I didn't even know this was possible! . . I have hated the random input mode switching using Xpadder and Gamepad for so long now and this fixes it completely and perfectly!! . . This is such a godsend for me, I love it! Thank you. ^_^
I found two issue, hopefully you can fix it. If not, that's fine. I'm using ControlSchemeBlocker v.1.1 Already set LockControlScheme=2
Also i'm using : AntiMicro BetterKeybind Mod (adding some hotkey in-game); for cast sign. https://www.nexusmods.com/witcher3/mods/1392
Report: 1. Mouse cursor often re-appearing during cutscene / NPC dialogue, much to be a distraction. Didn't know what trigger it, because sometimes it behaves normally.
2. Sometimes, the UI is stuck to show KB/M interface than the Controller interface (in the middle of gameplay). I didn't alt-tab prior, it just happen almost randomly, sometimes after the loading screen. Didn't know what trigger it
No 2 is more a serious problem than no 1, because when it's stuck in KB/M UI, it stays that way throughout game play, cut scene, menu, trading, everything. The only way to fix it is to exit the game, reload. Or If we can access Roach, we have to mount Roach then dismount again (problem is, Roach is not accessible all the time, especially during long quest)
Is it because i blocked some of the hot key ? For instance, in order to BetterKeybind to work properly/have priority over vanilla input, i have to delete some vanilla keybind input.
In [combat], all ABXY combat related button is not bind to anything, the function is handled by Betterkeybind+Antimicro. But in [exploration], i'd do the opposite, all better keybind reference is deleted, because in exploration is handled by vanilla input. And i did not change/delete any vanilla keybind that's not related to combat. So any interaction key/etc is still intact. The only keybind i delete is the one related to Light Attack, Heavy Attack, Dodge, Roll and casting. Everything else is vanilla.
In fact, i do that because if not, the UI behavior is more weird (not your mod fault btw), also to make sure the game is reacting correctly to the input due vanilla input priority (eg: casting sign from BetterKeybind instead of Vanilla dodging)
That being said, it's not your mods fault, but a rather specific UI bugs that happen to me.
Thank you for this. Endorse and kudos for you ! Out of desperation, i just google "Witcher 3 potion always swap". It's embarrassing really, i've been lurking around in TW3 Nexus, yet didn't know this fix exist.
Will report back if i bump into any issue in the playthrough, Hopefully not !
I've tried both versions of the script, but once installed under a Mods folder the game doesn't seem to want to open. The ProjectRed script compiler comes up and fails to compile the scrips together, and the game can't start.
I'm not sure whether this is because I'm using a GOG install, or whether I'm putting it in the wrong place. I've added a Mods folder to the root folder of the game (C:\GOG Games\The Witcher 3 Wild Hunt) and extracted the files into that folder without touching anything, but regardless the game doesn't seem to like it. A real shame, the potion swapping is the only thing wrong with the game right now.
I hope I'm just screwing up in some obvious way, otherwise this might be a lengthy run of tests.
Thank you sir, you are a scholar and a gentlemen. Seriously, I've been pulling my hair out for the past hour and a half trying to mess with the controls, till I finally looked in the comments of GPP and found your post. Hopefully it works. Thanks plenty. I will keep you updated if I run ito any issues. Endorsed.
Found out that this sometimes doesn't work after you've tabbed out the game or otherwhise used the keyboard during playtime, with results in you having to restart the game. Seems I've fixed it now and will update the files later today.
Oh man, i wish i had looked here sooner. I've been re-arranging & merging hotkeys from instant casting & friendly hud, and i was pulling my hair out trying to figure out what i had missed that was causing them to still keep swapping positions (even though i had already installed this mod).
Will stop mucking with it until that new version is uploaded. Thx for the mod btw.
I feel your pain. This is why I looked into fixing this via scripts.
I just uploaded the second version of the files. V.1.1 in the file-area. What I did in this version was to remove a check in the logic for flipping the potions. I haven't been able to try it a lot since I've been at work, but I played with it for about 30 minutes, doing some regular quests as well as tabbed out a few times. I didn't see the potions flip once except for when I did it manually.
It's too soon to say it's completely fixed but something has changed, and if they keep flipping I'll look into other places where I might have to tweak. Try it out and let me know how it works though!
I'll look into it tomorrow and see waht I can do. When I was digging around the scripts I saw some code related to the mousecursor showing/hiding. Can try to fix it when I have the time. However, I've been noticing another issue as well (also unrelated to the mod itself):
Sometimes when I'm mounted, or when I press many keys at the same time (I got my own custom setup in AntiMicro), it switches to keyboard/mouse briefly even though it's locked, and I've tried blocking it in several ways. It seems that some of the code that handles switching between PC and controller mode is nestled deeper down, and can't be scripted (from what I can tell).
However, if I have some time tomorrow I'll look into it, can't promise anything though!
Hey, the game sometimes switches back to keyboard after cutscenes and loading screens (e.g. after White Orchard at the palace in Vizima). It's like your controller isn't recognized anymore. When looting something instead of the controller button "A" you will see the corresponding keyboard button "E". After reloading a savegame the controller is recognized again.
Have you tried locking your controller scheme in the hidden.ini? (The Witcher 3\bin\config\base\hidden.ini)
If "LockControlScheme" is set to 0 in there, you have to swap it out to be set to 2. Don't forget to make the file "read only" in it's properties.
