Dying Light
0 of 0

File information

Last updated

Original upload

Created by

lyravega

Uploaded by

lyravega

Virus scan

Safe to use

Tags for this mod

34 comments

  1. lyravega
    lyravega
    • premium
    • 277 kudos
    Locked
    Sticky
    Hello everyone. Rather big update for a mod which was only allowing you to check your watch. So, to begin with, the mod is now called "Quick Use and Watch".

    You can assign quick use keys, and use your equipment with one button now. Please follow the "Quick Use Setup" instructions in order to properly set you game up, and check the video if you didn't understand something.

    Enjoy!
  2. RedSinister
    RedSinister
    • member
    • 1 kudos
    tested for STEAM and Epic Games (latest version), mod is still working fine :D when you play on Nightmare level, opening inventory menu won't pause the game
  3. horsedancingwithcrow
    horsedancingwithcrow
    • member
    • 1 kudos
    But does this mod add the animation of checking the watch? Sorry can't check videos because they are set to private.
    I am wondering if to install this mod (if it works) or this other one.   https://www.nexusmods.com/dyinglight/mods/392?tab=posts
    I will test first yours.

    maybe someone can help.
  4. horsedancingwithcrow
    horsedancingwithcrow
    • member
    • 1 kudos
    Does this still work? I noticed several mods in the posts are mentioned as not working anymore.
    1. lyravega
      lyravega
      • premium
      • 277 kudos
      To be honest, I really have no idea. I assume it works till someone says it doesn't. I made this mod years ago so I'll probably just hide it if it indeed isn't working. Sorry if it's not working =)
    2. horsedancingwithcrow
      horsedancingwithcrow
      • member
      • 1 kudos
      Is it possible to bind RCTRL for watching it (checking the watch)?
      I like to do these "VR"\4th wall breaking things when playing. Stuff that reminds me what I would in reality. Indeed moving the hand across the keyboard (left and press the Right CTRL button would look like I am watching my left wrist watch...
    3. lyravega
      lyravega
      • premium
      • 277 kudos
      Hmm, watch key should use the vanilla binding functions; if you can bind some other action to RCTRL, then you should be able to bind the watch to that key as well. If not, I'd recommend using something like an AHK script to rebind it in essence. Maybe you can edit your profile and change the key as well.
    4. horsedancingwithcrow
      horsedancingwithcrow
      • member
      • 1 kudos
      Thanks. Usually those keys are perceived as "combo" keys or "modifiers" "switchers" in some games so I might not be allowed.
      So it's possible in theory.
      Ok.
      I just love this simulative approach even if it is "gimmickly" as it is happening on a keyboard desktop and I am sitting etc etc (but I don't need to juistify this).

      I understand it is very personal how one could enjoy something. Thanks I will see if it's not too difficult and hopefully I won't0 need to get that deep in editing, as modding the mod can be too much. Thank you so much for your answers!
    5. lyravega
      lyravega
      • premium
      • 277 kudos
      Some keyboard softwares also allow you to rebind keys. Razer's software bloatware allows that for example. AHK you'll have to learn the syntax though but simple key replacements can be done easily from it. But some games don't like AHK as it can be used to write cheats, even advanced ones. But as this game is more on the single-player / co-op side, most probably developers don't mind AHK at all.

      No problem, it's a great game. Hopefully the mods you got are working as well. Enjoy the game =)
    6. horsedancingwithcrow
      horsedancingwithcrow
      • member
      • 1 kudos
      So far it seems 2 mods (at least people say , I personally don't know) I am really keen to be using when I start the journey for the first time, seem to work. "Overgrowth" (grass) and also "Immersive Gameplay and HUD Changes". Wonder if I need something to make night dark, but maybe with vanilla settings of graphics I can do it (I dont use reshade on my pc... dnt like that stuff weighting on GPU etc).

      Was wondering if I should add else.. maybe the realistic swimming speed but.. who knows if it will work and the time piece... maybe your special move mod would be cool too.. but don't wanna go over 2-3 max 4 mods... I don't know nothing on how this game handles the mod how to do with folders and I see it's not easy from what I read around...
  5. the7nightmare
    the7nightmare
    • member
    • 2 kudos
    Works for me thanks for the great mod
  6. Tar
    Tar
    • premium
    • 7 kudos
    This seems like another good mod, but Im not sure I have understood it correctly..
    In the description it say: "The Equipment Number corresponds to the slot it is equipped in your inventory"
    So if I understand it correctly, what this mod do except from the clock, is to make hotkeys for each equipment I have equipped so that I dont have to use item menu or cycle to the equipment to use the equipment you want. Is this a correct understanding?

    Can a kind soul please explain this mod to a noob like me?

  7. IrregularJohn85
    IrregularJohn85
    • member
    • 8 kudos
    Thanks for the mod! Hitting an M button for the map just so I could check the time was getting annoying.
  8. kanihuervano
    kanihuervano
    • member
    • 3 kudos
    Update to 1.12.0 please¿? The watch, with gamecontroller, does not work in the following dlc...
  9. JovianStone
    JovianStone
    • supporter
    • 29 kudos
    I love this mod, but now that The Following is out I'm having a hard time trying to merge the inputs_keyboard.scr with the updated one. Waaay too many changes made with the updates.

    Any chance you're going to upload an updated mod??

    Edit: figured it out....but a new upload would still be great!
    1. lyravega
      lyravega
      • premium
      • 277 kudos
      I've been getting crashes left and right, so I postponed this a little bit. Not sure what is causing these crashes, have to inspect my additions line by line, maybe I am forgetting a ) or ; somewhere.
    2. JovianStone
      JovianStone
      • supporter
      • 29 kudos
      deleted
    3. JovianStone
      JovianStone
      • supporter
      • 29 kudos
      Without F'N emoticon....lol


      Spoiler:  
      Show
      import "inputs.def"
      import "lyr_qu.scr"

      // Category flags.
      // Each key binding layouts should by assigned to one or more categories
      export int _CATEGORY_BASE = 1;// actions used in both modes
      export int _CATEGORY_HUMAN = 2; // actions used only by humans
      export int _CATEGORY_ZOMBIE = 4; // actions used only as zombie
      export int _CATEGORY_BUGGY = 8; // actions used only in buggy
      //export int _CATEGORY_FIREARM = 8; // actions used only when player use firearm weapon
      //export int _CATEGORY_MELEE = 16; // actions used only when player use melee weapon
      //export int _CATEGORY_CAR = 32;// actions used only in car

      export int _COLLIDE_BASE = _CATEGORY_BASE;
      export int _COLLIDE_HUMAN = _CATEGORY_BASE | _CATEGORY_HUMAN;
      export int _COLLIDE_ZOMBIE = _CATEGORY_BASE | _CATEGORY_ZOMBIE;
      export int _COLLIDE_BUGGY = _CATEGORY_BUGGY;
      //export int _COLLIDE_FIREARMS = _CATEGORY_BASE | _CATEGORY_HUMAN;
      //export int _COLLIDE_MELEE = _CATEGORY_BASE | _CATEGORY_HUMAN;
      //export int _COLLIDE_CAR = _CATEGORY_CAR;

      sub Keyboard()
      {
      Layout("common_keyboard", false)
      {
      Preset("")
      {
      AddAction(_ACTION_TOGGLE_CHAT, EInputTarget_Module, EInputDevice_Keyboard, false, EKey__RETURN, false, true);
      AddAction(_ACTION_TRACK_QUEST, EInputTarget_HUD, EInputDevice_Keyboard, false, EKey__T, false, true);
      AddAction(_ACTION_BRIEF_CONTINUE, EInputTarget_HUD, EInputDevice_Keyboard, false, EKey__T, false, true);
      AddAction(_ACTION_BRIEF_DECLINE, EInputTarget_HUD, EInputDevice_Keyboard, false, EKey__N, false, true);

      AddAction(_ACTION_START_LOADED_LEVEL,EInputTarget_Module, EInputDevice_Keyboard, false, EKey__SPACE_, false, false); //this action needs to be before other because we are breaking execution of other after this one
      AddAction(_ACTION_JOIN_FAVORITE_GAME,EInputTarget_Module, EInputDevice_Keyboard, false, EKey__J, false, false);
      AddAction(_ACTION_SHOW_CHALLENGE_MISSION_INVITE, EInputTarget_Module, EInputDevice_Keyboard, false, EKey__J, false, false);
      AddAction(_ACTION_VOTE_FOR_KICK, EInputTarget_Module, EInputDevice_Keyboard, false, EKey__K, false, false);
      AddAction(_ACTION_FORWARD , EInputTarget_Player, EInputDevice_Keyboard, false, EKey__W, false, false);
      AddAction(_ACTION_BACKWARD, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__S, false, false);
      AddAction(_ACTION_STRAFE_LEFT, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__A, false, false);
      AddAction(_ACTION_STRAFE_RIGHT,EInputTarget_Player, EInputDevice_Keyboard, false, EKey__D, false, false);
      AddAction(_ACTION_LOCKPICKING_EXIT, EInputTarget_Module, EInputDevice_Keyboard, false, EKey__ESCAPE, false, true );

