The Witcher 3: Wild Hunt

The Witcher 3: Wild Hunt

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Script error help (at my wits end)
I have fully merged all my mods together successfully yet I'm still getting this error:

Error [mod0000_mergedfiles]game\environmentmanager.ws(320): Unexpected end of file before comment at line '2' was closed
Error [mod0000_mergedfiles]game\gameplay\effects\effects\damageovertime\burningeffect.ws(124): Unexpected end of file before comment at line '1' was closed
Error [mod0000_mergedfiles]game\gameplay\items\spells\aardentity.ws(459): Unexpected end of file before comment at line '1' was closed
Error [mod0000_mergedfiles]game\gameplay\projectile\signs\signprojectiles.ws(81): Found unexpected '}'
Error [mod0000_mergedfiles]game\player\r4player.ws(11015): Found unexpected '}'

I have no idea what to do now. Any help is welcome
Here are the list of mods im using:

Superturbolighting
Atmospheric Nights
HD Rework
Trade man
Ultra grass 420
high quality faces
improved sign effects
more shadows
real witcher eyes
auto apply oils
fast travel from anywhere
gear improvements last longer
Increased creature loot
jump in shallow water
rare items glow like quest items
script compile fix
monsters recolored
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Showing 1-9 of 9 comments
mosaix Mar 7, 2018 @ 1:07pm 
Put all your mods in another folder, and restart compiling them one at a time till you restart getting an error. Start with the ones you might think are causing the problems. Try running your game without any mods at first to see if your base game files run properly. All the texture and lighting mods are fine. Looking at your errors it probabl;y has to do with GILL and improved sign effects. Compile those ones to start, try a clean download on them if they are causing the problems. Let me know how it goes.
deidian Mar 7, 2018 @ 2:37pm 
I think too in improved sign sffects.

If you don't want to play with folders create a text file in My Documents\The Witcher 3\ called "mods.settings" with structures like this one for each mod:

[mod0000_mergedfiles]
Enabled=1
Priority=0

[modHDReworkedProject]
Enabled=1
Priority=1


The value between square brackets is the name of the folder inside "steamapps\common\The Witcher 3\Mods\" that contains the mod files.
Enabled can be 1 or 0.If it's 1 tells the game to load the mod, if it's 0 the mod will be ignored.
Priority value can be any positive integer number. It sorts the load order of mods and in case of conflict which mod applies. Lower number of priority mods have higher priority.

Script Merger support this "mods.settings" file too, so it will react to it's presence applying priorities and ignoring the mods you have disabled. Just remember that if you disable/enable mods you have to merge again with script merger same as if you deleted or added a mod.

mod0000_mergedfiles are all the files that Script Merger and it's mandatory to have priority 0. It has to be loaded 1st always.

So with this file you can go and disable mods 1 by 1 one and merging again with script merger until you don't have any error.

When you have the mods that are causing trouble pinpointed you could try to merge again the mods just in case. If merging again fails you can try to download again the mod, delete it from them mods folder and put it again. Also asking in the mod thread in nexus could help you to know if the mod may have incompatibilites or not.
Last edited by deidian; Mar 7, 2018 @ 2:39pm
Schnabelcopter Mar 7, 2018 @ 2:38pm 
Hey you're awesome mosaix. I got my game to play script compile fix was the problem oddly enough. The mods are all playing well together now, I'm meh at modding and this was a huge help for future modding as well, thanks :)

Edit* Thank you as well Damian If I encounter any more issues im going to let you guys know asap but for now they all seem to be working well
Last edited by Schnabelcopter; Mar 7, 2018 @ 2:40pm
mosaix Mar 7, 2018 @ 2:47pm 
No worries man, glad to help. It's the method I always use running around 35 mods haha
Schnabelcopter Mar 8, 2018 @ 10:37am 
Hey so it turns out the script merger was causing issues. It says theres conflicts but I dont see any ingame or experience any and the mods work fine, but I merged the script anyway and turns out it was causing all the issues, is that abnormal with that program?
deidian Mar 8, 2018 @ 12:19pm 
Not merging does not means errors, sometimes can be errors, but another times there's not. This doesn't mean everything is all right.

I already explained in my previous post the priorities.
The higher priority mod applies in case of conflict always. Script Merger relies on this by making his merged scripts a mod(the game sees the merged content folder "mod0000_mergedfiles" as another mod) and putting them in top priority.

The merged scripts script merger creates aim to be scripts that when 2 mods conflict the resultant script does the same both mods do if possible.
If is not possible then it presents the conflict as an irresolvable conflict and you have to try to merge manually if you know how to code witcher 3 script language.

Since you are not merging and you are not getting errors your game is a mixture from several of the mods you have installed. In some aspects will behave like mod A told, in others like mod B is telling. Is enough to play but not really right.
Schnabelcopter Mar 8, 2018 @ 12:33pm 
Everytime I merge them the errors pop up. I think since I'm not really proficient at this I'm going to leave it since the game is working well. Unless you'd recommend another course of action?
deidian Mar 8, 2018 @ 12:48pm 
I looked a bit into it. Delete script compile fix mod for a start and tell how it goes.... You shouldn't need it using Script Merger and on top of that it contains all vanilla game scripts from an old version of the game. Is just asking for trouble that mod.
Schnabelcopter Mar 8, 2018 @ 2:19pm 
I already did that yesturday, the only scipt fic I have is the merger which causes issues but its fine the mods are working and my game is running past 60fps. ^^ Thank you for the help again!
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Date Posted: Mar 7, 2018 @ 12:26pm
Posts: 9