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Sailing

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mizutamari

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79 comments

  1. mizutamari
    mizutamari
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    Sorry for the extremely long absence. I've just updated the addresses, and they should work with the latest version of the game at time of writing (March 2024).
  2. horamas
    horamas
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    Hola, muchas gracias por el mod. Quería preguntarte cómo lo harías o cómo se podría habilitar todo el teclado numérico con este mod. Mi idea es atacar y controlar la cámara con los números del teclado. Llevo años haciéndolo y me resulta imposible jugar con ratón y joystick. Pero no tengo ni idea de cómo hacerlo y no encuentro a nadie en YouTube que enseñe. ¿Podrías echarme una mano o recomendarme a algún YouTuber que haga este tipo de modificación? Muchas gracias.
  3. darncnsjfkersoul
    darncnsjfkersoul
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    Is it compatible with non steam versions ?
    1. rickokerks
      rickokerks
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      did you get it working?
  4. Maskaaad
    Maskaaad
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    I can't get it to switch properly.
    I've been trying for hours.
    I set it up like this:changeMeleeKey1=~*1
    changeMeleeKey2=~*2
    changeMeleeKey3=~*3
    changeMeleeKey4=~*4
    changeMeleeKey5=
    changeMeleeKey6=
    changeMeleeKey7=

    but it doesn't work properly.
    It doesn't switch to the previous weapon. It also does not matter what weapon is selected in the inventory.
    For example, I have DSD-BARL-CERB-CAV in my inventory, but when I press 1 it selects CAV, 2- DSD, 3-BAR, 4-CERB, and only one direction from left to right, I can't select the previous weapon, I can't take BARL after CERB.

    However, if “CAV- DSD-BAR-CERB” (no matter what order I have in my inventory, the mod sees it that way), then CAV(1)<-->BAR(3) and DSD(2)<-->CERB(4) change freely between them

    I just want it to be :

    Dmd = 1
    Balrog = 2
    Cerberus = 3
    Cavaliere = 4

    ebony/ivory = 5
    shotgun = 6
    calina2 = 7
    faust = 8

    Tell me what I'm doing wrong, please

    my settings
    [keys]
    ;----------
    remapGraveAccent=
    remapTab=
    remapCapsLock=
    remapLWin=
    remapWheelUp=
    remapWheelDown=
    ;----------
    DTAutoHoldKey=
    ;----------
    changeMeleeKey1=~*1
    changeMeleeKey2=~*2
    changeMeleeKey3=~*3
    changeMeleeKey4=~*4
    changeMeleeKey5=
    changeMeleeKey6=
    changeMeleeKey7=

    changeRangedKey1=~*5
    changeRangedKey2=~*6
    changeRangedKey3=~*7
    changeRangedKey4=~*8
    changeRangedKey5=
    changeRangedKey6=

    meleeWeaponButton=9
    rangedWeaponButton=0

    changeMeleeVergilKey1=
    changeMeleeVergilKey2=
    changeMeleeVergilKey3=
    meleeWeaponVergilLeftButton=
    meleeWeaponVergilRightButton=
    ;----------
    changeMeleeLoadoutKey1=
    changeMeleeLoadoutKey2=
    changeMeleeLoadoutKey3=
    changeMeleeLoadoutKey4=
    changeRangedLoadoutKey1=
    changeRangedLoadoutKey2=
    changeRangedLoadoutKey3=
    changeRangedLoadoutKey4=
    [other]
    ;----------
    fastSwitch=
    ;----------
    manualMeleeWeaponCount=4
    manualRangedWeaponCount=4
    1. Maskaaad
      Maskaaad
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      Got it working! I only needed to activate fastSwitch=1.
  5. Geoffssbm
    Geoffssbm
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    I use this and steam input to simulate a weapon wheel. Have you ever considered putting something like this together for dmc 3 SE? Would be a game changer. Id commission it if possible. 
    1. Maskaaad
      Maskaaad
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      Totally agree!
      It would be great if @mizutamari would make a similar mod for the dmc 3 se/hdc and dmc 4 se
  6. YrdenNM
    YrdenNM
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    can i pay you to update the mod 
    1. YrdenNM
      YrdenNM
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      my jaw f*#@ing dropped when i opened this to check on a vague HOPE that u updated it, thank you so damn much, playing TU7 without this felt unplayable, you made my day 
  7. NevilsicoShard
    NevilsicoShard
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    Apologies for the inconvenience of this comment right after you updated the mod but I have come across a possible issue (or I've made a mistake); ''mapping unavailable keys," specifically [CapsLock], (and probably [Tab], [GraveAccent]). I've remapped the "unavailable" and made sure switchMelee/Right and switchRange/Left are assigned correctly.

