V1.2 Keybinds

Post » Sun Dec 20, 2015 8:50 am

With the latest patch certain keys gained new functions, like the Activate key being the loot button too, which is super handy.

It did cause a new problem for me, though. Since we can now bind to keypad numbers, which were previously quick slots, the quick slots now appear to be tied only to the horizontal row of number keys located above the letters. That causes a problem for me since I'm a lefty and I actually used the keypad numbers for quick slots before, but now they no longer work and I have to reach for the other number keys, which makes them not quick at all.

How do I get my keypad quick slot function back?

Edit: I should add that re-adding my weapons as favorites won't allow me to use the keypad numbers either. Nothing happens when I press those.

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Christina Trayler
 
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Post » Sun Dec 20, 2015 12:33 am

There are two ways to change the function of the numpad back to hotkeys. Either set up an external keybind script using Auto Hotkey (third-party program), or use F4SE and edit the CustomControlMap file that comes with the script extender. There are tips on how to do this in the F4SE thread in the Mods forum section.

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Nicole M
 
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Post » Sun Dec 20, 2015 8:37 am

Doesn't it seem kinda odd that they opened up those keys for mapping, but now you can't map your hotkeys to them? Is there some way I can go back to the keymapping before v1.2, cause this is ridiculous. I don't want to use an external keybind script for somethin that worked a week ago. They fixed one thing and then broke something that already worked in order to fix it. What?!

I'm honestly so baffled by this that I submitted a ticket on it.

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JUan Martinez
 
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Post » Sun Dec 20, 2015 4:59 am

The problem is partly that the hotkeys themselves aren't rebindable keys. They could have made both the number keys and the numpad keys default to hotkeys, while letting the keys be rebindable (at least the numpad keys), and then everyone would have been happy. (Well, everyone except for arrow key users, who still can't move in Workshop Mode.)

The easiest way to go back to the old mapping would be running the game through F4SE. The CustomControlMap file that the script extender exposes can be http://www.gamesas.com/topic/1567034-wipz-fallout-4-script-extender-f4se/?p=24701050.

Because of the way they've handled keybinding in Fallout 4, there really isn't an easier way to edit the set-up. It's not like Skyrim, where a simple text file in the data folder could be placed to override the settings. This time around the binds are buried in the game files in such a way that you'll need F4SE to get at them.

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CORY
 
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Post » Sun Dec 20, 2015 8:36 am

Well that svcks. Guess I'll have to do that since the tech support has been useless. I got two responses, the first one being "Hey! Here's some generic FAQ link! and we now consider the problem solved" and the second being "Hey! Here's a generic FAQ link! and your message has been passed on to the relevant people!"

Apparently there isn't a way to do this other than what you suggest.

I never even thought about not being able to move in WM, mostly because I don't use it. I did notice I couldn't move, but I though that's how it was supposed to be, so I just gave up cause it svcked, lol.

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Bird
 
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