
The final column specifies which input layer the bind is associated with - you will probably not want to change that. The next three columns control whether or not a control should be written to the user's config file.

The third column is for mice, the fourth for controllers. Use google to find a table of scan codes.

The second column is the keyboard scan code that should activate the bind in hex, or 0xFF if unbound. The first column is the name of the internal keybind. The format is the same as Skyrim, it's a space-separated file. Assuming you still want to use shift to steady aim as a leftie, assign it to 0xA0 (VK_SHIFT - I haven't tested this myself but I'm assuming it covers both shift keys.)Ĭopy CustomControlMap.txt to Data\F4SE\CustomControlMap.txt.Įdit that file to set your bindings.

Weapons in this category include guns (pistols, rifles, shotguns, etc), blades, swords, grenades amongst many others. Weapons are items used to inflict damage on other characters/players. In this case the command in the custom control map is Steady, its internal keycode is 0xA4 (VK_LMENU, aka left alt) and you'll want to remap it to 0xA0 (VK_LSHIFT or left shift key). An up-to-date, searchable list of Fallout 4 Weapon IDs. Unfortunately left alt can't be overridden with this - however there is a way to do that - you need the Fallout 4 Script Extender (F4SE), with it comes a text file with custom control maps called CustomControlMaps.txt, the problem here is that the keys are represented as hex codes so you'll need to use this list of virtual key codes as a reference.
