Corrected MQS string value from "Open Quick Inventory" to "Toggle Active Set". Those that already upgraded to 0.7.2, you just need to copy and paste (replace) the content\*.w3strings. No other changes made.
UPDATE 0.7.2
Player can now revert binding of throw item, witcher senses and other vanilla actions back to default when in a disabled state.
With the above, players can use the dedicated bomb throw input with the vanilla throw item action. For example, you can bind throw input to standard right shoulder, and throw bomb to modified right shoulder. Pressing each binding will automatically equip and aim/throw/shoot the corresponding input.
Reworked More Quick Slots compatibility. Since you can have sets of bombs/throw items, the dedicated Bomb Cycle input will now only cycle the items that are within the currently activated set. For example, with W3EER, you can now equip bombs on one active set, and throwing knives on another active set. Use the toggle active set input to change between the two, and combine this with dedicated throw bomb input (will throw knives as well) and you have yourself an agile method of switching between knives, bombs and crossbow. Highly recommend using this mod or not if you're already using W3EER.
I have attempted to make this mod act more like a framework for other mod authors. I have added a readme file for specific details. Now mod authors can make patches for this mod very easily, and the only probable merge required would be a non-Vanilla file on top of it being an extremely easy merge for players to do.
Split the XML file to make it easier to work with. Also should allow easier reference for mod compatibility. Make sure to add the new file to the bin\config\r4game\user_config_matrix\pc location and add it to the dx11filelist.txt/dx12filelist.txt files!
Made Random Encounters Reworked patch.
Added an extra feature; toggle whether you can call Roach when in combat...yes it did just cause me to die.
NOTE: Every other mod made compatible works with my method of adding inputs, but in my testing with "Switchable Cloaks", this mod seems to equip or unequip the cloak the first time and then does nothing on subsequent inputs. I've looked at that mod's code and...well I am still looking. It's doing things a little different than how I'd do them, so I need to understand it better.If you confirm having this issue, disable animations in Switchable Cloaks mod menu as a workaround. Please let me know if you have different results than me, and the input works fine for you (or you experience different behavior).
I know it's out of date, but MQS is still usable if simply updating the 4.03 scripts to 4.04. Do you think you could add MQS inputs here as well? Mainly for opening the Quick Inventory access. Also, wanted to ask, you added a Meditation button, but does this include Friendly Meditation mod as well, or only the one from WERR? Thank you.
I don't know how difficult this would be, but could you add a dedicated button for shooting crossbows and/or throwing bombs, like what Realtime Gamepad Controls has? I've almost never used bombs in combat because I hate having to shuffle items mid-battle.
You're a true hero. This has always been the one thing that most bothered me about the controls in this game. I never use bombs or special bolts because digging through menus mid-combat just ruins the experience for me.
Pehaps im missunderstanding the behaviour of this mod. How would I go about setting the sliders in the mods config menu, if my intention is to use the left trigger as the shift key, and want to be able to block/parry/witcher focus with the right trigger?
As far as i can tell, the mod doesnt allow to remap the block function. Is the idea that I would do that manually in the input.settings file, then use the mod to config the rest?
Sorry if im stating something obvious, im just realizing im not following the logic of the mod entirely
The mod expands input binding capability by opening up the modifier to execute more than just sign casting. The list of actions available in the mod menu are those that can be used with the modifier, and you no longer need to worry about in the input.settings file.
For anything not using the modifier, like block, you would have to alter the input.settings file. CDPR inserted code based on the binding of the action (block included), so it would take a lot more effort to change all of that and probably further decrease compatibility or the need for more patches. Easier to just have players change input.settings file instead.
Error [mod0000_mergedfiles]game\vehicles\horse\states\exploration.ws(2564): Found unexpected '}' Error [mod0000_mergedfiles]game\vehicles\horse\states\exploration.ws(3123): Found unexpected '}'
Ainda não testei, mas nas configurações que você fez no mod para reverter para canhoto? Outros jogos têm essa configuração com Red Dead 2 e GTA 5, mas infelizmente The Whicher 3 não.
This mod could contribute toward more left handed gameplay, but not by itself. It would take some effort in reassigning the inputs within the input.settings file first.
Este mod poderia contribuir para uma jogabilidade mais canhota, mas não por si só. Seria preciso algum esforço para reatribuir as entradas dentro do arquivo input.settings primeiro.
