The script extender (MWSE) is a requirement. It's listed as one in the description btw. It's not currently possible (and likely never will be possible) to export MWSE dependent mods to OpenMW. - I am not even fully certain my request below is possible, but OpenMW script extender mods definitely aren't.
With OpenMW 0.49 out with Lua support, would it be possible for this mod to get ported to OpenMW now? i love it so much, and vanilla hotkeys are so limiting.
Depends on each mod... things like Joy of Painting surely aren't, same for Ashfall. However some others are already being ported. Your best choice is to: a) Contact the modmaker for permission b) Go to the Morrowind Modding server and talk there.
The user interface hasn't been dehardcoded yet, so you can't really do much with UI mods in OpenMW yet. But if you figured out a way to recreate the entire hotkey system and it's interface from scratch, you might manage to get something like this working.
Is there a way to reset the hotkeys to mod default? I altered some items in my inventory and now the hotkey menu is totally fucked and unusable, breaking my entire UI whenever I look at it, requiring a reload. This is the error in mwse.log:
Error in event callback: .\Data Files\MWSE\mods\virnetch\hotkeys\main.lua:462: attempt to index local 'object' (a nil value) stack traceback: .\Data Files\MWSE\core\lib\event.lua:339: in function '__index' .\Data Files\MWSE\mods\virnetch\hotkeys\main.lua:462: in function 'updateIcon' .\Data Files\MWSE\mods\virnetch\hotkeys\main.lua:524: in function 'setQuickButton' .\Data Files\MWSE\mods\virnetch\hotkeys\main.lua:1023: in function 'createQuickMenu' .\Data Files\MWSE\mods\virnetch\hotkeys\main.lua:1145: in function <.\Data Files\MWSE\mods\virnetch\hotkeys\main.lua:1096> [C]: in function 'xpcall' .\Data Files\MWSE\core\lib\event.lua:359: in function <.\Data Files\MWSE\core\lib\event.lua:343>
Oblvion's Enhanced Hotkeys is a really good hotkeys mod. Slightly more confusing than this one at first, but that's because it's got more features. Worth taking a moment to understand them.
I play using ashfall mod. Problem is, I cant seem to hotkey any of my filled water bottles or jugs. Is this an incompatability issue? Or is there a patch I'm missing?
Yeah, Ashfall water bottles are misc items so you can't hotkey them with this mod. I can't test this myself right now but you could try if changing line 687 in this mod's main.lua file from filter = inventoryFilter, to filter = tes3.inventorySelectFilter.quickUse, works correctly
Looks like I'd have to update the mod to get it working properly, which I won't be able to do for a while unfortunately. It might work if you don't have any empty bottles of the same type (same id) in your inventory, since it could just be trying to equip an empty bottle.
This looks wonderful, and it surprises me I looked past it so many times. - I would like to see an option allowing you to press a single button to bring up the entire 9x9 overlay and click your mouse on the individual tabs in the windows in order to activate them. Then you wouldn't need to have so many button combinations for individual activation of the tabs. They would all pop up at once in a single screen element. The same window you see when assigning the spells and items to the tabs would pop up for you to simply click on. *if it's even possible to do this, that'd be cool. If not, it's already pretty great from what I can tell.
Downloading and endorsing. And thank so much for all your hard work, Virnetch and Nullcascade.
You might like the recent Quick Select Menu mod, although I haven't tried it myself. I'll probably try to update this mod at some point but I'm not sure yet if I would add this functionality. Maybe a simple shift-click could equip items from the menu?
63 comments
It's not currently possible (and likely never will be possible) to export MWSE dependent mods to OpenMW.
-
I am not even fully certain my request below is possible, but OpenMW script extender mods definitely aren't.
a) Contact the modmaker for permission
b) Go to the Morrowind Modding server and talk there.
Error in event callback: .\Data Files\MWSE\mods\virnetch\hotkeys\main.lua:462: attempt to index local 'object' (a nil value)
stack traceback:
.\Data Files\MWSE\core\lib\event.lua:339: in function '__index'
.\Data Files\MWSE\mods\virnetch\hotkeys\main.lua:462: in function 'updateIcon'
.\Data Files\MWSE\mods\virnetch\hotkeys\main.lua:524: in function 'setQuickButton'
.\Data Files\MWSE\mods\virnetch\hotkeys\main.lua:1023: in function 'createQuickMenu'
.\Data Files\MWSE\mods\virnetch\hotkeys\main.lua:1145: in function <.\Data Files\MWSE\mods\virnetch\hotkeys\main.lua:1096>
[C]: in function 'xpcall'
.\Data Files\MWSE\core\lib\event.lua:359: in function <.\Data Files\MWSE\core\lib\event.lua:343>
I can't test this myself right now but you could try if changing line 687 in this mod's main.lua file from
filter = inventoryFilter,
tofilter = tes3.inventorySelectFilter.quickUse,
works correctlyAnd no worries my guy. I'm surprised you even replied with an attempted fix! God bless, brother.
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I would like to see an option allowing you to press a single button to bring up the entire 9x9 overlay and click your mouse on the individual tabs in the windows in order to activate them. Then you wouldn't need to have so many button combinations for individual activation of the tabs. They would all pop up at once in a single screen element. The same window you see when assigning the spells and items to the tabs would pop up for you to simply click on. *if it's even possible to do this, that'd be cool. If not, it's already pretty great from what I can tell.
Downloading and endorsing.
And thank so much for all your hard work, Virnetch and Nullcascade.