[RELz] Enhanced Hotkeys

Post » Thu Jan 20, 2011 9:26 pm

any chance of an In-Game configuration utility?
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Alina loves Alexandra
 
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Post » Thu Jan 20, 2011 7:40 pm

Thanks for the update, and for making a great mod in general.

I've got a request for a feature: auto-cast scrolls. For instance, you bind a scroll to a hotkey and then click the icon to toggle between the normal equipping behaviour and autocast, just like spells. If it's set to autocast, hitting the hotkey during the game will consume the scroll and cast the spell.
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Hairul Hafis
 
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Post » Thu Jan 20, 2011 8:18 pm

any chance of an In-Game configuration utility?
For the settings that are in the ini now, probably not, as those are settings you are most likely to set once and maybe change once or twice in your game, and I like having ini files for that. But I assume I am going to add a feature where you can change the keyboard button bound to a hotkey by clicking on the hotkey's button icon (number/letter) and tapping the new key you want bound to it.


Thanks for the update, and for making a great mod in general.
Glad to hear it :)

I've got a request for a feature: auto-cast scrolls. For instance, you bind a scroll to a hotkey and then click the icon to toggle between the normal equipping behaviour and autocast, just like spells. If it's set to autocast, hitting the hotkey during the game will consume the scroll and cast the spell.
That sounds quite easy to add, so I will do so unless I stumble into some unexpected problem.
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kyle pinchen
 
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Post » Thu Jan 20, 2011 8:46 pm

I just voted for Enhanced Hotkeys for FOTM. Let's see some support for this awesome mod!
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Jake Easom
 
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Post » Thu Jan 20, 2011 10:12 am

Me too! Great idea :)
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(G-yen)
 
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Post » Thu Jan 20, 2011 7:18 pm

Me too! Great idea :)

Me three. Good call (I always forget about File of the month - although my pick last month did win by a landslide :D .)

And currently this mod is tied for first place! Early days of course.
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carley moss
 
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Post » Thu Jan 20, 2011 8:21 pm

The spacing for the wheel works really great for me with regard to display stats - http://i361.photobucket.com/albums/oo54/psymon11b/EnhancedHotkeyWheel.jpg. Set to top right.
Of course I've a 28" monitor so mileage may vary.

Possible problem.

In testing out various functions I was trying to set a hotkey to have torches, deluxe torches, crosses, and other regalia. I had the wheel while a deluxe torch was both equipped (in game) and the current icon showing in the wheel. I then unequipped the torch (in terms of the game activity, not from the hotkey) the result was an immediate crash to desktop.

Again - I unequipped while the wheel was open.


I can't duplicate this - not even sure I know how I was able to unequip something while the wheel was open.
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darnell waddington
 
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Post » Thu Jan 20, 2011 10:53 am

Just wanted to say thanks for all comments and votes :)

I will probably wrap up an improved version of HUD Status Bars before going back and finetuning Enhanced Hotkeys, so please report any strangeness that you discover.

Psymon: EH don't really care if an item is equipped or not, since the Base Object ID is what is stored for the hotkey, and not the reference for the actual item you carry. But I do check for the player having at least one item of the type in order to display the icon dimmed or not. Just to be sure, I will check that the code handles changed status to this while the icon is displayed - but I am pretty sure it is just not noticed by EH, until you click on something that make it redraw the icons.
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sam
 
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Post » Thu Jan 20, 2011 1:14 pm

I have now added the following to the first post (and the description on TESNexus):

========= UN-INSTALLATION

After uninstalling, the keyboard buttons bound to the 8 standard hotkeys must be re-assigned to keyboard buttons 1-8. To do so, download the EH Uninstallation zip file and
unzip the contents (one txt file without any .txt tag) named ehuninstall to your Oblivion (not Oblivion/data) folder.

Then, after having disabled Enhanced Hotkeys.esp, start up your game, open the console and type RunBatchScript EHuninstall. This will re-adjust your hotkeys back to 1-8, and you can delete the ehuninstall file again afterwards.



