This tutorial is for Next-Gen. If you mod 1.32, follow this guide instead.
What WKit can be used for, that RedKit can’t:
- unbundling existing mods
- quick and bulk edits
- workarounds
- custom tools
If you need anything described above, get WKit and follow this tutorial.
If nothing sounds particularly interesting - skip that step entirely. You can always return to get WKit a bit later.
1. Next-Gen + WKit setup
I strongly recommend you use RedKit as your base editor and only occasionally work with WolvenKit.
In that case, there would be no need for you to uncook game files for WolvenKit separately, as you could use Next-Gen depot generated by RedKit - you will only have to setup the WKit itself.
It also means that you won’t be using WolvenKit for the full pipeline - but it can still be used for cooking new and uncooking existing mods, exporting textures, and importing new stuff.
2. Installing prerequisites:
- Download and install ModKit 1.3 (yes, for Next-Gen too)
- Follow its regular Installation rules (yes, for Next-Gen too)
- (optional) run installation of a collection of legacy VC redistributables
3.1 Installing WolvenKit using RedKit’s depot:
- Download WolvenKit 7.2 for Next-Gen
- Install WolvenKit to a short path, following same rules as for installing ModKit
- Run WolvenKit & follow instructions it gives you
- When prompted to select “wcc_lite.exe”, use your ModKit’s modkit/bin/wcc_lite.exe path
- When prompted to select “Uncooked Depot Path”, change it to use your RedKit’s generated depot (r4data)
- When prompted to update your wcc_lite (ModKit’s main executable), agree to it
3.2 Installing WolvenKit using custom/no depot:
- Download WolvenKit 7.2 for Next-Gen
- Install WolvenKit to a short path, following same rules as for installing ModKit
- Run WolvenKit & follow instructions it gives you
- When prompted to select “wcc_lite.exe”, use your ModKit’s modkit/bin/wcc_lite.exe path
- When prompted to select “Uncooked Depot Path”, keep it as is (points to ModKit/r4data by default).
- When prompted to update your wcc_lite (ModKit’s main executable), agree to it
- If you only plan to use WKit sparingly for messing with existing mods, you should be good using no Depot. In that case, move on.
- If you plan to make edits from scratch, using actual game files, move to WolvenKit - Generating Depot
4. On Combining Next-Gen WolvenKit + RedKit
- If you already have a next-gen Depot prepared by your RedKit, you will be able to use it as a depot for WolvenKit as well. There is no need to create a separate “WolvenKit depot” to use it.
- not all WKit functions are working this way (for example, mesh export to FBX is much less stable in Next-Gen WKit than in RedKit or 1.32 WKit)
- you can still create new and unpack existing mods with WKit
- you can still make and save your edits to C2RW files (like W2ENT etc) → note that WKit doesn’t have complete UI for all types of them
- you can use both RedKit and WKit to edit the same file
- you can NOT use the same project for both RedKit and WKit as their project structure is a bit different
- you can transfer projects in between RedKit and WKit with relative ease