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Learn: The Game Designer Profession from Scratch to PRO
Find out moreDevelopment of a new game in the Witcher universe continues, and at this time CD Projekt RED, together with Yigsoft, is striving to activate the community of fans of the series. This collaboration aims to enhance fan engagement, deepening their immersion in the world of The Witcher and creating new opportunities for communication and sharing.
In mid-April of this year, the Steam Workshop for The Witcher 3: Wild Hunt launched, marking a significant milestone for the player community. Simultaneously, the application process for testing the new modification editor began. On May 21st, the official release of REDkit marked a significant step in the development of modding for The Witcher 3. Previously, players only had access to the Modkit tool, which allowed them to unpack, pack, import, and export game files. The new editor significantly simplifies the creation and use of modifications, expanding creative possibilities for content creators and fans. This opens new horizons for customizing the gaming experience in The Witcher 3: Wild Hunt and highlights the active development of the community around this popular game.
The new application is aimed at modders and fans of The Witcher, but it will also be an excellent tool for users who want to create their own game projects but don’t know where to start. With an intuitive interface and accessible features, the application simplifies the development process, allowing users to easily implement their ideas and bring unique game elements to life.
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- What is REDKit
- How to install
- Interface analysis
- Working with assets in the editor
- How to transfer animation from REDkit to Blender and back
- Importing models from REDkit to Blender and back
- Modifying and testing the original world in REDkit
- How to save and publish a mod
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What is REDKit
REDkit is an editor based on The Witcher 3: Wild Hunt engine. It offers an adapted structure for creating two types of content. With REDkit, users can develop their own modifications and scenarios, which allows them to expand the gameplay and add unique elements to the world of The Witcher. This tool is ideal for both experienced developers and beginners looking to create original projects in a familiar universe.
- Game modifications. Modifying existing content in The Witcher 3: Wild Hunt.
- Add-ons. Creating content from scratch (e.g. maps, environments, quests, NPCs, cutscenes), but within the framework of The Witcher 3. In other words, the finished project cannot be made into a separate application or game.
The REDkit editor is an excellent choice for those just starting out in game development. Its limitations do not diminish its potential as a foundation for learning key aspects of game design. Here are several reasons why REDkit is suitable for beginners in this field. Firstly, it offers an intuitive interface, which simplifies the game creation process. Secondly, the presence of extensive documentation and tutorials allows you to quickly master the basic functions. In addition, the editor's tools allow you to experiment with various game mechanics, which promotes creativity and understanding of development principles. REDkit also supports a developer community where beginners can share experiences and get advice. REDkit thus provides a reliable starting platform for aspiring game designers.
A ready-made foundation for beginning game development. When users begin learning game development in a game engine such as Unreal Engine or Unity, it is often difficult to determine where to begin a project and what elements it will need, especially when it comes to level design and quests. Using REDkit provides a ready-made game from which to select a specific map or series of quests. This allows for modification of existing content or the creation of a new story based on it. This approach simplifies the process of mastering the necessary skills, and if successfully implemented and positively received by the community, the modification can become a valuable addition to the developer's future portfolio.
REDkit offers a comprehensive set of assets from The Witcher 3, allowing you to create unique content by adding original elements. Support for Blender, a free 3D modeling application, allows users to import assets, modify them, and export created animations and 3D models back to the editor. This makes the process of developing new content more flexible and accessible for users.
REDkit requires no programming knowledge. It supports the native Witcher Script (.ws) language, but knowledge of this language is not required. Users wishing to create a unique quest chain can use the built-in quest creator, which is based on visual programming. This allows you to structure the quest line using nodes, significantly simplifying the development process and making it accessible even for beginners. This makes REDkit the ideal tool for creating quests and content in the world of The Witcher.
If significant changes to the game are required, such as a radical rework of key mechanics or the addition of new components that were not originally intended, such as multiplayer, a thorough review of the code is required. This will allow you not only to understand existing mechanisms but also to effectively integrate new elements without disrupting the overall structure of the game.
Career prospects in game development. Many successful developers began their careers by creating mods. Fan-made add-ons are often equal in quality and originality to official projects, opening new horizons for creative minds. Modding not only allows you to develop programming and design skills, but also creates opportunities for building a professional career in the gaming industry.

