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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.
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
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.