Fallout 4

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Remapping ALL keys
I need an option to rebind the keys, not just the standard control and movement, but also building. As a left-hand user, I use the arrow keys for movement; however, there are no options to rebind the keys when you are in the building mode.
I tried the advanced option with something called the AutoHotkey; but that ♥♥♥♥ is too advanced for something as simple as keybind.
Neither can I find any file with key configs, nothing that makes sense, at least.
Anyone out there with some tips? Thanks.
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Showing 1-15 of 16 comments
sdack Apr 30, 2024 @ 5:28am 
If AutoHotKeys is too advanced, and the in-game one is too rudimentary for you then your problem is you.

Either you accept the in-game one and get on with it, or you learn how to use AutoHotKeys. Remapping in AutoHotKeys is child's play:

a::b

Key 'a' becomes 'b'. It is that simple.

https://www.autohotkey.com/docs/v2/misc/Remap.htm
Last edited by sdack; Apr 30, 2024 @ 5:28am
sanderbrown83 Apr 30, 2024 @ 6:25am 
Originally posted by sdack:
If AutoHotKeys is too advanced, and the in-game one is too rudimentary for you then your problem is you.

Either you accept the in-game one and get on with it, or you learn how to use AutoHotKeys. Remapping in AutoHotKeys is child's play:

a::b

Key 'a' becomes 'b'. It is that simple.

https://www.autohotkey.com/docs/v2/misc/Remap.htm
If the devs can't fix a 10-years' old problem, the players shouldn't be blamed. FYI.
Also, the AutoHotkey wouldn't work all that well, because I intend to use Keypad for when in building mode.
Would you also like a pony?
sanderbrown83 Apr 30, 2024 @ 6:45am 
Originally posted by The Inept European:
Would you also like a pony?
Your attitude is contributing a great deal to the AAA(AAAAAAAA+) game industry being what it is - greedy publishers make devs update old successful titles, breaking mods or savegames for the players in the process, while some players not only take shi* from these morons, but also attack anyone who points out that they eat sh*t.
I'm pointing out how unbelievably entitled a part of the gaming community has become.
sanderbrown83 Apr 30, 2024 @ 6:53am 
Originally posted by The Inept European:
I'm pointing out how unbelievably entitled a part of the gaming community has become.
"Entitled"?! The game is 9.5 years old, and the industry has made a lot of progress in terms of QoL, accessibility and customisable gaming experience! Maybe, just maybe, the update released in 2024 would actually address the problems the game had back in 2015? Is that too much to expect?
Originally posted by The Inept European:
I'm pointing out how unbelievably entitled a part of the gaming community has become.
In this case, someone who wants not only their own set of custom mappings in normal mode but also a different, incompatible set of mappings in build mode, yet refuses to learn a trivial configuration syntax.

Paging Mr Todd Howard, this is clearly your top priority.
Last edited by The Inept European; Apr 30, 2024 @ 8:09am
sdack Apr 30, 2024 @ 6:59am 
Originally posted by sanderbrown83:
Is that too much to expect?
180,000 people have been playing this game on Sunday. And you are here arguing over an old game, which only due to a TV show has gained popularity again. Yes, you are acting entitled and unreasonable.
Last edited by sdack; Apr 30, 2024 @ 6:59am
+1
sanderbrown83 Apr 30, 2024 @ 10:24am 
Originally posted by sdack:
Originally posted by sanderbrown83:
Is that too much to expect?
180,000 people have been playing this game on Sunday. And you are here arguing over an old game, which only due to a TV show has gained popularity again. Yes, you are acting entitled and unreasonable.
"Unreasonable" is when the devs take some of the mods and hide them behind "creation club" in order to make more money.
"Unreasonable" is to release a 2024 update, and not only forgo any improvement to the QoL, but also breaking the game for hundreds, if not thousands, of players.

I did not expect an overhaul, but at least some minor QoL-fixes could've been applied. This is 2024, ffs, and I've seen way better customisation of key assignments from SINGLE. INDIE. DEVS. Beth is a studio employing hundreds of folks and with budgets the size of the yearly turnover in a medium-sized African country.
sanderbrown83 Apr 30, 2024 @ 10:26am 
Originally posted by The Inept European:
Originally posted by The Inept European:
I'm pointing out how unbelievably entitled a part of the gaming community has become.
In this case, someone who wants not only their own set of custom mappings in normal mode but also a different, incompatible set of mappings in build mode, yet refuses to learn a trivial configuration syntax.

Paging Mr Todd Howard, this is clearly your top priority.
So what I read from your comment is this: the player should by no means expect any key assignment, but if they wish, they can learn to code or make their own mod in order to do so?

Paging all the indie devs who not only ported to console, but also allow for a helluva custom mapping. Thus leaving Todd "Go buy Skyrim" Howard behind choking on dust.
Martoq Apr 30, 2024 @ 10:28am 
I have the same issue, fortunately my keyboard manufacture has software that allows me to make the cursor keys WASD and numbers 1-0 ,-,=, and space bar to the NUMPAD. Using an old Razer Black Widow keyboard.
kkitts Apr 30, 2024 @ 11:23am 
The entire keyboard is remappable except for lockpicking and Settlement Mode activation. I use the mouse left-handed, and my right hand is on the numeric keypad. The only thing I can't do anything about is the Settlement activation W and the lockpicking, which is stuck to A and D. Everything else is on the numeric keypad and the arrow keys (Down and Right, accessible by right thumb).

