Fallout 4

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Created by

engie cat

Uploaded by

ngneko

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About this mod

Allows you to comfortably play with arrow keys/azerty/esdf or any other layouts.

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TL;DR:
enables your movement and other key bindings to work in menus instead of being stuck to wasd and stuff.

Summary:
with this mod, buttons in menus are no longer static, the changes you make in the controls menu in the game settings will actually affect the keys you use in the workshop, lockpick, and pretty much any other menus, and will use these mappings instead:
[Q] favorites, [W] forward, [A] strafe left, [Z] toggle always run, [E] activate, [R] ready weapons,
[T] bash/grenade, [X] auto move, [TAB] pipboy, [C] run, [S] back, [D] strafe right.
[Space] jump, [Alt] sprint.
this mod uses f4se (http://f4se.silverlock.org/), doesn't need updates, only affects keys in menus (lockpick, workshop, pipboy, container, etc), and is compatible with virtually everything.

Description, long version:
- All w, a, s, d hardcoded references in the menus are now set to use forward, left, back and right bindings respectively. All of them.
- Actions previously mapped to the arrow keys Can Now Be Remapped through the in-game controls settings. F*ck Yeah!
- All quick keys from 1 to = can also be remapped the same way
- So as the "bring that console" key. F1 can also be used for that matter, but since other modders (place everywhere mod as an example - and you should totally try that one out, but read the "known issues" section if you do (actually, you should read it anyway)) got the same idea about how F1 is always there and is not claimed in the vanilla game, you might want to rebind that
- The "hold breath" key (left alt in vanilla) is now tied to the sprint key. NOT the grenade key (also left alt in vanille). i don't know what bethesda logic put them together in the first place. the old left-alt hardbind was left there untouched for the purists. the sprint key is also the key you can now hold to navigate the workshop menu with your movement keys.
- "Execute critical" now also tied to the jump key. space key hardbind was left there for the purists
- [Q] is now reassigned to the "favorites" bind. when bethesda logic tells you to favourite stuff with the vats key instead of the favorites key - say no.
- [R] is now tied to the "ready weapons" bind in the controls menu
- [X] reads it's key from the "auto move" bind
- [C] is tied to the "run" action. don't worry, even if you're using shift to run/walk - it works just fine.
- [Z] remapped to the "toggle always run", because z is not assigned to any action by default and using caps lock is rebel.
- [T] i had the courage to remap to the "bash/grenade" action. and it's 2000% cooler than the default T, which is next to the R (take all) key in vanilla.
- Oh, and you can use right mouse button to skip text in the terminals. i tried to bind it to the left mouse button, but then bethesda said "DENIED!" so yeah.
- If some of these changes gives you cancer, customcontrolmap.txt was heavily commented for ease of tweaking.

Known issues:
- If you have your movement and workshop/dialogue navigation on the same keys, movement will take priority. you probably should separate them. or you can hold the sprint key to navigate the workshop and use quick keys 1 to 4 to choose dialogue options. i said "or", but it'll work even if you have them separated. 
- The "inject stimpak" action in the pipboy menu can not be remapped with f4se. retekkid actually addressed this with his f4ce mod that i highly recommend if you want to create your own ccmtxt file. 
- Most of the actions CAN be bound to the side mouse buttons if you have those. But lmb, rmb or mmb will likely not work, specifically in workshop.
- Unlike some other mods, this one makes no changes to the interface files. This is intentional. Any changes to the keybindings will not be reflected in the hud unless you're using an interface mod that changes it (like the def_ui. if you're using it, don't forget to run "Fallout 4/Data/interface/settings.exe", it doesn't magically work without a proper setup).
- Default settings of place everywhere mod can interfere with your keybindings in the workshop menu, specifically the f1-f12 keys and everything on the numpad. Disable numlock if you have a layout that depends on the numpad keys and you have problems there.


Installation and usage:
- this mod requires F4SE to work. no exceptions.
- a note for those unfamiliar with modding: grab the f4se archive from http://f4se.silverlock.org, unpack it into your game folder (the one with the fallout4.exe) and use f4se_loader.exe to start the game (each time you want to start it with f4se-based mods, not just once).
- drop the contents of this mod's archive into your "fallout 4/data" folder. or use nmm. done. now your controls from the game settings menu should work in the workshop, lockpicking and the pipboy menus (and all other menus for that matter). it is that simple.