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Witcher 3 REDkit

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shak-otay

Senior user
#1
May 12, 2015
Witcher 3 REDkit

Can anyone confirm/deny this statement from one month ago by dave d (http://wccftech.com/witcher-3-mod-support-tools-confirmed-cd-projekt-red-ceo/):

Forget ANY form of decent modding with Witcher 3. The devs have confirmed the engine fully BAKES
every asset of the level in one giant pre-defined streaming asset, just like iD's Rage engine used in the
un-moddable Rage game (and iD/Bethesda also released - uselessly- all the tools).
Click to expand...
Would be very, very sad if this were true.

Yeah, I know it's the way REDkit for TheWitcher2 worked but iirc they wanted to change this, didn't they?

Small mods like inserting new armors, items and so on will not be possible then - as before.
 
Last edited: May 12, 2015
N

NoBlackThunder

Rookie
#2
May 15, 2015
i dont think it will be like that. since they can easily add there own dlc and create expansions. just think about the horse armor .. its a dlc, so therefor i think mods could be possible. the question is more how hard it would be to implement an mod ? dose it requires to modifies some files or can it be easily archived with drop file in a folder?

i see possibility to even have this time mods with new regions. tho the biggest issue there would be quests. Witcher game is havily story based with both audio and monsters and way thinks work.. not shure how that can be made so it keeps up to the game quality.. on the other hand i think implementing new armor and stuff like that would be easily possible.
 
S

shak-otay

Senior user
#3
May 16, 2015
NoBlackThunder said:
i dont think it will be like that. since they can easily add there own dlc and create expansions. just think about the horse armor .. its a dlc
Click to expand...
yeah, thx. Totally forgot about that. And my own posts from 2 years ago, too:

http://forums.cdprojektred.com/threads/646-How-to-change-the-original-world-without-cooking?highlight=troll
http://forums.cdprojektred.com/threads/586-Adding-assets-to-the-original-game-possible?highlight=troll

Well, didn't I unpack the troll.dlc?

(That will be required to build a 'dlc like' small mod for ourselves. Iirc it wasn't possible within the Witcher 2 REDkit, was it?
To unpack a dlc (as dzip) should not be the problem but seems I didn't get the troll data repacked to a working dlc.)

A well, memories come back to mind:
[1/2] game\dlc\troll\a1_bridge_troll.w2ent 4322364 B.
[2/2] game\dlc\troll\a1_sq107_peasant.w2ent 6347347 B.

Iirc there was a difference in the face indices: normal ones against tristripped ones.
 
Last edited: May 16, 2015
N

NoBlackThunder

Rookie
#4
May 16, 2015
i hope this time the mod community will be bigger . witcher 2 had disappointing few mods =( while skyrim had so many =P i know its not easy and since this mod thing is still new to witcher and not not other games (like skyrim) its way harder for people to get started =( and i can only do .net applications .. so way to much to learn for meg =P
 
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