    Dante: remapCapsLock=t ➤ changeRangedKey1=~*t ➤ [T] -> E&I

    • Clicking [CapsLock] in void -> [T] is pressed
    • [CapsLock] -> does not swap at all
    • [T] -> Swaps to E&I

    Vergil: remapCapsLock=t ➤ changeMeleeVergilKey1=~*t ➤ [T] -> Yamato

    • Clicking [CapsLock] in void -> [T] is pressed
    • [CapsLock] -> does not swap at all
    • [T] -> Swaps to Yamato

    Once again, apologies for the inconvenience and hope you are able to assist/fix at your convenience. Thanks for updating the mod, have a great day/night.
    *Edit: Somehow the way I formatted the text previously broke (for me) the Posts page, funny.

    settings.ini
    [keys]
    ;For a list of key options, refer to:
    ; https://www.autohotkey.com/docs/KeyList.htm
    ;Options that have "Key" in the name can have modifiers in front of them. For more info, refer to:
    ; https://www.autohotkey.com/docs/Hotkeys.htm#Symbols
    ;If unsure, only asterisk and tilde will likely be needed:
    ;Example:
      ;changeMeleeKey5=~*3
      ;In this case, the action would be assigned to the "3" key
      ;The asterisk (*) causes the key to activate even if other modifier keys are pressed - eg. it will still work if control, alt or shift are held down.
      ;The tilde (~) stops the key's original function from being suppressed - eg. if "3" is set to do something through the game's options, that will happen along with the hotkey's action.
      ;Omit these modifiers to reverse these behaviours

    ;----------

    ;This section reassigns normally unavailable keys to other buttons so that they can be bound to actions within the game
    ;Do NOT use modifiers for this section, just use the target key's name
    ;This feature does not write to memory and should also work with Nero and V
    ;Leave options blank to keep disabled
    remapGraveAccent=u
    remapTab=y
    remapCapsLock=t
    remapLWin=
    remapWheelUp=l
    remapWheelDown=j

    ;----------

    ;Macro to hold down the Devil Trigger button
    ;This feature does not write to memory
    ;Leave blank to disable
    DTAutoHoldKey=*b
    ;The button assigned to Devil Trigger within the game
    DTButton=r

    ;----------

    ;Hotkeys to change Dante's weapons on key press
    ;Number corresponds to the position of the weapon in the loadout
    ;This feature writes to memory
    ;Leave blank to disable

    changeMeleeKey1=~*1
    changeMeleeKey2=~*2
    changeMeleeKey3=~*3
    changeMeleeKey4=~*4
    changeMeleeKey5=
    changeMeleeKey6=
    changeMeleeKey7=

    changeRangedKey1=~*t
    changeRangedKey2=~*q
    changeRangedKey3=~*e
    changeRangedKey4=~*f
    changeRangedKey5=
    changeRangedKey6=

    ;The buttons assigned to "Change Sword" and "Change Gun" for Dante within the game
    ;Try to avoid using keys that perform functions in menus like "E"

    meleeWeaponButton=v
    rangedWeaponButton=x

    ;Hotkeys to change Vergil's weapon on key press
    ;1 corresponds to Yamato; 2 to Beowulf; 3 to Mirage Edge
    ;This feature writes to memory
    ;Leave blank to disable

    changeMeleeVergilKey1=~*t
    changeMeleeVergilKey2=~*y
    changeMeleeVergilKey3=~*f

