1. **Modding Requirements & WolvenKit Setup**

  2. Make sure your game is close to being Vanilla.

    1. Temporarily remove any Mods and custom DLCs you have.
    2. Keep Vanilla DLCs intact (bob, ep1, dlc1-20).
    3. Preferably, verify your game files if you’ve edited Bundles (The Witcher 3/content) before.

    Depot Generation would extract all files of your game, all mod and DLCs archives, to use as a Depot.

    Ideally, you would only want to use vanilla files to base your edits on them.

    If you want to Unbundle a modded game, do that on your own risk, as Modded files would mix up with vanilla files in your Depot.

  3. In WolvenKit Editor, go Game → Unbundle Game

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    Unbundled files take up to 40GB of space.

    The process may take up to 3-4 hours depending on your machine.

    Don’t interrupt and let it finish.

  4. With your game Unbundled, test if your Editor is working - for example, by trying to export Gerry’s head.

    1. Go File → Asset Browser OR click on Folder with Blue Magnifier icon

    2. In Asset Browser, enter “Bundle”

    3. Go to characters\models\geralt\head\model and double click on h_00_mg__geralt.w2mesh to Mark it

    4. Check “Export” and select “Add Marked files to mod”

    5. WKit may take a while to think (allow it up to 5-7 mins)

    6. If all is good, WKit should dump 2 files - an FBX and an XML to WKit Project’s Raw/Mod folder (in project filetree to the left) and set status “Finished with Errors” in **Output **(to the bottom of your screen). Congratulations! You can now utilize WKit to mod the game.

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    7. If WKit throws you Errors instead, try to reach out for help on Wolven Workshop discord server (google it).