[RELz, BETA] Super Hotkeys

Post » Tue Mar 15, 2011 1:16 am

Awesome mod! Are you ever planning to publish the ini documentation or is it out already? How do I set the modifiers to toggle? Here's what I'm hoping for : press F1 for wheel 0; F2 toggles wheel1 .. and so on.. Is this possible?
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jeremey wisor
 
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Post » Mon Mar 14, 2011 4:57 pm

Awesome mod! Are you ever planning to publish the ini documentation or is it out already? How do I set the modifiers to toggle? Here's what I'm hoping for : press F1 for wheel 0; F2 toggles wheel1 .. and so on.. Is this possible?

I'm not sure what I'm doing with the ini documentation. I did give a brief description of how it works in the previous thread, but the configuration files are sufficiently nasty that I expect more users to screw up trying to follow that description than succeed, and the description wasn't particularly well written. I've been meaning to make the ini files slightly prettier sometime too.
If I'm understanding what you want, this is the sort of configuration file you want:
Set srHotkey.num_wheels to 4Set srHotkey.init_key_scancode to   srHotkey.init_key_scancode + (srHotkey.init_key_which==0) * 59Set srHotkey.init_key_wheelcount to srHotkey.init_key_wheelcount+(srHotkey.init_key_which==0) * 0Set srHotkey.init_key_mode to	   srHotkey.init_key_mode +	 (srHotkey.init_key_which==0) * 2 Set srHotkey.init_key_scancode to   srHotkey.init_key_scancode + (srHotkey.init_key_which==1) * 60 Set srHotkey.init_key_wheelcount to srHotkey.init_key_wheelcount+(srHotkey.init_key_which==1) * 1 Set srHotkey.init_key_mode to	   srHotkey.init_key_mode +	 (srHotkey.init_key_which==1) * 2   Set srHotkey.init_key_scancode to   srHotkey.init_key_scancode + (srHotkey.init_key_which==2) * 61  Set srHotkey.init_key_wheelcount to srHotkey.init_key_wheelcount+(srHotkey.init_key_which==2) * 2  Set srHotkey.init_key_mode to	   srHotkey.init_key_mode +	 (srHotkey.init_key_which==2) * 2     Set srHotkey.init_key_scancode to   srHotkey.init_key_scancode + (srHotkey.init_key_which==3) * 62  Set srHotkey.init_key_wheelcount to srHotkey.init_key_wheelcount+(srHotkey.init_key_which==3) * 3  Set srHotkey.init_key_mode to	   srHotkey.init_key_mode +	 (srHotkey.init_key_which==3) * 2

That's for F1 to F4, with each key having its own wheel... if multiple F-keys are pressed simultaneously then the lowest one wins. But... I dunno about the use of F1-F4 for wheel selection, those keys also bring up menus for me, I guess that can be reconfigured from oblivion.ini or something.
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jessica breen
 
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Post » Mon Mar 14, 2011 9:52 pm

Looks like the enforcement committee did a wonderful job :) Sorry couldn't be of more help, mate - My rig's still grounded from it's last encounter with srHotkeys :P The next version sounds amazing - Will try it towards April.
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TOYA toys
 
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Post » Tue Mar 15, 2011 3:02 am

I remembered Bnnfish or is it another person, made a video of this mod. Can anyone provide me a link to it if its exist
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c.o.s.m.o
 
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Post » Tue Mar 15, 2011 3:44 am

bnnfish has posted many movies. Here is the first batch s/he posted.
Oh..and FYI, open a console and type 'tdt' and then 'sdt 5' to check script profiler. :hubbahubba:


Okay, I could reproduce it. This flaw appears to be caused if you're holding 'modifier keys' when script begins initializing, very minor issue though.

Nvm, this flaw has occured several times but I can't accurately reproduce it yet.

