[RELz, BETA, WIPz, whatever] Super Hotkeys

Post » Fri May 27, 2011 8:35 am

Solution 2: Make Gear-Set hotkeys unequip all clothing/armor slots. I'd guess that's what the mod you linked did.
Solution 3: Modify Gear-Set Hotkeys to not reset their bindings when you bind more things after lifting the hotkey. This way you can bind an equiped item that occupies a slot, the uneqip the item, then bind it again. The script handles items in the order they were bound, so if you then use the hotkey it equips that item, then unequips it, and effectively clears the slot it occupies. This only requires commenting out about 5 lines of script. However, it doesn't work if you drop the item that occupied that slot. And it takes extra effort when binding items. And it prevents rebinding without going back to the hotkey type selection menu. And it's silly.
Solution 4: Modify Gear-Set Hotkeys to instead of unequiping items they currently unequip, clear the slot those items would occupy. This removese the ability to unequip specific items, but replaces it with a generic ability to unequip slots. It's not the best possible interface to that ability though.
Solution 5: Pick the most commonly desired behavior (probably equip all items in sets, don't unequip anything), and have that as the default. However, add a configuration menu that can be selected from the hotkey type selection menu which gear-set keys can use to switch to the normal mode, and can flag specific slots to be unequipped.

edit: Solutions 1-3 are almost no effort, I'm just not sure they're actually desirable behavior. Solution 4 isn't much work. Solution 5 is more work, but might be the right thing to do. It probably won't happen in the next day or two though.

Solution2 sounds fine but I don't approve it if it renders a naked character for a few frames (which's recognizable) when changing gearsets. If it's almost impossible to recognize a naked character like Quick Clothes and Spells, there's no problem at all for me. This is just my personal opinion and I don't know if this change is wanted or not, so It's all up to you.
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Adam Baumgartner
 
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Post » Fri May 27, 2011 8:44 am

Version 0.39 is now up.

And there was One Hotkey Mod to rule them all.

I see you're planning on adding the option to change the modifier keys. What about the other keys? My favorite hotkey mod so far is Expanded Hotkeys and Spell Delete v2 because it allows q, e, r and f to be used for hotkeys. This mod does look amazing. I'll give it a try.

It now includes some limited ability to use other keys. Not much yet. You can make pressing an arbitrary key equivalent to tapping one of the number keys from an ini option now. This means you could make pressing q equivalent to pressing 1, at least when in game mode (this doesn't work for the purpose of configuring a hotkey, only for activating the hotkey). What you can't yet do, though I have some intentions of supporting sometime, is make a hotkey (possibly non-numerical) that that can be accessed from any wheel, or make a hotkey that is part of a wheel but has no numerical equivalent.

edit: Solutions 1-3 are almost no effort, I'm just not sure they're actually desirable behavior. Solution 4 isn't much work. Solution 5 is more work, but might be the right thing to do. It probably won't happen in the next day or two though.

I lied. Solution 5 has been implemented. Solution 2 is now the default behavior, but can be changed from a menu. To get the menu to come up, select gear-set from the type menu twice for the same hotkey.
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DarkGypsy
 
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Post » Fri May 27, 2011 10:41 am

Sweet and thanks! got .39 and short-tested it.

Report1:
1. set '1' key to a Castkey
2. assigned 'buoyancy, buoyancy, bound gauntlets, minor heal wounds, minor heal wounds' to '1' key
3. press '1' key
4. everything goes well
5. press '1' key again before the effect of 'bound gauntlets' wear off
6. sequence spell casting stops at 'bound gauntlets' because I already wear it
7. wait untill the effect goes off

8-1. just wait -> nothing happens forever
8-2. 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

Report2: (using Solution2)
Ammo and Weapon slot seem to be totally ignored from LL when switching Gearset keys.
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Nims
 
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Post » Thu May 26, 2011 10:12 pm

Sweet and thanks! got .39 and short-tested it.

Report1:
1. set '1' key to a Castkey
2. assigned 'buoyancy, buoyancy, bound gauntlets, minor heal wounds, minor heal wounds' to '1' key
3. press '1' key
4. everything goes well
5. press '1' key again before the effect of 'bound gauntlets' wear off
6. sequence spell casting stops at 'bound gauntlets' because I already wear it
7. wait untill the effect goes off

8-1. just wait -> nothing happens forever
8-2. 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

Report2: (using Solution2)
Ammo and Weapon slot seem to be totally ignored from LL when switching Gearset keys.

