Stopping to meditate just in order to destroy nests felt like an annoyance so I made this small QoL change. Edit: some people report this works on next gen while others say it doesn't. I can't test myself, so I can't confirm nor deny this.
I never should have uninstalled the game after my second playthrough. Installing it the third time made it to where I would have Samum & Grapeshot bombs, but nests always said I didn't have the right bombs! Unbelievable! This mod made that glitch go away for good! THANK YOU SO MUCH!
There's not much where installation can go wrong, so I can't help you without further details. What version are you on? Can I see the full route to the mod?
I also got the GOTY edition last week and it's a bit frustrating how many mods just don't work. Read on reddit that for example many mods for non-GOTY 1.32 don't work for GOTY 1.32 because of subtle differences. Apparently installing mods manually works better but I'm too afraid to mess sh*t up lol. So I'll continue to just try and find mods that work for me.
Obviously I've tried it. I think I've tired just about everything there is that are supposed to fix script compiling errors, But alas none works. I had hard time modding the game last time i played it like 3 years ago, But this is waaaay worse and nothing seems to work.
I'm afraid I don't understand your issue, then. If Script Merger detects no issue there should be no compilation errors when running the game. What exactly does it say?
Error [content0]game\gameplay\ability\abilitymanagertypes.ws(19): Structure 'SBlockedAbility' already defined. Error [content0]game\behavior_tree\aicombatstorage.ws(7): Cannot find class 'CAIStorageHandler' to import Error [content0]game\behavior_tree\aistorage.ws(6): Base class mismatch. Class 'CHorseRiderSharedParams' specifies 'CObject' as a base but native code uses 'IScriptable' Error [content0]game\behavior_tree\aistorage.ws(34): Base class mismatch. Class 'CAIStorageAnimalData' specifies 'CObject' as a base but native code uses 'IScriptable' Error [content0]game\behavior_tree\aistorage.ws(42): Base class mismatch. Class 'CAIStorageHorseData' specifies 'CObject' as a base but native code uses 'IScriptable' Error [content0]game\behavior_tree\aistorage.ws(50): Base class mismatch. Class 'CAIStorageRiderData' specifies 'CObject' as a base but native code uses 'IScriptable'
Sometimes it's more sometimes less, Yeah it bothers me a lot, Maybe I should try with the original W3 and see if it works,But I want to try the dlc's at some point.
Have you made sure all the mods you've installed are for your game version? Maybe your mods don't conflict with each other but with the game instead? You could test each one separately to try and find any culprits or check each one of their descriptions.
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Edit: some people report this works on next gen while others say it doesn't. I can't test myself, so I can't confirm nor deny this.
P.S. By the way, this WORKS on Next-Gen!
Used the current 02/01/2020 version with the witcher 3 1.21
works without an hitch.
I was originally using "Igni destroys monster nests" which is also good, but this looks better imo, not having to waste an alcohol because of a nest
What version are you on?
Can I see the full route to the mod?
Could you please try?
If it works I'll add it afterwards as a requirement to the mod's page.
What exactly does it say?
Error [content0]game\behavior_tree\aicombatstorage.ws(7): Cannot find class 'CAIStorageHandler' to import
Error [content0]game\behavior_tree\aistorage.ws(6): Base class mismatch. Class 'CHorseRiderSharedParams' specifies 'CObject' as a base but native code uses 'IScriptable'
Error [content0]game\behavior_tree\aistorage.ws(34): Base class mismatch. Class 'CAIStorageAnimalData' specifies 'CObject' as a base but native code uses 'IScriptable'
Error [content0]game\behavior_tree\aistorage.ws(42): Base class mismatch. Class 'CAIStorageHorseData' specifies 'CObject' as a base but native code uses 'IScriptable'
Error [content0]game\behavior_tree\aistorage.ws(50): Base class mismatch. Class 'CAIStorageRiderData' specifies 'CObject' as a base but native code uses 'IScriptable'
Sometimes it's more sometimes less, Yeah it bothers me a lot, Maybe I should try with the original W3 and see if it works,But I want to try the dlc's at some point.
Maybe your mods don't conflict with each other but with the game instead?
You could test each one separately to try and find any culprits or check each one of their descriptions.
Endorsed