      AddAction(_ACTION_GRAPPLE_POINT_LEFT,EInputTarget_Player, EInputDevice_Keyboard, false, EKey__A, false, false);
      AddAction(_ACTION_GRAPPLE_POINT_RIGHT, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__D, false, false);
      AddAction(_ACTION_GRAPPLE_POINT_UP, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__W, false, false);
      AddAction(_ACTION_GRAPPLE_POINT_DOWN,EInputTarget_Player, EInputDevice_Keyboard, false, EKey__S, false, false);
      AddAction(_ACTION_BREAK_DIALOG,EInputTarget_HUD,EInputDevice_Keyboard, false, EKey__SPACE_, false, true);
      AddAction(_ACTION_EXIT_BREAKINGDOOR, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__F, false, true);
      AddAction(_ACTION_EXECUTE_TRIGGER,EInputTarget_Player, EInputDevice_Keyboard, false, EKey__F, false, false);
      AddAction(_ACTION_EXECUTE_TRIGGER2, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__V, false, false);
      AddAction(_ACTION_EXECUTE_NAGEWAZA, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__LMENU, false, false);
      AddAction(_ACTION_TAP_MINIGAME,EInputTarget_Player, EInputDevice_Keyboard, false, EKey__F, false, false);
      //AddAction(_ACTION_EXECUTE_TRIGGER4,EInputTarget_Player, EInputDevice_Keyboard, false, EKey__Q, false, true);
      AddAction(_ACTION_HEAL, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__H, false, false);
      AddAction(_ACTION_VEHICLE_HEAL,EInputTarget_Player, EInputDevice_Keyboard, false, EKey__H, false, false);
      AddAction(_ACTION_REMOTE_BREAKER, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__V, false, false);
      //AddAction(_ACTION_STAMINA_BOOST,EInputTarget_Player, EInputDevice_Keyboard, false, EKey__Q, false, false);

      AddAction(_ACTION_ATTACK,EInputTarget_Player, EInputDevice_Keyboard, false, EKey__E, false, true);
      AddAction(_ACTION_JUMP, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__SPACE_, false, true);
      AddAction(_ACTION_TOGGLE_FLASHLIGHT, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__T, false, false);
      AddAction(_ACTION_INGAME_MENU, EInputTarget_Module, EInputDevice_Keyboard, false, EKey__ESCAPE, false, false);
      AddAction(_ACTION_MF_DROPOUT_LOADLASTSAVE, EInputTarget_Module, EInputDevice_Keyboard, false, EKey__SPACE_, false, false);
      AddAction(_ACTION_MF_LOAD_LAST_SAVE, EInputTarget_Module, EInputDevice_Keyboard, false, EKey__SPACE_, false, false);
      AddAction(_ACTION_NEXT_HINT,EInputTarget_HUD, EInputDevice_Keyboard, false, EKey__H, false, false);
      AddAction(_ACTION_MF_ROLLBACK, EInputTarget_Module, EInputDevice_Keyboard, false, EKey__SPACE_, false, false);
      AddAction(_ACTION_MF_QUIT, EInputTarget_Module, EInputDevice_Keyboard, false, EKey__ESCAPE, false, false);
      AddAction(_ACTION_DEVELOPER_MENU, EInputTarget_Module, EInputDevice_Keyboard, false, EKey__MULTIPLY, false, false);
      AddAction(_ACTION_RELOAD,EInputTarget_Player, EInputDevice_Keyboard, false, EKey__R, false, false);
      AddAction(_ACTION_REPAIR_WEAPON, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__R, false, false) { HoldTime(0.3); } // HoldTime is only to start repairing progress, then holding input is manage from RepairWeaponController.

      AddAction(_ACTION_SKIP_MOVIE, EInputTarget_Module, EInputDevice_Keyboard, false, EKey__SPACE_, false, false);
      AddAction(_ACTION_DROP_ITEM,EInputTarget_Player, EInputDevice_Keyboard, false, EKey__BACK, false, true);
      AddAction(_ACTION_CLIMB_UP, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__W, false, false);
      AddAction(_ACTION_CLIMB_DOWN, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__S, false, false);
      AddAction(_ACTION_INVENTORY_MENU, EInputTarget_Module, EInputDevice_Keyboard, false, EKey__I, false, false);
      AddAction(_ACTION_UPGRADE_MENU,EInputTarget_Module, EInputDevice_Keyboard, false, EKey__U, false, false);
      AddAction(_ACTION_QUESTLOG_MENU, EInputTarget_Module, EInputDevice_Keyboard, false, EKey__L, false, false);
      AddAction(_ACTION_MAP,EInputTarget_Module, EInputDevice_Keyboard, false, EKey__M, false, false);
      AddAction(_ACTION_LEAVE_LADDER,EInputTarget_Player, EInputDevice_Keyboard, false, EKey__V, false, false);
      AddAction(_ACTION_SLIDE_LADDER,EInputTarget_Player, EInputDevice_Keyboard, false, EKey__C, false, true);
      AddAction(_ACTION_GROUND_POUND,EInputTarget_Player, EInputDevice_Keyboard, false, EKey__C, false, false) { HoldTime(0.3); }
      AddAction(_ACTION_USE_EQUIPEMENT, EInputTarget_Player, EInputDevice_Mouse, false, EMouse__BUTTON_3, false, false);
      AddAction(_ACTION_CANCEL_ARROW,EInputTarget_Player, EInputDevice_Keyboard, false, EKey__V, false, false);

      //moved from sticks preset
      AddAction(_ACTION_TURN_LEFT,EInputTarget_Player, EInputDevice_Mouse, false, EMouse__AXIS_X, false, false);
      AddAction(_ACTION_TURN_RIGHT, EInputTarget_Player, EInputDevice_Mouse, false, EMouse__AXIS_X, true, false);
      AddAction(_ACTION_LOOK_UP, EInputTarget_Player, EInputDevice_Mouse, false, EMouse__AXIS_Y, false, false);
      AddAction(_ACTION_LOOK_DOWN,EInputTarget_Player, EInputDevice_Mouse, false, EMouse__AXIS_Y, true, false);

      AddAction(_ACTION_LOCKPICKING_SCREWDRIVER_LEFT, EInputTarget_HUD, EInputDevice_Keyboard, false, EKey__A, false, false);
      AddAction(_ACTION_LOCKPICKING_SCREWDRIVER_RIGHT, EInputTarget_HUD, EInputDevice_Keyboard, false, EKey__D, false, false);
      AddAction(_ACTION_LOCKPICKING_PICKLOCK_HORIZONTAL, EInputTarget_HUD, EInputDevice_Mouse, false, EMouse__AXIS_X, true, false);
      AddAction(_ACTION_LOCKPICKING_PICKLOCK_VERTICAL, EInputTarget_HUD, EInputDevice_Mouse, false, EMouse__AXIS_Y, true, false);

      AddAction(_ACTION_WEAPON_NEXT, EInputTarget_Player, EInputDevice_Mouse, false, EKey__MOUSE_WHEEL_DN, false ,false);
      AddAction(_ACTION_WEAPON_PREV, EInputTarget_Player, EInputDevice_Mouse, false, EKey__MOUSE_WHEEL_UP, false ,false);
      AddAction(_ACTION_FIRE_WEAPON, EInputTarget_Player, EInputDevice_Mouse, false, EMouse__BUTTON_1, false, true);
      AddAction(_ACTION_KICK, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__E, false, false);
      AddAction(_ACTION_TACLE, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__E, false, false);

      AddAction(_ACTION_ATTACK_TRIGGER_R, EInputTarget_Player, EInputDevice_Mouse, false, EMouse__BUTTON_1, false, true);
      AddAction(_ACTION_CHARGE_ATTACK, EInputTarget_Player, EInputDevice_Mouse, false, EMouse__BUTTON_1, false, true);

