Disabling default control keys

Post » Wed Sep 01, 2010 3:46 pm

There are a couple of default Oblivion control keys I would like to disable completely. For example the F5 Quicksave, F10 Quickload (or is that F9? whatever, don't need it), the Q key (automatic move)... I know I can remap them but this is not what I want. I see that in the Oblivion.ini there is stuff listed under the [Controls] section but I am reluctant to fiddle there (like maybe set them to "0") without any guidance.

The reason I want to do it is that I'd like to setup say Q and R with my own hotkeys using TNO Enhanced Hotkeys, but unless I liberate Q and R from their default control function, EH will not overwrite their functionality. So thanks if you happen to know a solution!
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Guy Pearce
 
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Post » Wed Sep 01, 2010 10:35 pm

I've never tried it, but I don't think you can via the Oblivion.ini. If you were to set the controls in the ini to 0, the game would just remap them when you load the game. You could try writing a script using OBSE that disables the controls. I don't know if it will work though.
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FABIAN RUIZ
 
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Post » Wed Sep 01, 2010 11:47 am

Thanks Malonn, the lack of any further replies is reply in itself :) So it's not possible to disable them without scripting, OK... will get over it... I have to keep remapping them to those unused F-keys then. :shrug:
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Nikki Morse
 
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Post » Thu Sep 02, 2010 2:36 am

You can certainly disable them by editing the Oblivion.ini. Just take a backup copy first, in case you do something wrong or want them restored.
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Enie van Bied
 
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Post » Wed Sep 01, 2010 6:36 pm

So with Enhanced Hotkeys we can hotkey whatever key we want now as long as it is not already assigned?

Gotta read up on that.
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naana
 
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Post » Wed Sep 01, 2010 2:20 pm

You can certainly disable them by editing the Oblivion.ini. Just take a backup copy first,

Hm... If so, I have never seen a guide or anything mention it. I guess I have to try it (of course backup first). Although Malonn said upon game start, the .ini would refill those modified game default "control slots" with whatever "000FF bla-bla" code again.

I will report how it went.
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Julie Serebrekoff
 
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Post » Wed Sep 01, 2010 3:23 pm

So with Enhanced Hotkeys we can hotkey whatever key we want now as long as it is not already assigned?
Yes, any key (with the exception of alt, ctrl, shift, tab, caps lock, space, backspace, and possibly a couple more I forgot), and any mouse button. And it doesn't matter for Enhanced Hotkeys if they're already assigned either, but except for the three main mouse buttons where EH have functionality to disable the normal use when you intend to use the hotkey, having duplicate functions of a key is just not very useful. But it could be interesting to for example bind an autocast spell hotkey to your jump button, making you cast the spell whenever you jump :P


Hm... If so, I have never seen a guide or anything mention it. I guess I have to try it (of course backup first). Although Malonn said upon game start, the .ini would refill those modified game default "control slots" with whatever "000FF bla-bla" code again.
I'm not sure about setting them to 0, but you could set them to a non-existing key value. Enhanced Hotkey does that for the 8 hotkey controls (through script), and the engine certainly doesn't revert that (which is why the special uninstallation step is necessary).
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Sammygirl
 
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Post » Wed Sep 01, 2010 2:58 pm

So with Enhanced Hotkeys we can hotkey whatever key we want now as long as it is not already assigned?

Yes Sir, that is entirely correct!

In case you are using QZ Menu Hotkeys and/or the CM Partner control hotkeys you may want to shuffle those around as well to make room for your EH hotkeys on the keys convenient for you. :) Although QZ Keys you can use with a modkey like shift or ALT. So ALT-M could be the map from QZ MHK, and straight M could be your Fireball spell or whatever.

Gotta read up on that.

Absolutely! The very first time it took me about 10 trials and 5min and a little bit of :huh: to understand how to assign the keys that are totally blank initially but it's very easy after all and I'm not the brightest, so.... :)
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JaNnatul Naimah
 
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Post » Wed Sep 01, 2010 2:39 pm

Yeah I'm aware of QZ and have been using it forever but I turn most off as I don't mind just opening the character sheet with tab.

what I'm interested in is using the Function keys as another set of hotkeys. Can I do that? Again I only use saves through the menus (escape key) so that whole row never gets used.
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Raymond J. Ramirez
 
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Post » Thu Sep 02, 2010 12:19 am

I'm not sure about setting them to 0, but you could set them to a non-existing key value. Enhanced Hotkey does that for the 8 hotkey controls (through script), and the engine certainly doesn't revert that (which is why the special uninstallation step is necessary).

