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Limit of texture mods

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R

Rayne.607

Senior user
#1
Oct 23, 2015
Limit of texture mods

Is there some limit of how many texture mods I can use at once? If I load every texture mod, game freeze at loading screen. I remove just one (any of them) and game normally loads. Anyone experince this? I got game still at patch 1.10.

Thanks for any help and/or advice.
 
M

Mezziaz

Rookie
#2
Oct 23, 2015
Yes there is a limit. One way of getting around is to uncook your texture mods using Mod Kitchen and recompile them together as a "new" mod.
 
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Rayne.607

Senior user
#3
Oct 23, 2015
Mezziaz said:
Yes there is a limit. One way of getting around is to uncook your texture mods using Mod Kitchen and recompile them together as a "new" mod.
Click to expand...
All right, thanks! Can I uncook mods?
 
R

RasAlgethi24

Rookie
#4
Oct 23, 2015
Figures, I had the same issue and I couldn't figure out why but it didn't seem to be just texture mods. If I went over 48 mods for some reason it would just get stuck on loading screen.

Does anyone have a beginner's guide to using that tool to combine mods together?
 
M

Mezziaz

Rookie
#5
Oct 24, 2015
RasAlgethi24 said:
Does anyone have a beginner's guide to using that tool to combine mods together?
Click to expand...
I'll see if I will be able to create a quick tutorial for this if I find some time over for that during the weekend, unless someone else beats me to the punch. xP
 
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RasAlgethi24

Rookie
#6
Oct 24, 2015
Mezziaz said:
I'll see if I will be able to create a quick tutorial for this if I find some time over for that during the weekend, unless someone else beats me to the punch. xP
Click to expand...
I would absolutely love this. Instead of going around asking for texture mods by the same creator to be merged into one I can do it myself, be so much simpler.
 
M

Mezziaz

Rookie
#7
Oct 24, 2015
RasAlgethi24 said:
I would absolutely love this. Instead of going around asking for texture mods by the same creator to be merged into one I can do it myself, be so much simpler.
Click to expand...
I don't know everything about the process though. For example I do not know how to merge texture mods that modifies DLC content. Everything I have figured out I learned by trial and error after reading a comment from someone else to use Mod Kitchen to compile texture mods in to one file.
 
R

RasAlgethi24

Rookie
#8
Oct 24, 2015
Mezziaz said:
I don't know everything about the process though. For example I do not know how to merge texture mods that modifies DLC content. Everything I have figured out I learned by trial and error after reading a comment from someone else to use Mod Kitchen to compile texture mods in to one file.
Click to expand...
No worries, I don't have any texture replacers for the DLC yet.
 
C

CarolKarine

Rookie
#9
Oct 24, 2015
Can't you just add files as DLC, and then circumvent the limit? might be worth exploring.
 
C

chairmanxyz

Rookie
#10
Oct 24, 2015
Is this texture limit thing new? Before this patch and modkit update I've never had problems with texture mods. Now I've got armours glitching out like crazy and low and behold, each texture mod I remove seems to resolve more and more issues. It's quite annoying.
 
R

RasAlgethi24

Rookie
#11
Oct 25, 2015
I wish we could get an official response by the creators about this. Pretty serious problem and greatly limits how much modding you can do.
 
M

Mezziaz

Rookie
#12
Oct 25, 2015
chairmanxyz said:
Is this texture limit thing new? Before this patch and modkit update I've never had problems with texture mods. Now I've got armours glitching out like crazy and low and behold, each texture mod I remove seems to resolve more and more issues. It's quite annoying.
Click to expand...
It's not new, though the limit might have changed (lowered). I had to compile more of my texture mods after installing version 1.10.
 
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M

Mezziaz

Rookie
#13
Oct 26, 2015
How to merge multiple texture mods in to a single mod file

Here's my attempt of a tutorial explaining the process of combining your texture mods in to one to avoid infinite loading screens after installing too many texture mods for the game.

You will need the following
The Official Witcher 3 Modkit
ModKitchen

Once both are downloaded and installed you need to open up ModKitchen and under "Directory" you point to the folder where the "wcc_lite" file from the Modkit is located in my case this is "C:\Program Files (x86)\Witcher 3 Mod Tools\bin\x64"

Like this


If you haven't already you need to copy over the mods you wish to merge in to a "new" mod to a new folder. For me I put this in new folder in a folder structure I created looking like this
"X:\GOG\Texturemods"
For example if you are going to merge armor retextures put all those mods in a folder that we in this case we choose to call "Armors" in the Texturemods folder.

