[RELz] Enhanced Hotkeys

Post » Thu Jan 20, 2011 3:21 am

I have 2 problem with the mod as of right now.

1) The modifier keys I am using will not work. I set my modifier keys too:

NUM - - 74
NUM + - 78
NUM Enter - 156

Now only the NUM + one worked and brought up a new wheel. The other ones did nothing.
Ah, that is the same "bug" in the OBSE IsKeyPressed3 function as I reported in the OBSE thread. For some reason, it doesn't return true for the dx codes in the 70-80 area, i.e. the numpad. It will possibly be fixed in OBSEv19, but I can switch over to the IsKeyPressed2 function (which works) for detecting wheel modifiers too.


2) My other issue is with the spell icon when auto casting. I am using the spell icon changer mod, but these are spells that have not been changed and when using the auto cast it shows the wrong icon when it gives you the text. This is only a minor issue though. If you cant get the icon to work properly I would just get rid of it all together and show no icon.
I have already switched to only using the standard Oblivion message icon for the next version. Correct spell icon will hopefully added sometimes later.



To all: As mentioned in my previous post, I intend to add three buttons inside the top left open space in the wheel (between the 0 and 1 icons). Those three buttons are "Delete" (viewed item of the selected hotkey), "Move forward" (move the viewed item of the selected hotkey one place forward in the cycler or multi-cast group) and "Undo" (last change in the currently open wheel). The problem is coming up with good and clear icons. The icons will be quite small, especially on low-resolution screens, so there is not room for much detail, and I don't really have any good ideas yet. I am thinking of an "x" or a down arrow for delete, a left or up arrow for forward, but don't really have any idea for undo (an "U" is the best I can think of so far). Any ideas will be greatly appreciated.


On another note, incompatibility with Supreme Magica and Audacious Magery. The former has caused lock-ups when using Summons as auto spells, and the latter tend to use wrong spell to determine whether you cast something above/below your mastery level. I guess both incompatibilties are due to Enhanced Hotkeys switching active spell, casting it and then switching back, too fast, so that when the two magick mods detect that you are casting a spell, they look at wrong active spell.

I have one idea for solving this, which is to add some delay before and after auto-casting a spell. This delay will only be added if one/both of those mods are detected in your load order. But before I do this, I will have to make a test version where I see if those delays help.
User avatar
Marina Leigh
 
Posts: 3339
Joined: Wed Jun 21, 2006 7:59 pm

Post » Thu Jan 20, 2011 9:03 am

Icon ideas:

X for delete - this is pretty standard
> for move forward - another "standard"
← for undo. I've seen this done as a partial circle with an arrow at the end as a more common symbol, but back arrow is part of the extended character set.

We use these quite frequently in application development, so I think they will be quickly recognized.
User avatar
Roddy
 
Posts: 3564
Joined: Fri Jun 15, 2007 11:50 pm

Post » Thu Jan 20, 2011 5:45 am

Icon ideas:

X for delete - this is pretty standard
> for move forward - another "standard"
← for undo. I've seen this done as a partial circle with an arrow at the end as a more common symbol, but back arrow is part of the extended character set.
I would think < is more intuitive than > for "move forward". I think of forward as to the left (since I read from left to right), and not to the right. I agree with the other two though. The partial circle with arrow for undo was my first thought, but is probably too complicated for the small icons, so a left arrow is better.

Thanks :)
User avatar
Robyn Lena
 
Posts: 3338
Joined: Mon Jan 01, 2007 6:17 am

Post » Thu Jan 20, 2011 7:29 am

Actually we normally use > for moving forward, as in left to right :) You're gathering all the stuff together and moving it to the right! < is moving backward. I'm not sure how moving to the left is forward? Must be a Norwegian thing :) I typically use > for moving forward or play in my work as a GUI designer. Do you have ">" as play on your VCR or DVD player? That's what we use in North America. I believe they use it in England and Germany too ;) Technically, back arrow is used for backspace, but it's also understood as undo, so I don't think there will be any problems there.
User avatar
-__^
 
Posts: 3420
Joined: Mon Nov 20, 2006 4:48 pm

Post » Thu Jan 20, 2011 3:20 am

Actually we normally use > for moving forward, as in left to right :) You're gathering all the stuff together and moving it to the right! < is moving backward. I'm not sure how moving to the left is forward? Must be a Norwegian thing :) I typically use > for moving forward or play in my work as a GUI designer. Do you have ">" as play on your VCR or DVD player? That's what we use in North America. I believe they use it in England and Germany too ;) Technically, back arrow is used for backspace, but it's also understood as undo, so I don't think there will be any problems there.