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Game modifications: motivation, education and career
Game modifications, or mods, have become an important tool in The world of video games offers unique opportunities for motivation, learning, and professional development. These modifications not only add variety to the gameplay experience but also promote the development of skills needed in real life. Modifications can be a powerful source of motivation for players. They provide new goals, objectives, and challenges, helping to maintain interest and engagement. Players can develop creativity and critical thinking by creating their own mods or modifying existing ones, which can also lead to improved programming and design skills. In the educational field, game modifications open new horizons. They can be used to create interactive learning materials, allowing students to better absorb information through hands-on application. For example, mods designed to simulate real-life processes or historical events can make learning more engaging and effective. Career-wise, experience with game modifications can be beneficial when seeking employment in the video game industry or related fields. Knowledge of mod creation and implementation can be a great addition to a resume, demonstrating a capacity for innovation and teamwork. Many major game studios value modding experience as an indicator of skill and passion.
Therefore, game mods are a powerful tool for motivation, education, and career advancement. Their impact on skill and knowledge development makes them an essential element in the modern gaming landscape.
REDkit offers a wide range of creative possibilities. Even if you're not planning on getting into game development but are a fan of The Witcher universe and want to create unique non-game content, this tool is an excellent choice. REDkit includes features for creating machinima with custom voiceovers. Facial animations can be manually adjusted using Blender, or you can use the built-in tool for rough lip syncing during lines. REDkit also allows you to create static art and engage in virtual photography, expanding your possibilities in the world of The Witcher.
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How to install REDkit
REDkit for The Witcher 3: Wild Hunt is available exclusively for PC users running Windows 10 or 11. You can add the program client to your library on Steam, GOG, or Epic Games Store if you have a license for The Witcher 3: Wild Hunt on one of these platforms. Using REDkit, you can create and edit modifications that will improve the gaming experience and tailor it to your preferences.
Before the first launch, a number of conditions must be met. Make sure all required components are installed and configured correctly. Check for current software updates and device compatibility. It is also important to ensure that all configurations meet the requirements for optimal performance. After meeting these conditions, you can proceed to the first launch, which will ensure stable and efficient operation of the system.
- Install The Witcher 3: Wild Hunt. REDkit refers to it during the first setup, as well as during further testing of modifications.
- Have sufficient free space on your hard drive. The editor itself weighs about 60 GB. You will also need to allocate about 34 GB for the so-called Depot, where the source files of the game are located, without compression and compilation into separate in-game archives. Thus, to work with REDkit, you will need a total of over 140 GB (46.66 GB - the game client, 60 GB - REDkit, and ≈ 34.6 GB - Depot).
Launch REDkit. In the Game directory section, specify the path to the game folder, and in the Depot directory, select a pre-prepared folder for storing files. Click the Generate button in the Generate Depot section and wait approximately 40-60 minutes for the client to create all the necessary files. This procedure is only required when first setting up the editor; subsequently, the client will launch much faster.

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The Witcher 3 Editor may not launch automatically on Steam. To resolve this issue, you should manually open the editor.exe application. It is located in the editor's main directory. For the version installed via Steam, the path to the file will be: …\Steam\steamapps\common\The Witcher 3 REDkit\bin\x64_RedKit\. Make sure you follow this path to successfully launch the editor and start creating your modifications for the game.
After creating the storage, the program will offer you the option to start a new project or open an existing one. Specify a name for the new project and select a folder on your hard drive where its data will be stored. At the bottom of the window, click the "Create new project" button. This will open the REDkit editor.
How the REDkit editor works
When you first launch the editor, the user sees an interface that provides intuitive interaction. All key functions are conveniently located, allowing you to quickly navigate tools and settings. The interface is visually designed to highlight important elements, simplifying the editing process. Users can get started right away without wasting time learning complex menus or unnecessary options.

