Quick note: 1.31, 1.31(A) and 1.32 are essentially the same game versions. If your modded game doesn't start after 1.32 update, verify the cache and reinstall all the mods (including Unification Patch).
When you start downloading the mod, a window pops up, informing you that this mod requires Unification patch to work properly. This message does indeed mean that you need to install Unification patch, so do it before posting compilation error messages.
Read this Basic guide to installing TW3 mods, Troubleshooting section in particular. Make sure you've read it and followed install/update instructions from the readme closely before reporting a problem. When asking for support, please, write what you've done already to attempt to fix your issue.
Error [mod0000_mergedfiles]game\player\playerwitcher.ws(74): Property 'spawnedCampFire' already exists in class 'W3PlayerWitcher' Error [mod0000_mergedfiles]game\player\playerwitcher.ws(75): Property 'fmedCanSpawnCampfire' already exists in class 'W3PlayerWitcher' Error [mod0000_mergedfiles]game\player\playerwitcher.ws(77): Property 'fmedAutorefillAlchemy' already exists in class 'W3PlayerWitcher' Error [mod0000_mergedfiles]game\player\playerwitcher.ws(79): Property 'fmedRefillIntervalSeconds' already exists in class 'W3PlayerWitcher' Error [mod0000_mergedfiles]game\player\playerwitcher.ws(81): Property 'fmedApplyWitcherHouseBuffs' already exists in class 'W3PlayerWitcher' Error [mod0000_mergedfiles]game\player\playerwitcher.ws(83): Property 'fmedWitcherHouseBuffsHours' already exists in class 'W3PlayerWitcher'
That's weird. I'm using them both without any problem. Are you sure you merge files correctly? There is one thing I could think of. Did you install those two mods manually or by a mod manager?
If you use a mod manager, it can detect conflicts between these mods easily and tell you to solve them before running the scripts merger.
If you manually installed both of them and run the scripts merger right after that, it might break your game since it hasn't detected and solved the conflicts earlier.
P.s: This is from my own experience since I've installed both of them by Vortex and haven't had any problem. So if anyone installed them both manually and didn't encounter issue, then just ignore my comment :)))). This is only my assumption.
Step #1 - go to the file location Go to Line "67" - this is the section of Friendly Meditation that you need to edit
Step #2
Step #3 This is what it should look like when you're done - re-launch the game, and it should compile everything just fine.
Also, just wanted to put this here for the future. If you delete any merged scripts, in your script merger, and the friendly meditation was part of that script merge, you have to re-due the steps above, again.
Hopefully this helps you all out, good luck on the path!
It is definitely NOT caused by those mods used together. I suspect another mod/compatibility patch with some mod or some old incorrect merge. In case those things happen, remove your merges in Script Merger, then manually delete all the scripts that might have been there, and re-merge,
PS Reinstalling the game is never a good choice and in the case of TW3 mods especially.
@JarinTheGreat You saved my life too my good sir ! I checked every merge manually and I didn't see this glitch. My first reaction was to search on Google, but it's easy to see the problem opening the file with notepad++ and going to the line 67, so I should have found it In fact after merging scripts the code is written twice in the The Witcher 3\Mods\mod0000_MergedFiles\content\scripts\game\player\playerWitcher.ws Like this : //---=== modFriendlyMeditation ===--- var spawnedCampFire : W3Campfire; var fmedCanSpawnCampfire : bool; default fmedCanSpawnCampfire = true; var fmedAutorefillAlchemy : bool; default fmedAutorefillAlchemy = true; var fmedRefillIntervalSeconds : float; default fmedRefillIntervalSeconds = 3600.0; var fmedApplyWitcherHouseBuffs : bool; default fmedApplyWitcherHouseBuffs = true; var fmedWitcherHouseBuffsHours : int; default fmedWitcherHouseBuffsHours = 1; //---=== modFriendlyMeditation ===---
//---=== modFriendlyMeditation ===--- var spawnedCampFire : W3Campfire; var fmedCanSpawnCampfire : bool; default fmedCanSpawnCampfire = true; var fmedAutorefillAlchemy : bool; default fmedAutorefillAlchemy = true; var fmedRefillIntervalSeconds : float; default fmedRefillIntervalSeconds = 3600.0; var fmedApplyWitcherHouseBuffs : bool; default fmedApplyWitcherHouseBuffs = true; var fmedWitcherHouseBuffsHours : int; default fmedWitcherHouseBuffsHours = 1; //---=== modFriendlyMeditation ===--- So as there's no need to have it twice, I just had to delete one of the two parts of the code and tada, errors are gone. Anyway, thanks a lot and kudo to you ;)
Why can't I run it successfully? I went very smoothly when merging scripts without errors. After entering the game, there was no menu, and most of the functions of mod did not take effect.