      AddAction(_ACTION_ATTACK_TRIGGER_L, EInputTarget_Player, EInputDevice_Mouse, false, EMouse__BUTTON_3, false, true);

      //AddAction(_ACTION_FIRE_RHAND_WEAPON, EInputTarget_Player, EInputDevice_Mouse, false, EMouse__BUTTON_3, false, true);
      AddAction(_ACTION_CANCEL_MULTI_THROW,EInputTarget_Player, EInputDevice_Mouse, false, EMouse__BUTTON_1, false, true);
      AddAction(_ACTION_SONAR_IMPULSE, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__Q, false, false);
      AddAction(_ACTION_VEHICLE_SONAR_IMPULSE,EInputTarget_Player, EInputDevice_Keyboard, false, EKey__Q, false, false);

      AddAction(_ACTION_SWAP_TRIGGER,EInputTarget_Player, EInputDevice_Keyboard, false, EKey__F, false, true) { HoldTime(0.3); }
      AddAction(_ACTION_THROW_CARRYING_ITEM, EInputTarget_Player, EInputDevice_Mouse, false, EMouse__BUTTON_1, false, true);
      AddAction(_ACTION_DROP_CARRYING_ITEM,EInputTarget_Player, EInputDevice_Keyboard, false, EKey__F, false, true);
      AddAction(_ACTION_APPEAR_IN_WAITING_PLACE, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__B, false, false) { HoldTime(0.5); }

      AddAction(_ACTION_EQUIPEMENT_NEXT,EInputTarget_Player, EInputDevice_Keyboard, false, EKey__2, false, false);
      AddAction(_ACTION_EQUIPEMENT_PREV,EInputTarget_Player, EInputDevice_Keyboard, false, EKey__3, false, false);


      AddAction(_ACTION_WEAPON_SLOT1,EInputTarget_Player, EInputDevice_Keyboard, false, -1, false, false);
      AddAction(_ACTION_WEAPON_SLOT2,EInputTarget_Player, EInputDevice_Keyboard, false, -1, false, false);
      AddAction(_ACTION_WEAPON_SLOT3,EInputTarget_Player, EInputDevice_Keyboard, false, -1, false, false);
      AddAction(_ACTION_WEAPON_SLOT4,EInputTarget_Player, EInputDevice_Keyboard, false, -1, false, false);
      AddAction(_ACTION_EQUIPMENT_SLOT1,EInputTarget_Player, EInputDevice_Keyboard, false, -1, false, false);
      AddAction(_ACTION_EQUIPMENT_SLOT2,EInputTarget_Player, EInputDevice_Keyboard, false, -1, false, false);
      AddAction(_ACTION_EQUIPMENT_SLOT3,EInputTarget_Player, EInputDevice_Keyboard, false, -1, false, false);
      AddAction(_ACTION_EQUIPMENT_SLOT4,EInputTarget_Player, EInputDevice_Keyboard, false, -1, false, false);

      AddAction(_ACTION_INVENTORY,EInputTarget_Module, EInputDevice_Keyboard, false, -1, false, false);

      AddAction(_ACTION_SELECT_PRIMARY4, EInputTarget_HUD, EInputDevice_Mouse, false, EMouse__AXIS_X, false, false);
      AddAction(_ACTION_SELECT_PRIMARY2, EInputTarget_HUD, EInputDevice_Mouse, false, EMouse__AXIS_X, true, false);
      AddAction(_ACTION_SELECT_PRIMARY1, EInputTarget_HUD, EInputDevice_Mouse, false, EMouse__AXIS_Y, false, false);
      AddAction(_ACTION_SELECT_PRIMARY3, EInputTarget_HUD, EInputDevice_Mouse, false, EMouse__AXIS_Y, true, false);

      AddAction(_ACTION_SELECT_SECONDARY4, EInputTarget_HUD, EInputDevice_Mouse, false, EMouse__AXIS_X, false, false);
      AddAction(_ACTION_SELECT_SECONDARY2, EInputTarget_HUD, EInputDevice_Mouse, false, EMouse__AXIS_X, true, false);
      AddAction(_ACTION_SELECT_SECONDARY1, EInputTarget_HUD, EInputDevice_Mouse, false, EMouse__AXIS_Y, false, false);
      AddAction(_ACTION_SELECT_SECONDARY3, EInputTarget_HUD, EInputDevice_Mouse, false, EMouse__AXIS_Y, true, false);

      AddAction(_ACTION_SELECT_ARROW4, EInputTarget_HUD, EInputDevice_Mouse, false, EMouse__AXIS_X, false, false);
      AddAction(_ACTION_SELECT_ARROW2, EInputTarget_HUD, EInputDevice_Mouse, false, EMouse__AXIS_X, true, false);
      AddAction(_ACTION_SELECT_ARROW1, EInputTarget_HUD, EInputDevice_Mouse, false, EMouse__AXIS_Y, false, false);
      AddAction(_ACTION_SELECT_ARROW3, EInputTarget_HUD, EInputDevice_Mouse, false, EMouse__AXIS_Y, true, false);

      AddAction(_ACTION_SELECT_BOLT4, EInputTarget_HUD, EInputDevice_Mouse, false, EMouse__AXIS_X, false, false);
      AddAction(_ACTION_SELECT_BOLT2, EInputTarget_HUD, EInputDevice_Mouse, false, EMouse__AXIS_X, true, false);
      AddAction(_ACTION_SELECT_BOLT1, EInputTarget_HUD, EInputDevice_Mouse, false, EMouse__AXIS_Y, false, false);
      AddAction(_ACTION_SELECT_BOLT3, EInputTarget_HUD, EInputDevice_Mouse, false, EMouse__AXIS_Y, true, false);

      //AddAction(_ACTION_WEAPON_THROW, EInputTarget_Player, EInputDevice_Mouse, false, EMouse__BUTTON_3, false, false);

      // This action should be at the end of the list as we don't want to get any other actions assigned to the same button
      // after we've handled breaking the minigame.
      // Otherwise, the player would e.g. jump after breaking the interaction minigame.
      // This problem might potentially affect other actions as well. We need to carefully choose the order of actions
      // or resolve this issue somehow in code.
      AddAction(_ACTION_BREAK_MINIGAME, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__V, false, true);


      AddAction(_ACTION_CREATE_COOP_CHALLENGE,EInputTarget_HUD, EInputDevice_Keyboard, false, EKey__H, false, true);

      AddAction(_ACTION_THROTTLE, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__W, false, false);
      AddAction(_ACTION_BRAKE, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__S, false, false);
      AddAction(_ACTION_HANDBRAKE, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__SPACE_, false, false);
      AddAction(_ACTION_VEHICLE_LEAVE,EInputTarget_Player, EInputDevice_Keyboard, false, EKey__F, false, false) { HoldTime(0.2); }
      //AddAction(_ACTION_VEHICLE_CHANGE_CAMERA, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__C, false, false);
      AddAction(_ACTION_TURN_VEHICLE_LEFT, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__A, false, false);
      AddAction(_ACTION_TURN_VEHICLE_RIGHT, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__D, false, false);
      AddAction(_ACTION_CAR_LIGHTS_TOGGLE, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__T, false, false);
      AddAction(_ACTION_BUGGY_SKILL_0,EInputTarget_Player, EInputDevice_Keyboard, false,EKey__LSHIFT,false, false);
      AddAction(_ACTION_BUGGY_SKILL_1,EInputTarget_Player, EInputDevice_Keyboard, false,EKey__E,false, false);
      AddAction(_ACTION_BUGGY_SKILL_2,EInputTarget_Player, EInputDevice_Keyboard, false,EKey__R,false, false);
      AddAction(_ACTION_VEHICLE_LOOKBACK, EInputTarget_Player, EInputDevice_Keyboard, false,EKey__C,false, false);
      AddAction(_ACTION_VEHICLE_BREAK_GRAB, EInputTarget_Player, EInputDevice_Keyboard, false,EKey__LCONTROL,false, false);

      AddAction(_ACTION_FORCE_RESPAWN, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__E, false, false) { HoldTime(0.3); }
      AddAction(_ACTION_LOOKBACK, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__B, false, false);
      AddAction(_ACTION_DISMISS_FREEZING_TUTORIAL, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__SPACE_, false, true);


      AddAction(_ACTION_QTE1, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__A, false, false);
      AddAction(_ACTION_QTE2, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__S, false, false);
      AddAction(_ACTION_QTE3, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__D, false, false);
      AddAction(_ACTION_QTE4, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__W, false, false);
      AddAction(_ACTION_QTE5, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__Q, false, false);
      AddAction(_ACTION_QTE6, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__E, false, false);

