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Allow separate key remapping for object interactions or alternate weapon uses #240

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Mirsario opened this issue Apr 13, 2024 · 0 comments
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enhancement This issue/PR relates to general improvements to the mod. help wanted Contributions are welcome!

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@Mirsario
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Mirsario commented Apr 13, 2024

The base game unwisely uses the same keybind (Right Click) for both alternate weapon usage and interactions, such as: opening chests and doors, talking to NPCs, flipping switches, et cetera. This leads to many unintentional mistakes, and becomes especially problematic due to Overhaul introducing power attacks, which act as alternate behaviors for weapons that lack them originally.

There's many solutions. Two off the top of my head are:

  • Make an "override" keybind for interactions.
    • Best one, although slightly complicated.
    • Should it have a default value? Preferably it would, but that may lead to confusion.
    • Ideally there would be an injection to group this with vanilla settings in GUIs.
  • Make a separate keybind for power attacks
    • Changes gameplay, doesn't solve the base problem for anything but power attacks.
    • If implemented without changing gameplay - could lead to confusion as to why a weapon doesn't have a power attack.
@Mirsario Mirsario added enhancement This issue/PR relates to general improvements to the mod. help wanted Contributions are welcome! labels Apr 13, 2024
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Labels
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