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Have you tried updating to the nightly?
Published May 24 2022
<summary paragraph>
Launch Game from WolvenKit Wolvenkit is now able to run Cyberpunk 2077 from the app itself using the 'Launch Game' button, with support for launching either through platforms (like Steam:// gameid links) or from the executable executable, with support for launching with specific commands (e.g. -qualityLevel=Cinematic_RTX).
Pack, Install and Launch game is now included as well to quickly pack mod projects and launch the game.
Are we official now?
WolvenKit 8.7 is a major step forward. New features include support for building REDmods, sound modding, and animation modding. The UI has been fully transitioned to a title menu and toolbar setup. Texture I/O is significantly more powerful and robust. Numerous fixes for bugs, issues, and pain-points have been implemented. Check out the full release notes below.
WolvenKit 8.7 has breaking changes! If you have mod projects created with previous versions of WolvenKit, we strongly recommend reading the full release notes below.
Support for Cyberpunk 2077 game version 1.6 Upgrading to WolvenKit 8.7 is mandatory for game version 1.6 and beyond. WolvenKit should handle new game releases more gracefully in the future.
Support for REDmod
Added options for Building and Deploying REDmods
Added Mod Manager for REDmods
Animation I/O
Added support for importing .re
format animation files created with the REDmod Blender animation add-on.
Learn more
Sound Modding Tool
Added support for importing .wav
format audio files within WolvenKit's new Sound Modding tool.
Learn more
Launch Profiles Added support for creating custom launch profiles when building mods. Launch profiles can be added, removed, or modified from the Build menu or the Launch Profiles button in the Toolbar. Modify or create new launch profiles such as automatically starting Cyberpunk 2077 when building mods.
Support for hot archive installation with Red Hot Tools by @psiberx
WolvenKit features a new Hot Reload
button which directly installs archives to the archive/pc/hot
directory. This allows users to quickly install archive files while Cyberpunk 2077 is running, cutting iteration-time down to seconds.
Learn more
Depot Generator Tool Added Depot Generator tool to consolidate game-dump operations into a single tool. The Depot Generator is able to generate material files with the users preferred image extension. Additionally the Depot Generator can fully unbundle all archives in one click.
All XBM textures will be vertically inverted by default during the Import and Export process
Mesh UV channel 0 will be vertically inverted during the Import and Export process
Texture I/O has been completely refactored Expect improved performance and versatility for users
Import/Export arguments are now saved When adjusting advanced import options adjustments are saved per-file. For example if the XBM export format for a specific texture is changed from PNG to TGA, the specific XBM will default to TGA for subsequent exports. This behavior is persistent between WolvenKit sessions.
XBM import arguments are now exposed When importing XBM files, texture setup parameters are now exposed making the texture pipeline much more powerful.
16bit color channel textures are now supported WolvenKit is now capable of working with higher bit-depth images due to newly exposed parameters.
MLMASK I/O improvements
MLMASK I/O now supports the same image formats as XBM during export and import. Additionally WolvenKit will now accept masklist files which include a 0 layer
.
Added Title Menu WolvenKit now has a traditional categorized menu within the titlebar itself, hooray!
Mod Manager and Plugins added to Home
The new REDmod Mod Manager has been added as a tab within the Home page.
Plugins have been moved from the Menu Bar to a new tab within the Home page.
Simplified Toolbar Drop-down elements have been moved from the Toolbar to the Menu.
Added Launch Profiles button to Toolbar A new configurable Launch Profiles button has been added to the Toolbar.
Added Open Game Folder button
Navigate to Menu > Game > Open Game Folder
to find the Cyberpunk 2077 directory with the System File Explorer.
The Ribbon has now been fully deprecated The Ribbon was off by default in version 8.6, but has now been completely removed.
Help and Feedback dialogues have been removed We saw virtually zero usage of these features, so they have been removed.
Improved some log errors messages Some log error messages have been improved to help users diagnose issues.
File Preview is turned on by default On first launch File Preview is turned on by default aiming to improve feature discoverability.
The Mod Browser button is now a switch Changed the Mod Browser located inside the Asset Browser from a button to a switch aiming to improve feature discoverability.
