The Official Mod Kit...Is broken

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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.
[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

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."
 
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Maang don't surrender keep your calm you've did a good job so far! We will be able to move on if we don't falter and work together.

At least thats what I hope and why I try to collect as much information as possible.
Currently only about unpacking as many assets as possible though.
 
Oh, I am not giving up...I am going to devour this program piece by piece.

It is clear to me that we got a crippled version of their in house tools bye the
[2015.08.24 15:44:23][Info][Engine] Shutting down the red GUI manager
line. Apparently they don't want to share or let us go crazy with any mod we want.

Well that is exactly what I plan to do!
 
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Well that is exactly what I plan to do! And when I am done, unlike, Marcin Mormont, I won't abandon my community and go on an undeserved vacation! I will stick around and answer all questions!!!

That's the spirit brother. Keep up the awsm work. I agree with you 100 percent. CDPR made a ragtag version of an actual REDKIT and then called it "OFFICIAL MODDING TOOL" LOLOL. OFFICIAL? Really? It's barely functional. It's like they threw a bone at us and expected us to grow meat from that bone. Pathetic.. It's modders like you who are spending weeks and weeks to time fixing and making it work to a stable user friendly version WHICH btw, should've been the job for CDPR. They have fallen low indeed. Anyway, greatly appreciate your hard work and the precious time you are putting into making this so called ahem...."Modkit" functional and user-friendly.
 
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PROGRESS! I finally imported a mesh! Unfortunately, It broke the animation and lost the texture in the process...
Calling all Maya users! Save your FBX as 2014/2015 not 2016!


Ciri, no bra...
 
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Guest 2364765

Guest
PROGRESS! I finally imported a mesh! Unfortunately, It broke the animation and lost the texture in the process...
Calling all Maya users! Save your FBX as 2014/2015 not 2016!


Ciri, no bra...

You most likely imported it without a skeleton, hence lack of animation.
 
Rigs are separate files.

[2015.08.19 16:54:19][Info][WCC] w2rig: Skeleton

If you extract everything with quickbms you find these.


---------- Updated at 08:51 PM ----------
 
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Guest 2364765

Guest
Rigs are separate files.

[2015.08.19 16:54:19][Info][WCC] w2rig: Skeleton

If you extract everything with quickbms you find these.


---------- Updated at 08:51 PM ----------
Exported models also come with skeletons, though it seems that most 3d software doesn't import .FBX exported with wcc_lite with skeletons.
Somebody posted a workaround of converting FBX into different format and then importing into 3d software.
 
Exported models also come with skeletons, though it seems that most 3d software doesn't import .FBX exported with wcc_lite with skeletons.
Somebody posted a workaround of converting FBX into different format and then importing into 3d software.

I have searched for skeleton in both the mod discussions and at the nexus mods and I can't find the post you are refering to...can you remember where you saw this?
 

Guest 2364765

Guest
I have searched for skeleton in both the mod discussions and at the nexus mods and I can't find the post you are refering to...can you remember where you saw this?
It was posted here, i can't recall exact post but it suggested converting FBX to another format that supports skeletons and then importing it.
 
Thank you for finding that...OK, lets see....open it in visual studio, export it to dae format, open it in blender, export it into something and then open it with Maya!

Wow! CD Projekt Red sure makes it easy for us! Maybe someone will do this to every model and store them in a repository for us!

I will play with it...hopefully I can skip the blender step.

BTW, what the heck does CD Projekt Red use to make their models? Other than ZBrush, that is.

---------- Updated at 06:15 AM ----------

Holy cow!!! Check it out! I wonder if this is enough? Its just joints no skeleton.



---------- Updated at 06:37 AM ----------

So how do we get it back in???

When I imported it into Maya I received 85 errors all complaining about the same thing...

Warning: The transform of node "l_boob" is not compatible with FBX, so it is baked into TRS
Warning: The transform of node "l_elbowRoll" is not compatible with FBX, so it is baked into TRS.

Hehe...they labeled it boob.

I made a quick change and tried to import it into the game. It cooked and all, but the game ignored the mod and used the default one.

---------- Updated at 06:58 AM ----------

If anyone wants to test it and see if they can figure a way to import it back in, be my guest.

https://mega.nz/#!o4gGjSDb!gk6L0OYYkdMfSDq_WXsErXvd89HKErkM7nPlrjQ-Ef8

only 5.7mb
 
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A friend and I have been trying to shove our own stuff into the game since Modkit came out and I've been having so much trouble with meshes and models that I jump-kicked myself right in the face one day. It was awful. I'm following this thread. The light at the end of the tunnel looks a lot closer now.


Honestly, why did CDPR not just give us a working version of this tool? It's like they wanted to just frustrate and infuriate all their fans. They used to be the only gaming company with integrity. Moves like this are quickly making people feel differently.

:exasperation:
 

Guest 2364765

Guest
A friend and I have been trying to shove our own stuff into the game since Modkit came out and I've been having so much trouble with meshes and models that I jump-kicked myself right in the face one day. It was awful. I'm following this thread. The light at the end of the tunnel looks a lot closer now.


Honestly, why did CDPR not just give us a working version of this tool? It's like they wanted to just frustrate and infuriate all their fans. They used to be the only gaming company with integrity. Moves like this are quickly making people feel differently.

:exasperation:
I just find it funny, we've got a capability to process less than a half file formats and even with that, the functionality is broken.
I just hope REDs will step up their game.
 
I just find it funny, we've got a capability to process less than a half file formats and even with that, the functionality is broken.
I just hope REDs will step up their game.

Honestly, they feel like a different company these days. I know they got bigger, but would you have expected CDPR - of all the companies out there - to do something like this? I think the general feeling is that they've gotten so big they've forgotten their fans, but I really don't want to believe that.
 
Honestly, they feel like a different company these days. I know they got bigger, but would you have expected CDPR - of all the companies out there - to do something like this? I think the general feeling is that they've gotten so big they've forgotten their fans, but I really don't want to believe that.

I mean look at Bethesda. They went super massive on their recent games like Oblivion and Skyrim and for both, they released their modding tool, CreationKit. They understand, respect and support their fans. CDPR used to be like that but I'm afraid they've changed. Everyone's been asking them about the REDKIT over and over and over and they don't even bother to give a simple yes/no answer regarding its development or release. It's really a shame.
 
I mean look at Bethesda. They went super massive on their recent games like Oblivion and Skyrim and for both, they released their modding tool, CreationKit. They understand, respect and support their fans. CDPR used to be like that but I'm afraid they've changed. Everyone's been asking them about the REDKIT over and over and over and they don't even bother to give a simple yes/no answer regarding its development or release. It's really a shame.

Agreed. What happened to the company that cared about their fans? The 'gamer's game makers'?

Basically, it feels like they've made this huge, successful game and the minute the checks started coming in, that was it. One big ticket to Selloutsburgh. Yes, I know we're now the minority (and by we, I mean the people who have supported CDPR since TW1), but come on - your mission statement included a promise to us!

The more I see, the more clear it becomes that CDPR is a different company these days, that promise is broken, and we're to be left behind like we were by every other company as they got bigger. Why should it be any different with CDPR than it was with BioWare? They have the numbers now that it doesn't matter if they forget about us.

I really don't want this to be true, honestly, but that writing on the wall was done in permanent marker.
 
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