peaku Posted August 20, 2015 Share Posted August 20, 2015 (edited) I have uncooked w3 files and edited .xml files but i want to know how do i cook and re-import my .xml files (i uncooked using cmd with mod tools) i followed gophers tutorial but it didn't much help because it was actually focused on textures and meshes modding........so can anyone help me by giving step by step instructions (i'm amateur in modding) on how to cook and re import my(modded) .xml files to game,so that my mod can work?? Edited August 20, 2015 by peaku Link to comment Share on other sites More sharing options...
Zur13 Posted August 22, 2015 Share Posted August 22, 2015 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. Link to comment Share on other sites More sharing options...
thisisweak Posted August 22, 2015 Share Posted August 22, 2015 Modified models do not seem to be importable at the moment. They keep getting rejected by the tools for me. I made a GUI for the Witcher 3 Mod Kit. Check it out. http://www.nexusmods.com/witcher3/mods/383/? Link to comment Share on other sites More sharing options...
peaku Posted August 24, 2015 Author Share Posted August 24, 2015 Modified models do not seem to be importable at the moment. They keep getting rejected by the tools for me. I made a GUI for the Witcher 3 Mod Kit. Check it out. http://www.nexusmods.com/witcher3/mods/383/? 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.Thank you,sirs.......i mean a huge thanks to both of you :) Link to comment Share on other sites More sharing options...
Nellath Posted August 30, 2015 Share Posted August 30, 2015 (edited) 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.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. Edited August 30, 2015 by Nellath Link to comment Share on other sites More sharing options...
Zur13 Posted August 30, 2015 Share Posted August 30, 2015 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.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 Link to comment Share on other sites More sharing options...
Nellath Posted September 6, 2015 Share Posted September 6, 2015 (edited) 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.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 May I ask what was the command you used? :D I don't get any errors, but the output folder is empty. Edited September 6, 2015 by Nellath Link to comment Share on other sites More sharing options...
Zur13 Posted September 6, 2015 Share Posted September 6, 2015 (edited) 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 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 Edited September 6, 2015 by Zur13 Link to comment Share on other sites More sharing options...
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