Fixed crash due to game version 1.6
Fixed absurd UI layout on first launch by including a default layout
Fixed raw textures not displaying or showing incorrectly within Preview window
Fixed exception when generating materials to Depot
Fixed numerous issues when exporting meshes with materials
Fixed mesh to json serialization exception
Fixed freeze with Asset Browser when search bar is empty
Fixed crash with Asset Browser when game path is not set
Fixed memory leak issue with certain animated UI elements
Fixed an issue where the Cyberpunk2077.exe lookup did not work on first run
Fixed an exception with long file paths during Import/Export operations
Fixed an issue with Project Explorer losing files that are modified externally
After a long and hectic development process, we are very excited to finally announce the public Beta release of Wolvenkit for Cyberpunk 2077. That's right everyone, Wolvenkit is no longer a myth! Though there have been many delays, we greatly appreciate the community and our patrons and contributors for sticking by us throughout the development process, and for the hard work by the many programmers, artists, and researchers that have made this whole project possible. So many incredible breakthroughs and discoveries have been made in Cyberpunk 2077 modding thus far, and we are excited to see what the community can do with the new capabilities that will be made available with the release of WolvenKit. Modders will now be able to browse game assets, browse, read, and edit most if not all file formats used by the game, manage projects, and more. As this is only the initial release, some features you may expect are still to come in future releases. By choosing to support us, you will be not only be enabling us to continue to develop Wolvenkit and add further functionality and tools for use by the community, but also gain access to exclusive posts and updates on the development process, as well as private community channels, voting power, behind-the-scenes content, and more. Even the smallest amount can help us to continue / spend more time on developing more tools.
WolvenKit has been completely refactored to migrate to a WPF solution from the Legacy WinForms build. Version 0.8.0.1 brings initial support for CDPR's latest video game Cyberpunk 2077. While we are planning to bring feature parity for Legacy WolvenKit versions, for now support for Witcher 3 projects is extremely limited. The initial feature set for the 0.8.x series focuses on the Asset Browser and Project Packing tool which enables us to efficiently rip assets and repack REDengine files into the archive format.
Initial implementation of the Project Explorer enables basic asset management for REDengine files added from Asset Browser.
Initial implementation of the build pipeline. Files inside the Mod directory are packed into Cyberpunk format archive files. Optionally the user can choose to auto-install the packed archive file into their game folder.
The WolvenKit UI has been completely rewritten from scratch to transfer the code base from WinForms to WPF.
WolvenKit 0.7.x series and below
Documentation on Legacy WolvenKit can be found on the Legacy WolvenKit wiki at .
Buffer overflow
WolvenKit 8.5 ushers in a new era for mod development. The File Editor now supports editing buffers for the .ent and .app formats. Buffer editing opens the doors to countless new possibilities for modders. Virtually all aspects of the UI have been streamlined and refreshed with quality-of-life improvements.
WolvenKit 8.5 has numerous breaking changes! If you have mod projects created with previous versions of WolvenKit, we strongly recommend reading the full release notes below.
.NET must be updated to 6.0 (x64) for WolvenKit 8.5+
Some TGA image previews may be incorrect All TGA's exported from WolvenKit will be previewed correctly within the Properties window. However TGA's exported from other applications with bottom left Origin will appear inverted. This is only an issue with the image preview tool with the TGA format. The texture will not be inverted when imported as an XBM.
MLMASK I/O has been streamlined
The default format for mask I/O has been changed from DDS to PNG. Additionally mask textures are now placed into a subfolder using the original mlmask file name.
When exporting .mlmask files WolvenKit will automatically generate a file within the raw directory. The content of the masklist is automatically generated for convenience. Masklist files now accept absolute and/or relative paths. For example:
Absolute Path
Q:\projects\Judy\files\source\raw\base\characters\main_npc\judy\textures\ml_s1_001_wa_shoe__judy_masksset.mlmask\0.png
Relative Path
ml_s1_001_wa_shoe__judy_masksset.mlmask\0.png
Default export format is now TGA After careful consideration the Import/Export tool will now export TGA by default. The flow chart below demonstrates the necessity of this change. DDS imports and exports remain unchanged in version 8.5.
