The Witcher 3
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Cthulhu aka robx99

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robx99

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  1. robx99
    robx99
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    Updated to 1.70 and updated the description with guides on how to use some of the newer features.

    You also only need to cue (by running prepare_wave.py) for music files.
    Normal SFX should not need to be cued.
  2. abheekd
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    Thanks for the awesome modding tools! I compiled it for Linux and macOS here: https://www.nexusmods.com/witcher3/mods/6265.
  3. robx99
    robx99
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    I haven't touched this game since 2016 and I certainly won't be reverse engineering proprietary formats (again) for a multi-million dollars company just because they've decided to pull a Bethesda and release a "new" version that breaks mods.
    Hey CDPR, here is a crazy idea; how about working on and releasing the devkit you'd promised 8 years ago instead of putting effort and time into a re-release of an 8 years old game that breaks community work?

    Modders themselves could've made those changes with a proper devkit (see TES games), while also keeping it optional (just don't install the mod) or splitting the mod into parts (visuals, audio, gameplay, etc).

    Nothing is going to come out of me. All the work (coding and reverse engineering) I did is licenseless and you are free to use/fix/expand/rewrite as you deem fit.
    Remember, these scripts are merely prototypes which I never got to finish. The fact that people still use them shows there is no one around with the knowledge and interest to reverse engineer bad private and proprietary systems/formats.

    TL;DR: Blame CDPR for using proprietary 3rd party libraries for systems that should be obviously moddable in a mod-friendly game; also blame them for PR stunt re-releases instead of a proper modding sdk.
    1. kicker044
      kicker044
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      Well, I don't blame no one. It's just sad there is not a single music mod or skilled-enough modder...
    2. MrWheyne
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      Maybe your rant will ammount to something after all, my friend: https://x.com/witchergame/status/1724774277264654337?s=20
    3. Kulharin
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      Why have you forsaken us, in your eyes and in your thoughts
    4. abilitydraft
      abilitydraft
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      Your wish has been granted, CDPR has released the Redkit. We don't need your tool anymore.
  4. death8323rage
    death8323rage
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    Hi, modding genius, I have a question for you. Where did you go?. I can't play other games after the Roach School fashion..That's not the point. Thanks for this mod. The mod is perfect, I added it a little bit and it got even better. Come back, a new mod creation tool will be available soon.
  5. XyoLater
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    Hey there. Awesome tool. I do have a question.

    I am rather new to Witcher 3 modding. Recently I found the Geralt Doppler Reborn mod, which allows you to turn Geralt into any humanoid character, including the female ones. But by changing Geralt into a female character, hearing his rough, masculine voice kinda ruins the immersion.
    So I thought about replacing/overwriting all of the ~16k voice files of Geralt with female voice files (generated by xVASynth).

    Now to the question:
    Is it possible to place modified versions of those voice files into the mods\modXYZ\content folder? If yes, in what format do they have to be?
    I have already extracted and converted all the files to .ogg using a tool I found in the CDPR forum, so I have a reference for my new voice files.
    But how does that work with soundbanks etc.? Does it even matter and I can just place my modified .cr2w/.wav files into my mods\modXYZ\content directory?

    I'd be super happy, if someone more experienced than me could help me out here.
    Thx :3
    1. Arkifik
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      In case you're still stuck, if the files audio files that you got are from a .bnk file, you have to rebuild the new files to a new .bnk with the same name that it came from. Then you need to pack the new .bnk into a soundspc.cache file, and that will be your final file for the mod you just need to put it in the mods folder followed by the other folders
    2. bakuresu
      bakuresu
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      Had any luck trying this?
  6. imn3r0
    imn3r0
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    It seems this toolkit is not compatible with next gen version. Any ideas if this will be fixed? Or if any help is required we can team up?
    1. hollaajith
      hollaajith
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      This is the error I'm getting while rebuilding sounbank-->
      ?Traceback (most recent call last):
        File "F:\Witcher 3 mods\SOund Editing\rebuild_soundbank.py", line 2725, in <module>
          main(len(sys.argv), sys.argv)
        File "F:\Witcher 3 mods\SOund Editing\rebuild_soundbank.py", line 2665, in main
          soundbank.read()
        File "F:\Witcher 3 mods\SOund Editing\rebuild_soundbank.py", line 1917, in read
          self.header = SBHeader(self.file)
        File "F:\Witcher 3 mods\SOund Editing\rebuild_soundbank.py", line 138, in __init__
          raise SBHeaderError("Invalid version")
      __main__.SBHeaderError: Invalid version
      Looks like the header in either Soundbank or the WEMs seems to be causing the issue. Looks like tweaking the tool should solve the issue, but I'm out of my depth with programming. So if anybody has any idea, please share your ideas. All the music mods are depending on this for the NextGen updates.

