[RELz] Enhanced Hotkeys

Post » Thu Jan 20, 2011 2:41 am

TheNiceOne,

A couple things with the latest version:

There seem to be a couple of errors in the OBMM installer. First it asks about the Equip/Activation message, but the choices are the same as for the hotwheel position. Is this intended? In the ini, this is just simply a boolean (on or off). Later I notice it asks me again if I want a message displayed. Perhaps this is just a terminology issue. Second the default key for wheel 4 is left shilft, which is also the default for wheel 3. Shouldn't it be left ctrl?

Ok, now more importantly :)

I'm trying to test the multi-cast of summons with Supreme Magicka. First, I'm not sure I'm setting this up properly:

1. Assign a summons spell to a hotkey.
2. Ctrl-click a second summons spell to add another one.
3. Ctrl-click a third summons spell to add a third.
4. Click on the hotkey to switch it to multi-cast.

I don't have the modifier key enabled for switching between different key modes. If I'm doing this correctly, then the multi-cast of SM summons isn't working. Now I haven't tweaked the pre- and post- cast delays yet. I will try those settings now, but I wanted to verify that I was doing this correctly :)

Edit:
I played with the pre- and post- cast delays a bit and couldn't get it to work. Quite frankly I wouldn't worry about it. With Supreme Magicka, you can summon multiple creatures by simply recasting the spell. The number of creatures you can cast is limited by your conjuration level (you can also tweak this setting in the ini). So if you assign a summons spell to key 0, you can summon multiple critters by pressing 0 and hitting cast multiple times. If you use multiple hotkeys for different types of critters, you just press the appropriate hotkey and cast. So I can summon Elemental Atronachs and a Dremora Lord just by pressing a couple of keys (I've limited the number of critters I can summon to 4). Even if I had summons set up as a multi-cast, I probably wouldn't get all the critters anyway due to the limit in the ini file.

I can't make comments about the other magic overhauls, I only run Supreme Magicka, but those are my thoughts on the matter :)
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Angela Woods
 
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Post » Thu Jan 20, 2011 1:45 am

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.

Yes! This is the one thing I was thinking/wishing for when playing around with weapon cycling! I found myself wanting to cycle between my sword, bow and fists (unarmed.) And thinking that what I really need is an iventory "unarmed" weapon icon for selection.

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.

Sounds pretty good. Like with Duke combat archery (which I don't have) I would find myself wanting the same for Crossbows of Cyrodiil (and the bolts that comes with it) as well, I think. (But wouldn't expect it - I don't expect compatibility with any mod that happens to be out there. :lol: )

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.

Although not something I am all that interested in, I think it would "complete" the mod if included though.
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James Rhead
 
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Post » Thu Jan 20, 2011 10:02 am

This sounds great. Was gonna start replaying OB a few months ago but couldn't find a hotkey mod I was truly happy with to run with a pure mage char. Started designing my own hotkey mod, but RL reared its ugly head and I haven't really made any progress. So you can just do the work for me :celebration:

One thing though. How about adding support for modifier keys? Shift+1, Alt+1, etc. As a WASD player I strongly prefer that over having additional keys spread over the right side of the keyboard.
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victoria gillis
 
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Post » Wed Jan 19, 2011 11:55 pm

I believe the modifier keys are configurable. :D
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claire ley
 
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Post » Thu Jan 20, 2011 2:07 am

I believe the modifier keys are configurable. :D

They totally are. :D
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Stace
 
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Post » Thu Jan 20, 2011 5:41 am

A couple things with the latest version:

There seem to be a couple of errors in the OBMM installer. First it asks about the Equip/Activation message, but the choices are the same as for the hotwheel position. Is this intended? In the ini, this is just simply a boolean (on or off). Later I notice it asks me again if I want a message displayed. Perhaps this is just a terminology issue. Second the default key for wheel 4 is left shilft, which is also the default for wheel 3. Shouldn't it be left ctrl?
The former is a copy/paste error, the second is (probably) an oversight. Thanks for mentioning it, it will be fixed in next version.

Thanks for doing the SM testing. I must admit that I'm not completely sure about the problem myself - the only magic mod I have ever tried is L.A.M.E. - but from the report, I understood it as the game (probably SM) locked up when using auto cast summoning. If that doesn't happen in your game, then great :) If it happens, the compatibility test settings will hopefully rectify it by giving SM more time between the spell switching.


