The Witcher 3

File information

Last updated

Original upload

Created by

rmemr

Uploaded by

rmemr

Virus scan

Safe to use

Frequently asked questions (1 comment)

  1. rmemr
    rmemr
    • premium
    • 160 kudos
    Frequently Asked Questions
     
    1. Installation issues
     
    1.1 When I launch game, nothing happens. Without the mod it works.
    Spoiler:  
    Show
    When the game doesn't want to start and hangs with a black screen it may be an indication that you hit the mod limit. There is a mod limit patch published on nexusmods. You may want to try it out. Another possible approach is to try to merge some of your mods and see if the game starts.
    There is a good w3 mod merger tool from DJ_Kovrik here on nexusmods which makes merging mods a breeze. (It's not for merging scripts but rather merges texture mods together).

     
    1.2 When I try to test no message pops up.
    Spoiler:  
    Show
    This can have multiple root causes. The two most likely are:
    1. the dlc part of the mod is not installed correctly/in the wrong folder. Reread the install instructions and make sure the dlc content is in the correct folder.
    2. the testmod in the mods_registry.ws is not correctly activated. Make sure the mods_registry.ws looks exactly like in the screenshot in the description.

     
    1.3 You are absolutely sure you followed the instructions and reinstalled it once again just to be sure and it still doesn't start.
    Spoiler:  
    Show
    Sometimes there is the possibility the game doesn't pick up script changes and does not recomplie the scripts. Do you remember a popup with recompiling scripts on first start after installing the mod? If not then you can try to force a recompilation like this: delete/move the *.redscripts files from the content/content0 folder of the game. With the files removed the game will be forced to recompile all scripts (including the mods).

     
    2. Usage issues
     
    2.1 Error on start: "Unknown base class 'CEntityMod'"
    Spoiler:  
    Show
    The class CEntityMod is contained in the bootstrap mod and your game cannot find it. This means the bootstrap mod is not installed (correctly). Make sure you followed the steps and the folder "mods/modBootstrap/content/scripts/" exists in you witcher 3 game directory and contains the appropriate content from the zip package. If not reread the description of the bootstrap mod, (re)install it and verify it is working correctly as described *before* installing/testing a mod that requires bootstrap mod. There is a "How to check if it's correctly installed" section in the description. If the test doesn't work any other dependent mod will not work either.

     
    2.2 Error on start: "Could not find function 'modCreate_ABC'"
    Spoiler:  
    Show
    The error indicates that your installation of the ABC mod is not correct. Please make sure you followed all the instructions of the ABC mod correctly. This error has nothing to do with the bootstrap mod.

     
    2.3 Error on start: "[modbootstrap-registry]local\mods_registry.ws(1): syntax error, unexpected TOKEN_IDENT, expecting TOKEN_FUNCTION, near 'add'"
    Spoiler:  
    Show
    Somehow you messed up the mods_registry.ws file. Make sure the line for the mod you tried to add is correctly inserted into this file. See FAQ 3.1 for an example addition of a new mod.

     
    2.4 Error on start: "local\mods_registry.ws(3):Unknown base class 'CModFactory'"
    Spoiler:  
    Show
    You installed the modBootstrap-registry package (which purpose is only for defining what *other* mods should be started) but did not install the main modBootstrap package (which defines the 'CModFactory' class). Please read all the installation instructions and follow all steps.

     
    2.5 Error on start: "[content0]game\types.ws(52): Enum 'EAreaName' already defined."
    Spoiler:  
    Show
    You do not have the 'community patch - base' installed. The 'community patch - base' mod moves two of these enums from types.ws into another file. But the error shows that the definitions are still in 'types.ws'. Please read all the installation instructions and follow all steps (you need either to install the 'community patch - base' mod or check the first sticky comment in the posts section for alternatives).

     
    2.6 Error on start: "[<modname>]game\types.ws(52): Enum 'EAreaName' already defined."
    Spoiler:  
    Show
    The mod <modname> changes the types.ws files, too. This means it is not compatible with bootstrap or with the "community patch - base" mod. You will have to use script merger to resolve the conflict or ask the author (nicely) if he/she could make a "community patch - base" compatible version.

     
    2.7 Error on start: "local\bootstrap\utils\bootstrap.ws(25): Unknown type 'CModRegistry' for property 'modRegistry'"
    Spoiler:  
    Show
    You installed the modBootstrap package but did not install the modBootstrap-registry package ((which purpose is only for defining what *other* mods should be started). Please read all the installation instructions and follow all steps.

