[RELz, BETA, WIPz, whatever] Super Hotkeys

Post » Fri May 27, 2011 4:35 am

Thank you very much bnnfish that would mean a lot to me. By having the USIP, and UOMP(spell tomes) I also meant to imply I'm running Shivering Isles and Spell Tomes if it matters. For the UOP I install and have enabled the Citadel Door Fix and the Vampire Aging/Face Fix esps as well.

I watched the video, but I'm going to watch it again just in case I missed somthing. I did notice you equip everything first before binding for mode 2. Does this have to be done? I believe I tried this just in case, but shouldn't it effect only mode 1?
User avatar
Stryke Force
 
Posts: 3393
Joined: Fri Oct 05, 2007 6:20 am

Post » Fri May 27, 2011 3:16 am

Nvm, I'm getting this bugged gear-set mode behavior too now. It looks as if gear-sets are schizoid about what mode they are in.
User avatar
Laura Samson
 
Posts: 3337
Joined: Wed Aug 29, 2007 6:36 pm

Post » Fri May 27, 2011 3:19 am

Well thats a relief to me, now I can stop being paranoid about it. xD
User avatar
phil walsh
 
Posts: 3317
Joined: Wed May 16, 2007 8:46 pm

Post » Fri May 27, 2011 9:23 am

Yes, but I get to start being parnoid about it. Is it a bug in gear-sets, or in all special hotkeys that's easiest to notice in gear-sets? I haven't found the cause yet.

But I'll probably have an update to fix it within an hour. Maybe a lot sooner if it's not too hard.
User avatar
e.Double
 
Posts: 3318
Joined: Tue Jul 24, 2007 11:17 pm

Post » Fri May 27, 2011 10:08 am

Yes, but I get to start being parnoid about it. Is it a bug in gear-sets, or in all special hotkeys that's easiest to notice in gear-sets? I haven't found the cause yet.

But I'll probably have an update to fix it within an hour. Maybe a lot sooner if it's not too hard.


Sorry its causing a hassle. :(
I personally get stressed and start worrying a lot when things don't go right like this and I don't know why.
User avatar
sophie
 
Posts: 3482
Joined: Fri Apr 20, 2007 7:31 pm

Post » Fri May 27, 2011 6:07 am

ftp://71.115.199.25/super_hotkeys_044.zip

No hassle, no hassle, I just have a bug. And it's found and fixed now I think. Update will be up in a few seconds.
Thank you for pointing out the bug.
User avatar
I’m my own
 
Posts: 3344
Joined: Tue Oct 10, 2006 2:55 am

Post » Fri May 27, 2011 10:17 am

OK, I've tested with a similar setup as JagerX's.

Latest Oblivion Patch & OBSEv16 & Super HotkeyS v0.43:
Active Mod Files:00  Oblivion.esm01  Beautiful People 2ch-Ed.esm02  Unofficial Oblivion Patch.esp  [Version 3.2.0]03  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]04  Oblivion Citadel Door Fix.esp05  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]06  DLCShiveringIsles.esp07  DLCSpellTomes.esp08  QTdof.esp09  Quest Award Leveller.esp  [Version 2.0.1]0A  Harvest [Flora].esp  [Version 3.0.0]0B  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]0C  Harvest[Containers].esp0D  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]0E  Beautiful People 2ch-Ed Merged Hair Modules.esp0F  Beautiful People 2ch-Ed Merged Eye Modules.esp10  Beautiful People 2ch-Ed Disable BandBlindMask.esp11  Beautiful People 2ch-Ed Vanilla Race.esp12  AsharasSirensAndTritons.esp13  aaatest.esp14  sr_super_hotkeys.esp15  Bashed Patch, 0.esp

I tried every single thing I can think of but I couldn't find any problem except for what I mentioned before :brokencomputer:
1. set '1' key to a Castkey2. assigned 'buoyancy, buoyancy, bound gauntlets, minor heal wounds, minor heal wounds' to '1' key3. press '1' key4. everything goes well5. press '1' key again before the effect of 'bound gauntlets' wear off6. sequence spell casting stops at 'bound gauntlets' because I already wear it7. wait untill the effect goes off8-1. just wait -> nothing happens forever8-2. press '1' key -> nothing happens (even if you mash '1' key, nothing happens)8-3. swing weapon -> starts to cast rest of of sequance spell (bound gauntlets > minor heal wounds > minor heal wounds) immediately after finishing attack motion
Oh wait...there's already v0.44? :blink:

