Okay, thank you KoalaNalle. I appreciate you taking the time to help me. When I import the changes, wcc_lite does not read the changes in the xml. I know this because when I export it again to check, the xml is back to default values. In WolvenKit I can only change the path to the material files for the w2mesh (the path to the .w2mi files). I also update those files to include the new paths to my custom textures. But packing the changes in WolvenKit does not make any difference. My custom mesh still just loads the default textures. I'm wondering how other modders duplicate a mesh, give it a unique name and directory, with new textures, and then have it load with those new custom textures? I can create a duplicate mesh in a unique directory, give it new material (w2mi) files and everything, but it always just loads default textures from the default folder for the original mesh. This is what I'm working with: The .w2ent files that define the character are changed in both the gameplay and model folders, in order to reference the .w2ent file that defines which .w2mesh file to be used. I then change that last .w2ent file to point to my custom .w2mesh. That custom .w2mesh itself is edited to call upon my custom material (w2mi) files that define the path to the custom textures. And I have the custom textures in the right folder. Loading the custom mesh works in-game, but it sill just loads the default textures no matter what. I just don't see where I'm going wrong :confused: