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
Basic Troubleshooting steps
.NET
The different libraries in Wolvenkit require both and . Make sure to install both!
Clean reinstall
Remove everything inside your Wolvenkit install folder, then download the latest release from github and extract the files into your empty directory.
If that doesn't solve the problem:
%Appdata%
You can find Wolvenkit's settings (including your project layout) in the following folder:
Maybe something here will help you resolve that error.
Get in touch
If these (admittedly basic) steps didn't help you resolve the issue, you can get in touch on the in the #wolvenkit-support channel.
Textures (CLI)
How to unbundle, uncook, rebuild and pack texture files
Exporting
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)
Importing
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)
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
(#wolvenkit-support), or, if you know that it's a technical issue,
or open a thread on Discord's #wkit-bugs-and-requests channel.
WolvenKit - The ultimate mod editor for REDengine games
What is WolvenKit?
This wiki – and Wolvenkit – are community-driven open source projects! If you want to contribute, you can start , contribute to the , or find us on !
WolvenKit is an open-source modding tool for Cyberpunk 2077 and The Witcher 3: Wild Hunt. Our vision is to develop a standalone software which can read and write all REDengine file formats, simplify and accelerate modding workflows, and help you create great mods for great games.
Our current development focus is REDengine 4 with Cyberpunk 2077.
After , you can…
… dive right in and start
… read more about the software on the page
… check out what's new in our
… or join us on .
Quick Links
Websites & Community
Overview
WolvenKit is powerful
Asset I/O
WolvenKit includes an all-purpose import and export tool for converting assets to game files and vice versa. Our tooling is bespoke allowing for native conversions with extensive options to suit your needs (check 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 an open-source community developed application. The source code for WolvenKit and other projects can be found on our GitHub page. WolvenKit is primarily written in C# and the GUI uses WPF framework. Anyone can download the source code and build on their own with Visual Studio. If you're a developer who is interested in getting involved, please check out Contributing!
File Editor
WolvenKit is built around our RTTI-based file editor. Any REDengine file can be inspected, edited, and saved with the File Editor. The File Editor is also capable of reading and writing in-place buffer data. Game files can also be converted to human-readable json and back for ease-of-use.
Projects
WolvenKit can host virtually all of your required project files inside the Project Explorer. Each project is neatly separated into distinct folders which can be accessed through the application. No more whiplash from constantly navigating your file explorer to switch between projects! Feel free to host all of your assets within a mod project. Source files such as blends, psd, xcf, and more can be placed inside your project tree and opened directly with a double click! WolvenKit works with you by organizing your project files automatically.
UI/UX
WolvenKit is created with the intention of being an all-purpose mod editor. The application interface is designed to help modders keep their sanity by having every tool at their disposal from the main editor. The application is built with a configurable interface to suit your preferences.
Workflows
WolvenKit features a robust build pipeline for handling REDengine assets. Game files can be browsed, extracted, modified, and packed into an archive once again for use in game. WolvenKit can help guide modders along with this process by using our efficient pipelines.
Documentation on Legacy WolvenKit can be found on the Legacy WolvenKit wiki at this link.
Uninstall
Uninstalling WolvenKit
Now why would you want to do that? 💔
To completely delete WolvenKit portable delete your chosen installation folder, and the REDmodding folder in your users/appdata/roaming/ directory.
To delete the Installer version you can use Windows default Remove Programs or Features tool.
You may then manually delete the users/appdata/roaming/REDmodding folder to remove your preferences as well.
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.
Log
What is the Log?
The Log is WolvenKit's internal logging service to inform the user of what's happening under the hood. It also shows output from the File Validation feature, which will check file connections for you.
If something is not working as expected, take a peak into the Log to check for useful information.
Wait, it can do that?
Things you had no idea that Wolvenkit could do
Summary
Published: Sep 29 by (credit to for spelling out we needed this)
Last documented edit: Sep 29 by
This is the Cool Stuff page — a list of things that you had no idea Wolvenkit could do for you.
Official
Guided tours of WolvenKit from yours truly ❤️
Bug Reports
Help us log bugs with the WolvenKit application
Where can I submit feedback or bugs?
Reach out on Discord! We have a dedicated channel for WolvenKit issues.
Check out the page to view, track, and submit new issues.
8.7 (Latest Stable)
Are we official now?
Published October 22 2022
WolvenKit 8.7 is a major step forward. New features include support for building REDmods, sound modding, and animation modding. The UI has been fully transitioned to a title menu and toolbar setup. Texture I/O is significantly more powerful and robust. Numerous fixes for bugs, issues, and pain-points have been implemented. Check out the full release notes below.
0.8.0.1
Published Apr 06 2021
After a long and hectic development process, we are very excited to finally announce the public Beta release of Wolvenkit for Cyberpunk 2077. That's right everyone, Wolvenkit is no longer a myth! Though there have been many delays, we greatly appreciate the community and our patrons and contributors for sticking by us throughout the development process, and for the hard work by the many programmers, artists, and researchers that have made this whole project possible. So many incredible breakthroughs and discoveries have been made in Cyberpunk 2077 modding thus far, and we are excited to see what the community can do with the new capabilities that will be made available with the release of WolvenKit. Modders will now be able to browse game assets, browse, read, and edit most if not all file formats used by the game, manage projects, and more. As this is only the initial release, some features you may expect are still to come in future releases. By choosing to support us, you will be not only be enabling us to continue to develop Wolvenkit and add further functionality and tools for use by the community, but also gain access to exclusive posts and updates on the development process, as well as private community channels, voting power, behind-the-scenes content, and more. Even the smallest amount can help us to continue / spend more time on developing more tools.
Home
It's cozy!
What's a Home good for?
Welcome
Wolvenkit's Interface
The main interface of WolvenKit
Summary
This page explains the main workspace within WolvenKit, the one holding the docking windows for the individual .
Editor Difficulty Mode
Editor difficulty mode explained
Summary
Created: Dec 03 2024 by
Last documented update: Dec 03 2024 by
This page describes Wolvenkit's Editor Difficulty Mode.
Preview
Previews for meshes and entities
Entity Preview
To be done
Tweak Browser
What is the Tweak Browser?
Based on Wkit v. 8.11.0
The Tweak Browser lets you to search for various elements. For instance, you can utilize the in CET to locate a weapon , then use the identified name to search for the entry in the Tweak Browser in WolvenKit. Once found, you can right-click on the tweak and select 'Add TweakXL Override', once done that you'll create a .yaml file with the tweak array structure.
LocKey Browser
What is the LocKey Browser?
Based on Wkit v. 8.11.0
LocKey is a localization key designed to identify localized text strings. These keys, such as 'vehicle_enter' (which is not only user-friendly but also has a unique ID used typically), are employed throughout the game. Prior to display, these keys undergo localization to match the language setting of your game.
Tools
Documentation of the "Tool" menu in Wolvenkit's taskbar
Depot Generator
Tool for building a depot, a collection of extracted game assets to use them in other tools such as .
Script Manager
What is the script manager? How do I use it?
You can toggle the script manager via Tools -> Script Manager.
It looks like this:
Adding scripts
Enter a name in the box at the bottom of the panel and click the "Add" button. That will create a new script file in your .
The Wolvenkit Depot
Wolvenkit's big messy box of stuff
As of 8.13, Wolvenkit supports the . This means that you don't have to do anything besides configuring your — dependencies will be handled as needed.
What is the depot?
The depot is the folder where Wolvenkit stores anything it needs to export your project files. As of version 8.13, it can handle everything by itself, and you don't need a depot unless you want to browse game data outside of Wolvenkit.
Blender Integration
The Wolvenkit Blender plugin
How do I use the Blender integration features?
If the Export Materials checkbox in the mesh export settings is enabled, WolvenKit will create a Material.json file under raw. You can find it in the same directory as the mesh.
Video and Audio
How to view video and audio files in WolvenKit.
Audio
Voice-overs & music
Voice-overs and most music are stored as .wem
I/O formats for export/import
Overview of supported I/O formats
The following formats are supported by WolvenKit for imports and exports
Import/Export as JSON
How to import or export to/from JSON with Wolvenkit
Converting files to JSON will serialize their content to a .json file in your project's raw folder.
Importing them back will re-create the corresponding file under archive.
This is easiest way to and a perquisite for several modding workflows.
Import/Export: MLMask and MLSetup
How to import and export multilayered assets
MultilayerMask
You can export and import MultilayerMasks via Wolvenkit.
Modding with WolvenKit
How to make mods using Wolvenkit
This wiki focuses on workflows that are central to WolvenKit. You can find much more knowledge and documentation in the wiki, for example the Modding Guides section:
Community
Chat with modders and developers
The majority of communication about WolvenKit happens on our Discord server. Use the following link to join our modding community.
If you want to follow development, look for help with our tools, or contribute, Discord is the place to be. For help with WolvenKit directly, look for the #wolvenkit-support channel.
WolvenKit has been completely refactored to migrate to a WPF solution from the Legacy WinForms build. Version 0.8.0.1 brings initial support for CDPR's latest video game Cyberpunk 2077. While we are planning to bring feature parity for Legacy WolvenKit versions, for now support for Witcher 3 projects is extremely limited. The initial feature set for the 0.8.x series focuses on the Asset Browser and Project Packing tool which enables us to efficiently rip assets and repack REDengine files into the archive format.
Mod Projects
Initial implementation of the Project Explorer enables basic asset management for REDengine files added from Asset Browser.
Initial implementation of the build pipeline. Files inside the Mod directory are packed into Cyberpunk format archive files. Optionally the user can choose to auto-install the packed archive file into their game folder.
UI/UX
The WolvenKit UI has been completely rewritten from scratch to transfer the code base from WinForms to WPF.
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.
Mod Manager
Manage REDmod installations and deployment
Plugins
Download and update various Home: Plugins and extensions for Cyberpunk 2077 modding
The WolvenKit icon can also be used to swap between Home and the Editor!
New Features
Support for Cyberpunk 2077 game version 1.6
Upgrading to WolvenKit 8.7 is mandatory for game version 1.6 and beyond. WolvenKit should handle new game releases more gracefully in the future.
Support for REDmod
Added options for Building and Deploying REDmods
Added Mod Manager for REDmods
Animation I/O
Added support for importing .re format animation files created with the REDmod Blender animation add-on.
Sound Modding Tool
Added support for importing .wav format audio files within WolvenKit's new Sound Modding tool.
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.
Depot Generator Tool
Added Depot Generator tool to consolidate game-dump operations into a single tool. The Depot Generator is able to generate material files with the users preferred image extension. Additionally the Depot Generator can fully unbundle all archives in one click.
Changes & Improvements
Texture I/O has been completely refactored
Expect improved performance and versatility for users
Import/Export arguments are now saved
When adjusting advanced import options adjustments are saved per-file. For example if the XBM export format for a specific texture is changed from PNG to TGA, the specific XBM will default to TGA for subsequent exports. This behavior is persistent between WolvenKit sessions.
XBM import arguments are now exposed
When importing XBM files, texture setup parameters are now exposed making the texture pipeline much more powerful.
16bit color channel textures are now supported
WolvenKit is now capable of working with higher bit-depth images due to newly exposed parameters.
MLMASK I/O improvements
MLMASK I/O now supports the same image formats as XBM during export and import. Additionally WolvenKit will now accept masklist files which include a 0 layer.
Added Title Menu
WolvenKit now has a traditional categorized menu within the titlebar itself, hooray!
Mod Manager and Plugins added to Home
The new REDmod Mod Manager has been added as a tab within the Home page.
Plugins have been moved from the Menu Bar to a new tab within the Home page.
Simplified Toolbar
Drop-down elements have been moved from the Toolbar to the Menu.
Added Launch Profiles button to Toolbar
A new configurable Launch Profiles button has been added to the Toolbar.
Added Open Game Folder button
Navigate to Menu > Game > Open Game Folder to find the Cyberpunk 2077 directory with the System File Explorer.
The Ribbon has now been fully deprecated
The Ribbon was off by default in version 8.6, but has now been completely removed.
Help and Feedback dialogues have been removed
We saw virtually zero usage of these features, so they have been removed.
Improved some log errors messages
Some log error messages have been improved to help users diagnose issues.
File Preview is turned on by default
On first launch File Preview is turned on by default aiming to improve feature discoverability.
The Mod Browser button is now a switch
Changed the Mod Browser located inside the Asset Browser from a button to a switch aiming to improve feature discoverability.
Fixes
Fixed crash due to game version 1.6
Fixed absurd UI layout on first launch by including a default layout
Fixed raw textures not displaying or showing incorrectly within Preview window
Fixed exception when generating materials to Depot
Fixed numerous issues when exporting meshes with materials
Fixed mesh to json serialization exception
Fixed freeze with Asset Browser when search bar is empty
Fixed crash with Asset Browser when game path is not set
Fixed memory leak issue with certain animated UI elements
Fixed an issue where the Cyberpunk2077.exe lookup did not work on first run
Fixed an exception with long file paths during Import/Export operations
Fixed an issue with Project Explorer losing files that are modified externally
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.
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
Editor panels
For an explanation to the editor panels, please see the corresponding sub-pages:
Properties / 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
Docking
The docking in WolvenKit is similar to other IDEs such as Visual Studio. All panels can be rearranged by docking to specific areas, or used as a standalone floating window.
Status Bar
The Status Bar along the bottom of the application window contains useful information, such as your WolvenKit version number and the current mod project, and provide the ability to install new updates if available.
Try double-clicking an Editor title bar to create a floating window!
Where to change it
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
Easy
Recommended for beginners. Many properties that you won't want to edit are hidden, other properties that you shouldn't edit are write-protected.
Default
Should show all properties that you realistically want to edit for regular use cases. Autogenerated properties are write-protected, irrelevant properties (e.g. platform) is hidden.
Advanced
The authentic editing experience from <= 8.14. Rawdogging CR2W without protection. Use at own risk.
The person who wrote most of the wiki and implemented the feature uses easy mode as default!
Mesh Preview
You can find the mesh preview inside the file editor for .mesh files in its own tab.
For further explanation of the UI, see UI documentation
UI documentation
Appearance dropdown
Lets you select an appearance from the list of defined appearances
Level of Detail
Lets you select the Level of Detail, which will load higher or lower fidelity meshes to optimize performance.
Generate Materials for Appearance
Will create a rough approximation of the surface material. As of March 2024, this feature needs a lot of work.
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.
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.
Right click on the element to 'Add TweakXL Override'
After that action you'll have a .yaml file inside a 'resources' folder on the root directory of the project
The location of the browser in Wolvenkit depends on your design view. In most cases, you can find it within the right-side navigation. However, if you're unable to locate it, you can easily enable it by navigating to 'View' and selecting 'Tweak Browser'
For furter info about TweakDB modding you can check the and the
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).
a capture of the LocKey Browser
The location of the browser in Wolvenkit depends on your design view. In most cases, you can find it within the right-side navigation. However, if you're unable to locate it, you can easily enable it by navigating to 'View' and selecting 'LocKey Browser'
Use the Depot Generator from Wolvenkit's Tools tab:
Generating a depot
You can export materials, or unbundle the whole game:
Generate Materials
Exports the game's materials (textures, gradients, mlmasks...). This used to be required by MLSetupBuilder, but is no longer necessary.
Unbundle Game
This will extract every file in the game files to your depot folder. You only need this to browse Cyberpunk's files outside of Wolvenkit (but why would you want that anyway?)
This is not the only means of export! See Tools: Import/Export UI for documentation of the other.
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.
Exporting MLMASK files
Mask files can be exported with the Import/Export tool in a similar fashion to texture files. Additionally, WolvenKit will automatically create a custom masklist file, which can be used for importing modified mlmask files.
Importing MLMASK files
Use the import tool to select any masklist file within the raw directory of the Project Explorer. If you don't have one, export an MLMask first.
MultilayerSetup
You can export and import MLSetup files via JSON and edit them with the MLSetupBuilder.
What is the Nightly, and why should (or shouldn't) you use it?
What is the Nightly?
The Nightly is Wolvenkit's Alpha/Beta version. Releases are build every day when the code changes (traditionally during the night, but this is CyberPUNK), so you will always have access to the latest and hottest features.
Naturally, the Nightly will have more bugs than the stable version — but you should use it regardless, because we need help catching those bugs.
For more information on this, check
How do I install it?
Download the portable version:
Then, extract the downloaded .zip file into a folder on your hard drive (for example, C:\Cyberpunk2077Mod\Wolvenkit_Nightly) and start it. Done!
How do I report bugs?
Is it a regression?
Double-check the bug in your stable install. If if works there, but doesn't work in the Nightly, then it's a regression (something that used to work but got broken).
If it's broken in both places: congratulations, you've found a new bug!
Reporting a bug
Head to the "Issues" section of
(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")
Home: Plugins
Which Wolvenkit plugins exist, what do they do?
As of version 8.11.1, Wolvenkit offers the following plugins:
Cyber Engine Tweaks
One of Cyberpunk's core mods (wiki | Nexus page). Will install the latest version for you.
Documentation about using and developing with CET can be found in the Cyber Engine Tweaks wiki.
Redscript
Another of Cyberpunk's core mods ( wiki | ). Will install the latest version for you.
Documentation about development with redscript can be found in the wiki.
MLSetup Builder
Written and developed by Neurolinked (): A tool for Cyberpunk-specific "texture" editing.
Documentation can be found on under
Wolvenkit Resources
This plugin is necessary to use the 's context menu functionality of "find used files" and "find files using this". It provides the information that Wolvenkit needs to connect those files.
RedMod
CDPR's official interface for modding.
Check the yellow wiki for documentation:
Red4Ext
One of Cyberpunk's core mods (). This will install the latest version for you.
It is necessary as a requirement for e.g. ArchiveXL and TweakXL.
TweakXL
One of Cyberpunk's core mods (). This will install the latest version for you.
For documentation, check ->
RedHotTools
Will install the Wolvenkit plugin of for you.
For install and usage documentation, check ->
Launch Profiles
Wolvenkit Launch profiles and what they do
Summary
Created: Jun 17 2024 by
Last documented update: Jun 17 2024 by
Launch Profiles
You can set up different profiles to launch Cyberpunk 2077 from inside Wolvenkit. Via Launch Profiles, you can select what should happen when you press the button.
Configuration
Where to configure
With a long click on the Install button, you can open a dropdown menu that lets you pick a launch profile:
Available options
Create Backup of previous build
Create zip file
Same as the button in the toolbar: Will generate a zip file ready for Nexus upload.
