Bug Reports - Witcher 3 NextGen Version

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There is a serious bug in DLC-blood & wine.
At the part3 of the battle with Dettlaff, right after he turn the field into blood nest, the game got completely stuck at anytime, it will stuck the whole windows as well, so the keyboard was totally disabled and cannot quit the game application, which means no crash report, the only solution is reboot the PC.
The bug would shows up everytime I reach part3, which is serious problem, love the game so much, please fix it.
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I just reboot my PC for the fifth time tonight, this is disaster, PLZ FIX IT.
The last time the game crash, I opened the task manager immediately and it worked, but the windows got stuck right after I quit the TW3 in the task manager.
:cry:
There is a serious bug in DLC-blood & wine.
At the part3 of the battle with Dettlaff, right after he turn the field into blood nest, the game got completely stuck at anytime, it will stuck the whole windows as well, so the keyboard was totally disabled and cannot quit the game application, which means no crash report, the only solution is reboot the PC.
The bug would shows up everytime I reach part3, which is serious problem, love the game so much, please fix it.
 
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Edit : After upgrade to the newest Nvidia driver (528.02), the leaves are no longer glowing, but the branches still do, and it's still a bad visual bug.

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The new foggy weather in Velen has a visual bug, the leaves and branches on the road glowing during this weather, pictures are taken at 6:38 AM but all 24 hours have this bug, in both DX11 and DX12. And no, I am not using any mods.
It looks really bad, I guess some ENV parameters just gone wrong, as long as you are on the road, it's all over the place and torturing the eyes. It feels like rookie mistake mady by bad lighting mod tbh, but it's made by CDPR's official upgrade.... Please fix it. Show some professionalism.

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Screenshot key doesn't work with UI elements such as loot window open. I wanted to take a screenshot of a Blade from the Bits (level 25) diagram from a random loot chest in Crookback Bog, and caption it 'Uhh... thanks... Hattori?', but it didn't render. Unfortunately, from what I understand, it's a keybinding context issue, which may be more effort that it's worth to resolve, but it certainly is awkward. Certainly more pressing issues.

I suppose I ought to mention, you can get a second Griffin trousers at the ruined tower Shrieker contract, so the one you get from the quest later becomes an Enhanced Griffin trousers (level 18), before you should be able to obtain one (or maybe it just part of the next quest). Also, this armor set renders the second Netflix set completely useless. You don't even have a chance to equip it. Imo delete it from the game, it doesn't match the style anyways, or put it on some NPC... Actually, looks like Crach armor.

I also ran into an issue where the Abandoned Tower near Heatherton contained 2 diagrams I already owned when I went back as Geralt, after Ciri's quest, but upon loading a save, they were 2 new diagrams.

Cannot speak to the barber after freeing him from the cage West of Hangman's Alley. He appears to be stuck inside the cage, and cannot be interacted with.

Dialogue options are reset for most conversations after certain quest thresholds are met, leading to awkwardness and continuity issues. Mouse cursor position is constantly reset in dialogues.

Spacebar key, not just E, to sell items in shops seems like a bug, since it's used to skip dialogues, I've already sold an item by mistake. Reload fixes it obviously. Likewise, spacebar to barter in dialogues for Gwent, races and contracts is awkward. I often skip those by mistake. The latter are not NGE issues.

Guards attacked me for killing a wolf outside of town... Difficult to determine when looting will result in theft, except testing a crate for warning.

One more: drowners do not take damage underwater from crossbow bolts in Nomansgrad. Not sure if all, can't remember, since they did in White Orchard. At least the ones near the tower with Wyvern, Griffin gear and near Queen Zuleyka's treasure don't.

Take these with a grain of salt, since they may be due to my own changes to the code:

Ciri Special Attack doesn't work with quickcast keys, already confirmed, but it doesn't work with mines either, nor does it work with the 'cast sign key'... I have not tested vanilla, but it seems like a possible issue.

Sprint no longer works with boats. This may be intentional, by design, just mentioning it as a possible unintended issue. This functionality, I did not alter.
 
