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Are we official now?
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.
Support for Cyberpunk 2077 game version 1.6 Upgrading to WolvenKit 8.7 is mandatory for game version 1.6 and beyond. WolvenKit should handle new game releases more gracefully in the future.
Support for REDmod
Added options for Building and Deploying REDmods
Added Mod Manager for REDmods
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.
All XBM textures will be vertically inverted by default during the Import and Export process
Mesh UV channel 0 will be vertically inverted during the Import and Export process
Texture I/O has been completely refactored Expect improved performance and versatility for users
Import/Export arguments are now saved When adjusting advanced import options adjustments are saved per-file. For example if the XBM export format for a specific texture is changed from PNG to TGA, the specific XBM will default to TGA for subsequent exports. This behavior is persistent between WolvenKit sessions.
XBM import arguments are now exposed When importing XBM files, texture setup parameters are now exposed making the texture pipeline much more powerful.
16bit color channel textures are now supported WolvenKit is now capable of working with higher bit-depth images due to newly exposed parameters.
MLMASK I/O improvements
MLMASK I/O now supports the same image formats as XBM during export and import. Additionally WolvenKit will now accept masklist files which include a 0 layer
.
Added Title Menu WolvenKit now has a traditional categorized menu within the titlebar itself, hooray!
Mod Manager and Plugins added to Home
The new REDmod Mod Manager has been added as a tab within the Home page.
Plugins have been moved from the Menu Bar to a new tab within the Home page.
Simplified Toolbar Drop-down elements have been moved from the Toolbar to the Menu.
Added Launch Profiles button to Toolbar A new configurable Launch Profiles button has been added to the Toolbar.
Added Open Game Folder button
Navigate to Menu > Game > Open Game Folder
to find the Cyberpunk 2077 directory with the System File Explorer.
The Ribbon has now been fully deprecated The Ribbon was off by default in version 8.6, but has now been completely removed.
Help and Feedback dialogues have been removed We saw virtually zero usage of these features, so they have been removed.
Improved some log errors messages Some log error messages have been improved to help users diagnose issues.
File Preview is turned on by default On first launch File Preview is turned on by default aiming to improve feature discoverability.
The Mod Browser button is now a switch Changed the Mod Browser located inside the Asset Browser from a button to a switch aiming to improve feature discoverability.
Fixed crash due to game version 1.6
Fixed absurd UI layout on first launch by including a default layout
Fixed raw textures not displaying or showing incorrectly within Preview window
Fixed exception when generating materials to Depot
Fixed numerous issues when exporting meshes with materials
Fixed mesh to json serialization exception
Fixed freeze with Asset Browser when search bar is empty
Fixed crash with Asset Browser when game path is not set
Fixed memory leak issue with certain animated UI elements
Fixed an issue where the Cyberpunk2077.exe lookup did not work on first run
Fixed an exception with long file paths during Import/Export operations
Fixed an issue with Project Explorer losing files that are modified externally
After a long and hectic development process, we are very excited to finally announce the public Beta release of Wolvenkit for Cyberpunk 2077. That's right everyone, Wolvenkit is no longer a myth! Though there have been many delays, we greatly appreciate the community and our patrons and contributors for sticking by us throughout the development process, and for the hard work by the many programmers, artists, and researchers that have made this whole project possible. So many incredible breakthroughs and discoveries have been made in Cyberpunk 2077 modding thus far, and we are excited to see what the community can do with the new capabilities that will be made available with the release of WolvenKit. Modders will now be able to browse game assets, browse, read, and edit most if not all file formats used by the game, manage projects, and more. As this is only the initial release, some features you may expect are still to come in future releases. By choosing to support us, you will be not only be enabling us to continue to develop Wolvenkit and add further functionality and tools for use by the community, but also gain access to exclusive posts and updates on the development process, as well as private community channels, voting power, behind-the-scenes content, and more. Even the smallest amount can help us to continue / spend more time on developing more tools.
WolvenKit has been completely refactored to migrate to a WPF solution from the Legacy WinForms build. Version 0.8.0.1 brings initial support for CDPR's latest video game Cyberpunk 2077. While we are planning to bring feature parity for Legacy WolvenKit versions, for now support for Witcher 3 projects is extremely limited. The initial feature set for the 0.8.x series focuses on the Asset Browser and Project Packing tool which enables us to efficiently rip assets and repack REDengine files into the archive format.
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.
The WolvenKit UI has been completely rewritten from scratch to transfer the code base from WinForms to WPF.
Have you tried updating to the nightly?
Published May 24 2022
<summary paragraph>
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.
WolvenKit - The ultimate mod editor for REDengine games
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 Discord!
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 installing Wolvenkit, you can…
… dive right in and start creating a mod
… read more about the software on the Overview page
… check out what's new in our Release Notes
… learn about support for The Witcher 3 on the REDengine 3 or Legacy WolvenKit wikis
… find modding guides and know-how on the dedicated Cyberpunk 2077 Modding Wiki
… or join us on Discord.
WolvenKit is powerful
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 or find the list of ).
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.
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.
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.
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.
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.
WolvenKit supports Blender for one-click imports of fully shaded Cyberpunk meshes using the Multilayered.mt supershader. Find the workflows here:
What's new?
Supports Cyberpunk 2077 game version 1.6
Published May 24 2022
Does NOT support latest Cyberpunk 2077 game version
Does NOT support latest Cyberpunk 2077 game version
Does NOT support latest Cyberpunk 2077 game version
Does NOT support latest Cyberpunk 2077 game version
Does NOT support latest Cyberpunk 2077 game version
Does NOT support latest Cyberpunk 2077 game version
WolvenKit 0.7.x series and below
Documentation on Legacy WolvenKit can be found on the Legacy WolvenKit wiki at .
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!
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
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
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
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
Irrlicht has been eliminated from the Solution.
The Asset Browser code has been refactored, dramatically improving startup times.
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.
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.
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
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.
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 !
Support for Witcher modding has been temporarily removed from this build while we work on improving those features. Please continue using for now ❤️
Basic integration with Blender's shader system via the material.json. Meshes can be imported with materials and textures using HitmanHimself's Blender plugin found here: Read more about Blender integration with WolvenKit on our .
Uninstalling WolvenKit
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.
Lexar-mode engage
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.
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
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
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
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
Critical bugfix for importing mesh files with the Import/Export tool
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.
Updated the RTTI types to 1.31
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.
Fully implemented TGA texture imports TGA texture imports now work as expected (Not fully implemented with WolvenKit 8.3)
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.
To make sure the modding tools were setup correctly, you will use the below steps to create a very basic color swap mod.
This section is about validating the modding tools and potentially building your first mod.
Learning objectives:
Understand how file types relate to each other,
Identify assets with clothes in the game,
Create and add assets to projects,
Searching the Asset Browser,
Understand the Project Explorer,
Review log for activity,
Understand the purpose of the Archive folders versus Raw folders,
Look at assets in File Editor,
Convert to-and-from JSON files,
Opening files from the Asset Browser to plugins,
Use the Import/Export tool,
Install a REDmod type of mod,
Look at installed mods in WolvenKit Mod Manager.
Use the name of the game item to find the asset files in WolvenKit,
Find all the asset files for the item,,
Create the GLB and DDS file for MlSetupBuilder models,
Open an asset in MlSetupBuilder and change its color from green to orange,
Import the edited asset back into your project,
Install the mod,
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
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.
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.
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.
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.
The name of the shirt is Secondhand Knotted Tank and it’s an Inner Torso item
In the menu bar click on View and click on Reset Layout to make sure your screen matches the screenshots in this guide.
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.
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.
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.
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.
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.
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.
Right click the mlsetup file and convert it to JSON
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.
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.
Notice that the material layers loaded but not the model. Click on Library to bring up the frame with the available models.
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.
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.
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.
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.
Now that the mesh is configured to export as a GLB and the mask as a DDS, you are ready to export. You can either check the boxes next to each file and click on Process Selected, or since you need to export all the files anyway, ignore the checkboxes and click on Process All. Depending on the speed of your computer, the exported files will eventually show up in Project Explorer in the RAW folders. Notice how several DDS files were exported? This is because each DDS file represents an appearance layer on the 3D model. You can figure out which DDS file you need in three different ways:
On step 18, the leather_croc layer is listed as layer 0 which matches to the numbering system of the DDS files: masksset_0.dds, masksset_1.dds, masksset_2.dds, masksset_3.dds, etc...
On Step 21, MlSetupBuilder told you which DDS file it needed ml_t1_001_wa_tank__judy_masksset_0.dds
Back in WolvenKit you can open the MLSETUP file and expand the appearances list to see which layer number is needed. This is the exact same information as the layer information displayed in MlSetupBuilder (MLSB).
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
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\)
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\)
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.
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.
These four settings alter how the material is rendered to physically represent how light interacts with its surface. The dropdown values are not color HEX, but instead reference numbers. The important numbers are inside the brackets (#).
Normals: A texture mapping technique used for faking the lighting of bumps and dents.
Metal Outside: Defines the outside of the material as diffuse with a white dielectric coating (0.0) or metallic (1.0)
Rough Inside/Rough Outside: Sets the roughness of the surface, where 0.0 is completely smooth, and 1.0 is completely rough (wholly diffuse).
Set the Normals to 1.66, Metal and Rough Inside to null, and Rough Outside to 0.3333,0.6666.
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.
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.
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.
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.
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.
Your new mod will be listed in the Cyberpunk 2077 REDmod folder
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.
Congratulations! You have now validated that WolvenKit is deployed and setup correctly on your computer. Happy modding!
