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W3R: The Wild Hunt Revisited (Witcher 3)


Neovalen

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Hey Neovalen.

First of all I wanted to say that I absolutely love your work. Your Skyrim Revisited guide was exactly what I needed to get back into a modded Skyrim playthrough, and it helped a lot, even for a veteran modder like me. Finding your Witcher 3 guide sealed the deal for me on wanting to come back to this game after life got in the way of em finishing it last year.

Anyway, back to the point. I seem to be having a strange error with Roach that I've only seen a few other people have with no solution in sight. It seems that from certain angles he is just invisible, while on the other side he a malformed blob of textures. 

I followed your guide to a T, and have tested the game with and without mods, and I've even started a new game and Roach is still like that. I have a feeling that it might be bugged because I updated from my old Witcher 3 version (1.06) straight to 1.22, added the DLC then went straight to modding. 

I'm open to any ideas, but I think I'm just going to do a fresh install and see if the problem still persists. My main question is if there is a way to do a fresh install without having to go through your guide again, and if so what will I need to redo with a fresh install?

Thanks in advance  ::D:

Edited by CyanSol
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Hi Neovalen!

Thanks for your Witcher 3 guide! Been using it since it's first appearance on STEP.

I'm not even checking up on the guide - I'm just keeping it always opened and pinned!

Also using your SRLE guide - superb!

 

And on a side note, I wanted to ask for at least approximate date on merging instructions update.

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I see..

Then I guess I'm a little confused.

If you would be so kind to clarify this for me:

 

 

scripts/game/gameplay/damage/damageManagerProcessor.ws

The mods Immersive Cam and More Blood have minor script conflicts and need user intervention to be merged.

  • Conflict 1: Select Line(s) From B and C
  • Conflict 2: Select Line(s) From B and C
scripts/game/gui/menus/alchemyMenu.ws

The mods Friendly HUD and Primer have minor script conflicts and need user intervention to be merged.

  • Conflict 1: Select Line(s) From C and B
  • Conflict 2: Select Line(s) From B
scripts/game/player/playerWitcher.ws

The mods All Quest Objectives On Map, Friendly HUD, Ice Breath, and Primer have minor script conflicts and need user intervention to be merged.

  • Conflict 1: Select Line(s) From B

 

 

In damageManagerProcessor.ws - I get only 1 conflict instance. (or 3 merge conflicts inside KDiff)

 

In alchemyMenu.ws - I get only 1 conflict instance. (or 20 unresolved merge conflicts)

 

In playerWitcher.ws - I get 3 conflict instances. (or 10, then 10, then 16  unresolved merge conflicts)

 

So what do I do? And what do you mean by "Conflict 1", "Conflict 2"?

 

 

And as I am at it - do I have to do anything with inventoryComponent.ws, guiTooltipComponent.ws, hudModuleInteractions.ws and other unresolved conflicts?

Because if I  "Select all conflict check boxes and select [Create X Selected Merges]" - I have to deal with those conflicts I mention above this sentence.

I try to follow your guide to letter. And previously Script Merger resolved everything automatically.

But now I am confused.

Edited by YaroslavKh
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Hey Yar, guess i can try and help out here. Within each merge that needs multiple conflicts resolved, just click the arrow in the toolbar to hop down to the next highlighted error, then right click said text, and select which window you want to use script from (a b or c). I have found that not all of the conflicts in the guide are currently conflicting with the new versions of the mods. As long as you are fixing conflicts, then you should be good (as of a few weeks ago....)

 

This vid does a much better job of explaining it. It is also on the script merger nexus page.

 

 

Also, thank you to everyone for all the work that was put into this guide. Can't wait till everything is updated so i can finally, probably, finish TW3.

Edited by YontEvnKnow
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Dang, a lot more than i ran into. Hopefully someone who actually knows what they are doing can chime in.

 

When i set up these mods a few weeks ago, there were a few extra script conflicts than what was listed in the guide(some had also went away), but nowhere near as many as you are coming across. Usually one or two extra at most.

 

I know next to nothing about scripting or programming at all however. All of my knowledge mostly came from the above vid, and any conflicts that go beyond "pick the option that is actual script, and not just commented lines" would likely be beyond me. Well, that and making sure not to mess up the syntax and formatting. Also, Be sure to go into the game after making your merges and test the specific mods to make sure they function properly.

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https://sendvid.com/bh4u6ac0

This is a little video I made explaining my problem.

(damn, my English sounds terrible)

Dang, a lot more than i ran into. Hopefully someone who actually knows what they are doing can chime in.

 

When i set up these mods a few weeks ago, there were a few extra script conflicts than what was listed in the guide(some had also went away), but nowhere near as many as you are coming across. Usually one or two extra at most.

 

I know next to nothing about scripting or programming at all however. All of my knowledge mostly came from the above vid, and any conflicts that go beyond "pick the option that is actual script, and not just commented lines" would likely be beyond me. Well, that and making sure not to mess up the syntax and formatting. Also, Be sure to go into the game after making your merges and test the specific mods to make sure they function properly.

That is really odd you get so many conflicts, I ussually select all the merges at once and I still only get the prompts for what I stated in the guide... Make sure all your mods are up to date and re-download if need be. One out of date mod can cause all kinds of issues.

  • +1 1
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UPDATE:

One out of date mod can cause all kinds of issues.

This.

Since your first guide I decided to be badass and install everything manually.

And of course I forgot that I put some content besides "Mods" folder, since 1.21 I guess.

So naturally, after doing one thing I (for no reason than just being dumb) should have done from start and that being - make a clean install - everything worked perfectly.

 

Lesson here, well to me at least - double check everything! Especially if you install mods manually.

 

Thanks everybody! Thank you Neovalen!

And your guides are the best!

 

PS: I was wondering, if we can expect your take on FO3/FNV/FO4? Or is it strictly fantasy?

Don't get me wrong I love "Clear and Present Danger" by Kelmych and EssArrBee's "Fear And Loathing In New Vegas" - but it would be amazing to try out your take on those games.
 

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  • 2 weeks later...

Neovalen,

 

The shadow pop-in tweak does not appear in the rendering section of the user.settings. Should I add it in that section or is the tweak obsolete? Thanks.

 

[Rendering]
CharacterShadowsFallbackDistance=40

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Neovalen,

 

The shadow pop-in tweak does not appear in the rendering section of the user.settings. Should I add it in that section or is the tweak obsolete? Thanks.

 

[Rendering]

CharacterShadowsFallbackDistance=40

Add it.

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I have got to the script merger section and when running the program I get scripts and bundled text I can merge. Are we merging the bundled text section as well (its all primer and scabbards files) or are we leaving it alone and just merging scripts only?

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I have added a mod called food and drinks aren't potions, but it conflicts with GILL in the bundled text section of script merger. They both edit effects.xml under gameplay\abilities and gameplay\abilities_plus. Is it safe to merge these 2 mods? If so how is it done? Thanks.

Edited by D1Z4STR
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