@ChrisIceBox sorry to bump this but I realized there's a small issue with the script
I noticed it stopped working despite me not updating AC or Unity and after a little debugging I pinpointed the cause to the fact that I also have the same script a…
@ChrisIceBox yeah the script does exactly what I was looking for!
I think it could be useful if that was done natively in AC, like for example adding an option "Override interaction verb" right under "Enabled" here in the inspect…
Update: I was able to "fix" it by editing the PlayerInput.cs script so that UpdateActiveInputs() is called before the "EndCutscene" input is checked but it's obviously not a proper solution