What is the Nightly, and why should (or shouldn't) you use it?
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 latest stable release installed as well. See #is-it-a-regression for more information.
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!
Before reporting a bug, make sure that you are on the latest Nightly, and that you have a way to reliably reproduce the bug. We need to watch it in action, or we can't fix it.
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!
Head to the "Issues" section of Wolvenkit's github (you need a github or Google account; they will not send you spam)
Click the "New issue" button
Select the type of issue you are reporting (probably "bug report")
Give a description of the bug, including the following information:
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
If you want step-by-step instructions on how to install and configure Wolvenkit
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.
If any of the steps in this guide fail, then STOP immediately and either fix them or ask for help on Discord.
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!
Hard disk space for the Depot:
For regular operations, <5GB storage will be enough
If you want to extract materials and meshes, you should have at least 15GB storage
Optional: If you want to create a full asset depot, then you want at least 75GB storage. If you are reading this guide, then you won't need that.
Optional, but recommended: a basic level of computer knowledge. The guide contains detailed instructions, but you'll have an easier time if you already know things like like:
Open a command prompt and run a command,
Locate your download folder and extract a zipped file,
Install an application,
Find and move files
Remember, if you don't know how to do something, you can always throw the question into Google or ask ChatGPT or the Bing assistant!
First, install Wolvenkit:
Then, we'll start with general prep work:
Let's configure and set up Wolvenkit and all its plugins:
Then, we unbundle those game assets that we need…
We do that by creating a tiny mod to make sure everything worked OK.
Feel free to skip this step, or hit up the modding wiki and get cracking.
Downloading the WolvenKit application
Published: October 22 20 Created by @JJTurtle Last documented update: @manavortex, February 25 2023
This section will walk you through the process of downloading and installing Wolvenkit.
There is a Full Install Walkthrough (ELI5), 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 prerequisites. :)
Install REDMod and .NET from the Prerequisites section below
Extract it to a folder of your choice
Run it and do the initial configuration
Optional: Proceed to the guide how to set up the modding tools
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: Microsoft .NET 6 (versions <= 8.7.1)
For current WKit: The most recent Microsoft .NET (confirmed working with .NET 8 and Wolvenkit 8.13)
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!
If you don't care about the differences, go to the next section: Which version do I want?
You can download Wolvenkit from any of the following links (click on the cards). If you are uncertain, go to Nexus.
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 stable release or Nightly tester and developer builds fresh from the pipeline.
One of the Wolvenkit developers will download the stable version from github to put it on Nexus, so you can get it from there as well.
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:
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.
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.
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.
WolvenKit is not technically installed, you extract the downloaded file into a folder and it runs as a portable application. 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
You can use other paths, the guide just assumes that you don't.
Download the new release, extract the files (over your old install if you have one) and run it.
Optional: Proceed to the full configuration instructions.
Troubleshooting: Delete everything in the install folder, then re-extract the downloaded files again.
More troubleshooting: Find us on Discord in the #wolvenkit-help-me channel.
If you don't have any old versions installed, you can proceed to the next section.
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.
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.
Extract the zip file Wolvenkit-X.X.X.zip to C:\Cyberpunk2077Mod\WolvenKit.
Unpack the zip file Wolvenkit.Console-X.X.X.zip toC:\Cyberpunk2077Mod\WolvenKit.CLI
.
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.
Go to C:\Cyberpunk2077Mod\WolvenKit
Right-click the executable WolvenKit.exe
Select "Create Shortcut"
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!
For full instructions on how to configure Wolvenkit, please see the detailed guide.
For a more detailed explanation of the options below, please see the corresponding wiki page. You can change them at any time by going to Wolvenkit Home and opening the settings page.
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.
Set relative locations of modding tools inside the applications
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.
If your Wolvenkit is already configured (because you have followed the ), then you don't need to do anything here.
Otherwise, please do that now or use the to configure Game Executable Path
and (optionally) Depot Path
.
In Wolvenkit, click on
Click on
REDMod should already be installed. If it isn't, please follow the instructions .
For every other plugin, click Install
or Update
.
If you have been following the setup instructions exactly, then the paths you need to enter here are:
uncook folder: C:\Cyberpunk2077Mod\Depot
WolvenKit-CLI executable: C:\Cyberpunk2077Mod\WolvenKit.CLI\WolvenKit.CLI.exe
If you have not, then your paths will be different and you need to adjust them accordingly.
Let's make sure that your game path is configured correctly and that Wolvenkit can access the files:
Click on Continue to Editor
Open the Asset Browser
After several seconds, a success notification will appear and the asset folder structure will appear on the left. This means WolvenKit was able to access the Cyberpunk archive and extract the game assets.
Please note that before you can do anything with files, you need to create a Wolvenkit project.
Perquisites: All the stuff you could possibly need, with download links
Created by @JJTurtle Published October 22 2022
Updated Jul 30 2023 by
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.
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.
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...
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):
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.
Other programs you might need, and what you might need them for
I recommend that you pin Blender, GIMP, and Notepad++ to your Start Menu because you’ll need to access them as you’re creating mods.
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.
The different libraries in Wolvenkit require both and . Make sure to install both!
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:
You can find Wolvenkit's settings (including your project layout) in the following folder:
Maybe something here will help you resolve that error.
Which Wolvenkit plugins exist, what do they do?
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 .
Like Install, but launches the game afterwards.
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.
It's cozy!
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!
Manage REDmod installations and deployment
WolvenKit is capable of displaying web-based content natively. The Home page features several built-in web pages!
This Wiki can be viewed from within WolvenKit. Hi WolvenKit users!
GitHub can be used to directly track progress with WolvenKit development
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.
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.
Opens the dialogue to create a new file.
Save the currently selected document from the File Viewer
Save the currently selected document from the File Viewer as a new file
Save all currently open documents from the File Viewer
Create a new WolvenKit mod project
Open an existing WolvenKit mod project
Configure various project settings
Finds the WolvenKit logs with the System File Explorer
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!
Generates the install-ready structure (REDmod format) in your project's packed
folder, then creates a zip file.
Deletes the contents of your Wolvenkit project's packed
directory.
Create and modify one-click pack & launch operations
Toggles the Tweak Browser on or off. This panel will let you browse the TweakDB.
Toggles the LocKey browser on or off. This panel will let you browse translation strings.
This feature impacts performance. Navigating the Asset Browser or Project Explorer will be faster if the preview is toggled off or inactive.
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
Resets the UI layout to the default from one of the following files (by priority):
%USERPROFILE%\AppData\Roaming\REDModding\WolvenKit\DockStates.xml
Path\To\Wolvenkit\DockStatesDefault.xml
This can be especially helpful if the layout is bugged or an editor window is unrecoverable.
Launches Cyberpunk 2077
Launches Cyberpunk 2077 using Steam
Opens the Cyberpunk 2077 game directory in Windows Explorer
Opens the WolvenKit Plugin Manager
Opens the WolvenKit Plugin Manager
With great power comes great responsibility
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.
Now without further ado...
Prefer visual guides? Check out the video demonstration of this guide below ↓
WolvenKit is a tool for mod developers to interact with REDengine file formats. Generally speaking, most mods created with WolvenKit share a similar workflow:
Browse and extract game files
Convert game files to common formats that can be modified
Modify the file, often with an external application
Convert the common format file back to game format
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.
Create a new WolvenKit mod project
Navigate to the Asset Browser window
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.
Use the "breadcrumb" style navigator in the left-hand side of the Asset Browser to quickly navigate folders
Navigate to the following path: base\characters\garment\player_equipment\torso\t2_084_jacket__short_sleeves\textures\
Select t2_084_pma_jacket__short_sleeves_decal_d01.xbm
by 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.
Add the texture to your project by double-clicking directly on the file
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.
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.
Inspect the XBM Export Type drop down menu, in this case we want to export the texture as a PNG
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.
Press Process Selected to complete the export operation. A new PNG image will now be available within the Project Explorer Raw directory.
Import the t2_084_pma_jacket__short_sleeves_decal_d01.png
texture file to an image editing software of your choice
Make a distinct and recognizable change to the image
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.
Return to the WolvenKit Editor
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.
Press Process Selected to complete the Import operation
Verify the updated texture by selecting the XBM within the Project Explorer. The new texture should be viewable with the Properties window.
WolvenKit features a one-click mod building solution. The build process packs any archive directory files into archive format and installs to the game automatically.
WolvenKit only supports unbundled files. Files that have been decompressed using WolvenKit CLI will not be packed correctly. Buffers must be compressed within the main REDengine file. Files added with the built-in Asset Browser will always be the correct format.
Congratulations! Launch Cyberpunk and check out your first mod with WolvenKit!
The following command can be used to obtain Johnny's Jacket:
Game.AddToInventory("Items.SQ031_Samurai_Jacket",1)
Copy and paste the command into the Cyber Engine Tweaks console using CTRL+C to copy, then CTRL+V to paste.
Enjoy your RED Modding journey!
The Properties Viewer is used to provide extra information about selected files from within the Asset Browser or the Project Explorer. The Properties Viewer can also generate instant previews for REDengine texture and mesh files.
Ensure Show File Preview
is enabled within Settings if previews are not working.
Mesh files can be previewed by selecting them within the Asset Browser or Project Explorer.
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 files can be previewed by selecting them within the Asset Browser or Project Explorer. The image previewer is capable cropping, flipping, and markup. While the markups will not get saved to original file, they can be exported by using the save button.
Audio files can be previewed by selecting them within the Asset Browser or Project Explorer.
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.