Install to Game directory
Installs your mod to your Cyberpunk 2077 directory
Clean before build to prevent errors
Clears the packed directory before building. Not doing this may lead to leftover files in the resource directories or have other side effects, so you'll want to keep this checked.
Clean after build to save disk space
Clears the packed directory after building/installing/creating a zip file.
Check this to save diskspace, but note that it will disable .
Pack as REDmod
Check this to pack your mod as REDMod rather than as a legacy mod. You don't generally want this, as it can lead to load order issues and increase your users' demands for support.
Deploy as REDmod
Check this to deploy your mod as REDMod rather than as a legacy mod. You don't generally want this, as it's not compatible with
Launch Game
Launch the game after installing the mod. Without this, the next three options will do nothing.
Load last savegame
When you start the game, it will load your last savegame (by timestamp).
Load specific savegame
Loads a specific savegame by name (or tries to).
Game Commandline Arguments
You can specify additional , which will be merged with those from the settings
Default profiles
WolvenKit will create the following profiles if it can't find them:
Install
Install as REDMod
Install, Launch, and Load Save
Install and Launch
To disable this behaviour, go to the and disable
Properties
What is the Properties viewer?
The Properties Viewer is used to provide extra information about selected files from within the Asset Browser or the Project Explorer. The Properties Viewer can also generate instant previews for REDengine texture and mesh files.
Ensure Show File Preview is enabled within Settings if previews are not working.
Using the Properties viewer
Mesh Preview
Mesh files can be previewed by selecting them within the Asset Browser or Project Explorer.
Controls
Hold and drag Left Mouse Button to rotate the mesh
Hold and drag Right Mouse Button or use Mouse Scroll to zoom
Hold and drag Middle Mouse Button to pan
Image Preview
Image files can be previewed by selecting them within the Asset Browser or Project Explorer. The image previewer is capable cropping, flipping, and markup. While the markups will not get saved to original file, they can be exported by using the save button.
Audio Preview
Audio files can be previewed by selecting them within the Asset Browser or Project Explorer.
Video Preview
Double click BK2 files in the Project Explorer or right-click them in the Asset Browser
Space to play / pause
Esc = End video
Use the bottom bar to scrub through the video.
Scripting with wscript
a brief introduction to scripting within Wolvenkit.
Wolvenkit is scriptable using javascript and its internal API. With it you can automate tasks such as exporting, as well as make changes to files programmatically.
For documentation of the , check the corresponding sub-page.
Any .wscript files you have created or edited will be stored in the following location:
You can delete or edit them via .
Editing Scripts
The editor shows your source code with code formatting and includes code suggestion for the Wolvenkit api.
For questions or suggestions about the scripting interface please visit the #wolvenkit-scripts channel on the .
API Commands
Documentation of the API can be found at
Utility Functions
There is also a utility library called Logger.wscript shipped with wolvenkit that assists with writing messages to the wolvenkit Log. It can be included with the following statement:
it provides the following functions:
Logger.Info(obj)
Prints the supplied object or text in yellow in the log window.
Logger.Warning(obj)
Prints the supplied object or text in purple in the log window.
Logger.Error(obj)
Prints the supplied object or text in red in the log window.
Logger.Success(obj)
Prints the supplied object or text in light blue in the log window.
Logger.Debug(obj)
Prints the supplied object or text only to the log file.
Import/Export: Sound effects
How to import and export audio from opusinfo/opuspaks.
Unlike music and voice-overs, sound effects in Cyberpunk 2077 are stored inside .opuspak files, which are described by a single sfx_container.opusinfo file.
For the UI documentation, check
For general information such as the file structure and output directory, check
Exporting sound effects
In order to export sound effects, you need to have the sfx_container.opusinfo file in your project. Find it in the Asset Browser and add it to your project.
With the opusinfo selected in the Export tool (if you don't see the file, press Refresh), you should now see the export options on the right.
The important field for us here is "Selected for Export". Click the three dots on the right to open a selection window where you can choose which hashes to export. Click the hash you want and press the arrow button pointing right to add it to selection.
Once you've selected what you want, press Finish to confirm the selection and back in the Export tool press "Export Selected". The sounds you've chosen should now be in the raw folder of your project. You will find two files for each of the sounds, one is origin .opus and the other is .wav. You can usually ignore the .opus file.
Importing sound effects
To import back a sound effect, all you need is the sound file in .wav format with the exact same filename it had when you exported it. It should also be in the same folder (raw).
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).
Navigating Wolvenkit
UX/UI: Keyboard shortcuts, tips, and tricks
Created: Dec 03 2024 by
Last documented update: Dec 03 2024 by
This page will tell you about keyboard shortcuts and nifty tricks that make working with Wolvenkit easier.
Project Browser
The context menu in the project browser reacts to Shift and Ctrl, making other operations available. Check it out!
Drag and drop
You can drag and drop files and folders to move them. Hold the Ctrl key to copy them instead.
Rename and refactor
You can call up the rename dialogue by pressing f2, as long as you have a node in the project browser selected.
If you check the Update in project files? box, Wolvenkit will automatically try to update all references in your project to the new file path.
Copy relative path
The context menu's Copy Relative Path action will show you other options if you hold Shift and/or Ctrl:
Collapse/expand a folder and its children
By holding the Ctrl key when you click on a folder, you can collapse or expand the whole folder and its children.
File Editor
The file editor's context menu and menu bar react to Shift and Ctrl, making other operations available. Check it out!
Difficulty mode
Check for the full documentation.
Delete all but selection
Holding the Shift key while an array element is selected will offer you Delete all but selection instead of Delete selection.
Overwrite with selection
Holding the Shift key while pasting into an array will let you overwrite the current selection with your clipboard.
Holding down the Ctrl key as well will let you overwrite the entire array with your clipboard.
Shift: Recursively fold/unfold
By holding Shift while expanding a node, you can fold/unfold all of its children (and their children) according to specified rules for the most common node types:
Double-Click: Fold/unfold all siblings
Double-clicking a node in an array will toggle the expansion state of all siblings to the expansion state of the node.
f2: Search and replace in selection
You can search and replace in selection by using the context menu or pressing the f2 key.
Clean up
Especially in mesh files, the Clean Up menu is your friend.
Clean up empty submeshes will delete extra chunks from old templates.
Delete unused materials will drop any material entries that aren't used by any of your appearances.
WolvenKit Console
The command-line modding tool
What is the WolvenKit Console?
WolvenKit Console is the core "Modkit" that drives the WolvenKit application. The Console supersedes the original CP77 Tools application created by rfuzzo. The same core functionalities of WolvenKit are available from command line for simplicity and extendibility for power users.
For a documentation of the individual commands, see
For further instructions on using it, see
Installing WolvenKit Console
As a dotnet tool
For a global install, you can install it as a dotnet tool. Open up the windows command line (Windows+R, type cmd, hit return) or Powershell, then enter the following:
Verify if the installation was successful:
By downloading it from the repository
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:
To make the command globally available, add the directory to your .
Wolvenkit.CLI: Usage
Summary
This page contains information on the general use of Wolvenkit's command line interface. For more specific information, please see the corresponding sub-pages:
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:
For updates to WolvenKit console, open CMD/Powershell and type:
dotnet tool update --global wolvenkit.cli
Video Guide for launching CLI
Processing files in bulk
To process multiple .archive files (for e.g. extracting duplicate textures), write yourself a batch file:
Video and audio files (CLI)
Extracting and playing from archives
This page is about the command line interface. For the Wolvenkit GUI, check
Archives
Required files are contained within these archives
audio_1_general.archive
audio_2_soundbanks.archive
basegame_5_video.archive
lang_en_voice.archive
Video files
Using , decompress basegame_5_video.archive located at: <gamedir>\Cyberpunk 2077\archive\pc\content.
Once extracted, they can be viewed via as Bink Videos and converted to other formats.
Audio files
can be used to convert decompressed archive audio to .ogg through command line, as well as (both of these tools have Linux versions that can be found ) to get smaller and cleaner files that can be played via other media players such as VLC. can be used for more convenient playback.
To execute conversion:
.\ww2ogg.exe "<!AudioFilePath!>.wem" --pcb packed_codebooks_aoTuV_603.bin
A combination of these tools can be found at the which has a command line tool that can be downloaded from the repository or installed through the AUR. It has Linux and Windows support and converts WEM files to OGG without the hassle of the external PCB file or having to run through multiple programs for a clean output.
./wwtools converts all WEMs in the current directory to OGG files
./wwtools wem [input.wem] (--info) will convert the specified WEM to OGG and if the optional info flag is used it will print the information about the file and exit.
Playback through ffmpeg:
ffplay.exe <!AudioFilePath!>.ogg
can also be used along with its plugin.
Settings
How to configure Wolvenkit Console
You edit the settings for Wolvenkit.CLI by editing appsettings.json in a text editor.
Runnning Wolvenkit.CLI settings will open that for you.
Property Documentation
As a rule of thumb, the settings correspond to their names in the Wolvenkit UI in CamelCase.
Example settings file
An example file (as of PL) can look like this:
The supported arguments can be found in the Wolvenkit repository for both and .
FAQ
Frequently asked questions
What can I do with WolvenKit?
The Overview page provides a broad look at what's possible to achieve with WolvenKit.
How do I download WolvenKit?
Follow the instructions on the .
Where can I get help with WolvenKit?
Browsing this wiki is the best place to start! Follow the Getting Started pages, especially the guide for . For additional help from other WolvenKit users, check out our information.
How can I open or browse archive files?
WolvenKit is capable of directly reading the .archive format. Archives do not need to be dumped or exported for use. The Asset Browser is capable of browsing any archive with instant previews for assets such as textures and models. Learn more on the . Do you need help learning how to use WolvenKit? Try following the guide for !
How can I import or export textures with WolvenKit?
WolvenKit is capable of exporting textures to common formats such as TGA, DDS, PNG, JPG, etc. Additionally formats such as TGA and DDS are supported for importing textures. Check the to learn more. Do you need help learning how to use WolvenKit? Try following the guide for !
How can I import or export models with WolvenKit?
WolvenKit is capable of exporting models natively to glTF, and other formats such as FBX through conversion. Additionally the glTF format is supported for importing models. Check the to learn more. Do you need help learning how to use WolvenKit? Try following the guide for !
Full install walkthrough (ELI5)
If you want step-by-step instructions on how to install and configure Wolvenkit
Summary
Created by @JJTurtle
Published October 22 2022
Updated Jul 30 2023 by
This guide is intended for the beginning modder, who is still learning, and wants step-by-step instructions on how to fully install and configure their modding tools and asset depot.
Toolbar
The buttons on Wolvenkit's toolbar, and which menu function they call
You can find the toolbar below the .
Toolbar options
Contributing
Please help
Interested in contributing code?
Please do! Fork the project and please commit your changes in small incremental steps with descriptive messages. Code quality is not the biggest concern but refrain from simple mistakes. It's a good idea to create an issue when implementing a feature so people don't work on the same feature/issue in an asynchronous manner.
Long file path support
Wolvenkit showed me a popup, how do I fix this?
What are long filepaths, and why do I need them?
In the year of our lord 2025, Windows does not (by default) support file paths longer than 256 characters — and if you're somebody who likes to use subfolders, this will break Wolvenkit's mod packing.
We decided to show you a warning at every startup, because
Glossary
Demystification of REDengine modding jargon
A comprehensive list of jargon you might see on this Wiki or around our community. This glossary is not alphabetical, so be sure to use your browser search function to find what you're looking for. (CTRL+F for most applications)
General
About
WolvenKit is made possible by the community
All aspects of WolvenKit are created by incredible community members. Many members of the RED Modding community donate their time and effort to engineer tools, applications, and support for modding for REDengine. We want to acknowledge the hard work and generosity of our contributors that make WolvenKit what it is today.
REDengine
The proprietary video game engine developed by CD Projekt Red for The Witcher 3 and Cyberpunk 2077.
Alternatively referred to as RED3, RED4
GitHub
A website which hosts code and helps programmers collaborate on projects. The source code for WolvenKit is hosted here. You can compile the WolvenKit source code yourself, or for non-developers you can find WolvenKit releases here first.
Modding Tools
WolvenKit
The unofficial community modding toolkit. (Hint: This is the WolvenKit Wiki)
WolvenKit CLI
The command line interface version of WolvenKit. (Formerly CP77 Tools)
CP77 Tools
The original Cyberpunk 2077 modding CLI tool. (Deprecated by WolvenKit CLI)
Official Modkit for The Witcher 3 (WCC)
An official CDPR command-line tool for modding The Witcher 3. Legacy WolvenKit makes extensive use of the Modkit. We aim to deprecate the Modkit with WolvenKit.
WolvenKit
masklist
The masklist file is a custom .txt document used as a helper file to generate new mlmasks using Tools: Import/Export UI.
Material json
Material json files are used by Tools: Import/Export UI during for the mesh I/O process. The json will be named after the mesh file then suffixed with .Material.json
i.e. judy_01.Material.json
Game Files
W2RC/CR2W
The file magic number for REDengine files. For more information about magic numbers see this Wikipedia page. REDengine format files are commonly referenced as W2RC/CR2W files for shorthand. Originally only CR2W was used, but it was discovered years later that the magic should be read backwards, as Witcher 2Resource Class.
Raw
Generic term used to refer to non-REDengine files that have a CR2W counterpart. The raw format of the REDengine XBM texture format can be TGA, PNG, DDS, etc. e.g. "Do you have the raw texture?" - This is an inquiry about the TGA/PNG/DDS counterpart to a game texture file.
Uncooked
A term used to describe a CR2W file in its most basic uncompressed state.
e.g. After using the Official Witcher 3 Modkit to import an FBX to W2MESH, this file is uncooked. Rather than calling these files imported, the uncooked terminology is derived from the cooked (compressed) file state.
Cooked
A CR2W file that's imported or encoded as an engine file, then debugged, compressed, and buffered by the REDengine build process. Files extracted with the Asset Browser using WolvenKit (including Legacy) are cooked files.
Packed
The final unified package file used by REDengine games. The Witcher 3 uses bundle files while Cyberpunk 2077 uses the archive file format.
Modding
Vanilla
Original or unmodified
i.e. Johnny Silverhand's vanilla appearance can be changed with a DLC
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.
As of January 2024, Wolvenkit.CLI does not work under Linux. You can run it though qemu and virtofs.
You can also use dotnet tool list -g to see if WolvenKit CLI is present. You'll see in the last column the command to run it.
If starting WolvenKit CLI fails with an error regarding .NET version, it means you need to install or update the SDK. You can check your setup with dotnet sdk check. You can install the latest version required for this tool by following this link. As of writing this note, you need to keep .NET v8 up-to-date.
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,
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.
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!
if you run into this, you'll be unable to create mods
How to enable long filepath support?
Windows
Open the registry editor as administrator
(Keyboard shortcuts: Windows+R, type regedit, pressCtrl+Shift+Enter)
In the search bar at the top, enter the following:
HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\FileSystem
In the window on the right, find LongPathsEnabled
Double-click on it and set the numeric value to 1
Reboot
Outdated guide (may not work)
Open a Powershell window as administrator
(Keyboard shortcuts: Windows+R, type powershell, pressCtrl+Shift+Enter)
Correct Powershell (shows Administrator in the title bar):
Incorrect Powershell (doesn't show Administrator in the title bar ⇒ runs as user):
Paste the following command:
Press Enter
That's it! You now have long path support enabled.
Linux
This feature is supported out-of-the-box. Just try to stay under 4000 characters.
This should be a standard setting in every operating system. Unfortunately, Windows doesn't care.
If you don't trust something you read on a random modding wiki, find the full guide at .
Core Developers
These individuals turn our dreams into reality
Outstanding contributions
Community members who've logged countless hours bringing WolvenKit to the next level
PNDR - Art & Graphic Design
Created dozens upon dozens of vector-based icons for WolvenKit's Asset Browser and Project Explorer
HOMESICK - Art & Graphic Design
Created WolvenKit brand images, including the Sammy avatar
All code contributors
Check out the 50+ contributors to the WolvenKit source code
Other extraordinary help
Community members or organizations that empower REDengine modding with WolvenKit
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.
@echo off
setlocal
set "cli_path=C:\01_apps\Wolvenkit_CLI_8_15\Wolvenkit.CLI.exe"
set "modpath=F:\CyberpunkFiles\temp"
FOR %%F IN ("%modpath%\*.archive") DO (
SET "baseName=%%~nF"
"%cli_path%" uncook -p "%%F" -o "%modpath%\output" REM -w *.xbm --uext png
REM Move PNG files and preserve relative paths
FOR /R "%modpath%\output" %%G IN (*.png) DO (
SET "relPath=%%~pG"
SETLOCAL enabledelayedexpansion
SET "newDir=%modpath%\out\!baseName!\!relPath!"
mkdir "!newDir!" >nul 2>&1
move "%%G" "!newDir!"
ENDLOCAL
)
)
PAUSE
EXIT
Set relative locations of modding tools inside the applications
Section Brief
Configure the WolvenKit (wkit) application and MlSetupBuilder (mlsb), and make sure the Asset Browser loads the game's assets.
If you do not use the folder structure I recommended in , then use whatever path WolvenKit automatically fills in for you. Also be aware that your experience will not match my screenshots.
Configuring Wolvenkit
If your Wolvenkit is already configured (because you have followed the ), then you don't need to do anything here.
Otherwise, please do that now or use the to configure Game Executable Path and (optionally) Depot Path.
Installing Plugins
In Wolvenkit, click on
Click on
REDMod should already be installed. If it isn't, please follow the instructions .
Now that all plugins are installed, you can configure (but read the blue box first). This step is optional; you don't need to do it at this time, but you won't be able to make full use of the plugin if it is not configured.
For detailed configuration instructions, head to -> ->
Testing
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.
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 !
Asset Browser
Live archive explorer
What is the Asset Browser?
The Asset Browser is used to navigate, search and filter Cyberpunk 2077 game files so you can transfer these to the Project Explorer. The Asset Browser eliminates the need for uncooking the entire game installation, as individual files can be pulled directly from archive files.
Where is it?
In the default view (as of 8.11), you will find it pinned to the right side of the viewport.
If it isn't there, check the View menu and make sure that it's enabled.
Using the Asset Browser
Navigation
The left-side breadcrumb navigator can be used to quickly navigate through game directories. Game files are displayed in the right-side panel, in addition to folders. Folders in the file list can also be navigated by double-clicking.
