The Witcher 3

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About this mod

radish community modding tools are a collection of in-game mods and external tools aimed to enable the creation of new quests by mod authors.

Permissions and credits

Although only a smallish subset of all possible features is supported it *should* allow to create non-trivial, story-based quests - just don't expect clicky-pointy-done workflows.

Documentation is provided as a guided self-learning tutorial named "Trial of the radishes", see forum posts for more information.

These are not beginners modding tools. You should have an intermediate or advanced W3 modding knowledge.

These collection provides a variety of tools to create or modify different kinds of game content. Although one of the goals was to provide tools that reduce some modding pitfalls every tool does require some deeper knowledge to be usable: on its own and in the grand scheme of combining content into a quest mod.

All in-game tools and both graphical editors are managed in public sourcecode repositories. If you are interested in fixing bugs/adding new features see below for links to the repositories.

The following tools are/will be available:

in-game mods

Storyboard UI
Interactive setting up of rough drafts for in-game scenes and saving as encode-able, textual representation

Environment Parameter UI
Interactive setting up an environment definition and saving as encode-able, textual representation.

Radish Quest UI
Interactive setting up of layers (actionpoints, triggerareas, ...) for quests or static layers and saving as encode-able, textual representation.
Interactive testing of encoded community phases and layers.
Interactive creation of navigation meshes for new hubs.

Radish Hairworks UI
Interactive changing hairworks settings and saving as encode-able, textual representation of parameters for (new) apx files

Radish Foliage Planter UI
Interactive planting of foliage (randomly or indivdually) and saving as encode-able, textual representation.

external graphical editors

Quest Graph Editor
Setting up questgraphs in a graphical UI and saving as encode-able, textual representations.

Phoneme Extractor
Extracting and correcting phoneme timings from audio for lipsync generation.

external command line tools

Scene encoder
Encoding textual scene definitions (based on storyboard ui drafts) into ingame w2scene files.

Quest encoder
Encoding textual quest definitions (quest phases, communities, layers, entities, etc.) into various binary w3 game files.

Env encoder
Encoding textual environment definitions into w3 env files.

Hairworks encoder
Encoding hairworks apx with (optional) textual hairworks parameter definitions into w3 redfur files.

Strings encoder
Encoding of new strings into w3strings.

World and Foliage encoder
Encoding of height-, color and texture maps into new hubs and textual foliage definitions into foliage files.

Speech tools
Generating lipsync animations from phoneme timings and packing wem audio and lipsync into w3speech files.

Utility to filter and/or watch logfiles (e.g. wcc lite log or the scriptlog) to reduce output to most relevant information
(e.g. warnings, errors, specific log keywords).

In addition there is an example new-quest-project template as a generic setup of batch files and directories to quickly kickstart a build pipeline for a new quest project.

The tools, especially the quest and world encoder heavily rely on wcc_lite, which is capable of many things. In fact these encoders can be regarded in many cases as door openers - the heavy lifting is done in wcc_lite.

@erxv: for testing, testing, testing, video hosting, contributions to ingame mods
@Scoutbr0: for marker models in radish UI and testing and fixed ciri FBX model used for example hairworks
@rfuzzo: work on the wcc gui
@nikich340: for contributions to ingame mods
@jato: for gamepad support
@Sarcenzzz: for his original mod editor
@all testers

The phoneme-extractor tool uses the CMU Pocketsphinx library (,
the CMU Sphinx common libraries ( and
the eSpeak Library (

Sourcecode is hosted at