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Showing results for tags 'input'.
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I exchanged "E" and "Q" bind, so that I interact with "Q" and cast signs with "E". But some actions cant be remapped in the menu, for example when looting in the popup window. I usually spam "E" to loot everything qickly, but when doing that, I burn everything around me bc the loot-window closes and I cast igni... and the guards dont like that I know you can rebind keys and actions in different files. For example "input.settings" (in \Documents\Witcher3\) or the standard bindings in "input_querty.ini" (in \bin\config\r4game\legacy\base\). But I changed every single "E"-bind from these files to "Q" and I still loot with "E"... so somewhere has to be another file or something where "E" is still bound to looting. Same goes for "Loot all" and "Spacebar" in the same window or "E" for confirming to quit the game when quitting to desktop. Does anyone know where I can change these specific binds (shown in the screenshot as well)? https://imgur.com/a/tkdLlEe (Link to Screenshot with looting window)
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I was thinking of this when installing Dynamic Activation Key, the default keybind is Shift + E for extra actions which is a little awkward. I know you can rebind it to other keys but it makes sense for E as the base, so it would be nice to be able to bind it to a long press. I've been spoiled by Steam Input's extensive mapping support, and I think Skyrim's mod community could really benefit from being able to assign long presses, double clicks, holds, etc. to mod shortcuts instead of having to rely on awkward modifier combinations. It would be nice to be able to for instance: interact with E but long press E for a dynamic interaction like eating bread right in the world without a pop-up menu binding dodge to tap shift but sprint to hold shift tap ctrl to crouch, long press ctrl to go prone etc. Or for controller: bind Select to inventory, long press Select to wait bind a dodge mod to B, bind sprint to hold B etc. Apologies if a mod like this exists, I searched around as best as I could and the hotkey mods I found just expanded the amount of hotkeys you could use. The closest I found is AH Hotkeys that has the macro functions I'm talking about but it's limited to only equipment hotkeys for changing weapon/armor sets, not a universal keybind expansion.
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Okay, so I'm making a mod that combines aspects from a slew of other mods, though not drawing inspiration from any in particular (if that makes sense). Basically I started out making a mod that just removed the souls from a gem, but that was proving a pain and I figured I could squeeze more features into the mod if I instead went with a crafting path. What I mean by that is that I have to basically make a ton of recipes for soul gems. The idea is you can grind soul gems, empty or full, into a soul gem powder, and that soul gem powder will be an alchemy ingredient, but can also be used at [smelter or forge idk yet] to make soul gems. The [Powdered Soulgem]'s alchemy stats are currently as follows (though I'm open to suggestions): 1 - Paralysis 2 - Restore Magicka 3 - Fortify Enchanting 4 - Fortify Magicka My current amounts for grinding up soul gems are as follows (again open to suggestions): Petty - 1 powder Lesser - 2 powder Common - 3 powder Greater - 4 powder Grand - 5 powder Black - 7 powder Pretty straightforward I know, increments of one, but if anyone has a better idea that's the kind of thing I'm looking for input on. Ingredients for each gem is respective to its powder return, so 1:1. I'm not going to touch the capture feature in the game (compatibility with inquisitive soul gems), but I will consider any other suggestions thrown my way, given I can figure out how to do it. Thanks in advance, any input is appreciated!
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I want to play this game with my Steam Controller. And that's fully possible the way things are right now. But the issue I'm having is the fact that I cannot use both xinput and m/kb inputs at the same time. It might seem like a small issue, but I would greatly appreciate if someone made a mod enabling this to work ^^ As a side note, if anyone were to make a Steam Controller glyphs mod (the in-game key prompts being steam controller ones), I would appreciate that as well. Thanks a lot!
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So I started having issues with the controls in Witcher 3 GOTY Edition. I can't loot anything, and the game still reads my [Exploration] input while I'm in a menu (character or pause menu). I've deleted all of the mods, made a clean install of the game, and I'm still having the same issues. No other games are having the same problem. I play with an Xbox One controller plugged in via Mirco-USB, and also have a wireless KB&M connected through USB. The only mods I did have installed that I had to make changes to input files for were: FriendlyHUD FriendlyMeditation and Random Encounters. This also happened not long after I made a change to bin/config/base/general.ini to enable the console by typing DBGConsoleOn=true under [General] Video Example and Explanation https://youtu.be/NVIJ9ZmEZ14
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I can find hundreds of complaints about this but not a fix. I hope I'm just missing it somehow. I want my L Hand bound to my L Mouse Button and my R Hand my R Mouse Button. Easy enough but .... I still want to Fire with the LMB and block/zoom with the RMB FFS! OMG! Rant! Rave! How F'Kn stupid are the people at Bethesda?
