[RELz] Enhanced Hotkeys

Post » Wed Jan 19, 2011 2:27 pm

I have a problem with hotkeying arrows - when I press the hotkey to unequip them, the quiver dissapears and then appears again.
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sam smith
 
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Post » Thu Jan 20, 2011 12:10 am

I've asked the BOSS guys to add this to the masterlist, although it looks like they're kind of busy atm.
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Greg Cavaliere
 
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Post » Wed Jan 19, 2011 2:58 pm

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.
Ok. I understand now. I guess it will be relatively easy to add support for Enhanced Hotkey's hotkeyed items in Inventory Is a Backpack, but as you said, kuertee is not around to do it. But I guess I can make a patch for it that will do the trick. I will put it on my to-do list :)


I have a problem with hotkeying arrows - when I press the hotkey to unequip them, the quiver dissapears and then appears again.
Then don't ;)
But ok, I will think of even better arrow hotkey functionality. I have some ideas, and proper unequipping should be easy.


I've asked the BOSS guys to add this to the masterlist, although it looks like they're kind of busy atm.

I have asked myself. But it's no hurry. As I wrote in the BOSS thread, Enhanced Hotkeys doesn't change a single record in Oblivion.esm, which means that its load order is completely irrelevant, because there is absolutely nothing in it to conflict with other mods, or anything for the bashed patch to import or merge. So it can safely load at the end where BOSS places it, or at the top, before the UOP for that matter. It just doesn't matter at all.
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Klaire
 
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Post » Thu Jan 20, 2011 2:03 am

Ok. I understand now. I guess it will be relatively easy to add support for Enhanced Hotkey's hotkeyed items in Inventory Is a Backpack, but as you said, kuertee is not around to do it. But I guess I can make a patch for it that will do the trick. I will put it on my to-do list :)


Then again, Kuertees mod was to refrain from being able to carry to many items around without the rucksack. So maybe a restriction to be set in the ini on how many things will be kept and specify a wheel of choice. I really must learn to shed my rucksack whilst fighting - right now I am just trying to keep my fatigue up, but why struggle when I just can shed the weight dropping my backpack...

Thanks for this TheNiceOne. Allthough I will wait for your "hardcoe" variant :D
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Angela Woods
 
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Post » Wed Jan 19, 2011 9:12 pm

Just upgraded to 1.0 and I'm a bit confused. I think I have it sorted, but you might want to clarify the readme a bit.

When you described the sticky wheel behaviour, I thought you meant that the wheel would remain open while you assigned hotkeys from the menus, which is fine. However, it turns out you were referring to the behaviour in-game when you are trying to use the hotkeys. This doesn't work for me at all. Now I think you indicate that this can be changed via the ini file and I have done so - I still have to test. For me, I mostly use the hotkeys for spells, so I am going to jump from pressing 5 for night-eye to pressing ALT-3 for a shock spell to pressing CTRL-9 for a summoned critter. I can't cycle through the wheels trying to find the correct wheel that will have my spell on it. I can remember that it's CTRL-9 for something, I'm not going to be able to remember that I'm actually on wheel 0 right now and I have to hit ALT three times to get to the fourth wheel and then press 9 - I'll be dead by then! I also found that when the mod is configured this way, with sticky wheels on, you can't press CTRL-9 to get at the ninth key on wheel 4.

I expected this feature to mean that I would press just the hotkey number to access wheel 0 while in the menus. Then I could press ALT to switch to the next wheel and assign the next set of keys, then press ALT for the next and so on. It doesn't work this way. I have to exit the menu, press ALT to switch wheels, then go back into the menu to assign the keys. Yuck! :)

I think I've managed to switch it back to the previous behaviour via the ini file and will test it now. You may wish to clarify the instructions a bit, unless I'm the only one out there that uses hotkeys the way I described :) Entirely possible, I'll admit...

EDIT: Just tested in-game and things seem to be working, but it's rather difficult to switch from one wheel to another while in the menus now. I have to close the previous wheel and then press the modifier + key to open the next wheel. I used to be able to press the modifier + key and it would switch to the next wheel so I could continue assigning keys.

