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diras2010

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21 comments

  1. diras2010
    diras2010
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    Update for v 2.12 and Phantom Liberty DLC:

    - Change old keybinds with new ones from original, unmodded file
    - Removed "prototype" keybinds, since newest, original file doesn't have those anymore
  2. deleted3267301
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    There is no need to use a mod. Just find UserSettings.json in C: \ Users \ ***** \ AppData \ Local \ CD Projekt Red \ Cyberpunk 2077 and edit it.
    "value": "IK_F" replace with "value": "IK_E" and that's it.
    I apologise for possible mistakes. English is not my language.
    1. behemothrex
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      Thanks! easy fix and worked like a charm!
    2. sakmakokk
      sakmakokk
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      How do I change mirror key to E ?
    3. yerjik87
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      Does this fix the hard coded E key usage for cyberware while in quickhack mode and F key usage for jumping out of cars?
    4. Daemonjax
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      Swapping E for F by editing UserSettings.json in:%USERPROFILE%\AppData\Local\CD Projekt Red \Cyberpunk 2077\
      ...works for quickhacks and exiting vehicles as expected.  I haven't tested it for the special jumping out of vehicles perks but I imagine it does.

      But you'll also need to edit:
      ...\Cyberpunk 2077\r6\config

          <mapping name="character_preview_rotate" type="Axis" >
              <button id="IK_LeftBracket" val="1.0"/> <!-- overridableUI="selectUp" /> -->
              <button id="IK_RightBracket" val="-1.0"/> <!-- overridableUI="selectDown" /> -->
          </mapping>

      Note: you probably want to comment out the overridableUI part of the line like I did to make it actually work, otherwise it gets overriden by whatever selectUp and selectDown is, which is probably Q and F.

      ... in order to at least change "IK_E" to something else (this seems accurate enough: keybinds) for the rotation so that you can rotate your character properly in the mirror and character creation screen.  Personally I use "IK_LeftBracket" and "IK_RightBracket" for those. 

      Note: if you're using a mod like No More Hardcoded Keybinds, then you want to edit the inputUserMappings.xml in that mod's r6\config folder.  Best bet is to use grepwin (https://tools.stefankueng.com/grepWin.html) on your mod folder to find all occurrences of character_preview_rotate.

      I don't know why this isn't just exposed in the ingame keymapping ui.  There isn't anything inherently special about the E and F keys to warrant this level of effort just to swap them.
  3. DangerToadMods
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    Does not work with 2.1
  4. dejunai
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    On a separate note: [Input Loader] will allow you to avoid editing the [inputUserMapping.xml] by appending to it.
    This is the code you would need:
    Spoiler:  
    Show
    ?<?xml version="1.0"?>
    <bindings>
    <!-- inputUserMapping -->
    <mapping name="FreeCam_UpDown_Axis" type="Axis" >
            <button id="IK_Q" val="-1.0" />
            <button id="IK_F" val="1.0" />
            <button id="IK_Space" val="1.0" />
    <button id="IK_Pad_B_CIRCLE" val="-1.0" />
    <button id="IK_Pad_A_CROSS" val="1.0" />
    <button id="IK_Pad_LeftShoulder" val="-1.0" />
    <button id="IK_Pad_RightShoulder" val="1.0" />
        </mapping>
    <mapping name="popup_maxQuantity" type="Button" >
    <button id="IK_F" />
    <button id="IK_Pad_DigitUp" />
        </mapping>
    <mapping name="Dodge_Button" type="Button" >
    <button id="IK_Pad_B_CIRCLE" />
    <button id="IK_LControl" overridableUI="crouchHold"/>
    <button id="IK_C" overridableUI="crouchToggle"/>
    <button id="IK_Mouse5" overridableUI="customdodge"/>
        </mapping>
    <mapping name="LeanRight_Button" type="Button">
    <button id="IK_F" />
    <button id="IK_Pad_DigitRight" />
    </mapping>
    <mapping name="BraindancePlayForward_Button" type="Button" >
    <button id="IK_Pad_RightTrigger" thresholdPress="0.1" thresholdRelease="0.05" />
    <button id="IK_F" overridableUI="braindanceForward"/>
        </mapping>        
    <mapping name="ApplyAndCloseQHackWidget" type="Button" >
    <button id="IK_Pad_X_SQUARE" />
        <button id="IK_E" overridableUI="selectChoiceUI"/>
        </mapping>    
        <mapping name="ApplyQHack" type="Button" >
        <button id="IK_E" overridableUI="selectChoice"/>
      <button id="IK_Pad_A_CROSS" />
        </mapping>
    <mapping name="InspectionEnd" type="Button" >
            <button id="IK_Pad_B_CIRCLE" />
            <button id="IK_F" />
        </mapping>
    <mapping name="IconicCyberware_Button" type="Button" >
    <button id="IK_F" overridableUI="iconic"/>
    <button id="IK_Pad_LeftRightShoulder" />
    </mapping>
    <mapping name="Takedown_Button" type="Button" >
    <button id="IK_Pad_X_SQUARE" />
    <button id="IK_E" overridableUI="selectChoice"/>
    </mapping>
    <mapping name="Vehicle_Horn" type="Button" >
    <button id="IK_Pad_LeftThumb" />
    <button id="IK_F" overridableUI="vehicleHorn"/>
        </mapping>
    <mapping name="ExitVehicle_Button" type="Button" >
    <button id="IK_E" overridableUI="exitVehicle"/>
    <button id="IK_Pad_B_CIRCLE" />
    </mapping>
    <mapping name="UI_MoveDown" type="Button" >
            <button id="IK_Pad_DigitDown" />
            <button id="IK_F" overridableUI="selectDown"/>
            <button id="IK_MouseWheelDown" />
            <button id="IK_Down" overridableUI="selectDownSecondary"/>
        </mapping>
    <mapping name="Choice1" type="Button" >
    <button id="IK_E" overridableUI="selectChoice"/>
    <button id="IK_Pad_X_SQUARE" />
    </mapping>
    <mapping name="DialogConfirm" type="Button" >
    <button id="IK_E" overridableUI="selectChoice"/>
    <button id="IK_Enter" />
    <button id="IK_Pad_X_SQUARE" />
    </mapping>
    <mapping name="Dialog_Choice_Down" type="Button" >
    <button id="IK_Down" />
            <button id="IK_Pad_DigitDown" />
    <button id="IK_F" overridableUI="selectDown"/>
    </mapping>

