The Witcher 3

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Bjorn_18

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Bjorn18

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46 comments

  1. Bjorn18
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    If you are using an older version of Blender (between 3.1 and 3.5) and want a patch for it, just let me know down below, in the comments.

    Don't forget to check the description page.
    Remember, ENDORSE is a clickable button ! Show some appreciation !

    If you like my work, feel free to support by checking the description page all the way down to the donations section or on my Nexus Mods profile.

  2. Griffb4ll
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    Looks like blender has a new update, 4.1. a patch for this plugin would be awesome
    1. Bjorn18
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      It's not like everyone switches to 4.1 as soon as it updates. But I will, I know about it.
  3. sebekwad
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    Does anyone could tell, where I can find these fbx files? I can't find anywhere
    1. Bjorn18
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      Sorry for the late reply, the fbx files are acquired by exporting the .w2mesh files from Witcher 3 using the WolveKit tool.
    2. ScarlettSunday
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      Are the .w2mesh files from the Uncooked game or the Cooked version?
    3. madeoutofpink
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      Hey, I am trying to find out the same thing as the comment above. Was searching for the folder with those files in Wolvenkit but I feel super lost :( . could you please maybe give more explanation on how to find and upload them? 

      thank you!
    4. Bjorn18
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      Sorry for the late reply, the .w2mesh files should appear even without uncooking the game, I will check just in case now that I upgraded my PC.
    5. zMaZT3Rz
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      Do you have to uncook the game via WolvenKit or is unbundling okay too?

      Because I can't even open the models up to the model viewer in WolvenKit when I unbundle the files. And the file size is much smaller with unbundling.
  4. TimeDead316
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    Hi there

    I wonder if someone can help me out ?

    I imported a custom mesh into blender and when I export it as an .fbx file the characters hair is translucent ! it keeps defaulting to "alpha blend" rather then being "alpha clip" or "alpha hashed."

    I've been reading that its to do with blenders fbx system that doesn't apply all settings etc when exported, in any case can someone whom has been getting a similar issue be able to point me to a solution ? I heard you have to "bake" material/texture before export. I am yet to try that although I'm hoping there might be an easier way to do this if possible.
    1. Bjorn18
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      Personally I have no experience with hair mods/meshes so, unfortunately, I can't help you with that...
  5. TooLazyToThinkAName
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    does this version work for blender 3.6?
    1. Bjorn18
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      It literally released on 27, when you wrote the message lmfao, did you do it on purpose? I'll update it in a few days.
    2. TooLazyToThinkAName
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      hahaha my apologies i really didn't see the date, i just downloaded the first thing i saw without checking. Again sorry XD and thank you!!
    3. Bjorn18
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      The 3.6.0 LTS is up for download! I will update it soon to the latest, 3.6.1 version too.
    4. TooLazyToThinkAName
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      holy moly thank you so much!!! You're awesome!
  6. imprimis432
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    Really appreciate it when people work on Blender plugins rather than opting for 3ds Max, I can't afford that program.

    I am having no issue importing and exporting the .fbx files but the issue I am having is with boned meshes.
    I tried exporting in both the default and the suggested settings earlier in this thread by Bjorn but when I repack, I find that there is an issue with the meshes being broken as soon as you do so much as move one vertice.

    To replicate the issue, grab something like the pendant from Geralt (characters\models\geralt\armor\armor__viper).
    Once uncooked take the pendant_01_mg__viper.fbx file and import it to blender.
    Export and rebake the file and build a test mod.
    If everything appears normal, repeat the process but this time just move a vertice, something noticable like moving one of the points of the pendant in so it looks like its missing.
    Now this time once you load it up you will notice the entire mesh' integrity is broken and depending what you did will either be invisible or try to operate from the 0,0,0 root point thus stretching and scewing polygons.

    Any help with a step by step tutorial would be great, I'm guessing its losing something in translation or losing vital information somewhere in the import export procedure.
  7. darkdragonss3104
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    thank you so much <3
  8. Thekingkupo
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    Hey Bjorn can you help me out why the edited mesh is always invisible? 

