The Official Mod Kit...Is broken
I have spent the last week developing the MOD KIT GUI. I did it for two reasons. 1. I was having a terrible time typing in commands in the CMD box. No matter what I did all I could do is unpack/uncook and export models. 2. I figure that the more people who have the tools that I wanted would lead to a more mods that would be created, which would lead to more fun.
Unfortunately, after spending an entire week developing the MOD KIT GUI, all I can do is unpack/uncook and export models. Some people claim to have succeeded, but if that is the case then why are there not more mods to download. All I have seen are a few very basic texture mods and the stupid looking unicorn that was obviously made by some other tools. The syntax my MOD KIT GUI matches the syntax of what is specified by the tutorials, but they never work!
Uncooking: This does work except for people who's directories are in somthing like C:\GOG\Witcher 3\ The space messes things up. If you use: call wcc_lite uncook -indir="C:\I hate spaces\Witch 3\content" -outdir=C:\b\ -imgfmt=tga as some have reported, this fails as well. You get:
[2015.08.24 16:53:25][Error][Exception] Red Engine Crash Log
--------------------------------------
Build: 3.0.BUILD_VERSION_FULL P4CL: CL_INTERNAL Stream: STREAM_NAME P4_SHELF [ Compiled Aug 5 2015 ]
Crash reason: EXCEPTION_BREAKPOINT (2147483651)
After spending a really long time I was able to solve the problem. It is messy and actually really stupid. The problem is that this crappy mod kit does not know what to do after the second quotation. To solve this, I placed the witcher directory at the end of the command and only used the opening quotation. Like so:
call wcc_lite uncook -outdir=C:\b\ -imgfmt=tga -indir="C:\I like spaces now\Witch 3\content\
Exporting: I can export models all day long. Textures? Sometimes. I have no idea, why, but sometimes it works, sometimes it don't...maybe its based on the time of day??? Seriously, I am using the exact same commands every damn time! Sometimes it works...sometimes I get failure.
Importing: I have never been able to import a modified mesh. It fails every time. I can, however, import an unmodified mesh that has just been exported. I use Maya 2016, I have tried every possible option for saving, including but not limited to, triangulate, preserve media, keeping the two UV meshes intact) Two UV??) I don't know what the secret is, but CD Projekt Red is keeping it.
Cooking: Since I can't Import meshes cooking meshes is moot. I can cook images back to xbm, but when I build the texture cash, my image will go from an 18.6MB file to a 1.35kb file. No errors, warnings, or crash reports.
If you examine the log files you can find some interisting info as well.
A while ago, I goofed on a command and got this.
From all this I figure they spent 10 minutes stripping out their tools and their inhouse gui and gave us the fabulous mod tools we have today.
But F#%#@em! Lets build a great Witcher 3 modding community DESPITE CD Projekt Red! Lets tear this game appart and find all of their secrets. We can make our own "Expansions and ignore theirs."
I have spent the last week developing the MOD KIT GUI. I did it for two reasons. 1. I was having a terrible time typing in commands in the CMD box. No matter what I did all I could do is unpack/uncook and export models. 2. I figure that the more people who have the tools that I wanted would lead to a more mods that would be created, which would lead to more fun.
Unfortunately, after spending an entire week developing the MOD KIT GUI, all I can do is unpack/uncook and export models. Some people claim to have succeeded, but if that is the case then why are there not more mods to download. All I have seen are a few very basic texture mods and the stupid looking unicorn that was obviously made by some other tools. The syntax my MOD KIT GUI matches the syntax of what is specified by the tutorials, but they never work!
Uncooking: This does work except for people who's directories are in somthing like C:\GOG\Witcher 3\ The space messes things up. If you use: call wcc_lite uncook -indir="C:\I hate spaces\Witch 3\content" -outdir=C:\b\ -imgfmt=tga as some have reported, this fails as well. You get:
[2015.08.24 16:53:25][Error][Exception] Red Engine Crash Log
--------------------------------------
Build: 3.0.BUILD_VERSION_FULL P4CL: CL_INTERNAL Stream: STREAM_NAME P4_SHELF [ Compiled Aug 5 2015 ]
Crash reason: EXCEPTION_BREAKPOINT (2147483651)
After spending a really long time I was able to solve the problem. It is messy and actually really stupid. The problem is that this crappy mod kit does not know what to do after the second quotation. To solve this, I placed the witcher directory at the end of the command and only used the opening quotation. Like so:
call wcc_lite uncook -outdir=C:\b\ -imgfmt=tga -indir="C:\I like spaces now\Witch 3\content\
Exporting: I can export models all day long. Textures? Sometimes. I have no idea, why, but sometimes it works, sometimes it don't...maybe its based on the time of day??? Seriously, I am using the exact same commands every damn time! Sometimes it works...sometimes I get failure.