    <mapping name="Apply_Button" type="Button" SIEJADependent="true" >
            <button id="IK_E" overridableUI="selectChoice"/>
            <button id="IK_Enter" />
    <button id="IK_Pad_X_SQUARE" />
        </mapping>
    <mapping name="NextItem_Button" type="Button" >
            <button id="IK_Pad_DigitRight" />
            <button id="IK_F" overridableUI="selectDown"/>
        </mapping>
    <mapping name="CameraStepUp" type="Button" >
            <button id="IK_F" />
        </mapping>
    <mapping name="FreeCam_FOV_Control" type="Button" >
            <button id="IK_E" />
        </mapping>
    <mapping name="device_click" type="Button" SIEJADependent="true" >
    <button id="IK_LeftMouse"/>
    <button id="IK_Pad_X_SQUARE"/>
    <button id="IK_E" overridableUI="selectChoiceUI"/>
    </mapping>
    <mapping name="change_account" type="Button" SIEJADependent="true" >
    <button id="IK_Pad_Y_TRIANGLE"/>
    </mapping>
    <mapping name="vendor_checkout" type="Button" SIEJADependent="true" >
    <button id="IK_Pad_Y_TRIANGLE"/>
    <button id="IK_E" overridableUI="selectChoiceUI"/>
    </mapping>
    <mapping name="world_map_menu_zoom_out" type="Axis" >
    <button id="IK_Pad_LeftTrigger"/>
    <button id="IK_MouseWheelUp"/>
    <button id="IK_Q"/>
    </mapping>
    <mapping name="world_map_menu_zoom_in" type="Axis" >
    <button id="IK_Pad_RightTrigger"/>
    <button id="IK_MouseWheelDown"/>
    <button id="IK_F"/>
    </mapping>
    <mapping name="world_map_menu_open_quest" type="Button" SIEJADependent="true" >
    <button id="IK_Pad_Y_TRIANGLE"/>
    <button id="IK_E" overridableUI="selectChoiceUI"/>
    </mapping>
    <mapping name="world_map_menu_cycle_filter_next" type="Button" SIEJADependent="true" >
    <button id="IK_Pad_DigitRight"/>
    <button id="IK_F"/>
    </mapping>
    <mapping name="proceed_popup" type="Button" SIEJADependent="true" >
    <button id="IK_Pad_A_CROSS"/>
    <button id="IK_E" overridableUI="selectChoiceUI"/>
    <button id="IK_Enter"/>
    </mapping>
    <mapping name="click_popup" type="Button" SIEJADependent="true" >
    <button id="IK_LeftMouse"/>
    <button id="IK_Pad_A_CROSS"/>
    <button id="IK_Enter"/>
    <button id="IK_E" overridableUI="selectChoiceUI"/>
    </mapping>
    <mapping name="menu_click" type="Button" SIEJADependent="true" >
    <button id="IK_LeftMouse"/>
    <button id="IK_Pad_A_CROSS"/>
    <button id="IK_Enter"/>
    <button id="IK_E" overridableUI="selectChoiceUI"/>
    </mapping>
    <mapping name="use_item" type="Button" SIEJADependent="true" >
    <button id="IK_Pad_A_CROSS"/>
    <button id="IK_LeftMouse"/>
    <button id="IK_E" overridableUI="selectChoiceUI"/>
    </mapping>
    <mapping name="upgrade_attribute" type="Button" SIEJADependent="true" >
    <button id="IK_Pad_X_SQUARE"/>
    <button id="IK_E" overridableUI="selectChoiceUI"/>
    </mapping>
    <mapping name="upgrade_perk" type="Button" SIEJADependent="true" >
    <button id="IK_Pad_X_SQUARE"/>
    <button id="IK_E" overridableUI="selectChoiceUI"/>
    </mapping>
    <mapping name="track_quest" type="Button" SIEJADependent="true" >
    <button id="IK_Pad_Y_TRIANGLE"/>
    <button id="IK_E" overridableUI="selectChoiceUI"/>
        </mapping>
    <mapping name="character_preview_rotate" type="Axis" >
            <button id="IK_Q" val="1.0" overridableUI="selectUp" />
            <button id="IK_F" val="-1.0" overridableUI="selectDown" />
        </mapping>
    <mapping name="PhotoModeTakeScreenshot" type="Button" >
    <button id="IK_E" overridableUI="selectChoice"/>
    </mapping>
    <mapping name="PhotoMode_Next_Menu" type="Button" >
    <button id="IK_Pad_RightShoulder" />
    <button id="IK_F" overridableUI="selectDown" />
        </mapping>
    </bindings>

