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Cyberwise Hotkeys

Organization
zenobi-us
cyberwise-hotkeys

Find what every key is actually bound to on a modded Cyberpunk 2077 install, across the five separate stores that hold bindings, and generate a hotkey cheatsheet from what is really on disk. Also reads a Corsair iCUE mouse profile and joins each thumb button to the keystroke it sends and the binding that keystroke actually has. Use when asked what a key or a mouse button does, whether a key is free, how to rebind something, why a mouse button does nothing in game, or for a keybind reference or cheatsheet.

Overview

Publisherzenobi-us
Repositorydotfiles
Skill namecyberwise-hotkeys
Stars
67
Forks
6
Bundled files
7
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 7 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by zenobi-us on GitHub. Read the source before you install it.

Installation

Install the Cyberwise Hotkeys AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/zenobi-us/dotfiles.git /tmp/dotfiles
mkdir -p .claude/skills
cp -r /tmp/dotfiles/files/devtools/agent/bundles/developer/skills/game-dev/cyberwise-hotkeys .claude/skills/cyberwise-hotkeys
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Cyberwise Hotkeys in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Cyberwise Hotkeys on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Cyberwise Hotkeys is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Cyberwise: input bindings

Verified: Cyberpunk 2077 patch 2.31 - August 2026 Re-check after a patch: Confirm the merged input cache is still regenerated at launch, and that CET still packs virtual-key codes at bits 48-55. Both are internal formats with no compatibility promise.

Load cyberwise alongside this for the method rules - in particular never quote a mod's shipped defaults as the user's configuration, of which this whole topic is the worst case.

Get-Hotkeys.ps1 reads all five stores in the right precedence, so use it rather than transcribing by hand. If you are decoding a packed CET value yourself, check the patch first - the bit layout is an internal format:

powershell
(Get-Item "$GameRoot\bin\x64\Cyberpunk2077.exe").VersionInfo.ProductVersion

The CET overlay will not open

Five hours, once. It is a checklist now. Work it in this order - each step rules out a layer, and the cheap ones come first.

1. Is anything else attached?

powershell
tools\Get-Hotkeys.ps1 -Devices

More than one physical keyboard is the finding. See the front-door skill for why a keyboard that is switched off still counts.

2. Is the key free, and is the binding a single key or a chord?

powershell
tools\Get-Hotkeys.ps1 -CheckKey Delete

Then decode what CET actually stored. bindings.json packs a chord into four 16-bit slots, most significant first:

powershell
$v = (Get-Content '<game>ind\plugins\cyber_engine_tweaksindings.json' -Raw |
      ConvertFrom-Json -AsHashtable).cet.overlay_key
0..3 | ForEach-Object { [math]::Floor($v / [math]::Pow(2, 48 - 16*$_)) % 65536 }

46, 0, 0, 0 is Delete alone. 255, 46, 0, 0 is the failure: VK 255 is HID filler, and a stored chord never matches a plain keypress. Use -AsHashtable - bindings.json has keys differing only in case and ConvertFrom-Json throws without it.

3. Did CET's render layer ever start?

powershell
Select-String '<game>ind\plugins\cyber_engine_tweaks\cyber_engine_tweaks.log' -Pattern 'D3D12::Initialize'

A working session logs D3D12::Initialize() - initialization successful! about a minute after the hooks complete. No line means the overlay has nowhere to draw - the key is fine and nothing will ever appear. Wait the full minute before concluding it is absent: the line is written late, and reading too early produces a confident wrong answer.

4. Does CET receive input at all? A CET mod with registerInput and a heartbeat, bound by editing bindings.json directly, answers this without the overlay. Log every press AND a periodic "still alive" line - otherwise silence cannot be told from a mod that never loaded.

5. Only then, the software. CET's four state files (bindings.json, config.json, persistent.json, layout.ini) are written by CET, not the mod manager, so they survive a purge and a reinstall. Moving them aside and letting CET regenerate is the whole configuration surface in one launch.

What this checklist is not for

Do not end it with a workaround. If the overlay is broken, CET is not the thing to stop using - it works for everyone else. Find the cause.

Never hand-transcribe a keybind. There are five stores.