If I'm not doing this right, please let me know!

Also, Supreme Magicka summons seem to work fine. I don't use cycler keys or anything like that, but I can assign the summons to a hotkey and I get my critters. I'm a master conjurer and SM allows you to summon multiples of the same critter at that level and it seems to be working fine. I still have to test the custom summons spells that SM adds, but I would think they'd work too.
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Dorian Cozens
 
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Post » Wed Jan 19, 2011 10:58 pm

The new version appears to mostly be playing well with Nehrim.

I did find one small incompatibility with regard to Fast Equipping mod - if I create gear sets and then place them as a cycler on one hotkey - the hotkey will not work if set to last cycling. It will work fine if set to next or the basic version, so no freezing or anything.

Spells and gear seem to be working good when set to any cycling variant.

also looking forward to a version that allows you to see the display stats while filling hotkeys.

thanks!
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Lizzie
 
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Post » Thu Jan 20, 2011 4:44 am

Just upgraded to 1.0 and I'm a bit confused. I think I have it sorted, but you might want to clarify the readme a bit.
You are right. I don't think I have really nailed down the perfect sticky wheel behaviour yet, so I very much appreciate input and suggestions, but as a starter, here's a more detailed explanation of how it works now:

With sticky wheels, you have one modifier key to switch between the 2-4 different wheels. You can see which one is becoming actibe if you enable a message each time you switch wheels. I don't really think that is good enough, so I plan to add a hud icon to display it, but I haven't decided whether to rely on MenuQue or directly editing the HUD xml. The latter is simpler, but will require one version for each different UI mod I want to support, so I will probably go the MenuQue route. MenuQue is a stable and versatible OBSE plugin, so I support that one.

Anyway, in gamemode, when you tap a hotkey button, it uses the one for the wheel you last switched to.

When the wheel is open (in the Inventory or Magic menus), it opens with the wheel you last switched to, but you cannot switch wheel while it is open. The reason for that is that the key used to switch wheels likely is used for other purposes. E.g. Left control is used to add items to a hotkey and left Alt to remove items, so I just found that the best was to disable wheel switching while the wheel is open.


For non-sticky wheels, you have one modifier for each wheel (beyond wheel 0). In gamemode, you hold down this key when tapping a hotkey button to select that hotkey item. In menumode, you open the wheel of your choice by holding down the modifier key and tapping any hotkey. As soon as the wheel has been opened, you can let go of both the wheel modifier key and the hotkey button, because for the same reason as above, as soon as the wheel is visible, the modifier keys are used for other purposes.


So to switch from wheel 0 to wheel 1 you have to close the wheel and then open wheel 1 instead, regardless of whether you have selected sticky or non-sticky wheels in the ini.


I have some improvements in the works though. One thing is the hud icon I mentioned above, but when I release 1.0.1, the open wheel will display wheel number, and if you click on the area where it is displayed, you will switch to next wheel. It will make it much easier both to know which wheel you are editing and also to switch.


Also, Supreme Magicka summons seem to work fine. I don't use cycler keys or anything like that, but I can assign the summons to a hotkey and I get my critters. I'm a master conjurer and SM allows you to summon multiples of the same critter at that level and it seems to be working fine. I still have to test the custom summons spells that SM adds, but I would think they'd work too.
Good to hear. :)
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Paul Rice
 
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Post » Thu Jan 20, 2011 3:36 am

You are right. I don't think I have really nailed down the perfect sticky wheel behaviour yet, so I very much appreciate input and suggestions, but as a starter, here's a more detailed explanation of how it works now:

With sticky wheels, you have one modifier key to switch between the 2-4 different wheels. You can see which one is becoming actibe if you enable a message each time you switch wheels. I don't really think that is good enough, so I plan to add a hud icon to display it, but I haven't decided whether to rely on MenuQue or directly editing the HUD xml. The latter is simpler, but will require one version for each different UI mod I want to support, so I will probably go the MenuQue route. MenuQue is a stable and versatible OBSE plugin, so I support that one.

