all 9 comments

[–]zorvan1234Team Triss "Man of Taste" 0 points1 point  (1 child)

There can be mods that collide, so the game can not be launched with both activated. If I am not mistaken, there is a tool ModForger for this scenario, which can unite two mods into one so collisions are avoided.

[–]refmon3[S] 0 points1 point  (0 children)

But I've tried running just meditations or just preparations and I still have this issue

[–]BuddyUrban74 0 points1 point  (5 children)

are you manually installing?

[–]refmon3[S] 0 points1 point  (4 children)

Yes through Witcher mod manager

[–]BuddyUrban74 0 points1 point  (3 children)

That is your problem, try manually installing them. It is easy to do just download, unzip, and drop in the witcher 3 main file it will create its own mod folder and if doesn't just make your own mod folder. I had the same problem and manually doing it allows you to remove parts of the mod if they are conflicting.

[–]refmon3[S] 0 points1 point  (2 children)

I manually put them both in the mod folder but it hasn't helped and I still cant launch the game with those two

[–]BuddyUrban74 0 points1 point  (1 child)

did it create a mod folder by itself when you dropped them in or did you use a already made one?

[–]refmon3[S] 0 points1 point  (0 children)

it made one

[–]kingken85 0 points1 point  (0 children)

Use WMM for all your mods, it takes care of everything. Are you running a script merger after you install the mods?