The Witcher 3
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AeroHD

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  1. Kevin843
    Kevin843
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    Do you think if i install these scripts on a regular version of witcher 3 1.30 version i would get the new GOTY menu?
    1. AeroHD
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      You most likely do not have the required bundles and resources to do so. I wouldn't recommend it lol
    2. killergas47
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      Funnily enough, I packaged them as a separate standalone mod and put the different script only in the mod folder and then merged it with other mods. And the results were that it works. for experimental reasons and the fact that it might break something for people or act in a way I haven't noticed yet, I may or may not post it as a separate mod but when I checked the scripts they all seem to be additions rather than modification and also the main menu changes were applied as well. so now I get the cycling GOTY menu with this. Also played about 3 hours with 42 different installed mods and I haven't noticed a problem yet.
    3. AeroHD
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      Yea I'm actually going line by line through every conflict and updating my log. Most of the changes I've come across right now are changes in handling menus. Using the 1.30 scripts posted by users without the GOTY edition will result in a lot of unwanted changes to menus, but from what I see so far it will not "break" the game.

      Having said that, what I intend to do is make changes to the existing 1.31 scripts, this way it's safe to overwrite them. The issue with packaging them as a mod is that they will constantly conflict with "vanilla" scripts in script merger and will create some very confusing merges for users not experienced with it.

      EDIT: To clarify, right now I only have 1 or 2 scripts that NEED to overwrite the 1.31 scripts. My goal is to leave them as untouched as possible.
    4. killergas47
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      Yes well, My way was a quick lazy and dirty way of doing it and yours is well the proper way which is the reason why I didn't want to upload it as a mod. I will, however, look forward to your mod, though. Also, most scripts are scripts that usual mods don't use and the ones that mods do constantly use like r4Games.ws for example, have only addition scripts. I merged 6 mods into r4Games script with no issue but again just because my particular setup didn't create any problems doesn't mean others won't have problems with their setup. so kudos and hats of to you for going through each and every script making sure its as clean and compatible as it can be. Also, is it going to be for people who have 1.30 or for people who have 1.31? cause I used the 1.31 scripts in 1.30 game and got the GOTY features.
    5. AeroHD
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      That's actually really interesting haha. Just out of curiosity, since you are running on 1.31 scripts, can you try using the Leveling Witcher Gear BALANCED mod I uploaded on the other page (update project)? That mod in particular edits a function call in one of the 1.31 scripts where it actually removes a parameter. If you use script merger with the extra scripts installed, you will almost definitely get a conflict to merge (and you should see my comment by on of the edits).

      EDIT: I tried it, interestingly enough I didn't get a compilation error. I'm gonna dig into this a little bit more
    6. killergas47
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      I use the Enumerated version of the mod and script merger didnt detect any conflicts between the two. it found conflicts between Fhud and thoughtful roach and quick slot in many of the scripts but not that one. and leveling gear is completely functional. I tested everything and all the mods I use and the game works perfectly.
    7. Kevin843
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      Can you tell me the instructions, if your not going to post it so i can have it?
    8. killergas47
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      This is completely EXPERIMENTAL and I am not responsible for it breaking anything even though I haven't experienced anything yet. So USE IT AT YOUR OWN RISK. Always, Always make a backup of your mods folder, bin folder, and ini settings before trying any mod and more so for this one. If anything goes wrong just restore your backup:

      \\side note: this is ONLY for people who have 1.30 version of the game.

      https://mega.nz/#!01YCwaIT!HUIClKfY3ASizyThrCjiK0pyBEmGFtfHk5jPLT4MTfk

      Drop the folder inside the archive in your Mods folder, Run script merger and let it resolve any conflict you have. Run the game.
      All credits go to AeroHD of course for releasing the scripts.
    9. Randy97
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      Is the menu supposed to change whenever you exit and enter the game or while you're in the menu? Because mine is whenever I exit and enter the game and I just want to make sure because either way, I'm happy with the results. Also, thanks for the file!
    10. killergas47
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      yes, that's the feature of the GOTY edition of the game. The menu changes randomly whenever you start up the game which is really cool and the sole reason for creating that 'mod' if you wanna call it that. So yes it works as intended. Although again thats highly risky and experimental even though after 5 days of testing and having 44 mods, I havent ran into any issues yet.
    11. AeroHD
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      I second, I couldn't see it having any other possible issue than a missing texture, which you would obviously know if you had lol. But yea I've combed those scripts several times and don't see anything that would cause any issues
  2. happyshakra
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    hi. I need to know, can I replace my 1.30 scripts with these vanilla 1.30 scripts contained in this archive, to... let's say fix whatever might have been broken by mods ? things aren't working flawlessly like before for me, like a DOF out of nowhere that appears for a second after a cutscene, blood splatter indicating damage that won't go away no matter what, etc even if I deactivate all mods and erase all merged file ? I rarely have script error, even never I'd say, but I don't know if these files can be corrupt by modding; can I please have your point of view ? thanks !
    1. AeroHD
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      Bottom Line Answer: Yes these are the unedited, untouched files my game updated with 1.30 (non-GOTY edition), you can simply copy and replace the corresponding folders.