Anyway, in gamemode, when you tap a hotkey button, it uses the one for the wheel you last switched to.

When the wheel is open (in the Inventory or Magic menus), it opens with the wheel you last switched to, but you cannot switch wheel while it is open. The reason for that is that the key used to switch wheels likely is used for other purposes. E.g. Left control is used to add items to a hotkey and left Alt to remove items, so I just found that the best was to disable wheel switching while the wheel is open.


For non-sticky wheels, you have one modifier for each wheel (beyond wheel 0). In gamemode, you hold down this key when tapping a hotkey button to select that hotkey item. In menumode, you open the wheel of your choice by holding down the modifier key and tapping any hotkey. As soon as the wheel has been opened, you can let go of both the wheel modifier key and the hotkey button, because for the same reason as above, as soon as the wheel is visible, the modifier keys are used for other purposes.


So to switch from wheel 0 to wheel 1 you have to close the wheel and then open wheel 1 instead, regardless of whether you have selected sticky or non-sticky wheels in the ini.


I have some improvements in the works though. One thing is the hud icon I mentioned above, but when I release 1.0.1, the open wheel will display wheel number, and if you click on the area where it is displayed, you will switch to next wheel. It will make it much easier both to know which wheel you are editing and also to switch.


Good to hear. :)


Yeah I think if you put that clarification in the readme, it would help a lot. I noticed that the keys were the same and wondered if that would be a problem (ALT to switch wheels and ALT to remove an item from a hotkey). So I think I have it sorted. It sounds like the non-sticky wheel option would suit my playing style better.

I also tested SM's custom summons and that is working too! Man does it get crowded :) (Supreme Magicka has custom summons that will summon several different creatures at once and you can cast the summon spell multiple times depending on your level, so you will wind up with about 8 summoned creatures at the highest level!)

Thanks again for the excellent mod. Works very well - and being able to configure to suit my style makes it even better!
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Veronica Flores
 
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Post » Wed Jan 19, 2011 4:55 pm

The new version appears to mostly be playing well with Nehrim.

I did find one small incompatibility with regard to Fast Equipping mod - if I create gear sets and then place them as a cycler on one hotkey - the hotkey will not work if set to last cycling. It will work fine if set to next or the basic version, so no freezing or anything.

When you say "not work", do you mean that nothing happens, or that the same things happen each time (no cycling)?

I guess it is more a restriction in how the different cyclers work. The last cycler keeps track of which item that was activated last, and checks if this item is now active (if a spell) or equipped. Since what you put on the hotkey is Fast Equipping's clutter item which cannot be equipped, Enhanced Hotkeys will see that the item is not equipped (even if all the clothes bound to that item is) and therefore decide to activate that same item again - which has no effect if all its clothes are already equipped.

also looking forward to a version that allows you to see the display stats while filling hotkeys.
I checked it. All menu items have a depth, and elements with high values will be displayed over those with low values. I ensured that the hotkey wheel menu items have as low depth as possible, but the display stats menu has even lower depth, which is why it is displayed behind. So to do anything about this, a new version of the display stats menu, where the items are given higher depth values must be made. Fortunately I am planning to make a new version of my Display Stats mod, and will ensure there that the items' depth will be higher than the ones from the hotkey wheel. There will be some difficulties, but hopefully nothing I can't handle.
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trisha punch
 
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Post » Wed Jan 19, 2011 7:05 pm

When you say "not work", do you mean that nothing happens, or that the same things happen each time (no cycling)?

I guess it is more a restriction in how the different cyclers work. The last cycler keeps track of which item that was activated last, and checks if this item is now active (if a spell) or equipped. Since what you put on the hotkey is Fast Equipping's clutter item which cannot be equipped, Enhanced Hotkeys will see that the item is not equipped (even if all the clothes bound to that item is) and therefore decide to activate that same item again - which has no effect if all its clothes are already equipped.

