Hi, previously had this mod installed and it worked flawlessly. Recently decided to try modding again after a while and resintalling mods after the most recent update. The game runs but when I am loaded in to my save, none of my basic keybinds work at all, except for the ones set by other mods (Quicklight still works for example). I am unable to move, jump, attack, etc. I can only mouse look. I have tried resetting my controls in game, as well as deleting the controlmap file, but these do not fix or change anything. I would also like to note that my controlmap file just looks corrupted whenever it is generated, like this: " ž&
I spent so long searching for a way to get my wooting to work in skyrim I didn't even stop to think that someone might have made a mod. This works perfectly. Thank you SO much!
That may have been my fault! I also crashed, BUT I haven't touched my load order in a long time so it could be another mod.
Regardless, I uploaded a very minor tweak to fix a very very very stupid typo on my part. The type was fine back when AIS got updated to work hand-in-hand, but something caused that to change. Either way, the typo shouldn't have been there, and it should now work. I did not crash on launch, BUT I tweaked other mods inbetween things so my test case is poor.
Sadly this hasn't fixed the issue for me. Seems my bandit genocide will have to wait a little longer until I can diagnose the issue.
This mod isn't included in the mod collection I'm using and everything was working fine before. But then a game update forced me to update to a newer collection version and ever since then I've been getting issues with moving and panning the camera at the same time. No idea what's changed, but eh, welcome to Skyrim modding. Nothing can ever be simple.
I'm also crashing on launch with this added with skyrim version 1.6.1170.0. Just got back to modding and list is super small. Toggling this on and off causes or resolved the crashes. Thanks.
Issue has been fixed! ControlMap needed to be updated to match v1.6.1130.
I didn't catch this originally, as I had completely wiped that file from my install, and merely tested booting up and minimal in-game stuff. Without that file though, this mod is essentially pointless, as this is what allows proper mixing of Mouse and Gamepad without broken key bindings!
For anyone looking to use this with something like a Razer Tartarus Pro, where you can't bind a key to both an axis and button, I've made a FreePIE script actPer = 0 # Number from 0-1 representing how far you must move before the button triggers devNum = 0 # Array index for the controller that is used
x = xbox360[devNum].leftStickX y = xbox360[devNum].leftStickY
# Y Axis (W/S) if y > actPer: keyboard.setKeyDown(Key.W) else: keyboard.setKeyUp(Key.W) if y < -actPer: keyboard.setKeyDown(Key.S) else: keyboard.setKeyUp(Key.S)
# X Axis (A,D) if x > actPer: keyboard.setKeyDown(Key.D) else: keyboard.setKeyUp(Key.D) if x < -actPer: keyboard.setKeyDown(Key.A) else: keyboard.setKeyUp(Key.A)
I indeed used the wrong version of auto input switch since I'm still on 1.5.97.
Now with the correct version of ais the keyboard analog walk and the mouse aiming works fine in parallel but any mouse button press makes the game stuck.
I can confirm it works with the razer analog keyboard, but in synapse I think I found a (benificial) bug to make it work. One has to set their movement keys to the analog stick inputs, then click the the 3 line menu, selecting customized, then clicking on the customized key, go to the Keyboard Function input menu and click "Add Secondary Function". With that you can add the original key input in the secondary funtion box. The original "Keyboard Function" menu should show its not bound, thus how you know its not bound to a key but instead a stick. Hope it helps anyone using a razer analog keyboard. Edit: if you lose your analog input it will have to be re applied then the secondary, but it wont actually hard save the profile with both inputs. I do think synapse should just allow dual input option like wootings.
Not sure if this mod is still looked at, but I was wondering if anyone would happen to also be using a Wooting keyboard with the controller setting enabled. I only ask this because when the gamepad is enabled I cannot change keybinds without the game locking up until I disable the "controller" in the wooting settings. Thanks.