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Hi, I want to report a very weird glitch on PS5 (4.002) when I open the Inventory and the model of Geralt looks like this:
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It only happens in Performance Mode and in some places on the Velen map and during the whole Kiera Metz cave mission (I guess it will happen again on further areas due to 60fps causing the issue).

• Another issue while exploring the lands is the constant pop-in of flora and grass.

Thank you!
 
Bugged textures (black patches) on the walls in the basement of Keira Metz' hut (near Midcopse), during the Hunting a Witch quest.
 
First off I’m loving the Next Gen update on my XBOX, however I am encountering a problem where during cutscenes some characters textures are displayed at a very low resolution even when the setting is set to Quality mode on my XBOX Series S. It’s not a major problem as I can overlook this during my playthrough for the time being but I am also encountering a problem where the game tends to stutter during an automatic save.

CDPR, I hope this little forum post helps you out in anyway if it hasn’t already been pointed out/noticed by yourself and I pray you can resolve the issue soon.
 
Game crashes frequently to Desktop after playing Gwent. The score screen appears and when I press ESC to leave it, the game crashes instantly to the Desktop. I play with no mods.
 
Grafic bug without rtx, videocard amd 6600, not remain in goty after downgrade.
the game crash and lag with rtx, and wichiut pixelize the reflex.
any day ago, i play with this game and i lost my keyboard. Fix all please :/
 

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EIAB_DrawWeapon and EIAB_Signs are not blocked for the Pyres of Novigrad Triss' house sequence.
EIAB_DrawWeapon is not blocked, but EIAB_Signs is for the Turn, Turn, Tournament Dwarves sequence.

Meanwhile, in the quest Broken Flowers at the Thyme & Rosemary, while Helping Zoltan with thugs, EIAB_DrawWeapon and EIAB_Signs are both blocked. Neither of these quest fist fights is considered a FistFightMiniGame.

Strangely, EIAB_SwordAttack is also blocked for Broken Flowers (returns action not allowed), but not Pyres of Novigrad or Tournament Dwarves.

Probably applies to other sequences. Not sure if by design, or an oversight when quests were redesigned. Watching the 2 town clowns cower in fear when you pull out a sword was briefly amusing... or using Aard on them. It's difficult (or impossible) to design checks for these conditions if you don't block them for quests, since curNPC.GetPreferedCombatStyle() != EBG_Combat_Fists is unreliable, due to peasants and other characters that are not technically a 'fist fight' (not mini-game). - edit: Oh, was this because of the fact that some checks would bypass the action block while others would not? In any case, I don't know...

TLDR: Quest NPCs need BCS_Fistfighter stat or some flag to determine status, but that's too much work. They don't even have tag 'Quest'. Oh wait, they do have a flag 'main_quest_opponent'... rules out everything except Dwarves or pseudo-'fistfight' quest opponents with weapons held. :D 'main_quest_fistfighter', 'main_quest_opponent_fists', 'main_fistfight_bossman' ?????? :) 'main_quest_opponent_dwarf_with_weapon_held_messing_up_gwent_tournament'? o_O

'main_quest_fistfighter' or simply 'fistfighter' on top of the 'main_quest_opponent' tag would be so helpful, because it would rule out actual opponents, who have not yet drawn their weapons when combat starts, or those who have weapons like the Dwarves. Should also be added to minigame NPCs. In short, it would fix all of the weapon switching problems... Anyways, just add the tag, if you can, I'll fix the rest... ;o

This goes back to my initial observations about weapon selection. I have here, before me, in the Broken Flowers quest, an NPC without a weapon that's returning EBG_Combat_1Handed_Blunt (even though he's not holding a weapon/club like the Tournament Dwarves but fists), and while staggered EBG_None... but not EBG_Combat_Fists... completely unreliable. Which means that even if the quest blocks are put in place, I still can't figure out a way to read their state correctly... there's also curNPC.HasWeaponDrawn(false), but that also applies to other peasants, and will fail at Tournament Dwarves and this one other I can't remember, etc... The only thing I can reasonably do (if blocks are put in place) is prevent switching from fists if fists are already equipped, only in cases where there are no enemies holding weapons in range (oh right, I forgot, that will fail at Dwarves), but the fists must be forced from quest and weapons blocked...