So, what kind of bug did you fixed in v0.44? :P I'm not sure about JagerX's issue but this issue seems to be fixed:
1. loads a clean save2. open stats menu and assign '1' and '2' to gearset keys...and assign 'L-Shift+1' and 'L-Alt+1' to gearset keys too3. now all of these keys should be set to mode0 by default4. if you change '1' key's mode0 to mode1, 'L-Shift+1' key's and 'L-Alt+1' key's mode changes to mode1 in conjunction with '1' key5. '2' key's mode doesn't change and it stay as mode0

User avatar
lauraa
 
Posts: 3362
Joined: Tue Aug 22, 2006 2:20 pm

Post » Fri May 27, 2011 1:53 am

The bug that I think JagerX was seeing was, when you went to the type selection menu for gear-set hotkeys (or any type of hotkey) and clicked on the same type it already was, the hotkey-type-specific response was sometimes taking effect upon the wrong hotkey. ie a different hotkeys could get set to that mode, sometimes a hotkey that didn't exist or wasn't a gearset.
Since gear-sets were the only one with a significant response to that selection, they were the only ones getting noticably bugged. And I think it didn't take effect always, depending upon the order in which you created your hotkeys.

0.44 also changes the names of hotkeys to be a bit more dynamic and hopefully more informative.

If there's no bug reports for 0.44 tomorrow I'll upload it to tesnexus.
User avatar
Kyra
 
Posts: 3365
Joined: Mon Jan 29, 2007 8:24 am

Post » Fri May 27, 2011 7:11 am

The bug that I think JagerX was seeing was, when you went to the type selection menu for gear-set hotkeys (or any type of hotkey) and clicked on the same type it already was, the hotkey-type-specific response was sometimes taking effect upon the wrong hotkey. ie a different hotkeys type could get set to that mode, sometimes a hotkey that didn't exist or wasn't a gearset.
Since gear-sets were the only one with a significant response to that selection, they were the only ones getting noticably bugged. And I think it didn't take effect always, depending upon the order in which you created your hotkeys.

0.44 also changes the names of hotkeys to be a bit more dynamic and hopefully more informative.

I see, thanks. Somehow I didn't find such a problem.

I can't find any bugs yet but I think I've found some trivial things:
Cycler Key:
if you set potions in a cycle, you will be stuck at potions

Gear-Set Key:
if you assign multiple weapons, last weapon in line wins
if you assign multiple potions, you can drink those at once. In most case, you can't drink more than 4 potions (game rule) though.
You can consume up to 4 potions at one time. This number does not increase at higher alchemy levels. You can only drink more potions when one of those four ceases to be active (i.e., once its duration has elapsed).


edit1: And if you become stuck while auto-casting due to the 'bound item name' issue, you can safely escape from it by tapping a casting key (default is 'C'), so I don't think it's a bug.

edit2:
Cycler Key:
if you set consumable items? in a cycle, you will be stuck while cycling

Gear-Set Key:
you can register multiple consumable items? to a hotkey and you can consume those at once when you tap it


edit3: if you register an unequippable item with OnEquip script to a cycler key, you'l be stuck at there.

Now I understand what this means:
Each Cycler Hotkey remembers a position in the cycle. The position starts out as the first item in the cycle. Each time the hotkey is pressed, it will check to see if you have the item in the current position equiped (or the spell in the current position selected); if you do, it will change position to the next position and cause you to equip the item in the next position; if you do not, it will cause you to equip the item in the current position.

User avatar
Steph
 
Posts: 3469
Joined: Sun Nov 19, 2006 7:44 am

Post » Fri May 27, 2011 4:31 am

I'm trying to get mode 2 to work properly still and it isn't! :banghead:
It is still leaving weapon and ammo slots equipped. Also my torch. I tried this on a new game too. :(
When the hotkey finds armour/clothing not in the set and I open the console it says " item insert item name here not in LL"
However it mentions nothing about my weapon.


Btw I found some mistakes in the latest readme.

- It says mode 0 will unequip jewelery and torch not in the set, and I believe you said that it was not intended to unequip jewelery. Imo it should leave torches alone as well.

-3.2.2 should say "mode 2" not mode 1 again.

-3.2.1 is repeated again after 3.2.2.

Readme mistakes fixed for the next release.

I'm sorry to hear that but it's strange...v0.43 is working almost perfectly for me. I hope someone can help you. About the torch, I haven't tested yet. I'l check it when I go home.

edit1: Just FYI, the maintainance of the site where I uploaded movies will be finished at approximately 2~4hours later from now.

That would be nice and easy-to-understand.

If it's possible to show the current item's icon on a cycler key, that's definitely awesome.

