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Enhanced Hotkeys


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#21
stars2heaven

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Bug report: There are a few minor bugs I encountered while playing with the mod Audacious Magery and this one. Just thought something should be said.

1. This one seems minor. If you have a spell selected that is higher than your mastery and cast a spell that is below your mastery and is set to auto cast by Enhanced Hotkeys, you will suffer the possible consequences of casting a spell that is above your master.

2. This one is another minor audacious magery related bug. If you have a spell set to auto cast that is beyond your mastery, some times it will cast and sometimes it will not. In general Enhanced Hotkeys does not seem to recognize the mastery feature of Audacious Magery, and will refuse to cast spells via auto cast or multicast if they are above your mastery.

3. This one seems a bit more severe, but does not appear to be related to Audacious magery. It seems that whenever I cast a summon spell that is set to auto or multicast all of my hotkeys freeze on the summon icon and can not be used again until I enter my inventory and manualy change spells.

Edited by stars2heaven, 25 September 2010 - 10:26 PM.


#22
Onasaki

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Despite the bug reports, I'm actually quite impressed someone finally made something where you can actually -customize- your hotkeys. I'm impressed, and will definately give this mod a try.

#23
theNiceOne

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This sounds pretty cool, but I was wondering if anyone's tried the autocast feature with chargeable spells. If not, the cyclers will still probably streamline the whole process immensely!

The Auto cast feature is not very compatible with Chargeable Spells, since that mod probably checks how long you keep the cast key pressed. I guess a compatibility patch could be made though.


I have given this file my endorsement.

Endorsed!! This is fantastic . . . and thanks for the tip on Fast Equipping - I'll go try that for changing gear.

One little prob - I don't seem to be able to set Right Shift as a modifier. When my INI says:

; Wheel 1 set to "Right Alt"
set tnoEH.wheel_1 to 184
; Wheel 2 set to "Right Cntrl"
set tnoEH.wheel_2 to 157
; Wheel 3 set to "Right Shift"
set tnoEH.wheel_3 to 54

Everything works except for the Right Shift. It comes up the same as Wheel 0. Am I being more dense than usual?

It looks right, and I have just tested the exact same key setupt, and it worked correctly here. You may have another mod that disables the right shift?


I risk flooding a little here since I intend to endorse just as soon as the timer lets me, but I couldn't hold it in. This is one of the greatest mods available. This mod makes the entire game fluid for spellcasters, and alchemists. I truthfully can not believe how much fun I am having, and I have only been using it for ten minutes lol. Nothing less then expected from the man whou gave me MMO and Display stats, well done again mate!

Thanks :)


Bug report: There are a few minor bugs I encountered while playing with the mod Audacious Magery and this one. Just thought something should be said.

Thanks for reporting, but at least for the two first, those are not bugs, and at least not Enhanced Hotkey bugs. What happens is that Enhanced Hotkeys switches spell and then casts it very fast (a couple of frames delay), so I guess Audacious Magery fails to notice that another spell is cast than the one the player had active just before. I'm not sure how this can be fixed, but the fix must most probably be in Audacious Magery.


3. This one seems a bit more severe, but does not appear to be related to Audacious magery. It seems that whenever I cast a summon spell that is set to auto or multicast all of my hotkeys freeze on the summon icon and can not be used again until I enter my inventory and manualy change spells.

Have you tried with Audacious Magery disabled? Auto/Multi-casting summon spells work perfect for me, and I know others have tested summon spells without any problem too.

#24
stars2heaven

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Sorry, bug is the wrong word I guess. Minor incompatability I suppose, the two mods are still perfectly usable together, just thought Id mention for whomever may use both mods.



Anyways, it was easy enough finding out what mod caused the freezing issue with summons. It appears to be Supreme Magica. When I deactivated the mod I could use auto cast with summon spells just fine.

Edit: this is just a hunch, but it may have something to do with supremem magic altering summons somehow. I know one thing that it does is add a glow to all summoned creatures, making them easily distinguishable from non summoned creatures

Edited by stars2heaven, 26 September 2010 - 01:40 AM.


