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Why are reversed? A + X?
When Run is moved to "X" and Action is moved to "A" those buttons are also switched in QTE's (For example... "A" will flash during running QTE's instead of "X" with this mod just like on NGC)
So the fact they have swapped postions sadly can't be helped.
Thanks for the bug-report.
This unfortunately is similar to the other bug I mentioned in my last post.
Because "Map open/close" is now the same "Zoom In" you lose the "zoom in" feature with "RB"
You can however use the Right Analog stick to zoom in and out perfectly fine so I'm considering replacing the "LB" and "RB" buttons with an analog stick instead before the final update.
Thanks for the input guys, it helps me to make my work better for everyone. :D
I'll put a note in the OP about the "Zoom Bug"
- Start -> Map (would also delete the bug)
- Select -> Options
- Y -> Command Ashley, pick items in inventory
- B -> Inventory
- Aiming with both control-sticks
B feels unnatural for everything else than open/closing a menu (inventory) on the X360 Pad.
Also you should include the shader fix and I'm wondering why the files are tied with a language.
- Yes
- Yes
- No
- No
MY Custom PS3/360 Layout
This is my prefered layout for playing the game.
This gives you...
LB (L1] = Aim Knife
RB (R1) = Aim Gun
RT (R2) = Map
A (Cross) = Run
X (Square) = Action
Y (Triangle) = Command Ashley
B (Circle) = Status/Inventory
Start = Options/Skip Videos
Original PS2 Layout
This one appears to have no menu bugs at all. :D
This configuration will replicate the PS2 versions button layout of the game perfectly.
This gives you...
LB (L1) = Aim Knife
RB (R1) = Aim Gun
RT (R2) = Command Ashley
A (Cross) = Action
X/B (Square/Circle) = Run
Y (Triangle) = Map
Back (Select) = Options/Skip Videos
Start = Status/Inventory
I also already did a PS one for the default layout.
You can find that here...
http://steamcommunity.com/app/254700/discussions/0/558750544093673374/
I plan to make both XBOX and PS versions for all these mods.
My next priority however will be the PS version of this GCN layout.
After I do all these ones I'll consider making custom ones for other peoples preferences.
All my button mods will have the shader fix as standard and the "grain filter" as optional.
Only the menu files are tied to language.
All the ones for Inventory, Maps and bottlecaps (Because the text associated with there use) are affected.
If you were to use this mod now and not play in English you would have everything correct in gameplay, but the buttons shown in the Inventory, Map and Bottlecaps screens would be worong.
Tools and intructions are here...
http://residentevilmodding.boards.net/post/5678/thread
After i repacked 1 file i cant launch re4