i appreciate the effort to add a much needed feature, but the mod and instructions are really unclear compared to any other mod i've used on the site. our input.settings file is massive in this game, and it's kind of ridiculous to expect every user to scroll through and update the text one segment at a time, especially given that the instructions don't mention where to find or create files or folders like the mods folder and the input.settings file. it was nearly impossible to tell whether you had made a typo and meant to just say "user input settings", and while i know beggars cant be choosers i feel that this mod would be immensely more popular if you just automated the few changes it actually makes to the game directory. it's a few more minutes of work for a (supposedly) updated mod vs every single user who installs this having to decipher and follow your instructions, then place the text in the right segment of the settings file one by one. sliced bread is more popular than flour for a reason :)
|| is a type of Logical Operator and is read as “OR” or “Logical OR“ if( IsPressed (action) && ( theInput.IsActionPressed('Sprint') means : If the action key for ''sprint'' is pressed || OR (is a type of Logical Operator and is read as “OR” or “Logical OR“) theInput.IsActionPressed('SprintToggle') ) ) Sprint toggle is ''On'' , in case someone set it on, sprint is automatic while moving, instead of having to hold the ''sprint'' key all the time when moving.
if( IsPressed (action) && ( theInput.IsActionPressed('Sprint') || theInput.IsActionPressed('SprintToggle') ) ) So, if =(Action=Sprint)is pressed, (usually ''B'' with gamepad or ''space'' on keyboard / Sprint toggle is activated = { thePlayer.substateManager.QueueStateExternal('Jump'); } The player next action will be to jump.
adolf102 added : ''|| theInput.IsActionPressed('SprintToggle') ) )'' next to the blue text, originally included in the mod via (local>EK_CombatJump.ws). So this action would apply for Sprint when it's toggled ON, because (s)he probably use it often. So a more elaborate exemple : when it's Toggle On, it allow us to Sprint automatically, without having to hold ''IK_Pad_A_Cross'' / ''IK_Pad_LeftThumb'' or ''IK_LShift'' all the time. When that script line is added, the changes also apply for Auto-sprint feature. I never used it but some people seem to like it.
Lines that were already in the mod What was added by Adolf102 Input keys & action, exemple IK_LShift=(Action=Sprint)
idk what i did wrong in setup but doesn't seem to do a damn thing? neither keyboard or controller hotkey work and i made sure to manually put them in the input settings. twice can't jump during a sprint in combat, only allows dodge
It's been a long time but I have seen your comment and in case you never solved it, I would suggest you to make sure there's no missing line in player.ws script file. The important lines added by the mod are :
*220 import final function GetActiveExplorationEntity() : CEntity; 222private var EK_CombatJump : CEK_CombatJump; //EK_CombatJump
*286ResumeStaminaRegen( 'Sprint' ); 287EK_CombatJump = new CEK_CombatJump in this; //EK_CombatJump 288EK_CombatJump.Init(); //EK_CombatJump *1234AddTimer('SprintingTimer', 0.01, true); 1235 // PauseStaminaRegen( 'Sprint' );
The numbers are to help you to find where they should be in an unedited player.ws script file and in case yours contain many added lines from other mods, I added the previous line that come before you add EK Jump's lines. So you can't find where // PauseStaminaRegen( 'Sprint' ); should go, consider searching (ctrl-F) for AddTimer('SprintingTimer', 0.01, true); and add // PauseStaminaRegen( 'Sprint' ); right under it. Every line marked with a * before it is a vanilla line for reference, the lines in blue (without *) are those you have to make sure are added correctly in player.ws so the mod can work as intended.
What key to press to jump? I already tried sprinting while in combat but Geralt won't jump but still dodge like usual. I play with keyboard and mouse btw.
You have to sprint before jumping becomes available, to avoid replacing Dodging by Jumping. So sprint, then jump. Also, don't forget to take the new input keys included in ''addtoinput.settings.txt'' and add these input keys on the top of your input settings, inside input.settings. Usually here C:\Users\username\Documents\The Witcher 3 and the key to jump is space. Like written in the provided file for keys to copy in input.settings. Exemple : IK_Space=(Action=CombatJump).
This is probably the single greatest quality-of-life mod I've ever downloaded. I can't tell you how many times I've tried to put some distance between me and a monster (or, more often, a whole bunch of monsters) and found myself stuck on a friggin' fence or a tiny tree stump. Thank you for doing the Lord's work when CDPR wouldn't.
51 comments
Side note. I had to made small modification to my config as such
if( IsPressed (action) && ( theInput.IsActionPressed('Sprint') || theInput.IsActionPressed('SprintToggle') ) )
to make it work with my key mappings.
if( IsPressed (action) && ( theInput.IsActionPressed('Sprint') means : If the action key for ''sprint'' is pressed
|| OR (is a type of Logical Operator and is read as “OR” or “Logical OR“)
theInput.IsActionPressed('SprintToggle') ) ) Sprint toggle is ''On'' , in case someone set it on, sprint is automatic while moving, instead of having to hold the ''sprint'' key all the time when moving.
if( IsPressed (action) && ( theInput.IsActionPressed('Sprint') || theInput.IsActionPressed('SprintToggle') ) )
So, if =(Action=Sprint)is pressed, (usually ''B'' with gamepad or ''space'' on keyboard / Sprint toggle is activated =
{
thePlayer.substateManager.QueueStateExternal('Jump');
}
The player next action will be to jump.
adolf102 added : ''|| theInput.IsActionPressed('SprintToggle') ) )'' next to the blue text, originally included in the mod via (local>EK_CombatJump.ws). So this action would apply for Sprint when it's toggled ON, because (s)he probably use it often. So a more elaborate exemple : when it's Toggle On, it allow us to Sprint automatically, without having to hold ''IK_Pad_A_Cross'' / ''IK_Pad_LeftThumb'' or ''IK_LShift'' all the time. When that script line is added, the changes also apply for Auto-sprint feature. I never used it but some people seem to like it.
Lines that were already in the mod
What was added by Adolf102
Input keys & action, exemple IK_LShift=(Action=Sprint)
I hope it's clearer for you :)
can't jump during a sprint in combat, only allows dodge
*220 import final function GetActiveExplorationEntity() : CEntity;
222private var EK_CombatJump : CEK_CombatJump; //EK_CombatJump
*286ResumeStaminaRegen( 'Sprint' );
287EK_CombatJump = new CEK_CombatJump in this; //EK_CombatJump
288EK_CombatJump.Init(); //EK_CombatJump
*1234AddTimer('SprintingTimer', 0.01, true);
1235 // PauseStaminaRegen( 'Sprint' );
The numbers are to help you to find where they should be in an unedited player.ws script file and in case yours contain many added lines from other mods, I added the previous line that come before you add EK Jump's lines. So you can't find where // PauseStaminaRegen( 'Sprint' ); should go, consider searching (ctrl-F) for AddTimer('SprintingTimer', 0.01, true); and add // PauseStaminaRegen( 'Sprint' ); right under it. Every line marked with a * before it is a vanilla line for reference, the lines in blue (without *) are those you have to make sure are added correctly in player.ws so the mod can work as intended.
I play with keyboard and mouse btw.
Please.