As confirmed by others...Friendly HUD (and Ghost Mode AFAIK) DOES work with this, but requires manual Script Merger editing/saving. Just in case, ensure the AUTO button ("Auto Go to Next Unresolved Conflict") in Script Merger is toggled OFF. No need to set priority in W3 Mod Manager. Assuming this mod is Window C in Script Merger, just follow instructions below.
Friendly HUD, 7 conflicts, playerInput.ws 1 - Right click the YELLOW highlighted conflict in the bottom Window 2 - Select C, then B 3 - Click the Triple Down Arrow button ("Go to Next Unresolved Conflict") 4 - Repeat steps 1 to 3 for every conflict, until the Arrow button is greyed out 5 - Save the script and close the window
Ghost Mode, 3 Conflicts, playerWitcher.ws - Same steps as Friendly HUD, but for step 2...just select C ONLY
I have ~20 other mods, and none of them conflict with this mod...but here are the popular/major ones I'm using - Autoloot All-In-One - Better Torches (works well, Right Shoulder Button still brings out torch/item etc.) - Complete Animations - Preparations
EDIT - Through self experimentation, I also discovered you can customize other keys as well. For eg. I changed Igni from RT+LT to RT+Y. Just a matter of copy/pasting and replacing what you want in the file input.settings. Example of editing a line would be changing "IK_Pad_LeftTrigger=(Action=ModifierIgni)" to "IK_Pad_Y_TRIANGLE==(Action=ModifierIgni)"
Works...! you have saved my life (I play with control because I am in a more comfortable position) I had problems with ghost mode and this mod but you helped me to solve it I am eternally grateful to you and the creator of the mod.
Wow thanks for this! I gave up instantly when I got those errors, but I am glad I came back to glance at the comments since FriendlyHUD is such a popular mod. I was hoping someone had figured out how to get these to play nice together. :)
Thank you it worked! but I have a minor issue that the oil/potion/bomb selection doesn't work, in the radial menu (F HUD mod) is there any solution for that ?
For anyone trying to merge FriendlyHUD, Ghost Mode and this mod: I agree with justinlcw about the merges in PlayerInput.ws, however I found that I had to choose "only C" for all three conflicts in PlayerWitcher.ws. Maybe one of the mods have been updated since this comment was made. Now the mod works perfectly
Nonetheless, thank you for your suggestions, justinlcw, I would probably not have figured out the merges in PlayerInput.ws by myself.
EDITED: I reran Script Merger trying to see if that would help. The last time I did it instead of manually editing the script, I assigned this mod a priority over Friendly HUD. In my case I assigned priority 8 as Friendly HUD was priority 9. Now the mod is working correctly and I can select potions like normal. Thanks for the mod!
Thanks Aquileon for your indispensable mod! I know it's been a while since you updated it, and I don't know for sure how complicated it's your time these days, so I ask you kindly to update your fantastic mod to the Next-Gen version of the game.
Have you considered adding an in-game setting where one can enable/disable the mod, without having to completely uninstall/reinstall it? This could help when one wants or needs to play a session with Keyboard and Mouse and still being able to access the quick radial menu, and not having to recompile all the scripts.
Originally I played this with mouse and keyboard - but I have a new XBox Elite controller so I had to try it. Wow - what a difference! This mod makes the game a true joy to play because it just greases the controls so casting is just as easy as swinging a sword. I was also able to remap clicking the sticks to the paddles on the bottom of the controller (in the MS controller settings) and the A button to another paddle (there are 4) so I can run/gallop while still able to look around with the right stick. It's like a whole new game now and the big frustrations are just gone. Thanks for this mod!!!
Thanks for your reply @Aquileon. I already tried @Levitatin's solution, but it didn't work for me. The script merger v0.6.2 will still claim the problem is unsolved and not allow to save the file (playerInput.ws). Maybe you have another idea? I posted a link to a screenshot in my last post if it should help.
edit: I figured it out. I just needed to use the "jump to next conflict" button which is left of the ABC buttons in the script merger and solve every conflict individually. I put your mod on top of modFriendlyHUD otherwise I couldn't use the consumables. The quick item module of modFriendlyHUD, which allows you to apply every potion or change to any bomb in the radial menu doesn't work with your mod, but for me this is a minor problem.
