When using the default configuration (since v1.5.1), there is a hotkey preconfigured. By pressing the Left Trigger + Left Shoulder + Right on the gamepad (the Right stands for the D-pad direction) generates the D-pad Down input, in turn. This can be used in the main menu already, to see if the mod has loaded successfully. It should move the cursor down for you. (It is defined as a hotkey, at the position #2, and can be disabled in the in-game configuration there.)
Troubleshooting 2 of 2
When at the mod configuration in the Sky UI menu, on the status screen that is shown initially, when entering the menu of this mod itself. When the field "Mod Build Date" is empty, as well as fields below it, then it means that the DLL of this mod has not loaded. Otherwise, since Sky UI picked it, the ESL file has been loaded and the Papyrus script file (.pex) is running. [reference image]
There may be several reasons for that: (1.) It's incompatible with the current version of the SKSE64 loader. (2.) If using a mod manager, it's not in its features to work with DLL files inside mod files|archives.
1. Check that you have correct versions of SKSE64, compatible with the mod. 2. Use it outside the mod manager, by copying files manually into proper directories under the "/Data" directory.
Add mouse click as a hotkey so that you can click in ImGui based menus
* Go to hotkey settings * Create new hotkey * In the field "Keys To Hold", select "M1", which stands for the mouse left click. ("M1" can be selected from the list only when "Selected Keys Subset" is set to 5.)
Mouse cursor movement using Left Stick on the gamepad
Using Left Stick while holding LSh+RSh moves mouse cursor or the mouse in general. This is enabled by default since version 1.5.4. To disable or modify, open the INI file and find "[s_input_tr:0]" section. This should be useful for other mods that use ImGui based menus.
Possible compatibility fix for keys in ImGui based mods
Following doesn't fully work. Only Improved Camera SE is compatible; off from what has been tested.
These are mods that display their own UIs using ImGui library. (Examples include Improved Camera SE or "dMenu.) This "fix" needs to be enabled by manually. Edit the INI configuration file. It can be found in this location under the game Data directory:
Data\SKSE\Plugins\XinputModkeySeMcmByIkk.ini
Under the "[s_main]" section, add or set following values:
bEnableGAKSApi2 = 1 bEnableGKSApi3 = 1
NB., both those mods doesn't implement any navigation using keyboard or gamepad, only with mouse. This is only so that you can *open* them with a gamepad. By generating a key combination they get opened with. BTW, it is a Shift+Home key or a Home key in mods mentioned. Obviously, you still need to add these keys as separate hotkeys in the XinputModkeySE in-game settings, if you want to navigate like that. You may also want to add the keyboard Escape key as the hotkey, as this is how some menus can be closed.
I really like this mod, but it intermittently fails. I sometimes can get it to work by changing the szXinputDllName name from eDAuto to xinput1_4.dll or vice versa, but not always. The correct game and skse versions display correctly, as do my modkeys and hotkeys, but it does not respond to my gamepad. I've moved in to a different position in my load order as well and disabled all mods except this one, but neither of those helped.
Anyway, it's a bit frustrating when you have 12 hotkeys that suddenly stop working. I'm running the version for 1.5.97 if that makes a difference.
Edit: I am actually using skse 2.0.20 but the mod says it is 2.0.17. I assume a more recent version of skse would work, it has before.
Never mind this. I recompiled the dll from your source code and made some manual edits to the config file and everything is working again. I don't know what the problem was, but I used skse 2.0.20, so maybe that was the reason (I doubt it). I did notice while attaching the debugger that Open Animation Replacer was calling your detoured xinputstate function, but it didn't seem to interfere with anything.
Hey, I'm so sorry for being annoying, but please allow me to ask if you still plan to check the 1179 version. I am still having issues and would so much love to use your mod with all its features :)
I have the same issue. Seems like you uploaded the wrong file by accident. I downloaded that one: XinputModkeySE for game v1.6.1179-25052-1-5-7-1713607132 And an older one: XinputModkeySE for SSE 1.6.1179-25052-1-5-6-1713463654
Both give the error as described linked by the tomgreen99. See above my downbload history. I have 100% downloaded only the GOG files and never the 1170 file. Still when loading, the dll expects 1170.