The screenshot highlights the largest window, which is the 3D viewport. This window displays all content in three dimensions. Don't worry about the black background: this is the standard view for a new project that doesn't yet contain any data. You can move freely around the 3D scene using the control keys.
- Hold LMB + drag the mouse left and right — rotate;
- Hold LMB + drag the mouse forward and backward — move quickly;
- W, A, S, D — more precise movement across the map;
- Shift + W, A, S, D — the same as in the previous paragraph, but a faster option.
To the right of the viewport is a toolbar, highlighted in yellow. This bar contains several tabs designed for convenient work with content. Each tab offers unique features to help you efficiently edit and manage your content.
Scene is a tool that allows you to visualize the structure of your world as a hierarchy of folders known as World Layers. This outliner displays all the elements that make up your world. Since the current world is still empty, to better understand its functionality, we'll look at the tab with the loaded world of Kaer Morhen. This will help you visualize how various information is organized and structured in the editor.
To load an existing world into REDkit, open the File menu and select Open World or click the folder icon in the toolbar. The browser will automatically open the directory with the worlds of The Witcher 3. Find the folder you are interested in, for example, kaer_morhen, scroll down and run the file kaer_morhen.w2w.

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Game worlds loaded into the editor do not display all elements by default. To see all the components of a specific segment, you must right-click on one of the directories and select the option «Load all in Group». In this example, the main segment of the hierarchy is highlighted, which allows all layers to be loaded onto the map, including buildings, special effects, events, encounters, and other content that exists in the game within the given world. This is a useful feature for developers, allowing them to get a complete overview of all elements available in the game environment.


The location after loading all the layers in the game The Witcher 3 looks impressive. This screenshot from the REDkit editor by CD Projekt RED and Yigsoft shows how details and textures create a rich atmosphere in the game world. This highlights the importance of working with levels and layers during the development process to create a truly unique and immersive experience for players.
To disable inactive layers, right-click on the desired element and select the «Unload Group» option. This will allow you to effectively manage layers and improve the performance of working with your project.
The «Tools» section contains all the necessary tools for editing world content. Here you will find tools for working with terrain, vegetation, and various zones, including triggers and routes. The panel offers only basic functions, while more advanced capabilities, such as working with scripts, are available in the «Tools» section. main menu.
The Properties tab provides information about the characteristics of the segments selected in the outliner. Here you can view the main attributes of the selected elements, allowing you to more precisely manage their settings and parameters. Using this tab significantly simplifies the process of editing and analyzing content, providing access to the necessary data for effective work.
The Entities Browser provides the ability to visualize the physical location of selected entities in the current world. Users can quickly and conveniently switch between entities by simply double-clicking the left mouse button. This feature simplifies navigation and interaction with environmental elements, making the process more intuitive and efficient.
The World tab contains a variety of technical characteristics of the current world. It presents key parameters that help users better understand the structure and features of the environment. This section includes information on climatic conditions, geographical features, as well as resources and ecosystems. This data can be useful for both researchers and those interested in technological developments in various fields.
Quick access panels (marked in green in the screenshot) offer key functions for working with content, including the ability to test. Many of these functions duplicate menu items in the main interface. To the left of the viewport are buttons designed for basic transformations of individual segments and layers within the scene. These tools simplify the editing process and allow you to quickly achieve the desired results when working with content.
Working with assets in REDkit
Before starting to work with REDkit, it is important to master managing game assets. To do this, open the Asset Browser by selecting the View tab in the main menu, then Asset Browser, or click the icon with three red squares in the top toolbar. This will open a separate window with the repository, which displays all the files from the game. Proper use of assets is a key aspect of content creation in REDkit and allows for effective project resource management.

