X.X.X.zip
    detailed guide
    corresponding wiki page
    Wolvenkit Home
    settings page
    Cover

    Cover

    Cover

    #wolvenkit-help-me

    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 it’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 we’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 “Game.AddToInventory("Items.TShirt_08_old_02",1)”. This will load Judy’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 it’s an Inner Torso item

    6. Navigate to Fandom’s Cyberpunk clothing page and find the asset name for Judy’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 V’s Pants then you would add #Legs to the end of the URL. If you’re looking for blades, use Fandom’s menu to navigate to the weapons section Gameplay > Items > to the end of the URL. But in this case, we’re looking for Judy’s shirt.

    7. Launch WolvenKit and : Project Name: Judy’s Orange Tank Creation Location as C:\Cyberpunk2077Mod\Projects

    8. In the menu bar click on View and click on Reset Layout to make sure your screen matches the screenshots in this guide.

    9. Click on the Asset Browser and search for the asset name we found on Fandom. Start by searching for the entire name “tshirt_08_old_02” and then slowly start deleting characters from the right side until the entity (ENT) file shows up.

    10. 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.

    11. 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 “w” which stands for woman (aka “wa” 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 that’s the general concept.

    12. In the File Editor, expand appearance 7 for “tshirt_08_old_02_w”. Click on the blue button for apperanceResource to open the APP file without adding it to the project.

    13. 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 Judy’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.

    14. 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.

    15. Right click the mlsetup file and convert it to JSON

    16. 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.

    17. 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.

    18. Notice that the material layers loaded but not the model. Click on Library to bring up the frame with the available models.

    19. 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.

    20. 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.

    21. 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.

    22. 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.

    23. 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...

    24. 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

    25. 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\)

    26. 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\)

    27. 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.

    28. You can leave the leather_croc material and only change the color to orange (in the case of this guide’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 layers’ name starts with a number that is in sequence from 0 through however many layers the asset has. The layer we’re editing starts with a 0, which means we’re editing layer 0.

    29. 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)

    30. Set the Normals to 1.66, Metal and Rough Inside to null, and Rough Outside to 0.3333,0.6666.

    31. 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 you’re here, make sure the Opacity is 1.0 which means this layer is 100% visible.

    32. 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.

    33. 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 isn’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.

    34. 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.

    35. 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.

    36. Your new mod will be listed in the Cyberpunk 2077 REDmod folder

    37. Launch the Cyberpunk 2077 game and load your saved game from step 4. How you launch the game doesn’t matter because the mod is deployed directly to the game’s install directory. Enter your inventory and you’ll notice that the tank you created in step 3 changed from green leather to orange spandex.

    38. Congratulations! You have now validated that WolvenKit is deployed and setup correctly on your computer. Happy modding!

    Read more about Blender integration here
    your project's archive folder
    Asset Browser
    Add Selected Items to Project
    Open Without Adding to Project
    tree view
    editor panel
    Tweak Browser
    the Issues tab of GitHub
    arrays, handles and variables
    search feature
    context menu
    editor panel
    nightly branch
    1.14 interface
    1.15 interface
    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.
    An annotated screenshot explaining the File Editor's interface
    The context menu options available for items/handles
    Source file: base\physics\physicsmaterials.physmatlib
    The "abc" icon, rendered in lowercase presumably in an attempt to minimize the dread it inspires deep in one's soul
    The curve editor in all its chaotic artistic glory
    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.
    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 "boneNames" array in a mesh
    A demonstration of handle creation/replacement functionality in the weapon_shoot_effect.es file
    The new and extremely improved Type Selector, which as of February 13th 2024 is available only on the nightly branch of WolvenKit
    Editing files
    Duplicate item in Array/Buffer
    Export as JSON
    Handles

    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 mana vortex

    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 .

    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 Explorer’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

    If you haven't done that, go and now.

    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):

    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.

      1. Here is a quick link if you want to do your own research

      2. Otherwise, expand the below.

    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

    Install Microsoft .NET

    You should have done that as part of . If you haven't, please do it now, because you need it.

    Enable REDMod

    Redmod is CDPR's entry point for mods. For full instructions on how to enable it, see .

    Utilities

    Other programs you might need, and what you might need them for

    Text editing:

    Using rather than whatever Windows wants you to use will save you a lot of pain later-on. Especially its JSON viewer plugin is extremely useful (expand the box below for how to enable it).

    Enabling the Notepad++ JSON viewer plugin

    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.

    Blender and the Wolvenkit Blender IO Suite

    If you want to edit 3d models, you're going to need this. Don't worry, we have plenty of tutorials for beginners!

    Image editing program

    If you want to edit images, you're gonna need one of those. As long as you're comfortable, pick whatever works; here are a few recommendations:

    : Free image editing software, perfect for beginners

    : Photoshop, but it's free and it runs in your browser

    : Free open-source image editing software

    Optional: Pin them to the start menu

    I recommend that you pin Blender, GIMP, and Notepad++ to your Start Menu — you’ll need them as you’re creating mods.

    Now that wer're geared up and ready, let's proceed to the .

    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).

  • Rough Inside/Rough Outside: Sets the roughness of the surface, where 0.0 is completely smooth, and 1.0 is completely rough (wholly diffuse).
    Weapons and then add #Blade
    https://cyberpunk.fandom.com/wiki/Cyberpunk_2077_Clothing#Inner_Torso
    Create a new WolvenKit mod project

    WolvenKit application -- C:\Cyberpunk2077Mod\WolvenKit\

  • 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

  • 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

    configuration section
    install Wolvenkit
    Google search
    collapsed section
    Wolvenkit's install instructions
    Notepad++
    Notepad++
    Paint.net
    photopea.com
    GIMP
    configuration
    File Explorer view showing recommended quick link
    Windows Start Menu showing recommended pins
    Notepad++ Plugin Admin
    Navigating the rig menu
    Meme
    GitHub branch checks state
    GitHub Workflow Status

    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.

    If you'd rather watch a video Boe6 goes through a basic example in the second of his vehicle modding videos here. You still have to read below if you want an non default appearance.

    Requirements

    • 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.

    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 – and this guide will tell you how to use it.

    .ent files for pretty much all the vehicles are listed on the Cyberpunk modding wiki .

    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

    2. Use the script from Tools -> Script Manager -> Export_Vehicle_Ent (the has documentation)

    Being lazy people, we naturally recommend the second option.

    Script 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 .

    By default, it will ignore shadows, proxy and FX meshes. To include them anyway, set the corresponding flags to true – find include_proxys, include_shadows, include_fx. (If you don't know why you'd want them, you won't!)

    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 .

    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

    Get a specific appearance

    If you're fine with the default appearance, you can go to the and import your project into Blender.

    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 – 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.

    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.

    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.

    or put \base\animations\vehicle > .anims into Wolvenkit's search bar.

    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 – better safe than sorry!

    Wolvenkit 8.9.1
    Blender 3.6
    Cyberpunk add-on for Blender 1.4.0
    Blender Addon
    here
    box below
    Wolvenkit-Resources Repository
    next section
    next section
    The same file that you picked in Step 1
    import bpy
    objs=bpy.context.selected_objects
    for obj in objs:
        co=obj.constraints.new(type='COPY_ROTATION')
        co.target=bpy.data.objects['Armature']
    // 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();
    }
    
    GitHub release (latest by date)
    GitHub release (latest by date)
    MLSetupBuilder
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    Blender version

    Plugin version

    Wolvenkit version

    >= 8.17.1 | ()

    4.5
    1.7.1
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    Mesh Appearance: Auto Expansion
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    install guide