(Classic Edition) Community Patch - Base

Autor:wghost81Last updated:05/05/2019 15:57:18584.2K127KB

The Witcher 3: Wild Hunt (Classic Edition) Community Patch - Base-1-lagofast mod master

Mod Introduction

This patch aims to create a common foundation for mod makers and mod users to build and install mods with minimal conflicts. It also provides basic support for new hubs that mod makers can now create using community-built tools.
This patch is no longer required for the next-gen version of the game. If needed, and if the community finds anything regarding different game versions and/or modding tool compatibility, this patch will be updated. It is still required for the pre-next-gen version, so it will remain available and will not be archived.

Community Patch - Base


This patch aims to create a common foundation for mod makers and mod users to build and install their mods with minimal conflicts. It also provides basic support for new hubs that mod makers can now create using community-made assets. Radish Modding Tools.

Community Patch - Base Unification Patch. You don't need the Unification Patch if you're using the Community Patch - Base. All mods that currently require the Unification Patch will eventually migrate to the Community Patch - Base.

Community Patch - Base must be installed first, before adding any other mods to your game. Install it on the latest vanilla version available: currently 1.32 for both Steam and GOG (note: these are two different 1.32 versions — see below).

To modmakers: please use the Community Patch - Base scripts as the foundation for your mods instead of the vanilla 1.32/1.32GOTY scripts. This will greatly help minimize conflicts between mods.

Community Patch - Base is a stable component of a larger family of patches/mods created by the TW3 modding community:
  • Community Patch - Shared Imports:Provides shared base dependencies for other mods that require class and attribute imports, avoiding unnecessary conflicts from overlapping imports across multiple mods.
  • Community Patch - Bootstrap:Provides a standardized auto-startup capability for other mods, support for custom area hub handling, some utilities, and a reusable list menu.
  • **Community Patch - Menu Strings**:Provides pre-made localized strings for several standard submenus under Options > Mods to help address the menu entry limit issue.
  • Community Patch - The Besserwisser: A collection of fan-made fixes for vanilla game issues, mostly visual.

Only install the first two files, if the other mod you're installing has them listed as requirements.

Installation

Currently there's only one way to install the patch: manually copying the files. Do not attempt to use Vortex, NMM, or TW3MM—you'll only install a dummy script, which exists solely to trigger re-compilation after the patch is applied.

To install the patch, download the "CommunityPatch-Base" package, extract it, and copy the "content" and "Mods" folders to your folder, replacing files when prompted.

Don't select "Keep both files"! If you choose to create a backup, /content/content0/scripts folder before installing the patch, move your backup outside of the folder. Do not delete your existing /content/content0/scripts folder before installing the patch! If you don't have such a folder, make sure you have the latest patch installed and/or verify the game's cache using Steam/GOG verification feature.

If you have previously installed the Unification Patch and/or other mods before installing this patch, there is no need to uninstall anything. Simply use Script Merger to delete all existing merges, then follow all the installation steps above and merge your mods again using Script Merger.

Uninstall

If you want to revert back to your 1.32 non-GOTY version, delete your existing /content/content0/scripts folder, then download "Vanilla 1.32 scripts" and copy the "content" folder to your folder. After that go to your \Mods folder and delete the "mod0000____CompilationTrigger" folder. Re-merge all your Script Merger script merges, if you had any.

If you want to revert to your 1.32 GOTY version, delete your existing /content/content0/scripts folder, then download "Vanilla 1.32 GOG GOTY scripts" and copy the "content" folder to your folder. After that go to your \Mods folder and delete the "mod0000____CompilationTrigger" folder. Re-merge all your Script Merger script merges, if you had any.

Patch Changes

This patch alters base game scripts to make all existing game versions identical and to add basic support for new community-made hubs. Patch changes:
  • Random main menu as in GOG GOTY version.
  • A fix for NG+ item level calculations, exclusive to the GOG GOTY version.
  • "DLC installed" message no longer appears after loading a save.
  • Main menu greeting message is no longer displayed (not in GOG GOTY, required for compatibility).
  • "DLC Installed" banners in the main menu will no longer appear if both paid DLCs are installed.
  • "Downloadable Content" – main menu option displaying all installed DLCs, shown for both GOTY and non-GOTY versions.
  • Basic support for new hubs has been added.

Game Versions Explained

Current game versions:
  • 1.32 GOG GOTY: often referred to as just "GOTY", it's unique to GOG platform.
  • Steam 1.32 GOTY: it's a bundle that consists of the base 1.32 game and all DLCs.
  • Steam/GOG 1.32: regular game version often referred to as "non-GOTY".

So, there are essentially two versions of the game: 1.32 GOG GOTY ("GOTY") and 1.32 ("non-GOTY").

GOTY and non-GOTY versions are nearly identical, but the differences between them are significant enough to cause modding issues.

GOTY and Non-GOTY Script Conflicts Explained

The main source of merge conflicts between non-GOTY and GOTY versions stems from menu-related scripts. The issue is that menu-related code is not limited to menu scripts alone, but also exists in the generic r4game.ws file, which can be used by mods that may not even be remotely related to menus (e.g., experience mods). Due to the nature of menu-related changes in the GOTY version, automatic merging via Script Merger is not possible, and partial manual conflict resolution can result in broken scripts if the mod user is unfamiliar with The Witcher 3 code. If you encounter this issue, this patch will help resolve it, allowing mods to auto-merge properly after installation.

Note that some mods may still have merge conflicts, but they'll be easier to resolve. Watch for keywords like "GOTY message," "DLC available," "NG+ available," and "menu type" in scripts. If you encounter conflicts related to these, choose option A (base game) and ensure the code around the conflict in your merged file matches A exactly (delete any auto-inserted lines from B or C if needed).
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