[RELz, BETA, WIPz, whatever] Super Hotkeys

Post » Thu May 26, 2011 9:16 pm

Oh, okay, I hadn't realized what was going on. I'll fix it then. Odd behavior. The only thing I do there that could conceivably cause that is that I issue the Unequip command multiple times for the same item.
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CRuzIta LUVz grlz
 
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Post » Fri May 27, 2011 5:57 am

Oh, okay, I hadn't realized what was going on. I'll fix it then. Odd behavior. The only thing I do there that could conceivably cause that is that I issue the Unequip command multiple times for the same item.

Good to hear. We(only me?) are not in a hurry, so please do it at your pace. :)

to JagerX:
I've captured a short movie to show you that arrows are correctly displayed. http://zoome.jp/bnnfish/diary/11/ / http://www.youtube.com/watch?v=zT1J38xyydA

In that movie, I set up like this:

key 1: Gear-Set Hotkey mode0 (assigned Daedric Arrow)
key 2: Gear-Set Hotkey mode1 (assigned Dwarven Arrow)
key 3: Gear-Set Hotkey mode2 (assigned Elven Arrow)
key 4: Gear-Set Hotkey mode3 (assigned Glass Arrow)

and just spammed 1234.

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Luna Lovegood
 
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Post » Fri May 27, 2011 9:41 am

Did some more testing and here are the results:

- Changing a hotkey from gear-set to another type(I only tried normal and cast but assume it works for others now) clears the gear-set mode back to 0. Automatically assigns the gear-set again to what you what you have currently equipped. :thumbsup:

- Changing a gear-set hotkey from one mode to another changes its behaviour while retaining the previously assigned items. :thumbsup:

- The message at the top of the screen when using the hotkey still refers to it as the previous mode though, until you reassign the items to it manually. :thumbsdown:

- I didn't find any problems with assigning a robe(item ocupying more then one slot) to a gear-set mode 0 or 2, and using gear-set mode 2 and 0 hotkeys unequipped them properly. :thumbsup:

- For mode 0 it does not ignore rings/amulets, it unequips them. I believe they are intended to be ignored?
My bad they're meant to be unequipped.
(If you use mode 3 and don't assign rings it will leave them alone though, its working properly :))

- I didn't see any messages about specific items being equipped coming up this time when equipping a gear-set. (Underlying problem could still be there though?) :shrug:

- The numbers in brackets with equip when you use a gear-set hotkey do not seem to be the to the number of items assigned to the key. They don't seem to be the number of items needed to be changed to complete the set either as they stay constant. What is this supposed to mean? :shrug:

Thats it for me tonight, off to bed. :snoring:

Edit:
to JagerX:
I've captured a short movie to show you that arrows are correctly displayed. High Quality / Low Quality @ Youtube (Pending now...)

There is more then one arrow equipped in your inventory as well as multiple arrows shown in your quiver in 3rd person? I'll check it once I've got up.. today. Up too late again =/
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Laura Mclean
 
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Post » Thu May 26, 2011 11:55 pm

Ah, I misunderstood you. I thought you were talking about the appearance. You're right. If I use gearset key to equip arrows, I only equip one arrow. I can shoot only once...

Btw to strike-through letters, use:
[s]letters[/s]


edit: I confirmed this happens when I use Cycle key too.
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Jonathan Montero
 
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Post » Fri May 27, 2011 12:26 pm

ftp://71.115.199.25/super_hotkeys_045.zip

Should fix the multislot issue (something totally different than what I had thought it was... apparently GetEquippedObject is not a nice function).
Should fix the gear-set name updates to be more timely.
Probably other changes I've forgotten.

edit: yeah, I was meaning to test for the arrow issue... I'll fix that for the next version.
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Javaun Thompson
 
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Post » Fri May 27, 2011 6:44 am

Great! I'l give it a try tomorrow, I'm off to bed too... :snoring:
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Sian Ennis
 
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Post » Thu May 26, 2011 11:22 pm

I test out v0.45 and the messages for gear-set hotkeys are working fine now. They take into account the mode of thegear-set once you have changed it before reassigning items. Now I can see the equip and number in brackets means the number of items assigned to that hotkey, musn't have been working/updating properly ion the previous version. Mode 0 still unequips rings/amulets though.