Wolvenkit Launch profiles and what they do
Created: Jun 17 2024 by Last documented update: Jun 17 2024 by
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.
With a long click on the Install
button, you can open a dropdown menu that lets you pick a launch profile
:
Installs your mod to your Cyberpunk 2077 directory
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.
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.
Launch the game after installing the mod. Without this, the next three options will do nothing.
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.
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.
WolvenKit will create the following profiles if it can't find them:
Install
Install as REDMod
Install, Launch, and Load Save
Install and Launch
Launch Game Without Install
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 for details.
Starting with 1.14, Wolvenkit lets you switch editor modes by double-clicking the first button in the toolbar:
Properties that you don't normally have to edit will be hidden.
Recommended for beginners and people who don't like to scroll.
The file editor you know and love.
Coming soon™️
double-click on a file in the Asset Browser's navigation window
You can also open files without adding them to your project:
This version of the file is read-only; you can edit it, but you can't save it.
Files in your Wolvenkit Project are accessible via Windows Explorer. It also works the other way around; however, not everything has to be compatible.
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.
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 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 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.
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.
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.
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.
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.
Deletes the currently selected items/handles.
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."
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.
You will observe different kinds of values (dropdowns, numbers, booleans, texts, enums...). Many of those appear in grey:
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.
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:
Some file formats offer more specific editing tools. For instance, curve properties often give you a Curve Editor, especially useful in .curveset files:
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.
Other than browsing and editing properties, you can also delete them, replace them, or add completely new ones.
The possibilities are endless, but most of them make the game crash. Wolvenkit will already prevent you from doing a lot of dumb things, but you can still get creative.
This section will give you an overview about the existing types of properties and what they are commonly used for.
Arrays are lists of items. They look like this:
You can duplicate, add and remove array items and change their order via drag&drop.
The "Paste" operations will be disabled if the items you copied aren't compatible with your currently-selected array.
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.
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 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.
You can also replace existing handles or add new ones from a list of handles compatible with the array:
When you select an array on the left-side window of the File Editor, you will find two types of yellow buttons on the right-side window: Create Item in Array, which sits alone at the top, and Create Handle, which appears next to every handle in the array. Clicking either of them will bring up the Type Selector: a search menu that lets you pick from a list of handles compatible with the array. The difference is that Create Item in Array adds the selected handle to the array whereas Create Handle replaces the handle it was next to, deleting it in favor of the one you picked.
In either case, the Type Selector will give you the full list of handles you can choose for the array in question, and you can narrow down the list by typing search terms such as, say, "Grenade", or "Effector", or "ofwifagbaygfaergergqhqjqtjfy" if you fall asleep on your keyboard:
If you select a handle instead of an array on the left-side window, you will still get the Create Handle button on the right-side window, allowing you to replace the handle you have selected.
The red trashcan icons can also delete handles, as you've surely guessed, but there's a way to do it directly on the left-side window using the File Editor context menu. So for our next section, we proudly present... *insert drumroll here*
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.
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.
Only shows you files under your_wolvenkit_project/source/archive
.
Location: your_wolvenkit_project/source/raw
.
Location: your_wolvenkit_project/source/resources
Location: your_wolvenkit_project/source
Will show you everything under your project's source folder. No context sorting.
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.
Right-click any file within the Project Explorer to explore the Context Menu.
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.
Moves any project file to the OS/system Recycle Bin.
Opens a dialogue box which allows any project file to be renamed.
Select any project file to be copied.
Pastes copied project file.
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
Replaces the selected file with the original unmodified version from the game archives. (archive directory only)
Find the selected file with the OS/system file explorer.
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.
Live archive explorer
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.
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.
Wolvenkit Search has its own sub-page:
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.
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.
As of 8.11.1, the context menu has the following entries:
Will make the Asset Browser display a list of everything your current file is linking to.
Will navigate the asset browser to the current selection's path in the game files (if it is a game file).
Copies the selection's relative path to clipboard.
The main mod-editor interface of WolvenKit
The Editor is the main mod-editing workspace within WolvenKit, holding the docking window for the individual .
For an explanation to the editor panels, please see the corresponding sub-pages:
The docking in WolvenKit is similar to other IDE's such as Visual Studio. All panels can be rearranged by docking to specific areas, or used as a standalone floating window.
Try double-clicking an Editor title bar to create a floating window!
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.
Documentation of the "Tool" menu in Wolvenkit's taskbar
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.
Launch WolvenKit and :
Project Name: Judy’s Orange Tank
Creation Location as C:\Cyberpunk2077Mod\Projects
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 )
Used by other applications to "talk" to Wolvenkit, for example .
Now that all plugins are installed, you can configure (but read the blue box first). This step is optional; you don't need to do it at this time, but you won't be able to make full use of the plugin if it is not configured.
For detailed configuration instructions, head to -> ->
Congratulations - everything is working! If you haven't done this during the full prep, now is a good time to . Otherwise, you can move on to !
If you haven't done that, go and now.
Here is a quick link if you want to do your own research
Otherwise, expand the below.
You should have done that as part of . If you haven't, please do it now, because you need it.
Redmod is CDPR's entry point for mods. For full instructions on how to enable it, see .
Notepad++ JSON Viewer is used to correctly format JSON syntax, such as when a file has been collapsed onto a single line.... for job security reasons Alternatively, you can install Visual Studio for its VCode JSON Viewer extension, but Visual Studio is a full featured coding solution and only needed by application developers.
Now that wer're geared up and ready, let's proceed to the .
If these (admittedly basic) steps didn't help you resolve the issue, you can get in touch on the in the #wolvenkit-support
channel.
One of Cyberpunk's core mods ( | ). Will install the latest version for you.
Documentation about using and developing with CET can be found in the wiki.
Another of Cyberpunk's core mods ( wiki | ). Will install the latest version for you.
Documentation about development with redscript can be found in the wiki.
Written and developed by Neurolinked (): A tool for Cyberpunk-specific "texture" editing.
Documentation can be found on under
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.
Check the yellow wiki for documentation:
One of Cyberpunk's core mods (). This will install the latest version for you.
One of Cyberpunk's core mods (). This will install the latest version for you.
For documentation, check ->
Will install the Wolvenkit plugin of for you.
For install and usage documentation, check ->
Same as the menu entry -> (creates a new game file)
Same as the menu entry -> (saves the currently active editor)
Same as the menu entry -> (saves a copy of the currently active file)
Same as the menu entry -> (saves all currently open file)
Same as the menu entry ->
Same as the menu entry ->
Same as the menu entry ->
Same as the menu entry -> . Requires .
You can activate the REDMod entries in the under "Interface".
Same as the menu entry ->
Same as the menu entry ->
Download and update various and extensions for Cyberpunk 2077 modding
Settings can be accessed from the Home sidebar. Learn more about
Take a peek at our very own website,
Shows the WolvenKit view
Open the WolvenKit page
This option is hidden by default and can be turned on in the . Read why.
Runs , then copies the contents of packed
to your game directory.
You can learn about on the yellow wiki.
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.
Runs , then launches the game for you
Runs , then launches the game for you
This option is hidden by default and can be turned on in the . Read why.
Pack archives and instantly install to game directory while Cyberpunk 2077 is running for testing (Requires ).
Toggles the on or off
Toggles the on or off
Toggles the panel for your currently selected file or off
Toggles the panel on or off.
Same as option - enables/disables interactive Quick Previews within the Properties panel.
Saves the UI layout to the current WolvenKit project, making it persistent across sessions.
Tool for building a depot
, a collection of extracted game assets to use them in other tools.
Tool for modding sound files
Toggles the
Toggles the
Toggles the
Opens external-link to the Cyberpunk Blender Add-on GitHub page
Opens an external-link to the page
Opens an external-link to the page
Opens an external-link to a invitation
Opens an external-link to the page
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
For a more detailed guide, check .
Did you know? Modding guides and know-how are collected in the dedicated .
What can WolvenKit do? Check out the page to learn more about WolvenKit's features. Have some more questions before getting started? Try the
Ensure WolvenKit is properly configured by following the procedure
Configure the Editor using . Use the menu to ensure that the Asset Browser, Project Explorer, Import/Export, Properties, and Log windows are visible.
Use the main file list panel inside the Asset Browser to preview individual files. The XBM file extension always represents a texture file within REDengine. WolvenKit is capable of instantly previewing textures and models. The window responds automatically to selections within the Asset Browser. Feel free to experiment by selecting a few textures.
are the core of WolvenKit functionality. Projects are primarily used to separate and organize source and game files into distinct self-contained mods. Each project can be thought of as the source code for any given mod. The is the central component for each mod project. Project files are separated into two main system directories:
The archive directory is for REDengine/Cyberpunk format files. The raw directory is for non-REDengine/generic format source files. These are core directories for WolvenKit's file operations. These folders are never exposed to the game inside the .
(Optional) Navigate to the window to examine the new file added to the archive directory. The preview functionality of the Properties window also works for local project files. Many REDengine assets and common image files (png, tga, etc.) can be automatically previewed by selecting them within the Project Explorer.
(Optional) Files within the Project Explorer have additional options when right-clicked. Directly right-click any file to open the .
WolvenKit features a bespoke tool for conversions between REDengine and non-REDengine formats. The (creatively named) are extremely robust, featuring advanced options and batch functionality.
Open the
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 -> .
We recommend free tools such as , , or for editing PNG format textures. If you don't know how to use that, hit up Google or check Youtube, as it would completely blow up this guide!
