[RELz] Enhanced Hotkeys

Post » Thu Jan 20, 2011 7:23 pm

Well I did manage to get things working, but there is some sort of weirdness happening when trying to switch modifier keys. A couple of times after making a change in the ini file, it would revert to your default of L-Alt as the modifier. Loading up a save game would reset it so that it was reading the ini file settings though. And the mod didn't stop working at all this time though, which is good. It's certainly alot easier binding items to a key now, no more finger contortions trying to set it. Just select the key, then select the item you want to bind to it. Very nice. All I need now is the ability to have a gear key. Other than that, it will be a nice replacement for Super Hotkeys. Though I think I might have a hard time figuring out what to do with all these hotkeys though. If I keep using Hotkey Casting and Hov's Hotkeys with this mods keys all enabled, I won't even have enough room on my keyboard for all the hotkeys I can potentially have.
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Alan Cutler
 
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Post » Thu Jan 20, 2011 2:02 pm

Anybody know if http://www.tesnexus.com/downloads/file.php?id=6795 which changes the look of the quick wheel would work with this?
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alicia hillier
 
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Post » Fri Jan 21, 2011 5:13 am

Anybody know if http://www.tesnexus.com/downloads/file.php?id=6795 which changes the look of the quick wheel would work with this?

Doubtful. EH uses a new wheel texture with 10 slots instead of the vanilla 8. I'm sure you could simply not install that portion of the other mod but still use the non-conflicting parts.

Or install it earlier in your BAIN installer order and let BAIN worry about what takes precedence.
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brandon frier
 
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Post » Thu Jan 20, 2011 8:49 pm

Doubtful. EH uses a new wheel texture with 10 slots instead of the vanilla 8. I'm sure you could simply not install that portion of the other mod but still use the non-conflicting parts.

Or install it earlier in your BAIN installer order and let BAIN worry about what takes precedence.

:( that's what I thought. I liked the mod for the change in color to the wheel. oh well
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Maddy Paul
 
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Post » Thu Jan 20, 2011 7:32 pm

Thanks for comments all :)

I can understand that my readme's are sometimes not as clear as they should. I try to make them clear, but English is not my language, and I must admit that the focus is on the mod and not the documentation. I may look trough the readme in order to improve it, but I would also appreciate suggestions for specific improvements/clarifications.

As for potions, Enhanced Hotkeys don't use the built-in hotkeys much at all, but keep all object id's in hotkey arrays, so potions, like any other item will not disappear from a hotkey until you manually clear it - but the icon will be grayed out, and a cycler will step over it, if you have none in your inventory.

The Dark UI Supplemental Pack looks good, and adding support would probably be relatively easy, but I don't see myself spending time on that now. If anyone wants to, it will be as simple as recoloring all the textures found in the textures\menus\EnhancedHotkeys folder, no more, no less. If anyone do (and do a decent job) I would be happy to host it as an alternative (with full credits of course). You don't have to worry about BAIN order either, except to make sure that EH's version of the quickkeys_menu.xml wins, as all the textures it uses comes with the mod in the unique folder above.

Belanos (and others), if you have problems with modifier keys (or anything else) please report the issue, together with the console debug output from EH when it happens (Conscribe is a great), and I will try to fix it.

P.S. The mod currently leads the File of the Month competition on TESNexus, which is great for recognition, it gets downloaded faster than any of my other mods. Thanks to all who have voted, but a few votes more would be appreciated if you think EH deserves it :)
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Doniesha World
 
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Post » Thu Jan 20, 2011 2:27 pm

Well I've been giving this mod a pretty good work out tonight and I like it now that I've figured out how it works. It has some definite improvements over Super Hotkeys. One small thing I noticed. If I use the multi-cast function, the icons that appear when a spell is cast tend to be all over the place. Sometimes I get a quest icon, other times I'll get a spell icon, though not necessarily the one that belongs to the spell. And sometimes I don't get an icon at all. I'm not having any problems with the modifiers anymore though, they're working as I intend them to. I think the mod gets a bit confused if you suddenly make a change in that area, but once it starts working right it remains stable. So do you have any plans on adding the option of a gear key later on?
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laila hassan
 
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Post » Thu Jan 20, 2011 7:38 pm

