Cyberware 2281
I do agree that the standard controller does not have enough keys, or at least enough bindable keys, given that the dpad (with context for hotkeys or changing ammo) buttons cannot be reassigned.
I'm mostly trying to rebind or unbind the controller hotkey input so that the sprint mod works again, while keeping the menu gamepad support from the update.
I could also downgrade to an old version, or go fiddling with the scripts until I find a means of unbinding or rebinding the key, if that works better.
As for making the mods co-exist, generally standard controller input settings (some of which allow unbinding) have allowed me to use a handful of mods with a controller. There's also context dependency, that being that the grab function only works when I have something to grab, hold breath only functions when I'm aiming, and sprint only functions when I'm moving -- while the inputs overlap, they don't conflict or bug out. Though I'm not that experienced with mod creation, and do not know the details of implementing any of that. Just shared because asked to.
UPD: Was going off the old edit. Aiming context would likely break hold breath. Maybe context being no movement? In any case, would probably need to be tested against JAM at the least.
I'm mostly trying to rebind or unbind the controller hotkey input so that the sprint mod works again, while keeping the menu gamepad support from the update.
I could also downgrade to an old version, or go fiddling with the scripts until I find a means of unbinding or rebinding the key, if that works better.
As for making the mods co-exist, generally standard controller input settings (some of which allow unbinding) have allowed me to use a handful of mods with a controller. There's also context dependency, that being that the grab function only works when I have something to grab, hold breath only functions when I'm aiming, and sprint only functions when I'm moving -- while the inputs overlap, they don't conflict or bug out. Though I'm not that experienced with mod creation, and do not know the details of implementing any of that. Just shared because asked to.
UPD: Was going off the old edit. Aiming context would likely break hold breath. Maybe context being no movement? In any case, would probably need to be tested against JAM at the least.
Not really, holding breath and changing vision mode would happen simultaneously.
I can check whether a dpad button is pressed. Dpad down + Grab sounds like a good alternative to me.
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D-pad left or right would likely be better due to loot menu controller navigation using up/down.
At some point a thought came into my head of using the camera toggle button, but adding context so that the default button is only pressed instead of the hotkey under certain circumstances.
Alternatively, if you're feeling particularly excellent, could rebind the night vision toggles to override the pip boy light input (Hold B) as in some toggleable night vision mods, and the stealth field to holding the sneak key, activating when the key is released and the player crouches (or just pipboy light input + crouching).
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> the stealth field to holding the sneak key
You'd have to break your invisibility, if you decide to turn on the stealth field when already crouching.
I'll keep crouching + Grab for the time being.
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For the TogglePOV key, it would have to not the use the default function of the key under most contexts as I've said before, otherwise users end up switching between first and third person all of the time. I think overriding the pip-boy light button with vision modes is the best avenue personally, as in most cases one isn't using a light that gives away their position when they can just as easily press one to see in the dark.
As for crouch, the button works on press and not release, so holding the crouch button to toggle stealth would function similarly to the default settings provided the player was standing before holding the key.
It also occurs that there's the possibility of having the effects be bound to quest apparel, similarly to how the burst arm weapons work. Or an option for players to unbind the controller hotkey input, being as you've illustrated, there are too few bindable keys on the controller to the point of making it fairly difficult to ensure compatibility with many other mods.
I've been using this mod for years now (it's essential in my list, thank you very much for your work in it) and up until this version I had just been hitting the keyboard hotkeys when I needed to toggle abilities, the main draw for controller support was being able to use the controller in the implant menu without having to pause, disable the controller to regain use of the mouse, reopen the menu, do implants, close the menu, pause and re-enable the controller -- every time I needed to interact with it.
UPD: The worst of these issues is actually caused by an interaction between the sprint mod, an addon mod for the sprint mod, and this mod. Disabling the addon has returned the mod to almost standard function, though the bionic eyes hotkey is still causing issues in its current state. I've remedied this on my end by simply replacing the new scripts for the hotkey with the scripts from the previous version. Thanks for troubleshooting this with me.