[RELz, BETA] Super Hotkeys

Post » Mon Mar 14, 2011 6:43 pm

Hi SkyRanger-1, thanks for an excellent mod that easily goes into my "must-have list". I finally installed it yesterday, "upgraded" from Improved hotkeys.

I don't change gear often, so the gear-set keys aren't too important for me, but Cycler, Auto-cast and the Potion selectors are really, really helpful to me :)


As good as they already are, I (of course) have a couple of suggestions for improvement:

Cycler: When I don't have any item/spell of a cycler selected, I would very much prefer the first item of the cycler to always be selected. Ex: I generally use two different Health spells, one small using little mana, and the largest I can cast. I put those two in a cycler to be able to easily switch between the two. When I'm wandering around in the wilderness I have other spells selected, but when entering combat I will choose this Health cycler. The way it is implemented now, the Health spell selected will be the one of them I didn not use last time, and this is a (minor) problem for two reasons:
1: I may not remember which one I had selected last (and since the two Health spells use the same icon, I will not see it unless I cast it)
2: More often than not, I would want the same as I used last selected.

So if deselecting all spells/items of a cycler could reset its counter, I would be even more happy with its functionality.

Of course, I can bypass this "problem" by giving the two Health spells two different auto-cast slots, but the number of easily used slots is limited so that's why I wanted to put both on a cycler in the first place.


Potion selector: This is pretty minor, but wouldn't it be easier (both for you as a modder and for me as a user) if hitting a Potion selector key made me activate that potion immediately, instead of having to hit a second key?



Anyway, thanks alot for this mod. Having one cycler for my weapons, one cycler for my summons, one cycler for weakness spells and then mostly auto-cast spells make the item/spell switching so much more convenient. :)
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Elea Rossi
 
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Post » Tue Mar 15, 2011 5:44 am

Cycler first item: You can get this behavior now by using dynamic cyclers. I know the docs for them are a little scary (and deservedly so), but if you just stick in a few things all of the same type (ie all spells) with no duplicates then it will generally work like you would expect.

Potion Selector: Yes. But this behavior is what dev_akm requested, and I was humoring him. The behavior you describe you can already get by creating a simple item cycler and binding a only one item to it.
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noa zarfati
 
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Post » Mon Mar 14, 2011 1:23 pm

Cycler first item: You can get this behavior now by using dynamic cyclers. I know the docs for them are a little scary (and deservedly so), but if you just stick in a few things all of the same type (ie all spells) with no duplicates then it will generally work like you would expect.

Potion Selector: Yes. But this behavior is what dev_akm requested, and I was humoring him. The behavior you describe you can already get by creating a simple item cycler and binding a only one item to it.
Thanks alot. I installed it yesterday so I haven't had much time to test or understand it yet, but I'll try this today :)
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Rich O'Brien
 
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Post » Mon Mar 14, 2011 11:17 pm

It has been fixed - but only for one item per press of a special hotkey. It's a limited fix. As mentioned, this can be extended to a perfect fix, but at the cost of undesirable side effects. Creation of a new hotkey type for this is unlikely, though I might create code to support arbitrary numbers of OnEquips with an ini setting to determine the limit to how many OnEquips its willing to do per hotkey press.


The INI setting would work.

Today what little time I have put in to oblivion modding has been spent looking at the possibility of writing an OBSE plugin to deal with the OnEquip issue. No conclusions yet.


That would be really awesome ...

There are some indications that I might start coding more for real life soon, which would probably cut down on time available for Oblivion.


... Ack! If it looks like that will happen, I hope you get the chance to wrap things up on this project before you get pulled away. It's so close to perfection!

Thanks so much for working on this, man.
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Sophie Louise Edge
 
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Post » Mon Mar 14, 2011 9:27 pm

Now I pretty enjoy playing Oblivion with your super hotkey mod. Thank you.

Dynamic Cycler - not perfect for Kotn gear in that I have to press the hotkey repeatedly, it is not that inconvenient. For I don't usually or never change my outfit during a battle, so it doesn't need to be fast. Rather one-by-one change of outfit feels like my character actually changes her outfit.

And.. I think a suggestion of dev_akm is good enough. I guess... it will simplify your work and users be able to choose..


