[RELz] Enhanced Hotkeys

Post » Wed Jan 19, 2011 7:00 am

Key 8 works perfectly now and no 'E' anymore. Thanks!

One more feature request: I currently have two rings in one slot with a cycler key (no idea why I never used them before...:P). Problem is that when I exchange the rings the game always unequips my third ring that is not assigned to a hotkey instead of exchaning one hotkey ring with the other hotkey ring. So after 'hotkeying' I'm left with only one ring on my hand. Would it be possible to first unequip hotkey ring number 1 and then equip hotkey ring number 2 when I press the hotkey (so my 'permanent' ring number 3 is not affected and stays on my hand)?
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Carlitos Avila
 
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Post » Wed Jan 19, 2011 5:05 pm

Sheesh! I go to sleep for a few hours, then work, only to return to see this baby not only released, but updated even?! :lol:
Okay time to give it a test drive then (I have Custom Spell Icons by the way, so compatibility check with that too.)
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Naazhe Perezz
 
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Post » Wed Jan 19, 2011 1:28 pm

Re: http://www.tesnexus.com/downloads/file.php?id=26196
I haven't looked into that mod yet, but since I determine the right icon "manually" in my code, it will definitely be possible to check for that mod and retreive icons in another way then - unless the code kyoma provided worked directly.

Just checked in game. No they don't fully work directly.
That is: The customised icons do not show up in the inventory wheel (when setting them etc.) Otherwise they seem to work fine together.
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Harry-James Payne
 
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Post » Wed Jan 19, 2011 6:31 pm

But do they work when you use a hotkey to select a spell? I have to be able to tell the difference between Wizard's Fury and my fire damage on target etc. I haven't loaded this yet because I'd like to finish my current game and I admit I'm a little hesitant to do so :) I've been badly burned in the past (ok, pun intended :))
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Darren Chandler
 
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Post » Wed Jan 19, 2011 1:00 pm

Re: http://www.tesnexus.com/downloads/file.php?id=26196

Just checked in game. No they don't fully work directly.
That is: The customised icons do not show up in the inventory wheel (when setting them etc.) Otherwise they seem to work fine together.
Looking at the code it seems impossible to make them compatible atm. There isn't a list of Iconifed-spells in the scripts themselves, what we (you) need is a GetSpellIcon function.
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Minako
 
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Post » Wed Jan 19, 2011 7:18 pm

oops, doublepost
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Ross Zombie
 
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Post » Wed Jan 19, 2011 6:10 pm

Key 8 works perfectly now and no 'E' anymore. Thanks!
Good to hear, and thanks for testing. :)

One more feature request: I currently have two rings in one slot with a cycler key (no idea why I never used them before...:P). Problem is that when I exchange the rings the game always unequips my third ring that is not assigned to a hotkey instead of exchaning one hotkey ring with the other hotkey ring. So after 'hotkeying' I'm left with only one ring on my hand. Would it be possible to first unequip hotkey ring number 1 and then equip hotkey ring number 2 when I press the hotkey (so my 'permanent' ring number 3 is not affected and stays on my hand)?
I have never fully understood how the engine decides which ring to unequip when I equip one - and I agree that it is irritating that the engine decides to keep wrong ring. I will keep it in mind and see if I can do something about it. It will be a bit down on the list though.


Sheesh! I go to sleep for a few hours, then work, only to return to see this baby not only released, but updated even?! :lol:
Okay time to give it a test drive then (I have Custom Spell Icons by the way, so compatibility check with that too.)
My youngest daughter was sick yesterday, so I ended up being home coding this mod instead of going to work. But I think the entire mod has been done in around 20 hours (so far), it surprised me that it wasn't more work. But I can thank the OBSE team and especially their array functions for that.


But do they work when you use a hotkey to select a spell? I have to be able to tell the difference between Wizard's Fury and my fire damage on target etc. I haven't loaded this yet because I'd like to finish my current game and I admit I'm a little hesitant to do so :) I've been badly burned in the past (ok, pun intended :))
Enhanced Hotkeys uses the vanilla SelectPlayerSpell function to select spells, and simulates holding down the cast key for auto-caSting of spells, so it should be fully compatible with any customized spells, even if you don't see the right icon. As for being hesistant to try it in an existing game - I can understand that. But to clarify, what will happen is that you lose your old hotkey binding, so if you decide to uninstall EH after testing it, you will have to add them again. But EH stores everything in OBSE arrays tied to this mod, so if you uninstall it again, all traces of it is guaranteed to disappear - except for lost hotkeys. Not leveled list and clone forms like (some) other hotkey mods use.


Looking at the code it seems impossible to make them compatible atm. There isn't a list of Iconifed-spells in the scripts themselves, what we (you) need is a GetSpellIcon function.
I guess I can ask statttis to add a string_var:pathname GetSpellIcon ref:spell to the "Custom Spell Icons" mod, and then I can check for that mod, and if so call that function to retrieve custom icons. Should be easy to implement for statttis.
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Amanda savory
 
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Post » Wed Jan 19, 2011 3:24 pm

But do they work when you use a hotkey to select a spell? I have to be able to tell the difference between Wizard's Fury and my fire damage on target etc. I haven't loaded this yet because I'd like to finish my current game and I admit I'm a little hesitant to do so :) I've been badly burned in the past (ok, pun intended :))

Yes it does. This mod only really affects the icons in the wheels. So the customised spell icons show up in normal inventory, and in one's HUD when selected from either the inventory or the hotkeys.
So the only issue (and it is a minor one indeed) is that when you set and look at the spells you have on your wheel, they will only display the 'vanilla' icons.

For example I have the set of "detect item" spells, which have no set icon, so just display the basic script one, so I of course customised it (arrows, as that is what I usually use the spell to find.) I see that customised icon in my spell inventory, and also when selecting it when playing. Only the wheel shows the ugly script icon instead.


So TheNiceOne and kyoma (hi :) ); it would always be nice to have that full compatibility, but it really isn't a big deal in my opinion - as they works together where it really counts.
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Lori Joe
 
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Post » Wed Jan 19, 2011 8:19 am

I have one (relatively) big new idea for this mod.

I consider adding two new hotkey wheels, a letter wheel and a numpad wheel. They will work exactly as the basic number wheel, but will make it possible to bind items to 10 letter keys and 10 numpad keys in addition to the 10 number keys. So it will in effect work as if the basic wheel has 30 keys and not only 10, and you can of course still select alternative wheels by holding down wheel selector keys.

To view/add the letter and numpad keys, just tap the letter/numpad key when in the Inventory/Magic menu, just as you now tap a number key. You will only see 10 keys at a time in the wheel, but if the number wheel is open, tapping a letter will switch to that, and the large red hotkey numbers will switch to 10 red hotkey letters instead, and similar for the numpad.