    I saved the above code as [F_to_E_Updated_input_loader.xml] and added it to a zip that has the ".\r6\input" path and used Vortex to install it. Whether you manually install it or use a zip and [Vortex->Add Mod by File], the file needs to end up in ".\Cyberpunk 2077\r6\input"...

    @diras2010, feel free to delete this post if I have stepped on your toes. I apologize if so. Otherwise feel free to distribute the code as an alternative as you see fit, and then delete this post.

    Process: I located 38 lines that were different than the vanilla [inputUserMappings.xml] using https://www.diffchecker.com and the result is here https://www.diffchecker.com/oYKJsWS4. I put the lines into the file described above. I did notice that a few edits didn't seem to be in the scope of moving [E]->[F] for the purposes of interaction.
    For example I commented out:<!--
    ?<mapping name="character_preview_rotate" type="Axis" >
            <button id="IK_Q" val="1.0" overridableUI="selectUp" />
            <button id="IK_F" val="-1.0" overridableUI="selectDown" />
        </mapping>
    DEJ-->

    I just seem to make sense to leave [E] as the oppisite of [Q] for rotating the character preview. There are other edits that seem suspect, perhaps just having the appended changes, might allow for a review of the changes. Similarly I commented out [F] as lean right; The changes to "Dodge"; The entry that uses the controller to "Change Account"; and each of the changes to the "World Map" interface. But that is simply my personal preferences.

    Thank You for a very necessary mod... I am a fan of [F] for interact, but I have given up now that every dammn game uses [E], lol... Thanks again.
    -Dejunai
    1. RamonXick
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      I follow your instruction and put the file on r6\input but not working on my end, any idea what went wrong?
    2. ThisIsUsername321
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      Do you mind uploading this file somewhere like mediafire? The formatting gets all messed up when I copy it
  5. diras2010
    diras2010
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    Update for v 2.0x and Phantom Liberty DLC:

    - change old keybinds with new ones from original, unmodded file
    - left some keybinds untouched because are commented as *prototype* by the Devs on the file
  6. 7SmiLe7
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    В общем мод не работает
    В файле UserSettings.json (C: \ Users \ ***** \ AppData \ Local \ CD Projekt Red \ Cyberpunk 2077) меняем  строку <button id="IK_E/F" overridableUI="selectChoiceUI"/> сохраняем и теперь в настройках игры нет ошибки.
    Еще бы поменять выбор максимального количества предметов при покупке или продаже на F вместо E.
    В файле [inputUserMapping.xml] есть такая строка, но она так же ничего не меняет в игре.
  7. dejunai
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    Your current version as of:
    ??Date uploaded
    ??10 Sep 2022, 6:02PM
    Contains a backup file: [inputUserMappings.xml.orig]
    However it is identical to the modified file: [inputUserMappings.xml]
    So it cannot be used as a recovery method.
  8. Krux1015
    Krux1015
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    disagree. 'F' to Use is the right key.
    1. SnakeEyes111
      SnakeEyes111
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      Press F to pay respects exists for a reason, good point
    2. Pokepika01
      Pokepika01
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      Hello Micheal McDoesntexist.
  9. diras2010
    diras2010
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    Update for V1.5x:

    - change old keybinds with new ones from original, unmodded file
    - remove old keybinds, no longer useable
  10. VirusGuilmon
    VirusGuilmon
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    Whats the difference between this mod and just editing your keybindings in game?
  11. anygoodname
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    What about the default E key lean behavior?
    And other actions using E key?
    1. diras2010
      diras2010
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      those are swapped to the F key