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[Help] Error during uncooking


Ivarov

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Hi, can someone help me to solve this problem, please? (and also clarify another beginner question)

 

Problem: While uncooking with cmd (the GUI 1.06 failed countless times I tried so I took the time to see how to do it through cmd) the following error occurred

"

[2015.09.04 18:19:21][info][WCC] Extracting 'gameplay\items_plus\def_loot_monste
rs.xml' (291.38 KB)...
[2015.09.04 18:19:21][Error][WCC] Failed to decompress bundled file '[2015.09.04
18:19:21][Error][WCC] Failed to unbundle file 'C:\Games\CD Projekt RED\The Witc
her 3 Wild Hunt\content\patch0\bundles\patch.bundle'!
[2015.09.04 18:19:21][info][WCC] -----------------------------------------------
----------------
[2015.09.04 18:19:21][info][WCC] Total errors: 0
[2015.09.04 18:19:21][info][WCC] Total warnings: 0
[2015.09.04 18:19:21][Error][WCC] Wcc operation failed
[2015.09.04 18:19:22][Error][WWise_Global] Voice Starvation

"

 

The first line is the last successful extracted file, the second line i presume is the error.

My C:\uncooked folder ended up with nearly 3Gb. Not the 35Gb it should have.

To clarify a few things:

- the GUI error was solved manually (at least to start the extraction) by using "" around the game\content folder path... I would've thought the GUI would do this by itself but oh well..

- my game path is made custom, I install all my games in C:\Games\ with custom names because I like them sorted and organized my way.. hoping this is not the reason for the issue...

 

SO. What's going wrong there? (thanks in advance for any help!)

 

also

- what I really wanted to try is edit a file (as of now I have yet no clue which file it is...but hopefully I'll get there eventually) so that consumable items stack properly (to 100 each, or if possible, to 1000)

- I requested this here [http://forums.nexusmods.com/index.php?/topic/3164049-mod-request-items-stack-search-and-organization/] but no answer there so far..

which brings me to the clarification

Clarification needed:

- To make this kind of mod, completely unrelated to mashes or graphics, do I need to uncook? I read some people talking about "unbundling" for some operations, but given I have zero knowledge on modding, I don't know if that's the case (or, more likely, if i'm speaking nonsense)

Any and all help is immensely appreciated.

Thanks!

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So. I tried something rather silly:

I removed the patch0 folder from game\content and tried to uncook again. thats probably a bad idea? but i gave it a try, for shits and giggles.

 

Now my C:\uncooked folder has 33.4Gb. the errors showing in the cmd seem similar to other peoples (like Gopher's tutorial video for example)

 

I assume the patch0 folder is for DLC content? if thats the case, and what I want to mod is base game assets, am I good to go or certainly I'll pay later on the road for this little trickery?

 

Cheers!

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I think I found the file I wanted, it's an XML, "C:\uncooked\gameplay\items\def_item_edibles.xml"

it has a lot of items and one of the lines in each description is " Stackable = "X" ", X being a number between 1 and 100.

 

So, What do I do now? edit the xml, save, and do what next? (or is this not this "simple" and I need to edit something else before cooking back? how do I do that btw?)

 

If it seems like I'm answering my own questions, let me clarify I'm not. This is merely a "log" of my trial and error steps so you experts can point out/at my mistakes. Any help from any of the questions I made are still hugely appreciated.

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Ok so I edited all the xml files that interested me, but I'm stuck at the cook/pack step

 

there are only xml files, no textures or anything fancy.

The GUI asks for assets, and XML files dont seem to be valid.

Trying through a batch file I tried skipping the buildcache for texture step, and there was a LOT of errors on cmd.

How do I finish this please?

 

Thanks.

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Nevermind I think I found it, thanks to willief23's comment on his mod (http://www.nexusmods.com/witcher3/mods/73/?)


