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The Witcher 1 Mods

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  • 1Tools for modding The Witcher 3: Wild Hunt
    • 1.1MODkit
    • 1.3WolvenKit by TradeRain
  • 3Tools for modding The Witcher
    • 3.2Working with extracted files
      • 3.2.2Tools for viewing specific formats

Tutorial How to install mods:of the White Wolf Enhanced Edition-Witcher. The Weird World of the Witcher. Mar 13 2016 Released 2015 Role Playing. This is my first mod, a dialogue mod for The Witcher 1: Enhanced Edition. It's inspired by the Malkavian Mod by the awesome MadGangster, you should check.

This article lists some useful tools that can be used to create mods for CD Projekt's The Witcher franchise.

Tools for modding The Witcher 3: Wild Hunt[edit | edit source]

MODkit[edit | edit source]

The official toolkit for the game, available (with documentation) on nexusmods, includes two utilities:

wcc_lite[edit | edit source]

A command-line tool for packing/cooking and unpacking/uncooking game files.

Script Studio[edit | edit source]

A Witcher Script editor with built-in support for debugging and mod creation and installation.

Example Mods[edit | edit source]

The MODkit also brought with it four example mods, two of them dealing with replacing textures and meshes, and the other two dealing with modifying game scripts to add functionality.

W3Edit by Sarcen (Superseded by WolvenKit)[edit | edit source]

Available here or here, W3Edit allows for editing files that are not normally uncooked with the game such as .env files and .reddlc files. Now abandoned.

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WolvenKit by TradeRain[edit | edit source]

Successor to W3Edit, actively developed. Supports everything that W3Edit did, as well as IO of custom animations & more.

Available on GitHub

Witcher 3 Animation Export Plugin For Autodesk Maya 2020 (By dingdio)[edit | edit source]

Allows the creation of brand new animations for The Witcher 3.

Provides a set of tools for creating json files that describe Witcher 3 animations, and workflows for for retargeting existing animations to work in Witcher 3.

json file outputs may be imported in-game via WolvenKit.

Radish Mod Tools[edit | edit source]

Provides a set of modding utilities, both:

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  • in-game mods (That expose interfaces for graphically staging quests, cutscenes, and more, and can dump the results to text file), and
  • external programs that:
    • encode these text files into game assets such as quests and cutscenes
    • Allow importing & lipsyncing of custom voice assets

And more!

The Witcher 1 Graphics Mods

Available on nexusmods, source code hosted on codeberg

QuickBMS[edit | edit source]

Available here or here, QuickBMS extracts .bundle files. This is an older method of extracting .bundle files, wcc_lite is the official tool for doing this.

w3strings encoder[edit | edit source]

Available here, this command-line tool encodes and decodes w3strings files.

Script Merger[edit | edit source]

Available here, this utility allows users to get around the modding limitation that only a single mod can replace a single file by merging each mod's changes into a single file that is then loaded first.

The Witcher 1 Mods

Open Source, source code hosted on github.

Mods

Improved/Updated patch available here, and source code

JPEXS Free Flash Decompiler[edit | edit source]

Available here, JPEXS will open the UI .redswf files and allow for editing of the ActionScript contained within.

Notepad++[edit | edit source]

Available here, this handy notepad replacement can be configured to be an excellent editor for [Witcher Script].

SnakeTail[edit | edit source]

Available here, this tool allows for easy browsing and real-time monitoring of scriptslog.txt.

The

Tools for modding The Witcher 2: Assassins of Kings[edit | edit source]

SeeREDkit, the official toolkit for the game.

Tools for modding The Witcher[edit | edit source]

The Witcher 1 Mods

File extraction[edit | edit source]

See Extracting the original files for details.

Working with extracted files[edit | edit source]

Generic tools[edit | edit source]

Most of the game files are in machine-readable GFF format.To convert them to human-readable form one may use GFF2XML converter. You may need to download and install Microsoft Visual C++ 8.0 Runtime to run it. To modify GFF files one can use KGFF by Tk102.

Tools for viewing specific formats[edit | edit source]

The Witcher 1 Mods
Dialog (DLG) files[edit | edit source]

To view the contents of DLG file, one may use either WitchDLG from Tk102 or DLG Viewer from iarspider. You may need to download and install Microsoft Visual C++ 8.0 Runtime to run the latter.

Quest (QST) files[edit | edit source]

To examine Quest (QST) files, one will need a tool named QSTViewer from iarspider. You may need to download and install Microsoft Visual C++ 8.0 Runtime to run it.

Official game development tools[edit | edit source]

  • For the original game, there is the D'jinni Adventure Editor which was originally released on 10 April 2008. With the Enhanced Edition of the game, a newer version was also released in September 2008.

The Witcher save editor[edit | edit source]

This is not technically a modding tool, but it can and does come in very handy on occasion. It is a tool made by Ron Hoffman and can be found on his page, here. The following is his description of the tool:

Editor for save games created by The Witcher. You can modify the attributes and abilities of the player character (Geralt). You can also unpack the files in a save. This version of the editor is for use with the original version of The Witcher. Using this version of the editor with the Enhanced Edition of the game can result in inventory errors when loading a save because the editor does not support the expanded inventory system implemented in the Enhanced Edition.

