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ricco19

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Everything posted by ricco19

  1. So technically it should be possible to make every bind customizable. Simply setting those values to 1 in that file causes the game to crash unfortunately. For now, modifying the txt file is a good enough solution for me, just not the friendliest solution.
  2. Thanks to the CustomControlMap.txt included in this I was able to decode the ControlMap_Custom.txt file that gets place in My Games/Fallout4. It may be possible to change all key binds, including internal ones, with that file only, no scripting needed. Basically, it's split up into 3 chunks, separated by these three bytes each "0x05 0x00 0x??". The third byte (and probably the second, short value) is the size of the chunk in bytes. The chunk itself is split up like this: 4 bytes, line number - 1 from CustomControlMap.txt, 1 byte = bind. As you can imagine, one chunk is for keyboard commands, another for mouse, and another for controller. So, 0B 00 00 00 60 would correspond to line 0b (line 12), and 60 is the key (numpad 0). Maybe if I get free time I can write a front end for it. Not even sure if the game will load the file properly.
  3. So I did a bit of tinkering to try to figure out a way to mod this, without needing AHK. First of all, the file "ControlMap_Custom.txt" that people say is gibberish, is not gibberish. It's in a binary format. It has 3 chunks of data, each chunk with bindings (a 4 byte identifier, and 1 byte actual keybind). I was able to change keybindings to the "protected" keys, such as numpad keys, and it works in game but does not override the hard-coded bindings, so the key does multiple things at once. Second, I tried to find a file in the .ba2 files and found nothing (this is how Skyrim was modded, there was a modifiable .txt file). So, it looks like they actually HARD CODED those keys into the code. This requires a mod that injects into memory and modifies the values in real time. It may be doable with cheat engine.
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