God this is annoyingly broken. I only rebind the "alt" section to Q, now Q makes me move as if im pressing A, and alt still works as alt. This is busted but its probably not your fault, but autohotkey just being dumb.
I bind my left alt key to aim down sights, but when I snipe I can't get out of the scope without smacking my companions with my gun by clicking the RMouse button.
Hey, Im wondering if there is a way to change the hold breath from the activation key? I have mine bound to F within the actual game and when i hit F to open a door or something I instead hold my breath. Is there a way to correct this?
Since i'm a bit of PC illiterate (i have "some" knowledge but nothing substantial) and these "scripts" that i fiddle with it for quite some time and just stopped responding or reverted to default ,i have the "running stuck" issue which is kinda worse since it occurs very often and/or the shift one,in that case i have to open my virtual keyboard and press shift to stop or reload the script,but since this is once at few minutes,it's rather irritating and frustrating ; here is my keybinding
i use arrows for movement and the rshift::lshift to be able to move in a normal way in build mode ; i tried any "combo" to make it work to no avail..can i be "specifically" helped,please?..thank you in advance for any input
Try putting a ; before the Sendmode line. That works for me and I'm on several days of gameplay now without a stuck key.
Here is a copy of my script.
#NoEnv ; Recommended for performance and compatibility with future AutoHotkey releases. #Warn ; Enable warnings to assist with detecting common errors. ;SendMode Input ; Recommended for new scripts due to its superior speed and reliability. SetWorkingDir %A_ScriptDir% ; Ensures a consistent starting directory.
tukwidth, thanks very much for that tip. Had been looking for a solution for the "stuck key" problem for ages, would never have thought of just putting a semicolon before the "SendMode" line (seems to be working for me so far, anyway)
Thank you for posting your script and recommending "AutoHotKey". I use "NumberPad" to control my gameplay along with closeby keys. Although right-handed, essentially set up keyboard and mouse for left hand. Didn't see the need to use "AutoHotKey" to link all the "Numpad" keys I use, just the ones required to move in "Workshop" mode. AutoHotKey worked great. At first I was reluctant to try "AutoHotKey" because of the need for scripts, but your script and tukwidth's made the process trivial for me.
Following tukwidth script, changed just the "WSAD" keys to default to produce following script:
#NoEnv ; Recommended for performance and compatibility with future AutoHotkey releases. #Warn ; Enable warnings to assist with detecting common errors. ;SendMode Input ; Recommended for new scripts due to its superior speed and reliability. SetWorkingDir %A_ScriptDir% ; Ensures a consistent starting directory.
Eh sorry to bother you guys but I kind of suck at coding. What I'm trying to do is change the aim/block button to LAlt and Bash/powerAtk/Grenade button to RMouseButton. Thing is I am trying out a sniper focused build, and the Hold Breath Lalt button screws me up every time since you can't really remap it. Pressing LAlt once brings up the scope indefinitely, pressing it again holds breath... Only way to put down the scope is to Esc...
The script I run is:
#NoEnv ; Recommended for performance and compatibility with future AutoHotkey releases. ; #Warn ; Enable warnings to assist with detecting common errors. SendMode Input ; Recommended for new scripts due to its superior speed and reliability. SetWorkingDir %A_ScriptDir% ; Ensures a consistent starting directory.
The problem I am facing is that in game I still aim when right clicking, which to my knowledge this should not happen if the script was active. Can anyone offer any advice?
163 comments
I'm using/suggest cheat terminal instead.
Responded to an old post.
#IfWinActive ahk_class Fallout4
#SingleInstance force
SendMode, input
vkA0:: ;is this button LShift
SendInput, {LShift Down}
Sleep, 10
SendInput, {LShift up}
Keywait, vkA0, up
SendInput, {LShift Down}
Sleep, 10
SendInput, {LShift up}
return
RShift:: ExitApp ; press Rshift to stop script
; Use this to check what the VKcode for you LShift is
;key := "LShift" ; Any key can be used here.
