Skyrim Special Edition
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dvize404

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dvize404

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About this mod

This mod allows users with the playstation 5 dualsense controllers to play Skyrim with adaptive triggers. The adaptive triggers are assigned based on the weapon type and users may edit this to their own liking. This also requires the user to download/install the external program DualSenseX.

Requirements
Permissions and credits
Changelogs
I wanted skyrim with adaptive triggers and no one wanted to help me so i made a working example and here it is.

Note: DSX is a paid program on Steam for like 3 dollars.


The following weapon types have settings:

  • Hand To Hand
  • One Handed Sword
  • One Handed Dagger
  • One Handed Axe
  • One Handed Mace
  • Two Handed Sword
  • Two Handed Axe Mace
  • Bow
  • Staves (think this is wand)
  • Magic (when you cast spell)
  • Shield
  • Torch
  • Crossbow
They are split up by hands in the DSXConfig json.  Be sure to read the name and only replace numbers.  Notice that the last number in a set like (triggerParams) does not have a comma following it.

Installation.
New 1.6.1 Version
  • Install Address Library for your version of Skyrim (AE or SSE)
  • Install SKSE for your version of Skyrim (AE or SSE)
  • Unzip modpack to your Skyrim Data folder (or use your mod manager to install).  With Mod Manager 2 you may need to physically create the directories

0.8 Version
  • Install .Net Script Framework (NetScriptFrameWork) - Needs a DLL Loader.  Also .Net Script Framework doesn't play with antivirus that well, you may need to disable it when running skyrim (had that problem with Webroot).
  • Install the DualSenseX version from Paliverse' github (https://github.com/Paliverse/DualSenseX) .  Select the releases and grab the latest version. If you are using the new steam version of DSX, download the latest version 1.0 of DSXSkyrim.  Otherwise use version 0.8 for the free version of DSX.
  • Install the zip file i've uploaded into the 'Skyrim\Data\NetScriptFramework\Plugins' folder.  (I think you can mod install this as i've zipped starting from Data)


Note: This uses the default UDP Port from DualSenseX (i think its 6969 located in C:\Temp\Dualsense).  I have not modified it so keep it default for Skyrim.  Also, I am not a professional programmer, I had to do some digging to come up with this so don't expect perfection.

Running it.
  • Turn Antivirus off if Netscriptframework causes your skyrim to freeze.
  • Start the DualsenseX Program
  • Start Skyrim (Vortex , Skse, whatever)
  • Equip a weapon to feel the changes.

Editing The Config
1. READ the included instructions text file (should be in same plugins folder).
2. You may edit a json file with any text editor.

I would not crank up everything to max.. there is the possibility that your controller will degrade faster or even break.  
I am not responsible if you use this mod.. period.


Creating Triggers with the Custom Form ID
  • Only add on to the end and copy the format of the triggers before (i.e. do not delete the first 24 default trigger settings that do not have a CustomFormID.)
  • Make sure you watch your commas.  Each trigger setting before should have a comma to 'end' it before the next trigger setting.Only the last trigger entry does not get a comma after the curly braces.
  • Make sure to specify the triggerside correctly (1 = left side and 2 = right side).
  • Make sure to fill in the CustomFormID: in the double quotes (hexadecimal number) for the modded weapon.
    - But how do i get this # for the mod?
    have your mod enabled and load up the skyrim console in a random saved game.
    lets say it is a bow (mod weapon) you are looking for, use the following:

    help bow

    and then press enter.  That will give you a list you can navigate with page up or down and find the row with what you are looking for.  You want that wierd hexadecimal # that will be used in our trigger config.  You can test if its the correct # by trying :

    player.additem <formid> 1

    and once you close the console it should add that weapon to your player.

    If that formid you write in the dsx trigger config is wrong, it will probably default to the generic trigger for the weapon type it was detected (which is probably wrong for special modded weapons like bows) when you equip the weapon.  You don't have to have the mod installed for a triggersetting you write in as like i mentioned it defaults to generic if it doesn't detect that customformid - meaning you can keep a running list from your mods and just swap in and out as you like if needed.

Example Setting for Custom Setting (Only modify the numbers or within brackets):

    {
        "Name": "Left One Handed Sword",
        "CustomFormID": "",
        "Category": "Sword",
        "ControllerIndex": 0,
        "Description": "Trigger Setting For Left Hand GameCube Triggermode.",
        "MicLEDMode": 2,      
        "PlayerLED": [
            false,
            false,
            false,
            false,
            false
        ],
        "RGBUpdate": [
            0,
            0,
            0
        ],
        "TriggerParams": [
           
        ],
        "TriggerSide": 1,
        "TriggerThreshold": 0,
        "TriggerType": 1,
        "customTriggerMode": 0,
        "playerLEDNewRev": 5
    },
            
Example Setting for Custom Trigger Type Mode Vibrate Pulse AB (Only modify the numbers or within brackets):
    {
        "Name": "Left One Handed Sword",
        "CustomFormID": "",
        "Category": "Sword",
        "ControllerIndex": 0,
        "Description": "Trigger Setting For PulseAB Triggermode.",
        "MicLEDMode": 2,      
        "PlayerLED": [
            false,
            false,
            false,
            false,
            false
        ],
        "RGBUpdate": [
            0,
            0,
            0
        ],
        "TriggerParams": [
            0,
    101,
            255,
            255,
            0,
            0,
            0
        ],
        "TriggerSide": 1,
        "TriggerThreshold": 0,
        "TriggerType": 16,
        "customTriggerMode": 0,
        "playerLEDNewRev": 5
    },


Name: Indicates what the program will read as the name.  Doesn't matter what you change it to because dsx will read it as Left One Handed Axe.

