UPD: v2.20.7 removes dialogue option selection on W/S to avoid accidental selections if walking.
UPD: updated the mod to v2.2.
vanillaplus profile works as expected
redscript profile is ready as well:
Toggle current quest active/inactive via dedicated key (F2)
Holster by long pressing Reload key (R)
Both flavours are already playable.
Anyhow, enjoy! And happy holidays! ---
I got some time to dedicate to modding and started porting my changes to v2.2 config revision. Should be out before winter holidays.
I have reworked the way I produce config files and now instead of editing them directly I rely on mixins (patch-like collections of edits applied on top of whatever configs you provide initially). That should make my mod compatible with everything that edits the same files.
If you are curious about how it works and/or want to participate, visit project's GitLab page (as of 2024-12-26 I added really user friendly YAML files that fully support anchors so working with the remapping becomes much-much easier, and dare I say, even pleasant!)
I was wondering if it was intentional to not have a key bound to the tab left and right for attributes perk tree menu. I'm using the RedScript version and everything seems to be working fine. I just can't seem to figure out what key bind button name to change to get those buttons to have a key bound to it again. it's just blank in menu so I have to manually press the button with LeftMouse to change attribute perk tree which is kind of annoying me atm. If you do know what key binds to change to get those buttons bound again it would be much appreciated.
!ssue FIXED
Spoiler:
Show
Fixed by addressing key bind changes in r6/cache/inputUserMapping.xml Apparently was missing the key binds set by mod after initial install
Installing factory settings and deleting the script files and r6/cache/context and user mappings files, ingame controls reset to default, then reinstalling the mod seems to also work if your controls are bugged somehow. Just be sure to make any changes you want/had in the inputUserMappings.xml to your preferred binds before going ingame and pressing set to default in initial install of mod. After everything should work properly next boot
Fantastic mod, made the game so much easier to pick up. One problem though is that when looting, I'll press "E" to grab the item, but it will scroll down once then grab. Not game-breaking by any means, but just irks me when it happens. Thanks for keeping this mod updated, it's a required download in my opinion.
It's actually the second time I hear about scrolling (the previous commenter mentioned that too). Are there any details you can provide in addition? Such as what other mods you have installed, if you have tried resetting the mappings, what mappings you have changed (if any). If I get a full picture of under what circumstances this happens (and have some free time to work on the mod), I may end up fixing it.
This is actually a known problem with the quickloot system that only shows up with UI mods in use. I had found a fix for it a year ago before I uninstalled CP2077 (Vortex, never again), but I can't for the life of me remember what it was or how to find it again. I'm still on the hunt for it, so when I find it, I'll come post it here.
i had the same issue. I then checked the config file in the game folder under cyberpunk2077/r6/config and found that, either same other mod (altho could not find which, as I should not have any other mod modifying these files) or because I manually edited these files in the past, but these values here:
did not use IK_W or IK_S respectively, as set by your mod. They were still showing IK_E and Ik_Q. After manually rectifying this, all seems to work as intended :)
Not sure if this is doable with the keybind context settings, but I have what I hope will be a small request. Ever since this mod's switch to right-click-to-cancel (which I love), right clicking when using an in-game computer backs me all the way out of the computer, when I only want to go back to the previous page. Instead, I have to use the Escape key to go back a step, which is the opposite of what my muscle memory is programmed to do. Right click ought to take me back a step, and Escape ought to take me all the way out. If you can swap those two around, I'm sure I'm not the only person who would appreciate it.
Hey there, I believe this issue may be caused by this mod as when I updated this mod the issue started appearing. Whenever I go to loot something, it loots the item below the one I meant to select in the menu. With some googling it looks like this issue happens when the UI panels keybind for "move down" is also binded to the E key. I checked my keybinds and that is not the case (they match the keybinds you have images posted for). Has anyone else experienced this and know a solution? Apologies in advance if this is not caused by this mod.
Hi. My mod does not have E for move down, but if you set it that way (or have leftover mappings in cache) – such behaviour is very possible. I can only suggest resetting bindings to defaults (from the menu) and NOT setting move down to E (arrow keys and mouse wheel should work well). Instruction is available in the mod description; at the bottom of that page there are screenshots of how mappings would look in settings menu.
Alternatively, it could be a mod conflict, on which I cannot comment yet since I am not playing with any "complex" mods myself as of now. I am, however, planning to ensure compatibility with Native Settings UI and a bunch of common libraries (most of which are requirements for this mod, for example: https://www.nexusmods.com/cyberpunk2077/mods/16300).
But the release date for such update on my behalf is TBA, I have real life stuff to take care of atm and not gaming/modding that actively outside of long(er) public holidays.
If you have redscript profile (which I assume you do), just hold reload key for a couple of seconds. The key being unbound in the settings menu is due to the fact it is not used anymore. Please, read the description page fully (which I am sure you did not).
Redscript profile uses a [red]script for holstering via [reload] longpress. It is explicitly indicated in the description of a mod, marked in the file notes at the download page and stated in the README of the mod archive you downloaded (if installing manually). Also the mod title says "Fallout style hold Reload to holster". You clearly missed all these, since the question is still present.
If holstering by a single keypress is more to your liking, vanillaplus profile might be better to roll with. There you have holster/unholster key mapped (and remappable) just like in base game (nothing changed).
Remember to always read installation instructions, that saves time for everyone. There used to be a meme-site LMGTFY (let me google this for you). Nexus should have "let's sit and read description together"... We are not in that much of a hurry, right?
Every single one of your most recent updates has improved the game for me. I can't tell you how much I appreciate being able to play the game intuitively with controls I'm familiar with. It's like you're pulling this stuff straight out of my brain.
I tried the redscript version and it deleted keybindings I could not rebind threw the normal ingame menu. Deleting this and clicking default controls left me with tons of stuff that had dual uses stating INVALIDINPUT... I had to ask my friend to send me his whole \Program Files (x86)\GOG Galaxy\Games\Cyberpunk 2077\r6\config folder in a zip to replace all of mine and fix most of this and its still not as I had it sadly :(
Look, I get what ya was attempting to do with this, but man.... Fustercluck city. Thank you anyway though for the attempt.
(Lost controls for driving car "Any movement at all", getting out of car, walking radio, radio in car volume controls "As its R to activate car radio and Z for my walking radio" to show INVALIDINPUT.), Numberpad 5 is now my text message opening button when it used to be Z, idek what its going to be for reading shards I pickup. After removing this and using "default" keybindings ingame.
Mods I am using atm: Freefly, Newgame+, Immersive first person, CET, NativeSettings and all there dependencies. Game version 2.2 No PL DLC.
Tl;Dr: Backup ya Cyberpunk 2077\r6\config folder before trying this!
Well, what you are describing here sounds like a mod conflict. My initial guess would be either "Native Settings UI" or "New Game Plus". I will have to look into that one, since many mods out there depend on it.
My mod does not change car movement controls at all, that has to be file conflict.
As for the INVALIDINPUT, I would assume options.json is modified by one of the mods you have installed (probably one of the two above mentioned again) along with some of the xml files that that mod changes which you did overwrite with mine. My mod does not provide the one of its own and relies on default file. Either that or you forgot to mention some other mods you have installed.
If I am correct, resolving conflict (creating compatibility patch) should be fairly simple, but as this holiday week is over, I cannot predict when extra time to spare occurs for me.
Also if my mod was a cornerstone to your issue, you could just download "factory" profile available in the Miscellaneous files, no need to get folder from a friend. It vererts changes made by the mod to default game files.
I will definitely try "Native Settings UI" and "New Game Plus" at some point. Curious about some mods depending on these two and have been very lightly modded game so far.
Please add links to the mods you are referring to next time. Not always easy to guess which ones you mean especially if you spell names differently...
I would like to request, entirely at your own convenience of course, that between the two, you place a higher priority on creating the compatibility patch for Native Settings UI than on New Game Plus. We've lived without New Game Plus for years, and there are workable alternatives to it, though they are not as good. Native Settings UI, on the other hand, is a hard requirement for dozens of mods, some of which are essential.
I have the same issue as the user above, but after looking through what was missing, I considered the possibility that it might be intended behavior and tried to play without those keybinds, and so far, the remaining keybinds have allowed me to navigate the game and its menus just fine since a lot of those controls are duplicated. I'm not very far along in the game however, so don't take that as conclusive. I'm just saying that I'm able to make it work as long as I don't get alarmed by a bunch of blank keybinds on a menu screen and just play. Time will tell whether or not this is crazy talk on my part.
