[REQ] Portable hotkeys

Post » Tue Sep 28, 2010 9:43 pm

Wanted to know if with the NVSE realease is possisble to make some hotkeys changes as in this mod for FO3 ( http://www.fallout3nexus.com/downloads/file.php?id=10395 ) or itf it's not portable, if NVSE will be able to create a mod like:

- Make "2" bindable to anything else than switch ammo

- Bring more hotkeys (1-8, alt 1-8, ctrl 1-8)

-Make possible set "sets" to keys, not only weapons.


Ty in advance.
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Robert Jr
 
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Post » Wed Sep 29, 2010 4:11 am

Currently, NVSE can bind any keys to scripted actions, although it can't detect disabled keypresses yet so keys associated with controls (like 2 or combinations like alt+1) can't be bound to a scripted action without also triggering their default action.

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Jennifer Rose
 
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Post » Tue Sep 28, 2010 6:36 pm

Sorry my total ignorance, but that means that of my 3 request only the last one would be doable (change the hotkeys so they bind "sets" instead only weapons)?
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Sabrina Schwarz
 
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Post » Wed Sep 29, 2010 3:51 am

- "2" can be bound to scripted actions, but at the moment its default action can't be disabled at the same time.
- Binding new hotkeys would be possible, so long as you don't use keys that are already controls. Different combinations can be given different actions with this approach, too.
- Binding multiple items to a hotkey is possible, although if they are bound to a key that is also a control the default action will also take place.

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michael flanigan
 
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Post » Tue Sep 28, 2010 3:49 pm

Tyvm for the explanation, then i hope someone makes possible an .esp for the multiple items binding :)
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Laura Samson
 
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Post » Tue Sep 28, 2010 5:27 pm

- "2" can be bound to scripted actions, but at the moment its default action can't be disabled at the same time.
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Actually, its default action can be disabled. You can rebind 'ammo type swap' to a different key - you just can't bind anything else to 2 (or rebind 'ammo type swap' to 2 after you bind it to a different key).

EDIT: Alternatively, you can use DisableControl/SetControl/etc.
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RObert loVes MOmmy
 
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Post » Wed Sep 29, 2010 1:58 am

Oh, of course. I should have referred to the control instead of just its default key. Thanks.

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Cartoon
 
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Post » Wed Sep 29, 2010 2:14 am

If I were to make this mod (which I might have a go at later on today, though at the moment I'm working on a completely different mod, so we'll see how that goes), I'd do it like this:

I would give the player an invisible, unplayable token object so that a script runs on him every frame. In its MenuMode 1002 block, I'd have a detection set up to see if 1-8 are pressed. If they are, I'd then set up variables to remember if Ctrl, Alt, and/or Shift are pressed. I'd then check for a left mouse button press. If I get that, then I'd check to see if the hotkey item at that position and combination has changed. If not, then I'd blank out that item/combination. If it has, then I'd set the new item as the new hotkey item connected to that combination.

What I'd prefer is an actual SetHotkeyItem function (for various reasons, especially remembering hotkey items when you go through casinos and stuff), but that's not int he current version of FVSE. If I had it, then I'd be able to dynamically swap out sets of hotkeys and allow the normal hotkey behavior take over when someone pushes a hotkey button and the 'extended' hotkey buttons. Without it, I'd have to fake it, meaning the little squares that show the different hotkey items wouldn't actually represent the items hotkeyed there. Very annoying.
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Kristina Campbell
 
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Post » Wed Sep 29, 2010 4:09 am

As far as i have understand sounds an interesting solution, tho i'm not sure if it will work for multiple items or just for adding alt, ctrl, shift options, just will be following further news.

And, btw, tyvm :)
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Kahli St Dennis
 
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Post » Tue Sep 28, 2010 4:38 pm

You could set up another key to press when you want to bind multiple items together - for example, you could press Caps-Lock and the keys you want to bind it to together in order to add multiple items to it or something along those lines. That's how I was planning on making a fake-hotkey '2', anyways, since there doesn't seem to be any way to do it properly.
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Motionsharp
 
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Post » Tue Sep 28, 2010 6:14 pm

Any news in the subject?
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Blackdrak
 
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Post » Tue Sep 28, 2010 5:51 pm

Not much. I'm hoping that NVSE will release a new version that includes SetHotkeyItem sometime soon, as that will make the scripting/etc much easier. At the moment, I'm just doing a little work on setting up a system to detect what objects to assign to which hotkeys.
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Tom Flanagan
 
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Post » Wed Sep 29, 2010 1:24 am

Ok Langy, will check again whenever NVSE is updated then
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Jade Muggeridge
 
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Post » Wed Sep 29, 2010 1:44 am

Looking forward to your mod Langy.


Personally, I'd be one happy camper if I could use my 2 key a hotkey... I'm already using another key to swap ammo (C key). It's amazing they didn't fix this for the PC version -.-
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Jonathan Montero
 
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Post » Wed Sep 29, 2010 4:46 am

I think we've got enough functions for me to port More Hotkeys as a stopgap till Langy makes a decent one- it was built with the FOSE limitations on iskeypressed in mind, so calls disableplayercontrols whilst you're accessing the other sets of hotkeys.
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SWagg KId
 
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Post » Tue Sep 28, 2010 7:24 pm

I've done a bit more work on this mod and I'll probably be releasing an alpha version soon. It's nowhere near feature-complete at this point, but it does give you sixty-four total hotkeys (well, 56 - the other eight are the '2's, and I haven't changed it yet so that it operates as an actual hotkey). I avoided the DisablePlayerControls bit via SetControlling the normal hotkeys to a new location (the numpad) while in GameMode, but they're at their original location while in the menus. I also haven't done item sets yet, and without SetHotkeyItem you can't tell what your hotkeys are currently set at without experimenting.

EDIT: http://www.gamesas.com/index.php?/topic/1139452-alpha-expanded-hotkeys/ is the release thread.
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Samantha hulme
 
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