Mod Browser
You can switch the Asset Browser to Mod Browsing mode via button. The will no longer consider base game files and search in your loaded .archives instead.
Wolvenkit will search any installed mods and anything under the . There is no way to browse an .archive file in a different folder — if you insist on doing that, check .
Adding files to projects
Double-click files to add them directly to the Project Explorer
To select multiple files hold shift and then left click two separate files. These two files and all files between them will be selected. Right-click any of the highlighted files to open the context menu. Then choose Add Selected Item(s) to Project.
Context Menu
As of 8.11.1, the context menu has the following entries:
Add selected items to project
See above
Open without adding to project
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.
Find used files
Will make the Asset Browser display a list of everything your current file is linking to.
Find files using this
Like , but the opposite: will make the Asset Browser display a list of everything that links to your current file.
Browse to asset folder
Will navigate the asset browser to the current selection's path in the game files (if it is a game file).
Copy Relative Path
Copies the selection's relative path to clipboard.
Quest Editor
Quest Editor 101
The Quest Editor is designed to work .questphase files. It enables a node-based workflow: you select a node on the graph editor to edit and inspect its properties.
Wolvenkit's Quest Editor
Undo and redo actions are currently not supported but are planned.
Be careful with your edits and it wouldn't hurt to make periodical backups anyways!
Right-click context menu
Common actions:
Duplicate Node: Creates an exact copy of the selected node in the same file, including all its properties, but with a new unique ID and no connections.
Copy Node: Copies the selected node to the clipboard. The copied node can then be pasted in the same file or a different questphase or scene file by right clicking -> Paste Node in the target file.
Goto Node: Navigates the graph editor view and selects the specified node ID
Detach Node: Removes all incoming and outgoing connections from the selected node.
Delete Node (Soft Delete): Replaces the selected node with a special '' node. This is the default deletion for any signal-stopping node such as a PauseCondition, Choice, etc. This is the recommended way to remove such nodes from quests that have already been published, as it prevents users with existing saves from getting stuck in a signal-stopping node.
Unique actions:
Recalculate Sockets for Phase and Scene nodes: syncs new in/out sockets created inside a Phase or Scene.
Add Output for Randomizer node: creates a new output node on the Randomizer node
Add Case for Switch node: creates a new switch case output + condition pair
Shortcuts
Shortcut
Action
Wolvenkit Search: Finding files
These aren't the files you're looking for… yet.
Summary
This page will show you how to use the Wolvenkit search to find files inside the Asset Browser/Mod Browser.
Wait, this is not what I want!
To find the game files from an item's code (e.g. Items.Q005_Johnny_Pants), please check on the yellow wiki.
Wolvenkit's search bar
You can use the search bar at the top of the asset browser to search the game files:
To search in your currently installed mods instead, switch to Mod Browser:
Operators
You can chain the search operators below with the > character, which will run the results of the first search through the second search.
Examples:
Let's get to the meat of the matter.
By archive
This is mostly useful for the mod browser, as it allows you to e.g. retrieve files from your other mods without switching projects or digging through your mod directory.
Use the archive switch to show only files in a certain archive (name or path):
By full / partial path
Full
This is the default search behaviour, and you don't need to include these operators.
Search will only show you files under this path.
Partial
To limit your search to a certain folder, you can put the folder path and the search term:
You don't need to include slashes. These search terms below will yield the same results:
File Extension
You can limit your search to certain file extensions:
Hash
If you only know a file's hash, you can still search for it:
Or
You can search for multiple terms by using the | operator:
Not
You can exclude terms from the search by prefixing them with !:
Regular Expression
Wolvenkit lets you search for regular expressions. The main limitation is that you can't use spaces:
.* will work by default.
Import/Export
Wolvenkit Import and Export explained
Section Brief
UI/Workflow documentation
This section contains general information and workflow documentation about importing and exporting files with Wolvenkit.
For a documentation of the UI, check :
->
->
File Structure: the raw folder
When exporting a resource, Wolvenkit puts the exported file into your project's raw folder. In the UI, you can find it in your project explorer:
The relative paths (starting under archive/raw) are the same, as will the file name (without extensions).
These files are connected:
You can import your_file.glb via Import Tool.
These files are not connected:
You can not import your_file_mesh_export.glb via Import Tool, because Wolvenkit won't know where to put it.
Exporting
Wolvenkit knows to ways of exporting files: , or via the .
Exported files will be created in your project's raw folder. The relative path will be the same.
Importing
Unless importing , Wolvenkit can't create files.
When using the , we can only import into already existing containers (see 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
Import from JSON
This option is in the right-click menu.
Error Codes
A list of Wolvenkit error codes, and what they mean
Summary
Published: May 1 2024 by
Last documented update: Jan 6 2025 by
This page contains an overview about Wolvenkit's internal error codes and what they mean.
For developers:
When editing this page (especially section headers), please update the internal mapping:
WolvenKit/Helpers/LogCodeHelper.cs
What to do with an error
If you ended up on this page, you ran into a problem that needs to be fixed inside WolvenKit. You now have the following options:
Install the Nightly
If you are on the stable release, you should try . There's a good chance that your problem is already solved.
Update all tools involved
Make sure that you are on the most recent version of whatever tool's you're using. This includes, but is not limited to, the and .
Find support on Discord
Find our and hit up the #wolvenkit-support channel. (If you aren't on the Nightly yet, you should really do that now, because it's the first thing everyone will tell you).
Create a ticket
If your error still happens in the Nightly, you need to tell us about it. It's easy: bugs that don't get reported don't get fixed.
Head to Wolvenkit's github page and (you need a github or Google account, but they won't send you spam).
To fix the bug, we need to watch it in action. Please include everything we need to make it happen — at the very least, we need the most recent log file:
Error code list
0x2000: Type not supported (8192)
WolvenKit ran into a problem during internal conversion. Here's what you can do:
Install
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
0x3002: Resources plugin
The may have become corrupted. Open Home -> Plugins and remove it, then restart Wolvenkit, reinstall the plugin, and try again.
0x5000: Invalid settings
You have an unspecified issue with your settings. Double-check them and make sure that everything is configured correctly.
If that doesn't help, remove or re-name your settings file and restart WolvenKit:
0x5001: Invalid Game File Executable
Check your -> and make sure that it points at your Cyberpunk2077.exe. For more information, check the wiki link.
0x5002: Failed to launch game executable
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.
MTO requirement
You are here because a popup in Wolvenkit told you about Material and Texture Override.
The mod is necessary because Cyberpunk caches all of the base game's .mlsetup files, so your changes won't be visible without it. You can .
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.
8.2
Published Jun 28 2021
WolvenKit 0.8.2 brings massive improvements in key areas. Features such as the Asset Browser have been refactored to be more robust and efficient. This build also features the first scalable content pipeline for importing various assets. Be sure to thoroughly read the Release Notes and check the showcase video!
Project Explorer
What is the Project Explorer?
The Project Explorer is primarily a tool for organizing and navigating mod project files. The Project Explorer gives a constant tree view of all mod project files which streamlines the modding workflow significantly. There are four main WolvenKit directories inside the Project Explorer.
Tools: Import/Export UI
What are the Import/Export tools? What do they do?
What are the Import Export tools?
To edit a REDengine file, it first needs to be converted to a more accessible format. This is where the Import/Export tools come in.
Before moving files (or in cases of OCD), please note the section.
As of Wolvenkit 8.9.0, you can find both the import and the export tool in the menu "Tools":
Fixed a bug where w2rc buffers would not update on selection changed
Fixed dirty filenames for tweak files
Fixed theme settings bug which prevented color changes
Fixed a bug where the Asset Browser would extract vanilla files while browsing mods
Fixed the Asset Browser breadcrumb navigator folder sorting
Changes
Added tweak CLI command
Added check for updates button
Added async file search within the Asset Browser
Support for simultaneous reads from a single archive file by multiple WolvenKit instances
Cleaned up Settings
8.4.2 (Nov 01 2021)
Fixes
Fixed a bug where parallel unbundling caused a crash
Fixed a bug where the app crashed on a pre-release version
Fixed a bug with the file editor child item arrow expander
Fixed hidden properties in Propertygrids
Fixed messagebox layout
Fixed compiled packages reading
Fixed some TGA texture import issues
Fixed miscellaneous asset exports
Changes
The Home and Welcome pages are redesigned for improved efficiency and UX
The Ribbon has been reorganized and cleaned up
Some file icons have been updated
Added support for reading W2RC file buffers (ent/app/mesh)
Added progress indicator to the Status Bar
Added unbundle game button to the Ribbon
Support for group adding within the tweak editor
Logging has been improved
Faster archive manager loading
Support for double faced meshes with the Import/Export tool
8.4.1 (Oct 06 2021)
Fixes
Critical bugfix for importing mesh files with the Import/Export tool
Asset I/O
Support for user-generated mod archives
The Asset Browser is now capable of browsing and extracting user-generated mod archives. A new button called Toggle Mod Asset Browser has been added to the context Ribbon menu. The Asset Browser can swap between vanilla archives and mod archives on the fly. Mods must be installed to game location for browsing.
Support for converting W2RC to and from json
RED/W2RC files can now be converted to standard human-readable json files, and vice versa. Right-click any w2rc or json file within the Project Explorer, and navigate the Convert menu to find conversion options. Functionality not available with the File Editor such as adding or removing chunks and properties is possible with json format. Beware not all file formats are completely stable for conversion! Some elements may not be encoded properly. Use at your own risk!
Support for morphtarget I/O
The Import/Export tool is now capable of exporting morphtarget files to glTF format. Additionally glTF files can now be imported as meshes or morphtargets.
Support for TGA format texture imports
The Import/Export tool now supports importing TGA format textures directly. When using the TGA format, the compression method is automatically determined by reading the original XBM texture. Additionally TGA supports no-compression storage, meaning any loss in quality can be avoided.
Development
Updated the RTTI types to 1.31
File Editor
Added Curve Editor for curvedata within W2RC files
Curve data can now be edited directly with a bespoke curve editor window within the File Editor. A new Open Curve Editor button has been added to the value column for any given curveData property.
Fixes
Fully implemented TGA texture imports
TGA texture imports now work as expected (Not fully implemented with WolvenKit 8.3)
UI/UX
Improved handling handling of json files
RED/W2RC json project files inside the Mod directory will continue to open with the File Editor. "Real" json files within the Raw directory will now be opened externally with the system default application. Material json and converted W2RC json files can be edited without leaving the WolvenKit editor.
Refreshed Log improves readability
The Log view has been updated to dramatically improve usability compared to WolvenKIt 8.3. Logs are now displayed completely with word wrapping.
Destroy Node (Hard Delete): Permanently removes the selected node from the graph. This is safe to use when creating a new scene, but should be used with caution on signal-stopping scene nodes that are already in use, as it can cause user to be stuck in your quest.
Convert to Phase: Converts the selected nodes and packages them into a Phase node. Does not alter any logic and preserves all incoming and outgoing sockets.
Opens the dialog to create a new node.
Ctrl + G
Opens the "Go to Node" dialog to jump to a specific node by its ID.
↑↓←→ (Arrow Keys)
Navigates between nodes. The editor uses a "smart walk" system that considers both spatial position and connection history to determine the next node to select.
Alt + Click on a socket or Right-click on a connection
Deletes connection
Ctrl + C
Copies the currently selected node
Ctrl + P
Pastes the copied node
Delete
Performs a "soft delete" by replacing the node with a 'Deletion Marker' (soft delete). This only happens if the editor finds the selected node is a signal-stopping node like a Pause Condition, Choice, etc.
If it's a regular (non signal-stopping) node, it will be permanently deleted.
If it's already a 'Deletion Marker', it gets permanently destroyed.
Shift + Delete
Permanently destroys the selected node(s) (hard delete).
Ctrl + D
Duplicates the currently selected node.
FYI: When a node from a scene is copied from a scene file and pasted into a questphase file, the resulting quest node is automatically unwrapped from its scnQuestNode
If the steps below don't help, please get in touch via Discord, create a ticket, or browse the Troubleshooting page. Keep your most recent log file ready!
The original MTO can crash the game under certain circumstances, so you should remove it and install the new version instead.
Fix for some meshes that did not import successfully (index out of range error)
Fix for materials not being written correctly from material json files
Fix for critical error with pack tool installing archives with a subfolder which prevents auto-installed mods from loading in game
Fixed a bug with settings view not updating
Changes
Additional information is displayed within the status bar
Project creation simplified further
Bug and feedback reporters implemented within Options ribbon menu
Installer and auto-installation added
8.2.1 (Jun 29 2021)
Support for bk2 import/export via the Project Explorer right-click context menu
Fixed critical bug where some mesh previews crashed the app
Fixed a bug where items in the mod project had incorrect paths
Fixed a startup issue with InitializeBK accessing the oodle DLL before the game path has been set
Asset I/O
Implementation of the universal Import/Export Tool brings support for an asset I/O pipeline
The Import/Export Tool can be accessed through the WolvenKit editor ribbon. Exported files will be placed inside a new WolvenKit system directory called Raw. The Raw directory will mirror the existing Mod directory 1:1 which enables us to quickly re-import files without having to target an out-path for each import.
Support for mesh I/O
Native support for mesh to gltf/glb and vice versa
Support for xbm I/O
Native support for xbm to dds and vice versa
Support for bespoke material json I/O
Import/Export tool supports material.json files which can be used to manipulate REDengine materials
Development
Irrlicht has been eliminated from the Solution.
The Asset Browser code has been refactored, dramatically improving startup times.
File Editor
The File Editor has not seen much development. There is a small regression with 8.2, where paths and variables are not displayed correctly. Alternatives such as the 010 editor template or WolvenKit's bespoke I/O for materials are recommended to view CR2W properties.
Mod Projects
The Raw WolvenKit system directory has been added.
This directory hosts all non-REDengine formats such as dds, tga, glb, and other source files such as psd, xcf, or blend files. The Raw directory significantly improves efficiency of the Import/Export Tool. Raw files that can be imported will appear inside the Import/Export Tool. Raw files can also be opened externally with your preferred editor by double clicking them inside the Project Explorer (i.e. opening a .blend file directly with Blender).
WolvenKit now leverages a material repository.
The material repository can be created all-at-once by exporting all game textures from XBM to TGA (other formats not supported at this time). Alternatively, each mesh exported with materials will have all texture dependencies dumped here. It's recommend to use the all-at-once approach if storage is not an issue. The material repository makes dumping redundant texture dependencies for each and every mesh unnecessary.
Basic-yet-powerful operations have been added to the Project Explorer.
Rename, copy, paste, and delete have been added to the context ribbon. Batch operations such as batch delete are supported also by using multi-select. Manage your assets from the Project Explorer!
The DLC WolvenKit system directory has been removed, to be re-added if/when we have a working DLC pipeline.
The publish button has been disabled temporarily in favor of the simple pack tool. The pack tool is a one-click solution to packing all Mod directory files and installing them to the game automatically.
UI/UX
All REDengine files have been assigned a custom icon
Multi-select has been implemented in areas such as the Asset Browser. Shift-select multiple files, right-click, then use the context menu to add selected files to the project.
Basic file operations for the Project Explorer have been added to the context ribbon. (rename, copy, paste, delete, etc.)
Startup time for projects has been dramatically reduced. The asset browser should initialize much faster
Significant cleanup of unusable features/buttons. Witcher 3 modding support has been temporarily removed since the initial implementation is superficial
Theming has been completely refactored
New Import/Export tool has been added
New Material Repository tool has been added
Publish has been disabled temporarily
Home page has been refactored with support for embedded videos. We plan to feature showcase/guide videos, or community guides as well
Sammy icon has replaced the old desktop icon
Other
Windows Administrative Mode is no longer required to launch WolvenKit. Note: If Cyberpunk is installed to your Program Files folder WolvenKit should still be launched with administrative mode enabled.
Support for Witcher modding has been temporarily removed from this build while we work on improving those features. Please continue using Legacy WolvenKit for now ❤️
Project Explorer Tabs
You can switch between different tabs at the top of the project explorer (see the red arrow on the screenshot below). Their function (and content) will be explained in the next sections.
As of 8.11
Archive
Only shows you files under your_wolvenkit_project/source/archive.
Contains files that will be bundled into your mod's .archive file. For more information, check the documentation under WolvenKit Projects ->
Raw
Location:your_wolvenkit_project/source/raw.
Your (dirty?) working directory. Contains files that will not be part of your mod, as well as exported files. For more information, check the documentation under WolvenKit Projects ->
Resources
Location:your_wolvenkit_project/source/resources
Contains control files for your mod. For more information, check the documentation under WolvenKit Projects ->
Source
Location:your_wolvenkit_project/source
Will show you everything under your project's source folder. No context sorting.
Using the Project Explorer
WolvenKit features a bespoke File Editor which is capable of opening and modifying any REDengine file. Double-click any file within the archive directory of the Project Explorer to open the document viewer.
Non-REDengine files which are typically stored in the raw directory can be accessed with the Project Explorer as well. Files such as blend, psd, png, and many more can be opened with the preferred system application. For example, double-clicking a .tga file will open the file with the users system preferred image application.
Any file within the Project Explorer can be moved by dragging and dropping. Additionally files can be copied by holding Control while dragging and dropping.
Context Menu
Right-click any file within the Project Explorer to explore the Context Menu.
Open in MLSetupBuilder
Requires MLSetupBuilder plugin for WolvenKit. Install by navigating to the View Options Toolbar panel.
Export to JSON/Import to JSON
Writes any REDengine file within the archive directory to human readable JSON format, as a mirrored file within the raw directory. JSON files can then be modified and converted back to REDengine format from the context menu by right-clicking the JSON file.
Delete
Moves any project file to the OS/system Recycle Bin.
Rename
Opens a dialogue box which allows any project file to be renamed.
The Update in project files option will make WolvenKit update all references in your source and resources folder.
Copy
Select any project file to be copied.
Paste
Pastes copied project file.
Copy relative path
Copies the selected file path to OS/system clipboard, trimming off all folders outside the game directory. Extremely useful for modifying paths while using the File Editor.
Replace with original
Replaces the selected file with the original unmodified version from the game archives. (archive directory only)
Open in File Explorer
Find the selected file with the OS/system file explorer.
Filtering
The Project Explorer can be filtered by directory.
SOURCE | All project directories (default)
archive | Archive directory
raw | Raw directory
resources | Mirrors the game directory, use it to place additional files
PACKED | Internal WolvenKit folder for mod deployment. Will be wiped before packing the project!