I checked it. All menu items have a depth, and elements with high values will be displayed over those with low values. I ensured that the hotkey wheel menu items have as low depth as possible, but the display stats menu has even lower depth, which is why it is displayed behind. So to do anything about this, a new version of the display stats menu, where the items are given higher depth values must be made. Fortunately I am planning to make a new version of my Display Stats mod, and will ensure there that the items' depth will be higher than the ones from the hotkey wheel. There will be some difficulties, but hopefully nothing I can't handle.


You know, I was looking at the positioning of the wheel and I almost wonder if you just need to position the wheel towards the top or bottom of the screen. Then you could scroll your inventory so that you can see the stats. I was doing this even with the wheel in its current position, but if it was positioned so that it wasn't in the middle, then there might be enough room to see the descriptions. I'm running at 1920x1200, so I might have more real estate than some - not sure if moving the wheel would work for those with lower resolution monitors...
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Dan Scott
 
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Post » Wed Jan 19, 2011 2:50 pm

Just started using EH last night and it works great with my setup. Thanks! I've had no problems with its performance, but I have a couple of niggling issues:

I like that it gives a message saying what's being equipped or cast with a cycler or autocast hotkey (one of my few complaints about super hotkeys....), but the icon that's displayed seems to have nothing to do with the spell I'm casting. I have a chained "buff fatigue/fatigue regen" hotkey and the times I paid attention it displayed a welkynd stone, a drain attribute spell icon, and an hourglass last night. I'm using Customizable Spell Icons and I'm pretty sure you're using the SetMessageIcon command, so maybe there needs to be an option in the ini to disable that function if CSI integration isn't on the horizon.

I can't remember how vanilla hotkeys work and if there's a sound when you switch from one spell to another, but I grew quite used to having a sound when using super hotkeys to switch between spell cyclers. Would it be possible to have a sound played (maybe a page turning sound?) when a new spell is equipped?

And of course, the already-mentioned menu layering issue.

Oh, and I agree with andalaybay about maybe moving the wheel over to the right around as appropriate for the screen resolution. I've also got a wide monitor (1920 x 1080) so I have the space. Can't the xml be set up to parse the screen resolution and move things around accordingly?
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Ezekiel Macallister
 
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Post » Thu Jan 20, 2011 2:34 am

Oh, and I agree with andalaybay about maybe moving the wheel over to the right. I've also got a wide monitor (1920 x 1080) so I have the space. Can't the xml be set up to parse the screen resolution and move things around accordingly?


I suggested TNO move it up or down. There is enough space on a widescreen to move it to the right, but I'm not sure everybody is running widescreens :)
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Laura Ellaby
 
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Post » Wed Jan 19, 2011 6:20 pm

You know, I was looking at the positioning of the wheel and I almost wonder if you just need to position the wheel towards the top or bottom of the screen. Then you could scroll your inventory so that you can see the stats. I was doing this even with the wheel in its current position, but if it was positioned so that it wasn't in the middle, then there might be enough room to see the descriptions. I'm running at 1920x1200, so I might have more real estate than some - not sure if moving the wheel would work for those with lower resolution monitors...

I will look into options for where the wheel will be positioned I'm thinking of a setting that can have one of 6 values:
1: Top left (just to the right of the inventory menu like now)
2: Middle left
3: Bottom left
4: Top right (Will only be different that 1 for widescreens)
5: Middle right
6: Bottom right.

I think I shall be able to do this without too much hassle.



Just started using EH last night and it works great with my setup. Thanks! I've had no problems with its performance, but I have a couple of niggling issues:

I like that it gives a message saying what's being equipped or cast with a cycler or autocast hotkey (one of my few complaints about super hotkeys....), but the icon that's displayed seems to have nothing to do with the spell I'm casting. I have a chained "buff fatigue/fatigue regen" hotkey and the times I paid attention it displayed a welkynd stone, a drain attribute spell icon, and an hourglass last night. I'm using Customizable Spell Icons and I'm pretty sure you're using the SetMessageIcon command, so maybe there needs to be an option in the ini to disable that function if CSI integration isn't on the horizon.

You are right about the attempt at using SetMessageIcon, and that something's not right. I can add a setting, but will also try looking more into it.

