One thing worth mentioning is that there is no international standard for keyboards. My german keyboard has ZUIOP instead of YUIOP. Of course I don't need to use the Y key, but I thought I'd mention it. Can't think of better letters to use either. One row below you would already have C, which is commonly used as crouch key. Going more to the right would come with even more keyboard compatibility problems.
I know. I have just been a couple of days in France, where several of the keys were swapped. I see no way around this, though. Which means that with a non-English keyboard, some of the hotkeys may be in odd places.
OK finally done with updates to fallout, nehrim and now can get to this.
first thing I recommend if one is using sr hotkeys (and probably any other hotkey mod with cycler function) is to deactivate whatever mod that is then clear the hotkeys. Fastest way I found was to pick one weapon and assign it around the vanilla 1-8 hotkeys then drop that item. Do this before even installing the resources for this mod as having them installed but the esp deactivated will make it so you can't clear the hotkeys. I found that the names of the cycler hotkeys from sr hotekys remained and was unable to clear then till I then took out this entire mod, cleared them, then put this back in. (I seem to learn everything the hard way).
Strange. I don't know how sr hotkeys work, but you should see no trace of old hotkeys after installing Enhanced Hotkeys. What I have forgot to mention, is that after one visit to any menu and then back into gamemode, all old hotkeys will be gone.
I support the letter and numpad options as long as i can turn them on and off in the ini. many mods add hotkeys and activator keys - space gets limited and hard to keep track off at times. Besides not sure I'd use the letter ones already an enormous amount of hotkeys. I think of Easy Menus and like the ability to go right to the map or spells from a letter keystroke, but even with that they can be turned off. I always kind of wished that the perfect hotkey mod would be merged with TQP and EasyMenus.
Yes, the two additional key sets will be individaully enabled/disabled in the ini.
Also, I will ensure that if you bind no item to a hotkey, other mods that use this hotkey will work exactly as normal. So you will easily be able to add hotkeys to the other letters without breaking a mod that uses "L" (as an example).
But more than that what I'd really appreciate is a small little HUD icon telling me which hotkey set I'm on if using sticky variety which I most certainly will be doing. that would be most convenient in combat and situations where there isn't much time to think and the enormous amount of hotkeys get to be more of an encumbrance than help.
Yes, some visual info is necessary. I will probably look into making a HUD icon for it, but it will require MenuQue to work. I will avoid messing with the HUD xml files directly, as that leads to too much incompatibility.
Maybe a drop lit torches function? I dunno
What are you thinking of? Personally I bind torches to one key, and that makes drop lit torches work fine - a torch is equipped/unequipped by tapping the key, and dropped when I equip a weapon.
what is cycling the item icons mean? Does that only happen in the menus or can that happen out of menus and in game world?
Cycling the icons can only be used when having the wheel open in the menu, and have no gameplay effect. It is only a way to see exactly which items that are bound to a cycler/multi cast hotkey. When cycling, you will notice that after the last icon, the first icon will display, with the name of the cycler listed. Next click will then start the cycling with the first item (thus keeping the same icon), with the name of the item and its number in the list displayed. The cycling of the icons are forgot the moment you close the wheel again - and completely independent of the actual item cycling activation ingame.