Additionally the rightmost hamburger-style button can be used to toggle a flat file list without folders.
If you're renaming a folder, WKit will replace all occurrences of the folder's path! It might be better to rename individual files.
If you learned this the hard way, can help.
By pressing Shift and/or Ctrl, you can display alternative copy options
UI Preview
You can browse the file structure via Wolvenkit's Project Explorer. Here's how it looks:
Annotated example. For more information about the files, see below.
Import Tool
This is your import tool. For detailed documentation of the different export settings, check the corresponding .
UI element
Explanation
Import Selected
Imports anything you checked in the left-hand list
Import All
Imports all files in your project.
⚠ This button will always export everything, regardless of your filter.
Refresh
Refreshes the file list on the left
Export Tool
The Export Tool lets you export any files in your project's archive directory:
This is your export tool. For detailed documentation of the different export settings, check the corresponding .
UI element
Explanation
Export Selected
Exports anything you checked in the left-hand list
Export All
Exports all files in your project.
⚠ This button will always export everything, regardless of your filter.
Refresh
Refreshes the file list on the left
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
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 .
Exporting will overwrite already-existing files in raw without a prompt.
For detailed documentation of the different export settings, check the .
// find all .mesh files in mod archives matching ArchiveXL_Netrunner
archive:ArchiveXL_Netrunner > .mesh
// find all textures with "steel" outside of "Characters"
// (have negative matches last, as they're expensive)
.xbm > steel > !characters
base\characters\common\player_base_bodies\player_female_average arms
base characters common player_base_bodies player_female_average arms
// or simplify it to
player_base_bodies player_female_average arms
The Scene Editor is designed to work .scene files. It enables a node-based workflow: you select a node on the graph editor to edit and inspect its properties.
Wolvenkit's Scene Editor
Undo and redo actions are currently not supported but are planned.
Be careful with your edits and it wouldn't hurt to make periodical backups anyways!
What do the tabs mean?
The first tab is the Node Properties tab where properties are dynamically shown and edits are synced with the Graph Editor. This is likely where you'll spend most of your time in.
Special nodes like a Section node (which are probably the most used node in scenes, used to orchestrate dialogue, animations, workspots, vfx etc) will also show up with a timeline where you can drag, rearrange, and extend events.
Here is a breakdown of the other tabs:
Actors & Props
This tab displays the definitions for actors, props, and other entities that are physically represented in the game world. Use this tab to add new actors or check existing actors in a scene.
Use the 'Add Actor' and 'Add Prop' buttons to add new actors and props to your scene. These buttons automatically create corresponding entries in the actors/props arrays as well as debugSymbols > performerDebugSymbols. After creation, you can rename the actors and define them (for instance you will need to specify how the actor is going to be spawned for the actor to actually work and show up)
Logic & Flow
This tab provides a global view of the logic and flow-control elements for the entire scene. This includes collections of data such as EntryPoints, ExitPoints, NotablePoints and other structures that define how the scene starts, ends, and progresses.
When looking at big scenes, it can be useful to look through the entries here to identify the major points in the scene.
Dialogue
This tab contains the scene's entire dialogue repository. It provides access to the scene's embedded LocStore (localization strings) and actual localised ScreenplayStore (screenplay data), which include all dialogue lines, player choices, and associated metadata for the whole scene.
Use the 'Add Dialogue' button to add a new dialogue entry that can be used in Section nodes to play dialogue. You will need to provide a Locstring ID and optionally, an embedded text to display within the editor. Once created and before you try to use it, you will need to fill out more details such as the lipsync animation names, speaker, addresee, etc for the dialogue to work.
Similary the 'Add Option' button adds a new option entry that can be used in a Choice node.
Asset Library
This tab serves as a central library for all external assets referenced within the scene file. This includes animations, effects, workspots. Each of these resource also have buttons to add new entries to.
Markers & Metadata
This tab displays misc metadata associated with the scene, including scene category, localMarkers, version, etc
Right-click context menu
Common actions:
Duplicate Node: Creates an exact copy of the selected node in the same file, including all its properties, but with a new unique ID and no connections.
Copy Node: Copies the selected node to the clipboard. The copied node can then be pasted in the same file or a different scene or questphase file by right clicking -> Paste Node in the target file.
Goto Node: Navigates the graph editor view and selects the specified node ID
Detach Node: Removes all incoming and outgoing connections from the selected node.
Delete Node (Soft Delete): Replaces the selected node with a special '' node. This is the default deletion for any signal-stopping node such as a PauseCondition, Choice, etc. This is the recommended way to remove such nodes from quests that have already been published, as it prevents users with existing saves from getting stuck in a signal-stopping node.
Unique actions:
Add Event Socket: creates a new event output socket on Section nodes
Add Choice: creates a new choice option socket on Choice nodes
Add Input: creates a new input socket on logical gates such as And, Xor, and routers such as Hub.
The CR2W Editor's toolbar, and what you can do there
Summary
Created: Sep 01 2025 by
Last documented update: Sep 01 2025 by
This page documents the editor menu bar.
Settings
Wolvenkit's settings and what they mean
Summary
Last documented update: Jun 17 2024 by (Wolvenkit 8.14 Nightly)
This page documents Wolvenkit's settings menu, and what the individual entries mean.
Destroy Node (Hard Delete): Permanently removes the selected node from the graph. This is safe to use when creating a new scene, but should be used with caution on signal-stopping scene nodes that are already in use, as it can cause user to be stuck in your quest.
Add Output for Randomizer node - creates a new output node on the Randomizer node
Opens the dialog to create a new node.
Ctrl + G
Opens the "Go to Node" dialog to jump to a specific node by its ID.
↑↓←→ (Arrow Keys)
Navigates between nodes. The editor uses a "smart walk" system that considers both spatial position and connection history to determine the next node to select.
Alt + Click on a socket or Right-click on a connection
Deletes connection
Ctrl + C
Copies the currently selected node
Ctrl + V
Pastes the copied node
Delete
Performs a "soft delete" by replacing the node with a 'Deletion Marker' (soft delete). This only happens if the editor finds the selected node is a signal-stopping node like a Pause Condition, Choice, etc.
If it's a regular (non signal-stopping) node, it will be permanently deleted.
If it's already a 'Deletion Marker', it gets permanently destroyed.
Shift + Delete
Permanently destroys the selected node(s) (hard delete).
Ctrl + D
Duplicates the currently selected node.
Use Ctr + G (Goto Node) to go to a specific node ID
For animations - remember you still need to assign the specific animation asset to actors before using them in the actors tab
FYI: When a node from a questphase is copied from a questphase file and pasted into a scene file, the resulting scene node is automatically wrapped in a scnQuestNode
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.
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.
Here you can toggle the Editor Difficulty Mode. Please see the corresponding wiki page for details.
Search Bar
There's a search bar on the right side of the editor, which will search through all nodes in the tree:
Materials
Only visible in .mesh and .mi files.
Copy materials from other mesh
Only visible in .mesh files. Lets you copy appearances, material definitions, and materials from a different file.
You have the following options:
From ArchiveXL patch mesh: Requires the mod to be installed. Will read the .xl file and find the corresponding patch mesh, then copy all materials and definitions.
This does not work if you custompathed your file already.
From project mesh: The dropdown lets you select a project mesh
Enter by hand: Put a depot path here. Order of evaluation is project files > mod files > game files. If you have multiple mod files at the same depot path, the first match will be used.
Generate missing materials
If you have chunk materials that do not yet have material entries, you can use this button to generate localMaterialInstances for them.
Toggle "EnableMask"
Only visible with one or more materialEntries selected. Will toggle IsMasked flag for all of them.
Toggle "IsLocalInstance"
Only visible with one or more materialEntries selected. Will toggle IsLocalInstance flag for all of them.
Add material dependencies
NPV modders love it: This button collects all required .mi files and textures into a directory in your mod, then updates the internal paths. made easy!
Clean up
Only visible in .mesh, .json, .app
Mesh files
Delete unused materials
Hold Shift for Clear all materials (for ArchiveXL material patching)
Run this directly after you deleted appearances. Will delete material definitions and materials, adjusting the index properties.
Convert preload materials to local
Only visible if you have materials in preloadLocalMaterialInstances or preloadExternalMaterialInstances - will move them to materials.localMaterialInstances instead.
Delete chunk by submesh index
If you deleted a submesh in Blender, use this to remove all the corresponding chunks (e.g. you deleted submesh_02 out of 11)
Adjust submesh counts
Useful for cleaning up those ancient template meshes: this will make sure that the chunkMaterials of each appearance will have an entry for every submesh. This will ignore empty chunkMaterials - use Un-dynamify appearances to expand)
App files
Delete unused animated components
Will remove animated components that aren't used as skinning or parentTransform by other components
Find unused files in project
Does the same as Project -> Clean Up -> Find Unused Files, but will only consider file extensions that can be used in .app files (.mesh, .rig, .animgraph, .morphtarget). Will let you find those backup files you forgot to delete.
JSON files
Delete duplicate entries
Will delete translation entries that have the same secondaryKey.
ArchiveXL
Only visible in .mesh files.
Un-dynamify appearances
Will un-do the effect of . This is useful for NPVs and personal ports.
Clear chunk materials
Deletes the chunk materials for multiple selected appearances (quickly convert something to )
Convert hair to CCXL material
Convert a vanilla hair mesh to be CCXL-ready. You should have the corresponding .mi files in your project already.
Appearances/Components
Only visible in .app and .ent files
Generate CRUIDs in selection
Regenerate visual controllers
Regenerates the visualControllers array. This is required for e.g. vehicle mods.
Regenerate resolved dependencies
Regenerates the resolvedDependencies array. Use this to make the game preload the files in your mod.
Registers all appearances in the .app file in the selected .ent file. You can use that to quickly update your NPV entities.
Force LOD level 0
Change all components to be always visible.
Change facial animations
Only visible in .app files
Change a characters's facial animation setup by picking from a dialogue.
Generate CRUID(s)
Generates new CRUIDs for all components in the selection / for all nested components. The game tells things apart via name and id, so if your stuff isn't unique enough, consider running this.
The editor toolbar as seen in a .mesh file as of Wolvenkit 8.16.2
Since the search is performance-heavy, you need to trigger an update with the Enter key.
Hold shift to turn this into Copy materials to other meshes
Consider using instead!
You can hold down the Shift key to include base game files.
If you are running this on an eye mesh (name must contain he_), a dialogue will ask for your eyelash colour.
ArchiveXL uses PartsOverrides to load mesh appearances, so delete at own risk.
For clothes, do yourself a favour and useinstead!
This will impact performance, so do this only for your NPV and not for your world addition.
TL;DR
You must make sure that your Game Executable Path is set. Wolvenkit will not work otherwise.
Setting
value
Game Executable Path (.exe)
Path to the game's executable file on your hard drive, e.g.
C:\Games\Cyberpunk 2077\bin\x64\Cyberpunk2077.exe
Depot Path
Defaults to C:\Users\yourusername\AppData\Roaming\REDModding\WolvenKit\Depot
A folder where Wolvenkit can store all its clutter.
NOT your game directory.
Settings: Overview
For a textual explanation of the seettings, see the next section
Example settings window for 8.9.1
Cyberpunk
Game Executable Path
The path to your Cyberpunk2077.exe , inside under bin\x64.
Launch Command
The path to your Cyberpunk2077.exe , inside . Will be auto-generated from Game Executable Path.
You can also put the path to the REDLauncher here, if you want that (but why would you?)
Launch Options
Arguments for the executable. You can find a list in the yellow wiki on the page.
Depot Path
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.
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 Browserafter your installed mods.
Display
Show CName hashes as hex
Display hashes for CNames as hexadecimal (rather than decimal)
Show ResourcePath hashes as hex
Display hashes for ResourcePaths as hexadecimal (rather than decimal)
Show NodeRef hashes as hex
Display hashes for NodeRefs as hexadecimal (rather than decimal)
Show TweakDBID hashes as hex
Display hashes for TweakDBID entries as hexadecimal (rather than decimal)
Show reference graph
Game language used for LocKeys
Lets you customize the language for the LocKey Browser. Default: en_us
Show Graph Editor Node Properties
Graph Editor: Detailed display?
File Editor
Group Large Collections
Toggles limited collections for improved performance within the File Editor when working when navigating large files.
Group Size
Adjusts the amount of elements of in a limited collection within the File Editor.
Default to Simple Mode
Starting with 1.14, Wolvenkit offers multiple editor modes. You can find details under .
Ignored Extensions
File extensions that you want to open in an external editor
General
Do not check for updates
Will disable Wolvenkit's auto-update
Show Guided Tour
UNKNOWN FUNCTIONALITY
This toggle may not work in the latest WolvenKit build.
Update Channel
The update channel determines which type WolvenKit updates are received.
Stable WolvenKit will only show prompts when new releases are published (recommended)
Nightly WolvenKit will show the latest development builds which may be unstable
Your name
Will be used for automatically generated subfolders / item names. If you configure this, it'll be auto-filled for new projects.
Your e-Mail
Will be used when creating new projects.
Theme Accent
Changes the accent color of UI elements throughout WolvenKit.
Interface
Lets you customize Wolvenkit's interface.
Import/Export: Show advanced options
Turn this off unless you know what you're doing
Update references on rename
The default state of this box when you open the rename dialogue (shortcut: F2)
Show REDMod in Ribbon
Adds the REDMod buttons back to the ribbon. (Why do you want this?)
Show File Preview
Enables interactive Quick Previews within the Properties panel when navigating the Asset Browser and Project Explorer.
Append default launch profiles
Will append the Default profiles to the list of launch profiles if they are not defined (this will not overwrite your custom profiles)
If Cyberpunk is installed within Program Files, we recommend running WolvenKit as administrator.
Optional
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.
Optional
You can disable this feature to save performance, or simply hide the panel.
8.5
Buffer overflow
Published Mar 07 2022
WolvenKit 8.5 ushers in a new era for mod development. The File Editor now supports editing buffers for the .ent and .app formats. Buffer editing opens the doors to countless new possibilities for modders. Virtually all aspects of the UI have been streamlined and refreshed with quality-of-life improvements.
WolvenKit 8.5 has numerous breaking changes!
If you have mod projects created with previous versions of WolvenKit, we strongly recommend reading the full release notes below.
.NET must be updated to 6.0 (x64) for WolvenKit 8.5+
Known Issues
Some TGA image previews may be incorrect
All TGA's exported from WolvenKit will be previewed correctly within the Properties window. However TGA's exported from other applications with bottom left Origin will appear inverted. This is only an issue with the image preview tool with the TGA format. The texture will not be inverted when imported as an XBM.
Asset I/O
What's New
MLMASK I/O has been streamlined
The default format for mask I/O has been changed from DDS to PNG. Additionally mask textures are now placed into a subfolder using the original mlmask file name.
When exporting .mlmask files WolvenKit will automatically generate a file within the raw directory. The content of the masklist is automatically generated for convenience. Masklist files now accept absolute and/or relative paths. For example:
Absolute PathQ:\projects\Judy\files\source\raw\base\characters\main_npc\judy\textures\ml_s1_001_wa_shoe__judy_masksset.mlmask\0.pngRelative Path
ml_s1_001_wa_shoe__judy_masksset.mlmask\0.png
Texture I/O
Default export format is now TGA
After careful consideration the Import/Export tool will now export TGA by default. The flow chart below demonstrates the necessity of this change. DDS imports and exports remain unchanged in version 8.5.
Keep is now disabled by default
Starting with version 8.5 textures will no longer be rebuilt by default. Standalone textures that don't require an original XBM will be created instead. There are numerous benefits:
- Texture resolution/size will be updated automatically on import
- Standalone TGA imports work flawlessly
- Checking DDS compression is not necessary
- High quality 32bpp RGBA compression is always used
The drawback is that standalone textures will not preserve the isGamma boolean. This boolean must be set true for all color texture imports.
Support for isGamma
Standalone texture imports now expose the isGamma boolean, meaning color textures can be correctly displayed as sRGB. The isGamma boolean is set to false by default, meaning the user should manually check the box for color textures. We plan to automate this process with an upcoming patch.
Development
Dependencies
Upgraded to Visual Studio 2022
Visual Studio 2022 is now required to compile WolvenKit.
Upgraded to .NET 6
The .NET dependency was upgraded from .NET 5 to .NET 6. Users can download .NET 6 from the following link:
File Editor
What's New
Support for editing buffers
Buffers can now be edited and saved with WolvenKit! Currently .app and .ent buffer editing is supported. All properties can be modified including floats, strings, and paths. This opens the doors to countless new modding possibilities.
True native file editing
WolvenKit is now capable of adding and removing elements of REDengine files within the document editor. Various options for adding or removing elements have been added.
Improved file handling
Numerous quality of life enhancements have been implemented:
- An asterisk (*) is added to the file name tab when unsaved changes are present
- A confirmation dialogue has been added for closing edited files without saving
- A
Redesigned File View
Tree View replaces List View
The left-hand navigation panel now uses a beautiful and intuitive tree view. Tree view elements are organized in a sensible way, rather than a flat list.
Collection Editor has been removed
The Collection Editor introduced with version 8.4 has been removed. The right-hand properties panel now displays editable-content efficiently without a floating window.
Default engine values are now displayed
Properties that are not written to file display REDengine default values. These values are automatically inserted by the game at runtime when left unset. Inherited default values are marked with italic font and darkened text.
Fixes
Miscellaneous
Fixed bugged mesh previews for new installations of WolvenKit
Mod Projects
Packing and Installing have been separated into separate actions
Pack Project - Compiles mod project without installing (New)
Pack & Install - Compiles mod project and installs to Game Directory
The tweak directory folder structure is preserved
Any user-created folder structures for tweaks are preserved by the WolvenKit installation process. Tweaks and folders are installed exactly as they appear within the tweak project directory.
UI/UX
Project Explorer
Added filtering to Project Explorer
The Project Explorer can now be filtered by directory.
SOURCE | All project directories (default)
archive | Archive directory
raw | Raw directory
scripts | Script directory
tweaks | Tweaks directory
PACKED | Internal WolvenKit folder for mod deployment. Can be used to install extra files.
Added flat file view to Project Explorer
A flat file list toggle button has been added to the Project Explorer which displays all project files in a simple alphabetical list without folders.
