MODS AND THE WITCHER 3 NEXT-GEN UPDATE
CD PROJEKT RED
Yesterday at 5:56 PM
We hear your questions about mods after the upcoming The Witcher 3 update. I'll try to answer them as best I can:
Updating a game means that we change various files, so the mods that modify those exact files stop working. If we want to change things in the game or add stuff, it cannot be avoided, and our teams have to focus on making updates as good as possible, not minimising change.
Still, in the case of TW3 it's been 6 years (or 4 if counting since 1.32) since the last PC update, and it's a long time to get used to one's favourite mods. And we want this transition to be as smooth as possible.
So:
- We checked several most popular mods to see if they will work after the update. Here are our findings. Mind that the list may not be 100% accurate (the game was under development while the list was being gradually compiled and afterwards, also mods can change). But we hope it gives you an idea what to expect.
How to read the table: Mods are listed; next to them the folders where they can be found (one mod can use many folders representing its aspects); compatibility with the update (yes/no); then under “Comment” additional info in case the mod doesn’t work.
Because we are changing scripts in the update due to the addition of a new quest, most of the mods that are based on scripts will error out. You will notice this in the “Comment” column in the above doc as “script errors”. Using e.g. the Script Merger tool can help the authors solve those issues.
- Our team of modding experts led by Bence will provide help and advice to modders on forums post-release when possible.
- Alongside the game update we are gonna release a new version of the Witcher 3 command line tools for modders (Modkit) adapted for the updated game with many bug fixes included.
- Bence's team will be releasing an updated version of TW3 WolvenKit soon after the update's release (also when possible, considering their holiday season plans). Bence created a ticket on github that you can observe for updates, in case WolvenKit update gets delayed.
Additionally, we are including several popular mods in the update (they’ll be available depending on the platform). We obtained permissions from their creators, reimbursed them, and they’ll be featured in the credits of the updated game. The mods were reworked and assets optimised as needed, and the game adjusted to run with them. There was even a case when a dev got so engrossed in tinkering when including a mod that he ended up simply remaking that particular aspect of the game. So, in a way, the game comes with some mods already included.
But for the full spectrum of mods we still depend on our community, and we are looking forward to the new modding ideas and activities this update will spark :D