The stand-alone mod S.T.A.L.K.E.R. Anomaly aims to be the most stable and customizable experience for fans of the S.T.A.L.K.E.R. games. It's powered by the Monolith 64-bit engine, a custom fork of the X-Ray engine.

Description

Anomaly has over 90 actions that can be bound to keys. The game engine is not able to distinguish between pressing C and pressing C while holding shift. That means that each of these actions need to be set to a separate physical key. A typical full sized keyboard has around 100 keys and many of those are not convenient to use. Bring addons into the mix and the keyboard starts to feel really crowded. This addon uses some clever tricks to fix this problem, allowing most anomaly keybinds to use the MCM system that distinguishes between single, double and long presses of a key and between keys when a modifier key is held, to allow many actions to be set to a single physical key. This is a (fully functional and stable) beta of future MCM feature to add MCM Key bind support to base game key binds. Requires MCM 1.6.5 to work properly. Functional in MCM 1.6.4 with anomaly 1.5.1 only! Anomaly 1.5.2 requires MCM 1.6.5 for this addon to work. Feedback is requested.

Preview
MCM Key Wrapper (Anomaly 1.5.1/1.5.2)
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ravenascendant Author
ravenascendant - - 1,098 comments

Min with EFP made a short video about mcm keywrapper which is used extensively in the EFP4 modpack Youtube.com

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ravenascendant Author
ravenascendant - - 1,098 comments

Announcing a contest:

Get your name in the credits of this addon, and ultimately MCM, by writing a good readme explaining how to use this feature.

Multiple winners are possible if I decide to use portions of multiple entries.

entries can be submitted in a reply to this comment. Links to google drive files or pastebin will be accepted, no other file sharing site will be.

Entries can also be made on the corresponding issue on the MCM github page.

Github.com

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ClearSkySoldier
ClearSkySoldier - - 6 comments

Great this will be very welcome I'm sure of it

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ST0NER
ST0NER - - 211 comments

I will wait for the .txt of the winner of the contest to find out what I can do with this Addon... not because it is not well explained, but because my lack of English does not allow me. And the translator does not help with "technical" or "jargon" Gamer words.

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shloglin
shloglin - - 1 comments

Hey, quick question. This would allow me, in extremely simple terms, to free up keys for other bindings by forcing(?) other tasks to a single key (For example: binding weapon 1, 2 and 3 to the key (1) ) right? I haven't tested key wrapper yet.

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ravenascendant Author
ravenascendant - - 1,098 comments

Yes. Simple press for the first weapon, double for the second and long press for the third. Or any of those inputs with alt ctrl or shift held down.

12 fully implemented MCM keybinds can be set to a single key. all wrapped keys are fully implemented MCM keybinds (except the Geiger counter wrap, it is actually two fully implemented key binds where the modified keys are present: a key press and that same press with shift held). So are many addons. I like to wrap reload and set it to R and then set ammo check to long press of R and WPO unjam to double tap of R.

(Just because a key is set in MCM doesn't mean the addon maker took the additional step to implement the system that allows multi binding to work and their action will fire on any press of the key)

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morgannoor1991
morgannoor1991 - - 474 comments

realy nice work

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khalmika
khalmika - - 169 comments

Sorry for my ignorance. Did I understood it well? What this does is, for example in tarkov you reload tapping R, you quickload double tapping R, you check ammo with Shift+R and check fire mode with Ctrl+R? And so on...?

Not exactly THOSE actions, but any of the 90 actions you can do in anomaly? :O

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ravenascendant Author
ravenascendant - - 1,098 comments

Basically. In the MCM screen for this add-on you enable it for an anomaly action and assign a key, input type (single/double tap or long press) and a modifier key (none/alt/ctrl/shift).

After that the anomaly action will only fire on that exact input. You could bind another anomaly action (or a mod action that implements MCM key binds properly) to a diff input type on that same key.

there are limits. Actions where the key needs to be held down won't work so they should be blacklisted and not show up in the ui. (like movement keys)

There is a technical limit where a subset of actions (bit over 1/3) can't all be enabled at once (you can enable about half of them at a time). I try to explain this in game and indicate what actions are affected. So far even EFP power users haven't run into this limit, and i am trying to get rid of it.

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slavinvit78
slavinvit78 - - 3 comments

Where can I get this MCM 1.6.5?

