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DreamingForGamers

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YouAreDreaming

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22 comments

  1. pantsurevolution
    pantsurevolution
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    Its so unnoing to  research this mod to understand its not working... 
    Good mod, but, like need bunch of testers to be complete. 
    R will be jump whatewer you paste in settings. 
    C will be secondattack whatewer you print in settings. 

    Got using of useitem by buttons 1-2-3 and usespells by f1-f2-f3... But you cant switch them ) So why you can switch them in settings, if thos non-switchable? 

    Also you cant use items by this script if in game useitem = R key, cuz R hardcoded like jump =) 

    This programm can by turned into really supergood autouser of spells/items, if remove all this hardcoded keys like jump and crouch, which remaps keys you used to use. 

    Options is good, but if thay, like, didnt work - maybe just remove them? 
  2. vsrsau
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    A few questions, if you have time to answer them?
    - I installed AHK version 2, will this mod work with it, or do I need to roll AHK back to version 1?
    - In the file EldenRingAHK/src/Libraries/Commands/Gestures.ahk, you added a comment saying "I set this to my 4K display, the commented x,y values are for HD 1920x1080", however there's no commented x,y values in the file.
    - what keybindings did you assign to your mouse? I have a Roccat Kone Aimo mouse, with 5 extra keys, and was trying to work out what mouse keybindings you'd assumed in your mod's config, but I couldn't find the information. Are these mentioned in one of the mod's source files?
  3. Aquamarjna
    Aquamarjna
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    I only need the gesture key for PC. the mod just open ESC and close and nothing happen
    FOr some damn reason , the PC didnt have option for gesture like PS....
  4. AzureEnd
    AzureEnd
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    Hey i really wanna try this mod but i have a few questions, is this bannable in online play? can i map menu buttons and quick access.
    I really wish to know since i miss DKS3 Menu button mapping, now it's much harder for me to change weapon or open inventory during combat pvp.
    1. mikehyrenza
      mikehyrenza
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      i second this
    2. ToruItai
      ToruItai
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      This question needs answering
      ER's lack of keybinding is ridiculous
  5. amralisaad11
    amralisaad11
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    am having an error at line 16 saying, Line Text: global version 0.5 this line does not contain recognized action
  6. deleted45367662
    deleted45367662
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    nvm
  7. mikehyrenza
    mikehyrenza
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    All I want to do it have inventory or the escape menu bound to TAB, I'm not good w/ computers, but is this possible? I have mod engine 2.
  8. The1Unum
    The1Unum
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    If I only need to AutoRun key can I just leave the other key options empty?

    (Haven't decided on if I'll download it or not. Seeing that modding for Elden Ring today isn't as easy as Bethesda games, it feels a bit unnerving and a lot of work to mod to the game. I could really use a AutoRun key but not sure if its worth the "hassle" at the moment.)
    1. YouAreDreaming
      YouAreDreaming
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      It doesn't require any modding and works with ACE.  This creates an interpreter for your keystrokes and you map your in-game key-bindings to the keys you want to use.  I just updated the Auto-run so it supports move-backwards because that was messing up moving-back and dodge so you are able to dodge while running, now both forward and backwards.

      The real learning curve is all the keybindings but there is a configuration menu to help, and you'll need to learn that AutoHotKey uses short-codes for SHIFT[+], ALT[!], CTRL[^] so SHIIFT-ALT-CTRL-R  would be +!^r  and keys like Enter is just the label Enter, Numpad is Numpad1 so a few labels to learn if you use those keys for any HotKey.

      So you can just download the mod, install AutoHotKey, either run the script but it's recommended to compile it into an AutoHotKey executable.  You can enable/disable what you want.  Just replace the key with a CTRL-ALT-SHIFT before or a combo of such that you know you don't need, but who knows you might like some  of the one-key press combos even if it's just to throw a dagger on a single belt-slot as a single action.