After playing with this mod since release, there's only one thing that still annoys me - cycling can't go backwards! I suppose "oh no, I accidentally cycled one too far, woe is me" is a very small complaint, but even so, it's the one thing that's still annoying.
Not, of course, that such a thing makes this any less worth of FOTM, which indeed I shall vote for.
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lilmissparty
 
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Post » Fri Jan 21, 2011 12:09 am

Well I've been giving this mod a pretty good work out tonight and I like it now that I've figured out how it works. It has some definite improvements over Super Hotkeys. One small thing I noticed. If I use the multi-cast function, the icons that appear when a spell is cast tend to be all over the place. Sometimes I get a quest icon, other times I'll get a spell icon, though not necessarily the one that belongs to the spell. And sometimes I don't get an icon at all.
It is known and will be fixed for the next version. Getting correct icon for the message bar was harder than I thought. so for 1.3 I play safe and display the default Oblivion icon.

I'm not having any problems with the modifiers anymore though, they're working as I intend them to. I think the mod gets a bit confused if you suddenly make a change in that area, but once it starts working right it remains stable.
Could you elaborate? The check for modifier keys is really simple, so there's not too much that could go wrong - except that the OBSE command used to detect modifier key doesn't work for all keys (like numeric keys) - so have switched to another OBSE command for next version. Maybe that'll help you.

So do you have any plans on adding the option of a gear key later on?
Not really, but I'm still keeping it in the back of my mind.



After playing with this mod since release, there's only one thing that still annoys me - cycling can't go backwards! I suppose "oh no, I accidentally cycled one too far, woe is me" is a very small complaint, but even so, it's the one thing that's still annoying.
Heh, you have too many items on one cycler then :) Adding a backward modifier key is easy enough, but I must think of whether it makes sense with all three cycler types.

Not, of course, that such a thing makes this any less worth of FOTM, which indeed I shall vote for.
Thanks :)
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Annika Marziniak
 
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Post » Fri Jan 21, 2011 1:24 am

I've a very minor issue, which is not going to stop me from using EH.
I don't want the message spam when casting or multi-casting a spell.
Maybe you can add an ini setting to turn it off in the next release.
Unless it's already there, but I missed it.
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Dan Wright
 
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Post » Fri Jan 21, 2011 5:05 am


Could you elaborate?


The only time I ran into problems was when I was actively making changes in the ini file. I would change modifier 1 for instance, go into the game to check it, then dropout and change modifier 2. It was only during those changes the the mod seemed to have issues with the new modifiers. Once all the values were in place and the game was running, there was never any problems. It's only during the editing process where it seemed to get confused with the sudden change.

BTW, your readme states that this mod is not compatible with other hotkey mods, but that's not really true. I'm having no problem using it along with Hotkey Casting and Hov's Hotkeys. It's only mods like Super Hotkeys, which make changes to preset hotkeys like the 1-8 keys, that there's going to be any problems. Any hotkey mod that allows you to assign any key for use should be fine provided they aren't set up to use the same keys as yours.
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Ells
 
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Post » Thu Jan 20, 2011 3:56 pm

I've a very minor issue, which is not going to stop me from using EH.
I don't want the message spam when casting or multi-casting a spell.
Maybe you can add an ini setting to turn it off in the next release.
Unless it's already there, but I missed it.

No, it isn't, because not knowing (remembering) which spells I cast was one of my annoyances with Super Hotkeys. But I add those messages explicitely, so it is easy enough to add an ini setting for this.
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Noraima Vega
 
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Post » Fri Jan 21, 2011 1:01 am

I have this set up for multi-casting spells for Hotkeys 3, 4 and 5. Hotkeys 3 and 4 have 3 spells each (say for simplification, 3: A-B-C, and 4: D-E-F), while Hotkey 5 has 5 spells attached to it as multi-cast (5: G-H-I-J-K).

I notice often that when pressing 3 or 4, only spells A and C, or D and F get cast. Same thing with 5 (G, I, K) get cast, and the even-numbered spells don't. I am not sure what causes this, but it happens many times. But within the same game, maybe a few minutes later, all spells will cast correctly. Not game-breaking, a minor annoyance really, but maybe something is not going exactly as it is supposed to go somewhere in the code/OBSE functions.