To effectively navigate the thousands of files in REDkit, it's important to remember that they are divided into several dozen categories, each with unique icons, descriptions, and extensions. Below are examples of common files that users might encounter while exploring. This will help you quickly navigate the system and find the assets you need. Pay attention to visual cues and descriptions to simplify searching and increase your productivity.
- .w2anims (bouncing ball icon) — character animation sets.
- .w2ent (dragon icon) — entity data. In REDkit, entities refer to virtually all objects in the game, including characters, animals, objects, vegetation, and so on.
- .w2mesh (icon with a cube) is a static mesh that can be a standalone object or part of an entity.
- .spawntree (icon with a square, circle, and diamond) are files containing the game logic. They are presented as a graph with a network of nodes.
- .w2phase (icon with a triangle, diamond, and the letter Q) is the logic for the various stages of tasks. Like the previous element, they consist of bundles of various components.
- .w2scene (dialogue icon) — cutscene data.
- .w2w (globe icon) — files that contain location worlds, as in the example with the Kaer Morhen file discussed above.
As in Unreal Engine, each system component has its own specialized editor for ease of use. This allows users to efficiently customize and edit elements, providing deeper interaction with content and improving development productivity.
By opening the triss.w2ent file, which is located in the characters\npc_entities\main_npc\ folder, you launch the Entity Editor. In this editor, the character Triss Merigold will be displayed in the 3D viewport.

You can view the character from different angles using the keys Viewport navigation. You can also adjust the light source position at the bottom of the window (Light Position). You can also select predefined lighting settings for different game locations. By default, these settings are disabled (ENV parameter - OFF).
On the right side of the interface is a graph with nodes for the current entity (Graph Editor), which contains information about the appearance and behavior of NPCs in different game conditions. Below the graph is a settings panel (Configuration Tabs), offering a selection of available character skins, animations, effects, and gameplay behavior. These elements allow you to customize NPCs, providing variety in gameplay and improving player interaction with the environment.
At the top of the viewport is a toolbar that allows you to customize the display of various model detail levels, mesh, collision, and other parameters. For more information on the Entity Editor and the process of creating entities from scratch, we recommend reading the relevant section of the official NPC documentation. Animations have their own editor, which includes a viewport, timeline, and motion list. This tool allows users to conveniently manage animation effects, visualizing them in real time and adjusting timing parameters to achieve the desired result. By integrating all the necessary functions in one editor, the animation creation process becomes more efficient and intuitive.

To view animations, you need to select the appropriate entity. For example, if we opened the wolf animation asset (wolf_animation.w2anims), as shown in the screenshot, and want to study the model's movements, we first need to determine the entity we want to display in the viewport. In this case, we need to find a suitable W2ENT file containing the entity. We're focusing on the standard wolf, which is the game's mob.
Enter the word "wolf" in the search bar in the upper right corner of the window. Then select the appropriate entity from the proposed options and select the desired file.

Return to the animation editor and right-click in the viewport, then select "Use Selected Entity." This will display the wolf model in the viewport, allowing you to view all available animations associated with this entity. This is a convenient way to work with animations, which helps you quickly test and adjust the model's movements in real time.
Animations can be exported for editing in Blender. To do this, right-click on the desired animation in the list and select the "Export Animation" option. Then launch Blender to load the exported content and continue working with the animation.
How to transfer animations from REDkit to Blender and back
For convenient integration of new animations from REDkit into Blender, you must manually install a special add-on, which can be found in the ZIP archive at the following path: _root_directory_REDkit\bin\tools. After the add-on installation is complete, the user will have access to additional settings. To activate them, you will need to check the boxes next to the corresponding items. This will allow you to effectively use new animations and increase the functionality of Blender when working with REDkit.

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If the additional settings for the Red Engine animations importer exporter add-on are not visible in the menu, try restarting Blender. This will refresh the interface and display all available add-on features. Make sure you are using the latest version of Blender and the add-on for the best experience.
To import animations from REDkit, right-click the outliner area and select the "Import .re animset file" option in the tab. Be sure to check that the Object Scale section is set to Units. Correctly importing animation will ensure the correct operation of your project and maintain the animation quality.
After making changes to the animation, you need to return the updated version to REDkit. To do this, right-click on the armature in the outliner and select "Export animset as .re file" from the menu that appears. This will save the animation in the required format for further use in REDkit.