Importing: I have never been able to import a modified mesh. It fails every time. I can, however, import an unmodified mesh that has just been exported. I use Maya 2016, I have tried every possible option for saving, including but not limited to, triangulate, preserve media, keeping the two UV meshes intact) Two UV??) I don't know what the secret is, but CD Projekt Red is keeping it.
Cooking: Since I can't Import meshes cooking meshes is moot. I can cook images back to xbm, but when I build the texture cash, my image will go from an 18.6MB file to a 1.35kb file. No errors, warnings, or crash reports.
If you examine the log files you can find some interisting info as well.
A while ago, I goofed on a command and got this.
[2015.08.19 16:54:19][Error][WCC] Unable to determine resource class from extension 'fbx'. Avaiable extensions:
[2015.08.19 16:54:19][Info][WCC] w2comm: Community
[2015.08.19 16:54:19][Info][WCC] w2behtree: AI tree
[2015.08.19 16:54:19][Info][WCC] w2faces: Mimic faces
[2015.08.19 16:54:19][Info][WCC] redwpset: Cooked waypoints collections collection
[2015.08.19 16:54:19][Info][WCC] w2steer: Steering
[2015.08.19 16:54:19][Info][WCC] resf: Resources Scene File
[2015.08.19 16:54:19][Info][WCC] env: Environment Definition
[2015.08.19 16:54:19][Info][WCC] w3dyng: Dyng
[2015.08.19 16:54:19][Info][WCC] reddlc: DLC Definition
[2015.08.19 16:54:19][Info][WCC] cdb: Character Database
[2015.08.19 16:54:19][Info][WCC] redswf: Flash SWF
[2015.08.19 16:54:19][Info][WCC] w2animev: Events for animation set
[2015.08.19 16:54:19][Info][WCC] worldmap: World Map
[2015.08.19 16:54:19][Info][WCC] wizdef: Wizard Definition
[2015.08.19 16:54:19][Info][WCC] w2scene: Scene script
[2015.08.19 16:54:19][Info][WCC] w2cent: Character entity template
[2015.08.19 16:54:19][Info][WCC] xbd: 2D Texture
[2015.08.19 16:54:19][Info][WCC] w2l: World layer
[2015.08.19 16:54:19][Info][WCC] w2p: Particle System
[2015.08.19 16:54:19][Info][WCC] w2dset: Scene dialogset
[2015.08.19 16:54:19][Info][WCC] w2quest: Quest
[2015.08.19 16:54:19][Info][WCC] w3app: Entity external appearance
[2015.08.19 16:54:19][Info][WCC] xbm: 2D Texture
[2015.08.19 16:54:19][Info][WCC] redapex: Apex destruction resource
[2015.08.19 16:54:19][Info][WCC] csv: 2D Array
[2015.08.19 16:54:19][Info][WCC] w2sf: Switchable Foliage
[2015.08.19 16:54:19][Info][WCC] w3fac: Mimic FAC
[2015.08.19 16:54:19][Info][WCC] w2je: Journal Entries
[2015.08.19 16:54:19][Info][WCC] w2w: World
[2015.08.19 16:54:19][Info][WCC] w2mg: Material graph
[2015.08.19 16:54:19][Info][WCC] w2mi: Material instance
[2015.08.19 16:54:19][Info][WCC] redicsv: Indexed 2D Array
[2015.08.19 16:54:19][Info][WCC] formation: Formation definition
[2015.08.19 16:54:19][Info][WCC] w3occlusion: Occlusion Data Tile
[2015.08.19 16:54:19][Info][WCC] spawntree: Spawn Tree
[2015.08.19 16:54:19][Info][WCC] w2col: Collision mesh
[2015.08.19 16:54:19][Info][WCC] w2dl: Dynamic Layer
[2015.08.19 16:54:19][Info][WCC] cellmap: SwarmCellMap
[2015.08.19 16:54:19][Info][WCC] navmesh: Navmesh
[2015.08.19 16:54:19][Info][WCC] redexp: Cooked explorations
[2015.08.19 16:54:19][Info][WCC] grassmask: Generic Grass Mask
