Fallout New Vegas
0 of 0

File information

Last updated

Original upload

Created by

sh0d4n

Uploaded by

sh0d4n

Virus scan

Safe to use

About this mod

This is basically a way to jury-rig Project Nevada’s features over the top of the existing gamebryo engines default xbox360 controller functions, so that the default Pip-Boy and VATS controller functions still work.

Permissions and credits
Controller Instructions for Jury-Rigging PN

This is basically a way to jury-rig Project Nevada’s features over the top of the existing gamebryo engines default xbox360 controller functions, so that the default Pip-Boy and VATS controller functions still work.

Its not perfect but it will do until modders can work out a better solution for gamepad support.


What it doesn’t do:-

1. Enable PN’s Quick Grenade Hotkeys. Mainly because I couldn't find a satisfactory configuration that was faster and more accessible than simply hotkeying a grenade on the dpad.

2. Work with PN’s Cyberware Interface. Not sure why, but I couldn't get mouse cursor emulation to work in the interface. It seems as long as the 360 Control option is selected, then all gamebryo engine in-game called functions from the m/k is disabled. Unless its called from a mod hotkey through NVSE.



Instructions

These instructions assume that your game has already been modded with at least the Project Nevada mod.

STEP 1
Download JoyToKey_en_5.5.1 or better from: http://joytokey.net/en/ and install it.


STEP 2
Download my custom Fallout New Vegas.cfg file, extract it and place it in the Joytokey folder.


STEP 3
Make a back-up copy of your “FalloutPrefs.ini” file. (File path > Documents/My Games/FalloutNV/FalloutPrefs.ini) Be sure to move your back up copy to a different location too, just in case it gets overwritten in the folder like mine accidentally did.

You can restore the back-up if anything goes wrong.


STEP 4
Open FalloutPrefs.ini and locate the [Controls] section and then find and replace each of the listed control binds so that they match the values below. Leave everything else that isn't listed here. Save and Close.

Use=00FF0011
Activate=0012FF0A
Block=00380110
Ready Item=0013FF0C
Crouch/Sneak=001DFF08
Jump=0039FF0D
Toggle POV=0021020E
Menu Mode=000FFF07
Rest=0043FFFF
Vats=002FFF0B
Grab=002CFF0F

This will overwrite your default in-game controller binds, but it is necessary to ensure there are no control conflicts with my FNV Custom Joypad config.

(You can always experiment with them yourself later, as I did, along with your own custom joytokey config).

Most importantly though, the above procedure remaps the “Rest” (aka “Wait” functionality) key from FNV's Controller Binds list by binding it to the Quickload F9 key which is disabled while using the controller anyway. This frees up one button to be used for Project Nevada.

IMPORTANT - It also means you can no longer ‘Wait‘, which for some quests can be problematic if there are no beds nearby. But I found a solution to this on the Nexus, the “Portable Campsite” mod which comes with a deployable sleeping bag you can carry around with you in your inventory. The mod and instructions on its use can be found here:

http://www.nexusmods.com/newvegas/mods/35134/?

There are also a number of other mods on the nexus that provide sleeping functionality. Whatever suits your tastes.

Of course you can simply play without the ‘Wait’ functionality, but I personally found it a chore.

A mod that calls the ‘Wait’ function straight from the Pip-boy inventory would be ideal.


STEP 5
Load Joytokey and make sure the 'FNV Custom Joypad' config is available and selected in the left pane, and leave it running in the background. Now run Fallout New Vegas and make sure that the Xbox 360 Controller option in Settings > Controls is activated.


STEP 6
Load your save game and adjust mod hotkeys in MCM to match those in my joytokey custom config.

Project Nevada - Sprint (Leave this set to its default 'Shift'.)
Project Nevada - Bullet-time (Change this value from 'C' to 'backslash' .)
Project Nevada - Stealth Mode (Change this from 'X' to 'B'.)
Project Nevada - Night Vision (Leave this set to its default 'M'.)
Project Nevada - Scope Zoom In (Change this to 'PGUP'.)
Project Nevada - Scope Zoom Out (Change this to 'PGDN'.)
Project Nevada - AR Scan (Leave this set to '1')
http://www.nexusmods.com/newvegas/mods/40040/

CASM’s Quick Save functionality. (Leave this set to its default 'F4')
http://www.nexusmods.com/newvegas/mods/45652/

Camera Auto Switch - Manual Swap Sides (Leave this to its default 'C'.)
http://www.nexusmods.com/newvegas/mods/54681/

Weapon Mod Menu - Open Mod Menu (Leave this to its default 'X'.)
http://www.nexusmods.com/newvegas/mods/44515/

Note: Use the keyboard keys to set these, rather than your Controller buttons. This will avoid the “Already Mapped” pop-up message you get when you try to map certain controls using the gamepad.

Now double check that you have no other mods with hotkeys that use any of the above key binds or you may have unforeseen problems. Done.



Control Conflicts

I have tried to keep them to a minimum. But due to the way I have configured joytokey to overlay additional mod functionality over the top of the default FNV control binds, there is always the possibility for the button not to do what you actually wanted. For example; ‘Activate’, bound to the ‘A’ Button, interacts with the world. It also toggles stealth mode on/off by holding it. If the player isn't careful, they might press to activate stealth but at the same time also interact with whatever is directly in front of them. This can easily be avoided with a little trial and error and simply by being aware of what you are targeting before you press the button.