Mods and The Witcher 3 next-gen update

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@Vinthir
What about the functionality of savegames from the original game? I have a GOTY version, will I be able to continue the game from my savegame files? Is there a compatibility, or do I have to start a completely new game?
 
@Vinthir
What about the functionality of savegames from the original game? I have a GOTY version, will I be able to continue the game from my savegame files? Is there a compatibility, or do I have to start a completely new game?
Yes, just tried it.

Wonder if Uber LOD mods are compatible.
 
I don't really think it is necessary anymore .... Especially since they changed all the tree and grass models and already have good LODs there would probably be a noticeable mismatch in the LODs

I have 19 mods running right now some of them from the list CDPR already provided but here are some of the ones not listed that I got to work

Auto Apply Oils
Auto Win Gwent
Geralt is Rich
Increased Creature Loot
More XP - Only Removed Level Restrictions (Other versions should also work)
Yen Lore Hair Always (Other versions should also work)
Humans of the Continent - all versions should work

One thing I noticed about mods I tried but wouldn't work even after merging the scripts is they all had an menu entry in Options and the script errors always point to a problem with this menu entry. Apparently they changed how you set those up so the fix for them should be relatively easy to implement if the authors still want to do so. I believe it has something to do with XML files needing to be tweaked because of mod support added to consoles
 
@Vinthir Any hint on modkit update date?
Currently mod developers can't start adapting their mods for next gen, because old wcc_lite is not able to fully handle new game archives/files.
 
Could someone help me with a mod update?

I managed to fix 53 out of 55 script errors for the next-gen update, but I just can't get past these last two errors.

Error [content0]game\vehicles\horse\horsecomponent.ws(247): Function 'IsMountedByPlayer' does not take 1 param(s)
Error [content0]game\vehicles\horse\horsecomponent.ws(360): Function 'IsMountedByPlayer' does not take 1 param(s)

The mod in question is called "Multi Companion Mod"


Never mind, I figured it out
 
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We hear your questions about mods after the upcoming The Witcher 3 update. I'll try to answer them as best I can:

Updating a game means that we change various files, so the mods that modify those exact files stop working. If we want to change things in the game or add stuff, it cannot be avoided, and our teams have to focus on making updates as good as possible, not minimising change.

Still, in the case of TW3 it's been 6 years (or 4 if counting since 1.32) since the last PC update, and it's a long time to get used to one's favourite mods. And we want this transition to be as smooth as possible.

So:
  1. We checked several most popular mods to see if they will work after the update. Here are our findings. Mind that the list may not be 100% accurate (the game was under development while the list was being gradually compiled and afterwards, also mods can change). But we hope it gives you an idea what to expect.

    How to read the table: Mods are listed; next to them the folders where they can be found (one mod can use many folders representing its aspects); compatibility with the update (yes/no); then under “Comment” additional info in case the mod doesn’t work.

    Because we are changing scripts in the update due to the addition of a new quest, most of the mods that are based on scripts will error out. You will notice this in the “Comment” column in the above doc as “script errors”. Using e.g. the Script Merger tool can help the authors solve those issues.

  2. Our team of modding experts led by Bence will provide help and advice to modders on forums post-release when possible.

  3. Alongside the game update we are gonna release a new version of the Witcher 3 command line tools for modders (Modkit) adapted for the updated game with many bug fixes included.

  4. Bence's team will be releasing an updated version of TW3 WolvenKit soon after the update's release (also when possible, considering their holiday season plans). Bence created a ticket on github that you can observe for updates, in case WolvenKit update gets delayed.
Additionally, we are including several popular mods in the update (they’ll be available depending on the platform). We obtained permissions from their creators, reimbursed them, and they’ll be featured in the credits of the updated game. The mods were reworked and assets optimised as needed, and the game adjusted to run with them. There was even a case when a dev got so engrossed in tinkering when including a mod that he ended up simply remaking that particular aspect of the game. So, in a way, the game comes with some mods already included.