You will of course have ini settings for enabling/disabling the two additional wheels, but the 10 letter keys used will NOT be configurable. So I need to get opinions on which letters to use. I plan to use the 5 right-most in the two upper lines on the keyboard, i.e. letters YUIOP and GHJKL. If one of those are already in use (for a vanilla control, or by other mods), you will retain compatibility by simply not binding anything to that key. Do those 10 letter keys make most sense?


So TheNiceOne and kyoma (hi :) ); it would always be nice to have that full compatibility, but it really isn't a big deal in my opinion - as they works together where it really counts.
I have contacted statttis for a possible compatibility function added to his mod, but I agree that this isn't too important.

Btw, have you noticed that when auto-casting a spell, a message "Cast " is displayed? When using Super Hotkeys, I often was unsure if I had cast the right spell, as the cast animation was the only thing that could tell me which spell was used.
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brenden casey
 
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Post » Wed Jan 19, 2011 7:24 pm

I plan to use the 5 right-most in the two upper lines on the keyboard, i.e. letters YUIOP and GHJKL. If one of those are already in use (for a vanilla control, or by other mods), you will retain compatibility by simply not binding anything to that key. Do those 10 letter keys make most sense?


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.

Personally I would probably only use the numpad wheel anyway, makes sense for items you don't need to access very quickly in combat. Maybe I could use those as gear keys in combination with Fast Equipping (downloaded but not tested yet).
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ladyflames
 
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Post » Wed Jan 19, 2011 12:33 pm

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).

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.

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.

Maybe a drop lit torches function? I dunno

thanks for working on this.

=================

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?
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Danny Blight
 
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Post » Wed Jan 19, 2011 10:04 am

I have one (relatively) big new idea for this mod.

I consider adding two new hotkey wheels, a letter wheel and a numpad wheel. They will work exactly as the basic number wheel, but will make it possible to bind items to 10 letter keys and 10 numpad keys in addition to the 10 number keys. So it will in effect work as if the basic wheel has 30 keys and not only 10, and you can of course still select alternative wheels by holding down wheel selector keys.

Sounds pretty good, if only for those who like a whole lot of hotkeys - serious magic users for instance.
I am all for the number pad option. But as you say; the rest of the keyboard can get pretty full with a number of mods using extra keys. - Of course the fact that this is all optional, and that practically all of those mods have configurable keys anyway, leaves it a more than viable option still.

For me personally; ten number keys plus ten number pad keys, twenty in all, multiplied by the number of wheels - that's a whole lot of hotkeys right there! And would do more than the trick for practically anyone.
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maria Dwyer
 
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Post » Wed Jan 19, 2011 9:36 am

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.
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James Potter
 
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Post » Wed Jan 19, 2011 4:41 pm

Looks awesome, instant download. :D
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Nikki Lawrence
 
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Post » Wed Jan 19, 2011 12:09 pm

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.

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).

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.

I recall Skyranger stating that one should not uninstall and reinstall his mod too often as that would lead to save game bloat - don't know why. Still might be good to state that clearing the hotkeys is recommended before installing this. just a suggestion.

Will this ensuring of no binding even include mods like this one. What if for instance I bind open map to M with easy menus then later change that via the ini to a key that is already bound with this? or vice versa ... convoluted question I know.

Are you saying you drop lit torches without a mod that does that? (no OOO, No ROM, No SM OBSE)? What heppens to me is the torch just goes away and I'm fighting in the dark.

And I seem to be having an issue with being unable to cycle the icons, but I could be missing a step.

Is there any visual cue that lets me know which kind of cycler I'm on with a hotkey? Is it that the type of cycling is set at the time you bind it or can you then change the type of cycling later? nevermind that I got it - all about the use of the mouse.
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Peter P Canning
 
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Post » Wed Jan 19, 2011 6:21 pm

[quote name='Psymon' date='22 September 2010 - 12:17 PM' timestamp='1285150642' post='16412864']
I recall Skyranger stating that one should not uninstall and reinstall his mod too often as that would lead to save game bloat - don't know why. Still might be good to state that clearing the hotkeys is recommended before installing this. just a suggestion.[/quote]Yes, good point. I don't know what magic other hotkey mods are using, except that I saw that Super Hotkeys use leveled lists and cloneforms, which may bloat your savegame even after disabling the mod (I think). This mod only uses OBSE arrays, so can be safely installed/uninstalled without any negative effect - except losing your current hotkey setup.


[quote]Will this ensuring of no binding even include mods like this one. What if for instance I bind open map to M with easy menus then later change that via the ini to a key that is already bound with this? or vice versa ... convoluted question I know.[quote]It will ensure that nothing is bound to the 8 hotkey slots that Oblivion has. I haven't checked out Easy Menus, but I would guess it listens for specific key presses directly, and don't care about the 8 hotkey slots. But if it uses any of the 8 hotkey slots, it will become probelmatic.


[quote]Are you saying you drop lit torches without a mod that does that? (no OOO, No ROM, No SM OBSE)? What heppens to me is the torch just goes away and I'm fighting in the dark.[/quote]No, I use the OBSE DLT mod. What I'm saying is that the torch can be bound to a hotkey like any other item without any specific support for that mod.


[quote]And I seem to be having an issue with being unable to cycle the icons, but I could be missing a step.[/quote]When there are multiple items bound to a key, just click on the hotkey's icon with your left mouse button. You can set up a modifer key (like ctrl) that must be held down for the cycling of icons to occur, but it is 0 by default.


[quote]Is there any visual cue that lets me know which kind of cycler I'm on with a hotkey?[/quote] Yes, look at the images hosted on TESNexus. The 3 "Mode ..." images show the different visual clues, like this. [src="http://www.tesnexus.com/downloads/images/34735-5-1285070138.jpg"]Here[/url] you see that it is a Cycler-Last group with 5 items bound to it,
both from the text above the wheel (which displays the selected key), and from the "L5" tag on the inside of the wheel (which is always visible for all non-standard hotkeys).


[quote]Is it that the type of cycling is set at the time you bind it or can you then change the type of cycling later?[/quote]It defaults to (Auto) Cycler, but you change it freely by holding down Ctrl (configurable in the ini: tnoEH.modeKey) when clicking on the hotkey icon. Both the text above the wheel and the tag on the inside of the wheel will then toggle between the possible modes (3 cycler modes, and one multi-cast mode if all items are spells). If only one spell (and nothing else) is bound to a hotkey, doing this will toggle between normal hotkey and Auto-cast hotkey, which will be displayed the same way.
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Averielle Garcia
 
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Post » Wed Jan 19, 2011 4:02 pm

Didn't expect a reply while I was editing so will add down here ... I got all the basic functions so far I think thanks.

