Virtual Keyboard & Mouse
Some mods never register a KeyMapping — they only watch the physical keyboard or mouse. Virtual KBM lets the gamepad inject real key events (Shift, Escape, Page Up/Down, mouse buttons, the scroll wheel) without turning them into Control Flex actions first.
How to Use It
- In Key Mapping, find the Virtual KBM section and add an entry: press the keyboard/mouse key you want to inject (e.g. Escape or the wheel).
- Then bind a controller combo to it on any layer (a single button or a chord) and enable that layer.
- Entries enable per layer: the same physical key can fire only on Main, only in GUI, or both — the shipped defaults are written that way (see the table below).
Special Behaviors
- Scroll wheel: a tap scrolls one notch; holding repeats — one notch per 100 ms by default, configurable.
- GUI back is a real Esc: B in a screen sends a physical Esc, identical to clicking Esc with a mouse — mod screens that reject gamepad input still close properly.
- Never types into chat: injected keys do not enter chat or text fields.
Careful: an injected key can fire alongside an existing action binding (e.g. LT both runs a Control Flex action and injects Left Shift). Watch for overlaps and put them on different layers when needed.
Defaults (Basic Template)
| Physical key | Layers | Notes |
|---|---|---|
| Escape | GUI (via the back binding) | Lets Esc-only screens close |
| Left Shift | Main · Overlay · GUI | Bound to LT on the GUI layer (quick move / stacking) |
| Page Up / Page Down | GUI | Paged mod screens |
When to Reach for It
Work down this list: (1) the mod's keys are in KeyMapping → just use them (auto-discovery); (2) wrong layer or stick behavior → add a rule in Mod Adaptation; (3) only physical keys are read → Virtual KBM; (4) the mod bypasses KeyMapping entirely → it needs a bridge mod (see the bridge mod docs).
Related: Cursor & GUI and Mod Compatibility (the full troubleshooting checklist).