When I used the mod I half-expected it to simply not function. After all, the previous attempts at rectifying this issue over the past ten years don't work or barely function. So, I was pleasantly surprised to see this does, in fact, work. It's nice to see the primary reason for me avoiding the casinos has finally been rectified.
Though, I must express some concern over making the activation key the "trigger". I feel uncomfortable having a script run every single time I press it, no matter how light-weight, since it is a very common key to press. Plus, the script would be running just before the game needs to load something, such as an inventory or a new area, which is mildly concerning when applied to such an unstable engine.
Still, it may be the best possible solution. It makes the mod compatible with controllers, makes it so you don't really have to think about pressing a button, and not having the scripts simply attached to loading the Strip, Freeside, or Cottonwood Cove makes it compatible with other mods that add new areas that take away weapons.
Would it be possible to rework this so that no "trigger key" is required at all? This feels like it should have been part of the base game, and having it "just work" (in Todd Howard voice) I think makes a lot of sense, since it feels like something in the background that should just function without thinking about it.
I propose modifying/removing your algorithm, and using the following instead:
1. When an item is hotkeyed to a given slot, it is instantly remembered as the hotkey item for that slot. It doesn't matter what was previously there, allowing you to easily overwrite a slot simply by adding a new item to it 2. When pressing the hotkey, if it is empty, it will auto-hotkey the last remembered item and select it. 3. When the hotkey menu is opened, it automatically updates any slots that are empty that have remembered items
With just these 3 small things, the mod should be dirt simple, seamless, and just work without any fuss or hassle and no extra button shenanigans.
The problem with doing things that way, is neither of those events have an assigned event handling. So, there would be needed a script constantly asking if either of those where currently happening.
Instead, with how the mod works currently, everything gets updated each time you take an item from the floor, open a door, talk with someone... you didn't even need to try to update your hotkeys.
The equivalent in real world would be a machine working when you move your neck, despite how dimly. You shouldn't think "I need to move the neck, I need to move the neck...", you should just forget how it works.
I understand what you would like is to have this mod installed and working while being able to forget it exist, and indeed it's how it works. Try it, you won't recall you keep it in your load order.
Please add MCM or INI configuration to your mod. I want to change trigger key.
Thank you in advance. I would be very grateful.
P.S. You have only 3 endorse because it is uncomfortable to use hard-bind for trigger key. Please upgrade "Hotkey Recaller". It need additional functionality.
The mod functionality is not bound to any key. It works when you use the activation action, as in when you open or close a door. Only that you don't need to actually activate something, you can just activate the air.
I selected that action as it's used often enough for players to have them bound to a key they find comfy, but not often enough for players thinking it will work too often (despite the script being so light that could run each frame without problems).
I have only 3 endorsements because the description text is quite frugal, didn't added screenshots or videos and released it on a Sunday. And that's because i don't care much about endorsements right now. Just made a mod for myself and decided to upload it, in case it's useful to someone else.
You both store and recover the hotkeys with activation button (despite the button you use for that) This mod requires both NVSE and JIP. If you hadn't install them, you can find links to both of them in clicking on this mods requirements.
Maybe JIP isn't working for you, there has been reports of latest version not working for some users latelly. Some of them fixed it by downloading a previous version (55.10) and some other them by installing 32 bit Visual C++ 2013 runtimes from microsoft.
I think you should consider setting up something for the mod configuration menu if you haven't already, your lack of explaining this and how to physically use it (WHAT KEY TO PRESS ON THE KEYBOARD) has me really... not motivated to download this.
It's the "activate key" (E key). Perhaps it would be better to bind it to another configurable key, instead of a ControlID key.
I opened the mod in the GECK, looked at the scripts, and looked up the command you used on the Wiki. JIP is installed right. I know how to use mods, create them myself, and lookup things I am not familiar with.
I made my activate key the space-bar and the E-key my jump key. Neither works.
Not sure about this, but don't you have to rebind the key on every game load?
EDIT: That is it. Change the script to this:
Begin GameMode if GetGameLoaded SetOnKeyDownEventHandler HotkeyRecall 1 37 endif End
The 37 key is the K key. This works for me. Having the script run every time you press the activate key is really wasteful.
I think there has been a misunderstanding. The action is not bound to a key, but to an action, the activation action.
