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Every time I use a mod the game fails to start. Anybody else having these problems? The mods are up to date I think. I use an updaer and I specifically initiated updates.

Error [content0]game\gameplay\interactive\housedecorationbase.ws(24): Property 'disableFocusHighlightControl' does not exist in 'W3HouseDecorationBase'

Warning [content0]engine\environment.ws(25): Global native function 'EnableDebugOverlayFilter' was not exported from C++ code.
Warning [content0]engine\environment.ws(27): Global native function 'EnableDebugPostProcess' was not exported from C++ code.
Warning [content0]engine\showflags.ws(9): Global native function 'DebugSetEShowFlag' was not exported from C++ code
Post edited June 10, 2016 by nicethugbert
I also recently installed the game and patched it, which produced such errors with mods on startup. The solution was this:
Original by ntblood

Fix to all the compiling errors with updated mods after Witcher Update v1.21: I was still getting compiling errors even with just this updated mod. After looking for an hour or two I found my answer. (I saw another version of this that didn't work for me, but this text did.)
Paste the following into the telemetryKeyword.ws file located at (your)DriveLetter:\...\Steam\steamapps\common\The Witcher 3\content\content0\scripts\engine replacing all of the file's previous contents/if the file doesn't exist create it with notepad.
// Class pointed to by "theTelemetry"
// Do not instanciate directly
import class CR4TelemetryScriptProxy extends CObject
{
import final function LogWithName( eventType : ER4TelemetryEvents );
import final function LogWithLabel( eventType : ER4TelemetryEvents, label : String );
import final function LogWithValue( eventType : ER4TelemetryEvents, value : int );
import final function LogWithValueStr( eventType : ER4TelemetryEvents, value : String );

import final function LogWithLabelAndValue( eventType : ER4TelemetryEvents, label : String, value : int );
import final function LogWithLabelAndValueStr( eventType : ER4TelemetryEvents, label : String, value : String );

import final function SetCommonStatFlt( statType: ER4CommonStats, value : float );
import final function SetCommonStatI32( statType: ER4CommonStats, value : int );

import final function SetGameProgress( value : float );

import final function AddSessionTag( tag : String );
import final function RemoveSessionTag( tag : String );

import final function XDPPrintUserStats( statisticName : String );
import final function XDPPrintUserAchievement( achievementName : String );
}
Long story short:

The only difference to my fresh installed game file is at line 5:

import final function LogWithName( eventType : ER4TelemetryEvents );

The orginal file only says "Log", missing the "WithName" behind it. After adding the string the game starts properly.
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nicethugbert: The mods are up to date I think.
The mods are not up to date, that's why those script errors are preventing the game from starting. Plus if you are using multiple mods, the scripts may be conflicting. Do you use script merger?
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nicethugbert: The mods are up to date I think.
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Hickory: The mods are not up to date, that's why those script errors are preventing the game from starting. Plus if you are using multiple mods, the scripts may be conflicting. Do you use script merger?
Didn't use script merger. But, I turned off all mods, hit the update button, and activated one. And I still got an error message.
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Hickory: The mods are not up to date, that's why those script errors are preventing the game from starting. Plus if you are using multiple mods, the scripts may be conflicting. Do you use script merger?
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nicethugbert: Didn't use script merger. But, I turned off all mods, hit the update button, and activated one. And I still got an error message.
Then the mod and your game are at odds version wise. Either you have not patched the game, or the mod/s is not up to date. What you SHOULD have done is removed ALL mods and started the game. That way you would know whether it's a mod or not. Also, if you have downloaded any scripts, you need to remove those from the 'scripts' folder. Some mod authors recommend this to overcome script compile errors, but it is very bad practice.
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nicethugbert: Didn't use script merger. But, I turned off all mods, hit the update button, and activated one. And I still got an error message.
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Hickory: Then the mod and your game are at odds version wise. Either you have not patched the game, or the mod/s is not up to date. What you SHOULD have done is removed ALL mods and started the game. That way you would know whether it's a mod or not. Also, if you have downloaded any scripts, you need to remove those from the 'scripts' folder. Some mod authors recommend this to overcome script compile errors, but it is very bad practice.
The game does start with no mods.

My game is at version 1.21. I hit the verify/repair button just now. Let's see what that does.

EDIT: Verify/Repair worked.
Post edited June 11, 2016 by nicethugbert
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nicethugbert: The game does start with no mods.

My game is at version 1.21. I hit the verify/repair button just now. Let's see what that does.

EDIT: Verify/Repair worked.
So now you know it's the mod at fault. Your only recourse is to not use the mod, or politely ask the author if they are going to update it.
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nicethugbert: The game does start with no mods.

My game is at version 1.21. I hit the verify/repair button just now. Let's see what that does.

