Probably he is not. We (redkit oldfags) had talk about future of redkit with him, but he hasn't said anything concrete, and i doubt that he can say anything concrete now.
I believe they are already playable. I have not yet gone through the files to see if they all are playable, but I looted a Wild Hunt Warrior Axe which I've been using for a while., and want to get the Wild Hunt weapons in the game later.
It's important to remember; the REDkit will probably be geared towards making new landscapes and quests, which is what I am mostly interested in.
But most people seem to be more intereseted in other forms of modding; such as filters, retexture, graphical and balence tweaks etc...
All of those seem to be possible without REDkit, if what we're seeing on the nexus is anything to go by.
REDkit wil probably only be nessesary for Falskaar-style quest-mods, or grand-scale total-conversions like Enderal, which is the kind of thing I'm more interested in.
Pretty sure the current interest in graphics is a frantic attempt to get the game back to its original 2013 tone. It had a colder, more serious looking tone whereas the current version, while beautiful, has a colorful, Dragon Age-like color palette that some feel is unbefitting of the Witcher world.
This obsession with graphics will dissipate in the next month or so, and when it does, people will want quests for sure, and that's where Red Kit will become necessary.
This is probably not the ideal place, but I'm not sure what would be...
Beware if you download the Nexus Mod to make items sell for a more reasonable price. I downloaded it on the 23rd and had over a thousand malicious files by the 25th.
Run MalwareBytes (it's free) after you download it. I had three different fake antivirus programs trying to get me to buy them, ads popping up, and my Chrome browser was replaced with a BS CrossPlay or something browser.
Don't know if this is a feature you are planning to put in but might as well make sure sooner rather than later, could we use existing conversation and dialogue from character on our mods? It would be really hard to add existing character in an immersive way to mods we would like to create without access to their dialogue options.
Redkit will not help in getting 2014 lighting and soft particles - most probably only engine source code will work. For UHD Textures you won't need Redkit i think.Anyways it will still require Redkit to add in Lighting tweaks, soft particles and UHD Textures.
wait,i thought it was possible to manipulate the game's engine using the modding tools; or at least i assumed so. just how much can the modder use the modding tools ?Redkit will not help in getting 2014 lighting and soft particles - most probably only engine source code will work. For UHD Textures you won't need Redkit i think.
wait,i thought it was possible to manipulate the game's engine using the modding tools; or at least i assumed so. just how much can the modder use the modding tools ?
Well... you can work on existing engine, but if you don't have access to source code of it, your power is very limited. With sourcecode you can do absolutely everything if you have very high programming skills and shitload of time . In tools you can build levels, place lights, create story, maybe create some surface shaders. But you can't write new badass rendering features if they require any unsuported management. Such feature would be equivalent of UE4 Sky Light (i think that this is what was removed and caused significant change in lighting and color pallete). To Add Skylight support, you had to code placeable object on the scene with proper parameters, create code snippet which will be used in every surface shader from now (aka will be added when shader graphs are 'compiled' into code), 'recompile' every surface shader, code automatic linking of sky light object properties to shader properties. And it would be good if all of this was gracefully added into existing code architecture, not just slammed on top of it. Adding such feature to my own mini-engine shouldn't be a big deal. Adding it to existing AAA engine - struggle. Doing it without source code - impossible unless CDPR left it inside the engine and just placing already existing objects and changing already existing flags in config would be a solution, but if it wouldn't i don't see a way of recreating it. Although most of people doesn't feel difference between Sky Lighting and on screen filter effect changing the color pallete of the gamewait,i thought it was possible to manipulate the game's engine using the modding tools; or at least i assumed so. just how much can the modder use the modding tools ?