Mouse 1 = Fire Weapon
Mouse 2 = Zoom
Mouse 3 = Interact
Mouse Up = Next Weapon
Mouse Down = Prev Weapon

Numpad 8 = Forward
Numpad 5 = Back
Numpad 1 = Strafe Left
Numpad 3 = Strafe Right
Numpad 7 = Grenade
Numpad 9 = Pip-Boy (hold to turn on light)
Numpad + = Reload / Holster Weapon
Numpad - = Crouch / Sneak
Numpad 0 = Jump

I don't know why anyone would want to change the keybinds exclusively for Settlement mode. You have to hold "W" to go into Settlement mode, so there's really no need to have it on the numeric keypad, it's a waste of a key that would be more useful in combat / movement.

The biggest problem in settlement mode is that the placement controls on the mouse are FUBAR. However, leaving holes in the settlement walls isn't important because 1) when you are not there, the game spawns enemies within the walls, making walls meaningless, and 2) when you are there, tiny holes enemies could squeeze through aren't important because enemies always stay on their feet and move along the wall until they can find their way in the main entrance and get obliterated.
Last edited by kkitts; Apr 30, 2024 @ 11:24am
sdack Apr 30, 2024 @ 11:40am 
Originally posted by kkitts:
The biggest problem in settlement mode is that the placement controls on the mouse are FUBAR. However, leaving holes in the settlement walls isn't important because 1) when you are not there, the game spawns enemies within the walls, making walls meaningless, and 2) when you are there, tiny holes enemies could squeeze through aren't important because enemies always stay on their feet and move along the wall until they can find their way in the main entrance and get obliterated.
There are a few .ini settings one can use to tweak the workshop mode:

To reduce the duration for the keypress (default is 1.5s). Settings it too low will mess with the input, but 0.75s works nicely and makes it a bit more snappy:
[Controls] fEnterWorkshopDelay=0.75

Speeding up item browsing in the workshop. Not sure what the default is, but this makes it fast. Needs a bit getting used to at first, but then it becomes awesome. You will zip through the lists in no time:
[Interface] fWorkshopRepeatTime=0.1

To reduce the shader effect on selected items and make it burn out your eyes a little less:
[Workshop] fWorkshopShaderOutlineBurstAmount=-1.0000 fWorkshopShaderSolidBurstAmount=-1.0000

To change the rotation direction (positive/negative number) and rotation speed. Negative numbers make the item rotate clockwise, positive make it rotate counter-clockwise. A high value makes it fast, a low one makes it slow:
[Workshop] fItemRotationSpeed=-1.0

Give them a try and see if you like it.
Last edited by sdack; Apr 30, 2024 @ 11:43am
kkitts Apr 30, 2024 @ 11:47am 
Originally posted by sdack:
Originally posted by kkitts:
The biggest problem in settlement mode is that the placement controls on the mouse are FUBAR. However, leaving holes in the settlement walls isn't important because 1) when you are not there, the game spawns enemies within the walls, making walls meaningless, and 2) when you are there, tiny holes enemies could squeeze through aren't important because enemies always stay on their feet and move along the wall until they can find their way in the main entrance and get obliterated.
There are a few .ini settings one can use to tweak the workshop mode:

To reduce the duration for the keypress (default is 1.5s). Settings it too low will mess with the input, but 0.75s works nicely and makes it a bit more snappy:
[Controls] fEnterWorkshopDelay=0.75

Speeding up item browsing in the workshop. Not sure what the default is, but this makes it fast. Needs a bit getting used to at first, but then it because awesome. You will zip through the lists in no time:
[Interface] fWorkshopRepeatTime=0.1

To reduce the shader effect on selected items and make it burn out your eyes a little less:
[Workshop] fWorkshopShaderOutlineBurstAmount=-1.0000 fWorkshopShaderSolidBurstAmount=-1.0000

To change the rotation direction (positive/negative number) and rotation speed:
[Workshop] fItemRotationSpeed=-1.0

Give them a try and see if you like it.
The speed of activating Workshop mode never bothered me. I found my own fix for scrolling through item lists - hold down the down key, then start scrolling down at the same time...super speedy. The other stuff is negligible to me.

Biggest problem I ever had was when trying to make my walls mesh together, and the terrain drops down, and I try to insert a wall segment below another wall segment, and it just won't mesh. So I spend 15 minutes real-time putting the lower segment into the ground, rotating it, sometimes jumping on it to get it lower, just to get it to mesh. Sometimes I have to build another segment beyond, then mesh one below that, then remove the upper segment above where I initially wanted to place a segment, THEN it meshes horizontally where it wouldn't vertically. I had problems with that in every settlement. Seriously, it's a concrete wall, you're going to have to dig the hole to pour it in, there shouldn't be problems like that.
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Date Posted: Apr 30, 2024 @ 4:52am
Posts: 16