It may be possible that I uploaded the wrong version, yes. I will try looking into it later. It will require some time. For now please see the archive linked below of all versions in the latest release. This is how I have them before the uploaded to the download section. You can check the files and possibly tell me which one is wrong. No need to install and run it in the game, just compare the files. Besides that message popup appearing, the mod's core features should still work. Default mappings and manual editing of the INI file.
i downloaded the correct version (for 1.6.1179) and it shows me the excact same error message... :7 also tried to use the version in your mediafire-link, doesnt work either without error message. still expect game version 1170.
I can't get this work for the life of me. I triple checked that I indeed downloaded the same version as my exe and SKSE, which is 1.5.97 and 2.0.20 respectively. Works according to MCM menu: Mod Build Data, SKSE Version and SKSE Target Game Runtime Version all show correct information. Tried with the default config, Left Trigger + Left Shoulder + Right does not generate d-pad down input. Does this mod generate a log somewhere? I don't see one in the Documents\My Games\Skyrim Special Edition\SKSE where most SKSE plugins dump their logs. I'm using MO2 and all other SKSE mods seem to work without issues.
Looking for some help. This seems like a great mod and I really want to use it, just having some issues.
SKSE version: 2.0.20 Game version: 1.5.97
Also, using this mod on Enderal SE Steam version, but I wouldn't expect that to be an issue.
Download mod and have requirements. Mod loads in MCM, DLL is reporting as loading, everything seems fine.
I'm creating a hotkey to use LB+B to navigate to the Enderal's equivalent of the skills menu. I set the hotkey and set the key to hold to kX as this is the keyboard key to navigate to the menu on keyboard. This is a configurable option within another MCM. Set LB,B to suppress. Save config, try hotkey, no work.
Please try using default configuration file first. Verify that default hotkeys work already in the main menu (sorry if you did it already). Try modifying or duplicating some of default hotkeys in the configuration file and see if it works for you as expected. I don't have Enderal installed. If it does some custom user input filtering, like some ImGui based mods do, then it may be impossible to get it to work.
There is no build for that particular game version. Please try build from version closest to that and see if that works. I don't want to automatically add any other build since it's work and it would clutter the download section more.
Following your advice I tried most of your versions for 1.6.*, some crashed the game on start and some (1.5.97) seems ok but the MCM is empty so as you suggered it means the dll doesn't load properly. My game version is 1.6.1130 and skse 2.2.5 and i have trouble finding a good preset for gamepad which works with all my mods... I hoped your mod would help me to configure my controller.
If you could add a build for 1.6.1130 it would be awesome
I didn't know there was a mod like this in 2019... Anyway, thanks for the great mod!
If I use this mod in Skyrim version 1.5.97 + SKSE2.0.20 (not 2.0.17), will I encounter any problems? I'm trying it out and it seems to work fine, but the rescale analog inputs seems to change the threshold for diagonal stick input (e.g. LSXPlus+LSYPlus). I'm not sure if this is the case in other versions.
Edit: Thanks for the update! It seems that the diagonal stick input threshold change still occurs in V1.5.3. Threshold 20%: Up/Down/Left/Right cannot move, diagonal inputs can move slightly. Threshold 70%: U/D/L/R walk, diagonal inputs run.
Thanks for finding and reporting this. This feature indeed doesn't work as should and it seems to be a bug that I didn't know about or noticed. However, it won't be fixed in next version, only later. Sorry.
Thanks again for the update! However, the thresholds for diagonal inputs still seem to change. Also, for some reason, the "inputs" field in the MCM of the Rescale analogue inputs has become invalid for the first two key registrations, and is registered for the third time. The version used is 1.5.97.
Also, in my last post I wrote "Up/Down/Left/Right" but "X+/X-/Y+/Y-" is correct...sorry.