Ok feature request now that I've assigned them all. It has always bothered me that when assigning weapons and spells to the hotkeys the wheel itself obscured the spell effects and weapon stats. Even more frustrating thinking to myself 'Ok which spell was better again?" Then scrolling to the top or bottom of the tab to have the stats not obscured by the wheel. Even more aggravating when there is not enough entries to scroll and do that even.

So with that is there a way to move that wheel over a bit more. So we can see the full display stats readout while assigning.

Is there a limit to the number of items/spells that can be assigned to one hotkey?
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JD FROM HELL
 
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Post » Wed Jan 19, 2011 10:58 am

Ok feature request now that I've assigned them all. It has always bothered me that when assigning weapons and spells to the hotkeys the wheel itself obscured the spell effects and weapon stats. Even more frustrating thinking to myself 'Ok which spell was better again?" Then scrolling to the top or bottom of the tab to have the stats not obscured by the wheel. Even more aggravating when there is not enough entries to scroll and do that even.

So with that is there a way to move that wheel over a bit more. So we can see the full display stats readout while assigning.
I was thinking about the same thing myself. What I think I can do is to change the depth of the different menus, so that the stats display popup will be ontop of the hotkey wheel. A simple solution that should work fine.

Is there a limit to the number of items/spells that can be assigned to one hotkey?
I haven't coded in any limit, so the actual limit will be the maximum possible length of an OBSE array, which is at least 65536. So there's really no limit :)
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James Wilson
 
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Post » Wed Jan 19, 2011 5:12 pm

@TheNiceOne and Vargr,

Thanks for the explanations regarding custom icons. I don't mind what it shows in the wheel while I'm assigning hotkeys, I just need it to show the proper icon as the active spell when I select the hotkey. From your explanation TheNiceOne, I can now see how I got burned before!
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maya papps
 
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Post » Wed Jan 19, 2011 11:47 pm

You can try it out now. It is implemented in 0.9.5 :)


That was very fast. :) Downloading.

EDIT: Seems to work perfectly. :thumbsup:
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Enie van Bied
 
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Post » Wed Jan 19, 2011 11:27 am

Just wanted to say TheNiceOne how much I appreciate this mod.

Brings an UI to the game that is much needed in my opinion. Been using Super Hot Keys before though I loved the options and used it fully, it always seemed to me to be not addressing something that bothers me about vanilla Oblivion. Your mod has moved a great step forward in that.

My suggestion for what it is worth, is to do away with the circle, Oblivion for more than one reason was an adaptation to fit and showcase Xbox 360 and the D-pad for hotkeys, which is understandable, how ever its long continued life, as always is from those whom own a PC and for what ever reason, continue to play OB. The life of OB is due to modders of your quality, who dare to have a vision and "make it so" (Picard couldn't help myself). As I myself have created something along similar lines for an MMORPG, and proved to be very popular, I ask can you do away finally now with the circle, and get rid, as your ideas for even more extras would fit. Go Grid if you feel it's right, thus freeing space in menu for info, and even more user friendly, which ultimately is the goal of this marvellous project. A circle in my opinion is out of date, and your mod proves it. Whether it is possible or not, I'm sure you'll know. Give freedom to the gamer I cry :celebration:

How ever no matter how you choose to develop this (and yes would like to see Custom Icons and this mod synchronise somehow), I for one along with many others I'm sure, am very grateful and thank you.
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I’m my own
 
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Post » Wed Jan 19, 2011 7:16 pm

Holy bleep, I think this might actually work! :) I installed it and it seems to work with my keyboard! You have no idea how long I've waited for a functioning hotkey mod!!! Now the only problem I have is figuring out what I'm going to do with all these keys. I love how the wheel stays open while you are assigning keys. It would be a bit easier if there was a way for the custom icons to be displayed, but it's manageable. As was said previously, they do display properly in the HUD and whatnot. The only downside to the wheel staying open while you are assigning the keys is that it hides the pop-up description - also mentioned previously. I didn't think it'd be a big deal at first, but with so many keys available, I'm now assigning keys for spells I've never used! I never used the spells because they were protective spells that I don't normally have a chance to cast...

The most important thing is that this works and it's solid. I know what I'm assigning to each key in each wheel. I had to reassign my sneak key (I was using ctrl) because using the wheel accessed by ctrl meant that I was popping in and out of sneak - could be dangerous :) I don't consider this a big deal and I wouldn't worry about trying to fix it. I could have reassigned the wheel access key, but alt, shift and ctrl line up vertically on my keyboard and it helps to remember the order of the wheels.

So a big and hearty THANK YOU :celebration: :foodndrink:
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Marquis T
 
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Post » Wed Jan 19, 2011 11:18 am

Very impressed. Excellent work. Not had any issues with 0.95 yet. Well, one, it isn't Wrye Morph aware, but I didn't expect it to be. Just means you have to re-assign keys when you shift shapes.
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Budgie
 
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Post » Wed Jan 19, 2011 9:56 am

Is it possible to add support for custom hotkeys which can be redefined in oblivion.ini?
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djimi
 
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Post » Wed Jan 19, 2011 12:37 pm

TNO: This is indeed a cool mod. I just moved from super_hotkeys to this, and I really like it. Really love the multi-cast feature :foodndrink:

