bobbd Posted January 6, 2016 Share Posted January 6, 2016 Sorry if this has been discussed before. Where are the key bindings stored? I can change some of the actions using Settings, but some actions are hidden. For example, in one of the menus, TAB is used to store an item in the Workshop, however in most similar menus, TAB is used to exit the menu. Presumably there's an action to store in the workshop and it's bound to the TAB key. Does anyone know where this information is stored? Once I have that I can figure out how to change it. If this is a du-oh, please be gentle. Thanks Bob Link to comment Share on other sites More sharing options...
DwellerBenthos Posted January 6, 2016 Share Posted January 6, 2016 (edited) I used the script extender ( http://f4se.silverlock.org/ and http://forums.bethsoft.com/topic/1567034-wipz-fallout-4-script-extender-f4se/ ) to change the keyboard controls, but even using that, some things can't be changed, like tossing a grenade, at least not that I found. But I did manage to remove the hold breath in sniper mode off the ALT key, and since I rarely use melee, I don't care where that one is. But using F4SE is a bit tricky, and you have to do a lot of manual stuff to get it working, not to mention figuring out what the keyboard codes are for the keys you want to use ( https://msdn.microsoft.com/en-us/library/windows/desktop/dd375731(v=vs.85).aspx ) but it can be done. As far as editing the game files and making a mod that allows this to be done in game, I have no idea. Edited January 6, 2016 by DwellerBenthos Link to comment Share on other sites More sharing options...
bobbd Posted January 6, 2016 Author Share Posted January 6, 2016 Thanks for the reply. Now that I have the list of virtual key codes I may be able to figure out what the action name is and go from there. If I can figure something out, I'll post. Bob Link to comment Share on other sites More sharing options...
chucksteel Posted January 7, 2016 Share Posted January 7, 2016 Take a look at my mod SouthPaw UI I was able to change almost all of the key binds via F4SE. You can even change the grenade/power attack key, There were a few keys that are hardcoded such as the use stimpak while in the Pip-boy stats menu and a few others. I have a running list of keys I have edited using the F4SE Control Map for the most part I wrote down what the vanilla key was and what I have changed it to. If your interested in it I can pass it along. It may be a confusing mess to other people but I understand it and I have most of the vanilla keys sorted out. Link to comment Share on other sites More sharing options...
bobbd Posted January 7, 2016 Author Share Posted January 7, 2016 Thanks for the reply and the information. I've only taken a quick look at the mod. Almost with I was left-handed. I won't have a chance to look at this in detail until tomorrow but I would be very interested in your list. And would you point me to the F4SE tutorial by Mofakin please. I did a quick Google search but nothing came up from Mofakin. Thanks Bob Link to comment Share on other sites More sharing options...
DwellerBenthos Posted January 7, 2016 Share Posted January 7, 2016 My biggest problem with the default keycode list that comes with F4SE is that there are no comments or indicators as to what each section pertains to. So it was hit and miss to find the build key in workshop mode, for example. I grabbed your southpaw mod to see how it compares to my settings, chucksteel, I'm interested in how you did things. I see you also included all the SWF files to change the onscreen prompts, that's cool, and a bit of extra work as well. Took me a while to figure out how to get those working. I wouldn't mind seeing your list of keys as well. Link to comment Share on other sites More sharing options...
