[RELz, BETA] Super Hotkeys

Post » Tue Mar 15, 2011 3:19 am

awesome mod and simple to use. i was using anb item switchers before and it had one thing which i hope you would consider incorporating into your mod. set my first key to cycle weapons but i couldnt get the second key to cycle any spells. it only lets me put one spell in the slot even after i pick cycler. anb had "switchers" that allowed you to put various spells on the same key. just a small niggle but it made it much easier for using the Weapons Magic mod which allowed be to add various elemental and holy bonuses to any weapons.

Here's what I do, and it works like a charm:

1. I create "Dynamic Cycler" for a key.
2. Go to the spell menu, hold the selected key, and press on all the spells you want bound to the key, in correct order - without ever letting the key go.
3. Play :)

I have a setup where I have several different conjured creatures bound to "3", different range attack spells bound to "4" and different close combat attack spells bound to "5", etc.

I am pretty sure the above works for normal cycler as well, but I always use dynamic cycler instead. It is better (IMHO), because if none of the spells/items belonging to a ket is currently selected, pressing the key will always select the first in the cycle. A normal cycler remembers the one that was selected last (even if it is not currently selected), and selects the next when you press the key.
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Kelsey Hall
 
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Post » Tue Mar 15, 2011 3:18 am

Small request, could you add IsConsoleOpen while in the stats menu, right now it's a bit hard to type in the console without having the Super Hotkeys menu popping up. :)
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Rhiannon Jones
 
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Post » Mon Mar 14, 2011 3:00 pm

Still using and loving this Sky. Thanks again

Little question - would you recommend upgrading to OBSE v17, or carry on using v16 with your modified .dll?


Everyone using the modified dlls should switch to OBSE 17. Even though OBSE 17 is still beta, it includes the changes in the modified dlls have been incorporated in OBSE 17 and probably fixes other bugs as well. It likely adds new bugs too, but most of those should be in new functions not used by existing mods.
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Chase McAbee
 
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Post » Mon Mar 14, 2011 7:05 pm

Small request, could you add IsConsoleOpen while in the stats menu, right now it's a bit hard to type in the console without having the Super Hotkeys menu popping up. :)

Will do.
edit: what version was IsConsoleOpen added in? I can't find it on the wiki.
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Josephine Gowing
 
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Post » Tue Mar 15, 2011 2:31 am

edit: what version was IsConsoleOpen added in? I can't find it on the wiki.
The http://cs.elderscrolls.com/constwiki/index.php/OBSE_Change_Log page lists it as new in 0016.

Btw, did you read the thread about placement of ini files http://www.gamesas.com/bgsforums/index.php?showtopic=992755&pid=14349192? Could you consider to move your ini file to a data\ini folder?
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Aliish Sheldonn
 
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Post » Mon Mar 14, 2011 3:58 pm

The http://cs.elderscrolls.com/constwiki/index.php/OBSE_Change_Log page lists it as new in 0016.

Btw, did you read the thread about placement of ini files http://www.gamesas.com/bgsforums/index.php?showtopic=992755&pid=14349192? Could you consider to move your ini file to a data\ini folder?

Thanks.

I hadn't read that thread (I've been away for a bit recently), I've not read it and replied in that thread.
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Gemma Woods Illustration
 
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Post » Tue Mar 15, 2011 12:22 am

Ok, having a wee bit of a problem here. Downloaded this mod, version 0.53, extracted it, and the ini to the data folder, enabled the mod, and fired up a game in progress. Shortly after the game loads, an error message pops up, srHotKeyTokenManagerScript Internal Error: OnAdd unknown token.

Checked the thread, but, this one doesn't seem to appear anywhere in it, (or, my search term was inadequate....). Checked my version of OBSE, 15. Whoops. Upgraded to 16, tried again. Same Error, upgraded to 17 beta 2, same error.

I am open to suggestions.
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Rachael Williams
 
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Post » Mon Mar 14, 2011 1:45 pm

Ok, having a wee bit of a problem here. Downloaded this mod, version 0.53, extracted it, and the ini to the data folder, enabled the mod, and fired up a game in progress. Shortly after the game loads, an error message pops up, srHotKeyTokenManagerScript Internal Error: OnAdd unknown token.

Checked the thread, but, this one doesn't seem to appear anywhere in it, (or, my search term was inadequate....). Checked my version of OBSE, 15. Whoops. Upgraded to 16, tried again. Same Error, upgraded to 17 beta 2, same error.

I am open to suggestions.

Uninstall the mod, load, save, reinstall, then try it.
Scripts that don't find a usable version of OBSE can end up in strange states.
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Stat Wrecker
 
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Post » Mon Mar 14, 2011 9:03 pm

Uninstall the mod, load, save, reinstall, then try it.
Scripts that don't find a usable version of OBSE can end up in strange states.


The mod was added to a game that did not have any version previously, I was unable to save the game, due to the error, so, there should have been no residuals from the mod in the save.

