That is out of scope for this tutorial. You'd be better off asking for help on one of the pages that actually does this. Gwent Redux is a good place to start. It is much more involved than adding a new image to the texture.cache. You need to add an entry to the .xml file with unique indexing, then an image to the texture folder with the same file extension mapped in the .xml, and then add text to the strings file so that your card has a name and description. Once you do all that, you also need a way to spawn it in game. I'm not sure if console commands will work. You might need to add it to the inventory of a vendor.
How to change card attributes after next gen update where instead of .xml files for gwent, as before, they are .ws files?
I know how to change card models to other ones using the old method but this old method with card attributes doesn't work and after opening the gwent tab most of the deck disappears for some unknown reason, thank you in advance for your help
This method still works on next-gen. Next-gen did not change the location or name of the xmls, only some of the contents inside. ws files are scripts. Those have nothing to do with changing the attributes covered in this tutorial.
I understand, what if I just add a mod to change card graphics and all cards are displayed correctly in the game, but when I add a modification to change attributes, some cards remain only in the deck and the rest disappear? this also applies to the fact that console commands for adding cards also after adding a card, it does not show up in the gwent inventory
The textures all have individual names. The attributes file defines which texture is displayed for each card. If your cards are not showing up in game, it means either your textures names (or file path) have been changed, or your attributes file has been changed.
https://www.nexusmods.com/witcher3/mods/5387?tab=description I'm using this guide, I've practically done the same, but the mod doesn't work in the game and the cards disappear and as for the wolven kit method it doesn't work and bundle files don't copy to the folder
Don't take this the wrong way, but both methods work. I've used them both. If they don't work for you, then there is a problem on your end.
The WolvenKit method is very, very simple and straightforward. It does not require creating a .bat file like the other method that you referenced. With WolvenKit, you need to make sure you've properly linked your game .exe location and the wcc_lite location. After that, it quite literally is: import the attributes file from the location provided in the tutorial, make your edits to it using a text editor, save it, and then pack & install with WolvenKit.
I think I know what the problem was, the wcc_lite location was wrong for wolvenkit, now the files are imported on the correct path, but I can't find the file def_gwint_cards_final.xml which is responsible for changing card attributes (in the next gen version of The Witcher 3 of course). In previous versions of the game before (next gen) the method with the .bat file worked properly, but after next gen it does not work because I can not find this file to change the attributes of gwent cards from next gen
I don't think I have a gameplay folder on this version, I only have "The Witcher 3 Wild Hunt GOTY\content\content0\scripts\game\gameplay\items" Could this folder be hidden somewhere else in the game files?
What exact version of WolvenKit will be suitable for this? maybe version 7.2.0 from github? Does it have to be an older version that can be found on nexusmods? https://www.nexusmods.com/witcher3/mods/3161
I prefer to use the WolvenKit version 0.6.1 that is available on Nexus. It's a personal preference. But you can also use the current nightly version. Both of them will work to access the files. You'll still need to edit them in an external text editor like Notepad++ because WolvenKit can't do that. but either version of WolvenKit will work.
I don't know what you mean. WolvenKit only unbundles the files you select. Unlike other games and mod processes that unbundle the entire game (which takes up a ton of space on disc drives), WK is efficient in that it only unbundles what you need for the project you are working on. Then it saves those files in a local location. When you pack & install, it re-bundles them and places the finished mod inside the Witcher3\mods folder.
I downloaded what was written in the answer above, these files are in the r4data folder in Witcher 3 Mod Tools, there are now .xml files and this gameplay folder with them because in the original version of the game in the scripts files there were only these .ws files. Should I now move this r4data folder to the main game folder to be able to download files from the bundle?
What? I don't know what you are talking about. You are seriously making this way harder than it is. Please, follow the instructions:
Download and install WolvenKit
Download and install wcc_lite
When you open WolvenKit, there is a box that opens and asks you to tell it where is your game .exe and wcc_lite are installed. Place those file paths in that box.
In WolvenKit, create a new mod project. You can call it whatever you want and install it wherever you want.
In WolvenKit, open asset browser and navigate to the file location I said up above. Click on the .xml and add it to your mod project.
Right-click on the file you added to your project and select "Open file in explorer." This opens a window and you will see the .xml file.
Open the .xml file with a text editor like Notepad or Notepad++
Edit the field(s) you want in the .xml
Save and close the .xml
In WolvenKit, click the button to pack and install and click Ok when the box pops up. When it is done, go to your Witcher3\mods folder and you will see your mod sitting in that folder.
okey, and as for gwent and notepad++ editing cards, is it possible to change the name of the card in the game and description of the card to something else? If yes, how to do it? I know you can change a card's abilities, strength, and card effects, but how do I change their name and description?
