I apologize for the harsh tone of part of the original content of this post.
Sylver wrote:To answer your question of why we need the text files, it's simply because you need them to manually load in the binds from a file when you first log in each character. Originally the files were virtualized by ISBoxer and auto-loaded, but this process no longer works under Neverwinter and hasn't since beta. But before you start loading them in...
I just tested this *right now*, and it all works as I originally described.
Sorry.
ISBoxer does correctly virtualize the files and this has worked since beta. I apparently failed to describe it well enough for people to follow early on and the confusion has remained for a long time. Maybe I can explain it well enough this time, and provide enough details... but first, thanks Sylver for putting in so much work helping people multibox Neverwinter -- I don't mean to demean that by contradicting you here, but some minor changes in the process that has been shared are necessary to take advantage of the system.
Note: The only thing that does not work is auto-loading binds via the Launcher command-line option. If you replace the / with a - (noting that the available command-line options start with -, like -CommandLineFile, -game_demo, etc), says this:
- Code:
Trying to execute non-command-line command <<bind_load_file>> on the command line
Now, as far as the virtualization, here is what happens... You Export to Inner Space, and ISBoxer creates:
1. An EMPTY, ZERO-LENGTH, isboxer-binds.txt. This is absolutely, 100%, correct. This must exist for the virtualization portion to happen.
2. Character-specific files, isboxer-CHARSET-CHAR-binds.txt
Then, any time the game attempts to access isboxer-binds.txt, it is redirected to isboxer-CHARSET-CHAR-binds.txt. So, /bind_load_file isboxer.txt, is going to load isboxer-CHARSET-CHAR-binds.txt instead. Is this working? Yes. Yes it is.
That's all the same as Star Trek Online, which I did a video for, including a demo of loading the binds once in game.
First of all lets make sure I have the naming down correctly, from the photos and guide I have done this when creating a new character:
Name of character in the character list: char@account
Actual character name: char
Game Server name:
Account name: email address of account
Sub-account name:
From this I get a binds file called
isboxer-charset-char@account-binds.txt. If I open that file I see the line that says
Control+Delete "unbind_all$$bind_load_file isboxer-charset-char-binds.txt"
from this you can see that the actual bind doesn't include the @account part. I have created new files with the correct names but realise this only affects when doing CTRL+DEL in game.
The "Actual character name" is used when generating your macros, because it is expected to be what is required to deal with your character in-game. The "display name" is used when creating the bind filenames. In other words, if you want your generated Macros to include the @account, put that in the Actual name field!
Regardless, the macro works perfectly fine as this, and this is what I would recommend replacing it with...
- Code:
Control+Delete "unbind_all$$bind_load_file isboxer-binds.txt"
... because that is the intended way to do it using the virtualization, and it works correctly. Yes. Yes, it does.
I tested it just now, and so can you. Here's a relatively simple test.
1. Export to Inner Space and open up the Neverwinter\Live folder, and find the isboxer-binds.txt files.
2. Open up whichever isboxer-charset-char-binds.txt you want to test with
3. Replace the isboxer-charset-char-binds.txt in your Control+Delete line with isboxer-binds.txt
4. Manually add in something like F2 "bind_save_file mybinds-test.txt"
5. save the file
6. IN THE GAME, enter in
/unbind_all and then
/bind_load_file isboxer-binds.txt7. Press F2 in the game.
8. Observe that mybinds-test.txt now exists in the Neverwinter\Live folder, with your binds in it.
You can further test that your Control+Delete macro works, using only isboxer-binds.txt, by making another change manually to the file. Press Control+Delete to re-load it, press F2 to re-save it to mybinds-test.txt, and observe that your isboxer-charset-char-binds.txt file is duplicated into mybinds-test.txt, despite not having manually entered the full "isboxer-charset-char-binds.txt" anywhere in-game.
I believe that 99% of the confusion around this has been related to the game's online storage of macros, combined with not using "unbind_all" before loading a bind file. I think there is less confusion about that part now, which is why the reload macro uses unbind_all.
Hope that clears this up.