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) 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.
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:
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+.
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.
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
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?
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"
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
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"
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).
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.
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
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!
38 comments
- 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 ?
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.
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.
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
@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
<?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>
[Yess I Updated the file paths exactly where they are on pc] : D:\Mod Kit\Witcher 3 Mod Tools
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).
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.
set modKitDir=G:\Mods\Mod_Tools\ModKit\Witcher3ModTools
[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 ?
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
[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
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
Game selects the first one (ordered by name)
mods/modMyGwentAttributeMod1 - selected
mods/modMyGwentAttributeMod2 - rejected