The Problem: At the lockpick screen, the spacebar command key does not work. The upper-lockpick (mouse movment) works, but the lower lockpick does not respond to any keypress.The Cause:When using the in-game Options menu to rebind the controls, if you change the spacebar key from Jump to something else (like crouch), the game automatically deactivates the lower-lockpick command auto-bounded to the spacebar key.The Solution:Modify the << Input.ini >>
HOW TO FIX the LOCKPICK not working BUG
At the lockpick screen, the spacebar command key does not work. The upper-lockpick (mouse movment) works, but the lower lockpick does not respond to any keypress.
The Cause:
When using the in-game Options menu to rebind the controls, if you change the spacebar key from Jump to something else (like crouch), the game automatically deactivates the lower-lockpick command auto-bounded to the spacebar key.
There is no “lower-lockpic” setting at the Options menu. The lockpick modification is not reset, even if you bound spacepar back to jump (thus it is not viable to change the Options every time you encounter a lock, because you need to use the “reset” option at the Menu that spoils all your other user-defined keybindings).
The Solution (summary):
There is an << Input.ini >> file in the folder
C:\Users\UserName\AppData\Local\ShipGraveyard\Saved\Config\WindowsNoEditor
Right-click on the ini file > Open with wordpad > replace everything in the file with the following (the complete text in the file):
[/script/autosettings.inputmappingmanager]
PlayerInputOverrides=(PlayerId=”0″,BasePresetTag=(TagName=””),MappingOverrides=(MappingGroups=((ActionMappings=((ActionName=”Crouch”,Key=SpaceBar),(ActionName=”Jump”,Key=LeftShift),(ActionName=”Sprint”,Key=LeftAlt)),AxisMappings=((AxisName=”TurnLock”,Scale=1.010000,Key=L)),UnboundActionMappings=((ActionName=”Handbrake”,Key=SpaceBar))))),PlayerKeyGroup=(TagName=”KeyGroup.KeyboardMouse”))
This modification of the ini file will bound:
The lower-lockpic (“TurnLock”) to the key L (so now it responds and lockpick is working).
Crouch to spacebar.
Jump to LeftShift
Sprint to LeftAlt
It will also disable handbrake (something that the game does automatically when spacebar is modified at the in-game settings).
Now, you can use again the in-game Options to rebound keys (without changing the “Jump” or using SpaceBar key for anything elce, and the game will outomatically modigy the ini file, adding text for the other actions new-keys.
After I have the final input.ini file of my likes, I usually Lock it so the game cannot change it at a possible future update.
(Right-click on the ini file > properties > attributes: check the Read-olny > Apply)
Even if this games seems to be able to aoutomatically update the ini file even if it is set toRead-Only…
(( Today it is 11th January 2025. If a future game update add the “TurnLock” and “Handbrake” options at the in-game-Options, there will be no need for this fix any more))
More Details:
Some details that might be useful if you have to modify other keys manually:
When the game launches for the first time, or when we press the “reset” lower-right button on the in game Key Options Menu, the game outomatically modifies the << Input.ini >> file to an “empty” usage, having this text:
[/script/autosettings.inputmappingmanager]
PlayerInputOverrides=(PlayerId=”0″,BasePresetTag=(TagName=””),MappingOverrides=(MappingGroups=),PlayerKeyGroup=(TagName=”KeyGroup.KeyboardMouse”))
When we rebind keys at the in-game Options, the game changes automatically the ini file, creating something like this:
[/script/autosettings.inputmappingmanager]
PlayerInputOverrides=(PlayerId=”0″,BasePresetTag=(TagName=””),MappingOverrides=(MappingGroups=((ActionMappings=((ActionName=”Sprint”,Key=LeftAlt),(ActionName=”Use”,Key=F),(ActionName=”Inventory”,Key=V),(ActionName=”Flashlight”,Key=E),(ActionName=”Camera”,Key=Y),(ActionName=”Tool1″,Key=ThumbMouseButton),(ActionName=”Tool2″,Key=ThumbMouseButton2),(ActionName=”Tool3″,Key=C),(ActionName=”Tool4″,Key=Q),(ActionName=”Tool5″,Key=Two),(ActionName=”Tool6″,Key=Three),(ActionName=”Crouch”,Key=SpaceBar),(ActionName=”Jump”,Key=LeftShift),(ActionName=”Tools”,Key=MiddleMouseButton),(ActionName=”Headlights”,Key=T)),UnboundActionMappings=((ActionName=”Handbrake”,Key=SpaceBar)),UnboundAxisMappings=((AxisName=”TurnLock”,Scale=1.010000,Key=SpaceBar))))),PlayerKeyGroup=(TagName=”KeyGroup.KeyboardMouse”))
Now, note that on the above in-game options modification, I changed Spacebar from jump to crouch, and I also changed Flashlight to E.