Open the
From within the Menu, select the button
Verify the mod project has been packed and installed by viewing the window
To verify this texture mod in game, equip the outer torso item Replica of Johnny's Samurai jacket
. The jacket can be obtained through normal gameplay during the main questline. Alternatively, the jacket can be added to the player inventory by using the console.
While not all encompassing, this guide teaches the core philosophy behind our modding pipeline. If you've followed along so far, you're ready to start getting the most out of WolvenKit. We recommend familiarizing yourself with the Wiki to understand how our Editors work. Please keep in mind that everything in our community from software such as WolvenKit or this Wiki is developed, written, and created by passionate volunteers. If you encounter issues with software or documentation, consider getting involved with us on the
Do not use the Image Preview tool for creating mods. Refer to the tool for fully exporting textures.
Important: Due to licensing issues, Wolvenkit no longer features a video preview. You can find s on Google.
This will not work in combination with
Same as the button in the toolbar: Will generate a zip file ready for Nexus upload.
Clears the packed
directory after building/installing/creating a zip file.
Check this to save diskspace, but note that it will disable .
Check this to deploy your mod as REDMod rather than as a legacy mod. You don't generally want this, as it's not compatible with
You can specify additional , which will be merged with those from the settings
To disable this behaviour, go to the and disable
To edit a REDEngine file, you have to add it to your first. There are two ways to do this from the :
select several at once, then use the option from the context menu
Right-click a file in the Asset Browser and use
See the next section about
The file editor features two resizable panels, the and the .
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.
Attempts to copy the identifier to clipboard. If something without a tweak identifier is selected, you'll get the RedType instead. This option, like the previous one, will not appear without the installation of TweakXL via the Plugins menu.
Creates an exact copy of the currently selected item/handle, which will be inserted directly after it (this is important for e.g. in mesh files). This copy can be edited without affecting the original, unlike the next option in the context menu:
Exactly as it seems: it's the paste function of Copy Handle. As explained above, it pastes a reference, not a copy. Do not use this if you want a copy that you can edit independently of the original. "Why the hell wouldn't I always want that?", you might be asking. Because in some files, it can be helpful to have the same instance of a handle referenced in various places and only having to edit one of them. Do not question us, for we know the Old Ways (and if you do, the ideal avenue is to open a ticket in ).
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.
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.
The Editor View on the right side lets you edit the selected properties ().
Those properties have not been changed by the person who touched this file, still holding their .
The icon that says "abc" on it is the one you shall learn to fear, for it heralds the coming of a string variable. Whenever you see it next to a property you need to edit and you don't know what strings you can type in it, get ready to spend the next several hours of your life getting very well-acquainted with WolvenKit's .
To edit the property structure, you'll mostly use the project tree and its , whereas you edit the property's contents in the .
Arrays can contain any of the other types of data. They do not contain other arrays directly; but often include other arrays.
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 .
Contains files that will be bundled into your mod's .archive file. For more information, check the documentation under ->
Your (dirty?) working directory. Contains files that will not be part of your mod, as well as exported files. For more information, check the documentation under ->
Contains control files for your mod. For more information, check the documentation under ->
WolvenKit features a bespoke which is capable of opening and modifying any REDengine file. Double-click any file within the archive directory of the Project Explorer to open the document viewer. Non-REDengine files which are typically stored in the raw directory can be accessed with the Project Explorer as well. Files such as blend, psd, png, and many more can be opened with the preferred system application. For example, double-clicking a .tga file will open the file with the users system preferred image application.
Requires MLSetupBuilder plugin for WolvenKit. Install by navigating to the Toolbar panel.
You can switch the Asset Browser to Mod Browsing mode via button. The will no longer consider base game files and search in your loaded .archives instead.
Wolvenkit will search any installed mods and anything under the . There is no way to browse an .archive
file in a different folder — if you insist on doing that, check .
See above
What it says — you can browse a file in the without adding it to your project. Saving (Hotkey: Ctrl+S
) lets you save it to disk, though.
Requires the plugin to be installed.
Requires the plugin to be installed.
Like , but the opposite: will make the Asset Browser display a list of everything that links to your current file.
: Your local game files go here
: Browse game files or mod files
/ File Preview: Information about the current file
: Edit or view game files
: Shows you error messages or output
: Lets you browse existing tweaks
: Lets you browse translation entries
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
3d modelling - refitting, printing your V, you name it. The software is free and open source.
The Blender Plugin for Wolvenkit
Importing and exporting meshes with ease from and for Wolvenkit
Image editing. You can also use Photoshop or Paint.net.
Text editing. Using this rather than whatever Windows wants you to use will save you a lot of pain later-on. If you don't know how to enable it after installation, check out the instructions below.
Wolvenkit Import and Export explained
This section contains general information and workflow documentation about importing and exporting files with Wolvenkit.
For a documentation of the UI, check Import/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 Import/Export as JSON
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.
raw
folderMoving 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).
You can import your_file.glb
via Import Tool.
You can not import your_file_mesh_export.glb
via Import Tool, because Wolvenkit won't know where to put it.
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 will be the same.
Unless importing from JSON, Wolvenkit can't create files.
When using the Import Tool, we can only import into already existing containers (see #file-structure for more information)
The easiest way to do that is:
export an existing file
overwrite the new file in raw
with your changes
import the file
This option is in the right-click menu.
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 CET Wiki ⇗ and the Cyberpunk 2077 Modding wiki ⇗
What are the Import/Export tools? What do they do?
This page provides the UI documentation for the Import/Export tool. For a documentation of the functionality, see Import/Export.
For documentation of the individual import/export settings, find the child-pages of Usage -> Import/Export
To edit a REDengine file, it first needs to be converted to a more accessible format. This is where the Import/Export tools come in.
Before moving files (or in cases of OCD), please note the #file-structuresection.
As of Wolvenkit 8.9.0, you can find both the import and the export tool in the menu "Tools":
You can browse the file structure via Wolvenkit's Project Explorer. Here's how it looks:
Importing will overwrite files in archive
without a prompt. Do a backup from time to time!
If you mess up a file beyond repair, you can restore it to default by selecting the "replace with original
" option from the right-click menu.
For detailed documentation of the different import settings, check the corresponding subpage.
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.
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.
Exporting will overwrite already-existing files in raw
without a prompt.
The Export Tool lets you export any files in your project's archive
directory:
For detailed documentation of the different export settings, check the corresponding subpage.
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.
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.
What is Wolvenkit File Validation? How do I use it?
File validation was added in Wolvenkit 8.9.1. When you save a file, it will try to validate the internal structure and — based on your settings — dependent files.
This feature has an impact on performance — every time you save, there will be a short lag while the file validation does its thing. If you can't live with that, find below how to turn it off.
In the Script Manager, switch to the Hooks
tab and uncheck the box behind hook_global
:
Did you know? You can still run file validation via the menu under Scripts -> Validate!
You just need to open hook_settings.wscript
and change line 4 from Enabled: true
to Enabled: false
.
For details, see Configuring File Validation below.
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 github or create a forum post on our Discord server 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).
There is no fancy UI for the configuration right now (sorry for that), but you can fine-tune file validation via Script Manager.
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.
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!
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.
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:
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.
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.
Will warn you about duplicate animation names (e.g. animations 2 and 31 are both named "facepalm")
Checks all appearances and their associated partsOverrides
and partsValues
.
Will warn you about duplicate component names. Components are targeted by name, so they should be unique for each appearance or mesh entity.
inplaceResources can crash your game (it's complicated and has something to do with timing and async loading). This flag will toggle the check.
Will warn you if components with the same name are pointing to different meshes.
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.
File validation assumes that this is a factory for ArchiveXL or similar. If it isn't, you can ignore any warnings, or create an issue so that we can add your use case.
Assumes that entries are file paths. Will print a warning if the files can't be found.
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)
Similar to the .app file, this will validate nested files, basically checking the entire ArchiveXL chain of dependencies.
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.
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.
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.
Will try to warn you about issues that will cause empty or incorrect strings to be displayed
This will warn you if any entries will overwrite each other due to shared key data.
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).
Will also check .mi files and their material setup. As the .mi chains can be quite long, this can cause performance issues.
Will warn you if two of your materials appear to be identical
Will check the material setup.
Will check nested .mi files and their material setup, if you are using any.
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 #autoreopenfile in addition to this.
More convenience: Automatically close and re-open the file after using fixIndexOrder
(instead of bothering you about it). Default is false
.
Will warn you about animations in the included .anim files that aren't used by the workspot, in case you want to delete them.
Shows animations that you include in your workspot, but which aren't defined in any of the included .anims files.
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.
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.
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)
What is the script manager? How do I use it?
For more information, see Scripting with wscript
For a step-by-step walkthrough on how to edit a script file, see #configuring-file-validation.
You can toggle the script manager via Tools -> Script Manager.
It looks like this:
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.
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)
This section contains the settings for File Validation
This section lets you add your own UI items.
Based on Wkit v. 8.11.0
LocKey is a localization key designed to identify localized text strings. These keys, such as 'vehicle_enter'
(which is not only user-friendly but also has a unique ID used typically), are employed throughout the game. Prior to display, these keys undergo localization to match the language setting of your game.
The LocKey browser allows to search for a specific localized text and reveals the corresponding LocKey (numbers) that, when localized, contains the desired text (string).
The location of the browser in Wolvenkit depends on your design view. In most cases, you can find it within the right-side navigation. However, if you're unable to locate it, you can easily enable it by navigating to 'View' and selecting 'LocKey Browser'
Wolvenkit's big messy box of stuff
As of 8.13, Wolvenkit supports the #adhoc-depot. This means that you don't have to do anything besides configuring your #depot-path — dependencies will be handled as needed.
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.