Anyway it seems I found a bug.. while riding a horse, ALT+/SHIFT+/ALT SHIFT+ hotkey seem not to work..and sometimes vanilla hotkey wheel is duplicated and overwrites another wheel(for me, it was SHIFT wheel) I guess it's related to horse-riding, but I'm not sure it is because I couldn't reproduce it.


+++ Does anyone notice Ding sound when you press ALT/ALT+SHIFT +Hotkey?
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Dina Boudreau
 
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Post » Tue Mar 15, 2011 4:10 am

The problems i had with cycler hotkeys seem to have gone away with updating 0.49 --> 0.51. Great job :).

Suggestion: if possible, it would be nice if the equip message with cycler hotkeys would be different for each item in cycle. Usually one can tell what it is from the icon, but for example my "restore every attribute 1 point" and restore health spells have the same icon so i can't tell which one is active without casting it or looking in the menu. It's a very minor issue though. (Now that i think of it, i'd be better off putting the restore attribute spell in alt+hotkey instead)
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Jordyn Youngman
 
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Post » Mon Mar 14, 2011 10:06 pm

These are the problems that I am currently aware of:

OBSE bugs:
1. If not using the modified OBSE dll, sometimes a special hotkey will stop working, permanently. Switching to the modified OBSE will fix this.
2. If not using the modified OBSE dll, sometimes equipping of scripted items will fail strangely and persistently, possibly on a per-item basis. Switching to the modified OBSE will fix this.

Autocast bugs: I've been using auto-cast hotkeys extensively in game lately, playing through Lost Spires and Ivellon, so I have a fairly good idea what the bugs in auto-cast hotkeys are.
3. If you press an autocast hotkey, and then load a saved game while still auto-casting, your cast key will get stuck down. This can be avoided atm by pressing the cast key before loading the save. This can be fixed once it happens atm by pressing an autocast hotkey. This will get fixed in the next release, but might still result in a single spell getting accidentally cast after a game is loaded.
4. If you press an autocast hotkey for a spell that includes summon effects while using Supreme Magicka 0.86 or later, some issues occur due to the way Supreme Magicka is handling things. These issues can result in an old summon of the same type getting when your new summon appears even though you had not reached your limit on numbers of summons. These issues can also result in your selected spell afterwards being changed to the summon spell. A work-around may be added to fix this.
5. Sometimes autocast hotkeys cast your currently selected spell in place of some of the spell they were supposed to cast. This may be related to framerate, possibly triggered by low framerates. A fix may require showing the icon for next spell to be cast for a longer time than it currently does, making it easier to see where you are in the autocast chain but harder to see what spell you currently have selected.
6. Sometimes autocast hotkeys go bezerk and just keep casting indefinitely. This appears similar to #3 above, but can be fixed by pressing the cast button instead of the fix for #3 above. The is probably a bug in the cast manager script, and should get fixed whenever that script gets rewritten.
7. Casting quick-casting spells from my Enhanced Magic System mod using an auto-cast hotkey results in a normal cast instead. I'll add special code for cooperation between these two mods sometime.
8. The code to make you not accidentally cast your currently selected spell when you press the cast button may not be working correctly, and/or may fail in low framerate situations. It will probably get better whenever I get around to rewriting the cast manager script, but may not get perfect. One solution would be to switch to another key to abort autocasts, such as block, grab, or attack.
9. The icons for auto-cast hotkeys don't seem right.

