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Partoutatix

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Everything posted by Partoutatix

  1. Probably not, the CPU and ram are likely ok (you can play it on ultra details@1440p30fps with a 13 year old core2quad+8gb ram) but the gpu seems very iffy, plus it being a laptop that's over a year old it's not likely to be performing at full turbo/boost clocks any more (if ever). And even if you could play it @720p30fps on low details, I'd suggest you don't. The Witcher is a great-looking, slow-paced game that begs you to soak in the distant vistas and also appreciate the character details. It would be a waste of your first time playing to have the experience marred by playing it with s*** graphics. Can't you just wait until you get a newer more powerful machine? Also mods should only get better with time.
  2. Console commands don't really care whether you use single quotes or double quotes, or are you saying both of them are on the same console-activating key on your keyboard? Can always just Ctrl+C quotation marks from some text and then Crtl+V them on the ingame console.
  3. You can see your game's version in the main menu right after you launch the game. It should be 1.32. https://forums.nexusmods.com/index.php?/topic/7982003-freecam-debug-console/&do=findComment&comment=73348163 https://forums.nexusmods.com/index.php?showtopic=6648171/&do=findComment&comment=73346718
  4. If you don't need freecam then just uninstall that and enable the debug console the clean, manual way by opening your \The Witcher 3 Wild Hunt GOTY\bin\config\base\general.ini file. It should read something like: Just add the line "DBGConsoleOn=true" to the bottom like so: Save&close the file. Next just load a save and keep trying the buttons on your keyboard until you find the one that opens the console for you ( "~" tilde key on most US keyboards for instance).
  5. There's a scaling-only version of ESGO: https://www.nexusmods.com/witcher3/mods/3039
  6. There's a few to choose from already. https://www.nexusmods.com/witcher3/mods/992 https://www.nexusmods.com/witcher3/mods/2928 https://www.nexusmods.com/witcher3/mods/1185 https://www.nexusmods.com/witcher3/mods/3605 https://www.nexusmods.com/witcher3/mods/3522 I'm working on my own idea for it but not a whole lot of patience for modding.
  7. You can't use saves from a more recent version of the game (1.32) with an older version of the game (1.31). Also How to install most simple TW3 Mods for newbies/klutzes:
  8. One possibility is that you used vortex (not recommended) with unpatched script merger.
  9. Probably didn't place the unification patch or mod files in the right places, or you used vortex, or didn't use the script merger patch. I'd suggest you roll back your tw3 install to vanilla then proceed one mod at a time. How to install most simple TW3 Mods for newbies/klutzes: Spoiler: Show First you gotta locate your The Witcher 3 game install location. Usually it's somewhere like "C:\GOG Games\The Witcher 3 Wild Hunt GOTY" for Good Old Games versions of the game or "C:\Program Files (x86)\Steam\steamapps\common\The Witcher 3" for Steam versions of the game. Mandatory: Script Merger Download, run/install it, run what it installed to be sure it's working. Script Merger Unofficial Patch: Download, run/install it, run what it installed to be sure it's working. Optional but highly recommended: TW3 Mod Manager Download, run/install it, run what it installed to be sure it's working. Installing it all to some place like C:\TW3Modding\ should work. Mod Limit Fix Download, run/install it, run what it installed to be sure it's working Enable the Debug Console: https://www.nexusmods.com/witcher3/mods/3375. Press the keys on your keyboard until you figure out which one activates the console. After that you can install most mods by downloading them manually (VORTEX NOT RECOMMENDED WITH TW3 MODS, IT WILL EVENTUALLY CAUSE PROBLEMS). Extract their contents somewhere (rightclick on the downloaded mod file->extract) and then place their files&folders in the right places in your game install yourself OR let TW3 Mod Manager extract and place them correctly for you (Recommended). If you're not using TW3 Mod Manager you need to make sure all of your mod's \modxxx folders end up directly inside your <TW3 game install>\Mods folder (or <TW3 game install>\mods, wherever your other mods are). If there's no mods folder in your TW3 game install folder (TW3MM would've created one for you) you can create one by rightclicking on some empty space there -> "New" -> "Folder" and write Mods as its name. That means your \modxxx folders ends up as <TW3 game install>\Mods\modxxx. TW3MM would place it there automatically for you so you wouldn't have to. If your mod has \dlcxxx folders they similarly need to be directly inside your <TW3 game install>\dlc folder (or <TW3 game install>\DLC wherever your other dlcs are). They should end up as <TW3 game install>\dlc\dlcxxx ( never <TW3 game install>\dlc\dlc\dlcxxx !). TW3MM would do this automatically for you. Your mod's mod menu file xxx.xml would have to end up as <TW3 game install>\bin\config\r4game\user_config_matrix\pc\xxx.xml. Again, TW3MM would do this automatically for you. If you happen to have more mod menus tham what can fit on the mod menu list you can easily edit & group mod menus together into subgroups yourself using something like notepad++, example: 1-> 2 (that mod menu was placed in a "combat" subgroup, example from Menu Strings). If your mod has custom keybinds you probably have to add them to your <My Documents>\The