Category: Left this for future tweaking. Not needed value.

TriggerSide: 1 is for Left Trigger, 2 is for Right Trigger.

Description: You can modify this to whatever you want in between the quotes so its easier to remember for you.

TriggerType: One of these values that correlates to dual sense x settings.

    Normal = 0,
    GameCube = 1,
    VerySoft = 2,
    Soft = 3,
    Hard = 4,
    VeryHard = 5,
    Hardest = 6,
    Rigid = 7,
    VibrateTrigger = 8,
    Choppy = 9,
    Medium = 10,
    VibrateTriggerPulse = 11,
    CustomTriggerValue = 12,
    Resistance = 13,
    Bow = 14,
    Galloping = 15,
    SemiAutomaticGun = 16,
    AutomaticGun = 17,
    Machine = 18
    
CustomTriggerValueMode (only used if TriggerType = 12):  This also correlates with the setting in dual sense x that you mess with. default is off or 0.

    OFF = 0,
    Rigid = 1,
    RigidA = 2,
    RigidB = 3,
    RigidAB = 4,
    Pulse = 5,
    PulseA = 6,
    PulseB = 7,
    PulseAB = 8,
    VibrateResistance = 9,
    VibrateResistanceA = 10,
    VibrateResistanceB = 11,
    VibrateResistanceAB = 12,
    VibratePulse = 13,
    VibratePulseA = 14,
    VibratePulsB = 15,
    VibratePulseAB = 16

TriggerParams:  You indicate inbetween the brackets what values you want for that trigger mode.  Only some triggers have additional parameters listed below.

    TriggerMode.VibrateTrigger needs 1 TriggerParam (0-255):  
    Guessing this value is the frequency of the vibration
    [10]
    
    TriggerMode.CustomTriggerValue needs 7 TriggerParam (0-255):
    This value relates to the 7 settings in dual sense x
    [0, 101, 255, 255, 0, 0, 0]
    
    TriggerMode.Resistance needs 2 TriggerParam
    Start: 0-9 Force:0-8
    [9, 2]
    
    TriggerMode.Bow needs 4 TriggerParam
    Start: 0-8 End:0-8 Force:0-8 SnapForce:0-8:
    [0, 8, 2, 5]
    
    TriggerMode.Galloping needs 5 TriggerParam
    Start: 0-8 End:0-9 FirstFoot:0-6 SecondFoot:0-7 Frequency:0-255
    [0, 9, 2, 4, 10]
    
    TriggerMode.SemiAutomaticGun needs 3 TriggerParam
    Start: 2-7 End:0-8 Force:0-8
    [2, 7, 8]
    
    TriggerMode.AutomaticGun needs 3 TriggerParam
    Start: 0-9 Strength:0-8 Frequency:0-255
    [0, 8, 10 ]

    TriggerMode.Machine needs 6 TriggerParam
    Start: 0-8 End:0-9 StrengthA:0-7 StrengthB:0-7 Frequency:0-255 Period 0-2:
    [0, 9, 7, 7, 10, 0]
    
    
RgbUpdate: Lets you control the color of the lights:
    [0, 255, 0]
    
    default is 0 0 0 for no lights.  you can mess with the rgb slider and enter values 0-255 to figure this out.
    This will always be 3 parameter values.
    
PlayerLED: Controls the LED Lights on the dualsense controller.  Assuming you can turn certain LEDs on vs off.
 
    [false, false, false, false, false]
    default is always off no matter what you put because i would have to rework things that I don't want to.

PlayerLEDNewRev: Controls the LED Lights on dualsense controller for the new revision controllers.  This feature i just set to always display
One light = 0,
Two lights = 1,
Three lights = 2,
Four lights = 3,
Five lights = 4, // Five means all lights are on. you would use 4 to have all lights on
AllOff = 5

MicLEDMode: controls the light for the mic on controller.
On = 0,
Pulse = 1,
Off = 2

TriggerThreshold indicates when it begins actualy sending the trigger activated button
min val 0, max val 255


ControllerIndex:  This indicates which controller to use
This will always be 0. Do not change this value.

Optional
  • Recommend the Hit Stop Mod for immersion. Thanks armoredcore89 for the recommendation.
  • Toggle on the Audio Haptics in Dual Sense X for extra immersion.

Source Code:
https://github.com/dvize/DSXSkyrim-NG

My Other Mods:

Fallout 4 Dual Sense X Adaptive Trigger Mod