      There are reserved Elden Ring keys that we can't use like the Map key 'G'.  You can use the 'Q' key but I don't recommend it as when you open the menu it will not let 'Q' exit but you can disable all the hotkeys using CTRL-ALT-SHIFT-Q and the debug panel CTRL-ALT-SHIFT-D will let you know it's disabled (runs as an overlay).  

      Other than that, it's made playing ER on keyboard/mouse for me doable.  There are some timing issues still to sort out with Auto-Lock/Auto-Spell/Auto-Belt combinations but I'm working on getting that sorted out.  All the other features seem to be working as intended. 

      When Auto-Run is enabled and on torrent, I do recommend holding down SHIFT so it disables for WALK or Torrent immediately dashes, or use SHIFT to quickly turn as the run turn of Torrent can/cannot be the desired action depending on circumstance.  Definitely hold SHIFT when near cliffs or on ledges ;)
  9. KicknScream2295
    KicknScream2295
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    will this Mod allow to seperately bind sprint and dodge? and in doing so will dodge be on press, instead of release (default)?
    1. YouAreDreaming
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      Yes of course: globalVariables.ahk lets you define both those.  The = value is the ER in-game settings for those actions.
      V_MOVE_FORWARD = y ; !!Move Forwards used with auto-run
      V_DODGE = p ; !!Backstep, Dodge Roll, Dash

      It has an auto-run feature that automatically sprints but turns off when dodge is pressed so the dodge action will be performed and auto-run will resume.  The Toggle-off auto-run when holding down "shift".  That's in the current version of this mod.

      I am however working to allow a lot of end-user customizations, I have the v0.5 in development with in-game GUI allowing you to define all of your keybindings through a GUI.  It will save them to an .ini file.  It's progressing on GitHub but not ready for release as I've stripped out a lot of the keybindings so the app in pre-v05 won't work until I have the following completed. 

      The goal is to have these Menu keys "Q F G R Y E Z C" suspended if bound to in-game actions if the menu is active so it doesn't break those key roles.  

      So if you point a key like Q to say:  Jump+Attack you won't be able to exit the Map/Menu unless that get's suspended.  
      If you hard-code it in as a static hotkey  q::gosub S_JumpDualWeild it cannot be suspended so I am making this version more Menu aware than prior versions.

      You can poke around v0.5 as it's being developed but keep it in a separate folder until the release replaces v0.4 if you want to tinker around with it.
      YouAreDreaming/EldenRingAHK: An Ergonomic Overhaul using AutoHotKey for Elden Ring (github.com)
  10. Roman311
    Roman311
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    For some reason cant use spells hotkeys(((
    1. YouAreDreaming
      YouAreDreaming
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      I currently have it set for left-hand equipped for the 'auto-spell' feature.  That said, I am working on the next version and added the option to use shift to assign but not use the spell in which case you can control the action on the right-hand.

      Any other issues as I am also working on improving usability and configuration in V0.2, potentially build-specific versions as well as I'm also adding and improving this script for my gameplay.
    2. YouAreDreaming
      YouAreDreaming
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      I've finished all the variable definitions so am going to work on the spell feature.  Are you using the left hand spell item or right hand spell item?

      I'll work on fitting that in, have to head out to do some family time but will be back in the evening hopefully with the new version ready as it's all about these features and any bug fixes.
    3. Roman311
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      Thank you for your answer. Usually i use the left hand spell. Spent almost the whole day trying to do it myself, but without any result. it's too difficult for me...(
    4. YouAreDreaming
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      I've added a much more managable configuration section that now uses variables for all the autohotkey code and it's very likely a key press isn't the correct one listed in that section of the code that the new version will fix.  I'll try to have that up tonight it has more features and I'll keep adding more until we get a really useful tool for keyboard/mouse users.  That way there's no need to go fix key assignments in the code, just the variable section at the top.
    5. Roman311
      Roman311
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      You're doing a very great job for all of us
    6. YouAreDreaming
      YouAreDreaming
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      The new file has been uploaded, let me know how this works.  It was quite an overhaul of the overhaul.  But moving forward this should get a nice solid baseline for future versions now that it has variable support.