[2015.08.19 16:54:19][Info][WCC] w2am: Area Mappins
[2015.08.19 16:54:19][Info][WCC] texarray: Texture Array
[2015.08.19 16:54:19][Info][WCC] redcloth: Apex cloth resource
[2015.08.19 16:54:19][Info][WCC] w2phase: Phase
[2015.08.19 16:54:19][Info][WCC] w2ragdoll: Ragdoll
[2015.08.19 16:54:19][Info][WCC] srt: SRT tree
[2015.08.19 16:54:19][Info][WCC] w2cutscene: Cutscene template
[2015.08.19 16:54:19][Info][WCC] w2rewards: Rewards
[2015.08.19 16:54:19][Info][WCC] w2anims: Set of animations
[2015.08.19 16:54:19][Info][WCC] w2ent: Entity template
[2015.08.19 16:54:19][Info][WCC] w2cube: Cubemap
[2015.08.19 16:54:19][Info][WCC] flyr: Foliage Resource
[2015.08.19 16:54:19][Info][WCC] dupa: dupa
[2015.08.19 16:54:19][Info][WCC] guiconfig: GUI Game Configuration
[2015.08.19 16:54:19][Info][WCC] w3occlusiondef: Umbra Occlusion Scene
[2015.08.19 16:54:19][Info][WCC] redwpc: Cooked waypoints collection
[2015.08.19 16:54:19][Info][WCC] redfur: Fur mesh resource
[2015.08.19 16:54:19][Info][WCC] w2qm: Quest Mappins
[2015.08.19 16:54:19][Info][WCC] w2rig: Skeleton
[2015.08.19 16:54:19][Info][WCC] w2em: Entity Mappins
[2015.08.19 16:54:19][Info][WCC] redswfx: Exported SWF texture
[2015.08.19 16:54:19][Info][WCC] w2fnt: Font
[2015.08.19 16:54:19][Info][WCC] w2beh: Behavior graph
[2015.08.19 16:54:19][Info][WCC] hud: HUD Resource
[2015.08.19 16:54:19][Info][WCC] w2job: Job tree
[2015.08.19 16:54:19][Info][WCC] vbrush: Vegetation Brush
[2015.08.19 16:54:19][Info][WCC] redgame: R4 game definition
[2015.08.19 16:54:19][Info][WCC] w3simplex: CResourceSimplexTree
[2015.08.19 16:54:19][Info][WCC] w2mesh: Mesh
[2015.08.19 16:54:19][Info][WCC] menu: Menu Resource
[2015.08.19 16:54:19][Info][WCC] journal: Journal Entry
[2015.08.19 16:54:19][Info][WCC] popup: Popup Resource
[2015.08.19 16:54:19][Info][WCC] w2tile: Terrain Tile
[2015.08.19 16:54:19][Info][WCC] w2comm: Community
[2015.08.19 16:54:19][Info][WCC] w2behtree: AI tree
[2015.08.19 16:54:19][Info][WCC] w2faces: Mimic faces
[2015.08.19 16:54:19][Info][WCC] redwpset: Cooked waypoints collections collection
[2015.08.19 16:54:19][Info][WCC] w2steer: Steering
[2015.08.19 16:54:19][Info][WCC] resf: Resources Scene File
[2015.08.19 16:54:19][Info][WCC] env: Environment Definition
[2015.08.19 16:54:19][Info][WCC] w3dyng: Dyng
[2015.08.19 16:54:19][Info][WCC] reddlc: DLC Definition
[2015.08.19 16:54:19][Info][WCC] cdb: Character Database
[2015.08.19 16:54:19][Info][WCC] redswf: Flash SWF
[2015.08.19 16:54:19][Info][WCC] w2animev: Events for animation set
[2015.08.19 16:54:19][Info][WCC] worldmap: World Map
[2015.08.19 16:54:19][Info][WCC] wizdef: Wizard Definition
[2015.08.19 16:54:19][Info][WCC] w2scene: Scene script
[2015.08.19 16:54:19][Info][WCC] w2cent: Character entity template
[2015.08.19 16:54:19][Info][WCC] xbd: 2D Texture
[2015.08.19 16:54:19][Info][WCC] w2l: World layer
[2015.08.19 16:54:19][Info][WCC] w2p: Particle System
[2015.08.19 16:54:19][Info][WCC] w2dset: Scene dialogset
[2015.08.19 16:54:19][Info][WCC] w2quest: Quest
[2015.08.19 16:54:19][Info][WCC] w3app: Entity external appearance
[2015.08.19 16:54:19][Info][WCC] xbm: 2D Texture
[2015.08.19 16:54:19][Info][WCC] redapex: Apex destruction resource
