Love the Mod but why us it that when I use the hotkey then swap back my character is frozen in place and holding and invisible gun? After about 1 second I re-equip my previous weapon and all is good? What is causing this any help would be appreciated I have a very similar mod list to the Mojave express guide.
after installing the mod and setting up the config i spent 30 minutes trying to figure why it wasn't working, only to find out i missed the big ass text telling me to ignore the 0x parts of the keycode. mod works great and vortex users truly cannot read :') endorsed
I can't get this working. I rebound the keys to T, G and V (correct Direct X keycodes, I use them in other games as well), but I only see the message, that no weapon is bound to that key, when I press them. I also played with the startup script of this mod, where the pressed key* is defined. The standard grab key is 27 iirc. I replaced 27 with 33 (=F), because this is my Grab-Key but nothing happend as well. I also edited the line "if GetGameRestarted" in the startup script to "if GetGameRestarted || GetGameLoaded" as Y3sman stated below, but nothing changed. I tried several key combinations to hotkey all types of weapons to T, G and V, but nothing happens. Instead of my grab key (F=33) I also tried Y, Z, , , . , and some others as well.
Is it, because I use the german version of the game? As I said, the keycodes are for sure correct, because of the ingame messages from your mod, as well as the experience in other Bethesda games. I think it is some NVSE-conflict-stuff on my end, since I have the impression every now and then, that some NVSE-stuff is not working sometimes, as it should, despite having all NVSE plugins and NVSE itself up to date.
*You should change the description of your mod. The script just says "key 27", but not everyone has bound this key to grab.
This mod simply doesn't work, other than to say you don't have anything hotkeyed. It doesn't matter what you set the key to it will not pick up the carried weapon. It's not a script issue or missing extender, the mod is just as dorked up as the documentation ("grab" indeed, ffs).
Hold down the key denoted in the script (27 or whatever you reset it to in the script) and press the key to assign and you're rewarded with a message saying you don't have anything hotkeyed to that key.
I've spent 45 minutes trying to get this thing to work and that was 45 minutes more than it's worth.
Grab is control 27, not key 27. It will check for whatever key you have bound to that control. I've also fixed the issue with the ini values being zeroed out in some circumstances.
Latest version, testing results: changed key assignments for throwable, mine from mouse buttons (yes the IDs are correct, no they are not used by anything else) and all selected objects are base-game (not that that should matter).
- Unequip weapons via pipboy > equip frag grenade > exit pitboy > unsheath grenade - press-hold Z (grab) > press assigned G key - message says frag grenade was hotkeyed - unequip via pitboy, equip hotkeyed gun via pipboy, put away pipboy - press G key: nothing happens: no message, no equip shift, nothing.
Repeat process for frag mine with H-key (yes, ID is correct) : Nothing happens.
How do I know I have the right keys IDed?
- select unhokeyed gun from pipboy, press-hold Z, press-G key - select a different weapon via pipboy, close pipboy, press G-key: assigned gun equips and toggles.
If, after assigning G to a gun, I try to assign H to a mine, it seems to take.
If I go back and try to reassign G, however, despite it saying a frag grenade is hotkeyed, it will continue to pull up the assigned gun. It is not reassignable; however, H seems to be.
I verified this testing pattern twice.
I also found a usability issue:
- Segment 1 ) Weapon A equipped > Hotkey to equip mine/grenade (wep A is mapped as a return) > equip wep B. - Segment 2 ) from B, Hotkey to equip mine/grenade > press Hotkey for mine/grenade to *toggle* back > wep A is equipped
In segment 2, the player's expectation is that B will be equipped since that is the last weapon used. (To avoid this, the user must have wep A equipped, toggle grenade/mine, toggle back to wep A, then equip wep B, which is both awkward an unintuitive)
In the process of ensuring that the scripting doesn't perform commands on invalid references, I used the following check if aItems != ar_null ar_null is supposed to return an invalid array variable, but somehow even when the array was valid, it was returning as equal to the invalid variable. I didn't catch this during testing because a few of the tests for the updates were done on saves with existing hotkeys, which bypassed the issue with that check. It should be working as intended now. Please put call BathReset into the console, and see if everything works as intended afterwards.
Retesting with 2.31, new game, latest versions of all script extenders. Using default, not reassigned, keys (258-260).
Assignment and Reassignment works as expected. Select hotkeyed-weapon > iHotkeyMine > iHotkeyThrowable > iHotkeyThrowable toggles back to iHotkeyMine not hotkeyed-weapon -- not 100% sure that's intended behavior but it's intuitive expectation. Toggle-back properly select the weapon it should (e.g., hotkeyed-weapon01 > iHotkeyThrowable > hotkeyed-weapon02 > iHotkeyThrowable > iHotkeyThrowable has a toggle-back to weapon02)
Damn, I can't figure out how to break it now.
So, since I can't complain about that, I'll complain about this :P
Description says:
However, the defaults in the .ini file are: iHotkeyMelee=259 ;Mouse Button 3 iHotkeyMine=260 ;Mouse Button 4 iHotkeyThrowable=258 ;Mouse Wheel Click
I did a lot of testing with the speed boost perk and the companion perk that goes with it. It's hard to really notice 40% to the point I wasn't even sure it was there: The auto-perk and Quick Pockets ARE working correctly -- I bumped the autoperk's base level to 4.6 (460%) and could easily see what was happening.
The expectation (given "This is meant to push throwables even closer to their utility with things like B42 Quickthrow") is that "equipping a grenade is faster" but that is not the case: the equip time is the same. The *re-equip* (and for a period subsequent hotkeyed weapon changes) *are* faster. Just not that first swap to the grenade.