Your mod is f***ing awesome! The game flow during fighting is soooo much better. Thank you very much! Endorsed!
edit2: forgot to mention that there will be the conflict between your mod and modz_SSS5 (mod is called "Slots Slots SLOTS"). The script merger will "solve it" but produce a syntax error in playerWitcher.ws which will prevent the game from starting. There is a easy fix for this: Use the script merger to merge modz_SSS5 last, then open playerWitcher.ws with a text editor and look for
public function GetIsAlternateCast() : bool { return (theGame.GetEngineTimeAsSeconds() - timeStamp > 0.1f && isAlternateCastInput) || theInput.GetActionValue('CastSignHold') > 0.f;
and change it to:
public function GetIsAlternateCast() : bool { return (theGame.GetEngineTimeAsSeconds() - timeStamp > 0.1f && isAlternateCastInput) || theInput.GetActionValue('CastSignHold') > 0.f; }
and it will work. There is just a closing curly bracket missing, which causes the syntax error.
You are an absolute legend for that ''}'' solution to fix the slots+native controller script error. I couldnt for the life of me figure out what was up
I have the xbox elite series 2 controller that has for new paddle buttons on bottom. I want to use one of those for my shift instead of the trigger - anyone know what the symbol for those buttons are in the settings file??? Will WWW3 even recognize them? I could just map a paddle to the right trigger in the xbox settings and use this mod unchanged, but that would still lock up my right trigger. I want everything else to remain the same, just adding a paddle shift for signs.
Great mod, I tried a few like it and found this one to be best for me.
Maybe I messed something up with the merge with friendlyHud, but the A-Button (dodge roll, sprint) was not "blocked" when holding the sign modifier button. This means if you try to use a sign with A-Button and your stamina is not yet full, it will make geralt dive roll instead of just giving the audio cue that you don't have enough stamina to cast a sign. This is annoying, because other actions like attacking, light dodges or guarding are all disabled if the sign modifier button is held.
So I manually added the check for this in Mods/mod0000_MergedFiles/content/scripts/game/player/playerInput.ws in the following events / methods, before anything else is executed in them:
OnCommSprint OnCbtRoll OnMovementDoubleTap
// Added manually to prevent action while holding cast modifier if( theInput.IsActionPressed('ControllerCastModifier') ) return false;
Now I can't dive roll or sprint while holding the modifier button, which is perfect.
There's still a bug where sprinting works even with these checks while holding the A-Button, but it's inconsistent and I doubt it will annoy me much after the main fix.
Sadly, I did found something i cant get to work. When on Roach, RightShoulder is making me cast Axii on Roach. This is annoyying a bit when opening the map with hotkey for example.
I tried to change this to my default Axii modifier (this is Y). so I changed at [Horse]. IK_Pad_Y_TRIANGLE=(Action=ModifierVehicleCastSign,State=Duration,IdleTime=0.8).
I also made sure [Horse] contains: IK_Pad_RightTrigger=(Action=ControllerCastModifier)
Sadly it doesnt work, instead, Gerald starst using Strong Attack (also on Y), it seems to ignore the modifier.
109 comments
This mod is not supported on next gen.
Next gen updated: ULTIMATE NATIVE CONTROLLER - NEXT GEN
Give priority to my mod over others at script merging. Friendly HUD for example.
Friendly HUD, 7 conflicts, playerInput.ws
1 - Right click the YELLOW highlighted conflict in the bottom Window
2 - Select C, then B
3 - Click the Triple Down Arrow button ("Go to Next Unresolved Conflict")
4 - Repeat steps 1 to 3 for every conflict, until the Arrow button is greyed out
5 - Save the script and close the window
Ghost Mode, 3 Conflicts, playerWitcher.ws
- Same steps as Friendly HUD, but for step 2...just select C ONLY
I have ~20 other mods, and none of them conflict with this mod...but here are the popular/major ones I'm using
- Autoloot All-In-One
- Better Torches (works well, Right Shoulder Button still brings out torch/item etc.)
