The Witcher 3
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  1. wghost81
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    This patch is no longer required for the next gen version of the game. If the need arises and the community discovers something about different game versions and/or modding tools compatibility, this patch will be updated.

    This patch is a replacement for Unification Patch. But don't panic - you don't need to update right now, if you have a perfectly working setup and don't want to change anything. The only real difference between this one and UPatch is the support for new user-made hubs.

    The list of all the mods I updated for Unification Patch by request is still relevant for Community Patch - Base - they all are perfectly compatible. In fact, 99% of the mods that are compatible with UPatch should still be compatible with CPB.

    Still, there exists a small percentage of mods that are compatible with UPatch, but not compatible with CPB - and this is why CPB is not just an update for UPatch, but a separate file. If the mod you're using contains types.ws script and it wasn't updated for CPB/Radish Tools - then it won't be compatible and you might have problems merging it with newer mods. In this case ask the mod author (politely) or post a comment below to update this script for CPB/Radish Tools compatibility.

    TW3 Gameplay Tweaks I made for Unification Patch are 100% compatible with CPB.

    Basic guide to installing TW3 mods was updated to v.2.0 and now contains Community Patch links and explanations.

    If you have weird issues with the patch, please, read this. It's for another game, but basic problem is the same: never keep the game you're trying to mod under system protected folder like Program Files!

    Same as for UPatch, if you need help updating some old mod - ask in comments below. I'll try to help when I have time.

    Please, do not try to blame all the errors and weird behavior on this patch! If you've installed this patch + 100500 other mods at once, chances are, it's not CPB that's causing the problem. Install just this patch and test if the game runs - if it does, then it's not CPB's fault.

    Same as with UPatch: CPB doesn't delete anything and it's not the reason why your DLCs suddenly stop working. Chances are, you did install 100500 mods at once and some of them had DLCs and you haven't followed the instructions, so now your game doesn't work.

    If you still think this mod is causing all your problems, there's no need to delete the whole game to unistall it - just follow the instructions in the description/readme. If the game still doesn't work after you've unistalled the patch, then this patch is not responsible and it must be some other thing, like another mod/dlc/patch/reshade.
  2. wghost81
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    Q&A:

    Q: Do I need this patch?
    A: If the other mod you're installing has this patch as a requirement - yes, definitely. If not - it depends (see below).

    Q: Does this patch resolve all my compilation error problems?
    A: No, it does not. It improves compatibility between mods, but it can't and it doesn't magically make all the existing mods compatible. Some mods are too old. Some mods simply can't work together no matter what.

    Q: If it doesn't resolve compilation errors, why it's even needed?
    A: Different modmakers have different game versions and different ways to import necessary things into their mods. Community Patch - Base along with the other Community Patch files provides a common ground for all the modmakers to build their mods on, thus, eliminating the unnecessary and avoidable conflicts. This patch benefits the future mods most, as well as 99% of existing mods that already support Unification Patch.

    Q: Can this help me with installing GOTY mods on my non-GOTY version of the game (and vice versa)?
    A: Yes. If you have non-GOTY version of the game and some mod you want to install only supports GOTY, then it will most probably work without problems after you install this patch. The patch also makes it easier to manually merge GOTY and non-GOTY mods - here's a video guide with example and explanations (still requires some basic programming knowledge).

    Q: There are so many mods and so many patches and game versions, which one should I use after installing this patch?
    A: Here's a simple algorithm to choose the proper mod version for your CPB patched game:
    • Community Patch - Base (CPB) version;
    • Unification Patch (UPatch) version;
    • GOTY version;
    • non-GOTY version;
    • 1.31/1.31(A) version.
    • any other version, but it's not guaranteed to work even with vanilla game.


    Q: There's this popular mod, but it wasn't updated for UPatch/CPB and probably never will, can I still use it?
    A: Here you can find some of the popular mods that were updated for UPatch and still work with CPB. And here is a large collection of small tweaks, created for UPatch (and still working with CPB).