    ;The buttons assigned to "Change Weapon (Left)" and "Change Weapon (Right)" for Vergil within the game
    ;Try to avoid using keys that perform functions in menus like "E"

    meleeWeaponVergilLeftButton=x
    meleeWeaponVergilRightButton=v

    ;----------

    ;Change weapon loadouts on keypress
    ;Note that weapon sets tend to only update when a stage is loaded - this feature is mostly for enabling Cavaliere R in Bloody Palace or to switch loadouts in the Void without exiting
    ;To use Cavaliere R in Bloody Palace:
      ;1 - Set the desired loadout including Cavaliere R to any of the four melee loadout slots within the game
      ;2 - Assign a key to the corresponding option below
      ;3 - Equip any other legal loadout - ie. one without Cavaliere R
      ;4 - Start BP and press the assigned key any time after the prompt to remove illegal weapons would normally appear.
      ;5 - Run things over
    ;This feature writes to memory
    ;Leave blank to disable
    changeMeleeLoadoutKey1=
    changeMeleeLoadoutKey2=
    changeMeleeLoadoutKey3=
    changeMeleeLoadoutKey4=
    changeRangedLoadoutKey1=
    changeRangedLoadoutKey2=
    changeRangedLoadoutKey3=
    changeRangedLoadoutKey4=
    [other]
    ;These options will probably not need to be changed unless the script isn't behaving the way you want it to
    ;----------
    ;Enable the older weapon switching mode that doesn't use key presses
    ;This causes the weapon indicators not to update properly but should keep hotkeys from triggering actions in menus or during SDT
    ;It should also be marginally faster but the difference is extremely minimal
    fastSwitch=
    ;----------
    ;Force the number of equipped weapons assumed by the script
    ;In cases where the number of assigned weapon-switching hotkeys is different to the number of equipped weapons in the current loadout, switching to the first slot may select an incorrect weapon; this can be fixed by manually setting the number of weapons in the loadout here
    manualMeleeWeaponCount=
    manualRangedWeaponCount=
    1. mizutamari
      mizutamari
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      Hey, sorry for the late reply.

      If I'm understanding what you're trying to do correctly, you should not be remapping capslock using remapCapsLock. Instead, you should just attach Capslock to the the slot for Ebony and Ivory and Yamato like this:

      changeRangedKey1=*Capslockand
      changeMeleeVergilKey1=*Capslock
      As an aside, the tilde prefix (~) prevents the key's native function from being suppressed, so if you do want to stop capslock from toggling every time you trigger the hotkey, you can leave it out as I did above.
    2. NevilsicoShard
      NevilsicoShard
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      Thanks for making time to reply, I'll make sure to heed your words and if all (with me) goes well, I won't be replying again. I appreciate the explanation on the tilde prefix. Once again, thanks for replying and making the mod; very convenient and appreciate the level of customization.
  8. NevilsicoShard
    NevilsicoShard
    • member
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    Appreciate the update, I shall now have the convenience of binded weapons and still fail to combo with Dante.
  9. NevilsicoShard
    NevilsicoShard
    • member
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    Great mod, love using the DT macro when playing Vergil. Today I wanted to mess with Dante and see if I could bind the weapons to hotkeys but as other comments say, no dice. Truly unfortunate but good mod nonetheless.
  10. ONYXv1
    ONYXv1
    • member
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    Outstanding mod, Sailing, but it seems to have stopped working in the game recently. The only functioning parts seem to be the remap to wheel up/down and so forth. Here's how I have it set up below. Please note that I do have the weapon switching set up to 'v' and 'b' in-game, and the correct amount of matching weapons and guns (6 and 4), but nothing happens still. Please let me know and thank you.

    "
    [keys]
    ;For a list of key options, refer to:
    ; https://www.autohotkey.com/docs/KeyList.htm
    ;Options that have "Key" in the name can have modifiers in front of them. For more info, refer to:
    ; https://www.autohotkey.com/docs/Hotkeys.htm#Symbols
    ;If unsure, only asterisk and tilde will likely be needed:
    ;Example:
      ;changeMeleeKey5=~*3
      ;In this case, the action would be assigned to the "3" key
      ;The asterisk (*) causes the key to activate even if other modifier keys are pressed - eg. it will still work if control, alt or shift are held down.
      ;The tilde (~) stops the key's original function from being suppressed - eg. if "3" is set to do something through the game's options, that will happen along with the hotkey's action.
      ;Omit these modifiers to reverse these behaviours
    ;----------
    ;This section reassigns normally unavailable keys to other buttons so that they can be bound to actions within the game
    ;Do NOT use modifiers for this section, just use the target key's name
    ;This feature does not write to memory and should also work with Nero and V
    ;Leave options blank to keep disabled
    remapGraveAccent=
    remapTab=
    remapCapsLock=
    remapLWin=
    remapWheelUp=v
    remapWheelDown=b
    ;----------
    ;Macro to hold down the Devil Trigger button
    ;This feature does not write to memory
    ;Leave blank to disable
    DTAutoHoldKey=
    ;The button assigned to Devil Trigger within the game
    DTButton=
    ;----------
    ;Hotkeys to change Dante's weapons on key press
    ;Number corresponds to the position of the weapon in the loadout
    ;This feature writes to memory
    ;Leave blank to disable

