[Alpha] Expanded Hotkeys FO3

Post » Sat Feb 19, 2011 12:04 am

Yeah, you probably shouldn't do that. I don't want to make a separate 'menu' hotkey simply because I've already got a bajillion other hotkeys active and I don't want this mod to monopolize the user's keyboard. Simply don't de-assign both extra modifiers and you should be good to go. I'll think about allowing the user to define a separate menu hotkey later.
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SUck MYdIck
 
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Post » Sat Feb 19, 2011 1:43 am

Well I just discovered that this mod isn't compatible with More Hotkeys. The way that one works, you need to equip an item, hold down the number key and modifier for a second or two, then it binds. But your keys take over before the binding is fully complete, and the equipped item is switched to the number key on the default bank before the process can be completed. Oh well, it was worth a try.
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Russell Davies
 
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Post » Sat Feb 19, 2011 9:19 am

If you rebind the Hotkey Redirects to the normal number keys and my hotkeys to the numpad, you should be able to use More Hotkeys as-is, as I don't have any things in the mod that should interrupt the normal use of the regular hotkeys. In other words, what you described shouldn't be happening if you bound the Hotkey Redirects to the normal number keys like you suggested earlier unless something funky's going on or I'm simply mis-remembering how More Hotkeys works.
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Hot
 
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Post » Sat Feb 19, 2011 9:51 am

OK, well I only have things at the default settings pretty much, except for the modifier keys, so I'll be sure to try that out. I've been kind of busy with a mod of my own I've been working and haven't had time to try your suggestion yet. It's not really that I need more hotkeys, I'm just something of a pack rat when it comes to that. In Oblivion I'm using 3 different hot key mods at once, and I have almost every key on my board acting as a hotkey for something. I feel a bit deprived whenever I play Fallout.

PS: I just tried your suggestion and it worked. So I can now use both your hotkeys and More Hotkeys, giving me lots to work with. Now I just have to figure out what to do with them all. I also managed to get past that Baseball Bat in Vault 101 so I guess I was just unlucky the first time. It did crash on me the first time I tried it, but I got it on the second attempt.

And if you're interested, I got that mod finished and it's now up at the Nexus. Here's a link to my release thread:

http://www.gamesas.com/index.php?/topic/1141764-relz-fallout-fatigue/
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Andrea P
 
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Post » Fri Feb 18, 2011 10:38 pm

Well I guess I spoke too soon. Your modifier keys don't seem to work if your keys are set to the numpad, I guess I'll have to settle with just your mod. All I can do is equip something on the base keys, not the modifiers. Is there any way you could work so that we could use the numpad as single press hotkeys, on top of the 1-8 keys? That would be very convenient.

PS: I also have a special request to make. I've been noticing that if I switch weapons then go back the one I used before, the game will always select the one that is the most damaged. I can have a 10mm pistol in my inventory that is in perfect shape, but the one that's almost ready to break is the one that gets equipped. It's annoying as hell. Do you think you could add a script so that the weapon that is in the best shape is always the one that gets equipped?
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April D. F
 
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Post » Fri Feb 18, 2011 7:59 pm

Well I guess I spoke too soon. Your modifier keys don't seem to work if your keys are set to the numpad, I guess I'll have to settle with just your mod. All I can do is equip something on the base keys, not the modifiers.


That shouldn't be happening. Did you set the Redirect keys to the normal number keys as well? If you didn't, if you press the numpad keys it should act kinda funky, since it'd call both the normal hotkey press as well as my extra hotkeys at the same time.

Is there any way you could work so that we could use the numpad as single press hotkeys, on top of the 1-8 keys? That would be very convenient.


I might make a setting so that there's always a fake-modifier being pushed down - that'd allow you to use the 1-8 keys as normal hotkeys if configured properly along with the numpad keys as extra single-press hotkeys - again, if configured properly.

PS: I also have a special request to make. I've been noticing that if I switch weapons then go back the one I used before, the game will always select the one that is the most damaged. I can have a 10mm pistol in my inventory that is in perfect shape, but the one that's almost ready to break is the one that gets equipped. It's annoying as hell. Do you think you could add a script so that the weapon that is in the best shape is always the one that gets equipped?