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ravenascendant Author
ravenascendant - - 1,098 comments

i added a link to the description.

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TDog41
TDog41 - - 3 comments

I'm having some issues that I'm not sure if it's possible to fix.
For example, I'm binding TAB to open inventory and TAB hold to open and close PDA, the issue is that the inventory doesn't close anymore if I press TAB, seems like it breaks the toggle.

Thanks for the great mod!

Cheers!

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ravenascendant Author
ravenascendant - - 1,098 comments

hmm. Not able to reproduce.

If you would be so kind as to recreate the issue, quit the game and grab the key_wrapper_mcm log file with the highest number from appdata/logs/mcm and send it to me on discord, here via pastebin, or as an issue at this git Github.com

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Guest
Guest - - 690,117 comments

Some feedback after trying to use this in my setup. I do have a few other mods so it is possible some of these are due to mod conflict.

- I may have missed it, but I didn't see a readme file even though the above description references one (paragraph 5 explaining hard redirects). There is pretty good detail in MCM itself, I just couldn't find a readme file in the downloaded archive.

- Using this for certain "critical" actions such as 'weapon 3' didn't work for me since I couldn't use the keybind in a modifier-agnostic way. For example, I couldn't use single tap R for reload and long press R for ammo check because I then would not be able to reload while crouching (toggle crouch off and set to Control). Adding another modified setting 'Any modifier' would fix this.

- Similar to the above issue, but different, I've found that the action doesn't always stay restricted to exact input, modifier wise. Eg reload set to Control Key, Simple Press, R works while holding Control, but it also works while holding Control+Shift. This occurred without conflicting keybinds for R.

- Not too much of an issue, but in MCM>MCM Key Binds.>Key Bind Conflicts, wrapper keys do not display their function, only 'Wrapper key'.

- Next to 'Unbind disabled wraps' a 'List disabled hard wraps' would be very useful.

- I've ended up accidentally hitting the 17 hard wrap limit - was seeing how far I could push things :D - and as expected, the binding did not function since they were disabled. What I didn't expect was that the bind would simply fail without notification causing a bit of confusion until I looked at Settings>Control>Keybinds. A notification of this would be nice, but probably not worth the time. More useful however would be a count/list of hard wrap characters that have already been used. Even better if this can query the game engine for the info in case a mod or personal script already utilizes one of the hard wrap characters.

- I saw the mention of macros. Of similar functionality would be allowing new keybinds to be created that point to hard wrap characters. Eg reload uses kKANJI but both R and T tell the engine kKANJI. This would also get rid of the 'Any modifier' issue above, but I'm not sure this would be possible/time worthy.

This mod is still incredibly useful and I'm super excited to see it integrated into MCM proper!

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ravenascendant Author
ravenascendant - - 1,098 comments

Please log in. I would love to ask clarifying questions.

There should be a message when the 17 hard wraps are exceeded, you did not see this?

the 17 free_keys were picked because the shouldn't be used by anything else.

you can add/remove keys from the free key list be editing free_keys.ltx it includes suggested alternatives and the reason why they were not included by default.

Showing more in conflicts will require changes to how MCM handles translation strings that may be part of MCM 1.7

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lxqy
lxqy - - 1 comments

Sure, I made an account, feel free to ask whatever.

I did not see any message when I thought I exceeded the hard wraps. But, given that nothing else should have been using the free_keys I wonder if maybe there was something else going on on my end. I'll see if I can meaningfully reproduce the problem.

Any comments on the modifier issues? (Second and third dash points) I'd be interested to know if the behavior was as expected or not.

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ravenascendant Author
ravenascendant - - 1,098 comments

Currently there is no support for multiple modifier keys.
The logic is that this event requires this key and this one modifier. It does not check other modifiers.
Indeed if you have something on shift P and control P and hold both shift and control and press P both events may fire.

I have been considering adding modifier cording support. I think i need to add another widget to MCM to make that work nicely.

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Guest
Guest - - 690,117 comments

FYI the Task Info command is a press and hold type button so doesn't work with key wrapper.

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ravenascendant Author
ravenascendant - - 1,098 comments

Also the companion move to here command.

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Guest
Guest - - 690,117 comments

you kno ppl screw this up in efp4.0 trying to turn it off cuz its so weird but thanks for uploading it so i can put it back on cuz nothing works right w/o it!