They disagree on format, and only one of them holds what the player actually pressed last:

storeholds
r6\input\*.xmlper-mod defaults plus an overridableUI id
r6\cache\inputUserMappings.xmlthe merged output; the only place buttonGroup ids resolve
red4ext\plugins\mod_settings\user.inithe user's actual rebinds. Wins.
cyber_engine_tweaks\bindings.jsonCET hotkeys, as packed VK codes
cyber_engine_tweaks\mods\<mod>\**\*.jsonCET mods keeping their own config

The fifth is the trap. Nothing obliges a CET mod to use CET's registry, so a key can be live in game and absent from all four other stores. On one install that was three mods out of roughly 150 - and one of them was a night-vision toggle sitting on top of two other bindings, invisible to every generated sheet.

A binding you cannot find is not evidence the key is free.

user.ini is applied at runtime, so it is not reflected in the merged cache. Read the cache alone and you get the mod author's defaults and learn nothing about what the user changed.

The game's own claims are a sixth file - r6\config\inputUserMappings.xml. It is left out of a mods report by default because ~99 identical vanilla rows swamp it. That gate now governs DISPLAY only. It used to govern knowledge too, and the consequence shipped: with the switch off nothing in the harvested set claimed IK_MiddleMouse, so a mouse button sending Middle Mouse was printed as "nothing binds this key - does nothing in game", in red, on a sheet whose owner had labelled that button "Use Gadget". The game binds it to combatGadget out of the box. The sheet was not unhelpful; it was asserting something false in the style it reserves for findings.

New-HotkeySheet.ps1 therefore always harvests the vanilla mappings and then splits them: one set answers is this key claimed by anything, the other is filtered for display. A button whose key only the base game claims is shown with what the game does with it, attributed to the base game, and is never marked dead. If you add another "is this key bound?" question anywhere, ask it of the full set, not the displayed one. There is a sharper reason to keep it reachable: a mod can change what a vanilla mapping does without registering a key of its own, so the key somebody presses because of a mod can appear only there. Free-look leaning and consumable / grenade cycling ride LeanLeft_Button, LeanRight_Button, UseConsumable_Button and CombatGadget_Button - all vanilla, none declared by any mod. Hide base-game rows to cut noise and you hide exactly the rows the question was about.

Check the store is not empty before believing it. A binding store can silently lose its contents: every one of a mod's registered hotkeys read 0 in CET's bindings.json, unnoticed until the keys stopped working, and rebinding restored them. The cheap signal is the bound-to-total ratio over the whole file - 2 of 169 while broken, 9 of 169 healthy. Count before filtering zeroes, because the filter destroys the measurement. And the natural reading of "almost everything is 0" - this must not be where bindings live, look elsewhere - is wrong: an empty store and a wrong store look identical.

Full format detail is in the base wiki (cyberwise-wiki) under /input: the five stores, overridableUI linkage, buttonGroup indirection, ids that are not keys, the CET packing, per-mod json conventions, and both findings above. references/input-bindings.md indexes them and keeps the sheet-generation procedure.

One key, four spellings - never compare key NAMES

The stores do not agree on what a key is called, and every one of them is authoritative for its own file:

written asby
IK_Periodthe engine, in r6\input and r6\config
PeriodGet-Hotkeys base-game rows - the raw id minus its prefix
.Get-Hotkeys mod rows - prettified for reading
PeriodAndBiggerThaniCUE, which names a key after every glyph on it

Same for MiddleMouse / Middle Click / Mouse3, GraveAccent / ` / GraveAccentAndTilde, the brackets, minus and equals, and the numpad.

Comparing the strings answers a question about spelling while looking like it answered one about keys - and here, finding nothing is the dangerous result rather than the harmless one.

That is not theoretical. Until 2026-08-24 -CheckKey compared raw strings and was wrong in both directions at once: -CheckKey . found no base-game claim, -CheckKey Period found no mod claim, and the two contradicted each other while each looked authoritative. A gate that reports a taken key as free is worse than no gate - it is exactly how a test hotkey lands on quickload.

