[RELz, BETA, WIPz, whatever] Super Hotkeys

Post » Fri May 27, 2011 12:37 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:

v0.43 just passed my short test. Gear-set key mode2 works exactly as I want! Excellent! :clap:

I'm impressed heh. I'm gonna do further test but I hope I don't find any more issues though. :rofl:

edit1: I will also check http://www.gamesas.com/bgsforums/index.php?showtopic=860502&st=20&p=12661345&#entry12661345 too.

edit2: v0.43 seems to have passed Test2 and Test3 but Test1. Its looks like that the script can't handle another identical ring at all. It may be engine (or whatever...I don't know...) issue?
Test1: Not being able to equip two identical rings(as part of a gear set?)
Test2: 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
Test3: 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.

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glot
 
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Post » Thu May 26, 2011 9:01 pm

v0.43 just passed my short test. Gear-set key mode2 works exactly as I want! Excellent! :clap:

I'm impressed heh. I'm gonna do further test but I hope I don't find any more issues though. :rofl:

edit1: I will also check http://www.gamesas.com/bgsforums/index.php?showtopic=860502&st=20&p=12661345&#entry12661345 too.

edit2: v0.43 seems to have passed Test2 and Test3 but Test1. Its looks like that the script can't handle another identical ring at all. It may be engine (or whatever...I don't know...) issue?

version 0.43 has now also been uploaded to tesnexus. It's the same as the version linked above except that the readme was updated slightly.

There are some oddities about dealing with multiple identical rings...
IIRC, multiple enchanted rings with the same enchantment formid will NOT have the enchantments stack. That is an Oblivion engine issue.
Multiple rings with the same formid can be put in to a gear-set (and the code that autobinds everything you're wearing on gear-set creation will correctly detect them), but will not be correctly equipped. This is due to a limitation of the EquipItem / EquipItemNS function. I might be able to get around it by using the same trick that I use for OnEquip issues, but it doesn't seem very important anyway, and I doubt it would even work. I think it could be handled correctly using the RefStuff plugin (plus maybe the same trick I'm using for OnEquip issues).
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Ymani Hood
 
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Post » Thu May 26, 2011 8:38 pm

version 0.43 has now also been uploaded to tesnexus. It's the same as the version linked above except that the readme was updated slightly.

There are some oddities about dealing with multiple identical rings...
IIRC, multiple enchanted rings with the same enchantment formid will NOT have the enchantments stack. That is an Oblivion engine issue.
Multiple rings with the same formid can be put in to a gear-set (and the code that autobinds everything you're wearing on gear-set creation will correctly detect them), but will not be correctly equipped. This is due to a limitation of the EquipItem / EquipItemNS function. I might be able to get around it by using the same trick that I use for OnEquip issues, but it doesn't seem very important anyway, and I doubt it would even work. I think it could be handled correctly using the RefStuff plugin (plus maybe the same trick I'm using for OnEquip issues).

Either way, you can't equip two identical rings via hotkeys even in vanilla oblivion. So this doesn't bother much and there're still so much left to do in order to improve this mod. I also doubt how often people equip the two identical rings...

edit1: In the requirement, It looks like that the OBSE version is not specified. Maybe higher than v16?

edit2: Oh and I forgot to say thanks for granting me a permission to translate it. :facepalm:

edit3: And my impression of this mod so far...this is kinda repost...will be edited if I feel like it.

Pros:
  • Full of Funtions (Various Hotkey types)
    • Normal Hotkey: acts in the same say as vanilla (1-8) keys
    • Cycle Hotkey: allows you to cycle registered items by tapping a hotkey, no restriction of item types
    • Gear Hotkey: allows you to equip/unequip multiple items at once and you can select gearset keys' mode from 3 types.
    • Cast Hotkey: allows you to cast a registered spell without changing active spell and it also allows you to sequentially cast multiple spells in a row by tapping a hotkey once.
    • Dynamic Cycler Hotkey: allows you to equip items next to your equipped items which are registered in a cycle. This is bit complicated to explain. For example, you register {Weapon1, Weapon2, Weapon3, Spell1, Spell2, Spell3} to a hotkey and you equip {Weapon1, Spell1}. Once you press the hotkey you equip {Weapon2, Spell2}. And if you press the hotkey once again, you equip {Weapon3, Spell3}. So you can cycle {Weapon, Spell} set by tapping a hotkey in this example. This function is highly customizable as you want if you understand its logic.
    • Potion Selector/Drinker: not implemented yet.
    • Gear-Set Cycler: not implemented yet.
    • Toggle Spell: not implemented yet.

