[MOD]Rise of the Arrow Keys

Post » Sun Nov 29, 2015 4:02 am

http://www.nexusmods.com/fallout4/mods/2107/?

Stand up arrow key players. Don't let the dark menace named 'The Privileged Consolers' rule over the 'League of Arrow Key Players'. Rise...rise and shine, voice out to the world that you have enough of being selected as a minority, and forced to fall in line behind the hordes of users, that can't handle more then ten keys at once. Beth owes us PC gamers for making them big in the first place. We might be a dying race, but always remember that we keep the franchises alive because of the Mods, since over 10 years now.

So much for the sarcastic rant. What does this Mod do?

It will rebind most of the keys to be more convenient for arrow key players. It's considerably a makeshift hack and utilizes F4SE to forward said changes. The changes to keys apply to all possible UI instances, including workbenches, workshop and the Pipboy. It will also display changed keys where ever you are. So you will see the changed keys in all possible menus or when interacting with the world.

How is it installed?

1. you will need the latest version of http://f4se.silverlock.org/
2. then copy all folders of this Mod into your FO4/Data folder, so that the interface and F4SE folder end up in your data folder
3. delete or backup the CustomControlMap.txt inside your MyGames/FO4 Folder

Notice! Do not rebind the keys in the main menu, or your setup will be screwed!

Are there any limits?

Unfortunately yes, because you can't rebind to those keys inside the control menu, or at least I haven't found a way/time to forward such convenience. This, for now, means you can't rebind the keys I've preseted without hassle. However, I did my best to arrange the keys as convenient as possible. It's a key setup I'm using for TES/FO games since I first played Morrowind, and I'm sure you will like it. If not, it's still more conveninent then what Bethesda throwed at us.

Can you tell the keys?

Forward = Forward Arrow
Back = Back Arrow
Left = Left Arrow
Right = Right Arrow
Attack = Mouse 1
Block/Aim = Mouse 2
Melee = Mouse 3
Activate = NumPad 0
Ready/Reaload = Return, Enter
Pipboy = Page Down
POV/Workshop = Insert
Jump = Right Shift
Sprint = End
VATS = [ (ΓΌ in German)
Sneak = Right Control
Toggle Speed = Home
Auto Move = ; (? in German)
Hotkey 1-12 = NumPad 1-9, /, *, -
Console = ~ (^ in German)
Quick Stats = Backspace
Quick Inventory = Delete
Quick Data = http://forums.bethsoft.com/topic/1559086-modrise-of-the-arrow-keys/single quote (# in German)
Quick Map = ] (+ in German)
Workshop Menu Browsing = WSAD, Delete, NumPad 0

The keys Quick Radio, Quick Save/Load and Run have been removed due to compatibility issues. All keys in menus or when interacting with the world are displayed on the HUD, or inside corresponding menus. Some keys are still like vanilla, so read the menus to get comfortable with it.

What does it fix?

A lot of stuff. As arrow key player you will now be able to move while building your settlement, because they menu browsing keys have been replaced to WSAD. Also, you will no longer accidentaly initiate dialogue with companions etc. when moving forward, while they cross your path. All keys are very close together, so you are not forced to move over the whole keyboard in order to activate a button. There's probably more fixes I haven't even recognized as bugs. The key bindings in vanilla where a utter mess.

Can you show how you rebound?

Yes, if you try however notice that you will also need to modifie the .swf files, so you know which keys to press when inside menus etc. Refer to this website to figure thecorrect keys...https://msdn.microsoft.com/en-us/library/windows/desktop/dd375731%28v=vs.85%29.aspx...you will also need JPEXS to be able to hack the .swf files.

Will this be improved?

Likely not, it should serve more as an example for Bethesda so they clean up their mess for at least 25% of players that do not use controlers. It's, gently spoken, a disgrace how they treated us this time around. They deserve a slap in their face for this. I don't know how many nerves I've lost because of the stupid key bindings. I think they will fix this for the next patch, or any future patch. If not, then the likeliness of this Mod seeing improvement is very high.

Can you teach us how to hack .swf files and modifie the key binding .txt file?

Refer to the F4SE 'What's new' file, and see http://forums.nexusmods.com/index.php?/topic/3375175-deobfuscate-the-swf-files-aka-ui-moddinga-start/ to teach you how to hack .swf files. Make sure to bring up some time.