#25
theNiceOne

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Sorry, bug is the wrong word I guess. Minor incompatability I suppose, the two mods are still perfectly usable together, just thought Id mention for whomever may use both mods.

I really appreciate all such reports thoug, but so I can write about it in the readme, and so I can think of ways to work around the incompatibilites.

I guess the problem is that when those magic mods detect that the player is casting something, they check the active spell to see what's been cast, and get the wrong result since EH has already switched the active spell back. I can try out a version where EH makes two small delays, one after switching to the new spell and before casting it, and one after having started to cast the spell and before switching back the old. In theory, this should make those other mods detect the correct spell.

Anyway thanks for finding the incompatibilities. :)

#26
DaChunK

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Awesome my good man. I will actually play a spell caster now. As it stood with the basic 8 slots it was to troublesome to keep changing spells when desired. Hence I've always been principally and melee character.

This changes it all. I shall blast away with glee now.

A mug of Ale for Ye.

DaChunK

#27
WastelandAssassin

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i was just thinking how cool it would be, to have such a mod, and now i see it is possible, and already made

thanks for sharing :)
i'll DL now, and be back to endorse after i try this :)

#28
lordquilton

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Thanks for this, it's great!
Doesn't want to play nice with Kuertees' "Encumbering Loot Armor and Weapons"; there's an option in that mod for the penalties not to apply to hotkeyed items. This seems to break that, no biggie though.
Also doesn't seem to like running for the first time on the Oblivion plane (gate in front of Kvatch). Had to set everything up in Cyrodiil then go through. Fine after that.

I found myself wishing for a Readme that held my hand a bit more- it's like going from noughts and crosses (vanilla hotkeys) to 3D Chess (Enhanced Hotkeys). In other words it's more fun, but takes a little bit to get your head around.
But then I am a bit dense...



Edited by lordquilton, 27 September 2010 - 12:44 AM.


#29
Sevrick

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I don't know if it's just me or a bug. But my left shift and left ctr are on the same wheel. Left alt works but not the others. The letter hot keys don't work either.
PS: Typo in you description. You spelled Shift, Shoft.

#30
theNiceOne

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Thanks for this, it's great!
Doesn't want to play nice with Kuertees' "Encumbering Loot Armor and Weapons"; there's an option in that mod for the penalties not to apply to hotkeyed items. This seems to break that, no biggie though.

I will eventually look into kuertee's mods. If he had been around I am sure he would release a version that checks for Enhanced Hotkeys' hotkeys, but I guess I can make a compatibility patch which do the same.

Also doesn't seem to like running for the first time on the Oblivion plane (gate in front of Kvatch). Had to set everything up in Cyrodiil then go through. Fine after that.

That is really not understandable. Enhanced Hotkeys doesn't even have Oblivion.esm as a master, so have no idea of Oblivion planes or anything in the main game...

I found myself wishing for a Readme that held my hand a bit more- it's like going from noughts and crosses (vanilla hotkeys) to 3D Chess (Enhanced Hotkeys). In other words it's more fun, but takes a little bit to get your head around.

Yes, I agree that the readme needs more work. I plan to add an instructions section where I explain how you use everything.


Awsome mod thanks. But are you able to make it so we can change the individual hotkeys or if thats not possible would you be able to tell me what I would need to edit so I could asign my on letters or numbers to hotkeys?

is not doable at the moment (unless you are prepared to fire up the CS and change two of EH's functions. But I consider making the individual keys used for hotkeys completely customizable from ingame (click on a hotkey number icon, then press the key you want for that hotkey) later.


I don't know if it's just me or a bug. But my left shift and left ctr are on the same wheel. Left alt works but not the others. The letter hot keys don't work either.

I have tested with those keys myself, so it is hard to say why they don't work. If you still have debug set to 1 in EH's ini, you can click on the non-working buttons, and then report what EH writes to the console (Conscribe is an excellent plugin, since it makes the console output go to a text file).

PS: Typo in you description. You spelled Shift, Shoft.

Thanks




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