Yes, it seems it can become problematic. Sometimes input names disappear or wrap into new lines. Try clearing the Inputs field and re-entering the mod menu. Somewhat it's that what fixes it for me. I still not fully understand - and this may be just me not being good at languages - what exactly is wrong. But try setting it up like i'm showing on the screenshot below, first. So the things became somewhat more clear. Preset i'm showing should make so that when holding LSH and moving Right Stick horizontally makes turning camera left and right slower: screenshot_1. Only when that works, add the other 2 inputs - the vertical directions. Don't use values below 25%. Start at 80% and see if it works as expected. Always set the Mode field to MULT at first.
Thank you for the screenshot. I am very sorry, but I am using a translation tool and it is very likely that I am using the wrong English in some places. If it is not communicated correctly, it's just a problem with my English! This is the hotkey configuration I tested. [s_routine:2] szHotkey= LSh szSuppress = szHold = bRDisabled = 0 fRescaleThese = 0.700000,*,LSXPlus,LSXMinus,LSYPlus,LSYMinus
Inputs to Left stick with holding LSh ⬆⬇⬅➡ : no problem ↖↗↙↘ : faster than ⬆⬇⬅➡ (I want the velocity to be aligned to ⬆⬇⬅➡)
I also tried using the right stick (RSXPlus, RSXMinus, RSYPlus, RSYMinus), but the result was the same. Sorry if I used it incorrectly.
I think I understand you fully now. Thanks for very clear explanation. That is strange. I have exact same setting in my config and diagonal directions are not faster than cardinal ones. If anything diagonal (northwest, northeast, southwest, and southeast) may appear slower instead. I am testing it on Skyrim v 1.5.97 (I downgraded it few days ago). Maybe you have multiple definitions for the same hotkeys? Can you upload your INI config, please?
My test environment is Skyrim 1.5.97 / SKSE 2.0.20 / SkyUI / Clean save data, and this MOD V1.5.97. I'm using MO2, but the Overwrite folder is also empty. In my case, I have the exact same situation from V1.5.3 to V1.5.5 of this mod. I just disabled the two default hotkeys in the V1.5.5 INI and added the configuration from the previous post to [s_routine:2], so I don't think there are any other working hotkeys and modkeys, but here is the INI configuration.
Works perfectly fine for me. All 8 directions on Left Stick slower when I hold Left Shoulder (LSh), as expected. If you not tried already, try reinstalling it. I'm speculating here. Maybe it's something with Windows Antivirus that blocks DLL from being replaced when you updated it and it is still that old DLL with that old bug?
Hmm, I tried updating, but diagonal input still becomes faster...I also tried changing the controller, but the result was the same. If this was my specific problem, I'm sorry to have bothered you. Perhaps it would be better to revert the bug fixes that I reported. It seems that the key registration in the Inputs field of "rescale analog inputs" probably became incorrect around that modification.
OK. I have tried a different controller myself and on that one it works indeed how you're describing it! I have an idea why that may be and i'll be fixing this. Thanks for your info so far.
What it looks like was happening is that on some gamepads the analog sticks does not generate input in its full range, when the analog stick is fully extended in the diagonal direction. Based on the values it sends back. Otherwise, it sends proper values when in cardinal directions. I call this "pseudo-circular" values, while the data should be full square instead. From what I'm seeing, it's already in the hardware. This is not how it should function. I'm generalizing this as I already saw people testing their analog sticks and seeing identical or similar results.
I tested this on my 2 gamepads. One has analog sticks that functions in this "pseudo-circular" way. It seems, that is why I was unable to reproduce behavior your were seeing as my 1st gamepad was one that was not functioning correctly.
Thank you again for your efforts for update and your patience with my poor English. (I'm sorry if I didn't convey it well again.) I tried V1.5.7. In my case, unfortunately diagonal input remained fast regardless of whether it was checked or not. I don't have detailed knowledge so I could be wrong, but when the "Rescale Analog Input" threshold is enabled (While pressing a hotkey), the min to max to tilt that left (or right) stick recognizes movement is It appears to be at a constant velocity. In other words, I think it may not be a stick tilt issue.
