Remapping Keys and Fix for Incorrect On-Screen Prompts

GHub Platform · Гайд · 0 ответов · 17 просмотров

I recently started playing Lost Planet 3 for the first time and my first impressions were positive. However, like many people I did not like the default key configuration, but the game does not have a great rebinding menu built into it. This led me to search online for a solution, which directed me to the KeyMappings.ini file. After remapping my controls using this file I noticed that some of the actions I had remapped were still functioning not only with the key I mapped them to, but also with the key they were previously mapped to and the on-screen prompt was showing the previous key. For example in the following picture the key is being shown on screen to pick up an Audio Log. This is after I have remapped the action to the [E] key using the KeyMappings.ini file. Original Audio Log Prompt: In this instance both the [E] key and the key could be used to pick up the Audio Log. This led me to question why this is the case and eventually find the answers contained in this guide. The following files will be used/referenced in this guide. The file paths are included to make them easier to find if you wish to modify them. I highly suggest making backups of any files you are going to change something in before doing so. This will allow you to use the original file in case something goes wrong that causes issues with the game. All these files can be opened/edited with a text editor such as Notepad. I personally use Notepad++. LostPlanetInput.ini %USERPROFILE%\Documents\My Games\LostPlanetGame\LostPlanetGame\Config\LostPlanetInput.ini LostPlanetUI.ini %USERPROFILE%\Documents\My Games\LostPlanetGame\LostPlanetGame\Config\LostPlanetUI.ini KeyMappings.INI <Install-folder>\steamapps\common\Lost Planet 3\Binaries\Win32\KeyMappings.INI LoadingTips.int <Install-folder>\steamapps\common\Lost Planet 3\LostPlanetGame\Localization\INT\LoadingTips.int LostPlanetGame.int <Install-folder>\steamapps\common\Lost Planet 3\LostPlanetGame\Localization\INT\LostPlanetGame.int Subtitles.int <Install-folder>\steamapps\common\Lost Planet 3\EngineSP\SPEngine\Localization\INT\Subtitles.int SPGameUI.int <Install-folder>\steamapps\common\Lost Planet 3\EngineSP\SPEngine\Localization\INT\SPGameUI.int So why is the action for picking up the Audio Logs in the previous example being mapped to two different keys? Come to find out KeyMappings.ini is not the only file that controls what keys an action is mapped to. LostPlanetInput.ini also contains key mappings within it and what appears to be happening is every time the game is launched KeyMappings.ini is checked and the mappings contained within get dumped into LostPlanetInput.ini and this is the actual file the game uses for the key mapping. However, if something has been changed it does not always remove/overwrite the previous mappings and instead just adds to them. This is why an action can be assigned to multiple keys even after reassigning them in KeyMappings.ini. For example here are a few bindings in the original KeyMappings.ini file: [Commands] <Strings:LostPlanetGame.Commands.Pickup>=GBA_PickupItem,P, <Strings:LostPlanetGame.Commands.SwapWeapon>=GBA_DropSwapWeapon,P, <Strings:LostPlanetGame.Commands.PickupCourier>=GBA_PickupUseCourierItem,P, <Strings:LostPlanetGame.Commands.PlantBomb>=GBA_PlantBomb,P, And here are my modified key mappings: [Commands] <Strings:LostPlanetGame.Commands.Pickup>=GBA_PickupItem,E, <Strings:LostPlanetGame.Commands.SwapWeapon>=GBA_DropSwapWeapon,E, <Strings:LostPlanetGame.Commands.PickupCourier>=GBA_PickupUseCourierItem,E, <Strings:LostPlanetGame.Commands.PlantBomb>=GBA_PlantBomb,E, As you can see in the original KeyMappings.ini file the key is used for several actions and in my version it is not used at all as everything used to be used for [E] is now used instead. So what's going on with the LostPlanetInput.ini file that's causing these undesirable results? The section of this file we're interested in is at the very bottom of the file under the header: [LostPlanetGame.LPPlayerInput]. The lines we want to look at will be at the very bottom of this section. The original