Okay I've had some sleep and a chance to chill out .
Clearly the savefile stores the keybindings that were existing only in memory during each game session. Where I don't know. What I can figure out though is when a saved game is loaded those keybindings are then returned to memory and accessed by the game's engine and/or scripts, either vanilla or modded.
In the FOSE documents I have learnt that the command "SetIsControl" is useful in setting user-defined hotkeys as essential and providing feedback if another mod tries to use that key. Thanks to RickerHK for that. Much appreciated.
I also believe, but I am not certain, that 'Menumode' hotkeys have precedence over 'Gamemode' ones. ie. when the pipboy is open the hotkey will work even if another mod uses it in gamemode.
Now all I need to figure out if it is possible for one mod to know which other mod set the specific key as a hotkey. So that if, eg. "P" is pressed feedback could be given along the lines of:
"You pressed "P" but 'ModA' already has assigned that key.
Please choose another"
What I'm trying to do here is see if mods can be made to work better together. If 'ModA' assigns "P" as its hotkey and 'ModB' also assigns "P" but has the ability to change it by ingame scripting.
What determines if 'ModA' gets precedence and thus removing the option to change 'ModB's hotkey?
Is it loadorder or how the script is called, either MenuMode or GameMode? Or both? Or neither?
All I'm trying to do is learn. Not being difficult or obtuse. This is how I do it, by asking questions.
Thanks now I' just going to have a little walk in the Wasteland, find a nice quite spot and stick a Mini-Nuke down my pants
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