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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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Sea Lord
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It's a two-step process. First, you edit the commands.cfg and assign every command you need to a key binding. If you don't want to edit the file directly, you can just use Setkeys or SH3-GWX Setkeys v1.3. (Google and it shall be given unto you.) The second one kies - it works fine with any installation, not just GWX. Now, you have to edit the SH3Speech files. Make sure that all the key combinations you use are listed in key_codes.csv. Then define your new key bindings in key_commands.csv. Add any new commands you want to use. (There is no command to "Open hatches" in stock SH3Speech, for example.) The open voice_commands.csv and make sure the command IDs are all correct. Again, add any new voice commands you want to use ("Shut the doors!") and tie them to the new command IDs you defined in key_commands.csv. Drop all these edited .csv files into the appropriate folder in SH3Speech. (I'd suggest setting up a new .csv folder.) Now make your new commands.cfg into a mod. Make a folder path My_keyboard/Data/Cfg/commands.cfg. Drag My_keyboard into JSGME and activate it last. To debug your new keyboard setup, remember that SH3Speech can be reloaded while SH3 is running, with no harmful effects. When you find an error in voice command actuation, ALT-TAB out of SH3, close SH3Speech, and fix the error. Then relaunch SH3Speech, resume SH3 and continue your test. The whole project should take an hour or so.And then you will have a keyboard that will work with all your mods and with SH3Speech. I have done this for my own setup. I would offer to share it, but it is unique to my own mod list, so may not work for you. Good luck and good hunting. |
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Tags |
1920x1080, gwx, help with mod, new_interiors, speech |
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