General issues with special hotkeys:
10. Equipping of scripted items are not handled perfectly... the biggest issue is that at most one scripted item gets handled by this code at once, any other items get redirected to the regular equipping stuff that doesn't worry about OnEquip. Other issues are that there is a tiny delay before the scripted item gets equipped, and that an equipping message and sound get generated for it. There's no good solution available for some of this, unless I want to put serious effort in to figuring out how to fake an OnEquip from an OBSE plugin.
11. Better icons need to get added or something sometime.
12. The modifier keys only count if they are pressed during the frame that the hotkey is released. This isn't really a bug, but it may not be desirable either.
13. Sometimes the game hiccups slightly when a special hotkey is pressed. This "hiccup" may result in a single-frame reduction in framerate, and possibly in the players position or animation jerking slightly, it's not clear to me at this time. I think this is the issue I was referring to earlier when I complained about my character sometimes seeming to jerk forwards when activating a special hotkey while holding down the forwards key. This issue arrises because special hotkeys are currently implemented as a zero-slot clothing item with no mesh bound to a regular hotkey, with an OnEquip script that unequips the item instantly. I think Oblivion thinks it has to update the players graphics or something because a clothing item was equipped and/or unequipped. Probably the only workaround is to intercept the keypresses to special hotkeys. Doing that has some other advantages too... it would let me suppress the stupid rustling sound, and the equip message, and replace them with anything I wanted. Would take a tiny bit more CPU power, but that's no big deal.
14. Persistent reports of hotkey wheels being overwritten by other hotkey wheels. I've never seen this happen, last time I looked at it (a while ago) I didn't see any way for this to happen.

The INI setting would work.

Might get done sometime. I don't have KotN or use mods with set items, so it's not a big issue for me.

That would be really awesome ...

Unfortunately, it looks like it would also be a lot of work.

... Ack! If it looks like that will happen, I hope you get the chance to wrap things up on this project before you get pulled away. It's so close to perfection!

Thanks so much for working on this, man.

You're welcome.
It looks like I'm not going to have to work too hard on my new RL project (after 2 days work it stalled due to an issue with another guys stuff; should resume in a day or two, but not requiring much effort now I think), but I haven't been finding a lot of time for modding Oblivion lately. Dunno about the future.

Now I pretty enjoy playing Oblivion with your super hotkey mod. Thank you.

Dynamic Cycler - not perfect for Kotn gear in that I have to press the hotkey repeatedly, it is not that inconvenient. For I don't usually or never change my outfit during a battle, so it doesn't need to be fast. Rather one-by-one change of outfit feels like my character actually changes her outfit.

And.. I think a suggestion of dev_akm is good enough. I guess... it will simplify your work and users be able to choose..


Anyway it seems I found a bug.. while riding a horse, ALT+/SHIFT+/ALT SHIFT+ hotkey seem not to work..and sometimes vanilla hotkey wheel is duplicated and overwrites another wheel(for me, it was SHIFT wheel) I guess it's related to horse-riding, but I'm not sure it is because I couldn't reproduce it.


+++ Does anyone notice Ding sound when you press ALT/ALT+SHIFT +Hotkey?

I don't get any ding sounds. Possibly another program or windows setting paying attention to that key combination?
So far as I know, there is no reason for riding a horse to effect this mod.

The problems i had with cycler hotkeys seem to have gone away with updating 0.49 --> 0.51. Great job :) .

Suggestion: if possible, it would be nice if the equip message with cycler hotkeys would be different for each item in cycle. Usually one can tell what it is from the icon, but for example my "restore every attribute 1 point" and restore health spells have the same icon so i can't tell which one is active without casting it or looking in the menu. It's a very minor issue though. (Now that i think of it, i'd be better off putting the restore attribute spell in alt+hotkey instead)

The equip messages for cycler hotkeys are already supposed to be different for each item in the cycle. Possibly that's bugged.
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KiiSsez jdgaf Benzler
 
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Post » Mon Mar 14, 2011 11:33 pm

My ftp server is currently experience hardware or driver problems. There is currently no download link for 0.51. If this persists for a while I'll put 0.51 on tesnexus and/or move the ftp server to a different computer.
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Catharine Krupinski
 
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Post » Tue Mar 15, 2011 3:49 am

These are the problems that I am currently aware of:

OBSE bugs:
1. If not using the modified OBSE dll, sometimes a special hotkey will stop working, permanently. Switching to the modified OBSE will fix this.
2. If not using the modified OBSE dll, sometimes equipping of scripted items will fail strangely and persistently, possibly on a per-item basis. Switching to the modified OBSE will fix this.
....


I guess I'll need the modified OBSE dll. You've already passed along this fix to scruggs for OBSE 17?

Might get done sometime. I don't have KotN or use mods with set items, so it's not a big issue for me.


:(

Unfortunately, it looks like it would also be a lot of work.


Not surprising. Maybe someday.

It looks like I'm not going to have to work too hard on my new RL project (after 2 days work it stalled due to an issue with another guys stuff; should resume in a day or two, but not requiring much effort now I think), but I haven't been finding a lot of time for modding Oblivion lately. Dunno about the future.


RL has a persistent ability to get in the way of virtual plans, doesn't it? I'll probably continue to be utterly slammed at work and at home for the next few weeks, but sometime around the end of the month I'll be back with a vengeance (if not sooner).
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Czar Kahchi
 
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Post » Mon Mar 14, 2011 9:55 pm

+++ Does anyone notice Ding sound when you press ALT/ALT+SHIFT +Hotkey?

I don't get any ding sounds. Possibly another program or windows setting paying attention to that key combination?

I'm having this problem now too. It's not just this mod, however. I tried another hotkey mod and get the same Vista "Default Beep" sound. Strange thing is that it wasn't happening before - and I cannot figure out what changed. I don't mind the noise so much as the fact that now Alt 1-8 and Shift-Alt 1-8 don't work anymore (just a series of dings while attempting to bind (in my case) a spell to the hotkey), while Shift 1-8 work fine. In addition to trying another hotkey mod, I've also tried disabling all mods and OBSE plugins leaving only OBSE and hotkey mod running and have the same problem. Running as administrator or not doesn't make a difference and disabling other obvious running programs doesn't seem to help. Pressing Alt-1 from the main Oblivion menu also causes the sound - so it doesn't seem to matter if a save is even loaded.

I'd appreciate any insight anyone might have. Thanks again, SkyRanger-1, for helping me earlier via PM with the G15 issues - it was working like a dream until this came up.
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Davorah Katz
 
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Post » Mon Mar 14, 2011 5:47 pm

The ftp server is back up.
I guess I'll need the modified OBSE dll. You've already passed along this fix to scruggs for OBSE 17?

I've PMed you a link to the dll.
I've linked him to the source code, and briefly talked about what little I know about the bugs involved.

I'm having this problem now too. It's not just this mod, however. I tried another hotkey mod and get the same Vista "Default Beep" sound. Strange thing is that it wasn't happening before - and I cannot figure out what changed. I don't mind the noise so much as the fact that now Alt 1-8 and Shift-Alt 1-8 don't work anymore (just a series of dings while attempting to bind (in my case) a spell to the hotkey), while Shift 1-8 work fine. In addition to trying another hotkey mod, I've also tried disabling all mods and OBSE plugins leaving only OBSE and hotkey mod running and have the same problem. Running as administrator or not doesn't make a difference and disabling other obvious running programs doesn't seem to help. Pressing Alt-1 from the main Oblivion menu also causes the sound - so it doesn't seem to matter if a save is even loaded.

I'd appreciate any insight anyone might have. Thanks again, SkyRanger-1, for helping me earlier via PM with the G15 issues - it was working like a dream until this came up.

Left-shift + Alt is the default key combination to switch keyboard maps in windows if you have multiple keyboard mappings set up on your computer. That stuff is accessible from Regional and Language Options - Languages - Text and Input Languages - Details. Also, I think the one of the popular video card makers extra-large install package included some keyboard shortcuts thing that might have defaulted a few things to shift-number or alt-number things.

Probably the easiest way to deal with it is to change the left alt to something else in your sr_hotkeys.ini. That's the 56, if it were a 29 that would be left control, 44 for Z (though Z would be more likely to keyjam on some keyboards I think, but you could change it to a toggle instead then you wouldn't need to hold it down so keyjamming would be less important), 54 for right-shift, etc.
http://cs.elderscrolls.com/constwiki/index.php/IsKeyPressed2
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matt oneil
 
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Post » Mon Mar 14, 2011 7:06 pm

Left-shift + Alt is the default key combination to switch keyboard maps in windows if you have multiple keyboard mappings set up on your computer. That stuff is accessible from Regional and Language Options - Languages - Text and Input Languages - Details. Also, I think the one of the popular video card makers extra-large install package included some keyboard shortcuts thing that might have defaulted a few things to shift-number or alt-number things.