Hey that's a clever idea! :grad: I will reuse use one of the those empty codes you assigned on the 1 - 8 keys :thumbsup:
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Causon-Chambers
 
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Post » Wed Sep 01, 2010 12:13 pm

using the Function keys as another set of hotkeys. Can I do that?

Yes you can! :laugh:
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michael danso
 
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Post » Wed Sep 01, 2010 9:34 pm

Hey that's a clever idea! :grad: I will reuse use one of the those empty codes you assigned on the 1 - 8 keys :thumbsup:

Where do I find those?
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Alexander Horton
 
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Post » Wed Sep 01, 2010 8:36 pm

Hey that's a clever idea! :grad: I will reuse use one of the those empty codes you assigned on the 1 - 8 keys :thumbsup:
Be careful about using exactly the same, as EH simulates that two of them are tapped.


Where do I find those?

The ini file key format is "####FFFF" where the four first are the DirectX Scancode as http://cs.elderscrolls.com/constwiki/index.php/OnKeyDown, in hexadecimal notation. So if you want to assign a control to, say Numpad 0 (decimal 82, hex 52), you use "0052FFFF".

EH uses decimal 100-107 (which should be hex 64-6B), so you should avoid those, but since the entire range from 89-155 is unused (with the exception of 100-107, used by EH), there's enough for you to use, which effectively disables the control.
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Liii BLATES
 
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Post » Wed Sep 01, 2010 7:12 pm

So then this section of the ini - if I change the last two as I highlighted?:
Quick1=0064FFFF
Quick2=0065FFFF
Quick3=0066FFFF
Quick4=0067FFFF
Quick5=0068FFFF
Quick6=0069FFFF
Quick7=006AFFFF
Quick8=006BFFFF
QuickSave=0090FFFF
QuickLoad=0091FFFF
This will deactivate those quickload keys.

I'm not seeing how the hexidecimal is used in the ini (i.e. 0x44) but if I follow what I do see then that is what I'm guessing at.

Then what about the others - they are not mapped that I see should I do the same for them?

I'd like to get rid of some things like auto run - who uses that?
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Chelsea Head
 
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Post » Wed Sep 01, 2010 6:57 pm

So then this section of the ini - if I change the last two as I highlighted?:
This will deactivate those quickload keys.

Pretty sure they'll effectively be disabled then. But if an OBSE mod has the line "TapKey 144" (hex 90 = decimal 144), it would make a quicksave for you :D

As far as I know, EH is the only existing mod that is fiddling with unusable keys though, so you should be pretty safe...


I'm not seeing how the hexidecimal is used in the ini (i.e. 0x44) but if I follow what I do see then that is what I'm guessing at.
F10 is decimal 68 and hex 44 ("0x" is just a way of saying "this is a hex number"), which translates to 0044FFFF in the ini file.


Then what about the others - they are not mapped that I see should I do the same for them?
I'd like to get rid of some things like auto run - who uses that?
I guess you can do it for anyone you want. I only use auto run when I click it by mistake, so disabling it is a good idea :)
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Kitana Lucas
 
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Post » Wed Sep 01, 2010 1:04 pm

Well this is what my Oblivion.ini has for them prior to me touching them:
QuickSave=003FFFFF
QuickLoad=0043FFFF

Oh you changed your reply ... well I guess I just need to test things out.

Thanks
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Avril Louise
 
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Post » Wed Sep 01, 2010 7:47 pm

Well this is what my Oblivion.ini has for them prior to me touching them:
QuickSave=003FFFFF
QuickLoad=0043FFFF

Which suits fine with this (from the DX scancode list):
0x3F    63  F50x40    64  F60x41    65  F70x42    66  F80x43    67  F9

As you see, F5 is hex 3F and F9 is hex 43, which translates to the two values you found in the ini.