My bad, that's intended.

Edit: Argh. Having problems with not being able to access the menu to cahnge the grea-set mode again and the message srHotkeyBase or srHotkey appeaing instead of the intended message on equip. Happened after I had a torch out and made a gear-set hotkey, then straight away changed it to mode 2. I then used it and other gear-set keys and it went like that =[.
I was trying to check if mode 2 unequipped torches properly. I'll give it a go again soon
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RaeAnne
 
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Post » Fri May 27, 2011 6:56 am

Result of a test for a short time before going to bed yesterday:

1. Auto-Cast Hotkey sometimes repearts spell-casting until I run out of magicka.
2. Gear-Set Hotkey (mode2) correctly unequip multi-slot items now if they aren't bound but it won't unequip Bows even though they aren't bound to the key.

Edit: Argh. Having problems with not being able to access the menu to cahnge the grea-set mode again and the message srHotkeyBase or srHotkey appeaing instead of the intended message on equip. Happened after I had a torch out and made a gear-set hotkey, then straight away changed it to mode 2. I then used it and other gear-set keys and it went like that =[.
I was trying to check if mode 2 unequipped torches properly. I'll give it a go again soon

Yeah, the same problem occured to me last night. I forgot to say that. IIRC, the thing like ?hotkeybase was assigned to the (maybe gear-set) hotkey at that time. I don't know how to reproduce it though.
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SWagg KId
 
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Post » Thu May 26, 2011 9:06 pm

I can't reproduce that bug either. Anyway i tested the torch out and bith mode 0 and 2 leave it equipped. Imo this is fine for mode 0, but should mode 2 unequip it since its supposed to unequip everything? I'm not looking to use mode 2 myself. Using mode 3 and binding it unequipped does make it unequip it properly, but the message said unequip 0, and adds the torch it to the equip number I think. I don't know if this is just with torches or other items too, I'll check later, gtg to work.
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Beulah Bell
 
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Post » Fri May 27, 2011 3:27 am

I can't reproduce that bug either. Anyway i tested the torch out and bith mode 0 and 2 leave it equipped. Imo this is fine for mode 0, but should mode 2 unequip it since its supposed to unequip everything? I'm not looking to use mode 2 myself. Using mode 3 and binding it unequipped does make it unequip it properly, but the message said unequip 0, and adds the torch it to the equip number I think. I don't know if this is just with torches or other items too, I'll check later, gtg to work.

I've no idea about internal workings, I mean scripts, but I personally want Gear-Set Hotkey (mode2) to leave the torches alone even if it's not working as intented since I always assign torches or torch activator (I use Drop-Lit-Torch) to a Normal Hotkey. As for the rest, I'm not sure yet.
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Madeleine Rose Walsh
 
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Post » Fri May 27, 2011 2:34 am

Edit: Argh. Having problems with not being able to access the menu to cahnge the grea-set mode again and the message srHotkeyBase or srHotkey appeaing instead of the intended message on equip. Happened after I had a torch out and made a gear-set hotkey, then straight away changed it to mode 2. I then used it and other gear-set keys and it went like that =[.
I was trying to check if mode 2 unequipped torches properly. I'll give it a go again soon

Yeah, the same problem occured to me last night. I forgot to say that. IIRC, the thing like ?hotkeybase was assigned to the (maybe gear-set) hotkey at that time. I don't know how to reproduce it though.

Nothing obvious springs to mind, but I'll keep my eyes open.

Result of a test for a short time before going to bed yesterday:

1. Auto-Cast Hotkey sometimes repearts spell-casting until I run out of magicka.
2. Gear-Set Hotkey (mode2) correctly unequip multi-slot items now if they aren't bound but it won't unequip Bows even though they aren't bound to the key.

