[RELz] Enhanced Hotkeys

Post » Thu Jan 20, 2011 12:59 am

Question-

If I opt to have the wheels set to sticky such that I have touched L-Alt or L-Shift then that means that it will remain at that wheel until those keys are touched again - correct?

Well by having assigned all my keys to the no key press wheel 0 then by having them set to sticky there is no way to access this wheel is there? I'm always clicking one of those keys and hence it is always going to those wheels.

Am I missing something because if this is the case then most people (like me) are going to start filling the keys up the first wheel (0) then later learn this feature and be unable to access those wheels.

Let me know if I'm missing a step reaccessing that wheel in game when set to sticky wheels.

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

[edit] well that may not be the issue after all.

Even after setting the wheels to not sticky they do not change during game play.

If I reset them then they will work fine but on game reload they are not. I can see the assigned items and spells in the menu but not access them in game. And further testing is showing that a wheel will work till reload and I access a spell then even if a weapon on another key worked as soon as I click on a spell it is all over and it stops working and cannot even change wheels or get any hotkey to work.

This is with Nehrim ... so bummer. I've not tested with Oblivion (too late to get into that now).
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Robert DeLarosa
 
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Post » Wed Jan 19, 2011 11:11 am

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 A circle in my opinion is out of date, and your mod proves it.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:
A grand idea, and actually quite easy to make, the hardest part would be to create a good-looking graphics alternative. It will not be in 1.0, but maybe later, at least if anyone can help me with the graphic design...


Is it possible to add support for custom hotkeys which can be redefined in oblivion.ini?
Not that can be redefined in oblivion.ini. But version 1.0 will have 3 wheels, one for numbers like now, one for letters YUIOPGHJKL and one for the numpad letters. Later I will possibly extend this to make the 30 keys in those 3 wheels completely customizable...


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:
...

Thanks. I looked into it and found that there were possibilities for the mod being "stuck". I have cleaned up what I found, so hopefully 1.0 will do completely away with it.

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 :)
I may do it later, but it's a bit down on the priority for now. In the meantime, http://www.tesnexus.com/downloads/file.php?id=34613 should be the perfect companion, where you bind Fast Equipping's equip items to hotkeys.


If I opt to have the wheels set to sticky such that I have touched L-Alt or L-Shift then that means that it will remain at that wheel until those keys are touched again - correct?
I must admit that I haven't tested the sticky keys too much yet, but the idea is that if you tap a wheel key, that wheel shall be active until you tap that wheel key again (to make wheel 0 active) or another wheel key (to make the other wheel active).

Later, I will add a toggle key option, which means one key to cycle between the different wheels.


Well by having assigned all my keys to the no key press wheel 0 then by having them set to sticky there is no way to access this wheel is there? I'm always clicking one of those keys and hence it is always going to those wheels.

Am I missing something because if this is the case then most people (like me) are going to start filling the keys up the first wheel (0) then later learn this feature and be unable to access those wheels.

Let me know if I'm missing a step reaccessing that wheel in game when set to sticky wheels.
You probably missed the part about tapping the wheel key for the currently selected wheel will make wheel 0 active :)


If I reset them then they will work fine but on game reload they are not. I can see the assigned items and spells in the menu but not access them in game. And further testing is showing that a wheel will work till reload and I access a spell then even if a weapon on another key worked as soon as I click on a spell it is all over and it stops working and cannot even change wheels or get any hotkey to work.
I must admit that I didn't fully understand this...
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Sammygirl500
 
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Post » Wed Jan 19, 2011 10:13 am

This mod works very well for me. Thanks for creating it.

I have encountered one minor irritation. I have 3 weapons set to a single key so I can cycle through them. If a weapon breaks I'm not able to cycle through and select a new weapon. As I said minor but frustrating if it happens in the middle of a fight. Thanks again.
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Anne marie
 
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Post » Wed Jan 19, 2011 7:30 pm

I think a cool feature for this mod to make it perfect would to add:

Instead of holding ctrl + (0 - 9) you could just hit control and it would go to the second wheel ctrl again for wheel three and ctrl again to go back to wheel one.

or else you can add a back one wheel or forward one wheel

^^^^^^^^^^^^^^^^^^^^^^^^^^^^
VOID
----------------------------------

just read the sticky wheel feature.
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Oyuki Manson Lavey
 
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Post » Wed Jan 19, 2011 11:27 am

This mod works very well for me. Thanks for creating it.