      The Long Answer: There are most likely no mods that are changing your vanilla scripts (irreversibly); VERY few mods require you to overwrite vanilla scripts (which you would have to do manually). It is more likely that you're script merging is creating these "odd" errors and bugs in your game. My best advice is to uninstall your mods and start building your load order from scratch (re-download and re-install every mod you use -- I have done this probably 30 times since owning TW3 lol). Then start your merging again from those new mods, one by one, testing those errors in between each merge. If you are TRULY worried about your game, you can "verify game cache" (or whatever equivalent you have if you're not on Steam) and delete your user.settings file in your Documents\Witcher 3 folder. You will lose your game settings, but that is a fool-proof way to clear all settings from every mod that's been installed, and ensure your scripts are from the original source. As I said before, I wouldn't recommend this because I doubt it's going to fix your issue.
    2. happyshakra
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      I'm verifying files integrity via steam for now. if any file isn't what was expected I imagine steam will redownload to get the original untouched files, right ? but as you said, most likely nothing was overwritten, I only have to add some xml files here and there, that's all. the odd thing is that these issues I have are here as well when all mods are erased...
      anyway, thank you for the fast answer !
    3. AeroHD
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      Yes that will make every game file vanilla, while still keeping your mod menus and things intact. And that's really odd I've never encountered that so I apologize for not being able to help better
    4. happyshakra
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      162 files failed to validate, 113Mo were redownloaded. see, you were indeed of great help, at least to suggest this procedure. I don't know if it'll solve the issues, but that can't have been a bad thing. thanks again, good day, modder lord !
    5. AeroHD
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      Haha wow glad I could help then!
  3. ditm2012
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    Sorry to bother you but i have trouble with this script error but this (30) (32) (11) warning are not included your DESC
    Could you explain this to me? it will be very thanks to me

    Error [mod1morequickslots]game\r4game.ws(1690): Function 'RemoveAllNonAutoBuffs' does not take 2 param(s)

    Warning [content0]engine\environment.ws(30): Global native function 'EnableDebugOverlayFilter' was not exported from C++ code.
    Warning [content0]engine\environment.ws(32): Global native function 'EnableDebugPostProcess' was not exported from C++ code.
    Warning [content0]engine\showflags.ws(11): Global native function 'DebugSetEShowFlag' was not exported from C++ code.
    1. AeroHD
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      What mod is "mod1morequickslots"? I can't tell you exactly what the issue is but my guess is that one of your mods is overwriting the RemoveAllNonAutoBuffs function in actor.ws. That is a function call made from r4Game.ws, or usually "theGame" as you'll see it in the scripts.
    2. killergas47
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      its this mod:
      http://www.nexusmods.com/witcher3/mods/1221

      its actually one of my must have essential mods. you should try it out. once you use it you will never go back to the vanilla ways.
    3. AeroHD
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      That's the one I thought it was but that mod's folder is modMoreQuickSlots so I was confused and thought that maybe someone else had an outdated version (happens quite frequently, people aren't too creative with their folder names lol).

      I will take a look at it and see if I can figure out the problem. As always, number one question is.. have you tried this mod without any other mods active?
    4. killergas47
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      I am pretty sure he has the 1.31 goty version and the mod is not compatible with the 1.31 since the mod author doesnt have that version. The mod author is aware of the issue though and I think he was looking for the 1.31 source scripts which you conveniently provided so any day you can expect an update from him.
    5. AeroHD
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      My only confusion with that is that the scripts I parsed did not make any edits to that function call. I'm sure it's possible that I missed something but I did comb through by hand and comparison tool line by line on conflicts between 1.30 and 1.31. Now another possibility is that the mod is using 1.22 or 1.21 scripts on something that was changed on 1.31 and not 1.30, but that's unlikely since I checked with windiff on both full vanilla script directories...
    6. ditm2012
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      thanks to both of you