Kerberus14 Posted September 21, 2017 Share Posted September 21, 2017 Nope, registering keys don't work at all for me. Doesn't matter where I attached the script. Registering for keys doesn't work. So the events related to this aren't working either by default.Registering for controls doesn't work. So the events related to this aren't working either by default.HoldKey or TapKey doesn't work. Even if you manually add the DXScanCode. Link to comment Share on other sites More sharing options...
vagonumero12 Posted September 21, 2017 Share Posted September 21, 2017 Nope, registering keys don't work at all for me. Doesn't matter where I attached the script. Registering for keys doesn't work. So the events related to this aren't working either by default.Registering for controls doesn't work. So the events related to this aren't working either by default.HoldKey or TapKey doesn't work. Even if you manually add the DXScanCode. Well, there must be something in your setup different to mine, because here it is working. The most weird part is the "GetMappedKey" not working, though. With which params are you calling the function with? And which is the result? Link to comment Share on other sites More sharing options...
Kerberus14 Posted September 21, 2017 Share Posted September 21, 2017 Can you give me your script and tell me where you have it attached? I want to try it out. Link to comment Share on other sites More sharing options...
vagonumero12 Posted September 21, 2017 Share Posted September 21, 2017 (edited) Can you give me your script and tell me where you have it attached? I want to try it out.My tests on this were originally tested on an ActiveMagicEffect, by replacing MagicPlayEffectShaderOnHitScript, it was a quick test to save me from the hassle of making a esp just for the testing. https://pastebin.com/Cv3n7ZAw (stripped all the tests non-related with input). To start, make player use ebony flesh spell. To test the non-registration stuff, uncomment the several TestInput calls (I would test them one by one though). (Anyway, the registration part was also tested with other modified vanilla scripts, a modified WIDeadBodyCleanupScript to test forms registrations, and a modified Da05SindingScript to test Aliases registrations) Edited September 21, 2017 by vagonumero12 Link to comment Share on other sites More sharing options...
Kerberus14 Posted September 21, 2017 Share Posted September 21, 2017 (edited) Confirmed working in a MGEF (which is not an ability). Edited September 21, 2017 by Kerberus14 Link to comment Share on other sites More sharing options...
grc472 Posted September 21, 2017 Share Posted September 21, 2017 I have used RegisterForKey() in a quest script, and I do get the OnKeyDown() event. I haven't noticed any problems with those functions. Link to comment Share on other sites More sharing options...
SirArindel Posted September 21, 2017 Share Posted September 21, 2017 (edited) The key functions all work for me, I know this because Customizable Camera has hotkeys that makes use of almost all the functions mentioned here and they work just like in Oldrim. Has to be a script mistake somewhere there if it doesn't work for you guys. Edited September 21, 2017 by omega2008 Link to comment Share on other sites More sharing options...
Eferas Posted September 21, 2017 Share Posted September 21, 2017 When I start porting some mods for my own use the key binding wasn't working until I loaded the oldrim esp in the CK64 and saved. After that, all key binding worked. I don't know if this information is useful for your discussion, probably not. Link to comment Share on other sites More sharing options...
Kerberus14 Posted September 21, 2017 Share Posted September 21, 2017 When I start porting some mods for my own use the key binding wasn't working until I loaded the oldrim esp in the CK64 and saved. After that, all key binding worked. I don't know if this information is useful for your discussion, probably not.I'll try making a new ESP using the new CK, maybe it'll work that way, I'll update on this tomorrow. Link to comment Share on other sites More sharing options...
cdcooley Posted September 22, 2017 Share Posted September 22, 2017 I have a question I know it's probably a bit pointless to ask in it's current state but is it possible someone could make a Compatibility list topic of the current SKSE64 and what types of mods do and do not work? Kinda like a testing ground for people tho obviously don't bother telling the SKSE64 team as they already said but at least people could get a brief idea of what currently works and what doesn't I mean SKSE64Alpha is for modder's and tester's what better way then to test and share with the community what does and does not work in a shared list by each other? It's just a thought I'm not a tester but at least people could get a better idea if anyone wanted to give it a shot later? Regardless again it's great to see that progress has been getting made and looking forward to what more is to come! thank you once again SKSE Team!Focusing on mods is the wrong thing to be doing at this point. It's the individual functions that matter and only the mod authors who work with those individual functions can really test them. But the quick answer to that mod question is that SKSE-based mods should work unless they also use custom SKSE plugins. Unfortunately for many players their favorite mods are very likely to use a custom plugin that will also have to be updated before the mods will work. SkyUI also had to deal with changes to the game's own interface files that are completely unrelated to SKSE but Marddox had already been working on that. Link to comment Share on other sites More sharing options...
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