I have encountered one minor irritation. I have 3 weapons set to a single key so I can cycle through them. If a weapon breaks I'm not able to cycle through and select a new weapon. As I said minor but frustrating if it happens in the middle of a fight. Thanks again.
Hm, I see. If you make the cycler a Next-cycler I think you would be able to cycle through it, but that's not a good enough solution. I will look into it.


I think a cool feature for this mod to make it perfect would to add:

Instead of holding ctrl + (0 - 9) you could just hit control and it would go to the second wheel ctrl again for wheel three and ctrl again to go back to wheel one.
I see your "void" at the bottom, but I have already changed the sticky wheel feature to work exactly as you suggested above. I think that is more intuitive and easier than needing one different key for each wheel.
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Thomas LEON
 
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Post » Wed Jan 19, 2011 4:45 pm

Found an incompatibility with kuertee Inventory is a backpack breaking one of it's features. Normally it's possible to drop the backpack and retain hotkey items in player inventory. With Enhanced Hotkeys dropping the backpack removes unequipped hotkey items from the player inventory.

As far as I can tell kuertee is not around so TheNiceOne you're my only hope.
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N Only WhiTe girl
 
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Post » Thu Jan 20, 2011 12:32 am

i have a question: in the readme it says you can make the wheel selection keys sticky, but it doesn't tell you how to configure them! how is this done?


edit: i guess i need to change the 0 in the line "set tnoEH.stickyWheel to 0" to something, i just don't know what.
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Auguste Bartholdi
 
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Post » Wed Jan 19, 2011 3:29 pm

i have a question: in the readme it says you can make the wheel selection keys sticky, but it doesn't tell you how to configure them! how is this done?


edit: i guess i need to change the 0 in the line "set tnoEH.stickyWheel to 0" to something, i just don't know what.

0 usually means off in and ini and 1 means on. Then read his reply to me above. So far I don't think you can change wheels as sticky or not while in game.
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Your Mum
 
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Post » Wed Jan 19, 2011 12:01 pm

Ok I've tested now with Oblivion and Nehrim and still the mod seems broken.

What happens is that I can assign things just fine but as soon as I click on a hotkey that is set to last cycling then all hotkeys cease to function.

That is as simple as I can think to describe it. doesn't matter if I reload the game or as soon as I'm done assigning. Once out of the inventory menus and I click on any hotkey that has last cycling then it will give me the contents activated, but then no further hotkey works.

This is with 0.9.5.
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NO suckers In Here
 
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Post » Wed Jan 19, 2011 11:30 am

0 usually means off in and ini and 1 means on. Then read his reply to me above. So far I don't think you can change wheels as sticky or not while in game.



thank you! i've never used an ini file before (and know nothing about coding), so i was at a total loss. Guess 0 = off, and 1 = on, is a very common thing in coding?

if, so huzzah for learning stuff! now i know next to nothing about coding! :celebration:
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Elisabete Gaspar
 
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Post » Wed Jan 19, 2011 7:40 pm

What happens is that I can assign things just fine but as soon as I click on a hotkey that is set to last cycling then all hotkeys cease to function.

That is as simple as I can think to describe it. doesn't matter if I reload the game or as soon as I'm done assigning. Once out of the inventory menus and I click on any hotkey that has last cycling then it will give me the contents activated, but then no further hotkey works.

This is with 0.9.5.

I've had the same problem (described in my post above). TNO mentioned that he's figured it out and this would be fixed in v 1.0.

I really think a grea hotkey mode is also essential without the need for another mod, as I have precious few esp slots remaining...and as this replaces super_hotkeys which had this functionality, I think it would befit Enhanced Hotkeys to have it too!
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Lucky Girl
 
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Post » Wed Jan 19, 2011 5:19 pm

Found an incompatibility with kuertee Inventory is a backpack breaking one of it's features. Normally it's possible to drop the backpack and retain hotkey items in player inventory. With Enhanced Hotkeys dropping the backpack removes unequipped hotkey items from the player inventory.
Let me see if I understand you right: When dropping the backpack, items in it that are bound to hotkeys will stop being bound to that hotkeys, or...?

