[Alpha] Expanded Hotkeys FO3

Post » Sat Feb 19, 2011 6:00 am

By 'item sets' I mean being able to put multiple items in the same hotkey slot and equip them all with one press of a button (it was a requested feature in a thread in the NV forum).


Maybe you should look at More Hotkeys and see what he's done there. He has special Stance sets that will equip entire outfits and gear. It would be a bit of a work around that would probably require using some keys outside the Pipboy but it would do the job.

It means that if you load a game, set an item to a hotkey, and then load that same game again (without saving in between) the hotkey will still be set to that same item. If you restart the game in-between setting the hotkey and loading the game the second time it'll work as normally expected, though, and the hotkey won't be set yet.


That's a pretty minor problem really, and not something I'd consider an issue worth worrying about.

So I've been playing with the new version for about an hour now and haven't run into any problems at all. It looks like you now have a working version. It sure is nice being able to hotkey my meds, I might even get around to using them now. One thing I did run into when I first tried your mod was that food didn't work right with this eating mod I'm using. I'm using XFO's Immersion Necessities and eating something through a hotkey didn't reduce my hunger at all. I'm not sure if the food healing is working or not though, so that could be just a very minor conflict with some other mod.
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Kit Marsden
 
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Post » Sat Feb 19, 2011 1:57 am

Well, that's weird. I wonder how XFO's Immersion Necessities is set up - I have it set to 'equip' any item and that's how you 'eat' stimpaks and the like. As far as I can tell this is how the normal hotkeys work (with the exception that the normal hotkeys connect to specific references rather than base forms). Does the food lower your hunger level if you use the normal hotkey rather than the hotkeys with this mod? (you can test without turning this mod off by hotkeying it to one of the 1-8 slots so that it actually shows as such on the PipBoy hotkey menu and then pushing the numpad-hotkey)
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{Richies Mommy}
 
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Post » Sat Feb 19, 2011 4:22 am

So I had another crash that I think was related to this mod, but I'm not sure since it wasn't repeatable. I had a Sniper Rifle with some WMK attachments set to the default 7 key. I then came across the Reservist's Rifle, took off what attachments I could from the Sniper Rifle and put them on the Reservist's Rifle. After that I used the Sniper Rifle to repair the Reservist's then tried to assign it to the 7 key. As soon as I tried that the game crashed on me. I had saved the game just before I did all this so I went back and repeated all those steps again, but that time nothing happened and I was able to bind the Reservist's Rifle. So it might simply have been the game acting up on me again.

As for the food, it's really no big deal as far I'm concerned. I have to go into the menu to deal with my thirst anyway so it's not really practical to bind those types of items to begin with. Plus there's so many types of food that it wouldn't be practical on the score either. As I mentioned though, I'm not sure if they healing ability of food is working through the keys, so you might want test that out. If one thing isn't working quite right, there might be others. I'll try to see what happens if I eat something through the default keys though, maybe the mod just won't work that way.
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Scarlet Devil
 
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Post » Sat Feb 19, 2011 8:35 am

So I had another crash that I think was related to this mod, but I'm not sure since it wasn't repeatable. I had a Sniper Rifle with some WMK attachments set to the default 7 key. I then came across the Reservist's Rifle, took off what attachments I could from the Sniper Rifle and put them on the Reservist's Rifle. After that I used the Sniper Rifle to repair the Reservist's then tried to assign it to the 7 key. As soon as I tried that the game crashed on me. I had saved the game just before I did all this so I went back and repeated all those steps again, but that time nothing happened and I was able to bind the Reservist's Rifle. So it might simply have been the game acting up on me again.


I was afraid that might happen. It appears there might be some kind of crash associated with GetHotkeyItem in the current version of FOSE, which means crashes might occur while setting hotkeys. The only way I can think of to change this would be to make it so you actually equip an item in order to bind it to a hotkey, and if you go that way you couldn't use those hotkeys on aid items at all, only armor/weapons. I don't want to go that route - instead, I'll see if the FOSE team can figure out what the problem is and fix it or at least replicate it.

EDIT: You'll see that crash-while-setting-hotkeys bit is in the readme under known issues:

-There is a potential crash bug that might occur while setting hotkeys. I have not experienced this crash myself and I believe I may have fixed it, but I am not positive as I never did understand why it was occuring in the first place.


