Moons of Madness

Moons of Madness

Not enough ratings
How to Adjust Controller Sensitivity
By Doodlewurst
This is a quick and easy guide to show how to adjust gamepad sensitivity in Moons of Madness.
   
Award
Favorite
Favorited
Unfavorite
Introduction
If you have tried to play Moons of Madness using a game controller you may have noticed that control customisation is not available in this game. While the button layout is fairly standard, and so suitable for most players, you may find analogue sensitivity to be a bit low, and that it might benefit from an increase. We can fix that.

This method could also possibly be used to remap the button layout to whatever layout you like, though I won't be doing that in this guide as my knowledge on this topic is limited, but I will show you where to start if you would like to try to figure that one out for yourself.
Adjusting Analogue Sensitivity
Moons of Madness runs on UE4, and games running on Unreal Engine can generally be configured using standard configuration files. You will find these files in the following location (copy and paste in the address bar of your file explorer):
%LocalAppData%\MoonsOfMadness\Saved\Config\WindowsNoEditor\

Once you've navigated to this location, all you have to do is open the file Input.ini in a text editor (e.g. Notepad) - it should be empty by default - then copy and paste all of the following code and save the file:

[/script/engine.inputsettings]
AxisMappings=(AxisName="MoveForward",Scale=1.000000,Key=W)
AxisMappings=(AxisName="MoveForward",Scale=-1.000000,Key=S)
AxisMappings=(AxisName="MoveForward",Scale=1.000000,Key=Gamepad_LeftY)
AxisMappings=(AxisName="MoveRight",Scale=-1.000000,Key=A)
AxisMappings=(AxisName="MoveRight",Scale=1.000000,Key=D)
AxisMappings=(AxisName="MoveRight",Scale=1.000000,Key=Gamepad_LeftX)
AxisMappings=(AxisName="LookUp",Scale=-1.000000,Key=MouseY)
AxisMappings=(AxisName="Turn",Scale=1.000000,Key=MouseX)
AxisMappings=(AxisName="LookUpRate",Scale=2.000000,Key=Gamepad_RightY)
AxisMappings=(AxisName="TurnRate",Scale=2.000000,Key=Gamepad_RightX)
AxisMappings=(AxisName="Squint",Scale=1.000000,Key=SpaceBar)
AxisMappings=(AxisName="Squint",Scale=1.000000,Key=Gamepad_RightTriggerAxis)

That's all that's necessary. I've already changed the values of the Right Stick X and Y axes, though if you'd like to adjust them or any of the others yourself, it may be self-explanatory, but all you need to do is change the values of LookUpRate and TurnRate (the lines ending in RightY and RightX, respectively). Adjust the values (currently 2.000000, which I changed from, presumably, 1.000000) to your liking, and save, and that's it. There's no need to change anything else. You can close the file, load up the game and you should notice much higher look sensitivity.

Note: It's important to include all of these lines since as soon as you change one axis the engine seems to overwrite previous configurations for all axes, meaning that any previous bindings that aren't declared anew are lost. So, any axis bindings that you want to be kept need to be included here whether you're changing them or not. Pasting the code above as is will increase the input sensitivity of the gamepad's Right Stick and change nothing else.
On Changing Button Layout
As with axes, changing the binding for any single button will require all button bindings to be declared, as these changes will override any previous button bindings in total. The process is much the same, though the specific syntax used to bind keys, as opposed to axes, to the best of my knowledge, is as follows:

e.g.
ActionMappings=(ActionName="Jump", Key=SpaceBar)

Note: that the code above is just an example, as there is no "Jump" in this game.

I would have included key bindings in the code that I provided, except for the reason that I don't know the internal names for the individual mappings, and those that I did find were found by trial and error. I'm sure that most of those will be fairly obvious, probably named as they are in the game menu (e.g. zoom is named in the game menu as Focus/Squint, and the binding is named Squint) or the UE4 defaults, but I didn't manage to guess the name for the menu select binding, meaning I couldn't get past the intro screen to do any testing, and since I didn't need key or button binding I gave up after a few tries.

But, if you'd like to give it a go yourself, you at least know where to start, and you might also like to use this as a reference for the standard UE4 internal names for the various inputs:
https://unrealcommunity.wiki/list-of-key/gamepad-input-names-j9c5mqou
And that's all, folks
Well, thank you for reading this guide. I hope you've found it to be helpful. If you have any suggestions, corrections, or additions to make, please feel free to leave a comment.

Have a good one.
1 Comments
=Caono= Apr 20 @ 8:32pm 
Extremely helpful in 2025. Trying to play the game on my Legion Go and couldn't get past the sluggish movement. This was a huge fix. Thank you!