The Witcher 3
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Alar

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alar73

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  1. Acrueltasteofwinter
    Acrueltasteofwinter
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    I think you should really make a video about this.. It's almost impossible to understand for people like me whose native language is not ENG. Btw What is ModDir ?  
    1. paulr0013
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      That is the mod directory.  It's the location of the mod folder where you store the .xml file.
    2. Acrueltasteofwinter
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      My good sir I'm trying for 5 hours to do this.. And still stuck at somethings..

      • Create a batch file in modDir - build.bat
      • Add content to the file.
      How to do these ? 

        I use Modkitchen and wcc_lite and uncooking all content(vanilla) files for editin the xml files with notepad. It must work right ? 
    3. paulr0013
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      1) Create a .bat file: use the code that was supplied.  Paste it into notepad and save it as file extension .bat
      2) this is the file that alters the attributes.  The file that was supplied is mostly blank.  But if I remember correctly, there is also a file that has all of the original values.  You can use that file and just make the edits to it.
    4. Acrueltasteofwinter
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      .
    5. Acrueltasteofwinter
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      .
    6. paulr0013
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      If it helps you at all, I found the files you can edit in WolvenKit.  It might be easier for you than trying to setup a batch file if English is not your first language.  Instructions are:

      1) In WolvenKit, start a new project and add the following files:

                gameplay --> Items --> def_gwint_cards_final.xml
                gameplay --> items_plus --> def_gwint_cards_final.xml

      2) Right-click on the .xml file and select "Open File in Explorer".  It will open a new window with the file in it.

      3) In the window that opened, right-click on the file and choose to open with Notepad.  From there you can make your edits.  Start simple as a test and to get comfortable with what you are doing.  Example: change Yennefer's card value from power="7" to power="10"

      4) When done making your edits, save the file and close.

      5) Then, back in WolvenKit, you can pack and install the mod.

      6) Launch the game and look at your Gwent cards to see that the change took effect (remember to uninstall any other Gwent altering mods first).

      Just remember you'll need to make the edits in both the items and items_plus.  items_plus controls the NG+, so if you only edit items --> def_gwint_cards_final.xml and not items_plus --> def_gwint_cards_final.xml, your mod won't have the desired effect on NG+.

      Good luck.
    7. Acrueltasteofwinter
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      Please help me I'm so close to make this right... When I open the batch file I get this message (1 file(s) copied) but nothing comes on mods folder 
    8. paulr0013
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      Did it create a Cooked or Packed folder in the folder you're using? Where the attributes file is located.  I'm trying to remember because it's been about 2 months since I've made a Gwent mod, and I've created like 100 other mods since then.  If it created those folders, look in there.
    9. Acrueltasteofwinter
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      Mate please I have to contact with you somehow.. I have succeded this once but my all mods deleted because of the mistake I have made.. Now I can't do it again do you have discord or are you in Gudmods community ? I have to talk with you to manage this (Btw it creates only "Cooked" file but I also remember it must create "Cooked and Packed" files both.. I can show you what's happening if we can contact somehow PLEASE 
    10. paulr0013
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      I'm not on any of those places.  I'm sorry.  I don't own this mod.  Just a user like you trying to help you out.  It has been months since I used this process and I honestly don't remember the nuances of how I had to make it work.  I have a .bat file now so all I have to do is click it and it makes everything for me.  Hopefully someone else can jump in and help.  Did you try to DM the mod author alar73?
    11. Acrueltasteofwinter
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      Yeah my bat.file was doing everything for either... Now it doesn't I don't know why I have all files 

        D:\Mods\GwentCardsAttributes
        D:\Games\The Witcher 3 Wild Hunt
        D:\Programs\Witcher 3 Mod Tools

        This is my setup but When I open my bat file modGwentCarsAttributes doesn't appear on mods folder 

    12. Acrueltasteofwinter
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      Author of this mod doesn't seem like answer any of comments as you can see we talk here but he never see us 
    13. paulr0013
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      Sometimes a DM will help.  People don't always monitor comments but when I get a DM, it sends me an e-mail
    14. Acrueltasteofwinter
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      Something changed now it can't find the file ? w3strings.exe 
    15. paulr0013
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      This is how my code is setup.  You should literally be able to copy and paste this code to make your .bat file.  If you have done that and verified it is correct, then the issue might be in your attributes file.  You have to make sure you are editing it in notepad and that the encoding is UTF-16.  You have to select Open With Notepad.