I updated my video drivers recently, but not since installing your mod and having it working. Never messed with the keyboard mapping stuff, so it's as it was when the system was new.

Probably the easiest way to deal with it is to change the left alt to something else in your sr_hotkeys.ini. That's the 56, if it were a 29 that would be left control, 44 for Z (though Z would be more likely to keyjam on some keyboards I think, but you could change it to a toggle instead then you wouldn't need to hold it down so keyjamming would be less important), 54 for right-shift, etc.
http://cs.elderscrolls.com/constwiki/index.php/IsKeyPressed2

Thanks for the link! While it's driving me crazy that I can't figure out what changed, I'm trying your suggestion to change the modifier key, but that is coming with it's own problems. I first tried R-Shift, but found my fingers don't work that way, at least with the mouse in my other hand :) So now I'm trying V (47). If I go to the stats menu, press V-5, I get the options menu as usual - set it to normal cast. Go to the spells menu, press V-5 and select my spell, and everything looks normal. Actually press V-5 to choose the spell and I get the normal 5 activated instead. I'm still trying to play around and figure out exactly what it's doing, but that about sums it up.

Sorry for the long explanation, but I wanted to be clear as possible. In summary, is it possible that the Alt modifier is hard-coded in some locations in the code?

Hope I'm not driving you nuts - thanks once again for your help.
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Tracey Duncan
 
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Post » Mon Mar 14, 2011 9:10 pm

Thanks for the link! While it's driving me crazy that I can't figure out what changed, I'm trying your suggestion to change the modifier key, but that is coming with it's own problems. I first tried R-Shift, but found my fingers don't work that way, at least with the mouse in my other hand :) So now I'm trying V (47). If I go to the stats menu, press V-5, I get the options menu as usual - set it to normal cast. Go to the spells menu, press V-5 and select my spell, and everything looks normal. Actually press V-5 to choose the spell and I get the normal 5 activated instead. I'm still trying to play around and figure out exactly what it's doing, but that about sums it up.

Sorry for the long explanation, but I wanted to be clear as possible. In summary, is it possible that the Alt modifier is hard-coded in some locations in the code?

Hope I'm not driving you nuts - thanks once again for your help.

It's highly unlikely to be hardcoded. Perhaps the issue you are running in to has to do with the timing of when you are pressing and releasing keys. In the stats menu, the modifier keys have to be held down at the time that you press the number key down. In the inventory and spell menus, the modifier keys have to be held down at the time that you click on the items/spells. However in game mode, the modifier keys have to be held down at the time that you RELEASE the hotkey. Although for keys alliased to hotkeys in the manner discussed via PM earlier it would be for 1-2 frames after the time you pressed the hotkey. Confusing I know. Try holding down the V key and making sure it stays held down while you tap the number keys.
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Stephanie I
 
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Post » Tue Mar 15, 2011 3:38 am

It's highly unlikely to be hardcoded. Perhaps the issue you are running in to has to do with the timing of when you are pressing and releasing keys. In the stats menu, the modifier keys have to be held down at the time that you press the number key down. In the inventory and spell menus, the modifier keys have to be held down at the time that you click on the items/spells. However in game mode, the modifier keys have to be held down at the time that you RELEASE the hotkey. Although for keys alliased to hotkeys in the manner discussed via PM earlier it would be for 1-2 frames after the time you pressed the hotkey. Confusing I know. Try holding down the V key and making sure it stays held down while you tap the number keys.

I'm not using the G key macros just yet, I'm hoping to figure out what's going on just using the normal keys for now - I was careful that I wasn't releasing the modifier too fast. But now it gets weird - after reloading, it's working again. I'll keep playing with it.

Also earlier I had some spells continue casting over and over again after pressing an auto-cast key until drained of magicka. Is that a known issue?
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Amy Gibson
 
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Post » Mon Mar 14, 2011 5:08 pm

Also earlier I had some spells continue casting over and over again after pressing an auto-cast key until drained of magicka. Is that a known issue?

Yep. Number 6 in the list of known issues a few posts up.
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Floor Punch
 
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Post » Tue Mar 15, 2011 2:39 am

Yep. Number 6 in the list of known issues a few posts up.

