Character appearance expansion
Character appearance expansion
Screenshots 1 screenshots
About this mod Machine translation
After the download is complete, clear the unzipped file.
There are three files in total:
Main File: CAPE - Just drag and drop into the mod folder. The mod folder is named "mod0CAPE" - zero puts CAPE at the top of mod priority. (leave it alone)
Miscellaneous documents:
Cape DLC Template Margarita - only available in modules. DLC template for Margarita.
Cape DLC Template Triss - Applies to modules only. DLC template for Triss.
Introduction
Character Appearance Extensions (CAPE) is a community patch that improves immersion by implementing new appearances for several key NPCs in specific mission environments. While CAPE itself has no player-facing features, it is very exciting for both players and simulation authors. CAPE is an ongoing work and development will depend on community interest and participation.
for players
This is what I'm portant to understand, with no support from the mod author, this mod has zero functionality. I wish to bring out some of the negative aspects of this model as clearly as possible.
First the bad news.
CAPE will completely break any Modkit based NPC beauty mod. This is not a bug and will not be fixed.
If you don't know yet, Witcher 3 NPCs have 3 types of cosmetics. Asset swapping, Modkit editing and official DLC styles. Asset swapping simply changes a mesh or texture to another and will continue to work with this patch. However, many of your favorite NPC mods are a very "dirty" modkit entity edit. These mods are easy to make as the author can tell NPCs to wear different assets simply by changing the file paths. However, no two mods that alter the same NPC entity will be compatible, so it's generally unwise to build this type of mod (unless it's an overhaul).
So what mod type is CAPE? The mod itself is an entity edit of several key NPCs, so it will break out of your favorite Modkit style mods. CAPE compatible mods must be asset swaps or switchable DLC.
If it doesn't make any sense, don't get too hung up on it. Please keep in mind that compatibility may be limited.
Now onto the fun stuff.
CAPE compatible mods will be able to take advantage of this community patch to add entirely new styles to supported NPCs. This means your favorite witch can adapt to the cold Skellige climate (or not). In another scenario, Margarita no longer needs to remain bloody and tortured for the remainder of the game, and may appear healed and clean without replacing her original appearance. While CAPE will add additional "appearance slots" to each character, modders are able to take advantage of them as they see fit. Additionally, since these mods have to be built DLC-style, they are themselves switchable, so you can quickly switch between two similar NPC mods via the in-game GUI.
Show what is possible. Triss' exterior overhaul and customized Skellige was the only appearance. Gloves!
For Modders
You will make or break this patch, it's that simple. Here's what we think of you:
CAPE style workflows are actually easier to edit and test. Yes, learning how to set up switchable DLC sounds confusing, but once you get around it, you'll find it's easier than editing each character entity individually. I'll have some documentation on setting up custom DLC soon, in the meantime please send me a message on or contact me on Discord @jato #3118.
Without community patches, it would be nearly impossible to run two appearance extensions at the same time. Many .w2scenes contain multiple appearance definitions, such as Triss, Yennefer, Margarita, etc. in the same file. Your testers (aka mod users) will definitely tell you all about how your mod gives them a 20 second loading screen in every dialog. Additionally, CAPE compatible mods are also available for those who choose not to use CAPE, without the extended functionality of course.
Take advantage of emerging instructions
is necessary to use DLC style mods. Start with the DLC style template in the Downloads section. These templates will have custom .w3app files pointing to the …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.