Here's a Pic for proof: http://i380.photobucket.com/albums/oo245/bnnfish/Oblivion2009-02-0121-20-32-82.jpg

-----
[Short Movie] (No commentary yet...)
Cyclekey: http://zoome.jp/bnnfish/diary/3/, http://zoome.jp/bnnfish/diary/4/ @zoome
Gearsetkey: http://zoome.jp/bnnfish/diary/5/ @zoome
Castkey: http://zoome.jp/bnnfish/diary/2/, http://zoome.jp/bnnfish/diary/1/ @zoome
DynamicCyclekey: http://zoome.jp/bnnfish/diary/6/ @zoome
Cycle Wheel:

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Beulah Bell
 
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Post » Tue Mar 15, 2011 3:37 am

Thanks for the inks Skyranger,

This mod seems really great. Its one of the most advanced Hotkey mods I've seen
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Harinder Ghag
 
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Post » Mon Mar 14, 2011 10:00 pm

Thanks so much! Will try this out this weekend!
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Cat
 
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Post » Mon Mar 14, 2011 2:30 pm

Hi SkyRanger-1, the toggle modification doesn 't seem to work. Maybe I didn't understand.. I was hoping that "toggle" would allow me to say: press F1 to "toggle" wheel 2 then all I need to do is press 1-8 to select the items I assigned to the slots in wheel 2 without having to press the modifier keys also. In other words, instead of F1+1, I was hoping for press F1 then press 1 . Is this possible?

Also, when I was playing with this, it seems I could not use gear set on wheel0-slot1 to equip the rusty iron shield in the tutorial. It is wierd because when I assigned the same gear set to wheel 0 slot 2 it worked. What I was trying to do was: slot1: equip long sword and shield, slot3 equip long sword and torch. However, when I pressed "3" then press "1", it does not equip the shield. If I used slot2 for sword+shield.. this same process works as expected and the shield is equipped.. I hope this can be fixed! still a very cool mod though!
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Genocidal Cry
 
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Post » Mon Mar 14, 2011 5:10 pm

Hi SkyRanger-1, the toggle modification doesn 't seem to work. Maybe I didn't understand.. I was hoping that "toggle" would allow me to say: press F1 to "toggle" wheel 2 then all I need to do is press 1-8 to select the items I assigned to the slots in wheel 2 without having to press the modifier keys also. In other words, instead of F1+1, I was hoping for press F1 then press 1 . Is this possible?

Yes... I got what you meant, but was confused when I posted the ini. It should use mode 1 instead of mode 2 for those keys, like so:
Set srHotkey.num_wheels to 4Set srHotkey.init_key_scancode to   srHotkey.init_key_scancode + (srHotkey.init_key_which==0) * 59Set srHotkey.init_key_wheelcount to srHotkey.init_key_wheelcount+(srHotkey.init_key_which==0) * 0Set srHotkey.init_key_mode to	   srHotkey.init_key_mode +	 (srHotkey.init_key_which==0) * 1 Set srHotkey.init_key_scancode to   srHotkey.init_key_scancode + (srHotkey.init_key_which==1) * 60 Set srHotkey.init_key_wheelcount to srHotkey.init_key_wheelcount+(srHotkey.init_key_which==1) * 1 Set srHotkey.init_key_mode to	   srHotkey.init_key_mode +	 (srHotkey.init_key_which==1) * 1 Set srHotkey.init_key_scancode to   srHotkey.init_key_scancode + (srHotkey.init_key_which==2) * 61Set srHotkey.init_key_wheelcount to srHotkey.init_key_wheelcount+(srHotkey.init_key_which==2) * 2Set srHotkey.init_key_mode to	   srHotkey.init_key_mode +	 (srHotkey.init_key_which==2) * 1   Set srHotkey.init_key_scancode to   srHotkey.init_key_scancode + (srHotkey.init_key_which==3) * 62Set srHotkey.init_key_wheelcount to srHotkey.init_key_wheelcount+(srHotkey.init_key_which==3) * 3Set srHotkey.init_key_mode to	   srHotkey.init_key_mode +	 (srHotkey.init_key_which==3) * 1


Which, btw, still isn't exactly toggles. For toggles, you'd tap F2 to switch to a different wheel, and then tap it again to switch back to the original, and there would be 16 total wheels for each possible toggle combinatio of your 4 keys. Which this could do also, but probably wouldn't be much fun.

Also, when I was playing with this, it seems I could not use gear set on wheel0-slot1 to equip the rusty iron shield in the tutorial. It is wierd because when I assigned the same gear set to wheel 0 slot 2 it worked. What I was trying to do was: slot1: equip long sword and shield, slot3 equip long sword and torch. However, when I pressed "3" then press "1", it does not equip the shield. If I used slot2 for sword+shield.. this same process works as expected and the shield is equipped.. I hope this can be fixed! still a very cool mod though!

