There are lots of hotkey mods available, but yet none that I'm completely satisfied with, so I have started to make my own, and wanted some opinions.
First, the hotkey mod I have been using, is Super Hotkeys. I really, really like the concept of several wheels, auto casting spell keys (where the bound spell is cast but not selected) and cycler keys (where each consecutive click changes between different items bound to the same key).
So my hotkey mod (tentatively named Enhanced Hotkeys) will have that, but I will do things a bit different :
* The scripting is very different using OBSE arrays, thereby eliminating Super Hotkey's bugs, hopefully without introducing too many new ones.
* Key 9 and 0 will work like fully native hotkeys - the wheel will now display 10 keys/items instead of 8!
* Interface is simplified, where there's no need to define hotkey type.
-- Ctrl-clicking on items will append the item to a key instead of replacing the old item, thereby making a cycler. No need to first select the cycler type and then selecting all items without letting go of the number key.
-- Alt-clicking on an item will remove that item from a hotkey
-- Clicking directly on an item in the wheel will switch between normal and auto-cast if the item is a single spell.
-- Hotkey type is displayed, with an "A" on the icon if an auto-cast key, a number if a cycler (the number of items), and a "G" if a gear key
* If having multiple items bound to one key (cycler or gear), you can click on the hotkey icon to cycle their icons, in order to see all the items - so you will be able to recall which items that are there.
* Auto cast spells will work slightly differently: The icon and name will be displayed as a message when cast (optional). If having too little mana, you just get the too-little mana sound - unlike Super Hotkeys where the auto-cast spell will then become your active spell, and be cast later when you gain enough mana. This was the single most irritating aspect of Super Hotkeys, IMHO.
* ...and a few other things
I have worked on this for a few days now, so the basics are working (increasing the wheel from 8 to 10 hotkeys took most of the time), but I am unsure of a few things.
Especially gear keys. I have never used gear hotkeys myself, but still consider adding it. If so, I plan to have a key becoming a gear key, simply by holding the key down (and displaying the wheel), and then pressing "G". All currently equipped clothing/armor will then be bound to that key. I also consider having different types of gear key modes, switchable by clicking on the icon (with some modifier key). I have seen that there are different types of gear modes implemented in other mods:
1. Unequip ALL clothing/armor, then equip bound gear.
2. Equip bound gear, but keep other equipped clothing/armor in non-conflicting slots.
3. Only equip bound gear that is not conflicting with currently equipped items.
So I guess what I should be asking is: If you would consider using this mod, are gear hotkeys important, and if so, what type?
I also want some opinions regarding the cycler key. What I envision is that a cycler key can either have multiple weapons (only), or multiple spells (only). When clicking on the cycler hotkey the mods look through the items to find the one you have equipped (weapon) or selected (spell), and then activates the item after that. If none are equpped/active, the first item will be activated. This is quite close to how Super Hotkeys' Dynamic Cycler works if you only have different spells or different weapons bound to one such key.
This was the only way I used cycler options in Super Hotkeys, so unless other potential users disagree (and have a good reason why), I will stick to that.
Also, do anyone use multiple keys as wheel modifiers for one wheel, e.g. alt+control? For now I stick to only allowing one key to select each wheel, so that wheel 0 is without keys, wheel 1: shift, wheel 2: ctrl, etc. Whether the wheel selector keys function as sticky keys or not, will be optional.
Finally, is there anything else I should consider?