Back to Editor to replace one of the wolf's existing animations with a new one. In the animation editor, select the desired animation and go to the Animation tab to make changes. Here you can easily change the animation settings to achieve the desired effect and improve the user experience.

In the Animation Property section, hover over "Import file" and click the ellipsis button. In the window that appears, select "Open file path…" and locate the animation you modified in Blender. Then, return to the All Animations tab, right-click the modified animation, and select "Reimport as simple/plane animation." Now you can watch the wolf amusingly lift its paw.

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New animations can be added to an existing set of animations. The principle of this process is similar to replacing animations. However, in practice, this approach demonstrates a lack of stability. The editor may not recognize the content and also often encounters internal errors, leading to malfunctions. Future updates are expected to improve the stability of this functionality.
Importing Models from REDkit to Blender and Back
To export an entity or mesh to Blender, follow these steps. First, open the Asset Browser and select the desired asset. Then, right-click the selected object and select "Export Asset". This will save your object in the FBX format, which is widely used for exchanging 3D models. Exporting in FBX format allows you to preserve geometry, textures, and animation, making it ideal for further use in other applications or game engines.

When importing FBX files into Blender, a dialog box appears. It's important to ensure that the Primary Bone Axis in the Armature section is set to the X axis and the Secondary Bone Axis is set to the Y axis. This will ensure the model displays correctly in Blender. Typically, a mesh with three levels of detail and a skeletal rig is loaded, allowing the model to be effectively used in animation and rendering. Proper bone axes are crucial for preserving animation data and maintaining compatibility with other programs.

After making changes and preparing the model to return to REDkit, you need to open the File tab and select Export with the FBX (.fbx) format. In the dialog box that opens, it is important to check the settings in the Armature section. Make sure the primary axis of the bones is set to X and the secondary axis to -Y. Also, activate the Deformation Bones Only option, and uncheck the Add Sheet Bones option. These settings will ensure the model is exported correctly for further work in REDkit. Return to the editor. In the Asset Browser, right-click the explorer area and select "Import" - "Mesh". In the dialog box that opens, specify the path to the xmlMetadataLocation file. This code file is automatically created when exporting a model from REDkit and contains all the necessary material data. It is located in the same folder as the original FBX file. This will open a separate Mesh Editor window with the updated model—in this case, a dog with a modified muzzle.

Similar operations can be performed with regular Static meshes.
Modifying and Testing the Original World in REDkit
Let's return to the Kaer Morhen world we loaded at the very beginning and consider making changes to the environment. To do this, click on the selected object. This will open the transformation tool, which allows you to rotate, move, or scale it, depending on the active mode in the left panel. This will make it possible to adapt elements of the environment, creating unique landscapes and atmosphere in the game.
Note: This section contains important information that must be taken into account. Please pay attention to key aspects to avoid misunderstandings. If you have any questions, we recommend seeking additional advice. Keep in mind that following these recommendations will help you successfully complete the tasks.
If you are unable to select an object in the REDkit viewport, this may be due to the mouse movement mode being activated. To select an object, left-click on it while holding down the Alt key. This will allow you to ignore the current movement mode and select the desired element for further work.
REDkit provides various game launch scenarios for testing changes. These scenarios allow developers and testers to evaluate the effectiveness of changes, identify potential bugs, and improve the overall gameplay. Using different scenarios provides a deeper understanding of the system and helps optimize the game for the end user.