I can't remember how vanilla hotkeys work and if there's a sound when you switch from one spell to another, but I grew quite used to having a sound when using super hotkeys to switch between spell cyclers. Would it be possible to have a sound played (maybe a page turning sound?) when a new spell is equipped?

Should be pretty straightforward to add an option for this. It becomes a tad more complicated since the mod is not dependent on Oblivion.esm, but I can probably work through it by using GetFormFromMod to get the sound ref.


And of course, the already-mentioned menu layering issue.
Agreed, but as stated above, that must be fixed in the Display Stats menu, so it is a job for my Display Stats mod.

Oh, and I agree with andalaybay about maybe moving the wheel over to the right around as appropriate for the screen resolution. I've also got a wide monitor (1920 x 1080) so I have the space. Can't the xml be set up to parse the screen resolution and move things around accordingly?
See the answer to andalaybay. There are ways for the xml to get the screen resolution. I have never tried it, but if it works as I hope, then it will be done with the next update of the mod.
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Amysaurusrex
 
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Post » Thu Jan 20, 2011 5:14 am

When you say "not work", do you mean that nothing happens, or that the same things happen each time (no cycling)?

I guess it is more a restriction in how the different cyclers work. The last cycler keeps track of which item that was activated last, and checks if this item is now active (if a spell) or equipped. Since what you put on the hotkey is Fast Equipping's clutter item which cannot be equipped, Enhanced Hotkeys will see that the item is not equipped (even if all the clothes bound to that item is) and therefore decide to activate that same item again - which has no effect if all its clothes are already equipped.

I mean that it will not cycle to the last equipped but if set to start at the top of a cycle © or Next (N) then it would work. Next is well enough for me so very minor issue.
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le GraiN
 
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Post » Wed Jan 19, 2011 11:17 pm

I just started using this mod, and wow, its simply all I've always dreamed of in a hotkey mod: extra wheels and cyclers, and you even added the two missing hotkeys from Morrowind! Kudos to you, your brilliant scripting in all your mods make the game distinctively better.

A pair of requests. Could there be an option to use Equipitem2NS when cycling through the items in a cycler? I see people like the message feedback of what they are equipping, but I'm kind of a 'No Spam' version of the add and equip commands addict. Also, is there some way to assign hand to hand (i.e. unequip any current weapon) to a hotkey? I carry only enchanted weapons, so when I see a mudcrab I prefer slapping it a bit instead of wasting magicka or weapon charge.
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JeSsy ArEllano
 
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Post » Wed Jan 19, 2011 10:54 pm

One thing I miss from auto-cast in Super Hotkeys is that you can see which spell you has selected while auto-cast is on (e.g. the auto-cast spell icons are shown only just when they are cast - but in between you see the "ordinary" spell you have selected). With SH you can also change this "ordinary" spell while auto-casting and thus also see the selected spell icon. With EH spell selection is locked while it is auto-casting - and even if it wasn't you couldn't see what you're selecting as the HUD icon only shows the auto-cast spells. I hope that was clear enough - sounds more complex than it is.
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Sarah Knight
 
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Post » Thu Jan 20, 2011 1:28 am

I mean that it will not cycle to the last equipped but if set to start at the top of a cycle © or Next (N) then it would work. Next is well enough for me so very minor issue.

My guess would be that if using a Last Cycler for Fast Equipping items, it would always activate the first item on that cycler, and therefore behave exactly as the first item was hotkeyed alone, no cycler. If that's not what's happening, then I guess I need to download and test out Fast Equipping myself (and I mean to anyway)...



I just started using this mod, and wow, its simply all I've always dreamed of in a hotkey mod: extra wheels and cyclers, and you even added the two missing hotkeys from Morrowind! Kudos to you, your brilliant scripting in all your mods make the game distinctively better.
Thanks :)

A pair of requests. Could there be an option to use Equipitem2NS when cycling through the items in a cycler? I see people like the message feedback of what they are equipping, but I'm kind of a 'No Spam' version of the add and equip commands addict.
I was actually not aware of the Equipitem2(NS) commands. If they work as I think, they will simplify my scripts a good deal. Too bad I have wasted lot of time getting things to work as I wish without them :banghead:

So I guess the answer is that I shall try to rewrite the code with Equipitem2(NS), and if it work as intended, I will add an option for which of the two to use.

