Some keys cannot be reassigned; always overrides and ignores the rebound key. ex: Inventory, place item (building)
L1/LB, R1/RB, R Stick Axis, Options/Start, Share/Select are missing from the default binds configuration. (can still be assigned)
The latest "autopickup" bind is missing from the mod.
There's probably more, but I'm a bit fed up with wracking my brain messing with things to go further. (spent the last 2 hours testing this)
Since the devs didn't add a way to rebind controls (or even have gamepad support for an entire year), I was excited to find this mod, but sadly it's suffering some issues and also doesn't seem to let you adjust the menu controls (uses analog stick instead of d-pad), so unfortunately it seems I'll have to keep using my keyboard mappings via DS4Windows and swapping to KB/M when interacting with the inventory/building.
Why many devs keep ignoring people's ability to customize their controls, notably gamepad, is a question I'll never know the answer to. Being able to interact with a game is one of the first things you need to get right, especially for people with disabilities, let alone different preferences.
Thanks for the update, it does indeed work better, no broken inputs anymore (#1, #2, #3, #6 resolved).
However, it seems there's still an issue with the inventory button being hardcoded (#4). It still doesn't work if assigned to another button, and overlaps with anything assigned to the default (button 3 aka ?/Y). Same thing with the place construction button (R2/RT), tooltip updates to show your edited bind, but only the default actually works. Unsure if there's any others.
For #5, those keys are still missing from the default config UI. Not a big problem, just results in trial and error figuring out which button/axis is what.
The mod still seems to require the settings menu to be opened every time to apply any edits.
The mapping UI still has some ID strings in it (probably unavoidable).
..And that's everything I've discovered in testing!
The remaining dealbreaker with the game's native gamepad support for me is the inventory button. I'm trying to set attack and alt-attack to ?/X and ?/Y while mapping inventory to Start (essentially Nier's control scheme), but so long as this weird hardcoding thing exists, I can't make native gamepad comfortable.
I've also encountered an issue with your other mod which I thought was caused by this during testing. Will comment over there, but TLDR it's trying to activate the extra quickslot items when activating the items in slots 1-3 when using a gamepad.
Edit: Oh, looks like this site doesn't support some unicode characters. The ?'s are supposed to be Playstation icons.
It works but it also breaks vanilla inventory shortcuts. All I did was swap the jump, sit, and use buttons and now i can't quick equip/unequip items using the default d-pad selectors - they cease to function when making changes elsewhere with this mod. I also noticed that the main inventory screen has changed to inverted input directions when navigating the tiles. Very bizarre, considering I only changed the mentioned three buttons, extremely carefully (as stated, these do actually work as the mod intended).
Disappointed this doesn't work, but thanks for trying.
would it be possible to use this mod with the oculus touch controllers using the VHVR mod cause Im trying to use the precise placement mod so I can rotate build pieces upside down mapping the mouse scroll wheel to the analog stick?
Wow, this looks like exactly what I need to change things to be more xbox controller friendly. I have a mod called "build camera" that confuses Z+ with rotate on the left trigger when held, which makes it a pain to rotate pieces, since you fly upwards at the same time. I must admit I am a little intimidated by the thought of trying to remap all the buttons though. I will keep a close eye on this while I work up the courage to try it.
This is, actually, great. Thank you for this, aedenthorn.
I'm using quite a lot of mods and I bought Xbox Elite Controller 2 just for Valheim, to be able to use paddles for switching layers or as a modifier key, all done as a custom controller configuration in Steam. It is working well but is far from being perfect.
This mod would be perfect for guys that need to do quick re-mapping without the need for external / 3rd party re-mapping software. I will probably use it to re-map or disable few actions that bother me or are not possible using just Steam because of not knowing the context.
Could think about making another plugin to provide some basic Steam Input API support (No Man's Sky is a great example)? What I'm mostly after are:
Layers support
Layers could be used as "contexts", so you can have specific layers for specific situations, completely changing or just overlaying the default layer. In Valheim, the main layers could be:
default layer
inventory
map
building mode
Some ideas for additional layers:
sneaking
sailing
console open
text input (like when naming pins or teleports; could be set to open Steam Input On-Screen keyboard)
free camera (fly mode)
trader
fighting
ranged weapons
dungeons
In-Game Actions support
This would be considered extra but would help to make a great controller experience even better. Instead of using controller bindings directly on the Valheim side, you could define actions like "rotate building piece" and let Steam handle the bindings, leveraging layers and other Steam Input features.