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Can anyone help me figure out what I'm doing wrong? My script compiles file, apparently RegisterForKey(69) or RegisterForControl("Activate") do register fine - but whenever I use the activate key (E on keyboard - or X on plugged-in PS3 Gamepad), I invariably CTD. Whether the Gamepad is plugged in or not makes no difference. Debugging with the bool function "UseGamepad()" tells me in game whether I'm currently using Keyboard or gamepad anyway. Maybe I installed F4SE wrong - but I'd figure it'd be the same as in Skyrim: - All .dll and .exe in the Fallout4 folder, - CustomControlMap.txt in Data\F4SE (I CTD whether or not that file is in the Data folder), - all .pex files in Data\scripts - all .psc files in Data\Scripts\Source\F4SE - also ended up putting them in Data\Scripts\Source\User (scripts don't compile if .psc are just placed in F4SE script folder) or Data\Scripts\Source\Base - but none of that makes any difference either. Am I missing something or is that function not working as good with F4SE 0.3.00?
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Ok, so here's the deal, I've been going back and forth between SSE and Old, keep having CTDs with SSE and can't bring myself to get rid of half my mods just to troubleshoot, so I went back to Old for a bit. Everything was great, and then randomly, no keyboard input. Well I disabled the steam overlay and it was fixed. So I played around some, missed all the pretty shinies of the SSE, went back to SSE and kept getting some random inn related CTDs (no inn altering mods, uninstalled followers set to spawn there, still no dice) and went back to Old. Started to load up a new character, and no keyboard input. Ok, so shift+tab a couple times to clear the overlay and... still not working.So I quit and turn off the overlay completely. Still no dice.Changed the controller input setting to 0. Still no.Unplugged and replugged my keyboard. Nope.Opened up DXdiag (sometimes that randomly fixes input issues) and no.Adjusted firewall settings (windows firewall) like some users reported, still nothing.Deleted all INI related files. Nothing.Ran game validation, found one file (as usual) and still nothing. Alt+tab/shift+tab/shift+enter work without issue, but do not restore keyboard functionality in game. To further test, I even typed in the browser window in the steam overlay while in game and it all works. So yeah. Shift+enter pulls up the ENB settings window... mouse always works without issue. Can't use the keyboard to move character in game or move sliders during character creation. Running out of ideas to try here. No controller connected (disabled in INI anyways) and works in SSE. If I had no CTD issues in SE then I'd just go back and stay there, but it's grinding my nerves and I just want to play. Oldrim is choppy and ugly but I can at least play, well at least if I could get the KB to work. Ideas? *EDIT* And somehow, a miraculous reboot seems to have fixed it.
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I'm a noob in Papyrus and I'm trying to make so that when the player presses a key in the keyboard like X, Y or whatever, a function from my script is executed. I tried it several times using stuff like RegisterForKey, OnKeyDown, Input.IsKeyPressed, but none worked. I also searched on Google, topics on the forum and in the documentation, but I'm having no luck so far. Everything works fine but the input. I'm not sure, but i think it's because I'm trying to do it in a script that extends from Quest. Can someone give me an explanation or an example piece of code pls? thx in advance
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I recently tried to install tamriel online manually, and when I followed the instructions on a tutorial exactly, completely lost control of everything except opening and using the console. I reverted my skyrim my skyrim folder to vanilla, and the problem continued. It seems to me the game is no longer reading any input from where it should be, but I have no idea why or how.
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- skse
- tamriel online
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Ok, so me and imAarwyn are having a little disagreement on what looks better for longer and medium hairstyles. When she ports them, the bottom of hairs are attached to the body, and I add in vanilla physics to make them move around. Though this looks great for shorter hairs, we disagree on when this is better for the longer hairs. Your input would be appreciated. :smile: Vanity: Original/Physics, Idle pose http://i.imgur.com/ZaHx3Vy.jpg Misery: Original/Physics, Idle pose http://i.imgur.com/15LWv0P.jpg Thorn Birds: Original/Physics, Idle pose http://i.imgur.com/PO7uNYh.jpgAs you can see, in idle poses where the character moves their head the physics version tends to look better, but it clips more into the chest and sometimes neck. [gifs in comment] Obviously, neither is perfect, but which do you guys prefer?
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- hairstyles
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Hey everyone, I was wondering if there's a way to map the sprint action to a button other than L3. I'm using a cheap gamepad that heavily resembles a PS2 controller with x360ce and the dinput blocker because I hate the whole "Button 5," "Button 7" thing. I ask because pressing the L3 button repeatedly breaks the left stick after a while and makes it unbearably jerky, which effectively renders the controller unusable (mind you, this has nothing to do with the quality of the controller -- I find that the quality only really affects how long it takes for it to break, since the same thing eventually happened when I tried both the wireless 360 and Dualshock 4 controllers). I can't afford to buy a new controller every 2 weeks or so no matter how cheap, and I'm not a keyboard & mouse guy. lol Please tell me there is a way...