     
    3. How to ...?
     
    3.1 ...install a new mod which depending on bootstrap mod?
    Spoiler:  
    Show
    First of all: make sure bootstrap is already working. Read the install instruction and the "How to check if it's correctly installed" section. After that read the install instruction of the other mod. The mod's author knows best how to install his mod.
     
    But here's an example which should more or less mirror the other mod's instructions...
     
    Let's say this is your mod_registry.ws BEFORE installing the new mod:
     
    // ----------------------------------------------------------------------------
    // ----------------------------------------------------------------------------
    class CModRegistry extends CModFactory {
    protected function createMods() {
    // add mod creation calls here, like this:
    //
    // add(modCreate_<ModName>());
     
    add(modCreate_SomeFancyMod());
     
    // see example dir
    //add(modCreate_ExampleMod());
    //add(modCreate_ExampleEntityMod());
    //add(modCreate_UiExampleMod());
    }
    }
    // ----------------------------------------------------------------------------
    // ----------------------------------------------------------------------------
     
    And you want to add a mod which install instructions state you need to insert "add(modCreate_SoCoolMod());" into the bootstrap registry file.
     
    Then AFTER inserting it your mod_registry.ws should look like this:
     
    // ----------------------------------------------------------------------------
    // ----------------------------------------------------------------------------
    class CModRegistry extends CModFactory {
    protected function createMods() {
    // add mod creation calls here, like this:
    //
    // add(modCreate_<ModName>());
     
    add(modCreate_SomeFancyMod());
    add(modCreate_SoCoolMod());
     
    // see example dir
    //add(modCreate_ExampleMod());
    //add(modCreate_ExampleEntityMod());
    //add(modCreate_UiExampleMod());
    }
    }
    // ----------------------------------------------------------------------------
    // ----------------------------------------------------------------------------
     
    That's it. Start the game and bootstrap mod will start all the mods from the registry (and that's all that bootstrap does). After that it's all the other mods job to do what they were advertised for.

     
    3.2 ...enable logging to verify the bootstrap mod is started?
    Spoiler:  
    Show
    You can start the game with the appended "-debugscripts" parameter so the game creates a scriptlog.txt in your " Documents/The Witcher 3" directory. Here is more information how to enable script logging and where to look for the log: https://witcher.gamepedia.com/Debugging_Witcher_Script
     
    The bootstrap mod logs all mods it starts into this file. Search for "ModBootstrap" log entries in this file. If there are none it is NOT running. The file should contain some lines more or less like this:
     
    [ModBootstrap] INFO: bootstrap started (CPlayer entity)
    [ModBootstrap] INFO: bootstrapping registered mods...
    [ModABCD] Mod enabled
    [ModBootstrap] INFO: spawned mod: ABCD v1 by abcd (http://www.nexusmods.com/witcher3/mods/xxxx/)

     
    4. Why ...?
     
    4.1 ...is there no Nexus Mod Manager download option?
    Spoiler:  
    Show
    As far as I am informed the nexus mod manager cannot handle Witcher 3 mods with DLC parts (as this was never officially endorsed by CDPR). Thus making NMM compatible versions is not possible for most of the mods including this one.

     
    5. Are there incompatibility issues with ...?
     
    5.1 ...Increased Draw Distance mod?
    Spoiler:  
    Show
    There are reports about disappearing houses, caves, bridges and other entities after walking for a while. As far as I can say the root cause seems to be the timing of the IDD startup.  
     
    There is an IDD compatible v0.4 script hooked version of the bootstrap mod in the optional section. It starts IDD and other mods slightly earlier than the normal bootstrap versions which seems to work. The general installation workflow is the same as with the normal bootstrap version. But INSTEAD of 'modBootstrap-v.0.4.1' package use 'modBootstrap-v.0.4.1-scripthooked' package or if you want to install the unmodified worldmap INSTEAD of 'modBootstrap-v.0.4.1-unmodified-worldmap' use 'modBootstrap-v.0.4.1-scripthooked-unmodified-worldmap'.  However you may need to merge the player.ws script with scriptmerger or manually. Make sure the following lines:
            //modBootstrap-START
            modStartBootstrapManually();
            //modBootstrap-END
    }
    are present at the end of the "event OnSpawned( spawnData : SEntitySpawnData )" function after merging!
    Thx @Kneegur for testing!