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ravenascendant Author
ravenascendant - - 1,098 comments

It is obviously a work around for an engine limitation and as such it does duplicate and mess with the default keybinding system. I need to come up with a way to tell ppl when that happens.

On the other hand, it is the only way to multibind keys and free up enough buttons to have a place for all the addons EFP uses.

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Guest
Guest - - 690,117 comments

Hey! Can you please help me?

I really want to be able to change Look Left / Look right buttons
How can I do this exactly?

Also, really great addon, makes Anomaly feel modern!

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ravenascendant Author
ravenascendant - - 1,098 comments

you go to anomaly setting controls->general and set those keys to be in toggle mode, then the keywrapper will be able to control them. It simply can't deal with buttons that need to be held down

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Guest
Guest - - 690,117 comments

This comment is currently awaiting admin approval, join now to view.

zussul
zussul - - 6 comments

Hi! Do you know about problem with soft-locking keywrpaeer ,usually whensome anmation plays(like fdda) and you pres some button, than keywrapper stop responding at all. Changing location or saving/loading helps. Is there maybe workaround for this to not reloading a save? Also, i talk about EFP pack, do not know if this happens in vanilla anomaly.

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ravenascendant Author
ravenascendant - - 1,098 comments

I am aware. My attempts to resolve it got side lined. I may start looking into it again. If you would like to assist ping me on the EFP discord.

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be‎rtㅤ
be‎rtㅤ - - 117 comments

is there a way to make it so you can use wrapped keybinds while running (i have it bound to shift and on hold)

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ravenascendant Author
ravenascendant - - 1,098 comments

I would recommend a different sprint key.

you could edit the ui_mcm.script function that checks the modifier key logic for the nomod state to not check the shift key. that would probably not break anything, but i can't be 100% sure how every addon is using the key bind features of MCM. I don't think this is a good idea so i won't be doing it.

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be‎rtㅤ
be‎rtㅤ - - 117 comments

well i don't even use those extra keys so i think i might try that

alright great, removing all instances of shift seemed to do the trick, thanks

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gastovskyjames
gastovskyjames - - 139 comments

I managed to do that with AHK script. In this code when I press key+shift - it sends as key without shift. Example of code:
+1::
send 1
return

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be‎rtㅤ
be‎rtㅤ - - 117 comments

i have that problem again after reinstalling stalker and that method doesn't work anymore, also i have no idea how to code, could you send me the script?

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Vebic
Vebic - - 39 comments

are you still in need of a modified script?
cause i was using the comments earlier to do it myself and im pretty sure i got it working? and its 100% the MCM UI script from MCM on moddb.

if you are unable to do it yourself then lmk tho and i can either tell you which lines to remove specifically or just send a copy of the script privately or something.

also to be fair i also edited the keywrapper a bit and before reading this comment had already removed SHIFT from that. but as far as i can tell the whole "check if shift is being held/hit" is entirely within the MCM ui script for some reason.

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Nahks
Nahks - - 2 comments

Hi,

Would it be possible to have the zoom (Mouse 2) action manageable in key wrapper ?

I would like to make it a single press to make it compatible with a long press on Free Zoom :-D

Thanks !

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ravenascendant Author
ravenascendant - - 1,098 comments

key wrapper cannot handle keys the engine expects to be held down. that is why the mouse buttons, interact and what ever is normaly bound to tab, are excluded

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Guest
Guest - - 690,117 comments

Ok, thanks.

So it is an engine lock that mouse left/right buttons can't be used then?

It is not like the lean left/right thing that you should put the commander as a toggle for keywrapper to work? Because the Aim/Zoom action can be as a toggle or not as well.

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Nahks
Nahks - - 2 comments

Oups, sorry i didn't realised that I was not logged in before replying.

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ravenascendant Author
ravenascendant - - 1,098 comments

there is an additional issue with mouse buttons: the issue is that i don't want have to try and distinguish between when the mouse is being a mouse in UIs and when it is being a controller in game.

In UI's M1 and M2 change to behave like they do in windows. I looked at that and just decided not to touch it.

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ravenascendant Author
ravenascendant - - 1,098 comments

I will be looking into figuring out how to make this work better in the future.

