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The Properties Viewer is used to provide extra information about selected files from within the Asset Browser or the Project Explorer. The Properties Viewer can also generate instant previews for REDengine texture and mesh files.
Ensure Show File Preview
is enabled within Settings if previews are not working.
Mesh files can be previewed by selecting them within the Asset Browser or Project Explorer.
Hold and drag Left Mouse Button to rotate the mesh
Hold and drag Right Mouse Button or use Mouse Scroll to zoom
Hold and drag Middle Mouse Button to pan
Image files can be previewed by selecting them within the Asset Browser or Project Explorer. The image previewer is capable cropping, flipping, and markup. While the markups will not get saved to original file, they can be exported by using the save button.
Do not use the Image Preview tool for creating mods. Refer to the Import/Export tool for fully exporting textures.
Audio files can be previewed by selecting them within the Asset Browser or Project Explorer.
Important: Due to licensing issues, Wolvenkit no longer features a video preview. You can find bk2 viewers on Google.
Double click BK2 files in the Project Explorer or right-click them in the Asset Browser
Space to play / pause
Esc = End video
Use the bottom bar to scrub through the video.
REDengine file editor
What is the File Editor?
The File Editor is a document viewer and manipulator for modifying any REDengine file. WolvenKit is the only RTTI-based editor for RED4.
Starting with 1.14, Wolvenkit offers multiple editor modes. See #switching-editor-modes for details.
Starting with 1.14, Wolvenkit lets you switch editor modes by double-clicking the first button in the toolbar:
Properties that you don't normally have to edit will be hidden.
Recommended for beginners and people who don't like to scroll.
The file editor you know and love.
Coming soon™️
To edit a REDEngine file, you have to add it to your your project's archive folder first. There are two ways to do this from the Asset Browser:
double-click on a file in the Asset Browser's navigation window
select several at once, then use the Add Selected Items to Project 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 Open Without Adding to Project
This version of the file is read-only; you can edit it, but you can't save it.
Files in your Wolvenkit Project are accessible via Windows Explorer. It also works the other way around; however, not everything has to be compatible.
See the next section about #editing-files
TL;DR: Wolvenkit does not auto-save for you. Do it yourself, you lazy gonk!
Unless you have opened a file as read-only, you can save your changes in the following ways:
Hotkey: Ctrl+S
Save/Save All button
Unsaved files will have an asterisk next to their name in the editor tab.
Once a project is part of your Wolvenkit Project and shows up in the Project Explorer, you can open and edit it. Again you have two ways of doing that:
Double-click the file
Click on the blue icon that appears next to the file when you mouse over it
You can clear up some extra space for the File Editor by un-pinning other parts of the view with pin icon at the top right, reducing them to easily-accessible tabs.
The file editor features two resizable panels, the tree view and the editor panel.
The tree view on the left lets you browse the file's structure. All entries are indented per level and can be collapsed by category to preserve the user's sanity as much as possible.
Many entries will have descriptor entries in white or grey that give you a preview on their contents.
The File Editor Context Menu appears when you right-click on something in the File Editor. It offers different options depending on what you currently have selected. Maybe they will one day be comprehensively documented, but it will not be this day. Also, bear in mind that this is specifically about the File Editor context menu, which is not the same as the context menus in Asset Browser and Project Explorer.
Does not make sense under all circumstances, but will valiantly attempt to create a TweakXL override for the current selection (as if you had selected it in the Tweak Browser). This override will be saved as a .yaml file and, depending on the handle you tried to use it on, its contents may be useless. You must have TweakXL installed via the Plugins menu to get this option to appear in the context menu.
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.
Exactly as it seems: it's the paste function of Copy Handle. As explained above, it pastes a reference, not a copy. Do not use this if you want a copy that you can edit independently of the original. "Why the hell wouldn't I always want that?", you might be asking. Because in some files, it can be helpful to have the same instance of a handle referenced in various places and only having to edit one of them. Do not question us, for we know the Old Ways (and if you do, the ideal avenue is to open a ticket in the Issues tab of GitHub).