Keep is now disabled by default
Starting with version 8.5 textures will no longer be rebuilt by default. Standalone textures that don't require an original XBM will be created instead. There are numerous benefits:
- Texture resolution/size will be updated automatically on import
- Standalone TGA imports work flawlessly
- Checking DDS compression is not necessary
- High quality 32bpp RGBA compression is always used
The drawback is that standalone textures will not preserve the isGamma
boolean. This boolean must be set true for all color texture imports.
Support for isGamma Standalone texture imports now expose the isGamma boolean, meaning color textures can be correctly displayed as sRGB. The isGamma boolean is set to false by default, meaning the user should manually check the box for color textures. We plan to automate this process with an upcoming patch.
Upgraded to Visual Studio 2022 Visual Studio 2022 is now required to compile WolvenKit.
Support for editing buffers Buffers can now be edited and saved with WolvenKit! Currently .app and .ent buffer editing is supported. All properties can be modified including floats, strings, and paths. This opens the doors to countless new modding possibilities.
True native file editing WolvenKit is now capable of adding and removing elements of REDengine files within the document editor. Various options for adding or removing elements have been added.
Improved file handling
Numerous quality of life enhancements have been implemented:
- An asterisk (*) is added to the file name tab when unsaved changes are present
- A confirmation dialogue has been added for closing edited files without saving
- A Save As
button has been added to save files as a copy
Temporary file preview Any file can now be opened without being added to a project. Files can be previewed by selecting them within the Asset Browser. Additionally when editing any REDengine file, referenced files can be opened temporarily in a new tab. To open a referenced file, click the blue arrow icon inside the tree view.
Document window preview REDengine files such as xbm, inkwidget, and mlmask can now be previewed directly within the File Editor. Below the main file tab, a new set of preview tabs are available for select formats.
Tree View replaces List View The left-hand navigation panel now uses a beautiful and intuitive tree view. Tree view elements are organized in a sensible way, rather than a flat list.
Collection Editor has been removed The Collection Editor introduced with version 8.4 has been removed. The right-hand properties panel now displays editable-content efficiently without a floating window.
Default engine values are now displayed Properties that are not written to file display REDengine default values. These values are automatically inserted by the game at runtime when left unset. Inherited default values are marked with italic font and darkened text.
Main document inline buffer viewing Buffer viewing has been dramatically improved. Buffers are now visualized within the main file tree rather than individual tabs. Understanding the relationship between buffers and the main file is now more intuitive.
BREAKING CHANGE Installed mod archives will no longer use the mod prefix! The name of the archive will now directly match the mod project name. For a mod project called JudyEdit, the archive will be automatically installed as shown below: OLD modJudyEdit.archive NEW (8.5+) JudyEdit.archive WolvenKit will automatically uninstall old mod archives when the mod project is updated, however take care to warn users if your archive name has changed.
BREAKING CHANGE The WolvenKit project structure has changed! Existing projects will function as expected, however mod projects created with WolvenKit 8.5+ will not be backwards compatible. The changes can be summarized as follows:
The Mod directory has been renamed to archive
The Raw directory has been renamed to raw (no longer capitalized)
The script directory remains the same
The tweakdbs directory has be renamed to tweaks
Packing and Installing have been separated into separate actions Pack Project - Compiles mod project without installing (New) Pack & Install - Compiles mod project and installs to Game Directory
The tweak directory folder structure is preserved Any user-created folder structures for tweaks are preserved by the WolvenKit installation process. Tweaks and folders are installed exactly as they appear within the tweak project directory.
Added filtering to Project Explorer The Project Explorer can now be filtered by directory. SOURCE | All project directories (default) archive | Archive directory raw | Raw directory scripts | Script directory tweaks | Tweaks directory PACKED | Internal WolvenKit folder for mod deployment. Can be used to install extra files.
Added flat file view to Project Explorer A flat file list toggle button has been added to the Project Explorer which displays all project files in a simple alphabetical list without folders.