  • Intuitive and Quick Interface: you can set up hotkeys like vanilla and dialogues pop-up only when you change hotkey types.
  • Highly Configurable Settings: You can customize bunch of settings via .ini file and ingame menu. You can even change how modifier keys act.
  • Logically Unlimited Numbers: You can create as many hotkeys as you want, you can register as many items to a hotkey as you want.
  • Compatibility with OnEquip script: No matter what type of hotkeys you are using except for specific situation, OnEquip script works.

Cons:
  • It requires OBSE to use. I personally don't think it's a drawback though.
  • There's no detailed instructions for the very beginners yet.
  • It's almost usable without big problems but may have possiblities of some minor or major glitches.
  • It requires some care when you use Dynamic Cycler Hotkeys and configure Modifier Keys' behavior. But I think it's a payment of multifunctional system.

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Marcia Renton
 
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Post » Thu May 26, 2011 9:55 pm

Just to let you know my preliminary testing didn't throw up anything, so obviously I'm REALLY please with this, :bowdown: though as its a brand new level 1 char not really fully tested yet, as I've no equipment really.

Suppose I'll have to test the new update too now. Oh well, another sleepless night :shrug:
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Jennifer Rose
 
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Post » Thu May 26, 2011 9:31 pm

I'm trying to make custom icons for super hotkeys...Can you tell me how to change icon path which is used for cycler and gear keys? Nvm, I found.

Pics: http://i380.photobucket.com/albums/oo245/bnnfish/Oblivion2009-02-0323-40-00-79.jpg, http://i380.photobucket.com/albums/oo245/bnnfish/Oblivion2009-02-0323-27-16-59.jpg
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Catharine Krupinski
 
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Post » Fri May 27, 2011 6:09 am

Hey I have downloaded and tested v0.43 of Super Hotkeys in relation to the gear-set hotkeys. The option to change gear-set mode no longer appears when you click cancel after holding down a gear-set hotkey in the stats menu. :)

However the gear-set modes still don't have a difference for me at all. :( They all leave weapon and ammo slots alone, and unequip my ring if its not assigned to the gear-set. I set a key to mode 1 and bound some items that were equipped and one that was unequipped, but then using the hotkey equips them all. Is there some reason why this is happening? Do I need to wait a certain amount of time or move around for a bit in between assigning hotkeys, binding items etc? I found that I had to wait for a bit when first using the mod on a save without it before it would work, if I saved after that point and loaded it would work straight away though.
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Beat freak
 
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Post » Thu May 26, 2011 9:36 pm

Hey I have downloaded and tested v0.43 of Super Hotkeys in relation to the gear-set hotkeys. The option to change gear-set mode no longer appears when you click cancel after holding down a gear-set hotkey in the stats menu. :)

However the gear-set modes still don't have a difference for me at all. :( They all leave weapon and ammo slots alone, and unequip my ring if its not assigned to the gear-set. I set a key to mode 1 and bound some items that were equipped and one that was unequipped, but then using the hotkey equips them all. Is there some reason why this is happening? Do I need to wait a certain amount of time or move around for a bit in between assigning hotkeys, binding items etc? I found that I had to wait for a bit when first using the mod on a save without it before it would work, if I saved after that point and loaded it would work straight away though.

Try to use mode2? Here's http://zoome.jp/bnnfish/diary/9/ for a proof and it shows how to do it.
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Liv Staff
 
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Post » Thu May 26, 2011 8:30 pm

I think the general plan at this point is to release tested versions to tesnexus once in a while, and more frequent beta versions to this thread.

I don't know the OBSE version required, but version 16 is probably a good idea. Nothing later than version 16 has been released to date. I do actually do my testing here with an unreleased OBSE variant, but it doesn't change anything that this mod uses. This mod might or might not work with OBSE 15 or OBSE 14. Anything earlier than 14 is unlikely to work.

Here's an idea: on Cyclers, how about if the name of the Cycler key was the name of the stuff in the cycler key, plus the word "Cycler"?
So a cycler set to cycle between a glass longsword and an elven bow might be "Cycler: Glass Longsword, Elven Bow".


Just to let you know my preliminary testing didn't throw up anything, so obviously I'm REALLY please with this, :bowdown: though as its a brand new level 1 char not really fully tested yet, as I've no equipment really.

Suppose I'll have to test the new update too now. Oh well, another sleepless night :shrug:

Try not to sleep-dep yourself to death, I might need more testing later.

