WolvenKit is a reverse-egneneered, community-made editor for The Witcher 3. By nature, it’s less user-friendly and competent of an editor than RedKit.
If you’re a Modder new to W3 Modding and plan to mod for any prolonged period of time, I suggest you use RedKit as your base editor and only occasionally switch to WolvenKit. This will provide you with an expanded functionality and better understanding on what you’re doing.
If you’re a Mod User, getting RedKit and devoting 90GB of space to it may be a bit exsessive. You can still, however, use more lightweight WolvenKit to unpack the mods, check the files, make edits, and pack mods back. This way you can make merges, solve conflicts, and create patches tailored to your modlist - so definitely recommend.
If you’re familiar with TES modding, then RedKit = CreationKit, and WolvenKit = TESEdit.
Pre-requisits to this tutorial:
- WolvenKit Requirements
- Installation & First Launch
WolvenKit + No RedKit (1.32 and Next-Gen)
- Follow the **first launch tutorial** up to 3.2. Installing WolvenKit using custom/no depot, then get back here
- then, choose to work with either:
WKit + NO Depot
- can’t source vanilla files to a full extent
- can edit other’s mods
- can edit & import files
- takes ~1GB of space
- takes ~30m to setup
- WKit has limited functionality
Wkit + Generate a Depot
- can source vanilla files
- can edit other’s mods
- can edit, export and import files
- takes ~40GB of space
- takes up to 2-4h to setup
- WKit is fully functional
WolvenKit + With RedKit Depot (Next-Gen only)
- Follow the full tutorial series.
WKit + RedKit Depot
- can source vanilla files
- can edit other’s mods
- can edit, export and import files
- takes ~90GB of space
- takes up to 2-4h to setup
- WKit is fully functional
WolvenKit UI

- Tools Panel - shortcuts to main actions:
- Project Explorer / File Hierarchy - a file tree view on all files of your mod (so, actual content of your mod):
- Editor - UI varies depending on file type
- Import Utility - a tool to Import resources, ie convert them from Raw to C2RW formats:
- Asset Browser / Lexar Mode:
General Modding Pipeline:
- Create a mod project
- note that name you choose will also be used as a name for your Mod folder (so “modPROJECTNAME”), and DLC folder (so “dlcPROJECTNAME”)