[2015.08.19 16:54:19][Info][WCC] csv: 2D Array
[2015.08.19 16:54:19][Info][WCC] w2sf: Switchable Foliage
[2015.08.19 16:54:19][Info][WCC] w3fac: Mimic FAC
[2015.08.19 16:54:19][Info][WCC] w2je: Journal Entries
[2015.08.19 16:54:19][Info][WCC] w2w: World
[2015.08.19 16:54:19][Info][WCC] w2mg: Material graph
[2015.08.19 16:54:19][Info][WCC] w2mi: Material instance
[2015.08.19 16:54:19][Info][WCC] redicsv: Indexed 2D Array
[2015.08.19 16:54:19][Info][WCC] formation: Formation definition
[2015.08.19 16:54:19][Info][WCC] w3occlusion: Occlusion Data Tile
[2015.08.19 16:54:19][Info][WCC] spawntree: Spawn Tree
[2015.08.19 16:54:19][Info][WCC] w2col: Collision mesh
[2015.08.19 16:54:19][Info][WCC] w2dl: Dynamic Layer
[2015.08.19 16:54:19][Info][WCC] cellmap: SwarmCellMap
[2015.08.19 16:54:19][Info][WCC] navmesh: Navmesh
[2015.08.19 16:54:19][Info][WCC] redexp: Cooked explorations
[2015.08.19 16:54:19][Info][WCC] grassmask: Generic Grass Mask
[2015.08.19 16:54:19][Info][WCC] w2am: Area Mappins
[2015.08.19 16:54:19][Info][WCC] texarray: Texture Array
[2015.08.19 16:54:19][Info][WCC] redcloth: Apex cloth resource
[2015.08.19 16:54:19][Info][WCC] w2phase: Phase
[2015.08.19 16:54:19][Info][WCC] w2ragdoll: Ragdoll
[2015.08.19 16:54:19][Info][WCC] srt: SRT tree
[2015.08.19 16:54:19][Info][WCC] w2cutscene: Cutscene template
[2015.08.19 16:54:19][Info][WCC] w2rewards: Rewards
[2015.08.19 16:54:19][Info][WCC] w2anims: Set of animations
[2015.08.19 16:54:19][Info][WCC] w2ent: Entity template
[2015.08.19 16:54:19][Info][WCC] w2cube: Cubemap
[2015.08.19 16:54:19][Info][WCC] flyr: Foliage Resource
[2015.08.19 16:54:19][Info][WCC] dupa: dupa
[2015.08.19 16:54:19][Info][WCC] guiconfig: GUI Game Configuration
[2015.08.19 16:54:19][Info][WCC] w3occlusiondef: Umbra Occlusion Scene
[2015.08.19 16:54:19][Info][WCC] redwpc: Cooked waypoints collection
[2015.08.19 16:54:19][Info][WCC] redfur: Fur mesh resource
[2015.08.19 16:54:19][Info][WCC] w2qm: Quest Mappins
[2015.08.19 16:54:19][Info][WCC] w2rig: Skeleton
[2015.08.19 16:54:19][Info][WCC] w2em: Entity Mappins
[2015.08.19 16:54:19][Info][WCC] redswfx: Exported SWF texture
[2015.08.19 16:54:19][Info][WCC] w2fnt: Font
[2015.08.19 16:54:19][Info][WCC] w2beh: Behavior graph
[2015.08.19 16:54:19][Info][WCC] hud: HUD Resource
[2015.08.19 16:54:19][Info][WCC] w2job: Job tree
[2015.08.19 16:54:19][Info][WCC] vbrush: Vegetation Brush
[2015.08.19 16:54:19][Info][WCC] redgame: R4 game definition
[2015.08.19 16:54:19][Info][WCC] w3simplex: CResourceSimplexTree
[2015.08.19 16:54:19][Info][WCC] w2mesh: Mesh
[2015.08.19 16:54:19][Info][WCC] menu: Menu Resource
[2015.08.19 16:54:19][Info][WCC] journal: Journal Entry
[2015.08.19 16:54:19][Info][WCC] popup: Popup Resource
[2015.08.19 16:54:19][Info][WCC] w2tile: Terrain Tile
From all this I figure they spent 10 minutes stripping out their tools and their inhouse gui and gave us the fabulous mod tools we have today.
But F#%#@em! Lets build a great Witcher 3 modding community DESPITE CD Projekt Red! Lets tear this game appart and find all of their secrets. We can make our own "Expansions and ignore theirs."
Last edited: