About this mod
The mod makes changes to control scheme and movement to improve the gameplay quality on PC for Keyboard and Mouse users.
- Permissions and credits
- Changelogs
Note: the mod does not define any controller buttons, don't use it if you're playing with controller - it will make zero sense to you.
Main changes:
- Default movement speed is now jog (there are two versions: 65% and 50%, 65% fits the game more genre considered) and you can sprint while holding Shift. The important effect here is that sprint speed upgrade which affects sprint is now only triggered when you actually sprint with Shift and not all the time.
- You can scroll options in dialogs with mouse wheel and then select them with F.
- A key to close Terminals is now F (was Esc and was overridden by show main menu key).
- Right mouse button is now used to throw grabbed items.
- Bugged non-reassignable weapon selection with mouse wheel changed to PgUp/PgDown - not really needed on PC at all as we can select directly with 1-4 keys.
- Scanner no longer blocks picking up/looting actions, though the action itself ends the scan (in vanilla the button prompt is there, but pressing the key does nothing as the action is blocked).
- Using scanner no longer locks you to slow walking mode.
- A and D are now used to rotate lock mechanism instead of Q and E.
Optional changes:
- QTE QE buttons changed to AD.
- QTE QE buttons changed to left and right mouse click.
Important! Reassign Shift to something else if you have it assigned to any other action in game!
To install unpack the main 7z (chose only one version!) and copy the pak file to your "[Path To The Library]\Atomic Heart\AtomicHeart\Content\Paks" folder.
Do the same for one of the optional QTE files.
To uninstall remove the pak(s) you copied from your "[Path To The Library]\Atomic Heart\AtomicHeart\Content\Paks" folder.
Known issues:
Diagonal move (W+D, W+A) doubles the speed - the same problem as with many games nowadays doing x+y instead of sqrt(x*x+y*y) for magnitude. Trying to fix for the next version.
How the mod works:
The mod doesn't need any hooks, it was done natively by remaking input context from scratch. Different movement speeds already exist in the game, they're triggered by different input magnitude on controller. "Hacking" into MaxWalkSpeed is not helpful here and even counter-productive as it breaks the movement system internal logic and leads to bugs.