      @echo off
      set copycmd=/Y
      set modDir=G:\Mods\Witcher 3\Gwent\GwentCardsAttributes
      set gameDir=G:\Launchers\GOG Galaxy\GOG Galaxy\Games\The Witcher 3 Wild Hunt GOTY
      set modKitDir=G:\Mods\Mod_Tools\ModKit\Witcher3ModTools
      set modName=modGwentCardsAttributes

      if not exist "%modDir%\Cooked\gameplay\items" mkdir "%modDir%\Cooked\gameplay\items"
      if not exist "%modDir%\Cooked\gameplay\items_plus" mkdir "%modDir%\Cooked\gameplay\items_plus"

      copy /Y gwent_attributes.xml "%modDir%\Cooked\gameplay\items\def_gwint_cards_final.xml"
      copy /Y gwent_attributes.xml "%modDir%\Cooked\gameplay\items_plus\def_gwint_cards_final.xml"

      cd /d "%modKitDir%\bin\x64"

      .\wcc_lite pack -dir="%modDir%\Cooked" -outdir="%modDir%\Packed\%modName%\content"
      .\wcc_lite metadatastore -path="%modDir%\Packed\%modName%\content"

      robocopy "%modDir%\Packed" "%gameDir%\mods" /S

      pause
    16. paulr0013
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      Sorry, that was a different code I pasted.  It edits the strings.  Use the one I posted above for attributes.
    17. paulr0013
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      My attributes file looks like this:

      <?xml version="1.0" encoding="UTF-16"?>
      <redxml>
      <custom>
      <gwint_card_definitions_final>
      <!--
      ============================================= SPECIAL CARDS (Shared between all factions) =====================================================
      -->
      <card index="0" title="gwint_name_dummy" description="gwint_desc_dummy" power="0" picture="spc_dummy" faction_index="F_NEUTRAL">
      <type_flags>
      <flag name="TYPE_SPELL"/>
      <flag name="TYPE_FRIENDLY_EFFECT"/>
      </type_flags>
      <effect_flags>
      <flag name="EFFECT_UNSUMMON_DUMMY"/>
      <!-- #J Useless effects
      <flag name="EFFECT_MELEE" />
      <flag name="EFFECT_RANGED" />
      <flag name="EFFECT_SIEGE" />
      -->
      </effect_flags>
      </card>
      <card index="1" title="gwint_name_horn" description="gwint_desc_horn" power="0" picture="spc_horn" faction_index="F_NEUTRAL">
      <type_flags>
      <flag name="TYPE_ROW_MODIFIER"/>
      <!-- #J Changed melee/ranged/siege effects to type for consistency with rest of cards -->
      <flag name="TYPE_MELEE"/>
      <flag name="TYPE_RANGED"/>
      <flag name="TYPE_SIEGE"/>
      </type_flags>
      <effect_flags>
      <flag name="EFFECT_HORN"/>
      <!-- <flag name="EFFECT_RANGED" />
      <flag name="EFFECT_MELEE" />
      <flag name="EFFECT_SIEGE" />-->
      </effect_flags>
      </card>
    18. Acrueltasteofwinter
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      I tried your code , still doesn't work.. it only says File(s) copied and only copies "Cooked" file on GwentCardsAttributes.. BTW my xml files are also notepad and UTF-16 LE and I didn't edited them yet.. I only try to get them packed to the mods folder 
    19. paulr0013
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      Are you sure that you updated your file paths exactly to what they are on your computer?  And you put the correct wcc_lite folder location?
    20. paulr0013
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      And did you see my post up there about trying this is WolvenKit?  I edit .xmls in Wolvenkit all the time and it is way easier than this
    21. Acrueltasteofwinter
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      I can't do that with Wolven Kit thing I don't even know how to use it... When you tell me that I installed it for you but there was nothing like "start a new project" 
    22. Acrueltasteofwinter
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      Are you sure that you updated your file paths exactly to what they are on your computer?  And you put the correct wcc_lite folder location?

      [Yess I Updated the file paths exactly where they are on pc] : D:\Mod Kit\Witcher 3 Mod Tools
    23. paulr0013
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      In WolvenKit:

      1) File --> New Mod
      2) In the window that pops up, type the name you want your mod to have and click "Save"
      3) Open an Asset Browser window and navigate to the files along the paths I gave you in my previous post: 
               gameplay --> Items --> def_gwint_cards_final.xml
               gameplay --> items_plus --> def_gwint_cards_final.xml

      4) You add the file to your mod project by double clicking it and then select "Add Marked Files to Mod"

      5)  You will see the files in the mod window.  Right-click on the .xml file and select "Open File in Explorer".  It will open a new window with the file in it.

      6) In the window that opened, right-click on the file and choose to open with Notepad.  From there you can make your edits.  Start simple as a test and to get comfortable with what you are doing.  Example: change Yennefer's card value from power="7" to power="10"

      7) When done making your edits, save the file and close.

      8) Then, back in WolvenKit, you can pack and install the mod.

      9) Launch the game and look at your Gwent cards to see that the change took effect (remember to uninstall any other Gwent altering mods first).
    24. paulr0013
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      There are places you can get help learning to use WolvenKit, including Discord.  But it is really not hard at all.

      I created a tutorial that will show you some of the basics of using WolvenKit.  It was created to make character edits, but you can apply the same techniques here.