There could be actions for some console commands for example.
Mod authors could expose/register new custom actions etc.
Some links on the subject:
Steamworks.NET – C# Wrapper for Valve's Steamworks API, it can be used either with Unity or your C# based Application
22 comments
nvm, read the description more closely and found the mod link.
I tried using vortex but it's not working.
Photo
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Seems to be half broken as of trying to use it after the update on April 11, or even the March 1 update as Quint reported on in the previous comment.
First off, it doesn't work until you open the settings menu, including after changing the controls, at which point the below happens:
Missing a few binds from the settings menu (they cannot be bound outside of mod): https://i.imgur.com/0vHeya7.jpg
The gamepad mapping UI is pretty messed up: https://i.imgur.com/QdbF5V7.jpg
The D-pad axis is reversed for up/down. (swapping in config fixes)The D-pad no longer works for scrolling left/right on the hotbar while the inventory is closed.Secondary attack no longer works for either gamepad or KB/M.The latest "autopickup" bind is missing from the mod.There's probably more, but I'm a bit fed up with wracking my brain messing with things to go further. (spent the last 2 hours testing this)
Since the devs didn't add a way to rebind controls (or even have gamepad support for an entire year), I was excited to find this mod, but sadly it's suffering some issues and also doesn't seem to let you adjust the menu controls (uses analog stick instead of d-pad), so unfortunately it seems I'll have to keep using my keyboard mappings via DS4Windows and swapping to KB/M when interacting with the inventory/building.
Why many devs keep ignoring people's ability to customize their controls, notably gamepad, is a question I'll never know the answer to. Being able to interact with a game is one of the first things you need to get right, especially for people with disabilities, let alone different preferences.
However, it seems there's still an issue with the inventory button being hardcoded (#4). It still doesn't work if assigned to another button, and overlaps with anything assigned to the default (button 3 aka ?/Y). Same thing with the place construction button (R2/RT), tooltip updates to show your edited bind, but only the default actually works. Unsure if there's any others.
For #5, those keys are still missing from the default config UI. Not a big problem, just results in trial and error figuring out which button/axis is what.
The mod still seems to require the settings menu to be opened every time to apply any edits.
The mapping UI still has some ID strings in it (probably unavoidable).
..And that's everything I've discovered in testing!
The remaining dealbreaker with the game's native gamepad support for me is the inventory button. I'm trying to set attack and alt-attack to ?/X and ?/Y while mapping inventory to Start (essentially Nier's control scheme), but so long as this weird hardcoding thing exists, I can't make native gamepad comfortable.
I've also encountered an issue with your other mod which I thought was caused by this during testing. Will comment over there, but TLDR it's trying to activate the extra quickslot items when activating the items in slots 1-3 when using a gamepad.
Edit: Oh, looks like this site doesn't support some unicode characters. The ?'s are supposed to be Playstation icons.
Disappointed this doesn't work, but thanks for trying.
I have a mod called "build camera" that confuses Z+ with rotate on the left trigger when held, which makes it a pain to rotate pieces, since you fly upwards at the same time.
I must admit I am a little intimidated by the thought of trying to remap all the buttons though.
I will keep a close eye on this while I work up the courage to try it.
I'm using quite a lot of mods and I bought Xbox Elite Controller 2 just for Valheim, to be able to use paddles for switching layers or as a modifier key, all done as a custom controller configuration in Steam. It is working well but is far from being perfect.
This mod would be perfect for guys that need to do quick re-mapping without the need for external / 3rd party re-mapping software. I will probably use it to re-map or disable few actions that bother me or are not possible using just Steam because of not knowing the context.
Could think about making another plugin to provide some basic Steam Input API support (No Man's Sky is a great example)? What I'm mostly after are:
Layers support
Layers could be used as "contexts", so you can have specific layers for specific situations, completely changing or just overlaying the default layer. In Valheim, the main layers could be:
Some ideas for additional layers:
In-Game Actions support
This would be considered extra but would help to make a great controller experience even better. Instead of using controller bindings directly on the Valheim side, you could define actions like "rotate building piece" and let Steam handle the bindings, leveraging layers and other Steam Input features.
There could be actions for some console commands for example.
Mod authors could expose/register new custom actions etc.
Some links on the subject:
I could help with the default config for Xbox One and Xbox Elite controllers, and with the testing. Thank you.