Difference between revisions of "CP2077: Mesh replacement with variants"

From Nexus Mods Wiki
Jump to: navigation, search
m
Line 21: Line 21:
 
|-
 
|-
 
| Now, open the target mesh (that is named like your source mesh). It will also have variants, but they'll be different:
 
| Now, open the target mesh (that is named like your source mesh). It will also have variants, but they'll be different:
|  
+
| [[File:Cp2077-variants-edit.png|thumb|425x235px|Edit source mesh variants]]
 
|}
 
|}
  
 +
 +
= Step 2: Change the .mlsetups =
 +
 +
Now comes the annoying part: we need to find out which spawn code corresponds to which meshMeshAppearance. The process is a little tedious. I've documented my results [[CP2077:_garment_variants_and_appearances|here]], you're very welcome to add to the list once you've figured them out.
 +
 +
{| style="width: 100%" cellspacing="1" cellpadding="1" border="1"
 +
| Now, open the target mesh (that is named like your source mesh). It will also have variants, but they'll be different:
 +
| [[File:cp2077-variants-rename-entries.png|thumb|425x235px|Configure variants]]
 +
|}
 
 
 
 
  
Line 34: Line 43:
 
 
 
 
  
 
+
[[Category:Cyberpunk 2077 Modding]]

Revision as of 09:00, 4 September 2022

This tutorial will teach you how to switch a player mesh for an NPC garment and map its variants to the existing colours.

Step 1: Replace the mesh

Find the mesh that you want to use ("target mesh") and replace it with the one that you want to switch in ("source mesh").
Example: Replacing the short-sleeved poser jacket with the monk shirt with the tied-back sleeves.

target mesh base\characters\garment\player_equipment\torso\t2_084_jacket__short_sleeves\t2_084_pwa__short_sleeves.mesh
source mesh base\characters\garment\gang_monk\torso\t2_135_jacket__monk_shirt\t2_135_wa_jacket__monk_shirt.mesh

Open the target mesh in WKit. Now, replace it with the source mesh.

The target mesh will have a number of variants. You need to find their names:
See target mesh variants.png
Now, open the target mesh (that is named like your source mesh). It will also have variants, but they'll be different:
Edit source mesh variants


Step 2: Change the .mlsetups

Now comes the annoying part: we need to find out which spawn code corresponds to which meshMeshAppearance. The process is a little tedious. I've documented my results here, you're very welcome to add to the list once you've figured them out.

Now, open the target mesh (that is named like your source mesh). It will also have variants, but they'll be different:
Configure variants