I guess I should rewrite that so it doesn't say that it might be fixed:/
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Shirley BEltran
 
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Post » Sat Feb 19, 2011 1:34 am

Well at least it's rare. After all these tests, I've set hotkeys many times now and that's the first time I've had that crash. And like I said, it wasn't repeatable so it's not something that's going to happen alot.
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Emily Martell
 
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Post » Fri Feb 18, 2011 7:18 pm

Well your mod doesn't seem to like Baseball Bats. I was just starting a new game in order to try out this mod idea I came up with and was at the point where I'm supposed to leave the vault. Everytime I try to bind the Baseball Bat you get at that point the game will crash. I had no problem with the 10mm Pistol though, just the bat. In case it makes a difference, I was trying to put the bat on key #2, the pistol went on #3.
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JR Cash
 
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Post » Sat Feb 19, 2011 10:05 am

So does this work - yes or no?

Belanos - any further issues?

I notice Alpha 3 is up on nexus as of the 11th.
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Stacy Hope
 
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Post » Sat Feb 19, 2011 7:55 am

It does work, but there is a potential crash bug while setting hotkeys. It's rather rare, but it can happen, and I haven't the faintest idea how to fix it, though I've tracked it down to GetHotkeyItem which is, unfortunately, pretty much required for the way this mod works at this point (possibly this could change with further releases of FOSE, but since they could just fix GetHotkeyItem instead that's not all that reassuring).

I'll be uploading Version 0.6 Alpha in a few moments. I want to examine the grenade hotkey mod and see if I can easily incorporate a 'don't scroll through grenades' version of the scroll-through-weapons keys. Until then, you can check out the new features and such in the New Vegas version's http://www.newvegasnexus.com/downloads/file.php?id=37043&tab=6&navtag=/modules/comments/index2.php?tid=261664|:|fid=37043.
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Trey Johnson
 
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Post » Sat Feb 19, 2011 9:06 am

I've uploaded Version 0.6 Alpha. It includes the 'no scrolling through grenades' feature I had been thinking of, as well as remappable hotkeys, a menu system, toggleable debug messages, item set functionality (so you can assign multiple items to one hotkey), and weapon-scrolling hotkeys.
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Hope Greenhaw
 
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Post » Sat Feb 19, 2011 8:57 am

So does that new version deal with crash while setting keys at all? No offense, but I don't want to use this mod if that can happen. That last report I made I tried three times in a row to equip the Baseball Bat and it wouldn't work, so the crash isn't as rare as I first thought it was. It seems to be restricted to certain items for some reason. One of which is rather important at the very first part of the game. Unfortunately the New Vegas version doesn't do me any good since I don't have the game yet, and I don't plan on getting it until at least the GOTY version is released, if I can even manage to get over my aversion to using Steam by then.
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Claire Jackson
 
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Post » Sat Feb 19, 2011 11:07 am

No, the new version doesn't (EDIT: or at least shouldn't) fix the crash-while-setting-keys bug. I'll see if I can replicate the baseball-bat-always-crashing-the-game bug and see if I can figure out any way to stop it from happening, but as far as I can tell at this moment it's not something I can fix without a new version of FOSE.

EDIT: Well, I've tried, but after well over a hundred attempts to set the baseball bat to a hotkey, I haven't experienced any crashes either in the new version or the old. Any way you could send me a saved game where setting the hotkey to the baseball bat always (or at least regularly) crashes the game?
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Aaron Clark
 
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Post » Sat Feb 19, 2011 10:54 am

... but as far as I can tell at this moment it's not something I can fix without a new version of FOSE.


Well considering there's been no new releases of FOSE for ages, that's not likely to happen. It seems pretty obvious to me that this is as good as it's going to get. I doubt very much if anyone is working on it anymore, there certainly haven't been any indications that there is.
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Jessica White
 
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Post » Fri Feb 18, 2011 7:18 pm

The NVSE thread on the New Vegas forums would beg to differ. They're actively planning to release a new version of FOSE with some of the new functions that are being put into NVSE.
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Emilie M
 
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Post » Sat Feb 19, 2011 9:36 am

The NVSE thread on the New Vegas forums would beg to differ. They're actively planning to release a new version of FOSE with some of the new functions that are being put into NVSE.


Well it would be nice if they would mention something over here as well, I haven't seen any sort of report about it for ages. Not all of us are playing New Vegas at the moment, there's lots of people who just aren't interested in buying a buggy first release game. They'll wait until things have become stable, more or less. And by the sounds of it, New Vegas has plenty of bugs to be worked out.
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Jesus Sanchez
 
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Post » Sat Feb 19, 2011 7:28 am


EDIT: Well, I've tried, but after well over a hundred attempts to set the baseball bat to a hotkey, I haven't experienced any crashes either in the new version or the old. Any way you could send me a saved game where setting the hotkey to the baseball bat always (or at least regularly) crashes the game?


