Keybinds

Post » Thu Nov 26, 2015 2:52 pm

Can anyone confirm if dragging items with the E key is fixed, as well as the town building UI being hard coded? I don't see them in the patch notes, so I assume not, but I can't verify because I got a refund for the game due to the keybinding issues.

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elliot mudd
 
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Post » Thu Nov 26, 2015 3:43 pm

I remaped "activate" to num_0 and it worked. I can drag items with the new key and e is unbound meaning i cant drag or activate with it. But lots of keys still simply dont show up in the binding options such as tab or the shortkeys 1-10 making it useless for now at least for me. Maybe in the next patch. Back to autohotkey for now.

Edit: I found another problem. I thought i could delete some lines of my ahk-script by binding the movementkeys to the numpad but when i pick locks now it still uses "wasd". Ofcause my old script is deleted now :brokencomputer:

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Lou
 
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Post » Thu Nov 26, 2015 2:42 am

OK, thanks for the heads up!

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!beef
 
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Post » Thu Nov 26, 2015 7:25 am

Just to let people know, if you're in AZERTY and remap your keys you'll still not be able to go up and left in Pip-boy and workshop.

*sigh*

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ImmaTakeYour
 
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Post » Thu Nov 26, 2015 7:10 am

And when will I be able to move in the construction mode if i remap the movement keys to the arrows? That's a big problem if i want to built something

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Charlie Ramsden
 
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Post » Thu Nov 26, 2015 8:20 am

Nope bulding is still run foward/stop and walk backwards. Forgot can go righgt too, not left, so I never use it :P

How it can be left but not right for someone else just baffles the mind in how Beth pull that off.

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Javier Borjas
 
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Post » Thu Nov 26, 2015 9:53 am

I'm going to test my keybinds when I get home tonight, but can anyone confirm that if I remap the Pip-boy key (TAB), will menus (like crafting) use the new key instead of TAB?

Also, if you remap WASD, does section navigation in the Pip-boy remap to the new movement keys?

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Steve Bates
 
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Post » Thu Nov 26, 2015 2:35 pm

change log says:
"New Features
Number pad keys can now be used for remapping
Remapping Activate now works on Quick Container"

Nice to call some basic stuff a new feature...

So I guess with every new patch there comes a new rebindable key like "f" for containers, which is still not rebindable too...

I preordered the game with season pass but played it for exactly 118 minutes, since it's not playable for me with this messed up pc controlls. I'll wait a little longer till I'm going to get my game refunded on steam. It's hard to understand this is still happening after the same mess happened to fallout 3 and skyrim before.
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Kathryn Medows
 
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Post » Thu Nov 26, 2015 4:15 pm

If I remap keys to my preferred method, I can move fine until I open the workshop. Then I can move left and back but not forward and right.

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Celestine Stardust
 
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Post » Thu Nov 26, 2015 3:36 am

I confirm that the action button can be remapped correctly now.

But the workshop is still hard coded and do not work if you have remap the moving key and/or have an AZERTY keayboard.

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Laura-Jayne Lee
 
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Post » Thu Nov 26, 2015 4:55 pm

Why Bethesda not simple make the controls file editable so we can mess with the keybinds until they properly code it?

Meaning no hard-coded keys and same key for same action (in-game menus)

A wild guess, this keys are not even on the controls file and that's why you don't see them on the controls menu. Like T, -, V and probably more.

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Joey Avelar
 
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