blerp blerp I kind of did a thing
I've been messing around with using a controller to play since the getting the game last week, and I think I've finally worked out the best "universal standard" to make all classes completely playable.
right click to save; runs on XPadder 5.7, 360 Controller imageBasics:Back button is right-click toggle. It needs to be active in order for the camera to turn. I've noticed after activating vistas, changing to a new zone and during cutscenes it will lose recognition. Just cycle the toggle (press twice) to get everything going again. If you alt-tab away from the game with the button still toggled on you wont be able to use your mouse until right clicking with it (which will require another toggle cycle when you get back to the game) so it can be a bother if you don't remember to toggle first. This is definitely the weakest link of the conversion.
Any button with two key assignments has the first set to press (any input between .05 - .2 seconds) and the second to hold (.21 seconds, should release automatically at .5 seconds). This was almost directly lifted from other people's layouts and seems to be the best middle ground between delay and consistency.
Bindings:Everything is set to default control scheme except the following:
Friendly Targeting is bound to '[' - nearest ']' - furthest
Sheath Weapon is bound to 'Num0'
The shoulder buttons may need to be swapped since I'm using a PS3 controller emulating a 360 controller. F and M1 are probably most comfortable on bumpers.
The camera controls are inverted
This includes a button for every power slot I've seen exists (if any classes have more than 4 job skills active at a time than
) but very few 'comfort features'. Since he only has one job skill, I've been able to work autorun, walk and about-face onto my rogue's set-up. It shouldn't be too much of a hassle to edit for personal preference.
If anyone knows more about XPadder and thinks they can make this work better please let me know.