User avatar
megan gleeson
 
Posts: 3493
Joined: Wed Feb 07, 2007 2:01 pm

Post » Sun Nov 29, 2015 6:18 am

I just want to say thank you for doing this and I'll be digging into this later when I have some spare time. Good stuff!

User avatar
Francesca
 
Posts: 3485
Joined: Thu Jun 22, 2006 5:26 pm

Post » Sat Nov 28, 2015 4:19 pm

I personally won't have use for this but I know players who do have this problem and for them I thank you!

User avatar
Becky Cox
 
Posts: 3389
Joined: Thu Jun 22, 2006 8:38 am

Post » Sat Nov 28, 2015 1:54 pm

Added a new version...changelog:

Release 22.11.2015, Version 0.2:

- You can now rebind all keys inside the controls menu...notice however, rebinding keys that are used in any of the menus, are noit recommended to be rebound, or you will get wrong displays
- All keys that in vanilla created the message "this key is reserved", can now be rebound...so far I'm aware of the Num0, Ins and ], any other creating the reserved message is likely also unbound
- added lockpick menu to missing edited menus
- exiting lockpick menu can now be done with PgDn
- rotating lock is now done with arrow keys
- added scope menu to missing edited menus
- holding breath is now done with End
- added missing key correction display inside barter menu
- fixed removed keys run, quick save/load and quick radio...they are at the default keys now
- added hotkey 1-12 to controls menu so they can be rebound

User avatar
CRuzIta LUVz grlz
 
Posts: 3388
Joined: Fri Aug 24, 2007 11:44 am

Post » Sat Nov 28, 2015 3:02 pm

Given Bethesda are working on a patch that http://steamcommunity.com/games/377160/announcements/detail/128712951172870673, will you be pausing until you know how their changes interact with this mod, or do you reckon they'll work together happily enough?

User avatar
Dona BlackHeart
 
Posts: 3405
Joined: Fri Dec 22, 2006 4:05 pm

Post » Sat Nov 28, 2015 7:43 pm

As long as only parts of the keys are rebindable, I will stay with my hack. Sure, once the Patch is out of Beta I will adapt. But it says they only fixed NumPad keys not bindable, that still leaves us with messed up functions during settlement building, follower interaction, and all the various menu keys that force you to move over the whole keyboard. All those keys need to be rebindable. And I'm afraid they won't change the menu keys. This half backen fix they threw out proves it.

They need to remove the arrow keys on the settlement workshop and place them somewhere else, because arrow key players can't interact with settlers, nor can they build without great frustration. They need to add all keys to the controls menu, there's no way around it.

Going through the .swf files and key settings I figured it could be easily done with the keys allready set in the controls menu. You can apply multiple functions to one and the same key. You can make a difference for every key, either if you're in menus, or not. You could even forward differences inside specific menus. All this is possible with one and the same key...but they just didn't care, because Todd preferes consoles... :brokencomputer:

User avatar
Abi Emily
 
Posts: 3435
Joined: Wed Aug 09, 2006 7:59 am

Post » Sun Nov 29, 2015 12:25 am

Oh, I wasn't trying to suggest you abandon your mod - you appear to be going for something much more featured than Bethesda are doing. Just wondering if the patch might need you to pause your work until it's out - which it seems it won't :)

User avatar
Sasha Brown
 
Posts: 3426
Joined: Sat Jan 20, 2007 4:46 pm

Post » Sat Nov 28, 2015 9:59 pm

No. F4SE uses a custom control map, so you need to remove the original anyways. You can rebind Num keys with F4SE already, and respectively with my hack. However, yesterday I forwarded to allow for rebinding in controls menu, including saving all keys in the vanilla control map, though I have no BETA tests available to tell if it crashes/corrupts the game...so I'd be careful.

At all rates, given how the keys are hardcoded inside the .swf, I don't see how Bethesda fowards any other fixes to the game regarding rebinding keys. It's annoying because they actually have access to source, and could easily do this. We, in contrary, have to deal with makeshift hacks and workarounds to create a convenient experience. Can you believe you are forced to use a third party program (Auto Hotkey) as lefty or arrowy to be able to play the game. What where they thinking?

User avatar
Andrea P
 
Posts: 3400
Joined: Mon Feb 12, 2007 7:45 am


Return to Fallout 4