Maybe conscribe logged something so that I can give you definites - I'll go home later and try to paste it if available.
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Anthony Diaz
 
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Post » Thu Jan 20, 2011 8:24 pm

Heh, you have too many items on one cycler then :)

Entirely possible!
The specific scenario that reoccurs most often is with my "On Self | Noncombat" cycler - I have two healing spells (A weak one I can cast on 0 fatigue and a strong one I need to be fairly well recovered to use), a restore fatigue spell, water walking and breathing, so on and so forth. The two healing spells have the same icon, so when I'm going for one of them, or the fatigue spell, I occasionally miss! This makes me :(. Indeed, the first two times I even pressed shift-6 (The cycler's number) reflexively, but alas, to no avail.

Of course, it takes about a second to tap the key enough to cycle back round - so really, it's no biggie.
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Nomee
 
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Post » Fri Jan 21, 2011 12:36 am

I have this set up for multi-casting spells for Hotkeys 3, 4 and 5. Hotkeys 3 and 4 have 3 spells each (say for simplification, 3: A-B-C, and 4: D-E-F), while Hotkey 5 has 5 spells attached to it as multi-cast (5: G-H-I-J-K).

I notice often that when pressing 3 or 4, only spells A and C, or D and F get cast. Same thing with 5 (G, I, K) get cast, and the even-numbered spells don't. I am not sure what causes this, but it happens many times. But within the same game, maybe a few minutes later, all spells will cast correctly. Not game-breaking, a minor annoyance really, but maybe something is not going exactly as it is supposed to go somewhere in the code/OBSE functions.
I am pretty sure I know the cause. When you have multi-cast spells, EH does this:

1. Set the 1st spell to active
2. Wait until the engine tells that it has become active
3. Hold down the cast key
4. Wait until the engine tells that a spell is being cast
5. Release the cast key
6. Wait until the engine tells that the spell is finished being cast
7. Repeat for next spell

Now, to avoid infinite waiting, step 2 and 4 can be given up unsuccessfully, after a set number of frames. I guess what's happening in your game, is that the engine uses some time to finish up the first spell before allowing to cast the second, and by that time, step 4 has been given up, and EH instead jumps down to 7 and start with next spell which, since the wait timer is reset, has enough time to get cast.

There are good reasons for sometimes giving up in step 4. The most likely is that you don't have enough mana for the spell, but there are other good reasons for a spell not being cast too. But I guess the situation for you is that my wait timer is about the same time as readying the spell takes, so sometimes EH gives up too early, and sometimes not. Which means that I need to increase the timer - but I don't want to increase it too much, as that will make the delay before next spell longer when a spell legitimately fails (too little mana).

But you can test this yourself by using the preCastDelay and postCastDelay settings in the ini. The preCastDelay is a number of frames of waiting between step 2 and 3, and postCastDelay a number of frames of waiting between step 6 and 7. If you can try setting one of those up a bit (10 or more) and check if it helps, that would be a good help to me. Note that you don't even have to edit the ini to test it. You can try a cast, then open the console and type "set tnoEH.preCastDelay to 10", followed by enter, and then try to cast again.

Maybe conscribe logged something so that I can give you definites - I'll go home later and try to paste it if available.
Just to be sure, check that EH writes "EH:Could not cast " each time it gives up in step 4.
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bonita mathews
 
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Post » Thu Jan 20, 2011 6:05 pm

So, I'm running into the same problem with multi-casting, I only have 2 spells on the key and half the time my second spell won't get cast even though the message will come up telling me it is. It's not a magicka problem as I can have plenty of that at the time. That function is essentially broken at the moment since I can't rely on it at all. Sometimes it works, other times it doesn't. You mention pre/postCastDelay settings in the ini file but those don't even exist, so I can't adjust it myself. At least not on a permanent basis, and I don't want to have to go into the console everytime I start a new game.
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Jennifer Rose
 
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Post » Thu Jan 20, 2011 11:24 pm

You mention pre/postCastDelay settings in the ini file but those don't even exist, so I can't adjust it myself. At least not on a permanent basis, and I don't want to have to go into the console everytime I start a new game.

Are you using the latest version, v1.2? The settings are in the ini, right down at the very bottom.
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Ria dell
 
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Post » Thu Jan 20, 2011 9:16 pm

Are you using the latest version, v1.2? The settings are in the ini, right down at the very bottom.