Report1: Bleh. That possibility had not occured to me. Well, I still have to rewrite that script sometime. I'll keep it mind, probably no immediate fix.

Report2: That was intentional. You think it's a bad idea?
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Peter P Canning
 
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Post » Fri May 27, 2011 10:38 am

Report1: Bleh. That possibility had not occured to me. Well, I still have to rewrite that script sometime. I'll keep it mind, probably no immediate fix.

It's not a serious problem at all. I just report every minor thing. You've been working so hard. Take a rest. :snoring:

Report2: That was intentional. You think it's a bad idea?

For some (including me), yes it's. For others, no it isn't. I usually use gearset key to help me roleplaying. While I switch between long-range combat style and short-range combat style (both heavily armored) when I explore dungeons, I change my character's equipment to non-combat style (clothes and wear no weapon at all) in a town. I also use travelling style (no weapon, casual wear) while I'm travelling...etc etc. So in my case, to roleplay and enjoy immersion, I want to completely controll what to wear by gearset key.
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Jeff Tingler
 
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Post » Fri May 27, 2011 11:33 am

There is now a tesnexus page for this:
http://tesnexus.com/downloads/file.php?id=22326

I've changed the download link to point at that.

edit:
Report2: (using Solution2)
Ammo and Weapon slot seem to be totally ignored from LL when switching Gearset keys.

Wait a sec. Ammo slot may be ignored, but the quiver slot is not. Doesn't the quiver on your back count in that regard?
The reason I ignored weapon and ammo was because I figured that players would want to change clothing/armor independently of weapon (a sneaking set of clothes, used with both the ranged and non-ranged weapons), probably using gear-sets for clothing/armor and cyclers for weapons. You can include a dagger with your clothing sets, that seems pretty reasonable for medieval town life. Alternatively, you can use an alternate mode gearset for your clothes, and explicitly unequip all of your weapons and ammo.
Do you have a suggestion for an interface that meets your needs but still lets other people switch weapons and armors independently (and without a confusing interface... simply cutting and pasting the gearset hotkey type would work fine, except that the hotkey type menu would get confusing to people who didn't understand the difference)?
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chinadoll
 
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Post » Fri May 27, 2011 8:48 am

Wait a sec. Ammo slot may be ignored, but the quiver slot is not. Doesn't the quiver on your back count in that regard?
The reason I ignored weapon and ammo was because I figured that players would want to change clothing/armor independently of weapon (a sneaking set of clothes, used with both the ranged and non-ranged weapons), probably using gear-sets for clothing/armor and cyclers for weapons. You can include a dagger with your clothing sets, that seems pretty reasonable for medieval town life. Alternatively, you can use an alternate mode gearset for your clothes, and explicitly unequip all of your weapons and ammo.
Do you have a suggestion for an interface that meets your needs but still lets other people switch weapons and armors independently (and without a confusing interface... simply cutting and pasting the gearset hotkey type would work fine, except that the hotkey type menu would get confusing to people who didn't understand the difference)?

Quivers are ignored from LL list too. I've captured a http://zoome.jp/bnnfish/diary/7/ to show you. As you see, weapon and quiver are ignored when switching.

You have a point. I can strongly agree with what you're saying if I focus on convenience and user-friendliness. But in my case, unfortunately I don't. That's why I said that some are, some aren't.. Well, it's a good idea to make more option but I understand it may make things more complicated and confusing beyond necessity for the first-time users. I'm not sure what you're talking about interfaces though, here's my opinion about them.

1. As usual, hit a hotkey in stats menu.
2. Set the hotkey type choosing from cycle, gear-set, auto-cast and dynamic cycler.
3. Once you set the hotkey type to gear-set, hit the hotkey again in stats menu to configure gear-set mode. = up here, totally same as current system
4. configuration menu like below show up:
Which previous (or current) equipments do you want to retain when changing gear-set?a) All possible <--- works like v0.38's gearset key, do not touch anything unless overlapping slotsb) All but clothings and armors <--- weapons...etc will not be unequipped like v0.39 default gearset key modec) Nothing <--- unequip every previous gear when changing gearset, this is what I want


I have one more suggestion. How about adding another choice which does nothing in case peaple accidentally open a config menu. If this doens't make sense, just let this pass.
What type do you want bleh bleh bleh?1. Normal Hotkey2. Cycler Hotkey3. Gear Hotkey4. Cast Hotkey5. Dynamic Cycler Hotkey6. Return <--- do nothing, just returns to previous menu or whatever

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BRIANNA
 
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Post » Fri May 27, 2011 7:42 am

Haven't gotten to check it out yet, but I am looking forward to it.