My biggest problem with right-handed setup is because of the crosshair. That is required the right hand. I don't have any coordination on this. If it is possible to change the button that makes you walk and controls the camera, it is enough for me. Just wondering if your mod has this option. Sorry, I hadn't realized that I hadn't translated it into English
I think what you're looking for is a config change in the input.settings file. Look for all instances of: IK_Pad_LeftAxisX=(Action=GI_AxisLeftX) IK_Pad_LeftAxisY=(Action=GI_AxisLeftY) and IK_Pad_RightAxisX=(Action=GI_AxisRightX) IK_Pad_RightAxisY=(Action=GI_AxisRightY) Change them to: IK_Pad_LeftAxisX=(Action=GI_AxisRightX) IK_Pad_LeftAxisY=(Action=GI_AxisRightY) and IK_Pad_RightAxisX=(Action=GI_AxisLeftX) IK_Pad_RightAxisY=(Action=GI_AxisLeftY) Haven't tested it, but this should switch up the thumb stick control for your needs.
Because the compatibility patches all have the folder name "Mod0_GamepadPlusPatches", Witcher 3 Mod Manager won't install them next to each other. Despite the actual file being different, the mod manager wants to overwrite the whole thing because the folder name is the same. I'd recommend renaming each patch's folder uniquely so W3MM can install/uninstall smoothly.
I never ended up trying with the included input file, but the issues I was having may have been because I use FHUD and hadn't merged properly or something, so definitely going to give this a go again and if I still have issues I'll give that input file a try and work from there. Thanks for the update!
It appears it was in fact an input issue, but not what I thought! I saw this instruction:
If you want to continue using your own input.settings file, and you don't use The Witcher 3 Mod Manager, open the "input.settings" file in the mod with any text editor. Copy the whole thing and paste it to the bottom of your input.settings file in your Documents/The Witcher 3 folder.
And because I do use W3MM, I assumed this meant the input.settings file would be updated automatically when I installed the mod. This was not the case. I copied the inputs into my input.settings file manually and it now works swimmingly! Thank you again!
Hi there! Any chance for a patch for Primal Needs mod? That mod adds new inputs for drinking shallow water, peeing/pooping.
I don't know how difficult it would be to create a patch if it's just simply allowing it read the inputs, or more work needs to go into it. But yeah, would appreciate it if you were to do so. Thanks!
Have some problems, and I've merged some of them, but it doesn't seem right 1) Merge priorities with FHUD, there like 9 conflicts, that have "If" at the begining. I'm not good at programming, but it seems that there can't be 2 "Ifs" in a row 2) Throwables/bombs/crossbow bind to modifier, and can't be used without it 3) Dpad up doesn't work for me with inventory selected 4) Witcher sense, and modifier key don't have text on their control tip 5) Night sense or night vision doesn't work. I've used this one https://www.nexusmods.com/witcher3/mods/6217 and nothing works
1) Seems automatic merge doesn't work. For the events, (starting with 'event OnExample') as long as the code makes sense, doesn't matter which wins. I am using annotations to replace the events required for this mod. 2) That's by design. 3) Mod doesn't alter behavior of Dpad when in inventory, and I have not experienced this bug. 4) Eh, minor issue will get to in future update. 5) Nightsight is a W3EER feature. Please read main page description.
I use DS4 Windows for this game. I'm playing on version 1.32 with 300 mods, so I won’t switch to the next-gen version. I play with a PS5 controller and have almost every key on my keyboard assigned to different shortcuts for various actions in The Witcher 3. In DS4 Windows, I set special actions on the controller, such as L2 + D-pad left, L2 + Triangle, or Right Touchpad. (In the input.settings file, I have disabled sign casting on R2.) My signs work like in the newer version, meaning R2 + Circle or L2 cast them instantly. All these special actions on the controller are mapped to keyboard keys. I dream of replacing DS4 Windows with a similar program that, in its modification options, would allow me to create special key combinations like L2 + D-pad left, L3 + R3, or Right Touchpad, and have a slider to assign any keyboard key to these actions. This would completely replace DS4 Windows and allow the creation of all necessary shortcuts. Additionally, I have a mod from Nexus that completely blocks key switching in the PC interface when using a PS controller with keyboard shortcuts, so the PS button interface remains active at all times.
