dimasok Posted August 20, 2016 Share Posted August 20, 2016 I have auto-loot, galloping in cities and fasttravel from anywhere installed in the mods folder and when running the game I got lots of errors. I followed the advice here:http://forums.cdprojektred.com/threads/56044-How-to-solve-script-compilation-issues-when-launching-the-game-with-mods But I still get the following ones: Error [modbasescripts]engine\physicsworld.ws(9): Cannot find structure 'SCollisionInfo' to importError [modbasescripts]game\behavior_tree\aicombatstorage.ws(6): Cannot find class 'CAIStorageHandler' to importError [modbasescripts]game\behavior_tree\tasks\monsters\bttaskmaintainspeed.ws(10): Class 'CBTTaskMaintainSpeed' already defined.Error [modbasescripts]game\behavior_tree\tasks\monsters\bttaskmaintainspeed.ws(74): Class 'CBTTaskMaintainSpeedDef' already defined.Error [modbasescripts]game\behavior_tree\tasks\reactions\bttaskisman.ws(4): Class 'CBTCondIsMan' already defined.Error [modbasescripts]game\behavior_tree\tasks\reactions\bttaskisman.ws(15): Class 'CBTCondIsManDef' already defined.Error [content0]game\cameras\exploration\driftcamera.ws(131): Class 'CCameraRotationControllerDrift' already defined.Error [modbasescripts]game\behavior_tree\aistorage.ws(5): Base class mismatch. Class 'CHorseRiderSharedParams' specifies 'CObject' as a base but native code uses 'IScriptable'Error [modbasescripts]game\behavior_tree\aistorage.ws(33): Base class mismatch. Class 'CAIStorageAnimalData' specifies 'CObject' as a base but native code uses 'IScriptable'Error [modbasescripts]game\behavior_tree\aistorage.ws(41): Base class mismatch. Class 'CAIStorageHorseData' specifies 'CObject' as a base but native code uses 'IScriptable'Error [modbasescripts]game\behavior_tree\aistorage.ws(49): Base class mismatch. Class 'CAIStorageRiderData' specifies 'CObject' as a base but native code uses 'IScriptable' Link to comment Share on other sites More sharing options...
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