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#### Save your game before adding mods, make sure you have a backup point that you can go back to in case it messes stuff up. If you download any more manually installed mods you should also download WitcherScriptMerger and the FileListUpdater perhaps Witcher Mod Manager(nice for setting up load order)
Very annoying because I am now having to restart with Nexus mods, as STD Kaas suggested.
I guess it's back to watching modding vids on YouTube for month before I move on to something else lol. I heard that Cyberpunk is good ;)
1. Download 7zip 7zip download(use x64 in 99% of cases)[www.7-zip.org] instead of WinRar, that software is a bit outdated, although functional.
2. Go to the nexus mods site, create an account if you don't have one yet, if you have one log in.
3. Install the following 3 mods:
Script Merger[www.nexusmods.com]
Filelist Updater[www.nexusmods.com]
Mod Manager[www.nexusmods.com]
Do this by going to these pages, clicking Files (read description first so you can read about their functionality/installation process if that is described), downloading it by clicking manual download and then slow download (disabling adblock will make the 1.5mb/s 3.0mb/s usually)
Follow the video a bit on how you should setup these mods. Basically put these all in the directory where tw3 is located.
4. Download some mods that you want to use, id recommend sticking to the simpler mods at first that dont alter too much, i.e. Over9000 for 9000 weight, map quest objectives (if you use this, fast travel from anywhere will not work, and vice versa as far as I am aware.).
If you do run into any issues with merging files, you will see a screen where you get to see 4 text boxes stacked vertically. One will say A: Vanilla, second one will say B: modname1 and the 3rd C:modname2. The bottom one will say output:. That will be the result of the merge. What you want to do here is to click on the red question mark within the output box, this will highlight the areas of text that B and C are incompatible in. Then you will be able to see what text is written there, if one is blank and the other has text (i.e. C has text, B is empty) you right click the question mark and select the option to use B. This will put the text from B in the output and ideally that will fix things. Just save the file if it doesnt show anymore issues/conflicts in the bottom left corner of that window.
If both B and C have text, this is quite a bit harder and not that easy to explain imo. What I would recommend is to just pick the mod that you want the most, and then see if the game will launch properly. If it doesnt, remove the mod that you wanted less from the mods list temporarily and see if that fixes it. If it does, thats the easiest fix. If it doesn't, remove both for now if you really don't feel like you can fix it. Then relaunch the script merger and go through that process again.
5. Run filelist updater and see if the game launches, id recommend strongly to only do 1 or 2 mods at a time so that you can easily identify which mod might be causing issues.
Additional advice: Download these two mods that are meant to help out alot with merge conflicts and are a dependency for quite a few mods in some way or another:
CommunityPatchBootstrap[www.nexusmods.com]
CommunityPatchImports[www.nexusmods.com]
If you get any mods that also have a bin and/or dlc folder in the initial folder (i.e. modName1, dlcName1, bin) or even (mods, bin, dlc) you should merge the bin folder with the bin folder in TW3. Just move it into the directory and click merge. It will add the new files, click replace all in almost all cases. DLC just add the folder named dlcName1 into TW3/dlc/. For mods you already know what to do but just add it into mods/.
This isnt perfect and I do not know everything but I have managed so far. Merging scripts is definitely the least explained thing in the process, but in most cases its because of a blank line in 1 script that makes the other script confused. I hope I explained it somewhat well but no promises.