I managed to edit the attributes of a few cards at the beginning, the next time practically every card was changed and after starting the game, the gameplay settings etc reset and the cards do not show up again in the game, what could be the problem?
My guess is that you altered the lines and/or spacing within the xml. You need to only change the attributes (the values). Make sure that you keep constant the line breaks and <>
When I run the game with this mod, I get this message in the lower left corner of the screen: "GAME HAS BEEN UPDATED. ALL USER SETTINGS HAVE BEEN RESTORE TO DEFAULT."
Regarding items and items_plus: yes you can copy but keep both files named as they are.
Regarding that message: I've never seen that, and I have modified Gwent hundred of times using this method. I can't imagine anything in the steps I listed that would reset settings. Sorry, but there is something else you're doing that is causing that.
I don't mean to be rude, but you don't know what you are talking about. I have created (and use) literally hundreds of mods. The issue is on your end, not the fault of the mods.
You are right, I come to the conclusion that the culprit is a problem with the synchronization of game saves on GOG, which causes the game to crash after launching the game via GOG
Hello, I would like to make this mod I was previously using in witcher 3 ce ?next gen compatible will your tutorial help me with that or do I need something else is there some advise you could give me to achieve this ?
I don't know for sure without examining how that mod is made and what it does. But based on the description, yes, I'd say my tutorial will show you how to make the same edits.
the mod is just a edit to some gwent cards so no new additional cards added etc. the tools that you have linked in the requirements are they still working with current version of the game ? or do I need to get new tools from somewhere ? also thx for the replys appreciate it mate
Correct, the tutorial shows how to edit existing cards. Adding new cards is not covered.
Yes, the tools still work on the new version. The trick is that you have to do a complete fresh install to a new location (don't try to use WolvenKit if you previously had it installed for 1.32). You need to install it again in a different location. This forces it to set up as if it is being used for the first time. If you try to install in the same location, it won't correctly delete the cache and it won't work. So, fresh install. New location. And better to do the same with wcc_lite: fresh install for it, too. In a new location. Once you do that, open your new WolvenKit and you have to manually directit to the next-gen executable (I use DX11 but others have said it doesn't matter). Same thing with wcc_lite: manually direct it to the location. It's possible WolvenKit will find those locations on its own when you first start it up, but do not use the locations it finds. Manually do it yourself.
Once you do that, you'll be able to use WolvenKit on the next-gen version and make mods for it.
Hi, while trying to use asset browser i got the error:
See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.NullReferenceException: Object reference not set to an instance of an object. at WolvenKit.frmAssetBrowser..ctor(List`1 managers) in C:\w3.modding\GIT_FUZZO_WolvenKit-7\WolvenKit\Forms\frmAssetBrowser.cs:line 57 at WolvenKit.frmMain.OpenAssetBrowser(Boolean loadmods, String browseToPath) in C:\w3.modding\GIT_FUZZO_WolvenKit-7\WolvenKit\Forms\MVVM\frmMain.cs:line 1027 at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e) at System.Windows.Forms.ToolStripButton.OnClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e) at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ToolStrip.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
Hello! Thanks for the guide! I was wondering, is it possible to edit some values of a Gwent Mod? I'm using Gwent Redux and I would like to change a couple of things, but i'm completely new to modding and all this stuff and I thought I better ask first to see if I can get some guidelines on how to do it.
Possible yes. But it requires a lot of steps and depends on what you're trying to edit. You would need to import it into Wolvenkit, change what you want to change, and then pack & install it as a new mod.
no se si hablen español, pero esta es la mejor guía que encuentre, muchas gracias, por casualidad alguien sabe como agregar nuevas cartas o cambiar las imágenes para tener múltiples opciones de imágenes, como el dlc de la balada, pero con mas opciones
Thank you. I've never added new cards to the deck, but it is easy to add different images to the DLC (Ballad Heroes) collection. In the attributes file, you simply need to add the text to support it. See Geralt's card for example. You just need to add that text to each card you want to add a DLC picture. Then, in the images, add a card with that name (example: nor_geralt_dlc).
Gracias. Nunca he agregado nuevas cartas al mazo, pero es fácil agregar diferentes imágenes a la colección DLC (Ballad Heroes). En el archivo de atributos, simplemente necesita agregar el texto para respaldarlo. Ver la tarjeta de Geralt, por ejemplo. Solo necesita agregar ese texto a cada tarjeta que desee agregar una imagen DLC. Luego, en las imágenes, agrega una tarjeta con ese nombre (ejemplo: nor_geralt_dlc).
@LiloLila -- You're correct, that's exactly what this page is for.