    changeMeleeKey1=*1
    changeMeleeKey2=*2
    changeMeleeKey3=*3
    changeMeleeKey4=*4
    changeMeleeKey5=*5
    changeMeleeKey6=*6
    changeMeleeKey7=

    changeRangedKey1=*7
    changeRangedKey2=*8
    changeRangedKey3=*9
    changeRangedKey4=*0
    changeRangedKey5=
    changeRangedKey6=

    ;The buttons assigned to "Change Sword" and "Change Gun" for Dante within the game
    ;Try to avoid using keys that perform functions in menus like "E"
    meleeWeaponButton=v
    rangedWeaponButton=b
    ;Hotkeys to change Vergil's weapon on key press
    ;1 corresponds to Yamato; 2 to Beowulf; 3 to Mirage Edge
    ;This feature writes to memory
    ;Leave blank to disable
    changeMeleeVergilKey1=
    changeMeleeVergilKey2=
    changeMeleeVergilKey3=
    ;The buttons assigned to "Change Weapon (Left)" and "Change Weapon (Right)" for Vergil within the game
    ;Try to avoid using keys that perform functions in menus like "E"
    meleeWeaponVergilLeftButton=
    meleeWeaponVergilRightButton=
    ;----------
    ;Change weapon loadouts on keypress
    ;Note that weapon sets tend to only update when a stage is loaded - this feature is mostly for enabling Cavaliere R in Bloody Palace or to switch loadouts in the Void without exiting
    ;To use Cavaliere R in Bloody Palace:
      ;1 - Set the desired loadout including Cavaliere R to any of the four melee loadout slots within the game
      ;2 - Assign a key to the corresponding option below
      ;3 - Equip any other legal loadout - ie. one without Cavaliere R
      ;4 - Start BP and press the assigned key any time after the prompt to remove illegal weapons would normally appear.
      ;5 - Run things over
    ;This feature writes to memory
    ;Leave blank to disable
    changeMeleeLoadoutKey1=n
    changeMeleeLoadoutKey2=
    changeMeleeLoadoutKey3=
    changeMeleeLoadoutKey4=
    changeRangedLoadoutKey1=
    changeRangedLoadoutKey2=
    changeRangedLoadoutKey3=
    changeRangedLoadoutKey4=
    [other]
    ;These options will probably not need to be changed unless the script isn't behaving the way you want it to
    ;----------
    ;Enable the older weapon switching mode that doesn't use key presses
    ;This causes the weapon indicators not to update properly but should keep hotkeys from triggering actions in menus or during SDT
    ;It should also be marginally faster but the difference is extremely minimal
    fastSwitch=
    ;----------
    ;Force the number of equipped weapons assumed by the script
    ;In cases where the number of assigned weapon-switching hotkeys is different to the number of equipped weapons in the current loadout, switching to the first slot may select an incorrect weapon; this can be fixed by manually setting the number of weapons in the loadout here
    manualMeleeWeaponCount=
    manualRangedWeaponCount=
    1. somecak
      somecak
      • member
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      seems the same for me, i think an update broke it or something. i haven't played the game in months, reinstalled a few days ago and kept the same settings for this app. it worked before i uninstalled, now it does not, despite the settings remaining the same. mod is pretty much essential for my fun in this game personally so an update or a fix would be great for everyone
  11. HarbinMooz
    HarbinMooz
    • member
    • 0 kudos
    Appreciate your work Mizutamari. It made me enjoy playing and comobing with Dante. I have one issue is I can't perform loadout switch. I want to use cavaliere R in BP. So I followed the instructions and made loadout 1 legit, loadout 2 with Cavaliere R. Entered BP with loadout 1. Pressed assigned button for loadout 2 which is '0' but nothing happened

    My code :
    [keys]
    ;For a list of key options, refer to:
    ; https://www.autohotkey.com/docs/KeyList.htm

    ;Options that have "Key" in the name can have modifiers in front of them. For more info, refer to:
    ; https://www.autohotkey.com/docs/Hotkeys.htm#Symbols

