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Steam Workshop Beta: DLC-style mods are not supported yet. If you're planning to test mods created during the Playtest in the Beta of Steam Workshop for The Witcher 3: Wild Hunt, make sure to create them in a regular way, not as DLCs. At this stage DLC-style mods are not supported.

DLC Mods (Downloadable Content Mods) are a sub-group of mods that only contain new assets and files.

How do they differ from other mods? Regular mods modify some aspect of the already existing game - such as textures on existing characters, new models for existing NPCs or changes to the character stats).

DLC mods on the other hand are modifications to the game which add completely new content. This may include a new world, a new character or e.g. new animations.


DLC Mods and where to find them

DLC Mods may be packed in a way which separates them from the main game bundles and other mod bundles.

This supports a fully custom path for your mod. And it’s good to keep things organised and mitigate conflicts with other people's work - if you happen to choose the same file names and paths.

When the mod author adds files or worlds to a subfolder of the “dlc” folder in the Asset Browser, REDkit will automatically detect such content and pack it into a DLC file just like the official DLC that comes with The Witcher 3 (here named “bob” and “ep1”).

A mod project may also both contain a dlc and mod content - REDkit will then produce two (or more) bundles so that the new content and the modified content is neatly separated.

By default, REDkit will pack all folders inside the DLC folder in your Asset Browser as a custom dlc if that folder is not one of the original game dlc (bob, ep1, dlc1-16). If you modify a file of the original dlc (e.g. a texture of a monster that was added in Blood & Wine) then REDkit will pack this as a mod (since you modified an existing asset).


Modifying existing DLC

This is a special case scenario.

It is possible to modify an existing dlc mod. Let’s assume you want to modify textures from an existing dlc mod which is not a dlc of the original game.

In such cases you should point out to REDkit that you want to create a mod - and not a dlc. To do this, adjust the exclusion settings in the mod project settings. By default, the excluded dlc names are the original game DLCs (bob, ep1, dlc1-16).


DLC Mounters

You need to create a .reddlc file in your custom dlc mod folder in order for the engine to recognize your new files. When creating a dlc with a .reddlc, you can add so-called “mounters” to the .reddlc file. These mounters can perform certain tasks automatically relating to how the game handles “dlcs” (extra, independent content from the base game).

Many of the dlc mounters specify paths from where the game should load files (xmls, csvs or entity templates etc).

Usually the game will load these definitions from hardcoded paths in the base depot layout. When adding dlcs, new relative paths are created and the game needs to know these new paths.

These DLC mounters are available:

Mounter

Description

Options

CGameplayDLCMounterScripted

Basic scriptable DLC mounter - good for scripts-only systems

CSaveFileDLCMounter

DLC mounter for save files - for starting DLCs in standalone mode

  • starterSaveFilePath: Path to .sav for starting this DLC in standalone mode

CR4QuestDLCMounter

To start a quest on game start

  • quest: quest definition to start

CR4ActionPointCategoriesDLCMounter

Loads csv file with action points

  • actionPointCategoriesTableFilePath

CR4AnimationsCategoriesDLCMounter

Loads csv file with animation categories

  • animationsCategoriesTableFilePath

CR4EntityExternalAppearanceDLCMounter

Registers entity templates and appearance modifiers at game start

  • entityTemplatePaths

  • entityExternalAppearances

CR4AttitudesDLCMounter

Loads csv file with attitude groups and additional attitude xmls

  • attitudeGroupsTableFilePath

  • attitudesXMLFilePath

CR4DefinitionsEntitieTemplatesDLCMounter

Loads entity templates from given path

  • entitieTemplatesDirectoryPath: Path to directory with entity templates used in definition files

CR4DefinitionsDLCMounter

Loads definition xmls from dlc path

  • definitionXmlFilePath

CR4DropPhysicsSetupDLCMounter

Registers entity templates from given path with given setups

  • entityTemplatePaths

  • dropSetups

CR4EntityTemplateParamDLCMounter

Registers entity templates from given path with given parameters

  • entityTemplatePaths

  • entityTemplateParams: List of params to add to each entity template

CR4EntityTemplateSlotDLCMounter

Registers entity templates from given paths with given slots

  • baseEntityTemplatePath

  • entityTemplatePaths

  • entityTemplateSlots

CR4FinishersDLCMounter

LoadFinishers and anim sets from given paths

  • finishers

  • customCameraAnimSet

CR4JournalEntriesDLCMounter

Registers journal entry xmls at given paths

  • journalEntriesFilePath

CR4JournalDLCMounter

Registers a journal directory

  • journalDirectoryPath: Path to DLC journal directry

CR4MappinsDLCMounter

Loads entity mappins and quest mappins definitions for given world

  • worldFilePath

  • mappinsFilePath

  • questMappinsFilePath

CR4ResourceDefinitionsDLCMounter

Registers dlc resource definition xml files

  • resourceDefinitionXmlFilePath

CR4RewardsDLCMounter

Registers dlc rewards definition xml files

  • rewordsXmlFilePath

CR4ScaleformContentDLCMounter

Registers scaleform resources in dlc

  • scaleformDirectoryPath: Path to directory with Scaleform resources like .png/.dds/*.redswf

CR4SceneAnimationsDLCMounter

Registers csv files for scene animations in dlc

  • sceneAnimationsBodyFilePath: Path to csv file with scene body animations

  • sceneAnimationsMimicsFilePath: Path to csv file with scene mimics animations

  • sceneAnimationsMimicsEmoStatesFilePath: Path to csv file with scene mimics emotional states

CR4VideoDLCMounter

This mounter simply gathers and checks and extracts video usm files

  • videoDirectoryPath: Path to directory with video USM resources

CR4VoicetagDLCMounter

Registers entity templates from given paths with given slots and adds voicetags to them

  • entityTemplatePaths

  • voicetags

CR4WorldDLCMounter

Registers a dlc world with the game

  • worlds

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