chucksteel Posted January 7, 2016 Share Posted January 7, 2016 (edited) The really nice thing about editing the keybinding with F4SE is that you don't need to know anything about scripting or F4SE scripting at all. I don't know anything about the new scripting system or F4SE and I was able to make this work. What you need to do is,Have F4SE installed Edit the F4SE ControlMap.txt to your preferred keybinding Place the F4SE ControlMap.txt in Data\F4SE Folder Launch the Game with F4SE loader Test your new keybinding Rinse and repeat steps 2 through 5 until you get the keybinding the way you want it. Enjoy the game with a proper keybinding. The tutorials and other info I used are,Rise of the Arrow Keys by Mofakin (this thread has the links and info on the F4SE edits needed)Deobfuscate the .swf by Mofakin (this thread has the info needed to edit the .swf files to show your new keybinding in the UI. If you want to go that far.)virtual-Key Codes by windows (this has the key codes you will need when editing the F4SE ControlMap.txt)Here is my MasterControlMap list, it is an edited version of the F4SE controlmap.txt needed for this to work. Open this and the F4SE control map.txt with Notepad ++, Notepad ++ will give you the line numbers and you can then see what needs to be edited to the keys you want to use. This is important, copied from a quote from Mofakin's Rise of the Arrow keys thread, Mofakin's Quote of extrwin. , on 1 January 1970 1:00:00, said:[–]extrwi [S] This is an incredibly early release, so please keep in mind that there is only extremely limited functionality provided by this version of F4SE, that we can't offer technical support for it, and that literally anything about it can change in the future. This is being released primarily to test against a wider audience and hopefully help some people out at the same time.0.1.0 whatsnew:everythingplugin managersimple hooks for papyrus, scaleform, and the classic script system, but nothing useful for modders yetcustomization of internal keymappingsCopy CustomControlMap.txt to Data\F4SE\CustomControlMap.txt. Edit that file to set your bindings. The format is the same as Skyrim, it's a space-separated file. The first column is the name of the internal keybind. The second column is the keyboard scan code that should activate the bind in hex, or 0xFF if unbound. Use google to find a table of scan codes. The third column is for mice, the fourth for controllers. The next three columns control whether or not a control should be written to the user's config file. The final column specifies which input layer the bind is associated with - you will probably not want to change that.currently-installed version of F4SE is shown in the Settings menu next to the game versionrunning GetF4SEVersion from the console will print the current version as welllog spam is written to My Documents\My Games\Fallout4\F4SE\Many of the keybinds shown in the UI are hard-coded, so they won't visually update when modifying CustomControlMap.txt, but they will work from a gameplay perspective.This version, as with all other versions of the script extenders, will break when Bethesda releases their update next week. We'll try to have a new version ready as soon as possible once the new executable is ready. They won't all show in the GUI like this mod because they're hard-coded, but you should be able to set your keys to pretty much whatever you want. The config is in hex key code values, so you'll need to use this chart to fill out the CustomControlMap.txt. I recommend you get a text editor like Notepad++ to edit that file with; it looks like jumbled garbage in regular notepad. Note: My MasterControlMap.txt should not be used in game it will break the game if used! I used it only as a running list of lines I edited and the changes I made, I only messed with the keyboard and mouse settings so I edited out the other info to show my changes and the function of the original line. I tried to keep a complete list but I'm sure it's not 100%, I did make some changes on the fly and probably forgot to update my list. This will at least let you know what most major keys do and the lines you will need to edit to create your own keybinding without all the days of trial and error I had to do. :wallbash: My F4SE MasterControlMap.txt Keys I know are hardcoded or, are coded in a way that editing them in one menu changes them in another. (I had to make some choices on keys that I didn't want because, of the way the vanilla keybinding worked) Pip-Boy Stats Menu, "Use Stimpak" (Vanilla "E" key it's bound to "E" but I couldn't find or change it with the F4SE ControlMap.txt.) I got around this by using an AutoHotkey script. Rebinding Keys With AutoHotkey ScriptExamine item menu, Scroll items Up and down seem to be bound to other keys like "Favorites" and "Show supply lines" (Edit this is only in the Pip-Boy Menus not the "Favorites Key" used while fighting or running around) ((again a choice to make because of how the vanilla keybinding works, I wanted the "Favorites Key" to be the same everywhere so I had to sacrifice the "Examine" menu scroll.))Char-Gen Sex choice also seems to be bound to another key but I don't remember which one off hand. Edit: The settlement "Attach Wire" key is bound to the "Jump" key. (Only while in the "Settlement Build" Menu (My bad I remembered this wrong I did accidentally overwrite the jump key in this menu and had to change it back to the vanilla "Space" key. Edited January 7, 2016 by chucksteel Link to comment Share on other sites More sharing options...
bobbd Posted January 7, 2016 Author Share Posted January 7, 2016 Fantastic. Thank you. Bob Link to comment Share on other sites More sharing options...
chucksteel Posted January 7, 2016 Share Posted January 7, 2016 Your welcome, I also edited my post with a little more info on the hard coded eyes or keys you that are coded in a way when changing them in one menu effects another. Hope this helps. Link to comment Share on other sites More sharing options...
DwellerBenthos Posted January 11, 2016 Share Posted January 11, 2016 Cool, thanks, that will help a lot of people, I'm sure. Link to comment Share on other sites More sharing options...
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