I was just about to edit and say I found it - thanks again, I'll try pressing the cast key next time.
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Laura Simmonds
 
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Post » Mon Mar 14, 2011 6:10 pm

Suggestion.

How about using capital letters for super hotkeys? for example sr super hotkeys.esp->SR Super Hotkeys or Super Hotkeys..
Small letters give me a feeling that the mod is minor, unknown or trifling even though absolutely it's not.


Bug found

If you use an auto-cast with a magic scroll selected, the scroll is used instead of magic bound to the auto-cast hotkey.
I guess it's not known yet... it seems not to be related to framerate.. and happen at least whenever I tried.


About ding sound

maybe CCC is the culprit.. even though I don't assign any hotkeys and disabled hotkey features..


Modified OBSE

Doesn't it affect any other mods using OBSE? If not, I'd like to try it
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Colton Idonthavealastna
 
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Post » Tue Mar 15, 2011 4:40 am

Suggestion.

How about using capital letters for super hotkeys? for example sr super hotkeys.esp->SR Super Hotkeys or Super Hotkeys..
Small letters give me a feeling that the mod is minor, unknown or trifling even though absolutely it's not.

The sr_ prefixes are attached to my mods in order to make it easy for me to find them when looking through the construction set or load orders or directories. The capitalization and underscores follows my preferred convention for C/C++ variable and function names.
Of the 43 esp files in my data directory that aren't made by me, 2 have non-capitalized esp names: JOG's Thievery In The Imperial City quest mod and hoihoi's Prince Of Persia acrobatics mod.
The name might get changed to sr_Super_Hotkeys.esp. If so, the ini file and txt file would get similar changes. The prefix certainly won't change, as it matches the prefix of every Oblivion mod that I've done (not counting FastExit2, which is more Scantis work than mine).

Bug found

If you use an auto-cast with a magic scroll selected, the scroll is used instead of magic bound to the auto-cast hotkey.
I guess it's not known yet... it seems not to be related to framerate.. and happen at least whenever I tried.

This was not known. I will investigate how scrolls behave.

About ding sound

maybe CCC is the culprit.. even though I don't assign any hotkeys and disabled hotkey features..

CCC?


Modified OBSE

Doesn't it affect any other mods using OBSE? If not, I'd like to try it

I'll PM you the link. It fixes bugs that effect the hotkey functions, but they probably don't effect other hotkey mods since most hotkey mods use the hotkey functions rather differently than this mod uses them. It also fixes bugs in GetFirstRef/GetNextRef when used on actors, in ways that prevent crashes with some older versions of my Alternate Armor Formula mod (the issue is worked around in version 0.50 of that mod), and prevents a rare crash in my Enhanced Magic System mod. I do not know of any other mods that use these functions on actors, but there's a fair chance some exist somewhere. I do not know of any bugs in the modified dll, but of course unintended side effects are possible.
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Arnold Wet
 
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Post » Mon Mar 14, 2011 8:07 pm

This is working really well for me, especially since the last update - Excellent work fella!

However, OBSE had a brainfart on me last night (it didn't configure) so all my hot keys got wiped and I had to do a clean save without your mod then reinstall to get it working again! Its happened a couple times and screws up realistic levelling too :brokencomputer:

So I'd greatly appreciate the link to the OBSE plugin too please.

Cheers :hehe:
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CArlos BArrera
 
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Post » Tue Mar 15, 2011 5:30 am

This is working really well for me, especially since the last update - Excellent work fella!

Thanks.
However, OBSE had a brainfart on me last night (it didn't configure) so all my hot keys got wiped and I had to do a clean save without your mod then reinstall to get it working again! Its happened a couple times and screws up realistic levelling too :brokencomputer:

I am not managing to parse that. Are you accidentally starting Oblivion without OBSE, then loading and saving? Or is OBSE bugging out when you load or save you game, or failing to attach to the process? If one of the latter, you should report it to the OBSE thread.

So I'd greatly appreciate the link to the OBSE plugin too please.