Added drag-and-drop to Project Explorer The Project Explorer now supports drag-and-drop for files. Click and hold any file to move folders. Additionally files can by copied by holding CTRL while dragging.
Added warning for overwriting files in the Project Explorer When adding files to a mod project with the Asset Browser a confirmation dialogue has been added for overwriting existing files.
WolvenKit mod projects (.cpmodproj) can be opened directly Mod projects can now be opened natively from Windows Explorer. The WolvenKit installer will automatically assign mod projects to be opened with WolvenKit. For WolvenKit portable, double-click any .cpmodproj file from Windows Explorer, then locate wolvenkit.exe.
Replaced Ribbon with menu bar (optional) Added a streamlined menu bar as an alternative to the Ribbon. Moved contextual actions to their respective editors.
Streamlined Home view The Home page has been restyled and refined further. A new transition effect has been added when switching to Home.
Added native file preview for new file formats Inkwidget and mlmask files can now be previewed directly within the File Editor.
Added manual update button Within the Settings page a WolvenKit manual update check button has been added.
Added per-project layouts WolvenKit Editor layouts can be saved to a specific mod project.
Support for Asset Browser without a mod project The Asset Browser can now be loaded without creating a mod project. Game files can be browsed and previewed without adding them to a project.
Logging has been improved Existing log messages have been cleaned up, and many new events have been added to improve feedback. WolvenKit events and errors are easier to understand.
Themed elements have been dramatically reduced Many visual elements were unreadable with dark or light accent colors. Most UI elements have been un-themed to prevent these issues.
Upgraded to .NET 6 The .NET dependency was upgraded from .NET 5 to .NET 6. Users can download .NET 6 from the following link:
Fixed bugged mesh previews for new installations of WolvenKit
Lexar-mode engage
WolvenKit 8.4 brings major quality-of-life improvements in a relatively small package. Additions to file I/O, browsing user-generated mods, and new options for editing W2RC files can dramatically streamline some modding workflows.
Fixes
Tweak Editor: Array editing
Curve Editor: Fixes, zoom and editing
Red Resource Editor: Fixes, array editing
TweakDB: Fixed arrays and added remaining types
Fixed a bug where w2rc buffers would not update on selection changed
Fixed dirty filenames for tweak files
Fixed theme settings bug which prevented color changes
Fixed a bug where the Asset Browser would extract vanilla files while browsing mods
Fixed the Asset Browser breadcrumb navigator folder sorting
Added tweak CLI command
Added check for updates button
Added async file search within the Asset Browser
Support for simultaneous reads from a single archive file by multiple WolvenKit instances
Cleaned up Settings
Fixes
Fixed a bug where parallel unbundling caused a crash
Fixed a bug where the app crashed on a pre-release version
Fixed a bug with the file editor child item arrow expander
Fixed hidden properties in Propertygrids
Fixed messagebox layout
Fixed compiled packages reading
Fixed some TGA texture import issues
Fixed miscellaneous asset exports
The Home and Welcome pages are redesigned for improved efficiency and UX
The Ribbon has been reorganized and cleaned up
Some file icons have been updated
Added support for reading W2RC file buffers (ent/app/mesh)
Added progress indicator to the Status Bar
Added unbundle game button to the Ribbon
Support for group adding within the tweak editor
Logging has been improved
Faster archive manager loading
Support for double faced meshes with the Import/Export tool
Critical bugfix for importing mesh files with the Import/Export tool
Support for user-generated mod archives
The Asset Browser is now capable of browsing and extracting user-generated mod archives. A new button called Toggle Mod Asset Browser has been added to the context Ribbon menu. The Asset Browser can swap between vanilla archives and mod archives on the fly. Mods must be installed to game location for browsing.
Support for converting W2RC to and from json
RED/W2RC files can now be converted to standard human-readable json files, and vice versa. Right-click any w2rc or json file within the Project Explorer, and navigate the Convert menu to find conversion options. Functionality not available with the File Editor such as adding or removing chunks and properties is possible with json format. Beware not all file formats are completely stable for conversion! Some elements may not be encoded properly. Use at your own risk!