Key identity is therefore vocabulary-agnostic, and lives in ONE place: tools\KeyIdentity.ps1, dot-sourced by both Get-Hotkeys.ps1 and New-HotkeySheet.ps1.

powershell
. tools\KeyIdentity.ps1
Get-KeyIdentity 'PeriodAndBiggerThan'   # -> '.'   (compare these, never print them)
Get-KeyIdentitySet 'F1 / 1'             # -> 'f1','1' - a row can claim two keys

Three rules if you add a sixth store, or a second peripheral vendor:

  • Fold through Get-KeyIdentity - do not compare its strings, and do not start a second table. A copied table is right the day it is copied and drifts silently after, with both copies internally consistent and disagreeing.
  • The token is for equality only. Display keeps whatever each store rendered, because the pretty names are what make the sheet readable.
  • An unknown name folds to itself, never to nothing and never to a guess. A table that swallows what it does not recognise recreates the original bug: the unrecognised key claims nothing and reads as free.

A peripheral profile is a LAYER over the five stores, not a sixth store

The five stores answer what the game does when this key arrives. A programmable mouse answers something else entirely: which physical button sends that key.

The device performs no game action. A Corsair Scimitar, a Logitech G600, a Razer Naga - none of them tell the game a device button was pressed. They emit a keystroke, and the game or a mod then interprets it exactly as if it had come from the keyboard. Nothing in the five stores knows a mouse exists.

So a mouse profile can never be listed beside the harvested bindings as another set of controls. It has to be joined to them:

physical button → keystroke sent → what that keystroke is bound to

Print only the first two and you have printed the label the user typed into their vendor software months ago. That is a memory, not evidence: the label can be stale, the mod can have been rebound since, or the keystroke can be bound to nothing at all.

That last case is the finding. A button whose keystroke nothing binds is DEAD - it does nothing in game, and in the vendor configurator it looks identical to a working one. Nothing but the join will ever say so. On the install this was built against, one of twelve thumb buttons was dead: it sent = while the mod it was meant to drive was listening on '.

The vocabularies above have to be reconciled before the join lands, and skipping that reports every button as dead - iCUE's PeriodAndBiggerThan matches neither the . a mod row carries nor the Period a base-game row does. The sheet folds both sides through Get-KeyIdentity first; a hand-rolled comparison of any two vocabularies finds nothing.

A pad is an ARRANGEMENT, and the arrangement lives in the user's wiki

The join above says what each button does. It does not say where the button is, and on a thumb pad that is the property that makes the thing usable without looking down. "G7 sends ]" is a fact you have to read. "the middle key of the third column sends ]" is a fact you can feel.

Vendor software does not export the arrangement - iCUE says MouseG7 and stops. So the geometry has to come from somewhere, and it is not a table inside the tool. A registry of every peripheral, shipped with the code, is a database that rots: it needs an edit whenever anybody buys a mouse, it is permanently behind, and the one device it is guaranteed not to know is the one the person asking owns.

A device's geometry is a fact about one person's desk, like the machine profile already sitting beside it. So it lives in that person's user wiki bundle, conventionally <records>\Cyberwise\wiki\devices.md, and adding a device is a wiki edit rather than a release.

markdown
```device
match: SCIMITAR RGB ELITE     <- regex against the reported device name
name: Corsair Scimitar RGB Elite Wireless
surface: side keypad
columns: 4
rows: 3
origin: bottom-left           <- which corner holds the FIRST key
flow: column                  <- up a column, then to the next column
first: 1
prefix: G                     <- label = prefix + number, giving `G1`
count: 12                     <- when fewer keys than columns x rows
```

A corner plus a flow is the whole of "which way does the numbering run". Bottom-left + column means up, then rightwards; top-right + row means leftwards, then down. Nothing else is needed and nothing else should be added.

Irregular surfaces draw themselves with map: instead - one text row per grid row, top row first, . for a hole, a bare number taking prefix. Where both forms are present map wins, because a reader holding the device can check a picture and cannot check origin: bottom-left.

Nothing in the schema is mouse-shaped, deliberately. A Stream Deck, a macro pad and a thumb pad are one abstraction - a grid of physical keys, each mapped to an action - and a schema that only describes thumb pads has to be redesigned the first time somebody plugs in something else.