An issue I bumped into: I was configuring my hotkeys, and after that tried to use them, but the hotkeys wouldn't change when using in-game (i.e., pressing 2 or 4 or 8 wouldn't change the active spell to the spell assigned to that hotkey). Currently, hotkeys have been locked, and reloading a game doesn't cure this. Is this something to do with the sticky keys? (I tried pressing Ctrl, Alt or Shift to unstick, but didn't help). My conscribe log, if it helps:
Spoiler
Enhanced Hotkeys initializing...
EH:Updated values from ini file in data\ini\.
===============================================
Game Instance : 1 | Time : 09-22-2010 20-55-59
===============================================
EH:Updated values from ini file in data\ini\.
EH:Clear hotkeys
PiiiP : INI Initialized !
SM Regional Bounty Initialised
SM Combat Hide Initialised with ini
[BladeOfTheHaunted][INFO] Reading ini file Data\BladeOfTheHaunted.ini ...
[BladeOfTheHaunted][INFO] ... Reading ini file complete.
[BladeOfTheHaunted][INFO] ConScribe version is 8 (optional)
[BladeOfTheHaunted][INFO] ConScribe logfile: ConScribe Logs\Per-Mod\BladeOfTheHaunted.log
[BladeOfTheHaunted][INFO] Log level is set to INFO (2)
[BladeOfTheHaunted][INFO] OBSE version is 18
[BladeOfTheHaunted][INFO] Pluggy version is 132 (not required for running this mod)
[BladeOfTheHaunted][INFO] SoundCommands is installed (optional)
[BladeOfTheHaunted][INFO] EnhancedMusicControl is installed (optional)
[BladeOfTheHaunted][INFO] ModIndex in load order: 101
[BladeOfTheHaunted][INFO] Mod version (current/lastDetected) is 0.0/0.0
[BladeOfTheHaunted][INFO] BladeOfTheHauntedCustomizer.esp detected. BoT.useCustomizer=0
MMO:Updated values from ini file in data\ini\.
MMO:Found OOO house markers
MMO:Init complete: Choices: 34, Renamed Markers: 6
EE:Updated values from ini file in data\ini\.
All Natural Tamriel: Initialised
All Natural SI: Initialised
EH:Clear hotkeys
EH:Clear hotkeys
EH:wheel 0, key 2
EE:Ready to cast RFA2: Fortify Endurance with icon magic\restoration_icons\fortify_attribute.dds
EH:20
EH:Casting RFA2: Fortify Endurance
EH:200
EH:201
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EE:Ready to cast RFA2: Fortify Intelligence with icon magic\restoration_icons\fortify_attribute.dds
EH:20
EH:Casting RFA2: Fortify Intelligence
EH:200
EH:201
EH:202
EH:203
EH:204
EH:205
EH:206
EH:207
EH:208
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EE:Ready to cast RFA2: Fortify Luck with icon magic\restoration_icons\fortify_attribute.dds
EH:20
EH:Casting RFA2: Fortify Luck
EH:200
EH:201
EH:202
EH:203
EH:204
EH:205
EH:206
EH:207
EH:208
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EE:Ready to cast RFA2: Fortify Speed with icon magic\restoration_icons\fortify_attribute.dds
EH:20
EH:Casting RFA2: Fortify Speed
EH:200
EH:201
EH:202
EH:203
EH:204
EH:205
EH:206
EH:207
EH:208
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EE:Ready to cast RFA2: Fortify Strength with icon magic\restoration_icons\fortify_attribute.dds
EH:20
EH:Casting RFA2: Fortify Strength
EH:200
EH:201
EH:202
EH:203
EH:204
EH:205
EH:206
EH:207
EH:208
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EE:Ready to cast RFA2: Fortify Willpower with icon magic\restoration_icons\fortify_attribute.dds
EH:20
EH:Casting RFA2: Fortify Willpower
EH:200
EH:201
EH:202
EH:203
EH:204
EH:205
EH:206
EH:207
EH:208
EH:209
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EE:Ready to cast RFF1: Fortify Fatigue with icon magic\restoration_icons\fortify_fatigue.dds
EH:20
EH:Casting RFF1: Fortify Fatigue
EH:200
EH:201
EH:202
EH:203
EH:204
EH:205
EH:206
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EE:Ready to cast Shieldwall with icon Magic\alteration_icons\shield_alteration.dds
EH:20
EH:Casting Shieldwall
EH:200
EH:201
EH:202
EH:203
EH:204
EH:205
EH:206
EH:207
EH:208
EH:209
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EH:250
EE:Ready to cast ASP3: Guard with icon Magic\alteration_icons\shield_alteration.dds
EH:20
EH:Casting ASP3: Guard
EH:200
EH:201
EH:202
EH:203
EH:204
EH:205
EH:206
EH:207
EH:208
EH:209
EH:Opening wheel 0 at 2
EH:Hide 0:
EH:Display 1: Magic\destruction_icons\shock_damage.dds
EH:Display 2: magic\restoration_icons\fortify_attribute.dds
EH:Hide 3: M9
EH:Hide 4: M9
EH:Hide 5: M9
EH:Hide 6: M9
EH:Hide 7: M9
EH:Hide 8: M9
EH:Hide 9: M9
EH:Set Use Torch at 0/4
EH:Display 4: clutter\Lights\icontorch3v2.dds
EH:Set ICr3: Voice of Rapture at 0/3
EH:Display 3: Magic\illusion_icons\charm_illusion.dds
EH:Append RRH2: Remedy Friend at 0/3/2
EH:Display 3: magic\restoration_icons\restore_health.dds
EH:Set CSA2: Summon Timber Wolf at 0/5
EH:Display 5: Magic\conicon_wolf.dds
EH:Append CSA3: Summon Diminutive Minotaur at 0/5/2
EH:Display 5: Magic\conicon_minotaur.dds
EH:Append CSD3: Summon Dremora at 0/5/3
EH:Display 5: Magic\conjuration_icons\dremora_conjuration.dds
EH:Set MDi1: Minor Dispel at 0/6
EH:Display 6: Magic\mysticism_icons\dispel_mysticism.dds
EH:Append MDL2: Major Life Detection at 0/6/2
EH:Display 6: Magic\mysticism_icons\detect_life_mysticism.dds
EH: Click on 0/3
EH:Display 3: Magic\illusion_icons\charm_illusion.dds
EH: Click on 0/3
EH:Display 3: Magic\illusion_icons\charm_illusion.dds
EH: Click on 0/3
