Create custom cooked armor¶
RuneSchema can help a cooked armor item join Dragonwilds' native wearable presentation path. The armor mod still owns its item, meshes, materials, textures, and appearance rules. RuneSchema does not paint an item or invent a material for it.
Author the complete armor set¶
For each armor item, provide a stable cooked item asset and the game's required item identity. Keep its existing PersistenceID and InternalName when updating a released item, so existing characters do not lose it.
Bind the item to its intended male and female wearable mesh-data assets. Do this for every slot your mod adds: head, body, legs, and any other supported wearable slot. Each mesh-data asset must point to the correct cooked mesh and any required material override, opacity mask, and section-hide rules. Body and leg pieces also need the game's appropriate authored undergarment-hide rules; helmet hair rules do not substitute for those. Cook the materials and their textures into the PAK; a path to an uncooked material is not enough. Check that each asset resolves by its full object path after mounting.
For a dyed set, bind the dyed material directly through the custom mesh and mesh-data assets. A custom item that still points to a vanilla wearable mesh data asset can display vanilla colors even though its item registry entry is valid. The new bridge does not replace a mod's dye-selection logic.
Let RuneSchema connect the native wearable path¶
RuneSchema registers eligible cooked wearable items in the native item-name enumeration map after their normal persistence and network identities resolve. When an equipped custom mesh-data asset is missing from the player's native material-hide cache, RuneSchema asks the game's own cache builder to populate it. This may happen again after an equipment change invalidates that cache. Dragonwilds then evaluates the item's authored hide rules for its slot, including helmet hair or body/leg undergarment rules. RuneSchema does not fabricate or copy the cache's internal values.
You may declare cooked wearable mesh data in your PAK's RSREG_ or
DA_RuneSchemaRegistry asset. This resolves and class-checks the declared
dependencies early; it does not substitute for the item bindings above:
{
"SchemaVersion": 1,
"Entries": [],
"NativeRegistries": {
"Items": [
"/MyArmor/Items/ITEM_BlackHead.ITEM_BlackHead"
],
"WearableMeshData": [
"/MyArmor/MeshData/WEMD_BlackHead_Male.WEMD_BlackHead_Male",
"/MyArmor/MeshData/WEMD_BlackHead_Female.WEMD_BlackHead_Female"
]
}
}
The WearableMeshData list is optional. It is a bounded loading and validation
aid, not a separate save registry or a direct instruction to hide a
material. Check [PAK-PRESENTATION] and [WEARABLE-BRIDGE] messages if the
armor loads but its appearance is wrong. Do not add thousands of unrelated
assets merely to make them load.
Compatibility boundary¶
Native cache refresh is available only for executable profiles whose identity and function signatures match the supported Steam/Epic or Game Pass build. On an unmatched game update, this appearance helper stays inactive while ordinary item registration continues. A registered item does not prove that its cooked mesh, material, or hide predicates are complete. If a slot shows an exposed undergarment or fails to restore it on unequip, check the authored mesh-data rules and full dependency paths before changing RuneSchema settings.
For multiplayer, each player who must see the armor needs its cooked assets; the server remains authoritative for gameplay equipment state.
For the broader PAK workflow, see Create PAK content and the cooked registry manifest.