But for the full spectrum of mods we still depend on our community, and we are looking forward to the new modding ideas and activities this update will spark :D
I just want the gervant first person mod to work again, and maybe on ps5?
 
TW3 is my favorite game of all time. I have never modded it and honestly when I was ready for my next playthrough a year ago I read about this update and decided to just wait more for this. It does look really impressive in alot of ways especially graphically outside of some weird things with Geralt's hair color turning yellow with RT on sometimes.

Unfortunately I am getting a weird delay with Geralt not immediately moving from a complete stop and the camera positioned at certain angles. He just stands there for about a second after I press the forward key and finally moves. Happens with a controller too. The camera is clearly positioning and I think trying to center before allowing him to move. I tried toggling every camera setting there is including the auto center camera option but no difference. It's driving me nuts and unfortunately I can't play this version until this is fixed. It is definitely not input lag. It happens equally with RT on and lower FPS and with it off and my FPS well over 100. I don't experience movement delays in any other ways. It's some camera script preventing the animation from starting immediately I think.

CDPR please fix this bug or someone please make a mod to fix it lol. Out of the several bugs existing right now this is the worst one.
 
Personally, I can't wait for someone to create a mod to replace the appearance of other armor with the base Netflix armor from the first season.
 
@Vinthir Any hint on modkit update date?
Currently mod developers can't start adapting their mods for next gen, because old wcc_lite is not able to fully handle new game archives/files.
@Vinthir
I concur with this statement. Please release the new modkit (or at least give us an ETA), so I and many other modders can update our mods. Thank you.
 
As far as I can tell, wcc_lite and scriptstudio still work. However, it only unpacked 15gb of assets, instead of the typical 50-100? Presumbly, that's what the 16GB OOM error is about, and failure to allocate 67GB... as if I have 67GB of free ram... If you're loading custom .xml menus, edit .\bin\config\r4game\user_config_matrix\pc\dx12filelist.txt and dx11filelist.txt or they will fail to load. For typical script work, it still functions as well as can be expected. Not sure about extracting more complex assets, or those from the new v4 'DLC' content, but everything else seems to still work, as it used to.

However, I would not recommend merging old mods, which were not updated. Most of the major script files have been altered in multiple places. Even if CDPR claims they are 'working', it does not mean they don't actually cause unforeseen issues, or fail to replicate functionality which exists in the new codebase.
 
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According to this list Super Turbo Lightning Mod should work with the update, but for me it crashes when trying to fast travel to Novigrad/Velen. In fact, it does this with any lightning mod i've tried so far.
 
Nice job dropping the ball and delivering another pile of crap.

This should have been a standalone.
 
Is there a toolkit to rebuild bnk file (e.g animals_horse.bnk) from its wem files for next gen?
 
We hear your questions about mods after the upcoming The Witcher 3 update. I'll try to answer them as best I can:

Regarding modkit updates, is there a possibility of fixes for:

Bookmarks are not sequential, cannot be managed or ordered, and are not saved on reload.
Bookmark positions become inaccurate if the length of the file changes.
Command line option to load a solution.
Reload scripts option does not save the selection for 'always perform this action'. Save setting to solution config file.
No option to search the current project, only current solution, and results window has no source/local column, leading to confusion.
Possibly also prefix open 'source' file tabs with a * to make it clear they are not local copies.
Lacks confirmation when using the 'Replace All' text function.
The option 'show unfiltered properties in locals window' causes scriptstudio to crash when viewing Locals window with breakpoints.
Debugger sometimes becomes disabled or detached. Hotkey to reconnect/re-enable (not toggle) the debugger so it may be scripted. Or, simply prevent this issue from occurring in the first place. I believe it happens when there is a compilation error?

w3cc encode/decode w3strings functionality
w3cc decompile/recompile .redswf files or provide source
w3cc oom (out of memory) errors
redscm.dll error and folder permissions issue

Remove dx11/dx12filelist.txt, hard-code exceptions to core files instead, and load all other .xml files. This affects mod .xml menus.

