[ALPHA] Expanded Hotkeys

Post » Sun Jan 09, 2011 4:04 am

Expanded Hotkeys
by LangyMD
Version 0.6 Alpha
Compiled with NVSE v1.0b5

Note: This mod requires NVSE. Download it here: http://nvse.silverlock.org/


-----------------
Table of Contents
-----------------
1. Overview
2. Known Issues
3. Installation
4. Uninstallation
5. Revision History
6. Statement of use in Other Works


-----------------
Overview
-----------------

Primary Features:
-Increased Number of Hotkeys (a maximum of 54 total hotkeys)
-Hotkeys Have Memory (If you have an item hotkeyed and then drop it, when you pick it back up it will retain its original hotkey)
-Assign Multiple Items to the Same Hotkey
-Scroll Through Hotkeyed Weapons
-All Keys Used are User-Definable

You can access the expanded hotkey slots by using any combination of the three modifier buttons (Shift and Alt by default, the third modifier being disabled) along with the normal hotkey keys (1,3-8 by default). For example, if you push Shift-Alt-1 and click on a hotkeyable item, it will be assigned to your new Hotkey Slot (Shift+Alt+1), allowing you to press Shift-Alt-1 while playing the game to call up that hotkeyed item.

You can scroll between weapons in your hotkeys, by default using the numpad plus and minus (+ and -).

You can assign multiple items to the same hotkey (Item Sets). When assigning items to hotkeys, press your Item Set Modifier key (by default Left or Right Ctrl) in order to toggle that item as one of the items in your item set.

Press two of the same modifier buttons at once in order to access the configuration menu. For example, press both Left Shift and Right Shift at once. You can remap any of the hotkeys used, from 1,3-8 to the modifier keys to which keys the default hotkeys are reset to during GameMode. Using this, you can set one of the other hotkeys to the '2' slot, but if you do so please remember to set the Ammo Swap key to something else.

You can activate debug messages in the in-game menu. These messages appear in the console (use the tilde key, '`', to open it by default). If you encounter any issues with this mod, please try activating the debug messages and letting me know what messages you see when you notice any errors.


-----------------
Known Issues
-----------------

This mod is currently in Alpha. The mod is relatively hacked together, as NVSE currently lacks the script functions required to make it truly seamless. There are several known issues with this mod at this time:

-You *must not* have any controls assigned to either the hotkeys you are using or the hotkey re-directs. If you do, during gameplay those hotkeys will be reassigned to the normal 1,3-8 keys (or the numpad keys, if they're the 1,3-8 keys) and interfere with the script's hotkey functionality.
-If you exit the game via a crash, your hotkey controls may continue to be set to the numkey buttons if you then deactivate this mod without reloading the game and quitting properly first.
-There is no way to show which hotkey is assigned to which item aside from simply testing them out.

These three problems can be fixed via access to a SetHotkeyItem script function, though it would still be impossible to show all the items assigned to an Item Set.

-There is a potential crash bug that can rarely occur while setting hotkeys. This bug has not been reported in the New Vegas version of this mod, but I have no reason to believe it is not still there. Please let me know if you experience any crashes while setting hotkeys.
-Scrolling weapons with the mouse wheel does not currently work due to the mouse wheel being evil and not allowing you to disable or re-direct its default functionality. Instead, the default keys for scrolling through weapons are the left and right brackets. You can change them to any other key you wish using the in-game menu, activated by hitting two of the same modifier at once (both Ctrls, both Shifts, or both Alts by default).
-Items with a script that activates when equipped (ones with an OnEquip block) are not activated when equipped with the hotkeys with this mod active.

Be aware, this mod requires NVSE and NVSE is currently in Beta. You may need to redownload this mod at a later time after new versions of NVSE are released.


-----------------
Installation
-----------------
Extract the archive to your Fallout New Vegas\Data folder. This folder is under your Steam installation like this:

Steam\steamapps\common\Fallout new vegas\Data

Make sure New Vegas Script Extender (NVSE) is installed. Activate the LMDExpandedHotkeys.esp file in either your mod manager of choice or the game's launcher, then start the game. Your new hotkeys will be functional several seconds after game start after you recieve a message that a 'Hotkey Token' item was added to your character's inventory.


