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Zur13

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  1. Happy Holidays! P.S. The link that should lead to this article from gleam.io page is broken!
  2. 10011011000101011... er, I mean, I'm totally not a bot
  3. Just tried with mod I've packed, unbundled successfully May I ask what was the command you used? :D I don't get any errors, but the output folder is empty. Check that output folder exist. My script: set MOD_KIT="D:\Witcher3ModTools" D: cd %MOD_KIT%\bin\x64\ %MOD_KIT%\bin\x64\wcc_lite.exe uncook -indir=<path_to_bundle> -outdir=G:\Witcher3MyMod\Unpacked\ -skiperrors -imgfmt=tga -unbundleonly @pause
  4. Is it also possible to unpack mods that only have blob0.bundle and metadata.store files? I've tried regular uncook as we would for the entire game directory (I just pointed it to the mod dir instead), but it keeps failing. Just tried with mod I've packed, unbundled successfully
  5. www.nexusmods.com/witcher3/mods/496/? Mod adds 36 more skill slots! 12 slots in each skill group (added 9 hidden skill slots to each skill group)!
  6. Xml files is no need to be cooked 1. Unbundle the bundle with required XML: %MOD_KIT%\bin\x64\wcc_lite.exe uncook -indir=%WITCH_INST%\content\patch0\bundles -outdir=%UNBUNDLED% -skiperrors -imgfmt=tga -unbundleonly 2. Modify xml files 3. Pack (bundle) files in mod file %MOD_KIT%\bin\x64\wcc_lite.exe pack -dir=%UNBUNDLED% -outdir=%MOD%\content\ 4. Generate meta file for your mod %MOD_KIT%\bin\x64\wcc_lite.exe metadatastore -path=%MOD%\content\ 5. After that you should have mod dir with required files. Mod folder should have the name starting with "mod<ModName>" and have content folder in it.
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