[Implemented] * Dump CR2W To Text: - New form which recurses through provided directory of CR2W files, and dumps them to a text file in a human-readable format. This will allow the user to use standard text tools to search any number of entities, eg to find relationships. * Progress Bars - added a file loading progress backgroundworker * Tga texture extraction - auto-extract (convert) to TGA instead of DDS - added extract extensions (png, bmp, jpg) * Radish Tool support * cr2w custom class support
maybe im doing something wrong, i just installed this tool successfully but when i click on file/asset browser absolutely nothing happens am i missing something important? i have the mod kit installed
Hello, I am new in this and im stucked in the first steps...When I click new mod or previous project it opens a browser asking me an extension ".w3modproj". Should I need some previous files? Thanks
idk how it's possible to make so complicated tool that i can't just open 1 bundle file, edit xml inside it and pack it back into bundle again...mb it's possible but i'm too stupid i guess.
Hey my fellow creators! Version 0.6.1 is not the latest stable version if you're modding TW3 with the Next-Gen Update.
The latest version is 7.1.0 Nightly, which can be acquired over on GitHub. I suspect this mod page has not been updated because 0.6.1 works if you're still on Game Version 1.32 (pre-next-gen) and maybe this mod page is deliberately meant for 1.32 (idk!)
But if you're like me, finding the correct version for Next-Gen wasn't so straight forward. So I'm posting this comment to raise awareness for my Next-Gen ilk!
If you found this helpful, please leave a comment so it stays on the front page for others to find easily!
I downloaded the latest version from github to edit some textures, but the import utility is missing the "use mod files" button and when I click auto-fill texture groups, import, and pack files, the mod doesn't change the ingame texture files. Any idea why the use mod files button is missing?
I figured out what the issue was, I wasn't noticing the difference because I was editing the grandmastercrafted feline armor texture and I believe the material has a blue hue baked into it no matter how you edit the texture.
Just click continue usually. Though am using a very current version. So still same unexpected error handling, Sometimes had to close and reopen Wolvenkit to uncook assets. With all the development going on still, but this version at Nexus being very old, you would likely have to go to github to get full dev answers. Overall there is no easy answer to your question that i know of. Wolvenkit just doing too many things and that seems like generic error loop.
To anyone who wants to mod nexGen version textures. Used up too many hours to figure this out. But lot of cool mods here. So as a little thankyou.
(1) Get WolvenKit nightly build at github. I used WolvenKit-Nightly-NGE-20230111-7426a5.zip which is from today. Unsure if can post link. (2) Follow this following explanation to the letter. Any slight deviation and won't work. https://wiki.redmodding.org/legacy-wolvenkit/guides/github-guides/texture-editing (3) and also between steps 1&2 make sure to save over the tga wolvenkitmodfile with your new saved image after having re-added alpha (first duplicated in photoshop the image to the wolvenkit image and deleted the one to replaced), The raw will autoupdate in Wolvekit, then you import in WolvenKit to update the uncooked which is from which the new packed mod is made.
Can't believe how complicated this was. Have modded a few games before. But hey it works.
Had kept replacing the xbm with my new DDS and showed fine in Wolvenkit, but mod would not keep my image and kept resetting. Follow those steps in (2) exactly and finally worked for me. And as of today, January 11, 2023 you still have to download the old modkit avail at Nexus. CDPR forums show modders still waiting for new modkit.
****If ANYONE is making a copy of these convoluted steps anywhere, make sure to credit this mod thread @ Nexus and Wolvenkit-Github & wiki.redmodding.org as sources. Thanks.***
271 comments
[Implemented]
* Dump CR2W To Text:
- New form which recurses through provided directory of CR2W files, and dumps them to a text file in a human-readable format. This will allow the user to use standard text tools to search any number of entities, eg to find relationships.
* Progress Bars
- added a file loading progress backgroundworker
* Tga texture extraction
- auto-extract (convert) to TGA instead of DDS
- added extract extensions (png, bmp, jpg)
* Radish Tool support
* cr2w custom class support
[Fixed]
* ModExplorer overhaul
* many bugfixes
i have the mod kit installed
Version 0.6.1 is not the latest stable version if you're modding TW3 with the Next-Gen Update.
The latest version is 7.1.0 Nightly, which can be acquired over on GitHub.
I suspect this mod page has not been updated because 0.6.1 works if you're still on Game Version 1.32 (pre-next-gen) and maybe this mod page is deliberately meant for 1.32 (idk!)
But if you're like me, finding the correct version for Next-Gen wasn't so straight forward. So I'm posting this comment to raise awareness for my Next-Gen ilk!
If you found this helpful, please leave a comment so it stays on the front page for others to find easily!
download older version
I downloaded the latest version from github to edit some textures, but the import utility is missing the "use mod files" button and when I click auto-fill texture groups, import, and pack files, the mod doesn't change the ingame texture files. Any idea why the use mod files button is missing?
I figured out what the issue was, I wasn't noticing the difference because I was editing the grandmastercrafted feline armor texture and I believe the material has a blue hue baked into it no matter how you edit the texture.You need to get the latest version for NGE on github.
'Unhandled Exception has occurred in your application.'
Only gives me the option to Quit or Continue which just goes back. Using the latest Stable version as well.
Anyone know a resolution to this?
Sometimes had to close and reopen Wolvenkit to uncook assets.
With all the development going on still, but this version at Nexus being very old, you would likely have to go to github to get full dev answers.
Overall there is no easy answer to your question that i know of. Wolvenkit just doing too many things and that seems like generic error loop.
Used up too many hours to figure this out. But lot of cool mods here. So as a little thankyou.
(1) Get WolvenKit nightly build at github. I used WolvenKit-Nightly-NGE-20230111-7426a5.zip which is from today. Unsure if can post link.
(2) Follow this following explanation to the letter. Any slight deviation and won't work. https://wiki.redmodding.org/legacy-wolvenkit/guides/github-guides/texture-editing
(3) and also between steps 1&2 make sure to save over the tga wolvenkitmodfile with your new saved image after having re-added alpha (first duplicated in photoshop the image to the wolvenkit image and deleted the one to replaced), The raw will autoupdate in Wolvekit, then you import in WolvenKit to update the uncooked which is from which the new packed mod is made.
Can't believe how complicated this was. Have modded a few games before. But hey it works.
Had kept replacing the xbm with my new DDS and showed fine in Wolvenkit, but mod would not keep my image and kept resetting. Follow those steps in (2) exactly and finally worked for me.
And as of today, January 11, 2023 you still have to download the old modkit avail at Nexus. CDPR forums show modders still waiting for new modkit.
****If ANYONE is making a copy of these convoluted steps anywhere, make sure to credit this mod thread @ Nexus and Wolvenkit-Github & wiki.redmodding.org as sources. Thanks.***