Also, the Input field of "Rescale Analog Input"(MCM) doesn't register key 2 times the first, and when select "Clear_All", it seems that key is not registered 2 times again.
OK. Maybe someone else will encounter the same problem and will be able to aid us. In case of the "Inputs" field becoming unresponsive, clearing all all other fields and re-entering the configuration should fix it. Sorry if it doesn't do it for you. I'm being kind of aware of this and other minor UI issues, fixing it completely would require additional scripting that could complicate other things in turn.
Oh sorry, I mistakenly thought the Input field thing was caused by an update after my post! So don't worry about it. I too am curious if other users (or controllers) are having same problem. Sorry I can't be of much help. I won't be removing to my list this great mod in the future. Thanks again for making this mod!
No, what really? This is hands down my mod of the month, if not year. I was hoping for this for so long and never knew it existed. Thank you so much for this.
114 comments
When using the default configuration (since v1.5.1), there is a hotkey preconfigured. By pressing the Left Trigger + Left Shoulder + Right on the gamepad (the Right stands for the D-pad direction) generates the D-pad Down input, in turn. This can be used in the main menu already, to see if the mod has loaded successfully. It should move the cursor down for you. (It is defined as a hotkey, at the position #2, and can be disabled in the in-game configuration there.)
Troubleshooting 2 of 2
When at the mod configuration in the Sky UI menu, on the status screen that is shown initially, when entering the menu of this mod itself. When the field "Mod Build Date" is empty, as well as fields below it, then it means that the DLL of this mod has not loaded. Otherwise, since Sky UI picked it, the ESL file has been loaded and the Papyrus script file (.pex) is running. [reference image]
There may be several reasons for that:
(1.) It's incompatible with the current version of the SKSE64 loader.
(2.) If using a mod manager, it's not in its features to work with DLL files inside mod files|archives.
1. Check that you have correct versions of SKSE64, compatible with the mod.
2. Use it outside the mod manager, by copying files manually into proper directories under the "/Data" directory.
Add mouse click as a hotkey so that you can click in ImGui based menus
* Go to hotkey settings
* Create new hotkey
* In the field "Keys To Hold", select "M1", which stands for the mouse left click.
("M1" can be selected from the list only when "Selected Keys Subset" is set to 5.)
Mouse cursor movement using Left Stick on the gamepad
Using Left Stick while holding LSh+RSh moves mouse cursor or the mouse in general. This is enabled by default since version 1.5.4. To disable or modify, open the INI file and find "[s_input_tr:0]" section. This should be useful for other mods that use ImGui based menus.
Possible compatibility fix for keys in ImGui based modsFollowing doesn't fully work. Only Improved Camera SE is compatible; off from what has been tested.
These are mods that display their own UIs using ImGui library. (Examples include Improved Camera SE or "dMenu.)
This "fix" needs to be enabled by manually. Edit the INI configuration file.
It can be found in this location under the game Data directory:
Data\SKSE\Plugins\XinputModkeySeMcmByIkk.ini
Under the "[s_main]" section, add or set following values:
bEnableGAKSApi2 = 1
bEnableGKSApi3 = 1
NB., both those mods doesn't implement any navigation using keyboard or
gamepad, only with mouse. This is only so that you can *open* them with a
gamepad. By generating a key combination they get opened with. BTW, it
is a Shift+Home key or a Home key in mods mentioned. Obviously, you
still need to add these keys as separate hotkeys in the XinputModkeySE
in-game settings, if you want to navigate like that. You may also want
to add the keyboard Escape key as the hotkey, as this is how some menus
can be closed.
Anyway, it's a bit frustrating when you have 12 hotkeys that suddenly stop working. I'm running the version for 1.5.97 if that makes a difference.
Edit: I am actually using skse 2.0.20 but the mod says it is 2.0.17. I assume a more recent version of skse would work, it has before.