Use the Depot Generator from Wolvenkit's Tools tab:
You can export materials, or unbundle the whole game:
Exports the game's materials (textures, gradients, mlmasks...). This used to be required by MLSetupBuilder, but is no longer necessary.
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?)
Editor difficulty mode explained
Created: Dec 03 2024 by Last documented update: Dec 03 2024 by
This page describes Wolvenkit's Editor Difficulty Mode.
To change the default, head to Wolvenkit's settings page
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!
Recommended for beginners. Many properties that you won't want to edit are hidden, other properties that you shouldn't edit are write-protected.
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.
The authentic editing experience from <= 8.14. Rawdogging CR2W without protection. Use at own risk.
What's a project, how do I get one, and what does it do?
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 -> #adding-files-to-projects to learn about adding files.
You have two means of creating one:
From the Menu: #file -> #new-project
From Wolvenkit's Home view via the Create New Project button
You will see something like this:
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?
Optional — can people send you mails about your mod?
Version
Optional — if you want to maintain versioning yourself
Click Finish. WolvenKit will now open the new project and proceed to the Editor.
To learn more about the Editor, please check the corresponding wiki page.
Select a .modproj file to open with WolvenKit
WolvenKit will now open the project and proceed to the Editor
Your project will contain the following folders:
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.
Your Wolvenkit project will have several folders inside of source
.
As of 8.9.1, these are:
Location: your_wolvenkit_project/source/archive
This directory contains game files in the REDengine CR2W format, which you can add via Asset Browser.
Everything in this folder will be packed into your mod's .archive file.
Location: your_wolvenkit_project/source/raw
This is your working directory. Keep any files here that you don't want to end up on Nexus.
When you export files via Wolvenkit, the exports will be placed in a mirrored folder structure. Unless you import them again, they will not affect your mod's content. You can keep .blend and texture files here.
A directory for custom sound files.
Location: your_wolvenkit_project/source/resources
This folder contains other files for your mod.
Any of its contents will be packed so that they extract directly into the Cyberpunk directory. For that reason, you (or Wolvenkit) should create the following subdirectories:
r6/scripts
r6/tweaks
bin/x64/plugins/cyber_engine/tweaks/mod/your_mod_dir
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.
From the Menu click on the Pack Project button. The Log will display a result to indicate packing was successful. All files within the archive directory of the Project Explorer will now be packed into archive format. The packed files can be found in the packed (.../modname/packed
) directory of the mod project.
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.
To be done
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
Lets you select an appearance from the list of defined appearances
Lets you select the Level of Detail, which will load higher or lower fidelity meshes to optimize performance.
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.
Wolvenkit's settings and what they mean
Last documented update: Jun 17 2024 by (Wolvenkit 8.14 Nightly)
This page documents Wolvenkit's settings menu, and what the individual entries mean.
You must make sure that your Game Executable Path is set. Wolvenkit will not work otherwise.
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.
For a textual explanation of the seettings, see the next section
You must set this.
If Cyberpunk is installed within Program Files, we recommend running WolvenKit as administrator.
Optional
You can also put the path to the REDLauncher here, if you want that (but why would you?)
Optional
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 Material exports here.
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 Mod Browser after your installed mods.
Display hashes for CNames as hexadecimal (rather than decimal)
Display hashes for ResourcePaths as hexadecimal (rather than decimal)
Display hashes for NodeRefs as hexadecimal (rather than decimal)
Display hashes for TweakDBID entries as hexadecimal (rather than decimal)
Lets you customize the language for the LocKey Browser. Default: en_us
Graph Editor: Detailed display?
Toggles limited collections for improved performance within the File Editor when working when navigating large files.
Adjusts the amount of elements of in a limited collection within the File Editor.
Starting with 1.14, Wolvenkit offers multiple editor modes. You can find details under #switching-editor-modes.
File extensions that you want to open in an external editor
Will disable Wolvenkit's auto-update
UNKNOWN FUNCTIONALITY This toggle may not work in the latest WolvenKit build.
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
Will be used when creating new projects.
Will be used when creating new projects.
Changes the accent color of UI elements throughout WolvenKit.
Lets you customize Wolvenkit's interface.
Turn this off unless you know what you're doing
The default state of this box when you open the rename dialogue (shortcut: F2
)
Adds the REDMod buttons back to the ribbon. (Why do you want this?)
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.
Will append the #default-profiles to the list of launch profiles if they are not defined (this will not overwrite your custom profiles)
The Wolvenkit Blender plugin
For a documentation of the Blender Plugin's features and step-by-step usage instructions, see the .
If the Export Materials
checkbox in the mesh export settings is enabled, WolvenKit will create a Material.json
file under raw
. You can find it in the same directory as the mesh.
How to view video and audio files in WolvenKit.
This page is about the WolvenKit app. To bulk-export or -import video and audio files, check Video and audio files (CLI)
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 #audio-files.
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:
Wolvenkit can't preview video files. Add them to your Wolvenkit project or export them via CLI (#video-files) 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.
These aren't the files you're looking for… yet.
For help finding an item, check on the yellow wiki.
You can use the search bar at the top of the asset browser to search the game files:
To search in your currently installed mods instead, switch to Mod Browser:
You can chain the search operators below with the >
character, which will run the results of the first search through the second search.
Let's get to the meat of the matter.
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
.
This is the default search behaviour, and you don't need to include these operators.
Search will only show you files under this path.
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:
You can limit your search to certain file extensions:
If you only know a file's hash, you can still search for it:
You can search for multiple terms by using the |
operator:
This does not like spaces. word1|word2
will work, word1 | word2
will not.
You can exclude terms from the search by prefixing them with !
:
Wolvenkit lets you search for regular expressions. The main limitation is that you can't use spaces:
.*
will work by default.
How to import or export to/from JSON with Wolvenkit
This is not the only means of export! See Tools: Import/Export UI for documentation of the other.
Converting files to JSON will their content to a .json file in your project's raw
folder.
Importing them back will re-create the corresponding file under archive
.
This is easiest way to and a perquisite for several modding workflows.
This option is in the right-click menu:
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.
Overview of supported I/O formats
The following formats are supported by WolvenKit for imports and exports
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.
The context menu in the project browser reacts to Shift
and Ctrl
, making other operations available. Check it out!
You can drag and drop files and folders to move them. Hold the Ctrl
key to copy them instead.
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.
The context menu's Copy Relative Path
action will show you other options if you hold Shift
and/or Ctrl
:
By holding the Ctrl
key when you click on a folder, you can collapse or expand the whole folder and its children.
The file editor's context menu and menu bar react to Shift
and Ctrl
, making other operations available. Check it out!
If you're a beginner, stick to Easy mode — the person who implemented the feature does the same.
Holding the Shift
key while an array element is selected will offer you Delete all but selection
instead of Delete 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.
By holding Shift
while expanding a node, you can fold/unfold all of its children (and their children) according to specified rules for the most common node types:
Double-clicking a node in an array will toggle the expansion state of all siblings to the expansion state of the node.
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!
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.
How to import and export multilayered assets
You can export and import MultilayerMasks via Wolvenkit.
For the UI documentation, check
For general information such as the file structure and output directory, check
Mask files can be exported with the Import/Export tool in a similar fashion to . Additionally, WolvenKit will automatically create a custom masklist
file, which can be used for importing modified mlmask files.
Masklist files can be opened and modified with any text-editing program.
You can use absolute or relative texture paths.
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.
You can export and import MLSetup files via JSON and edit them with the MLSetupBuilder.
The command-line modding tool
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
For further instructions on using it, see
As of January 2024, Wolvenkit.CLI does not work under Linux. You can run it though qemu and virtofs.
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 download Wolvenkit Console from the Releases page on the github repository ( | ). 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:
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
For general information such as the file structure and output directory, check
For a step-by-step workflow and troubleshooting, see ->
Add the xbm file to your project
Open the Export tool (Tools -> Export Tool)
Select your texture
Click "Export Selected"
This will generate a png file in your project's raw folder.
Choose a common image format for exported textures. Possible options (as of 8.9.1):
png
dds
tga
bmp
jpg
png
Vertically invert textures for convenience
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:
Add an existing xbm file of the same type that you want to import to your Wolvenkit project.
Overwrite the png with your edited texture.
Open the Import tool, and select your png file. The correct settings should be applied automatically.
Click "Import Selected".
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.
Possible values are:
TexG_Generic_Color
TexG_Generic_Grayscale
TexG_Generic_Normal
TexG_Generic_Data
TexG_Generic_UI
TexG_Generic_Font
TexG_Generic_LUT
TexG_Generic_MorphBlend
TexG_Multilayer_Color
TexG_Multilayer_Normal
TexG_Multilayer_Grayscale
TexG_Multilayer_Microblend
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.
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.
as of 8.9.1
Raw format for export. Possible values are:
TRF_Invalid
TRF_TrueColor
TRF_DeepColor
TRF_Grayscale
TRF_HDRFloat
TRF_HDRHalf
TRF_HDRFloatGrayscale
TRF_Grayscale_Font
TRF_R8G8
TRF_R32UI
TRF_Max
The This requires the texture width and height to be potencies of 2!
???
Should the image consider transparency?
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
In order to export sound effects, you need to have the sfx_container.opusinfo
file in your project. Find it in the and .
With the opusinfo selected in the Export tool (if you don't see the file, press Refresh), you should now see the export options on the right.
The important field for us here is "Selected for Export". Click the three dots on the right to open a selection window where you can choose which hashes to export. Click the hash you want and press the arrow button pointing right to add it to selection.