...
I was sure that the used command (SetControl) only changed the control map for the current gaming session (like most OBSE functions), but it turns out that it lingers after uninstalling Enhanced Hotkeys as well. But running this small script fixes it. For the record, the entire content of ehuninstall is:
	SetControl 18 2	SetControl 19 3	SetControl 20 4	SetControl 21 5	SetControl 22 6	SetControl 23 7	SetControl 24 8	SetControl 25 9

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Stefanny Cardona
 
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Post » Fri Jan 21, 2011 12:46 am

So I tried this mod and I'm sorry to say that you have finally made a mod that I don't like. I couldn't figure out how to get auto or multi-cast to work, there's no gear keys, and when I tried to change the modifiers to what I've gotten used to over the years, it stopped working altogether. I started out years ago with Expanded Hotkeys & Spell Delete, using the - and + keys for my modifiers, yet when I entered the key codes for those, 12 & 13, your mod just didn't work anymore. I couldn't get any sort of wheel to come to add anything to. I think I'll just stick with Super Hotkeys thanks. Along with Hotkey Casting and Hov's Hotkeys.

Damn it TNO, you've broken my game. My hotkeys don't work at all now. I even loaded a save from before I even tried your hotkeys and nothing works. I really shouldn't have to go through a bunch of hassle simple just for testing out a mod. I'm really annoyed right now.
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Dale Johnson
 
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Post » Thu Jan 20, 2011 5:54 pm

So I tried this mod and I'm sorry to say that you have finally made a mod that I don't like. I couldn't figure out how to get auto or multi-cast to work,

Auto-cast:
1. Set a single spell to a hotkey.
2. click on the set icon. The inner section of the wheel will display "A" indicating "Auto cast"

Multi-Cast:
1. Set multiple spells (using Ctrl to add more of course.)
2. Clicking on the icon will bring up a number of different cycler options (on each successive click) including mult-cast option (only if you have multiple spells set.) The inner section of the wheel will display "M#"

Easy-peasy. :D

there's no gear keys,

Not yet, no.
TheNiceOne recommends using the mod "Fast Equipping" with which you can set gear sets as hotkeys (and more besides.)

and when I tried to change the modifiers to what I've gotten used to over the years, it stopped working altogether. I started out years ago with Expanded Hotkeys & Spell Delete, using the - and + keys for my modifiers, yet when I entered the key codes for those, 12 & 13, your mod just didn't work anymore.

I think an earlier post reported some issues with using certain keys, but those where the number-pad ones, might be the same problem, not sure.

I couldn't get any sort of wheel to come to add anything to. I think I'll just stick with Super Hotkeys thanks. Along with Hotkey Casting and Hov's Hotkeys.

Whatever works for you, of course. :wink_smile:
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stacy hamilton
 
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Post » Thu Jan 20, 2011 11:23 pm


2. click on the set icon. The inner section of the wheel will display "A" indicating "Auto cast"


I didn't see any set icon. I saw in the ini file that there was a modifier for modes I might have been able to use, but that became moot when the mod stopped working after I tried to use the - & + keys as modifiers. I've been using those for so long now that it would be a major hassle trying to get used to something else.

TheNiceOne recommends using the mod "Fast Equipping" with which you can set gear sets as hotkeys (and more besides.)


I don't need to, Super Hotkeys already allows it. My current setup is far more flexible for me anyway. I can assign any key I want, at least for casting spells. I'm not restricted to using a pre-set group like the YUIOPGHJKL one. And with Super Hotkeys I figured out how to add as many wheels as I want, I'm not restricted to just the 4 this one has.
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Chris Ellis
 
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Post » Thu Jan 20, 2011 1:35 pm

So I tried this mod and I'm sorry to say that you have finally made a mod that I don't like. I couldn't figure out how to get auto or multi-cast to work, there's no gear keys, and when I tried to change the modifiers to what I've gotten used to over the years, it stopped working altogether. I started out years ago with Expanded Hotkeys & Spell Delete, using the - and + keys for my modifiers, yet when I entered the key codes for those, 12 & 13, your mod just didn't work anymore. I couldn't get any sort of wheel to come to add anything to. I think I'll just stick with Super Hotkeys thanks. Along with Hotkey Casting and Hov's Hotkeys.

