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Key function conflict in 2 mods, is there a way to change the key mapping of a mod?


ItsZi

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Hello,


I wonder is there a way to change the key mapping of a mod? I have a mod for quick unlock or hack using key [R], but I have a follower mod that also assigns key [R] to command this follower to unlock ad hack for my PC. Therefore, the quick unlock option disappeared after I recruit this follower. Is there a way I can map one of those functions to another key like [space]?

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Hiyas Zi! :)

 

Short answer: Yes.

Slightly longer: Depends on the mod, how difficult to change it.

 

Ok, generally speaking, quite a few mods that utilize a keyboard stroke, keep a record either via a .ini file, or via an entry in a script.

Now, how that entry is entered, Could make things interesting if it's using something that is non-standard.

 

Please provide links to the two mods. So that we can look them over. Then we can tell you how to edit those files ;)

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H

 

  On 10/22/2022 at 5:00 PM, StormWolf01 said:

Hiyas Zi! :smile:

 

Short answer: Yes.

Slightly longer: Depends on the mod, how difficult to change it.

 

Ok, generally speaking, quite a few mods that utilize a keyboard stroke, keep a record either via a .ini file, or via an entry in a script.

Now, how that entry is entered, Could make things interesting if it's using something that is non-standard.

 

Please provide links to the two mods. So that we can look them over. Then we can tell you how to edit those files :wink:

Hi StormWolf ,Thanks for your replay.

 

I though those mod mapping their function to [R] by script, because neither of them includes a functional .ini file in their filetree. I have checked the meta.ini file and I thought it does not include any key binding code.

 

The quick unlock option is coming from "Force lock and quick hack"

 

 

 

 

the follower mod is "the machine and her"

 

 

 

Edited by ItsZi
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Mkay. I've got bad news :(

From what I could find (keep in mind, I don't use the CK, so if there's something tucked away that Xedit can't see, that's why I couldnt find it) I did not see anything in either of the mods that has a keybinding. :(

So, as I'm not a keyboard player (joystick controller, here), and I couldn't find anything online for the default key that activates consoles (I thought it was E?) it leaves me wondering if the R is the default key?

 

I checked the pex files. Nada in there about the keys for the lock and hack. It's almost all perks related, and directed at the unlocking. Nothing in there for keybindings. I looked in the other file for that mod, and from what I could interpret of it, pretty much the same. :(

Machine and Her, all in a .esp file, and I did not see any of the scripts there. So either Xedit can't read them, or I dunno how to find them.

 

Since I can't find the source.... I still wonder if R is the default. If it is not, then a different lock and hack mod may be in order. I use the function from cheat terminal. It hacks the terminal automatically just by clicking on it. And sets the unlock to 100% chance.

There's plenty of others too, that's just the one that I use, since I use it for a lot of other things, and want to keep my load order down.

 

There is also this mod by registrator2000, which allows you to reassign your hotkeys. So if you wanted to use this, and then assign a different key to terminals, this would do it.

https://www.nexusmods.com/fallout4/mods/11664/

Tho. Again, never having played by keyboard, I dunno how easy this is to use. Since... never had to worry about keys, LOL.

 

 

 

I'm really hoping that somebody else will look into those files. Maybe somebody who knows how to use the CK, or better pex editors, might be able to track this down.

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  On 10/22/2022 at 3:08 PM, ItsZi said:

 

Hello,
I wonder is there a way to change the key mapping of a mod? I have a mod for quick unlock or hack using key [R], but I have a follower mod that also assigns key [R] to command this follower to unlock ad hack for my PC. Therefore, the quick unlock option disappeared after I recruit this follower. Is there a way I can map one of those functions to another key like [space]?

 

 

The R) button is added to the interface by a Perk Entry Point ("Activate", function: Add Activate Choice). Unfortunately, the interface can't handle multiple activate choices very well if the two mods which added them to it aren't made to be compatible with each other.

 

You can either send a feedback to the authors (in the mods' comments section) or create a patch of yourself. Before you could make your own patch, you need to get acquainted with the Creation Kit and Perks. It's easiest if you just add some Conditions to the Perk Owner or to the Target that allow only one R) button to be visible on the interface at once.

 

E.g., Target condition (so click on the "Target" tab next to "Perk Owner" and add a new Condition to it by right clicking in the Conditions field).

Condition: GetIsObjectType

Parameter 1, Form Type: Door

Run on: Subject

Comprasion: ==

Value: 1

 

If you this Condition to the perk's Target, it would make the R) to be visible only when you approach a Door in the game world.

 

Also you could make a "toggle item" (they're usually Potions) that activates/deactivates the R) button when you equip ("consume") it. This would require scripts though..

Edited by LarannKiar
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