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How to change shops items

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H

hedi

Senior user
#1
Dec 28, 2007
How to change shops items

Hi, I thought I'd share what I found in my little editing:After extracting the game files, I found the shop files in the utm folder. They're editable with tk102's Gff editor, and I replaced for example a basic steel sword by the best steel sword Mahamanic Rune Sword (100% more damage), by using the items code in the luc folder.If anyone is interested in details, I'll post it.There's also a lot of stuff, like difficulty damage multiplier, modifying weapons and potions stats, etc.
 
C

cro-mag

Senior user
#2
Dec 28, 2007
Well...I am not sure why you would want this, but well...Tho, if you could, then by all means, do...I know someone would surely appreciate the work.Cro-Mag
 
H

hedi

Senior user
#3
Dec 28, 2007
Actually I wanted to do this so I could have the best weapons early in the game, in my second playthrough, so I could finally enjoy them. I think it would be nice to have some modding ressources, anyway here are details:Shop catalogs are in /utm, and are editable with the gff editor. You can edit item type, but not item number directly, which means that if you want a shop to sell two items of the same type, you have to add that item yourself.Weapon statistics are in the /luc folder, and after decryption contain all stats for every weapon.There's another file which name I forgot, which tells if shops can sell a specific item, by giving a min and max value. For silver swords it's set to both 0 by default, you'll have to change it if you want any shop to sell silver swords.Also there's the alchemy files in /2da, that contain info about special and normal ingredients, recipes etc.I hope it can be useful to someone.
 
X

xerxes712

Senior user
#4
Dec 29, 2007
I found it useful to make a basic expensive Silver Dagger for the first chapter "Outskirts of Vizima" for Geralt's use. He cannot use it as a witcher style weapon, but he can still get the extra 2x damage effect to the monsters. Just an alternative to add some spice.Imagination is the limit to give players more options.
 
C

cro-mag

Senior user
#5
Dec 29, 2007
So, ok, imagine I want to add the Sihil or the Areondight to the Dwarven Smith in the Vizima Outskirts.How would I do this?Cro-Mag
 
H

hedi

Senior user
#6
Dec 29, 2007
First you need to locate the file corresponding to the shop, it it's the dwarf in chapter 1 then it's /utm/1_smith_01.utmEdit that file with the gff editor and you'll see and item list, change any item to what you want.Sihil is it_stlswd_12Aerondight is it_svswd_005Moonblade (better than Aerondight) is it_svswd_006also if you want a shop to sell silver swords, you need to edit /2da/marketcat, and change SIlver Swords 0 0 to 1 5 for example.
 
C

cro-mag

Senior user
#7
Dec 30, 2007
Ah, but I seem not to have UTM files.Did a search but to no avail.Strange...But why I asked this: knowing there can be altered tex-files for the game (like the Jacket Re-tex, or the Silver Sword re-tex, red), and you copy and alter an existing sword, you could add, say, a katana?See, I am a huge Samurai fan, and altho the Katana isn't lore correct, it would be a sweet blade to wield...I can see him running around having the normal and a silver katana crossing his back already...Cro-Mag
 
P

petra_silie

Ex-moderator
#8
Dec 30, 2007
If you already purchase Sihil and Areondight in Act 1 what kind of weapon replace those in the intended chapters? ueber weapons?
 
C

cro-mag

Senior user
#9
Dec 30, 2007
Well no...I was not thinking of altering the statistics, but make a similar blade, just in Katana style.Frankly, if I were to change the stats, it'd be down wise.But I am thinking in putting in a Katana...Preferably silver Katana.Cro-Mag
 
P

petra_silie

Ex-moderator
#10
Dec 30, 2007
Well, I didn't mean your Katana in particular ;) I would be bored to death if I can get hold of the better weapons right after start and keep that weapon all the time until the game is over. Unless later in the game when I'm supposed to get Sihil or whatever I receive a better one... the ueber weapon
 
C

cro-mag

Senior user
#11
Dec 31, 2007
So Hedi, what if I do not seem to have these UTM-files?As for the Katana, I think I will duplicate the Harvall, rename the duplicate, and bind a Katana DDS to it.Now, me not being a Modder, I think it's the logical way to proceed, but not sure...Cro-Mag
 
Tracido

Tracido

Forum veteran
#12
Jan 1, 2008
I could use some help here myself, I can't find the GFF files, I found the files that probably made up the GFF in the BIF file. Yet still a noob.Have extracted all the BIF files however, ALL tk102's d/l's are bandwidth frozen so finding even the unBIF program was a chore.Using the GFF 1.24 program I'm not sure where I'm supposed to be looking for these GFF files. Not sure where the UTM's are either, I feel totally lost honestly. Been reading the WItcher Wiki attempting to learn quickly and only got this far from last night.Wanted to help on some skin modding and maybe hair textures to start. I also was looking at the QDB and QST files for a possible broken quest fix... Though, I do want to change some shop items for some items I lost in glitches and mutagen potion formulas lost from full inventory, AHEM. :p
 
H

hedi

Senior user
#13
Jan 3, 2008
The utm files (shop contents) are in /utm and they'r editable with the gff editor.
 