It's quite possible to show the current items icon - the only difficulty is that different item types require different code for that, because some items have a generic icon path, but others have a male icon path and (optionally) a female icon path.
I'm not entirely sure its desirable however. That makes it less obvious that it's a cycler hotkey. And if it is desirable, would the icon be for the current item in the cycle or the next item in the cycle?
Note than in 0.44, the name of the cycler changes as you cycle through it. Or its supposed to anyway.

Cool thx!


EDIT: I uninstalled Oblivion(including deleting its files in the my documents folder), removed OBSE and and Wrye Bash then reinstalled Oblivion, added Wrye Bash, and some mods I use(making sure not to isntall any others that have anything to do with extra hotkeys), used Wrye Bash to Darnify my books and then added OBSE v16 again. I then added Super Hotkeys and set it to last in the load order and started a new game. I got to the point after captain Renault has died but before you pass through the door that unlocks with a key from the nearby goblins body. I equipped various weapons and the arrows found on the skeleton after assgning different equipment to two difeerent gear-set mode 2 hotkeys. The weapons are still left alone when I change between gear sets, they are not unequipped.

Is there any chance that something hasn't been added correctly in the latest version that was left over on others computers from older versions? Or that any of my other mods/files are effecting this mod? Or that I need to download or modify files myself? Each time I tested a new version I deleted all of the files from the older one each time that were in my Oblivon folder.

Other things I have modifying oblivion are:

UOP
USIP
Operation Optimization
Landscape NormalMap Fix
UOMP(spell tomes)
Quest Award Leveler
Improved Soulgems
Harvest Flora(+ SI version)
Harvest Containers(+ all optional add-ons)
Bashed Patch

I use Wrye Bash v258 and OBSE v16

Sorry to put you through all that.

edit3: if you register an unequippable item with OnEquip script to a cycler key, you'l be stuck at there.

Yes. That's a consequence of the fact that the cycler only cycles you to the next one if you have the current one equiped. Possibly the cycler should cycle you to the next one anyway if the current one is unequipable. Or possibly it should cycle you to the next one even if the current one is equippable and not equipped.
Any comments?
User avatar
Jessie Butterfield
 
Posts: 3453
Joined: Wed Jun 21, 2006 5:59 pm

Post » Fri May 27, 2011 10:03 am

Gear-Set Key:
if you assign multiple weapons, last weapon in line wins
if you assign multiple potions, you can drink those at once. In most case, you can't drink more than 4 potions (game rule) though.

Potions drunk from special hotkeys can exceed normal potion limits? I'll add some code to deal with that.
User avatar
Steven Hardman
 
Posts: 3323
Joined: Sun Jun 10, 2007 5:12 pm

Post » Fri May 27, 2011 8:55 am

0.44 is not working right at all for me at the moment. Not sure what's wrong yet, but I'm getting hotkey slots that have names as if they were empty but cannot be bound to items.
User avatar
Stryke Force
 
Posts: 3393
Joined: Fri Oct 05, 2007 6:20 am

Post » Fri May 27, 2011 4:36 am

Potions drunk from special hotkeys can exceed normal potion limits? I'll add some code to deal with that.

Nope.

0.44 is not working right at all for me at the moment. Not sure what's wrong yet, but I'm getting hotkey slots that have names as if they were empty but cannot be bound to items.

Hmm...I must have overlooked something then.
User avatar
Angus Poole
 
Posts: 3594
Joined: Fri Aug 03, 2007 9:04 pm

Post » Fri May 27, 2011 1:04 am

I can't reproduce it anymore. I'm going to make a few more tests and eat something and fix a few minor issues and release a 0.45.
User avatar
Pumpkin
 
Posts: 3440
Joined: Sun Jun 25, 2006 10:23 am

Post » Fri May 27, 2011 7:19 am

It's quite possible to show the current items icon - the only difficulty is that different item types require different code for that, because some items have a generic icon path, but others have a male icon path and (optionally) a female icon path.
I'm not entirely sure its desirable however. That makes it less obvious that it's a cycler hotkey. And if it is desirable, would the icon be for the current item in the cycle or the next item in the cycle?
Note than in 0.44, the name of the cycler changes as you cycle through it. Or its supposed to anyway.

IMCO, if it's possible, text base information (item name) may be better than displaying current item's icon because many items that are added by mods tend to have shared icons or no icon. But too many information may have a downside, I think, as well. So, put this on the back-burner until you receive constant requests?

Yes. That's a consequence of the fact that the cycler only cycles you to the next one if you have the current one equiped. Possibly the cycler should cycle you to the next one anyway if the current one is unequipable. Or possibly it should cycle you to the next one even if the current one is equippable and not equipped.
Any comments?