Also, this may seem like an absurd unrelated request, but can you add a loop marker to 'mus_credits_usm'? I want to use it for load screen music. It's the only default main menu sound bank that doesn't have a loop marker, and it's been bothering me for ages. :D
 
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We hear your questions about mods after the upcoming The Witcher 3 update. I'll try to answer them as best I can:

Updating a game means that we change various files, so the mods that modify those exact files stop working. If we want to change things in the game or add stuff, it cannot be avoided, and our teams have to focus on making updates as good as possible, not minimising change.

Still, in the case of TW3 it's been 6 years (or 4 if counting since 1.32) since the last PC update, and it's a long time to get used to one's favourite mods. And we want this transition to be as smooth as possible.

So:
  1. We checked several most popular mods to see if they will work after the update. Here are our findings. Mind that the list may not be 100% accurate (the game was under development while the list was being gradually compiled and afterwards, also mods can change). But we hope it gives you an idea what to expect.

    How to read the table: Mods are listed; next to them the folders where they can be found (one mod can use many folders representing its aspects); compatibility with the update (yes/no); then under “Comment” additional info in case the mod doesn’t work.

    Because we are changing scripts in the update due to the addition of a new quest, most of the mods that are based on scripts will error out. You will notice this in the “Comment” column in the above doc as “script errors”. Using e.g. the Script Merger tool can help the authors solve those issues.

  2. Our team of modding experts led by Bence will provide help and advice to modders on forums post-release when possible.

  3. Alongside the game update we are gonna release a new version of the Witcher 3 command line tools for modders (Modkit) adapted for the updated game with many bug fixes included.

  4. Bence's team will be releasing an updated version of TW3 WolvenKit soon after the update's release (also when possible, considering their holiday season plans). Bence created a ticket on github that you can observe for updates, in case WolvenKit update gets delayed.
Additionally, we are including several popular mods in the update (they’ll be available depending on the platform). We obtained permissions from their creators, reimbursed them, and they’ll be featured in the credits of the updated game. The mods were reworked and assets optimised as needed, and the game adjusted to run with them. There was even a case when a dev got so engrossed in tinkering when including a mod that he ended up simply remaking that particular aspect of the game. So, in a way, the game comes with some mods already included.

But for the full spectrum of mods we still depend on our community, and we are looking forward to the new modding ideas and activities this update will spark :D
I noticed the Fast Travel From Anywhere mod was able to work with version 4.00. Is CDPR planning on officially adding it to the game?
 
If autocomplete dropdown is open, and you browse to a new file tab, it remains on the screen until you browse to and activate the old file tab. Remove when tab loses focus.

Crashes during search (find all), setting bookmarks/breakpoints, crashes during breakpoints, crashes recompiling, crashes browsing solution tree, all at random. I suppose all of them, even search, are related to positions of these markers and length of file issues. Except the solution browser issues, which may be related to new files being copied into the folder, although rescan doesn't crash, it may crash later.

Errors are not cleared from last debug output, when loading the game, if the debugger is detached, as if a file/var is not being cleared. This can be solved by resolving the detachment issues.

Firefox fails to load URLs if Scriptstudio is left running for long periods, or after successive game or script reloads, not sure which. I have not investigated this issue, seems like a network problem. Reloading browser has no effect. Closing Scriptstudio resolves the issue.

Question... Need to enable -vdb (Visual Debug)? But can't get it to work based on code samples... is it disabled in executable?
 
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Anyone know of a mod that works on 4.0 that fixes the weird hair color glitches that are rampant throughout the game. Yellow will look greenish sometimes. Geralt's hair will turn dark or brown in interior lighting sometimes. Might have to do with ray tracing. I play with all the RT options on and DLSS3.
 
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