C

-cpc-mad

Senior user
#14
Jan 3, 2008
Hedi said:
The utm files (shop contents) are in /utm and they'r editable with the gff editor.
Click to expand...
Yes but previous question was : where to find that ? I mean, the /utm folder or directory tree ? You said you extracted all files ... Yup ? from wich other files ? the .bif ones ? If so, how did you do that ? Unbif (what a name :) ) software ?
 
S

severian2

Senior user
#15
Jan 3, 2008
If you use unbif you can find the utm files in the templates00.bif(from main). They used bifrip which gives you the file structure /utm instead. Although I have changed for example with KGFF 1.24 one of the items "it_other_001" into "it_gem_005", I still find the old items in the shop. Do you repack it or do you need to start a new game?
 
H

hedi

Senior user
#16
Jan 3, 2008
Sorry I didn't understand the package question :)As for restarting a new game, you don't need to, but I think you have to edit a shop you've never been to before, because shops seem to have a memory about their inventory (probably in the savegame).
 
Tracido

Tracido

Forum veteran
#17
Jan 3, 2008
severian2 said:
If you use unbif you can find the utm files in the templates00.bif(from main). They used bifrip which gives you the file structure /utm instead. Although I have changed for example with KGFF 1.24 one of the items "it_other_001" into "it_gem_005", I still find the old items in the shop. Do you repack it or do you need to start a new game?
Click to expand...
Ahh, thank you. File type not folder name, makes much more sense. lol Man there's tons of these files, I'll be busy awhile... 8)
 
S

severian2

Senior user
#18
Jan 6, 2008
Hedi said:
Sorry I didn't understand the package question :)As for restarting a new game, you don't need to, but I think you have to edit a shop you've never been to before, because shops seem to have a memory about their inventory (probably in the savegame).
Click to expand...
Thank you. You're right that you need that the shop items are saved once you visit them. woot, I can give myself all the items and don't need to hunt rare monsters to complete a quest/contracts :). I could post my modded cheat file where a shop has almost all items. But don't know if it's illegal or not, neither how.
 
Tracido

Tracido

Forum veteran
#19
Jan 7, 2008
severian2 said:
severian2 said:
Sorry I didn't understand the package question :)As for restarting a new game, you don't need to, but I think you have to edit a shop you've never been to before, because shops seem to have a memory about their inventory (probably in the savegame).
Click to expand...
Thank you. You're right that you need that the shop items are saved once you visit them. woot, I can give myself all the items and don't need to hunt rare monsters to complete a quest/contracts :). I could post my modded cheat file where a shop has almost all items. But don't know if it's illegal or not, neither how.
Click to expand...
I can't imagine it being illegal, you paid for the game right? I know I sure as hell did! 8)
 
C

-cpc-mad

Senior user
#20
Jan 7, 2008
Guys ... still no clue for me (sorry, almost noob for modding a game), I'm still searching how to extract files needed ...I got all .bif files, of course, in my installation folder, but what's next ? What reliable (or not) tool may I use to do stuff like you did ?My point is not to really "cheat" the game, it's most pleasant without, but I'd just like to add some herbs, plants and other stuff like, to those NPC's selling that. Because I noticed that even with all recipes for alchemy stuff (found here too :) ) from ch.1 or even letting the game let you find the recipe among the storyline, some of the ingredients are rare ...For example, Vermillion in chapter 1 : only source I found was Abigail, and in limited quantities, for sure. I wish I could change that, so she purpose more, that's all (for the example). Hydragenum is one rare piece too, and used in the most useful elixirs / potions you can make (Wolf ! Like this one !)So, any link to that "unbiffer" software ? or just the exact name, 'cause when I google for unbiff (with some mysterious combinations in advanced search) I don't find it. Please ?Edit : Ah finally found an http://csimbi.googlepages.com/unbif Unbif tool (linked from witcher's wiki). Now I'm gonna need some practice and maybe help from Hedi .. searching for those folders right now.
 
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