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ActualBP

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Cross posting this from reddit, figured I would post to help anyone struggling with keyboard shortcuts.

So I'm trying to work on a keyboard shortcuts mod to revert some stuff back to EU4 style (no WASD camera, D for detach siege, etc.), but having a bit of trouble because it appears the shortcuts file isn't loading in a mod folder. If I figure out why this is happening, I'll simply delete this post and upload as a mod.

For the time being though, you can directly edit the game file and not change the checksum (meaning it will be Ironman-compatible).

Location of the shortcuts file:
Code:
(GAME FOLDER)/game/gui/shortcuts.shortcuts

Be sure to create a backup copy of the vanilla file!

Changing Shortcuts
The keys used as values are pretty straight forward, essentially the face (e.g. "F1" is the F1 key, "a" is the A key) is used as a value. At the end I'll go over a few of the nuances I've found with modifiers and special keys.

Miscellaneous Actions
Lines 2-7 are various controls, I leave these alone. If you want to change the pause button (some people don't like mashing the space bar), it's on line 5.
Code:
pause = "SPACE"

Speed Controls
Added in hyphen and equals. I use an MMO mouse, so controlling the speed with my thumb is great.

Lines 8 and 9:
Code:
increase_speed = "=,KP_PLUS"
decrease_speed = "-,KP_MINUS"

Top Bar Controls
I have actually left these alone. I prefer the function keys over the number keys (unlike EU4 tabs) so I can assign numbers to my units. If you wish to change them, they are lines 12-22. You should be able to use number keys without issue, although I'm not sure how this would overlap with units. The mercenary pane doesn't seem to be correctly bound to the top_bar_11 action, so F11 doesn't do anything.
Code:
top_bar_1 = "F1"
top_bar_2 = "F2"
top_bar_3 = "F3"
top_bar_4 = "F4"
top_bar_5 = "F5"
top_bar_6 = "F6"
top_bar_7 = "F7"
top_bar_8 = "F8"
top_bar_9 = "F9"
top_bar_10 = "F10"
top_bar_11 = "F11"

Map Modes
This one is more personal taste. I changed around the first few to how I'm used to using in EU4, mostly similar to Arumba's style. Some modes use a SHIFT modifier and a CTRL modifier, which I feel makes a lot more sense then trying to reach my hand across the keyboard to hit Ctrl+I for example.

To make things easier, I added comments to know which number corresponds to which mode. For ease of reading, I also removed the dev comment on line 33 which acknowledges they should have a modular map mode slot system like EU4.

I use the new "terrain" mode as my default "political" mode (as EU4 players are used to). You can swap this with Political if you want, that mode is a bit more opaque.

Lines 24-41:
Code:
map_mode_1 = "w" #Terrain
map_mode_2 = "q" #Simple Terrain
map_mode_3 = "shift+w" #Political
map_mode_4 = "y" #Culture
map_mode_5 = "u" #Religion
map_mode_6 = "shift+q" #Provinces
map_mode_7 = "shift+t" #Trade Goods
map_mode_8 = "p" #Population
map_mode_9 = "e" #Diplomacy
map_mode_10 = "alt+w" #Barbarian Power
map_mode_11 = "t" #Trade Route
map_mode_12 = "ctrl+p" #Player
map_mode_13 = "i" #Fortifications
map_mode_14 = "ctrl+q" #Region
map_mode_15 = "r" #Supply
map_mode_16 = "o" #Civilization
map_mode_17 = "shift+e" #Opinion
map_mode_18 = "ctrl+e" #Unrest and Loyalty

Unit Shortcuts
Since I'm not using a WASD camera, I restored the EU4 shortcuts (D for detach siege, S for split in half, etc.). For ease of reading, I also removed the dev comment on detach siege (line 44).

Lines 43-48:
Code:
consolidate = "k"
detach_siege = "d"
split_half = "h"
reorg_units = "b"
force_march = "m"
merge_units = "g"

Screenshot
Since F11 is used for the top_bar_11 function, I just moved this one to F12.
Code:
screenshot = "F12"

Camera Controls
Simply removed WASD from camera controls here.

Lines 52-55:
Code:
camera_up = "UP"
camera_down = "DOWN"
camera_right = "RIGHT"
camera_left = "LEFT"

Key Values
In this section I've compiled some helpful info on key values so you can get the right keys in your shortcuts.