I see what you mean now. I agree that > means move forward, as in "move to next step". I guess "move forward" is misleading for what I mean. "Move to earlier position in list" is a better description of what I'm thinking of, which is why I find < more fitting.
User avatar
Pumpkin
 
Posts: 3440
Joined: Sun Jun 25, 2006 10:23 am

Post » Thu Jan 20, 2011 7:30 am

I see what you mean now. I agree that > means move forward, as in "move to next step". I guess "move forward" is misleading for what I mean. "Move to earlier position in list" is a better description of what I'm thinking of, which is why I find < more fitting.

Ah, so you actually mean move back! Got you now and agree wholeheartedly :)
User avatar
Craig Martin
 
Posts: 3395
Joined: Wed Jun 06, 2007 4:25 pm

Post » Thu Jan 20, 2011 8:53 am

Ah, so you actually mean move back! Got you now and agree wholeheartedly :)

No, I do mean forward :P If you have 5 people in a fastfood queue and you decide that the last one should be allowed to move one place up and be served fourth instead of fifth, that person is moved forward in the queue, no?

The same here, assume you have a cycler consisting of a staff, a bow and a sword, and you decide you want the sword before the bow in the cycler. So you click on a button to move the sword from pos 3 to pos 2 in the cycler, i.e. move the sword forward/earlier in the list.
User avatar
Mashystar
 
Posts: 3460
Joined: Mon Jul 16, 2007 6:35 am

Post » Thu Jan 20, 2011 4:49 am

On another note, incompatibility with Supreme Magica .....



Ahhh, so thats what the problem is. The Summons spells from LAME (Less Annoyong Magic Experience) are doing the same. I use the bgMagicEV_Conjuration_for_Supreme_Magicka.esp which overwrites the SM summons with the LAME summons spells.

When assigning summons spells to a cycler, it locks the cycler. I got around this by assigning my summons to a cycler and setting it as a "NEXT" cycler. Works then.

Love this mod. Thank you.
User avatar
Charlotte X
 
Posts: 3318
Joined: Thu Dec 07, 2006 2:53 am

Post » Thu Jan 20, 2011 1:17 am

Ahhh, so thats what the problem is. The Summons spells from LAME (Less Annoyong Magic Experience) are doing the same. I use the bgMagicEV_Conjuration_for_Supreme_Magicka.esp which overwrites the SM summons with the LAME summons spells.

When assigning summons spells to a cycler, it locks the cycler. I got around this by assigning my summons to a cycler and setting it as a "NEXT" cycler. Works then.

Love this mod. Thank you.

Can you explain exactly when it goes wrong, and what's happening then - and if possible also report what Enhanced Hotkeys write to the console then?
User avatar
Tammie Flint
 
Posts: 3336
Joined: Mon Aug 14, 2006 12:12 am

Post » Wed Jan 19, 2011 7:24 pm

Can you explain exactly when it goes wrong, and what's happening then - and if possible also report what Enhanced Hotkeys write to the console then?



Sure....

It goes wrong when I select the assigned hotkey to change the active spell. For example, I assigned Summon Timber Wolf, Summon Mud Crab and Summon Scamp to a hotkey. Doesn't matter which hotkey I assign them to as it has the same effect on any of them. When I press the hotkey to change the spell, it just doesn't cycle . It acts as if its frozen. This is on the normal cycle setting. However if I set the key to "next" , the spells will cycle just fine. Looking at the conscribe log, it seems like it keeps activating the Summon Timber Wolf spell over and over....very rarely t will unstick and cycle the 3 spells, but that is very rare and then it just eventually locks up. As stated, setting the summons on a "next" cycler avoids the issue totally. /shrug

