Script Compilation Errors after Updating to Patch 1.12? Read this.
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Seems like CDPR has provided bad script sources again on some download platforms for patch 1.12. This seems to be a reoccurring theme, unfortunately. :/
If you are seeing complilation errors like these...
Error [content0]game\player\playerwitcher.ws(14: Function 'LogWithName' does not take 1 param(s) Error [content0]game\gameplay\focus\focus.ws(199): Function 'LogWithName' does not take 1 param(s) Error [content0]game\gameplay\focus\focus.ws(253): Function 'LogWithName' does not take 1 param(s) Error [content0]game\gui\menus\gwintgamemenu.ws(104): Function 'LogWithName' does not take 1 param(s)
or these...
Error [modimmersivecam]game\player\r4player.ws(10149): Unknown type 'W3Effect_Oil' for property 'oil'. Error [modimmersivecam]game\player\r4player.ws(10167): Unknown type 'W3OilBuffParams' for property 'oilParams'. Error [modimmersivecam]game\player\r4player.ws(10201): Unknown type 'W3Effect_Oil' for property 'oil'. Error [modimmersivecam]game\player\r4player.ws(10224): Unknown type 'W3Effect_Oil' for property 'oil'.
It is probably a bad script source folder.
Download the 'patch 1.12 script sources for players having problems compiling any script mods' from the miscellaneous files download.
Then delete your ...\The Witcher 3 Wild Hunt\content\content0\scripts folder (make a backup copy of it first though, just in case).
Unpack and copy the scripts folder from the download into ...\The Witcher 3 Wild Hunt\content\content0.
Now clear out your mods folder and only add in one script mod (Block and Dodge Whenever You Want) and try to reload the game. If the game compiles and runs fine, you can start adding in your other mods one at a time (as long as those mods have been updated for patch 1.12). At some point, you may have to run Script Merger to combine some of your script mods. But, if you made it that far, your problem with script sources is resolved and you just follow the normal procedures for combining mods with Script Merger. Good luck!
This is a must have mod for me. It works fine on k+b even with witcher senses and block bound to right mouse button (default settings) Obviously it makes parry work as a toggle outside of combat. The only annoying thing about that, is when I after the fight sheat the sword, and Geralt enters the defensive boxing pose, because I didn't untoggle parry.
I was hoping that No Fistfight's stance would help (https://www.nexusmods.com/witcher3/mods/4241?tab=description) but even though they both seem to work, the later didn't fix the former. I wonder why.
work, BUT painfully weird.... i re-assigned witcher sense to key from RMB and it's not working either. Only if i sheath the sword. Is it even possible to make version where both dodge and sense work on rmb?
It being really janky for KBM controls ruined it for me. Rebinding block/senses doesn't help. Works flawlessly with controller though, but KBM users can't use it.
You know, after playing with it on for a while, it honestly isn't that bad. Yes 50% of the time the block ends up functioning as a toggle, but it's really not that big of a deal. It does still work better for controller users though.
140 comments
Seems like CDPR has provided bad script sources again on some download platforms for patch 1.12. This seems to be a reoccurring theme, unfortunately. :/
If you are seeing complilation errors like these...
Error [content0]game\player\playerwitcher.ws(14: Function 'LogWithName' does not take 1 param(s)
Error [content0]game\gameplay\focus\focus.ws(199): Function 'LogWithName' does not take 1 param(s)
Error [content0]game\gameplay\focus\focus.ws(253): Function 'LogWithName' does not take 1 param(s)
Error [content0]game\gui\menus\gwintgamemenu.ws(104): Function 'LogWithName' does not take 1 param(s)
or these...
Error [modimmersivecam]game\player\r4player.ws(10149): Unknown type 'W3Effect_Oil' for property 'oil'.
Error [modimmersivecam]game\player\r4player.ws(10167): Unknown type 'W3OilBuffParams' for property 'oilParams'.
Error [modimmersivecam]game\player\r4player.ws(10201): Unknown type 'W3Effect_Oil' for property 'oil'.
Error [modimmersivecam]game\player\r4player.ws(10224): Unknown type 'W3Effect_Oil' for property 'oil'.
It is probably a bad script source folder.
Download the 'patch 1.12 script sources for players having problems compiling any script mods' from the miscellaneous files download.
Then delete your ...\The Witcher 3 Wild Hunt\content\content0\scripts folder (make a backup copy of it first though, just in case).
Unpack and copy the scripts folder from the download into ...\The Witcher 3 Wild Hunt\content\content0.
Now clear out your mods folder and only add in one script mod (Block and Dodge Whenever You Want) and try to reload the game. If the game compiles and runs fine, you can start adding in your other mods one at a time (as long as those mods have been updated for patch 1.12). At some point, you may have to run Script Merger to combine some of your script mods. But, if you made it that far, your problem with script sources is resolved and you just follow the normal procedures for combining mods with Script Merger. Good luck!
I want to roll whenever, not just in combat.
I was hoping that No Fistfight's stance would help (https://www.nexusmods.com/witcher3/mods/4241?tab=description) but even though they both seem to work, the later didn't fix the former. I wonder why.
r4Player.ws
private function ShouldGoToExploration() : bool
{
if ( IsInCombat() )
{
return false;
}
//BlockWhenYouWant++
if( IsGuarded() && (thePlayer.GetCurrentMeleeWeaponType() == PW_Steel || thePlayer.GetCurrentMeleeWeaponType() == PW_Silver))
{
return false;
}
//BlockWhenYouWant--
if ( rangedWeapon && rangedWeapon.GetCurrentStateName() != 'State_WeaponWait' )
{
return false;
}
if( IsFistFightMinigameEnabled() )
{
return false;
}
if( IsKnockedUnconscious() )
{
return false;
}
if( IsInCombatAction() )
{
return false;
}
if( GetCriticalBuffsCount() > 0 )
{
return false;
}
return true;
}
Is it even possible to make version where both dodge and sense work on rmb?
It being really janky for KBM controls ruined it for me. Rebinding block/senses doesn't help. Works flawlessly with controller though,but KBM users can't use it.You know, after playing with it on for a while, it honestly isn't that bad. Yes 50% of the time the block ends up functioning as a toggle, but it's really not that big of a deal. It does still work better for controller users though.
Makes combat so much more intuitive.
Many thanks.