For the mod: One free internet.
For the tag line: Do not taunt Super Hotkeys Mod. One free internet. :rofl:

Your coupons are in the mail. Well done.
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Spooky Angel
 
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Post » Fri May 27, 2011 2:54 am

Version 0.40 is up. It reduces the annoying popups in 0.39 that happen if you go to the stats menu immediately after loading a game.

Quivers are ignored from LL list too. I've captured a http://zoome.jp/bnnfish/diary/7/ to show you. As you see, weapon and quiver are ignored when switching.

No need for a movie, I believe you. I just thought that since you referred to the slots I skipped by the name they're listed in the wiki docs, you might have been commenting based upon the script code rather than the in-game behavior.

You have a point. I can strongly agree with what you're saying if I focus on convenience and user-friendliness. But in my case, unfortunately I don't. That's why I said that some are, some aren't.. Well, it's a good idea to make more option but I understand it may make things more complicated and confusing beyond necessity for the first-time users. I'm not sure what you're talking about interfaces though, here's my opinion about them.

1. As usual, hit a hotkey in stats menu.
2. Set the hotkey type choosing from cycle, gear-set, auto-cast and dynamic cycler.
3. Once you set the hotkey type to gear-set, hit the hotkey again in stats menu to configure gear-set mode. = up here, totally same as current system
4. configuration menu like below show up:
Which previous (or current) equipments do you want to retain when changing gear-set? a) All possible <--- works like v0.38's gearset key, do not touch anything unless overlapping slots b) All but clothings and armors <--- weapons...etc will not be unequipped like v0.39 default gearset key mode c) Nothing <--- unequip every previous gear when changing gearset, this is what I want

Done, will show up that way in 0.41.

I have one more suggestion. How about adding another choice which does nothing in case peaple accidentally open a config menu. If this doens't make sense, just let this pass.
What type do you want bleh bleh bleh?  1. Normal Hotkey 2. Cycler Hotkey 3. Gear Hotkey 4. Cast Hotkey 5. Dynamic Cycler Hotkey 6. Return <--- do nothing, just returns to previous menu or whatever

Easily done. But I'm thinking maybe I should instead have the select-same-type-again thing have no effect at all, and instead add a 6th button that's labelled "configure options" or something like that. I didn't do it before because most hotkey types have no configuration options, but I guess I could simply add a "This hotkey type has no configuration options" pop-up in that event.
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SexyPimpAss
 
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Post » Fri May 27, 2011 7:33 am

version 0.41 is not going to tesnexus, as I don't want to spam that site with too many versions in a single day and I think this isn't urgent.

It includes the new gear-set option for bnnfish, plus a possible fix for the infinite wheel change issue. Dunno how to test the later since there is no known reliable way to produce that bug.
edit: oh yeah, the link: ftp://71.115.199.25/super_hotkeys_041.zip
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Laura Richards
 
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Post » Fri May 27, 2011 8:51 am

Awesome! This has come so far already and I didn't even have time to test yet! :)

Huge thanks to bnnfish for all the testing and feedback.

I will somehow find time to test this in the next few days if at all possible.

Thanks so much for all the great work. I am really excited about this. :tops:
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Ladymorphine
 
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Post » Thu May 26, 2011 10:09 pm

OOOOOOO!

This looks knob on pal.

Been using improved hotkeys and realised what I needed was some cyclers too, but could I get hotkey cyclers to work?.......er NO!

Will test ASAP!
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Daniel Lozano
 
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Post » Thu May 26, 2011 10:22 pm

But I'm thinking maybe I should instead have the select-same-type-again thing have no effect at all, and instead add a 6th button that's labelled "configure options" or something like that. I didn't do it before because most hotkey types have no configuration options, but I guess I could simply add a "This hotkey type has no configuration options" pop-up in that event.