Right, that's a known issue. Unfortunately, there's no way to fix it - EquipObject always selects the most-damaged object in your inventory to equip (even though that's an incredibly stupid thing to do) and there's no other way to get you to equip an object. I can't even go through your inventory to find out what kind of health the various items have. The simple fix, at this point, is simply not to carry around multiple weapons/armors of the same type that you're hotkeying.
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herrade
 
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Post » Fri Feb 18, 2011 9:12 pm

That shouldn't be happening. Did you set the Redirect keys to the normal number keys as well? If you didn't, if you press the numpad keys it should act kinda funky, since it'd call both the normal hotkey press as well as my extra hotkeys at the same time.


I'm pretty sure I did, but it's possible I may have missed that part. I'll try it again later to be sure.

I might make a setting so that there's always a fake-modifier being pushed down - that'd allow you to use the 1-8 keys as normal hotkeys if configured properly along with the numpad keys as extra single-press hotkeys - again, if configured properly.


That would be great. Single press hotkeys are always the best in a battle situation and only having 8 of them just isn't enough IMO. There's a few other things I'd love to have immediate access to without having to take my hand off my trigger finger, so to speak.

Right, that's a known issue. Unfortunately, there's no way to fix it - EquipObject always selects the most-damaged object in your inventory to equip (even though that's an incredibly stupid thing to do) and there's no other way to get you to equip an object. I can't even go through your inventory to find out what kind of health the various items have. The simple fix, at this point, is simply not to carry around multiple weapons/armors of the same type that you're hotkeying.


That's too bad. Why on earth would they do it that way? Normally it's not a problem for me since I use the WMK mod, and once I get even a single component on something it becomes a unique weapon. But it's annoying as hell when I'm just starting a new game and I only have the basic weapons to use. Simply not carrying anything extra isn't an option because selling that stuff is how I get the caps to buy the components.

BTW, have you had a chance to look into why the default keys will reload items like mines and grenades into your hand but this mod and More Hotkeys won't? Talkie Toaster tried to figure out how to get that working but was unable to, maybe you'll have better luck.
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marina
 
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Post » Sat Feb 19, 2011 5:56 am

BTW, have you had a chance to look into why the default keys will reload items like mines and grenades into your hand but this mod and More Hotkeys won't? Talkie Toaster tried to figure out how to get that working but was unable to, maybe you'll have better luck.


I have no idea what you mean by this.
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Mr.Broom30
 
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Post » Sat Feb 19, 2011 12:50 am

I have no idea what you mean by this.


If you bind a Frag Mine to one of the default keys and then toss one on the ground, the game immediately equips another one into your hand. More Hotkeys and your mod don't do that, in order to equip another mine you need to use the hotkey again. Talkie Toaster acknowledged this a shortfall with his mod but was never able to figure out how to get it to work in the same way that the default keys did.
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GRAEME
 
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Post » Sat Feb 19, 2011 2:13 am

I'm not sure if you're aware of this, but you've managed to make cycler keys. I started out the game using the Baseball Bat you get from Vault 101. Later I switched to a Combat Knife for my melee weapon. Just now I happened to have both in inventory and when I hit my Melee weapon hotkey expecting the Combat Knife to come up, the Baseball Bat readied instead. I tried toggling the key and it kept cycling between the knife and the bat. Thinking that maybe it was some sort of fluke, I I bound my Hunting Rifle to the same key I was using for my 10mm pistol. Sure enough, hitting the key would switch the two weapons back and forth. You don't mention this in the readme so I'm presuming it's some sort of side effect that you didn't intend, but it sure is a nice one.

PS: Looking into it further, you can only have 2 items per key. Trying to add a third one will clear the other two. You also have to bind the two items the right way. You do the first one, exit the Pipboy, then go back and add the second one. It doesn't work trying to bind both items at once.
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Marta Wolko
 
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