I'll take a look at #2 first.
edit: #2 fixed for next version

I can't reproduce that bug either. Anyway i tested the torch out and bith mode 0 and 2 leave it equipped. Imo this is fine for mode 0, but should mode 2 unequip it since its supposed to unequip everything? I'm not looking to use mode 2 myself. Using mode 3 and binding it unequipped does make it unequip it properly, but the message said unequip 0, and adds the torch it to the equip number I think. I don't know if this is just with torches or other items too, I'll check later, gtg to work.

I've no idea about internal workings, I mean scripts, but I personally want Gear-Set Hotkey (mode2) to leave the torches alone even if it's not working as intented since I always assign torches or torch activator (I use Drop-Lit-Torch) to a Normal Hotkey. As for the rest, I'm not sure yet.

Mode 2 is intended to unequip torches, but according to the wiki the functions I use to detect equipped objects don't work on torches. I could do an alternate method to detect standard torches, but I don't think there's anything I could do (except perhaps with RefStuff) to handle non-standard torches like the one in Lost Spires.
edit: yes there is, I could equip a standard torch then unequip it, that would clear the slot. What I can't do is detect whether or not the slot is occupied.
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Penny Flame
 
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Post » Fri May 27, 2011 9:06 am

I've no idea about internal workings, I mean scripts, but I personally want Gear-Set Hotkey (mode2) to leave the torches alone even if it's not working as intented since I always assign torches or torch activator (I use Drop-Lit-Torch) to a Normal Hotkey. As for the rest, I'm not sure yet.


I have Drop Lit Torch too but don't have in enabled atm since I thought the hotkey torch item it adds might interfere with Super Hotkeys. Any insight into this, is it working fine for you? When I used it before Super Hotkeys the only difference I noted was that it kept the key used assigned to torches even if you dropped all you torches and picked them up again.

Also I've seen TQP 3.0 has been released. StarRange-1 do you think SuperHotkeys would be compatible with it as long as I assign it with different modifier keys then TQP uses? I tried older versions of TQP but found the results too inconsistent so I decided to do without it, but sincfe its been completely rebuilt on the latest OBSE I want to give it a go. Also I was wondering how Super Hotkeys would work with Darnified UI, since I intend to use it later. That changes the stats menu layout and tabs, this wouldn't affect setting hotkey types would it?
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Joanne Crump
 
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Post » Fri May 27, 2011 3:52 am

In general this should be compatible with anything that does not actually modify slots in the hotkey wheel. I doubt you'd have any problem even if with the multi-sell key overlapping with a modifier key. In fact, I think I'm running TQP 3 with Super Hotkeys atm.

DLT should be fine too I think, so long as its its just a scripted object assigned to the hotkey. The only things this is likely to conflict with (that I can think of anyway) are hotkey mods and maybe mods trying to get around OnEquip issues (I don't know of any that aren't hotkey mods themselves).
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Brooke Turner
 
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Post » Fri May 27, 2011 12:47 am

In general this should be compatible with anything that does not actually modify slots in the hotkey wheel. I doubt you'd have any problem even if with the multi-sell key overlapping with a modifier key. In fact, I think I'm running TQP 3 with Super Hotkeys atm.

DLT should be fine too I think, so long as its its just a scripted object assigned to the hotkey. The only things this is likely to conflict with (that I can think of anyway) are hotkey mods and maybe mods trying to get around OnEquip issues (I don't know of any that aren't hotkey mods themselves).