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leonellus2033
leonellus2033 - - 6 comments

Excuse the question, does this have to do with the fact that every time I load a game I have to enter the MCM menu and reconfigure the buttons linked to the mouse? I am using this mod in GAMMA and that happens to me, I have the button (G5 for example) that changes the firing mode with a click, two clicks for the launcher under the barrel and holding the click to lower the weapon

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ravenascendant Author
ravenascendant - - 1,098 comments

Does MCM show <!!!> when you bind the key. That is an error indicator. I think i messed up and let the bind go thru when that happens. I hadn't intended to.

Or is your G5 set to be a keyboard button like R or mouse4?

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gastovskyjames
gastovskyjames - - 139 comments

IDK why but when I set hold R key for change ammo type - it works only on the second hold R.
I use gamma

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ravenascendant Author
ravenascendant - - 1,098 comments

It only changes ammo type on the second hold or it doesn't even bring up the ammo wheel?

Reload(or what ever you have on simple press of R) works like normal?

Normal ammo swap key: one press brings up the wheel UI. A second press of the swap key changes to the next ammo type in sequence. Clicking an icon, or pressing the number key for it switches to that ammo.

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Flooduh
Flooduh - - 27 comments

Love this mod! But set inventory to TAB and PDA to hold TAB buttons, Inventory stops respond after any load/reload/enter new map location until i enter in mcm menu and change ANY parameter in MCM menu (not only in this mod).
How to solve this?

Edit: Changing ANY parameter in ANY main menu "refresh?" functionality back again of TAB inventory button.

Maybe this mod needs to restart itself on load????

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Flooduh
Flooduh - - 27 comments

Ok. I found that this mod is ok.
The problem was in conflicting other mod's script with this ones.
The mod name is "Auto-Zoomed Out Scope Draw". It uses the same name for a key command and conflicting with it.

Solution #1: Delete/disable conflicting mod.

Solution #2: In file "zoomed_out_scope_draw.script" navigate to string 7 and write -- in its start.
so its looks like this:
--exec_console_cmd(string.format("bind %s %s", "wpn_zoom_dec", "kKANJI"))

And thats it.

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ravenascendant Author
ravenascendant - - 1,098 comments

any addon that messes with keybinds via the console like that would cause all kinds of issues.

if that addon rebound a key to kKANJI then it is likely still trying to send the kKANJI event, which could still cause problems.

you can stop keywrapper from using that key by removing kKanji from the free keys ltx file.

this may or may not allow the other addon to work unmodified, but it should prevent that addon from triggering what ever key wrapper decides to bind to kKANJI (by not letting key wrapper bind anything to it)

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BitoOblib
BitoOblib - - 249 comments

Hi !

I added the mod to my (nearly vanilla) gamma, the wrapper behave in a way I wasn’t expecting. I don’t know if it’s normal or if I’m just doing something wrong ? ( I’ve read comments, readme, and googled before asking, but I’m just lost… )

I’ll use as an example a configuration which I would maybe not use, but it’s the best one I found to explain what I mean, though it seems to be always the case : If I use a key to quicksave, and Shift + same key to quickload ; quickloading will first save before loading, like the key still register the default feature regardless of the hold.

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ravenascendant Author
ravenascendant - - 1,098 comments

did you enable the key wrapper for both keys?

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BitoOblib
BitoOblib - - 249 comments

What do you mean ? If I clicked on the enabling checkbox for said feature ? If so, yes they were.

Though, it’s the same key. F5 for example, F5 to save, shift+F5 to load; then pressing shift+F5 will first save then load, instead of just loading.

I’m sorry it’s confusing to explain xD

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ravenascendant Author
ravenascendant - - 1,098 comments

Is key wrapper enabled for both wuicksave and quick load.

Every keybind/action that you want to have share the same physical key must be enabled in the key wrapper.

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BitoOblib
BitoOblib - - 249 comments

Ah I think I understood !
No in fact I was using keywrapper for quickloading, but the game’s own keybinds for quicksaving; I should remove game’s keybind and use only keywrapper controls instead ?

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ravenascendant Author
ravenascendant - - 1,098 comments

yes all actions bound to a key must implement the MCM multi bind system in order to only have action happen. the purpose of the key wrapper is to make the base game keybinds follow those rules.

note: not all addons that set keys via MCM implement the MCM multibind system. All of mine do.

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BitoOblib
BitoOblib - - 249 comments

Understood ! Yeah it makes sens, now I think of it… ^^
Thanks much for your time and explanation, I’ll do that.

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