drcolossus Posted February 19, 2016 Share Posted February 19, 2016 Is there any way to change the camera in build mode (that is, when placing trying to f****** place things) so that one can actually see anything? By default the view is so limited that it makes placing a large power generator precisely impossible. While I'm asking: Is there a way to actually move while in build placement mode? I think I saw this working in a video somewhere but I can't seem to find out if/how this works. Right now I always have to exit build mode every time to place some things that are farther away from where I stand. Link to comment Share on other sites More sharing options...
chucksteel Posted February 19, 2016 Share Posted February 19, 2016 you can use the scroll wheel to move the object you want to place closer or further away from you. if your using a vanilla keybinding you can move with the arrow keys. If you are like me and changed WSAD to the arrow keys because of a left handed disability, you will have to get a mod to fix the issue or learn how to edit the keybinding with F4SE. Link to comment Share on other sites More sharing options...
drcolossus Posted February 19, 2016 Author Share Posted February 19, 2016 you can use the scroll wheel to move the object you want to place closer or further away from you. if your using a vanilla keybinding you can move with the arrow keys. If you are like me and changed WSAD to the arrow keys because of a left handed disability, you will have to get a mod to fix the issue or learn how to edit the keybinding with F4SE. Thanks for the info! I see, Berthesda screwed up the keybinding for us left-handers again! Like you, I have my movement keys on the cursor-keys (as nature intended it before standard controls where perverted to use WASD keys). Please don't call it a disability! It's a gift to be left-handed. But it seems left-handers don't exist in the world for many game developers. Link to comment Share on other sites More sharing options...
chucksteel Posted February 19, 2016 Share Posted February 19, 2016 (edited) Try one of these SouthPaw UI Or Rise Of the Arrow Keys, I did SouthPaw UI and it's fully remapped in a way I feel is comfortable all menus show the proper keys. Edit: it seems that Rise of the Arrow Keys is no longer on the Nexus Not sure why. Also if you need any help customizing the keybinding for yourself feel free to ask. I couldn't even play this game until I made my own Keybinding. :wallbash: Edited February 19, 2016 by chucksteel Link to comment Share on other sites More sharing options...
drcolossus Posted February 19, 2016 Author Share Posted February 19, 2016 Try one of these SouthPaw UI Or Rise Of the Arrow Keys, I did SouthPaw UI and it's fully remapped in a way I feel is comfortable all menus show the proper keys. Edit: it seems that Rise of the Arrow Keys is no longer on the Nexus Not sure why. Also if you need any help customizing the keybinding for yourself feel free to ask. I couldn't even play this game until I made my own Keybinding. :wallbash: Hey thanks! I have a look at your mod! Might be useful if it the key bindings are customizable. I use the cursor keys, the key block above the cursor keys, a couple of keys on the num block, and a few keys on the far right of they main key group (RCtrl, RShift, Enter, etc.) That's my standard key setup since approx. Half-Life heh. Link to comment Share on other sites More sharing options...
chucksteel Posted February 19, 2016 Share Posted February 19, 2016 I've never tried to custom set the keys with the menu after I used F4se's custom key map to edit all the keys. if you send me a list of what key you want to do what I could do a FOse Control map for you but I'm not going to edit all the .swf fills again. :P Link to comment Share on other sites More sharing options...
drcolossus Posted February 20, 2016 Author Share Posted February 20, 2016 I've never tried to custom set the keys with the menu after I used F4se's custom key map to edit all the keys. if you send me a list of what key you want to do what I could do a FOse Control map for you but I'm not going to edit all the .swf fills again. :tongue: Do the SWFs have to be edited at all for binding to work or are they only edited to change texts? I can't image hard-coded key bindings being in SWF files, though. I wouldn't mind too much if texts are not representative of the actual bindings. Link to comment Share on other sites More sharing options...
chucksteel Posted February 20, 2016 Share Posted February 20, 2016 (edited) No they don't need to be edited for it to work they just control what you see on the screen. I have a list of all the major keys and what they do so it wouldn't take that long to whip up a custom map. Editing the SWF files isn't that hard too but takes some time. Also some keys are hard coded and have different functions in different menus but if you change one menu you change both. I noticed this mostly between the Pip-boy and Char Gen menus. I chose the Pip-boy to get priority because it's used a lot more. another thins is if you have edited interface .swf's and want to use a custom UI like MyHUD then you have to edit new mods .swf file or you'll loose all of your edits and the keys will again show as default. Edit: I was taking a break from working on my mod and I through this together for you, Fallout4ControlMap It Requires F4SE and only changes the keys for Move to the Arrow Keys and the crafting item menus to WSAD. You should still be able to use the vanilla menu keybinding to bind all of the other keys you need. Install F4SE if you don't already use it, drop this customControlMap.txt into Data/F4SE (I do have it setup but want to make sure you know it has to be there because F4SE comes with a vanilla one that is out of place and that one will not do anything unless it's placed in the in the Data folder correctly.) After starting your game and before loading a save reset the controls to Default and save. you can now load a save or rebind your keys from the Main Menu. Note: if you don't reset the controls the new F4SE keybinding will not take over. Edit #2: You'll also notice when you do go to rebind your keys after installing this and resetting the default controls that the arrow keys will show as the default movement keys. (Do not change them or you may have issues not that I could imagine why you would but I don't want anything to go wrong.) You can still let me know if you need any other custom keys added but if your just running into the issue with the settlement build menu then this should work fine. Edited February 20, 2016 by chucksteel Link to comment Share on other sites More sharing options...
drcolossus Posted February 20, 2016 Author Share Posted February 20, 2016 W00t! I can move my character in build mode! I'd never knew if I hadn't asked here! Thanks a lot for providing a custom bindings file so quickly! It works great! The only other keys I would change are the E key that has to be pressed to confirm VATS. I'd just use the Enter key instead for it, since it is a conform key. By default I use Enter for ready weapon/reload (not sure if that would cause a conflict). I would probably remap VATS cycle next/prev target keys (probably to Cursor left/right). But it's not so important really. If you add an instruction on how to edit the remapping I'd do this by myself. You don't have to bother about it. :) In any case, it's a shame that we have to remap this by ourselves to be able to properly play the game. This is really blind-sided on Berthesda's side! Link to comment Share on other sites More sharing options...
chucksteel Posted February 20, 2016 Share Posted February 20, 2016 (edited) Here is a quote from an old thread Hidden Keybindings This should explain how to make the changes for yourself and it has links to the tutorials I used. 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. I hope this is clear I'm not the best at writing tutorials. And NO! I'm not going to be one of those people that just Say "Use GOOGLE" or "Search The Forums" I didn't know myself that there was an issue with the keybinding until I was complaining to a friend about not being able to move in Settlement mode! I thought it was some stupid design issue by Beth. They told me that they could move with vanilla keys and I was off to find the issue. :dance: Edit: I do use the enter key for VATS and the arrow keys to cycle. You will notice in the control map.txt that (and this is only an example) The E key by default is set as "activate" it is also used in several other menus as activate but in the texts there is a line for each so even just changing the Bind in the main menu will not change the E key in all menus it only changes in the main HUD. I hope that isn't really just confusing I myself use R Ctrl for enter and had to change the E key several times so I didn't have to reach over and hit the E key in other menus. Edited February 20, 2016 by chucksteel Link to comment Share on other sites More sharing options...
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