;name := GetKeyName(key)
;vk:= GetKeyVK(key)
;sc:= GetKeySC(key)
;MsgBox, % Format("Name:`t{}`nVK:`t{:X}`nSC:`t{:X}", name, vk, sc)
Since i'm a bit of PC illiterate (i have "some" knowledge but nothing substantial) and these "scripts" that i fiddle with it for quite some time and just stopped responding or reverted to default ,i have the "running stuck" issue which is kinda worse since it occurs very often and/or the shift one,in that case i have to open my virtual keyboard and press shift to stop or reload the script,but since this is once at few minutes,it's rather irritating and frustrating ; here is my keybinding
#NoEnv ;
; #Warn ;
SendMode Input ;
SetWorkingDir %A_ScriptDir% ;
#MaxHotkeysPerInterval 10000
#UseHook
#Ifwinactive, ahk_class Fallout4
Pause::Suspend,Toggle
up::w
down::s
left::a
right::d
numpad4::t
rshift::lshift
numpad7::tab
xbutton2::e
numpad1::r
i use arrows for movement and the rshift::lshift to be able to move in a normal way in build mode ; i tried any "combo" to make it work to no avail..can i be "specifically" helped,please?..thank you in advance for any input
Here is a copy of my script.
#NoEnv ; Recommended for performance and compatibility with future AutoHotkey releases.
#Warn ; Enable warnings to assist with detecting common errors.
;SendMode Input ; Recommended for new scripts due to its superior speed and reliability.
SetWorkingDir %A_ScriptDir% ; Ensures a consistent starting directory.
#MaxHotkeysPerInterval 10000
#UseHook
#IfWinActive, ahk_class Fallout4
Up::w
Left::a
Down::s
Right::d
NumpadDiv::Up
NumpadHome::Left
NumpadUp:
NumpadPgUp::Right
AppsKey::LAlt
Cheers!
Following tukwidth script, changed just the "WSAD" keys to default to produce following script:
#NoEnv ; Recommended for performance and compatibility with future AutoHotkey releases.
#Warn ; Enable warnings to assist with detecting common errors.
;SendMode Input ; Recommended for new scripts due to its superior speed and reliability.
SetWorkingDir %A_ScriptDir% ; Ensures a consistent starting directory.
#MaxHotkeysPerInterval 10000
#UseHook
#IfWinActive, ahk_class Fallout4
Numpad5::w
Numpad7::a
Numpad2::s
Numpad9::d
The script I run is:
#NoEnv ; Recommended for performance and compatibility with future AutoHotkey releases.
; #Warn ; Enable warnings to assist with detecting common errors.
SendMode Input ; Recommended for new scripts due to its superior speed and reliability.
SetWorkingDir %A_ScriptDir% ; Ensures a consistent starting directory.
#MaxHotkeysPerInterval 10000
#UseHook
#IfWinActive, ahk_class Fallout4
*/
; Default Azerty controls
w::w ; Forward
s::s ; Back
a::a ; Strafe Left
d::d ; Strafe Right
LButton::LButton ; Attack
Alt::RButton ; Aim/Block
RButton::Alt; Bash/Powerattack/Grenade
e::e ; Activate
r::r ; Reload
Tab::Tab ; Pip-boy
MButton::MButton ; Change POV/Workshop
v::v ; Change POV/Workshop (bis)
Space::Space; Jump
~Shift::Shift ; Sprint
q::q ; VATS
LCtrl::LCtrl; Sneak
c::c ; Run/Walk
CapsLock::CapsLock; Toggle Run/Walk
x::x ; Automove
f::f ; Favorites
F5::F5; Quicksave
F9::F9; Quickload
Esc::Esc ; Pause
k::k ; Stats
i::i ; Inventory
j::j ; Data
m::m ; Map
o::o ; Radio
z::z ; Sort (in pipboy)
The problem I am facing is that in game I still aim when right clicking, which to my knowledge this should not happen if the script was active.
Can anyone offer any advice?