Oh you changed your reply ... well I guess I just need to test things out.
Yup, I misread your post first...
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Cathrine Jack
 
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Post » Wed Sep 01, 2010 3:39 pm

Psymon has pretty much asked all my questions and TNO answered them all, very informative! Very helpful

But you know, TNO, you may even want to consider to integrate some of what has been discussed here in EH, possibly via the .ini file. Like optionally disable the useless Q key, and whatever else (would need some thought). Also, I have mentioned it sometimes past, some of the functionality of QZ could be brought into EH. So to say make EH your one-stop choice for keyboard personalisation. :) Of course, permission by other authors provided, or with their cooperation even etc. etc.

Just rambling: I could imagine using one of the four wheels/grids entirely for QZ type menu functionalities... I push TAB to activate that particular wheel and then have 1-button access to all the menus, instead of start clicking around with the mouse.... with one key I could not only go to the Inventory Misc tab, but also drill down immediately to the Keys section of that...

Just thinking out loud... :) I have no idea to what degree such was at all possible to implement.
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Lauren Dale
 
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Post » Wed Sep 01, 2010 6:55 pm

Well it didn't seem to work. I changed the oblivion.ini section of controls to this:
Quick1=0092FFFFQuick2=0093FFFFQuick3=0094FFFFQuick4=0095FFFFQuick5=0096FFFFQuick6=0097FFFFQuick7=0098FFFFQuick8=0099FFFFQuickSave=0090FFFFQuickLoad=0091FFFF
And I could not assign the function keys as hotkeys. Pressing F5 still caused a game save andF1-4 still brought up inventory/character sheet info.

I'm also confused about the Enhanced Hotkey readme where it states:
The keyboard key or mouse button bound to a hotkey can be freely configured by simply control-clicking on the hotkey's displayed keyboard key. The displayed key will then blink until you tap a keyboard key, which will then be bound to that hotkey. When blinking, just click the mouse anywhere to cancel the change, and tap Backspace to remove the keyboard key for that hotkey. See Mouse button hotkeys section below for binding and using mouse buttons as hotkeys.

So exactly how do I assign these keys? Can someone walk me through it?
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Tina Tupou
 
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Post » Wed Sep 01, 2010 10:47 pm

I must come back to you about disabling the control keys, but:
So exactly how do I assign these keys? Can someone walk me through it?

Ex: Change the first hotkey from "1" to "F12"
1. Hold down left Control and click on the "1" of the first hotkey
2. The "1" will now start to blink
3. Tap "F12"
4. The "1" will stop blinking, and change to "F12"

To cancel a change, click the mouse anywhere. To remove without adding a new button, tap Backspace
To bind the hotkey to a mouse button, do the same as above, but click on the mouse button instead - but for the mouse buttons to be bound, you must hold down left control when clicking them.
To bind a key to a completely unbound hotkey, hold down left control and click on where the key would have been displayed. It will now blink with a "?".
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Kerri Lee
 
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Post » Wed Sep 01, 2010 12:11 pm

If you wanna disable the quicksave and quickload keys you gotta use FF
QuickSave=00FFFFFFQuickLoad=00FFFFFF
If you still get a quicksave and/or quickload then most likely a mod is detecting and fake pressing the keys.
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Jenna Fields
 
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Post » Wed Sep 01, 2010 1:39 pm

If you wanna disable the quicksave and quickload keys you gotta use FF
QuickSave=00FFFFFFQuickLoad=00FFFFFF
If you still get a quicksave and/or quickload then most likely a mod is detecting and fake pressing the keys.

Oh I just saw this - would that be true for disabling all the function keys? So that they don't access inventory and so on as well?
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Mrs shelly Sugarplum
 
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Post » Wed Sep 01, 2010 12:06 pm

Ok so adding those to the quick save/load options worked - no more of that.

But then how do I disable the F1-F4 keys so that they don't open the inventory tabs?
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celebrity
 
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Post » Wed Sep 01, 2010 5:25 pm

how do I disable the F1-F4 keys so that they don't open the inventory tabs?

I don't know, but have you tried with FF (as kyoma said) there as well? Maybe it does?
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Schel[Anne]FTL
 
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Post » Wed Sep 01, 2010 2:29 pm

Ok so adding those to the quick save/load options worked - no more of that.

But then how do I disable the F1-F4 keys so that they don't open the inventory tabs?
Not sure if those keys are defined in the ini or not. There's a good chance they aren't so you won't be able to disable them this way.
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LijLuva
 
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