Sounds like an OBSE bug. I'll PM you my modified OBSE dll.
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Dalia
 
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Post » Mon Mar 14, 2011 4:56 pm

reporting that mode 2 gear set key is causing nearby NPC's to make "thief!" calls when swapping to another mode 2 gear set.

Imagine my surprise when I'm swapping clothes in IC away from prying eyes of NPC's only to have a IC guard come running and do his long-winded anti-evildoer speech.
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Stu Clarke
 
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Post » Tue Mar 15, 2011 1:46 am

reporting that mode 2 gear set key is causing nearby NPC's to make "thief!" calls when swapping to another mode 2 gear set.

Imagine my surprise when I'm swapping clothes in IC away from prying eyes of NPC's only to have a IC guard come running and do his long-winded anti-evildoer speech.

I haven't heard that one before. My first guess would be would be an OBSE bug though, as that likely involves ExtraDatas, which the OBSE hotkey bugs have a tendency to mess up. I'll PM you the modified dll.
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GPMG
 
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Post » Mon Mar 14, 2011 2:00 pm

Version 0.53 is up on my ftp server: ftp://71.115.199.25/super_hotkeys_053.zip

This version fixes use of hotkey stuff while mounted.
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Kirsty Wood
 
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Post » Tue Mar 15, 2011 2:56 am

Version 0.53 is up on my ftp server: ftp://71.115.199.25/super_hotkeys_053.zip

This version fixes use of hotkey stuff while mounted.


Awesome! Thanks, man. :)
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Rik Douglas
 
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Post » Mon Mar 14, 2011 6:13 pm

Yeah. Thanks for the update! :nod:
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oliver klosoff
 
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Post » Mon Mar 14, 2011 4:31 pm

Cheers SkyRanger-1!
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Neil
 
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Post » Tue Mar 15, 2011 1:27 am

Hi,

I've been using Super Hotkeys for quite some time now, and it surely is great. I especially love the Auto-Cast and Dynamic Cycler keys. So this mod has outclassed any other hotkey mod I have tried, and is on my must-have mod list :foodndrink:

But... there is always a but... there are a couple of issues that I would have wanted changed if I could.

1. When using the Dynamic Cycler, the message is something like "Dynamic Cycler selected". Is it possible to get it to instead say the name of the item/spell selected instead?

2. Normally, when I press the Auto-Cast key for a spell, the spell is cast once, without selecting the spell - as intended by design, which is good. But if I currently lack the necessary mana for the Auto-Cast spell, that spell gets selected - which I don't like. Typically, I have some combat spell selected, and have Heal spell as Auto-Cast. If I press the Heal key when lacking the mana, the Heal spell gets selected, thus blocking the use of the selected combat spell.

Furthermore, it seems that when this happens, the Auto-Cast keys stop working. I have to use the "C" key to cast a spell to "unblock" the Auto-Cast again. Is this a know problem? If not, I can surely test it a bit more and give you a better description of its details.


Thanks...
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Spaceman
 
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Post » Mon Mar 14, 2011 11:40 pm

TheNiceOne:
1. Not at this time. Once other things are done that can be changed.

2. What is *supposed* to happen is that you selected spell is supposed to change to the auto-cast spell and stay there until either you get enough mana to cast it or you press the cast button (a brief tap resulting in aborting the auto-cast, a longer tap resulting in aborting the autocast and casting your original spell). In that way you're never prevented from casting your normal spells, but you are reminded that there is an on-going auto-cast operation that has not completed. The downside is that you can't tell what spell you have selected for normal casting while in that state.
But that's what's supposed to happen. All versions have some bugs in the auto-cast stuff, and at least sometimes don't work as intended. Things will get better as more versions are released.
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Mylizards Dot com
 
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Post » Mon Mar 14, 2011 2:50 pm

TheNiceOne:
1. Not at this time. Once other things are done that can be changed.
OK. It would be especially useful with my Auto-cast spells. Sometimes I hit the wrong key, or simply forgets which spell was hidden behind a key. And seing the spell name instead of "Auto Cast Item selected" would be great. I understand not everything is as easy as it sounds though.