Also keyboard inputs are not showing. Manually editing the file also didnt work
I downloaded that one: XinputModkeySE for game v1.6.1179-25052-1-5-7-1713607132
And an older one: XinputModkeySE for SSE 1.6.1179-25052-1-5-6-1713463654
Both give the error as described linked by the tomgreen99.
See above my downbload history. I have 100% downloaded only the GOG files and never the 1170 file. Still when loading, the dll expects 1170.
For now please see the archive linked below of all versions in the latest release. This is how I have them before the uploaded to the download section. You can check the files and possibly tell me which one is wrong. No need to install and run it in the game, just compare the files.
Besides that message popup appearing, the mod's core features should still work. Default mappings and manual editing of the INI file.
https://www.mediafire.com/file/0v7enb6jo133yp4/XinputModkeySE_1x5x7_all_01.zip/file
I further tested the old file 1.5.5 (XinputModkeySE for SSE 1.6.1179-25052-1-5-5-1713376091.zip) and it also gives me an error and wants 1170.
i downloaded the correct version (for 1.6.1179) and it shows me the excact same error message... :7
also tried to use the version in your mediafire-link, doesnt work either without error message.
still expect game version 1170.
Tried with the default config, Left Trigger + Left Shoulder + Right does not generate d-pad down input.
Does this mod generate a log somewhere? I don't see one in the Documents\My Games\Skyrim Special Edition\SKSE where most SKSE plugins dump their logs. I'm using MO2 and all other SKSE mods seem to work without issues.
Looking for some help. This seems like a great mod and I really want to use it, just having some issues.
SKSE version: 2.0.20
Game version: 1.5.97
Also, using this mod on Enderal SE Steam version, but I wouldn't expect that to be an issue.
Download mod and have requirements. Mod loads in MCM, DLL is reporting as loading, everything seems fine.
I'm creating a hotkey to use LB+B to navigate to the Enderal's equivalent of the skills menu. I set the hotkey and set the key to hold to kX as this is the keyboard key to navigate to the menu on keyboard. This is a configurable option within another MCM. Set LB,B to suppress. Save config, try hotkey, no work.
Anything I'm missing that seems out of place?
I don't have Enderal installed. If it does some custom user input filtering, like some ImGui based mods do, then it may be impossible to get it to work.
Is there a version compatible with 1.6.1130 ?
If not, do you plan on making one ?
Please try build from version closest to that and see if that works.
I don't want to automatically add any other build since it's work and it would clutter the download section more.
My game version is 1.6.1130 and skse 2.2.5 and i have trouble finding a good preset for gamepad which works with all my mods... I hoped your mod would help me to configure my controller.
thanks a lot I really appreciate you responding so quickly !
I'll try it as soon as I can !
If I use this mod in Skyrim version 1.5.97 + SKSE2.0.20 (not 2.0.17), will I encounter any problems?
I'm trying it out and it seems to work fine, but the rescale analog inputs seems to change the threshold for diagonal stick input (e.g. LSXPlus+LSYPlus). I'm not sure if this is the case in other versions.
Edit:
Thanks for the update!
It seems that the diagonal stick input threshold change still occurs in V1.5.3.
Threshold 20%: Up/Down/Left/Right cannot move, diagonal inputs can move slightly.
Threshold 70%: U/D/L/R walk, diagonal inputs run.
However, the thresholds for diagonal inputs still seem to change. Also, for some reason, the "inputs" field in the MCM of the Rescale analogue inputs has become invalid for the first two key registrations, and is registered for the third time.
The version used is 1.5.97.
Also, in my last post I wrote "Up/Down/Left/Right" but "X+/X-/Y+/Y-" is correct...sorry.
Try clearing the Inputs field and re-entering the mod menu. Somewhat it's that what fixes it for me.
I still not fully understand - and this may be just me not being good at languages - what exactly is wrong.
But try setting it up like i'm showing on the screenshot below, first. So the things became somewhat more clear.
