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Rebinding "Exit E" to exit a container.


epicelite

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I rebind me "use/open container" key to a different one from "E", but it doesn't change the button to exit containers/conversations/etc. Its very annoying to say the least, almost unplayable IMO. Years back when I first played New Vegas I remember opening some .ini files and changing a few lines to fix this, but I can't figure out how to pull this off now.

 

I'm pretty sure I need to extract some .ini's from [Fallout - Misc.bsa]. However, every program that is suggested to do such a thing I come across is defunct and or intended for Oblivion/Skyrim and refuses to work for me. I even see some people saying to use the NMM to do so, but I can't find the option they are talking about?

 

Any help you can offer is much appreciated.

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Most menu related keybinds are hardcoded into the XML menu files, but they can be changed quite easily.

 

The files are indeed in Fallout - Misc.bsa. If you use FOMM, it has a built-in BSA extractor that you can use. Otherwise search the web for an alternative, I don't remember the names of other apps with this function. Although, remember that if you use a menu overhaul like DarNified, you may have to edit the files provided by that mod instead, in which case you don't need to extract them yourself.

 

I'm going to show you how to change a keybind using the container_menu.xml file:

 

When you have the file ready, open it in a plain-text editor. Almost at the top of the file, you'll find this line:

<_PCButton_E> CM_ExitButton </_PCButton_E>

Change the uppercase E's in the surrounding tags to whatever key you want to rebind to. I've only tested this with the letter keys, I don't know if it works—or what you would even need to enter—with other keys like Ctrl or Alt.

 

Now you need to find the section in the file that the element above refers to: CM_ExitButton. Use the search function to find it. It should look like this:

<image name="CM_ExitButton">
    <id> 11 </id>
    <include src="text_box.xml"/>

    <_y> 45 </_y>

    <justify> &right; </justify>
    <string> &-sExit; </string>
    
    <_verbuf> 15 </_verbuf>
    <_xbox_button> &xbuttonb; </_xbox_button>
    <_PCButtonText> &-sPCMenuHintE; </_PCButtonText>
</image>

In this section, you need to change the _PCButtonText element to contain the string that you want to display. The text &-sPCMenuHintE; refers to a game setting containing the string E). There are only a few of these settings for a few preselected keys, so you may as well just enter the string you want directly into the XML like this:

<_PCButtonText> Y) </_PCButtonText>

I used Y), but you can enter whatever you want.

 

When you're done with the changes, save the file to data/menus/container_menu.xml, so it will override the original file in the BSA archive. That should do it, at least for the container menu. The procedure should largely be the same for other files.

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Is FOMM a separate program from NMM or what? It has a option to "DOWNLOAD (NMM)" but just gives errors when I do that.

 

Yea, its a separate. So now I have two different mod managers for the same game. IM TOTALLY SURE THIS WONT CAUSE PROBLEMS!

 

Looks like I finally got things working though, 'priciate it.

Edited by epicelite
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