Oh its all good. I ended up removing this overall and just wanted to let you know of possible issues. Thank you though for the reply and looking in to it :D
A feedback: Cycle Weapons for Tab is too easy to hit (when using slow walk eg.) and I happen to take out my weapon accidentally too often, which kinda breaks the RPG aspect. Also cycling isn't too important, since it can be done with the scroll wheel (I never use it actually in any FPS). So my take would be to give Tab the scanner toggle, and give back scroll wheel button the grenade. I would rebind it myself, but the game doesn't allow saving keymap, sincesome actions are scripted and have empty keybinds.
Hmm, I'll think about it. Honestly, I don't ever use the weapon wheel myself (and consider it useless zoomer mechanic). I do like to have the scanner's toggle at mouse wheel because you can feel the *click*. In early iterations of the mod I had scanner toggle at Tab, I think. Should still be remappable unless I screwed something up.
I don't mind holding tab for weapon wheel, because Dark Future's stats are readable that way, but yeah, one-press cycling is definitely redundant.
About remapping, it's not possible in-game, since the scripted actions have empty keybinds, and the game doesn't allow to save the keymap like that. Do you think it's possible to to make it so that the scripted actions' keybinds are assigned in-game as well, so a re-map can be saved?
Should be possible. I'll investigate the restriction of remappings. Probably grab inspiration from what is done in those "better mapping" mods out there.
Curious how much other modders have achieved while I kept tweaking on my own and inventing wheels and bicycles.
Hmm. So I have just tested assigning Tab to "toggle scanner" and "-" to hub (just a random key I'll never use) and saved changes with no problem. When you make a change and previous key unmaps there is an asterisk symbol
next to it. Check that you have all such fields assigned. Having blank entries is OK for mappings that are empty by default.
Actually the reason I wrote this because Holster Weapon and Drop are empty with your mod installed (I guess they are the scripted ones?), check the screenshots I uploaded. (haha, I see you have uploaded them already, cool!)
217 comments
UPD: v2.20.7 removes dialogue option selection on W/S to avoid accidental selections if walking.
UPD: updated the mod to v2.2.
Both flavours are already playable.
Anyhow, enjoy! And happy holidays!
---
I got some time to dedicate to modding and started porting my changes to v2.2 config revision.
Should be out before winter holidays.
I have reworked the way I produce config files and now instead of editing them directly I rely on mixins (patch-like collections of edits applied on top of whatever configs you provide initially). That should make my mod compatible with everything that edits the same files.
If you are curious about how it works and/or want to participate, visit project's GitLab page (as of 2024-12-26 I added really user friendly YAML files that fully support anchors so working with the remapping becomes much-much easier, and dare I say, even pleasant!)
One problem though is that when looting, I'll press "E" to grab the item, but it will scroll down once then grab. Not game-breaking by any means, but just irks me when it happens.
Thanks for keeping this mod updated, it's a required download in my opinion.
It's actually the second time I hear about scrolling (the previous commenter mentioned that too). Are there any details you can provide in addition? Such as what other mods you have installed, if you have tried resetting the mappings, what mappings you have changed (if any). If I get a full picture of under what circumstances this happens (and have some free time to work on the mod), I may end up fixing it.
<mapping name="UI_MoveUp" type="Button">
<button id="IK_Pad_DigitUp"/>
<button id="IK_W" overridableUI="selectUp"/>
<button id="IK_MouseWheelUp"/>
<button id="IK_Up" overridableUI="selectUpSecondary"/>
</mapping>
<mapping name="UI_MoveDown" type="Button">
<button id="IK_Pad_DigitDown"/>
<button id="IK_S" overridableUI="selectDown"/>
<button id="IK_MouseWheelDown"/>
<button id="IK_Down" overridableUI="selectDownSecondary"/>
</mapping>
did not use IK_W or IK_S respectively, as set by your mod. They were still showing IK_E and Ik_Q. After manually rectifying this, all seems to work as intended :)
Alternatively, it could be a mod conflict, on which I cannot comment yet since I am not playing with any "complex" mods myself as of now. I am, however, planning to ensure compatibility with Native Settings UI and a bunch of common libraries (most of which are requirements for this mod, for example: https://www.nexusmods.com/cyberpunk2077/mods/16300).