@GDSM -- Something is not right if you're getting an error. Modding the Gwent .xml is really, really easy compared to other modding. It really is as simple as importing the file into Wolvenkit, opening the file in a text editor, making the edit, saving it, and then packing & installing the mod. You should be able to open the file, search for Ciri, change the value to 13, save and close, then pack & install. What error message are you getting?
Hi, i am experiencing a problem very similar to zaxrdier23:
i tested this method by changing the Vesemir card a bit, first making it strength 10, then a strength 1 scorch card. After confirming that this works, i changed up the scorch card, by changing its " flag name="EFFECT_SCORCH" " to " flag name="EFFECT_NONE" " because i basically want to disable the card (just for fun to play around and not get annoyed by that card). However, this leads to the exact same problem zaxrdier23 described, all cards except the ones already in a deck become invisible etc. i tried different solutions (deleting the whole entry, making scorch a unit-card, making scorch a copy of clear weather) but all resulted in the same issue (i wanna add that i dont have the scorch card in my possesion on the save im loading up to test this). Ill try around to maybe get it working somehow (also ill try changing other effect-cards) and if something works ill edit this comment, otherwise maybe you could look into this or maybe you even know a solution.
Ah yes, before i forget: very great tutorial!!!
EDIT: so this is quite embarassing. Just after posting this i had another idea: As i said, i already tried making scorch a weather card, turns out that approach works but i needed to edit the description to the description of the fog card (because i made it "EFFECT_RANGED") and suddenly it works perfectly fine. I wont delete the post tho, maybe it helps someone
What I did when I created the Gwent mod that I use, was I found similar cards elsewhere in the deck and just copied it over to the card I wanted to edit. For instance, I changed Dandelion from using a commander's horn (which doubles the points of all cards on the row) to a spy (which draws 2 cards from the deck). I went to Djikstra's card to see how he was setup, and basically just copied it all over to Dandelion. Same thing with Roche - I wanted him to summon the Blue Commandos (since he is their leader). I found another card that did the summon ability and copied it over. I just had to update the cards it summoned to the Blue Commandos. Once you get the hang of it, you'll see how it all functions. It's really not difficult - you're just defining the point value, the placement (first, second, or third row), and any special abilities. In all cases you should be able to find another card that does what you want and then just copy over the values.
76 comments
I mean ... can you tell me which file it is in?
I know how to change card models to other ones using the old method but this old method with card attributes doesn't work and after opening the gwent tab most of the deck disappears for some unknown reason, thank you in advance for your help
https://www.nexusmods.com/witcher3/mods/5387?tab=description
I'm using this guide, I've practically done the same, but the mod doesn't work in the game and the cards disappear and as for the wolven kit method it doesn't work and bundle files don't copy to the folderThe WolvenKit method is very, very simple and straightforward. It does not require creating a .bat file like the other method that you referenced. With WolvenKit, you need to make sure you've properly linked your game .exe location and the wcc_lite location. After that, it quite literally is: import the attributes file from the location provided in the tutorial, make your edits to it using a text editor, save it, and then pack & install with WolvenKit.
gameplay\items\def_gwint_cards_final.xml
gameplay\items_plus\def_gwint_cards_final.xml
First one is for the normal game. Second one is used for new game plus.
https://imgur.com/a/PfRLcAE
https://www.nexusmods.com/witcher3/mods/3161
https://www.nexusmods.com/witcher3/mods/5386
Regarding that message: I've never seen that, and I have modified Gwent hundred of times using this method. I can't imagine anything in the steps I listed that would reset settings. Sorry, but there is something else you're doing that is causing that.
https://www.nexusmods.com/witcher3/mods/5386?tab=description
the tools that you have linked in the requirements are they still working with current version of the game ? or do I need to get new tools from somewhere ? also thx for the replys appreciate it mate
Yes, the tools still work on the new version. The trick is that you have to do a complete fresh install to a new location (don't try to use WolvenKit if you previously had it installed for 1.32). You need to install it again in a different location. This forces it to set up as if it is being used for the first time. If you try to install in the same location, it won't correctly delete the cache and it won't work. So, fresh install. New location. And better to do the same with wcc_lite: fresh install for it, too. In a new location. Once you do that, open your new WolvenKit and you have to manually direct it to the next-gen executable (I use DX11 but others have said it doesn't matter). Same thing with wcc_lite: manually direct it to the location. It's possible WolvenKit will find those locations on its own when you first start it up, but do not use the locations it finds. Manually do it yourself.
Once you do that, you'll be able to use WolvenKit on the next-gen version and make mods for it.