I like current intuitive and quick interface. Yes, Super Hotkeys' intereface is very intuitive and accessible for me. :P

version 0.41 is not going to tesnexus, as I don't want to spam that site with too many versions in a single day and I think this isn't urgent.

It includes the new gear-set option for bnnfish, plus a possible fix for the infinite wheel change issue. Dunno how to test the later since there is no known reliable way to produce that bug.
edit: oh yeah, the link: ftp://71.115.199.25/super_hotkeys_041.zip

Thanks! I'l try .41 after I go back home. I can't wait playtesting new version but I can only look into the esp file for now.

MessageBoxEx "Select new mode for this Gear-Set Hotkey.%rCurrent mode is %.0f|0. Equip set, remove any other clothing/armor|1. Equip/unequip items as when they were bound|2. Equip set, remove any other clothing/armor/weapons", mode

From this script line, the menu looks like...

Select new mode for this Gear-Set Hotkey # mode is #  0. Equip set, remove any other clothing/armor  1. Equip/unequip items as when they were bound  2. Equip set, remove any other clothing/armor/weapons

and when I switch Gearset...
mode 0. will unequip All but clothing/armor and won't touch enything else and this allows me to change clothing/armor independently of weapon.
mode 1. will try to unequip All possible but won't touch anything unless the equipment-slots are overlapped by new Gearset.
mode 2. will unequip Everything regardless of equipment slot/type (clothing/armor/weapon/ammo/quiver...etc) in any case.

Am I correct?
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Ray
 
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Post » Fri May 27, 2011 3:31 am

Hey I downloaded this mod(v0.41) to test the hotkeying of whole equipment sets, and ran into some trouble with changing the gear-set hotkeys modes.

When loading from a quicksave that never had this mod loaded before, no matter what mode I changed the gear-set hotkey to, it equipped what I assigned the key to and unequipped everything else except for the weapon and ammo which it left alone. After reloading this save and trying to use gear-set hotkey's I get the message "srHotkeyBase equipped" instead of the normal gear-set equip message, and i can no longer change the gear-set hotkey mode.

Another time loading from a save that already had the mod loaded it wouldn't change my equipment with the gear-set hotkeys at all(even though it seemed to set them in the inventory).

Another time(can't remember if the save had mod already or not) when I set a gear-set hotkey to mode 0 it would equip everything I assigned to it, but any slots I didn't assign it would leave equipped with what I previously had on already from another gear-set hotkey.

I'm not sure if any of these saves are "unclean" and aren't suitable for testing, but it seems to me that the gear-set hotkeys aren't changing modes correctly.

________________________________

I have some questions and requests on this mod if you would be much obliged to answer them.

1) When you change the mode of a gear-set hotkey already assigned with an equipment set, is it supppose to change how the gear-set hotkey works before you reassign it with new equipment? If not could this be done or could you make it so gear-set hotkeys are cleared when you change their mode.

2) I found that as well as holding down a gear-set hotkey in the stats menu and then clicking you want it as a gear-set hotkey again to access what mode it is, if you click cancel it comes up with the list of modes for it. Is this intended or not? Could this please be removed so it only shows the option for gear-set hotkey mode when you click gear-set hotkey again?

3) I previously found that Improved Hotkeys was the best hotkey mod for me, but it suffered from OnEquip bugs for whole equipment sets. Could you make this mod easier to use for gear-set hotkeys like that mod by just having a bind key(Right-Shift in Improved Hotkeys) to use in conjuction with the hotkey so that it binds all items currently equipped? Imo this is much more user-friendly then having to hold the hotkey down and then click every single item you want bound.

4) Could you make additional gear-set hotkeys to be used, that aren't used with the wheel for keys 9,0,- and =? Improved hotkeys allowed you to bind equipment sets to the keys 9, 0, -, and =. This way you had more hotkeys to be used without pressing a modifier key, and didn't have to bring up the wheel to display a single item icon for a whole equipment set.

5) When you write about assigning gear-set hotkeys:

Equip every item you want the Gear Hotkey to equip, and unequip every item you want it to unequip

It was my understanding that when you bound items to a gear-set hotkey it equipped everything you assigned to it and unequiped anything else not of a weapon or ammo slot. None of the gear-set hotkey modes allow specific items to be set to be unequipped do they? If I understand correctly the above line should read "Equip every item you want the Gear Hotkey to equip, and unequip every item you don't want it to equip" This may seem petty, but the two sentences mean different things, and are confusing me over what your intended results are supposed to be.

