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W3 Mod Workbench 1.8.0
W3 Mod Workbench 1.8.0
Finding things in the game's worlds (loot, monsters, merchants, action points), quest graphs, voice lines and lip sync, worlds in 3D, glTF meshes both ways, and REDkit's source files cooked by Build.
Highlights
- Loot Locator (Tools): search an item or a loot table and the game's map shows every container, herb, beehive and monster that can give it, coloured by its chance at your level, with what the game's roll gives each exact spot.
--loot-finddoes the same from the command line, as CSV. - Bestiary, Merchant Finder and Action Point Finder (Tools): every creature's page and spawn places, every merchant with what they sell and where they go through the day, and every spot NPCs work, rest and shelter from the rain at (thanks glassfish).
- Quest graphs:
.w2phaseand.w2questopen as REDkit's quest editor draws them, with every block searchable, Find GUID, Used by, Compare, and Make listener for Native Quest Hook. - Worlds:
.w2wopens as a map (terrain, layers, foliage, the game's own minimap, sharp up close) and in 3D, lit from the game's own data, with a World environment panel to force weather and time of day. - Item editor (Tools): every item with its stats, abilities, recipes and the loot tables that give it.
Making mods
- Voice lines (Tools): unpack and pack
.w3speechfiles, make.wemfrom your own.wavrecordings, convert lip syncs to and from REDkit's.refor Blender, and make a lip sync from a recording. For the big speech jobs, RedSpeech Tool by nikich340 is supported too. - glTF: export meshes as
.glbfor Blender and other 3D tools, import a glTF back onto a mesh, or make a new mesh from one. - Build cooks REDkit's meshes, materials and entities as the game's own cook does, and builds cube maps, texture arrays and the project's own DLC. Replace with picture makes a texture from your own picture. (Not yet tried in the game.)
- Make a mod of a game file, Compare two versions of a file, and project files handled as in Explorer (cut, copy, paste, rename, duplicate).
- Sounds: upgrade old sound mods to bank version 150, see everything a bank holds, and banks the game won't load are flagged at Build.
- Load order analyser: check a downloaded mod before installing it, and see what two mods change in the same file.
Scripting
- The built-in compiler refuses what wcc_lite refuses, in the same words on the same lines.
- Decompiled scripts compile back to the same code far more often, from relapse12's fixes (thanks).
Viewers and the command line
- New viewers for particle systems, environments, dialog sets and simplex trees; entity effects and mesh particles play in 3D; Worn by Geralt shows an item on Geralt as the game equips it.
- What uses this file? sees inside cooked entities and world layers.
- Command line: CR2W files through standard input and output (Python scripts),
--match/--skip, voice line and strings commands, and--loot-find. - A frame rate panel for the 3D views; faster scene and cutscene playback.
Fixes
- Dyed gear showed small coloured squares; Blood and Wine and Hearts of Stone scenes stood actors inside one another; the Forgotten Wolven swords showed no mesh.
- Some mods' files with a stale header checksum wouldn't convert to JSON; older banks' objects and sound IDs were read wrongly.
Full details are in CHANGELOG.md.