Project Structure

Raw-Uncooked-Cooked

The Witcher 3 modding workflow can sometimes be complicated, but here is a quick rundown of the major concepts.
The most important thing to understand is that the game's engine in most cases uses custom file formats that first have to be created ("imported into the engine") from more well-known file types. 1. Raw files are all files that first need to be imported into a Witcher 3 RedEngine file format. See here for more information: Import Utility Files in this category include:
  • Textures: tga, png, dds .etc
  • Meshes: fbx
  • Apex cloth files: .apb
    1. 1.
      Uncooked files are all files that are converted from raw file types into Witcher 3's special file formats or otherwise specifically created from the engine: Uncooked files have a number of features, the most important being that they are often large in size and contain raw data, such as the raw pixels of the texture.
  • Textures: .xbm, .w2cube, .texarray
  • Meshes: .w2mesh
  • Apex cloth files: .redcloth, reddest
  • And many more uncooked files that are created by the Engine
    1. 1.
      Cooked files are created from uncooked files via the cook operation of wcc_lite (the command line Witcher 3 official modding tools, which WolvenKit utilizes). See here for more information: wcc_lite commands <missing link>. Cooked files have the same ending as uncooked files and it can be confusing to keep them apart. Cooked files are usually smaller in size than uncooked files.
  • Textures: .xbm, .w2cube, .texarray
  • Meshes: .w2mesh
  • Apex cloth files: .redcloth, reddest
  • And many more cooked files that are created by wcc_lite
WolvenKit mirrors these steps in the Witcher 3 modding workflow in the Project structure to the left: DLC and Mods have Cooked and Uncooked folders for manual placement of files if you are already familiar with the process,. Otherwise WolvenKit's modding workflow does this for you.

Packing a Mod in WolvenKit <originally empty>