      AddAction(_ACTION_RECALL_VEHICLE, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__F, false, false) { HoldTime(0.5); }

      AddAction(_ACTION_FAST_EQUIP_ITEM,EInputTarget_Player, EInputDevice_Keyboard, true, EKey__MINUS, false, true);
      AddAction(_ACTION_QUICK_PRIMARY, EInputTarget_HUD, EInputDevice_Keyboard, false, EKey__TAB, false, true);
      AddAction(_ACTION_QUICK_SECONDARY,EInputTarget_HUD, EInputDevice_Keyboard, false, EKey__1, false, true);
      AddAction(_ACTION_QUICK_ARROWS, EInputTarget_HUD, EInputDevice_Keyboard, false, EKey__R, false, true);
      AddAction(_ACTION_QUICK_BOLTS, EInputTarget_HUD, EInputDevice_Keyboard, false, EKey__R, false, true);
      //BTZ specific
      AddAction(_ACTION_ZOMBIE_SHOW_HINT, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__F, false, false);
      AddAction(_ACTION_SPIT_DEFENSIVE_SMOKE, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__V, false, false);
      AddAction(_ACTION_UV_HEAL, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__V, false, false) { HoldTime(0.5); }
      AddAction(_ACTION_POUNCE,EInputTarget_Player, EInputDevice_Keyboard, false, EKey__Q, false, false);
      AddAction(_ACTION_PLAYERZOMBIE_CHARGE, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__E, false, false);
      AddAction(_ACTION_ZOMBIE_HOWL, EInputTarget_Player, EInputDevice_Mouse, false, EMouse__BUTTON_3, false, true);
      AddAction(_ACTION_SPIT_CONTROL_THE_HORDE, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__1, false, false);
      AddAction(_ACTION_SPIT_LIGHT_DISABLE,EInputTarget_Player, EInputDevice_Keyboard, false, EKey__2, false, false);
      AddAction(_ACTION_SPIT_TOXIC, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__4, false, false);
      AddAction(_ACTION_SPIT_CAMO,EInputTarget_Player, EInputDevice_Keyboard, false, EKey__3, false, false);
      AddAction(_ACTION_PLAYERZOMBIE_MELEE,EInputTarget_Player, EInputDevice_Mouse, false, EMouse__BUTTON_1, false, false);
      AddAction(_ACTION_ZOMBIE_GROUND_POUND, EInputTarget_Player, EInputDevice_Mouse, false, EMouse__BUTTON_1, false, false) { HoldTime(0.8); }
      AddAction(_ACTION_SPIT_GROUND_POUND, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__B, false, false) { HoldTime(0.2); }
      AddAction(_ACTION_SPIT_GROUND_POUND2,EInputTarget_Player, EInputDevice_Keyboard, false, EKey__B, false, false) { HoldTime(0.2); }
      AddAction(_ACTION_ROPE_THROW, EInputTarget_Player, EInputDevice_Mouse, false, EMouse__BUTTON_2, false, false);
      AddAction(_ACTION_CANCEL_CHARGING,EInputTarget_Player, EInputDevice_Keyboard, false, EKey__Z, false, false);
      AddAction(_ACTION_ZOMBIE_LEAVE_VEHICLE, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__Z, false, false);

      AddAction(_ACTION_ZOMBIE_EXECUTE_TRIGGER2, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__F, false, false);
      AddAction(_ACTION_ZOMBIE_THROW_SPIT, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__G, false, false);

      // lyr
      AddAction(_ACTION_LOOK_AT_WATCH,EInputTarget_Player,EInputDevice_Keyboard,false,-1,false,false) { HoldTime(0.3); }
      AddAction(_ACTION_STOP_LOOKING_AT_WATCH,EInputTarget_Player,EInputDevice_Keyboard,false,-1,false,false);
      //AddAction(_ACTION_USE_MANUP,EInputTarget_Player,EInputDevice_Keyboard,false,-1,false,false);
      AddAction(_ACTION_EXECUTE_TRIGGER4,EInputTarget_Player,EInputDevice_Keyboard,false,-1,false,false);
      }
      }

      Layout("Keybinding_DuckMode")
      {
      Preset("&OptionOn&")
      {
      RemoveAction(_ACTION_DUCK, EInputDevice_Keyboard);
      AddAction(_ACTION_DUCK_TOGGLE, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__C, false, false);
      }

      Preset("&OptionOff&")
      {
      RemoveAction(_ACTION_DUCK_TOGGLE, EInputDevice_Keyboard);
      AddAction(_ACTION_DUCK, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__C, false, false);
      }
      }
      Layout("Keybinding_SprintMode")
      {
      Preset("&OptionOn&")
      {
      RemoveAction(_ACTION_SPRINT,EInputDevice_Keyboard);
      AddAction(_ACTION_SPRINT_TOGGLE, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__LSHIFT, false, false);
      }

      Preset("&OptionOff&")
      {
      RemoveAction(_ACTION_SPRINT_TOGGLE, EInputDevice_Keyboard);
      AddAction(_ACTION_SPRINT,EInputTarget_Player, EInputDevice_Keyboard, false, EKey__LSHIFT, false, false);
      }
      }
      Layout("Keybinding_AimMode")
      {
      Preset("&OptionOff&")
      {
      RemoveAction(_ACTION_WEAPON_AIM_TOGGLE, EInputDevice_Mouse);
      AddAction(_ACTION_WEAPON_ZOOM, EInputTarget_Player, EInputDevice_Mouse, false, EMouse__BUTTON_2, false, false);
      }
      Preset("&OptionOn&")
      {
      RemoveAction(_ACTION_WEAPON_ZOOM, EInputDevice_Mouse);
      AddAction(_ACTION_WEAPON_AIM_TOGGLE, EInputTarget_Player, EInputDevice_Mouse, false, EMouse__BUTTON_2, false, false);
      }
      }

      Layout("invert_y_mouse")
      {
      Preset("&OptionOff&") {}
      Preset("&OptionOn&")
      {
      SwapActions(_ACTION_LOOK_UP, _ACTION_LOOK_DOWN);
      }
      }

      LayoutKeybinding("Keybinding_MoveForward", _CATEGORY_BASE, _COLLIDE_BASE)
      {
      Action(_ACTION_FORWARD ); // EInputTarget_Player, EInputDevice_Keyboard, EKey__W
      Action(_ACTION_CLIMB_UP); // EInputTarget_Player, EInputDevice_Keyboard, EKey__W
      Action(_ACTION_GRAPPLE_POINT_UP); // EInputTarget_Player, EInputDevice_Keyboard, EKey__W
      Action(_ACTION_QTE4); // EInputTarget_Player, EInputDevice_Keyboard, EKey__W
      }


      LayoutKeybinding("Keybinding_MoveBackward", _CATEGORY_BASE, _COLLIDE_BASE)
      {
      Action(_ACTION_BACKWARD); // EInputTarget_Player, EInputDevice_Keyboard, EKey__S
      Action(_ACTION_CLIMB_DOWN); // EInputTarget_Player, EInputDevice_Keyboard, EKey__S
      Action(_ACTION_GRAPPLE_POINT_DOWN); // EInputTarget_Player, EInputDevice_Keyboard, EKey__S
      Action(_ACTION_QTE2); // EInputTarget_Player, EInputDevice_Keyboard, EKey__S
      }

      LayoutKeybinding("Keybinding_MoveLeft", _CATEGORY_BASE, _COLLIDE_BASE)
      {
      Action(_ACTION_STRAFE_LEFT); // EInputTarget_Player, EInputDevice_Keyboard, EKey__A
      Action(_ACTION_GRAPPLE_POINT_LEFT); // EInputTarget_Player, EInputDevice_Keyboard, EKey__A
      Action(_ACTION_LOCKPICKING_SCREWDRIVER_LEFT); // EInputTarget_HUD, EInputDevice_Keyboard, EKey__A
      Action(_ACTION_QTE1); // EInputTarget_Player, EInputDevice_Keyboard, EKey__A
      }

      LayoutKeybinding("Keybinding_MoveRight", _CATEGORY_BASE, _COLLIDE_BASE)
      {
      Action(_ACTION_STRAFE_RIGHT); // EInputTarget_Player, EInputDevice_Keyboard, EKey__D
      Action(_ACTION_GRAPPLE_POINT_RIGHT); // EInputTarget_Player, EInputDevice_Keyboard, EKey__D
      Action(_ACTION_LOCKPICKING_SCREWDRIVER_RIGHT); // EInputTarget_HUD, EInputDevice_Keyboard, EKey__D
      Action(_ACTION_QTE3); // EInputTarget_Player, EInputDevice_Keyboard, EKey__D