Damn it TNO, you've broken my game. My hotkeys don't work at all now. I even loaded a save from before I even tried your hotkeys and nothing works. I really shouldn't have to go through a bunch of hassle simple just for testing out a mod. I'm really annoyed right now.

I am sorry to hear about your problems. Frankly, I too moved from Super Hotkeys, but I read the readme enough to understand how to make EH work, and I like it (missing the gear hotkeys though).

I presumed that one will of course need to reassign previous hotkeys if you move back to SuperHotkeys from EH.
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April
 
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Post » Thu Jan 20, 2011 7:09 pm

the mod stopped working after I tried to use the - & + keys as modifiers.

Interesting choice. Do you mouse left-handed by any chance?
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lydia nekongo
 
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Post » Thu Jan 20, 2011 12:36 pm

Interesting choice. Do you mouse left-handed by any chance?


No, right-handed. It's just that when I used Enhanced Hotkeys and Spell Delete long, long ago, there weren't too many options for modifiers for that mod. IIRC, there were only 4 keys you could use. And those were the 2 that were the most convenient for me at the time. That was so many years ago that I've just become very used it, making it hard to change. When I switched to Super Hotkeys, I just kept using the same modifiers. It's also along that same 1-8 line, which makes them easy for me to find. I typically only use them for items outside of combat, so it's not a problem removing my hand from the mouse in order to access them.
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Blackdrak
 
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Post » Fri Jan 21, 2011 12:37 am

I didn't see any set icon. I saw in the ini file that there was a modifier for modes I might have been able to use, but that became moot when the mod stopped working after I tried to use the - & + keys as modifiers. I've been using those for so long now that it would be a major hassle trying to get used to something else.

Set icon: I mean the icon of the spell you set for the given hotkey - In Game.

By way of example (this is using the ini set at it's defaults, as this can be changed):
You set a HEAL spell to hotkey 1.
With the wheel open in your inventory; click on that HEAL spell icon, sitting in slot 1. You should then see the letter "A" appear directly below the icon. This means it is now in "Auto cast" mode.
http://www.tesnexus.com/downloads/images/34735-2-1285070137.jpg


And I totally get how one can get so used to one way of playing, that any change can be not worth the hassle. I recently switched from Drop Lit Torches OBSE to the "ROM" version of the same, but that latter doesn't automatically drop a torch when unsheathing your weapon, you have to manually hit the key to drop the torch. Minor? Absolutely. But bothersome when so used to that way of playing? You betcha! :lol:


I don't need to, Super Hotkeys already allows it. My current setup is far more flexible for me anyway

I know. And that's fine.
I was just explaining how best to get gear sets when using this mod. Also in order to show that you are not really denied this feature if you did choose to switch to this mod.

Personally I don't use Gear keys, so that is not a concern with me. And as I like to play an archer quite a bit, the problems I had with every hotkey mod I tried, but this one, is what really has me sold.
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Wayne Cole
 
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Post » Thu Jan 20, 2011 10:59 am


Personally I don't use Gear keys, so that is not a concern with me. And as I like to play an archer quite a bit, the problems I had with every hotkey mod I tried, but this one, is what really has me sold.


I don't use them for much, basically just switching rings and amulets. For instance, if I start to get encumbered I'll use the same basic gear but switch a Shield amulet for a Feather one. But I find having that option very handy to have. I used to use Quick Wardrobe for that but with Super Hotkeys allowing me to do it, I figured why bother having that extra esp in my list. Anyway, it's a moot point if I can't use the - & + keys with this mod. I'm not sure why the mod would stop working completely when I tried it, it was just like when I uninstalled it. No keys would work at all. I was kind of hoping on being able to use those 2 extra number keys, 9 and 0, for in combat use, and the arrow switching sounded very useful too, but it just isn't going to work out with the way I've gotten used to playing.
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Chris Ellis
 
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Post » Thu Jan 20, 2011 7:02 pm

So I tried this mod and I'm sorry to say that you have finally made a mod that I don't like. I couldn't figure out how to get auto or multi-cast to work
...have been explained already I think. I think people used to Super Hotkeys expect is to be more difficult than it is, being used to have to pre-define a hotkey as a certain type.

there's no gear keys

...in addition to what others have said, you cannot expect a mod that was started on for 2 1/2 week ago and have so many new features, to have everything you want. Adding features take time. But from the description of what you use gear keys for, it seems that an auto or last cycler would work quite well instead.

