Sorry if this has been asked before, I did look!
I'm trying to figure out how I can invert my gamepad's right stick on a system level (Windows 10), to handle games that only offer single invert for the camera. Specifically for DCUO, because the developers are sadists that decided the best way to handle an Unreal engine game is to override any changes you do to the game's .ini files every time the game is run.
I'd like to play the game with my gamepad, because it's a 3rd person action game, however the camera invert option only toggles the Y axis, while I personally like both inverted (blame the original Ratchet&Clank).
I've found some solution, however all of them have downsides and I figured people might either already have working solutions or experience with some of these:
http://www.maf-soft.de/mafmouse/
Driver-level install, however it's not free and doesn't list Windows 10 as an option
http://glovepie.org/glovepie.php
Software that basically lets you map any kind of controller under the sun, but feels like complete overkill for what I need
http://evilc.com/joomla/articles/9-code/autohotkey/1-ujr-universal-joystick-remapper
Interface that sits on top of AutoHotKey. Sounds good, aside from needing to then manually remap the entire gamepad, as it shows up as a virtual gamepad rather than modifying the existing gamepad's inputs
https://github.com/KrossX/Durazno
Xinput override on a DLL level. This one feels... shaky. DCUO is an UE game, so finding what to name the xinput DLL and where to put it is likely doable, I'm just not sure I can trust it not getting flagged as cheating somehow. Not that I put that much confidence in the devs, but...
Posts
EDIT - and I just read your entire post (heh...impulsive behavior is strong in me)...you can also remap the left/right inputs to be reversed as well.
Don't get me wrong, I prefer inverted y axis, but inverted x? yea good luck.
Right now I'm messing with UJR, which involves setting up a virtual joystick device and then basically mapping anything and everything the way you like. Provided the game then lets me actually use said device and doesn't just go "well I detect you have a 360 one, so that one it is" it should work.
[edit] Well that was a bust, I could configure the virtual gamepad just fine, however the game refused to list it as a valid controller for reasons unknown.
I managed to get it working with solution #4 (Durazno) in the end. In short, all you do is run the provided utility to configure your gamepad the way you want (adjusting deadzones, inverting axis, etc), which generates the appropriate .ini file. You then copy the .ini and the provided xinput1_3.dll into the directory where the game executable lives, which will override the system one with yours. It provides both the 32 and 64 bit versions, depending on what your application is.
Super easy to use, recommended.