reddragon98 Posted February 8, 2019 Share Posted February 8, 2019 Hello, I was trying to set up some mods for Witcher 3, it worked fine before but I added some new mod's and I got this error message Error [content0]game\quests\conditions\questcontainer.ws(23): Unknown base class 'IInventoryScriptedListener' Error [content0]game\quests\conditions\questitemammo.ws(23): Unknown base class 'IInventoryScriptedListener' Error [content0]game\quests\conditions\questitemquantity.ws(22): Unknown base class 'IInventoryScriptedListener' Error [modslots]local\essuninstallation.ws(48): Unknown base class 'W3PlayerAbilityManager' Error [content0]game\player\states\combatfists.ws(21): Cannot define state 'CombatFists' in context of unknown class 'W3PlayerWitcher' Error [content0]game\player\states\combatsilver.ws(10): Cannot define state 'CombatSilver' in context of unknown class 'W3PlayerWitcher' Error [content0]game\player\states\combatsteel.ws(10): Cannot define state 'CombatSteel' in context of unknown class 'W3PlayerWitcher' Error [content0]game\player\states\combatsword.ws(9): Cannot define state 'CombatSword' in context of unknown class 'W3PlayerWitcher' Error [content0]game\player\states\interactionobject\approachinteraction.ws(10): Cannot define state 'ApproachInteractionState' in context of unknown class 'W3PlayerWitcher' Error [content0]game\player\states\meditation\meditation.ws(10): Cannot define state 'Meditation' in context of unknown class 'W3PlayerWitcher' Error [content0]game\player\states\meditation\meditationbase.ws(10): Cannot define state 'MeditationBase' in context of unknown class 'W3PlayerWitcher' Error [content0]game\player\states\meditation\meditationwaiting.ws(10): Cannot define state 'MeditationWaiting' in context of unknown class 'W3PlayerWitcher'The mods I have installed are, Set Skill Points, GodMode, More XP, AutoLoot Config, TradeMan, Increased Creature Loot, FastTravel Anywhere, if anyone knows what my issue is I will be glad to hear it Link to comment Share on other sites More sharing options...
steve40 Posted February 8, 2019 Share Posted February 8, 2019 Well, you need to run the script merger tool thingy whenever you add new scripted mods.. Link to comment Share on other sites More sharing options...
reddragon98 Posted February 9, 2019 Author Share Posted February 9, 2019 Well, you need to run the script merger tool thingy whenever you add new scripted mods..I was ran script merger and I was running into this issue Link to comment Share on other sites More sharing options...
angel6 Posted May 23, 2019 Share Posted May 23, 2019 I am currently confused by the intersection of Trademan, the Trademan patch, and Vortex. I was having that same script problem, and felt that things were getting out of hand, so uninstalled and reinstalled. A pain, of course, but that did work. Link to comment Share on other sites More sharing options...
Partoutatix Posted May 24, 2019 Share Posted May 24, 2019 (edited) ^The contents of Vortex-downloaded mod files by default (symlink) will appear as empty to Script Merger, which can lead to unknown/missing stuff compiling errors. You can use the Unofficial Script Merger Patch (https://www.nexusmods.com/witcher3/mods/3395) to make script merger work with Vortex' default symlinks, but Vortex is not recommended for TW3 regardless. Manual downloads and either manual installation (following the mod's install instructions to the letter) or TW3 Mod Manager installation (https://www.nexusmods.com/witcher3/mods/2678) are the preferred methods. Edited May 24, 2019 by Partoutatix Link to comment Share on other sites More sharing options...
swedensuck Posted June 20, 2019 Share Posted June 20, 2019 Well, you need to run the script merger tool thingy whenever you add new scripted mods..yeah script merger has only created errors than fix them Link to comment Share on other sites More sharing options...
Partoutatix Posted June 20, 2019 Share Posted June 20, 2019 ^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. Link to comment Share on other sites More sharing options...
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