Once you've selected what you want, press Finish to confirm the selection and back in the Export tool press "Export Selected". The sounds you've chosen should now be in the raw folder of your project. You will find two files for each of the sounds, one is origin .opus
and the other is .wav
. You can usually ignore the .opus file.
To import back a sound effect, all you need is the sound file in .wav
format with the exact same filename it had when you exported it. It should also be in the same folder (base).
You can usually leave the default settings as they are. After pressing "Import selected", your project's archive folder should now contain a new modified sfx_container.opusinfo
and one or more sfx_container_XXX.opuspak
(XXX being a number). The opuspak contains your new sound (and other sounds too).
This page contains information on the general use of Wolvenkit's command line interface. For more specific information, please see the corresponding sub-pages:
As of January 2024, Wolvenkit.CLI does not work under Linux. You can run it though qemu and virtofs.
Display general help/list all commands: --help
Display help for a specific command: archive -h
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
To process multiple .archive files (for e.g. extracting duplicate textures), write yourself a batch file:
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.
We can import those .glb files into the following game files:
.mesh
.morphtarget
anims
After exporting, your files can be found in your project's section.
Morph targets are automatically included inside the glTF file. You can find the morphs as shapekeys within Blender or blendshapes with Maya.
If selected, models for LOD > 0 will not be included with the export.
Select to export in binary from as GLB rather than glTF format. (Recommended)
Turn this off if the file export fails.
Exports garment support to shapekeys for Blender.
Turn this off if the file export fails.
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.
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.
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.
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!
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
Will only import the Material.json, ignoring the .glb file. Handy for resetting material edits that you did by accident.
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.
Mesh: Imports over a mesh
Morphtarget: Imports over a morphtarget (the file that deforms a mesh). Necessary for e.g. custom body morphs.
Rig: Attempts to import the associated armature to a .rig
MeshWithRig: Combines the Mesh and the Rig option.
(experimental as of 8.9.1) Will ignore submesh names, instead using the order inside the armature to generate numbered submeshes.
Will treat the submesh LOD0 as having the lowest level of detail rather than the highest
Useful for updating material information only, without disturbing the original geometry data.
Use the GLTF library to run some basic checks to detect bad geometry.
Select the desired destination format. (mesh/morphtarget)
Rebuild the existing mesh file. (Required)
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.
Meshes are sorted and given materials based on the submesh index. LOD variants are numbered as 1, 2, 4, and 8 which corresponds to the REDengine value. These are not the distances at which the LOD is applied.
It's important to remember the submesh name is determined by the Data Block not the Object Name. The orange colored icon represents the Blender object name, while the green polygon represents the actual name of the mesh.
It's possible to reference the material structure of the original mesh file using WolvenKit to see how each submesh is mapped to a distinct material.
In the example above, you can see the material list which repeats after reaching glass1
meaning this is the final submesh. We now know this mesh has 12 distinct submeshes (0-11). It also contains four LOD's because each material list is repeated for a total of four lists.
Just looking to edit materials? WolvenKit can directly edit materials within .mesh or .mi files using the File Editor.
A bespoke json file will be generated from the material dependency stack and exported alongside the raw mesh file. The entire daisy chain of materials is analyzed and written to file top-down, meaning all properties are written as they appear in game. The material json file can be edited with any text-based editor. Any changes saved to the json file will be written to the mesh file upon each import.
For each WithMaterials
mesh export, the material dependencies are analyzed and missing resources are dumped to the Depot.
The material json is generated by looking at the complete daisy chain of materials. Meaning every single dependency is reviewed and the top-most properties that REDengine sees are written to the material json file.
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.
Display help for a specific command: e.g. unbundle -h
For a way to configure Wolvenkit CLI, see the page.
unbundle -p "PATH TO ARCHIVE" -o "OUTPUT PATH" -w *.mesh
Extracts all files from archive
-w
Use optional search pattern (e.g. *.ink), if both regex and pattern is defined, pattern will be prioritized.
-r
Use optional regex pattern
--hash
: Extract single file with a given hash. If a path is supplied, all hashes will be extracted
The unbundle
command also takes folder paths as input (will recursively extract all .archives in a folder), or a list of paths (e.g. unbundle -p "C:\MODDING\archives\basegame_4_gamedata.archive" "C:\MODDING\archives\basegame_1_engine.archive"
You can filter the files to extract from an archive with the -w
(Wildcard) or the -r
(Regex) filters: unbundle -p "PATH TO ARCHIVE" -w *.mesh
e.g. will only extract files with the extension .mesh.
uncook --uext png -p "PATH TO ARCHIVE" -o "OUTPUT PATH" -or "RAW FOLDER OUTPUT PATH"
Extract all textures from archive, common formats (tga, bmp, jpg, png, dds) supported
-w
Use optional search pattern (e.g. *.ink), if both regex and pattern is defined, pattern will be prioritized.
-r
Use optional regex pattern
-hash
: Extract single file with a given hash. If a path is supplied, all hashes will be extracted
--flip
Use boolean option (e.g. 'true' or 'false') : Flip textures vertically (can help with legibility if there's text)
--forcebuffers
: Force uncooking to buffers for given extension. e.g. mesh
The REDengine extension for textures is XBM
There are a number of files that support Uncook, including mesh, csv, xbm, and mlmask.
Cyberpunk textures use DDS format, but WolvenKit Console supports conversions to the most common image formats such as TGA, PNG, etc.
For example, textures can be converted to PNG using:
uncook -p "PATH TO ARCHIVE" --uext png
The same options apply here as well: When using
uncook -p "PATH TO ARCHIVE" -w *.xbm
Only files with the XBM extension will be uncooked.
import -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 --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 -p "MODDED FOLDER PATH"
Pack a folder of REDengine files: this will create a new .archive file.
You can specify multiple folders to pack: pack -p "FOLDER 1" "FOLDER 2"
Do not replace existing vanilla archives
Convert a REDengine file into human readable form: cr2w -s "<PATH TO FILE>"
Convert a json file into a REDengine file: cr2w -d "<PATH TO JSON>"
tweak -p "<input directory>" -o "<output directory>"
Defaults to current directory if -p
or -o
are not specified.
The .tweak file must be in the following format, with either flats
or groups
declared:
Flats 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:
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
:
A list of Wolvenkit error codes, and what they mean
Published: May 1 2024 by Last documented update: May 1 2024 by
This page contains an overview about Wolvenkit's internal error codes and what they mean.
For developers:
When editing this page (especially section headers), please update the internal mapping:
WolvenKit/Helpers/LogCodeHelper.cs
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:
If you are on the stable release, you should try . There's a good chance that your problem is already solved.
Make sure that you are on the most recent version of whatever tool's you're using. This includes, but is not limited to, the and .
Find our and hit up the #wolvenkit-support
channel. (Don't bother if you aren't on the Nightly yet, it's the first thing anyone there will tell you.)
If your error still happens in the Nightly, you need to tell us about it. It's easy: bugs that don't get reported don't get fixed.
To fix the bug, we need to watch it in action. Please include everything we need to make it happen!
WolvenKit ran into a problem during internal conversion. Here's what you can do:
Re-create whatever file you were trying to work on at that time:
A game file from an earlier patch: Add it to your project again
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:
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.
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?
An example file (as of PL) can look like this:
Guided tours of WolvenKit from yours truly ❤️
By default, the game uses femaleVariant
- maleVariant
will only be considered if you use either the or .
Mostly for use with . Will check if the workspot pulls in existing .anim files, warning you about duplicate definitions.
export_streamingsectors for
script (.reds, )
tweaks (.yaml, )
CET (.lua, )
For more details on , see the yellow wiki
For example, if you want to do a custom recolour of the mod , then your Wolvenkit project could be named _00_ArchiveXL_Netrunner_Variants
, or _ArchiveXL_Netrunner_00_Recolour
.
The path to your Cyberpunk2077.exe
, inside under bin\x64
.
The path to your Cyberpunk2077.exe
, inside . Will be auto-generated from #game-executable-path.
Arguments for the executable. You can find a list in on the page.
For further documentation, see the .
Check for the full documentation.
To make the command globally available, add the directory to your .
the xbm file: this adds a png file with the same name to your project's raw folder.
By default advanced XBM options are hidden. This can be changed by modifying WolvenKit . (Is this still the case? Double-check)
Should s be created?
Transparency must be read from a png's alpha channel. If you don't know how to create one, see the guide about texture editing on .
Hash is basically an ID of a sound. To find the hashes you need, you can use the .
Note that importing sounds this way is incompatible with any other mod modifying the sounds this way. You should prefer using !
create a meshName.Material.json
file for the
Generally for NPC heads, weapons, or vehicle meshes you can find the associated rig file similarly named to the mesh in the same or nearest directory. For other meshes such an NPC body, a more generic rig is used.
e.g. Johnny Silverhand is a man with average body proportion so his body uses the following rig:
base\characters\base_entities\man_base\deformations_rigs\man_base_deformations.rig
If the wrong/incompatible rig is used, an error will be displayed within the .
The MultiMesh
export option is similar in functionality to , with the addition of support for multiple rigs and meshes. This option was implemented because some meshes use more than one rig.
e.g. Judy's mesh l1_001_wa_pants__judy uses the following rigs:base\characters\base_entities\woman_base\deformations_rigs\woman_base_deformations.rig
base\characters\main_npc\judy\l1_001_wa_pants__judy_dangle_skeleton.rig
Where the dangle rig is used in addition to the base rig to animate Judy's belt.
Navigate to the MultiMesh Settings
and configure the export options for additional meshes and rigs. The functionality is identical to , so the same instructions should be followed.
