mod update (The Witcher 3: Wild Hunt)
give updated mods under 1.12modAlwaysFinish
modFastTravelFromAnywhere
modOver9000ngplus
SkyraX
1. no
2. works with fix telemetrykeyword
Spoiler2 https://yadi.sk/d/WENmyaUAmzo5D
3 try it https://yadi.sk/d/K-F4yK5ImzoR4
SkyraX
http://www.playground.ru/files/witcher_3_wild_hunt_the_postoyannoe_svechenie_run_dlya_v1_12-114993/
first comment, people say it helps to run old mods
weight 9000 came up from the old version, set moving along E, it remains to wait for the update of the mod Olweiss finish, and you can continue to play)
XoJloD
You cannot make old mods work if they have one code in scripts, and in the game in these scripts there is already a different one.
Stribogg
fuck people write that they have old versions of mods not all plow but plow
XoJloD
As a rule, only some mods for textures work. Or for which the code in the game has not changed.
XoJloD
What you suggested was compilation error fixes. It has nothing to do with old-new mods.
And yet, I really do not advise you to somehow pervert and try to run scripts from version 1.10-1.11 to version 1.12. Then you will have to create themes ala "oh, my Vesemir flies through the air", "oh, mobs don't want to go / talk / swing swords", and so on
Stribogg
fucking I'm telling you that PEOPLE write that after all the manipulations, old mods work for them, I can tell him how to make these mods himself, but not the fact that he can do
XoJloD
I'm not "fucking" and I repeat, why should people advise people to do something with a compilation that collects scripts for a game from game files and mods into memory? Then there may be errors that people will save in the save and will not be able to continue to play normally.