Thanks for making this! Is it possible to map a command such as "/actions/onfootcontrols/in/vr_move" to me pressing W on my keyboard rather than the left hand trigger?
It's currently set up like this: { "inputs" : { "click" : { "output" : "/actions/onfootcontrols/in/vr_move" } }, "mode" : "button", "path" : "/user/hand/left/input/trigger" },
Cheers! I'm glad I'm not the only one who thought the default controls were a bit.. ahem.. odd ;)
I was hoping to find a way of doing exactly that, but I think the motion controls are locked away in files that contain the coding for the "interactive VR environment" - the same with the Analysis Visor that's activated by a helmet button... Unfortunately I'm not a 'real' modder so that's waaay past my skill level! I can fiddle around with the button presses just fine, but not the interactive stuff. Hopefully someone smarter will put us all out of our misery soon! Lol
I've been trying to do the same thing, but it seems the ship steer and pitch are "hardcoded" in game and cannot be assigned correctly. This will probably be possible when/if we can bind ship pitch and steer to keyboard keys, but it doesn't look like it. Voidflakes, if you wanna have a go, you can mess with the files inside METADATA/INPUT. There you can find input configs, device binding and a few other things, all of these can be decompiled with mbincompiler. It's good to learn how all this stuff works! And you ARE a real modder! Keep it up the good work :)
No matter, got it working now https://www.reddit.com/r/NoMansSkyTheGame/comments/crziq9/how_to_use_mods_in_vr_with_no_mans_sky_beyond_on/ If anyone else gets the same problem.
10 comments
It's currently set up like this:
{
"inputs" : {
"click" : {
"output" : "/actions/onfootcontrols/in/vr_move"
}
},
"mode" : "button",
"path" : "/user/hand/left/input/trigger"
},
Was wondering what oculus players think of swapping scan and jump?
Is it possible to enable analog stick control for starships and exos instead of having to mime?
I was hoping to find a way of doing exactly that, but I think the motion controls are locked away in files that contain the coding for the "interactive VR environment" - the same with the Analysis Visor that's activated by a helmet button... Unfortunately I'm not a 'real' modder so that's waaay past my skill level! I can fiddle around with the button presses just fine, but not the interactive stuff. Hopefully someone smarter will put us all out of our misery soon! Lol
Voidflakes, if you wanna have a go, you can mess with the files inside METADATA/INPUT. There you can find input configs, device binding and a few other things, all of these can be decompiled with mbincompiler. It's good to learn how all this stuff works!
And you ARE a real modder!
Keep it up the good work :)
If anyone else gets the same problem.