EDIT: Verify/Repair worked.
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Hickory: So now you know it's the mod at fault. Your only recourse is to not use the mod, or politely ask the author if they are going to update it.
I'm trying to use 9 mods. I experimented with combinations of them. Only 3 out of the 9 would allow the game to start. I experimented with and without script merger and it didn't matter as far as letting the game start. Not sure what the in game effect of script merger for these 3 mods is yet. But, they're merged so I expect no issues there.

4 of the mods that would not allow the game to start did not trigger any script merger.

1 of the mods that would not allow the game to start could not be merged. It had 153 conflicts. 150 were merged by script merger. But 3 of the conflicts trigger a window full of code for me to resolve and I don't have that ability right now. That's far to complicated for me right now and I don't see my self becoming a programming any time soon.

So, hopefully the mod authors will resolve this soon because those mods are pretty popular I think.
Would you mind telling us which mods you desire to use so we can check if they work in general?

All mods that I want to use are functional in V1.21, even if I had to tweak them into submission first. ^^
Post edited June 11, 2016 by Unkalibriert
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Unkalibriert: Would you mind telling us which mods you desire to use so we can check if they work in general?

All mods that I want to use are functional in V1.21, even if I had to tweak them into submission first. ^^
Sure.

My TW3 has succeeded in loading:
Infinite Carry Capacity by Goat of Death
Leveling DLC Temerian Undvik Nilfgaardian and Oathbreaker Armors (Blood and Wine Ready) by Mikenekro
Leveling Kaer Morhen Armor and Warriors Leather Jacket (Blood and Wine Ready) by Mikenekro

My TW3 has not succeeded in loading:
AutoLoot - AutoLoot the items you want by JupiterTheGod
Block and Dodge Whenever You Want by KCS
Jump in Shallow Water by Zhior
Sprinting Tweaks by Zhior
Witcher 2 style combat movement by erxv
Well, I've downloaded the mod "AutoLoot - AutoLoot the items you want" by JupiterTheGod in the "AutoLoot - All Items" version 1.7.4 from 17:43, 3 June 2016 on nexus, unzipped it and put it into the mod folder - and the game starts after compiling the scripts, the mod is working as well.

Now a question for you: Have you read my first post in this thread and followed my solution?
Post edited June 11, 2016 by Unkalibriert
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Unkalibriert: Well, I've downloaded the mod "AutoLoot - AutoLoot the items you want" by JupiterTheGod in the "AutoLoot - All Items" version 1.7.4 from 17:43, 3 June 2016 on nexus, unzipped it and put it into the mod folder - and the game starts after compiling the scripts, the mod is working as well.

Now a question for you: Have you read my first post in this thread and followed my solution?
I did not follow your advice because I was hoping that I would not have to perform surgery. I'm hoping that CDPR fixes their game soon.
It's not surgery but a little tweaking of a file by adding astonishing 8 (EIGHT!) letters. :)

And the mod creators also suggest an action to replace the file in question. But downloading a file isn't necessary in my opinion if all it takes is a little typing.

JupiterTheGod wrote this:
Post edited June 11, 2016 by Unkalibriert
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Unkalibriert: It's not surgery but a little tweaking of a file by adding astonishing 8 (EIGHT!) letters. :)

And the mod creators also suggest an action to replace the file in question. But downloading a file isn't necessary in my opinion if all it takes is a little typing.

JupiterTheGod wrote this:
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Unkalibriert:
OK, I copied my telemetry file and opened the original. This is what's inside.

// Class pointed to by "theTelemetry"
// Do not instanciate directly
import class CR4TelemetryScriptProxy extends CObject
{
import final function LogWithName( eventType : ER4TelemetryEvents );
import final function LogWithLabel( eventType : ER4TelemetryEvents, label : String );
import final function LogWithValue( eventType : ER4TelemetryEvents, value : int );
import final function LogWithValueStr( eventType : ER4TelemetryEvents, value : String );

import final function LogWithLabelAndValue( eventType : ER4TelemetryEvents, label : String, value : int );
import final function LogWithLabelAndValueStr( eventType : ER4TelemetryEvents, label : String, value : String );

import final function SetCommonStatFlt( statType: ER4CommonStats, value : float );
import final function SetCommonStatI32( statType: ER4CommonStats, value : int );

import final function SetGameProgress( value : float );

import final function AddSessionTag( tag : String );
import final function RemoveSessionTag( tag : String );

import final function XDPPrintUserStats( statisticName : String );
import final function XDPPrintUserAchievement( achievementName : String );
}




It already has LogWithName. I'm verifying my instal right now. IT seemed to help last time.
Post edited June 11, 2016 by nicethugbert
That problem is a new one then. The mod works on my end, so something else must be causing the issue with your game.

Anyone else got an idea? I'm at a loss.