Also, is there some way to assign hand to hand (i.e. unequip any current weapon) to a hotkey? I carry only enchanted weapons, so when I see a mudcrab I prefer slapping it a bit instead of wasting magicka or weapon charge.
That might be a good idea for a special hotkey type.



One thing I miss from auto-cast in Super Hotkeys is that you can see which spell you has selected while auto-cast is on (e.g. the auto-cast spell icons are shown only just when they are cast - but in between you see the "ordinary" spell you have selected). With SH you can also change this "ordinary" spell while auto-casting and thus also see the selected spell icon. With EH spell selection is locked while it is auto-casting - and even if it wasn't you couldn't see what you're selecting as the HUD icon only shows the auto-cast spells. I hope that was clear enough - sounds more complex than it is.
Let me see, you're asking two things if I understand you correctly:
1. That when you use a multi-cast hotkey, the spell icon should switch back to the original icon inbetween the casts.
2. That when you use a multi-cast hotkey, you should be able to switch standard spell.

1. Should probably be trivial (at least I think so)
2. Is slightly more difficult, but I think that one should be doable as well.
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Peter lopez
 
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Post » Wed Jan 19, 2011 8:05 pm

Let me see, you're asking two things if I understand you correctly:
1. That when you use a multi-cast hotkey, the spell icon should switch back to the original icon inbetween the casts.
2. That when you use a multi-cast hotkey, you should be able to switch standard spell.


Precisely.

1. Should probably be trivial (at least I think so)
2. Is slightly more difficult, but I think that one should be doable as well.


:)
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Kim Kay
 
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Post » Wed Jan 19, 2011 8:46 pm

Whoa - so there is no way to clear a hotkey without having the item in your inventory?

Can't we get like a modifier-key or something that allows us to remove the grayed out items without them being in our inventory?

Then how about for undoing things the right mouse button is used - oh well wait that might interfere with QZ easy menus exiting the inventory.
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Dark Mogul
 
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Post » Wed Jan 19, 2011 4:36 pm

Whoa - so there is no way to clear a hotkey without having the item in your inventory?

...or just setting that hotkey to another item, and then alt-clicking on that item again to clear it from the hotkey.

For a mod that's been in development for just above one week, I don't think that's too bad ;)

Can't we get like a modifier-key or something that allows us to remove the grayed out items without them being in our inventory?
Yes :)

Then how about for undoing things the right mouse button is used - oh well wait that might interfere with QZ easy menus exiting the inventory.
Not really sure I'm about to add an undo option...
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Susan
 
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Post » Wed Jan 19, 2011 9:40 pm

Thanks - wasn't trying to be critical was just exasperated that I had sold two items then couldn't figure out how to remove them from the hotkey - I kept thinking only about how to add cycler fashion. Plus I had just sold the items.

What I mean by right click was say if we wanted to remove an item from a hotkey without it being in the inventory we modifier click on the hotkey circle (not the item in the inventory) to remove the item from the cycle or next key or whatever.

I'll test to see if right clicking with hotkey panel open and QZ menu escape would cause inventory to close.

=====

[edit] just tested and the menu escape function of QZ Easy Menus really is only about dialogue menus such as basic dialogue and barter and spell buying, etc. So as far as I can tell the right mouse button is not used in any inventory or character sheet functions at all. My suggestion is that the right mouse button is a more intuitive way to manage things.

In fallout for instance while at the main menu you could delete a save by right clicking on it. You can drop an item in the game by right clicking on it while left click means equip.

So with a hotkey mod instead of learning modifier keys to do things like remove an item from a cycer by right clicking on the hotkey circle while that item is present (if possible). That way the whole key does not have to reassigned.