"

to pack the xml files back into the game the steps are:

1. make a folder called XMLmod place it under C drive

2. make a folder called CookedXML place it under C Drive

3. Make the folder names all one word with NO spaces

4. copy the xml files to C:\XMLmod, maintaining folder structure. This means copy every folder up until where the xml file was located. Lets say the xml file was located in Gameplay then Abilities folder. The last folder has the xml file in it. But you must make a folder called gameplay then a folder called Abilities inside the XMLmod folder and placing your modified xml file inside the Abilities folder. Make sense?

4. edit the xml as big or as many characters long as you like

5. now open up windows command prompt

and type this command exactly with quotes you can copy it from below if you want and right click inside command prompt to paste the code:


wcc_lite pack -dir="C:\XMLmod" -outdir="C:\CookedXML"


6. Next type this command:


wcc_lite metadatastore -path="C:\CookedXML"


C:\CookedXML should now have blob0.bundle and metadata.store files in it. You are set the modified xml file is ready just copy the folder CookedXML to Witcher3/Mods. I would rename the folder modMyOwn or modTesting when you load the game up it should now say compiling and start the game shortly after.

"


Additionaly, inside the "modMyOwn" folder (which you name however you like as long as it starts with "mod") create the folder "content" and put the blob0.bundle and metadata.store files inside it (otherwise the engine will not process the mod)


Turns out it worked. Kinda.

I did screw up something while messing with mutagens, but the great majority of what I did worked fine (so far, at least). Not sure if I should ask for help in here or post the mod already, with BIG RED LETTERS WARNING of the problem so people might help me from there? Ok now I'll give some time for some answer here..

Unless I find something else worth mentioning :V

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Enough for today. Here's my saga:

 

The mod edits a few xml from uncooked\gameplay\items folder.
def_item_alchemy_repair_kits.xml; def_item_bolts.xml; def_item_books.xml; def_item_edibles.xml; def_item_herbs.xml; def_item_ingredients.xml; def_item_misc.xml.
Most of them work fine, and I'm not even sure I had to actually edit some of the lines, it just seemed appropriate for a newb like myself.
But the trouble is serious, apparently, with the def_item_ingredients.xml
So here's what's noteworthy:
-from Books.xml, books and notes weight set to min="0.0".
-I made no direct edit to mutagens, in ingredients.xml, all that was edited is stackable parameter from 100 to 1000 on other 300 items. (I tried with a few items and even no item at all, if cooking back ingredients.xml, the following error persists)
Weird:
-There is no engine updating anything after mod is installed and the game is started. But it does apply.
-"Wire" and "Steel Line" appeared out of nothing into Other (are not in Alchemy and Crafting anymore), making it weight about 40 more than it should (zero). The "wire" on ingredients.xml weighs 1.7, in game, bugged situation puts it at 0.35 weight/unit, and deleting the mod, weighs back to zero.
-Contracts and Maps still weight 0.06, Books and Notes are 0.01 (not zero), no matter if I alter from "min=0" to min=0.0 or min=0.0000001 or even min=-0.01.
Cripling Errors:
- Crafting mutagens is bugged. mid-tier and great mutagens icon, name and items themselves are missing. mutagens are gone from skill branch (non-functional).
- If altered in ingredients.xml to have a stackable parameter the lesser mutagens do stack, but the error is the same with the higher tier mutagens, and selecting my 49 lesser green mutagens into the skill branch make all 49 go at once and count as 1 lesser mutagens for the synergy bonuses.
Absolutely Hilarious (?):
- So I tried adding the ~ingredients.xml, UNTOUCHED, from the original uncooked folder, along with my other 6 edited xml's. The cripling errors still apply. I haven't edited anything from the ~ingredients.xml. But simply adding it, the errors kick in.
Non-issue:
- All the other vanilla (base game) crafting(smiths and alchemy), apart from mutagens, is 100% fine.
"Solutions":
- Not editing anything on ingredients.xml (and not cooking it at all) makes mutagens back to their normal functionalities.
Haven't tested everything yet, but this is enough problems to solve yet at this point.
Does anyone have an idea what gives?
Edited by Ivarov
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