Modding tools

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

MODkit
The official toolkit for the game, available here with documentation here, includes two utilities:

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

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

Example Mods
The MODkit also brought with it [http://www.nexusmods.com/witcher3/mods/311/? 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
Available here or here, W3Edit allows for editing files that are not normally uncooked with the game such as .env files and .reddlc files.

QuickBMS
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
Available [http://www.nexusmods.com/witcher3/mods/1055/? here], this command-line tool encodes and decodes w3strings files.

Script Merger
Available [http://www.nexusmods.com/witcher3/mods/484/? 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.

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

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

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

Tools for modding The Witcher 2: Assassins of Kings

 * See REDkit, the official toolkit for the game.

File extraction
See Extracting the original files for details.

Generic tools
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.

Dialog (DLG) files
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
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

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

Modding