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Features

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

  1. 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).
  2. Then bind a controller combo to it on any layer (a single button or a chord) and enable that layer.
  3. 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

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).