, and when I tried to change the modifiers to what I've gotten used to over the years, it stopped working altogether. I started out years ago with Expanded Hotkeys & Spell Delete, using the - and + keys for my modifiers, yet when I entered the key codes for those, 12 & 13, your mod just didn't work anymore.

There's no reason I can think of for those not working. The mod has extensive debug features which would probably tell why though.

I couldn't get any sort of wheel to come to add anything to. I think I'll just stick with Super Hotkeys thanks. Along with Hotkey Casting and Hov's Hotkeys.
You're certainly welcome to do so.

Damn it TNO, you've broken my game. My hotkeys don't work at all now. I even loaded a save from before I even tried your hotkeys and nothing works. I really shouldn't have to go through a bunch of hassle simple just for testing out a mod. I'm really annoyed right now.
Or you could read the uninstall instructions in the 1st post here, or at TESNexus ;)

Yes, its a drag that you have to do something special to uninstall it, but the addition of more than 8 hotkeys just would not have worked without assigning the hotkeys from 1-8 to something else, and that is stored in your ini file, so you have to re-assign them back to 1-8. I have uploaded an uninstall file that is easy to use, as explained in the instructions though.
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Jessica Phoenix
 
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Post » Thu Jan 20, 2011 9:09 pm

I just want to say that everything has been working great for me with version 1.2 :) Numpad keys are working beautifully and I like the buttons you added! Never thought those would be as helpful as they are!

Some people need to read the manual, and also need to realize what you have done in a very small amount of time. You have done what most hotkey mods can't even come close to in my opinion.

Thank you!
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Nichola Haynes
 
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Post » Thu Jan 20, 2011 2:51 pm

...have been explained already I think. I think people used to Super Hotkeys expect is to be more difficult than it is, being used to have to pre-define a hotkey as a certain type.


You might want to make the procedure clearer in the readme then. I went through it a couple of times trying to figure out how to make it work but couldn't. I saw in the readme that it was possible, but not how to actually make it work. At least not in a clear manner that was easily understandable.

But from the description of what you use gear keys for, it seems that an auto or last cycler would work quite well instead.


Well no, since that would mean cycling through 2, maybe three keys instead hitting just one and changing everything at once. Sometimes I might even have something like a Gauntlets of Lockpicking as well, or whatever the game calls them.

There's no reason I can think of for those not working. The mod has extensive debug features which would probably tell why though.


You might want to look into it then as that seems to be a pretty serious bug. It was just like I had uninstalled the mod without your batch file.

I have uploaded an uninstall file that is easy to use, as explained in the instructions though.


Yes, I came across that after making my post and it did the trick.

PS: I went back through the readme again, and now that it's been explained to me, the part about creating an auto/multi-cast key makes a bit more sense. You might want to clarify that bit though. One thing I was wondering about with this mod. Apparently with the default keys there's a chance that a potion might become unbound to a key. IIRC, it can happen if you reach the maximum allowed potions for a combat round. I was able to get around it with Super Hotkeys by using the potion selector/drinker functions, but that was a bit of a clumsy way to do it. I'd have to assign a key for the potion itself then use a second key to actually use it. Does this mod address that problem so that my potions wouldn't become unbound? That would certainly be a bonus if it did. Aside from the lack of gear keys, I can see certain advantages using this mod over Super Hotkeys, especially if I no longer had to use a separate potion drinker key. Being able to use the 9 and 0 keys as in-combat item quick keys definitely makes it tempting to use this mod. Right now I'm using them for casting spells, but it would be nice to use them for items instead.
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Grace Francis
 
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Post » Thu Jan 20, 2011 10:26 pm

Hotkey mods are quite complex, and the readme takes some back and forth to understand (it is very difficult to define some methods in writing, but easier to show). Maybe someone could put together a video guide for configuration of this mod, so that it is easier to understand.