      }

      LayoutKeybinding("Keybinding_Use", _CATEGORY_HUMAN, _CATEGORY_HUMAN)
      {
      Action(_ACTION_EXECUTE_TRIGGER); // EInputTarget_Player, EInputDevice_Keyboard, EKey__F
      Action(_ACTION_EXIT_BREAKINGDOOR); // EInputTarget_Player, EInputDevice_Keyboard, EKey__F
      Action(_ACTION_TAP_MINIGAME); // EInputTarget_Player, EInputDevice_Keyboard, EKey__F
      Action(_ACTION_SWAP_TRIGGER); // EInputTarget_Player, EInputDevice_Keyboard, EKey__F) { HoldTime(0.1 }
      Action(_ACTION_DROP_CARRYING_ITEM); // EInputTarget_Player, EInputDevice_Keyboard, EKey__F
      Action(_ACTION_RECALL_VEHICLE); // EInputTarget_Player, EInputDevice_Keyboard, EKey__F
      }

      LayoutKeybinding("Keybinding_Use2", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
      {
      Action(_ACTION_EXECUTE_TRIGGER2); // EInputTarget_Player, EInputDevice_Keyboard, EKey__V
      Action(_ACTION_LEAVE_LADDER); // EInputTarget_Player, EInputDevice_Keyboard, EKey__V
      Action(_ACTION_CANCEL_ARROW); // EInputTarget_Player, EInputDevice_Keyboard, EKey__V
      Action(_ACTION_REMOTE_BREAKER); // EInputTarget_Player, EInputDevice_Keyboard, EKey__V
      Action(_ACTION_BREAK_MINIGAME); // EInputTarget_Player, EInputDevice_Keyboard, EKey__V
      }

      LayoutKeybinding("Keybinding_Chat", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
      {
      Action(_ACTION_TOGGLE_CHAT); // EInputTarget_Module, EInputDevice_Keyboard, EKey__RETURN
      }

      LayoutKeybinding("Keybinding_TrackQuest", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
      {
      Action(_ACTION_TRACK_QUEST); // EInputTarget_Player, EInputDevice_Keyboard, EKey__T
      }

      LayoutKeybinding("Keybinding_Nagewaza", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
      {
      Action(_ACTION_EXECUTE_NAGEWAZA); // EInputTarget_Player, EInputDevice_Keyboard, EKey__V
      }

      LayoutKeybinding("Keybinding_Heal", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
      {
      Action(_ACTION_HEAL); // EInputTarget_Player, EInputDevice_Keyboard, EKey__C
      }

      LayoutKeybinding("Keybinding_Jump", _CATEGORY_BASE, _COLLIDE_BASE)
      {
      Action(_ACTION_JUMP); // EInputTarget_Player, EInputDevice_Keyboard, EKey__SPACE_
      }

      LayoutKeybinding("Keybinding_Sprint", _CATEGORY_BASE, _COLLIDE_BASE)
      {
      Action(_ACTION_SPRINT_TOGGLE); //EInputTarget_Player, EInputDevice_Keyboard, EKey__LSHIFT
      Action(_ACTION_SPRINT); //EInputTarget_Player, EInputDevice_Keyboard, EKey__LSHIFT
      }

      LayoutKeybinding("Keybinding_Flashlight", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
      {
      Action(_ACTION_TOGGLE_FLASHLIGHT); // EInputTarget_Player, EInputDevice_Keyboard, EKey__X
      }

      LayoutKeybinding("Keybinding_ReloadRepair", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
      {
      Action(_ACTION_RELOAD); // EInputTarget_Player, EInputDevice_Keyboard, EKey__R
      Action(_ACTION_QUICK_ARROWS); // EInputTarget_Player, EInputDevice_Keyboard, EKey__R
      Action(_ACTION_REPAIR_WEAPON); // EInputTarget_Player, EInputDevice_Keyboard, EKey__R
      }

      LayoutKeybinding("Keybinding_Inventory", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
      {
      Action(_ACTION_INVENTORY_MENU); // EInputTarget_Module, EInputDevice_Keyboard, EKey__I
      }

      LayoutKeybinding("Keybinding_Skill", _CATEGORY_BASE, _COLLIDE_BASE)
      {
      Action(_ACTION_UPGRADE_MENU); // EInputTarget_Module, EInputDevice_Keyboard, EKey__U
      }

      LayoutKeybinding("Keybinding_QuestLog", _CATEGORY_BASE, _COLLIDE_BASE)
      {
      Action(_ACTION_QUESTLOG_MENU); // EInputTarget_Module, EInputDevice_Keyboard, EKey__L
      }

      LayoutKeybinding("Keybinding_Map", _CATEGORY_BASE, _COLLIDE_BASE)
      {
      Action(_ACTION_MAP); // EInputTarget_Module, EInputDevice_Keyboard, EKey__M
      }

      LayoutKeybinding("Keybinding_PlayerMenu", _CATEGORY_BASE, _COLLIDE_BASE, false)
      {
      Action(_ACTION_INVENTORY);
      }

      LayoutKeybinding("Keybinding_Duck", _CATEGORY_BASE, _COLLIDE_BASE)
      {
      Action(_ACTION_DUCK_TOGGLE); // EInputTarget_Player, EInputDevice_Keyboard, EKey__C
      Action(_ACTION_DUCK); //EInputTarget_Player, EInputDevice_Keyboard, EKey__C
      Action(_ACTION_SLIDE_LADDER); // EInputTarget_Player, EInputDevice_Keyboard, EKey__C
      Action(_ACTION_GROUND_POUND); // EInputTarget_Player, EInputDevice_Keyboard, EKey__C) { HoldTime(0.3 }
      }

      LayoutKeybinding("Keybinding_NextWeapon", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
      {
      Action(_ACTION_WEAPON_NEXT); // EInputTarget_Player, EInputDevice_Mouse, EKey__MOUSE_WHEEL_DN
      }

      LayoutKeybinding("Keybinding_PrevWeapon", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
      {
      Action(_ACTION_WEAPON_PREV); // EInputTarget_Player, EInputDevice_Mouse, EKey__MOUSE_WHEEL_UP
      }

      LayoutKeybinding("Keybinding_NextEquipment", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
      {
      Action(_ACTION_EQUIPEMENT_NEXT); // EInputTarget_Player, EInputDevice_Keyboard, EKey__1
      }

      LayoutKeybinding("Keybinding_PrevEquipment", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
      {
      Action(_ACTION_EQUIPEMENT_PREV); // EInputTarget_Player, EInputDevice_Keyboard, EKey__2
      }

      LayoutKeybinding("Keybinding_Kick", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
      {
      Action(_ACTION_KICK); // EInputTarget_Player, EInputDevice_Keyboard, EKey__E
      Action(_ACTION_TACLE); // EInputTarget_Player, EInputDevice_Keyboard, EKey__E
      Action(_ACTION_ATTACK); // EInputTarget_Player, EInputDevice_Keyboard, EKey__E
      Action(_ACTION_FORCE_RESPAWN); // EInputTarget_Player, EInputDevice_Keyboard, EKey__E) { HoldTime(0.3 }
      }

      LayoutKeybinding("Keybinding_QuickPrimary", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
      {
      Action(_ACTION_QUICK_PRIMARY); // EInputTarget_HUD,EInputDevice_Keyboard, EKey__9
      }

      LayoutKeybinding("Keybinding_QuickSecondary", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
      {
      Action(_ACTION_QUICK_SECONDARY); // EInputTarget_HUD,EInputDevice_Keyboard, EKey__0
      }

      LayoutKeybinding("Keybinding_Lockback", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
      {
      Action(_ACTION_LOOKBACK); // EInputTarget_Player, EInputDevice_Keyboard, EKey__B
      }

      LayoutKeybinding("Keybinding_Sonar", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
      {
      Action(_ACTION_SONAR_IMPULSE); // EInputTarget_Player, EInputDevice_Keyboard, EKey__TAB
      }

      LayoutKeybinding("Keybinding_BriefContinue", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
      {
      Action(_ACTION_BRIEF_CONTINUE); // EInputTarget_Player, EInputDevice_Keyboard, EKey__T
      }