-----------------
Uninstallation
-----------------
Make sure you close the game via the menu rather than via crashing or the 'qqq' console command. If you do not, your hotkey controls may be set to the numpad with no way to change them back aside from editing the .ini or reloading the game with this mod active and quitting properly. Afterwards, deactivate the LMDExpandedHotkeys.esp file. If you wish to remove the files completely, remove these files:

Data\LMDExpandedHotkeys.esp
Data\Docs\LMDExpandedHotkeys Readme.txt


-----------------
Revision History
-----------------

v0.6 Alpha: Added item sets, completely redid hotkey storage algorithm
v0.5 Alpha: Added menu and hotkey re-mapping functionality. Added scroll-through-weapons hotkeys.
v0.3 Alpha: Fixed hotkeys disappearing on game restart
v0.2 Alpha: Potential crash bug potentially fixed.
v0.1 Alpha: Initial release


-----------------
Statement of use in Other Works
-----------------

Anyone who wishes to can use this mod however they like, include using them to form the base of another mod. Credit would be nice, but isn't necessary.
User avatar
Kelly Tomlinson
 
Posts: 3503
Joined: Sat Jul 08, 2006 11:57 pm

Post » Sun Jan 09, 2011 6:19 am

From the sound of it, this seems like a great mod. I'll wait until it leaves the alpha status tho.
User avatar
Bedford White
 
Posts: 3307
Joined: Tue Jun 12, 2007 2:09 am

Post » Sun Jan 09, 2011 1:22 am

It'll be leaving Alpha about an hour after I get my greedy little hands on a SetHotkeyItem script function (maybe fifteen minutes to do the coding required and forty-five for testing/fixing any bugs I find). You have no idea how much easier it'd be to just use that function, since it'll let me make use of a lot of default game behavior instead of hacking it in place. I'll probably also make it so the useful hotkeys are 1-7 rather than 1,2-8 and I'm planning on adding a scroll-through-hotkeyed-weapons capacity, though at the moment scrolling with the mouse wheel is out until someone finds some way to disable the mouse wheel's default behavior.
User avatar
Susan Elizabeth
 
Posts: 3420
Joined: Sat Oct 21, 2006 4:35 pm

Post » Sat Jan 08, 2011 11:08 pm

Currently, this mod does two things: It multiplies the number of hotkey slots by eight and it gives hotkeys memory, allowing you to drop items that are in hotkey slots and then, once you have them again, still use the hotkey for them without having to manually reset it.

This is incredibly useful, especially for people using Arwen's Realism Tweaks in the future (which will make it possible to get knocked out and lose hold of your weapon in a future release). Any chance of a Fallout 3 version? I don't think any of the current hotkey mods include this memory feature.

http://fallout3nexus.com/downloads/file.php?id=6953 for New Vegas would be useful too, especially considering the whole faction armor thing in this game. Being able to select armor sets and switch them quickly like that would be great.
User avatar
Ebou Suso
 
Posts: 3604
Joined: Thu May 03, 2007 5:28 am

Post » Sun Jan 09, 2011 1:09 am

Sure. I could probably port it over to FO3 in about ten minutes - I don't think there are any script functions FOSE doesn't have included in this. Add another fifteen minutes to get rid of the blocks on the '2' key I added in preparation of an official patch allowing us to use it as a hotkey and I'll have something up in about thirty minutes or so.

Item sets was a requested feature in another thread. I might include them, but probably only for a handful of the possible hotkeys - each item set would need to be done as a custom FormList. Stance Sets... eh. Maybe. I'm not a fan of the concept, to be honest.
User avatar
Phillip Hamilton
 
Posts: 3457
Joined: Wed Oct 10, 2007 3:07 pm

Post » Sun Jan 09, 2011 12:40 am

I just finished porting the mod to FO3 and uploading it to the nexus. Total elapsed time: Exactly 30 minutes since my last post. I'm good.

Link: http://www.gamesas.com/index.php?/topic/1139467-alpha-expanded-hotkeys-fo3/
User avatar
Lizs
 
Posts: 3497
Joined: Mon Jul 17, 2006 11:45 pm

Post » Sat Jan 08, 2011 11:15 pm

Godd job Langy, keeping track of your work .
User avatar
MatthewJontully
 
Posts: 3517
Joined: Thu Mar 08, 2007 9:33 am

Post » Sun Jan 09, 2011 6:46 am

Will wait for a non-alpha version; tracking the file on nexus. Thanks!
User avatar
Zualett
 
Posts: 3567
Joined: Mon Aug 20, 2007 6:36 pm

Post » Sun Jan 09, 2011 8:09 am

I'll try and take a look at porting SetHotKeyItem today. This was daunting the last time I looked at it because we changed the way we represented internal lists of date (like what is in the ExtraContainerChanges class). This would mean a pretty significant recoding. This is one reason the code (and the item ref walking as well) didn't make it to FOSE or into NVSE yet. Once I get the code ported, I'll back port it to FOSE as well.

