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Mod hotkeys


NikiRandom

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Does anybody know of a fix for unbinding mod hotkeys?

The problem I have is that a lot of mods have hotkey bindings which I don't need and could put to better use, but I've never been able to work out how to unbind them. If I open the mod MCM and try to reset the hotkey, there's often no option just to remove it. Pressing "Esc" usually just binds the action to the pause menu.

 

The only workaround I've been able to come up with is to keep one key for all the mod actions I don't want, and use that as a kind of "null" but I'm sure there must be a better way, maybe by editing the mod in zEdit or some such?

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Depends upon how they wrote their MCM script. If there is an option to restore the default value, try that. If the default value shows ??? then there is no key bound to that action. However, some mods come with a specified default key. In those cases, without editing the scripts involved, your only recourse would be to do what you are already doing. Assign undesired actions to a key that you will not use.

 

Some mods take advantage of a global variable record to store the selected key bind value. For a mod such as that, if you were to change the value via console to -1, there would be no key bound to that action. You have to change the value in-game rather than with SSEEdit. This is because any access to the MCM menu might change the stored value back to a viable key bind.

 

Unfortunately, how to deal with it is on a case by case basis as each mod can be done differently. You'll have to learn how to read Papyrus to understand what is happening in the script(s) and track down the best method of dealing with it.

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Depends upon how they wrote their MCM script. If there is an option to restore the default value, try that. If the default value shows ??? then there is no key bound to that action. However, some mods come with a specified default key. In those cases, without editing the scripts involved, your only recourse would be to do what you are already doing. Assign undesired actions to a key that you will not use.

 

Some mods take advantage of a global variable record to store the selected key bind value. For a mod such as that, if you were to change the value via console to -1, there would be no key bound to that action. You have to change the value in-game rather than with SSEEdit. This is because any access to the MCM menu might change the stored value back to a viable key bind.

 

Unfortunately, how to deal with it is on a case by case basis as each mod can be done differently. You'll have to learn how to read Papyrus to understand what is happening in the script(s) and track down the best method of dealing with it.

Thanks for the reply : )

 

Yeah I've noticed that newer mods often come with "???" as defaults now and have a "clear" option. Older mods tend to have preset hotkeys that you can only change but not clear.

 

I guess I'll just stick with what I'm doing for now, it works well enough. I use NumLock as a null binding and Skyrim Key Helper has let me free up some of the default hotkeys for other mods. Modifiers don't work though unfortunately, it would be great if they did as that would double/triple the number of keys available.

Edited by NikiRandom
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