Custom Keybinding and Alternative Vehicle Control

Nexus Mods

I have updated the mod required to make Alternative Vehicle Control possible, which can then be used with custom keybinds for which a few examples follow below.

Arrow Key Vehicle Controls

Note:
Requires the ‘Alt-Vehicle’ mod, listed below. Without the mod, movement would be completely locked to the mouse!

Put the 4 Buttons (Up, Down, Left, Right) first, then their respective ‘MouseUnbound’ counterparts last, in the same order, to have a total of 8 blocks for 4 binds.

TKGAMESETTTINGS.MXML (in SETTINGS folder)

<?xml version="1.0" encoding="utf-8"?>
<Data template="TkGameSettings">
	<Property name="KeyMapping" />
	<Property name="KeyMapping2">
		<Property name="KeyMapping2" value="GcInputActionMapping2.xml">
			<Property name="ActionSet" value="VehicleMode" />
			<Property name="Action" value="Vehicle_Forward" />
			<Property name="Button" value="Up" />
			<Property name="Axis" value="None" />
		</Property>
		<Property name="KeyMapping2" value="GcInputActionMapping2.xml">
			<Property name="ActionSet" value="VehicleMode" />
			<Property name="Action" value="Vehicle_Reverse" />
			<Property name="Button" value="Down" />
			<Property name="Axis" value="None" />
		</Property>
		<Property name="KeyMapping2" value="GcInputActionMapping2.xml">
			<Property name="ActionSet" value="VehicleMode" />
			<Property name="Action" value="Vehicle_Left" />
			<Property name="Button" value="Left" />
			<Property name="Axis" value="None" />
		</Property>
		<Property name="KeyMapping2" value="GcInputActionMapping2.xml">
			<Property name="ActionSet" value="VehicleMode" />
			<Property name="Action" value="Vehicle_Right" />
			<Property name="Button" value="Right" />
			<Property name="Axis" value="None" />
		</Property>
		<Property name="KeyMapping2" value="GcInputActionMapping2.xml">
			<Property name="ActionSet" value="VehicleMode" />
			<Property name="Action" value="Vehicle_Forward" />
			<Property name="Button" value="MouseUnbound" />
			<Property name="Axis" value="None" />
		</Property>
		<Property name="KeyMapping2" value="GcInputActionMapping2.xml">
			<Property name="ActionSet" value="VehicleMode" />
			<Property name="Action" value="Vehicle_Reverse" />
			<Property name="Button" value="MouseUnbound" />
			<Property name="Axis" value="None" />
		</Property>
		<Property name="KeyMapping2" value="GcInputActionMapping2.xml">
			<Property name="ActionSet" value="VehicleMode" />
			<Property name="Action" value="Vehicle_Left" />
			<Property name="Button" value="MouseUnbound" />
			<Property name="Axis" value="None" />
		</Property>
		<Property name="KeyMapping2" value="GcInputActionMapping2.xml">
			<Property name="ActionSet" value="VehicleMode" />
			<Property name="Action" value="Vehicle_Right" />
			<Property name="Button" value="MouseUnbound" />
			<Property name="Axis" value="None" />
		</Property>
	</Property>
</Data>

P L ; ’ Vehicle Controls PL;'

Note:
Requires the ‘Alt-Vehicle’ + ‘KeyP-Disabled’ mods, listed below. Without the mods, movement would be completely locked to the mouse and the P key would have binding conflicts!

Put the 4 Buttons (KeyP, Semicolon, KeyL, Hash) first, then their respective ‘MouseUnbound’ counterparts last, in the same order, to have a total of 8 blocks for 4 binds.

TKGAMESETTTINGS.MXML (in SETTINGS folder)

<?xml version="1.0" encoding="utf-8"?>
<Data template="TkGameSettings">
	<Property name="KeyMapping" />
	<Property name="KeyMapping2">
		<Property name="KeyMapping2" value="GcInputActionMapping2.xml">
			<Property name="ActionSet" value="VehicleMode" />
			<Property name="Action" value="Vehicle_Forward" />
			<Property name="Button" value="KeyP" />
			<Property name="Axis" value="None" />
		</Property>
		<Property name="KeyMapping2" value="GcInputActionMapping2.xml">
			<Property name="ActionSet" value="VehicleMode" />
			<Property name="Action" value="Vehicle_Reverse" />
			<Property name="Button" value="Semicolon" />
			<Property name="Axis" value="None" />
		</Property>
		<Property name="KeyMapping2" value="GcInputActionMapping2.xml">
			<Property name="ActionSet" value="VehicleMode" />
			<Property name="Action" value="Vehicle_Left" />
			<Property name="Button" value="KeyL" />
			<Property name="Axis" value="None" />
		</Property>
		<Property name="KeyMapping2" value="GcInputActionMapping2.xml">
			<Property name="ActionSet" value="VehicleMode" />
			<Property name="Action" value="Vehicle_Right" />
			<Property name="Button" value="Hash" />
			<Property name="Axis" value="None" />
		</Property>
		<Property name="KeyMapping2" value="GcInputActionMapping2.xml">
			<Property name="ActionSet" value="VehicleMode" />
			<Property name="Action" value="Vehicle_Forward" />
			<Property name="Button" value="MouseUnbound" />
			<Property name="Axis" value="None" />
		</Property>
		<Property name="KeyMapping2" value="GcInputActionMapping2.xml">
			<Property name="ActionSet" value="VehicleMode" />
			<Property name="Action" value="Vehicle_Reverse" />
			<Property name="Button" value="MouseUnbound" />
			<Property name="Axis" value="None" />
		</Property>
		<Property name="KeyMapping2" value="GcInputActionMapping2.xml">
			<Property name="ActionSet" value="VehicleMode" />
			<Property name="Action" value="Vehicle_Left" />
			<Property name="Button" value="MouseUnbound" />
			<Property name="Axis" value="None" />
		</Property>
		<Property name="KeyMapping2" value="GcInputActionMapping2.xml">
			<Property name="ActionSet" value="VehicleMode" />
			<Property name="Action" value="Vehicle_Right" />
			<Property name="Button" value="MouseUnbound" />
			<Property name="Axis" value="None" />
		</Property>
	</Property>
</Data>