EH:Display 3: magic\restoration_icons\restore_health.dds
EH: Click on 0/3
EH:Display 3: Magic\illusion_icons\charm_illusion.dds
EH: Click on 0/3
EH:Display 3: Magic\illusion_icons\charm_illusion.dds
EH: Click on 0/3
EH:Display 3: magic\restoration_icons\restore_health.dds
EH: Click on 0/3
EH:Display 3: Magic\illusion_icons\charm_illusion.dds
EH: Click on 0/3
EH:Display 3: Magic\illusion_icons\charm_illusion.dds
EH: Click on 0/3
EH:Display 3: Magic\illusion_icons\charm_illusion.dds
EH: Click on 0/3
EH:Display 3: Magic\illusion_icons\charm_illusion.dds
EH: Click on 0/3
EH:Display 3: Magic\illusion_icons\charm_illusion.dds
EH: Click on 0/3
EH:Display 3: Magic\illusion_icons\charm_illusion.dds
EH:Remove ICr3: Voice of Rapture from 0/3/1
EH:Display 3: magic\restoration_icons\restore_health.dds
EH:Cannot remove ICr3: Voice of Rapture from 0/3/-99999 - not found
EH:Display 3: magic\restoration_icons\restore_health.dds
EH:Remove RRH2: Remedy Friend from 0/3/1
EH:Hide 3:
EH:Remove RFA2: Fortify Endurance from 0/2/1
EH:Display 2: magic\restoration_icons\fortify_attribute.dds
EH:Remove RFA2: Fortify Intelligence from 0/2/1
EH:Display 2: magic\restoration_icons\fortify_attribute.dds
EH:Remove RFA2: Fortify Luck from 0/2/1
EH:Display 2: magic\restoration_icons\fortify_attribute.dds
EH:Remove RFA2: Fortify Speed from 0/2/1
EH:Display 2: magic\restoration_icons\fortify_attribute.dds
EH:Remove RFA2: Fortify Strength from 0/2/1
EH:Display 2: magic\restoration_icons\fortify_attribute.dds
EH:Remove RFA2: Fortify Willpower from 0/2/1
EH:Display 2: magic\restoration_icons\fortify_fatigue.dds
EH:Remove RFF1: Fortify Fatigue from 0/2/1
EH:Display 2: Magic\alteration_icons\shield_alteration.dds
EH:Remove ASP3: Guard from 0/2/2
EH:Display 2: Magic\alteration_icons\shield_alteration.dds
EH:Remove Shieldwall from 0/2/1
EH:Hide 2:
EH:Cannot remove Shieldwall from 0/2/-99999 - not found
EH:Hide 2:
EH:Closing wheel at 2
EH:Opening wheel 0 at 2
EH:Hide 0:
EH:Display 1: Magic\destruction_icons\shock_damage.dds
EH:Hide 2: C2
EH:Hide 3: C2
EH:Display 4: clutter\Lights\icontorch3v2.dds
EH:Display 5: Magic\conicon_wolf.dds
EH:Display 6: Magic\mysticism_icons\dispel_mysticism.dds
EH:Hide 7: C2
EH:Hide 8: C2
EH:Hide 9: C2
EH:Set RFA2: Fortify Endurance at 0/2
EH:Display 2: magic\restoration_icons\fortify_attribute.dds
EH:Append RFA2: Fortify Intelligence at 0/2/2
EH:Display 2: magic\restoration_icons\fortify_attribute.dds
EH:Append RFA2: Fortify Luck at 0/2/3
EH:Display 2: magic\restoration_icons\fortify_attribute.dds
EH:Append RFA2: Fortify Luck at 0/2/4
EH:Display 2: magic\restoration_icons\fortify_attribute.dds
EH:Append RFA2: Fortify Speed at 0/2/5
EH:Display 2: magic\restoration_icons\fortify_attribute.dds
EH:Append RFA2: Fortify Strength at 0/2/6
EH:Display 2: magic\restoration_icons\fortify_attribute.dds
EH:Append RFA2: Fortify Willpower at 0/2/7
EH:Display 2: magic\restoration_icons\fortify_attribute.dds
EH:Append RFF1: Fortify Fatigue at 0/2/8
EH:Display 2: magic\restoration_icons\fortify_fatigue.dds
EH: Click on 0/2
EH: Click on 0/2
EH:Display 2: magic\restoration_icons\fortify_attribute.dds
EH: Click on 0/2
EH:Display 2: magic\restoration_icons\fortify_attribute.dds
EH: Click on 0/2
EH:Display 2: magic\restoration_icons\fortify_attribute.dds
EH: Click on 0/2
EH:Display 2: magic\restoration_icons\fortify_attribute.dds
EH: Click on 0/2
EH:Display 2: magic\restoration_icons\fortify_attribute.dds
EH: Click on 0/2
EH:Display 2: magic\restoration_icons\fortify_attribute.dds
EH: Click on 0/2
EH:Display 2: magic\restoration_icons\fortify_attribute.dds
EH: Click on 0/1
EH: Click on 0/1
EH:Display 1: Magic\destruction_icons\shock_damage.dds
EH: Click on 0/6
EH: Click on 0/5
EH: Click on 0/5
EH:Display 5: Magic\conicon_wolf.dds
EH: Click on 0/5
EH:Display 5: Magic\conicon_wolf.dds
EH:Remove RFF1: Fortify Fatigue from 0/2/8
EH:Display 2: magic\restoration_icons\fortify_attribute.dds
EH:Remove RFA2: Fortify Willpower from 0/2/7
EH:Display 2: magic\restoration_icons\fortify_attribute.dds
EH:Remove RFA2: Fortify Strength from 0/2/6
EH:Display 2: magic\restoration_icons\fortify_attribute.dds
EH:Cannot remove RFA2: Fortify Strength from 0/2/-99999 - not found
EH:Display 2: magic\restoration_icons\fortify_attribute.dds
EH:Remove RFA2: Fortify Speed from 0/2/5
EH:Display 2: magic\restoration_icons\fortify_attribute.dds
EH:Remove RFA2: Fortify Luck from 0/2/3
EH:Display 2: magic\restoration_icons\fortify_attribute.dds
EH:Remove RFA2: Fortify Intelligence from 0/2/2
EH:Display 2: magic\restoration_icons\fortify_attribute.dds
EH:Remove RFA2: Fortify Endurance from 0/2/1
EH:Display 2: magic\restoration_icons\fortify_attribute.dds
EH:Remove RFA2: Fortify Luck from 0/2/1
EH:Hide 2:
EH:Set RFA2: Fortify Endurance at 0/2
EH:Display 2: magic\restoration_icons\fortify_attribute.dds
EH:Append RFA2: Fortify Intelligence at 0/2/2
EH:Display 2: magic\restoration_icons\fortify_attribute.dds
EH:Append RFA2: Fortify Luck at 0/2/3
EH:Display 2: magic\restoration_icons\fortify_attribute.dds
EH:Append RFA2: Fortify Speed at 0/2/4
EH:Display 2: magic\restoration_icons\fortify_attribute.dds
EH:Append RFA2: Fortify Strength at 0/2/5
EH:Display 2: magic\restoration_icons\fortify_attribute.dds
