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Deadblot -Me- erxv for the actual mod

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72 comments

  1. Deadblot2
    Deadblot2
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    BIG UPDATE: It has been quite a pain to get this mod working again, and the steps become very tedious one playthrough after another. So in that case I highly recommend Random Encounters Reworked, which is going to be updated and maintained as of Q3 2020. It has a bunch of neat features and is a worthy replacement for the old RE.

    Cheers, Blot
  2. sojourner68
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    Error [modsharedimports]local\centitytemplate.ws(45): Structure 'CEntityAppearance' was already exported.
    Error [modsharedimports]local\centitytemplate.ws(1): Class 'CEntityTemplate' was already exported.

    got any ideas? hep me pleez and thanks
    1. Saan312
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      check if you have a file which already exported CEntityAppearance and CEntityTemplate classes. I think that multiple companion spawn mod has imported the files. Go to modspawnCompanions if u have that mod installed, and delet the file within scripts which exported CEntityTemplate and CEntityAppearance.
      Worked for me!!
  3. JansKy
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    I can see several people asked this but i cant seem to fix it aswell but i keep getthe the script error:

    Error [modbootstrap-registry]local\mods_registry.ws(5): Could not find function 'modCreate_RandomEncounters'

    Warning [modsharedimports]engine\environment.ws(30): Global native function 'EnableDebugOverlayFilter' was not exported from C++ code.
    Warning [modsharedimports]engine\environment.ws(32): Global native function 'EnableDebugPostProcess' was not exported from C++ code.
    Warning [content0]engine\showflags.ws(11): Global native function 'DebugSetEShowFlag' was not exported from C++ code.

    whenever i try to run the game without the Randomencounters folder in the mods folder, but when i do place it in there the game just wont start up, i've tried adding the "//" which shouldn't and doesnt help with anything, so what can I do to make this work, for the record i am using the 1.31 patch with the only other mod installed being Slots slots slots and i did try and disabling it to no help
    1. SteelTheToe1
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      The last 3 Warnings seems to ve related to Visual C++
      Try updating "Microsoft Visual C++ Redistributable"

      But for the Error I don't have clue, sorry.
    2. TheMercsAssassin
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      For me, I get these errors exactly when I have Friendly Meditation and Random Encounters installed at the same time. I have found no other solution but to choose one or the other. The game runs at least with Random Encounters and Immersive Meditation on. However, it I constantly crash after meditating now, I think whenever a group of enemies spawns from Random Encounters, if I had to guess at what is happening. I have all the monster enemies set to not spawn and just have a custom frequency to have humans spawn, but the crashing is constant and happens almost every time I finish meditating.

      It's driving me absolutely crazy. I just really don't want to explore a dead game world with no enemies after installing all these amazing combat and animation mods.

      It's highly unlikely updating you visual C++ redistributable will solve this issue, unfortunately.

      UPDATE: Removing Immersive Meditation fixed the crashes. Seems very stable now with a ton a mods, including Random Encounters updated version - (https://www.nexusmods.com/witcher3/mods/3864)
  4. iiapurbo2001
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    Getting this error

    Error [modbootstrap-registry]local\mods_registry.ws(7): Could not find function 'modCreate_RandomEncounters'

    Warning [modsharedimports]engine\environment.ws(30): Global native function 'EnableDebugOverlayFilter' was not exported from C++ code.
    Warning [modsharedimports]engine\environment.ws(32): Global native function 'EnableDebugPostProcess' was not exported from C++ code.
    Warning [content0]engine\showflags.ws(11): Global native function 'DebugSetEShowFlag' was not exported from C++ code.

    If I put the modRandomEncounter folder in mods folder then the game doesn't start. Please help.
    1. Scarletsymphony
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      I just solved it, another user posted below that you need to add "//" to the "add(modCreate_RandomEncounters());"

      I think the OP just assumed folks would have that prior experience and forgot to add it to the post.
    2. SrAlvarado1992
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      Hi, thanks for your answer, that help me and I could enter without see this:

      Error [modbootstrap-registry]local\mods_registry.ws(7): Could not find function 'modCreate_RandomEncounters'

      Warning [modsharedimports]engine\environment.ws(30): Global native function 'EnableDebugOverlayFilter' was not exported from C++ code.
      Warning [modsharedimports]engine\environment.ws(32): Global native function 'EnableDebugPostProcess' was not exported from C++ code.
      Warning [content0]engine\showflags.ws(11): Global native function 'DebugSetEShowFlag' was not exported from C++ code.

