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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

Save and publish mod project

Go to the the Publish tab and press Publish Mod Project Save and publish mod project.

b2925ada-6c85-4687-944f-86a364bd530c.pngIn 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

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excludeHere’s how you can export your mods from REDkit and then make them part of The Witcher 3: Wild Hunt!
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Step 1

Basic Information

For this process to work, you need to be connected to the Steam Workshop.

Then fill in the:

  • Mod’s name

  • Version

  • Add a description

  • Thumbnail image

All of these fields are required.

Once you’re ready to move on to the next step, press Next.

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Step 2

Time to cook

Once you start the cooking process, it will analyze the depot and files we used +

packaging) can take a couple of minutes, but it also depends on the complexity of the mod.Image Removed

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.

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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.

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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.

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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.

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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.

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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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begin packaging them.

This means:

  • optimising the mod files

  • creating the mod bundles (like .zip files)

  • creating various caches (also .zip files but for textures, collision etc)

  • creating some metadata

This files will be saved in your mod directory in the \packed folder.

The full process can take up to a couple of minutes - it depends on the complexity of the mod.

Once the process is complete, press Next.

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Step 3

Save and publish

The last step!

Choose a language and the visibility level for your mod (should it be public or not).

There are three things you can do here:

  • Export zip package - create a .zip file with your mod. Useful for uploading to NexusMods.

  • Install project - install your mod to your The Witcher 3 game.

  • Publish to Steam Workshop - if you feel like it, share your mod with others on Steam Workshop.

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