EH:Append RFA2: Fortify Willpower at 0/2/6
EH:Display 2: magic\restoration_icons\fortify_attribute.dds
EH: Click on 0/2
EH:Display 2: magic\restoration_icons\fortify_attribute.dds
EH: Click on 0/2
EH:Display 2: magic\restoration_icons\fortify_attribute.dds
EH: Click on 0/2
EH:Display 2: magic\restoration_icons\fortify_attribute.dds
EH: Click on 0/3
EH:Set RRH2: Night Mother's Caress at 0/3
EH:Display 3: magic\restoration_icons\restore_health.dds
EH:Append RFF1: Fortify Fatigue at 0/3/2
EH:Display 3: magic\restoration_icons\fortify_fatigue.dds
EH:Append RFF1: Fortify Fatigue at 0/3/3
EH:Display 3: magic\restoration_icons\fortify_fatigue.dds
EH:Append Shieldwall at 0/3/4
EH:Display 3: Magic\alteration_icons\shield_alteration.dds
EH:Append ASP3: Guard at 0/3/5
EH:Display 3: Magic\alteration_icons\shield_alteration.dds
EH:Remove RRH2: Night Mother's Caress from 0/3/1
EH:Display 3: magic\restoration_icons\fortify_fatigue.dds
EH:Remove Shieldwall from 0/3/3
EH:Display 3: magic\restoration_icons\fortify_fatigue.dds
EH:Cannot remove RRA2: Restore Physis from 0/3/-99999 - not found
EH:Display 3: magic\restoration_icons\fortify_fatigue.dds
EH:Cannot remove RRF1: Minor Respite from 0/3/-99999 - not found
EH:Display 3: magic\restoration_icons\fortify_fatigue.dds
EH:Cannot remove RRF1: Minor Respite from 0/3/-99999 - not found
EH:Display 3: magic\restoration_icons\fortify_fatigue.dds
EH:Remove RFF1: Fortify Fatigue from 0/3/1
EH:Display 3: magic\restoration_icons\fortify_fatigue.dds
EH:Remove ASP3: Guard from 0/3/2
EH:Display 3: magic\restoration_icons\fortify_fatigue.dds
EH:Remove RFF1: Fortify Fatigue from 0/3/1
EH:Hide 3:
EH:Set RRH2: Night Mother's Caress at 0/3
EH:Display 3: magic\restoration_icons\restore_health.dds
EH:Append Shieldwall at 0/3/2
EH:Display 3: Magic\alteration_icons\shield_alteration.dds
EH:Append RFF1: Fortify Fatigue at 0/3/3
EH:Display 3: magic\restoration_icons\fortify_fatigue.dds
EH:Append ASP3: Guard at 0/3/4
EH:Display 3: Magic\alteration_icons\shield_alteration.dds
EH: Click on 0/3
EH:Display 3: magic\restoration_icons\restore_health.dds
EH: Click on 0/3
EH:Display 3: magic\restoration_icons\restore_health.dds
EH: Click on 0/3
EH:Display 3: magic\restoration_icons\restore_health.dds
EH:Closing wheel at 3
EH:Opening wheel 0 at 3
EH:Hide 0:
EH:Display 1: Magic\destruction_icons\shock_damage.dds
EH:Display 2: magic\restoration_icons\fortify_attribute.dds
EH:Display 3: magic\restoration_icons\restore_health.dds
EH:Display 4: clutter\Lights\icontorch3v2.dds
EH:Display 5: Magic\conicon_wolf.dds
EH:Display 6: Magic\mysticism_icons\dispel_mysticism.dds
EH:Hide 7: C2
EH:Hide 8: C2
EH:Hide 9: C2
EH:Set ASP3: Guard at 0/3
EH:Display 3: Magic\alteration_icons\shield_alteration.dds
EH:Set RFF1: Fortify Fatigue at 0/3
EH:Display 3: magic\restoration_icons\fortify_fatigue.dds
EH:Closing wheel at 3
EH:Opening wheel 0 at 3
EH:Hide 0:
EH:Display 1: Magic\destruction_icons\shock_damage.dds
EH:Display 2: magic\restoration_icons\fortify_attribute.dds
EH:Display 3: magic\restoration_icons\fortify_fatigue.dds
EH:Display 4: clutter\Lights\icontorch3v2.dds
EH:Display 5: Magic\conicon_wolf.dds
EH:Display 6: Magic\mysticism_icons\dispel_mysticism.dds
EH:Hide 7: C2
EH:Hide 8: C2
EH:Hide 9: C2
EH:Remove RFF1: Fortify Fatigue from 0/3/1
EH:Hide 3:
EH:Closing wheel at 3
EH:Opening wheel 0 at 3
EH:Hide 0:
EH:Display 1: Magic\destruction_icons\shock_damage.dds
EH:Display 2: magic\restoration_icons\fortify_attribute.dds
EH:Hide 3: M6
EH:Display 4: clutter\Lights\icontorch3v2.dds
EH:Display 5: Magic\conicon_wolf.dds
EH:Display 6: Magic\mysticism_icons\dispel_mysticism.dds
EH:Hide 7: C2
EH:Hide 8: C2
EH:Hide 9: C2
EH:Set RRH2: Night Mother's Caress at 0/3
EH:Display 3: magic\restoration_icons\restore_health.dds
EH:Append RFF1: Fortify Fatigue at 0/3/2
EH:Display 3: magic\restoration_icons\fortify_fatigue.dds
EH: Click on 0/3
EH:Display 3: magic\restoration_icons\restore_health.dds
EH: Click on 0/3
EH:Display 3: magic\restoration_icons\restore_health.dds
EH: Click on 0/3
EH:Display 3: magic\restoration_icons\restore_health.dds
EH: Click on 0/7
EH: Click on 0/3
EH:Append AFe2: Ease Burden at 0/3/3
EH:Display 3: Magic\alteration_icons\feather_alteration.dds
EH: Click on 0/7
EH:Set ASP3: Guard at 0/7
EH:Display 7: Magic\alteration_icons\shield_alteration.dds
EH:Append Shieldwall at 0/7/2
EH:Display 7: Magic\alteration_icons\shield_alteration.dds
EH: Click on 0/7
EH: Click on 0/7
EH:Display 7: Magic\alteration_icons\shield_alteration.dds
EH: Click on 0/7
EH:Display 7: Magic\alteration_icons\shield_alteration.dds
EH: Click on 0/7
EH:Display 7: Magic\alteration_icons\shield_alteration.dds
EH: Click on 0/8
EH:Set ICh3: Chameleon at 0/8
EH:Display 8: Magic\illusion_icons\chameleon_illusion.dds
EH:Append IIn3: Shadow Shape at 0/8/2
EH:Display 8: Magic\illusion_icons\invisibility_illusion.dds
EH:Append INE2: Eyes of Eventide at 0/8/3
EH:Display 8: Magic\illusion_icons\night_eye_illusion.dds
EH:Remove INE2: Eyes of Eventide from 0/8/3
EH:Display 8: Magic\illusion_icons\chameleon_illusion.dds
EH:Append INE3: Eyes of Midnight at 0/8/3
EH:Display 8: Magic\illusion_icons\night_eye_illusion.dds
EH:Append INE3: Eyes of Midnight at 0/8/4