Conscribe log below,,,

Spoiler
EH:71 -> 2/7EH:Press 2/7EH:Select 71 -> 7EH:Set Summon Timber Wolf at 0/2/7EH:Append Summon Scamp at 0/2/7/2EH:Append Summon Mud Crab at 0/2/7/3EH:71 -> 2/7EH:Ready hotkey 0/2/7EH:Ready Summon Timber Wolf at 0/2/7/1EH:Ready for new hotkeyEH:Activating Summon Timber WolfEH:Completed normal hotkeyEH:71 -> 2/7EH:Ready hotkey 0/2/7EH:Ready Summon Timber Wolf at 0/2/7/1EH:Ready for new hotkeyEH:Activating Summon Timber WolfEH:Completed normal hotkeyEH:71 -> 2/7EH:Ready hotkey 0/2/7EH:Ready Summon Timber Wolf at 0/2/7/1EH:Ready for new hotkeyEH:Activating Summon Timber WolfEH:Completed normal hotkeyEH:71 -> 2/7EH:Ready hotkey 0/2/7EH:Ready Summon Timber Wolf at 0/2/7/1EH:Ready for new hotkeyEH:Activating Summon Timber WolfEH:Completed normal hotkeyEH:71 -> 2/7EH:Ready hotkey 0/2/7EH:Ready Summon Timber Wolf at 0/2/7/1EH:Ready for new hotkeyEH:Activating Summon Timber WolfEH:Completed normal hotkeyEH:71 -> 2/7EH:Ready hotkey 0/2/7EH:Ready Summon Timber Wolf at 0/2/7/1EH:Ready for new hotkeyEH:Activating Summon Timber WolfEH:Completed normal hotkeyEH:71 -> 2/7EH:Ready hotkey 0/2/7EH:Ready Summon Scamp at 0/2/7/2EH:Ready for new hotkeyEH:Activating Summon ScampEH:Completed normal hotkeyEH:71 -> 2/7EH:Ready hotkey 0/2/7EH:Ready Summon Mud Crab at 0/2/7/3EH:Ready for new hotkeyEH:Activating Summon Mud CrabEH:Completed normal hotkeyEH:71 -> 2/7EH:Ready hotkey 0/2/7EH:Ready Summon Timber Wolf at 0/2/7/1EH:Ready for new hotkeyEH:Activating Summon Timber WolfEH:Completed normal hotkeyEH:71 -> 2/7EH:Ready hotkey 0/2/7EH:Ready Summon Timber Wolf at 0/2/7/1EH:Ready for new hotkeyEH:Activating Summon Timber WolfEH:Completed normal hotkeyEH:71 -> 2/7EH:Ready hotkey 0/2/7EH:Ready Summon Timber Wolf at 0/2/7/1EH:Ready for new hotkeyEH:Activating Summon Timber WolfEH:Completed normal hotkeyEH:71 -> 2/7EH:Ready hotkey 0/2/7EH:Ready Summon Timber Wolf at 0/2/7/1EH:Ready for new hotkeyEH:Activating Summon Timber WolfEH:Completed normal hotkeyEH:71 -> 2/7EH:Ready hotkey 0/2/7EH:Ready Summon Timber Wolf at 0/2/7/1EH:Ready for new hotkeyEH:Activating Summon Timber WolfEH:Completed normal hotkeyEH:71 -> 2/7EH:Ready hotkey 0/2/7EH:Ready Summon Timber Wolf at 0/2/7/1EH:Ready for new hotkeyEH:Activating Summon Timber WolfEH:Completed normal hotkeyEH:71 -> 2/7EH:Ready hotkey 0/2/7EH:Ready Summon Timber Wolf at 0/2/7/1EH:Ready for new hotkeyEH:Activating Summon Timber WolfEH:Completed normal hotkeyEH:71 -> 2/7EH:Ready hotkey 0/2/7EH:Ready Summon Timber Wolf at 0/2/7/1EH:Ready for new hotkeyEH:Activating Summon Timber WolfEH:Completed normal hotkeyEH:71 -> 2/7EH:Ready hotkey 0/2/7EH:Ready Summon Scamp at 0/2/7/2EH:Ready for new hotkeyEH:Activating Summon ScampEH:Completed normal hotkeyEH:71 -> 2/7EH:Ready hotkey 0/2/7EH:Ready Summon Timber Wolf at 0/2/7/1EH:Ready for new hotkeyEH:Activating Summon Timber WolfEH:Completed normal hotkeyEH:71 -> 2/7EH:Ready hotkey 0/2/7EH:Ready Summon Timber Wolf at 0/2/7/1EH:Ready for new hotkeyEH:Activating Summon Timber WolfEH:Completed normal hotkeyEH:71 -> 2/7EH:Ready hotkey 0/2/7EH:Ready Summon Scamp at 0/2/7/2EH:Ready for new hotkeyEH:Activating Summon ScampEH:Completed normal hotkeyEH:71 -> 2/7EH:Ready hotkey 0/2/7EH:Ready Summon Timber Wolf at 0/2/7/1EH:Ready for new hotkeyEH:Activating Summon Timber WolfEH:Completed normal hotkeyEH:71 -> 2/7EH:Ready hotkey 0/2/7EH:Ready Summon Timber Wolf at 0/2/7/1EH:Ready for new hotkeyEH:Activating Summon Timber WolfEH:Completed normal hotkeyEH:71 -> 2/7EH:Ready hotkey 0/2/7EH:Ready Summon Timber Wolf at 0/2/7/1EH:Ready for new hotkeyEH:Activating Summon Timber WolfEH:Completed normal hotkeyEH:71 -> 2/7EH:Ready hotkey 0/2/7EH:Ready Summon Timber Wolf at 0/2/7/1EH:Ready for new hotkeyEH:Activating Summon Timber WolfEH:Completed normal hotkeyEH:71 -> 2/7EH:Ready hotkey 0/2/7EH:Ready Summon Timber Wolf at 