Because of the above two modifications, the game automatically disabled the use of spacebar from the lower-lockpick and the handbrake (so no lockpick is working and no handbrake is working),
and also disabled the use of the track-lights, because “Headlights” were by default at the same default key as the Flashlight.
But, for the track-lights there were an option to bind on the in-game Options, so on the above try, I (without realizing it) rebind the track-lights to T (“Headlights”,Key=T)
In order to find out what I had to modify to reach at the solution I am typing at the beginning of this guide, I had to clarify the structure of the parentheses and the commands that this ini programming is using. So I type below one the ini file text of one of my tries in two forms: Fist the continuous text that I see on the wordpad, and below the same text split at the logical-programming parts:
Changing the crouch, run and jump on the in-game options screen, I get this at the ini (automatically), and lower lockpick is not working:
[/script/autosettings.inputmappingmanager]
PlayerInputOverrides=(PlayerId=”0″,BasePresetTag=(TagName=””),MappingOverrides=(MappingGroups=((ActionMappings=((ActionName=”Crouch”,Key=SpaceBar),(ActionName=”Jump”,Key=LeftShift),(ActionName=”Sprint”,Key=LeftAlt)),UnboundActionMappings=((ActionName=”Handbrake”,Key=SpaceBar)),UnboundAxisMappings=((AxisName=”TurnLock”,Scale=1.010000,Key=SpaceBar))))),PlayerKeyGroup=(TagName=”KeyGroup.KeyboardMouse”))
The same text, split at the logical-programming parts (so easier to check what parentheses closes what parentheses etc):
[/script/autosettings.inputmappingmanager]
PlayerInputOverrides=(
PlayerId=”0″,
BasePresetTag=(TagName=””),
MappingOverrides=(
MappingGroups=(
(
ActionMappings=(
(ActionName=”Crouch”,Key=SpaceBar),
(ActionName=”Jump”,Key=LeftShift),
(ActionName=”Sprint”,Key=LeftAlt)
),
UnboundActionMappings=(
(ActionName=”Handbrake”,Key=SpaceBar)
),
UnboundAxisMappings=(
(AxisName=”TurnLock”,Scale=1.010000,Key=SpaceBar)
)
)
)
),
PlayerKeyGroup=(TagName=”KeyGroup.KeyboardMouse”)
)
Now, the interesting part on this ini text is that the UnboundActionMappings is triggerd twice, outonomously for “Handbrake” and “TurnLock”.
From previous tests I had noticed that when fixing the CarLights blocking by binding the carlights to a key in-game, the UnboundActionMappings for the car lights was deleted from the ini file.
Also, it is noticable that the lower-lockpic command is not an Action but an Axis.
So, to reach at the solution proposed at the start of this guide, I had to:
1) Delete from the ini file the part that mentions the blocked “TurnLock” (including on the deletion the comma that marks the beginning of this command and the closing parentheses of it):
,
UnboundAxisMappings=(
(AxisName=”TurnLock”,Scale=1.010000,Key=SpaceBar)
)
2) Add a rebind for the “TurnLock”, which is NOT an ActionMapping but an AxisMapping (adding it properly as a MappingGroup, whith the proper comma seperation and parenthesis open-closure, and not as a sub-section of the ActionMapping part of the MappingGroup).
,
AxisMappings=(
(AxisName=”TurnLock”,Scale=1.010000,Key=L)
),
And thus, we have the text or the ini that is the solution for our problem:
[/script/autosettings.inputmappingmanager]
PlayerInputOverrides=(
PlayerId=”0″,
BasePresetTag=(TagName=””),
MappingOverrides=(
MappingGroups=(
(
ActionMappings=(
(ActionName=”Crouch”,Key=SpaceBar),
(ActionName=”Jump”,Key=LeftShift),
(ActionName=”Sprint”,Key=LeftAlt)
),
AxisMappings=(
(AxisName=”TurnLock”,Scale=1.010000,Key=L)
),
UnboundActionMappings=(
(ActionName=”Handbrake”,Key=SpaceBar)
)
)
)
),
PlayerKeyGroup=(TagName=”KeyGroup.KeyboardMouse”)
)
And that wraps up our share on Ship Graveyard Simulator: HOW TO FIX the LOCKPICK not working BUG. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by PeliasDeWizzzrd, who deserves all the credit. Happy gaming!