But the release date for such update on my behalf is TBA, I have real life stuff to take care of atm and not gaming/modding that actively outside of long(er) public holidays.
Redscript profile uses a [red]script for holstering via [reload] longpress. It is explicitly indicated in the description of a mod, marked in the file notes at the download page and stated in the README of the mod archive you downloaded (if installing manually). Also the mod title says "Fallout style hold Reload to holster". You clearly missed all these, since the question is still present.
If holstering by a single keypress is more to your liking, vanillaplus profile might be better to roll with. There you have holster/unholster key mapped (and remappable) just like in base game (nothing changed).
Remember to always read installation instructions, that saves time for everyone. There used to be a meme-site LMGTFY (let me google this for you). Nexus should have "let's sit and read description together"... We are not in that much of a hurry, right?
Look, I get what ya was attempting to do with this, but man.... Fustercluck city.
Thank you anyway though for the attempt.
(Lost controls for driving car "Any movement at all", getting out of car, walking radio, radio in car volume controls "As its R to activate car radio and Z for my walking radio" to show INVALIDINPUT.), Numberpad 5 is now my text message opening button when it used to be Z, idek what its going to be for reading shards I pickup. After removing this and using "default" keybindings ingame.
Mods I am using atm: Freefly, Newgame+, Immersive first person, CET, NativeSettings and all there dependencies.
Game version 2.2 No PL DLC.
Tl;Dr: Backup ya Cyberpunk 2077\r6\config folder before trying this!
My mod does not change car movement controls at all, that has to be file conflict.
As for the INVALIDINPUT, I would assume options.json is modified by one of the mods you have installed (probably one of the two above mentioned again) along with some of the xml files that that mod changes which you did overwrite with mine. My mod does not provide the one of its own and relies on default file. Either that or you forgot to mention some other mods you have installed.
If I am correct, resolving conflict (creating compatibility patch) should be fairly simple, but as this holiday week is over, I cannot predict when extra time to spare occurs for me.
Also if my mod was a cornerstone to your issue, you could just download "factory" profile available in the Miscellaneous files, no need to get folder from a friend. It vererts changes made by the mod to default game files.
I will definitely try "Native Settings UI" and "New Game Plus" at some point. Curious about some mods depending on these two and have been very lightly modded game so far.
Please add links to the mods you are referring to next time. Not always easy to guess which ones you mean especially if you spell names differently...
I have the same issue as the user above, but after looking through what was missing, I considered the possibility that it might be intended behavior and tried to play without those keybinds, and so far, the remaining keybinds have allowed me to navigate the game and its menus just fine since a lot of those controls are duplicated. I'm not very far along in the game however, so don't take that as conclusive. I'm just saying that I'm able to make it work as long as I don't get alarmed by a bunch of blank keybinds on a menu screen and just play. Time will tell whether or not this is crazy talk on my part.
Thank you though for the reply and looking in to it :D
aspect. Also cycling isn't too important, since it can be done with the
scroll wheel (I never use it actually in any FPS).
So my take would be to give Tab the scanner toggle, and give back scroll wheel button the grenade.
I would rebind it myself, but the game doesn't allow saving keymap, sincesome actions are scripted and have empty keybinds.
I do like to have the scanner's toggle at mouse wheel because you can feel the *click*.
In early iterations of the mod I had scanner toggle at Tab, I think.
Should still be remappable unless I screwed something up.
About remapping, it's not possible in-game, since the scripted actions have empty keybinds, and the game doesn't allow to save the keymap like that. Do you think it's possible to to make it so that the scripted actions' keybinds are assigned in-game as well, so a re-map can be saved?
I'll investigate the restriction of remappings.
Probably grab inspiration from what is done in those "better mapping" mods out there.
Curious how much other modders have achieved while I kept tweaking on my own and inventing wheels and bicycles.
This is a mod from well-known modder, I have used some of his/her mods in the past. Should be safe.
In vanillaplus you can set holster/unholster.
I did point it out at the description and it is visible from the screenshots.