0/2/7/1EH:Ready for new hotkeyEH:Activating Summon Timber WolfEH:Completed normal hotkeyEH:71 -> 2/7EH:Ready hotkey 0/2/7EH:Ready Summon Timber Wolf at 0/2/7/1EH:Ready for new hotkeyEH:Activating Summon Timber WolfEH:Completed normal hotkeyEH:71 -> 2/7EH:Ready hotkey 0/2/7EH:Ready Summon Timber Wolf at 0/2/7/1EH:Ready for new hotkeyEH:Activating Summon Timber WolfEH:Completed normal hotkeyEH:71 -> 2/7EH:Ready hotkey 0/2/7EH:Ready Summon Timber Wolf at 0/2/7/1EH:Ready for new hotkeyEH:Activating Summon Timber WolfEH:Completed normal hotkeyEH:71 -> 2/7EH:Ready hotkey 0/2/7EH:Ready Summon Scamp at 0/2/7/2EH:Ready for new hotkeyEH:Activating Summon ScampEH:Completed normal hotkeyEH:71 -> 2/7EH:Ready hotkey 0/2/7EH:Ready Summon Mud Crab at 0/2/7/3EH:Ready for new hotkeyEH:Activating Summon Mud CrabEH:Completed normal hotkeyEH:71 -> 2/7EH:Ready hotkey 0/2/7EH:Ready Summon Timber Wolf at 0/2/7/1EH:Ready for new hotkeyEH:Activating Summon Timber WolfEH:Completed normal hotkeyEH:71 -> 2/7EH:Ready hotkey 0/2/7EH:Ready Summon Timber Wolf at 0/2/7/1EH:Ready for new hotkeyEH:Activating Summon Timber WolfEH:Completed normal hotkeyEH:71 -> 2/7EH:Ready hotkey 0/2/7EH:Ready Summon Timber Wolf at 0/2/7/1EH:Ready for new hotkeyEH:Activating Summon Timber WolfEH:Completed normal hotkeyEH:71 -> 2/7EH:Ready hotkey 0/2/7EH:Ready Summon Timber Wolf at 0/2/7/1EH:Ready for new hotkeyEH:Activating Summon Timber WolfEH:Completed normal hotkeyEH:71 -> 2/7EH:Ready hotkey 0/2/7EH:Ready Summon Timber Wolf at 0/2/7/1EH:Ready for new hotkeyEH:Activating Summon Timber WolfEH:Completed normal hotkeyEH:71 -> 2/7EH:Ready hotkey 0/2/7EH:Ready Summon Timber Wolf at 0/2/7/1EH:Ready for new hotkeyEH:Activating Summon Timber WolfEH:Completed normal hotkeyEH:71 -> 2/7EH:Ready hotkey 0/2/7EH:Ready Summon Timber Wolf at 0/2/7/1EH:Ready for new hotkeyEH:Activating Summon Timber WolfEH:Completed normal hotkeyEH:71 -> 2/7EH:Ready hotkey 0/2/7EH:Ready Summon Timber Wolf at 0/2/7/1EH:Ready for new hotkeyEH:Activating Summon Timber WolfEH:Completed normal hotkeyEH:71 -> 2/7EH:Ready hotkey 0/2/7EH:Ready Summon Timber Wolf at 0/2/7/1EH:Ready for new hotkeyEH:Activating Summon Timber WolfEH:Completed normal hotkeyEH:71 -> 2/7EH:Ready hotkey 0/2/7EH:Ready Summon Scamp at 0/2/7/2EH:Ready for new hotkeyEH:Activating Summon ScampEH:Completed normal hotkeyEH:71 -> 2/7EH:Ready hotkey 0/2/7EH:Ready Summon Mud Crab at 0/2/7/3EH:Ready for new hotkeyEH:Activating Summon Mud CrabEH:Completed normal hotkeyEH:71 -> 2/7EH:Ready hotkey 0/2/7EH:Ready Summon Timber Wolf at 0/2/7/1EH:Ready for new hotkeyEH:Activating Summon Timber WolfEH:Completed normal hotkeyEH:71 -> 2/7EH:Ready hotkey 0/2/7EH:Ready Summon Timber Wolf at 0/2/7/1EH:Ready for new hotkeyEH:Activating Summon Timber WolfEH:Completed normal hotkeyEH:71 -> 2/7EH:Ready hotkey 0/2/7EH:Ready Summon Timber Wolf at 0/2/7/1EH:Ready for new hotkeyEH:Activating Summon Timber WolfEH:Completed normal hotkeyEH:71 -> 2/7EH:Ready hotkey 0/2/7EH:Ready Summon Timber Wolf at 0/2/7/1EH:Ready for new hotkeyEH:Activating Summon Timber WolfEH:Completed normal hotkeyEH:71 -> 2/7EH:Ready hotkey 0/2/7EH:Ready Summon Timber Wolf at 0/2/7/1EH:Ready for new hotkeyEH:Activating Summon Timber WolfEH:Completed normal hotkeyEH:71 -> 2/7EH:Ready hotkey 0/2/7EH:Ready Summon Timber Wolf at 0/2/7/1EH:Ready for new hotkeyEH:Activating Summon Timber WolfEH:Completed normal hotkeyEH:71 -> 2/7EH:Ready hotkey 0/2/7EH:Ready Summon Timber Wolf at 0/2/7/1EH:Ready for new hotkeyEH:Activating Summon Timber WolfEH:Completed normal hotkeyEH:71 -> 2/7EH:Ready hotkey 0/2/7EH:Ready Summon Timber Wolf at 0/2/7/1EH:Ready for new hotkeyEH:Activating Summon Timber WolfEH:Completed normal hotkeyEH:71 -> 2/7EH:Ready hotkey 0/2/7EH:Ready Summon Timber Wolf at 0/2/7/1EH:Ready for new hotkeyEH:Activating Summon Timber WolfEH:Completed normal hotkey