    ;If unsure, only asterisk and tilde will likely be needed:
    ;Example:
    ;changeMeleeKey5=~*3
    ;In this case, the action would be assigned to the "3" key
    ;The asterisk (*) causes the key to activate even if other modifier keys are pressed - eg. it will still work if control, alt or shift are held down.
    ;The tilde (~) stops the key's original function from being suppressed - eg. if "3" is set to do something through the game's options, that will happen along with the hotkey's action.
    ;Omit these modifiers to reverse these behaviours

    ;----------

    ;This section reassigns normally unavailable keys to other buttons so that they can be bound to actions within the game
    ;Do NOT use modifiers for this section, just use the target key's name
    ;This feature does not write to memory and should also work with Nero and V
    ;Leave options blank to keep disabled

    remapGraveAccent=
    remapTab=9
    remapCapsLock=8
    remapLWin=
    remapWheelUp=
    remapWheelDown=

    ;----------

    ;Macro to hold down the Devil Trigger button
    ;This feature does not write to memory
    ;Leave blank to disable

    DTAutoHoldKey=

    ;The button assigned to Devil Trigger within the game

    DTButton=

    ;----------

    ;Hotkeys to change weapon on key press
    ;Number corresponds to the position of the weapon in the loadout
    ;This feature writes to memory
    ;Leave blank to disable

    changeMeleeKey1=~*1
    changeMeleeKey2=~*2
    changeMeleeKey3=~*3
    changeMeleeKey4=~*4
    changeMeleeKey5=~*7
    changeMeleeKey6=
    changeMeleeKey7=

    changeRangedKey1=~*z
    changeRangedKey2=~*x
    changeRangedKey3=~*c
    changeRangedKey4=~*v
    changeRangedKey5=
    changeRangedKey6=

    ;The buttons assigned to "Change Sword" and "Change Gun" within the game
    ;Try to avoid using keys that perform functions in menus like "E"

    meleeWeaponButton=i
    rangedWeaponButton=k

    ;----------

    ;Change weapon loadouts on keypress
    ;Note that weapon sets tend to only update when a stage is loaded - this feature is mostly for enabling Cavaliere R in Bloody Palace or to switch loadouts in the Void without exiting
    ;To use Cavaliere R in Bloody Palace:
    ;1 - Set the desired loadout including Cavaliere R to any of the four melee loadout slots within the game
    ;2 - Assign a key to the corresponding option below
    ;3 - Equip any other legal loadout - ie. one without Cavaliere R
    ;4 - Start BP and press the assigned key any time after the prompt to remove illegal weapons would normally appear.
    ;5 - Run things over
    ;This feature writes to memory
    ;Leave blank to disable

    changeMeleeLoadoutKey1=~*u
    changeMeleeLoadoutKey2=~*0
    changeMeleeLoadoutKey3=
    changeMeleeLoadoutKey4=

    changeRangedLoadoutKey1=
    changeRangedLoadoutKey2=
    changeRangedLoadoutKey3=
    changeRangedLoadoutKey4=

    [other]
    ;These options will probably not need to be changed unless the script isn't behaving the way you want it to

    ;----------

    ;Enable the older weapon switching mode that doesn't use key presses
    ;This causes the weapon indicators not to update properly but should keep hotkeys from triggering actions in menus or during SDT
    ;It should also be marginally faster but the difference is extremely minimal

    fastSwitch=

    ;----------

    ;Force the number of equipped weapons assumed by the script
    ;In cases where the number of assigned weapon-switching hotkeys is different to the number of equipped weapons in the current loadout, switching to the first slot may select an incorrect weapon; this can be fixed by manually setting the number of weapons in the loadout here

    manualMeleeWeaponCount=5
    manualRangedWeaponCount=4
    1. mizutamari
      mizutamari
      • supporter
      • 18 kudos
      I tried copying your settings over and it seems to be working for me.

      If the other functions are fine, I'd test to see if there's a problem specific to the loadout switching. With the settings file you're using, you can do this by going into the "Customize" menu with Dante and opening the "Equipment" tab. Then hit "U" or "0". Then, switch to one of the other tabs ("Skills" or "Items") and back again to "Equipment" to see if the equipped loadout changes.

      If that's working, it could be possible that you may not have given the loadout a chance to update. Basically, if you want to use Cavaliere R for Bloody Palace, then ideally, you'd trigger the hotkey while the first stage is loading (after choosing "Start"). You can still trigger it after you've already arrived on the first floor but in that case, it won't take effect until the second floor*.