No sorry, I finally gave up after three attempts. Maybe I was just having a string of very bad luck, but it certainly seemed like a repeatable crash to me at the time. If it is just an occasional thing I could live with it I suppose. I'm already putting up with the game itself just seemingly crashing for no apparent reason after all. Much as I like this game, I've never played something that has as many issues as this one does. Even Oblivion was more stable, and I have alot more mods for that one. It rarely ever crashes on me these days. I even had a blue screen crash with Fallout 3 a little while ago, which is something I haven't had since my Windows 98 days. That's the main reason why I don't want to get New Vegas, it sounds like it's even worse for bugs than Fallout 3 is.

BTW, have you contacted the FOSE team and mentioned this problem with the GetHotkeyItem function? Maybe they could fix it in their upcoming release.

PS: If you've got a moment, I'm having a bit of an issue with this script I've been working on. Maybe you could have a look and see if there's something you can think of that might make it work right:

http://www.gamesas.com/index.php?/topic/1140743-i-need-help-with-a-perk/

Just scroll to the bottom of the page, the other stuff is irrelevant now.
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Dan Stevens
 
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Post » Sat Feb 19, 2011 12:52 am

Yeah, I've mentioned it to them, though they haven't mentioned if they've found the problem yet or anything.

New Vegas really isn't much buggier than F3 - as you pointed out, F3's already rather buggy by itself. There are still a few kinks to be worked out, but for the majority of people there are no serious problems right now.
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Scott
 
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Post » Sat Feb 19, 2011 10:08 am

Never mind about looking at my script, I figured out where the problem was. I was using the old Oblivion "set fquestdelaytime" function instead "SetQuestDelay". It's working now.
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Your Mum
 
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Post » Fri Feb 18, 2011 9:13 pm

So I ran into another problem, a new one this time. I had Brass Knuckles set on key #1 of the main bank, and Stimpak set on the same key using the CTRL bank. When I pressed the main #1 key, both the Brass Knuckles and the Stimpak were activated at the same time. I suspect it might have something to do with your new indexed item function.
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ShOrty
 
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Post » Fri Feb 18, 2011 11:08 pm

If you didn't remap the Ctrl key and then assigned the Brass Knuckles as hotkey 1 and then the Stimpak as hotkey Ctrl+1, that's actually expected behavior. If you read the expanded readme, you'll note that I disabled the normal Ctrl modifier key and remapped it as the Item Sets modifier, which allows you to set up hotkeys in the inventory so that when you push one you equip all of those items at once.

If you already remapped Ctrl from the Item Sets modifier key back to being a regular hotkey modifier, then we've got a bug. Did you load the game with the Stimpak already in the regular (non-expanded hotkeys mod) #1 slot or put it into the regular #1 slot prior to deciding to put it in the Ctrl-#1 slot? In that case it might not have cleared out the Stimpak when you reset it as the Brass Knuckles hotkey for some reason - I'll have to check that out.
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Batricia Alele
 
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Post » Sat Feb 19, 2011 11:09 am

If you didn't remap the Ctrl key and then assigned the Brass Knuckles as hotkey 1 and then the Stimpak as hotkey Ctrl+1, that's actually expected behavior. If you read the expanded readme, you'll note that I disabled the normal Ctrl modifier key and remapped it as the Item Sets modifier, which allows you to set up hotkeys in the inventory so that when you push one you equip all of those items at once.



Damn, it looks like I was looking in the wrong folder for the readme. It seems I was reading the v3 one instead. :facepalm:

Never mind, my brain was a bit foggy at the time, too much time spent in the GECK. :brokencomputer:
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carrie roche
 
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Post » Sat Feb 19, 2011 3:37 am

Well this is cool. Now that you've allowed for rebinding of the keys, I can actually use this mod along with More Hotkeys. There was a conflict before since both mods used the same modifier keys. One thing though, it would be nice if you would show what the actual keys are that are being used. All I see is the default keys and I have no way of knowing what I've chosen. At first I didn't even think that option was working. I'm a bit confused about the remapping though. Does this mean I can keep the default keys as is and remap yours to the numpad keys, or any others I choose, and use those with no modifiers as well? That would be very helpful actually, it's always quicker not having to use a modifier.

Way cool, the new scroll keys are a very useful in itself. If I may make a suggestion though, the left/right arrows keys would seem to be a more intuitive choice for the defaults.
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Gaelle Courant
 
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Post » Sat Feb 19, 2011 5:10 am

Well this is cool. Now that you've allowed for rebinding of the keys, I can actually use this mod along with More Hotkeys. There was a conflict before since both mods used the same modifier keys. One thing though, it would be nice if you would show what the actual keys are that are being used. All I see is the default keys and I have no way of knowing what I've chosen.


At first I didn't think this was possible (you can't insert a string variable or object name into a message) but I've got an idea on how to do it now. I'll see what I can do.