User avatar
+++CAZZY
 
Posts: 3403
Joined: Wed Sep 13, 2006 1:04 pm

Post » Thu Jan 20, 2011 9:34 am

No, I do mean forward :P If you have 5 people in a fastfood queue and you decide that the last one should be allowed to move one place up and be served fourth instead of fifth, that person is moved forward in the queue, no?

The same here, assume you have a cycler consisting of a staff, a bow and a sword, and you decide you want the sword before the bow in the cycler. So you click on a button to move the sword from pos 3 to pos 2 in the cycler, i.e. move the sword forward/earlier in the list.


Ok, it depends on which object the button applies to. If the object of focus is the last item and you are moving it forward, then I would use >. But if the list is ordered such that the higher priority items are the leftmost items, then I would use <. I think we are actually on the same page here, it's just the terminology that is awkward. I would stick to your second scenario with the staff, bow and sword and say that if you want to move the sword to be before the bow, press < and I don't think people will have a problem with that. I would say "move the item to a higher position in the list" rather than say "move it forward or backward". :)
User avatar
Unstoppable Judge
 
Posts: 3337
Joined: Sat Jul 29, 2006 11:22 pm

Post » Thu Jan 20, 2011 7:57 am

Ok, it depends on which object the button applies to. If the object of focus is the last item and you are moving it forward, then I would use >. But if the list is ordered such that the higher priority items are the leftmost items, then I would use <. I think we are actually on the same page here, it's just the terminology that is awkward. I would stick to your second scenario with the staff, bow and sword and say that if you want to move the sword to be before the bow, press < and I don't think people will have a problem with that. I would say "move the item to a higher position in the list" rather than say "move it forward or backward". :)


All this conversation on which arrow to use! This is heavy.

