The Witcher 3 MODkit Update has arrived! This update includes support for custom textures, expanded documentation and more. Here’s the feature list from CD Projekt RED:
- Fixed a bug causing wcc_lite to fail when uncooking the game.
- Added the ability to mod textures from the textures array.
- Added a warning information when wcc_lite failed due too long file path.
- Cleaned up wcc_lite output log.
- Fixed a bug when some normal maps and speculars were imported incorrectly. Now imported textures which name ends with "_n" and "_s" will be assigned to proper categories.
- It is now possible to add new textures using mods.
- Several fixes and minor improvements to Script Studio.
IMPORTANT: CD Projekt RED recommends a full reinstallation of the MODkit. Failure to do so may result in incompatibility of some scripts.
Download the latest MODkit (1.3)
Download the MODkit Documentation
For more information direct from the source, please check out the official Witcher 3 Mod Discussions forum.
Also, be sure to check out our own Witcher 3 Mod Talk forum to see what your fellow Witcher 3 modders here at The Nexus are up to.
Happy Modding!
57 comments
http://wpc.4d7d.edgecastcdn.net/004D7D/mkt/archive/Modkit1.3.zip
you will also need these two links
https://www.nexusmods.com/witcher3/mods/14?tab=files&file_id=729
https://sourceforge.net/projects/kdiff3/files/
Not sure why anyone has put all these in one package - you cant even use the damn thing without them. I hope this helps
Blame CDPR for assigning an intern to ModKit development...
Can anyone assist me in getting the damn game uncooked fully?
I use latest mod kit, tried modkitchen, wolvenkit, w3oven, etc
I want to get models from the game, but i lack 90% of .w2rig files.
I've tried to unbundle with tools, unpack with QuickBMS, wolvenkit can't find em either.
Please, i wasted too much time and HDD space on this already...
http://wpc.4d7d.edgecastcdn.net/004D7D/mkt/archive/Modkit1.3.zip
[2018.02.12. 18:51:31] [Error] [WWise_Global] Voice Starvation
[2018.02.12. 18:51:31] [Error] [WWise_Global] Voice Starvation
...and fix the collision.cache, I'm sick of having to reload it every time it decides to rewrite itself...
This pile of junk does not deserve the name Mod kIt.
Are script files just the .ws files? Are .xml files considered script files? So far I only have access to .xml files that are uncooked using ModKitchen. These files don't seem to contain what I'm looking for. Opening .ws files with NotePad++ to try and find what I'm looking for but it really is a needle in a haystack and I'm unsure how to pack any changes I make to those files into a mod. What other file types should I look into. What do the bundles contain? There are a lot of things I want to tweak but first and foremost I must turn off leveling up. Secondly I'm going to want to supplant autogen with base stats. I don't want autogen lvling or adding abilities or any of that stuff to items creatures npcs or any of that stuff. And I want balance stats and abilities for all these things myself. I know it is a lot of work and won't be easy. What I don't know is the first two steps. All I could find in .xml files from content folders relating to leveling was how much exp is required to gain each level. I came across a call or pass to autogen but nothing that would let me supplant it.
There are so many resources teaching how to alter graphics and I have no interest in changing models or textures. There are a few that go over .xml files but it pretty much stops there and there is a huge gap in resources teaching where else to go though the tools to do so are present and hard to find if you don't know what to look for and really difficult if you think everything stops at .xml files located in content folder.
Also NEXUS Mods Statement link for download the modding tools is broken. I know I can get modding tools here but that doesn't help others from there.
http://wpc.4d7d.edgecastcdn.net/004D7D/mkt/archive/Modkit1.3.zip