Play Game (red gamepad). The game world loads with the "New Game+" mode activated, meaning all progression-related content becomes available immediately, as if the game had been fully completed. When selecting a new REDGAME file (more on these below), Geralt will begin his adventure at the world's starting point, located at coordinates 0, 0, 0.
Play only on current layers (gamepad with a green checkmark). Geralt will appear at the point where the camera is positioned. In this mode, only loaded layers are active, and the data stream is not processed, allowing you to focus on a specific area of the game.
In the world of Kaer Morhen, if the layers responsible for the event of the Wild Hunt riders storming the fortress are activated, the battle will be in full swing when the simulation starts, accompanied by deadly consequences. Geralt won't be able to survive for long in such conditions, so it's important to disable the layers of the world structure that handle certain events and encounters. This will provide a safer and more controlled playing space for the simulation.
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Before launching, make sure the camera is positioned close to the ground. Otherwise, there is a risk that Geralt will crash.
Loading a saved game (the gamepad icon with a floppy disk) allows users to return to previously completed moments in The Witcher 3. This loads the world that exists within the given save. It is important to note that after loading a saved game, all unsaved progress in the modified world will be lost. Make sure all important changes are saved before proceeding with loading.
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REDkit does not have an autosave feature, so you must save all changes manually. To do this, use the File menu and select Save World. Saving your work regularly will help prevent data loss and ensure the security of your project.
The Play game from definition feature (the joystick icon) allows you to load a world from a specific game stage. In REDkit, such items are called game definition files and have the .redgame extension. To find all available files with this extension, open the Asset Browser and type .redgame in the search bar. Select the desired file, return to the editor and click the Use selected game definition button. — the green arrow icon to the left of the gamepad icons. Then click the joystick icon to load the selected game stage.
After launching a certain game fragment, all corresponding cutscenes, quests, and abilities relevant at that stage are activated. This allows you to check the game's functionality after making changes. For example, the starting location of Kaer Morhen can be tested by selecting the witcher3.redgame file. If the testing results meet the requirements, the modification can be published. Thus, the testing process ensures the quality and stability of the game before its release.
How to save and publish a mod in REDkit
In the main menu, open the Publish tab and select Save and publish mod project. In the dialog box that appears, fill out the form, specifying the mod's name, version, and description. Next, click the "Start cooking" button. The program will begin analyzing the changes you've made and packaging them into a separate file. Once the process is complete, a new option will appear allowing you to select the location to save the files. By default, this path points to the \packed folder, which is located in the project directory. If you wish, you can also install the mod into the game directly.

At the third stage When using REDkit, the user will be offered three options for publishing the mod. The first option is to compress the mod into an archive and save it to the hard drive. The second is to upload the mod to the Nexus Mods platform, which will provide access to a wider audience of players. The third option is to publish the mod to the Steam Creative Workshop, which requires launching the Steam client. Also on this page you can add a cover for the mod (Thumbnail), which will help attract attention to your creation.

After completing all the required steps, click the "Finish" button.
Summary
REDkit offers extensive capabilities for modifying the original game and creating new additions unrelated to the Witcher universe. The development process in REDkit is similar to working in other game engines. Users can generate landscapes, populate the world with a variety of assets, and program events. This includes creating quest chains, choreographed cutscenes and combat mechanics, as well as implementing unique gameplay mechanics. In addition, developers can collaborate with other users, organizing shared workspaces for more efficient work. REDkit provides all the necessary tools for realizing creative ideas and creating original content.
The REDkit editor has only recently become available, and there are currently limited resources available online for experienced users. However, novice modders may also encounter various questions about using this tool. To address this issue, developers CD Projekt RED and Yigsoft have prepared 12 video tutorials on REDkit, which are gradually being published on the official The Witcher YouTube channel. Additional information on creating your own add-ons for the game can be found in the official documentation, which will be regularly updated with new lessons and useful tips.

REDkit may seem complex at first glance, but its structure is determined by the many features necessary for creating large-scale and non-linear projects like The Witcher 3. Mastering the editor's complex tools will require certain skills. If you plan to develop a full-fledged DLC, it is important to have experience working with other game engines and an understanding of modding principles. This will significantly simplify the process and help you effectively implement your ideas.
Replacing the wooden tub from the opening cutscene with a jacuzzi is a task that can be accomplished. However, it is worth noting that the existing periodic crashes can complicate this process.
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