We strongly recommend the , which will automate the following checks for you:
Will re-import the Material.json file that has been generated on export, overwriting any changes you have made in the meantime. If you've exported from Blender via , material changes may have been written back.
Anims: Imports over an animation file. Necessary for .
(experimental as of 8.9.1) See
(experimental as of 8.9.1)
Instead of importing directly over the target file, this option will pull the .mesh
file that you have picked in Select base mesh
(e.g. if you run into ).
(experimental as of 8.9.1) Will try importing Blender shapekeys as .
(experimental as of 8.9.1) See
(experimental as of 8.9.1)
Instead of importing over the target file's associated rig, this option will pull the .rig
file that you have picked in Select base rig
(e.g. if you run into ).
Having trouble modifying a mesh file? Keep in mind WolvenKit always uses an existing mesh file for each import. Once a mesh file is corrupted, all subsequent imports will be corrupted as well.
Meshes can be imported with the pre-installed Blender glTF add-on with the default glTF import options. To learn about importing models with the Cyberpunk Blender add-on for shader previews, visit the
For a detailed breakdown of each material, use the option for mesh exports.
WolvenKit supports importing and exporting REDengine material information in the form of a bespoke material json file.
The material json file is necessary for previewing meshes with the . The REDengine data written to json is interpreted by Python script to setup somewhat accurate representations of REDengine shaders.
We rely on the (a local file cache) which contains all material dependencies for any given mesh.
The REDengine values written into the material json file can be interpreted by the Blender Cyberpunk glTF importer to automatically set up shaders within Blender Cycles. .
Convert .tweak files (in YAML format) to a TweakDB .bin file that can be loaded with
A group's type
(Vehicle
in the example above) should exist in CP2077 for it to be useful. The compiler will not warn you if the type doesn't exist, but TweakDBext will let you know upon loading it (watch for messages in red4ext\logs\tweakdb.log
). Generally a TweakDB type is the RTTI type without gamedata
or _Record
(, where the gamedata
is already omitted from the filenames) - as an example, the a Vehicle
's RTTI type is gamedataVehicle_Record
.
Head to Wolvenkit's github page and (you need a github or Google account, but they won't send you spam).
Install
A depot file: Delete the file from the depot and/or
A raw file: re-create the file with the latest version of whatever tool you used (Wolvenkit, the ...)
If that doesn't work, please get in touch via or browse the troubleshooting section.
Check your -> and make sure that it points at your Cyberpunk2077.exe
. For more information, check the wiki link.
Check and make sure that all your settings are valid. If that doesn't fix your problem, you may have to reset your settings, see for detes.
The supported arguments can be found in the Wolvenkit repository for both and .
Help us log bugs with the WolvenKit application
Reach out on Discord! We have a dedicated channel for WolvenKit issues.
Check out the WolvenKit GitHub page to view, track, and submit new issues.
Extracting and playing from archives
This page is about the command line interface. For the Wolvenkit GUI, check Video and Audio
Required files are contained within these archives
audio_1_general.archive
audio_2_soundbanks.archive
basegame_5_video.archive
lang_en_voice.archive
Using the tool, decompress basegame_5_video.archive located at: <gamedir>\Cyberpunk 2077\archive\pc\content
.
Once extracted, they can be viewed via RADTools as Bink Videos and converted to other formats.
ww2ogg can be used to convert decompressed archive audio to .ogg through command line, as well as Revorb (both of these tools have Linux versions that can be found here) to get smaller and cleaner files that can be played via other media players such as VLC. ffmpeg 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 Wwise Audio Tools repository 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
Foobar2000 can also be used along with its vgmstream plugin.
How to unbundle, uncook, rebuild and pack texture files
Extract the textures with uncook -p
into a folder of your choice. TGA is recommended for CLI version 1.5.1 (latest).
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
Do not replace existing vanilla archives
Import
Run import -p "MODDED FOLDER PATH" -k
this will apply the new TGA texture to the XBM.
Pack
Run pack -p "MODDED FOLDER PATH"
, this will create a new .archive file.
Install
Copy the packed .archive file into the mod folder of your game: Cyberpunk 2077\archive\pc\mod
(create this folder if necessary)
Wolvenkit showed me a popup, how do I fix this?
If your file paths are longer than 256 characters and your operating system does not support long paths, Wolvenkit will run into errors when importing/exporting files.
No. This should be enabled by default in any operating system sold after 1635, but for some reason, it isn't.
Find the full guide at microsoft.com
Open a Powershell window as administrator
(Keyboard shortcuts: Windows+R
, type powershell
, pressCtrl+Shift+Enter)
Paste the following command:
Press Enter
This feature is supported out-of-the-box. Just try to stay under 4000 characters.
Frequently asked questions
The Overview page provides a broad look at what's possible to achieve with WolvenKit.
Follow the instructions on the Download page.
Browsing this wiki is the best place to start! Follow the Getting Started pages, especially the guide for Creating a Mod. For additional help from other WolvenKit users, check out our Community information.
WolvenKit is capable of directly reading the .archive format. Archives do not need to be dumped or exported for use. The Asset Browser is capable of browsing any archive with instant previews for assets such as textures and models. Learn more on the dedicated Asset Browser page. Do you need help learning how to use WolvenKit? Try following the guide for Creating a Mod!
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 dedicated Textures page to learn more. Do you need help learning how to use WolvenKit? Try following the guide for Creating a Mod!
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 dedicated Models page to learn more. Do you need help learning how to use WolvenKit? Try following the guide for Creating a Mod!
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)
The proprietary video game engine developed by CD Projekt Red for The Witcher 3 and Cyberpunk 2077. Alternatively referred to as RED3, RED4
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.
The unofficial community modding toolkit. (Hint: This is the WolvenKit Wiki)
The command line interface version of WolvenKit. (Formerly CP77 Tools)
The original Cyberpunk 2077 modding CLI tool. (Deprecated by WolvenKit CLI)
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.
The masklist file is a custom .txt document used as a helper file to generate new mlmasks using Tools: Import/Export UI.
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
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.
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.
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.
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.
The final unified package file used by REDengine games. The Witcher 3 uses bundle files while Cyberpunk 2077 uses the archive file format.
Original or unmodified i.e. Johnny Silverhand's vanilla appearance can be changed with a DLC
So we got Jackie out, can we make him move?
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 Exporting Characters to Blender.
Cyberpunk 2077 game version 2.1
Blender >= 3.6 (stable) or 4.0
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.
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?!?)
You can look it up in the body's entity file. Find it by file name, or right-click on Jackie's body mesh and select "find files using this", then doing the same again on the .app
file.
Open up the .ent file and check the components
array for an entAnimatedComponent
(usually nameddeformations
), which lists the rig:
You will need this for the body mesh export. Additionally, you need to find the head rig — read the next section for how.
Copy the path under rig
and put it somewhere where you can find it later.
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.
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.
In the Export Tool, select the body mesh and adjust its export options. (In Wolvenkit < 8.8, double-click it).
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
Select the rig by name (the same one as in the .ent file)
Move it into the Available
list
Click on Finish
to apply your changes
Repeat the process above, but use the name of the head mesh rather than the body.
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.
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.
Rename the head's armature to HeadArmature
Rename the body's armature to BodyArmature
Switch to the "Scripting" perspective and create a new empty script
Copy the script from github and paste it into the document
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
Click on theBodyArmature
in the 3d viewport
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:
If you have a lot of meshes, you might want to skip this step.
For each submesh item, repeat the following steps:
Select it in object mode
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.
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:
Select the BodyArmature
Switch to the Animation
perspective
In the panel at the bottom, change the dropdown on the left from Dope Sheet
to Action Editor
In the dropdown in the middle, select one of the animations you just imported.
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!
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.
Step-by-step guide for exporting to Blender for non-mod use (i.e. cosplay, 3d print, etc.)
Created by Simarilius & dragonzkiller 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.
Cyberpunk 2077 game version 2.1
Blender >= 3.6 (stable) or 4.0
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 Exporting Vehicles for these.
If you want to add a character's animations, you can check the follow-up guide Exporting Rigs & Anims.
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 #exporting-to-blender.
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 Here
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 Asset Browser 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, add the file to your project.
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 Script Manager (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.
After the script has successfully run, you will find an .ent.json
file in your project's raw folder.
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 Wolvenkit Blender IO Suite's Entity Import from the File -> Import menu.
Before clicking the import button, please read the next section about #importing-a-specific-appearance.
Find the full documentation on the yellow wiki under Wolvenkit Blender IO Suite -> WKit Blender Plugin: Import/Export -> #entities
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
.
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.
Step-by-step guide for exporting vehicles to Blender
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.
Wolvenkit 8.9.1 or newer
Blender 3.6 or newer (hasnt been tested on older)
Cyberpunk add-on for Blender 1.4.0 or newer
Vehicles have different challenges from the characters, but the Blender Addon 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 here.
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:
"Find Used Files" from the context menu, then manually add them all to your project
Use the script from Tools -> Script Manager -> Export_Vehicle_Ent
(the box below has documentation)
Being lazy people, we naturally recommend the second option.
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 next section.
If you're fine with the default appearance, you can go to the next section 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:
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.
I've built shaders for most of the materials that I've encountered in my testing. Exception is the dashboards, which are controlled by inkwidgets 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.