    [4/26/2023 4:55:18 AM]: -----------------------------------------------------
    [4/26/2023 4:55:18 AM]: WCC_TASK: import -depot="F:\Desktop\Witcher3mods\Witcher 3 Mod Tools\r4data\" -file="F:\Desktop\Witcher3mods\createdmods\vixen2\files\Raw\Mod\items\weapons\swords\steel_swords_unique\model\steel_unique_vixen.fbx" -out="F:\Desktop\Witcher3mods\createdmods\vixen2\files\Mod\Uncooked\items\weapons\swords\steel_swords_unique\model\steel_unique_vixen.w2mesh" 
    [2023.04.26 04:55:19][Info][WCC] Starting commandlet 'import'
    [2023.04.26 04:55:19][Info][WCC] ---------------------------------------------------------------
    [2023.04.26 04:55:19][Info][WCC] Attaching depot at 'F:\Desktop\Witcher3mods\Witcher 3 Mod Tools\r4data'
    [4/26/2023 4:55:19 AM]: [2023.04.26 04:55:19][Error][::Red::StaticNames::name_CFBXMeshImporter] No geometry data in file 'F:\Desktop\Witcher3mods\createdmods\vixen2\files\Raw\Mod\items\weapons\swords\steel_swords_unique\model\steel_unique_vixen.fbx'
    [4/26/2023 4:55:19 AM]: [2023.04.26 04:55:19][Error][WCC] Failed to import data from 'F:\Desktop\Witcher3mods\createdmods\vixen2\files\Raw\Mod\items\weapons\swords\steel_swords_unique\model\steel_unique_vixen.fbx'
    [2023.04.26 04:55:19][Info][WCC] ---------------------------------------------------------------
    [4/26/2023 4:55:19 AM]: [2023.04.26 04:55:19][Error][WCC] Wcc operation failed
    [4/26/2023 4:55:20 AM]: Did not complete.
    1. Bjorn18
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      No idea, I don't know what you are doing and the workflow you are using. It can be many different reasons to why the mesh itself is invisible or WCC is giving you errors. From what I am concerned, this issue is not related to the add-on I made, as tested by me and other of my friends. I can only tell you the same thing the error messages told you, from what I know, your fbx file has no geometry data, I did not encounter this, so I don't know much about it.
    2. Thekingkupo
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      How do you properly export a fbx file? am I ticking somethings that arent meant to be ticked? Thank you for responding
    3. Bjorn18
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      Usually this is how I do it. Tangent space is optional, and it depends on if it's an in-game model or totally new one, if it's in-game then usually you might turn it on, this causes flipped normal maps if not set correctly, just play with it by checking in-game.
      When you export an armor mesh, you want to select both mesh and armature, if it's a sword it doesn't have any bones. While saving the file, you want to name it in a way that wolven kit won't have issues working with it, so lowercase and without spaces. The rest is pretty much default.

    4. Thekingkupo
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      Bjorn I will try this out. Yo man I admire your katana works. I was inspired by you to get wolven a try because of your mods. Thank you for patiently pointing it out. 
    5. Thekingkupo
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      So when I import is it pretty much all default as well?
    6. Thekingkupo
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      BJJJOOOORRNNN YOU A BRO! IT WORKED MAAAAN! THANK YOU! sorry for caps just so happy.
    7. Thekingkupo
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      One more question though. How do I attach the texture to the mesh itself when modding it in wolvenkit?
  9. FateModer
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    Has anyone tested this plugin if it works in blender 3.3?
    1. Bjorn18
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      Not sure if it works, do you want a compatible version for 3.3?
    2. SublimeDarkness
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      I know I would!
      Also looking for a 3.3 patch :3
  10. beelzebub2063
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    WELL FINALLY!!!!!
    Many many thanks.
    Now I just need to find some tutorials for general modding and then...
    Then no one can stop me, yes yes, world domination will be mine...
    MUAHAHAHAHA

    Jokes aside, maybe a few tips where I can find such tutorials?
    I have the feeling that they don't exist, I mean tutorials for crap like Genshin Impact can be found practically on every corner but not for Witcher.
    Yes, Witcher 3 is a bit older game, it should still be possible for a total noob like me, right?
  11. Nevao
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    So this add on can extract models directly from wolvenkit to blender 3.5? How do i do that?
    1. Bjorn18
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      Can you kindly explain to me where is it written, on the description page, that this addon extracts the models directly from Wolvenkit to blender 3.5?
    2. Nevao
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      Okay, i misinterpreted the function of this tool completly lol
    3. Bjorn18
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      It's the same tool that was around for a long time and was available for older versions of blender(I linked the mod in the description page), I just updated it, it helps import the models. For more details, check the description page!