Hello, thank you for your mod. I have an issue where some of the potions don't display the ingredients, the icon is blank and always says missing but I don't know which ingredient it requires, because I'm pretty sure I have them all as I checked on my multiple endgame saves where I unlocked everything. I also have The Witcher 3 Redux mod installed along with friendly hud and meditation. I am confused because most of the recipes including bombs and oils seem to be fine but almost all potions have this issue. I hope someone could provide me a solution and thanks in advance.
EDIT: I'm sorry, I figured it out. Sorry for posting without trying mod features. It seems the corresponding base option is the only one that has this issue as it requires black gull from the redux mod. However, when I switch to the full recipe, the ingredients are shown properly and other options work fine too. Therefore, I believe the conflict is with the redux mod, but this is not a big issue as it can be solved by switching the required ingredients. Thanks for the mod, its amazing.
Can someone please isolate and create one mod with the "character" version itself? I've been struggling with this for a long time and I can't figure it out...
Attention, if you're trying to install this mod and friendly meditation with mod manager but you get compilation errors, check if the mod preparations is with priority in both sections of load order, then remove the priority, and now may work for you
Error [modpreparations]game\gui\main_menu\ingamemenu.ws(305): Could not find function 'RefreshMainMenuAfterContentLoaded' 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.
What does it mean? I use the merger script, it does not work. Help please
Thank you for the great mod, this really helps with making the mechanic a lot more important!
I just have one question, is it possible to make the alchemy/skill screens accessible during the waiting period of meditation? It seems like I'm only able to open those menus for a very brief moment when Geralt first lights a campfire (using Friendly Meditation), the moment that the game starts waiting until the selected time I'm no longer able to access the menus. I have a feeling that it's just one setting that's eluding me here, I'd greatly appreciate any clarification!
Hi, Is it possible to craft lower versions of the potions once you already crafted superior version. For instance. I would like to craft both normal swallow and superior swallow.
Also. There is a bug when trading and going to alchemy you can craft items without fire and meditation.
1631 comments
When you start downloading the mod, a window pops up, informing you that this mod requires Unification patch to work properly. This message does indeed mean that you need to install Unification patch, so do it before posting compilation error messages.
Read this Basic guide to installing TW3 mods, Troubleshooting section in particular. Make sure you've read it and followed install/update instructions from the readme closely before reporting a problem. When asking for support, please, write what you've done already to attempt to fix your issue.
Also, if you have troubles installing the mod, try reading this - kudos to stefan3372 and his awesome new Mod Manager.
Please, move NGE questions and discussions there.
Classic version of the mod will stay here for everyone who prefers the good-old classic.
Error [mod0000_mergedfiles]game\player\playerwitcher.ws(75): Property 'fmedCanSpawnCampfire' already exists in class 'W3PlayerWitcher'
Error [mod0000_mergedfiles]game\player\playerwitcher.ws(77): Property 'fmedAutorefillAlchemy' already exists in class 'W3PlayerWitcher'
Error [mod0000_mergedfiles]game\player\playerwitcher.ws(79): Property 'fmedRefillIntervalSeconds' already exists in class 'W3PlayerWitcher'
Error [mod0000_mergedfiles]game\player\playerwitcher.ws(81): Property 'fmedApplyWitcherHouseBuffs' already exists in class 'W3PlayerWitcher'
Error [mod0000_mergedfiles]game\player\playerwitcher.ws(83): Property 'fmedWitcherHouseBuffsHours' already exists in class 'W3PlayerWitcher'
with Friendly Meditation
???