    Q: Can you update mod A to work with CPB?
    A: Most probably yes, but not immediately - leave the link and the request in the comments and be patient.

    Q: What's a "hub"?
    A: It's a new map, place, location in the game world modmakers can now create using fan-made Radish Tools. This patch doesn't add any new hubs, nor it alters the existing ones in any way, it simply adjusts the scripts to avoid conflicts with such mods and make installing them easier (among other things - see the description).

    Q: Can I use this patch with 1.31 version of the game?
    Q: There are lots of mods that only support 1.31 version of the game, I don't want to install 1.32 update!
    A: 1.32 only changes the executable file to support a new language (Simplified Chinese). So in terms of modding 1.32 and 1.31 are the same, you can safely use 1.31 mods and patches (including this one) with 1.32 and vice versa.
  3. wghost81
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    This patch will no longer be required for the next gen version of the game.

    I am slowly updating my mods, but the readmes are still old - I don't have time to rewrite those. If you are using a "google drive" updated mod and you came here for this patch - know that you don't need it anymore for the next gen version of my mods.

    If the need arises and the community discovers something about different game versions and/or modding tools compatibility, this patch will be updated.
  4. karazu1234
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    i have a weird case, i reinstalling the game after a few days unninstalling it for a reason. everytime i install community base mod it always make my dlcs gone maybe any other scripted mod. when i delete the compilationtrigger folder it back to normal, the dlc is working again. can anybody help?

    edit: still able to play dlc with their standalone mode also i still able to play a new fresh new game with both dlc but i cant load my previous files. is this meaning some specifix of my save files is corrupted? 
    1. ElementaryLewis
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      I assume you are on Classic 1.32, not on Next Gen 4.04.

      Remove anything in the "DLC" that isn't bob, dlc1 to dlc16 and ep1, then ask Steam/GOG to verify the files. Also remove all mods.
      Run the game in vanilla just to check everything is okay.
      Then try again to install CP Base manually, you should overwrite the "Content" folder.
      Run the game again.
    2. karazu1234
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      thank you Lewis for answering my question, all done. i did digging information and did what you said before i come back here. turn out the culprit was one mod mess the whole thing, it was a quest mod. my own mistake tho. but is it me or the dlc banner is normal to disappear everytime you install scipted mod? because it still bugging me.
    3. ElementaryLewis
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      • "DLC installed" banners in main menu are no longer shown, if you have both paid DLCs installed;
    4. karazu1234
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      thats gave me a relief, last about modding tips. do i must merge bundle-text .xml file or dont? because just give priority to one of the conflict mods seem enough for me like example i put gwent redux and better trophies priority higher than ghost mode.
    5. ElementaryLewis
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      It's recommended not merging Bundled Text only if you use an overhaul mod, like Ghost Mode.
      Many mods provide compatibility patch and that's where you should put priority order.
    6. karazu1234
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      once again thank you for the enlightment mate, you really help me out and any other person who maybe read this comment. certainly give you kudo.
  5. AnotherLastUnicorn
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    Hi First of all thanks for making this mod, i dont know what it does but its required for HUD so it must be good ;p

    I have an issue I seen others have but cant find an answer to it ;p
    I am trying to install the mod on a pure vanilla game.
    Game works fine if only copy content0
    But after copying mods part it crashes during compilation.
    I tried using script merger but it doesnt find anything to merge even with my mods installed ;p
    This is the code I get if it makes sense to anyone ;p
    I am using Steam Classic version, I had to set it to 1.32 in options to get it to roll back.

