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Here’s how you can export your mods from REDkit and then make them part of The Witcher 3: Wild Hunt!
So you had some fun with REDkit, maybe even created your own quests or edited some existing content. Great! This tutorial will explain how make your project into a mod which will then be added to The Witcher 3 main menu.
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Hopefully - to minimize the chance of crashes - you’ve been following our tutorials while creating your mod! |
1. Test the mod in REDkit
To make sure everything works just the way it should in your mod, first test your project in REDkit.
Load in the the correct Game Definition file and try to start it. If the game can be launched correctly from the Editor and everything works fine, you can then move on to publishing your mod.
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You can always test your creations in REDkit, by starting the game from the Editor. |
2. Publish the mod
Go to the the Publish tab and press Publish Mod Project.
Image RemovedImage AddedIn the next pop-up dialogue you need to specify:
Game Location - the folder where you installed The Witcher 3.
Project name - by default it’s the name of the project from REDkit, but you can change the name.
Ready?
Press Publish.
Keep an eye on the progress bar. The whole process (which includes analyzing the depot and files we used + packaging) can take a couple of minutes, but it also depends on the complexity of the mod.
Once the progress bar is full, you can then move on the installing the mod (see next step below).
You can also find your mod files in your project’s folder without installing them.
The publish process will create two folders: cooked and packed. The first one is read-only and used for debugging. The second one is where your mod files can be found. These are the files which will need to be moved in the Witcher 3 game folder to start working.
3. Install the mod
To install the mod you have to first wait until the Publish process described above is completed.
Now, in the same window, expand the Debug Settings and select the Install box.
Now press the Publish Selected button.
This action will create a mods folder in The Witcher 3 game directory (IF you specified the correct \game folder during setup) and move the mod files from the packed folder there.
Your mod is now ready to be activated in The Witcher 3.
4. Start game with mod support
To see your mod in the game, you need to start it by opening a different executable file then usually.
Go to the game folder and find the game > bin > x64 folder.
Open Witcher3Release_Fullscreen_cooked.bat.
You should see this screen which opens the regular Witcher3.exe file, but with additional conditions (usebundles, noassert, splitcook).
Wait for the game to start.
In the main menu you will see an additional button (in the current production phase it’s: #DBG QUEST MENU).
When you press it, you should be able to select your mod.
Or more precisely, a Game Definition file (.redgame) which will launch your mod.
That’s it. You can test it out in the game!
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