Apparently, it's possible to circumvent that condition when 1 thug runs out the door, since you're out of combat range, then get stuck with a sword again... not even sure it can be solved. (it can, with 'main_quest_opponent' tag, but not for Dwarves or those holding weapons) I assume this applies to vanilla as well, not just my modifications, since out of combat, EIAB_DrawWeapon is no longer blocked. The quest simply ends a few seconds later though, and you speak with Zoltan anyways, but it might break other things.

Apparently, it just triggers the scripted response when you run out of quest range. This same thing occurs if you glitch near the door during Pyres of Novigrad a Triss' house. Even though you cannot normally leave the premises, you can eventually trigger it by hugging the wall. It's also possible to trigger the fail response by hitting them with a sword or damage from igni. It actually fails when they go to attack and 'register' your current weapon, only after being hit though, so you can hit them with fists, swap to sword, and get a fail trigger.

---- update

Yea, you see, even this is useless against archers which are also 'main_quest_opponent'.
Need a 'fistfighter' tag or BCS_Fistfighter stat for all quest and minigame NPCs...
curTarget.HasTag('main_quest_opponent') && !curTarget.HasWeaponDrawn(false)
Similar to this statement in vanilla code, which I mentioned in the mod thread:
if ( targetToDrawAgainst.IsHuman() && ( !hasPhysicalWeapon || ( targetToDrawAgainst.GetAttitude( thePlayer ) != AIA_Hostile ) ) )
hasPhysicalWeapon only checks if a weapon is drawn, and in the middle of swapping weapons, archers will break everything. You'd need to design a function to check inventory for bows, or preferred combat style, etc... so many conditions, for so many enemy types and styles... will simply end up breaking everything anyways.

Also, the Quest The Dwarven Document Dilemma seems to have EIABs set correctly. This is a 'minigame' though.

---- other issues

Many cutscenes, such as the Woodland Beast contract, Pyres of Novigrad at Triss' house, Talking to Yen at Vizima, Oliver Gwent, suffer from character animation and other visual glitches, flashing screens, and dynamic lights popping in and out, or scenes being completely redrawn. Applies to many others as well.

Minor: Keira's arms are missing in the change of clothes scene. Green aura emanating from Keira's is a flat disc with distinct edges.
 
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PS5 Next Gen Bug / Version: 4.002.000

During the "Of Swords and Dumplings - Get into Ernst Van Horst's Warehouse" quest an infinite load screen happens if you choose the bottom option "Me? Just passing by."
This happens 100% of the time but fortunately doesn't happen when choosing the other 2 options.
I've tried leaving it running for over 15 minutes to test whether or not it will eventually load, but it hasn't.

EDIT: I can now confirm this bug also happens on PC version.
I've now sent in a support ticket and save file.


The bug was Fixed in the latest 4.010.000 patch. Thanks, devs! :)

 
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The Adrenaline feature simply doesn't work at all for me. I've tried two different PCs, with 2 different steam accounts, 2 completely separate instances and the feature just doesn't go above 0 in either
 
in my game, superior forgotten wolf armor set has a bug. İt seems as a old armor in inventory and don't show up on geralt as it must. What i need to do?
 
Major Bug when using the Steady Aim Upgrade
When throwing a bomb while it is equipped time slows down so much that it actually stops!
Its then impossible to throw the bomb or do anything at all.
 
Got an issue with the alternative axii. The pupet deal no damages or really really low. To compare, they're one shoted by ennemies (in death march lvl)
 
Flickering shadow around the Quartermaster at Red Baron's castle.

When meeting Keira Metz for the first time in her hut outside (Hunting a Witch), there is a green line (and light) across half the screen during the conversations with her.

Steam, Windows 11, Geforce driver from 12.2022, 4090, max settings with ray tracing.
 
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I've read that crossbows on ng+ do not scale levels as the other equipment does.

If that is true then its (hopefully) a bug that could be fixed, as a lvl 29 feline or ursine crossbow diagram when the rest of the armor is over lvl 70 seems weird and does make the crossbow mutation almost useless on NG+
 
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