The Witcher 3
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rmemr and wghost81

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wghost81

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About this mod

This patch aims at creating a common base for modmakers and modusers to build and install their mods on with minimal amount of conflicts. The patch also provides basic support for new hubs that modmakers can now create with community-made Radish Modding Tools.

Requirements
Permissions and credits
Changelogs
Community Patch - Base

This patch aims at creating a common base for modmakers and modusers to build and install their mods on with minimal amount of conflicts. The patch also provides basic support for new hubs that modmakers can now create with community-made Radish Modding Tools.

Community Patch - Base is a replacement for Unification Patch. You don't need Unification Patch, if you're using Community Patch - Base, and all the mods that currently have Unification Patch as a requirement will eventually migrate to Community Patch - Base.

Community Patch - Base has to be installed first thing, before you start adding more mods to your game. You need to install it on the latest vanilla version available: currently it's 1.32 for both Steam and GOG (but these are two different 1.32 game versions - see below).

To modmakers: please, use Community Patch - Base scripts as a base for your mods instead of vanilla 1.32/1.32GOTY scripts. This will help greatly with minimizing conflicts between mods.

Community Patch - Base is a stable part of a larger family of patches/mods created by TW3 modding community:
  • Community Patch - Shared Imports: provides shared base dependencies for other mods which require imports of classes and attributes to avoid unnecessary conflicts with intersecting imports from several different mods.
  • Community Patch - Bootstrap: provides a standardized autostartup capability for other mods, support for custom area hubs handling, some utilities and a reusable list menu.
  • Community Patch - Menu Strings: provides pre-made localized strings for a number of standardized submenus for Options->Mods menu to help with resolving a problem with menu entries limit.
  • Community Patch - The Besserwisser: a collection of fan-made fixes for vanilla game issues, mostly visual.

Only install the first two files, if the other mod you're installing has them listed as requirements.

Installation

Currently there's only one way of installing the patch - manual copying of the files. Do not attempt to install the patch with Vortex/NMM or TW3MM - you'll end up installing a dummy script only, which exists to trigger re-compilation after the patch is installed.

To install the patch, download "CommunityPatch-Base" package, unpack it and copy both "content" and "Mods" folders to your <Path To The Witcher 3> folder, replacing files when prompted.

Do not choose "keep both files" option! If you decide to backup your <Path To The Witcher 3>/content/content0/scripts folder before installing the patch, move your backup outside of the <Path To The Witcher 3> folder. Do not delete your existing <Path To The Witcher 3>/content/content0/scripts folder before installing the patch! If you don't have such a folder, make sure you have the latest patch installed and/or verify the game's cache using Steam/GOG verification feature.

If you've had Unification Patch and/or other mods installed before installing this patch, you don't need to uninstall anything. Use Script Merger to delete all your existing merges, then perform all the above install steps and merge your mods again with Script Merger.

Uninstallation

If you want to revert back to your 1.32 non-GOTY version, delete your existing <Path To The Witcher 3>/content/content0/scripts folder, then download "Vanilla 1.32 scripts" and copy "content" folder to your <Path To The Witcher 3> folder. After that go to your <Path To The Witcher 3>\Mods folder and delete "mod0000____CompilationTrigger" folder. Re-merge all your Script Merger script merges, if you had any.

If you want to revert back to your 1.32 GOTY version, delete your existing <Path To The Witcher 3>/content/content0/scripts folder, then download "Vanilla 1.32 GOG GOTY scripts" and copy "content" folder to your <Path To The Witcher 3> folder. After that go to your <Path To The Witcher 3>\Mods folder and delete "mod0000____CompilationTrigger" folder. Re-merge all your Script Merger script merges, if you had any.

Patch Changes

This patch alters base game scripts to make all existing game versions identical and to add basic support for new community-made hubs. Patch changes:
  • random main menu as in GOG GOTY version;
  • a fix for NG+ item level calculations that exists for GOG GOTY version only;
  • "DLC installed" message no longer pops up after loading a save;
  • main menu greeting message is no longer shown (not in GOG GOTY, needed for compatibility reasons);
  • "DLC installed" banners in main menu are no longer shown, if you have both paid DLCs installed;
  • "Downloadable content" main menu option that lists all the installed DLCs is shown for both GOTY and non-GOTY versions;
  • basic support for new hubs is added.

Game Versions Explained

Current game versions:
  • 1.32 GOG GOTY: often referred to as just "GOTY", it's unique to GOG platform.
  • Steam 1.32 GOTY: it's a bundle that consists of the base 1.32 game and all DLCs.
  • Steam/GOG 1.32: regular game version often referred to as "non-GOTY".

So, there are essentially two versions of the game: 1.32 GOG GOTY ("GOTY") and 1.32 ("non-GOTY").

GOTY and non-GOTY versions are almost the same, but they have enough differences to create modding problems.

GOTY and non-GOTY Script Conflicts Explained

The main source of merge conflicts between non-GOTY and GOTY versions are menu related scripts. Problem is that menu related code is not restricted to menu scripts, but is also present in generic r4game.ws file that is used by mods sometimes not even remotely related to menus (like experience mods, for example). The nature of menu related changes in GOTY does not allow for auto-merging in Script Merger and partial merges with manual conflict resolution result in a broken script, if the moduser has no experience with TW3 code. If you have such a problem, this patch will help you to resolve it and mods will auto-merge properly after installing it.

Note that some mods might still have merging conflicts, but they will be easier to resolve: watch out for keywords like GOTY message, DLC available, NG+ available, menu type in scripts and if you have conflicts where these are present, choose A (base game) and make sure the code around that conflict in your merged file is identical to the code in A (delete auto-inserted lines from B and C if necessary).