I'll PM you the link to the non-standard version of OBSE. Note that it is not actually an OBSE plugin, but a modified version of OBSE.
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Matthew Aaron Evans
 
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Post » Mon Mar 14, 2011 6:49 pm

The sr_ prefixes are attached to my mods in order to make it easy for me to find them when looking through the construction set or load orders or directories. The capitalization and underscores follows my preferred convention for C/C++ variable and function names.
Of the 43 esp files in my data directory that aren't made by me, 2 have non-capitalized esp names: JOG's Thievery In The Imperial City quest mod and hoihoi's Prince Of Persia acrobatics mod.
The name might get changed to sr_Super_Hotkeys.esp. If so, the ini file and txt file would get similar changes. The prefix certainly won't change, as it matches the prefix of every Oblivion mod that I've done (not counting FastExit2, which is more Scantis work than mine).

I understand. I apologize to you if I possibly offended you. I respect your convention.

This was not known. I will investigate how scrolls behave.

Glad to hear that is was not known. (?) Thanks

CCC?

CCC stands for Catalyst Control Center, a part of the driver package that one of the popular video card makers distribute.
It is the only thing that has hotkey function among the programs I loaded.. so I though it could be the culprit...

I'll PM you the link. It fixes bugs that effect the hotkey functions, but they probably don't effect other hotkey mods since most hotkey mods use the hotkey functions rather differently than this mod uses them. It also fixes bugs in GetFirstRef/GetNextRef when used on actors, in ways that prevent crashes with some older versions of my Alternate Armor Formula mod (the issue is worked around in version 0.50 of that mod), and prevents a rare crash in my Enhanced Magic System mod. I do not know of any other mods that use these functions on actors, but there's a fair chance some exist somewhere. I do not know of any bugs in the modified dll, but of course unintended side effects are possible.


Thanks again. I keep in mind what you said about it.
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pinar
 
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Post » Tue Mar 15, 2011 1:01 am

I understand. I apologize to you if I possibly offended you. I respect your convention.

No, no. I'm annoyed by the idea that changing the capitalization might improve perceptions of this mod, but does not mean you're wrong or reflect negatively on you in any way. I'm also annoyed at having to make a choice, but that's just because I don't like making choices when in metastable states. Conceivably the next version might be sr_Super_Hotkeys or sr_super_hotkeys or sr_SUPER_hotkeys (as kind of a joke on the name).

Glad to hear that is was not known. (?) Thanks

Thank you. Bugs need to get found.
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Dan Scott
 
Posts: 3373
Joined: Sun Nov 11, 2007 3:45 am

Post » Tue Mar 15, 2011 2:45 am

Some people switch to this mod from other hotkey mods that, in addition to hotkeys functionality, also include the ability to remove spells from your spellbook. In fact, I believe there was an explicit request for that functionality in this mod near the end of the previous forum thread.

Because this mod doesn't include that functionality (as it seems totally unrelated to hotkeys to me) such people need a stand-alone mod for removing spells.

Previously, I was recommending Scruggs Spell Delete mod, but I have now made and released my own such mod, imaginatively titled Spell Deletion to address the flaws in the existing mods for removing spells.
http://www.gamesas.com/bgsforums/index.php?showtopic=964123
http://tesnexus.com/downloads/file.php?id=22984
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Lloyd Muldowney
 
Posts: 3497
Joined: Wed May 23, 2007 2:08 pm

Post » Tue Mar 15, 2011 3:41 am

Is there an option I can specify in the ini file to suppress debug messages from this mod?

I like running with frame rate display toggled on (tdt). However, whenever I press (or release) shift, I get to see "switching wheel" messages, which is annoying...
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Monika Krzyzak
 
Posts: 3471
Joined: Fri Oct 13, 2006 11:29 pm

Post » Mon Mar 14, 2011 11:06 pm

I am not managing to parse that. Are you accidentally starting Oblivion without OBSE, then loading and saving? Or is OBSE bugging out when you load or save you game, or failing to attach to the process? If one of the latter, you should report it to the OBSE thread.

Yeah, somehow, sometimes (rarely) obse doesn't start with oblivion, so depentant mods don't work.

A restart fixed it but the last time super hotkeys wouldn't work so I reinstalled it and now its fine!

I think it happened after my game crashed about 6 times in 5 mins!
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Steve Bates
 
Posts: 3447
Joined: Sun Aug 26, 2007 2:51 pm

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