Preset i'm showing should make so that when holding LSH and moving Right Stick horizontally makes turning camera left and right slower: screenshot_1. Only when that works, add the other 2 inputs - the vertical directions.
Don't use values below 25%. Start at 80% and see if it works as expected. Always set the Mode field to MULT at first.
This is the hotkey configuration I tested.
[s_routine:2]
szHotkey= LSh
szSuppress =
szHold =
bRDisabled = 0
fRescaleThese = 0.700000,*,LSXPlus,LSXMinus,LSYPlus,LSYMinus
Inputs to Left stick with holding LSh
⬆⬇⬅➡ : no problem
↖↗↙↘ : faster than ⬆⬇⬅➡ (I want the velocity to be aligned to ⬆⬇⬅➡)
I also tried using the right stick (RSXPlus, RSXMinus, RSYPlus, RSYMinus), but the result was the same. Sorry if I used it incorrectly.
That is strange. I have exact same setting in my config and diagonal directions are not faster than cardinal ones. If anything diagonal (northwest, northeast, southwest, and southeast) may appear slower instead. I am testing it on Skyrim v 1.5.97 (I downgraded it few days ago).
Maybe you have multiple definitions for the same hotkeys? Can you upload your INI config, please?
In my case, I have the exact same situation from V1.5.3 to V1.5.5 of this mod. I just disabled the two default hotkeys in the V1.5.5 INI and added the configuration from the previous post to [s_routine:2], so I don't think there are any other working hotkeys and modkeys, but here is the INI configuration.
[s_main]
szXinputDllName = eDAuto
bKeysUseSC = 1
szGlobalSuppress =
bEnforceAPIDeadzones = 0
bADZReinterpolate = 0
bNoStartupSnd = 1
bEnableGAKSApi2 = 0
bEnableGKSApi3 = 0
[s_modkey:0]
bMDisabled = 1
szButton = LTr
szName = Mod_1
bSuppress = 0
nFloor =
[s_modkey:1]
bMDisabled = 1
szButton = LTr
szName = Mod_2
bSuppress = 0
nFloor =
[s_modkey:2]
bMDisabled = 1
szButton = LTr
szName = Mod_3
bSuppress = 0
nFloor =
[s_modkey:3]
bMDisabled = 1
szButton = LTr
szName = Mod_4
bSuppress = 0
nFloor =
[s_modkey:4]
bMDisabled = 1
szButton = LTr
szName = Mod_5
bSuppress = 0
nFloor =
[s_modkey:5]
bMDisabled = 1
szButton = LTr
szName = Mod_6
bSuppress = 0
nFloor =
[s_modkey:6]
bMDisabled = 1
szButton = LTr
szName = Mod_7
bSuppress = 0
nFloor =
[s_modkey:7]
bMDisabled = 1
szButton = LTr
szName = Mod_8
bSuppress = 0
nFloor =
[s_modkey:8]
bMDisabled = 1
szButton = LTr
szName = Mod_9
bSuppress = 0
nFloor =
[s_modkey:10]
bMDisabled = 1
szButton = LTr
szName = Mod_11
bSuppress = 0
nFloor =
[s_modkey:11]
bMDisabled = 1
szButton = LTr
szName = Mod_12
bSuppress = 0
nFloor =
[s_modkey:12]
bMDisabled = 1
szButton = LTr
szName = Mod_13
bSuppress = 0
nFloor =
[s_modkey:13]
bMDisabled = 1
szButton = LTr
szName = Mod_14
bSuppress = 0
nFloor =
[s_modkey:14]
bMDisabled = 1
szButton = LTr
szName = Mod_15
bSuppress = 0
nFloor =
[s_modkey:15]
bMDisabled = 1
szButton = LTr
szName = Mod_16
bSuppress = 0
nFloor =
[s_routine:0]
szHotkey = LTr+Back
szSuppress = LTr,BACK
szHold = Start
bRDisabled = 1
[s_routine:1]
szHotkey = LTr+LSh+Right
szSuppress =
szHold = Down
bRDisabled = 1
[s_routine:2]
szHotkey = LSh
szSuppress =
szHold =
bRDisabled = 0
fRescaleThese = 0.700000,*,LSXPlus,LSXMinus,LSYPlus,LSYMinus
[s_routine:3]
szHotkey = A
szSuppress =
szHold = RTh
bRDisabled = 1
[s_routine:4]
szHotkey = A
szSuppress =
szHold = RTh
bRDisabled = 1
[s_routine:5]
szHotkey = A
szSuppress =
szHold = RTh
bRDisabled = 1
[s_routine:6]