The way I look at it as
> Greater than, moving forward
< Less than, going backwards

Dont look at on a numbers basis NiceOne, because no one else will. Visually the person in line is moving forward. Yes he is moving to position 3 to position 2, but to us it looks like he is just going forward, and that's how this button will be viewed. Not as moving a hotkey from slot 1 to slot 5, but just moving forward in the list

That's how we look at a hotkey

1---2---3---4---5
X---0---0---0---0

1---2---3---4---5
0---0---0---X---0

The X did not go < that way. It went > this way.

To me it seems confusing otherwise, but then again like you said you read words from right to left and so the my diagram is probably backwards for you :P
User avatar
Ash
 
Posts: 3392
Joined: Tue Jun 13, 2006 8:59 am

Post » Wed Jan 19, 2011 8:17 pm

Hahaha, and I think now Ole is sorry he asked! :)

In your diagram, you would use > as you demonstrate and TNO and I agree with you. I think though that the way TNO is designing this, the hotkeyed item will move from position 4 in your diagram to position 2, for example, so he is going to use the < key for that. He reads from left to right as well :) Obviously he will need to decide how to implement this and describe it accordingly in the readme!
User avatar
Christine
 
Posts: 3442
Joined: Thu Dec 14, 2006 12:52 am

Post » Thu Jan 20, 2011 5:17 am

I admit that I have never used the hotkey wheel ever since playing Oblivion. But I may just start now thanks to this, with the option to use the numpad for keys this makes it quite a bit more useful for me.
User avatar
Baylea Isaacs
 
Posts: 3436
Joined: Mon Dec 25, 2006 11:58 am

Post » Thu Jan 20, 2011 7:23 am

Enhanced Hotkeys 1.1 is now released :celebration:


From the changelog:
* The wheel number will now be displayed when the wheel is open. You can also change wheel without closing it, by clicking on the wheel number display.
If having multiple wheels, the wheel selector key will still not switch wheel when the wheel is open, but you see which one is open in the top right area of the wheel, and can click on this to switch wheel.

* A new wheel number icon can be displayed in the HUD if sticky wheels are enabled.
If having sticky wheels, a wheel icon in the HUD will display the active wheel number. The wheel icon is fully configurable in the ini, including its size, position, opaqueness and how long it is displayed after a wheel switch. By default, every time you change wheel or exit a menu, it is lit up (alpha 200) for 4 second, and then stays dimmed (alpha 100) until next time you change wheel or exit a menu.

* There is now an option to not display any message when weapon/arrows/armor/clothing is (un)equipped or spell is activated using a hotkey
As explained. If this setting is enabled, equipping arrows will make the message say " equipped", and activating a spell will make the message say " activated".

* There is an option for setting the position of the open wheel.
As requested. The setting can have one of 6 values:
0: top
1: middle
2: bottom
3: top right
4: middle right
5: bottom right
I see now that the description in the ini suffers from a few copy/paste errors and can be misleading, but the above is correct.

* The message saying "Cast " when Auto/Multi Casting spells will now use the normal Oblivion icon.
Some reported completely wrong icons. I revert back to standard Oblivion icon until I can be sure to display the correct one.

* Fixed one OMOD installation script bug
And updated the script for new settings.


Not in changelog, but also important
* Rewritten code quite a bit
This will hopefully fix the problem webrunner reported about using other cycler types than Next Cycler for spells, without introducing new bugs. :)

* Added beta compatibility settings for Supreme Magicka and Audacious Magery
If my guess is correct, the problem of using auto-casting (probably only summon spells for SM) when those mods are installed, is that EH switches spells too fast before or after (or both) casting the spell. So I have added two new settings:
set tnoEH.preCastDelay to 0set tnoEH.postCastDelay to 0

The settings are delay in number of frames.
preCastDelay is the number of frames that EH will wait after having activated the auto-cast spell, but before starting to cast it.
postCastDelay is the number of frames that EH will after having started to cast the auto-cast spell, but before switching to next spell (if multi-cast) or back to the original spell.

I would very much appreciate if users of one or both of those two mods could try out those settings. I suggest you try out with values around 20 first, and then decrease/increase until you find the threshold for effect (if any).