Miscellaneous
WolvenKit mod projects (.cpmodproj) can be opened directly
Mod projects can now be opened natively from Windows Explorer. The WolvenKit installer will automatically assign mod projects to be opened with WolvenKit. For WolvenKit portable, double-click any .cpmodproj file from Windows Explorer, then locate wolvenkit.exe.
Replaced Ribbon with menu bar (optional)
Added a streamlined menu bar as an alternative to the Ribbon. Moved contextual actions to their respective editors.
Streamlined Home view
The Home page has been restyled and refined further. A new transition effect has been added when switching to Home.
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.
WolvenKit Projects
What's a project, how do I get one, and what does it do?
What is a WolvenKit project?
To access most WolvenKit features, it's necessary to create a Project first. Projects are primarily used to separate and organize source and game files into distinct directories. Each project can be thought of as the source code for any given mod.
Import/Export: Textures
How to import and export textures
WolvenKit is capable of exporting Cyberpunk XBM files to common formats like png. It will try and automatically determine the correct import settings based on the file name.
Exporting a texture from Wolvenkit
Add the xbm file to your project
Exporting Characters to Blender
Step-by-step guide for exporting to Blender for non-mod use (i.e. cosplay, 3d print, etc.)
Summary
Created by &
Published: September 03 2022
Last documented update: November 2024
This guide aims to walk you through finding and exporting a character to blender so that its usable for cosplay or 3d printing or whatever. Guide is using nightly WolvenKit, Cyberpunk add-on for Blender, and Blender 3.6.
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.
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.
Added drag-and-drop to Project Explorer
The Project Explorer now supports drag-and-drop for files. Click and hold any file to move folders. Additionally files can by copied by holding CTRL while dragging.
Added warning for overwriting files in the Project Explorer
When adding files to a mod project with the Asset Browser a confirmation dialogue has been added for overwriting existing files.
Added native file preview for new file formats
Inkwidget and mlmask files can now be previewed directly within the File Editor.
Added manual update button
Within the Settings page a WolvenKit manual update check button has been added.
Added per-project layouts
WolvenKit Editor layouts can be saved to a specific mod project.
Support for Asset Browser without a mod project
The Asset Browser can now be loaded without creating a mod project. Game files can be browsed and previewed without adding them to a project.
Logging has been improved
Existing log messages have been cleaned up, and many new events have been added to improve feedback. WolvenKit events and errors are easier to understand.
Themed elements have been dramatically reduced
Many visual elements were unreadable with dark or light accent colors. Most UI elements have been un-themed to prevent these issues.
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)
Fixed a bug where the application would crash on a clean restart
Changes
Added global application error logfile %AppData%\REDModding\WolvenKit
Asset I/O
What's New
Material I/O has been refactored
The material json has been reworked significantly. WithMaterials mesh exports will no longer generate json subfolders within the Raw directory. Without containing folders, each json file is now uniquely named after the source mesh followed by .Material.json. This will significantly declutter any project with materials.
The internal structure of the material json has been dramatically simplified; internal mutlilayered component data has been removed. Rather than include the same ml-data for each and every material json, mltemplates and mlsetups will be stored once as json within the Material Repository. This prevents bloated material jsons in excess of 500,000 lines. The Cyberpunk Blender add-on must be updated to 1.0.2 or higher for compatibility.
Internal code for accessing shaders (mt) during I/O is more robust
Material exports are now more future-proof, and now support multiple game versions.
Support for mlmask I/O
Native support for encoding files has been added. Through the use of bespoke masklist files new standalone mlmask files can be generated through .
Mesh I/O
Added material only option for mesh imports
Support for importing materials-only to edit mesh materials without worrying about breaking the underlying mesh during the I/O process.
Added glTF file import verification options
Exposed glTF validation options to the user when importing custom mesh files.
Improved detection of invalid normals and tangents
Additional checks for bad mesh data improves feedback from WolvenKit when importing meshes.
Improved verifications
Added verifications for rendtopology and garment support.
Support for morphtarget base mesh import option with UI
Development
Implemented
Updated the RTTI types to 1.30
TweakDB writer
It's now possible to create Tweak Databases from scratch
Texconv for image I/O has been removed
WolvenKit relied on Microsoft Texconv which has been removed in favor of native wrapper.
Added DXTEX git submodules
We recommend developers to run git submodule update --remote to pick up the latest submodule updates when building WolvenKit.
I/O
Using glTF Core library for most mesh/morph exports
Exporting bones with morphtargets
Detect base rig properly instead of using a hack while merging multiple rigs
Material helper files are now dumped in the Material Repository
Added support for creating mlmasks from bespoke masklist file
Nuked custom json exports for mlsetup, mltemplate, hp, using cr2w serialization instead, (will break blender addon)
Memory Optimizations
Disabled webview2 when offline
Store hashed names as ascii byte arrays instead of strings
Smarter missing hash detection in the hashservice for deferred loading
Added prompt to run webview2 installer if not installed on app startup
Catel has been removed from the solution
Shader (mt) data is no longer hard-coded
Archives are now accessed directly to determine shader data within mt files. This removes tens of thousands of lines from the code base, and ensures the data is parallel with the users game version.
Enabled saving of cr2w files
Fixes
Fixed mainView and app icons
Fixed mlmask layer uncooking after directxtex wrapper implementation
Fixed mainwindow themeing
Fixed Asset Browser weirdness
Mesh dependency files haven been moved in archives in patch 1.3
Recollecting certain archives causes missing dependencies, removed recollection.
rref and raref templates
Fixed a bug where wizards and dialogs would not be displayed properly
File Editor
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.
Fixes
Critical Fixes
WolvenKit could not be used while offline due to a bug with webview content
The application crashed immediately with no feedback. Bug report here 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.
Miscellaneous
Fixed a major issue with the Material Repository
Before the release of WolvenKit 8.2 the Material Repository output was switched from PNG to TGA. This resulted in adding ~70gb's of extra data due to lack of compression with TGA. To reduce unnecessary bloat the default format of the repository is now PNG moving forward. Recreating the Material Repository is recommended to save space and update for game version 1.3.
Fix a bug with exported PNG and BMP textures
Both PNG and BMP files were written using the wrong codec on export (TIFF). The correct codec for each file type is now used.
See: 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.
Mod Projects
BREAKING CHANGE - Material I/O
Material I/O has been updated so projects with WolvenKit 8.2 may not work as expected. To upgrade projects for WolvenKit 8.3 remove all material json files and subfolders from the Raw directory. Export meshes in the Mod directory using WithMaterials argument to generate new material json files.
UI/UX
Streamlined some UI elements for improved efficiency and simplicity
General cleanup of elements lacking padding, margin, etc.
Asset Browser interface has been improved extending usability
Multiple files and folders can now be selected and added to project using check boxes. New button Add Selected Item(s) to Project has been added to the Ribbon context menu. Advanced filtering options have been implemented to search functions. Items are now sorted alphanumerically and suffixes to the file sizes (kb/mb).
Other
Cyberpunk 1.3 and existing WolvenKit mod projects
We strongly recommend rebuilding existing mod projects by replacing old assets with updated versions from 1.3. Many assets have been updated, and some formats have been changed.
For example, to update a mesh mod add the mesh file from 1.3 to your mod project and re-import the custom glTF file. This mitigates the risk of crashes or corruption with files.
From Wolvenkit's Home view via the Create New Project button
You will see something like this:
Field
explanation
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.
Click Finish. WolvenKit will now open the new project and proceed to the Editor.
How it looks like:
Opening an existing WolvenKit mod project
From the Menu or the Home page, click the "Open Project" button
Select a .modproj file to open with WolvenKit
WolvenKit will now open the project and proceed to the Editor
File structure explained
Your project will contain the following folders:
Folder name
Explanation
source
This is where your mod's unbundled files are.
Game resources under archive
control files in resources
packed
Contains both the control files and the bundled archive files inside their folder hierarchy. You can copy this directly to your game directory (or have Wolvenkit do it for you via Install).
This folder will be deleted and re-created every time you install or pack your mod.
Subdirectories in source
Your Wolvenkit project will have several folders inside of source.
As of 8.9.1, these are:
Archive
Location:your_wolvenkit_project/source/archive
This directory contains game files in the REDengine CR2W format, which you can add via Asset Browser.
Everything in this folder will be packed into your mod's .archive file.
Raw
Location:your_wolvenkit_project/source/raw
This is your working directory. Keep any files here that you don't want to end up on Nexus.
When you export files via Wolvenkit, the exports will be placed in a mirrored folder structure. Unless you import them again, they will not affect your mod's content.
You can keep .blend and texture files here.
customSounds
A directory for custom sound files.
Resources
Location:your_wolvenkit_project/source/resources
This folder contains other files for your mod.
Any of its contents will be packed so that they extract directly into the Cyberpunk directory. For that reason, you (or Wolvenkit) should create the following subdirectories:
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):
Source:
If you are creating a compatibility mod (something that modifies the files of another installed mod), then yours needs to load first.
For example, if you want to do a custom recolour of the mod , then your Wolvenkit project could be named _00_ArchiveXL_Netrunner_Variants, or _ArchiveXL_Netrunner_00_Recolour.
Building a mod project
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.
This will generate a png file in your project's raw folder.
Export Options
XBM Export Type
Choose a common image format for exported textures. Possible options (as of 8.9.1):
png
dds
tga
bmp
jpg
png
Flip Image
Vertically invert textures for convenience
Importing textures
WolvenKit is capable of importing custom images as Cyberpunk XBM files. The Import/Export Tool can replace an existing XBM or generate new standalone XBM.
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.
Export the xbm file: this adds a png file with the same name to your project's raw folder.
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".
Import Options
Advanced Options
By default advanced XBM options are hidden. This can be changed by modifying WolvenKit Settings.
Texture Group
Select a preset for import. This will preselect the options below, so pick the right one for your use case!
Name
TexG_Generic_Color
Used for colour textures inside the world (for use as )
Transparency: from texture's alpha channel
SRGB: true
TexG_Generic_Grayscale
Used for greyscale textures (for use as or metalness)
SRGB (isGamma)
Sets isGamma boolean upon import. Color textures (such as diffuse) must be set as true, or they will appear blown-out or too bright in-game.
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.
Finding the file
Before we can export anything, we need to find the .ent file for the character we want to export. This tutorial will use Jackie, but it works just the same for everyone else.
The easiest way to find a characters ent if their not already in the list on the wiki is to use Red Hot Tools. Once its installed you can simply walk up to an NPC in game and the inspect tab will show you the ent and appearance info you need. With that info you need to find them in wolvenkit.
With our project open in Wolvenkit, we switch to the Asset Browser and search for the right file
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
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.
What does the script do/how to do it by hand? (You don't need to know this)
If you open the Entity file then expand the appearances bit of the entity template, he has 15 appearances which all appear to be defined in jackie_welles.app. For this next step you need to have the Wolvenkit resources plugin installed (View Options > plugins to install). The app should also be in the search results for jackie, simply right click it, then do find used files. Sort by type again and find the cookedapp files. Theres several which cover the different appearances, for each one you want to include in your export do the following:
Right click, do Find used files
Sort by type, find the mesh files
Select all and right click, add selected to project
You may need to go through the app file afterwards to check all the meshes got found, it sometimes seems to miss some.
The mesh files should now be visible in the project explorer, occasionally I find they arent showing up but closing and reopening the project makes them appear.
Open the Export Tool, and verify your meshes are listed. Double click one then the export options opens, and verify WithMaterials as the export type and LOD Filter is on. Set the texture type to png if it is not. Select Apply to all files of the same extension then confirm.
Now select Export All (or Export Selected) on the menu bar and a bunch of glb and json files should be exported. After its done a files have been exported notification should pop up to notify you of the success.
Importing into Blender
Switch to Blender and use the 's from the File -> Import menu.
Point it to the exported .ent.json in your project's files. For Jackie, the relative path is source\raw\base\characters\entities\main_npc\jackie_welles.ent.json.
Importing a specific appearance
Unless you specify otherwise, the default appearance will be chosen. If you want another, open the .ent file in your project and enter the exact appearanceName into the Blender open dialog.
You can find the appearance name in your .ent file inside the appearances list:
The same file that you picked in Step 1
Now, click the Import Ent from JSON button and wait while the Blender plugin does its thing.
jackie
This guide works just the same for guns — add the .ent to your project, run the script, import, profit. Vehicles are more complex and have their own guide: please see for these.
If you want to add a character's animations, you can check the follow-up guide .
You can find a list of the entity files for a lot of the main characters over on the Cyberpunk 2077 Modding wiki
You can refine your search, checking only .ent files, by using the following search query:
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
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!
Before clicking the import button, please read the next section about .
Find the full documentation on the yellow wiki under -> ->
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.
Creating a Mod
With great power comes great responsibility
Purpose of the guide
Congratulations on installing WolvenKit! It's time to get your hands dirty…
We're going to create an example project to help get you up to speed with WolvenKit's features and workflows. We'll walk through creating a basic mod step-by-step, while explaining how to get the best out of WolvenKit.
Before we get started
Keep in mind that understanding and modding Cyberpunk 2077 can be very challenging. If you're feeling stuck, please consider reaching out to fellow modders and the development team on our
Now without further ado...
Creating a texture replacement mod
Summary
WolvenKit is a tool for mod developers to interact with REDengine file formats. Generally speaking, most mods created with WolvenKit share a similar workflow:
Browse and extract game files
Convert game files to common formats that can be modified
Modify the file, often with an external application
In the guide below we'll cover these steps in detail to replace an image in Cyberpunk.
Getting Started with WolvenKit
Starting a project
Ensure WolvenKit is properly configured by following the procedure
Create a new WolvenKit mod project
Configure the Editor using . Use the menu to ensure that the Asset Browser, Project Explorer, Import/Export, Properties, and Log windows are visible.
Asset Browser
The Asset Browser is the most fundamental WolvenKit tool. It allows us to browse any archive and add individual files to a local mod project. Any files added from the Asset Browser will be added to the archive directory with their folder structure intact. Files added with the Asset Browser can be viewed, studied, modified, and packed as a modded archive.
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\
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.
Projects
are the core of WolvenKit functionality. Projects are primarily used to separate and organize source and game files into distinct self-contained mods. Each project can be thought of as the source code for any given mod.
The is the central component for each mod project. Project files are separated into two main system directories:
The archive directory is for REDengine/Cyberpunk format files.
The raw directory is for non-REDengine/generic format source files.
These are core directories for WolvenKit's file operations. These folders are never exposed to the game inside the .
(Optional) Navigate to the window to examine the new file added to the archive directory. The preview functionality of the Properties window also works for local project files. Many REDengine assets and common image files (png, tga, etc.) can be automatically previewed by selecting them within the Project Explorer.
(Optional) Files within the Project Explorer have additional options when right-clicked. Directly right-click any file to open the .
Exporting REDengine Files
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.
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.
Open the
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
Editing Textures
While this guide is step-by-step, it's counter-productive for the WolvenKit team to guide users on using other software. For that reason, you can find more information on editing texture files on -> .
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!
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
Importing REDengine Files
Return to the WolvenKit Editor
Open the
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.
Building
WolvenKit features a one-click mod building solution. The build process packs any archive directory files into archive format and installs to the game automatically.
WolvenKit only supports unbundled files. Files that have been decompressed using WolvenKit CLI will not be packed correctly. Buffers must be compressed within the main REDengine file. Files added with the built-in Asset Browser will always be the correct format.
From within the Menu, select the button
Verify the mod project has been packed and installed by viewing the window
Congratulations! Launch Cyberpunk and check out your first mod with WolvenKit!
Testing In Game
To verify this texture mod in game, equip the outer torso item Replica of Johnny's Samurai jacket.
Spawn code for Johnny's jacket
The following command will give you Johnny's Jacket:
Game.AddToInventory("Items.SQ031_Samurai_Jacket",1)
Copy and paste the command into the console (CTRL+C to copy, then CTRL+V to paste).
Final Thoughts
While not all-encompassing, this guide teaches the core philosophy behind our modding pipeline. If you've followed along so far, you're ready to start getting the most out of WolvenKit. We recommend familiarizing yourself with the Wiki to understand how our Editors work. Please keep in mind that everything in our community from software such as WolvenKit or this Wiki is developed, written, and created by passionate volunteers. If you encounter issues with software or documentation, consider getting involved with us on the
Enjoy your RED Modding journey!
Menu
What is the Menu?
The Menu is the main navigation bar at the top of the WolvenKit application. The Menu contains key functionality such as saving, opening files, and building mods. Read below for details about each Menu button. The Menu also displays the current mod project name and file opened with WolvenKit.
Toolbar
The is available directly below the Menu from the Editor. The buttons add convenience shortcuts to certain menu functions.
Additionally, the Toolbar contains the Launch Profiles button.
HOME
Shows the WolvenKit view
File
New File
Opens the dialogue to create a new file.
Save
Save the currently selected document from the File Viewer
Save As
Save the currently selected document from the File Viewer as a new file
Save All
Save all currently open documents from the File Viewer
Project
New Project
Create a new WolvenKit mod project
Open Project
Open an existing WolvenKit mod project
Project Configuration
Configure various project settings
Scan project for broken references
This will go through every file in your project, checking if referenced resources are in your project or part of the base game.
If you are using a texture library, you will obviously get false positives here.
Scan for unused files
The opposite of "Scan project for broken references" — this will check every file in your project and check if it's used by something.
Will give you a list that you can copy to clipboard, or options to move/delete the files.
Delete empty folders
Will yeet folders without files in them. Works recursively (will also delete empty folder trees).
Run File Validation on entire project
Will run the on every file in your project, and open the log file afterwards.
This will generate a lot of duplicate text, but is the best way to find mistakes.
Build
Pack Project
Generates the install-ready structure in your project's packed folder, then creates a zip file.
Pack as REDmod
Generates the install-ready structure (REDmod format) in your project's packed folder, then creates a zip file.
Install
Runs , then copies the contents of packed to your game directory.
You can learn about on the yellow wiki.
Install as REDmod
Runs , then copies the contents of packed to your game directory.
Install & Launch Game
Runs , then launches the game for you
Install as REDmod & Launch Game
Runs , then launches the game for you
Clean All
Deletes the contents of your Wolvenkit project's packed directory.
Hot Reload
Pack archives and instantly install to game directory while Cyberpunk 2077 is running for testing (Requires ).
Launch Profiles
Create and modify one-click pack & launch operations
View
Project Explorer
Toggles the on or off
Asset Browser
Toggles the on or off
Properties
Toggles the panel for your currently selected file or off
Log
Toggles the panel on or off.
