Posted December 29, 2017
And more information.
Although I haven't checked it out, some posts I've read say that CDPR added the Witcher 2 modding kit to the Windows install. I'd have to install that version to check.
There is a DLC enable dialog available from the Options dialog in the Game Launcher that comes up first and from which you launch the game itself.
Most of the mods I've used so far are straight file additions or replacements. Like changing the image for the shoulder bag Geralt wears. As previously noted, some mods use the xml or csv files, and those seem to work fine. Depending on the contents, some dzip files work as well. This is probably limited to image replacement, xml, or csv files. I've changed the icons used for potions etc to the Witcher 3 versions. modWitcher3icons.dzip appears in my DLC enable list and works well although it's not really a big deal.
Having unpacked base_scripts.dzip to take a look, I decided to unpack a mod file to see what's there. I tried Dynamic HUD. I can put the dynamichud.dzip file into the CookedPC folder at the root level and it appears in the DLC Enable list. I unpacked the dzip and that results in two script files inside the folder structure where they would go. I tried the dzip file and also putting the two script files in the appropriate spot.
Dynamic HUD is supposed to hide most of the HUD until it's needed. So you don't see the things needed for combat until you're in combat. It's also supposed to stop the Minimap from rotating. Both tests, with the dzip file and the individual script files, stopped the Minimap from rotating. It also hid the other HUD elements. Unfortunately, it didn't bring them back during combat, making it a bit useless.
However, it does show that there's potential. For example, let's say a mod uses base_scripts.dzip but only changes one script. By unpacking the modded base_scripts.dzip file on Windows and identifying the changed script, you could copy that script file over to the Mac and put it in the appropriate location and it should work. Of course this assumes that the pre-mod script on Windows and the original Mac script were the same. Otherwise, other changes may occur or bugs may be re-introduced.
I do note that many of the mods that change base_scripts.dzip include the original file that they base the mod on. If I can find one with scripts that matche the Mac side, I may be able to unpack and use the modded script.
One of the dlc files was called abetterui.dzip. Opening that shows script files dated 2012. I'd have to install the Windows version to confirm that the same thing is in Windows, but it seems likely.
I'm going to do some additional tests but unless there's something I really need, I won't be going too much further. The one thing I'd like to have now is a non-rotating minimap.
Although I haven't checked it out, some posts I've read say that CDPR added the Witcher 2 modding kit to the Windows install. I'd have to install that version to check.
There is a DLC enable dialog available from the Options dialog in the Game Launcher that comes up first and from which you launch the game itself.
Most of the mods I've used so far are straight file additions or replacements. Like changing the image for the shoulder bag Geralt wears. As previously noted, some mods use the xml or csv files, and those seem to work fine. Depending on the contents, some dzip files work as well. This is probably limited to image replacement, xml, or csv files. I've changed the icons used for potions etc to the Witcher 3 versions. modWitcher3icons.dzip appears in my DLC enable list and works well although it's not really a big deal.
Having unpacked base_scripts.dzip to take a look, I decided to unpack a mod file to see what's there. I tried Dynamic HUD. I can put the dynamichud.dzip file into the CookedPC folder at the root level and it appears in the DLC Enable list. I unpacked the dzip and that results in two script files inside the folder structure where they would go. I tried the dzip file and also putting the two script files in the appropriate spot.
Dynamic HUD is supposed to hide most of the HUD until it's needed. So you don't see the things needed for combat until you're in combat. It's also supposed to stop the Minimap from rotating. Both tests, with the dzip file and the individual script files, stopped the Minimap from rotating. It also hid the other HUD elements. Unfortunately, it didn't bring them back during combat, making it a bit useless.
However, it does show that there's potential. For example, let's say a mod uses base_scripts.dzip but only changes one script. By unpacking the modded base_scripts.dzip file on Windows and identifying the changed script, you could copy that script file over to the Mac and put it in the appropriate location and it should work. Of course this assumes that the pre-mod script on Windows and the original Mac script were the same. Otherwise, other changes may occur or bugs may be re-introduced.
I do note that many of the mods that change base_scripts.dzip include the original file that they base the mod on. If I can find one with scripts that matche the Mac side, I may be able to unpack and use the modded script.
One of the dlc files was called abetterui.dzip. Opening that shows script files dated 2012. I'd have to install the Windows version to confirm that the same thing is in Windows, but it seems likely.
I'm going to do some additional tests but unless there's something I really need, I won't be going too much further. The one thing I'd like to have now is a non-rotating minimap.