I was unable to get the existing mod method to work for this, so I came up with an alternative solution.
It's not classy and might be more trouble than it's worth, but for those who want to know, check the mod description page.
Hopefully Hello Games will make it possible to assign functions to the scroll wheel in a patch. I've reported the issue on ZenDesk and I suggest anyone who wants it fixed properly does the same.
Thanks a lot for the MXML ! Do you know the values for the "change materials" keybinding ? Since it's mapped on MouseWheelDown/Up by default on create mode it change the size and the material.
Thanks for showing me the XML to edit. Wanted to map wheelUp and down to stuff
Very easy for anyone to go into their * TKGAMESETTINGS.MXML * [use Notepad++] found here: \SteamLibrary\steamapps\common\No Man's Sky\Binaries\SETTINGS
Just change whatever you want here. Note, that there are Keyboard maps AND Mouse maps to many keys. Mouse maps are below.
Hey there, so I have an odd issue. The mod is making the mouse wheel work for changing the size but It also removed the preview. So now I can't see what the size/shape is i'm using.
I've also uninstalled it & the preview is still bugged, any ideas on how to resolve this?
Removing the .pak file will revert any changes made. My mod skills aren't up to the task of changing the graphic, so mappings that are non standard sometimes look for the wrong image, and display the exclamation symbol when it can't be found.
I can't think of any reason it would remain a problem once the .pak file is removed though, as none of the shipped game files are touched. Once the .pak file is removed it should revert to using the standard shipped files.
Added a file for this to the optional files. Note however that since the game only offers one binding for "change weapon", rather than a "next weapon", "previous weapon" setup, only the mouse scroll down will change weapon. Mouse scroll up will have now function.
If you want the change weapon on the mouse scroll up instead, change the MouseWheelDown in the file to MouseWheelUp.
I thought this was an awesome mod, but then i saw the bigger the radius is the smaller is the amount of resource i actually get out of a minig place. I dont see the point in it, when i can get like 800 with smallest radius from one souce, but only like 40 with the biggest. Super inefficient.
When you want to dig a hole to uncover something, make it bigger to clear more ground quicker for less fuel. Use the smallest size for mining resources for maximum efficiency. That’s why it can be resized.
well, maybe i misunderstood the mod. I thought i can get the same amount of resource in less time. But as you said, i still use it to get quicker through ground and dig up stuff.
This mod is simply to allow adjusting the size with the mouse wheel, as was possible before the Beyond update. It doesn't do anything to the amount of resource mined or energy consumed at the different sizes.
I think your addon is still needed. They did fix keybinding, but you can't set something to scroll up or down because you have to keep the button pressed. Scrolling up registers, but it acts like pressing a key for a millisecond.
Yeah it's a pain. I've put a bug report into ZenDesk so hopefully it will get a look in. I'll have a look at this mod in a few hours and see if it can still do the scroll wheel mapping without breaking the game. It appears the my other keybind mod for keyboard keys stops the game from loading if present in the current build. If you're using the version of this mod that leave R and T enabled, it might still work as then it doesn't touch the keyboard file, only the mouse one. Chances are they've probably changed the structure of both files though so I might need to edit it anyway.
This is how i set mine up - old logitech g9 is able to free the scroll wheel, and was able to set it by spinning it real fast... Still, it definitely needs a fix.
Yes, I had the same problem. I was not able to load my game with this mod in the MODS folder. Had to sadly remove it. Hopefully you can find a fix for it to work. A handy mod.
just want to say thank you for the well written instructions. the hard way was easy, but it might be because I am already a modder. Yesterday the patch broke the mod(and in effect, it broke loading saves too), and you fixed it quickly with a great alternative to regular pak files.
Man your work is amazing, I can not see the game work logically without the possibility that your mod gives me, but after today's update I can not load my save with your mod, maybe it is something related to keybind changes, I really do not know , you can check? Thank you in advance for taking the time to do this.
Yeah I'd say that if they have got the keybind working in game, this mod should be removed and use the systems that are available by default. This was really a stop gap solution until the in game options worked. I'll take a look at the changes in the latest patch and see what's what, but if the in game works, this mod will probably disappear.
Yeah you would think could just use the rebind options but for some dumb reason cant do it from options because it wants you to hold down the key you want to bind so guess would need to go in manually and change the file I guess.
Just tried rebinding the mouse scroll and it seems Hello Games wants you to hold the bloody thing down, why on Earth that design decision was made is baffling. The game is amazing and each update brings forth new toys and features but my god they really need someone to handle the UI/UX stuff who knows what they are doing.
Technically you can set the scroll of the mouse as an input, it is recognized since the progress circle for the key change updates when scrolling. But in reality, after setting the mouse scroll to the Manipulator size (you can put your mouse upside-down and roll it on your desk, it works), the mouse scroll isn't recognized. It displays a white diamond and the container is red...
I'll take a look when I get home from work to see if I can keep the scroll binding without breaking anything else. It's very likely that they changed the file this modifies, so I'll need to extract one from the current build.
39 comments
It's not classy and might be more trouble than it's worth, but for those who want to know, check the mod description page.
Hopefully Hello Games will make it possible to assign functions to the scroll wheel in a patch. I've reported the issue on ZenDesk and I suggest anyone who wants it fixed properly does the same.
Very easy for anyone to go into their * TKGAMESETTINGS.MXML * [use Notepad++]
found here: \SteamLibrary\steamapps\common\No Man's Sky\Binaries\SETTINGS
Just change whatever you want here. Note, that there are Keyboard maps AND Mouse maps to many keys. Mouse maps are below.
Use: MouseWheelDown / MouseWheelUp / Mouse4 / Mouse5
I've also uninstalled it & the preview is still bugged, any ideas on how to resolve this?
I can't think of any reason it would remain a problem once the .pak file is removed though, as none of the shipped game files are touched. Once the .pak file is removed it should revert to using the standard shipped files.
If you want the change weapon on the mouse scroll up instead, change the MouseWheelDown in the file to MouseWheelUp.
I dont see the point in it, when i can get like 800 with smallest radius from one souce, but only like 40 with the biggest. Super inefficient.
Thanks to Miqunator for the suggestion of using a free scroll wheel mouse!
Yesterday the patch broke the mod(and in effect, it broke loading saves too), and you fixed it quickly with a great alternative to regular pak files.
The game is amazing and each update brings forth new toys and features but my god they really need someone to handle the UI/UX stuff who knows what they are doing.
But in reality, after setting the mouse scroll to the Manipulator size (you can put your mouse upside-down and roll it on your desk, it works), the mouse scroll isn't recognized. It displays a white diamond and the container is red...
see bsnog's comment thread.