About this mod
Makes it possible to toggle the 'Cat' potion effect on and off with a hotkey.
- Requirements
- Permissions and credits
- Changelogs
- Donations
Installation Instructions:
Setting up the hotkey(Needs to be done, no matter which version of the mod you use):
Navigate to your "[USERNAME]\Documents\Witcher 2\Config\User.ini". And add the following line under [InputQWERTY] (without quotes):
"IK_X=(Gamekey=GI_CatToggle,Value=1.000000)"
. This will set the key 'x' to the cat effect hotkey. It can be any other key, as long as it isn't already mapped.Warning: If you use that vanilla keybinding menu after that to rebind your keys, it will remove the key you set up. So after you rebind your keys, you'll need to do the step above again.
If you don't have any other mods that modify base_scripts.dzip:
- Download the 'base_scripts.dzip' version of the mod and drop it in your "The Witcher 2\CookedPC" directory. Overriding the original.
If you have other mods that modify base_scripts.dzip but aren't modifying 'game\player\states\extendedmovable.ws':
- Download the 'Gibbed RED Tools' version of the mod and extract it to a new folder. Let's call it 'mod_folder' for the purposes of this explanation.
- Uncook your current base_script.dzip into a folder of your choice using Gibbed RED Tools. Let's call it 'base_script' for the purposes of this explanation.
- Copy everything from inside 'mod_folder\base_scripts' into the inside of the 'base_script' folder overwriting if prompted. Note: If you didn't get an overwrite prompt. You did something wrong.
- Cook the now modified 'uncooked' folder back to 'base_script.dzip'
- Place the newly created 'base_script.dzip' into your "The Witcher 2\CookedPC" directory. Overriding the original.
Here is a handy video tutorial by Gopher how to complete those very steps:
If you have other mods that modify base_scripts.dzip and ARE modifying 'game\player\states\extendedmovable.ws':
This is the most convoluted scenario. However, if you're not sure if your mod modifies 'extendedmovable.ws' you should also follow those steps. The steps are the same as above, except instead of just copying the contents of the mod into your uncooked 'base_script' folder, you need to merge the modded 'extendedmovable.ws' with your 'extendedmovable.ws' I use WinMerge for this. Basically you open WinMerge and point to your file and the modded file. Then you move all changes from the modded file into your file. This is very similar to how Witcher 3 mods are merged.
Here is a very handy video tutorial of how to merge conflicting files in the witcher 3 using KDIff and the Witcher 3 'Script Merger'. Sadly the Script Merger doesn't work for W2. However, the process of merging a single file with WinMerge is very similar. One big difference is that you need to manually show WinMerge what files you want to merge.
Btw, you can also use KDiff3(The same software used in the video) to merge the files. Yet you will still have to manually tell it which files you want to compare.
To anyone interested in the code, all this mod does is adds those few lines to 'extendedmovable.ws' in the OnGameInputEvent function:
else if ( key == 'GI_CatToggle' && !thePlayer.IsNotGeralt() )
{
if( value > 0.5 )
{
thePlayer.EnableCatEffect( !thePlayer.IsCatEffectEnabled() );
return true;
}
return false;
}
Final Notes:
- Always make sure you back up your 'base_scripts.dzip' file before overwriting it or making modifications.