Copies the currently selected item/handle for pasting inside of Wolvenkit. You can only paste items to a compatible array. If you have selected multiple items, the most recent selection will be used.
The clipboard will be cleared once you paste an item to prevent reference cloning.
Copies the currently selected items/handles for pasting inside of Wolvenkit. You can only paste items to a compatible array.
The clipboard will not be cleared once you paste. However, if you paste multiple times, all those pasted items will be identical - so if you change the file path in one of them, it will change all across your file.
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.
See #export-as-json Particularly useful for searching large files with CTRL+F in your word editor of choice. However, JSON conversion can get confused by some complex graph files. For instance, humanoid.animgraph is converted into a 300-megabyte JSON (300 times the original file's size) with over half a million lines. But hey, you can still CTRL+F it, so there's that.
Deletes the currently selected item/handle. If you have selected multiple items, the most recent selection will be used. This can also be done via the right-side window of the file editor by clicking on the red trashcan icons, as shown earlier in this article.
Deletes the currently selected items/handles.
Empties the entire list of items/handles. This is tipically accompanied by a distant, echoing voice that seems to say "That's a bold strategy, Cotton, let's see if it pays off for 'em."
Will reset the selected handle and all its values to their default greyed-out state, as if you had just created it by using Create Item in Array or Create Handle. It undoes all edits, including those by Cyberpunk's developers.
The Editor View on the right side lets you edit the selected properties (arrays, handles and variables).
You will observe different kinds of values (dropdowns, numbers, booleans, texts, enums...). Many of those appear in grey:
Those properties have not been changed by the person who touched this file, still holding their .
You can deduce quite a few things about a property's functionality by examining which parameters are untouched and which have been tweaked by Cyberpunk's developers.
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:
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 search feature.
Some file formats offer more specific editing tools. For instance, curve properties often give you a Curve Editor, especially useful in .curveset files:
And some node-based files, such as .questphase files, offer a Graph View for viewing nodes and their connections:
Some node-based file formats, such as .animgraph and .behavior files, are not yet blessed with the Graph View, which as of February 13th 2024 is still under development. These files can be extremely complex and their properties un-collapse into so many sub-properties that it literally breaks WolvenKit's indentation:
Until the Graph View is made available for these file formats, they are to be feared.
Other than browsing and editing properties, you can also delete them, replace them, or add completely new ones.
The possibilities are endless, but most of them make the game crash. Wolvenkit will already prevent you from doing a lot of dumb things, but you can still get creative.
To edit the property structure, you'll mostly use the project tree and its context menu, whereas you edit the property's contents in the editor panel.
This section will give you an overview about the existing types of properties and what they are commonly used for.
Arrays are lists of items. They look like this:
You can duplicate, add and remove array items and change their order via drag&drop.
Arrays can contain any of the other types of data. They do not contain other arrays directly; but #handles often include other arrays.
The "Paste" operations will be disabled if the items you copied aren't compatible with your currently-selected array.
The "data" in "data structure", the lowest level of nesting. You can edit them in the editor panel to the right, and they will never hold other variables.
As the name implies, a data structure is anything that structures data. These elements can hold any collections of other data structures, variables, or handles.
Handles are a special kind of data structure, which hold pieces of executable code.
Since you can't customize editable handles, you might as well delete them.
You can also replace existing handles or add new ones from a list of handles compatible with the array:
When you select an array on the left-side window of the File Editor, you will find two types of yellow buttons on the right-side window: Create Item in Array, which sits alone at the top, and Create Handle, which appears next to every handle in the array. Clicking either of them will bring up the Type Selector: a search menu that lets you pick from a list of handles compatible with the array. The difference is that Create Item in Array adds the selected handle to the array whereas Create Handle replaces the handle it was next to, deleting it in favor of the one you picked.