Thanks thats good to know, I'll try them both out with it now. I tested gear-set mode 1's unequipping ability based on if you bound un unequipped item. It correctly unequiped the item I bound unequipped but if I place a different item in the same slot if leaves it alone. It also remembers the item to be unequipped even if I drop it and pick it back up. However it seems like other items do get added to the equip number in brackets instead on the unequip number if you bind an item unequipped(I wasn't sure if this was just a torch only thing before).
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Alyesha Neufeld
 
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Post » Fri May 27, 2011 1:03 am

Thanks thats good to know, I'll try them both out with it now. I tested gear-set mode 1's unequipping ability based on if you bound un unequipped item. It correctly unequiped the item I bound unequipped but if I place a different item in the same slot if leaves it alone. It also remembers the item to be unequipped even if I drop it and pick it back up. However it seems like other items do get added to the equip number in brackets instead on the unequip number if you bind an item unequipped(I wasn't sure if this was just a torch only thing before).

There was a bug in the code to count how many were unequips for the naming purposes, it was only checking the first item in the set. Should be fixed in the next release.
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Kirsty Wood
 
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Post » Fri May 27, 2011 6:57 am

There was a bug in the code to count how many were unequips for the naming purposes, it was only checking the first item in the set. Should be fixed in the next release.


Sweet. Also I found there was a newer version of DLT then I had called DLT OBSE, by Strategy Master not Frugal.

http://www.tesnexus.com/downloads/file.php?id=16282

It has some fixes it it not in Frugals, but it also adds a hotkey that uses an ini file.

(NEW)
Now you can press a hotkey (by default '0') to equip your torch. This button can
be set to what ever you wish using the ini file provided.


It doesn't modify the hotkey wheel so should still be sweet right? Which version are you using bnnfish? I'll give it and TQP 3.0 a go now.
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Albert Wesker
 
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Post » Fri May 27, 2011 10:20 am

It doesn't modify the hotkey wheel so should still be sweet right?

Yes.

I'm having trouble making arrows work right. The original code makes the right number appear in the quiver but only 1 be selected, the trick I copied from Improved Hotkeys makes the right number be selected but only 1 appear in the quiver. I may have to handle them the same way I handle scripted items, which is not good... that method doesn't scale well at all.
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jodie
 
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Post » Fri May 27, 2011 11:46 am

Which version are you using bnnfish?

I hasten to reply about this. I'm using OOO's one and this one (this is very base script and I've slightly edited though):
scn A0TTorchScriptshort LitF float PosX float PosYfloat PosZbegin OnLoad 	set LitF to 0endbegin GameMode	if ( GetContainer == 0 )  		if ( LitF == 0 ) 			set LitF to 1 			A0TLightRef.MoveTo Player			set PosX to GetPos x			A0TLightRef.SetPos x PosX		elseif ( LitF == 1 )			set LitF to 2			A0TLightRef.Enable			AddFlames		else			set PosX to GetPos x			set PosY to GetPos y			set PosZ to GetPos z			A0TLightRef.SetPos x PosX			A0TLightRef.SetPos y PosY			A0TLightRef.SetPos z PosZ		endif	else		if ( LitF > 0 )			set LitF to 0			A0TLightRef.Disable		endif	endifend

I'l do further report later. I'm kind of busy right now, sorry.
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jesse villaneda
 
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Post » Fri May 27, 2011 1:35 am

Mode 2 is intended to unequip torches, but according to the wiki the functions I use to detect equipped objects don't work on torches. I could do an alternate method to detect standard torches, but I don't think there's anything I could do (except perhaps with RefStuff) to handle non-standard torches like the one in Lost Spires.
edit: yes there is, I could equip a standard torch then unequip it, that would clear the slot. What I can't do is detect whether or not the slot is occupied.
IMHO, there's no need to implement the function to detect & unequip torches. Or is there any advantage?

I have Drop Lit Torch too but don't have in enabled atm since I thought the hotkey torch item it adds might interfere with Super Hotkeys. Any insight into this, is it working fine for you? When I used it before Super Hotkeys the only difference I noted was that it kept the key used assigned to torches even if you dropped all you torches and picked them up again.

I always use 'Drop Lit Torches' but I'm not using those since I've been testing Super Hotkeys with minimum setup.