      Rebuilding with older soundbanks is working fine.
    2. LordMalte1996
      LordMalte1996
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      Have you managed to get any further with this? It seems like you're on the verge of great progress, and with the right help you might be able to fix it. I wish I could help :(
  7. Adenschon
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    Soo basically i'm trynna understand what's wrong

    C:\Games\Witchering\batches>rebuild_soundbank.py music_nomansgrad.bnk C:\Games\Witchering\EditedMusic\382494060.wem
    Reading soundbank...Traceback (most recent call last):
    File "C:\Games\Witchering\batches\rebuild_soundbank.py", line 2725, in <module>
    main(len(sys.argv), sys.argv)
    File "C:\Games\Witchering\batches\rebuild_soundbank.py", line 2664, in main
    soundbank = Soundbank(bnk)
    File "C:\Games\Witchering\batches\rebuild_soundbank.py", line 1898, in __init__
    raise SoundbankError("Could not open soundbank")
    __main__.SoundbankError: Could not open soundbank
    1. Adenschon
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      Ok Please enlighten me, why do my create_sounds_cache.bat creates NOTHING but an empty soundspc.cache with 0 ko ?
    2. Adenschon
      Adenschon
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      ok i solved both my problems, if anyone's struggling with the rebuild and the create bats :

      For the rebuild, be sure to put your music_blablabla.bnk INSIDE your batches' folder and then run the rebuild_sounds.bat 

      For the create_sounds_cache.bat : be sure to copy your wems inside a "merged" folder, and then write its directory inside the create_sounds_cache.bat with notepad++ !
    3. Ms7mido
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      hey man i need help with the rebuild im stuck its so frustrating i ready so many guides all vague af i replaced all combat music with one song now how can i rebuild them they ar wem
    4. voidsmith
      voidsmith
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      Did you find any answer ? I'm also stuck at the rebuilding step...
    5. Ms7mido
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      nope i gave up after wasting 2 full days and contacting ppl everywhere and on discord server but no help so f*** it
    6. Arkifik
      Arkifik
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      What commands/code do you write inside the rebuild .bat file?
  8. Fragmenta69
    Fragmenta69
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    I know the author won't update, but I'm still sad
  9. ikhlasramadan
    ikhlasramadan
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    until now no one has edited music for next gen....
    1. abilitydraft
      abilitydraft
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      Thats why Im on 1.32. Better version cuz more mods. New version - worse performance, no BlitzFX, no True Fires BiA compatibility and no music mods.
  10. voidsmith
    voidsmith
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    Does anyone knows how the Next-Gen update handles sound files ? Looks like every sound files mod is broken for now.
  11. Caitrix
    Caitrix
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    where can I find voice lines? And can I also find voice lines from other languages (like polish for ecample) if I can only select german and english in my game?
  12. RANDEYXX
    RANDEYXX
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    (Must be 16-bits or greater, uncompressed and have no cue chunk) What does cue chunk mean?does this mean that clipped audio files can't be used?
  13. LiloLila
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    In prepare_wave.py Python gives me an error that 'print' has to be 'print(...)'.
    Should I change it to
    print ("Usage: %s <FILE> [COUNT]") % (os.path.basename(argv[0])) or to
    print ("Usage: %s <FILE> [COUNT]" % (os.path.basename(argv[0]))) ?