Tainted Grail: The Fall of Avalon

Tainted Grail: The Fall of Avalon

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Keybinds
Is there a way to rebind mouse keys?
Originally posted by Drake:
The devs already answered it, the mouse function keys are hardcoded so deep it would be too much effort to change the code (and it would most definitely introduce new bugs, you don't want bugs when attacking with your weapon).

Usually when that happens it's because they hardcoded it with controller functions to gain time in early dev and the whole game just got built around it.

Originally posted by Space:
Originally posted by OlMaltelO:
mousebuttons cannot be rebound, unfortunately.

The thing is, you can't bind anything because nothing shows up in the control menu regardless. Even for controller. I sent in the bug report, but this is kind of wild that you don't have full rebind-ability in 2025. This should be standard.


That's what happens when there is no proper API for controls (no, Xinput is trash for keyboard, mouse and any controller that is not an xbox controller, so you have to use raw input and windows messages and build it from scratch like it's 1980 and link that to xinput to get the box controller to work, it's like that for every game).

There is no standard because no one bothered to make it. No one cares, microsoft could have done it, but they care about the xbox controller, so if you want other type of supports you have to do everything yourself as a dev.

If you look at every game, they all have an issue with certain keys. Like for example in kingdom come 2, it's the number keys, they are hardcoded and harlinked to numpad keys, so you can rebind them and your can't rebind numpad either (that's 20 keys on your keyboard that are not rebindable).
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I asked for this way back in EA but nothing happend :) so no, sadly.
If you're referring to how magic works, there's an option in Gameplay for Inverting Mouse Buttons.
Originally posted by Chaosolous:
If you're referring to how magic works, there's an option in Gameplay for Inverting Mouse Buttons.

Really it was added? Would be a blast.
Originally posted by TheLuckyAce:
Originally posted by Chaosolous:
If you're referring to how magic works, there's an option in Gameplay for Inverting Mouse Buttons.

Really it was added? Would be a blast.

It's been in since at least 0.9
Last edited by Chaosolous; May 24 @ 2:30am
Hunter May 24 @ 2:32am 
Im talking rebinding attack to key on keyboard
Originally posted by Chaosolous:
Originally posted by TheLuckyAce:

Really it was added? Would be a blast.

It's been in since at least 0.9

Ah but ONLY for Magic... so still just half ass solution.
I really like the game, but this is such a lazy thing.

I want my Left Button to Control the Left Hand and the Right Button to Control the Right Hand... not only while casting :D

sadg but still better than nothing.
mousebuttons cannot be rebound, unfortunately.
Just encountered this on the demo. A no-buy for me.
Space May 24 @ 4:52am 
Originally posted by OlMaltelO:
mousebuttons cannot be rebound, unfortunately.

The thing is, you can't bind anything because nothing shows up in the control menu regardless. Even for controller. I sent in the bug report, but this is kind of wild that you don't have full rebind-ability in 2025. This should be standard.
The author of this thread has indicated that this post answers the original topic.
Drake May 24 @ 4:58am 
The devs already answered it, the mouse function keys are hardcoded so deep it would be too much effort to change the code (and it would most definitely introduce new bugs, you don't want bugs when attacking with your weapon).

Usually when that happens it's because they hardcoded it with controller functions to gain time in early dev and the whole game just got built around it.

Originally posted by Space:
Originally posted by OlMaltelO:
mousebuttons cannot be rebound, unfortunately.

The thing is, you can't bind anything because nothing shows up in the control menu regardless. Even for controller. I sent in the bug report, but this is kind of wild that you don't have full rebind-ability in 2025. This should be standard.


That's what happens when there is no proper API for controls (no, Xinput is trash for keyboard, mouse and any controller that is not an xbox controller, so you have to use raw input and windows messages and build it from scratch like it's 1980 and link that to xinput to get the box controller to work, it's like that for every game).

There is no standard because no one bothered to make it. No one cares, microsoft could have done it, but they care about the xbox controller, so if you want other type of supports you have to do everything yourself as a dev.

If you look at every game, they all have an issue with certain keys. Like for example in kingdom come 2, it's the number keys, they are hardcoded and harlinked to numpad keys, so you can rebind them and your can't rebind numpad either (that's 20 keys on your keyboard that are not rebindable).
Last edited by Drake; May 24 @ 5:03am
Thanks for the explanation Drake.

"Usually when that happens it's because they hardcoded it with controller functions to gain time in early dev and the whole game just got built around it."

I think us keyboard warriors are being forgotten by the devs nowdays. I have never used a controller except for driving games.
Originally posted by Caladcholg:
Thanks for the explanation Drake.

"Usually when that happens it's because they hardcoded it with controller functions to gain time in early dev and the whole game just got built around it."

I think us keyboard warriors are being forgotten by the devs nowdays. I have never used a controller except for driving games.
Most games (at least indie games) are still mostly made for kbm - maybe with controller support, but thats not even a given most of the times. The biggest problem is mostly that some engine have certain buttons hardcoded deep inside the engine code as „basic functionality“ left mouse button is very often hardcoded to the „clicked event“ on widgets, for instance.. and changing that requires you to modify engine code. Same with tab and escape buttons, for instance. Its possible for sure, just costs a lot of time. They definitely wanted to check if it was possible to rebind mouse buttons after the worst release was over
Mr Grimm May 25 @ 2:05pm 
I ended up setting up a profile in Synapse with my mouse to swap the left and right mouse buttons when in the game because I am so used to using right mouse for right hand and left mouse for left hand/block in Skyrim/Oblivion, not the best solution but a solution at least.

I also have a Razer Tartarus V2 so I usually set to up to use the binds in the game rather than changing the binds in the game. The only exceptions to that is usually mouse binds as I have a Naga Trinity with the wheel side panel so I have button 1 (on the panel) set to run and button 4 set to crouch/sneak.

That being said most Razer or other gaming keyboards allow you to change the keys and save to profiles and I find it easier to set up a profile for each game with the keyboard using the games binds in the locations I would usually press to do that action than try and force the game to use binds it doesn't like.
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