The witcher 3 mod manager mirror download






















The Witcher 3 Mod Manager is an application that simplifies installing and managing The Witcher 3 mods, originally developed by stefan and now being continued here. See the Nexus Mods page for releases, screenshots and more information.

Download and unpack the latest release from Nexus Mods or from the GitHub releases. If you are upgrading from version 0. They can be freely relocated between the two searched locations as preferred. Download the source and install the requirements with pipenv install --python 3. Python 3. Afterwards run with pipenv run python main. Skip to content. Star BSDClause License. Branches Tags. Could not load branches. Could not load tags. The current version is 0.

I'm working hard on it, and try to release new updates as quickly as i can, to polish and fix all things that might not work as expected. The code is written in Python. Use this feature to only install one mod. After it's done it will write the number of main mod files, DLCs, mod menus, input. The current state will be saved so afterwards when you uninstall that mod, all added files will be removed as well.

As i said you can select archive file as well. That is allowed thanks to 7zip program which is included with the mod manager. If input. Also if additional group is defined in provided input.

Also it takes into the account in which context the keys are defined, so if the keys are not already installed, it adds them at the beginning of their respective context - If found user. Confirm, and it's done. Manager also deletes all added dlcs, mod menus and keys added by the mod. It also disables all other files added by the mod, as it renames all dlc files blobs, metadatas, textures etc and adds them.

How it works: It reverts everything disabler did, renames all disabled files back to normal, and restores input. You will be prompted to selected Script Merger exe file you already haven't done so. Options: overwrite old remove old first. Options: yes no. Default: yes. This option is for new users to remind them that they might need to merge the scripts or 2 mods might not work.

Feel free to disable it if you don't need it. Video of me presenting new features added by 0. Last edited: Nov 12, Lim3zer0 Senior user 2 Oct 8, UhuruNUru Senior user 3 Oct 8, This is an amazingly advanced manager for such an early build, reminds me of Mod Organizer, in comparison to NMM, feeble methods, I'm a great believer in the fact that the best Mod Managers, are the ones designed for a specific game engine, and this is already the best manager for W3 mods.

NMM is a manager of many games, but master of none, and it never will master any of them. Having experience providing support for Mod Organizer, here's some things you can learn.

Don't reinvent the wheel, when something does the job well already, like Script Merger , you use that tool, making it easily accessible. MO has the ability to add any tool the user wants, with a built in toolbar feature to run them all. Manual browsing of archive contents, and the ability to rearrange them on the fly, to enable installation to succeed, no matter how badly the mod is packaged, is a must have.

Apart from the virtual file system, that was the most used MO feature, MO was great at autoinstalling well packaged mods. Many mods have strange layouts inside the archives, they need rearranging to even work Another thing that MO could do was use the NMM nxm protocol to enable use of the Nexus Mods Download with Manager button. NMM, and MO are both open source code, and another manager could also do the same. It's the non standard cases, where automation will faI, giving the user the power to take control is needed then.

Existing features I think need changing. Settings Manager shouldn't add multiple identical code segments, whether the game ignores them, or not. It's still messy, and not easy for the user to deal with manually, and as you already have stopped that exact thing for Input. Settings, you just need to use that code for both settings files. Second one is the adding of merges to existing mods, it's never a good idea to edit mods on the fly, the mod should always be left in it's original state.

Then the 3rd, 11th, and 19th merged mods are uninstalled, requiring roll backs of all the merges, to ensure everythings applied correctly. While keeping them separate, means a simple folder deletion is all thats required.

Those are just my initial thoughts, from watching the two videos, and a quick look at the tool with my existing mod setup. Despite these minor details, the Manager is a huge game changing mod. Great Start, and a mod that could rival Script Merger for best ever W3 tool, in time.

Last edited: Oct 8, Thanks UhuruNUru for saying all that, everything you wrote are really good features that one mod manager should have, but it will take time before all of those get implemented, and some of them were already in plan for future. As for your suggestions on existing features, user. I could add that check as well, i but i felt it was not needed.

I agree with changing the mods on the fly, but i just wanted to help people install them quickly. And you are right the more you use it the harder it'll get to unmerge or retrive earlier mod state.



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