In either case, the Type Selector will give you the full list of handles you can choose for the array in question, and you can narrow down the list by typing search terms such as, say, "Grenade", or "Effector", or "ofwifagbaygfaergergqhqjqtjfy" if you fall asleep on your keyboard:
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.
If you select a handle instead of an array on the left-side window, you will still get the Create Handle button on the right-side window, allowing you to replace the handle you have selected.
The red trashcan icons can also delete handles, as you've surely guessed, but there's a way to do it directly on the left-side window using the File Editor context menu. So for our next section, we proudly present... *insert drumroll here*
The 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.
Editor difficulty mode explained
Created: Dec 03 2024 by Last documented update: Dec 03 2024 by
This page describes Wolvenkit's Editor Difficulty Mode.
To change the default, head to Wolvenkit's
To switch it in-editor, use the dropdown in the upper left corner of the .app
The person who wrote most of the wiki and implemented the feature uses easy mode as default!
Recommended for beginners. Many properties that you won't want to edit are hidden, other properties that you shouldn't edit are write-protected.
Should show all properties that you realistically want to edit for regular use cases. Autogenerated properties are write-protected, irrelevant properties (e.g. platform
) is hidden.
The authentic editing experience from <= 8.14. Rawdogging CR2W without protection. Use at own risk.
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.
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'
Previews for meshes and entities
Please note that the material preview is a rough draft implementation. Until somebody invests a bunch of time to fix it up, the preview will be neither accurate nor pretty, and many materials may not be created at all.
To be done
You can find the mesh preview inside the file editor for .mesh files in its own tab. For further explanation of the UI, see
Lets you select an appearance from the list of defined appearances
When you hold the Ctrl
key, Wolvenkit will regenerate the materials from disk.
Please note that the material preview is a rough draft implementation. Until somebody invests a bunch of time to fix it up, the preview will be neither accurate nor pretty, and many materials may not be created at all.
Will create a rough approximation of the surface material. As of March 2024, this feature needs a lot of work.
The Project Explorer is primarily a tool for organizing and navigating mod project files. The Project Explorer gives a constant tree view of all mod project files which streamlines the modding workflow significantly. There are four main WolvenKit directories inside the Project Explorer.
You can switch between different tabs at the top of the project explorer (see the red arrow on the screenshot below). Their function (and content) will be explained in the next sections.
Only shows you files under your_wolvenkit_project/source/archive
.
Location: your_wolvenkit_project/source/raw
.
Location: your_wolvenkit_project/source/resources
Location: your_wolvenkit_project/source
Will show you everything under your project's source folder. No context sorting.
Any file within the Project Explorer can be moved by dragging and dropping. Additionally files can be copied by holding Control while dragging and dropping.
Right-click any file within the Project Explorer to explore the Context Menu.
Writes any REDengine file within the archive directory to human readable JSON format, as a mirrored file within the raw directory. JSON files can then be modified and converted back to REDengine format from the context menu by right-clicking the JSON file.
Moves any project file to the OS/system Recycle Bin.
Opens a dialogue box which allows any project file to be renamed.
Select any project file to be copied.
Pastes copied project file.
Copies the selected file path to OS/system clipboard, trimming off all folders outside the game directory. Extremely useful for modifying paths while using the File Editor.
By pressing Shift and/or Ctrl, you can display alternative copy options
Replaces the selected file with the original unmodified version from the game archives. (archive directory only)
Find the selected file with the OS/system file explorer.
The Project Explorer can be filtered by directory.
SOURCE | All project directories (default) archive | Archive directory raw | Raw directory resources | Mirrors the game directory, use it to place additional files PACKED | Internal WolvenKit folder for mod deployment. Will be wiped before packing the project! Additionally the rightmost hamburger-style button can be used to toggle a flat file list without folders.
Live archive explorer
The Asset Browser is used to navigate, search and filter Cyberpunk 2077 game files so you can transfer these to the The Asset Browser eliminates the need for uncooking the entire game installation, as individual files can be pulled directly from archive files.
In the default view (as of 8.11), you will find it pinned to the right side of the viewport.
