Could you perhaps tell me where to look up the names for the different controller buttons - like RStickPush, LTrigTop ect. I want to experiment with the face buttons on my Dual shock 4 controller, but can't figure out the what they are called :-(
If you want to change the default controller bind LB+RStick to use a different button than LB, search the script for the line
if gamepad_device:call("isDown", via.hid.GamePadButton.LTrigTop) then and change the LTrigTop part to one of the buttons listed below (the names aren't really that descriptive though, eg. LTrigTop/RTrigTop are for bumpers instead of triggers, you might need to experiment with them)
If you'd like to require two buttons to be pressed instead you can amend it like the following:
if gamepad_device:call("isDown", via.hid.GamePadButton.LTrigTop) and gamepad_device:call("isDown", via.hid.GamePadButton.RTrigTop) then
Excellent mod, but I stop to use it when you changed the camera distance button activator from Right Trigger to Left Bumper. The fact is that I swap R1 and L1 functions to feel more Dragon's Dogma 1 / "Devil May Cryish", In the end, that change conflicts too much with the latest versions button layout. I don't have an idea how much trouble this could cause to you, but here is an idea: configurable buttons. Let the player set the button to activate the camera control, or eve better, multiple buttons, to guarantee that the camera won't go crazy by accident.
You can follow the guide in pinned post to remap it if you like, the issue with RT is that game still sees the button press until RStick is also pressed too, so with default game bindings RT would make your chara start to grab whatever is in front :/ If you rebound that in the games bindings it'd probably be fine to change it here though.
Did try looking into adding a button config to the UI before, but iirc the current scripts that offer bindings wouldn't really work with the way this hides the RStick/button inputs from the game, would probably need to make something custom to handle it (unless someone knows a binding script that has an option to hide the presses from the game?)
Another way could be making it bind to an in-game binding, eg. right now we use LB+RStick because LB is mapped to the skill-switch in-game (since skill-switch doesn't actually do anything when you press it) - would be nice if remapping skill-switch in game would also remap it for the camera mod too, haven't really found a way to check what the games binds are yet though.
Hi. Does this mod also increase the distance you can pull the camera away, or does it only give you the ability to adjust it using mouse wheel/stick? Native max camera distance is still way to close for my liking
The distance can be increased past the one in settings menu too, defaults already let you go further but you can set it to crazy far away in the UI if you like.
Sure, if you open the lua in text editor and search for LTrigTop & change it to RTrigTop that should work - the game will likely still see the RB press though and might still act on it afaik.
Sure, the line checking for LB is if gamepad_device:call("isDown", via.hid.GamePadButton.LTrigTop) then You could change that so it also checks for another button like: if gamepad_device:call("isDown", via.hid.GamePadButton.LTrigTop) and gamepad_device:call("isDown", via.hid.GamePadButton.RTrigTop) thenWith that it should check for LB+RB being pressed
Holy oversized lizards Batman!!! I came here to ask these very same questions and you have already answered them thoroughly!!! Dragon gods be with you, emoose!!! <3
Just curious, how would I amend the string if say, I wanted the activator button to be my Dualsense's guide button? Keep doing this in combat as a mage.
I can't get this to work. Its in reframework folder in the autorun but it doesn't work for me. Do I have to do anything else or just use the mousewheel or right bumper on controller?
Should just work with mousewheel/LB+RStick, if you open REframework overlay with insert key and open the ScriptRunner section does it show any error there? It should have the dd2_mousewheel_cameradistance.lua file listed in that section too, if it's unchecked try checking/enabling it there
*Edit : Restarted everything. Ran the script again in reframework and now it works like charm. Thank you so much. Great mod!!!! Like game changing!!!!!
This mod made this game 100 times better. Thanks. I was wondering if there is any way to remain zoomed out while casting as a sorcerer. Whenever I cast the camera resets. Am I missing something or is that not possible? Thanks again!
Thanks for this great mod! I got an amazing video looking at scenery with a zoom out of 500, saw a griffin fly past the camera, then it turned and attacked my party! Incredible timing and a totally unique perspective.
You should contact the person who makes the 'Combat Lock On With Dodge' mod, and see if together you can get this mod working with that one, because being able to lock on and always be facing enemies for a fight, but still maintain complete control of the camera at any distance would be incredible for this game.
79 comments
Could you perhaps tell me where to look up the names for the different controller buttons - like RStickPush, LTrigTop ect.
I want to experiment with the face buttons on my Dual shock 4 controller, but can't figure out the what they are called :-(
if gamepad_device:call("isDown", via.hid.GamePadButton.LTrigTop) then
and change the LTrigTop part to one of the buttons listed below (the names aren't really that descriptive though, eg. LTrigTop/RTrigTop are for bumpers instead of triggers, you might need to experiment with them)
If you'd like to require two buttons to be pressed instead you can amend it like the following:
if gamepad_device:call("isDown", via.hid.GamePadButton.LTrigTop) and gamepad_device:call("isDown", via.hid.GamePadButton.RTrigTop) then
Here's a dump of button names from the game:
LUp = 1,
LDown = 2,
LLeft = 4,
LRight = 8,
RUp = 16,
RDown = 32,
RLeft = 64,
RRight = 128,
LTrigTop = 256,
LTrigBottom = 512,
RTrigTop = 1024,
RTrigBottom = 2048,
LStickPush = 4096,
RStickPush = 8192,
CLeft = 16384,
CRight = 32768,
CCenter = 65536,
Decide = 131072,
Cancel = 262144,
PlatformHome = 524288,
EmuLup = 1048576,
EmuLright = 2097152,
EmuLdown = 4194304,
EmuLleft = 8388608,
EmuRup = 16777216,
EmuRright = 33554432,
EmuRdown = 67108864,
EmuRleft = 134217728,
EmuAll = 267386880,
LSL = 268435456,
LSR = 536870912,
RSL = 1073741824,
RSR = -2147483648,
LSide = 268435456,
RSide = 536870912,
Thanks to KalilaViolette for the suggestion to sticky this!
Thanks emoose
If you rebound that in the games bindings it'd probably be fine to change it here though.
Did try looking into adding a button config to the UI before, but iirc the current scripts that offer bindings wouldn't really work with the way this hides the RStick/button inputs from the game, would probably need to make something custom to handle it (unless someone knows a binding script that has an option to hide the presses from the game?)
Another way could be making it bind to an in-game binding, eg. right now we use LB+RStick because LB is mapped to the skill-switch in-game (since skill-switch doesn't actually do anything when you press it) - would be nice if remapping skill-switch in game would also remap it for the camera mod too, haven't really found a way to check what the games binds are yet though.
Is there anyway to change the gamepad control to RB+RSUp/Down?
Thanks!!!
I swapped the vanilla LB and RB function to better suit personal preference and this worked much better.
if gamepad_device:call("isDown", via.hid.GamePadButton.LTrigTop) then
You could change that so it also checks for another button like:if gamepad_device:call("isDown", via.hid.GamePadButton.LTrigTop) and gamepad_device:call("isDown", via.hid.GamePadButton.RTrigTop) then
With that it should check for LB+RB being pressedYou should contact the person who makes the 'Combat Lock On With Dodge' mod, and see if together you can get this mod working with that one, because being able to lock on and always be facing enemies for a fight, but still maintain complete control of the camera at any distance would be incredible for this game.