- If you use a mod manager, it can detect conflicts between these mods easily and tell you to solve them before running the scripts merger.
- If you manually installed both of them and run the scripts merger right after that, it might break your game since it hasn't detected and solved the conflicts earlier.
P.s: This is from my own experience since I've installed both of them by Vortex and haven't had any problem. So if anyone installed them both manually and didn't encounter issue, then just ignore my comment :)))). This is only my assumption.Step #1 - go to the file location
Go to Line "67" - this is the section of Friendly Meditation that you need to edit
Step #2
Step #3
This is what it should look like when you're done - re-launch the game, and it should compile everything just fine.
Also, just wanted to put this here for the future. If you delete any merged scripts, in your script merger, and the friendly meditation was part of that script merge, you have to re-due the steps above, again.
Hopefully this helps you all out, good luck on the path!
PS Reinstalling the game is never a good choice and in the case of TW3 mods especially.
You saved my life too my good sir ! I checked every merge manually and I didn't see this glitch. My first reaction was to search on Google, but it's easy to see the problem opening the file with notepad++ and going to the line 67, so I should have found it
In fact after merging scripts the code is written twice in the The Witcher 3\Mods\mod0000_MergedFiles\content\scripts\game\player\playerWitcher.ws
Like this :
//---=== modFriendlyMeditation ===---
So as there's no need to have it twice, I just had to delete one of the two parts of the code and tada, errors are gone. Anyway, thanks a lot and kudo to you ;)var spawnedCampFire : W3Campfire;
var fmedCanSpawnCampfire : bool;
default fmedCanSpawnCampfire = true;
var fmedAutorefillAlchemy : bool;
default fmedAutorefillAlchemy = true;
var fmedRefillIntervalSeconds : float;
default fmedRefillIntervalSeconds = 3600.0;
var fmedApplyWitcherHouseBuffs : bool;
default fmedApplyWitcherHouseBuffs = true;
var fmedWitcherHouseBuffsHours : int;
default fmedWitcherHouseBuffsHours = 1;
//---=== modFriendlyMeditation ===---
//---=== modFriendlyMeditation ===---
var spawnedCampFire : W3Campfire;
var fmedCanSpawnCampfire : bool;
default fmedCanSpawnCampfire = true;
var fmedAutorefillAlchemy : bool;
default fmedAutorefillAlchemy = true;
var fmedRefillIntervalSeconds : float;
default fmedRefillIntervalSeconds = 3600.0;
var fmedApplyWitcherHouseBuffs : bool;
default fmedApplyWitcherHouseBuffs = true;
var fmedWitcherHouseBuffsHours : int;
default fmedWitcherHouseBuffsHours = 1;
//---=== modFriendlyMeditation ===---
EDIT: I'm sorry, I figured it out. Sorry for posting without trying mod features. It seems the corresponding base option is the only one that has this issue as it requires black gull from the redux mod. However, when I switch to the full recipe, the ingredients are shown properly and other options work fine too. Therefore, I believe the conflict is with the redux mod, but this is not a big issue as it can be solved by switching the required ingredients. Thanks for the mod, its amazing.
any body can help? this is happening after i use BIA and other patches for GM and BIA.
modpreparations load orders on the top of BIA and GM.
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.
What does it mean? I use the merger script, it does not work. Help please
I just have one question, is it possible to make the alchemy/skill screens accessible during the waiting period of meditation? It seems like I'm only able to open those menus for a very brief moment when Geralt first lights a campfire (using Friendly Meditation), the moment that the game starts waiting until the selected time I'm no longer able to access the menus. I have a feeling that it's just one setting that's eluding me here, I'd greatly appreciate any clarification!
Is it possible to craft lower versions of the potions once you already crafted superior version.
For instance. I would like to craft both normal swallow and superior swallow.
Also. There is a bug when trading and going to alchemy you can craft items without fire and meditation.
Regards.