ModKit QuickGuide
ModKit QuickGuide
The Witcher 3: Wild Hunt ModKit Quick Guide
1. Uncooking Game
2. Exporting Assets
3. Modifying Assets
4. Importing Assets
5. Modifying Scripts
6. Cooking Game
7. Building texture.cache
8. Packing Game into Bundles
9. Generating Mod metadata.store File
10. Running Game with Mod
11 . Mods.settings File
12. Examples
1. Uncooking Game
wcc_lite uncook -indir=<game_path>\content -outdir=<dirpath>\Uncooked
-imgfmt=png -dumpswf
Usage:
uncook indir=<dirpath> outdir=<dirpath> [options]
indir Path to the bundled directory.
outdir Path to the unbundled directory.
Options:
skiperrors Upon failure, skips to the next file.
targetdir=<dirpath> Relative inner path to be extracted.
unbundleonly Unbundles data without uncooking it.
uncookonly Assumes data in unbundled dir is unbundled already.
uncookext=<...> Comma delimited list of file extensions to uncook. If options
missing will uncook all available. Example: extensions=xbm,w2mesh
imgfmt=<imgopt> Image format for XBM files. Choose one of bmp, png, jpg, or
tga. Default is tga.
dumpswf Dump redswf files.
2. Exporting Assets
wcc_lite export -depot=
<dirpath>
\Uncooked\ -file=<filepath>
-out=<filepath>
Usage:
export depot=<local|absolutepath> file=<relativepath> out=<absoluteoutputpath>
Params:
depot=local Use local depot (r4data)
depot=absolutepath Use depot at given directory
file=relativepath Local (depot) path for the file to export
out=absolutepath Output absolute path for the exported file
Supported resource types and formats:
w2mesh (Mesh) exportable into 1 file format(s):
fbx: Autodesk FBX
xbm (2D Texture) exportable into 5 file format(s):
dds: DirectDraw Surface
bmp: Windows Bitmap
jpg: Joint Photographics Experts Group
tga: Truevision Targa
png: Portable Network Graphics
3. Modifying Assets
Modify meshes and textures in your preferred editor (e.g.: Maya for meshes and GiMP
for textures).
4. Importing Assets
call wcc_lite import -depot=<dirpath>\Uncooked\ -file=<filepath>
-out=<filepath>
Usage:
import depot=<local|absolutepath> file=<inputfile> out=<outputfile>
Params:
depot=local Use local depot (r4data)
depot=absolutepath Use depot at given directory
file=inputfile Absolute path to file to import
out=outputfile Relative (depot) path for the output file
Supported resource types and formats:
xbm (2D Texture) importable from 5 file format(s):
dds: DirectDraw Surface
bmp: Windows Bitmap
jpg: Joint Photographics Experts Group
tga: Truevision Targa
png: Portable Network Graphics
w2mesh (Mesh) importable from 2 file format(s):
re: Red Engine File
fbx: Autodesk FBX
5. Modifying Scripts
Game scripts are located in:
<game_path>\content\content0\scripts
and can be edited in any text editor.
Modified scripts should be placed in the following directory:
<game_path>\mods\modXXX\content\scripts\[files]
and should keep their original names and folder structure.
6. Cooking Game
wcc_lite cook -platform=pc -mod=<dirpath>\Uncooked\
-basedir=<dirpath>\Uncooked\ -outdir=<dirpath>\Cooked\
7. Building texture.cache
wcc_lite buildcache textures -basedir=<dirpath>\Uncooked\ -platform=pc
-db=<dirpath>\Cooked\cook.db -out=<dirpath>\Packed\modXXX\content
\texture.cache
8. Packing Game into Bundles
9. Generating Mod metadata.store File
modXXX
Copy the folder Packed (
from content folder) into your
<game_path>\mods\
folder and then start the game as usual. Remember that every mod in the mods directory
must be in its own folder. Each mod’s name should start with the word “mod” and
shouldn’t contain any spaces, e.g.:
E:\GOG\The Witcher 3 Wild Hunt\mods\modMyCoolMod\content\[mod_files]
11 . Mods.settings File
Optional file responsible for simple mod settings (on/off, mod priorities).Should be placed
in:
C:\Users\[user_name]\Documents\The Witcher 3\mods.settings
File structure:
[modName1] ← name of the mod in square brackets
Enabled=1 ← 0 or 1, 1 means the mod is enabled and 0 turns it off
Priority=100 ← from 0 to 9999, lower number means higher priority, eg.: 5 before
8
[modName2] ← the same for all mods installed
Enabled=1
Priority=100
12. Examples
● Get game and uncook it:
wcc_lite uncook -indir=F:\Witcher3\content -outdir=F:\Uncooked\
-uncookext=xbm -imgfmt=tga -dumpswf
● Export mesh or texture that you want to change from an uncooked game:
wcc_lite export -depot=F:\Uncooked\
-file=characters\models\animals\pig\model\t_01__pig.w2mesh
-out=F:\Mods\Pig\Raw\t_01__pig.fbx
● Pack mod:
wcc_lite pack -dir=F:\Mods\Pig\Cooked\
-outdir=F:\Mods\Pig\Packed\modPig\content\
● Generate mod metadata.store file