Mods Orbital 4.65

Downloads from my STACK :link:

Alt-Vehicle :link:

This mod re-enables the alternative vehicle control again, so it can be controlled with keyboard input without the use of a mouse. The mouse only allows you to look around.
Alters the file GCVEHICLEGLOBALS.MBIN

KeyP-Disabled :link:

This mod disables the fixed P key functionality, used for some of the main menu options in various in-game situations. The game now only uses the Escape key alternative, allowing the P key to be freely re-assigned. This allows for better customisation, especially for those preferring the use of PL;'.
Alters the file GCINPUTBINDINGS_WIN_KEYBOARD.MBIN

Alt-Vehicle + KeyP-Disabled :link:

A combination of both the above.
Alters the files GCVEHICLEGLOBALS.MBIN and GCINPUTBINDINGS_WIN_KEYBOARD.MBIN

Vehicle Control - Arrow Keys :link:

Requires: Alt-Vehicle
Makes arrow keys the default vehicle control as a mod instead of manual edit. This will auto generate the TKGAMESETTINGS.MXML shown above (when removed).
Alters the file TKGAMESETTINGS.MBIN
Note: Make a backup of your current settings file before use!

Vehicle Control - P L ; ’ Keys :link:

Requires: Alt-Vehicle + KeyP Disabled
Makes arrow keys the default vehicle control as a mod instead of manual edit. This will auto generate the TKGAMESETTINGS.MXML shown above (when removed).
Alters the file TKGAMESETTINGS.MBIN
Note: Make a backup of your current settings file before use!

Installation

Look for the location your game files are installed, then make sure to create a MODS (case sensitive) folder inside PCBANKS if not present already.
Note: Do NOT use the imposter MODS folder already present alongside PCBANKS.
Remove or rename the DISABLEMODS.txt inside PCBANKS. This will now show a warning for using mods, when launching the game.

Warning

Using mods, is at your own risk! When the game releases an update, it is likely for mods to break. I can not be held responsible; you are free to question me

3 Likes

8 posts were merged into an existing topic: Keybinding

That was insanely fast and efficient, you really are a wizard, this has fixed multiplayer in my house completely, thank you so much!!!

3 Likes

I just installed a new patch for nms and the mod no longer works, pls help, I offer cookies.

3 Likes

I will be able to check tomorrow and see if I can update it. Thanks for letting me know, appreciate the cookies :cookie: :yum: :cookie:

2 Likes

I tried modding for myself to See if I could take a crack at it. I noticed that the keybindings in GCINPUTBINDINGS_WIN_KEYBOARD.MBIN did not correlate or change what was in game. I downloaded all the modding software from a quick tutorial so I am very much inexperienced with only basic coding knowledge at my disposal.

3 Likes

Welcome to the forum @Zatheriz !

1 Like

As a left handed PC gamer who uses ’ PL:" ’ as their movement keys. This was a life saver. :+1:

3 Likes

Welcome to the forum @Lexiand !

@Zatheriz @Lexiand I have updated this for Orbital 4.65

4 Likes

:cookie: :cookie: :cookie: thankyou

2 Likes

Let me know if there is an issue.

5 Likes

It looks like recent “ADRIFT” expedition has broken this. Is this something that I can fix from here or does it require a mod update?

2 Likes

Welcome to the forum @pasankara . I noticed a few weird things with Adrift. Make sure to report this to the https://hellogames.zendesk.com

Just to make sure, in case you are using the mod version, see if the DISBALEMODS file is back again to prevent mods from functioning.

I will look into it though and inform you here

Update:

I just verified, but it all still appears to work. What may have happened is the update forcing mods to be disabled again by putting that file back. This then in turn could have reset the TKGAMESETTINGS file to default.

Please do the following:

  • Make sure the DISABLEMODS file is deleted or renamed to allow mods loading.
  • Fix the keybinds by verifying if the TKGAMESETTINGS.MXML has reset to default/empty again, and if this is the case, delete it.
    • If you are using custom manual keybinds, put that file back again and restart NMS.
    • If you were using the modded version, with mods enabled again, it should regenerate correctly after restarting NMS.
2 Likes

It looks like the new expedition did bring back the disablemods file and upon renaming it the mod works again for me. Thank you!

2 Likes

Hello Again.
It seems like update “5.0 Worlds Part I” has broken this mod.

3 Likes