The Witcher 3

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 ModKitchen - GUI for The Witcher 3 ModKit
http://www.nexusmods.com/witcher3/mods/389
made by vervurax




####________INSTALLATION________####


No installation required. After choosing your main paths (top part) in the program, a config file will be created in exe's current directory.



####________USAGE________####


Do yourself a favor and don't put any spaces in paths that you use to edit files.
Spaces are only accepted in 'wcc_lite location' and 'content location'.

Create your working directories and uncooked folder as close to the root dir as possible. It will save you time while browsing files and dirs.

I strongly advise you to go through the whole process of uncooking, exporting, importing, cooking etc.
at least once, manually, in the actual command line and while following the official ModKit manual.
It will help you understand what exactly you're doing in ModKitchen.


####________TOP_PART_OF_THE_WINDOW________####


'wcc_lite location': [spaces allowed]
choose the x64 folder in the place where you installed the official ModKit. This is where wcc_lite.exe should be.
Example:
D:\Games\Witcher 3 Mod Tools\bin\x64\

'uncooked files location': [spaces in this path will result in errors]
This is where the game files were or will be unpacked in the uncooking process. Full uncook takes about 35GB.
It's treated as a target location when using the "Uncook game files' tab. You can (or should) change this path when uncooking a mod or DLC.



###________'UNCOOK_GAME_FILES'_TAB________####


The 'content' directory: [spaces allowed]
Contents of this location will be uncooked to the 'uncooked files location'.
Examples:
D:\Games\GOG Games\The Witcher 3 Wild Hunt\content
D:\Games\GOG Games\The Witcher 3 Wild Hunt\DLC\DLC10\content

Texture format:
Choose a format to which the xbm files will be converted in the process of uncooking.

Skip errors:
Some files in the game seem to be broken (as of W3 1.08.2). Keep this option checked to let the process continue.



####________EXPORT_A_DIRECTORY________####


Input directory:
This dir will be searched recursively for models and/or textures (choose in the export group).
You can preview the files by clicking the 'Show source files list' button
This must be a subdirectory of 'uncooked' dir.
Example:
D:\Games\witcher3uncooked\characters\

Output directory:
You can check the box to create an 'export' folder in the dir you chose above
D:\Games\witcher3uncooked\characters\export\\

Or select a path manually
D:\Games\witcher3exports\\


Export:
Specify the types of files you want to export from selected location.

Show source files list:
In the listbox below, it will show all files found in the selected input directory, that match chosen export type.



####________EXPORT_SPECIFIC_FILES________####

This is a recommended option for actual modding. Best used in conjunction with 'Build a mod' tab.
Files added to the list will be exported into 'Output directory' along with their relative path.
If 'D:\MyNewWitcherMod\' is chosen as output, then files will be saved to:
D:\MyNewWitcherMod\\

Relative path is necessary to import and cook files, so don't break it.

It might be a good idea to export files to
D:\MyNewWitcherMod\Modded\
and edit them there directly. Then you can select
D:\MyNewWitcherMod\
as your working directory in the next tab (we'll get to that).



####________'BUILD_A_MOD'_TAB________####

Building is the whole process of importing, cooking, packing, caching and generating.
You can do it with a single click.

Name your mod:
You should name your mode here. It's not really important what you call it, but it's needed.
Spaces will be automatically deleted and a 'mod' prefix added if you don't include it.

Mod working directory:
This is a place where the building process will create all necessary files. It should contain a 'Modded' folder
in which you should save the files you are going to 'build'. Keep relative paths inside the 'Modded' folder.
D:\MyNewWitcherMod\Modded\\

Use local depot:
Keep unchecked if unsure. I know I do.

Only pack xml:
If your mod is an XML edit, check this option.
No models or textures will be built though (version 1.0.1).

Show files to import:
Click this to preview all files found in
D:\MyNewWitcherMod\Modded\
It will show only models/texture or XMLs, depending on what you selected above (version 1.0.1).