Please help
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 Cyberpunk 2077 Modding Server for active development
Visit our GitHub organization to track progress, development, and issues
The best way to contribute to WolvenKit directly without submitting code is by writing documentation or guides. We are always in need of help documenting WolvenKit within this wiki. You can submit changes by creating a GitBook account and using this invitation to our Organization: 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!
https://dotnet.microsoft.com/en-us/download/dotnet/8.0
https://visualstudio.microsoft.com/downloads/
https://github.com/WolvenKit/WolvenKit
Open All.sln
Build WolvenKit on Debug
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 Cyberpunk 2077 Modding and look around!
Do you have a guide you'd like to submit for the Wiki? Check out Cyberpunk 2077 Modding — if that doesn't cover your needs, you're welcome to sign up as an editor or visit us on our Discord!
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.
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.
These individuals turn our dreams into reality
Community members who've logged countless hours bringing WolvenKit to the next level
Created dozens upon dozens of vector-based icons for WolvenKit's Asset Browser and Project Explorer
Created WolvenKit brand images, including the Sammy avatar
Check out the 50+ contributors to the WolvenKit source code
Community members or organizations that empower REDengine modding with WolvenKit
WolvenKit's real-time mesh preview system was powered by AB4D. (Deprecated in v8.6)
https://github.com/Neurolinked
Neurolinked created MLSB (mlsetup-builder), a software for working with and creating complex multilayered Cyberpunk assets.
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.
Good things come to those who wait
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.
Fixed a bug where the application would crash on a clean restart
Changes
Added global application error logfile %AppData%\REDModding\WolvenKit
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.
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.
Added material only option for mesh imports Support for importing materials-only to edit mesh materials without worrying about breaking the underlying mesh during the I/O process.
Added glTF file import verification options Exposed glTF validation options to the user when importing custom mesh files.
Improved detection of invalid normals and tangents Additional checks for bad mesh data improves feedback from WolvenKit when importing meshes.
Improved verifications Added verifications for rendtopology and garment support.
Support for morphtarget base mesh import option with UI
Updated the RTTI types to 1.30
TweakDB writer It's now possible to create Tweak Databases from scratch
Reactive UI
Improved Asset Browser functionality Improved selection and search (keywords, glob, regex)
New splashscreen art
Texconv for image I/O has been removed WolvenKit relied on Microsoft Texconv which has been removed in favor of native wrapper.
Added DXTEX git submodules
We recommend developers to run git submodule update --remote
to pick up the latest submodule updates when building WolvenKit.
Using glTF Core library for most mesh/morph exports
Exporting bones with morphtargets
Detect base rig properly instead of using a hack while merging multiple rigs
Material helper files are now dumped in the Material Repository
Added support for creating mlmasks from bespoke masklist file
Nuked custom json exports for mlsetup, mltemplate, hp, using cr2w serialization instead, (will break blender addon)
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
Removed legacy code, hosted elsewhere WolvenKit 7 is updated and working here: https://github.com/rfuzzo/WolvenKit
Removed unused dependencies
Removed solution platforms for anycpu and x86
Disabled caching of the archive manager
Added prompt to run webview2 installer if not installed on app startup
Catel has been removed from the solution
Shader (mt) data is no longer hard-coded Archives are now accessed directly to determine shader data within mt files. This removes tens of thousands of lines from the code base, and ensures the data is parallel with the users game version.
Enabled saving of cr2w files
Fixed mainView and app icons
Fixed mlmask layer uncooking after directxtex wrapper implementation
Fixed mainwindow themeing
Fixed Asset Browser weirdness
Mesh dependency files haven been moved in archives in patch 1.3 Recollecting certain archives causes missing dependencies, removed recollection.
rref and raref templates
Fixed a bug where wizards and dialogs would not be displayed properly
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. Learn more about the using the File Editor on the dedicated page.
WolvenKit could not be used while offline due to a bug with webview content The application crashed immediately with no feedback. Bug report here Issue #547, fixed in Pull Request #542. WolvenKit can now be used as expected without webview content. See also: Better prerequisites support - Issue #548
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.
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: Issue #563
Fixed a crash with the update service while offline
Fixed a crash related to recently used items
Fixed a bug where loading Asset Browser items was slow
Fixed a crash when searching in the Asset Browser
Fixed a crash when previewing some wem files
Fixed a crash when renaming and deleting files
Fixed a file handling crash with external applications Some external applications such as paint.net create temp files inside the project causing a crash.
BREAKING CHANGE - Material I/O
Material I/O has been updated so projects with WolvenKit 8.2 may not work as expected. See detailed changes here. 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.
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).
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.
Buffer overflow
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+ https://dotnet.microsoft.com/en-us/download/dotnet/6.0
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.
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 masklist 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
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.
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: https://dotnet.microsoft.com/en-us/download/dotnet/6.0
Support for editing buffers Buffers can now be edited and saved with WolvenKit! Currently .app and .ent buffer editing is supported. All properties can be modified including floats, strings, and paths. This opens the doors to countless new modding possibilities.
True native file editing WolvenKit is now capable of adding and removing elements of REDengine files within the document editor. Various options for adding or removing elements have been added.
Improved file handling
Numerous quality of life enhancements have been implemented:
- An asterisk (*) is added to the file name tab when unsaved changes are present
- A confirmation dialogue has been added for closing edited files without saving
- A Save As
button has been added to save files as a copy
Temporary file preview Any file can now be opened without being added to a project. Files can be previewed by selecting them within the Asset Browser. Additionally when editing any REDengine file, referenced files can be opened temporarily in a new tab. To open a referenced file, click the blue arrow icon inside the tree view.
Document window preview REDengine files such as xbm, inkwidget, and mlmask can now be previewed directly within the File Editor. Below the main file tab, a new set of preview tabs are available for select formats.
Tree View replaces List View The left-hand navigation panel now uses a beautiful and intuitive tree view. Tree view elements are organized in a sensible way, rather than a flat list.
Collection Editor has been removed The Collection Editor introduced with version 8.4 has been removed. The right-hand properties panel now displays editable-content efficiently without a floating window.
Default engine values are now displayed Properties that are not written to file display REDengine default values. These values are automatically inserted by the game at runtime when left unset. Inherited default values are marked with italic font and darkened text.
Main document inline buffer viewing Buffer viewing has been dramatically improved. Buffers are now visualized within the main file tree rather than individual tabs. Understanding the relationship between buffers and the main file is now more intuitive.
Fixed bugged mesh previews for new installations of WolvenKit See issue #622
BREAKING CHANGE Installed mod archives will no longer use the mod prefix! The name of the archive will now directly match the mod project name. For a mod project called JudyEdit, the archive will be automatically installed as shown below: OLD modJudyEdit.archive NEW (8.5+) JudyEdit.archive WolvenKit will automatically uninstall old mod archives when the mod project is updated, however take care to warn users if your archive name has changed.
BREAKING CHANGE The WolvenKit project structure has changed! Existing projects will function as expected, however mod projects created with WolvenKit 8.5+ will not be backwards compatible. The changes can be summarized as follows:
The Mod directory has been renamed to archive
The Raw directory has been renamed to raw (no longer capitalized)
The script directory remains the same
The tweakdbs directory has be renamed to tweaks
Packing and Installing have been separated into separate actions Pack Project - Compiles mod project without installing (New) Pack & Install - Compiles mod project and installs to Game Directory
The tweak directory folder structure is preserved Any user-created folder structures for tweaks are preserved by the WolvenKit installation process. Tweaks and folders are installed exactly as they appear within the tweak project directory.
Added filtering to Project Explorer The Project Explorer can now be filtered by directory. SOURCE | All project directories (default) archive | Archive directory raw | Raw directory scripts | Script directory tweaks | Tweaks directory PACKED | Internal WolvenKit folder for mod deployment. Can be used to install extra files.
Added flat file view to Project Explorer A flat file list toggle button has been added to the Project Explorer which displays all project files in a simple alphabetical list without folders.
Added drag-and-drop to Project Explorer The Project Explorer now supports drag-and-drop for files. Click and hold any file to move folders. Additionally files can by copied by holding CTRL while dragging.
Added warning for overwriting files in the Project Explorer When adding files to a mod project with the Asset Browser a confirmation dialogue has been added for overwriting existing files.
WolvenKit mod projects (.cpmodproj) can be opened directly Mod projects can now be opened natively from Windows Explorer. The WolvenKit installer will automatically assign mod projects to be opened with WolvenKit. For WolvenKit portable, double-click any .cpmodproj file from Windows Explorer, then locate wolvenkit.exe.
Replaced Ribbon with menu bar (optional) Added a streamlined menu bar as an alternative to the Ribbon. Moved contextual actions to their respective editors.
Streamlined Home view The Home page has been restyled and refined further. A new transition effect has been added when switching to Home.
Added native file preview for new file formats Inkwidget and mlmask files can now be previewed directly within the File Editor.
Added manual update button Within the Settings page a WolvenKit manual update check button has been added.
Added per-project layouts WolvenKit Editor layouts can be saved to a specific mod project.
Support for Asset Browser without a mod project The Asset Browser can now be loaded without creating a mod project. Game files can be browsed and previewed without adding them to a project.
Logging has been improved Existing log messages have been cleaned up, and many new events have been added to improve feedback. WolvenKit events and errors are easier to understand.
Themed elements have been dramatically reduced Many visual elements were unreadable with dark or light accent colors. Most UI elements have been un-themed to prevent these issues.
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.
See ->
Any .wscript files you have created or edited will be stored in the following location:
You can delete or edit them via .
The editor shows your source code with code formatting and includes code suggestion for the Wolvenkit api.
This documentation is generated by Doxygen from the codebase so will update as the API evolves.
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.
For questions or suggestions about the scripting interface please visit the #wolvenkit-scripts channel on the .
Documentation of the API can be found at