So for those who see "javascript-event-stripped" in the ini section of the main page, that is not intended by the author and is something to do with nexus filtering. I'm going to post the "Controls" section below with I what believe the author intended. To view it properly you will have to go to the forum thread where the java-script thing should not appear. I can not do the same with the combat section because I am unable to find the right ini commands for skyrim se or at least I can't reasonably guess for many of them. The good news is that I'm not sure the combat section does anything, as many of the commands listed don't appear to be valid according to STEP (maybe they were taken from Fallout 4.) If I'm wrong on this it would be great if someone could post both the controls and combat section as a post so that we can view what the author intended in the forum.
So for Fallout 4, this should all apply right? With the exception of the esp (obviously) and I should use fLookSnapToAxisStrength=0 instead of bGamepadLookApplySnapToAxis=0?
Endorsed! In concert with the INI tweaks this is pure gold!
What did they think, was the target group of Bethesda domestic animals? And people say controllers are inferior to M+K - duh, if the sticks don't do anything for the first 1/3 of the travel and then go to full tilt almost instantly, what control can you expect? ...
Anyone know which setting to tweak in the ini files to keep my Xbox one controller from scrolling down in the menus? I can't select any radiant quests because it just scrolls to the bottom on it's own. I guess it's something, something on the Y axis... I just don't know what.
I get the same issue in vanilla. My solution is to go out of menu, flip joystick, then go back into menu, sometimes have to do a few times or even have to reload but usually a quick flick of the joystick outside of the menu fixes this for me.
I seem to have found an incompatibility with Requiem: https://www.nexusmods.com/skyrim/mods/19281
While not officially ported to SSE yet, it runs just fine in SSE using the unofficial port. Requiem has a feature for lockpicking whereby it runs a script and pulls up a messagebox checking your expertise - if you don't have the expertise you can't pick the lock, or it will try and have a follower do it for you. When I have Controller Fixes active it immediately CTDs after hitting OK on the messagebox. Without Controller Fixes it works fine. I'm not exactly sure what Requiem is doing behind the scenes in this instance but it's reproducible every time. Any idea what in this mod might be conflicting?
EDIT: So Requiem has a lockpick script that boots the player out of the lockpick screen if their expertise isn't high enough. Someone familiar with Requiem altered the script to remove the code that boots the player in this scenario and this makes the two compatible - no CTD. I'm wondering why a script forcing the player out of a messagebox would cause a CTD with controller fixes?
Hello! I like new camera movement, but sometimes after aiming my croshair steel a bit move while i don't move stick. I use xbox one controller, can you help me?
Hello! I like new camera movement, but sometimes after aiming my croshair steel a bit move while i don't move stick. I use xbox one controller, can you help me?
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[Controls]
fGamepadHeadingXScale=1
fGamepadHeadingYScale=.80
fGamepadLookAccelPitchMult=1.4
fGamepadLookAccelYawMult=1.4
fGamepadLookAccelSec=0.1
fRThumbDeadzone=0.1
fRThumbDeadzoneMax=0.97
bGamepadLookApplySnapToAxis=0
What did they think, was the target group of Bethesda domestic animals? And people say controllers are inferior to M+K - duh, if the sticks don't do anything for the first 1/3 of the travel and then go to full tilt almost instantly, what control can you expect? ...
While not officially ported to SSE yet, it runs just fine in SSE using the unofficial port. Requiem has a feature for lockpicking whereby it runs a script and pulls up a messagebox checking your expertise - if you don't have the expertise you can't pick the lock, or it will try and have a follower do it for you. When I have Controller Fixes active it immediately CTDs after hitting OK on the messagebox. Without Controller Fixes it works fine. I'm not exactly sure what Requiem is doing behind the scenes in this instance but it's reproducible every time. Any idea what in this mod might be conflicting?
EDIT: So Requiem has a lockpick script that boots the player out of the lockpick screen if their expertise isn't high enough. Someone familiar with Requiem altered the script to remove the code that boots the player in this scenario and this makes the two compatible - no CTD. I'm wondering why a script forcing the player out of a messagebox would cause a CTD with controller fixes?