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:
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!]
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
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.
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.
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?
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!
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
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
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
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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
been trying the first location and seems to ignore it.
will try the pfx folder tomorrow
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!]
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.
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!
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
the best... you don't have to run now you can just walk like a normal person
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?
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