Yes! This is the one thing I was thinking/wishing for when playing around with weapon cycling! I found myself wanting to cycle between my sword, bow and fists (unarmed.) And thinking that what I really need is an iventory "unarmed" weapon icon for selection.
Yes, that was my thinking too. I'm not sure if such an item should unequip only the weapon or also any arrows, or if I should add two items, one for weapon only and one for weapon + arrows. More items mean more clutter in the inventory, and I'm not sure I will be able to hide them when the wheel is closed.

Sounds pretty good. Like with Duke combat archery (which I don't have) I would find myself wanting the same for Crossbows of Cyrodiil (and the bolts that comes with it) as well, I think. (But wouldn't expect it - I don't expect compatibility with any mod that happens to be out there. :lol: )
I think it would be automatically compatible with CoC, as from the little I've looked into it, the Crossbows are modified bows, and the bolts modified arrows.


Are there any more such special items you (or anyone else) can think of as useful, something you want to happen by tapping a hotkey?


One thing though. How about adding support for modifier keys? Shift+1, Alt+1, etc. As a WASD player I strongly prefer that over having additional keys spread over the right side of the keyboard.
What the other said. This is what I term multiple wheels (as opposed to multiple key sets, which is the alternate keys). You can have up to 3 additional wheels, and you select the modifier keys in the ini, so in addition to the standard wheel (no modifier key), you can have one when left shift is pressed, another with left alt, and a third with right alt - or any other combo. You can also choose to make the wheel sticky and instead only have one key to toggle between the wheels.
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Chris Jones
 
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Post » Thu Jan 20, 2011 8:05 am

The former is a copy/paste error, the second is (probably) an oversight. Thanks for mentioning it, it will be fixed in next version.

Thanks for doing the SM testing. I must admit that I'm not completely sure about the problem myself - the only magic mod I have ever tried is L.A.M.E. - but from the report, I understood it as the game (probably SM) locked up when using auto cast summoning. If that doesn't happen in your game, then great :) If it happens, the compatibility test settings will hopefully rectify it by giving SM more time between the spell switching.



Oh, it never locked up, no matter what the settings are. It just doesn't mulit-cast. It works more like a regular cycler. It will cast one of whichever spell is currently active rather than going through the list. I expected that if I set up a multi-cast with three different summons spells, it would fire each summons spell in succession. It just fires the first one. Now as I said, I don't see myself using this feature anyway and I wonder at it's usefulness because you will likely find yourself running into the summons limit put in place by Supreme Magicka. You can also do multiple summons quite easily anyway.
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Anna Watts
 
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Post » Thu Jan 20, 2011 3:09 pm

I've run into an issue after I installed this where I can't streamsave using F10 like I have been. I also can't bring up the streamline in game menu. Is there a way to fix it?
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Big mike
 
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Post » Thu Jan 20, 2011 7:27 am

Oh, it never locked up, no matter what the settings are. It just doesn't mulit-cast. It works more like a regular cycler. It will cast one of whichever spell is currently active rather than going through the list. I expected that if I set up a multi-cast with three different summons spells, it would fire each summons spell in succession. It just fires the first one. Now as I said, I don't see myself using this feature anyway and I wonder at it's usefulness because you will likely find yourself running into the summons limit put in place by Supreme Magicka. You can also do multiple summons quite easily anyway.

I have tested with several different summon spells in a Multi-Cast group, and that just cast each of them in turn, as it should. But that's without any magic overhaul, which means that the first immediately disappears when the second is summoned, etc.


I've run into an issue after I installed this where I can't streamsave using F10 like I have been. I also can't bring up the streamline in game menu. Is there a way to fix it?
Yes, the problem is described a few posts up, but I'll repeat it here:

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).


For the record, v 1.2 that uses MenuQue to display the hud wheel icon, and therefore do completely away with this incompatibility, will probably be relased tomorrow.
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Elle H
 
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Post » Thu Jan 20, 2011 7:26 am

Yes, the problem is described a few posts up



I must of missed that when I did a search in the thread. I'll go and change that now.
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kat no x
 
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Post » Thu Jan 20, 2011 12:20 pm

Enhanced Hotkeys 1.2 is now out

From the changelog:
* Added buttons for Delete (item from hotkey), Move (item earlier in Cycler/Multi cast group) and Undo (last hotkey change)
As discussed. The buttons are not the most fance, and may be improved later, but at least they should work.

