This mod fixes various mouse and keyboard related input issues in NieR: Automata. Its features include raw mouse input for camera and aim movement, an entirely new crosshair aiming mode, non-standard bindings for dash/evade, pod auto-fire and more.
Quick start guide:
Important: If you currently have NAIOM v1.3.0 or older installed, remove the XInput1_3.dll from the games’s directory first!
Extract the file dinput8.dll to your main game folder. For example: "C:\Program Files (x86)\Steam\steamapps\common\NieRAutomata\". Start the NAIOM-GUI.exe to configure the mod (might require .NET runtime 3.1.0) Start the game as usual, for example directly through Steam Download sources:
PC Gaming Wiki Nexusmods Features
The NieR: Automata Input Overhaul Mod (NAIOM) aims to solve all keyboard and mouse related issues in the game. As many other rough PC ports, NieR was primarily designed with a controller in mind and internally maps keyboard and mouse input to gamepad controls. This leads to various issue, including negative and positive mouse acceleration, as well as weird controls in certain perspectives, e.g. when aiming in side-scrolling mode.
Its features include:
Raw mouse input without any acceleration or smoothing Precise sensitivity configuration (calibrated for KovaaK’s SensitivityMatcher) Fixed camera movement in third-person perspective New (optional) crosshair aiming mode for side-scrolling and top-down perspective New (optional) mouse cursors for menu and hacking (made by DevianArt user JulioDRai) Completely rebindable standard actions to any key or button combination including additional mouse buttons Non-standard keybindings, such as a dedicated dash/evade and pod fire toggle Compatible with FAR/SpecialK mod (must be configured to not use dinput8.dll) Known Issues
In the third-person view the camera might sometimes judder when it is near obstacles, such as walls. This has only partially to do with the mod, since the issue also occurs without it, but might just be more noticeable with it enabled Using the bindings of the mod does currently not change the ingame button prompts The new aiming mod crosshair is sometimes slightly misaligned When using the new aiming mode the crosshair does currently also activate in situations where the aiming direction is fixed, e.g. in the side-scrolling flying mode The non-standard item switch bindings currently do not work as described in the tooltip when certain items are equipped Supported Versions
This mod is designed for the latest version of the game and might not be compatible with older or modified executables!
Steam (patch 1, including YoRHa Edition)
Configuration files for x360ce to enable support for Xbox One controllers in Assassin's Creed Director's Cut and Assassin's Creed II, including vibration.
This is a more up-to-date version of the AC1 and 2 fix that improves compatibility with the latest build of x360ce (22.214.171.124) and Xbox One controllers.
To install simply download and extract the contents of the zip file into the game's installation folder.
x360ce is not required for the fix to function but is useful should you wish to make any configuration changes. Download the 32-bit (x86) version here and extract it to the same location as the other two files.
Known issues: Fix does not support simulatenous trigger inputs. To workaround this issue disable "hold to lock" in the game's options menu (disabled by default). This issue only affects AC1 as AC2 does not appear to support "hold to lock" on PC.
By Dandelion Sprout
Currently, https://www.pcgamingwiki.com/wiki/Template:Infobox_controller seems a bit limited in its scope, and I have two proposals for additional properties to add to it, since I presume I lack editing rights for that infobox:
1) Connection method. Whether a controller can be connected to PC by one or more of these:
• USB (e.g. Logitech Gamepad F310, DualShock 3)
• Bluetooth (e.g. Wii Remote, Xbox One Controller)
• Wi-Fi (e.g. Nintendo DS, Amazon Fire TV Game Controller)
• Custom port that require an adapter (e.g. GameCube controller, DualShock 2)
Additionally, if it's desired, the USB category can be divided into:
• USB-Mini (e.g. DualShock 3)
• USB-Micro (e.g. Xbox One Controller)
• USB-C (e.g. Switch Pro Controller)
• USB non-Bluetooth dongle (e.g. Xbox 360 Controller's wireless revision)
• Soldered USB-A (e.g. Trust GXT 540)
I am not 100% sure how to handle controllers whose revisions have different connection methods. For instance, Xbox 360 Controller has two revisions; one with soldered, and one with USB dongle.
2) Haptic feedback. Whether a controller has a rumble engine within it or not.
Uploading here because the author's website no longer exists.
Updated Version for Patch 01 1. Make a Backup of "need for speed shift 2\PakFiles\BOOTFLOW.bff" 2. Replace it with "BOOTFLOW.bff" from this zip file made by Garcias-Garage.de
This is an AntiMicro profile for the Spider-Man 2002 movie PC game for mapping the inputs that the game won't register in an XInput controller to the keyboard & mouse controls.
You can import it into AntiMicro and set it to autorun with the SpiderMan.exe file in AntiMicro's settings.
Specifically, the mappings are as defined below:
Right Stick -> Mouse (default - camera)
LT -> Shift (default - web action & recenter camera)
RT -> Numpad 5 (default - web swing)
The other inputs should be configurable in the game's gamepad settings, except the Left Stick which automatically is set to movement.
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