I'm trying to make custom icons for super hotkeys...Can you tell me how to change icon path which is used for cycler and gear keys? Nvm, I found.

Pics: http://i380.photobucket.com/albums/oo245/bnnfish/Oblivion2009-02-0323-40-00-79.jpg, http://i380.photobucket.com/albums/oo245/bnnfish/Oblivion2009-02-0323-27-16-59.jpg

Great! I was trying to answer your question earlier, but was too distracted by a work phonecall to form a coherent reply. Note the the place in the code where it currently assigns the icon is not necessarily the best place, at least for cyclers... they should probably use an icon that depends upon whether weapons or spells are bound.

Hey I have downloaded and tested v0.43 of Super Hotkeys in relation to the gear-set hotkeys. The option to change gear-set mode no longer appears when you click cancel after holding down a gear-set hotkey in the stats menu. :)

However the gear-set modes still don't have a difference for me at all. :( They all leave weapon and ammo slots alone, and unequip my ring if its not assigned to the gear-set. I set a key to mode 1 and bound some items that were equipped and one that was unequipped, but then using the hotkey equips them all. Is there some reason why this is happening? Do I need to wait a certain amount of time or move around for a bit in between assigning hotkeys, binding items etc? I found that I had to wait for a bit when first using the mod on a save without it before it would work, if I saved after that point and loaded it would work straight away though.

I cannot reproduce this. I suspect there is some miscommunication going on here. You are setting the cyclers mode by clicking on a button labelled "2. Equip set, remove any other clothing/armor/weapons"? You are binding items to the cycler by holding down the hotkey and clicking on each item, without lifting the hotkey until you've clicked all of them?
Mode 2 cyclers should unequip anything that was't bound to the hotkey, including weapons. Mode 1 hotkeys should unequip only things that you clicked on when binding the hotkey, and only if they were unequiped at the time. Mode 0 is like mode 2, but won't unequip weapons or arrows, only other stuff.
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Paula Ramos
 
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Post » Fri May 27, 2011 3:13 am

I'm trying to make custom icons for super hotkeys...Can you tell me how to change icon path which is used for cycler and gear keys? Nvm, I found.

Pics: http://i380.photobucket.com/albums/oo245/bnnfish/Oblivion2009-02-0323-40-00-79.jpg, http://i380.photobucket.com/albums/oo245/bnnfish/Oblivion2009-02-0323-27-16-59.jpg


Awesome! Those look fantastic! :thumbsup:
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Logan Greenwood
 
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Post » Fri May 27, 2011 12:00 pm

For more detail on the sorts of things that can be done with dynamic cyclers, consider these cases:

key 1: fire on target, fire on touch, area fire on touch, fire on target, basket, frost on target, frost on touch, area frost on touch, frost on target, basket
key 2: frost on target, fire on target, frost on target, basket, fire on touch, frost on touch, fire on touch, basket, area fire on touch, area frost on touch, area fire on touch, basket
Pressing key 1 will switch between on target, on touch, and area on touch, and then wrap around to on target again.
Pressing key 2 will switch between fire damage type and frost damage type.
Walla, smart cycler keys.
The baskets are used because equipping them has no effect, and they are never equipped. You can drop the basket after the hotkeys are set up if you want.

another one:
key 3: on-target spell, on-touch spell, on-target spell, basket, bow, sword, bow, basket
Pressing key 3 alternates between long range and short range, and does so for both weapons and spells at once. Mind you, if you alter your spells to something else then it will stop cycling spells, and if you switch to the wrong one of the spells, out of synch with your weapon, then it will stay out of synch when cycling

key 4: bow, sword, bow, on-touch spell, basket, sword, on-target spell, basket
Pressing key 4 alternates between ranged and melee, and does so for both weapons and spells at once. If your weapon and spell get out of synch, it assumes your weapon is right and corrects your spell to match. It's an improved version of key 3, I think. I'm not really sure.



Anyway, you get the idea.


I love you. Let me have your babies.

*Ahem*

I think I'll just dl this now... :obliviongate:
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Krystina Proietti
 
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Post » Fri May 27, 2011 3:29 am

Try to use mode2? Here's http://zoome.jp/bnnfish/diary/9/ for a proof and it shows how to do it.

Sorry but that link seems broken, it doesn't come up with a movie for me like the others. :(

I previously said that mode 1 would allow the gear-set to be very customizable. I'll have to scrap that as now I think it is pointless.

I'll try to give an example by comparing the intended effects of mode 1 and mode 2.