(DO NOT use folders that has spaces in them for example the "The Witcher 3 Wild Hunt"-folder nor the "GOG Games"-folder)

Once you have done that you go down to "Select "content" directory" under the "Uncook game files" tab in Modkitchen and point to the directory where you stored your armor mods, which is in this case is "X:\GOG\Texturemods\Armors"

Before hitting the "Uncook!"-button you first need to set the destination, for this I create the folder structure called X:\GOG\Raw\Uncooked\


Now you are ready to hit that big "Uncook!"-button (I checked skip errors as recommended) and this process will go by quite quickly.

Once everything is uncooked it is time to actually start building a new mod from it all. First thing you need to do is to add some additional sub folders inside the X:\GOG\Raw\ folder. It should look something like this.


Next open up the the folder called "Uncooked" and move/copy over all the contents to the "Modded" folder and go back in to Modkitchen and switch to the "Build a Mod"-tab, it should look like this.


Pay attention to the Mod working directory in the above screenshot, do not select the folder called "Modded", ModKitchen will find it just fine on its own. Name your mod whatever you like (just keep in mind the name needs to start with "mod") and go and press that Build! button. Unlike the uncooking process this might end up taking quite a while so here you can go make a sandwich or prepare a cup of coffee while you wait.

Once you received the message from Modkitchen that everything is finished you will find your new mod in the "X:\GOG\Raw\Packed" folder so go ahead and simply move it over to your Witcher 3 "Mods" folder as you normally would. Just make sure to delete or move all the different mods you just compiled before booting the game with your new texture mod package in place.

And that's it! :D
 
Last edited: Oct 26, 2015
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RasAlgethi24

Rookie
#14
Oct 26, 2015
^Thanks for the tutorial. I'll have to give it a go.
 
A

AgentChaos

Forum regular
#15
Oct 26, 2015
@Mezziaz: Thanks man I followed your instruction and has gotten all my lore friendly Geralt together into 1, and they work too! Now lemme try the armours retex. :D
 
R

RasAlgethi24

Rookie
#16
Oct 27, 2015
Mezziaz, followed your instructions and I was able to make my own merge! Everything works, thanks a lot!

Oh, how long should it normally take to build? Took me about an hour for it to build merging 8 mods.
 
M

Mezziaz

Rookie
#17
Oct 27, 2015
RasAlgethi24 said:
Mezziaz, followed your instructions and I was able to make my own merge! Everything works, thanks a lot!

Oh, how long should it normally take to build? Took me about an hour for it to build merging 8 mods.
Click to expand...
That depends on the mods you try to merge, I think it is the heavy compression that is applied that takes time to perform. For me it has never taken as long as an hour but 30 minutes certainly has happened. I have everything installed on SSDs though so that probably speed things up.
 
R

RasAlgethi24

Rookie
#18
Oct 27, 2015
^I'm all in SSD as well. Just thought it took way too long but no matter, just happy it works.
 
P

PeLLeT_RSD

Senior user
#19
Oct 28, 2015
Thank you very much Mezziaz! It workd with Lore Friendly Witchers. Now I`ll try some NPCs mods.

---------- Updated at 11:14 AM ----------

Mezziaz, I was merging some armor mods yesterday and I noticed that the uncooked folders had some .tga .tma and other formats but when I move everything to Modded folder and went to the Build a Mod tab I noticed that the "show files to import" just showed the .tga files
The mod packed correctly and it seems to be working fine. Is that expected? I just want to be sure I didn't do anything wrong.
 
W

willief23

Rookie
#20
Oct 29, 2015
Also a helpful FYI and to Pellet_RSD .tga files get converted to xbm files which is a game ready file format. In some of the mods you download from nexus you will notice there are w2mesh or w2ent files these are game ready files so the only thing you do with these are put them in the Uncooked folder in their correct folder paths before you do the final step of cooking and packing the mod files. For the modkitchen gui this is the uncooked files location folder you would put the w2mesh files and w2ent files in this uncooked folder location but keeping the original folder path of the mod. For example Uncooked\characters\models\geralt\armor\. I used the long method of converting mods I downloaded from nexus. I used the original Gopher creating mods video method and put 104 different files for 50 different texture mods in one folder, created an import batch file for them and then cooked and packed them back into the game. Mezziaz method should be way easier then my method.
 
Last edited: Oct 29, 2015
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