Support for morphtarget I/O
The Import/Export tool is now capable of exporting morphtarget files to glTF format. Additionally glTF files can now be imported as meshes or morphtargets.
Support for TGA format texture imports The Import/Export tool now supports importing TGA format textures directly. When using the TGA format, the compression method is automatically determined by reading the original XBM texture. Additionally TGA supports no-compression storage, meaning any loss in quality can be avoided.
Updated the RTTI types to 1.31
Added Curve Editor for curvedata within W2RC files Curve data can now be edited directly with a bespoke curve editor window within the File Editor. A new Open Curve Editor button has been added to the value column for any given curveData property.
Fully implemented TGA texture imports TGA texture imports now work as expected (Not fully implemented with WolvenKit 8.3)
Improved handling handling of json files RED/W2RC json project files inside the Mod directory will continue to open with the File Editor. "Real" json files within the Raw directory will now be opened externally with the system default application. Material json and converted W2RC json files can be edited without leaving the WolvenKit editor.
Refreshed Log improves readability
What's new?
Supports Cyberpunk 2077 game version 1.6
Published May 24 2022
Does NOT support latest Cyberpunk 2077 game version
Does NOT support latest Cyberpunk 2077 game version
Does NOT support latest Cyberpunk 2077 game version
Does NOT support latest Cyberpunk 2077 game version
Does NOT support latest Cyberpunk 2077 game version
Does NOT support latest Cyberpunk 2077 game version
WolvenKit 0.8.2 brings massive improvements in key areas. Features such as the Asset Browser have been refactored to be more robust and efficient. This build also features the first scalable content pipeline for importing various assets. Be sure to thoroughly read the Release Notes and check the showcase video!
Support for Witcher modding has been temporarily removed from this build while we work on improving those features. Please continue using Legacy WolvenKit for now ❤️
Fix for some meshes that did not import successfully (index out of range error)
Fix for materials not being written correctly from material json files
Fix for critical error with pack tool installing archives with a subfolder which prevents auto-installed mods from loading in game
Fixed a bug with settings view not updating
Additional information is displayed within the status bar
Project creation simplified further
Bug and feedback reporters implemented within Options ribbon menu
Installer and auto-installation added
Support for bk2 import/export via the Project Explorer right-click context menu
Fixed critical bug where some mesh previews crashed the app
Fixed a bug where items in the mod project had incorrect paths
Fixed a startup issue with InitializeBK accessing the oodle DLL before the game path has been set
Implementation of the universal Import/Export Tool brings support for an asset I/O pipeline The Import/Export Tool can be accessed through the WolvenKit editor ribbon. Exported files will be placed inside a new WolvenKit system directory called Raw. The Raw directory will mirror the existing Mod directory 1:1 which enables us to quickly re-import files without having to target an out-path for each import.
Support for mesh I/O Native support for mesh to gltf/glb and vice versa
Support for xbm I/O Native support for xbm to dds and vice versa
Support for bespoke material json I/O Import/Export tool supports material.json files which can be used to manipulate REDengine materials
Irrlicht has been eliminated from the Solution.
The Asset Browser code has been refactored, dramatically improving startup times.
The File Editor has not seen much development. There is a small regression with 8.2, where paths and variables are not displayed correctly. Alternatives such as the 010 editor template or WolvenKit's bespoke I/O for materials are recommended to view CR2W properties.
The Raw WolvenKit system directory has been added. This directory hosts all non-REDengine formats such as dds, tga, glb, and other source files such as psd, xcf, or blend files. The Raw directory significantly improves efficiency of the Import/Export Tool. Raw files that can be imported will appear inside the Import/Export Tool. Raw files can also be opened externally with your preferred editor by double clicking them inside the Project Explorer (i.e. opening a .blend file directly with Blender).
WolvenKit now leverages a material repository. The material repository can be created all-at-once by exporting all game textures from XBM to TGA (other formats not supported at this time). Alternatively, each mesh exported with materials will have all texture dependencies dumped here. It's recommend to use the all-at-once approach if storage is not an issue. The material repository makes dumping redundant texture dependencies for each and every mesh unnecessary.
