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Massycraft

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Massycraft

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18 comments

  1. mwchief
    mwchief
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    Did anyone try this on steam deck? Game seems to be completely ignoring these settings although it works perfectly on my PC.
    
    I found this file in two locations and replaced both:

    /home/deck/.local/share/Steam/steamapps/common/the witcher 2/bin/config/Input_QWERTY.ini

    /home/deck/.local/share/Steam/steamapps/compatdata/20920/pfx/drive_c/users/steamuser/Documents/Witcher 2/Config/Input_QWERTY.ini
    1. plegenda
      plegenda
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      Chief did you figure this in the end?
      been trying the first location and seems to ignore it.

      will try the pfx folder tomorrow
    2. plegenda
      plegenda
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      For steamdeckers of the future that might bump into this thread and other remapping documentation.
      from the 2 mentioned paths, you want:
      /home/deck/.local/share/Steam/steamapps/compatdata/20920/pfx/drive_c/users/steamuser/Documents/Witcher 2/Config/

      I modified the user.ini in there. not the Input_QWERTY.ini.

      User.ini is what you wanna experiment with.  [BACK UP FIRST!]
  2. PoetOfKill
    PoetOfKill
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    Not all heroes wear a cape
  3. RenaPG
    RenaPG
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    The problem is that the fighting minigame doesn't work properly when you switch the buttons (at least to me it doesn't).
    1. longjohn119
      longjohn119
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      I noticed that too and got my ass handed to me several times in the prison before I switched back ..... QTEs for fighting was the dumbest move ever made by gaming companies and I'm glad they ditched that nonsense several years ago ..... I hate the old AC games that had that nonsense for fighting animals .... talk about an immersion killer
    2. ltsheppard
      ltsheppard
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      Fistfight should still work. However, due to the remap, different buttons have to be pressed. While the right prompts are shown, fistfight gets harder because it was originally scripted to use AXYB, shown in the same orientation as on the controller.

      I have modded my game to use the original button combination during fistfights. The problem is, that it has to be changed in base_scripts.dzip, which has to be merged manually for each edit. And it's different for every controller remapping.

      Edit: I found a way to make the fistfight buttons configurable via an extra file. Unfortunately, editing fistfightmanager.ws inside base_scripts.dzip is still necessary to make the changes possible.
    3. mpkio2
      mpkio2
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      Can you tell us what you did and how I can apply it to my game?
  4. nexuscalvin
    nexuscalvin
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    Thank you! These controller options are much more intuitive and user-friendly than the vanilla version. Makes a big difference to the enjoyment of this great game.
  5. Kevin5264
    Kevin5264
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    I'm not sure why but I see no difference in my control scheme using this mod. I installed exactly as said and still my controls are the same. Was something changed?
    1. BigCoco254
      BigCoco254
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      same case here
    2. constmb92
      constmb92
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      This may or may not fix it for you but this worked for my witcher 2 steam version. I did all the steps in the instruction guide, as well as pasting the code into the key section of the users INI (using notepad software, just open and copy and paste the file contents included in this mod overtop of the key input section ONLY) file also in the document folder.

      I additionally tried this for the same files in the steam apps folder, but that did nothing. Your mileage may vary. Either way, editing the users.INI file fixed this mod for me!
    3. aknightwing
      aknightwing
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      Where is this code at? I am unable to find what you are talking about.
  6. NLoureiro89
    NLoureiro89
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    This mod is great, there's just one problem, at least on my end. It changes the graphics settings to low spec all the time, and when I change it back to higher settings the .ini file gets replaced by the games original
    1. Verg923
      Verg923
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      i'll try this later today to test it.
      I'm also on my first playthrough and I cant pause when switch from Keyboard to Gamepad in Options -> Control so i hope this will fix my problem
  7. shadgy
    shadgy
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    it's perfect
    the best... you don't have to run now you can just walk like a normal person
  8. ltsheppard
    ltsheppard
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    Good idea, I've done something similiar in my last playthrough.

    However, does moving the evade action to the B button not also move all ingame interaction (like in dialogs or the inventory) to the B button as well?
    1. Massycraft
      Massycraft
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      Thanks, I imagine a fair few have done similar themselves but couldn't find anything on here, so thought I'd share for those not wanting to jump into config files.

      In regards to re-mapping  the dodge button, it doesn't appear to, for me at least. Although the Gamekey=GI_Accept_Evade binding suggests it affects both, all 'accept' interactions (dialogue, inventory) are always bound to A (or X on PS controller). If users report that this isn't the case for them however, I'd be happy to upload an alternative version which has all the other changes but keeps the dodge button