The key you need to press is whichever key you use for activation. If you had not changed the vanilla settings, the key will be 'E', but if you did, in example changed it to 'space' (as in my case), you'll need to push space key.
About the wastefullness of this setting, the script is dim enough, so it could be set to run way more often without any impact on performance, but I decided to set to activation, as it's an action that is not used neither constantly neither in combat, just for good measure.
EDIT: Changed the description to make it more clear the key you need to use is the one you have set for the activation action.
Yea. it worked for me with my activate key after I added the GetGameLoaded thing to make sure it rebinds the key every time I startup the game.On second thought, it is not a bad idea to use that key. You will know that your latest hotkeys are saved every time you press that key.
Great job! you just need to replace the "if Enough == 1" with "GetGameLoaded".
16 comments
Though, I must express some concern over making the activation key the "trigger". I feel uncomfortable having a script run every single time I press it, no matter how light-weight, since it is a very common key to press. Plus, the script would be running just before the game needs to load something, such as an inventory or a new area, which is mildly concerning when applied to such an unstable engine.
Still, it may be the best possible solution. It makes the mod compatible with controllers, makes it so you don't really have to think about pressing a button, and not having the scripts simply attached to loading the Strip, Freeside, or Cottonwood Cove makes it compatible with other mods that add new areas that take away weapons.
I propose modifying/removing your algorithm, and using the following instead:
1. When an item is hotkeyed to a given slot, it is instantly remembered as the hotkey item for that slot. It doesn't matter what was previously there, allowing you to easily overwrite a slot simply by adding a new item to it
2. When pressing the hotkey, if it is empty, it will auto-hotkey the last remembered item and select it.
3. When the hotkey menu is opened, it automatically updates any slots that are empty that have remembered items
With just these 3 small things, the mod should be dirt simple, seamless, and just work without any fuss or hassle and no extra button shenanigans.
Instead, with how the mod works currently, everything gets updated each time you take an item from the floor, open a door, talk with someone... you didn't even need to try to update your hotkeys.
The equivalent in real world would be a machine working when you move your neck, despite how dimly. You shouldn't think "I need to move the neck, I need to move the neck...", you should just forget how it works.
I understand what you would like is to have this mod installed and working while being able to forget it exist, and indeed it's how it works. Try it, you won't recall you keep it in your load order.
Thank you in advance. I would be very grateful.
P.S. You have only 3 endorse because it is uncomfortable to use hard-bind for trigger key. Please upgrade "Hotkey Recaller". It need additional functionality.
I selected that action as it's used often enough for players to have them bound to a key they find comfy, but not often enough for players thinking it will work too often (despite the script being so light that could run each frame without problems).
I have only 3 endorsements because the description text is quite frugal, didn't added screenshots or videos and released it on a Sunday. And that's because i don't care much about endorsements right now. Just made a mod for myself and decided to upload it, in case it's useful to someone else.
Thanks,
This mod requires both NVSE and JIP. If you hadn't install them, you can find links to both of them in clicking on this mods requirements.
Maybe JIP isn't working for you, there has been reports of latest version not working for some users latelly. Some of them fixed it by downloading a previous version (55.10) and some other them by installing 32 bit Visual C++ 2013 runtimes from microsoft.
WHAT, PHYSICAL, KEY, IS, IT, ON, THE, KEYBOARD?
I opened the mod in the GECK, looked at the scripts, and looked up the command you used on the Wiki. JIP is installed right. I know how to use mods, create them myself, and lookup things I am not familiar with.
I made my activate key the space-bar and the E-key my jump key. Neither works.
Not sure about this, but don't you have to rebind the key on every game load?
EDIT: That is it. Change the script to this:
Begin GameMode
if GetGameLoaded
SetOnKeyDownEventHandler HotkeyRecall 1 37
endif
End
The 37 key is the K key. This works for me. Having the script run every time you press the activate key is really wasteful.
The key you need to press is whichever key you use for activation. If you had not changed the vanilla settings, the key will be 'E', but if you did, in example changed it to 'space' (as in my case), you'll need to push space key.
About the wastefullness of this setting, the script is dim enough, so it could be set to run way more often without any impact on performance, but I decided to set to activation, as it's an action that is not used neither constantly neither in combat, just for good measure.
EDIT: Changed the description to make it more clear the key you need to use is the one you have set for the activation action.
Great job! you just need to replace the "if Enough == 1" with "GetGameLoaded".
Thanks!