Mode 1:
Bind while equipped - Steel Cuirass, Steel Boots, Steel Greaves, Steel Shield, Steel Gauntlets.
Bind while unequipped - Leather Helmet

Mode 2:
Bind Steel Cuirass, Steel Boots, Steel Greaves, Steel Shield, Steel Gauntlets.

In both case shouldn't you end up with only Steel Cuirass, Steel Boots, Steel Greaves, Steel Shield and Steel Gauntlets equipped when you use the hotkey?

Mode 1 seems redundant to me as it unequips anything you bind unequipped, when mode 2 is going to unequip anything you don't bind anyway.

I recommend scrapping mode 1, moving mode 2 to mode 1, and making a new mode 2 that is "equip only". Meaning that it doesn't unequip any items at all that are not asssociated with the slots the gear-set is using. See the details of this post again. ;) http://www.gamesas.com/bgsforums/index.php?showtopic=860502&st=20&p=12661345&#entry12661345

For example if you bind only a helm and cuirass to the gear set it will not unequip the gauntlets, greaves, boots, ring slots etc.
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Alyesha Neufeld
 
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Post » Fri May 27, 2011 1:25 am

I've made http://i380.photobucket.com/albums/oo245/bnnfish/icons.jpg for super hotkeys. You can download http://www.mediafire.com/?koozmjjy2cg from mediafire. If you have any request, feel free to tell me.

Sorry but that link seems broken, it doesn't come up with a movie for me like the others. :(

Possibly browser problem? If you can't see it, I should have uploaded movies to youtube. Nvm, it's just under the periodical maintenance.

I previously said that mode 1 would allow the gear-set to be very customizable. I'll have to scrap that as now I think it is pointless.

I'll try to give an example by comparing the intended effects of mode 1 and mode 2.

Mode 1:
Bind while equipped - Steel Cuirass, Steel Boots, Steel Greaves, Steel Shield, Steel Gauntlets.
Bind while unequipped - Leather Helmet

Mode 2:
Bind Steel Cuirass, Steel Boots, Steel Greaves, Steel Shield, Steel Gauntlets.

In both case shouldn't you end up with only Steel Cuirass, Steel Boots, Steel Greaves, Steel Shield and Steel Gauntlets equipped when you use the hotkey?

Mode 1 seems redundant to me as it unequips anything you bind unequipped, when mode 2 is going to unequip anything you don't bind anyway.

I recommend scrapping mode 1, moving mode 2 to mode 1, and making a new mode 2 that is "equip only". Meaning that it doesn't unequip any items at all that are not asssociated with the slots the gear-set is using. See the details of this post again. ;) http://www.gamesas.com/bgsforums/index.php?showtopic=860502&st=20&p=12661345&#entry12661345

For example if you bind only a helm and cuirass to the gear set it will not unequip the gauntlets, greaves, boots, ring slots etc.

I personally don't use mode1 but it allows you to unequip only 'specific items' and mode2 which I mainly use allows you to unequip everything but what you regirested to a gearset hotkey.

In your example, lets say you're wearing {Leather Helmet, Leather Tunic, Leather Boots, Leather Gautlets, Iron Longsword, Iron Shield, Iron Arrows}...

If you use the mode1, you will equip {Steel Cuirass, Steel Boots, Steel Greaves, Steel Shield, Steel Gauntlets} and unequip {Leather Helmet} but previous {Iron Longsword, Iron Arrows} will not be unequipped. Mode1 do not touch previous items unless you set it to unequip specific items. I'm not sure how we can put it to practical use but more option is nice in general.

If you use the mode2, you will equip {Steel Cuirass, Steel Boots, Steel Greaves, Steel Shield, Steel Gauntlets} and unequip {Leather Helmet, Iron Longsword, Iron Arrows}.
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Khamaji Taylor
 
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Post » Fri May 27, 2011 7:51 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.
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Marine x
 
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Post » Fri May 27, 2011 6:44 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. :(
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.

Here's an idea: on Cyclers, how about if the name of the Cycler key was the name of the stuff in the cycler key, plus the word "Cycler"?
So a cycler set to cycle between a glass longsword and an elven bow might be "Cycler: Glass Longsword, Elven Bow".
That would be nice and easy-to-understand.

Great! I was trying to answer your question earlier, but was too distracted by a work phonecall to form a coherent reply. Note the the place in the code where it currently assigns the icon is not necessarily the best place, at least for cyclers... they should probably use an icon that depends upon whether weapons or spells are bound.
If it's possible to show the current item's icon on a cycler key, that's definitely awesome.
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^_^
 
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Post » Fri May 27, 2011 12:13 am

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.