* Numpad keys can now be used as non-sticky wheel selector keys (they could be used for sticky already).
Switched OBSE command to detect them, as IsKeyPressed3 didn't work for the Numpad.

* The Wheel HUD icon is changed to use MenuQue for its display. This fixes the Streamline incompatibility
This removes any Streamline incompatibility.
So download and install MenuQue if you haven't already. It is as simple as pasting the MenuQue folder into your Oblivion/data folder and then forgetting it.

* Fixed OBMM installation script
As reported by andalaybay, it should be fixed now.
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Nikki Morse
 
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Post » Thu Jan 20, 2011 11:20 am

Enhanced Hotkeys 1.2 is now out


Thanks for the update! :foodndrink:

I updated from 0.9 to 1.2 via a clean save and while multi cast and spell cycling work fine just as before I can't get assigning a single sword to a hotkey to work - and it doesn't work with two swords set on cycling either. Might be some stupid mistake on my part but there are no alternatives when assigning a single sword to a hotkey so it seems I can't do much about it. With two swords set to cyclers I've tried all three types but none work. In both cases the sword gets unequipped when using the hotkey - and then nothing at all happens when using the hotkey again.

EDIT: While I'm at it. I had a couple of wishes for the multi cast feature in a post above and there's another one I'd love to have implemented. With Super Hotkeys you can terminate multi cast by casting another spell, which is very nice when accidentally having a multi cast going on - or when being attacked in the middle of it. With EH you can't terminate it so you basically have to wait it out.
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Ridhwan Hemsome
 
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Post » Thu Jan 20, 2011 2:01 am

Dang, I had a hunch I hadn't tested it well enough :(

At least there are no clean save requirements for up/downgrading between the different 1.x versions...


Edit: Arkngt, can you do this again and report exactly what EH writes to the console (debug is 1 by default in the ini)?

Also, do all (non-spell) hotkeys stop working after this?


And yes, terminating multi cast by casting another spell should probably be possible.
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Mr.Broom30
 
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Post » Thu Jan 20, 2011 6:24 am

Edit: Arkngt, can you do this again and report exactly what EH writes to the console (debug is 1 by default in the ini)?


This is me trying to assign Light of Dawn to Key 1 on the default wheel - and then to equip it with the chosen hotkey:

EH:Update commands for 0/0/1/0
EH:Set Light of Dawn at 0/0/1
EH:Update commands for 0/0/1/1
EH:2 -> 0/1
EH:Ready hotkey 0/0/1
EH:Unequip Light of Dawn at 0/0/1/1
EH:2 -> 0/1
EH:Ready hotkey 0/0/1
EH:Equip Light of Dawn of type 33 at 0/0/1/1
EH:Didn't equip Light of Dawn

Also, do all (non-spell) hotkeys stop working after this?


I've only tried with the Torch HotKey you get with OOO - and it works fine.

And yes, terminating multi cast by casting another spell should probably be possible.


:)
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john page
 
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Post » Thu Jan 20, 2011 5:34 am

This is me trying to assign Light of Dawn to Key 1 on the default wheel - and then to equip it with the chosen hotkey:
...

Thanks. Can you try with different weapons (if you haven't already). From the output it looks like you have stumbled into an OBSE bug.

The moment after "EH:Equip Light of Dawn..." is called, I call "Player.EquipItem2NS object" where object is the item's object ref, and then I consider myself (almost finished). After that I just check for 10 frames if the object got Equipped, and then writes the "EH:Didn't equip..." message if it hadn't been equipped by that time. This shouldn't really happen unless "Player.EquipItem2NS object" failed to work, and I have no idea why it wouldn't. I will take this to the OBSE thread.

In the meantime I will probably have to revert back to the 1.0 and earlier version where I instead of using EquipItem2NS, bound the item to a hotkey and simulated the hotkey keypress. That will not work well with the customized control of equip messages though.
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Darlene Delk
 
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Post » Thu Jan 20, 2011 5:04 am

Thanks. Can you try with different weapons (if you haven't already). From the output it looks like you have stumbled into an OBSE bug.