version should have a line that looks something like this: Bindings=(Name="P",Command="GBA_PickupItem | GBA_DropSwapWeapon | GBA_PickupUseCourierItem | GBA_PlantBomb", Control=False, Shift=False, Alt=False, bIgnoreCtrl=False, bIgnoreShift=False, bIgnoreAlt=False) The problem is this line does not get deleted from LostPlanetInput.ini after reassigning these actions to the [E] key using KeyBindings.ini. So these actions get assigned to both. The modified version will have lines that look something like this: Bindings=(Name="E",Command="GBA_Use | GBA_DoGeneralInteractionOperation | GBA_UsePerk | GBA_DoHackDeployableOperation | GBA_CancelMatinee | GBA_ReviveIncapacitated | GBA_PickupItem | GBA_DropSwapWeapon | GBA_PickupUseCourierItem | GBA_PlantBomb", Control=False, Shift=False, Alt=False,bIgnoreCtrl=False, bIgnoreShift=False,bIgnoreAlt=False) Bindings=(Name="P",Command="GBA_PickupItem | GBA_DropSwapWeapon | GBA_PickupUseCourierItem | GBA_PlantBomb", Control=False, Shift=False, Alt=False, bIgnoreCtrl=False, bIgnoreShift=False, bIgnoreAlt=False) As you can see the PickupItem, DropSwapWeapon, PickupUseCourierItem, and PlantBomb actions are now assigned to both keys. This is why both keys work to pick up the audio logs and why the on-screen prompts are incorrect as it causes the game to have to pick a key to display and in my case it chose the original binding. The fix for this is to delete the entire line with the bindings for the key. This will then leave only the [E] key as having these actions assigned to it. After deleting the entry for the prompt should now look like this in game: New Audio Log Prompt: Now that we know the relationship between KeyMappings.ini and LostPlanetInput.ini my suggestion is if you modify KeyMappings.ini and have any issues with keys not working as intended or prompts being incorrect also search LostPlanetInput.ini and look for any actions that are mapped incorrectly. There are also prompts that can appear incorrectly due to them not being written correctly in the original files. For example in the original KeyMappings.ini file, using the default controls, you can see that the action GBA_ChangeAmmo is assigned to the [C] key. This will change back and forth between the standard pistol ammo and the tagger ammo once you acquire it in game. However, the prompt in the game will display: HOLD [R] TO SWITCH TO SPECIALTY AMMO This is because the prompt is written incorrectly within the LostPlanetGame.int file, which we'll talk more about later in this guide. But for now we'll just use this as an example of why some other prompts are incorrect. The line is written like this in LostPlanetGame.int: SAMMO=HOLD <InputCallouts:GBA_Reload> TO SWITCH TO SPECIALTY AMMO The reason the prompt is showing to use the [R] key instead of the [C] key like it should is because this line is saying to show the key for the action GBA_Reload, which is the key that is assigned to reloading the weapons. It should show the key assigned to the action GBA_ChangeAmmo, which in the default control configuration is the [C] key. It should look like this to accurately reflect how the ammo is switched: SAMMO=PRESS <InputCallouts:GBA_ChangeAmmo> TO SWITCH TO SPECIALTY AMMO With this change made the prompt in game will now display the correct key. It will look like this in game: PRESS [C] TO SWITCH TO SPECIALTY AMMO With that sorted out let's take a look at why the prompt to rotate the claw arm on the Utility Rig is displayed incorrectly in game. In this section we'll be looking at two files: LostPlanetUI.ini LostPlanetGame.int The first file we won't be changing anything in, just looking at it because I believe a line is this file is the reason the prompt is either incorrect or not being used in the fir

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GHub Platform · автор26.08.2026, 00:04:26

I recently started playing Lost Planet 3 for the first time and my first impressions were positive. However, like many people I did not like the default key configuration, but the game does not have a great rebinding menu built into it. This led me to search online for a solution…

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