      LayoutKeybinding("Keybinding_BriefDecline", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
      {
      Action(_ACTION_BRIEF_DECLINE); // EInputTarget_Player, EInputDevice_Keyboard, EKey__N
      }

      LayoutKeybinding("Keybinding_JoinFavoriteGame", _CATEGORY_BASE, _COLLIDE_BASE)
      {
      Action(_ACTION_JOIN_FAVORITE_GAME); // EInputTarget_Module, EInputDevice_Keyboard, EKey__J
      }

      LayoutKeybinding("Keybinding_ShowChallengeInvite", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
      {
      Action(_ACTION_SHOW_CHALLENGE_MISSION_INVITE); // EInputTarget_Module, EInputDevice_Keyboard, EKey__J
      }

      LayoutKeybinding("Keybinding_VoteForKick", _CATEGORY_BASE, _COLLIDE_BASE)
      {
      Action(_ACTION_VOTE_FOR_KICK); // EInputTarget_Module, EInputDevice_Keyboard, EKey__K
      }

      LayoutKeybinding("Keybinding_DropItem", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
      {
      Action(_ACTION_DROP_ITEM); // EInputTarget_Player, EInputDevice_Keyboard, EKey__BACK
      }

      LayoutKeybinding("Keybinding_CreateCoopChallenge", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
      {
      Action(_ACTION_CREATE_COOP_CHALLENGE); // EInputTarget_Player, EInputDevice_Keyboard, EKey__H
      }

      LayoutKeybinding("Keybinding_FastEquipItem", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
      {
      Action(_ACTION_FAST_EQUIP_ITEM); // EInputTarget_Player, EInputDevice_Keyboard, EKey__MINUS
      }

      LayoutKeybinding("Keybinding_AppearInWaitingPlace", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
      {
      Action(_ACTION_APPEAR_IN_WAITING_PLACE); // EInputTarget_Player, EInputDevice_Keyboard, EKey__B) { HoldTime(0.5 }
      }

      LayoutKeybinding("Keybinding_Attack", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
      {
      Action(_ACTION_FIRE_WEAPON); // EInputTarget_Player, EInputDevice_Mouse, EMouse__BUTTON_1
      Action(_ACTION_ATTACK_TRIGGER_R); // EInputTarget_Player, EInputDevice_Mouse, EMouse__BUTTON_1
      Action(_ACTION_CHARGE_ATTACK); // EInputTarget_Player, EInputDevice_Mouse, EMouse__BUTTON_1
      Action(_ACTION_CANCEL_MULTI_THROW); // EInputTarget_Player, EInputDevice_Mouse, EMouse__BUTTON_1
      Action(_ACTION_THROW_CARRYING_ITEM); // EInputTarget_Player, EInputDevice_Mouse, EMouse__BUTTON_1
      }

      LayoutKeybinding("Keybinding_UseEquipment", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
      {
      Action(_ACTION_USE_EQUIPEMENT); // EInputTarget_Player, EInputDevice_Mouse, EMouse__BUTTON_2
      Action(_ACTION_ATTACK_TRIGGER_L); // EInputTarget_Player, EInputDevice_Mouse, EMouse__BUTTON_2
      //Action(_ACTION_FIRE_RHAND_WEAPON); // EInputTarget_Player, EInputDevice_Mouse, EMouse__BUTTON_2
      }

      LayoutKeybinding("Keybinding_SelectWeapon1", _CATEGORY_HUMAN, _CATEGORY_HUMAN, false)
      {
      Action(_ACTION_WEAPON_SLOT1);
      }

      LayoutKeybinding("Keybinding_SelectWeapon2", _CATEGORY_HUMAN, _CATEGORY_HUMAN, false)
      {
      Action(_ACTION_WEAPON_SLOT2);
      }

      LayoutKeybinding("Keybinding_SelectWeapon3", _CATEGORY_HUMAN, _CATEGORY_HUMAN, false)
      {
      Action(_ACTION_WEAPON_SLOT3);
      }

      LayoutKeybinding("Keybinding_SelectWeapon4", _CATEGORY_HUMAN, _CATEGORY_HUMAN, false)
      {
      Action(_ACTION_WEAPON_SLOT4);
      }

      LayoutKeybinding("Keybinding_SelectEquipment1", _CATEGORY_HUMAN, _CATEGORY_HUMAN, false)
      {
      Action(_ACTION_EQUIPMENT_SLOT1);
      }

      LayoutKeybinding("Keybinding_SelectEquipment2", _CATEGORY_HUMAN, _CATEGORY_HUMAN, false)
      {
      Action(_ACTION_EQUIPMENT_SLOT2);
      }

      LayoutKeybinding("Keybinding_SelectEquipment3", _CATEGORY_HUMAN, _CATEGORY_HUMAN, false)
      {
      Action(_ACTION_EQUIPMENT_SLOT3);
      }

      LayoutKeybinding("Keybinding_SelectEquipment4", _CATEGORY_HUMAN, _CATEGORY_HUMAN, false)
      {
      Action(_ACTION_EQUIPMENT_SLOT4);
      }

      LayoutKeybinding("Keybinding_Aim", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
      {
      Action(_ACTION_WEAPON_ZOOM); //EInputTarget_Player, EInputDevice_Mouse, EMouse__BUTTON_2
      Action(_ACTION_WEAPON_AIM_TOGGLE); //EInputTarget_Player, EInputDevice_Mouse, EMouse__BUTTON_2
      }

      LayoutKeybinding("Keybinding_SplitDefensiveSmoke", _CATEGORY_ZOMBIE, _COLLIDE_ZOMBIE)
      {
      Action(_ACTION_SPIT_DEFENSIVE_SMOKE);
      Action(_ACTION_UV_HEAL);
      }

      LayoutKeybinding("Keybinding_Pounce", _CATEGORY_ZOMBIE, _COLLIDE_ZOMBIE)
      {
      Action(_ACTION_POUNCE);
      }

      LayoutKeybinding("Keybinding_ZombieCharge", _CATEGORY_ZOMBIE, _COLLIDE_ZOMBIE)
      {
      Action(_ACTION_PLAYERZOMBIE_CHARGE);
      }

      LayoutKeybinding("Keybinding_ZombieHowl", _CATEGORY_ZOMBIE, _COLLIDE_ZOMBIE)
      {
      Action(_ACTION_ZOMBIE_HOWL);
      }

      LayoutKeybinding("Keybinding_SpitControlTheHorde", _CATEGORY_ZOMBIE, _COLLIDE_ZOMBIE)
      {
      Action(_ACTION_SPIT_CONTROL_THE_HORDE);
      }

      LayoutKeybinding("Keybinding_SpitLightDisable", _CATEGORY_ZOMBIE, _COLLIDE_ZOMBIE)
      {
      Action(_ACTION_SPIT_LIGHT_DISABLE);
      }

      LayoutKeybinding("Keybinding_SpitCamo", _CATEGORY_ZOMBIE, _COLLIDE_ZOMBIE)
      {
      Action(_ACTION_SPIT_CAMO);
      }

      LayoutKeybinding("Keybinding_SpitToxic", _CATEGORY_ZOMBIE, _COLLIDE_ZOMBIE)
      {
      Action(_ACTION_SPIT_TOXIC);
      }

      LayoutKeybinding("Keybinding_ZombieMelee", _CATEGORY_ZOMBIE, _COLLIDE_ZOMBIE)
      {
      Action(_ACTION_PLAYERZOMBIE_MELEE);
      Action(_ACTION_ZOMBIE_GROUND_POUND);
      }

      LayoutKeybinding("Keybinding_ZombieSpitPound", _CATEGORY_ZOMBIE, _COLLIDE_ZOMBIE)
      {
      Action(_ACTION_SPIT_GROUND_POUND);
      Action(_ACTION_SPIT_GROUND_POUND2);
      }

      LayoutKeybinding("Keybinding_RopeThrow", _CATEGORY_ZOMBIE, _COLLIDE_ZOMBIE)
      {
      Action(_ACTION_ROPE_THROW);
      }

      LayoutKeybinding("Keybinding_CancelCharge", _CATEGORY_ZOMBIE, _COLLIDE_ZOMBIE)
      {
      Action(_ACTION_CANCEL_CHARGING);
      Action(_ACTION_ZOMBIE_LEAVE_VEHICLE);
      }

      LayoutKeybinding("Keybinding_ThrowSpit", _CATEGORY_ZOMBIE, _COLLIDE_ZOMBIE)
      {
      Action(_ACTION_ZOMBIE_THROW_SPIT);
      }