Quest items might be hotkeyed but then removed and you'd have to reprogram the hotkey then.
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Cash n Class
 
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Post » Thu Jan 20, 2011 1:00 am

I plan to add a "remove viewed item" function, e.g. one that removes whose icon is currently displayed in a hotkey. Right-click is probably a good choice, though I planned to double the use of the modifier key you can hold down and click on an item in the inventory in order to remove it from the hotkey (left Alt) by default. But if I add the functionality to remove the viewed item by (some-way) clicking on the icon, that is probably good enough as the only way of removing items from a hotkey.

I also plan to add a "move viewed item forward" function, e.g. one that moves the currently displayed icon in a cycler/multi cast forward in the list by one step.

And finally, I do consider adding an undo last hotkey change function (that can only be used as long as you're still in the same wheel).


To not make a total mess of all the possible mouse clicks and their modifiers, I instead consider adding three buttons in the top left area of the wheel (opposite to where you now see wheel number if wheel 0 is not active). That way you'll get a delete button which deletes the currently viewed item from the selected hotkey. That should probably be easier than more mouse click combos...



On another note, I have now made the mod much more multiple-wheel friendly with two additions:

1. The top right area currently displaying wheel number if wheel 1-3 is active, will also display "w 0" if wheel 0 is active, but more importantly, you can click on it to cycle wheels while the wheel is open. So you don't need to close the wheel to change key.

2. If you use sticky wheels, you now will have an option of seeing a HUD icon with the wheel number. The wheel icon is controlled by a number of settings controlling position and size, but also max alpha, min alpha and timeout. Default values of the three latter are 200, 100 and 4 respectively. This means that every time you switch wheel (or enter gamemode), the wheel icon will light up (alpha 200) for 4 seconds, then become dimmed (alpha 100) and stay that way until you change wheel again.

I managed to do this without needing MenuQue or touching the hud xml files, so the compatibility is still good.


I have also done some changes in order to improve the control over messages displayed when using hotkeys. If the item is equippable (weapon, ammo, armor, clothin), whether you get a message or not is controlled by an ini setting).


There is still much work left before I consider myself done with this, though there are no known bugs around now :)
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M!KkI
 
Posts: 3401
Joined: Sun Jul 16, 2006 7:50 am

Post » Thu Jan 20, 2011 12:00 am

I like the sound of these changes. Also your hotkey mod has another side effect which I consider a bug fix: in other hotkey mods I've used, potions would keep disappearing from their assigned hotkey, even though I had never run out. I usually assign key 1 to a healing potion and even though I have over 100 of them in my inventory, invariably the damn hotkey would disappear, usually during battle (of course) :) Your mod does NOT do that! Perhaps it's because you don't remove items when you run out. As I said, I never run out of the potions that I have hotkeys for, but they would keep disappearing from the assigned hotkey anyway. And this behaviour wasn't affected by picking more potions up either. If they disappeared when I grabbed another strong healing potion for example, then I could almost understand if the hotkey disappeared, but that wasn't the case either. Anyway, very happy to have the stability and my potions always available!
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Chantelle Walker
 
Posts: 3385
Joined: Mon Oct 16, 2006 5:56 am

Post » Thu Jan 20, 2011 12:25 am

I have 2 problem with the mod as of right now.

1) The modifier keys I am using will not work. I set my modifier keys too:

NUM - - 74
NUM + - 78
NUM Enter - 156

Now only the NUM + one worked and brought up a new wheel. The other ones did nothing.


2) My other issue is with the spell icon when auto casting. I am using the spell icon changer mod, but these are spells that have not been changed and when using the auto cast it shows the wrong icon when it gives you the text. This is only a minor issue though. If you cant get the icon to work properly I would just get rid of it all together and show no icon.
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Krista Belle Davis
 
Posts: 3405
Joined: Tue Aug 22, 2006 3:00 am

Post » Wed Jan 19, 2011 11:37 pm

I like this now that v 1.0 took care of the problems in v 0.95. Works flawlessly for me! :foodndrink:

This would be awesome when you add gear keys to replace fast equip etc.
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Robert Jr
 
Posts: 3447
Joined: Fri Nov 23, 2007 7:49 pm

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