PLEASE NOTE: I use an American standard QWERTY keyboard, anyone outside of this area might be able to help by testing special accent key values and I'll add to this list.

Some special values appear to be capitalized, some others don't. I'll have to test if this makes a difference or not.

Alphanumeric Keys + Hyphen and Equals
Pretty simple, use the lower-case, face value of key. NOTE: these do NOT include the numpad keys, those are in a separate section.
Code:
Letters (a-z, no accents):
* A key is "a", B key is "b", and so on
Numbers: this is for the top bar only!
* Zero is "0", One is "1", and so on
Hyphen: "-" (note, this is NOT the numpad minus!)
Equals: "=" (note, hitting shift does NOT make this the numpad plus!)

Function Keys
Also pretty straight forward here. Note that F11 is the screenshot key (if you're changing the top_bar values). NOTE: this does not factor in the FN button on your keyboard if you use one!
Code:
F1-F12:
* F1 key is "F1", F2 key is "F2", and so on

Special Keys
Be careful with these, some of them appear to have hard-coded functions.
Code:
Enter: "RETURN" (not sure if this includes the numpad)
Backspace: "BACKSPACE"
Tab: "tab"
Escape: "ESCAPE"

Navigation Keys
I still have to test values for the PAGE keys.
Code:
Up Arrow: "UP"
Down Arrow: "DOWN"
Left Arrow: "LEFT"
Right Arrow: "RIGHT"
Home: "home"
Delete: "DEL"
Insert:
End:
Page Up:
Page Down:

Numpad Keys
There are still some missing values here, I'll be sure to test and post if I figure it out.
Code:
Numpad Plus: "KP_PLUS"
Numpad Minus: "KP_MINUS"
Numpad Divide:
Numpad Multiply:
Numpad Return:

Modifiers
You can modify a key value by adding "modifier+" to the value.
Code:
Control: "ctrl+___"
* Example: Ctrl+Q is "ctrl+q"
Shift: "shift+___"
* Example: Shift+Q is "shift+q"
Alt: "alt+___"
* Example: Alt+Q is "alt+q"

Multiple Keybinds
From what I can tell, you can have secondary bindings with any shortcut. Experiment with this however you will. I will test to see if you can have three or four, not sure who would use it but always good to know. Simply separate values in the quotes by a comma, and it appears to queue them up. The tooltip appears to only use the first value.

Syntax:
Code:
function = "first_value,second_value"

Bonus: Blank Map Mode Lines
You can use these lines to fill in your map modes (I used this for the above area to make sure I didn't leave any keys out).
Code:
map_mode_1 = "" #Terrain
map_mode_2 = "" #Simple Terrain
map_mode_3 = "" #Political
map_mode_4 = "" #Culture
map_mode_5 = "" #Religion
map_mode_6 = "" #Provinces
map_mode_7 = "" #Trade Goods
map_mode_8 = "" #Population
map_mode_9 = "" #Diplomacy
map_mode_10 = "" #Barbarian Power
map_mode_11 = "" #Trade Route
map_mode_12 = "" #Player
map_mode_13 = "" #Fortifications
map_mode_14 = "" #Region
map_mode_15 = "" #Supply
map_mode_16 = "" #Civilization
map_mode_17 = "" #Opinion
map_mode_18 = "" #Unrest and Loyalty
 
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The top_bar_11 functionality is commented out (line starts with #) in the file assigning them to the action. I don't have access to the game files at the moment but I think it was one of the files named "frontend_****" (**** may have been main-something or singleplayer), but I may remember it wrong. If you want to use a keybinding for mercs you may want to make sure you don't use the same as for screenshots though.
 
Editing hotkeys is not Achievement compatible, which IMO is ridiculous. Recently I bought a tenkeyless keyboard and I wanted to change the increase speed hotkey to be "=" instead of "+" since the game doesn't recognize the "+" sign if recorded on macro via pressing "SHIFT" plus "=" (which is in fact the "+" sign). So I edited the shortcuts.shortcuts file in GUI folder and I couldn't get any achievements just because i wanted to change one hotkey... I think it is either time to make at least editing the shortcut files to not change the checksum or to add a in-game hotkey options which also would not temper with checksum. This way both SP and MP can enjoy personalized experience.