Steam Input breaks after launching into game with a controller layout that uses a custom action set layer (21-Nov-2024 patch)

irover

New member
Hard to describe. Loaded up Deadlock, controls weren't working as expected on the main menu. Figured it was like the last Steam Input borking, so I loaded up Sandbox -- but this did not fix things. In fact, it revealed that none of my regular controls were working in-game, but that an Action Set Layer was in effect, and that none of my regular/non-overwritten button inputs would work. The same issue persisted through the In-Game menu, as well as, interestingly, through the Steam In-Game overlay.

WORKAROUND: I managed to (temporarily) fix this issue by going into my Steam Input config, backing up my control scheme exactly as it was on lauch (i.e. with the Action Set Layer which appeared to be stuck on by default, impeding standard non-overwritten button inputs in menus and even through the in-game overlay), and then deleting said Action Set Layer. This immediately resolved the problem, as I could once again diddle the right-trigger to fire, click, etc. With the game still launched, I could even revert to the seemingly-problematic controller scheme without further issue for the remaining game-launch session.

However... I found that booting back into Deadlock with my "problematic" (i.e. custom-action-set-layer-bearing) control scheme in-place appears to recreate the issue. Nevertheless, switching to my post-custom-action-set-layer-deletion layout, then switching back to my original layout (""), once again fixes the problem immediately.

Seems worth noting that during the above controller woes, I was able to access the In-Game menu via my controller through a button chord, though none of my standalone button inputs would work. Moreover, while at the In-Game menu, I could not access the In-Game Overlay through two separately-held commands set under Deadlock's "In-Game Controls" action set (i.e. LB=Shift, RB=Tab), but I could open and close the In-Game Overlay through a Guide-Button Chord. Which makes me wonder if discrete inputs are affected differently than chorded inputs, under the above circumstances..?

sry I truly don't know how to phrase it any more concisely. :^)
 
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Addendum: can't fathom slork how to describe it, but my in-game controls are also busted in various ways, e.g. a dually-bound Jump/Zipline button-input no longer works, inputting a left-click (bound to R-Trigger) while perusing the shop inexplicably opens the game chat (all)... Core functionality appears otherwise unaffected. Maybe dual-binds/same-layer overbinds (non-chored) are also being affected by the most recent patch?

EDIT: the issue of "[opening] the game chat (all)" was fixed by rebinding right-trigger from "Select" (problematic) to {LButton}//"Left Click" within the "In-Game Controls" action set. The jump/zipline overbind was fixed by rebinding that key to {Space}.
 
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