Tweak Browser
Toggles the Tweak Browser on or off. This panel will let you browse the TweakDB.
LocKey browser
Toggles the LocKey browser on or off. This panel will let you browse translation strings.
Show File Preview
Same as option - enables/disables interactive Quick Previews within the Properties panel.
Layout
Save Layout to Project
Saves the UI layout to the current WolvenKit project, making it persistent across sessions.
If you do this without an open Wolvenkit project, the view will be saved to the default file %USERPROFILE%\AppData\Roaming\REDModding\WolvenKit\DockStates.xml
Reset Layout
Resets the UI layout to the default from one of the following files (by priority):
What is Wolvenkit File Validation? How do I use it?
Summary
Last documented update: March 12 2025 by mana vortex
This page will tell you how to use and configure the File Validation feature (added in 8.9.1)
This feature has an impact on performance — every time you save, there will be a short lag while the file validation does its thing. You can turn this off (check ).
What is it?
This feature will try to validate the internal structure and — based on your settings — dependent files.
By default, it will trigger every time you save a file. You can turn this off (check ) and trigger it by hand (see below).
Running File Validation
In the editor
Inside the , you can run File Validation from the menu bar:
On the entire project
From the Project Menu in the main bar, you can run File Validation on the entire project.
Since this can take a long time, Wolvenkit will show you a warning first.
The automatic hook
By default, File Validation will trigger every time you save. Since this can impact performance for larger files, you might want to disable it.
I don't want it, how do I get rid of it?
In the , switch to the Hooks tab and uncheck the box behind hook_global:
For details, see below.
There was an error
If you're here because of a link in the Wolvenkit console, there's nothing to worry about, your file saved fine! However, you've managed to run into something that the program isn't equipped to handle yet.
If you would like to help us fix it, you can open a ticket on or create a forum post on our in #wkit-bugs-and-requests.
Please attach a minimal version of your project's source folder (we only need archive, but all involved files have to be present, or we won't be able to reproduce your exact error).
Configuring File Validation
There is no fancy UI for the configuration right now (sorry for that), but you can fine-tune file validation via .
You need to change the settings inhook_settings.wscript. This is how you open it:
That will open the script editor panel, which looks like this:
Here, you will see a list of settings, which are documented in the next section.
Global and shared settings
Depot paths
File Validation will check if any given depot path exists, and warn you if the file could not be found.
Enabled
The flag Enabled in line 4 will enable/disable file validation globally.
Each entry in the list has an individual Enabled flag that lets you turn off validation for this particular type of file.
DisableAutofix
File validation can automatically correct certain errors for you. There are certain advanced use cases where you'd want to turn this off — if you don't know about them, then you'll probably want this.
Right now, this is set to false by default and affects the following toggles:
validateRecursively
This is the reason behind the micro freeze each time you save a file. If it is enabled, then Wolvenkit will also look at included files — for example, if you save an .app file, it will collect all included meshes (via components or via root entity) and warn you about missing appearances.
You can disable this to save performance, but that will reduce file validation to a glorified typo checker for your file paths. Its developer strongly advises against it, as the feature has saved her hours of frustration already, and at the point of writing it hasn't even been released.
Anims: animation files (.anim)
Checks if all animation names are unique. Since animations are targeted by name, this is the #1 reason why your mod will show the wrong animation.
checkForDuplicates
Will warn you about duplicate animation names (e.g. animations 2 and 31 are both named "facepalm")
App: app files (.app)
Checks all appearances and their associated partsOverrides and partsValues.
checkComponentNameDuplication
Will warn you about duplicate component names. Components are targeted by name, so they should be unique for each appearance or mesh entity.
checkForCrashyDependencies
inplaceResources can crash your game (it's complicated and has something to do with timing and async loading). This flag will toggle the check.
checkPotentialOverrideCollisions
Will warn you if components with the same name are pointing to different meshes.
checkCookPaths
Will print a warning if you have cookedOverrides set in the root or in individual appearances. These things are the reason why mods such as cookedAppsNulled exist.
csv (ArchiveXL factory files)
File validation assumes that this is a factory for ArchiveXL or similar. If it isn't, you can ignore any warnings, or so that we can add your use case.
checkProjectResourcePaths
Assumes that entries are file paths. Will print a warning if the files can't be found.
warnAboutInvalidDepotPaths
Prints warnings for everything that doesn't look like it's a file path (by regular expression checking, there should be at least one slash)
ent: Root or mesh entity
Similar to the .app file, this will validate nested files, basically checking the entire ArchiveXL chain of dependencies.
validateRecursively
This is really performant and will only look into each file once. That being said, the more files you pull in, the longer it takes, and you might want to disable this feature. On the other hand, saving the root entity is a great way to find out what exactly is broken about your ArchiveXL project.
checkComponentNameDuplication
Same as in the app file: will warn you about duplicate component names. Components are targeted by name, so they should be unique for each appearance or mesh entity.
checkDynamicAppearanceTag
Will print a warning that you might have forgotten to add a DynamicAppearances tag to your root entity if either of the following conditions is true:
There are empty appearance names in your root entity
Your .app partsOverrides appearance names or your mesh entity use dynamic string substitution
… since ArchiveXL won't work its magic if you haven't set the tag.
Json: Localization files
Will try to warn you about issues that will cause empty or incorrect strings to be displayed
checkDuplicateKeys
This will warn you if any entries will overwrite each other due to shared key data.
checkEmptyFemaleVariant
By default, the game uses femaleVariant - maleVariant will only be considered if you use either the or .
Mesh: 3d object
Will check your mesh's internal material assignment. Will warn you about missing files, unresolved dependencies or errors with definitions and file types (some of which might potentially crash your game).
validateMaterialsRecursively
Will also check .mi files and their material setup. As the .mi chains can be quite long, this can cause performance issues.
checkDuplicateMaterialDefinitions
Will warn you if two of your materials appear to be identical
Mi: Material Template
Will check the material setup.
validateMaterialsRecursively
Will check nested .mi files and their material setup, if you are using any.
Workspot: loading .anim files
Mostly for use with . Will check if the workspot pulls in existing .anim files, warning you about duplicate definitions.
fixIndexOrder
Convenience: Will automatically set indices of defined animations for you. There are advanced use cases where you might not want this. If you don't know what they are, you might want to turn on in addition to this.
autoReopenFile
More convenience: Automatically close and re-open the file after using fixIndexOrder (instead of bothering you about it). Default is false.
showUnusedAnimsInFiles
Will warn you about animations in the included .anim files that aren't used by the workspot, in case you want to delete them.
showUndefinedWorkspotAnims
Shows animations that you include in your workspot, but which aren't defined in any of the included .anims files.
checkIdleAnimNames
Will warn you if the idle anim name deviates from the appearance anim name. This isn't strictly necessary, but since the idle anim name is displayed in the list, you will never find the right appearance otherwise.
checkIdDuplication
Only triggers if you aren't using fixIndexOrder: this will warn you about duplicate numeric ID assignments. These will cause the game to mix up your animations.
checkFilepaths
Checks the files included via finalAnimSets, warning you about any loading errors (invalid file paths, invalid extensions, you forgot to add the entry to loadingHandles)
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.
It uses the following versions:
Cyberpunk 2077 game version 2.1
Blender >= or
Wolvenkit >= 8.11.1 ( | )
Exporting to Blender
So exported characters are cool, but how do we get them out of that annoying A-pose?
We need the rig, and maybe some animations:
the main body rig
the head/face rig
We're going to export them, bind everything, and attach the head to the body. (recapitate?!?)
Finding the body rig
You can look it up in the body's entity file. Find it by file name, or right-click on Jackie's body mesh and select "find files using this", then doing the same again on the .app file.
Open up the .ent file and check the components array for an entAnimatedComponent (usually nameddeformations), which lists the rig:
Copy the path under rig and put it somewhere where you can find it later.
Finding the head rig
The head rig is in the same folder as the head mesh.
Naming conventions:
Right-click on the .rig file and select Copy relative path. Put this with the body rig path.
Re-exporting the meshes
We now need to re-export the meshes we want to use.
The body mesh
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
The head mesh
Repeat the process above, but use the name of the head mesh rather than the body.
Importing into Blender
Delete the head and body component that you've imported the first time around: we're going to do a reimport. With the (File > Import > Cyberpunk GLTF), import both of your files into Blender — the process works exactly like it did , 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:
Merging the skeletons
Now, we hook up everything by merging all rigs into one.
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
The rigs should merge; the head meshes should be without an armature parent now.
Hopefully it looks something like below, with all the bones selected and just the one green dude in the outliner:
Parenting the other meshes to the armature
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.
Animations
To find animations compatible with the character you just exported, open up their .ent file and expand the resolvedDependencies:
Alternatively, for .anim in the asset browser.
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
You can keep importing more anim files and the list just grows.
Anyway, cheers Chooms, hope this has been helpful, have fun!
Troubleshooting/reporting:
Most of the animations seem to work flawlessly. Occasionally the process gos screwy somewhere and the model freaks out when you attach the anims. In that case, please open on github or tell us about it on in #blender-add-on.
Please include your .blend file and the full relative path to the animation that was giving you trouble in your report.
unbundle -p "PATH TO ARCHIVE" -o "OUTPUT PATH" -w *.mesh
Extracts all files from archive
-w Use optional search pattern (e.g. *.ink), if both regex and pattern is defined, pattern will be prioritized.
-r Use optional regex pattern
--hash: Extract single file with a given hash. If a path is supplied, all hashes will be extracted
The unbundle command also takes folder paths as input (will recursively extract all .archives in a folder), or a list of paths (e.g. unbundle -p "C:\MODDING\archives\basegame_4_gamedata.archive" "C:\MODDING\archives\basegame_1_engine.archive"
You can filter the files to extract from an archive with the -w (Wildcard) or the -r (Regex) filters: unbundle -p "PATH TO ARCHIVE" -w *.mesh e.g. will only extract files with the extension .mesh.
Uncook
Separating archives into distinct uncompressed REDengine files with external buffers
Extract all textures from archive, common formats (tga, bmp, jpg, png, dds) supported
-w Use optional search pattern (e.g. *.ink), if both regex and pattern is defined, pattern will be prioritized.
-r Use optional regex pattern
-hash: Extract single file with a given hash. If a path is supplied, all hashes will be extracted
--flipUse boolean option (e.g. 'true' or 'false') : Flip textures vertically (can help with legibility if there's text)
--forcebuffers: Force uncooking to buffers for given extension. e.g. mesh
There are a number of files that support Uncook, including mesh, csv, xbm, and mlmask.
Cyberpunk textures use DDS format, but WolvenKit Console supports conversions to the most common image formats such as TGA, PNG, etc.
For example, textures can be converted to PNG using:
uncook -p "PATH TO ARCHIVE" --uext png
The same options apply here as well: When using
uncook -p "PATH TO ARCHIVE" -w *.xbm
Only files with the XBM extension will be uncooked.
Import
Converting raw files to REDengine files
import -p "INPUT PATH" -o "OUTPUT PATH" --keep
Convert raw files to REDengine files
-p can be a folder or file
-o (optional) is the output path where the REDengine files are created
-k (optional) use this parameter if you have already existing REDengine files in your output folder
Export
Converting REDengine files to raw files
export --uext png -p "PATH TO FILE"
Convert REDengine file (mesh, xbm) to the corresponding raw files (gltf/glb, dds)
You can specify a folder to export, or multiple files pack -p "FILE 1" "FILE 2"
There are a number of files that support exporting: .mesh, .csv, .xbm, .mlmask and many more.
The in-game textures have .dds fileformat, but WolvenKit Console supports conversions to the most common image formats (png, jpg, tga). E.g. to convert the game textures to png use: export -p "PATH TO FILE" --uext png
This command pack a folder of REDengine files. It will create a new .archive file. You can provide multiple paths to create multiple archives at once.
It will output archive(s) in the current working directory by default. Use the option -o output to change the directory path where to output archive(s).
Example
you have a WolvenKit project in C:\Documents\Modding\Cyberpunk2077\Awesome
you are currently in C:\Documents\Modding\Cyberpunk2077\ with your terminal
run the command pack -p "Awesome"
output of the archive will be C:\Documents\Modding\Cyberpunk2077\Awesome.archive.
~~CR2W/W2RC~~ (Deprecated)
Convert a REDengine file into human readable form: cr2w -s "<PATH TO FILE>"
Convert a json file into a REDengine file: cr2w -d "<PATH TO JSON>"
Convert
Convert a REDengine file into human readable form: convert -s "<PATH TO FILE>"
Convert a json file into a REDengine file: convert -d "<PATH TO JSON>"
Tweak
Convert .tweak files (in YAML format) to a TweakDB .bin file that can be loaded with TweakDBext
Defaults to current directory if -p or -o are not specified.
The .tweak file must be in the following format, with either flats or groups declared:
Groups
Flats for the groups (also called records) are automatically created by appending the member's name to the end of the record's name. Using the example above, the following flats would be created:
A group's type (Vehicle in the example above) should exist in CP2077 for it to be useful. The compiler will not warn you if the type doesn't exist, but TweakDBext will let you know upon loading it (watch for messages in red4ext\logs\tweakdb.log). Generally a TweakDB type is the RTTI type without gamedata or _Record (a full list can be see here, where the gamedata is already omitted from the filenames) - as an example, the a Vehicle's RTTI type is gamedataVehicle_Record.
Types
Flats and group members must have one of the following as a base type :
Types can be prepended with array: to create an array, like array:String in the example. Arrays can be formatted with hyphens & newlines as in the example, or specified with square brackets and commas. The same array could look like this:
Strings can left unenclosed, and optionally enclosed in double quotes, but if you're using paths with raRef:CResource, you'll need to double-up the \, like this:
raRef:CResource also accepts integers (ones that you might pull from a tweakdb output) in place of the path, like this:
TweakDBID types can be the full path of the flat/group:
Or the shorthand that uses the hash & length, both in hexadecimal:
Vector3 are declared like this, using a capital XYZ:
For a way to configure Wolvenkit CLI, see the Settings page.
The REDengine extension for textures is XBM
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.
This command is not behaving exactly like the button Build Project of the WolvenKit application. It will only generate .archive file(s) and ignore any extra files (such as .xl).
Do not replace existing vanilla archives
You can provide multiple paths (WKit projects), but only one output path. This is a limitation due to the .NET framework.
Convert the common format file back to game format
Build a mod package including the newly modified files
Navigate to the Asset Browser window
Select t2_084_pma_jacket__short_sleeves_decal_d01.xbmby left-clicking the file within the Asset Browser list.
Feel free to choose another if you're feeling adventurous. Beware depending on the texture you choose, you may experience some difficulty when it comes time to verify that the final modded archive works successfully.
Add the texture to your project by double-clicking directly on the file
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.
PNG
, overwriting the original PNG file
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.
Prefer visual guides? Check out the video demonstration of this guide below ↓
What can WolvenKit do? Check out the Overview page to learn more about WolvenKit's features. Have some more questions before getting started? Try the FAQ!
Not feeling creative? Feel free to use the the WolvenKit icon replacer below.
After you have pressed install, the archive file goes to the (Steam\steamapps\common\Cyberpunk 2077\archive\pc\mod) folder.
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
to
Action Editor
In the dropdown in the middle, select one of the animations you just imported.
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.
You will need this for the body mesh export. Additionally, you need to find the head rig — read the next section for how.
You will need this for the head mesh export.
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.
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.
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.
If you have a lot of meshes, you might want to skip this step.
As of December 2023, facial animations and lipsync (folders lipsync and animations\facial) are not supported yet. (We're working on it, though!)
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.
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.
This will give false positives if you're on the mod browser!
This section is optional, as most guides will tell you what programs you need anyway. If you are not computer-savy or feel very insecure about all this, then you want to read this. Otherwise, you can probably skip straight to the .
Prepare your computer with Windows configuration, basic software requirements, and creates a centralized modding location that will match what you will see in the ELI5 guide screenshots.
Logistics: Creating the folder structure
The folder structure below will be the centralized location for modding tools, assets, project folders, guides, shortcuts, and the depot.
Recommended: Pin it to Quick Access
I recommend pinning CyberPunk2077Mod folder to File Explorer’s Quick Links. I keep going back to this parent folder to access my guides, shortcuts, to get into the asset depot, etc...
Install Wolvenkit
If you haven't done that, go and now.
Optional: Create a shortcut
To quickly open the game folder, you can create a shortcut under C:\Cyberpunk2077Mod\. This will save time when programs keep asking you for the install location.
By default, Cyberpunk installs to the following locations (disregard this if you've changed them):
Optional: enable long path names
This will prevent you from running into problems because your path names are too long. Use this if you really like subfolders and/or have OCD. If you plan to put your mods in, for example, C:\mods, this is not necessary, but it won't hurt under any circumstances.
Enable Windows long path names and then reboot your computer.
Here is a quick link if you want to do your own research
Otherwise, expand the below.
Enable long path names: detailed guide
Step 1: Run PowerShell as an administrator
Step 2: Copy and paste the below command into PowerShell and press the enter key
Install Microsoft .NET
You should have done that as part of . If you haven't, please do it now, because you need it.
Enable REDMod
Redmod is CDPR's entry point for mods. For full instructions on how to enable it, see .
Utilities
Other programs you might need, and what you might need them for
Text editing:
Using rather than whatever Windows wants you to use will save you a lot of pain later-on. Especially its JSON viewer plugin is extremely useful (expand the box below for how to enable it).
Enabling the Notepad++ JSON viewer plugin
Notepad++ JSON Viewer is used to correctly format JSON syntax, such as when a file has been collapsed onto a single line.... for job security reasons 🎉 Alternatively, you can install Visual Studio for its VCode JSON Viewer extension, but Visual Studio is a full featured coding solution and only needed by application developers.
Blender and the Wolvenkit Blender IO Suite
If you want to edit 3d models, you're going to need this. Don't worry, we have plenty of tutorials for beginners!
Image editing program
If you want to edit images, you're gonna need one of those. As long as you're comfortable, pick whatever works; here are a few recommendations:
: Free image editing software, perfect for beginners
: Photoshop, but it's free and it runs in your browser
: Free open-source image editing software
Optional: Pin them to the start menu
I recommend that you pin Blender, GIMP, and Notepad++ to your Start Menu — you’ll need them as you’re creating mods.
