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This isn't happening, this can't be happening - patch 1.11...

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G

Gerchan

Senior user
#1
Oct 22, 2015
This isn't happening, this can't be happening - patch 1.11...

broke mods again :(
 
C

CarolKarine

Rookie
#2
Oct 22, 2015
Goddamn it CDPR.

I guess this just teaches us that we need a delta-patcher.
 
I

I___Luffy___I

Rookie
#3
Oct 22, 2015
yep, updated and had to delete hud mods and ULM to start the game. Really frustrating.

So all the mods which are modifying witcher.ws are not working for me and the hud mods. other 90% are working. :/
 
Last edited: Oct 22, 2015
M

Mezziaz

Rookie
#4
Oct 22, 2015
So glad I have disabled auto updating.

Is there any changelog for this patch?
 
T

Tzirael

Senior user
#5
Oct 22, 2015
Welp....

Just tried rolling back to 1.10 and broke my game in the process. Won't even launch but pops up in the task manager. This is gonna get really annoying but it can't be helped I guess, it's not CDPR's duty to ensure compatibility with mods after all.
 
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B

berserker66666

Rookie
#6
Oct 22, 2015
Mezziaz said:
So glad I have disabled auto updating.

Is there any changelog for this patch?
Click to expand...
Yup.....it's kind of a big list. No word about that updated Modkit though.......

wpc.4d7d.edgecastcdn.net/004D7D/media/THE%20WITCHER%203/Pdf/patch_1_11_changelog_en.pdf
 
U

uacvax

Rookie
#7
Oct 22, 2015
Necessary pains.
 
cyberpunkforever

cyberpunkforever

Forum veteran
#8
Oct 22, 2015
just install the mods again
 
E

erxv

Rookie
#9
Oct 22, 2015
how do you expect them to update the game WITHOUT changing some files??? ......
 
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M

Mezziaz

Rookie
#10
Oct 22, 2015
cyberpunkforever said:
just install the mods again
Click to expand...
So you're saying a remerge of all the script mods is all that is needed?
 
I

I___Luffy___I

Rookie
#11
Oct 22, 2015
cyberpunkforever said:
just install the mods again
Click to expand...
That doesn't work.
 
cyberpunkforever

cyberpunkforever

Forum veteran
#12
Oct 22, 2015
Mezziaz said:
So you're saying a remerge of all the script mods is all that is needed?
Click to expand...
I___Luffy___I said:
That doesn't work.
Click to expand...
no, I have not installed the new update yet, first we have to wait for the mods to be updated to 1.11 and then install them again and merge if needed
 
Last edited: Oct 22, 2015
S

Sancez

Rookie
#13
Oct 22, 2015
Well, this will happen over and over again until the last expansion and the last patch are out, nothing to be surprised about, or to blame the devs for. It's the downside of modding before a game is fully patched. Who started downloading Skyrim mods from the day the game was released will remember this kind of frustration very well.

Just be patient guys, this it's nobody's fault. And it will end someday, when the very last patch is out.

Unless the very last patch don't break anything and bring new bugs... that will need a very "very last patch"... which may break something else.... so we will need another patch to fix the new bugs... Shit this is endless, isn't it..? @_@
 
Last edited: Oct 22, 2015
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Zanderat

Zanderat

Forum veteran
#14
Oct 22, 2015
Gerchan said:
broke mods again :(
Click to expand...
So how are they supposed to update it without changing files? It is not CDPR's responsibility to insure mod compatibility.
 
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H

HansPeter007

Rookie
#15
Oct 22, 2015
Sancez said:
Well, this will happen over and over again until the last expansion and the last patch are out, nothing to be surprised about, or to blame the devs for. It's the downside of modding before a game is fully patched. Who started downloading Skyrim mods from the day the game was released will remember this kind of frustration very well.

Just be patient guys, this it's nobody's fault. And it will end someday, when the very last patch is out.

Unless the very last patch don't break anything and bring new bugs... that will need a very "very last patch"... which may break something else.... so we will need another patch to fix the new bugs... Shit this is endless, isn't it..? @_@
Click to expand...


Exactly!
But the whole internet is full of people not thinking a second and just whining and bitching again and again.
I'm just sick of these dumb idiots, sorry for the wording here.

It is common sense imo that an update break a mod if it is not updated too.
 
Last edited: Oct 22, 2015
Wasteland_Ghost

Wasteland_Ghost

Senior user
#16
Oct 22, 2015
30 scripts were updated and among them are playerInput.ws, playerWitcher.ws and r4Player.ws - three files modified by many mods. Although most of the existing mods should work with this update, when using them you won't get some of new fixes of patch 1.11, so I strongly recommend to wait for mod makers to update their mods.
 
B

Brogan80

Rookie
#17
Oct 22, 2015
All of my mods except 1 working fine.

my list:

Alternative Hairstyles
Immersive HUD (Gopher's)
KNGBlood
No Automatic Camera Centering
No or Permanent Rune Glow
No More Rolling Down STairs
No Talk Icons
Lore Friendly Silver Swords
See Your Trophy - Horse Cam Mod
Tabs Collapsed by Default
Tenz's Walk by Default

*plus a ton of texture replacers

edit: Yrden Scaling Fix for 1.10 still works as well in patch 1.11.
 
Last edited: Oct 22, 2015
G

gtcarlson

Senior user
#18
Oct 22, 2015
Zatara56 said:
Welp....

Just tried rolling back to 1.10 and broke my game in the process. Won't even launch but pops up in the task manager. This is gonna get really annoying but it can't be helped I guess, it's not CDPR's duty to ensure compatibility with mods after all.
Click to expand...
Has anyone successfully rolled back? Same thing happened to me. Turned auto update on a while back and forgot to turn it off. Totally understand if updates break mods, the only thing I wish is that it was just a little easier to have mods sharing the same file, so I could download the updates and be on my way... ohh well this games worth the time as are the mods :)

Ohh and making sure all the keybindings/instant cast signs work, that always seems to take a few tries.

Also thanks so much to the modders for updating theirs with the game, and thanks to CDPR for continuing to support their game even if it breaks the mods :p
 
Last edited: Oct 22, 2015
K

Krevitz

Rookie
#19
Oct 23, 2015
using winmerge for exemple, you can open content0//scripts/game and each mod you have and add the new changes manually,
Seems tedious but they aren't many big change so it took me only 20mins to update all (around 50) the mods that wasn't already fixed, and script merger did the rest
 
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R

Richiesname

Rookie
#20
Oct 23, 2015
Krevitz said:
using winmerge for exemple, you can open content0//scripts/game and each mod you have and add the new changes manually,
Seems tedious but they aren't many big change so it took me only 20mins to update all (around 50) the mods that wasn't already fixed, and script merger did the rest
Click to expand...
Care to write out step by step instructions? :)
 
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