Edit: Also I found it didn't matter what items were equipped, just holding not the gear-set hotkey and then clicking any equipped or unequipped items bound them to that key.

6) Isn't the ammo and quiver slots the same one? I run out of arrows in 3rd person and the quiver disappears. Or is this a technicality?
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Emilie Joseph
 
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Post » Fri May 27, 2011 3:01 am

Awesome! This has come so far already and I didn't even have time to test yet! :)

Huge thanks to bnnfish for all the testing and feedback.

I will somehow find time to test this in the next few days if at all possible.

Thanks so much for all the great work. I am really excited about this. :tops:



OOOOOOO!

This looks knob on pal.

Been using improved hotkeys and realised what I needed was some cyclers too, but could I get hotkey cyclers to work?.......er NO!

Will test ASAP!

Wow. Knob on. How British!

I like current intuitive and quick interface. Yes, Super Hotkeys' intereface is very intuitive and accessible for me. :P


Thanks! I'l try .41 after I go back home. I can't wait playtesting new version but I can only look into the esp file for now.


From this script line, the menu looks like...

Select new mode for this Gear-Set Hotkey # mode is #	   0. Equip set, remove any other clothing/armor	   1. Equip/unequip items as when they were bound	   2. Equip set, remove any other clothing/armor/weapons

and when I switch Gearset...
mode 0. will unequip All but clothing/armor and won't touch enything else and this allows me to change clothing/armor independently of weapon.
mode 1. will try to unequip All possible but won't touch anything unless the equipment-slots are overlapped by new Gearset.
mode 2. will unequip Everything regardless of equipment slot/type (clothing/armor/weapon/ammo/quiver...etc) in any case.

Am I correct?

The %r in the mode prompt is not a number, but a new line. So the prompt reads:
Select new mode for this Gear-Set Hotkey.
Current mode is 0
0. Equip set, remove any other clothing/armor
1. Equip/unequip items as when they were bound
2. Equip set, remove any other clothing/armor/weapons

Mode 0 is what I believe the average person will expect: it will remove all non-weapon, non-ammo items that occupy slots, and equip everything in the set (note that it will NOT unequip clothing/armor that occupies no slot - such as the magic feather from Lost Spires).
Mode 1 is the behavior from the original versions of this mod: it will consider only items in the set, and it will unequip or equip items in the set based upon the status they had when they were first bound to the set.
Mode 2... is supposed to be like mode 0, only also unequipping weapons and ammo. However, at the moment it does not appear to work correctly in a quick test I just tried. Dunno why, the code looks right. I'll take another look in a few minutes.

Hey I downloaded this mod(v0.41) to test the hotkeying of whole equipment sets, and ran into some trouble with changing the gear-set hotkeys modes.

When loading from a quicksave that never had this mod loaded before, no matter what mode I changed the gear-set hotkey to, it equipped what I assigned the key to and unequipped everything else except for the weapon and ammo which it left alone. After reloading this save and trying to use gear-set hotkey's I get the message "srHotkeyBase equipped" instead of the normal gear-set equip message, and i can no longer change the gear-set hotkey mode.

Another time loading from a save that already had the mod loaded it wouldn't change my equipment with the gear-set hotkeys at all(even though it seemed to set them in the inventory).

Another time(can't remember if the save had mod already or not) when I set a gear-set hotkey to mode 0 it would equip everything I assigned to it, but any slots I didn't assign it would leave equipped with what I previously had on already from another gear-set hotkey.

I'm not sure if any of these saves are "unclean" and aren't suitable for testing, but it seems to me that the gear-set hotkeys aren't changing modes correctly.

It's possible. I've only seen oddities with mode 2 so far myself, but I haven't been playing much. I'll take a look at it.

I have some questions and requests on this mod if you would be much obliged to answer them.

1)When you change the mode of a gear-set hotkey already assigned with an equipment set, is it supppose to change how the gear-set hotkey works before you reassign it with new equipment? If not could this be done or could you make it so gear-set hotkeys are cleared when you change their mode.

2)I found that as well as holding down a gear-set hotkey in the stats menu and then clicking you want it as a gear-set hotkey again to access what mode it is, if you click cancel it comes up with the list of modes for it. Is this intended or not? Could this please be removed so it only shows the option for gear-set hotkey mode when you click gear-set hotkey again?