- Complete Animations
- Preparations
EDIT - Through self experimentation, I also discovered you can customize other keys as well. For eg. I changed Igni from RT+LT to RT+Y. Just a matter of copy/pasting and replacing what you want in the file input.settings. Example of editing a line would be changing "IK_Pad_LeftTrigger=(Action=ModifierIgni)" to "IK_Pad_Y_TRIANGLE==(Action=ModifierIgni)"
I agree with justinlcw about the merges in PlayerInput.ws, however I found that I had to choose "only C" for all three conflicts in PlayerWitcher.ws. Maybe one of the mods have been updated since this comment was made. Now the mod works perfectly
Nonetheless, thank you for your suggestions, justinlcw, I would probably not have figured out the merges in PlayerInput.ws by myself.
any fix for this?
EDITED: I reran Script Merger trying to see if that would help. The last time I did it instead of manually editing the script, I assigned this mod a priority over Friendly HUD. In my case I assigned priority 8 as Friendly HUD was priority 9. Now the mod is working correctly and I can select potions like normal. Thanks for the mod!
Thank you so much for your hard work on this,
Best regards!
I am very busy this days but I finally found the time to work on a next gen update. So yeah it will be coming very soon ;)
Best regards!
EDIT: New version updated for next gen released! -> Ultimate Native Controller Next Gen
It also needs these:
IK_PS4_TOUCH_PRESS=(Action=ModifierPanelMap)
IK_PS4_TOUCH_PRESS=(Action=PanelInv,State=Duration,IdleTime=0.5)
IK_PS4_OPTIONS=(Action=ModifierQuickSave)
IK_PS4_OPTIONS=(Action=PanelGwintDeckEditor,State=Duration,IdleTime=0.5)
And delete
IK_PS4_TOUCH_PRESS=(Action=PanelMap,State=Duration,IdleTime=0.5)
Basically, for Witcher 3, IK_PS4_TOUCH_PRESS is IK_Pad_Start, and IK_PS4_OPTIONS is IK_Pad_Back_Select.
Have you considered adding an in-game setting where one can enable/disable the mod, without having to completely uninstall/reinstall it? This could help when one wants or needs to play a session with Keyboard and Mouse and still being able to access the quick radial menu, and not having to recompile all the scripts.
Is it doable?
and change it to:
and it will work. There is just a closing curly bracket missing, which causes the syntax error.
I'm very glad you managed to solve it and finally you can enjoy the mod!
Maybe I messed something up with the merge with friendlyHud, but the A-Button (dodge roll, sprint) was not "blocked" when holding the sign modifier button. This means if you try to use a sign with A-Button and your stamina is not yet full, it will make geralt dive roll instead of just giving the audio cue that you don't have enough stamina to cast a sign. This is annoying, because other actions like attacking, light dodges or guarding are all disabled if the sign modifier button is held.
So I manually added the check for this in Mods/mod0000_MergedFiles/content/scripts/game/player/playerInput.ws in the following events / methods, before anything else is executed in them:
OnCommSprint
OnCbtRoll
OnMovementDoubleTap
Now I can't dive roll or sprint while holding the modifier button, which is perfect.
There's still a bug where sprinting works even with these checks while holding the A-Button, but it's inconsistent and I doubt it will annoy me much after the main fix.
When on Roach, RightShoulder is making me cast Axii on Roach. This is annoyying a bit when opening the map with hotkey for example.
I tried to change this to my default Axii modifier (this is Y). so I changed at [Horse].
IK_Pad_Y_TRIANGLE=(Action=ModifierVehicleCastSign,State=Duration,IdleTime=0.8).
I also made sure [Horse] contains:
IK_Pad_RightTrigger=(Action=ControllerCastModifier)
Sadly it doesnt work, instead, Gerald starst using Strong Attack (also on Y), it seems to ignore the modifier.
Did i do something wrong?