I just tried a new save again disabling all my other mods, although super hotkeys was already last in the load order. Same results. Any chance you could try upload that video of it working for you again? I believe it sent me to a page with an missing/broken link error, but I don't know since it came up with boxes with characters in instead of letters since I don't have the fonts for japanese installed. And even then I can't read japanese :<.
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Antony Holdsworth
 
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Post » Fri May 27, 2011 12:42 am

I just tried a new save again disabling all my other mods, although super hotkeys was already last in the load order. Same results. Any chance you could try upload that video of it working for you again? I believe it sent me to a page with an missing/broken link error, but I don't know since it came up with boxes with characters in instead of letters since I don't have the fonts for japanese installed. And even then I can't read japanese :<.

I can't do that now coz I'm not at home. I don't have source file to upload sorry. When the maintenance is over, I'l try download the movie and upload it to somewhere, maybe youtube?
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Adam Kriner
 
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Post » Fri May 27, 2011 9:51 am

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
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Jeffrey Lawson
 
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Post » Fri May 27, 2011 7:34 am

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

The perpetrator could be mod confliction because the only difference between you and me seems to be the installed mod. I'm not sure though....
I wish I could reupload the movie now but it still says under the maintenance. :sad:
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Samantha Wood
 
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Post » Thu May 26, 2011 10:45 pm

I've reuploaded movie...I hope this help some.

Movies: http://zoome.jp/bnnfish/diary/9/ / http://www.youtube.com/watch?v=MEnmt1Ehvns
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Nikki Morse
 
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Post » Fri May 27, 2011 7:22 am

I've reuploaded movie...I hope this help some.

Movies: http://zoome.jp/bnnfish/diary/9/ / http://www.youtube.com/watch?v=MEnmt1Ehvns


Thanks for the youtube version :foodndrink:
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Kat Lehmann
 
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Post » Thu May 26, 2011 11:18 pm

OK I tested the mod again on that new game that I had an autosave of. I made different gear-set hotkeys for modes 0, 1 and 2. I found that for any mode if I did choose to bind a weapon it would be equipped when i used that hotkey. The exception for this was mode 1 partially working as it was supposed to, for one instance of binding, but I could not reproduce this when I bound items to the hotkey again. It would not equip the weapon if I bound it while it was unequipped if I had removed the weapon manually after using the gear-set key then used it again. It would equip it though I used another gearset key(a mode 2 one if it matters), and then used the mode 1 hotkey. However on binding items to this gear-set mode 1 hotkey again with an unequipped weapon, it would equip the weapon everytime even if I removed the weapon manually then repeated pressing the hotkey. Could it be that the different gear-set modes aren't "playing nicely togehter"? By somehow changing the mode or behaviour of all gear-set hotkeys to the same mode no matter what you set them or it says in the popup menu? Maybe to the last configured gear-set hotkey's mode? Or a default/overriding beahviour? Or for another reason?

Another observation is that the keys retain the memory of what gear-set mode they were assigned to even if you change that key to be another type(e.g normal or cast hotkey). If you change them back to gear-set hotkeys they say they are still mode 1 or 2 hotkeys if you changed them to that before. I don't know if this is intended or not, but it doesn't sound right and should not be like this IMO. All memory of what mode or what they were bound to should be wiped on changing from a gear-set hotkey to another type.

Edit: Will check that movie soon, got to get off the computer for a bit. Were you using any other gear-set hotkey modes in that save? Or had assigned any other modes after loading it? What the last assigned gear-set hotkeys mode?

Also I noticed that empty mode 0 gear-set hotkeys(ones not bound to items yet) do not unequip your armour/clothing slots, but mode 1 and 2 gear-set hotkeys do. Any relevance? (all of them still left the weapon slot alone though I think)
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Hella Beast
 
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Post » Fri May 27, 2011 6:41 am

I forgot to mention about another possible glitch:

1. loads a clean save
2. open stats menu and assign '1' and '2' to gearset keys...and assign 'L-Shift+1' and 'L-Alt+1' to gearset keys too
3. now all of these keys should be set to mode0 by default
4. 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' key
5. '2' key's mode doesn't change and it stay as mode0

I haven't fully tested this yet but I'l check when I play oblivion.

edit1:
Edit: Will check that movie soon, got to get off the computer for a bit. Were you using any other gear-set hotkey modes in that save? Or had assigned any other modes after loading it? What the last assigned gear-set hotkeys mode?