So this *does* help in an overall sense but the expectation needs to be calibrated correctly b/c you won't have the "ohshit-need-grenade, toss-grenade-real-quick" aspect of B42 Quickthrow, but you won't have the overall dps loss you would otherwise.
If your hotkeys got jammed up due to imperfections throughout the update process, please put this line into the console - it will reset all the hotkeys, and should reset the system to proper functionality. call BathReset
Thanks for the best issue-less Throwable Hotkey mod out there! Could you please make the "xxx equipped" message toggable in the config? Also an Icon for VUI+/MUX HUD would be amazing, like B42 quickthrow.
Hi! Your mod it's awesome! How can i add more hotkeys? 'cause i'm left hand, so for me the vanilla hotkeys are a pain in the ass, and so i would like to add at least 3 other numpad keys as hotkeys. How can i do that? I tried to add that to the .ini file but it doesn't work and, because i use mo2, i think that use creator kit it's at least tricky.
How would i make a number on the number row a hotkey? ive set "4" as a replacement for "Numpad1" then saved the config along with redeploying mods and restarting my pc but in game its still set to numpad 1. ive also tried "Number4" "Numberrow4" "Num4" "Row4" "U" (to try a letter) and "Numpad8" with no luck. maybe my other mods are stopping me from rebinding but im gonna assume im not doing it right for now, because rest of the mod works great.
31 comments
I also edited the line "if GetGameRestarted" in the startup script to "if GetGameRestarted || GetGameLoaded" as Y3sman stated below, but nothing changed.
I tried several key combinations to hotkey all types of weapons to T, G and V, but nothing happens. Instead of my grab key (F=33) I also tried Y, Z, , , . , and some others as well.
Is it, because I use the german version of the game?
As I said, the keycodes are for sure correct, because of the ingame messages from your mod, as well as the experience in other Bethesda games.
I think it is some NVSE-conflict-stuff on my end, since I have the impression every now and then, that some NVSE-stuff is not working sometimes, as it should, despite having all NVSE plugins and NVSE itself up to date.
*You should change the description of your mod. The script just says "key 27", but not everyone has bound this key to grab.
Hold down the key denoted in the script (27 or whatever you reset it to in the script) and press the key to assign and you're rewarded with a message saying you don't have anything hotkeyed to that key.
I've spent 45 minutes trying to get this thing to work and that was 45 minutes more than it's worth.
I've also fixed the issue with the ini values being zeroed out in some circumstances.
- Unequip weapons via pipboy > equip frag grenade > exit pitboy > unsheath grenade
- press-hold Z (grab) > press assigned G key
- message says frag grenade was hotkeyed
- unequip via pitboy, equip hotkeyed gun via pipboy, put away pipboy
- press G key: nothing happens: no message, no equip shift, nothing.
Repeat process for frag mine with H-key (yes, ID is correct) : Nothing happens.
How do I know I have the right keys IDed?
- select unhokeyed gun from pipboy, press-hold Z, press-G key
- select a different weapon via pipboy, close pipboy, press G-key: assigned gun equips and toggles.
If, after assigning G to a gun, I try to assign H to a mine, it seems to take.
If I go back and try to reassign G, however, despite it saying a frag grenade is hotkeyed, it will continue to pull up the assigned gun. It is not reassignable; however, H seems to be.
I verified this testing pattern twice.
I also found a usability issue:
- Segment 1 ) Weapon A equipped > Hotkey to equip mine/grenade (wep A is mapped as a return) > equip wep B.
- Segment 2 ) from B, Hotkey to equip mine/grenade > press Hotkey for mine/grenade to *toggle* back > wep A is equipped
In segment 2, the player's expectation is that B will be equipped since that is the last weapon used. (To avoid this, the user must have wep A equipped, toggle grenade/mine, toggle back to wep A, then equip wep B, which is both awkward an unintuitive)
if aItems != ar_null
ar_null is supposed to return an invalid array variable, but somehow even when the array was valid, it was returning as equal to the invalid variable. I didn't catch this during testing because a few of the tests for the updates were done on saves with existing hotkeys, which bypassed the issue with that check.It should be working as intended now. Please put
call BathReset
into the console, and see if everything works as intended afterwards.Assignment and Reassignment works as expected. Select hotkeyed-weapon > iHotkeyMine > iHotkeyThrowable > iHotkeyThrowable toggles back to iHotkeyMine not hotkeyed-weapon -- not 100% sure that's intended behavior but it's intuitive expectation. Toggle-back properly select the weapon it should (e.g., hotkeyed-weapon01 > iHotkeyThrowable > hotkeyed-weapon02 > iHotkeyThrowable > iHotkeyThrowable has a toggle-back to weapon02)
Damn, I can't figure out how to break it now.
So, since I can't complain about that, I'll complain about this :P
Description says:
However, the defaults in the .ini file are:
iHotkeyMelee=259 ;Mouse Button 3
iHotkeyMine=260 ;Mouse Button 4
iHotkeyThrowable=258 ;Mouse Wheel Click
The expectation (given "This is meant to push throwables even closer to their utility with things like B42 Quickthrow") is that "equipping a grenade is faster" but that is not the case: the equip time is the same. The *re-equip* (and for a period subsequent hotkeyed weapon changes) *are* faster. Just not that first swap to the grenade.
So this *does* help in an overall sense but the expectation needs to be calibrated correctly b/c you won't have the "ohshit-need-grenade, toss-grenade-real-quick" aspect of B42 Quickthrow, but you won't have the overall dps loss you would otherwise.
call BathReset
The equip message has been properly hidden now.