Step 3: Install Microsoft Group Policy Editor, it is not deployed with Windows Home edition. If you have Windows Enterprise edition or know that policy editor is already installed then skip ahead to step 5.
Run CMD.EXE as an administrator,
Copy and paste the below command into the command prompt window and press the enter key
FOR %F IN ("%SystemRoot%\servicing\Packages\Microsoft-Windows-GroupPolicy-ClientTools-Package~*.mum") DO ( DISM /Online /NoRestart /Add-Package:"%F" )
Copy and paste the below command into the command prompt window to install Microsoft Group Policy Client Extensions
FOR %F IN ("%SystemRoot%\servicing\Packages\Microsoft-Windows-GroupPolicy-ClientExtensions-Package~*.mum") DO ( DISM /Online /NoRestart /Add-Package:"%F" )
Press Windows + R to open the Run window and open gpedit.msc
Navigate into the policy folders: Computer Configuration > Administrative Templates > System > Filesystem
Double click into Filesystem, then select Enable Win32 long paths and then click on Edit policy setting
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.
Now that wer're geared up and ready, let's proceed to the configuration.
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.
To learn more about the , please see the corresponding page.
Switching Editor Modes
Starting with 1.14, Wolvenkit lets you switch editor modes by double-clicking the first button in the toolbar:
Simple Mode
Properties that you don't normally have to edit will be hidden.
Recommended for beginners and people who don't like to scroll.
Regular Mode
The file editor you know and love.
Expert Mode
Coming soon™️
Adding files via File Editor
To edit a REDEngine file, you have to add it to your first. There are two ways to do this from the :
double-click on a file in the Asset Browser's navigation window
select several at once, then use the option from the context menu
You can also open files without adding them to your project:
Right-click a file in the Asset Browser and use
Saving Edited Files
See the next section about
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
Opening files
Editing files
Once a project is part of your Wolvenkit Project and shows up in the Project Explorer, you can open and edit it. Again you have two ways of doing that:
Double-click the file
Click on the blue icon that appears next to the file when you mouse over it
The file editor features two resizable panels, the and the .
Navigating files: The tree view
The tree view on the left lets you browse the file's structure. All entries are indented per level and can be collapsed by category to preserve the user's sanity as much as possible.
Many entries will have descriptor entries in white or grey that give you a preview on their contents.
The File Editor Context Menu
The File Editor Context Menu appears when you right-click on something in the File Editor. It offers different options depending on what you currently have selected. Maybe they will one day be comprehensively documented, but it will not be this day. Also, bear in mind that this is specifically about the File Editor context menu, which is not the same as the context menus in Asset Browser and Project Explorer.
Array items (Handles)
TweakXL: Override Value
Does not make sense under all circumstances, but will valiantly attempt to create a TweakXL override for the current selection (as if you had selected it in the ). This override will be saved as a .yaml file and, depending on the handle you tried to use it on, its contents may be useless. You must have TweakXL installed via the Plugins menu to get this option to appear in the context menu.
TweakXL: Copy to clipboard
Attempts to copy the identifier to clipboard. If something without a tweak identifier is selected, you'll get the RedType instead. This option, like the previous one, will not appear without the installation of TweakXL via the Plugins menu.
Duplicate item in Array/Buffer
Creates an exact copy of the currently selected item/handle, which will be inserted directly after it (this is important for e.g. in mesh files). This copy can be edited without affecting the original, unlike the next option in the context menu:
Copy Handle
Creates a reference to the handle. Unlike the previous entry, this does not create an independent copy; it's a reference to the same instance of the handle, not unlike a desktop shortcut. Whatever changes you make to the reference will also transfer to the original, and this will not be immediately apparent because WolvenKit does not update this in real-time. You must save the file and reopen it to see the original and the reference showing identical values after only one of them was edited.
Paste Handle
Exactly as it seems: it's the paste function of Copy Handle. As explained above, it pastes a reference, not a copy. Do not use this if you want a copy that you can edit independently of the original. "Why the hell wouldn't I always want that?", you might be asking. Because in some files, it can be helpful to have the same instance of a handle referenced in various places and only having to edit one of them. Do not question us, for we know the Old Ways (and if you do, the ideal avenue is to open a ticket in ).
Copy From Array/Buffer
Copies the currently selected item/handle for pasting inside of Wolvenkit. You can only paste items to a compatible array. If you have selected multiple items, the most recent selection will be used.
Copy Selection From Array/Buffer
Copies the currently selected items/handles for pasting inside of Wolvenkit. You can only paste items to a compatible array.
Export to JSON
See Particularly useful for searching large files with CTRL+F in your word editor of choice. However, JSON conversion can get confused by some complex graph files. For instance, humanoid.animgraph is converted into a 300-megabyte JSON (300 times the original file's size) with over half a million lines. But hey, you can still CTRL+F it, so there's that.
Delete Item in Array/Buffer
Deletes the currently selected item/handle. If you have selected multiple items, the most recent selection will be used. This can also be done via the right-side window of the file editor by clicking on the red trashcan icons, as shown earlier in this article.
Delete Selection From Array/Buffer
Deletes the currently selected items/handles.
Delete All Items in Array/Buffer
Empties the entire list of items/handles. This is tipically accompanied by a distant, echoing voice that seems to say "That's a bold strategy, Cotton, let's see if it pays off for 'em."
Reset Object
Will reset the selected handle and all its values to their default greyed-out state, as if you had just created it by using Create Item in Array or Create Handle. It undoes all edits, including those by Cyberpunk's developers.
Editing files: The editor panel
The Editor View on the right side lets you edit the selected properties ().
Each editable property has a small icon next to it that displays at a glance what awaits you when you select it.
You will observe different kinds of values (dropdowns, numbers, booleans, texts, enums...). Many of those appear in grey:
Those properties have not been changed by the person who touched this file, still holding their default value.
Editing properties
Starting with 8.15, the editor has become smarter. By enabling "use validating editor" in the settings, you can turn on contextual hints:
The editor panel will show you the following kinds of controls:
Text fields
The icon that says "abc" on it is the one you shall learn to fear, for it heralds the coming of a string variable. Whenever you see it next to a property you need to edit and you don't know what strings you can type in it, get ready to spend the next several hours of your life getting very well-acquainted with WolvenKit's .
Curve fields
Some file formats offer more specific editing tools. For instance, curve properties often give you a Curve Editor, especially useful in .curveset files:
Node view
And some node-based files, such as .questphase files, offer a Graph View for viewing nodes and their connections:
Some node-based file formats, such as .animgraph and .behavior files, are not yet blessed with the Graph View, which as of February 13th 2024 is still under development. These files can be extremely complex and their properties un-collapse into so many sub-properties that it literally breaks WolvenKit's indentation:
Until the Graph View is made available for these file formats, they are to be feared.
Adding, Removing or Replacing Properties
Other than browsing and editing properties, you can also delete them, replace them, or add completely new ones.
To edit the property structure, you'll mostly use the project tree and its , whereas you edit the property's contents in the .
This section will give you an overview about the existing types of properties and what they are commonly used for.
Arrays
Arrays are lists of items. They look like this:
You can duplicate, add and remove array items and change their order via drag&drop.
Arrays can contain any of the other types of data. They do not contain other arrays directly; but often include other arrays.
Variables
The "data" in "data structure", the lowest level of nesting. You can edit them in the editor panel to the right, and they will never hold other variables.
Data Structures
As the name implies, a data structure is anything that structures data. These elements can hold any collections of other data structures, variables, or handles.
Handles
Handles are a special kind of data structure, which hold pieces of executable code.
Handles: An example
Handles do specific things within the scope of the array they belong to. For instance, the weapon_shoot_effect.es file is the foundation for how gunshots behave the way they do in Cyberpunk. It has several entries dealing with different aspects of gunshots, and each entry has an array called effectExecutors. It can hold dozens of other entries, such as PhysicalImpulseFromInstigator or HitReaction. Now let's say you open weapon_shoot_effect.es, uncollapse the player_ray entry, then uncollapse the effectExecutors array, and remove the HitReaction element from it.
Congratulations, you have just eliminated gun violence in Night City. Bullets no longer cause damage or even reaction animations. You absolute hero, you.
In case you don't know, player_ray refers to the concept of a gun's raycast, which detects objects along the path of a bullet and applies appropriate behaviors. So if a lack of familiarity with that term was causing you to wonder who the hell Ray is, well, I hope it's now clear.
You can also replace existing handles or add new ones from a list of handles compatible with the array:
When you select an array on the left-side window of the File Editor, you will find two types of yellow buttons on the right-side window: Create Item in Array, which sits alone at the top, and Create Handle, which appears next to every handle in the array. Clicking either of them will bring up the Type Selector: a search menu that lets you pick from a list of handles compatible with the array. The difference is that Create Item in Arrayadds the selected handle to the array whereas Create Handlereplaces 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*
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
Exporting mesh file
Morph targets are automatically included inside the glTF file. You can find the morphs as shapekeys within Blender or blendshapes with Maya.
Default Export Settings
LOD Filter (default)
If selected, models for LOD > 0 will not be included with the export.
Is Binary (default, recommended)
Select to export in binary from as GLB rather than glTF format. (Recommended)
Export Materials (default)
create a meshName.Material.json file for the
Export Garment Support (default)
Exports garment support to shapekeys for Blender.
Export types
MeshOnly
The default export is versatile enough for most use cases. Any mesh, static or skinned can be exported and imported with this setting. For skinned meshes the bone parenting hierarchy will not be included, however this does not matter for importing meshes. Meshes will be divided into submeshes by material.
WithRig
Using the WithRig export option allows us to export skinned meshes with parented bones. By default exported meshes are correctly skinned, but the skeleton contains no parenting information. Bone-parented rigs are especially useful for posing/animating using a 3d software.
Mesh files themselves do not contain the bone parents, so it's required to select a rig file to accompany each mesh export. To select a rig, in the WithRig Settings section of the right panel press the ... (Collections) button. This opens the collections menu where you will select your rig file.
WithRig usage
Choose a rig file from the panel on the left side, then use the opposing left/right arrows to add or remove a rig. The selected rig will be added to the right panel. Only one rig can be used, so adding more than one rig will result in the 1st rig in the list being selected.
Choosing rigs correctly
Generally for NPC heads, weapons, or vehicle meshes you can find the associated rig file similarly named to the mesh in the same or nearest directory. For other meshes such an NPC body, a more generic rig is used.
e.g. Johnny Silverhand is a man with average body proportion so his body uses the following rig:
base\characters\base_entities\man_base\deformations_rigs\man_base_deformations.rig
If the wrong/incompatible rig is used, an error will be displayed within the .
MultiMesh
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.
MultiMesh usage
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.
Importing mesh files
WolvenKit is able to import custom mesh files. The Import/Export tool expects meshes to be in the glTF format, stored as a .glb file (binary format). The tool supports skinned (animated) or rigid (static) models.
Guidelines for successful imports
Be sure your mesh is triangulated and does not contain loose geometry
Submeshes are ordered by name and are called submesh01, submesh_02, submesh_03, etc.
Individual meshes have < 65535 triangles
Import Settings
Import with Material.Json
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.
Import Material.Json Only
Will only import the Material.json, ignoring the .glb file. Handy for resetting material edits that you did by accident.
GLTF Validation Checks
Skip: Will not validate
TryFix: Will attempt to fix issues with your file
Strict: Will not attempt to fix anything, but yell at you for anything that might cause issues.
Target File Format
Mesh: Imports over a mesh
Morphtarget: Imports over a morphtarget (the file that deforms a mesh). Necessary for e.g. custom body morphs.
Anims: Imports over an animation file. Necessary for .
Preserve Submesh Order
(experimental as of 8.9.1)
Will ignore submesh names, instead using the order inside the armature to generate numbered submeshes.
Select base mesh
(experimental as of 8.9.1)
See
Use selected base mesh
(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 ).
Contains LOD8 named LOD0
Will treat the submesh LOD0 as having the lowest level of detail rather than the highest
Import Garment Support
(experimental as of 8.9.1)
Will try importing Blender shapekeys as .
Select Rig
(experimental as of 8.9.1)
See
Use selected rig
(experimental as of 8.9.1)
Instead of importing over the target file's associated rig, this option will pull the .rig file that you have picked in Select base rig (e.g. if you run into ).
Import Material.json Only
Useful for updating material information only, without disturbing the original geometry data.
GLTF Validation Checks
Use the GLTF library to run some basic checks to detect bad geometry.
Import As REDengine File Format
Select the desired destination format. (mesh/morphtarget)
Use existing file
Rebuild the existing mesh file. (Required)
Blender glTF Settings
Import
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
Export
The following settings are recommended for using Blender with WolvenKit. Unlisted export options can use the Operator Default preset (no change). These options may not cover all cases, however it's a good baseline for getting started.
Geometry
Materials: No Export
Submeshes
Meshes are sorted and given materials based on the submesh index. LOD variants are numbered as 1, 2, 4, and 8 which corresponds to the REDengine value. These are not the distances at which the LOD is applied.
It's possible to reference the material structure of the original mesh file using WolvenKit to see how each submesh is mapped to a distinct material.
In the example above, you can see the material list which repeats after reaching glass1 meaning this is the final submesh. We now know this mesh has 12 distinct submeshes (0-11). It also contains four LOD's because each material list is repeated for a total of four lists.
Material JSON I/O
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.
Technical Details
A bespoke json file will be generated from the material dependency stack and exported alongside the raw mesh file. The entire daisy chain of materials is analyzed and written to file top-down, meaning all properties are written as they appear in game. The material json file can be edited with any text-based editor. Any changes saved to the json file will be written to the mesh file upon each import.
We rely on the (a local file cache) which contains all material dependencies for any given mesh.
For each WithMaterials mesh export, the material dependencies are analyzed and missing resources are dumped to the Depot.
The material json is generated by looking at the complete daisy chain of materials. Meaning every single dependency is reviewed and the top-most properties that REDengine sees are written to the material json file.
MorphTargets
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.
To make sure the modding tools were setup correctly, you will use the below steps to create a very basic color swap mod.
Section Brief
This section is about validating the modding tools and potentially building your first mod.
Learning objectives:
Rig: Attempts to import the associated armature to a .rig
MeshWithRig: Combines the Mesh and the Rig option.
Shape Keys
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. Read more about Blender integration here.
After exporting, your files can be found in your project's raw section.
Turn this off if the file export fails.
Turn this off if the file export fails.
Bone parents are not required for successful mesh imports
You have to import your .glb into an existing .mesh file!
We strongly recommend the , which will automate the following checks for you:
Having trouble modifying a mesh file? Keep in mind WolvenKit always uses an existing mesh file for each import. Once a mesh file is corrupted, all subsequent imports will be corrupted as well. Try replacing the source mesh with the original!
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.
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.
For a detailed breakdown of each material, use the WithMaterials option for mesh exports.
Just looking to edit materials? WolvenKit can directly edit materials within .mesh or .mi files using the File Editor.
Morphtarget I/O is highly experimental, some assets are not handled correctly
Understand the purpose of the Archive folders versus Raw folders,
Look at assets in File Editor,
Convert to-and-from JSON files,
Opening files from the Asset Browser to plugins,
Use the Import/Export tool,
Install a REDmod type of mod,
Look at installed mods in WolvenKit Mod Manager.
Overview steps
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.
Steps
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
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: judys_orange_tank
Creation Location as C:\Cyberpunk2077Mod\Projects
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, then start deleting characters from the end of the name 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.
Now that the file editor has switched to the .app file, 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.
The component name will say tank__judy. 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, double-click on the file, or 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 > values > 0 and 1.
[0]
Right click the mlsetup file.
Right-click on the file, and select the first menu entry, Open in MlSetupBuilde
Right-click the json file in your raw folder, and hold down the SHIFT key to activate the contextual menu entries, then select "Copy absolute path":
You can now click into your Windows Explorer's task bar, select or delete everything, (Hotkey: Ctrl+A), and paste the copied path (Hotkey: Ctrl+V):
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.
On the left side, you will see a panel with the MLSetup preview. Click the "Import" button — important, do not skip this step:
Notice that the material layers loaded but not the model. Click on Library to bring up the frame with the available models.
On newer versions of MLSB, you will find the Models Library button at the top.
If all of your layers say "(null null) unused", then you haven't imported the mlsetup correctly
Search for the mesh name from step 13 in MLSB's model library and select it.
You will see an error The searched file does not exist. Close that error by pressing OK - MLSB will now ask you if you want to uncook the file. Click "Yes":
This can take a minute or two. Click on the console icon to keep an eye on the log - it should tell you when you're good to go.
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 1.6.8, the model will only highlight the affected region. A full material preview is planned for 1.6.9.
Let's change material first:
select the leather_croc layer and then click the Material dropdown. Type spandex into the search box and select spandex_clean_02_30 material.
Attention: A MultilayerMask file supports 20 layers; computers start counting at 0 rather than 1. The number in the name describes the corresponding mask layer.
Normals, Metal Out, Rough In and Rough Out represent how light interacts with the material surface:
Normals: Intensity of the
Metal Out
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: Set Opacity to 1.0 (100% visible) — the first layer does not allow transparency.
With the layer updated, click on Export (Hotkey: Ctrl+E). The dialogue should already show you the exported file; overwrite it.
When you click on Save, 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 select the second entry to convert it back:
Our MLSetup is now imported (you can check the log view to sere a success message).
We will now install our mod. For that purpose, we'll use the Install and Launch button:
You can also pack your mod as . By default, that button is hidden from the toolbar — you can re-enable it in settings. As pretty much everyone defaults to the vanilla format, we're going to do the same.
This will do the following things:
pack your mod to the packed folder in your project directory
install the created .archive to \archive\pc\mod
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!
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,
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
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!
Unsaved files will have an asterisk next to their name in the editor tab.
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 clipboard will be cleared once you paste an item to prevent reference cloning.
The clipboard will not be cleared once you paste. However, if you paste multiple times, all those pasted items will be identical - so if you change the file path in one of them, it will change all across your file.
You can Duplicate item in Array/Buffer to fix this, or you can abuse it to save copy-pasting. Word of warning: if you choose the latter, you will ruin somebody's day, and it's probably going to be future you.
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.
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.
The "Paste" operations will be disabled if the items you copied aren't compatible with your currently-selected array.
Since you can't customize editable handles, you might as well delete them.
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 nightly branch.
An annotated screenshot demonstrating how to add a file from the Asset Browser to Project Explorer
Bear in mind that files added with the Open Without Adding to Project option behave identically even though they can't be saved; this is so you know that a file you may be using for reference has been edited by you - possibly seven or eight hours ago, when you foolishly thought "I can figure out how to make this mod in five minutes" - and is no longer the same as the original file.