2. What is *supposed* to happen is that you selected spell is supposed to change to the auto-cast spell and stay there until either you get enough mana to cast it or you press the cast button (a brief tap resulting in aborting the auto-cast, a longer tap resulting in aborting the autocast and casting your original spell). In that way you're never prevented from casting your normal spells, but you are reminded that there is an on-going auto-cast operation that has not completed. The downside is that you can't tell what spell you have selected for normal casting while in that state.
To be honest, that may be what has happened. I guess I must have overlooked this. I'll look closer at it next time, with this in mind, and will try tapping the cast button.

Btw, I have another suggestion. Not a biggie, but something I find I would like. I have put a lot of spells on Auto-cast, but sometimes I would like to actually select one of those spells, because the cast key is easer to tap while running than some of the cast-keys. Could it be possible to select the spell instead of (or in addition to) casting it when double-clicking a key that is bound to an Auto-cast slot?

Anyway, thanks for a great mod :)
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naomi
 
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Post » Tue Mar 15, 2011 3:34 am

OK. It would be especially useful with my Auto-cast spells. Sometimes I hit the wrong key, or simply forgets which spell was hidden behind a key. And seing the spell name instead of "Auto Cast Item selected" would be great. I understand not everything is as easy as it sounds though.
That part can be done (to some extent) at this time. An intelligent message on dynamic cyclers has additional complications.

To be honest, that may be what has happened. I guess I must have overlooked this. I'll look closer at it next time, with this in mind, and will try tapping the cast button.
You quite likely saw bugged behavior, as it bugs out on most or all versions much of time. There were some changes in 0.52 to improve that, but they didn't improve it very much. There will be more changes to improve that.

Btw, I have another suggestion. Not a biggie, but something I find I would like. I have put a lot of spells on Auto-cast, but sometimes I would like to actually select one of those spells, because the cast key is easer to tap while running than some of the cast-keys. Could it be possible to select the spell instead of (or in addition to) casting it when double-clicking a key that is bound to an Auto-cast slot?
That would conflict with the established interface for auto-casting a spell twice in a row (and which spell would it select for autocast keys bound to multiple spells?). A tap-and-hold interface is not possible at this time, though that will eventually change. A tap-while-holding-something-else is possible.
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Kelly Tomlinson
 
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Post » Mon Mar 14, 2011 3:32 pm

Thanks for the response. Don't put too much effort into a tap-while-holding-something-else-or something similar, as it is a rather special request. I guess it is really only one spell (Restore Fatigue) that I have felt the need for this function. I use Realistic Fatigue, so I regularly cast Restore Fatigue when running, and using the "C" key would be preferable then. OTOH, when in combat I need combat spells selected, so having Restore Fatigue on an Auto-cast key is best then. But since this is really the only spell I would need this, I guess I can just assign a second key to properly select Restore Fatigue.

I didn't have time to play yesterday, but I will look further into the "too-little mana for auto-cast" problem next time I play, to see if there's something buggy there. As for the message text - getting the actual spell name when using an auto-cast key would be great.
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Chavala
 
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Post » Tue Mar 15, 2011 12:03 am

Thanks!
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IM NOT EASY
 
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Post » Mon Mar 14, 2011 11:25 pm

Been following this for awhile now, and it keeps getting better :) I am eagerly awaiting the update for non-wheel hotkeys. I just love my number pad casting too much, lol. Hov's Hotkeys has 1-touch number pad casting and gear equip, but doesn't change back to the originally selected spell like Hotkey Casting does. And Hotkey Casting has nothing for gear equip or mounted casting :brokencomputer: So I'm holding out for Super Hotkeys to be the ultimate compilation ;) Keep up the good work m8.
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chirsty aggas
 
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Post » Tue Mar 15, 2011 1:37 am

Thanks for the awesome mod.

This thread answered most of the questions that led me here, but I was wondering, did anyone ever figure out what was causing the ding when using the L-ALT key (either alone or with Shift)? Or is the recommendation still to just switch it to another key? I was hoping to not have to switch it as ALT is a pretty convenient key. Also, it only dings when I hit it with a number, L-ALT alone does not cause it to ding. This thread did give me some possible causes that I will look at when I get home.

Thanks,
YuMMz
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JLG
 
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Post » Mon Mar 14, 2011 5:37 pm

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.

nm........figured it out. it lists two spells at the same time which was confusing me.
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maria Dwyer
 
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Post » Tue Mar 15, 2011 4:05 am

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?
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ezra
 
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