To add a device: write a block, run the sheet, look at the pad it draws. Nothing is rebuilt and no code changes.

Unknown devices degrade to the flat list, and that is the normal case. No bundle, no article, no matching block, or a block that will not parse each yield no geometry and the same list the sheet has always produced - most people own no programmable peripheral at all. Only a block that is present and wrong warns, because that is the one case where somebody is waiting for a grid.

tools\DeviceGeometry.ps1 is the reader (Get-DeviceGeometry -Name '<device>'); the format is documented for everybody in the base wiki at /input/describing-a-device-physical-geometry.

Two things every rendered key must carry, or the grid is just the vendor's configurator redrawn: the keystroke, and what that keystroke is bound to. That is also the only way a grid can show a dead button - and a physical layout is the best possible place to show one, because the useful fact is not "G8 is dead", it is "the one your thumb rests on is".

Draw only the seats that carry an action. A seat the profile never assigned costs a full cell to say "not assigned", which is a thing the owner knows, because they are the one who did not assign it. Leave it out - and because every key states its own grid coordinates, its position stays EMPTY rather than letting the keys after it slide up into the gap. The shape on the page is still the shape under the thumb, which is the entire reason for drawing a pad instead of a list.

A key whose keystroke is bound to nothing is the opposite case and must still draw, flagged. That one is a finding, and there is nowhere else it can be seen.

Hiding what you never press

A cheatsheet is only useful at a size you can take in, and on a large install most rows are things this player will never touch. So the sheet has a hide mode - the eye-off toggle in its header - and clicking any row or key in that mode takes it off the sheet.

The hard part is not the clicking, it is that the sheet is REGENERATED. A hidden set living in the page evaporates the next time it is built from disk, and the owner gets all of it back with no explanation. So there are two tiers, and only the second one is durable:

tierholdslasts
localStoragethe instant effectuntil the sheet is regenerated
sheet-preferences.md in the user wiki bundlethe real listfor ever

Same argument as the device geometry above, and the same bundle: what somebody wants on their own cheatsheet is a fact about them, not about Cyberpunk.

markdown
```sheet-hidden
binding: Kiroshi Night Vision | Toggle night vision | F3
button: G11
action: Skip radio song
```

<kind>: <field> | <field>, parsed with regex and string work like every other block this family reads - there is no YAML parser on a PowerShell 5.1 box. The same string appears in the article, in the page's data-hid, and on the generator's command line, so an entry cannot mean one thing in one place and something else in another. A line that will not parse is skipped, never guessed at: losing one entry is recoverable, hiding the wrong row is not, because nobody goes looking for a row they never noticed vanishing.

-Hide is authoritative, not additive. What is passed BECOMES the hidden set, so -Hide @() unhides everything and the page's own hidden list can undo itself simply by handing over a shorter list. That is what makes hiding reversible without anybody opening a file - and it is why the regeneration prompt has to carry the list and name the article. A regeneration that forgets it silently un-hides everything, which looks exactly like the feature not working.

No account name on a page built to be shared

A cheatsheet gets screenshotted. Every absolute path the sheet prints - in the prose, in the footer, inside the prompt meant to be pasted into a chat window - carries the home directory, and the home directory carries the username.

New-HotkeySheet.ps1 substitutes $env:USERPROFILE rather than ~, because the prompt's command still has to run when it is pasted back, and PowerShell expands the variable. Paths are de-named where they are built, and the whole page is swept once more before it is written; anything that survives is warned about at generation time rather than found by a reader.

Tools

powershell
tools\Get-Hotkeys.ps1 -GameRoot '<path>'          # every binding, all five stores
tools\Get-MouseProfile.ps1 -List                  # which iCUE profiles exist
tools\New-HotkeySheet.ps1 -GameRoot '<path>' -Out sheet.html
tools\New-HotkeySheet.ps1 -GameRoot '<path>' -Out sheet.html -Md sheet.md

Get-MouseProfile.ps1 reads Corsair iCUE 5 profiles from %APPDATA%\Corsair\CUE5\profiles. They are .cueprofiledata files - XML despite the extension, serialised by the cereal C++ library, so the root is <cereal> and everything repeated is <value0>, <value1>, ... Each action splits into <first> (the label the user typed, plus the keyName it emits) and <second> (the physical button, e.g. MouseG9, plus the event). <second><key> is routinely empty - that is an action left assigned to nothing, and it is carried through as such rather than invented into a button.