Does this mean I can keep the default keys as is and remap yours to the numpad keys, or any others I choose, and use those with no modifiers as well? That would be very helpful actually, it's always quicker not having to use a modifier.


This might not work as well as you're thinking. You can map it so that you can use the numpad keys for my hotkeys during normal game play while leaving the normal 1-8 keys for the original hotkeys. However, while in the inventory menu you'll need to use those numpad keys to set items to the hotkeys (any and all things that look for the normal hotkey presses)

Way cool, the new scroll keys are a very useful in itself. If I may make a suggestion though, the left/right arrows keys would seem to be a more intuitive choice for the defaults.


They're too far away from the mouse. I use the + and - because they're right next to the mouse. I'd prefer it if I could stick them on the mouse wheel, but currently there's no way to disable the mouse wheel's default behavior.
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Ronald
 
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Post » Sat Feb 19, 2011 2:46 am

You can map it so that you can use the numpad keys for my hotkeys during normal game play while leaving the normal 1-8 keys for the original hotkeys. However, while in the inventory menu you'll need to use those numpad keys to set items to the hotkeys (any and all things that look for the normal hotkey presses)


But does that mean that I'll be able to use those keys without modifiers or would I still be required to use the Shift/Alt keys, or whatever I've chosen, in order to activate your keys. It's really not a problem using the numpad keys to bind items in the menu if I remap the modifiers to the numpad as well. I was thinking of using the *, -, and + keys as modifiers, then switching the scroll to the main arrow keys.

They're too far away from the mouse. I use the + and - because they're right next to the mouse.


I guess it would depend on what hand you'd use to activate them I suppose. I prefer not to remove my hand from the mouse if I can avoid it and use my left hand instead. Which would make the arrow keys more convenient for me.

I'd prefer it if I could stick them on the mouse wheel, but currently there's no way to disable the mouse wheel's default behavior.


Tell me about it. I like playing in first person mode and I get really annoyed when I suddenly find myself in third person view because I accidentally turned the wheel. I've been looking for a way to disable it completely but no luck. In Oblivion I had a couple of hotkey mod that allowed for spell scrolling but I guess FOSE isn't quite up to that point.
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Spencey!
 
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Post » Sat Feb 19, 2011 8:25 am

But does that mean that I'll be able to use those keys without modifiers or would I still be required to use the Shift/Alt keys, or whatever I've chosen, in order to activate your keys. It's really not a problem using the numpad keys to bind items in the menu if I remap the modifiers to the numpad as well. I was thinking of using the *, -, and + keys as modifiers, then switching the scroll to the main arrow keys.


You don't need to use the modifiers at all to access my keys (since they completely replace the original hotkeys as well). The modifiers simply allow you access to more of them. You can't make it so that the normal 1-8 keys give you the first eight hotkeys and the numpad 1-8 keys get you the second eight hotkeys, though - you'll still need to use the modifiers in order to access hotkeys 9-64.

I guess it would depend on what hand you'd use to activate them I suppose. I prefer not to remove my hand from the mouse if I can avoid it and use my left hand instead. Which would make the arrow keys more convenient for me.


This is one reason why I made it so you can rebind the hotkeys however you wish. Go ahead and assign the left and right arrow keys to the scroll down/up hotkeys and off you go.

Tell me about it. I like playing in first person mode and I get really annoyed when I suddenly find myself in third person view because I accidentally turned the wheel. I've been looking for a way to disable it completely but no luck. In Oblivion I had a couple of hotkey mod that allowed for spell scrolling but I guess FOSE isn't quite up to that point.


The main problem is that there were game settings in Oblivion that could disable the scroll wheel's default settings (even without OBSE) but those settings were changed in Fallout 3 and now there doesn't seem to be any way to do it aside from using a separate program to rebind the scroll wheel to trigger some other keys.
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Abel Vazquez
 
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Post » Sat Feb 19, 2011 9:05 am

OK, one slight problem. You currently have the menu come up only if you press two of the same modifier keys at once. But you've also made it possible to disable one of those two modifiers. So if the player does this, like I've done, it's no longer possible to open up the menu again. You might want to consider having a unique menu key, perhaps one of the F keys by default, and allow the player to rebind that as well.

You can't make it so that the normal 1-8 keys give you the first eight hotkeys and the numpad 1-8 keys get you the second eight hotkeys, though - you'll still need to use the modifiers in order to access hotkeys 9-64.


OK that's what I wanted to know. I was a bit confused since you seemed to have two bind settings for both the normal 1-8 keys and the numpad keys. So there's no real advantage for me to move them over there then. It's very nice to be able to move the modifiers though, I will now have more hotkeys than I know what to do with since they no longer have to conflict with More Hotkey's modifiers. Now I just have to hope that the FOSE people fix that problem.
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Jessie Butterfield
 
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