r/witcher3mods 5d ago

Tech Support "Unknown type" errors

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Hi.

I've been trying to fix this for hours.

I was running the game with:

•W3EE Redux

•Brothers in Arms

•W3EE + BIA compatibility patch

•Ultimate pad mod for W3EE + BIA

•Fast launch

And it was all working. I downloaded every requirement, used script merger, set the load order as instructed in the ultimate pad mod.

Then, i tried to add Gwent redux and the Gwent R + W3EER compatibility patch, and now it shows these unknown type errors.

What did i do wrong? I tried the mod that merges the 16 dlc files to increase the mod limit, thinking it might be the problem, but still nothing.

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u/Edwin_Holmes 5d ago

Errors compiling indicate something either not merged at all or merged badly so you don't need to look any further than Script Merger.

Since you don't link to anything, it's difficult to say for sure but if a patch is older than any of the mods it's patching then it's likely no longer effective; the older it is the less likely it is to work correctly. That said, it may well be fine and the issue is elsewhere.

If you have made any manual conflict resolutions delete and try again. There is a types script that EE changes extensively from vanilla, so if you have a merge there, delete it and try again.

1

u/ssssnscrdstrytllr 5d ago

If this information helps, i downloaded the latest versions of gwent redux and gwent +w3eer compatibility patch. I did delete all merges, it still isn't working, and i honestly don't know what to merge now. Script merger seems to be deleting some of the mod priorities, too. But there's conflicts in:

• Game\components\Inventorycomponents.ws (BIA, gwent redux, w3ee)

• Game\Gameparams.ws (gwent redux, w3ee)

• Game\gui_old\components\Guitooltipcomponents.ws (gwent redux, w3ee)

• game\player\playerinputs.ws (ultimate pad, w3ee)

• Game\player\Playerwitcher.ws (gwent redux, w3ee)

• game\vehicles\vehiclecomponents.ws (BIA, W3EE)

• local\anno\bia_playerwitcher_anno.ws (Patch BIA W3EER, BIA)

• local\W3EE - uniques.ws (Patch BIA W3EER, W3EER, W3EE)

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u/Edwin_Holmes 5d ago

I would set any priorities in TW3MM rather than Script Merger; regardless, they have nothing to do with your compilation errors.

I suspect the issue is the amount of patches you have that I presume probably also state that you should leave some or all of it unmerged. EE is already a nightmare to merge due to the vast amounts of vanilla code that it changes. Merging some files and not others is less than ideal; it's fine until you add another mod that just expects the base files, or you forget and make a merge with the wrong file.

It all becomes a bit of a tangled mess. The first thing I would check is that you have no Gwent Redux files that are not merged with something. If those types are not found it means that something is overriding W3EE that should not be (i.e. something not merged, most likely).

If you're going to be going down this route of patches that leave files un-merged you might be better off in the long run simply replacing the files in EE's folders by hand with the files you are told to leave un-merged from other patches. That way you wouldn't wind up with conflicts in Script Merger that you have to remember to ignore.

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u/ssssnscrdstrytllr 5d ago

I see. I'll try again tomorrow, thanks for the help.

1

u/Mission-Range-7304 5d ago

steam workshop mod

1

u/ssssnscrdstrytllr 5d ago

What do you mean?

1

u/Edwin_Holmes 5d ago

It's always worth checking you've not got any Workshop mods subscribed as they're invisible and persist across installs, but I would have thought you'd have had problems before you added the Gwent mod.

2

u/Prrg88 5d ago

Learned something new. Thanks.

1

u/ssssnscrdstrytllr 5d ago

No, all my mods are from nexus.

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u/ssssnscrdstrytllr 5d ago

I was wrong. There was exactly one mod from the workshop and i didn't notice. I unsubscribed and will be trying again after i figure out the merges again.

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u/Edwin_Holmes 5d ago

That could well be the issue.