59 comments
- Corrected MQS string value from "Open Quick Inventory" to "Toggle Active Set". Those that already upgraded to 0.7.2, you just need to copy and paste (replace) the content\*.w3strings. No other changes made.
UPDATE 0.7.2NOTE: Every other mod made compatible works with my method of adding inputs, but in my testing with "Switchable Cloaks", this mod seems to equip or unequip the cloak the first time and then does nothing on subsequent inputs. I've looked at that mod's code and...well I am still looking. It's doing things a little different than how I'd do them, so I need to understand it better.If you confirm having this issue, disable animations in Switchable Cloaks mod menu as a workaround. Please let me know if you have different results than me, and the input works fine for you (or you experience different behavior).
They only work with the modifier button..... Any solution?
As far as i can tell, the mod doesnt allow to remap the block function. Is the idea that I would do that manually in the input.settings file, then use the mod to config the rest?
Sorry if im stating something obvious, im just realizing im not following the logic of the mod entirely
For anything not using the modifier, like block, you would have to alter the input.settings file. CDPR inserted code based on the binding of the action (block included), so it would take a lot more effort to change all of that and probably further decrease compatibility or the need for more patches. Easier to just have players change input.settings file instead.
Thanks for the clarification! And thanks for the awesome mod!
Error [mod0000_mergedfiles]game\vehicles\horse\states\exploration.ws(3123): Found unexpected '}'
This is when using improved horse control patch.
Este mod poderia contribuir para uma jogabilidade mais canhota, mas não por si só. Seria preciso algum esforço para reatribuir as entradas dentro do arquivo input.settings primeiro.
Sorry, I hadn't realized that I hadn't translated it into English
Look for all instances of:
IK_Pad_LeftAxisX=(Action=GI_AxisLeftX)
andIK_Pad_LeftAxisY=(Action=GI_AxisLeftY)
IK_Pad_RightAxisX=(Action=GI_AxisRightX)
IK_Pad_RightAxisY=(Action=GI_AxisRightY)
Change them to:
IK_Pad_LeftAxisX=(Action=GI_AxisRightX)
andIK_Pad_LeftAxisY=(Action=GI_AxisRightY)
IK_Pad_RightAxisX=(Action=GI_AxisLeftX)
IK_Pad_RightAxisY=(Action=GI_AxisLeftY)
Haven't tested it, but this should switch up the thumb stick control for your needs.
I would try using the input.settings file provided to see if that works, then troubleshoot from there.
And because I do use W3MM, I assumed this meant the input.settings file would be updated automatically when I installed the mod. This was not the case. I copied the inputs into my input.settings file manually and it now works swimmingly! Thank you again!
I don't know how difficult it would be to create a patch if it's just simply allowing it read the inputs, or more work needs to go into it. But yeah, would appreciate it if you were to do so. Thanks!
1) Merge priorities with FHUD, there like 9 conflicts, that have "If" at the begining. I'm not good at programming, but it seems that there can't be 2 "Ifs" in a row
2) Throwables/bombs/crossbow bind to modifier, and can't be used without it
3) Dpad up doesn't work for me with inventory selected
4) Witcher sense, and modifier key don't have text on their control tip
5) Night sense or night vision doesn't work. I've used this one https://www.nexusmods.com/witcher3/mods/6217 and nothing works
2) That's by design.
3) Mod doesn't alter behavior of Dpad when in inventory, and I have not experienced this bug.
4) Eh, minor issue will get to in future update.
5) Nightsight is a W3EER feature. Please read main page description.
In DS4 Windows, I set special actions on the controller, such as L2 + D-pad left, L2 + Triangle, or Right Touchpad. (In the input.settings
file, I have disabled sign casting on R2.) My signs work like in the newer version, meaning R2 + Circle or L2 cast them instantly.
All these special actions on the controller are mapped to keyboard keys. I dream of replacing DS4 Windows with a similar program that, in its modification options, would allow me to create special key combinations like L2 + D-pad left, L3 + R3, or Right Touchpad, and have a slider to assign any keyboard key to these actions. This would completely replace DS4 Windows and allow the creation of all necessary shortcuts.
Additionally, I have a mod from Nexus that completely blocks key switching in the PC interface when using a PS controller with keyboard shortcuts, so the PS button interface remains active at all times.