Note that you do not have to change the ini between tests. Just open the concole and write "set tnoEH.preCastDelay to 10" and the value will change accordingly (but be overwritten by the ini again next time you load a savegame). When the console is open, you can use "Up/down" arrows to cycle the previous console commands you have given, so to try out another value, open the console, tap arrow up, and then change the number.
User avatar
Patrick Gordon
 
Posts: 3366
Joined: Thu May 31, 2007 5:38 am

Post » Wed Jan 19, 2011 11:57 pm

Cool, thanks for the update. :)
User avatar
Kill Bill
 
Posts: 3355
Joined: Wed Aug 30, 2006 2:22 am

Post » Thu Jan 20, 2011 5:22 am

yaya, this is great XD
User avatar
J.P loves
 
Posts: 3487
Joined: Thu Jun 21, 2007 9:03 am

Post » Thu Jan 20, 2011 4:21 am

Clean save or any other considerations required for updating?
User avatar
Ross
 
Posts: 3384
Joined: Thu Aug 10, 2006 7:22 pm

Post » Thu Jan 20, 2011 2:39 am

Clean save or any other considerations required for updating?

Clean save (from 1.0) is not needed (but from 0.9.x), all your assigned hotkeys from 1.0 will be kept.

No special considerations, just notice that there is some new texture files in the texture folder and some new ini settings so ensure that you get those too (but I guess you use BAIN or OBMM that handles this for you).


Btw, there are a number of requested features/improvements that did not go into 1.1, but is still on my to-do or maybe-do list. Among those are:

Buttons for deleting an item, moving an item forward in the cycler/multi-cast list, and for undo of the last change.
This will probably be in next version - unless I need to hurry a bugfix 1.1.1 first.

Possible tweaking of multi-cast as requested by Arkngt:
1. That when you use a multi-cast hotkey, the spell icon should switch back to the original icon inbetween the casts.
2. That when you use a multi-cast hotkey, you should be able to switch standard spell.

Those will be postponed until the partial incompatibility with the magick mods are cleared up, as this messes with the same part of the code.

A hotkey item for unequipping any weapon
I have an idea of adding a number of special hotkey clutter items that will only be visible in the player's inventory when the hotkey wheel is open. Those hotkey items can be added to normal or cycle hotkeys, and will have special handling. The first on the list will be one that simply unequip any weapon. If you add thiseto a cycler together with your favourite bow and sword, you will cycle between equpping the bow, the sword, or unequpping the equipped weapon.

Other possible hotkey item ideas is a special bow+arrow item that can be added between a bow and one or more arrow types in the cycler. The functionality will be that if the bow becomes equipped, Enhanced Hotkeys will also equip the first arrow type after the bow+arrow item, but if you have none of the first arrow type, it will instead equip the one after, etc.
E,g, assume the following items bound to a cycler:
1. Sword
2. Bow
3. Bow+arrow item
4. Glass Arrow
5. Steel Arrow
6. Iron Arrow
7. Staff
Tapping the hotkey once will equip the Sword. Tapping it again will equip the Bow + Glass, Steel or Iron arrows (in that priority). Tapping it again will equip the Staff. This is just a rough idea yet, and it may be a tad too complicated, but it is at least an idea. I also welcome ideas for other such specialty hotkey items.


Gear hotkeys
I have not yet decided whether to add this or not. Fast Equipping work well enough if assigned to normal or Cycler-Next hotkeys, so I'm content with advising the use of that one for now. I haven't completely dismissed the idea though.
User avatar
Yvonne
 
Posts: 3577
Joined: Sat Sep 23, 2006 3:05 am

Post » Wed Jan 19, 2011 9:38 pm

Ok thanks - yeah with your mods OBMM all the way. So handy.

The bow + arrow things sound very cool. I can predict Duke combat archery compatibility requests though.

Also ... menu depth with display stats or this?

thanks for what you do.
User avatar
Gemma Woods Illustration
 
Posts: 3356
Joined: Sun Jun 18, 2006 8:48 pm

Post » Thu Jan 20, 2011 11:44 am

Thanks for the update. Grabbing it now. I'm running Supreme Magicka, so I'll see if I can test the summons auto-cast.
User avatar
ShOrty
 
Posts: 3392
Joined: Sun Jul 02, 2006 8:15 pm

Post » Thu Jan 20, 2011 8:59 am

Hi,

first off, i love the mod. It is the best of all of them. That's a fact.
It kinda quadruples if not more the speed at which i cast stuff equip stuff etc,
it works _like a charm and it is very easy to assign stuff to keys_ !!