I've tried with an Ayleid Meteoric Iron sword from OOO (can't remember the name) and it didn't work either. Haven't tried with any others.
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LuCY sCoTT
 
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Post » Thu Jan 20, 2011 7:00 pm

I've tried with an Ayleid Meteoric Iron sword from OOO (can't remember the name) and it didn't work either. Haven't tried with any others.

Can you try with some non-scripted swords? EquipItem2NS has special handling for scripted items (it differs from EquipItem by triggering the OnEquip block of the item), so it may be the reason that it sometimes seems to fail.
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Nadia Nad
 
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Post » Thu Jan 20, 2011 3:01 am

Can you try with some non-scripted swords? EquipItem2NS has special handling for scripted items (it differs from EquipItem by triggering the OnEquip block of the item), so it may be the reason that it sometimes seems to fail.


Stop the presses! Your detailed answer on OBSE functions made me double check which version I was running and it was apparently OBSE 18 Beta 6. Updating to OBSE 18 proper fixed it. Sorry for wild goose chase - it was a stupid mistake on my part after all... :rolleyes:
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Daramis McGee
 
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Post » Thu Jan 20, 2011 4:32 am

Stop the presses! Your detailed answer on OBSE functions made me double check which version I was running and it was apparently OBSE 18 Beta 6. Updating to OBSE 18 proper fixed it. Sorry for wild goose chase - it was a stupid mistake on my part after all... :rolleyes:

Ah. But thanks anyway. I got one more of the same error report on the TESNexus thread a couple of days ago (this code isn't changed between 1.1 and 1.2) which really made me think it was a general problem. So you at least helped me finding out what to answer to that other player - and remind me to not only check that OBSEv18 is installed, but also that it is not one of the beta versions :)
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Beulah Bell
 
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Post » Thu Jan 20, 2011 12:44 pm

Ah. But thanks anyway. I got one more of the same error report on the TESNexus thread a couple of days ago (this code isn't changed between 1.1 and 1.2) which really made me think it was a general problem. So you at least helped me finding out what to answer to that other player - and remind me to not only check that OBSEv18 is installed, but also that it is not one of the beta versions :)


I could have sworn I was using the final OBSE 18 release. I mean, it has been out a while by now and I'm using several mods depending on it. But there you go.

EDIT: Ah, now I know what happened. A while ago I used the OBSE 19 beta release for beta testing another mod - and when I went back to 18 I must have installed OBSE 18 Beta 6 by mistake. So on the plus side I got this fixed now.
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TOYA toys
 
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Post » Thu Jan 20, 2011 8:15 am

Question about how to use this. With the vanilla hotkeys if you held down a hot key long enough while playing it would bring up the wheel so you knew what you were selecting inc ase you for got. I tried with EH and it didn't work. Can you bring up the wheel during play and if so how?
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sally coker
 
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Post » Thu Jan 20, 2011 1:30 pm

Question about how to use this. With the vanilla hotkeys if you held down a hot key long enough while playing it would bring up the wheel so you knew what you were selecting inc ase you for got. I tried with EH and it didn't work. Can you bring up the wheel during play and if so how?

No, for the time being, that functionality is disabled. But I will make it work again in a future release (probably next).
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Kat Lehmann
 
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Post » Thu Jan 20, 2011 9:14 am

ok thanks for answering. I thought I had seen a wheel last night when playing. Guess it was just my imagination. I originally got this mod because you could add a ton of extra items to hotkeys. I'll have to figure out how to stack them with weapons and spells.
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Emily Jeffs
 
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Post » Thu Jan 20, 2011 5:48 pm

I'll have to figure out how to stack them with weapons and spells.

Very simple really. Just hold down left Ctrl (can be changed in the ini) when clicking on items you want to bind. Holding down left Ctrl has the effect of appending the item to the hotkey without removing the item(s) you already have there.

By default this becomes an Auto Cycler, but by clicking on the hotkey item icon, you toggle the modes. If all the items are spells, one of the modes is Multi Cast. You can also click on a single hotkey spell icon to toggle it between normal and Auto Cast.
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Andrea P
 
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Post » Thu Jan 20, 2011 7:57 pm

yeah I read that it seems real simple to use. I just haven't done it yet.
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WTW
 
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