You may need to delete My Documents\My Games\Fallout 4\ControlMap_Custom.txt or pick "defaults" from the in-game keybinds menu. Also, previously customized keys overwrite settings in the control map. Changes to the control map will be functional, but might not show up in the UI. thanks.Įdit2: When testing the control map, note that many of the control labels in the UI are hard-coded. please don't spread it around until then. once initial testing is done I'll push it out to more locations. The final column specifies which input layer the bind is associated with - you will probably not want to change that.- currently-installed version of F4SE is shown in the Settings menu next to the game version- running GetF4SEVersion from the console will print the current version as well- log spam is written to My Documents\My Games\Fallout4\F4SE\ edit: for right now I haven't posted this on the website or other forum threads. The next three columns control whether or not a control should be written to the user's config file. The third column is for mice, the fourth for controllers. Use google to find a table of scan codes. The second column is the keyboard scan code that should activate the bind in hex, or 0xFF if unbound. The first column is the name of the internal keybind. The format is the same as Skyrim, it's a space-separated file. This is being released primarily to test against a wider audience and hopefully help some people out at the same time.Ġ.1.0:- everything- plugin manager- simple hooks for papyrus, scaleform, and the classic script system, but nothing useful for modders yet- customization of internal keymappingsĜopy CustomControlMap.txt to Data\F4SE\CustomControlMap.txt.Ğdit that file to set your bindings. This is an incredibly early release, so please keep in mind that there is only extremely limited functionality provided by this version of F4SE, that we can't offer technical support for it, and that literally anything about it can change in the future.
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