    Cheers
    The Last Unicorn <3

    Error [content0]game\gui\definitionsmanager.ws(10): Structure 'SCustomNodeAttribute' was already exported.
    Error [content0]game\gui\definitionsmanager.ws(15): Structure 'SCustomNode' was already exported.
    Error [content0]game\r4game.ws(10): Structure 'SSavegameInfo' was already exported.
    Error [content0]game\r4game.ws(27): Structure 'SPostponedPreAttackEvent' already defined.
    Error [content0]game\types.ws(257): Structure 'SCombatParams' already defined.
    Error [content0]game\types.ws(265): Structure 'SAttackEventData' already defined.
    Error [content0]game\types.ws(361): Structure 'CPreAttackEventData' was already exported.
    Error [content0]game\types.ws(427): Structure 'STimescaleSource' already defined.
    Error [content0]game\types.ws(435): Structure 'SDroppedItem' already defined.
    Error [content0]game\types.ws(576): Structure 'SAttributeTooltip' already defined.
    Error [content0]game\types.ws(588): Structure 'SNotWorkingOutFunctionParametersHackStruct1' already defined.
    Error [content0]game\types.ws(602): Structure 'SAbilityAttributeValue' was already exported.
    Error [content0]game\types.ws(683): Structure 'SStatistic' already defined.
    Error [content0]game\types.ws(773): Structure 'SCachedCombatMessage' already defined.
    Error [content0]game\types.ws(784): Structure 'SAchievement' already defined.
    Error [content0]game\types.ws(1067): Structure 'STutorialMessage' already defined.
    Error [content0]game\types.ws(1133): Structure 'STutorialHighlight' already defined.
    Error [content0]game\types.ws(1149): Structure 'SFXSurfacePostParams' already defined.
    Error [content0]game\types.ws(1180): Structure 'SSwarmVictim' already defined.
    Error [content0]game\gui\areatypes.ws(2): Enum 'EAreaName' already defined.
    Error [content0]game\gui\areatypes.ws(18): Enum 'EDlcAreaName' already defined.
    Error [content0]game\r4game.ws(19): Enum 'Platform' already defined.
    Error [content0]game\temp.ws(12785): Enum 'EncumbranceBoyMode' already defined.
    Error [content0]game\types.ws(9): Enum 'EActorImmortalityMode' already defined.
    Error [content0]game\types.ws(17): Enum 'EActorImmortalityChanel' already defined.
    Error [content0]game\types.ws(40): Enum 'ETerrainType' already defined.
    Error [content0]game\types.ws(134): Enum 'EZoneName' already defined.
    Error [content0]game\types.ws(272): Enum 'EHitReactionType' already defined.
    Error [content0]game\types.ws(319): Enum 'EFocusHitReaction' already defined.
    Error [content0]game\types.ws(329): Enum 'EAttackSwingType' already defined.
    Error [content0]game\types.ws(339): Enum 'EAttackSwingDirection' already defined.
    Error [content0]game\types.ws(348): Enum 'EManageGravity' already defined.
    Error [content0]game\types.ws(355): Enum 'ECounterAttackSwitch' already defined.
    Error [content0]game\types.ws(384): Enum 'EAttitudeGroupPriority' already defined.
    1. ElementaryLewis
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      • Delete Community Patch Base from the "Mods" folder (included compilation trigger)
      • Go to "Content/Content0" and delete "script" folder.
      • Ask Steam to verify the files so it will download vanilla scripts
      • Let's try again Community Patch Base and make sure you extract the mod from "Witcher 3" directory, not inside "Mods" folder. If it ask to overwrite, click "Yes" (that's mean it's good).
      • Run the game without mods, except compilation trigger.
      • If everything works, you can enable all mods and merge all scripts again. You're good to go after that.
    2. AnotherLastUnicorn
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      Thanks for the help :) Man installing mods for this game sure is a hassle ;p I reinstalled the whole game before I saw your post ;p Its the 3rd time now xD Ill go get a new harddrive so I can have some space to make backups of all versions of the game before I try again and let you know if that worked :) Thanks again <3
  6. spyda2012
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    Broke my game man, I did this step you mentioned in one of the comments:

    "Be sure your overwrite the "content" folder of CM Base to the "content" game folder.

