The Witcher 3

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rmemr

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rmemr

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  1. rmemr
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    Read the forum posts and articles about the Trial of the radishes!

    You can also get more help for the trials and the tools on the


  2. YeungChiLongtimyeung
    YeungChiLongtimyeung
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    em...
  3. lindrole
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    Hello all,
    Do you know if somebody creates a quest on "Little Eye" Essi Daven ?
    If not, i've never creates a Mod, so i will not be able to create it by myself.
    If somebody which knows how to do it, want to create it, i've a storyboard ;)
  4. Akira1364
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    Does anyone at all know how the heck the integration of the external tools with WolvenKit 0.7.0.3 actually works? There is absolutely no explanation anywhere on where the Radish stuff needs to be in order for WolvenKit's "Radish Utility" button to actually do anything.?
    1. gotaimin
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      If you have a radish template in the same folder where you created the wolvenkit project file, you can choose to integrate it in the hop up.
      The radish utility crashes on my environment, so I don't use it when editing radish project files.
  5. Przemsonowy
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    And RadishQuestUI, something is not working for me, everything that should be done I did and still does not work.
    1. gotaimin
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      Did you follow the step by step instructions in trial1 to install it?
      I don't know at what stage of the installation you are making a mistake, so can you join the radish modding tools discord server?
      The best thing to do is to check the trial1 section there for advice and to make sure you have installed it properly.
      The reason is that there you can get immediate advice from modders who are better than me.
      If you do it via Nexus post, it will take longer to get back to you and you won't get much advice from them.
      Please consider this.
  6. Przemsonowy
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    what are the commands for the console?
    1. gotaimin
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      I don't know which tool you are trying to use, but it is available by hotkey(for example, radui=F9).
  7. CooldudeStingray
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    I don't understand why there is a complete lack of step by step video guides to the first trial or any of them. It feels like this is supposed to be an "exclusive" club rather than being a modding community. There are so many files to download in the word guide DerBozzOfficial that I am getting confused as to what is actually needed and what is actually optional and where exactly I need to put it. As far as I can tell from his guide I am completing all the steps correctly but the pathing he has is confusing and the full.rebuild.bat doesnt launch or do anything. In the template project in the _settings_.bat (where I am supposed to set the directories) the first is _game. Does the game.exe need to be present in this path or is it just the content folder in my game folder? Game installation is usually a signal that the .exe needs to be present but the way its worded leads me to believe the content folders also need to be present. They are in separate places in the Witcher 3 folder. I have tried just pathing to just the main folder but no success still. The second path is the Witcher 3 Mod Tools. Does that path just need to be pathed to the main folder or do I need to path it to r4data in that folder? The third path is the radish encoders. I am assuming that was the radish.fullgame bundle and I am pretty sure that is pathed right. 

    Also when I try to use the createlink.bat it starts normal but when I hit Y it says the system cannot find the path specified. Cannot create a file when that file already exists. It DOES says links successfully created but it looks nothing like the successful picture DerBozzOfficial has on his word guide that has paths in place of my "Cannot find" and "Cannot create".

    Discord isn't really going to help me if I can't watch someone in order to emulate them.
    1. RyanII
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      There is no "exclusive" club -  it is a hard to mod game & you have to have the mindset of a "more progressed modder" to get the info you require.
      It is all there - it is a great documentation - it seems a little messy - because the info is here and there - and you have to look up examples (like you do if you mod a game) to find solutions. MAYBE - maybe - the discord has a a thread or something. I'll help you in a sec.
      But I mod the crap out of the game atm, because of that tools and the possibilities (and this is to me pure awesomess - You guys are - INCREDIBLE AWESOME and can't tell you how much respect  I do have for these tools).

      Now CooldudeStingray: 90% of all problems are installation problems. But that has nothing to do with raddish - but how the game is.
      I just tell you - I do have a game-hd with the game on and three "unpacked/unbundled" versions of the game on a diff hard-drive, as of file-path trial&errors to get stuff into the game. My Witcher 3 is a total mess. Nevertheless can I use these tools.^^ And if they run in my mess - they run everywhere. So let's walk you through this:

      Now: DLC & Mod of raddish goes into your Witcher3 game-folder into the DLC&Mod folder. That is required for the (in-game)UI of raddish  and all the other additional stuff - read the download section. Easy-peasy.
      Mine is: B:\Steam\Witcher
      The Raddish-Tool installation - can be anywhere you want. I do have it on my messy Witcher drive. Just a folder "radish-tools".
      Mine is: E:\raddish-tools
      Inside the raddish-tools  I do have my mod-working folders now, where I mod. It's a sub-folder. Like you seem to have.
      Now the unpacked/unbundled game files. That is the tricky thing. As I had to put mine into following folder structure:
      E:\ witcher3uncooked\witcher3modtools\officialmodkit\r4data

      Do you see how messy that is? But it works. (That is the important point I try to make here^^)
      I do have in my "uncooked" Witcher folder ANOTHER uncooked game(GAME! - the entire game) inside the modtool\modkit\r4data folder now.
      But this is the important part - the uncooked game hast to be inside the r4data OF the witcher3modtools (NOT the r4data in your game folder - as far as I can tell - rmemr maybe do have great laugh how my set up works^^).
      As raddish will read the files unpacked in THAT folder if it builds a new mod. And if a file is missing it will not build a mod.
      So I build my mod based on NewTriss&More - to use assets from NewTriss&More I had to unpack the NewTriss&More mod into that r4data folder as well.
      If you click "create link" it will create a folder inside this with your mod name on.