I really hate the container code. :sad:
User avatar
MR.BIGG
 
Posts: 3373
Joined: Sat Sep 08, 2007 7:51 am

Post » Sat Jan 08, 2011 8:36 pm

Excellent. Thanks, behippo. Any chance you can look at including a DisableKey that works with the mouse scroll wheel and a IsDisabledKey/ControlPressed as well (so I can detect if the disabled scroll wheel is pressed, obviously)? Both would be useful for the scroll-through-weapons feature I was planning on adding - until I get them I'll have to settle for using brackets or something for the default scroll keys rather than the much more useful scroll wheel.
User avatar
Chad Holloway
 
Posts: 3388
Joined: Wed Nov 21, 2007 5:21 am

Post » Sun Jan 09, 2011 7:01 am

Just what I have been wishing for thank you Langy, I'm tracking this file on Nexus.

bigcrazewolf
User avatar
noa zarfati
 
Posts: 3410
Joined: Sun Apr 15, 2007 5:54 am

Post » Sat Jan 08, 2011 11:19 pm

When you say scroll through weapons what do you mean? As in scroll from 1 to 7 (well 8 and not use 2) or scroll through the items assigned to one particular key (say I hit 1 and then when I scroll it switches to the weapon I assigned to shift+1 then ctrl+1 etc.)?
User avatar
Steven Nicholson
 
Posts: 3468
Joined: Mon Jun 18, 2007 1:24 pm

Post » Sun Jan 09, 2011 8:22 am

It'd almost certainly go 1-7 then Ctrl+(1-7), Shift+(1-7), Shift+Ctrl+(1-7),Alt+(1-7),Ctrl+Alt+(1-7), etc, since the hotkey's form list is 64 entries long and in that order. It'd only include weapons in that list and I'll make it so that you can toggle an option so that things accessible via the grenade hotkey mod are not included.

Would you prefer being able to scroll between different items depending upon which weapon you currently have equipped? I could do that, but it wouldn't work like it normally does in an FPS, which is the intention of that feature.

Also: Currently, the Ctrl button is a bit annoying to use due to being set to Sneak by default. Would people prefer to keep it with its current functionality and the current number of hotkeys or would they prefer the ability to set up item sets and have half of the current number of hotkeys (so 4x the default 7 or 28 total)? I'd make it so you use Ctrl to specify that you're adding an item to an item set. When adding/removing an item from an item set I would print out the items in that set in the console so you can see which items you've got in it and which you don't, since there's no way to show it using the default interface. I might stick this in as an option in the to-be-coming Options menu, but I'd like to hear what everyone thinks first.
User avatar
Ludivine Poussineau
 
Posts: 3353
Joined: Fri Mar 30, 2007 2:49 pm

Post » Sat Jan 08, 2011 6:05 pm

This mod has been updated to remove a few bugs. Should work well now, though note that your hotkeys may persist between different save files if you do not quit the game and restart it fully prior to loading a new saved game. Note that there are still some known issues with it, however, and it is still in alpha.
User avatar
Elina
 
Posts: 3411
Joined: Wed Jun 21, 2006 10:09 pm

Post » Sun Jan 09, 2011 8:02 am

I've updated the mod to include a new menu option, the ability to re-map any of the hotkeys or modifiers (including to the '2' key), the ability to activate debug messages, and the ability to scroll between any weapons currently assigned to one of the hotkeys (by default using the left and right brackets ([ and ]).

Access the menu via pushing both of one set of modifiers at once (both Ctrls, both Alts, or both Shifts by default).

As far as I know, this shouldn't fix any of the reported bugs, but hey, I couldn't figure out why those bugs were occurring in the first place, so maybe they'll be fixed anyways.
User avatar
Paula Rose
 
Posts: 3305
Joined: Fri Feb 16, 2007 8:12 am

Post » Sun Jan 09, 2011 10:18 am

I've updated the file to include item set functionality and completely re-write the way items are stored. It also changes it so that Ctrl is no longer a normal modifier key but instead allows you to add items to an item set while in the inventory (access item sets by using the normal hotkey in gameplay). You can re-assign Ctrl to be a normal modifier key if you still want the full number of hotkeys rather than the truncated version, or assign some other key to be that modifier. Weapon scroll keys have been changed to NumPad + and - instead of the brackets as well to facilitate switching between them with the mouse-hand.

You can unassign any key by pressing 'backspace', so that's the only key you can't assign as a hotkey/modifier.
User avatar
Kit Marsden
 
Posts: 3467
Joined: Thu Jul 19, 2007 2:19 pm


Return to Fallout: New Vegas