    After that, I recommend to rename the "mods" folder into "~~mods". This will disable all your mod, and then launch the game so CM Base will properly be installed. 

    After that, enable "mods" folder, launch Script Merger and merge every script at the beginning."

    Vanilla game launched fine, but after re-enable the 'mods' folder and remerged all the scripts, launched the game and got this message:
    Error [content0]game\gui\main_menu\ingamemenu\igmoptions.ws(30): I dont know any 'IGMActionType_Button'
    Error [content0]game\gui\commonmainmenubase.ws(73): Could not find function 'GetChosenMainMenuType'
    Error [content0]game\gui\main_menu\maincreditsmenu.ws(397): Could not find function 'GetChosenMainMenuType'
    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.

    Retried script and got this:
    Error [content0]game\gui\main_menu\ingamemenu\igmoptions.ws(30): I dont know any 'IGMActionType_Button'
    Error [content0]game\gui\commonmainmenubase.ws(73): Could not find function 'GetChosenMainMenuType'
    Error [content0]game\gui\main_menu\maincreditsmenu.ws(397): Could not find function 'GetChosenMainMenuType'

    I restored my back-up 'script' folder and deleted the 'mod0000____CompilationTrigger' from the 'mods' folder then relaunched game and got this:
    Error [content0]game\types.ws(52): Enum 'EAreaName' already defined.
    Error [content0]game\types.ws(68): Enum 'EDlcAreaName' already defined.

    What now, dude? How do I restore my game prior to installing this community patch base thing??
    1. spyda2012
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      Game version is Classic 1.32 btw
    2. ElementaryLewis
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      Merge again all scripts.

      If the error persist, re install CM Base again by carefully overwrite to the game "content" folder, not from "mods" folder (except the compilation folder).
      Then remerge again all scripts.
    3. spyda2012
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      That's what I did.

      'content' folder replaced 'content' in Witcher 3 directory.
      Deleted all merges, renamed 'mods' folder to ~~mods then pasted 'Mods' with the 'mod0000____CompilationTrigger' folder to Witcher 3 directory, then launched vanilla game with no mods to install CPB properly. Then remerged everything then launched game again.

      Same thing happened...
    4. spyda2012
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      I've managed to fix my game client not launching by downloading your Vanilla 1.32 Scripts and replaced my current one with it, it's all good now. Thank you for the mod, shame I couldn't figure out how to properly install it...
  7. Knee264
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    If this patch is not needed, how do I install Next-Gen mods and run the game after merging scripts? (Script Compilation Errors)

    Even just having this installed, it still provides Sctipt Compiling Errors.

    TW3 Next-Gen seems to be unmoddable.
    1. ElementaryLewis
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      It's written "(Classic Edition)" on the title. So obviously it's not for Next Gen.
      Don't install any mods blindly. Only those updated or confirmed for 4.04 version.

      Also, don't complains, ask questions and help instead. We are here to help so everyone can enjoy the game.
    2. Knee264
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      Yeah I found a modding tutorial. There was bootstrap and shared imports which made mods work.
  8. portgasDace08
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    I was wrong to use this. Got tons of errors.

    EDIT: Must read whole description first. Thanks
    1. ElementaryLewis
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      Always read the description.
      This community patch is for Classic 1.32 only, not for Next Gen version.
    2. Fonzy420
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      Nexus just needs to be better at filter/ordering their mods.
    3. Knee264
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      There is no solution for Next Gen version. Meaning 95% of mods you can't use cause they change the scripts.
    4. ElementaryLewis
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      That's an exageration.
      It's around 50% of classic mod that doesn't work on Next Gen, and 25% of next gen mod that are still not updated to 4.04.

