drmmrdude22 Posted November 1, 2014 Share Posted November 1, 2014 (edited) Sup community!? So I'm going to just copy the message I sent to user @digitaltrucker who is also working on a controller support mod: http://www.nexusmods.com/oblivion/mods/45646/? Also, let me explain what I have so far:I am actually using this with an XBOX One controller (just love the feels of it over the 360)I am using DarN UI's interface modHowever, I am using modified XML interfaces of his. I'd be more than happy to share my XML's with the community once I have made them functionalI can use my controller to navigate through containers, look around the map (including dragging the map and mousing over it), navigate through the inventory (dropping is a simple 2-button click), cycling through messagebox menusI can basically cycle through everything, just don't have the shortcutsPartially functional analog movement (see below for further explanation)Here's what I don't have:Fully functional analog movementXbox button shortcut key behaviors I've been having really good success in JoyToKey. I've discovered that I get functionality of my xbox controller both with and without the iUseJoystick setting active. My results have been that with the joystick disabled, my game can behave in the way I expect it to for a PC, i.e. no analog support for movement. I really love the analog movement adjustment on the console versions though, so I have been trying to figure out how this could work. What I've found is that with the joystick activated, I am able to get an analog movement speed in the game, but the effect is really wonky. Depending on whether I've toggled on always run the analog behavior performs as expected up until I have the movement joystick pushed fully in a cardinal direction (i.e. up, down, left, right). The character doesn't change his animation to fit with this though, so it looks awkward because tilting the joystick enough for a walk speed, in reality my character just looks as if he's performing a slow motion run. I don't care about that much about how it looks, the functionality is excellent but again, only up until the stick is shifted fully in a cardinal direction. I haven't figured out why this is yet. If the joystick isn't toggled to always run, the joystick behaves in a dual-nature way: joystick angle from 0 to mid-high results in character walking, but an angle from mid-high to full results in running. This is not a bad combination either, though it still is not the full analog support I'd like to have. I'm sure the explanation for why I'm getting these behaviors is within the pudding, but I haven't found it yet. The keys I've mapped to the controller in JoyToKey are pretty standard, i use the directional keys for the joystick movement (which also allows me to navigate menus and interfaces), and have the right joystick mapped to cursor movements (and acceleration is also featured in my profile too, which is really nice). All the other keys I have mapped to their standard buttons on the keyboard and controller, and they work just fine. My other main issue I am dealing with though is navigating the UI. I'm trying to edit and work primarily with controls in the UI part of the game (e.g. navigating the dialogue menus, book menus, inventory/containers, etc.). I'm having extraordinarily good results I think with simple navigation of the messagebox menus, cycling through items in containers, and even the dialogue menus. But the XML code for many of the menus make references to buttons on the console version of Oblivion. For example (and I'm sure you may have seen this yourself), in the book menu, there are controller directives for xbox controls:1.<xbuttonlt> <ref src="book_prev" trait="clicked"/> </xbuttonlt>2.<xbuttonrt> <ref src="book_next" trait="clicked"/> </xbuttonrt>The xbuttonlt and xbuttonrt refer to the left and right triggers of an xbox controller, and is consistent with what I know the console version uses. My question then is can these references be replaced with directives for a keyboard key? If we could do that, then that key can just be mapped to any of the controller buttons, such as using the right bracket and left bracket to replace right and left triggers which would make the navigation of books perform just as the console version. I don't know that there is a way to route around the xml directives without scripting. I really hope there is, and if anyone capable is interested in helping me, I'd appreciate the guidance. I'm not a whiz in xml, but I'm pretty good in other languages and modding so I should be able to handle the actual work myself. Hope to hear back from the community on this, thanks for participating! NTB EDIT: With joystick enabled, if I have always run toggled off: the effect isn't just 2 speeds. The character does actually walk according to the analog stick feed, and once the stick reaches a large enough tilt, the character breaks into a run. I'm still investigating what works if I have the joystick disabled. Edited November 1, 2014 by drmmrdude22 Link to comment Share on other sites More sharing options...
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