Kingdom Come: Deliverance
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Sireyn

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  1. Pickysaurus
    Pickysaurus
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    Hello there!
     
    Thank you for sharing your excellent new mod with the Nexus Mods Community!
     
    We like it so much we're going to promote your mod on our Social Media.
     
    Look out for your mod appearing on our Facebook or Twitter over the next few days!
     
    Keep up the awesome work!
     
    - Nexus Mods Staff
  2. ven9eanceLOL
    ven9eanceLOL
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    I get a weird camera auto center bug with this mod active. When walking around the camera will automatically pan up or down for a couple seconds until it it centered. Also happens after exiting my inventory or any fullscreen menu, the camera will automatically recenter by moving on its own. Ugh I hate having to hit esc key constantly. Too bad
    1. Sireyn
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      I do not experience this. Are you using a controller?
      The vanilla game auto-centers your camera while on a horse, but you can disable it by adding a line to your user.cfg

      wh_horse_CameraCentering = 0

      The vanilla game also causes the camera to tilt around if Henry is tired.
  3. bargainsale
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    I'm having an issue where I can't pickpocket someone if I have a dagger on my inventory. It show the option to kill, choke and talk, or if it's a bandit just kill and choke. If I move the dagger to the horse the option to pickpocket shows up again.

    I try changing pickpocket to E and it's the same
    1. Sireyn
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      Thanks for letting me know. I'll check it out when I get a chance and see if there is a way to resolve it.
    2. Pepatsu
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      Its really annoying issue in a great mod but I think I was able to fix it.
      1. Copy the keybind_rebind.pak file from your mod folder and put it somewhere your choosing.
      2. Rename keybind_rebind.pak to keybind_rebind.zip which makes you able to get into the files.
      3. Inside the libs/config you find keybindSuperactions.xml, open it with notepad.
      4. Find the lines: 
      <superaction name="pickpocket" ui_group="general" ui_name="Pickpocket" ui_tooltip="Used to begin picking someone's pocket" keyboard="writeable">
      <action name="use_pickpocket" map="player" />
      <action name="charge" map="pickpocketing" />

      <control input="f" controller="keyboard" />
      </superaction>

      5. Take a copy of the bolded lines, move them up to previous superaction bracket along with 
      <action name="pickpocketing_uncover" map="pickpocketing_ui" />
      <action name="pickpocketing_close" map="pickpocketing_ui" />
      <action name="pickpocketing_take" map="pickpocketing_ui" /> etc...

      6. After moving the bolded lines, delete remove every line mentioned in #4. Check the picture, your file should look like this.
      7. Save notepad, rename keybind_rebind.zip back to keybind_rebind.pak and replace the new pak file with the old one in mods folder.

      Now, pickpocketing should show up UI again and can be activated by hold E button. Hope this helps!
    3. Sireyn
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      I appreciate you posting how you fixed it. I'll do my own testing when I get a chance and update the mod.

      Edit : Your solution reverts that button back to vanilla functionality, meaning it doesn't have a separate button. I believe the real issue is somewhere in a .gfx, possibly the fc_showActionHint function in the hud.gfx, but it's barely human readable.
  4. miezitt
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    Hi,

    I've tried to use the latest version with 1.9.6-404-504dc game version (Steam) and none of the separate binds show up for the prompts.
    It shows the separate line for "Pickpocket", "Steal", etc but there is no key icon behind the label and it also doesn't do anything upon pressing the saved keys. :(
  5. Traboul
    Traboul
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    Thank you !! Any way to rebind x key (used to toggle map maker or drop item from the inventory) or F12 key (screenshots)?


    1. Sireyn
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      After checking, those keys are already able to be rebound. What exactly were you wanting?
  6. Mariyan
    Mariyan
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    I think there is a problem between this and More Functions for Mouse Right Button mod and some of the keys disappear.
    1. Sireyn
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      Both mods edit the same keybindSuperactions.xml. After investigating, I decided to add the right click functionality and the ability to rebind the Abort/Exit key to this mod. I did not incorporate a unique help menu key, but I will if requested.

      Thanks for bringing this up!
    2. Mariyan
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      Thank you a lot I rally love both mods.

      All the best!!!
    3. Mariyan
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      One more thing you can add to improve even more this mod is keybindings for hide compass / status bar.
  7. TheMatrix2
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    Thank you so much for the great mod!
    Is it possible to make a separate key to Equip a Shield?
    1. Sireyn
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      I glanced around and there doesn't seem to be anything directly related to drawing a shield, which makes sense. Creating keys that can detect and toggle items from your inventory is beyond the scope of this mod, which simply splits existing controls onto new keys.

      Thank you for the suggestion.
  8. Anyswayze
    Anyswayze
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    Good job with this mod, Sireyn! Having accomplished this type of game action rebinding, do you think it would be possible to do something similar for Xbox controllers on PC?
    1. scrivener07
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      I don't have a controller but I also don't see why it wouldn't remap to controller buttons. Have you tried it yet?
    2. Sireyn
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      I'll look into it, but it appears that rebinding keys for a controller isn't supported to begin with. I might be able to change specific buttons to other things in the game's files, but it doesn't appear that I can enable a way to change them in game.
    3. Anyswayze
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      Yeah, seems Warhorse assumed the world would love their backward ass controller layout so much that they didn’t even think about remapping buttons. But hey, if you can find a way I’ll be the first to join your Patreon.

      B is not sprint dammit!!
    4. Sireyn
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      I am able to change the bindings for controllers directly in the game files, but the buttons aren't being registered in the menu. I suspect the menu isn't listening for controller inputs, but editing the related .gfx and making a working .fla out of it is beyond the scope of what I intend for now. Thank you for bringing up the issue with controllers; it never would have occurred to me.

      Here I changed the mount horse key from Y to X

  9. Obelix1111
    Obelix1111
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    Do you need to press the torch key longer like in the original game to use the torch, or just a short press?
    1. Sireyn
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      It's a short press.
  10. tech9pc
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    Hi thank you great mod. One thing though the folder structure is wrong.
    Keybind_Pickpocket_Torch.pak file needs to be in path: Mods/Keybind_Pickpocket_Torch/Data/Keybind_Pickpocket_Torch.pak
    Your zip does not have Keybind_Pickpocket_Torch.pak inside a Data folder for it to work correctly.
    1. scrivener07
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      I agree, the folder structure should be corrected. Though the mod still works as long as you know where it belongs.
    2. Sireyn
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      Thank you for reporting it. The download's folder structure is fixed.
  11. Overex
    Overex
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    Thoughts on making a separate key from telling mutt to attack to talking to people? Lost track of times I got a bounty for that.
    1. Sireyn
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      Sounds like a good idea, I'll check it out. Unique keys for stealing and lockpicking are in the works as well.