      Let me know if this doesn't help and I'll be happy to dig further.
      ---
      *Everything below is a much lengthier, drier explanation to help visualise how the script behaves - going through it is not necessary, but I've included it here as purely optional reading for anyone who's curious since I know it isn't completely intuitive and it has caused some confusion in the past.

      At its core, the function rewrites the byte in the game's memory that corresponds to the equipped loadout. This happens more or less instantaneously, but usually, the game only seems to check this value when loading a stage. So in the above scenario, if you trigger a loadout change on Floor 1, the game will only check what the loadout should be when loading Floor 2.

      Triggering the function during the pre-mission screen technically works, but since the game seems to check that value against the loadout selection on the bottom right of the screen (stored at a separate address), it will revert to whatever that is immediately after a menu option is chosen.

      For example, if I use a hotkey to switch to Loadout 2 while the indicator on the bottom right shows Loadout 1, the value *will* change appropriately to Loadout 2 but without being reflected on the screen. If I choose "Start", the game will then determine that Loadout 1 should be used, and replace the value that the script wrote to earlier, and then load the stage (with Loadout 1).

      To try and keep the examples from here on as simple as I can, we'll suppose that Loadout 1 is empty and Loadout 2 contains Cavaliere R. Since the goal is to start Bloody Palace with the normally "illegal" Loadout 2, we need to bypass the above process, which can be thought of as a validity check. Naturally, we can simply trigger the hotkey after it has taken place. However, we also need to wait for the check that follows immediately after it which prevents the player from continuing if the loadout contains Cavaliere R (if "Start" or "Warm Up" are chosen). 

      To illustrate the differences in timing, the following is the sequence of events that occurs if triggering the hotkey to equip Loadout 2 before the first check is completed - this is the same scenario described two paragraphs up:
      - Loadout 1 is selected through normal means
      - HOTKEY: causes Loadout 2 to be equipped - this is not reflected on the bottom right of the screen, but the value is rewritten
      - player chooses to "Start" Bloody Palace
      - CHECK 1: the game sees that Loadout 1 is selected on the bottom right of screen and rewrites Loadout 1 into the actual equipped loadout address
      - CHECK 2: because the game has decided that Loadout 1 is to be used, the Cavaliere R check is passed
      - BP starts with Loadout 1 equipped

      Triggering the hotkey between the two checks will equip Loadout 2 but prevent the player from starting on account of failing the Cavaliere R check - this can happen if mashing the hotkey in an attempt to bypass the first check with certainty:
      - Loadout 1 is selected through normal means
      - player chooses to "Start" Bloody Palace
      - CHECK 1: the game sees that Loadout 1 is selected on the bottom right of screen (and reverts the equipped loadout address' value to that if necessary)
      - HOTKEY: pressed to switch to Loadout 2 - this is not reflected on the bottom right of the screen, but the value is rewritten
      - CHECK 2: since Loadout 2 is now active, the Cavaliere R check is failed, the warning pops up and the player cannot start BP

      This is why the ideal time to trigger the function is during the loading screen, which happens straight after the Cavaliere R check, but before the game completely decides which loadout Dante should appear with.
      - Loadout 1 is selected through normal means
      - player chooses to "Start" Bloody Palace
      - CHECK 1: the game sees that Loadout 1 is selected on the bottom right of screen (and reverts the equipped loadout address' value to that if necessary)
      - CHECK 2: Cavaliere R check is passed
      - HOTKEY: on loading screen, hotkey causes Loadout 2 to be equipped
      - Dante shows up on Floor 1 with red bike
    2. HarbinMooz
      HarbinMooz
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      Beautiful !!!! It worked. Thank you so much Mizutamari for taking the time to reply. Thanks to your explanation I understand now how it works

      So, just for those who might be doing the same mistake as I did. I thought I could switch loadout on the fly and instantaneously when I'm in BP floors. Which is why it wasn't working. But since it writes to memory and takes time to update. You have to do it during the load times. Whether at the start after selecting "Start" or the load times between floors as Mizutamari explained above.

      Have a good day

    3. wginfocell
      wginfocell
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      I copied his texteven in the menu of equipment and items I press the keys set in changeMeleeKey nothing happens, the antivirus is disabled the script is in miniature in the taskbar, but my keys do not activate anything, I've been trying here for hours, but my English and my knowledge programming are terrible.