Basic-yet-powerful operations have been added to the Project Explorer. Rename, copy, paste, and delete have been added to the context ribbon. Batch operations such as batch delete are supported also by using multi-select. Manage your assets from the Project Explorer!
The DLC WolvenKit system directory has been removed, to be re-added if/when we have a working DLC pipeline.
The publish button has been disabled temporarily in favor of the simple pack tool. The pack tool is a one-click solution to packing all Mod directory files and installing them to the game automatically.
All REDengine files have been assigned a custom icon
Multi-select has been implemented in areas such as the Asset Browser. Shift-select multiple files, right-click, then use the context menu to add selected files to the project.
Basic file operations for the Project Explorer have been added to the context ribbon. (rename, copy, paste, delete, etc.)
Startup time for projects has been dramatically reduced. The asset browser should initialize much faster
Significant cleanup of unusable features/buttons. Witcher 3 modding support has been temporarily removed since the initial implementation is superficial
Theming has been completely refactored
New Import/Export tool has been added
New Material Repository tool has been added
Publish has been disabled temporarily
Home page has been refactored with support for embedded videos. We plan to feature showcase/guide videos, or community guides as well
Sammy icon has replaced the old desktop icon
Windows Administrative Mode is no longer required to launch WolvenKit. Note: If Cyberpunk is installed to your Program Files folder WolvenKit should still be launched with administrative mode enabled.
Basic integration with Blender's shader system via the material.json. Meshes can be imported with materials and textures using HitmanHimself's Blender plugin found here: https://github.com/HitmanHimself/cp77research/releases/tag/1.0.0 Read more about Blender integration with WolvenKit on our dedicated Wiki page.
Good things come to those who wait
WolvenKit 8.3 arrives with amazing new features, improved workflows, and critical bugfixes. Support for basic REDengine file editing has been implemented. While using our RED4 document viewer, virtually any RED4 file can be opened, modified, and saved using a sleek UI. Additionally the mlmask format has been reverse engineered allowing users to generate new mask files using our bespoke file I/O pipeline. The most common crashes and issues have been addressed; WolvenKit now handles issues with dependencies much more gracefully.
Fixed a bug where the application would crash on a clean restart
Changes
Added global application error logfile %AppData%\REDModding\WolvenKit
Material I/O has been refactored
The material json has been reworked significantly. WithMaterials
mesh exports will no longer generate json subfolders within the Raw directory. Without containing folders, each json file is now uniquely named after the source mesh followed by .Material.json
. This will significantly declutter any project with materials.
The internal structure of the material json has been dramatically simplified; internal mutlilayered component data has been removed. Rather than include the same ml-data for each and every material json, mltemplates and mlsetups will be stored once as json within the Material Repository. This prevents bloated material jsons in excess of 500,000 lines. The Cyberpunk Blender add-on must be updated to 1.0.2 or higher for compatibility.
Internal code for accessing shaders (mt) during I/O is more robust Material exports are now more future-proof, and now support multiple game versions.
Support for mlmask I/O Native support for encoding files has been added. Through the use of bespoke masklist files new standalone mlmask files can be generated through .
Added material only option for mesh imports Support for importing materials-only to edit mesh materials without worrying about breaking the underlying mesh during the I/O process.
Added glTF file import verification options Exposed glTF validation options to the user when importing custom mesh files.
Improved detection of invalid normals and tangents Additional checks for bad mesh data improves feedback from WolvenKit when importing meshes.
Improved verifications Added verifications for rendtopology and garment support.
Support for morphtarget base mesh import option with UI
Updated the RTTI types to 1.30
TweakDB writer It's now possible to create Tweak Databases from scratch
Reactive UI
Improved Asset Browser functionality Improved selection and search (keywords, glob, regex)
New splashscreen art
Texconv for image I/O has been removed WolvenKit relied on Microsoft Texconv which has been removed in favor of native wrapper.
Added DXTEX git submodules
We recommend developers to run git submodule update --remote
to pick up the latest submodule updates when building WolvenKit.