Well damn, I thought for sure I had the latest version. Never mind then.
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Emma Parkinson
 
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Post » Thu Jan 20, 2011 5:24 pm

Enhanced Hotkeys 1.3 is now available :celebration:

From the readme:
* Added possibility of seeing hotkey wheel in gamemode (hold down a hotkey)
Hold down any hotkey for half a second to display the wheel.

* Scrolls can now be bound to Auto cast / Multi cast keys
What it says. You can combine spells and scrolls in the same Multi cast key.

* Added option of whether to see Cast messages when using Auto cast or Multi cast
A new setting. 0 hides cast messages completely, 1 displays them when using auto cast (casting a single spell), and 2 displays them for both auto and multi cast.

* Removed incorrect icon from cast message (now always displays standard Oblivion icon)
What it says. I will look into getting the correct icon to display, for a later version.

* Changed code to allow more keys as wheel modifier keys (numeric keys, etc.)
Turned out that IsKeyPressed3 doesn't work for all keys. Switched to IsKeyPressed2 that works with those keys.

* Changed how waiting for each individual multi-cast spell work. This should fix multi-cast problem for some users
As per the problem reported yesterday. EH now detects the most likely reason for a spell not being cast (too little mana) right away without any wait, but waits a set time (not a number of frames) before giving up otherwise. The wait time limit is set to 0.7 seconds, but can be changed in the ini. Please report how this works, especially those who had problems with multi cast in version 1.2
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Flesh Tunnel
 
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Post » Fri Jan 21, 2011 1:52 am

...forgot to mention how to upgrade, as usual. Just replace the esp file, and make sure to either copy in the new ini file, or to copy the two new settings (close to the end of the ini file) into the old. Your assigned hotkeys should not be affected by the upgrade.
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Claire Lynham
 
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Post » Thu Jan 20, 2011 7:06 pm

Man you're hard to keep up to. :goodjob:
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nath
 
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Post » Fri Jan 21, 2011 3:50 am

Not that it makes a difference for me, but is MenuQue required for the mod to work, or is it just for the HUD wheel? It sounds from the readme that you only need it if you want to see the HUD wheel.
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XPidgex Jefferson
 
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Post » Fri Jan 21, 2011 12:24 am

Not that it makes a difference for me, but is MenuQue required for the mod to work, or is it just for the HUD wheel? It sounds from the readme that you only need it if you want to see the HUD wheel.

Yes, that is correct. MenuQue is only needed if you want to see the HUD wheel icon.
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Add Meeh
 
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Post » Thu Jan 20, 2011 10:55 pm

I second Belanos comment :) I just upgraded to the previous one!! So, is there a way to update my omod or do I have to delete the old one and create a new? Does anyone know? I've done this like 4 times now and would like to streamline the process if possible. And I'm not really complaining :)
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Nicola
 
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Post » Fri Jan 21, 2011 5:01 am

I have been using Super Hotkeys for some time. As a fan of your work, I simply had to try Enhanced Keys. Everything is great with one exception that I can't live without...

The ability to assign a number of equipable items to a single hotkey that will all be equipped when the hot key is pressed. So far example I have one set for fighting and another set for sneaking (includes rings, amulets, etc) and by pressing the appropriate hotkey, I have everything equipped that I need for the task I am doing.

My wish list is...

  • Have a multiple item mode that does not cycle
  • One mode where currently equipped items are unequipped and then the items associated with a hotkey are equipped.
  • Another mode where the items are added to your currently equipped items (replacing where there is a conflict).
  • A nicety (but far from essential) is that if everything associated with a hotkey is already equipped, then unequip all items associated with the hotkey

Many thanks for considering this request.
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SUck MYdIck
 
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Post » Thu Jan 20, 2011 11:28 pm

I have been using Super Hotkeys for some time. As a fan of your work, I simply had to try Enhanced Keys. Everything is great with one exception that I can't live without...

The ability to assign a number of equipable items to a single hotkey that will all be equipped when the hot key is pressed. So far example I have one set for fighting and another set for sneaking (includes rings, amulets, etc) and by pressing the appropriate hotkey, I have everything equipped that I need for the task I am doing.


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.

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oliver klosoff
 
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