EH:Display 8: Magic\illusion_icons\night_eye_illusion.dds
EH:Remove INE3: Eyes of Midnight from 0/8/3
EH:Display 8: Magic\illusion_icons\chameleon_illusion.dds
EH:Remove INE3: Eyes of Midnight from 0/8/3
EH:Display 8: Magic\illusion_icons\chameleon_illusion.dds
EH:Cannot remove INE3: Eyes of Midnight from 0/8/-99999 - not found
EH:Display 8: Magic\illusion_icons\chameleon_illusion.dds
EH:Append INE3: Eyes of Midnight at 0/8/3
EH:Display 8: Magic\illusion_icons\night_eye_illusion.dds
EH:Remove INE3: Eyes of Midnight from 0/8/3
EH:Display 8: Magic\illusion_icons\chameleon_illusion.dds
EH:Cannot remove INE3: Eyes of Midnight from 0/8/-99999 - not found
EH:Display 8: Magic\illusion_icons\chameleon_illusion.dds
EH:Cannot remove INE3: Eyes of Midnight from 0/8/-99999 - not found
EH:Display 8: Magic\illusion_icons\chameleon_illusion.dds
EH: Click on 0/6
EH:Append INE3: Eyes of Midnight at 0/6/3
EH:Display 6: Magic\illusion_icons\night_eye_illusion.dds
EH: Click on 0/8
EH: Click on 0/8
EH:Display 8: Magic\illusion_icons\chameleon_illusion.dds
EH: Click on 0/8
EH:Display 8: Magic\illusion_icons\invisibility_illusion.dds
EH:Append AOp3: Open Average Lock at 0/8/3
EH:Display 8: Magic\alteration_icons\open_alteration.dds
EH: Click on 0/9
EH:Append DEC2: Hailstone at 0/1/3
EH:Display 1: Magic\destruction_icons\frost_damage.dds
EH: Click on 0/8
EH: Click on 0/8
EH:Display 8: Magic\illusion_icons\chameleon_illusion.dds
EH: Click on 0/6
EH: Click on 0/6
EH:Display 6: Magic\mysticism_icons\dispel_mysticism.dds
EH: Click on 0/9
EH: Click on 0/9
EH: Click on 0/6
EH:Append AFe3: Lesser Slowfall at 0/6/4
EH:Display 6: Magic\alteration_icons\feather_alteration.dds
EH: Click on 0/7
EH:Append ASF3: Flame Shield at 0/7/3
EH:Display 7: Magic\alteration_icons\fire_shield_alteration.dds
EH:Append ASL3: Lightning Shield at 0/7/4
EH:Display 7: Magic\alteration_icons\lightning_shield_alteration.dds
EH:Set Repair Hammer at 0/0
EH:Display 0: Clutter\IconRepairHammer.dds
EH:Set *Fletching Calipers at 0/9
EH:Display 9: Clutter\IconCallipers01.dds
EH:Closing wheel at 1
EH:Opening wheel 2 at 1
EH:Hide 0:
EH:Hide 1:
EH:Hide 2:
EH:Hide 3:
EH:Hide 4:
EH:Hide 5:
EH:Hide 6:
EH:Hide 7:
EH:Hide 8:
EH:Hide 9:
EH:Set Staff of Nature (Spring) at 2/1
EH:Display 1: trfar\staffs\staff2nature03.dds
EH:Append Staff of Nature (Spring) at 2/1/2
EH:Display 1: trfar\staffs\staff2nature03.dds
EH:Append Staff of Nature (Spring) at 2/1/3
EH:Display 1: trfar\staffs\staff2nature03.dds
EH:Remove Staff of Nature (Spring) from 2/1/1
EH:Display 1: trfar\staffs\staff2nature03.dds
EH:Remove Staff of Nature (Spring) from 2/1/1
EH:Display 1: trfar\staffs\staff2nature03.dds
EH:Remove Staff of Nature (Spring) from 2/1/1
EH:Hide 1:
EH:Cannot remove Staff of Nature (Spring) from 2/1/-99999 - not found
EH:Hide 1:
EH:Set Staff of Nature (Spring) at 2/1
EH:Display 1: trfar\staffs\staff2nature03.dds
EH:Append BloodWalkers at 2/1/2
EH:Display 1: armor\rleather\m\boots.dds
EH:Append Mysterious Void at 2/1/3
EH:Display 1: clothes\capesandcloaks\allcolors\crimson.dds
EH:Append Mage's Stride at 2/1/4
EH:Display 1: clothes\Extrarobes\royalblue.dds
EH:Append Base Amulet of Reflection at 2/1/5
EH:Display 1: Clothes\Amulet\AmuletBronze.dds
EH:Append Ring of the Vipereye at 2/1/6
EH:Display 1: Clothes\Ring\Ring.dds
EH:Append Ring of the Vipereye at 2/1/7
EH:Display 1: Clothes\Ring\Ring.dds
EH:Append Ring of the Vipereye at 2/1/8
EH:Display 1: Clothes\Ring\Ring.dds
EH:Append Ring of Sunfire at 2/1/9
EH:Display 1: Clothes\Ring\RingSunfire.dds
EH:Append Soulsvcker Hood at 2/1/10
EH:Display 1: clothes\Extrarobes\royalbluehood.dds
EH:Append Soulsvcker Hood at 2/1/11
EH:Display 1: clothes\Extrarobes\royalbluehood.dds
EH:Remove Ring of Sunfire from 2/1/9
EH:Display 1: trfar\staffs\staff2nature03.dds
EH:Append Base Ring of Intelligence at 2/1/11
EH:Display 1: Clothes\Ring\RingNovice.dds
EH:Clear hotkeys
EH:Display 0: Clutter\IconRepairHammer.dds
EH:Display 1: Magic\destruction_icons\shock_damage.dds
EH:Display 2: magic\restoration_icons\fortify_attribute.dds
EH:Display 3: magic\restoration_icons\restore_health.dds
EH:Display 4: clutter\Lights\icontorch3v2.dds
EH:Display 5: Magic\conicon_wolf.dds
EH:Display 6: Magic\mysticism_icons\dispel_mysticism.dds
EH:Display 7: Magic\alteration_icons\shield_alteration.dds
EH:Display 8: Magic\illusion_icons\chameleon_illusion.dds
EH:Display 9: Clutter\IconCallipers01.dds
EH:wheel 2, key 1
EH:Ready Mysterious Void at 2/1/3
EH:1
EH:Activating Mysterious Void
EH:100
EH:100
EH:wheel 2, key 1
EH:Ready Mysterious Void at 2/1/3
EH:1
EH:Activating Mysterious Void
EH:100
EH:100
EH:Opening wheel 2 at 1
EH:Hide 0:
EH:Display 1: trfar\staffs\staff2nature03.dds
EH:Hide 2: C11
EH:Hide 3: C11
EH:Hide 4: C11
EH:Hide 5: C11
EH:Hide 6: C11
EH:Hide 7: C11
EH:Hide 8: C11
EH:Hide 9: C11
EH: Click on 2/1
EH:Display 1: trfar\staffs\staff2nature03.dds
EH: Click on 2/1
EH:Display 1: trfar\staffs\staff2nature03.dds
EH: Click on 2/1
EH:Display 1: trfar\staffs\staff2nature03.dds
EH: Click on 2/1
EH:Display 1: trfar\staffs\staff2nature03.dds
EH: Click on 2/1
EH:Display 1: trfar\staffs\staff2nature03.dds
EH: Click on 2/1
EH:Display 1: trfar\staffs\staff2nature03.dds
EH:Clear hotkeys