      Using WolvenKit to make character edits.
    25. paulr0013
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      This line of code in the .bat file applies to wcc_lite

      set modKitDir=G:\Mods\Mod_Tools\ModKit\Witcher3ModTools
    26. Acrueltasteofwinter
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      8) Then, back in WolvenKit, you can pack and install the mod. ([6.03.2021 02:09:20]: All files saved!
      [6.03.2021 02:09:20]: -----------------------------------------------------
      [6.03.2021 02:09:20]: WCC_TASK: pack -dir="D:\\ModGwent\\files\\Mod\\Bundle\\" -outdir="D:\\ModGwent\\packed\\Mods\\modModGwent\\content\\\\" 
      [6.03.2021 02:09:20]: System.ComponentModel.Win32Exception (0x80004005): Sistem belirtilen dosyay? bulam?yor
         konum: System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
         konum: WolvenKit.Common.Wcc.WccLite.<RunCommand>d__7.MoveNext() C:\DATA\GitHub\Traderain\Wolven-kit\WolvenKit.Common\Model\Wcc\wcc_task.cs içinde: sat?r 120
      [6.03.2021 02:09:20]: System.ComponentModel.Win32Exception (0x80004005): Sistem belirtilen dosyay? bulam?yor
         konum: WolvenKit.Common.Wcc.WccLite.<RunCommand>d__7.MoveNext() C:\DATA\GitHub\Traderain\Wolven-kit\WolvenKit.Common\Model\Wcc\wcc_task.cs içinde: sat?r 132
      --- Özel durumun olu?turuldu?u önceki konumdan ba?layan y???n izlemesinin sonu ---
         konum: System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
         konum: System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
         konum: WolvenKit.Common.Wcc.WccLite.<RunCommand>d__6.MoveNext() C:\DATA\GitHub\Traderain\Wolven-kit\WolvenKit.Common\Model\Wcc\wcc_task.cs içinde: sat?r 38
      --- Özel durumun olu?turuldu?u önceki konumdan ba?layan y???n izlemesinin sonu ---
         konum: System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
         konum: System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
         konum: WolvenKit.frmMain.<>c__DisplayClass216_0.<<PackBundles>g__PackBundleInternal|0>d.MoveNext() C:\DATA\GitHub\Traderain\Wolven-kit\WolvenKit\Forms\frmMain.cs içinde: sat?r 3065
      [6.03.2021 02:09:20]: Packing bundles failed. 
      [6.03.2021 02:09:21]: ModGwent installed!

      How will I fix this ? 
    27. paulr0013
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      I can't read your language, BUT it looks like it is saying wcc_lite failed.  That is why I asked you - do you have that filepath set up correctly?  You have to tell Wolvenkit where it is located, same as you do in the .bat file.  But it is easier in WolveKit because it will put a green check mark to tell you it is correct and found it
    28. Acrueltasteofwinter
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      My Wcc_Lite is on D:\Mod Kit\Witcher 3 Mod Tools\bin\x64 "You have to tell Wolvenkit where it is located" How can I do that ? 
    29. paulr0013
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      In WolvenKit:

      Tools --> Options

      Enter your file path.  Mine looks like this: G:\Mods\Mod_Tools\ModKit\Witcher3ModTools\bin\x64\wcc_lite.exe

      When you get it right, it will give you a green check mark
    30. Acrueltasteofwinter
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      Yeah I solved the problem now this one has come out with yellow type 

      [6.03.2021 02:35:12]: All files saved!
      [6.03.2021 02:35:12]: Mod wasn't bundled. Metadata won't be generated. 
      [6.03.2021 02:35:12]: Dlc wasn't bundled. Metadata won't be generated. 
      [6.03.2021 02:35:12]: ModGwentAttributes installed!

      Content files are still empty btw 
    31. paulr0013
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      Did you add the files to your project?
    32. Acrueltasteofwinter
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      IT WORKED! Mate you are a Legend :D I really thank you for your patience with me and for your precious time... You are amazing ;) 
    33. paulr0013
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      Awesome - I'm glad I could help.  Congratulations and enjoy your mod :-D
  2. fthisworld
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    Can you plz make video how to do that? English is not my native and from reading i missing something
  3. BaraAssoub
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    Hello dear
    I am using Gwent redux mod.
    Will this file destroy redux mod?
    according to the subject text, which will take the place of the other?

    thanks in advance
    1. alar73
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      Only one mod can be active that changes attributes of the cards. 
      Game selects the first one (ordered by name)

      mods/modMyGwentAttributeMod1 - selected
      mods/modMyGwentAttributeMod2 - rejected
  4. paulr0013
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    Nice! Looking forward to experimenting with this. I always wanted to add abilities to cards that have none. Thinking of things like giving all sorceresses abilities like scorch or heal (Keira, Fringilla, etc), morale boost to Roche, and Ves summoning the Blue Stripes commandos. Thanks so much for sharing!