I find any such incompatibility strange. Enhanced Hotkeys doesn't really care what's hotkeyed using the standard Oblivion hotkeys, but keeps the object references in an array - and doesn't care if those items are equipped or not either. Assign an item to a hotkey, drop the item and later pick it up, and the hotkey will still work.



Ok I've tested now with Oblivion and Nehrim and still the mod seems broken.

What happens is that I can assign things just fine but as soon as I click on a hotkey that is set to last cycling then all hotkeys cease to function.

That is as simple as I can think to describe it. doesn't matter if I reload the game or as soon as I'm done assigning. Once out of the inventory menus and I click on any hotkey that has last cycling then it will give me the contents activated, but then no further hotkey works.
You are correct that there is a mod-breaking bug in 0.9.5 for Last Cycler hotkeys. The first time you use it, it will make a function call that stops that specific script from running until you restart Oblivion. But I have found the exact reason for it and fixed it, so at least that one will be fixed with 1.0.

For now, you'll need to use the two other cycler types. An (auto) cycler with the favourite item bound first will work very similar, and not cause that bug. But I expect to release 1.0 later today :)
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Teghan Harris
 
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Post » Thu Jan 20, 2011 2:52 am

Now can we assume that the number keys will work similar to http://tesnexus.com/downloads/file.php?id=12244, because if so I would love to get rid of that with something that is, in my opinion, a much better solution. Can we expect that when pressing Num 1, for example, the "Number Pad Wheel" will show up and show us what is assigned to those keys right? We can also cycle through them just like all the other wheels?

And in terms of auto-casting I have a question regarding Supreme Magicka. Any hotkey mod that doesn't first equip a conjure spell doesnt seem to work with Supreme Magicka's conjure system and will instead conjure a regular creature. Is there anyway you can ensure compatability with his mod? He did include a way on how to make sure that the call goes through his conjure script, but it seemed slightly confusing to me to implement in Hotkey Casting. I also have not yet tried it with your current hotkey mod which is why I ask.

The last question I have is regarding functionality. The one thing that bugs me is always having to click the control key. I guess I dont mind having to do it to add items to the hotkey, but to also change the cycle type seems like a bit much. Do you think there is anyway to add an option to click the inside wheel and change the cycle type that way? Similar to how clicking the hotkey cycles through whats in it?
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Cat
 
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Post » Wed Jan 19, 2011 12:11 pm

Now can we assume that the number keys will work similar to http://tesnexus.com/downloads/file.php?id=12244, because if so I would love to get rid of that with something that is, in my opinion, a much better solution.

I haven't tested that mod, but from the description it looks like it gives you a number of hotkeys that work just like the Auto Cast keys of Enhanced Hotkeys. So if I understand it correctly, the answer is yes - just bind one spell to a hotkey and ctrl-click on the hotkey icon to make it an auto-cast spell.

And of course, Enhanced Hotkeys allow you to add several spells to the same hotkey, and ctrl-clicking on the hotkey icon to make it a multi cast hotkey - which will chain-cast all the spells. Note that you can even add multiples of the same spell to one multi cast hotkey, which will auto-cast that same spell multiple times when you press the key. If you only have a minor healing spell, you can add it 3 times to a multi-cast hotkey, and get it cast 3 times by tapping the hotkey once :)

Can we expect that when pressing Num 1, for example, the "Number Pad Wheel" will show up and show us what is assigned to those keys right? We can also cycle through them just like all the other wheels?
Yes.

And in terms of auto-casting I have a question regarding Supreme Magicka. Any hotkey mod that doesn't first equip a conjure spell doesnt seem to work with Supreme Magicka's conjure system and will instead conjure a regular creature. Is there anyway you can ensure compatability with his mod? He did include a way on how to make sure that the call goes through his conjure script, but it seemed slightly confusing to me to implement in Hotkey Casting. I also have not yet tried it with your current hotkey mod which is why I ask.
I have never used SM, so don't really know what the problem is. But if there is a problem, I am sure I can make EH SM-aware.

How the auto cast work is that EH temporarily assigns the selected spell as the active player spell, then simulates that you hold down the cast key until the spell get cast, then release the key and restore the old player spell. In theory that should be completely compatible, but it is of course possible SM does something special.