EH:Display 0: Clutter\IconRepairHammer.dds
EH:Display 1: Magic\destruction_icons\shock_damage.dds
EH:Display 2: magic\restoration_icons\fortify_attribute.dds
EH:Display 3: magic\restoration_icons\restore_health.dds
EH:Display 4: clutter\Lights\icontorch3v2.dds
EH:Display 5: Magic\conicon_wolf.dds
EH:Display 6: Magic\mysticism_icons\dispel_mysticism.dds
EH:Display 7: Magic\alteration_icons\shield_alteration.dds
EH:Display 8: Magic\illusion_icons\chameleon_illusion.dds
EH:Display 9: Clutter\IconCallipers01.dds
EH:wheel 0, key 1
EH:Opening wheel 0 at 1
EH:Display 0: Clutter\IconRepairHammer.dds
EH:Display 1: Magic\destruction_icons\shock_damage.dds
EH:Display 2: magic\restoration_icons\fortify_attribute.dds
EH:Display 3: magic\restoration_icons\restore_health.dds
EH:Display 4: clutter\Lights\icontorch3v2.dds
EH:Display 5: Magic\conicon_wolf.dds
EH:Display 6: Magic\mysticism_icons\dispel_mysticism.dds
EH:Display 7: Magic\alteration_icons\shield_alteration.dds
EH:Display 8: Magic\illusion_icons\chameleon_illusion.dds
EH:Display 9: Clutter\IconCallipers01.dds
EH:Clear hotkeys
EH:Display 0: Clutter\IconRepairHammer.dds
EH:Display 1: Magic\destruction_icons\shock_damage.dds
EH:Display 2: magic\restoration_icons\fortify_attribute.dds
EH:Display 3: magic\restoration_icons\restore_health.dds
EH:Display 4: clutter\Lights\icontorch3v2.dds
EH:Display 5: Magic\conicon_wolf.dds
EH:Display 6: Magic\mysticism_icons\dispel_mysticism.dds
EH:Display 7: Magic\alteration_icons\shield_alteration.dds
EH:Display 8: Magic\illusion_icons\chameleon_illusion.dds
EH:Display 9: Clutter\IconCallipers01.dds
EH:Clear hotkeys
EH:Clear hotkeys
EH:Clear hotkeys
EH:Clear hotkeys
EH:Opening wheel 0 at 1
EH:Display 0: Clutter\IconRepairHammer.dds
EH:Display 1: Magic\destruction_icons\shock_damage.dds
EH:Display 2: magic\restoration_icons\fortify_attribute.dds
EH:Display 3: magic\restoration_icons\restore_health.dds
EH:Display 4: clutter\Lights\icontorch3v2.dds
EH:Display 5: Magic\conicon_wolf.dds
EH:Display 6: Magic\mysticism_icons\dispel_mysticism.dds
EH:Display 7: Magic\alteration_icons\shield_alteration.dds
EH:Display 8: Magic\illusion_icons\chameleon_illusion.dds
EH:Display 9: Clutter\IconCallipers01.dds
EH:Clear hotkeys
EH:Display 0: Clutter\IconRepairHammer.dds
EH:Display 1: Magic\destruction_icons\shock_damage.dds
EH:Display 2: magic\restoration_icons\fortify_attribute.dds
EH:Display 3: magic\restoration_icons\restore_health.dds
EH:Display 4: clutter\Lights\icontorch3v2.dds
EH:Display 5: Magic\conicon_wolf.dds
EH:Display 6: Magic\mysticism_icons\dispel_mysticism.dds
EH:Display 7: Magic\alteration_icons\shield_alteration.dds
EH:Display 8: Magic\illusion_icons\chameleon_illusion.dds
EH:Display 9: Clutter\IconCallipers01.dds
EH:Display 0: Clutter\IconRepairHammer.dds
EH:Display 1: Magic\destruction_icons\shock_damage.dds
EH:Display 2: magic\restoration_icons\fortify_attribute.dds
EH:Display 3: magic\restoration_icons\restore_health.dds
EH:Display 4: clutter\Lights\icontorch3v2.dds
EH:Display 5: Magic\conicon_wolf.dds
EH:Display 6: Magic\mysticism_icons\dispel_mysticism.dds
EH:Display 7: Magic\alteration_icons\shield_alteration.dds
EH:Display 8: Magic\illusion_icons\chameleon_illusion.dds
EH:Display 9: Clutter\IconCallipers01.dds
EH:Display 0: Clutter\IconRepairHammer.dds
EH:Display 1: Magic\destruction_icons\shock_damage.dds
EH:Display 2: magic\restoration_icons\fortify_attribute.dds
EH:Display 3: magic\restoration_icons\restore_health.dds
EH:Display 4: clutter\Lights\icontorch3v2.dds
EH:Display 5: Magic\conicon_wolf.dds
EH:Display 6: Magic\mysticism_icons\dispel_mysticism.dds
EH:Display 7: Magic\alteration_icons\shield_alteration.dds
EH:Display 8: Magic\illusion_icons\chameleon_illusion.dds
EH:Display 9: Clutter\IconCallipers01.dds
EH:Display 0: Clutter\IconRepairHammer.dds
EH:Display 1: Magic\destruction_icons\shock_damage.dds
EH:Display 2: magic\restoration_icons\fortify_attribute.dds
EH:Display 3: magic\restoration_icons\restore_health.dds
EH:Display 4: clutter\Lights\icontorch3v2.dds
EH:Display 5: Magic\conicon_wolf.dds
EH:Display 6: Magic\mysticism_icons\dispel_mysticism.dds
EH:Display 7: Magic\alteration_icons\shield_alteration.dds
EH:Display 8: Magic\illusion_icons\chameleon_illusion.dds
EH:Display 9: Clutter\IconCallipers01.dds
EH:Display 0: Clutter\IconRepairHammer.dds
EH:Display 1: Magic\destruction_icons\shock_damage.dds
EH:Display 2: magic\restoration_icons\fortify_attribute.dds
EH:Display 3: magic\restoration_icons\restore_health.dds
EH:Display 4: clutter\Lights\icontorch3v2.dds
EH:Display 5: Magic\conicon_wolf.dds
EH:Display 6: Magic\mysticism_icons\dispel_mysticism.dds
EH:Display 7: Magic\alteration_icons\shield_alteration.dds
EH:Display 8: Magic\illusion_icons\chameleon_illusion.dds
EH:Display 9: Clutter\IconCallipers01.dds
EH:Clear hotkeys
EH:Clear hotkeys


Also, can't you do gear hotkeys? That's the one thing I miss from using super_hotkeys - really like to switch to one gear+armor swet with one hotkey press. Please add that functionality to Enhanced Hotkeys to make it the only mod needed for hotkeys :)
User avatar
Gisela Amaya
 
Posts: 3424
Joined: Tue Oct 23, 2007 4:29 pm

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