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at WolvenKit.frmAssetBrowser..ctor(List`1 managers) in
C:\w3.modding\GIT_FUZZO_WolvenKit-7\WolvenKit\Forms\frmAssetBrowser.cs:line
57
at WolvenKit.frmMain.OpenAssetBrowser(Boolean loadmods, String
browseToPath) in
C:\w3.modding\GIT_FUZZO_WolvenKit-7\WolvenKit\Forms\MVVM\frmMain.cs:line
1027
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripButton.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
And i have no clue why is that
You might try asking for help on the Wolvenkit Discord.
I was wondering, is it possible to edit some values of a Gwent Mod? I'm using Gwent Redux and I would like to change a couple of things, but i'm completely new to modding and all this stuff and I thought I better ask first to see if I can get some guidelines on how to do it.
Thank you
I'll look into it when I get the chance
Thanks again
Gracias. Nunca he agregado nuevas cartas al mazo, pero es fácil agregar diferentes imágenes a la colección DLC (Ballad Heroes). En el archivo de atributos, simplemente necesita agregar el texto para respaldarlo. Ver la tarjeta de Geralt, por ejemplo. Solo necesita agregar ese texto a cada tarjeta que desee agregar una imagen DLC. Luego, en las imágenes, agrega una tarjeta con ese nombre (ejemplo: nor_geralt_dlc).
@GDSM -- Something is not right if you're getting an error. Modding the Gwent .xml is really, really easy compared to other modding. It really is as simple as importing the file into Wolvenkit, opening the file in a text editor, making the edit, saving it, and then packing & installing the mod. You should be able to open the file, search for Ciri, change the value to 13, save and close, then pack & install. What error message are you getting?
i tested this method by changing the Vesemir card a bit, first making it strength 10, then a strength 1 scorch card. After confirming that this works, i changed up the scorch card, by changing its " flag name="EFFECT_SCORCH" " to " flag name="EFFECT_NONE" " because i basically want to disable the card (just for fun to play around and not get annoyed by that card). However, this leads to the exact same problem zaxrdier23 described, all cards except the ones already in a deck become invisible etc. i tried different solutions (deleting the whole entry, making scorch a unit-card, making scorch a copy of clear weather) but all resulted in the same issue (i wanna add that i dont have the scorch card in my possesion on the save im loading up to test this). Ill try around to maybe get it working somehow (also ill try changing other effect-cards) and if something works ill edit this comment, otherwise maybe you could look into this or maybe you even know a solution.
Ah yes, before i forget: very great tutorial!!!
EDIT: so this is quite embarassing. Just after posting this i had another idea: As i said, i already tried making scorch a weather card, turns out that approach works but i needed to edit the description to the description of the fog card (because i made it "EFFECT_RANGED") and suddenly it works perfectly fine. I wont delete the post tho, maybe it helps someone
What I did when I created the Gwent mod that I use, was I found similar cards elsewhere in the deck and just copied it over to the card I wanted to edit. For instance, I changed Dandelion from using a commander's horn (which doubles the points of all cards on the row) to a spy (which draws 2 cards from the deck). I went to Djikstra's card to see how he was setup, and basically just copied it all over to Dandelion. Same thing with Roche - I wanted him to summon the Blue Commandos (since he is their leader). I found another card that did the summon ability and copied it over. I just had to update the cards it summoned to the Blue Commandos. Once you get the hang of it, you'll see how it all functions. It's really not difficult - you're just defining the point value, the placement (first, second, or third row), and any special abilities. In all cases you should be able to find another card that does what you want and then just copy over the values.
<card index="12" title="gwint_name_dandelion" description="gwint_desc_dandelion" power="2" picture="neu_dandelion" dlcPictureFlag_name="dlc8" dlcPicture="neu_dandelion_dlc" faction_index="F_NEUTRAL">
<type_flags>
<flag name="TYPE_CREATURE"/>
<flag name="TYPE_SPY"/>
<flag name="TYPE_RANGED"/>
</type_flags>
<effect_flags>
<flag name="EFFECT_DRAW_X2"/>
</effect_flags>
</card>
And this is how I set up Roche: card id="160" is the card index for the Blue Commandos
<card index="100" title="gwint_name_vernon" description="gwint_desc_vernon" power="10" picture="nor_vernon" dlcPictureFlag_name="dlc8" dlcPicture="nor_vernon_dlc" faction_index="F_NORTHERN_KINGDOM">
<type_flags>
<flag name="TYPE_CREATURE"/>
<flag name="TYPE_HERO"/>
<flag name="TYPE_MELEE"/>
</type_flags>
<effect_flags>
<flag name="EFFECT_SUMMON_CLONES"/>
</effect_flags>
<summonFlags>
<card id="160"/>
</summonFlags>
</card>