      Now - how do you link in the settings_bat?
      First link: The Witcher3 directory  = That is your game installation
      In my case: B\: Steam\Steamapp\blahblah\Witcher3
      Second link: That is where the modkit is at WHERE you unpacked/unbundled the Witcher 3 files into the r4data folder.
      In my case: E:\ witcher3uncooked\witcher3modtools\officialmodkit
      Third link: That is where the MAIN radish-tools -installation is. That folder it requires for repo-definitions. 
      In my case: E:\Raddish-tools

      If it says: I created a link. It means you have now a folder INSIDE the modkit/r4data/folder - with your mod-name and a link symbol.
      As far as I can tell - does it use this folder as temp-back-up for building etc.
      So raddish works like this (by my understanding):
      It has its "own language" - that is all inside the Raddish-Tools installation.
      It requires to look up the game-files (to compare them) of the content inside the r4data-folder.
      And of course your game directory to install and run stuff.

      The purpose of the link of your mod inside the r4data-folder is not clear to me - as it seems to remember files that are removed inside a mod.
      I do assume the purpose is patching and stuff like that - for easier work flow. But I always click full-build as I don't trust anything.^^
      But I see the error-output. But even with the errors - it builds without a flaw over and over and over again.

      BUT - but - it is possible (I dunno) - that you can set up somewhere - in the official mod kit - what the folder of the unpacked-game files is.
      Maybe - my r4data is a default location. That is why I needed to put it there.
      But to unpack/unbundle/uncook the game-files into the r4data folder INSIDE the officialmodkit-folder did the trick for me.
      And as you can see - is my officialmodkit-folder NOT the game/directory but the result of an already unpacked-game.^^
      But as long as the game is unpacked/uncooked/unbundled inside the r4data - raddish has zero problems.
      Hope I could help you. I am just here to read stuff up.^^
      I give you that -  YOU have to read, to understand the tools. And I like this. Why? Yeah, you want to write/tweak 10.000 lines of code .... if you are not into syntax and reading and paying attention to details^^ - you got a nightmare of witcher3 modding ahead of you.^^ 
  8. cats22
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    [Trial 1] I completed the steps and ran full.rebuild.bat. The game launched, but starting a new save just takes me to the regular intro quest with Yen in Kaer Morhen. Am I missing something to start the template project? Thanks!
    1. cats22
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      Never mind, I figured it out from this video: https://www.youtube.com/watch?v=2aUKIbG69mc. Thanks for creating these tools!
  9. sbrocks
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    Wow, you guys finally did something amazing. I mean until now we could only add new quests in Skyrim and Fallout but now in Witcher 3, imagine the possibilities. My question is are you guys thinking of making a similar tool for Cyberpunk 2077 since both are based on RedEngine.
  10. SniperParrot
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    Are the voices also radish or some other program? would be neat if the latter. 
    1. rmemr
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      radish modding tools allows to add new voicelines into the game but the audio has to be recorded with other tools.
  11. smilsky
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    Hey everyone
    I have a few questions regarding Quest UI

    1) The mod seems not to be working properly inside buildings - when I create a layer while inside a building, everything gets dark and textures/walls/etc disappear, and I have to readjust the free cam in order to find a spot from where I can see stuff around. Is this a bug that only I encounter or is it supposed to be like this inside buildings and there's no way around it?

    2) When I insert a new area or entity they spawn somewhere beyond the line of my sight. I can determine this by the coordinates of the new entity if I have a properly inserted one. Then to place the second entity where I want to I need to adjust the coordinates manually. Is this a bug as well? Or maybe there is a default placement for entities?

    3) For some reason the created layers disappear after I quit Quest UI, unlike, for instance, shots in Questboard. Is it supposed to be like this? Is there no way to save the layers?
    1. rmemr
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      I think these question were already answered on the discord server. but for others that are not on the server (why not?) here some info:

      1. there is not much place in a building and the cam cannot automatically find a good place. unfortunately this is a limitation. best workaround is to start activate the mod outside of building and then position the cam as needed inside.

      2. the start placement is a heuristic which should place the entities/areas in front of the camera at the bottom. however if the camera is too high or the terrain height cannot be properly extracted the placement may be weird. another limitation.

      3. yes, quitting removes all entities as a cleanup. the intended workflow is to "minimize" radishui so it still running in the background and all placement of entities can be tested in-game. "maximizing" radishui brings up the menu and editing capabilities again. layers are only "saved" as a dump in the scriptlog and can/must be encoded as "real" layers for the game in a project. if not all the placement information is lost and will not be restored in next savegame load/game start.