I think it's not a bad idea to let cycler keep cycling anyway but I wonder if there is a specific advantage to do so. Actually, letting it cycle only equippable items is enough. I think this should be considered carefully.
User avatar
Marcia Renton
 
Posts: 3563
Joined: Fri Jan 26, 2007 5:15 am

Post » Fri May 27, 2011 12:17 pm

Potions drunk from special hotkeys can exceed normal potion limits? I'll add some code to deal with that.

Just bear in mind, please, that some mods (like OOO) change potion drinking limits depending on your alchemy skill. Just thought it might me useful.

Thanks again for the (almost/nearly) perfect hotkey mod!
User avatar
OnlyDumazzapplyhere
 
Posts: 3445
Joined: Wed Jan 24, 2007 12:43 am

Post » Fri May 27, 2011 2:54 am

I think I've found a problem. If you use Gear-Set key mode2, it won't unequip ring which occupies left&right ring slots...But does such a ring exist?

edit: It looks like Gear-Set key mode2 doesn't handle items which occupies multiple equipment slots. I mean it won't unequip those kind of items.

For example, you register only {Iron Boots} to '1' key which is a Gear-Set key mode2 and you're wearing Necromancer's Robe which occupies Upper and Lower bodies. When you use '1' key, you equip Iron Boots but you won't unequp Necromancer's Robe.
User avatar
Melis Hristina
 
Posts: 3509
Joined: Sat Jun 17, 2006 10:36 pm

Post » Fri May 27, 2011 6:42 am

I think I've found a problem. If you use Gear-Set key mode2, it won't unequip ring which occupies left&right ring slots...But does such a ring exist?

Er... you tested this?
I presume someone, somewhere, has made such a ring. I just thought that mode 2 would handle it fine.
edit: Okay, I see you've edited post... sounds more serious now, further from intended behavior. I'll check up on it.
edit2: I cannot reproduce this. It doesn't seem likely from the code either.
User avatar
neil slattery
 
Posts: 3358
Joined: Wed May 16, 2007 4:57 am

Post » Thu May 26, 2011 10:26 pm

Here's a movie: http://zoome.jp/bnnfish/diary/10/ (I'm using v0.44, CRC is 07DEDD49 and MD5 is B91EDD8119C29334557E7AEBBD450AE7)
User avatar
sam
 
Posts: 3386
Joined: Sat Jan 27, 2007 2:44 pm

Post » Fri May 27, 2011 2:04 am

I can reproduce the problem I ran in to earlier again, so it will probably get fixed soon.

bnnfish: Maybe I'm confused. I'm not seeing any incorrect behavior in that movie.
User avatar
Heather Dawson
 
Posts: 3348
Joined: Sun Oct 15, 2006 4:14 pm

Post » Fri May 27, 2011 10:55 am

I can reproduce the problem I ran in to earlier again, so it will probably get fixed soon.

bnnfish: Maybe I'm confused. I'm not seeing any incorrect behavior in that movie.

If it's intended, it's ok. There's no problem in this behavior at all in terms of usefulness. I always thought that gear-set key mode2 will unequip everything but what you bound to it, so I just pointed out. Never mind.
User avatar
Dean Ashcroft
 
Posts: 3566
Joined: Wed Jul 25, 2007 1:20 am

Post » Fri May 27, 2011 7:20 am

I think I've found a problem. If you use Gear-Set key mode2, it won't unequip ring which occupies left&right ring slots...But does such a ring exist?


I already mentioned the Jewel of the Rumare. Again refer to this post. :hehe: http://www.gamesas.com/bgsforums/index.php?s=&showtopic=860502&view=findpost&p=12661345

^ Ignore that I misunderstood. You meant right plus left, not right or left I think. How do you strikethrough text? :P

Now I've tested v.44 and the gear-set modes finally work for me as intended. :woot:
I see you have added the equip only mode, which I didn't see you mention in a post. Also the gear-set hotkeys are now automatically assigned what you have equipped on you when you create the gear-set key! (clothes/armour only I think since it goes to mode 0) Didn't see you mention this either, its a nice surprise.

However I have found another bug, but this might be easier to fix. Its the infamous ammo equip bug! When you do assign ammo to a gear-set it won't equip the whole lot of arrows, just one. I tried this on mode 0 and mode 2. Other hotkey mods had the same problem and found a way to fix it so hopefully its not too hard. It does however show more then one arrow in your quiver in third person even though only one is equipped. Another hotkey mod had the reverse problem I think, a whole stack of arrows beign equipped in inventory, but only one arrow in the quiver when in third person. I forgot to check if it worked properly on normal hotkeys, I'll go back and test that soon.

