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heero139

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  1. heero139
    heero139
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    New file uploaded for 2.2.

    Edit Jan 7 2025: I accidentally uploaded the rmb cancel file to both versions and didn't notice until now. 2.2.1 is exactly the same as 2.2 otherwise, I just uploaded the correct file.

    I had to make some guesses for how to work around some new features added in 2.2.
    I also haven't played cyberpunk in a while, and because I'm not playing a lot right now I didn't get to test this patch as extensively as I normally like to.
    Please let me know if there are any problems.



    Known issues (2.13):
    Rotation in the character creation menu shows default binds on screen but actually follows UI up/down keybinds.
    Scrolling up/down in sms conversations doesn't rebind properly (I have left it on the default Z/X).
    These above two issues might be related and might have to do with binding an axis to a button. I can't make them fully work properly.

    Arasaka Tower 3D seems to bypass inputUserMappings.xml somehow, so I cannot change its bindings.
    Cancel charging animation doesn't work?
    Binding Mouse Wheel Up/Down to functions in the UI settings group can cause problems.
  2. DubstepGamer
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    i installed the mod with vortex and manually and both time it didn't worked :( i wanted to changed the secondary action key and the crouching key but it's not working

    EDIT : i think i've found why it's not working, you need to have all keys binded to something otherwise it's not saving
    1. heero139
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      I don't use it, but some people have been saying this mod works to allow unbound keys: Allow Unbound Actions (Keybinds)
    2. Adalwulf
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      Is it compatible with your mod?
    3. heero139
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      It is.
  3. Tomzo711
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    Is it possible to have R bound as reload and Hold R to Sheath/Holster?
    1. heero139
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      I think it might be possible in theory with some manual edits, but not with the way my mod is set up?
    2. TheMacDaddy96
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      I've been scouring the Nexus for a mod that allows this too, no luck so far and this mod does not allow it either. @heero139 is this something you can allow with your mod please?
  4. SkipGoat
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    corrections/additions to "Known issues":
    Rotation in the character creation menu shows default binds on screen but actually follows UI previous/next item keybinds.
    Changing "Confirm" to "MB5" only works in character creation menu.
  5. SkipGoat
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    Idk why, but when I try to bind "Unequip Item" to "Right Mouse Button", it says "Binding Failed". Is it possible to make that work?
  6. askhfgh
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    i have cybreware ex installed can i use this mod to seperate operating system key binds
    1. heero139
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      No, sorry, this mod won't do that. I've looked into how that would need to be done and it would require a bunch of hooking game functions with e.g. redscript, as far as i know, and that's far outside anything this mod does. cyberware-ex has a method built in to help you with overclock and sandevistan/berserk.
  7. nonamemaddox
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    Thanks so much for this mod! I've been wanting to rebind some of these functions since the game released.

    I noticed that trade drop-off kiosks seem to have the primary and secondary interactions reversed. For example, I have Primary Interaction bound to "E" and Secondary bound to "X". At the trade kiosk, it uses "X" for the Sell function, which I assume should be the primary interaction. Not a big issue, but I thought I'd mention it.
  8. aean0x
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    First off, thank you for this mod. Whatever Proton uses for input translation doesn't detect swapping keyboard layouts in KDE so I was stuck trying to find a workaround for running my keyboard layout in Cyberpunk. Shame on CDPR for such a basic oversight.

    I have one slight issue, which is more of an annoyance, maybe you've got some insight:

    Some keys like crouch toggle or melee seem to be on a momentary-press registration, and if I hold the button down for anything more than a sharp tap, it won't register at all. Is there any way to alleviate this or is this a functional tradeoff of the way the mod works?
    1. heero139
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      Does it do the same thing without this mod installed? It's been a little while since I've played cp2077 so I'm not 100% sure, but I want to say it sounds like that might just be how the crouch and melee binds work. Something about tapping and holding the buttons being able to do 2 different things, and a bit of odd behavior as a result. I tried not to modify behavior as much as possible and just allow keys to be changed. However, if it is different without the mod installed, tell me and I can spend some time trying to figure out why.
    2. Kyr4l
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      judging by your comment, im pretty sure you use wayland
      proton/wine still uses X11 to this day, therefore it uses xwayland when you're in a wayland session. that means you have to manually assign the keyboard layout for X11 processes, changing it in your desktop environment won't change anything as it already uses the «wayland layout».
      you need to use `setxkbmap` to change your layout on proton/wine games
  9. Actalo
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    Dunno if file structure has changed, but installing mod causes game to not start.
    1. kz7741
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      +1
      can confirm. replacing files with originals had the game boot up, but game crashes during logos with the input xmls installed

      EDIT: nevermind... cyberpunk is really picky about the inputmappings and userinput xmls. it worked after doing something
  10. lancegeis
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    i cant rebind Q/A to left vehicle with this mod, azerty layout
    the same happens with the original config in the optional files. It worked with the original files of the game
    edit: could be related to input loader,testing, yes it's inputloader... Your mod works fine!
    1. heero139
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      input loader on its own shouldn't break anything, but mods that use it to add keybinds can. it applies changes to the xml files based on other mods' input, and it will overwrite the parts of this mod's files with whatever that mod does. If you want to change those keybinds, find the mod that adds those keybinds and you can manually change them in that mod's files (or whatever method that mod recommends).
    2. lancegeis
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      it seems to be a "problem" in the design of input loader thoo...

      As of Input Loader v0.1.0, Input Loader shouldn't need to be updated with future game versions, unless something drastic changes with the input system/format
      the change was not drastic but there is still some troubles for users ;D, took me a bit of time to understand the troubles and the fixes, while facing multiple ctd :D

      let's be real, no mod author needing input loader is aware of thoses problems.
  11. kaiqueshow
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    Is there a way to "separate" certain fucntions in the game that are bound to the "selectChoice" function? 

    For example, I would like to be able to use "E" to interact with everything, but use "V" to grab enemies or perform lethal takedowns.
    1. heero139
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      It might be possible if they are separate in the mappings file, then you could modify the file manually to do that. I probably won't add an option like that because it makes it more difficult to set 2 bindings to the same key like the default in this case.
  12. rxguesend
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    Would it be possible to "uncouple" the default cycle weapons ALT keybind with the quickwheel menu? The functionality to cycle through weapons is already there with the scroll wheel, but I'd love to still have access to the quickwheel menu.

    I'm also curious if it would be possible to then have the quickwheel menu keybind be a press instead of a hold, as well as then closing it by pressing that same button instead of having to close it by right-clicking.

    I love quickwheel menus in games, but the one in Cyberpunk 2077 feels so not snappy to use for the reasons above.