Witcher 3\input.settings file using some editor like notepad++. Once more, TW3MM will usually do this automatically for you. After your mod's files & folders are in the right places you need to run patched Script Merger and merge any conflicting files that can be merged together (that means both .ws scripts and .xml bundled files). Sadly, not all mods will automatically merge together, most probably won't (though all LEGO merge automatically with each other, obviously), but some unresolved conflicts can be solved with a little manual help: The bottom half is the output/result of your merge, the yellow <Merge Conflict> line is the conflicting line that SM can't figure out automatically. Right click on the merge conflict and you get some simple options: ^There you picked the line from mod 2, but you can also pick the lines from both mods, in any order: Or you can even write your own code in there. Of course knowing which lines to choose or how to make them work together does require you to somewhat understand what the code does. When in doubt you might try asking the concerned mod's authors & users for help in the comments sections. However keep in mind that there's no guarantee that any 2 mods can be effectively merged together, nor is there any guarantee that 2 mods are working well together even if they merged automatically and the game seems to be running ok. That's why to be extra safe you should carefully read each mod's install instructions to make sure there aren't any special instructions or requirements for the mod to work (some mods might require other mods to work such as the unification/community patch or shared imports) or incompatibilities, and then merge & run the game after each new mod install to make sure it's running well.
  10. Did you delete the game install folder before reinstalling?
  11. You could always just use the wcclite gui mod to dissect a mod that does something similar.
  12. Solution 1- Avoid using Vortex with TW3 Mods. Most users will run into more issues with Vortex than with the alternatives of manual download + manual mod install (if you can read & follow instructions in english) or TW3 Mod Manager mod install (should work for everyone). Solution 2- If you really want to use Vortex with TW3 Mods, then stick to symlink deployment and make sure to apply the unofficial script merger patch to SM. Hardlink/move deployment does allow unpatched script merger to use the actual non-empty files when merging, but it can create further issues, example: https://www.twitch.tv/videos/416825592 (the game breaks if there's an empty folder inside the \dlc folder. Using Vortex with hardlink/move deployment to disable/uninstall a mod that uses a dlc folder will leave behind empty folders there. The user will be left with a broken game and no idea how to fix it given that uninstalling mods is already the last step to fix an issue before uninstalling and reinstalling the game, and if he uninstalls/reinstalls from a game launcher menu and doesn't manually delete his game install folder then the empty folder/broken game issue will likely persist after the user's "clean reinstall" with no mods, imagine his despair when reinstalling the game with no mods still doesn't work). At the risk of going offtopic: Vortex can also place a mod's files & folders in the wrong place, unlike TW3 Mod Manager. Example: https://www.nexusmods.com/witcher3/mods/2788 (it places the FCR3 folder directly inside your \Mods folder instead of placing the \modFCR3 and \modFCR3_padlock folders there). And without going into the extra features that TW3 Mod Manager offers over Vortex which result in easier and less error-prone mod installing, the point is that with TW3 the only real advantage that I can see Vortex providing over the alternatives is the big red Vortex button on a modpage that autolaunches a mod installing program. Fewer than 2% of SM users are using the SM patch, I'd assume that the percentage of Vortex users who have fiddled with the deployment setting isn't much better. So Vortex likely creates more issues and makes things more complicated for the ones who click that big red fisher-price button expecting it to be the simplest, least error-prone way of installing TW3 mods, the ones who are likely least well-equipped to deal with vortex-related issues and end up either giving up on mods or flooding mod comment & bug pages with vortex-derived error logs.
  13. 1- Vortex is not recommended for TW3 mods. 2- Either Vortex didn't place your mod's menu xml file in the right place (witcher 3 game install folder\bin\config\r4game\user_config_matrix\pc) or it did place it there and you're not seeing a "Mods" line in the game menu because the mod doesn't have the translated text for it (in which case there should be an empty line in the middle of your game menu where the "Mods" line would be, but the empty line would still be selectable and work as expected- taking you to the mod menus). I suggest you instead download your mods manually and either install them manually carefully following each mod's install instructions or generally try letting TW3 Mod Manager do it for you (it knows how to place a mod's \modzyz and \dlcxyz folders in the right place as well as place the mod menu files in the right place as well as append any additional settings to your control/input file). Don't forget to patch Script Merger with the unofficial patch and merge conflicting files. There is no guarantee that any 2 mods are compatible so install 1 mod at a time, merge, run the game, see that the mod is working and then rinse and repeat with the next mod.
