MikhailKillsZombies-Rebinds_Mod icon

Rebinds Mod

Modular keybind menu with wheel-zoom mode, stick swap and separate controller camera-axis inversion options.

Last updated a day ago
Total downloads 16
Total rating 0 
Categories Mods AI Generated
Dependency string MikhailKillsZombies-Rebinds_Mod-0.1.16
Dependants 0 other packages depend on this package

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2305 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2305

README

FATE Rebind 0.1.16

Input customization by MikhailKillsZombies.

Install

Close the game and replace the previous Rebind version in r2modman with FATE_Rebind-0.1.16-Thunderstore.zip. Keep BepInExPack enabled and Start modded. Open Controls. Input still switches automatically between keyboard/mouse and controller views, with no changes to the confirmed wheel-scroll behaviour.

Camera options

Use scroll wheel for zoom is a checkbox in keyboard/mouse Controls, enabled by default. When enabled, wheel up/down zooms and all Zoom in/out binding rows are hidden. Stored zoom-button bindings are kept but ignored in wheel mode. Switch it off to reveal keyboard/mouse zoom-button bindings; wheel input then does not zoom. Wheel movement is configured with this option, not captured into individual zoom binding cells. Old wheel slots show Unbound in button mode.

Controller Controls has independent Invert camera left/right and Invert camera up/down checkboxes alongside Swap sticks. Default left/right input is corrected; enabling its checkbox reverses it. Up/down changes the vertical camera stick axis (zoom in FATE). Both options work with either stick layout and leave movement, menu navigation, right-stick list scrolling and keyboard/mouse inputs unchanged. All checkboxes save automatically and apply immediately.

Zoom keeps native smoothing/limits. No other mod or game files are modified. In-game validation remains pending user testing.

Cleaner screens

Both views now show their actions in one scrollable list. Category/provider pages and the large controller reference diagram are removed; section headings group all available actions in place. Keyboard/mouse retains global search.

Camera options use native-style checkboxes. Controller binding cells display the game's button pictograms, with + for an empty slot. Primary and secondary inputs are separate selectable cells. Compact icon hints replace the long repeated instructions. Icons/checkmark artwork are loaded from the game, not redistributed. An unsupported/missing icon falls back to a short input label.

The Back buttons are removed from both tabs. Use the game's normal tabs; LB/RB switch tabs with a controller. B (or Escape) closes the whole pause menu outside capture/confirmation. There is no F10 window.

Complete controller button assignments

Every supported vanilla button action now has two controller slots, including those without a factory controller assignment. This makes 30 controller button actions editable, 10 more than the previous factory-only list. Keyboard/mouse keeps its 32 logical action rows. Gamepad-only stick axes remain under Swap sticks and do not expose dormant keyboard WASD walking.

Existing assignments keep their stable IDs. New unassigned controller slots use the game's Gamepad binding group and stable per-action IDs. Mods must explicitly register live actions; no absent mod or movement feature is simulated.

Controller interaction

  • D-pad/left stick up/down selects rows. Left/right chooses primary/secondary.
  • A toggles the checkbox or starts capture on the selected binding cell.
  • Tap the new button, then wait about one second. Hold B for about 0.7 seconds to cancel capture; a short B tap remains assignable. Escape also cancels.
  • X clears the selected binding. Y restores both defaults on the action.
  • Right stick up/down scrolls smoothly. Focus follows the visible list so A never edits an action left off-screen by scrolling. This remains physical right-stick scrolling even when gameplay sticks are swapped.
  • LB/RB switches vanilla tabs. B closes the pause menu outside capture/conflicts.
  • In a conflict dialog, D-pad chooses Keep both, Swap or Cancel; A confirms and B cancels. Icons in the footer show the commands for the current state.

Test checklist

  1. Check the single list, checkbox and actual button icons; scroll with RS.
  2. Use LB/RB to move to Journal/Options and back without a Back button.
  3. Assign a controller key to a previously keyboard-only action such as Spellbook or Stats & skills. Verify it works in gameplay and survives restarting.
  4. Test primary/secondary capture, clear, reset, conflict handling and tap/hold B.
  5. Test Swap sticks and confirm keyboard/mouse assignments remain unchanged.

Storage and verification

Preferences remain at BepInEx/config/ZombieGhost.Rebind/bindings.xml. Stick swapping has a separate key; no native game input files or assemblies are edited. The startup-safe runtime driver and native cursor ownership are retained.

Both loader builds and offline tests pass: persistence, stable/idempotent binding plans, 32 keyboard and 30 controller action pairs, native icon fields/checkbox, right-stick scroll bounds, native tabs, cursor ownership and lifecycle contracts. Gameplay input, the new layout/icons and hardware navigation still require user testing. No game was launched or controlled and this ZIP was not auto-installed.

Uninstall through r2modman with the game closed. Keep the config folder to retain your assignments. API documentation and a generic integration example are included.