This Community Patch – Base aims to create a common base for modmakers and modusers to build and install their mods on with as few conflicts as possible. The patch also adds basic support for new hubs, which modders can now create using Radish Modding Tools created by the community.
Creator: rmemr and wghost81
Community Patch – Base
This Community Patch – Base does not have any known dependencies other than the base game.
PERMISSIONS AND CREDITS
Credits and distribution rights
- Assets of other users: All of the assets in this file are either the author’s or free-to-use modder’s resources.
- Upload authorization: Under no circumstances are you permitted to upload this file to other websites.
- Permission to modify: You must obtain my permission before modifying my files in order to improve them.
- Permission to convert: Under no circumstances are you permitted to convert this file for use in other games.
- Permission to use assets: You may use the assets in this file without asking permission or crediting me.
- Asset use permission in purchased mods/files: You are not permitted to use assets from this file in any mods or files that are sold for a fee on Steam Workshop or other platforms.
- Permission to use assets in mods/files that earn donation points: You may earn Donation Points for your mods if they make use of my assets.
Notes from the Author
This author has made no additional notes about file permissions.
Credits should be filed
In this file, the author has not given credit to anyone else.
This patch aims to create a common base for modmakers and modusers to build and install their mods on with as few conflicts as possible. The patch also adds basic support for new hubs, which modders can now create using Radish Modding Tools created by the community.
Unification Patch has been replaced by Community Patch – Base. If you use Community Patch – Base, you don’t need Unification Patch, and all mods that currently require Unification Patch will eventually migrate to Community Patch – Base.
Before you can start adding mods to your game, you must first install the Community Patch – Base. You must install it on the most recent vanilla version available, which is currently 1.32 for both Steam and GOG (but these are two different 1.32 game versions – see below).
To modders: instead of vanilla 1.32/1.32GOTY scripts, please use Community Patch – Base scripts as the foundation for your mods. This will greatly assist in reducing conflicts between mods.
At the moment, there is only one way to install the Community Patch – Base: manually copying the files.
If you try to install the patch with Vortex/NMM or TW3MM, you will only end up with a dummy script that exists only to trigger re-compilation after the patch is installed.
- To install the patch, unpack the “Community Patch – Base” package and copy both the “content” and “Mods” folders to your Path To The Witcher 3> folder, replacing files as needed.
- Do not select “keep both files”! If you choose to backup your Path To The Witcher 3>/content/content0/scripts folder before installing the patch, make sure to move your backup outside of the Path To The Witcher 3> folder. Before installing the patch, do not delete your existing Path To The Witcher 3>/content/content0/scripts folder! If you don’t have such a folder, make sure you have the most recent patch installed and/or use the Steam/GOG verification feature to verify the game’s cache.
- You do not need to uninstall anything if you had Unification Patch and/or other mods installed prior to installing this patch. Using Script Merger, delete all existing merges, then follow all of the above installation steps and merge your mods once more with Script Merger.
- To return to your non-GOTY 1.32 version, delete your existing Path To The Witcher 3>/content/content0/scripts folder, then download “Vanilla 1.32 scripts” and copy the “content” folder to your Path To The Witcher 3> folder. Then, in your Path To The Witcher 3>Mods folder, delete the “mod0000 CompilationTrigger” folder. Re-merge any Script Merger script merges you may have had.
- To return to the 1.32 GOTY version, delete your existing Path To The Witcher 3>/content/content0/scripts folder, then download “Vanilla 1.32 GOG GOTY scripts” and copy the “content” folder to your Path To The Witcher 3> folder. Then, in your Path To The Witcher 3>Mods folder, delete the “mod0000 CompilationTrigger” folder. Re-merge any Script Merger script merges you may have had.
Game of the year (GOTY) and non-GOTY Script Conflicts Explained
Menu-related scripts are the most common cause of merge conflicts between non-GOTY and GOTY versions. The issue is that menu-related code is not limited to menu scripts, but is also present in the generic r4game.ws file used by mods that are not even remotely related to menus (like experience mods, for example). Because of the nature of menu-related changes in GOTY, auto-merging in Script Merger is not possible, and partial merges with manual conflict resolution result in a broken script if the moduser has no experience with TW3 code. If you have such a problem, this patch will assist you in resolving it, and mods will properly auto-merge after you install it.
It should be noted that some mods may still have merging conflicts, but they should be easier to resolve: Keep an eye out for keywords like GOTY message, DLC available, NG+ available, menu type in scripts, and if you find any, choose A (base game) and make sure the code around that conflict in your merged file is identical to the code in A. (delete auto-inserted lines from B and C if necessary).