If your V's eyelashes are missing, make sure that you use the .app file from the most recent version of the example project and that you did not change any component names.
Hello! My English is very poor and I apologize for using a translation tool. Thanks for your mod and guide, referring to your guide, I successfully created my NPV. I used EKT Head and Angel Body, and I'm sure I added Seamfix, but the neck of the NPV still has seam. If I use Photomode Pose, the seam will be even worse. I compared V and NPV, V is perfect. I don't know how to solve this problem, maybe you can give me some advice? Thank you once again for everything you’ve done.
Remove the garment support parameters from the body mesh, that should stop it from shrinking: - open the mesh in Wolvenkit - set the editor mode to advanced in the upper left corner of the editor - find and select the 'parameters' array - delete everything inside That might give you seams for the arms - in that case, do the same there :)
Hello manavortex, I have the same issue with my NPV with gaps around the shoulders on the back, the seamfix doesn't seem to work and I tried what you suggested about deleting the parameters array from the body mesh but it was already empty, what else could be the issue ? Thanks for your modding guides! They are everything
The issue was that I have a modded head and I wasn't using the correct head mesh.🤦 So for anyone else with gaps between the head and body, make sure to use the head mesh from the mod archive instead of the head mesh from the game assets.
Hey there, i have a question here. Maybe someone can answer that. I want to add the FemV i created a while ago to my main save. She is heavily modified though. Most of the mods I've used are pretty easy to add but what about the skintone? I'm using the pale skin tone pallet from this mod https://www.nexusmods.com/cyberpunk2077/mods/15426 . Is it even possible to add that or am i stuck with the vanilla skintone?Would appreciate any info regarding it.
Of course it's possible :) At some point, the files for regular V are pulling in the skin texture that is replaced by that mod - you will have to follow the .mi daisy chain. Basically, you just need to copy the right property into your head, arms, and body mesh material, and then custompath.
Thanks. As a follow-up question, when I spawn my V nude, she always has black panties (not really, just seems to be an overlay) on. I never put clothes on her, so she should be completely nude. The same thing happened with the body, but it disappeared once I changed to the full-breast version. Any help would be appreciated.
Thanks for the awesome mod! I was able to make my own NPV and add it to the game without any problems!
But now that I decided to go further and make a custom head for the new NPV according to the guide, I encountered a problem when importing .morphtarget files: there is no hierarchy between morphtarget.glb and submeshes in Blender after import, is this critical? All morphtargets are simply displayed in Scenes and do not expand, and meshes are separately in Objects.
I can't proceed to the next step and figure out what the problem is...
Hey, Glad to hear that you were able to create your NPV (and that you want more)!
The workflow here is geared towards the automatic scripts, I should probably update the .blend files to consider scripting at some point - everything should be nested under its armature files? We have a guide for sculpting a custom player head, you can use the same process to do it for your NPV. Feel free to join our Discord if you run into any more issues :)
You'd have to get the morphtarget files from the EKT archive instead of using the bundled ones, but it should be as simple as replacing a bunch of files in the template.
I have yet to get this to work fully for the head. No file structure changes. No errors on export/import for either blender or wolvenkit (both are latest versions). Build and load the game and the head remains unchanged.
Went back and tried again from scratch, no joy :(
It seems really straight forward, but knowing me I have some blind spot. I think there was a mention that you can preview the head in wolvenkit, but I was not sure which mesh to select to see it. Which one should I select? Would help track things down without having to reload the game.
Thanks for putting this all together, a little frustrated but having a blast ha! <3
Hey, you have several ways to check if the mesh changes. One is to open the .glb file (not the morphtarget.glb) in the Windows 3d viewer. The other is to look at the imported .mesh in Wolvenkit's preview :) Does that help? If not, are you using the correct versions of Blender and the Wolvenkit IO Suite?
Hey, writing it here so it doesn't get lost in the flow of a discord server :
I used the latest head_import.blend, turns out the apply_shapekeys.py throws out a Blender error :
Python: Traceback (most recent call last): File "C:\FilePath\01_apply_shapekeys.py", line 187, in <module> NameError: name 'showPopup' is not defined
I compared the script with the previous version, it was missing the whole part between the shapekeys and def getTargetComponentName (the function definition and a variable declaration).
So I added the missing part and reran the script, it worked out fine and I could proceed further.
Hello, is it possible to put clothes from a mod on my NPV ? Because there is nothing when I click on "find file using this" on the mesh file... (I followed this tutorial : https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/appearances-change-the-looks#step-by-step-putting-johnny-in-scorpions-vest)
Yeah, it is! If you download the Wolvenkit Nightly, you can use the "analyze other mods" tutorial on the wiki to find the correct mesh file, and then use "Materials -> Add Dependencies" to add and re-path the necessary materials. :)
Thanks for sharing this - It's a compatibility issue in the latest Blender plugin version. The devs are finishing up a new release, though, it should drop any day now!