If you still experience this issue, my mod might help you around this. It works the following way (very simple tweak):
- Whenever the game detects a input, it calls a function and tries to load up the HUD and controls for this input. E.g if you type on your keyboard it will hit this function even if you've locked your controlscheme to gamepad. All I've done is to have it set the gamepad to the Xbox gamepad in all the cases, even if the input is read as a keyboard. On top of this I've removed a check in the logic where the potions are flipped.
As I stated in my other reply above, this version should work better. If it doesn't, let me know and I'll look into adding further tweaks to make this work properly.
16 comments
Working great on GOG v1.31 GOTY . . Endorsed!
If not, that's fine.
I'm using ControlSchemeBlocker v.1.1
Already set LockControlScheme=2
Also i'm using :
AntiMicro
BetterKeybind Mod (adding some hotkey in-game); for cast sign.
https://www.nexusmods.com/witcher3/mods/1392
Report:
1. Mouse cursor often re-appearing during cutscene / NPC dialogue, much to be a distraction.
Didn't know what trigger it, because sometimes it behaves normally.
2. Sometimes, the UI is stuck to show KB/M interface than the Controller interface (in the middle of gameplay).
I didn't alt-tab prior, it just happen almost randomly, sometimes after the loading screen.
Didn't know what trigger it
No 2 is more a serious problem than no 1, because when it's stuck in KB/M UI, it stays that way throughout game play, cut scene, menu, trading, everything.
The only way to fix it is to exit the game, reload.
Or
If we can access Roach, we have to mount Roach then dismount again (problem is, Roach is not accessible all the time, especially during long quest)
Is it because i blocked some of the hot key ?
For instance, in order to BetterKeybind to work properly/have priority over vanilla input, i have to delete some vanilla keybind input.
In [combat], all ABXY combat related button is not bind to anything, the function is handled by Betterkeybind+Antimicro.
But in [exploration], i'd do the opposite, all better keybind reference is deleted, because in exploration is handled by vanilla input.
And i did not change/delete any vanilla keybind that's not related to combat.
So any interaction key/etc is still intact.
The only keybind i delete is the one related to Light Attack, Heavy Attack, Dodge, Roll and casting.
Everything else is vanilla.
In fact, i do that because if not, the UI behavior is more weird (not your mod fault btw), also to make sure the game is reacting correctly to the input due vanilla input priority (eg: casting sign from BetterKeybind instead of Vanilla dodging)
That being said, it's not your mods fault, but a rather specific UI bugs that happen to me.
Endorse and kudos for you !
Out of desperation, i just google "Witcher 3 potion always swap".
It's embarrassing really, i've been lurking around in TW3 Nexus, yet didn't know this fix exist.
Will report back if i bump into any issue in the playthrough, Hopefully not !
I'm not sure whether this is because I'm using a GOG install, or whether I'm putting it in the wrong place. I've added a Mods folder to the root folder of the game (C:\GOG Games\The Witcher 3 Wild Hunt) and extracted the files into that folder without touching anything, but regardless the game doesn't seem to like it. A real shame, the potion swapping is the only thing wrong with the game right now.
I hope I'm just screwing up in some obvious way, otherwise this might be a lengthy run of tests.
Let me know if you run into any issues with this, hopefully it works fine.
Cheers
Found out that this sometimes doesn't work after you've tabbed out the game or otherwhise used the keyboard during playtime, with results in you having to restart the game. Seems I've fixed it now and will update the files later today.
Will stop mucking with it until that new version is uploaded. Thx for the mod btw.
I just uploaded the second version of the files. V.1.1 in the file-area. What I did in this version was to remove a check in the logic for flipping the potions. I haven't been able to try it a lot since I've been at work, but I played with it for about 30 minutes, doing some regular quests as well as tabbed out a few times. I didn't see the potions flip once except for when I did it manually.
It's too soon to say it's completely fixed but something has changed, and if they keep flipping I'll look into other places where I might have to tweak. Try it out and let me know how it works though!
Think you could solve that one too?
Sometimes when I'm mounted, or when I press many keys at the same time (I got my own custom setup in AntiMicro), it switches to keyboard/mouse briefly even though it's locked, and I've tried blocking it in several ways. It seems that some of the code that handles switching between PC and controller mode is nestled deeper down, and can't be scripted (from what I can tell).
However, if I have some time tomorrow I'll look into it, can't promise anything though!
Regards
Does your mod fix this issue, too?
And if I may ask, how exactly does your mod work?
Thanks
Have you tried locking your controller scheme in the hidden.ini? (The Witcher 3\bin\config\base\hidden.ini)
If "LockControlScheme" is set to 0 in there, you have to swap it out to be set to 2. Don't forget to make the file "read only" in it's properties.
If you still experience this issue, my mod might help you around this. It works the following way (very simple tweak):
- Whenever the game detects a input, it calls a function and tries to load up the HUD and controls for this input. E.g if you type on your keyboard it will hit this function even if you've locked your controlscheme to gamepad. All I've done is to have it set the gamepad to the Xbox gamepad in all the cases, even if the input is read as a keyboard. On top of this I've removed a check in the logic where the potions are flipped.
As I stated in my other reply above, this version should work better. If it doesn't, let me know and I'll look into adding further tweaks to make this work properly.