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Remap Vanilla Functions through NVSE (I Think)?


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Hello, I'm new to forums and just a ton of things in general. If I make any mistakes, feel free to yell at me :smile:

 

Short Summary

I need a mod that allows all vanilla functions (Activate, Pip-boy, Jump, etc) to be rebound to keyboard keys probably using NVSE (I'd assume), preferably through MCM. I know it sounds really dumb, pointless, and redundant, but hear me out pls!!

(EDIT: This was a mod request. Just clearing that up.)

 

Long Summary

(Note: I talk a lot about Xpadder and controllers, but you don't need to know/learn either for what I'm requesting. Trust me.)

I've recently been playing New Vegas again, this time with a controller. Right now I'm using default controller support, with Xpadder over it to handle modded keybind functions (Project Nevada, Solid Project, etc). It's okay but not ideal. If you don't know, Xpadder remaps keyboard & mouse keys to controller and can do some cool things like hold to activate and stuff like that to add multi-functionality to buttons. But there's some problems...

 

1. Problem with Xpadder: it can't do analog or more than 8-directional movement (movement speed; w, a, s ,d, wa, ws, sa, sd only), so Xpadder movement is choppy as hell, which are some of the only few selling points of a freakin controller over kb&m. The default controller support movement on the other hand is a lot smoother.

 

2. Problem with default controller support: Just for example say you're setting the pipboy and activate functions (No way would this be serious):

 

New Vegas - Y button to jump

Xpadder - hold Y button to E key / New Vegas - E key to activate

 

Result: the game wouldn't "activate" because New Vegas default controller support doesn't allow simultaneous keyboard use. If controller support is enabled, keyboard inputs for vanilla function outputs are disabled. However it's not the same for modded (and what I'm guessing are NVSE) functions. If instead E key was set to toggle flashlight (Flashlight NVSE mod), it would toggle but New Vegas wouldn't be able to tell the difference and would jump before the toggle.

 

So ideally:

 

Xpadder - tap Y button to spacebar / (Mod Suggestion) - spacebar to jump

Xpadder - hold Y button to E key / (Mod Suggestion) - E key to activate

 

So conclusion, just super basic, I need a mod that just remaps the vanilla functions to different keyboard keys in a way that supersedes the vanilla game. I love modding New Vegas, messing with the GECK, and fiddling with mod settings to make it feel new, but I'm not any kind of coder or mod-maker. I don't really interact much either. I'd really appreciate anyone who can help and idk... name my first born after you. If you have comments, suggestions, questions, etc feel free and I'll try to check back often. (Idk how anything works.)

Edited by Guest
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Short answer: You need the "JIP LN NVSE plugin" to provide controller support to Xpadder. However ...

 

Remapping all vanilla functions isn't going to happen. There are hundreds (at least). All you want to remap are some "User Interface (UI)" and "Menu" keys. But that also depends upon whether or not the game or a mod permits you to remap any given key. In general, the mod either provides it's own mechanism for that key remapping, or it uses another "plugin" called "The Mod Configuration Menu (MCM)". MCM support has to be provided by each mod's author.

 

Please see the 'Solutions to Control problems' section of the wiki "Fallout NV Mod Conflict Troubleshooting" article. There are a couple of entries related to the use of game controllers you should be aware of, including one on how to remove the default controller button bindings.

You can't always have everything you want. If you can't develop a solution yourself, you have to settle for what people have been able to work out as a compromise.

 

-Dubious-

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Short answer: You need the "JIP LN NVSE plugin" to provide controller support to Xpadder. However ...

 

Remapping all vanilla functions isn't going to happen. There are hundreds (at least). All you want to remap are some "User Interface (UI)" and "Menu" keys. But that also depends upon whether or not the game or a mod permits you to remap any given key. In general, the mod either provides it's own mechanism for that key remapping, or it uses another "plugin" called "The Mod Configuration Menu (MCM)". MCM support has to be provided by each mod's author.

 

Please see the 'Solutions to Control problems' section of the wiki "Fallout NV Mod Conflict Troubleshooting" article. There are a couple of entries related to the use of game controllers you should be aware of, including one on how to remove the default controller button bindings.

 

You can't always have everything you want. If you can't develop a solution yourself, you have to settle for what people have been able to work out as a compromise.

 

-Dubious-

 

Thanks for the help. I'm sorry, I should have been more clear. This was a request for a mod, but I wouldn't mind giving it a shot myself. Do you know if it's possible to at least remap only the functions listed in action mapping to keyboard keys using scripts separate from the game and how I would even start learning how to script with NVSE/JIP LN Plugin?

 

EDIT: I've found a list of NVSE + JIP LN commands and I've got an idea of how to start, but it would still be nice to know if you think it's even possible in the first place, and which commands in particular could be worth looking at. (I'd guess that I'd need to put these commands in the scripts in the GECK in a way that makes sense? Super oversimplification. Idk if that's even what I'm supposed to do XD)

Edited by Guest
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Where a "base UI" action key exists, it should be possible. I use a "Nostromo N52" game pad to send such key stroke macros to the game, such as keyboard input for diagonal movement (<A>+<W>, etc.) all the time. But that is an "external, third party" application similar in that sense to Xpadder. You are speaking about implementing that capability within the game engine constraints. The JIP LN functions would be the mechanism. But any keystrokes required by a mod would first have to be enabled in that mod. Then the game could detect that keystroke (and possibly a combination; whether from the keyboard or Xpadder) with an EventHandler function. (JIP has functions to detect when a key is "downstroke" and "upstroke".)

 

So, theoretically possible, but the details of implementation would be a challenge. How good are you at scripting/coding? If you intend to tackle this, suggest you take the discussion to the "GECK and Modders" sub-forum. (Different eye-balls.)

 

Also, see the 'Scripting' section of the wiki "Getting started creating mods using GECK" article.

-Dubious-

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Thanks, looks like a good place to start. Currently I'm leaning towards probably too complex for my level (I literally had 0 prior experience with scripting). But over night, I had a bunch of time to look over the GECK and I think I'm just gonna make a cannibal companion mod. Similar to something like the Lunette companion mod in how script-intensive it is. I know it's not really close to what I was gonna try to do, but I should probably just to get some experience and a more basic understanding of how everything works first before I even try something like emulating the vanilla gameplay controls.

 

(I probably won't be checking back here anymore.)

Edited by Guest
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