      LayoutKeybinding("Keybinding_ZombieExecuteTrigger", _CATEGORY_ZOMBIE, _COLLIDE_ZOMBIE)
      {
      Action(_ACTION_ZOMBIE_EXECUTE_TRIGGER2);
      }

      LayoutKeybinding("Keybinding_BuggySonar", _CATEGORY_BUGGY, _COLLIDE_BUGGY)
      {
      Action(_ACTION_VEHICLE_SONAR_IMPULSE);
      }

      LayoutKeybinding("Keybinding_BuggyHeal", _CATEGORY_BUGGY, _COLLIDE_BUGGY)
      {
      Action(_ACTION_VEHICLE_HEAL);
      }

      LayoutKeybinding("Keybinding_BuggyTurnLeft", _CATEGORY_BUGGY, _COLLIDE_BUGGY)
      {
      Action(_ACTION_TURN_VEHICLE_LEFT);
      }

      LayoutKeybinding("Keybinding_BuggyTurnRight", _CATEGORY_BUGGY, _COLLIDE_BUGGY)
      {
      Action(_ACTION_TURN_VEHICLE_RIGHT);
      }

      LayoutKeybinding("Keybinding_BuggyThrottle", _CATEGORY_BUGGY, _COLLIDE_BUGGY)
      {
      Action(_ACTION_THROTTLE);
      }

      LayoutKeybinding("Keybinding_BuggyBrake", _CATEGORY_BUGGY, _COLLIDE_BUGGY)
      {
      Action(_ACTION_BRAKE);
      }

      LayoutKeybinding("Keybinding_BuggyHandbrake", _CATEGORY_BUGGY, _COLLIDE_BUGGY)
      {
      Action(_ACTION_HANDBRAKE);
      }

      LayoutKeybinding("Keybinding_BuggyToggleLights", _CATEGORY_BUGGY, _COLLIDE_BUGGY)
      {
      Action(_ACTION_CAR_LIGHTS_TOGGLE);
      }

      LayoutKeybinding("Keybinding_BuggyLeave", _CATEGORY_BUGGY, _COLLIDE_BUGGY)
      {
      Action(_ACTION_VEHICLE_LEAVE);
      }

      LayoutKeybinding("Keybinding_BuggySkill0", _CATEGORY_BUGGY, _COLLIDE_BUGGY)
      {
      Action(_ACTION_BUGGY_SKILL_0);
      }

      LayoutKeybinding("Keybinding_BuggySkill1", _CATEGORY_BUGGY, _COLLIDE_BUGGY)
      {
      Action(_ACTION_BUGGY_SKILL_1);
      }

      LayoutKeybinding("Keybinding_BuggySkill2", _CATEGORY_BUGGY, _COLLIDE_BUGGY)
      {
      Action(_ACTION_BUGGY_SKILL_2);
      }

      LayoutKeybinding("Keybinding_BuggyLookBack", _CATEGORY_BUGGY, _COLLIDE_BUGGY)
      {
      Action(_ACTION_VEHICLE_LOOKBACK);
      }

      LayoutKeybinding("Keybinding_BuggyBreakGrab", _CATEGORY_BUGGY, _COLLIDE_BUGGY)
      {
      Action(_ACTION_VEHICLE_BREAK_GRAB);
      }

      View("&Keybinding_View_Movement&")
      {
      Layout("Keybinding_MoveForward", "&Keybinding_MoveForward&");
      Layout("Keybinding_MoveBackward", "&Keybinding_MoveBackward&");
      Layout("Keybinding_MoveLeft", "&Keybinding_MoveLeft&");
      Layout("Keybinding_MoveRight", "&Keybinding_MoveRight&");
      Layout("Keybinding_DuckMode", "&Keybinding_DuckMode&");
      Layout("Keybinding_Duck", "&Keybinding_Duck&");
      Layout("Keybinding_SprintMode", "&Keybinding_SprintMode&");
      Layout("Keybinding_Sprint", "&Keybinding_Sprint&");
      Layout("Keybinding_Jump", "&Keybinding_Jump&");
      }

      View("&Keybinding_View_Actions&")
      {
      Layout("Keybinding_UseEquipment", "&Keybinding_UseEquipment&");
      Layout("Keybinding_Use", "&Keybinding_Use&");
      Layout("Keybinding_Use2", "&Keybinding_Use2&");
      Layout("Keybinding_Sonar", "&Keybinding_Sonar&");
      Layout("Keybinding_Lockback", "&Keybinding_Lockback&");
      Layout("Keybinding_Attack", "&Keybinding_Attack&");
      Layout("Keybinding_Kick", "&Keybinding_Kick&");
      Layout("Keybinding_Nagewaza", "&Keybinding_Nagewaza&");
      Layout("Keybinding_AimMode", "&Keybinding_AimMode&");
      Layout("Keybinding_Aim", "&Keybinding_Aim&");
      Layout("Keybinding_ReloadRepair", "&Keybinding_ReloadRepair&");
      }

      View("&Keybinding_View_Inventory&")
      {
      Layout("Keybinding_Flashlight", "&Keybinding_Flashlight&");
      Layout("Keybinding_Heal", "&Keybinding_Heal&");
      Layout("Keybinding_NextWeapon", "&Keybinding_NextWeapon&");
      Layout("Keybinding_PrevWeapon", "&Keybinding_PrevWeapon&");
      Layout("Keybinding_NextEquipment", "&Keybinding_NextEquipment&");
      Layout("Keybinding_PrevEquipment", "&Keybinding_PrevEquipment&");
      Layout("Keybinding_QuickPrimary", "&Keybinding_QuickPrimary&");
      Layout("Keybinding_QuickSecondary", "&Keybinding_QuickSecondary&");
      Layout("Keybinding_FastEquipItem", "&Keybinding_FastEquipItem&");
      Layout("Keybinding_DropItem", "&Keybinding_DropItem&");
      }

      View("&Keybinding_View_QuickSelect&")
      {
      Layout("Keybinding_SelectWeapon1", "&Keybinding_SelectWeapon1&");
      Layout("Keybinding_SelectWeapon2", "&Keybinding_SelectWeapon2&");
      Layout("Keybinding_SelectWeapon3", "&Keybinding_SelectWeapon3&");
      Layout("Keybinding_SelectWeapon4", "&Keybinding_SelectWeapon4&");
      }

      View("&Keybinding_View_Other&")
      {
      Layout("Keybinding_Inventory", "&Keybinding_Inventory&");
      Layout("Keybinding_Map", "&Keybinding_Map&");
      Layout("Keybinding_QuestLog", "&Keybinding_QuestLog&");
      Layout("Keybinding_Skill", "&Keybinding_Skill&");
      Layout("Keybinding_PlayerMenu", "&ActionName_InGamePlayerMenu&");
      Layout("Keybinding_TrackQuest", "&Keybinding_TrackQuest&");
      Layout("Keybinding_BriefContinue", "&Keybinding_BriefContinue&");
      Layout("Keybinding_BriefDecline", "&Keybinding_BriefDecline&");
      }


      View("&Keybinding_View_Coop&")
      {
      Layout("Keybinding_Chat", "&Keybinding_Chat&");
      Layout("Keybinding_VoteForKick", "&Keybinding_VoteForKick&");
      Layout("Keybinding_AppearInWaitingPlace", "&Keybinding_AppearInWaitingPlace&");
      Layout("Keybinding_CreateCoopChallenge", "&Keybinding_CreateCoopChallenge&");
      Layout("Keybinding_JoinFavoriteGame", "&Keybinding_JoinFavoriteGame&");
      Layout("Keybinding_ShowChallengeInvite", "&Keybinding_ShowChallengeInvite&");
      }

      View("&Keybinding_View_Hunter&", "DLC1")
      {
      Layout("Keybinding_SplitDefensiveSmoke", "&Keybinding_UVBlock&");
      Layout("Keybinding_Pounce", "&TriggerPvPPounce&");
      Layout("Keybinding_ZombieCharge", "&btz_stat_deaths_tackle&");
      Layout("Keybinding_ZombieHowl", "&TutN_BtZHowl&");
      Layout("Keybinding_SpitControlTheHorde", "&TutN_BtZHordeControl&");
      Layout("Keybinding_SpitLightDisable", "&btz_light_disable_spit_name&");
      Layout("Keybinding_SpitCamo", "&btz_stat_camo&");
      Layout("Keybinding_SpitToxic", "&btz_stat_toxic&");
      Layout("Keybinding_ZombieMelee", "&Keybinding_ZombieMelee&");
      Layout("Keybinding_RopeThrow", "&TutN_BtZ_Locomotion_1&");
      Layout("Keybinding_ZombieSpitPound", "&BtzZombie_SpitPound_AwardReason&");
      Layout("Keybinding_CancelCharge", "&CancelGroundPond&");
      Layout("Keybinding_ThrowSpit", "&TutN_BTZZombieSpits&");
      Layout("Keybinding_ZombieExecuteTrigger", "&Keybinding_Use&");
      }