  14. ^There's no guarantee that any 2 mods are compatible, that's not a script merger flaw. But there is a guarantee that if you don't merge conflicting files your mods won't be working right. Got 20 mods that change the same file? Only 1 mod's version of that file will actually be loaded if you don't merge, only 1 mod's version of that file will actually work in-game, the rest will be discarded. The game might launch if you're lucky, but the mods will be broken and might cause permanent issues to your save.
  15. Sounds like you didn't follow instructions at some point. Probably a bad install of unification patch/overwrote vanilla files with a mod's files/downloaded mods with vortex and didn't patch script merger/placed a mod's folder in the wrong places. Try renaming your \Mods folder to something else, launch the game, see if the game launches. Then install Gear Levels Hidden and No Level Requirements, following instructions, and see if it works then add more mods, always following instructions.
  16. Bad merge, was it automatic? If you downloaded any of these with Vortex make sure you install the unofficial script merger patch.
  17. Uninstall mods until it's fixed, and follow mod installing instructions when installing them.
  18. ^The debug key depends on your keyboard maker&language. Just try all the keys on your keyboard until you trigger the debug prompt.
  19. There's the alchemy recipe item (piece of paper you can see in a shop/chest) and there's the associated recipe itself which you can see in your alchemy tab (which you get when you automatically read a recipe item you obtained). My guess is you probably have a typo (upper/lower case mismatch) in the item name ("Recipe for XYZ") so it doesn't link to the recipe. See Craft Alchemical Bases v1.2 for an example.
  20. Have you tried a clean install of SM? By which I mean removing all the script merger files and folders, deleting any existing mergedfiles folder inside your \Mods folder, and temporarily renaming your Mods folder to something else. Then install SM again. I usually install it in the witcher 3 install folder. Then run & configure script merger and hit refresh (shouldn't pick up on any mods since you renamed the Mods folder to something else). If that works try creating a new \Mods folder and copying a couple of your mods into it and hit refresh until you get to merge some conflicting files etc. Once you get SM working I suggest you also add the unofficial patch for it.
  21. You don't really need to bother yourself with that if you use TW3 Mod Manager, but to answer your question directly you can create a Mods folder by first locating your tw3 game install folder (usually it's C:\GOG Games\The Witcher 3 Wild Hunt GOTY for gog versions of the game or C:\Program Files (x86)\Steam\steamapps\common\The Witcher 3 for steam versions) and then right-click on some empty space there->New->Folder and name the resulting new folder Mods. After that when you download mod XYZ and extract its contents it should have a folder named modxyz somewhere in there, which you need to place inside your \Mods folder. If it has a dlcxyz folder you need to place that inside your \dlc or \DLC folder (wherever your game's dlcs already are). HOWEVER, the best, safest and most noob-friendly way to install tw3 mods is the following: Get Script Merger: https://www.nexusmods.com/witcher3/mods/484 Install it, run it to be sure it's working. Get Script Merger Patch: https://www.nexusmods.com/witcher3/mods/3395 Install it, run it to be sure it's working. Get TW3 Mod Manager: https://www.nexusmods.com/witcher3/mods/2678 Install it, run it to be sure it's working. If you're using a lot of mods, particularly texture ones also consider getting Mod Limit Fix https://www.nexusmods.com/witcher3/mods/3643 After that you can install most mods just by downloading them manually (avoid Vortex for TW3), installing them with TW3 Mod Manager and merge ANY conflicting files you can (.ws & .xml). TW3MM will automatically prompt you to run script merger after every mod install. TW3MM automatically places a mod's files in the right places (including mod, dlc & mod menu files as well as input settings changes) so you don't have to worry about that. To be extra safe read each mod's install instructions before you install to be sure there aren't any special instructions and then run the game after each new mod install+merge, since there's no guarantee that any 2 mods are compatible with each other, even if they seemed to merge automatically.
  22. Removing/deleting the ones in your inventory whenever you meditate from the menu should certainly be doable and easy. Not sure what you mean by the ones dropped on the ground (radius?). Thing is I'm not sure if most alchemy crafting mods that make alchemy require "meditation" and herbs actually run the game's menu meditation functions rather than replacing them with their own meditation animation trigger and timelapse functions so it might work not work for that purpose, might have to edit your alchemy crafting mod itself instead rather than use a separate mod. Try your alchemy mod's comments section.
  23. Unlikely to be as simple as just deleting mismatched brackets, though you could try checking for them using notepad++/programmer's notepad. Try setting your script merger to "review each merge in kdiff3" and redo the merge of that file so you can see how the lines from different mods are being inserted into that merged file. Pasting screenshots here might get you more help.
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