I was just putting that statement out there, just for them to see.
I wan`t expecting anything that fixes it.
I wan`t expecting anything that fixes it.
they only said they made it compatible with 1.31, not that it does more things
Hmph
---------- Updated at 01:32 AM ----------
So many great mods could be made with so little effort if the fix that shall never come is realized.
But alas, we are condemned to doing hours of work, in what should be completed in a few minutes... :disgust:
So... how broken is Modkit still for 1.31?
Been trying to make some new mods for the past few hours now and neither ModKitchen or .bat files are working with exporting files.
I'm going to re-uncook my witcher 3 files and see if that helps, but for my .bat commands to not work at all after working just a couple months ago and with changing absolutely nothing is strange.
Thanks.
Some pictures:
View attachment 77871
View attachment 77881
How big should the uncooked folder be now with 1.31?
Mines 8.55GB when it was 64GB before?
View attachment 77891
Edit2:
Seems I'm unable to export anything via ModKitchen, this the case still for everyone else?
Did you install the ModKit update Marcin provided a couple of posts back? http://filedelivery.nexusmods.com/M...483647&setec=43f8a939d55d11dace3ff8881799188a
- Use this to uncook the game 1.31 version of the game in a folder anywhere on your HDD ie. "C:\W3Uncooked"
- Use ModKitchen (easier to use and not prone to typing errors) to cook mods BUT there's several catches:
1) you need already exported assets (textures or meshes) form a previous release of the game / wcc_lite
2) ModKit needs some LUV to get the import working:
-> the "Uncooked files location" needs to point to your above directory where you uncooked the 1.31 version of the game with the new ModKit Marcin provided
-> the "Mod working directory" needs to point to your modded assets from a previous version of "uncooking"...basically I had already uncooked version 1.22 of the game with the "broken" wcc_lite (it worked for pre-1.3X releases); I worked on these assets and prepared them for cooking
If you try to edit .FBX files that are a result of uncooking version 1.31 of Witcher3 you won't be able to read them..
Similarly, if you fail to point MokKitchen to the proper 1.31 uncooked files location (Even if you're working on 1.22 assets LoL) it will fail to cook your mods up..
Hope this helps with getting things rolling.
For those (probably everyone) getting the wcc_lite's Script error:
That's because the brilliant minds at CDPR duplicated four classes in the Witcher 3 Mod Tools\r4data\scripts\game\behavior_tree\tasks\hacks folder.
Simply open up the two files in there and comment out the four duplicated classes.
Regards.
Did you install the ModKit update Marcin provided a couple of posts back? http://filedelivery.nexusmods.com/M...483647&setec=43f8a939d55d11dace3ff8881799188a
- Use this to uncook the game 1.31 version of the game in a folder anywhere on your HDD ie. "C:\W3Uncooked"
- Use ModKitchen (easier to use and not prone to typing errors) to cook mods BUT there's several catches:
1) you need already exported assets (textures or meshes) form a previous release of the game / wcc_lite
2) ModKit needs some LUV to get the import working:
-> the "Uncooked files location" needs to point to your above directory where you uncooked the 1.31 version of the game with the new ModKit Marcin provided
-> the "Mod working directory" needs to point to your modded assets from a previous version of "uncooking"...basically I had already uncooked version 1.22 of the game with the "broken" wcc_lite (it worked for pre-1.3X releases); I worked on these assets and prepared them for cooking
If you try to edit .FBX files that are a result of uncooking version 1.31 of Witcher3 you won't be able to read them..
Similarly, if you fail to point MokKitchen to the proper 1.31 uncooked files location (Even if you're working on 1.22 assets LoL) it will fail to cook your mods up..
Hope this helps with getting things rolling.
Also, don't bother trying to edit textures with an alpha channel at the moment (or forever), since the tga/dds/png/jpg/etc. to xbm converter doesent know what a gradient is.
@TudorAdrian If it helps, it seems that Maya 2016 can read the FBX's -though in terms of character models the skin weighting info isn't read.
Perhaps using an FBX converter may help?