3)I previously found that Improved Hotkeys was the best hotkey mod for me, but it suffered from OnEquip bugs for whole equipment sets. Could you make this mod easier to use for gear-set hotkeys like that mod by just having a bind key(Right-Shift in Improved Hotkeys) to use in conjuction with the hotkey so that it binds all items currently equipped? Imo this is much more user-friendly then having to hold the hotkey down and then have click every single item you want bound.

4)Could you make additional gear-set hotkeys to be used, that aren't used with the wheel for keys 9,0,- and =? Improved hotkeys allowed you to bind equipment sets to the keys 9, 0, -, and =. This way you had more hotkeys to be used without pressing a modifier key, and didn't have to bring up the wheel to display a single item icon for a whole equipment set.

5) When you write about assigning gear-set hotkeys:


It was my understanding that when you bound items to a gear-set hotkey it equipped everything you assigned to it and unequiped anything else not of a weapon or ammo slot. None of the gear-set hotkey modes allow specific items to be set to be unequipped do they? If I understand correctly the above line should read "Equip every item you want the Gear Hotkey to equip, and unequip every item you don't want it to equip" This may seem petty, but the two sentences mean different things, and are confusing me over what your intended results are supposed to be.

6) Isn't the ammo and quiver slots the same one? I run out of arrows in 3rd person and the quiver disappears. Or is this a technicality?

1. Yes. The change in mode takes effect immediately... for instance, if you bound a mode 0 gear-set with some items that were not equipped when you bound them, and then switched to mode 1, it would unequip those items instead of equipping them.
2. There's a cancel button? Oh. Er... yes, I will do that. Didn't realize that I'd actually added the cancel button to 0.41, it's probably not a good idea to use it yet. It will work that way in 0.42
3. I like this interface. Suppose... suppose that when you created a new gear-set hotkey it automatically bound everything you were wearing, but from then on it worked like the current interface?
4. Not soon. Eventually I have some plans to be able to add non-wheel keys to wheels, but not soon.
5. That line was written in reference to the behavior that is now mode 1. It appears to work as the description says when I do a quick test. It goes through the list of items you bound to that hotkey, and equips the ones that were equipped when you bound them, and unequips the ones that were unequipped when you bound them. So mode 1 does let you tell it specific items to unequip. I believe this matches the docs.
6. I think it's a technicality.
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Eilidh Brian
 
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Post » Fri May 27, 2011 5:30 am

Mode 2... is supposed to be like mode 0, only also unequipping weapons and ammo. However, at the moment it does not appear to work correctly in a quick test I just tried. Dunno why, the code looks right. I'll take another look in a few minutes.

oh...that's a shame. :sad:
When you fix it, could you make it to unequip not only clothing, armors, weapons and ammo (includes quiver) but everything else? I mean rings, amulets and tails...etc. If it takes time, forget it. It's apparently not a matter of high priority.

I'm not sure if this is mentioned before but...If you hit the castingkey 10 times quickly, 10 spellcasting actions will be queued in a row. And you can interrupt it by casting key (default is C) as previously mentioned by SkyRanger-1. I like this function. :D

I'm going to test 0.41 but it looks like that JagerX has already sorted out the problems.
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sexy zara
 
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Post » Fri May 27, 2011 1:46 am

Haven't had time to look at it yet, but both mode 0 and mode 2 are currently supposed to unequip jewelry and tails. (note: it skips unplayable objects)
Yeah, I don't think I mentioned that multiple castings from the same or separate keys can be queued up.
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Floor Punch
 
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Post » Thu May 26, 2011 9:54 pm

Sorry for the repeated post but may I translate it into Japanese which's my mother language when you release the stable (preferably final) version? If you give me the permission, I'l send you a tranlated esp when the time come.
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Jamie Lee
 
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Post » Fri May 27, 2011 8:28 am

Thanks I think I understand now, I'll give it a test! I was getting the same results from each mode beacuse I was doing everything exactly the same when binding items =/. Mode 2 makes it very customizable which is great!

3. I like this interface. Suppose... suppose that when you created a new gear-set hotkey it automatically bound everything you were wearing, but from then on it worked like the current interface?

That would be great :). I assume that it would be as gear-set mode 0 so weapons and ammo aren't bound then?

