KCD2 key binding
A lightweight plug-in that resolves conflicts between custom keybinding mods in Kingdom Come: Deliverance 2. Since the game only supports one keybindSuperactions.xml file, the plugin will automatically merge the keybindings of all installed mods into a single, conflict-free file when the game is launched.
Screenshots 4 screenshots
About this mod Machine translation
A lightweight plug-in that resolves conflicts between custom keybinding mods in Kingdom Come: Deliverance 2. Since the game only supports one keybindSuperactions.xml file, the plugin will automatically merge the keybindings of all installed mods into a single, conflict-free file when the game is launched.
KCD2 Keybinder
🎮 About this mod
In Kingdom Come: Deliverance 2, mods that add custom keybindings often conflict with each other because the game only supports **one** `keybindSuperactions.xml` file.
Often, the last mod loaded overwrites other mods - causing you to lose keybindings.
**KCD2 Keybinder** solves this problem by automatically scanning all mods at game startup, merging their keybind definitions, and generating a unified `keybindSuperactions.xml` file.
This ensures:
- ✅ All mod keybindings are preserved and available in the game
- ✅ No more overrides or conflicts between modules
- ✅ Key bindings are neatly grouped and easy to manage in settings
- ✅ Everything is done automatically when the game starts - no manual settings required
It's lightweight, runs in the background, and works right out of the box!
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⚠️ IMPORTANT NOTE
KCD2 Keybinder **DOES NOT OFFER** GAMEPLAY BENEFITS. It's just a utility tool. It is only required if the mod explicitly requires handling keybindings. All it does is securely manage, merge, and organize keybindings.
**Note:** Unfortunately, it cannot merge **all** keybindings. Any keybinding mod that edits the `` element will break the merged file.
So if the mod just adds ``, that's fine.
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🆕 New features
Activate or deactivate the KCD2 Keybinder by adding or removing the `-keybinder` command in the game's "Launch Options". You only need to create keybindings when adding a new mod that implements keybindings. This allows you to enable or disable keybinds as needed without having to repeatedly modify the game files.
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🚀 Get started
- **Installation files**
- Extract the contents to the directory where KingdomCome.exe is located (usually `\KingdomComeDeliverance2\Bin\Win64MasterMasterSteamPGO`)
- The compressed package contains: `KCD2KeybinderPlugin.asi`, `dinput8.dll` (Ultimate ASI Loader) and `KCD2Keybinder.exe`
- **Important:** If any of these files are missing, the plugin will not work
- **Note:** If LuaDB is already installed, you can ignore `dinput8.dll` in the tarball as the file already exists in your directory
- **Configure startup options**
- Open game properties
- Add "-keybinder" to startup options
- **Start the game**
- Start the game
- Enjoy a clean, conflict-free control experience
The plugin (`.asi`) triggers `KCD2Keybinder.exe`, scans all modules and generates the `keybindSuperactions.xml` file in the standalone module. After that, game initialization continues as usual.
During this process, a small console window may briefly appear. With fewer mods installed, it's barely noticeable. It will automatically close once all mods have been scanned and the keybinding mod has been created.
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✨ Player Functions
- 🔧 Automatically add the mod's custom key bindings to the game key settings
- 🔒 Keep existing bindings intact when merging new bindings
- 📁 Ensure mod-specific keybindings are grouped appropriately and clearly
- 🎯 Seamlessly handles vanilla and mod keybindings
- 📦 Easy to set up out of the box - no need to manually edit XML
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📝 Notes
- KCD2 Keybinder **does not change** gameplay - it only manages keybindings
- Recommended for players using multiple keybinding mods or creating custom controls
- For modders, it provides a framework to safely add new keybindings without manually creating XML files
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🛠️Modder's Guide
If your mod contains Lua scripts that define commands that require new keybindings (such as Infinite Saves II or Camping), this plugin eliminates the need to manually create `keybindSuperactions.xml` or `defaultProfile.xml`.
Use the example in your script:
```lua
--- @bindingCommand hw_toggle _xm …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.