IIRC, I wasn't using any other hotkey modes and didn't assigned any other modes either. I'l try to use other hotkey modes later when I test gearset keys.

edit2: I also forgot to ask about this description:
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.

Is this really working now?

Example1:
1. set {Axe, Club, Cuirass, Greaves , Gauntlets, Boots, Mace} to a cyclekey
2. rotate the key once
3. equipped {Cuirass, Greaves , Gauntlets, Boots, Mace}
4. rotate the key once again

What will happen in this case? From the 2nd rotation, will the part of {Cuirass, Greaves , Gauntlets, Boots} be skipped?


Example2:
1. set {Axe, Club, Cuirass, Mace, Greaves, Sword, Gauntlets, Staff, Boots} to a cyclekey
2. rotate the key once
3. equipped {Cuirass, Greaves , Gauntlets, Boots, Staff}
4. rotate the key once again

What will happen in this case?

edit3: I also forgot to mention about this: <--- this is a good one though :rofl:

Cycler keys allows you to skip the cycle on the way. For example, let's say you set {itemA, itemB, itemC, itemD, itemE, itemF, itemG, itemH} to a cycler key and you equip itemA now. If you quickly tap the key 5times, {itemB~E} will be skipped and you equip itemF. This is very quicky. I dunno other mods have this function though. I like this. :D

edit4: ANB Item Switcher may have this cycle skipping function too but it allows you to set only up to 4 items to a cycle key so there's only a little benefits. And to say more, it don't allow you to register different type of items in a same cycle.
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Elizabeth Davis
 
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Post » Fri May 27, 2011 1:41 am

JagerX: don't worry about mod conflicts with anything unless it modifies hotkeys or blocks keypresses. Instead, try:

1. Redownload this. It's possible you have a different version than you think you have, or even that a download got corrupted somehow.

2. Disable this mod, clean-save, and then re-enable it. It's possible that using an earlier version (or even the current version) you encountered a bug that left its data in an invalid state.

3. Try not binding hotkeys in the first few seconds after loading a game... not until you can get the hotkey type selection menu to come up. There are potential weird behaviors in that case.

If this problem remains, I'll add some extra debugging output to help figure out what is going on.
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Ernesto Salinas
 
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Post » Fri May 27, 2011 9:28 am

JagerX: don't worry about mod conflicts with anything unless it modifies hotkeys or blocks keypresses. Instead, try:

1. Redownload this. It's possible you have a different version than you think you have, or even that a download got corrupted somehow.

2. Disable this mod, clean-save, and then re-enable it. It's possible that using an earlier version (or even the current version) you encountered a bug that left its data in an invalid state.

3. Try not binding hotkeys in the first few seconds after loading a game... not until you can get the hotkey type selection menu to come up. There are potential weird behaviors in that case.

If this problem remains, I'll add some extra debugging output to help figure out what is going on.


Well only the current version should have effected it since I totally uninstalled Oblivion(including deleting obl its setting files in my documents) and reinstalled it and installed v0.43 of SuperHotkeys from TESNexus. I should be the up do date version because it says in the changelog part of the readme it v0.43 release 2 (with documentaion changes only). As for a clean save doesn't starting a new game count? I don't think I bound anything to the hotkeys till after the Emperor and the two remaining blades went past the unopenable door. I may have tryed to activate hotkey wheels with modieier keys though, I'm not sure. I think I'll try another new game from the start(after disabling and re-enabling the mod like you said, a new download of it too), and only make gear-set mode 2 hotkeys to see if it still doesn't unequip weapons.

Would using menus from other mods - In this case the UOP and Quest Award Leveler - affect this mods selection menu? Using Wrye Bash to extract/install Super Hotkeys shoudln't affect any outcome should it? As far as I can tell it just extracts to Oblivion\Data for you.

Btw what do you think of my comment about making a new equip only mode? Imo this would be easier to use then mode 1 where you have to tell it what items to equip, which to unequip and which to ignore(by not binding at all).
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Bonnie Clyde
 
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Post » Fri May 27, 2011 8:01 am

>JagerX
I'l try similar setup as yours when I do playtest. I'l report if it works well or not.
UOPUSIPOperation Optimization <-- this apparently never conflictsLandscape NormalMap Fix <-- this apparently never conflictsUOMP(spell tomes)Quest Award LevelerImproved Soulgems <-- this apparently never conflictsHarvest Flora(+ SI version)Harvest Containers(+ all optional add-ons)Bashed Patch

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WYatt REed
 
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