
Odd keyboard inconsistencies when running with vulkan compared to PROTON_USE_WINED3D11=1 mode - I'd like someone to confirm or reject this: Invisible enemies are not just related to vulkan stream output not supported (), there's also some oddities occuring when running with wined3d (some rotfiends are invisible, others are not, hounds of the hunt are invisible, in both dxvk and wined3d). _Still present with Nvidia 396._Īudio will corrupt occasionally, restart of game 'fixes' it. For example, the slider to bet during a Gwent game requires you to click below the graphic.
Audio occasionally becomes staticky and distorted. _Still present with Nvidia 396._ However, if you click the black menu (but not on a button) when clicking to focus the Witcher window, the cursor will become locked again once you resume the game. Minimizing the Witcher window and then bringing it back up temporarily solves the issue. Clicking to focus on the Witcher window works, but the cursor is no longer locked to the window. When it does this, the Witcher window does not have focus and I can't click on the foremost window.
However, the mouse cursor occasionally reverts back to the Witcher cursor if the Witcher window is underneath the foremost window.
When in bordered window mode (1600x900), alt-tabbing out of the window works. The Wild Hunt hounds (battle in the elven ruins with Keira Metz) are invisible. Since the game writes out to the script log in real time, you can monitor the file using anything that can read files as they're being written to. Start the game with -debuscripts parameter, it will regenerate scripts with logging. You may encounter a problem with logging, where scriptslog will be created, but it will be empty. Here is a mod that disables all of the vanilla messages. However, be warned, the vanilla scripts have a lot of debug messages being written out, at least in 1.12, including several that can be extremely spammy. It is recommended to use your mod name as the channel, so that your logs are easily recognizable to yourself, and potentially, other modders. You can use several global functions to generate debug messages, though most modders will want to use the LogChannel(channel : name, text : string) function. \My Documents\The Witcher 3\scriptlog.txt With the game running with the -debugscripts flag, the game will write out debug messages to: Main article: Script Studio#Line By Line Debugging Logging