Jump to content

Witcher 3 Modding question,about mod tools


peaku

Recommended Posts

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 by peaku
Link to comment
Share on other sites

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

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

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 by Nellath
Link to comment
Share on other sites

 

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

 

 

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 by Nellath
Link to comment
Share on other sites

 

 

 

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 by Zur13
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...