An annotated screenshot explaining the File Editor's interface
The context menu options available for items/handles
The "abc" icon, rendered in lowercase presumably in an attempt to minimize the dread it inspires deep in one's soul
The curve editor in all its chaotic artistic glory
The Graph View. Obviously. We have to write something under these images otherwise the spacing between the image and the next paragraph becomes weirdly unnerving.
This is the humanoid.animgraph file, which has over 4000 nodes currently browsable only in list form. You can think of it as what would happen if M. C. Escher took some ketamine and decided to design a maze. Converting this file to .json format results in a 300-megabyte file with over half a million lines. It holds naught but pain and suffering.
The "boneNames" array in a mesh
A demonstration of handle creation/replacement functionality in the weapon_shoot_effect.es file
The new and extremely improved Type Selector, which as of February 13th 2024 is available only on the nightly branch of WolvenKit
Published: October 22 2020Created by @JJTurtleLast documented update: @reihera, April 20 2025
This section will walk you through the process of downloading and installing Wolvenkit.
There is a , which you can follow if you are not very computer-savy or feel insecure about modding. If you've been sent here by the same guide, ignore this box and start with the . :)
TL;DR
Install REDMod and .NET from the section below
Download Wolvenkit-X.X.X.zip from github ( | )
Extract it to a folder of your choice
Prerequisites
For detailed instructions on installing other software that you might need for mod development, see the section
Windows 10/11 (64-bit) or a Linux build of your choice
(Cyberpunk's modding framework)
For older WKit versions: (versions <= 8.7.1)
Downloading .NET
Open either of these pages:
Downloading Wolvenkit
You can download Wolvenkit from any of the following links (click on the cards). If you are uncertain, go to .
What's a "Nightly" and do I want it?
The Nightly is a build of the latest development stand, created automatically every night via pipeline (hence the name). It contains new features that are being worked on, but introduces the risk of bugs.
You will usually want to use the stable version, unless you want to try out new features, help with development and testing, or generally like to live dangerously.
Here are links to the most recent build for each repository:
Package
Latest Release
Checks
Which version do I want?
If you're on Nexus, then you can only download the portable (default) version. In this case, head to the next section.
WolvenKit is not technically installed, you extract the downloaded file into a folder and it runs as a . When you update the application, you'll overwrite the existing files with those that you've newly downloaded — you don't need to delete the old files, unless you run into weird problems.
Your settings are saved in C:\Users\yourUserName\AppData\Roaming\REDModding\WolvenKit.
Making your Cyberpunk2077Mod folder & Extracting your WolvenKit.zip file
You can manually make your Cyberpunk2077Mod folder in the root of your C: drive by:
Right-clicking your C: drive, Click 'New Folder'
- On Windows 11 you'll have to click 'Show More Options' at the bottom of the list 🙄\
For Linux Users
Installation
Download the WolvenKit-x.x.x.zip or WolvenKit-x.x.x-nightly.yyyy.mm.dd.zip files (NOT THE LINUX VERSION) from or releases, depending on how much you want to gamble.
Extract them literally wherever you want it doesn't really matter, just remember where you put it.
Find the WolvenKit.exe
Known Linux Issues (see for reporting):
Mesh Preview does not work.
Font is not loaded correctly.
The launch splash is not transparent on Stable.
TLDR;
Download the new release, extract the files (over your old install if you have one) and run it.
Optional: Proceed to the .
Troubleshooting: Delete everything in the install folder, then re-extract the downloaded files again.
Optional: Removing old versions
If you don't have any old versions installed, you can proceed to the next section.
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.
Extracting the downloaded files
Regular Wolvenkit
Extract the zip file to C:\Cyberpunk2077Mod\WolvenKit.
Optional: Wolvenkit Console
Unpack the zip file toC:\Cyberpunk2077Mod\WolvenKit.CLI.
Optional: Creating a shortcut
If you want to launch Wolvenkit without browsing to the folder every time, you can create a custom shortcut and pin it to the start menu.
Go to C:\Cyberpunk2077Mod\WolvenKit
Right-click the executable WolvenKit.exe
Select "Create Shortcut"
First Launch - TL;DR
When launching WolvenKit for the first time you will be greeted with a welcome form asking to set your preferences.
We recommend setting the path to your game files immediately.
The Game Executable Path(.exe) is the file path or location of the Cyberpunk2077.exe file. This can be set by manually entering a file path, or using the folder icon to open Windows Explorer.
The Depot Path is where WolvenKit will keep extracted Cyberpunk assets and files that are required for regular operation.
Type or Paste in Cyberpunk2077Mod & press Enter
- You may see the Folder populate within another Directory Folder, this should self-resolve after pressing Enter
From, presumably, your Downloads Folder, drag & drop your wolvenkit.zip file into C:\Cyberpunk2077Mod\
With WolvenKit.zip selected, either right click to Extract All or Click the Extract All Button in File Explorer to begin Extracting\
All Done!
file in the extracted zip file, copy the path.
Now here's where it gets weird, open Steam and go to your libary. Find the "Games" tab on the menu bar, and click on "Add a Non-Steam Game to My Library"
In the window that just opened, press "browse", and paste the link, then select WolvenKit.exe if it's not selected already, and press "Add Selected Program".
Find WolvenKit in your library, right click on it in the sidebar, press properties. Go into the compatability tab, select "Force the use of a specific Steam Play compatability tool" and then select "Proton Hotfix".
When you first launch, it will ask for path to Cyberpunk2077.exe. It will be located in ~/.steam/steam/steamapps/common/Cyberpunk 2077/bin/x64/Cyberpunk2077.exe
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.
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.
This guide assumes that you install Wolvenkit and Wolvenkit Console to the following folders:
You can use other paths, the guide just assumes that you don't.
Linux compatability works off of a combination of throwing things at the wall and dark magic. As such, we cannot guarantee stability when using Linux.
The steps above are to setup running WolvenKit with Proton by adding it to Steam, which is easiest for most users. You can skip this hint if you're fine with that.
Experienced Linux users can alternatively run with Proton directly by installing Proton-GE system-wide and registering it as the default program to open Windows executables with (instead of Wine). This is done with binfmt, which is a modular system to tell Linux how to execute binary files.
Note that is a system-wide change and will affect how all Windows programs are opened, effectively replacing Wine with Proton. Steps may vary between distros, make sure to check your distro's binfmt manual page (man binfm.d or find it online, for example the Arch Linux one), but the general idea is:
Install Proton-GE system-wide (for example on Arch Linux use yay -S proton-ge-custom-bin), you should end up with proton-ge as a runnable terminal command
If Wine is installed, disable the default Wine binfmt handlers
They are usually located at /usr/lib/binfmt.d/
After this, double-clicking any Windows program should open it with Proton, including WolvenKit. This means you can just download the latest WolvenKit-x.x.x.zip, extract it, and double-click WolvenKit.exe. In some cases you might also need to chmod +x WolvenKit.exe.
For full instructions on how to configure Wolvenkit, please see the detailed guide.
Step-by-step guide for exporting vehicles to Blender
Summary
Created by
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 . You still have to read below if you want an non default appearance.
, usually both
wine.conf
and
mono.conf
Disable them by making a symbolic link to /dev/null in /etc/binfmt.d with the same name, for example sudo ln -s /dev/null /etc/binfmt.d/wine.conf and sudo ln -s /dev/null /etc/binfmt.d/mono.conf
Make a new custom binfmt handler at /etc/binfmt.d/proton-ge.conf based on /usr/lib/binfmt.d/wine.conf, for example with this content:
:DOSWin:M::MZ::/usr/bin/proton-ge:
Reload the binfmt configuration with sudo systemctl restart systemd-binfmt
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.
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.
Script documentation
The most recent version of this script is shipped with Wolvenkit (find it in Tools -> Script Manager -> Export_Vehicle_Ent). The code below is here for the purpose of documentation and will not be kept up-to-date, so do not run it. If you want to get the script's most recent version, find it in the Wolvenkit-Resources Repository.
By default, it will ignore shadows, proxy and FX meshes. To include them anyway, set the corresponding flags to true – find include_proxys, include_shadows, include_fx. (If you don't know why you'd want them, you won't!)
Check your project tree to make sure that you have the vehicle's .anims file. If there is one, you can go directly to the next section.
If the script hasn't found an .anims file
If no .anims file is exported (as for example with thee Arch), you need to find it yourself.
You can either
browse through the folder \base\animations\vehicle
or put \base\animations\vehicle > .anims into Wolvenkit's .
Once you have found the .anims file, add it to your project and export it to .glb with the export tool. (The script should now pick it up, but – better safe than sorry!
Get a specific appearance
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:
The same file that you picked in Step 1
Your entity in Blender
In Blender, select File -> Import -> Cyberpunk Entity. You need to point it at your exported vehicle entity – find it in your project's raw folder, it should be the only file with the extension of ent.json.
At this point, you should have a full vehicle. The meshes should be
aligned to the armature bones
bound to special bones such as doors etc. via ChildOf constraints
You can find animations in the dope sheet > action editor. If you select the rig, you can select them from the dropdown to play them.
If you have misaligned parts
Have noticed some bits are still coming in slightly misaligned, but haven't worked out why yet. Steering wheels seem to be a common one, applying a copy rotation constraint to them aimed at the armature seems to fix them. The following code will apply one to everything selected, you may need to change the target object name.
import bpy
objs=bpy.context.selected_objects
for obj in objs:
co=obj.constraints.new(type='COPY_ROTATION')
co.target=bpy.data.objects['Armature']
I've built shaders for most of the materials that I've encountered in my testing. Exception is the dashboards, which are controlled by rather than normal materials. If you want the texture, open the corresponding inkwidget in Wolvenkit, switch to the Preview tab and use the Export to Images button. You can now use this texture for the dashboard material's BaseColor attribute.
Importing multiple entities at once might be screwy. If you want several vehicles in a scene, import each into a separate blend file, then use File -> Append to merge them.
.ent files for pretty much all the vehicles are listed on the Cyberpunk modding wiki .
You need to find the one for your vehicle, and add it to your project.
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.
// Entity export script FOR VEHICLES dont use if you dont need all the anims and rig.
// @author Simarilius, DZK & Seberoth
// @version 1.1
// Exports ent files and all referenced files (recursively)
import * as Logger from 'Logger.wscript';
import * as TypeHelper from 'TypeHelper.wscript';
const fileTemplate = '{"Header":{"WKitJsonVersion":"0.0.7","DataType":"CR2W"},"Data":{"Version":195,"BuildVersion":0,"RootChunk":{},"EmbeddedFiles":[]}}';
const jsonExtensions = [".app", ".ent", ".mesh", ".rig"];
const exportExtensions = [".anims", ".mesh"];
const exportEmbeddedExtensions = [".mesh", ".xbm", ".mlmask"];
// Rather than a manual list does it for all ents in the project.
var ents = [];
// if you dont want to process any entities already in the project set this to false
var add_from_project = true;
// sets of files that are parsed for processing
const parsedFiles = new Set();
const projectSet = new Set();
const exportSet = new Set();
const jsonSet = new Set();
const rigs = new Map();
if (add_from_project) {
for (var filename of wkit.GetProjectFiles('archive')) {
//Logger.Info(filename)
var ext = filename.split('.').pop();
if (ext === "ent") {
ents.push(filename);
}
if (ext === "anims") {
exportSet.add(filename);
}
}
}
// Set these to true if you want proxys/shadow meshes
var include_proxys = false;
var include_shadows = false;
var include_fx = false;
// loop over every entity in `ents` and find rigs
for (var ent in ents) {
Logger.Info('Finding rigs in ' + ents[ent]);
FindEntRigs(ents[ent]);
FindEntAnims(ents[ent]);
Logger.Info('');
for (const [key, value] of rigs) {
Logger.Info(`${key} = ${value}`);
if (!value.includes("base_rig")) {
projectSet.add(value);
jsonSet.add(value);
}
}
Logger.Info('');
}
// now find the mesh files
for (var ent in ents) {
Logger.Info(ents[ent]);
ParseFile(ents[ent], null);
}
// save all our files to the project and export JSONs
for (const fileName of projectSet) {
// skip shadows if the variable is set
if ((include_shadows == false) && (fileName.includes("shadow"))) {
continue;
}
// skip proxies if the variable is set
if ((include_proxys == false) && (fileName.includes("proxy"))) {
continue;
}
// skip fx bodies if the variable is set
if ((include_fx == false) && (fileName.includes("fx"))) {
continue;
}
// Load project vesion if it exists, otherwise add to the project
if (wkit.FileExistsInProject(fileName)) {
var file = wkit.GetFileFromProject(fileName, OpenAs.GameFile);
}
else {
var file = wkit.GetFileFromBase(fileName);
wkit.SaveToProject(fileName, file);
}
if (jsonSet.has(fileName)) {
var path = "";
if (file.Extension === ".ent") {
path = wkit.ChangeExtension(file.Name, ".ent.json");
}
if (file.Extension === ".app") {
path = wkit.ChangeExtension(file.Name, ".app.json");
}
if (file.Extension === ".rig") {
path = wkit.ChangeExtension(file.Name, ".rig.json");
}
if (file.Extension === ".mesh") {
path = wkit.ChangeExtension(file.Name, ".mesh.json");
}
if (path.length > 0) {
var json = wkit.GameFileToJson(file);
wkit.SaveToRaw(path, json);
}
}
}
// export all of our files with the default export settings
wkit.ExportFiles([...exportSet]);
// begin helper functions
function* GetPaths(jsonData) {
for (let [key, value] of Object.entries(jsonData || {})) {
if (value instanceof TypeHelper.ResourcePath && !value.isEmpty()) {
yield value.value;
}
if (typeof value === "object") {
yield* GetPaths(value);
}
}
}
function convertEmbedded(embeddedFile) {
let data = TypeHelper.JsonParse(fileTemplate);
data["Data"]["RootChunk"] = embeddedFile["Content"];
let jsonString = TypeHelper.JsonStringify(data);
let cr2w = wkit.JsonToCR2W(jsonString);
wkit.SaveToProject(embeddedFile["FileName"], cr2w);
}
// Parse a CR2W file
function ParseFile(fileName, parentFile) {
// check if we've already worked with this file and that it's actually a string
if (parsedFiles.has(fileName)) {
return;
}
parsedFiles.add(fileName);
let extension = 'unkown';
if (typeof (fileName) === 'string') {
extension = "." + fileName.split('.').pop();
}
if (extension !== 'unkown') {
if (!(jsonExtensions.includes(extension) || exportExtensions.includes(extension))) {
return;
}
if (parentFile != null && parentFile["Data"]["EmbeddedFiles"].length > 0) {
for (let embeddedFile of parentFile["Data"]["EmbeddedFiles"]) {
if (embeddedFile["FileName"] === fileName) {
convertEmbedded(embeddedFile);
if (jsonExtensions.includes(extension)) {
jsonSet.add(fileName);
}
if (exportEmbeddedExtensions.includes(extension)) {
exportSet.add(fileName);
}
return;
}
}
}
}
if (typeof (fileName) === 'bigint') {
fileName = fileName.toString();
}
if (typeof (fileName) !== 'string') {
Logger.Error('Unknown path type');
return;
}
// Load project vesion if it exists, otherwise get the basegamefile
if (wkit.FileExistsInProject(fileName)) {
var file = wkit.GetFileFromProject(fileName, OpenAs.GameFile);
}
else {
var file = wkit.GetFileFromBase(fileName);
}
if (file === null) {
Logger.Error(fileName + " could not be found");
return;
}
extension = file.Extension;
if (!(jsonExtensions.includes(extension) || exportExtensions.includes(extension))) {
return;
}
projectSet.add(fileName);
if (jsonExtensions.includes(extension)) {
jsonSet.add(fileName);
}
if (exportExtensions.includes(extension)) {
exportSet.add(fileName);
}
if (extension === ".app" || extension === ".ent" || extension === ".mesh" || extension === ".anims") {
var json = TypeHelper.JsonParse(wkit.GameFileToJson(file));
for (let path of GetPaths(json["Data"]["RootChunk"])) {
ParseFile(path, json);
}
}
}
// Parse a ent file for rigs
function FindEntRigs(fileName) {
if (wkit.FileExistsInProject(fileName)) {
var file = wkit.GetFileFromProject(fileName, OpenAs.GameFile);
}
else {
var file = wkit.GetFileFromBase(fileName);
}
var json = TypeHelper.JsonParse(wkit.GameFileToJson(file));
//find the rigs in the base ent components (normally root and deformations)
for (let comp of json["Data"]["RootChunk"]["components"]) {
if (!("rig" in comp) == 0) {
//Logger.Info(comp["name"]);
//Logger.Info(comp["rig"]["DepotPath"]);
rigs.set(comp["name"].toString(), comp["rig"]["DepotPath"].toString());
}
}
// find any rigs referenced in the appearances (head and dangle)
for (let app of json["Data"]["RootChunk"]["appearances"]) {
var appfileName = app["appearanceResource"]["DepotPath"];
//Logger.Info(appfileName);
var appfile = wkit.GetFileFromBase(appfileName.toString());
var appjson = TypeHelper.JsonParse(wkit.GameFileToJson(appfile));
for (let appApp of appjson["Data"]["RootChunk"]["appearances"]) {
for (let appcomp of appApp["Data"]["components"]) {
if (!("rig" in appcomp) == 0) {
//Logger.Info(appcomp["name"]);
//Logger.Info(appcomp["rig"]["DepotPath"]);
rigs.set(appcomp["name"].toString(), appcomp["rig"]["DepotPath"].toString());
}
}
}
}
}
// Parse a ent file for rigs
function FindEntAnims(fileName) {
if (wkit.FileExistsInProject(fileName)) {
var file = wkit.GetFileFromProject(fileName, OpenAs.GameFile);
}
else {
var file = wkit.GetFileFromBase(fileName);
}
var json = TypeHelper.JsonParse(wkit.GameFileToJson(file));
//find the anims in the ent resolved dependencies
for (let dep of json["Data"]["RootChunk"]["resolvedDependencies"]) {
Logger.Info(dep["DepotPath"].toString());
projectSet.add(dep["DepotPath"].toString());
exportSet.add(dep["DepotPath"].toString());
}
}
function get_filename(str) {
return str.split('\\').pop().split('/').pop();
}