PS: I was able to understand the readme just fine, but then I have extensive experience in decoding technical stuff, being an engineer in RL.
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biiibi
 
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Post » Fri Jan 21, 2011 12:36 am

PS: I went back through the readme again, and now that it's been explained to me, the part about creating an auto/multi-cast key makes a bit more sense. You might want to clarify that bit though. One thing I was wondering about with this mod. Apparently with the default keys there's a chance that a potion might become unbound to a key. IIRC, it can happen if you reach the maximum allowed potions for a combat round. I was able to get around it with Super Hotkeys by using the potion selector/drinker functions, but that was a bit of a clumsy way to do it. I'd have to assign a key for the potion itself then use a second key to actually use it. Does this mod address that problem so that my potions wouldn't become unbound? That would certainly be a bonus if it did. Aside from the lack of gear keys, I can see certain advantages using this mod over Super Hotkeys, especially if I no longer had to use a separate potion drinker key. Being able to use the 9 and 0 keys as in-combat quick keys definitely makes it tempting to use this mod.


Potions don't become unbound with EH. I've never had to reassign a potion to a hotkey with EH whereas I had to do it continuously with other hotkey mods. Since I could never get super hotkeys to work at all, I can't comment on that. TheNiceOne's mod doesn't unbind an item when you run out and that seems to work for potions as well. I've played with this mod for almost 100 hours now and have never had to reassign a potion! And I gobble magicka restore potions like... you wouldn't believe :)

I found the readme a little tough too (and I'm also an engineer and a systems/business anolyst :)). I actually asked for clarification earlier in this thread and listed the process step by step. You might want to go back a couple of pages if you're still looking for clarification on something.
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Annika Marziniak
 
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Post » Fri Jan 21, 2011 3:11 am

Potions don't become unbound with EH. I've never had to reassign a potion to a hotkey with EH whereas I had to do it continuously with other hotkey mods. Since I could never get super hotkeys to work at all, I can't comment on that. TheNiceOne's mod doesn't unbind an item when you run out and that seems to work for potions as well. I've played with this mod for almost 100 hours now and have never had to reassign a potion! And I gobble magicka restore potions like... you wouldn't believe :)

I found the readme a little tough too (and I'm also an engineer and a systems/business anolyst :)). I actually asked for clarification earlier in this thread and listed the process step by step. You might want to go back a couple of pages if you're still looking for clarification on something.


Thanks for the info, maybe I'll give this mod another chance then. Super Hotkey's way of dealing potions was a bit clumsy, nice to know they'll always stick with this one. Other than the lack of gear keys, it will do pretty much everything that I had Super Hotkeys set up to do, and adds a couple of keys in the process. Now if I can just figure out how to get the modifiers to work the way I want them to.
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Rob Davidson
 
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Post » Fri Jan 21, 2011 3:31 am

Installed a couple of hours ago after dl last night. Just endorsed on Nexus.
Yes, the readme was a bit tough to follow and it took a little experimentation to get it setup the way I wanted it.
But I'll never go to another hotkey mod now. Thanks TNO.
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Lou
 
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Post » Thu Jan 20, 2011 2:40 pm

Belanos: Here is the previous http://www.gamesas.com/index.php?/topic/1117114-relz-enhanced-hotkeys/page__st__80 I was referring to. You might find that helpful. As you can see, you`re not the first to grill TNO on how the modifier keys work :) It`s much better now though, because you can click on the wheel number in the upper right quadrant to switch wheels while you are assigning hotkeys.

I don`t use the cycler keys because I need to know exactly where my spells are, so I prefer to hit CTRL+2 and know that that will be my fire damage on touch spell, for example. I have a gaming keyboard, so ALT, CTRL and Shift work best for me. Perhaps you could get the mod working with the regular modifier keys, just to confirm it`s working and then switch to the modifier keys you want. If you happen to be using Conscribe, that will capture the debug messages and you could post them here. TNO will fix this mod if your modifier keys aren`t working.
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Prue
 
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