GFF Editor[edit | edit source]

You may also need a GFF Editor which can be found here at tk102's site.

Retrieved from 'https://witcher.gamepedia.com/Modding_tools?oldid=426427'

Created by Flash. of the Ifrit.

Summary[edit | edit source]

The purpose of this mod is to improve the game experience of one of the best cRPG games of last years. This mod offers higher difficulty levels, game balance, bugfixes and new features. None of changes are random. Everything is thought-out, double-checked and based on deep knowledge of The Witcher combat mechanics. I hope you enjoy this mod and you are able to get even more greatness out of The Witcher.

Info, media and download[edit | edit source]

Project history[edit | edit source]

  • Project began on September 22, 2008.
  • Mod available in its current form since October 27, 2008.
  • Project finished January 25, 2009, when the entire mod including 3 new difficulty levels was integrated into the game installer.
  • There were 21 revisions of the mod in total.
  • All source files: 8.91 MB
  • Installer contains 916 files
  • Installer: 3.11 MB
  • The Flash mod contains 913 files, 17 of which are scripts.
  • The Flash mod is the first modification of The Witcher on such a scale and up to now the only modification of The Witcher officially accepted by CD Projekt RED.
Witcher

Improved/Updated patch available here, and source code

JPEXS Free Flash Decompiler[edit | edit source]

Available here, JPEXS will open the UI .redswf files and allow for editing of the ActionScript contained within.

Notepad++[edit | edit source]

Available here, this handy notepad replacement can be configured to be an excellent editor for [Witcher Script].

SnakeTail[edit | edit source]

Available here, this tool allows for easy browsing and real-time monitoring of scriptslog.txt.

Tools for modding The Witcher 2: Assassins of Kings[edit | edit source]

SeeREDkit, the official toolkit for the game.

Tools for modding The Witcher[edit | edit source]

File extraction[edit | edit source]

See Extracting the original files for details.

Working with extracted files[edit | edit source]

Generic tools[edit | edit source]

Most of the game files are in machine-readable GFF format.To convert them to human-readable form one may use GFF2XML converter. You may need to download and install Microsoft Visual C++ 8.0 Runtime to run it. To modify GFF files one can use KGFF by Tk102.

Tools for viewing specific formats[edit | edit source]

Dialog (DLG) files[edit | edit source]

To view the contents of DLG file, one may use either WitchDLG from Tk102 or DLG Viewer from iarspider. You may need to download and install Microsoft Visual C++ 8.0 Runtime to run the latter.

Quest (QST) files[edit | edit source]

To examine Quest (QST) files, one will need a tool named QSTViewer from iarspider. You may need to download and install Microsoft Visual C++ 8.0 Runtime to run it.

Official game development tools[edit | edit source]

  • For the original game, there is the D'jinni Adventure Editor which was originally released on 10 April 2008. With the Enhanced Edition of the game, a newer version was also released in September 2008.

The Witcher save editor[edit | edit source]

This is not technically a modding tool, but it can and does come in very handy on occasion. It is a tool made by Ron Hoffman and can be found on his page, here. The following is his description of the tool:

Editor for save games created by The Witcher. You can modify the attributes and abilities of the player character (Geralt). You can also unpack the files in a save. This version of the editor is for use with the original version of The Witcher. Using this version of the editor with the Enhanced Edition of the game can result in inventory errors when loading a save because the editor does not support the expanded inventory system implemented in the Enhanced Edition.

GFF Editor[edit | edit source]

You may also need a GFF Editor which can be found here at tk102's site.

Retrieved from 'https://witcher.gamepedia.com/Modding_tools?oldid=426427'

Created by Flash. of the Ifrit.

Summary[edit | edit source]

The purpose of this mod is to improve the game experience of one of the best cRPG games of last years. This mod offers higher difficulty levels, game balance, bugfixes and new features. None of changes are random. Everything is thought-out, double-checked and based on deep knowledge of The Witcher combat mechanics. I hope you enjoy this mod and you are able to get even more greatness out of The Witcher.

Info, media and download[edit | edit source]

Project history[edit | edit source]

  • Project began on September 22, 2008.
  • Mod available in its current form since October 27, 2008.
  • Project finished January 25, 2009, when the entire mod including 3 new difficulty levels was integrated into the game installer.
  • There were 21 revisions of the mod in total.
  • All source files: 8.91 MB
  • Installer contains 916 files
  • Installer: 3.11 MB
  • The Flash mod contains 913 files, 17 of which are scripts.
  • The Flash mod is the first modification of The Witcher on such a scale and up to now the only modification of The Witcher officially accepted by CD Projekt RED.
Retrieved from 'https://witcher.gamepedia.com/Flash%27s_The_Witcher_Mod?oldid=145745'




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