      View("&Keybinding_View_Buggy&", "DLC17")
      {
      Layout("Keybinding_BuggyThrottle", "&Keybinding_BuggyThrottle&");
      Layout("Keybinding_BuggyBrake", "&Keybinding_BuggyBrake&");
      Layout("Keybinding_BuggyTurnLeft", "&Keybinding_BuggyTurnLeft&");
      Layout("Keybinding_BuggyTurnRight", "&Keybinding_BuggyTurnRight&");
      Layout("Keybinding_BuggyHandbrake", "&Keybinding_BuggyHandbrake&");
      Layout("Keybinding_BuggyToggleLights", "&Keybinding_BuggyToggleLights&");
      Layout("Keybinding_BuggyLeave", "&Keybinding_BuggyLeave&");
      Layout("Keybinding_BuggySkill0", "&Keybinding_BuggySkill0&");
      Layout("Keybinding_BuggySkill1", "&Keybinding_BuggySkill1&");
      Layout("Keybinding_BuggySkill2", "&Keybinding_BuggySkill2&");
      Layout("Keybinding_BuggyLookBack", "&Keybinding_BuggyLookBack&");
      Layout("Keybinding_BuggyBreakGrab", "&Keybinding_BuggyBreakGrab&");
      Layout("Keybinding_BuggySonar", "&Keybinding_BuggySonar&");
      Layout("Keybinding_BuggyHeal", "&Keybinding_BuggyHeal&");
      }

      // lyr
      Layout("lyr_preference_groundpound")
      {
      Preset("Default")
      {
      RemoveAction(_ACTION_GROUND_POUND,EInputDevice_Keyboard);
      AddAction(_ACTION_GROUND_POUND,EInputTarget_Player,EInputDevice_Keyboard,false,EKey__C,false,false) { HoldTime(0.3); }
      }
      Preset("Shorter")
      {
      RemoveAction(_ACTION_GROUND_POUND,EInputDevice_Keyboard);
      AddAction(_ACTION_GROUND_POUND,EInputTarget_Player,EInputDevice_Keyboard,false,EKey__C,false,false) { HoldTime(0.2); }
      }
      Preset("Longer")
      {
      RemoveAction(_ACTION_GROUND_POUND,EInputDevice_Keyboard);
      AddAction(_ACTION_GROUND_POUND,EInputTarget_Player,EInputDevice_Keyboard,false,EKey__C,false,false) { HoldTime(0.4); }
      }
      }

      //Layout("lyr_preference_manup")
      //{
      //Preset("Tap")
      //{
      //RemoveAction(_ACTION_USE_MANUP,EInputDevice_Keyboard);
      //AddAction(_ACTION_USE_MANUP,EInputTarget_Player,EInputDevice_Keyboard,false,-1,false,false);
      //}
      //Preset("Hold")
      //{
      //RemoveAction(_ACTION_USE_MANUP,EInputDevice_Keyboard);
      //AddAction(_ACTION_USE_MANUP,EInputTarget_Player,EInputDevice_Keyboard,false,-1,false,false) { HoldTime(0.2); }
      //}
      //}

      Layout("lyr_preference_watch")
      {
      Preset("Hold")
      {
      RemoveAction(_ACTION_LOOK_AT_WATCH,EInputDevice_Keyboard);
      RemoveAction(_ACTION_STOP_LOOKING_AT_WATCH,EInputDevice_Keyboard);
      AddAction(_ACTION_LOOK_AT_WATCH,EInputTarget_Player,EInputDevice_Keyboard,false,-1,false,false) { HoldTime(0.3); }
      AddAction(_ACTION_STOP_LOOKING_AT_WATCH,EInputTarget_Player,EInputDevice_Keyboard,false,-1,false,false);
      }

      Preset("Tap")
      {
      RemoveAction(_ACTION_LOOK_AT_WATCH,EInputDevice_Keyboard);
      RemoveAction(_ACTION_STOP_LOOKING_AT_WATCH,EInputDevice_Keyboard);
      AddAction(_ACTION_LOOK_AT_WATCH,EInputTarget_Player,EInputDevice_Keyboard,false,-1,false,false);
      AddAction(_ACTION_STOP_LOOKING_AT_WATCH,EInputTarget_Player,EInputDevice_Keyboard,false,-1,false,false);
      }
      }

      use lyr_qu_keyselect(layoutname = "lyr_quickuse1", slotNumber = _ACTION_EQUIPMENT_SLOT1);
      use lyr_qu_keyselect(layoutname = "lyr_quickuse2", slotNumber = _ACTION_EQUIPMENT_SLOT2);
      use lyr_qu_keyselect(layoutname = "lyr_quickuse3", slotNumber = _ACTION_EQUIPMENT_SLOT3);
      use lyr_qu_keyselect(layoutname = "lyr_quickuse4", slotNumber = _ACTION_EQUIPMENT_SLOT4);

      //LayoutKeybinding("lyr_manup", _CATEGORY_HUMAN, _COLLIDE_HUMAN, false)
      //{
      //Action(_ACTION_USE_MANUP);
      //}

      LayoutKeybinding("lyr_watch", _CATEGORY_HUMAN, _COLLIDE_HUMAN, false)
      {
      Action(_ACTION_LOOK_AT_WATCH);
      Action(_ACTION_STOP_LOOKING_AT_WATCH);
      }

      LayoutKeybinding("lyr_dummy", _CATEGORY_HUMAN, _COLLIDE_HUMAN, false)
      {
      Action(_ACTION_EXECUTE_TRIGGER4);
      }

      View("Quick Use & Watch Mod")
      {
      Layout("lyr_preference_groundpound","Ground Pound Delay");
      //Layout("lyr_manup","Man-Up!");
      //Layout("lyr_preference_manup","Man-Up! Activation Preference");
      Layout("lyr_watch","Watch");
      Layout("lyr_preference_watch","Watch Check Preference");
      Layout("lyr_dummy","Unbinder");
      Layout("lyr_quickuse1","Quick Use Equipment 1");
      Layout("lyr_quickuse2","Quick Use Equipment 2");
      Layout("lyr_quickuse3","Quick Use Equipment 3");
      Layout("lyr_quickuse4","Quick Use Equipment 4");
      }
      }



      Edit: I only applied your edits to the new file. I haven't tried " The Following" yet though. Not sure if that's where your crashes are coming from. Oh and I've only tried quick-use and not the watch.
    4. lyravega
      lyravega
      • premium
      • 277 kudos
      The crashes are because there is something wrong with this file. Not saying your file; the file that I am working with. If you make a syntax error, or use an unknown variable for example, BOOM. Crash.

      Thanks for the reply, I'll inspect this as soon as I can!
    5. JovianStone
      JovianStone
      • supporter
      • 29 kudos
      Of course! Anyways, I've been playing the Following and checked the watch, everything works great.
    6. lyravega
      lyravega
      • premium
      • 277 kudos
      I "finally" got around to update some of my mods. This (and Advanced Moves) was by far the most time consuming as it kept crashing on me over and over. Then I decided to do a simple thing; copy / paste all of your reply, and try it out. CRASH! Apparently, the problem was caused by the gamepad bindings file that I forgot to put a ";" somewhere. Man, what a waste of time... because of a simple ";"...

      Anyway, thank you for your help. A bit late for many other people out there, but trying to mod multiple games at once is... well, it's something I'll be avoiding in the future.
    7. JovianStone
      JovianStone
      • supporter
      • 29 kudos
      Considering I've never used a controller, that doesn't surprise me. Glad to see it's all worked out.
  10. snoozyboy
    snoozyboy
    • member
    • 3 kudos
    Great mod. I'll wait until you update it. Thanks!
  11. RevoReality
    RevoReality
    • member
    • 1 kudos
    how do you check your watch?

    this is the only bind that doesn't work
    1. lyravega
      lyravega
      • premium
      • 277 kudos
      Hold the button for a little bit. You need to be out of the prologue zone / tutorial though.