If it isn't there, check the View menu and make sure that it's enabled.
Wolvenkit Search has its own sub-page:
The left-side breadcrumb navigator can be used to quickly navigate through game directories. Game files are displayed in the right-side panel, in addition to folders. Folders in the file list can also be navigated by double-clicking.
Double-click files to add them directly to the Project Explorer
To select multiple files hold shift and then left click two separate files. These two files and all files between them will be selected. Right-click any of the highlighted files to open the context menu. Then choose Add Selected Item(s) to Project.
Files added to the Project Explorer with the Asset Browser will not include external buffer files. Buffers are stored within the main file.
As of 8.11.1, the context menu has the following entries:
Will make the Asset Browser display a list of everything your current file is linking to.
Will navigate the asset browser to the current selection's path in the game files (if it is a game file).
Copies the selection's relative path to clipboard.
The main mod-editor interface of WolvenKit
The Editor is the main mod-editing workspace within WolvenKit, holding the docking window for the individual .
For an explanation to the editor panels, please see the corresponding sub-pages:
The docking in WolvenKit is similar to other IDE's such as Visual Studio. All panels can be rearranged by docking to specific areas, or used as a standalone floating window.
Try double-clicking an Editor title bar to create a floating window!
The Status Bar along the bottom of the application window contains useful information such as your WolvenKit version number and the current mod project, and provide the ability to install new updates if available.
Attempts to copy the identifier to clipboard. If something without a tweak identifier is selected, you'll get the RedType instead. This option, like the previous one, will not appear without the installation of TweakXL via the Plugins menu.
Creates an exact copy of the currently selected item/handle, which will be inserted directly after it (this is important for e.g. in mesh files). This copy can be edited without affecting the original, unlike the next option in the context menu:
For furter info about TweakDB modding you can check the and the
Lets you select the , which will load higher or lower fidelity meshes to optimize performance.
Contains files that will be bundled into your mod's .archive file. For more information, check the documentation under ->
Your (dirty?) working directory. Contains files that will not be part of your mod, as well as exported files. For more information, check the documentation under ->
Contains control files for your mod. For more information, check the documentation under ->
WolvenKit features a bespoke which is capable of opening and modifying any REDengine file. Double-click any file within the archive directory of the Project Explorer to open the document viewer. Non-REDengine files which are typically stored in the raw directory can be accessed with the Project Explorer as well. Files such as blend, psd, png, and many more can be opened with the preferred system application. For example, double-clicking a .tga file will open the file with the users system preferred image application.
Requires MLSetupBuilder plugin for WolvenKit. Install by navigating to the Toolbar panel.
You can switch the Asset Browser to Mod Browsing mode via button. The will no longer consider base game files and search in your loaded .archives instead.
Wolvenkit will search any installed mods and anything under the . There is no way to browse an .archive
file in a different folder — if you insist on doing that, check .
See above
What it says — you can browse a file in the without adding it to your project. Saving (Hotkey: Ctrl+S
) lets you save it to disk, though.
Requires the plugin to be installed.
Requires the plugin to be installed.
Like , but the opposite: will make the Asset Browser display a list of everything that links to your current file.
: Your local game files go here
: Browse game files or mod files
/ File Preview: Information about the current file
: Edit or view game files
: Shows you error messages or output
: Lets you browse existing tweaks
: Lets you browse translation entries
Based on Wkit v. 8.11.0
LocKey is a localization key designed to identify localized text strings. These keys, such as 'vehicle_enter'
(which is not only user-friendly but also has a unique ID used typically), are employed throughout the game. Prior to display, these keys undergo localization to match the language setting of your game.
The LocKey browser allows to search for a specific localized text and reveals the corresponding LocKey (numbers) that, when localized, contains the desired text (string).
The location of the browser in Wolvenkit depends on your design view. In most cases, you can find it within the right-side navigation. However, if you're unable to locate it, you can easily enable it by navigating to 'View' and selecting 'LocKey Browser'