The Witcher 2
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misiekt

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misiekt

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17 comments

  1. necropola
    necropola
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    I''ve found a way to automatically detect whether the map needs to be flipped or not. So there is no need to change "base_scripts.dzip" when going from Act1 to Act2:
    // MY TWEAK: Lock Minimap North up
    var mapFile      : string;
    var miniMapFile  : string;
    var flipX, flipY : bool;
    theHud.GetMapInfo( thePlayer.GetCurrentMapId(), theHud.m_mapCommon.GetMapId(), mapFile, miniMapFile, flipX, flipY );
    if ( flipY ) {
        cameraRot.Yaw = 180.0;
    } else {
        cameraRot.Yaw = 0.0;
    }
    Oh, I just saw that someone already found the same lines in "guimap.ws". Yep, it indeed works in Act1 and Act2!
    1. Valour549
      Valour549
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      guimap.ws is a big file with lots of text

      Could you kindly tell me where exactly I need to copy and paste your above lines?
    2. Baohiku
      Baohiku
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      I second what Selenarious is saying. The next best thing would be to send your own version of the modified file so we could compare the differences between the vanilla one and the modified one ! (I've sent you a pm about it too.)
    3. hArtKor89
      hArtKor89
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      Can you tell exactly where to put this code? Tried to insert into the same line and the same file where the author of the mod advises, but the game does not start and gives an error.
    4. jjjexorcist8
      jjjexorcist8
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      please explain how to use your code
    5. akd556
      akd556
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      HERE IS HOW IT IS DONE:
      You don't need this mod, just use Gibbed RED Tools With UI(https://www.nexusmods.com/witcher2/mods/1027) to unpack base_scripts.dzip located in "The Witcher 2\CookedPC"
      THEN YOU NEED TO EDIT THE FILE "guihud.ws" IN "base_scripts\game\gui" with vscode/notepad.

      Below  "y = ( playerPos.Y-theHud.miniMapMinY ) * theHud.miniMapScaleY;" you need to add the code this dude post.
      Save the file, repack it with Gibbed RED Tools and replace the original in "The Witcher 2\CookedPC"(if it's still there)

    6. ZipoBibrox
      ZipoBibrox
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      Well, I tried it and the game throws a script compilation error "...near line 517..."
      Sigh. Stupid minimap
  2. kronnos76
    kronnos76
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    minimap rotation is so stupid
    thanks for mods
  3. flixster
    flixster
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    This mod saved me from going insane from always being hopelessly lost when trying to navigate with the minimap. The rotation made it pointless.
  4. gir8hghudhhf
    gir8hghudhhf
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    didn't work for me ((( and I actually didn't have the "base_scripts.dzip" file in "CookedPC". why is that?
  5. Heramepheus
    Heramepheus
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    Honestly bless you for not only making this mod, but giving us such detailed directions to help us mod the scripts ourselves. That garbage spinning compass was driving me insane. I'm running a heavily modded game, so it was such an enormous help to be able to have that guide to go in and fix up the relevant line myself. Which means I didn't even need to download the mod, but I wanted to anyway just to give you the credit/traffic/endorsement. Thank you again!
  6. DrDungus
    DrDungus
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    Your download that is supposed to be turned 180 degrees for act 1 is just the same as the 0 degrees for act 2. The minimap-only version is correct, but downloading the act 1 full version gives me "base_scripts_minimap34.zip-756-1-0", and my minimap is upside down.
  7. ironbreath
    ironbreath
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    Is there a chance of getting a version that only changes the mini-map? I want to avoid modding the Witcher beyond what is was originally made to be, I just can't stand the rotating map. Much appreciated.
    1. misiekt
      misiekt
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      Sorry I know it's few months late, but I wasn't playing Witcher lately, and i didn't get any message on email about your post. Anyway I added optional files with only map rotation fix included. You probably finished your playtrough already ( I still haven't :/ ), but maybe it will come handy one day, if you decide to go again
    2. ConnieandMike
      ConnieandMike
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      I do not understand. I also wanted a version with only the minimap nonrotating but you have an act 1 that looks like it says that; then act 2 looks like it says it rotates 180. shrug. Is there a version for both acts that does not rotate without other files? I really hate that.
  8. CastleJoy
    CastleJoy
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    The need to change or edit the file based on the current act was not very appealing. Therefore i changed the code in my version a litte. The default guimap.ws line 320 was a useful guide here.

    At first glance this worked well in act1. But i do not have an act2 savegame yet. Therefore i can not guarantee that this will work in act2 too. I'll try to remember to update this post.

    My code changes:
    // define some variables
    var mapFile: string; // bigger version of minimap file - not used here
    var miniMapFile : string; // minimap file - not used here
    var flipX: bool;// is x flipped - not used here
    var flipY: bool; // is y flipped - this is important

    //reset rotations/fixed minimap
    //cameraRot.Yaw = 180.0;//rotation for act 1
    //cameraRot.Yaw = 0.0;//rotation for act 2
    //Dynamic version
    theHud.GetMapInfo( thePlayer.GetCurrentMapId(), theHud.m_mapCommon.GetMapId(), mapFile, miniMapFile, flipX, flipY ); //This will set flipY.
    if ( flipY ) cameraRot.Yaw = 180; else cameraRot.Yaw = 0;
  9. Daexe
    Daexe
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    The "Dynamic HUD" by Presskohle has this feature