(my ideas for this, and this is meant only as input)

Buttons for deleting an item, moving an item forward in the cycler/multi-cast list, and for undo of the last change.

red X for deleting a single item, yes that would be nice

red * (a star) for deleting all items on a cycle hotkey
(i personally would not mind if there would be no such buttons / functions)

a filled green triangle pointing up or down, like a play button on some music player, for shoving stuff up or down in the cycle
(i personally would not mind if there would be no such buttons / functions)

a red circle with an arrow on it pointing counterclockwise as the undo button
(i personally would not mind if there would be no such buttons / functions)

Possible tweaking of multi-cast as requested by Arkngt:
1. That when you use a multi-cast hotkey, the spell icon should switch back to the original icon inbetween the casts.
That would be nice, but honestly i don't care for that icon anymore at all, that is a good thing in my opinion XD
2. That when you use a multi-cast hotkey, you should be able to switch standard spell.[/B]
Hmmm, dunno whats that standard spell? Ah, yes that thing, i hid it, i can't see it anymore XD

A hotkey item for unequipping any weapon
I have an idea of adding a number of special hotkey clutter items that will only be visible in the player's inventory when the hotkey wheel is open. Those hotkey items can be added to normal or cycle hotkeys, and will have special handling. The first on the list will be one that simply unequip any weapon. If you add thiseto a cycler together with your favourite bow and sword, you will cycle between equpping the bow, the sword, or unequpping the equipped weapon.


This is a nice idea, as long as it stays simple.
But, if i hit that key by accident in combat and my sword is gone,
i would search frantically on the grounds where my foe disarmed it to XD
So i think such function should be state dependent, like no unequipping in combat.
Although it is _always_ easy to hit F2 and unequip it manually.

Other possible hotkey item ideas is a special bow+arrow item that can be added between a bow and one or more arrow types in the cycler. The functionality will be that if the bow becomes equipped, Enhanced Hotkeys will also equip the first arrow type after the bow+arrow item, but if you have none of the first arrow type, it will instead equip the one after, etc.

As an avid archer player i must say that is kinda useless, at least to me.
Currently i got three different bows on a cycler and 14 types of arrows on five more cyclers.
With all the archery mods we use it may be likely to break one or more of those.
I as in i the archer player who uses 6 archery mods, am very careful with my arrows and would not use that function at all.
This is just me, of course :)

Gear hotkeys
If you add this, i would definitely use it. But as you say there are enough alternatives.

my thanks to You!
godspeed
User avatar
marina
 
Posts: 3401
Joined: Tue Mar 13, 2007 10:02 pm

Post » Thu Jan 20, 2011 11:50 am

thespam: Thanks for comments.

The bow + arrow things sound very cool. I can predict Duke combat archery compatibility requests though.
I'll look into that later, if it ever come to this.

Also ... menu depth with display stats or this?
I have set them to the lowest values possible for the Hotkey wheel (1-6 for different layers), but the display stats menu has the depth even lower than this (1-3 IIRC), so I have to increase the depth there. I will test it. In the meantime, using the new EH setting to move the hotkey wheel up or down should help to get it a bit out of the way.


Unfortunately, a new partial incompatibility has been reported - and confirmed by me. Streamline's code checks the number of keys pressed down before it will accept any hotkeys like saving, etc. And Enhanced Hotkey's new wheel icon is displayed by some "magic" that involves fooling Oblivion to think that a non-existant key is held down. Streamline detects that one more key than normal is pressed, and will not accept keyboard input like normal. For now, this means that if you use Streamline, you must disable the wheel HUD icon completely by setting wheelIconTimeout to 0 in EH's ini. Alternatively, you can change the wheelIconAlphaMin setting from 100 to 0, which means that the wheel icon disappears when the timeout (4s default) passes. This again will make Streamline accept keyboard input after the 4s timeout (or less if you reduce wheelIconTimeout).

It seems easy enough to make a (mergeable) Streamline patch that fixes this thoug - it only needs to make Streamline less grumpy when checking number of keys held down.
User avatar
Tiffany Castillo
 
Posts: 3429
Joined: Mon Oct 22, 2007 7:09 am

Post » Thu Jan 20, 2011 12:57 am

just noticed the update today, ty! great job!
User avatar
meghan lock
 
Posts: 3451
Joined: Thu Jan 11, 2007 10:26 pm

Post » Wed Jan 19, 2011 10:47 pm

Hi,

I have now updated the incompatibility section with the Wheel Icon - Streamline incompatibility. I decided to change how the wheel icon is displayed, to require the OBSE MenuQue plugin instead, which will completely get rid of any such incompatibilities. So stay tuned for next version :)
User avatar
Mel E
 
Posts: 3354
Joined: Mon Apr 09, 2007 11:23 pm

PreviousNext

Return to IV - Oblivion