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Custom effects

Build an optics glitch that draws animated shapes over V’s view or above an NPC’s head, then fades them out when the status ends. The gameplay action, status duration, effect timeline, and rendered image have separate owners.

item, quickhack, or other gameplay action
  -> status effect record
     -> VFX entry: cqa_optics_glitch
        -> target entity's named effect descriptor
           -> worldEffect timeline (.effect)
              -> particle system (.particle)
                 -> material and textures (.xbm)

Screen overlays and head-attached billboards using this chain are Runtime-proven. Build and test the two presentations separately before combining them with a quest.

Start with one presentation

ResultParticle drawerEntity registrationPlacement
Shapes over V’s viewCParticleDrawerScreenPlayer entity templatesScreen rendering; test first and third person separately
Shapes above an NPCCParticleDrawerBillboardThe NPC’s actual entity templateA compatible slot such as Head, with a relative offset

The effect name can be the same on both entities while their descriptors select different .effect files. A player patch does not register the effect on NPCs, and patching one generic NPC does not cover every custom character.

Tools and versions

Use the book’s toolchain, including TweakXL 1.11.3 for the status and item records. Prepare original RGBA textures in an image editor and import them with WolvenKit.

The particle and effect property examples were inspected with Cyberpunk 2.31 resources and WolvenKit 8.17.4. The book’s normal authoring target is WolvenKit 8.19.0; reopen your resources and check their compiled data before installing. Follow each page’s field paths rather than relying on editor tab positions.

Author in this order

  1. Particles, textures, and materials: make one readable, transparent image before adding animation.
  2. Effect timelines: schedule the intro, loop, outro, and optional sound.
  3. Entity spawners and status effects: connect the effect name to the target entity and trigger it through a native status.
  4. Test and troubleshoot: check V, NPCs, expiry, cancellation, and reapplication independently.

Read Character records, entities, and appearances first if entity templates and component packages are unfamiliar.

Files in a small effect mod

These are example names for resources you author, not additional downloads:

FileOwns
mod\cqa\effects\optics_v.effectV’s presentation timeline
mod\cqa\effects\optics_npc.effectNPC presentation timeline
mod\cqa\effects\particles\v_intro.particleIntro emitter and material for V
mod\cqa\effects\textures\intro_d.xbmColor image
mod\cqa\effects\textures\intro_m.xbmIndependent opacity mask
mod\cqa\effects\registration\optics_v.entPlayer spawner component
mod\cqa\effects\registration\optics_npc.entNPC spawner component
CQA_Effects.archive.xlEntity patch targets and onscreen-text registration
r6\tweaks\cqa_effects.yamlDuration, VFX, status, action, and item records

Archive the .effect, .particle, .xbm, and patch .ent resources at their depot paths. Keep the ArchiveXL file and TweakXL YAML under source\resources so they install as loose framework files.

Vanilla references

Extract references into a separate inspection project from your own game:

Depot pathInspect it for
base\fx\player\status_effects\blindness\p_blindness.particleScreen drawer, emitter modules, material, and compiled particle data
base\fx\player\p_hacking_glitch\p_hacking_glitch_low.effectA worldEffect resource and its track/event relationships
engine\materials\particles_generic.remtTextured particle material parameters
base\characters\entities\player\player_wa_fpp.entPlayer components and effect-slot availability
base\characters\entities\player\player_ma_fpp.entThe other player body template’s components and slots

These structures are Observed in vanilla. Keep the original extracted resources out of shared projects and downloads.