I'm having trouble making arrows work right. The original code makes the right number appear in the quiver but only 1 be selected, the trick I copied from Improved Hotkeys makes the right number be selected but only 1 appear in the quiver. I may have to handle them the same way I handle scripted items, which is not good... that method doesn't scale well at all.

I'm not sure what difference there is but you can also take a look at http://www.tesnexus.com/downloads/file.php?id=14794. It won't allow you to run OnEquip script though.


-----

edit: I've uploaded http://www.youtube.com/watch?v=5vC0VOZnhdo&fmt=18 to show auto-cast key's strange behavior.

1. Load a clean save
2. Open console and 'tdt' 'tfc'
3. Access to stats menu and set key '1' to Auto-Cast Hotkey
4. Switch to spell menu and assign 'Heal Minor Wounds' to the hotkey
5. Close inventory menu and use the hotkey 

!! If I change the current active spell (for default 'C' cast) to other spell before using the hotkey, it won't spam like I say below.

6. It starts casting the spell untill I become oom (You can't cancel it by pressing casting key, default is 'C')
7. Open console and 'tgm' (= infinite magicka)
8. Use the hotkey again
9. It starts casting the spell endlessly untill inventory menu appears
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suzan
 
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Post » Fri May 27, 2011 9:18 am

IMHO, there's no need to implement the function to detect & unequip torches. Or is there any advantage?

Agreed. Even though it doesn't unequip it if you have nothing to put in that slot, it will still get replaced if you do.

I'm having trouble making arrows work right. The original code makes the right number appear in the quiver but only 1 be selected, the trick I copied from Improved Hotkeys makes the right number be selected but only 1 appear in the quiver. I may have to handle them the same way I handle scripted items, which is not good... that method doesn't scale well at all.

Damn :(. I assumed from the Improved Hotkeys thread SirFrederik had completely fixed the problem. You might want to check out Hov's Hotkeys since that says:

1.1 Fixed the "appear-only-one-arrow-in-quiver-in-3rd-person-view" bug

http://www.tesnexus.com/downloads/file.php?id=13443

The link on that page to its forum thread was broken though, and I get a error/nothing turned up message when I try to find topics or posts by hov on the forums.
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LuBiE LoU
 
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Post » Fri May 27, 2011 2:27 am

I found that you can't unequip torches while you're holding weapons if you assign them to 'L-Alt+1' (by default 'L-Alt' is used for Block).
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Sxc-Mary
 
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Post » Fri May 27, 2011 7:44 am

I found that you can't unequip torches while you're holding weapons if you assign them to 'L-Alt+1' (by default 'L-Alt' is used for Block).

Is that because the animation of the character rasing their arm to block is stopping it? Did you try a different modifier key?
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Nathan Maughan
 
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Post » Fri May 27, 2011 2:36 am

Is that because the animation of the character rasing their arm to block is stopping it? Did you try a different modifier key?

Yeah, you're right. There's particularly nothing wrong about it. My bad.
I just can't unequip anything while I'm blocking by default. I didn't know this because I haven't tried to unequip items while blocking...I feel embarrassed. :facepalm:
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cassy
 
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Post » Fri May 27, 2011 12:03 am

ftp://71.115.199.25/super_hotkeys_047.zip.

This reorganizes some scripts slightly and includes new code for dealing with the arrows issue. The new code only works on unscripted arrows, but I've never seen a non-unique scripted arrow anyway.

I've spent way too much time now struggling with a strange error that appears to be an OBSE bug... with this error what is supposed to be special hotkey type appears empty, and cannot be bound to anything until its type is changed. Testing suggests that the problem lies in the OBSE function SetHotkeyItem. I'm contacting the OBSE team to see if they can help. I've written a tentative work-around, but it's less than ideal, untested, and currently disabled. I cannot reproduce this error, and so far no one but me seems to have seen it so maybe it's just a corrupted saved game on my end or something.
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kristy dunn
 
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Post » Fri May 27, 2011 7:49 am

Whoops! It actually wasn't on the ftp server. Sorry! It is now.
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Tammie Flint
 
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