The last question I have is regarding functionality. The one thing that bugs me is always having to click the control key. I guess I dont mind having to do it to add items to the hotkey, but to also change the cycle type seems like a bit much. Do you think there is anyway to add an option to click the inside wheel and change the cycle type that way? Similar to how clicking the hotkey cycles through whats in it?
Yes. Open Enhanced Hotkey's ini file. Look for this section:

; Set modifier key used for cycling the item icons to see the different items bound to one key (cycler key); Set to 0, if this is to be default behaviour (without any modifier key) when clicking on a key iconset tnoEH.cycleKey to 0; Set modifier key used for switching between different key modes (normal - auto cast for single spells, cycler type for multiple items); Set to 0, if this is to be default behaviour when clicking on a key icon. Don't set both this and cycle key to 0!set tnoEH.modeKey to 29


By setting modeKey to 0, you will now switch hotkey mode by simply clicking on the icon (without ctrl down), but you will then have to set cycleKey to something (ex 29), which will be the key you need to hold down to cycle the icons.


I consider switching the default ini values of those two, so that you cycle modes with a pure click, and cycle icons by ctrl-clicking. From your question I understand that you agree, but I also like the opinion of others :)
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Add Me
 
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Post » Wed Jan 19, 2011 12:28 pm

; Set modifier key used for cycling the item icons to see the different items bound to one key (cycler key); Set to 0, if this is to be default behaviour (without any modifier key) when clicking on a key iconset tnoEH.cycleKey to 0; Set modifier key used for switching between different key modes (normal - auto cast for single spells, cycler type for multiple items); Set to 0, if this is to be default behaviour when clicking on a key icon. Don't set both this and cycle key to 0!set tnoEH.modeKey to 29


By setting modeKey to 0, you will now switch hotkey mode by simply clicking on the icon (without ctrl down), but you will then have to set cycleKey to something (ex 29), which will be the key you need to hold down to cycle the icons.


I consider switching the default ini values of those two, so that you cycle modes with a pure click, and cycle icons by ctrl-clicking. From your question I understand that you agree, but I also like the opinion of others :)

Probably not a major concern. But yeas I think switching the defaults might not be a bad idea. It even makes a kind of sense to Hold a modifier key in order to cycle through the icons.
Of course it is easy enough for the player to change it around again. I tend to see the default settings for such things as representing the mod designer's own personal playing preferences - which is sometimes interesting.
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Emma Louise Adams
 
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Post » Thu Jan 20, 2011 1:01 am

Just tried starting a new game and got a whole lot of these in the console:

Error in script 2100080fAn expression failed to evaluate to a valid result    File: Enhanced Hotkeys.esp Offset: 0x0058 Command: Let

And with that the wheel in the inventory didn't work properly:

On opening the wheel the words above the selected hotkey said:
Cycler: -2 items


On selecting an item to fill that slot, it changed to:
Cycler item 1

with no icon showing up in the slot, and the key not doing anything in game either.

And then clicking on the hotkey slot reverted it back to:
On opening the wheel the words above the selected hotkey said:
Cycler: -2 items

:nope:
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Anna Kyselova
 
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Post » Wed Jan 19, 2011 10:19 pm

Just tried starting a new game and got a whole lot of these in the console:
Thanks for reporting.

I want to say a big Whoooa, because this came as a total surprise, and affects all mods I have made (more or less).

I use the GetGameLoaded OBSE function to see if I need to init my mod, but from your report (and a quick test) I see that this function doesn't return true when having started a new game. But it is easy enough to fix. After having started the new game, save it and then reload it. That should immediately make EH initialize correctly and you can continue from there on :)

Edit: There may be a bit more to it - I'll look into it...
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Skrapp Stephens
 
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Post » Wed Jan 19, 2011 6:23 pm

Thanks for reporting.

I want to say a big Whoooa, because this came as a total surprise, and affects all mods I have made (more or less).

I use the GetGameLoaded OBSE function to see if I need to init my mod, but from your report (and a quick test) I see that this function doesn't return true when having started a new game. But it is easy enough to fix. After having started the new game, save it and then reload it. That should immediately make EH initialize correctly and you can continue from there on :)

Edit: There may be a bit more to it - I'll look into it...