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One of the most frustrating things about this game for me is that I just got the steam controller, and setting it up with this game it has to be either a gamepad, or a KB+M emulator. Having it set to gamepad only makes using the right touchpad for the camera nowhere near as smooth as when it is pure mouse input. However when set up as KB+M, menus, Pip-Boy, looting, crafting, and building settlements especially are all very awkward to do. I've read that it is actually a very hard thing to do, but if some people out there have the knowledge to create a mod that allows both gamepad input and KB+M (or even just mouse) input, that would be incredible for Steam Controller users. Sorry if this has already been requested on here, I'm not well versed in the Nexus forums.
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I've been working on a comprehensive guide to FNV scripting. It's meant to take people from the very, very basics up to intermediate level. Ie: everything not in the NVSE tuts. I have to put it on hold a while. In the mean time, everybody should feel free to share their thoughts and additions; it's not as if I'm the only one who knows stuff. Try to be in 'suggesting mode' if you edit the main text, otherwise use the comment system. I could especially use some input on a troublehooting chapter, near the end. It's a raw copy-paste, so the layout's not all that, but hey... https://docs.google.com/document/d/1CAI9XPfbRochTzD9m26M5VgCLEdmejXjJvRF0mds_QQ/edit?usp=sharing
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Greetings everybody , I am having a weird issue with my language input in the game , i can normally input name on my character creation with English but when i press ~ to open up my console my language changes and locks to my country language ( Greek ) and i can type only unintelligible- for the game - words any way to fix this ? I'm using Windows 7 home premium 64bit
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Has anybody come up with a mod that opens a keyboard window upon text input, the way console Skyrim does? This might seem odd to dyed-in-the-wool PC gamers, but I come from a console background and it's more comfortable for me to play on a gamepad and big screen TV. Getting to play modded on Skyrim is the whole reason I switched to PC gaming, but it's getting annoying that I still have to walk back to my desk for little things like naming enchanted items. I figured it'd be worth asking whether somebody already has a mod which addresses this, if only so I won't have to buy a wireless keyboard. =)
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I have successfully used the Input.Tapkey() command to create customizable hotkeys for the shouts in my mod, Better Vampires, but I cannot for the life of me get the script to tap or hold a mouse button down ... Here is a sample of my script. This snippet is intended to cast Mortal's Mask by equipping it in the left hand, then simulating a RMouse button press to cast it. If BVKeyPressed == BVMortalsMaskHotkey If Game.GetPlayer().HasSpell(VampireRemoveHateSpell) Game.GetPlayer().EquipSpell(VampireRemoveHateSpell,0) Int MappedLeftKey = Input.GetMappedKey("Left Attack/Block") Input.HoldKey(MappedLeftKey) Utility.Wait(3.0) Input.ReleaseKey(MappedLeftKey) EndIf EndIf Will Input.Tapkey() and Input.Holdkey() not work for simulating mouse buttons? They work perfectly fine for keyboard keys. I am using all the correct DXScancodes too - I've confirmed that the MappedKey is 257 (the RMouse button). Any help woudl be greatly appreciated! Can I do this differently? P.S. Ive already tried using the Cast spell procedure, but it casts automatically and doesn't use any Magicka. Also, with the cast procedure, once-a-day powers can be spammed indefinitely, so I wanted to make the use and casting as normal as possible.
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I know its possible but i also know it might not be possible now but if someone could look into it new to the game and the first i noticed using my mouse and keyboard is the fact that when cal attacks and blocks there is button delay prevent you from immediatly re using the same motion despite the fact it doesnt take anything same with dash maybe its a game mode cause i am on survival but thats damn dumb which i think we all can agree on
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First I want to thank for your attention. I dont know whats the cause for this bug so I ask you guys here. If I am ingame and scroll with my mouse wheel, it also scrolls on my second monitor for example in Spotify or Youtube. So if I am scrolling down in Skyrim to change camera it also scrolls down in Spotify or Youtube on my second monitor. SKSE SE the latest version is installed and im running the game on fullscreen mode. Thanks.
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For some reason whenever I idle for a while and then move forward my character attacks as if I clicked the left mouse button. This also happens in menus sometimes where things would get randomly selected as if I clicked on them when I am pretty sure I did not do that. I have all DLCs and some mods but I was told those could not have caused something of this nature. I recently updated my computer and got a notification saying my Razer gaming software failed to update. Was that what caused it? I also recently moved my Skyrim from my SSD to my hard drive. Could that have damaged it?
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Alright. I know a mod was recently released that does something similar (KeyInput). I had a discussion with schlangster about the mod and he said there's a better way to do it. To that end, he also partially did it and provided some instructions on the subject. So if anyone is interested in continuing, since I have next to no knowledge of that sort of thing and I'm working on my own project, here are the links: Instructions Partially Done File (I think this is just the flash stuff, I'm not sure)
