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Witcher 3 modding tools released with NMM support


TheTokenGeek

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In response to post #27832820. #27832915 is also a reply to the same post.


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Yeah, I am assuming that this sort of development process will help us work with the REDKIT when it comes. Like a functional tech demo or something. Still awesome, going to try some custom texturing.
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In response to post #27828920. #27830115 is also a reply to the same post.


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Nexus got a mention
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Didn't think that I could have liked CD Project Red more then I did but there they go, they made me like them even more! Really big thanks to them, to Nexus and this is what all game companies should be like. Edited by Banadan
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In response to post #27832845.


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you will need to uncook all the files in the game first, once you have the ModKit installed using a cmd prompt navigate to the folder:

For instance in my cmd prompt I entered -

cd "C:\Program Files (x86)\Witcher 3 Mod Tools\bin\x64"

then when I was in the correct directory entered -

wcc_lite.exe uncook -indir="F:\Game Files\Steam\SteamApps\common\The Witcher 3\content" -outdir="G:\Witcher3\Uncooked" -imgfmt=tga

Just ensure that you are in the correct directory in the cmd prompt and that you have used quotation marks if there are spaces in your location.

This uncooked all the game files into my 'G' Drive under the folder Witcher3\Uncooked.

I hope this helps?
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scriptStudio.exe crashes generating this in a log..

EXCEPTION_ACCESS_VIOLATION (3221225477), Error reading location 0x00000000

It crashes after trying to "Create new mod" as per the instructions. Neither the game (Steam version) nor the output/workspace folder are in any protected folder locations. Any ideas as to why this is happening?

 

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