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Hi! I have a problem because I don't know how do I install mods for The Witcher 3: Wild Hunt. Can anyone help me doing it pls?
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Alphacobra10: Hi! I have a problem because I don't know how do I install mods for The Witcher 3: Wild Hunt. Can anyone help me doing it pls?
I don't use Galaxy, so I'm not sure if that changes anything, but you look in the games root directory for a folder named mods. If it's not there, just make a new folder and name it mods. (See Pic Mods)
Then you just extract the mods into that folder. (See Pic WitcherMods)
If you have done it right, when you click on any of the mod folders, the next folder will be named content. (See Pic)

If you use two mods that alter the same scripts, you will need script merger https://www.nexusmods.com/witcher3/mods/484
Instructions for that are on the mod page.
Attachments:
mods.jpg (240 Kb)
content.jpg (143 Kb)
I'd say the easiest way to install mods is to use the Witcher 3 Mod Manager found here: https://www.nexusmods.com/witcher3/mods/2678

Most mods will be installed correctly, but do read the readme/description of the mods to make sure there aren't some unique steps you need to take. With a mod manager like that, you can easily turn mods on and off, or remove them entirely. It will (usually) also correctly install mods with in-game menus, extra keybinds and the like.

Do be aware of the point olnorton mentions about Script Merger tho. Unfortunately TW3 isn't very mod friendly, so if two mods affect the same file, the two mods will conflict. This can often be solved with Script Merger automatically. It essentially glues together the conflict files so it's just one file, and then there will not be a conflict.

Btw, in Script Merger, don't merge XMLs. Use priorities instead. Same with game files like .w2ent and the like.

VERY IMPORTANT: After installing new mods, the game will compile the new files. You will see it when you start the game. Do not start a save or load a save after this has happened. Always close the game again, and restart it, so there isn't the screen with script compiling. The game engine has an odd bug that can sometimes cause potions to have -1 quantity, and there isn't a way to solve it if it first happens. But closing down the game again after script compilation will avoid it. You'll probably see this recommendation in various mod descriptions on Nexus.

Sorry if this sounds scary now, but I wanted to get some important notes in here. The main thing is that it's pretty easy to install mods by using the Witcher 3 Mod Manager and resolving conflict with Script Merger. Good luck.
avatar
Alphacobra10: Hi! I have a problem because I don't know how do I install mods for The Witcher 3: Wild Hunt. Can anyone help me doing it pls?
avatar
olnorton: I don't use Galaxy, so I'm not sure if that changes anything, but you look in the games root directory for a folder named mods. If it's not there, just make a new folder and name it mods. (See Pic Mods)
Then you just extract the mods into that folder. (See Pic WitcherMods)
If you have done it right, when you click on any of the mod folders, the next folder will be named content. (See Pic)

If you use two mods that alter the same scripts, you will need script merger https://www.nexusmods.com/witcher3/mods/484
Instructions for that are on the mod page.
Thanks for the answer and the help
avatar
Pangaea666: I'd say the easiest way to install mods is to use the Witcher 3 Mod Manager found here: https://www.nexusmods.com/witcher3/mods/2678

Most mods will be installed correctly, but do read the readme/description of the mods to make sure there aren't some unique steps you need to take. With a mod manager like that, you can easily turn mods on and off, or remove them entirely. It will (usually) also correctly install mods with in-game menus, extra keybinds and the like.

Do be aware of the point olnorton mentions about Script Merger tho. Unfortunately TW3 isn't very mod friendly, so if two mods affect the same file, the two mods will conflict. This can often be solved with Script Merger automatically. It essentially glues together the conflict files so it's just one file, and then there will not be a conflict.

Btw, in Script Merger, don't merge XMLs. Use priorities instead. Same with game files like .w2ent and the like.

VERY IMPORTANT: After installing new mods, the game will compile the new files. You will see it when you start the game. Do not start a save or load a save after this has happened. Always close the game again, and restart it, so there isn't the screen with script compiling. The game engine has an odd bug that can sometimes cause potions to have -1 quantity, and there isn't a way to solve it if it first happens. But closing down the game again after script compilation will avoid it. You'll probably see this recommendation in various mod descriptions on Nexus.

Sorry if this sounds scary now, but I wanted to get some important notes in here. The main thing is that it's pretty easy to install mods by using the Witcher 3 Mod Manager and resolving conflict with Script Merger. Good luck.
Thaank you for the help. It was very detailed
Post edited July 18, 2021 by Alphacobra10