Previous tutorials:
So you want to include some textures in your mod.
0. Repacking Textures
To repack textures, following the previous tutorials, you would try to:
- source the texture (XBMs) files somewhere (game/mod)
- add it to your Mod in WolvenKit (Cooked/Uncooked) folder
- Pack & Install it
- test it
- and…. nothing. No changes in game.
You see, WolvenKit can’t reliably Pack Cooked textures (XBMs) to the mod archives.
If WKit doesn’t suggest to include Texture.Cache Bundle on Packing automatically, then most likely your textures will end up missing.
To work around that, any XBMs you want to you include, will have to go through a different, Export-Import pipeline:
- export XBMs to Raw (TGA)
- assign correct TextureTypes to Raw textures (TGA) in Import Utility
- re-import Raw textures to your WKit project
- now, your freshly Imported XBMs can be successfully Packed to your mod
- to confirm, check if WKit suggests to include TextureCache Bundle on Packing
- Pack and test in-game.
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- There is also alternative Uncook Pipeline that you could use, but its buggier and more prone to errors than Export-Import pipeline (albeit quicker).
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File structure example (Ciri’s head mesh, eye and face textures):

1. Exporting Textures
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as usual, first, source the Textures you want to include to your MOD, in Asset Browser / Lexar Mode
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note that unlike other file types, for textures, you should be browsing Root/TextureCache and NOT Root/Bundle folders in Asset Browser!
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you can add other files from Bundle along with files from other folders, just make sure to always add your Textures through Texture Cache
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DO NOT check “Export” for TextureCache files - it will fail the process!

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when done exploring, just click Add marked files to mod and let it finish the process
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if done correctly, your Project’s files should look more or less like so:
- Cooked / Uncooked - files in C2RW formats
- Raw - TGA / DDS / PNG files for Textures
- make sure you DON’T have Duplicates between Cooked and Uncooked/Raw folders
- if you have duplicate XBMs in Cooked, delete them!

2. Editing Textures
If you want to make changes to your texture, follow a dedicated Tutorial here.
3. Importing Textures
To Import, we’ll have to use WKit’s Import Utility.
- if you don’t have it visible, go:
- Tool Panel → Import Utility
- or View → Import Utility
- Import Utility lists ALL your Raw files (FBX, APB, TGA, DDS, PNG) located in Proejct’s Raw folders
- TextureGroup type is assigned to a file automatically, if applicable (pic 1);
- TextureGroup type defines what kind of Compression is to be applied to your Raw texture on converting it to XBM; more info on it here;
- check if you agree with TextureGroup assignment:
- WolvenKit would preserve the folder structure on Import
- so its worth keeping your Raw files under the correct paths, at all times, for your future convenience
- Import your Files
- when done checking & changing TextureGroups, mark the files you want to process and click “Import”
- let WKit think a little, it’ll get faster after few initial attempts

pic 1.

pic 2.
- As a result (pic 3), you should get duplicates of your Raw files, imported as XBMs to your Uncooked folder;
- you can double-click to preview them in Editor
- some TextureGroups may invert colors of your XBM on editor previews; you’ll have to test it in game to confirm if it really bugged them out;
- your Output may display Warnings, but shouldn’t throw any Errors
- if it has Errors, chances are your Texture is of a wrong image format; more on Texture Prep here;
- now, when you summon the Packing dialogue, WKit would automatically suggest to include TextureCache - hooray!
- Pack & Install as usual, test in game
- if it works, congratulations! if it’s not working, check if:
- your WKit can Import textures in general - check on some exported vanilla texture
- your texture file is of a correct format and uncorrupted
- a different TextureGroup would work instead

pic 3.
Notes