I would like to know about your opinion(and anyone elses), on rings and amulets being bound as part of the gear set. Do many people switch between different rings and amulets often do adjust to different game circumstances? For example different rings and amulet for melee fighting instead on sneaking around stealing stuff. I have never actually used a hotkey mod while playing the game properly(only tested several), I recently reinstalled Oblivion this year and started using user made mods for the first time, but assume other people do this more often? Perhaps more so if they already had another hotkey mod. I think the only time I switched a ring/amulet was to switch to the Jewel of the Rumare to be able to water-breath.

The reason for this is that I would like to suggest that either rings and amulets be ignored when changing equipement sets for gear-set mode 0, or another option be added that ignore weapons, ammo, rings and amulets. I read this post - http://www.gamesas.com/bgsforums/index.php?s=&showtopic=860502&view=findpost&p=12661345 - and realised that it would suit me better like that.

Will this mod suffer from some of the same problems in that post? Some of them are:

- Not being able to equip two identical rings(as part of a gear set?)
- Not being able to equip Jewel of the Rumare(as part of a gear set?) as it is flagged as both a left and right hand ring by OBSE
- Not being able to equip items for a gear-set that takes up the upper+hands+lower+feet slots? I know it does robes fine from one of bnnfish's videos, (Thx for them bnnfish), and there is already a work around on ialdbaoloths post so I don't expect that will be a problem.

If you haven't already, maybe you'd like to check that post/thread for other problems it had so you could avoid them.

Thanks for working on this mod, I'm looking forward to the end result. :woot:

Haven't had time to look at it yet, but both mode 0 and mode 2 are currently supposed to unequip jewelry and tails. (note: it skips unplayable objects)
Yeah, I don't think I mentioned that multiple castings from the same or separate keys can be queued up.


Wow bet me too it while I was typing =/. I assume tails=amulets/necklaces?
Btw what are unplayable objects?

I'm going to test 0.41 but it looks like that JagerX has already sorted out the problems.


Dw I've only tested out gear-set hotkeys and normal hotkeys, there is plenty to go around. :D
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Code Affinity
 
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Joined: Wed Jun 13, 2007 11:11 am

Post » Fri May 27, 2011 7:21 am

The reason for this is that I would like to suggest that either rings and amulets be ignored when changing equipement sets for gear-set mode 0, or another option be added that ignore weapons, ammo, rings and amulets. I read this post - http://www.gamesas.com/bgsforums/index.php?s=&showtopic=860502&view=findpost&p=12661345 - and realised that it would suit me better like that.

Will this mod suffer from some of the same problems in that post? Some of them are:

- Not being able to equip two identical rings(as part of a gear set?)
- Not being able to equip Jewel of the Rumare(as part of a gear set?) as it is flagged as both a left and right hand ring by OBSE
- Not being able to equip items for a gear-set that takes up the upper+hands+lower+feet slots? I know it does robes fine from one of bnnfish's videos, (Thx for them bnnfish), and there is already a work around on ialdbaoloths post so I don't expect that will be a problem.

This is very informative, indeed good point. :goodjob:

Wow bet me too it while I was typing =/. I assume tails=amulets/necklaces?
Btw what are unplayable objects?

I think...
Jewery = rings, amulets and necklaces
Tail = usually used by special equipments like glasses.
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Scotties Hottie
 
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Post » Fri May 27, 2011 9:25 am

ftp://71.115.199.25/super_hotkeys_042.zip.

Fixes mode 2 of gear-sets to correctly unequip weapons/ammo
Fixes the cancel button in the hotkey type selection menu
Adds code to fix wheel enumeration if it gets screwed up somehow
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Alexander Horton
 
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Post » Thu May 26, 2011 9:27 pm

I think...
Jewery = rings, amulets and necklaces
Tail = usually used by special equipments like glasses.

Oops misread the post, it said jewelery. My bad. :embarrass:

ftp://71.115.199.25/super_hotkeys_042.zip.

Fixes mode 2 of gear-sets to correctly unequip weapons/ammo
Fixes the cancel button in the hotkey type selection menu
Adds code to fix wheel enumeration if it gets screwed up somehow

Will check it out and post results tomorrow!
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Damien Mulvenna
 
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Post » Fri May 27, 2011 12:44 am

ftp://71.115.199.25/super_hotkeys_042.zip.