Tried doing a clean save anyway, and the same error pops up. What I find interesting though, is there isn't an OnAdd block in the script in question? Beth must have taken a cue from MS on cryptic error messages.....

As this is a fresh install of the mod, should I reinstall anyway? and see what happens?
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CHANONE
 
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Post » Tue Mar 15, 2011 12:56 am

The mod was added to a game that did not have any version previously, I was unable to save the game, due to the error, so, there should have been no residuals from the mod in the save.

Tried doing a clean save anyway, and the same error pops up. What I find interesting though, is there isn't an OnAdd block in the script in question? Beth must have taken a cue from MS on cryptic error messages.....

As this is a fresh install of the mod, should I reinstall anyway? and see what happens?

The error message is mine, not Microsofts. The OnAdd block is located in srHotkeyTokenScript, which activates the srHotkeyTokenManager to notify it of the OnAdd event. Broadly, because inventory objects have no references, in order to make each one identifiable they have to get assigned unique identifiers; that error message means that a token with no ID has requested an ID, but IDs have already been issued to all intentionally created tokens, so it must have been created by another source or have forgotten its ID or something.

My first guess would be that you need to do a clean reinstall. If that doesn't work... I don't know. I don't recall users ever reporting seeing that error message before.
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Marilú
 
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Post » Tue Mar 15, 2011 5:03 am

The error message is mine, not Microsofts. The OnAdd block is located in srHotkeyTokenScript, which activates the srHotkeyTokenManager to notify it of the OnAdd event. Broadly, because inventory objects have no references, in order to make each one identifiable they have to get assigned unique identifiers; that error message means that a token with no ID has requested an ID, but IDs have already been issued to all intentionally created tokens, so it must have been created by another source or have forgotten its ID or something.

My first guess would be that you need to do a clean reinstall. If that doesn't work... I don't know. I don't recall users ever reporting seeing that error message before.


Ok, found the problem.... Operator error....... :embarrass:

This error results from improper installation of OBSE, and not paying attention to exactly which folder is going where. Checked my oblivion directory, and there were "16" and "17" subdirectories as well..... deleted all OBSE stuff from the Oblivion directory, put the stuff from 17 in there, fired off the game, and the hotkeys worked as advertised...... Thank You very much. I am going to enjoy this mod.... I always have more stuff that I want to hot key, than keys to go around.
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Syaza Ramali
 
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Post » Tue Mar 15, 2011 4:42 am

So lemme get this straight-

Does this now work with OBSE 17 beta 2 - and no extra or replacement file is needed to make it operational?

thanks
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Miss Hayley
 
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Post » Tue Mar 15, 2011 3:33 am

So lemme get this straight-

Does this now work with OBSE 17 beta 2 - and no extra or replacement file is needed to make it operational?

thanks

Yes. Same for OBSE 17 beta 1. The bugs effecting this mod were fixed.
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pinar
 
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Post » Mon Mar 14, 2011 8:54 pm

This may have been mentioned already, I apologize if it has been. I just started using this mod recently and I've been impressed with the Dynamic Cycler option. I now have key 1 set for a two weapon switch which I can accomplish with just a single key. I tried to do the same with another key but I've been unable to. I can't even create a regular Cyler key anywhere else. I thought maybe it was a conflict as I'm also using Improved Hotkeys and Hotkey Casting and Spell Delete but after disabling both of those mods I still had the problem. Everything works fine if I set them to Normal but no other key will cycle for me. I was hoping on having key 1 for my regluar sword and bow and key 2 for my magic sword and Mage's Staff, but it's not working. It's still worth using this mod for the key 1 cycling though, it makes things easier for me and frees up another slot for something else.
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Kat Ives
 
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Post » Tue Mar 15, 2011 5:03 am

This may have been mentioned already, I apologize if it has been. I just started using this mod recently and I've been impressed with the Dynamic Cycler option. I now have key 1 set for a two weapon switch which I can accomplish with just a single key. I tried to do the same with another key but I've been unable to. I can't even create a regular Cyler key anywhere else. I thought maybe it was a conflict as I'm also using Improved Hotkeys and Hotkey Casting and Spell Delete but after disabling both of those mods I still had the problem. Everything works fine if I set them to Normal but no other key will cycle for me. I was hoping on having key 1 for my regluar sword and bow and key 2 for my magic sword and Mage's Staff, but it's not working. It's still worth using this mod for the key 1 cycling though, it makes things easier for me and frees up another slot for something else.

Update your OBSE version to 17. Your description sounds like you ran in to one of the hotkey bugs in OBSE 16.
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Max Van Morrison
 
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Post » Mon Mar 14, 2011 1:59 pm

Update your OBSE version to 17. Your description sounds like you ran in to one of the hotkey bugs in OBSE 16.


