EPBD8 Posted September 15, 2023 Posted September 15, 2023 Anyone have or know how to get an editable version of the controlmap so I can fix the stupid menu binding assignments?
Akzyra Posted September 17, 2023 Posted September 17, 2023 Took a very quick look at it: while it is a binary format (why name it .txt Bethesda...) it seems simple enough. Cannot promise anything, but I will try
Akzyra Posted September 23, 2023 Posted September 23, 2023 (edited) Sorry, played the game more than modding it, but here we are: Writing a tool is kinda useless without knowing what the 4 bytes before the keycode and the 3 after it mean. Sadly I am not a decompiler expert and cannot dig around in the EXE to find out. Numerical values like the file_end seem to be big endian The file structure below can repeat to declare multiple "subfiles", this explains the "03 00 03 03 00 03": First "03" is the version, the next two bytes "00 03" are the file_size. Since it is 3, it is finished and no key entries are present. Also a second emtpy "subfile". Seems to be always three "subfiles": PC unknown Controller # header: ubyte version? always 03 ushort file_size amount of bytes for one file entry in the ControlMap # array of entries until end: cstr category ex: "MainGameplay\0" cstr key_name ex: "Quickkey5\0" uint unk_uint 4 unknown bytes, mostly 1, seems to be set on entries/keys when controllers are used ubyte key_code https://learn.microsoft.com/de-de/windows/win32/inputdev/virtual-key-codes ubyte unk_byte_a 0 for main key, 1 for alt key ubyte unk_byte_b 0 for main key, 2 for alt key ubyte unk_byte_c always 0 Edit: quickly checked out controller values, seems to be using some of the unknow bytes. Also figured out what the 03 00 03 means. If someone has some "Controlmap_custom.txt" files for testing it would be nice, preferably with lots of edits, especially on controllers. Edited September 23, 2023 by Akzyra more findings, controllers
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