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(First timer) Rebind key mod


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So, i'm trying to get a mod that will make SSE recognize that I've rebound the A button to RCtrl (so I can use it to write the letter A in text boxes, such as the Character namer or Enchanting Table), and someone said in that mods request form (*https://forums.nexusmods.com/index.php?/topic/12743148-rebind-a-key-to-right-ctrl/)

Quote:

I haven't tried this. But it might be possible to fake an A key in game with SKSE's input functions.

 

Create a start game enabled quest

Add the following script to said quest

 

 

Scriptname RCtrlToAQuestScript Extends Quest

Import Input

Int myKey = 157 ;right control key
Int AKey = 30 ;A key

Event OnInit()
RegisterForKey(myKey) ;right control key
EndEvent

Event OnKeyDown(Int KeyCode)
If KeyCode == myKey
TapKey(AKey)
EndIf
EndEvent

 

(End quote)

And when I asked for more information (not having any experience in the field of making a mod or coding in general, replied, Quote: "All you need is the Creation Kit with the scripts.zip / rar file extracted at location and SKSE installed with its PSC files moved from "Data > Scripts > Source" to "Data > Source > Scripts". SKSE may need to be re-installed manually as some installation instructions for it do not have one include the PSC files as they are not needed for the game.

 

So, I've Moved the SKSE.PSC file, downloaded the Creation Kit, and followed the tutorial to the end of the first chapter (useing TGM, TWF, and cocRiverwood) but I'm very confused on what I'm supposed to do.

How do I create a "start game enabled quest"?

How do I use that code that was provided?

 

I'll be detailing what I've done, so anyone more experienced can check my work to see where I messed up. Helpful Advice is welcome and appreciated.

 

1:Created Test.esp, Made it Active File. (with Skyrim and Update as Masters, as shown in the tutorial)
2: Went to the Quests section of the Object window, went to "Generic", and Right clicked in a empty section and pressed "New".
3: A Window popped up. I wrote "RCT1" as the ID, and "RCtrlToAQuestScript Extends Quest" as the Quest Name. It is a Misc quest, with "None" listed as the event.
4: I Have discovered a "Scripts" tab. Investigating.
4.5: When pressing the "Add" button, several error messages popped up. Clicked "skip all".
5: Pasted in the provided Script (Starting with "Int myKey", with "RCtrlToAQuestScript" as the name, and "Quest" as the Extends.
6: I Pressed "OK" and the CK crashed. Reactivating...
7: As expected, my progress wasn't saved. Redoing steps 2 onward.
8: Seems the Script saved. It was re-added. (Renamed quest as "R2A")
9: Quote: Form Editor ID Error: Forms ID is not Unique! Previous form is type Quest. (Unquote) (Clicked ok)
10: Renamed ID to "RCtrl2A". Pressed Ok. CK Crashed. Again.
11: Repeating..... Crashed again. WHY!?
13: Repeating, while following advice...Quest does not appear under Misc or Generic, but does under the full quest list. It has a ? icon, and for some reason, lists the "Start Game Enabled" as N, despite having check marks next to it.
14: Pressed OK after adding Scripts. Didn't crash this time (yeah!).
15: Saved. Testing Now....Did not work. My RCtrl Key remains Useless in skyrim, and continue to lack a way to type the letter A into Text Boxes.
Edited by skyrimlover1212
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Simple test. Compile then attach this to any form like a Quest, or Book, or whatever, and test immediately in game to see if stuff is talking. If it does, you at least know mapping works. As for having a key tap another key, I kinda dont see why, but yeah that should*TM work

ScriptName EZKeyTest Extends Form
Event OnInit()
  RegisterForKey(0x9D)
EndEvent
Event OnKeyDown(Int Code)
  If !Utility.IsInMenuMode()
   Debug.MessageBox("You pressed " + Code)
  EndIf
EndEvent
Edited by Sphered
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I edited to show only what you need. I add the break lines for neatness. Not required

 

To Compile... When you click the choice below, wait a moment or several till a window with a list opens. Choose your scriptname in that list and compile. Since you are new to this, I should have mentioned that. There are other ways to compile in the creation kit too, but thats the direct easy way. If you are attaching to a quest, the quest doesnt need any options checked. It doesnt even have

to be running, to do this stuff. Its a common misunderstanding, but no harm if it is running

 

DkfLkeV.png

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To begin with, you need to get your CK fixed. Depending on which version you run, There might be several mods to apply.

 

Start here, and follow its instructions in description. Way fewer crashes, way faster performance.

 

Might also want to check this:

 

Some good tools:

NetBeans - I use it for all my script editing. With .psc files associated with NetBeans, can open them direct froom CK.

From Gameplay Menu, I prefer to use 'Papyrus Script Manager'. It got excellent filtering option, you can double-click a script to edit it (opens in NetBeans for me), or you can right-click to choose Compile.

GrepWin - when looking for samples of specific function use, nothing beats grepping through your scripts directory.

 

Champolion - pex decompiler for when other mod authors do not include source code.

 

SnakeTail - once you enable Papyrus logging, tailing your active log is immensely useful. But you kinda want a dual monitor setup for that.

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