The Witcher 3: Wild Hunt ModKit Quick Guide

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The Witcher 3: Wild Hunt ModKit Quick Guide 1. Uncooking Game 2. Exporting Assets 3. Modifying Assets 4. Importing Assets 5. Modifying Scripts 6. Cooking Game 7. Building texture.cache 8. Packing Game into Bundles 9. Generating Mod metadata.store File 10. Running Game with Mod 11. Mods.settings File 12. Examples 1. Uncooking Game wcc_liteuncook-indir=<game_path>\content-outdir=<dirpath>\uncooked -imgfmt=png-dumpswf uncook indir=<dirpath> outdir=<dirpath> [options] indir Path to the bundled directory. outdir Path to the unbundled directory. Options: skiperrors Upon failure, skips to the next file. targetdir=<dirpath> Relative inner path to be extracted. unbundleonly Unbundles data without uncooking it. uncookonly Assumes data in unbundled dir is unbundled already. uncookext=<...> Comma delimited list of file extensions to uncook. If options missing will uncook all available. Example: extensions=xbm,w2mesh imgfmt=<imgopt> Image format for XBM files. Choose one of bmp, png, jpg, or tga. Default is tga. dumpswf Dump redswf files.

2. Exporting Assets wcc_liteexport-depot= <dirpath> \Uncooked\-file=<filepath> -out=<filepath> export depot=<local absolutepath> file=<relativepath> out=<absoluteoutputpath> Params: depot=local depot=absolutepath file=relativepath out=absolutepath Use local depot (r4data) Use depot at given directory Local (depot) path for the file to export Output absolute path for the exported file Supported resource types and formats: w2mesh (Mesh) exportable into 1 file format(s): fbx: Autodesk FBX xbm (2D Texture) exportable into 5 file format(s): dds: DirectDraw Surface bmp: Windows Bitmap jpg: Joint Photographics Experts Group tga: Truevision Targa png: Portable Network Graphics 3. Modifying Assets Modify meshes and textures in your preferred editor (e.g.: Maya for meshes and GiMP for textures). 4. Importing Assets callwcc_liteimport-depot=<dirpath>\uncooked\-file=<filepath> -out=<filepath> import depot=<local absolutepath> file=<inputfile> out=<outputfile> Params: depot=local depot=absolutepath file=inputfile out=outputfile Use local depot (r4data) Use depot at given directory Absolute path to file to import Relative (depot) path for the output file

Supported resource types and formats: xbm (2D Texture) importable from 5 file format(s): dds: DirectDraw Surface bmp: Windows Bitmap jpg: Joint Photographics Experts Group tga: Truevision Targa png: Portable Network Graphics w2mesh (Mesh) importable from 2 file format(s): re: Red Engine File fbx: Autodesk FBX 5. Modifying Scripts Game scripts are located in: <game_path>\content\content0\scripts and can be edited in any text editor. Modified scripts should be placed in the following directory: <game_path>\mods\modxxx\content\scripts\[files] and should keep their original names and folder structure. 6. Cooking Game wcc_litecook-platform=pc-mod=<dirpath>\uncooked\ -basedir=<dirpath>\uncooked\-outdir=<dirpath>\cooked\ 7. Building texture.cache wcc_litebuildcachetextures-basedir=<dirpath>\uncooked\-platform=pc -db=<dirpath>\cooked\cook.db-out=<dirpath>\packed\modxxx\content \texture.cache 8. Packing Game into Bundles wcc_litepack-dir= <dirpath> \Cooked\ -outdir= <dirpath> \Packed\modXXX\content\ 9. Generating Mod metadata.store File wcc_litemetadatastore-path= <dirpath> \Packed\modXXX\content\ 10. Running Game with Mod

Copy the folder modxxx from Packed (content folder) into your <game_path>\mods\ folder and then start the game as usual. Remember that every mod in the mods directory must be in its own folder. Each mod s name should start with the word mod and shouldn t contain any spaces, e.g.: E:\GOG\TheWitcher3WildHunt\mods\modMyCoolMod\content\[mod_files] 11. Mods.settings File Optional file responsible for simple mod settings (on/off, mod priorities).should be placed in: C:\Users\[user_name]\Documents\TheWitcher3\mods.settings File structure: [modname1] Enabled=1 Priority=100 8 [modname2] Enabled=1 Priority=100 name of the mod in square brackets 0 or 1, 1 means the mod is enabled and 0 turns it off from 0 to 9999, lower number means higher priority, eg.: 5 before the same for all mods installed 12. Examples Get game and uncook it: wcc_liteuncook-indir=f:\witcher3\content-outdir=f:\uncooked\ -uncookext=xbm-imgfmt=tga-dumpswf Export mesh or texture that you want to change from an uncooked game: wcc_liteexport-depot=f:\uncooked\ -file=characters\models\animals\pig\model\t_01 pig.w2mesh -out=f:\mods\pig\raw\t_01 pig.fbx wcc_liteexport-depot=f:\uncooked\ -file=characters\models\animals\pig\model\t_01 pig_d01.xbm -out=f:\mods\pig\raw\t_01 pig_d01.tga

wcc_liteexport-depot=f:\uncooked\ -file=characters\models\animals\pig\model\t_01 pig_n01.xbm -out=f:\mods\pig\raw\t_01 pig_n01.tga Modify mesh or texture. Then import: -file=f:\mods\pig\raw\t_01 pig.fbx g.w2mesh -file=f:\mods\pig\raw\t_01 pig_d01.tga g_d01.xbm -file=f:\mods\pig\raw\t_01 pig_n01.tga g_n01.xbm Cook and build new texture cache: wcc_litecook-platform=pc-mod=f:\mods\pig\uncooked\ -basedir=f:\mods\pig\uncooked\-outdir=f:\mods\pig\cooked\ wcc_litebuildcachetextures-basedir=f:\mods\pig\uncooked\ -platform=pc-db=f:\mods\pig\cooked\cook.db -out=f:\mods\pig\packed\modpig\content\texture.cache Pack mod: wcc_litepack-dir=f:\mods\pig\cooked\ -outdir=f:\mods\pig\packed\modpig\content\ Generate mod metadata.store file wcc_litemetadatastore-path=f:\mods\pig\packed\modpig\content\ Copy mod into game folder and run it.