I see the message at the top of the screen when equipping a gear-set has changed to tell you what mode it is in. What is the number in brackets? Is that the number of items that had to be equipped to complete the gear-set? Or the number of items in the gear-set? But I'm also receiving a message somtimes that a specific item in the gear-set has been equipped though, as if it was on a normal hotkey.

Lastly, theres something which I think is proabably unfixable, and doesn't really matter. When you rapidly equip a gear-set with weapons assigned it says "can't equip weapons while attacking". I think this might be to do with the animation that is played when drawing a weapon. And it only happens sometimes, maybe when the animation is at a certain point. I'll check if it happens if you don't have your weapons/fists ready to fight.

Nm thats just the way Oblivion is, it doesn't ahppen with weapons sheathed/fist lowered.


Edit: I still haven't check if rings are unequipped or not by mode 0, I'll go check by using my backed up saves.

If it's intended, it's ok. There's no problem in this behavior at all in terms of usefulness. I always thought that gear-set key mode2 will unequip everything but what you bound to it, so I just pointed out. Never mind.


No you're right that is what I believe StarRanger-1 intended. I'll go get a robe to test this with myself.
User avatar
CArla HOlbert
 
Posts: 3342
Joined: Wed Feb 21, 2007 11:35 pm

Post » Fri May 27, 2011 4:45 am

If it's intended, it's ok. There's no problem in this behavior at all in terms of usefulness. I always thought that gear-set key mode2 will unequip everything but what you bound to it, so I just pointed out. Never mind.

Mode 2 is intended to unequip everything except what you bound to it. (except zero-slot items and unplayable items)
Is that not what's happening in the movie? Perhaps you could describe it in words instead of movie then, I'm not seeing it atm.

edit: Hm... I haven't found anything wrong with the handling of multi-slot items that are manually bound to hotkeys. There is, however, a problem with multislot items that are automatically bound when a gear-set is created. That will be fixed in the next release.
User avatar
remi lasisi
 
Posts: 3307
Joined: Sun Jul 02, 2006 2:26 pm

Post » Fri May 27, 2011 10:03 am

nm
User avatar
Umpyre Records
 
Posts: 3436
Joined: Tue Nov 13, 2007 4:19 pm

Post » Fri May 27, 2011 12:32 pm

I already mentioned the Jewel of the Rumare. Again refer to this post. :hehe: http://www.gamesas.com/bgsforums/index.php?s=&showtopic=860502&view=findpost&p=12661345

Oh yeah, I lied. I didn't find it. :shifty:

Now I've tested v.44 and the gear-set modes finally work for me as intended. :woot:

Finally! gratz! :celebration:

However I have found another bug, but this might be easier to fix. Its the infamous ammo equip bug! When you do assign ammo to a gear-set it won't equip the whole lot of arrows, just one. I tried this on mode 0 and mode 2.

For me, somehow it shows correctly... I've no clue why. :shrug:

Mode 2 is intended to unequip everything except what you bound to it. (except zero-slot items and unplayable items)
Is that not what's happening in the movie? Perhaps you could describe it in words instead of movie then, I'm not seeing it atm.

edit: Hm... I haven't found anything wrong with the handling of multi-slot items that are manually bound to hotkeys. There is, however, a problem with multislot items that are automatically bound when a gear-set is created. That will be fixed in the next release.

All right, I'l write out what's happening in that movie.

0. load a clean save
1. open stats menu
2. hit key '1' and select 'Gear Hotkey'
3. hit key '1' again and select mode2
4. assign {Iron Boots} to the hotkey

5-1. use the hotkey while I wear {Sack Cloth Pants, Sack Cloth Shirts, Sack Cloth Sandales, Wrist Irons}
5-2. equip {Iron Boots} and unequip {Sack Cloth Pants, Sack Cloth Shirts, Sack Cloth Sandales, Wrist Irons} <--- No problem

6-1. use the hotkey while I wear only {Necromancer's Robe} which occupy multiple slots = Upper Body & Lower Body
6-2. equip {Iron Boots}, nothing else happens

7-1. use the hotkey while I wear only {Ring of Test} which occupy multiple slots = Right Ring & Left Ring
7-2. equip {Iron Boots}, nothing else happens
User avatar
Allison Sizemore
 
Posts: 3492
Joined: Wed Jul 19, 2006 6:09 am

PreviousNext

Return to IV - Oblivion