What did work was staring the game with the mod deactivated, saving, then activating the mod. I think save and reload works just as well.
So no worries on my end so far as using the mod - but as it stands, you might end up with people complaining that the mod doesn't work, if they install and start a new game, and we don't want that now do we ;)
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Jose ordaz
 
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Post » Wed Jan 19, 2011 6:59 pm

[edit] ERRRR - sound of crashing car ... nevermind I still had enhanced hotkeys active.

Operator error.

Sorry.
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BlackaneseB
 
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Post » Wed Jan 19, 2011 9:31 pm

What did work was staring the game with the mod deactivated, saving, then activating the mod. I think save and reload works just as well.
So no worries on my end so far as using the mod - but as it stands, you might end up with people complaining that the mod doesn't work, if they install and start a new game, and we don't want that now do we ;)

No we don't want that, so I have now fixed it. Thanks for reporting :)


[edit] ERRRR - sound of crashing car ... nevermind I still had enhanced hotkeys active.

Operator error.

Sorry.

I didn't even read it before your edit, but I am sure it is OK ;)
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Robyn Howlett
 
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Post » Wed Jan 19, 2011 3:01 pm

No we don't want that, so I have now fixed it. Thanks for reporting :)

Excellent :D


I didn't even read it before your edit, but I am sure it is OK ;)

I did, and it is. :lol:
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Ashley Campos
 
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Post » Wed Jan 19, 2011 1:33 pm

Ha, I was so used to Super Hotkeys that I actually got as far as writing a post complaining that I couldn't get cyclers to work - then I reread the readme and noticed you held down a key, and as such could append, not just recreate a list!

This mod is brilliant, turns hotkeys from "Useful" to "My inventory? What's that?" :D
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Ebony Lawson
 
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Post » Wed Jan 19, 2011 10:52 pm

Enhanced Hotkeys 1.0 is now released :celebration: :foodndrink: :celebration:

Thanks to all for input and debugging. :)


From the changelog:
* Addition of 10 letters and 10 numpad keys as fully functioning hotkeys.
See images http://tesnexus.com/downloads/images/34735-1-1285327923.jpg and http://tesnexus.com/downloads/images/34735-2-1285327923.jpg for how it looks. Just click on the letter or numpad key, and the wheel will change to the correct key set.

* Reduced the number of wheels from 6 to 4.
With 30 hotkeys per wheel, 4 wheels should be more than enough.

* Changed behaviour of sticky wheels. You now use one key to cycle between all the wheels.
I think that is more intuitive. Also, you control whether EH will display a message every time you change sticky wheel.

* Switched default modifier keys for hotkey mode switching (now only a click) and icon cycling (now ctrl-click)
As discussed above, I think this is more intuitive. But you can of course change it back in the ini.

* Various bugfixes and improvements. Most important was that the one that would make the mod stop working if trying to use a Cycler-Last hotkey.
All known bugs should be taken care of. I would (unfortunately) be surprised if it is already completely bug free, but it should be quite stable now.

* Added Omod installation script
For easier installations. All options are handled there.


When installing 1.0, a clean save is adviced (but it may work without). You will lose all the previous hotkeys and have to re-assign new ones.
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Tina Tupou
 
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Post » Wed Jan 19, 2011 11:41 pm

Congrats on the release, this has replaced Super Hotkeys in my game. :)
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Shelby McDonald
 
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Post » Wed Jan 19, 2011 9:46 pm

Let me see if I understand you right: When dropping the backpack, items in it that are bound to hotkeys will stop being bound to that hotkeys, or...?

I find any such incompatibility strange. Enhanced Hotkeys doesn't really care what's hotkeyed using the standard Oblivion hotkeys, but keeps the object references in an array - and doesn't care if those items are equipped or not either. Assign an item to a hotkey, drop the item and later pick it up, and the hotkey will still work.


This isn't the issue I was trying to describe. Sorry for not being clearer. Enhanced Hotkeys continues to work as it should, items don't stop being bound. The issue is with a feature from the Inventory Is Backpack mod. When the backpack is dropped hotkeyed items normally remain in the player inventory. With Enhanced Hotkeys they do not remain in inventory when the backpack is dropped.

In other words Inventory Is Backpack does not treat hotkey items as hotkeyed when using Enhanced Hotkeys.

I'm guessing this is to be expected because Inventory Is Backpack probably checks the standard Oblivion hotkeys which if I understand correctly, Enhanced Hotkeys doesn't use.
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Jeff Turner
 
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