It is a separate tool, not part of the five-store harvest, precisely because of the layer argument above: Get-Hotkeys.ps1 returns bindings, and a mouse action is not a binding. Keeping them apart is what leaves its contract intact.

It must degrade to nothing, and does. No Corsair folder, no profiles, or unreadable XML each produce a warning and zero rows - never an error. Most people have no Corsair device, and a hotkey sheet that fails to build over the brand of somebody's mouse is worse than one that never mentioned mice.

The sheet's mouse section is on by default whenever a profile exists, which is the opposite of -IncludeBaseGame, and deliberately so. The ~99 vanilla rows are the same on every install - boilerplate until asked for. A mouse profile is hand-built by this user and describes how they actually play. -NoMouseProfile turns it off; -MouseProfile '<name>' picks one by name.

Say which profile the rows came from. The filenames are opaque GUIDs, so a user with several profiles has no other way to tell. Left to itself the sheet picks the profile iCUE auto-activates for Cyberpunk2077.exe (recorded in linkedProgramsPaths - the user pointed it at the game themselves, so it is not a guess), falling back to whichever holds the most remaps. Either way the name goes on the sheet.

Get-Hotkeys.ps1 resolves the install itself from Steam/GOG/Epic records if -GameRoot is omitted, and errors rather than guessing. Zero bindings is a valid result - an archives-only load order declares no keys.

-Md writes the same bindings as markdown tables, for pasting somewhere the HTML is no use. A full sheet runs past Discord's 2000-character limit, which refuses the message rather than truncating it, so the tool prints the length when it is over.

New-HotkeySheet.ps1 renders a self-contained sheet. Anything genuinely not on disk - a programmable mouse's hardware mapping, a mod's tap/hold semantics - goes in a small notes json passed with -Notes, and actions are re-resolved from the harvested bindings on every run, so a rebind in game propagates without editing the notes.

Hardware sits outside all five stores, in the vendor's own files. Corsair iCUE 5 is readable and Get-MouseProfile.ps1 reads it; every other vendor still needs -Notes. Do not assume the user has any of it - most do not, and the harvested bindings are the whole answer for them.

The sheet is an HTML deliverable, so load cyberwise-reports too when generating one: it carries the house style, the viewport probe and the fit measurement, and a sheet sized for a guessed viewport is the failure mode that produces rounds of "still too small".

Reference material

filecovers
base wiki /input/*the knowledge: five stores, vanilla mappings a mod repurposes, key-name vocabularies, packed VK codes, a store that emptied itself, why contexts are not categories, and the device-geometry format
references/input-bindings.mdan index of those, plus the procedure for generating and measuring a sheet
tools/KeyIdentity.ps1the one key-identity table, and the reasoning in its header - read it before adding a store
tools/DeviceGeometry.ps1the geometry reader, and why the data is in the user's bundle rather than in here - read it before adding a device or a vendor

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Cyberwise Hotkeys AI skill do?

Find what every key is actually bound to on a modded Cyberpunk 2077 install, across the five separate stores that hold bindings, and generate a hotkey cheatsheet from what is really on disk. Also reads a Corsair iCUE mouse profile and joins each thumb button to the keystroke it sends and the binding that keystroke actually has. Use when asked what a key or a mouse button does, whether a key is free, how to rebind something, why a mouse button does nothing in game, or for a keybind reference or cheatsheet.

Why use Cyberwise Hotkeys on TypingMind?

Because you install it once and use it with any model. Cyberwise Hotkeys is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Cyberwise Hotkeys in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/zenobi-us/dotfiles/tree/master/files/devtools/agent/bundles/developer/skills/game-dev/cyberwise-hotkeys. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Cyberwise Hotkeys?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Cyberwise Hotkeys?

As many as you like. As long as a model supports skills, you can use Cyberwise Hotkeys with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Cyberwise Hotkeys AI skill free?

Yes. It is published on GitHub by zenobi-us under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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