Using glTF Core library for most mesh/morph exports
Exporting bones with morphtargets
Detect base rig properly instead of using a hack while merging multiple rigs
Material helper files are now dumped in the Material Repository
Added support for creating mlmasks from bespoke masklist file
Nuked custom json exports for mlsetup, mltemplate, hp, using cr2w serialization instead, (will break blender addon)
Disabled webview2 when offline
Store hashed names as ascii byte arrays instead of strings
Smarter missing hash detection in the hashservice for deferred loading
Made most of the Archive classes structs
Removed unused dependencies
Removed solution platforms for anycpu and x86
Disabled caching of the archive manager
Added prompt to run webview2 installer if not installed on app startup
Catel has been removed from the solution
Shader (mt) data is no longer hard-coded Archives are now accessed directly to determine shader data within mt files. This removes tens of thousands of lines from the code base, and ensures the data is parallel with the users game version.
Enabled saving of cr2w files
Fixed mainView and app icons
Fixed mlmask layer uncooking after directxtex wrapper implementation
Fixed mainwindow themeing
Fixed Asset Browser weirdness
Mesh dependency files haven been moved in archives in patch 1.3 Recollecting certain archives causes missing dependencies, removed recollection.
rref and raref templates
Fixed a bug where wizards and dialogs would not be displayed properly
Improved support for future game versions Cyberpunk game update 1.3 caused crashes with the Asset Browser. WolvenKit relied on a cached archive file inside the user appdata folder, which caused a crash when this cache was mismatched to the installed game version. The archive cache file has been removed in favor of direct archive access, which also yields improved performance.
Fixed a major issue with the Material Repository Before the release of WolvenKit 8.2 the Material Repository output was switched from PNG to TGA. This resulted in adding ~70gb's of extra data due to lack of compression with TGA. To reduce unnecessary bloat the default format of the repository is now PNG moving forward. Recreating the Material Repository is recommended to save space and update for game version 1.3.
Fixed a crash with the update service while offline
Fixed a crash related to recently used items
Fixed a bug where loading Asset Browser items was slow
Fixed a crash when searching in the Asset Browser
Fixed a crash when previewing some wem files
Fixed a crash when renaming and deleting files
Fixed a file handling crash with external applications Some external applications such as paint.net create temp files inside the project causing a crash.
Streamlined some UI elements for improved efficiency and simplicity General cleanup of elements lacking padding, margin, etc.
Asset Browser interface has been improved extending usability
Multiple files and folders can now be selected and added to project using check boxes. New button Add Selected Item(s) to Project
has been added to the Ribbon context menu. Advanced filtering options have been implemented to search functions. Items are now sorted alphanumerically and suffixes to the file sizes (kb/mb).
Cyberpunk 1.3 and existing WolvenKit mod projects We strongly recommend rebuilding existing mod projects by replacing old assets with updated versions from 1.3. Many assets have been updated, and some formats have been changed. For example, to update a mesh mod add the mesh file from 1.3 to your mod project and re-import the custom glTF file. This mitigates the risk of crashes or corruption with files.
The has been updated to dramatically improve usability compared to WolvenKIt 8.3. Logs are now displayed completely with word wrapping.
Removed legacy code, hosted elsewhere WolvenKit 7 is updated and working here:
Initial support for editing various REDengine files with a dedicated in-app GUI WolvenKit 8.3 brings the first release of WolvenKit's core feature; a system for reading and writing REDengine binary files. While development is still in early stages, the File Editor supports editing and saving (non-buffered) paths and values.
WolvenKit could not be used while offline due to a bug with webview content The application crashed immediately with no feedback. Bug report here , fixed in . WolvenKit can now be used as expected without webview content. See also:
Fix a bug with exported PNG and BMP textures Both PNG and BMP files were written using the wrong codec on export (TIFF). The correct codec for each file type is now used. See:
BREAKING CHANGE - Material I/O
Material I/O has been updated so projects with WolvenKit 8.2 may not work as expected. To upgrade projects for WolvenKit 8.3 remove all material json files and subfolders from the Raw directory. Export meshes in the Mod directory using WithMaterials
argument to generate new material json files.