I know this is very unlikely but any chance this could be ported to Fallout New Vegas ive been looking for a mod that does this ever since I've gotten my keyboard closes thing I've found is stewies tweaks which allows you to toggle between them using left click and the (A) button on controller but that doesn't work because I need left click to shoot.
So my patch is 90% there, but I CANNOT find a way to fix this. Without a fix, you are stuck with either: 1. Double inputs on pip-boy (due to analog and digital being accepted). 2. Unable to pan the map with WSAD (neither analog nor digital).
I plan to look back into this soon and try to find a work-around, but I don't want to release jank.
For what it's worth, I would personally find option 2 acceptable if we're still able to pan the map with the mouse, but I'm sure you've already considered this and that I don't fully understand the technical limitations here
Hope you find a work-around, would be so cool to have working analog keyboard inputs in Fallout 4 as well :)
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Any suggestions as to what could be the cause? Thanks
Regardless, I uploaded a very minor tweak to fix a very very very stupid typo on my part. The type was fine back when AIS got updated to work hand-in-hand, but something caused that to change. Either way, the typo shouldn't have been there, and it should now work. I did not crash on launch, BUT I tweaked other mods inbetween things so my test case is poor.
This mod isn't included in the mod collection I'm using and everything was working fine before. But then a game update forced me to update to a newer collection version and ever since then I've been getting issues with moving and panning the camera at the same time. No idea what's changed, but eh, welcome to Skyrim modding. Nothing can ever be simple.
I didn't catch this originally, as I had completely wiped that file from my install, and merely tested booting up and minimal in-game stuff. Without that file though, this mod is essentially pointless, as this is what allows proper mixing of Mouse and Gamepad without broken key bindings!
Thank you for posting everyone!
You may need to reset your keybindings in-game (or delete 'ControlMap_Custom.txt' in the skyrim's root folder) for everything to work properly again.
actPer = 0 # Number from 0-1 representing how far you must move before the button triggers
devNum = 0 # Array index for the controller that is used
x = xbox360[devNum].leftStickX
y = xbox360[devNum].leftStickY
# Y Axis (W/S)
if y > actPer:
keyboard.setKeyDown(Key.W)
else:
keyboard.setKeyUp(Key.W)
if y < -actPer:
keyboard.setKeyDown(Key.S)
else:
keyboard.setKeyUp(Key.S)
# X Axis (A,D)
if x > actPer:
keyboard.setKeyDown(Key.D)
else:
keyboard.setKeyUp(Key.D)
if x < -actPer:
keyboard.setKeyDown(Key.A)
else:
keyboard.setKeyUp(Key.A)
Since my wooting finally arrived I'm trying to make it work that asdx are my analog movement keys
in combination with my mouse for the camera control.
The movement already works great but as soon I touch the mouse the camera
goes havoc and if I press a mouse button the game locks.
Any help would be greatly appreciated.
I indeed used the wrong version of auto input switch since I'm still on 1.5.97.
Now with the correct version of ais the keyboard analog walk and the mouse aiming works fine in parallel but any mouse button press makes the game stuck.
Any ideas?
Edit: if you lose your analog input it will have to be re applied then the secondary, but it wont actually hard save the profile with both inputs. I do think synapse should just allow dual input option like wootings.
I was working on a rework of Buffout 4s version of Auto Input Switch Patch specifically for our use.
I ran into a weird exception: https://forums.nexusmods.com/index.php?/topic/9105978-buffout-4/page-1139#entry111205228
So my patch is 90% there, but I CANNOT find a way to fix this. Without a fix, you are stuck with either:
1. Double inputs on pip-boy (due to analog and digital being accepted).
2. Unable to pan the map with WSAD (neither analog nor digital).
I plan to look back into this soon and try to find a work-around, but I don't want to release jank.
For what it's worth, I would personally find option 2 acceptable if we're still able to pan the map with the mouse, but I'm sure you've already considered this and that I don't fully understand the technical limitations here
Hope you find a work-around, would be so cool to have working analog keyboard inputs in Fallout 4 as well :)