      But when Im in the game I cant do anything, like Gerald was frozen, and in the menus I dont see the mod.
    3. WindWpn
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      // will not solve it.. // is commenting out, thus function will not run. See my post with the required fix.
  5. SrAlvarado1992
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    Hi guys! I had the common problem that when you put the game you see this:

    Error [modbootstrap-registry]local\mods_registry.ws(7): Could not find function 'modCreate_RandomEncounters'

    Warning [modsharedimports]engine\environment.ws(30): Global native function 'EnableDebugOverlayFilter' was not exported from C++ code.
    Warning [modsharedimports]engine\environment.ws(32): Global native function 'EnableDebugPostProcess' was not exported from C++ code.
    Warning [content0]engine\showflags.ws(11): Global native function 'DebugSetEShowFlag' was not exported from C++ code.

    But reading the comments I tried to add "//" to "add(modCreate_RandomEncounters());" and SEMIWORKS, cause now I can enter to the game but I cant do anything with Geralt, its like he is frozen, and also I can´t see the mod in the menus.

    Any help? Thanks!
    1. WindWpn
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      See my post... the fix i found in the instructions will specifically fix this error.
  6. WindWpn
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    Finally got Random Encounters working, and there is a specific step in the instructions that requires update. Specifically this listing in the instructions:

    2. Back to the main archive, extract and place the bin and content folder into the main Witcher 3 directory.

    ###### DO NOT add the content folder to your Witcher 3 Directory #######

    Basically, Witcher3/mods folder should contain modRandomEncounters folder, and modRandomEncounters should have content folder in it. Again, DO NOT save content folder into your Witcher3 main folder. Rather leave content folder in modRandomEncounters and save modRandomEncounters in Witcher3/mods folder. modRandomEncounters at end of effort should only include the content folder.

    With this, Random Encounters will work.

    The reason for all the noted function not found error is because bootstrap looks for methods only in the mods folder. Thus when content was saved out in the main Witcher3 content folder, bootstrap could never find it.

  7. Trokex
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    Are the hints working with this version of the mod ? I’m playing the witcher 3 GOTY 1.31 version.
    And in the original mod page I’ve seen that hunts doesn’t work since 1.30 version of the game ..
  8. PaulKonrad
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    ?
    1. Czartchonn
      Czartchonn
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      Random encounters works fine with W3EE and with Lazarus. You only need to change one line of code which you can even do with Scriptmerger though manual merging is better. I have used Random Encounters with W3EE and Lazarus for a long time and only followed the normal installation guide for Random Encounters.
  9. Janbapt
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    Little tips to Help people who use Color Markers Mod & All Quests on Map.
    There is several conflicts between this 2 Mods and Bootstrap. You have to use the Overall Priority Setting in Script Merger ( Right Click on the mod in the list )
    1 - Color Markers
    2 - All Quests on Map
    3 - Bootstrap
    And everythings should work ;)
    Enjoy
    1. MBryQ
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      Which version of bootstrap do you use - modified or unmodified-worldmap? According to bootstrap mod page, one should install the unmodified-worldmap version for this mod set. But when i do so my game doesn't launch at all. Also have tried the other one and it seems to work fine but i'm still in white orchard so cannot tell whether there is some kind of bug which i am to experience yet.
  10. Bdun3
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    Thank you so much. Once I disabled those three creatures in the description, everything worked as normal. I appreciate it!
  11. julianovento7
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    Great work. Something very interesting happens. In the normal game, monsters and humans do not appear at the same time, nor wolves and monsters together. Wolves that emerge with liches are susceptible to silver. With this mod, there are often gryphons or other monsters in bandit camps, which makes combat very arduous as there needs to be a reversal between the two swords, since you are often attacked by wolves and harpies at the same time. For this very reason it is necessary to use a lot of signal, since the exchange of swords is impossible sometimes during combat.