What's a project, how do I get one, and what does it do?
To access most WolvenKit features, it's necessary to create a Project first. Projects are primarily used to separate and organize source and game files into distinct directories. Each project can be thought of as the source code for any given mod.
Check Asset Browser -> #adding-files-to-projects to learn about adding files.
You have two means of creating one:
From the Menu: #file -> #new-project
From Wolvenkit's Home view via the Create New Project button
You will see something like this:
Click Finish. WolvenKit will now open the new project and proceed to the Editor.
To learn more about the Editor, please check the corresponding wiki page.
Select a .modproj file to open with WolvenKit
WolvenKit will now open the project and proceed to the Editor
Your project will contain the following folders:
Your Wolvenkit project will have several folders inside of source
.
As of 8.9.1, these are:
Location: your_wolvenkit_project/source/archive
This directory contains game files in the REDengine CR2W format, which you can add via Asset Browser.
Everything in this folder will be packed into your mod's .archive file.
Location: your_wolvenkit_project/source/raw
This is your working directory. Keep any files here that you don't want to end up on Nexus.
When you export files via Wolvenkit, the exports will be placed in a mirrored folder structure. Unless you import them again, they will not affect your mod's content. You can keep .blend and texture files here.
A directory for custom sound files.
Location: your_wolvenkit_project/source/resources
This folder contains other files for your mod.
Any of its contents will be packed so that they extract directly into the Cyberpunk directory. For that reason, you (or Wolvenkit) should create the following subdirectories:
If your mod contains an .archive
file, then it will have the same name as your Wolvenkit project. Since .archive
files will be loaded in alphabetical order (ASCII):
If you are creating a compatibility mod (something that modifies the files of another installed mod), then yours needs to load first.
From the Menu click on the Pack Project button. The Log will display a result to indicate packing was successful. All files within the archive directory of the Project Explorer will now be packed into archive format. The packed files can be found in the packed (.../modname/packed
) directory of the mod project.
Field | explanation |
---|---|
Folder name | Explanation |
---|---|
For more details on , see the yellow wiki
For example, if you want to do a custom recolour of the mod , then your Wolvenkit project could be named _00_ArchiveXL_Netrunner_Variants
, or _ArchiveXL_Netrunner_00_Recolour
.
Project name
The name of your mod. This will only be used internally, so name it what you lke.
Creation location
The location where you keep your Wolvenkit projects. A subfolder with the project name will be created automatically. Do not put this in your game directory!
Mod name
name of your .archive or redmod folder.
This should be unique, as this will be used to generate your mod's structure, and it would be awkward to overwrite someone else's mod. Although special characters are supported, it's a good habit to avoid them.
Author name
Optional — What it looks like - who made this?
Optional — can people send you mails about your mod?
Version
Optional — if you want to maintain versioning yourself
source
This is where your mod's unbundled files are.
Game resources under archive
control files in resources
exported files that you're modifying in raw
packed
Contains both the control files and the bundled archive files inside their folder hierarchy. You can copy this directly to your game directory (or have Wolvenkit do it for you via Install). This folder will be deleted and re-created every time you install or pack your mod.
script (.reds, RedScript)
r6/scripts
tweaks (.yaml, TweakXL)
r6/tweaks
CET (.lua, Cyber Engine Tweaks)
bin/x64/plugins/cyber_engine/tweaks/mod/your_mod_dir