      There is one solution for Next Gen version, it's taking the courage to update the mod into Next Gen version.
    5. portgasDace08
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      Yeah that would be too much. Should be 50:25:25. At the end of the day I reverted back coz' lots of my favorite mods are still not up to NG.
      Having around 208 mods, 1127 scripts, and 79 bundles on Classic GOTY. Meanwhile I got only 52 mods, 121 scripts and 26 bundles on NG and found not so immersive.
  9. Routinues
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    Does this mod work properly with v4.02?
    1. teiji25
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      Read the 1st pinned message.

      This patch is no longer required for the next gen version of the game. If the need arises and the community discovers something about different game versions and/or modding tools  compatibility, this patch will be updated.
    2. Routinues
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      Thanks
    3. Knee264
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      95% of mods don't work for Next Gen, regardless what mod descriptions say. The script merger doesn't work for Next Gen. So  anything that changes the scripts, won't allow you to launch the game due to script compiling errors.
    4. ElementaryLewis
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      That's an exageration.
      It's around 50% of classic mod that doesn't work on Next Gen, and 25% of next gen mod that are still not updated to 4.04.

      And Script Merger work for any game version, nor it need to update for each game version. But it cannot fix the game version difference between mods, so we have to be carefully each mod is Next Gen 4.04 Compatible.
  10. MelindaSafitri
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    i use this mod and my game broken, so i need to redownload 50gb.. note dont use this mod for witcher 3 next gen upgrade 4.03
    1. LiloLila
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      You don't need this mod for next gen. On 1.32 (classic) there are multiple versions. Steam version, GOG version and GOG GOTY edition version. CP-B provided a foundation for moders so that they don't have to redo their mods 3 times. But on next gen there is (so far) only one versions.
    2. ElementaryLewis
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      Also it's written "(Classic Edition)" on the title. So obviously it's not for Next Gen.
      Don't install any mods blindly. Only those updated mods since 11th May or confirm to work on 4.03.
    3. gotaimin
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      This will only change the script part, so you only need to delete that part and then check the file integrity, and only the missing files will be downloaded.So there is no need to re-download the entire game.
    4. davidkim99b
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      hahaha
  11. deaconOsaintOjohn
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    • Error [mod0000_mergedfiles]game\player\playerinput.ws(2758): syntax error, unexpected TOKEN_VAR, near 'var'
      Warning [modsharedimports]engine\environment.ws(30): Global native function 'EnableDebugOverlayFilter' was not exported from C++ code.
      Warning [modsharedimports]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.

      I installed the Community patch for friendly hud 

    1. ElementaryLewis
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      On Classic 1.32? I HOPE SO!!
      Remerge "game\player\playerinput.ws" and try again. If you got merged conflict, take a screenshot and show us here. We can help you.
  12. abrancruz
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    Endorsed
  13. Igris07
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    This mod it seems dosent work at the moment everytime i download this mod it broke my game

    Error [content0]game\gui\main_menu\ingamemenu\igmoptions.ws(30): I don't know any 'IGMActionType_Button'
    Warning [content0]engine \environment.ws(30): A função nativa global
    'EnableDebugOverlayFilter' não foi exportada do código C++.
    Aviso [content0]engine\environment.ws(32): A função nativa global 'EnableDebugPostProcess' não foi exportada do código C++.
    Aviso [content0]engine\showflags.ws(11): A função nativa global 'DebugSetEShowFlag' não foi exportada do código C++.


    it will fk up ur game only solution is to reinstall the game why im sure of this already had backup for the game and downloaded this mod alone and it broke my game again once again
    1. ElementaryLewis
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      Did you install on Next Gen 4.0 version?

      Because you don't need this anymore!
    2. Igris07
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      Hey yes i downloaded this while on next gen becuase of Preparations mod to work but at the end with both not working giving me script errors
    3. ElementaryLewis
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      Don't Install Next Gen INCOMPATIBLE Mods!!

      Only if the lastest update are after 22th December or if there is the tag "Next Gen Compatible".
    4. ghost2038
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      Do you have the backup for scripts folder under content 0 ?? If you have can you share me somehow ? It will be very helpful or I have to reinstall the game again .