Fallout 4

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hdhemgey

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hdhemgey

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32 comments

  1. fusuka
    fusuka
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    it says this mod is no longer necessary, does that mean I can use mods that rely on it without it now?
  2. overfiend87
    overfiend87
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    After I did this alteration I can no-longer loot enemies that die and lie on the floor. This is on the controlller, for some reason itappears to work everywhere else though.
  3. zaida1994
    zaida1994
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    DONT WORK WITH PATCH 1.5...

    Fallout 4 version 1.5.157 dont work with F4SE version 0.1.13 and 0.1.14... Dont work...

    a fix possible?
  4. AbaddonAlmighty
    AbaddonAlmighty
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    My question isn't actually about this mod and I apologize for that but I can't find answers anywhere and I thought since you clearly understand F4SE better than I do you may be able to help. I'm trying to install F4SE into Mod Organizer and have done it for the most part but then it gives me the "No game data on top level" thing and usually that's easily enough resolved but since F4SE doesn't have a data, textures or meshes folder I don't know how to resolve it.
    1. dork9x6
      dork9x6
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      F4SE like any script extender needs to be installed directly, not through any mod manager, not sure if there are any online guides, but i know there are for SKSE (Skyrim's) and the principle is the same
  5. mrtcustoms1
    mrtcustoms1
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    Hellppp!!
    Fairly new with this kind of stuff and I cannot get F4SE to function. I first had it extracted in my original FO4 execution folder, but it kept asking me to get latest FO4 version(which I have). I uninstalled off my SSD on to my 1TB HDD and reloaded the files into the correct folder. However, it crashes every time I try to execute the loader. Any guidance would be much appreciated!
    1. Nautious
      Nautious
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      • 4 kudos
      this mod is no longer supported, just delete the files from this mod or rollback your fo4 folder,
  6. Marikhen
    Marikhen
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    Strike the whole (previous) post. Fixed my issue by changing Jump in section 17, each blank line denoting a new section, to what I normally use for jump. Only down side is that it still doesn't fix that issue that crept in awhile ago where I can't use the space bar to move electrical objects and string lights between them.

  7. provanity
    provanity
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    hey guys
    so I learned the colom D is actually game pad controls!!
    neato!

    https://msdn.microsoft.com/en-us/library/microsoft.directx_sdk.reference.xinput_gamepad(v=vs.85).aspx

    I have a lot of questions tho...
    where is the pipboylight action?
    If I want to change a key, do I just switch around column A?
    What column tells us that the key is being held down?
    Can we change column A into console commands?
    after I' done editing, do I save the file as txt? exel?
    1. provanity
      provanity
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      I can't get this to work at all,
      do I just drop it into the same folder ass f4se?
      there's literally no explanation on how to get this up and running., it's just a txt file...I'm so lost.
  8. TheGeekyDead
    TheGeekyDead
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    I just found you Mod, I was wondering what the Code is for re-mapping Toggle Walk/Run to F1?
    I hate having it @ Caps. I always hit it, pissing me off.
  9. LinuX123
    LinuX123
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    Noob question: How to install?
    I put the CustomControlMap.txt inside of Data\F4SE and run fallout via f4se_loader but don't change any key.
    There CustomControlMap.txt in fallout root folder that already came with f4se. I need to replace this with from the mod?
    1. LinuX123
      LinuX123
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      Update: Apparently the keys are changed only for workshop creation
  10. RokHere
    RokHere
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    I can confirm that this mod works with Fallout 4 Script Extender (F4SE), which you can get from here on Nexus or Google. This does work with the hard-coded key bindings like E, allowing you to change them, or you can accept hdhemgey's configuration for ESDF gamers. If you choose to customize it, you need to change the txt file, \ Data\F4SE\CustomControlMap.txt, by opening it in a program like Excel. Do not drag and drop to Excel as that may bypass the step to choose settings of opening, like specifying it's tab-delimited. So open the file from within Excel by using the normal Open button; also make sure that you're displaying text files, not just spreadsheets, so you can actually see the file. Then, you want to change the values in the second column (column B). You can Google “Virtual-Key Codes” to find out what these codes mean, or which keyboard keys they stand for. The first column (A) has the names of the actions you want to give any new bindings for; some names are self-explanatory or obvious, like StrafeLeft and Sprint; some are vague or not so intuitively clear, like XButton (turned out to be for scraping in Workshop mode, for example) and Accept (accept what? Well, in one case, accept putting that object this way in Workshop mode). The hardest part really is customizing the bindings to your liking (which I really wanted). But you can just accept hdhemgey's configuration and find its details via the clear screenshots uploaded.

    By the way, hdhemgey, you may really want to rename this mod to something like “Change Hard-coded Fallout 4 Key Bindings”. Then simply state that the mod requires F4SE in huge texts first thing in the description. And with the ability to customize, it doesn't matter whether the player is an ESDF or ESFC one, or even still using the crappy WASD config; any user can make good use of this mod via customization. And choosing a name like “Change Hard-coded Fallout 4 Key Bindings” will allow probably thousands of players who have been searching for ages for a solution like this. I’m one of them. I have been searching and searching on Google, and never found this mod! I only found it by being persistent and scanning dozens of posts on a thread about the SWF files! So, really, I highly recommend you re-upload with good keywords. If you don't, eventually I will, with my own configuration, and take credit instead. So please go for it!
    1. hdhemgey
      hdhemgey
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      I will be delighted if you'd release your own bindings. It's why I shared the sources for the layout editor and gave free permission; Literally saying "Do as you like. No credits required[.]" to use anything and everything you'd like the way you like.

      The way I see it, the more people release personal bindings, the more likely it is Bethesda realizes it's not acceptable to release console ports at such a poor state to the PC that their customers need to use memory hooks and overwrite internal data files just to use the keyboard the way they want to. Maybe next time, they'll prioritize proper bindings early enough in the developing process that undoing the hard-coded actionscripts (really, rewriting whole sections of them while creating new graphic assets) might never become necessary again.

      As for myself, I'm actually fine with it remaining obscure:
      Firstly, I held off on uploading the file for weeks since release since I was concerned Bethesda won't give priority to the issue and would delegate it to the community like they always do. However, when 1.2 came out with that half-assed "fix", I realized it might take months if not years for them to fix this properly if at all. So, I caved in and released my personal workaround.

      Secondly, the menus are hinting on the wrong keys making the usage very confusing for the vast majority of people so it's just not good enough for wide consumption. I tried my best by releasing all those little layout images but it's hardly a proper solution.

      Lastly, it's not fully tested and I don't have the time or patience to fully test it. e.g. Just now I found a bug in the looksmenu where using C to change color doesn't work. I have a pretty good idea what's wrong but since it's a one-time cosmetic operation done in the beginning of the game and there's no telling fixing it won't break something else that actually matters... Well, I leave that one as an exercise for the class