Fixes mode 2 of gear-sets to correctly unequip weapons/ammo
Fixes the cancel button in the hotkey type selection menu
Adds code to fix wheel enumeration if it gets screwed up somehow

Too quick. lol

The cancel button issue seems to be solved. But Gear-Set key mode2 doesn't work for me. It won't unequip weapons and arrows. I captured a http://zoome.jp/bnnfish/diary/8/ with a tdt'ed console window.

Edit:
And if you open inventory menu before script initialization? starts, it starts to spam this message and you can't use hotkey functions. So I think it's a good idea to inform users of script initialization by text messages and then users can safely wait till it finishes.
about to read keys from iniadding key with code 42. wheel1. mode0adding key with code 56. wheel2. mode0Total modifier keys:2

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Yung Prince
 
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Post » Fri May 27, 2011 6:18 am

Sorry for the repeated post but may I translate it into Japanese which's my mother language when you release the stable (preferably final) version? If you give me the permission, I'l send you a tranlated esp when the time come.

Permission granted of course.

Thanks I think I understand now, I'll give it a test! I was getting the same results from each mode beacuse I was doing everything exactly the same when binding items =/. Mode 2 makes it very customizable which is great!


That would be great :) . I assume that it would be as gear-set mode 0 so weapons and ammo aren't bound then?

It should work that way in 0.43 when it comes out. Beats having unconfigured gear-sets strip you naked.

I would like to know about your opinion(and anyone elses), on rings and amulets being bound as part of the gear set. Do many people switch between different rings and amulets often do adjust to different game circumstances? For example different rings and amulet for melee fighting instead on sneaking around stealing stuff. I have never actually used a hotkey mod while playing the game properly(only tested several), I recently reinstalled Oblivion this year and started using user made mods for the first time, but assume other people do this more often? Perhaps more so if they already had another hotkey mod. I think the only time I switched a ring/amulet was to switch to the Jewel of the Rumare to be able to water-breath.

I switch jewelry independent of other things when playing myself. For RP reasons I don't switch gear causally (taking off / putting on armor should take time), so enchantments that I want to be able to switch quickly, silently, and/or casually I put on amulets, rings, and sometimes glasses or gloves. But then, I only use mode 1 gear-sets, not mode 0 or 2.

The reason for this is that I would like to suggest that either rings and amulets be ignored when changing equipement sets for gear-set mode 0, or another option be added that ignore weapons, ammo, rings and amulets. I read this post - http://www.gamesas.com/bgsforums/index.php?s=&showtopic=860502&view=findpost&p=12661345 - and realised that it would suit me better like that.

Will this mod suffer from some of the same problems in that post? Some of them are:

- Not being able to equip two identical rings(as part of a gear set?)

I'm not sure. I haven't tested it. If so, it's likely (almost) unfixable.
- Not being able to equip Jewel of the Rumare(as part of a gear set?) as it is flagged as both a left and right hand ring by OBSE
- Not being able to equip items for a gear-set that takes up the upper+hands+lower+feet slots? I know it does robes fine from one of bnnfish's videos, (Thx for them bnnfish), and there is already a work around on ialdbaoloths post so I don't expect that will be a problem.

No. Super Hotkeys should have no problem with those kinds of things.

Wow bet me too it while I was typing =/. I assume tails=amulets/necklaces?
Btw what are unplayable objects?

The Tail slot is used by capes/cloaks in OOO, by circlets and tiaras in Francescos, and by glasses in some other mods.
Unplayable objects are objects that are invisible in inventory/container/barter menus. Generally they are used by mods for special purposes. For instance, in this mod the hotkey wheel thinks that special hotkeys have items in them - the items are scripted unplayable zero weight tokens that are added to the players inventory.
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Harry-James Payne
 
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Post » Fri May 27, 2011 9:21 am

ftp://71.115.199.25/super_hotkeys_043.zip.

Fixes mode 2 of gear-sets to correctly unequip weapons/ammo (no, really, I mean it this time!)
Gear-Set hotkeys now default to the items you had equiped when you created them.
edit: oh yeah, and it fixes this issue:
And if you open inventory menu before script initialization? starts, it starts to spam this message and you can't use hotkey functions. So I think it's a good idea to inform users of script initialization by text messages and then users can safely wait till it finishes.

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Peter lopez
 
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