Hey Mana, I've been looking for a mod like this for days, and even though my skill in these things is practically zero since I'm a noob when it comes to modifications, plus my English is basic and Google Translate doesn't help much, I'm making progress through trial and error. But I'm really motivated to create a character. My only problem is that when I try to export from Blender, I get this error (as shown in the screenshot). Do you know what I'm doing wrong? It's probably some silly mistake, but I'm sure you can shed some light on it. buenas noches <3
Hey, use the default project structure - don't move any files :) You haven't exported morphtarget.glb files, so the script doesn't know what to do. I'm glad you're tackling this! Yay go modding :))
165 comments
If your V's eyelashes are missing, make sure that you use the .app file from the most recent version of the example project and that you did not change any component names.
Thanks for your mod and guide, referring to your guide, I successfully created my NPV.
I used EKT Head and Angel Body, and I'm sure I added Seamfix, but the neck of the NPV still has seam.
If I use Photomode Pose, the seam will be even worse. I compared V and NPV, V is perfect. I don't know how to solve this problem, maybe you can give me some advice?
Thank you once again for everything you’ve done.
- open the mesh in Wolvenkit
- set the editor mode to advanced in the upper left corner of the editor
- find and select the 'parameters' array
- delete everything inside
That might give you seams for the arms - in that case, do the same there :)
I have the same issue with my NPV with gaps around the shoulders on the back, the seamfix doesn't seem to work and I tried what you suggested about deleting the parameters array from the body mesh but it was already empty, what else could be the issue ?
Thanks for your modding guides! They are everything
So for anyone else with gaps between the head and body, make sure to use the head mesh from the mod archive instead of the head mesh from the game assets.
I want to add the FemV i created a while ago to my main save.
She is heavily modified though. Most of the mods I've used are pretty easy to add but what about the skintone? I'm using the pale skin tone pallet from this mod https://www.nexusmods.com/cyberpunk2077/mods/15426 . Is it even possible to add that or am i stuck with the vanilla skintone?Would appreciate any info regarding it.
Basically, you just need to copy the right property into your head, arms, and body mesh material, and then custompath.
Any help would be appreciated.
I was able to make my own NPV and add it to the game without any problems!
But now that I decided to go further and make a custom head for the new NPV according to the guide, I encountered a problem when importing .morphtarget files: there is no hierarchy between morphtarget.glb and submeshes in Blender after import, is this critical? All morphtargets are simply displayed in Scenes and do not expand, and meshes are separately in Objects.
I can't proceed to the next step and figure out what the problem is...
Glad to hear that you were able to create your NPV (and that you want more)!
The workflow here is geared towards the automatic scripts, I should probably update the .blend files to consider scripting at some point - everything should be nested under its armature files?
We have a guide for sculpting a custom player head, you can use the same process to do it for your NPV. Feel free to join our Discord if you run into any more issues :)
if so, any way around it?
Went back and tried again from scratch, no joy :(
It seems really straight forward, but knowing me I have some blind spot. I think there was a mention that you can preview the head in wolvenkit, but I was not sure which mesh to select to see it. Which one should I select? Would help track things down without having to reload the game.
Thanks for putting this all together, a little frustrated but having a blast ha! <3
you have several ways to check if the mesh changes. One is to open the .glb file (not the morphtarget.glb) in the Windows 3d viewer. The other is to look at the imported .mesh in Wolvenkit's preview :) Does that help?
If not, are you using the correct versions of Blender and the Wolvenkit IO Suite?
Now for the spooky part. I checked the head in Wolvenkit, saw it was updated, so I ran build and launch and it worked.
Over 20 years working in tech and the IT Crowd Law still applies, though sometimes turning it off and on again twice is required. Onward!
I used the latest head_import.blend, turns out the apply_shapekeys.py throws out a Blender error :
Python: Traceback (most recent call last):
File "C:\FilePath\01_apply_shapekeys.py", line 187, in <module>
NameError: name 'showPopup' is not defined
I compared the script with the previous version, it was missing the whole part between the shapekeys and def getTargetComponentName (the function definition and a variable declaration).
So I added the missing part and reran the script, it worked out fine and I could proceed further.
Hope that can help.
thanks for spotting this! I'll fix :)
applyCustomShapekeys = False
customShapekeys = {
'h011': 0.5,
'h021': 0.5,
}
numberToBodyPart = {
'1': 'eyes',
'2': 'nose',
'3': 'mouth',
'4': 'jaw',
'5': 'ears',
}
(I followed this tutorial : https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/appearances-change-the-looks#step-by-step-putting-johnny-in-scorpions-vest)
Thanks in advance !
Problem: When I export files from blender via python script, error occurs.
Solution: Downgrade blender 4.2.1 → 4.1.1
I guess bpy causes the error.
https://imgur.com/a/WZO0usB
use the default project structure - don't move any files :) You haven't exported morphtarget.glb files, so the script doesn't know what to do.
I'm glad you're tackling this! Yay go modding :))