szHotkey = A
szSuppress =
szHold = RTh
bRDisabled = 1
[s_routine:7]
szHotkey = A
szSuppress =
szHold = RTh
bRDisabled = 1
[s_routine:8]
szHotkey = A
szSuppress =
szHold = RTh
bRDisabled = 1
[s_routine:9]
szHotkey = A
szSuppress =
szHold = RTh
bRDisabled = 1
[s_routine:10]
szHotkey = A
szSuppress =
szHold = RTh
bRDisabled = 1
[s_routine:11]
szHotkey = A
szSuppress =
szHold = RTh
bRDisabled = 1
[s_routine:12]
szHotkey = A
szSuppress =
szHold = RTh
bRDisabled = 1
[s_routine:13]
szHotkey = A
szSuppress =
szHold = RTh
bRDisabled = 1
[s_routine:14]
szHotkey = A
szSuppress =
szHold = RTh
bRDisabled = 1
[s_routine:15]
szHotkey = A
szSuppress =
szHold = RTh
bRDisabled = 1
[s_input_tr:0]
eTIMode = eMouseMotion
szHotkey2 = LSh+RSh
szInputs = LSYPlus,LSXPlus,LSYMinus,LSXMinus
nMovementPerSec = 512
I'm speculating here. Maybe it's something with Windows Antivirus that blocks DLL from being replaced when you updated it and it is still that old DLL with that old bug?
If this was my specific problem, I'm sorry to have bothered you.
Perhaps it would be better to revert the bug fixes that I reported. It seems that the key registration in the Inputs field of "rescale analog inputs" probably became incorrect around that modification.
What it looks like was happening is that on some gamepads the analog sticks does not generate input in its full range, when the analog stick is fully extended in the diagonal direction. Based on the values it sends back.
Otherwise, it sends proper values when in cardinal directions. I call this "pseudo-circular" values, while the data should be full square instead. From what I'm seeing, it's already in the hardware. This is not how it should function.
I'm generalizing this as I already saw people testing their analog sticks and seeing identical or similar results.
I tested this on my 2 gamepads. One has analog sticks that functions in this "pseudo-circular" way. It seems, that is why I was unable to reproduce behavior your were seeing as my 1st gamepad was one that was not functioning correctly.
I tried V1.5.7. In my case, unfortunately diagonal input remained fast regardless of whether it was checked or not.
I don't have detailed knowledge so I could be wrong, but when the "Rescale Analog Input" threshold is enabled (While pressing a hotkey), the min to max to tilt that left (or right) stick recognizes movement is It appears to be at a constant velocity. In other words, I think it may not be a stick tilt issue.
Also, the Input field of "Rescale Analog Input"(MCM) doesn't register key 2 times the first, and when select "Clear_All", it seems that key is not registered 2 times again.
In case of the "Inputs" field becoming unresponsive, clearing all all other fields and re-entering the configuration should fix it. Sorry if it doesn't do it for you. I'm being kind of aware of this and other minor UI issues, fixing it completely would require additional scripting that could complicate other things in turn.
I too am curious if other users (or controllers) are having same problem. Sorry I can't be of much help.
I won't be removing to my list this great mod in the future. Thanks again for making this mod!
This is hands down my mod of the month, if not year.
I was hoping for this for so long and never knew it existed.
Thank you so much for this.
Oh, and howdy from an other fellow GOG user :)