Oh, ok. I've since updated to 17 so maybe I'll give it another try. I certainly liked having that cyler key, very convenient.
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Robert Bindley
 
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Post » Tue Mar 15, 2011 5:22 am

So I've tried it again with OBSE 17 and it is indeed working properly. I now have keys 1 & 2 set up as Dynamic Cycler keys and both are working properly. I had a bit of a conflict with Improved Hotkeys however, since setting up a cylcer key will block it from use with that mod, even with a different modifier. However I decided that I don't really need it anyway. I wasn't using all those keys and yours does so much more. I've also dumped Improved Hotkeys & Spell Delete. Again, yours does so much more and I wasn't putting all those keys to use anyway. Now if you could just add in the ability to use any key on my keyboard like Hotkey Casting and Hov's Hotkeys, plus give me as many keys to work with, then I would need only a single hotkey mod. This is something that I've been hoping to see for a long time now. Gzilla started working on something like that but the project seems to have withered by the wayside.
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Christine Pane
 
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Post » Mon Mar 14, 2011 8:30 pm

So I'm confused as to how the Potion Cycler is supposed to work. I've set up the key and added 2 potions and the key will cycle both of them but they don't actually get used, and I see no way of actually doing so. Everytime I press the key I just get the next one in the list. Is there another key I have to press in order to activate them? These are home brews BTW, in case that makes any difference. I know Auto-Potion only works with the game's default potions, does this apply here as well?
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Abi Emily
 
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Post » Tue Mar 15, 2011 12:21 am

So I'm confused as to how the Potion Cycler is supposed to work. I've set up the key and added 2 potions and the key will cycle both of them but they don't actually get used, and I see no way of actually doing so. Everytime I press the key I just get the next one in the list. Is there another key I have to press in order to activate them? These are home brews BTW, in case that makes any difference. I know Auto-Potion only works with the game's default potions, does this apply here as well?

Basically, the potion hotkey is just dumb. DevAKM wanted it that way. You're better off using a regular cycler or regular hotkey for potions.

The way to use the dumb potion hotkey is like this:
You set up 1 or more potion selector hotkeys bound to potion types. You use these to select potion types, but they do not actually cause you to drink anything.
Then, you press your potion drinker hotkey. Any potion selector hotkey with no potions bound to it i a potion drinker hotkey. Pressing that will cause you to drink one of the currently selected potion types.
Dumb. Maybe I'll add a pluggy-based extra hud icon to show the currently selected potion type... that would make it slightly less dumb, but only slightly.
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Meghan Terry
 
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Post » Mon Mar 14, 2011 7:21 pm

OK, I got it now. I thought I'd like the idea but I think I'll stick to a regular key. I also noticed that it doesn't work with poisons. That's kind of a serious limitation for a potion key. I've also tried out the auto-cast function. Man, is it ever handy to be able to sequence a few spells together. Nice addition! :goodjob:
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Scared humanity
 
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Post » Tue Mar 15, 2011 2:30 am

There's one thing I'd like to suggest for binding items to your hotkeys. Expanded Hotkeys & Spell Delete uses a very convenient method. You press a key, then press the key combination you want to use and the inventory menu opens up. You then go to your own inventory and select the actual object you want to bind to that key. Using the vanilla system as you are currently can end up being an exercise in contortionism, trying to press the key and the modifier and then the item itself all at the same time. I'm finding it impossible to press both modifiers and the key in order to use that bank, especially since I've moved my modifiers to the - and + key like I had it with Expanded Hotkeys. It can be quite the stretch trying to just press the 1 key and either one of those keys, never mind both at once. Or maybe have some menu option in order to load up a key, especially for cycler type keys.
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Steeeph
 
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Post » Mon Mar 14, 2011 11:44 pm

So I've encountered another problem. Every so often my keys will empty out on their own. I'd have a potion assigned and when I go to use it I'd discover it's no longer bound to the key. I can't be positive but I think it might have something to do with the Auto-Cast function, it seems to happen right after I use it. I've since removed that function and my potions seem to be sticking again.

PS: OK, it's not the Auto-cast. It just happened again even though I don't even have an Auto-Cast anymore.
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Brooks Hardison
 
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Post » Mon Mar 14, 2011 2:58 pm

So I've encountered another problem. Every so often my keys will empty out on their own. I'd have a potion assigned and when I go to use it I'd discover it's no longer bound to the key. I can't be positive but I think it might have something to do with the Auto-Cast function, it seems to happen right after I use it. I've since removed that function and my potions seem to be sticking again.

PS: OK, it's not the Auto-cast. It just happened again even though I don't even have an Auto-Cast anymore.

Is it only happening to potions? What type of hotkeys is it effecting?
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maya papps
 
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Post » Tue Mar 15, 2011 4:49 am

Is it only happening to potions? What type of hotkeys is it effecting?


Actually, I just discovered that it's not your mod, it's something else. It just happened even when I wasn't running your mod. So I'll guess I'll just switch back to it. And hopefully I can find out what's causing it. I haven't a clue what it could be though, or where to begin looking.
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biiibi
 
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Post » Mon Mar 14, 2011 6:56 pm

@skyranger..........i bit off topic but do you have a link to a thread about your alt armor mod. im having some issues with it and i couldnt find a thread for it. :)
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Alkira rose Nankivell
 
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