1. An item needs to be added to the favorites menu before it can be assigned a hotkey.
2. Occasionally following a loading screen, none of the hotkeys will work. Open and close the favorites menu will fix it (until the next loading screen...sometimes).
3. If you "change" an existing hotkey-assigned item in any manner (enchant, temper, rename, dropping/picking up, accidentally sell/buyback, etc), the item's hotkey will stop functioning. Nothing will appear to be wrong in the MCM settings and other hotkeys will still work. To fix this problem, remove the item in MCM and then add it again. The quickest method to do this: (1) Open MCM and find the item's hotkey setting. (2) Replace the item with the item listed below it (This makes it easier to find the item again in step 4). (3) Exit MCM completely. (4) Open MCM again and change the item back to the original.
4. You cannot use the same item type for more than one hotkey. For example, you have 2 gold rings. Each gold ring has a unique name and different enchantments. You assign ring 1 to hotkey 1 and ring 2 to hotkey 2. You press hotkey 1; ring 1 gets equipped as expected. When you press hotkey 2, ring 1 will not change to ring 2. This is because both rings will seen as the same item: a gold ring, and therefore no change is required. To work around this restriction, make sure your rings are different from each other. Use 1 gold ring, 1 gold diamond ring, 1 silver ring, etc. It works this way for all classes of items because of SKSE.
5. Any spell that requires you to hold down a button AFTER the arm waving part, will not work when using a hotkey to CAST it. This includes shouts along with spells such as wards, flame, telekinesis, wall of ice, etc. The best workaround is to assign a hotkey to only EQUIP the spell/shout and then cast it manually. Note that spells that require you to hold down a button longer than normal DURING the arm waving (like most master spells) will work however.
6. When creating a hotkey using "Press [R] to add all equipped items", it will cause a CTD. The R key will work normally after you restart the game.
7. Be mindful of the ALT, CTRL, and SHIFT checkboxes when creating more than one hotkey at a time. The modifiers do not reset after registering a hotkey.
8. Assigned hotkeys are not temporarily disabled when you are renaming an item at the enchanting table. Whenever possible, avoid assigning a letter as a hotkey for something like Cast Fire Storm. This will help you to avoid unintentional effects to the nearby area when you are typing a custom name for your newly enchanted item. This is not unique to this mod.
9. The maximum number of hotkeys is 128. When you exceed this limit, it will remove an existing hotkey from the bottom of the list. This will be one of your oldest and probably often used magic hotkey.
Thanks to Himika for this mod. I wish the mod were still being enhanced. Having direct access to SkyUI groups, for example, would be handy.
And thanks to Homercide for these tips. Any way we can get the moderators to sticky it?
One I'd like to add for newbies like me who are easily confused - the distinction between hotkey as key to press and hotkey as slot to use wasn't immediately obvious. It's initially confusing on the main settings screen to see hotkey at the top, as in assigning to a key, and then hotkey numbers in the assignment list. Once I started to read "Slot" instead of "HotKey", I was fine.
Thanks for writing this list down. I think I've reproduced the bug that is in your second point. I've posted it above in a separate comment. Hotkeys for user enchanted with custom names and tempering, stop working on game load, but work again when you access the inventory. This is because on game load, the custom name is loaded, then when inventory is accessed, tempering is added to the name. If the hotkey was bound with the tempered name, the hotkey doesn't work until the game refreshes the names, eg. on inventory access. If it was bound with nontempered names, it works on load but the inventory access breaks the hotkey.
I am trying to adapt this to use my gamepad/controller.
Single hotkeys work fine but I can't get modifiers to work. I edited the code to listen for LB, RB, and A as modifiers instead of default Shift, Ctrl, and Alt, but it did not work. The code compiled just fine, but no result.
Any advice?
This is the best hotkey mod, I'd love to be able to use its features with controller.
I know this is rather late, but first of all, it can take a couple of minutes for menus to show. Also, ensure that you don't have another hotkey mod loading after. I ran into that when I first installed AH Hotkeys and then went looking for something a bit simpler.
I've installed this every way I know how via Vortex and it doesn't show up in MCM. Is this just not compatible with Vortex? I meet all the requirements (skyrim, SKSE, SkyUI)
If you are using Requiem you may noticed that cast with both hands is not work automatically. To fix it: 1.Make copy of your original Requiem.esp (from data folder to safety place)! 2.Then open TESxEdit and use quick search of EditorID to find fMagicDualCastingTimeBase and it would be like XX005945 in BaseID 3.Simply delete this line from GameSettings block (in the left side of program) 4.Save your new plugin and enjoy!:) P.S. I don't test it a lot but yet all works fine
Some times effects from self enchanted armors don't take effect, you don't see them in the active effects list. You have to un-equip and equip several times before it will work and some times you have to do it manually from the inventory.
Cant get the [R] key to work?, that makes that everything you have on bound to a hot key...nothing happens when i press it?
EDIT: Never mind it is the "ready weapon" button and i have bound that to another key so that's why i did not get it to work
EDIT: hmm...game crashes when i use the option to bind everything i have on to a key, worked the first time but not any more? Works again after restarting the game.
I'm not sure I quite follow what you mean. There is no SKSE64 version 1.8.151 on the skse site. This mod has a dll for version 1.8.151, is that the one that we should be using? Any help or clarification would be appreciated. Thanks!
Since the current version is higher than 1.8.151, it worked for an older version of SKSE64. I do not know if it will still work with the latest version.
I've been playing SSE with other hotkey mods for some time (because of lack of Hotkeys Plus Plus), and they've proven either extremely unresponsive, or with very limited ability to control which individual hands (left or right) are to be equipped with weapon/spell. Hotkeys Plus Plus is the only mod, that fulfilled my needs in matters mentioned above when I played oldrim. Sure, setting up more complex hotkeys in MCM takes time, but heck with it - I'm a patient man..so I humbly step in with port request.
197 comments
1. An item needs to be added to the favorites menu before it can be assigned a hotkey.
2. Occasionally following a loading screen, none of the hotkeys will work. Open and close the favorites menu will fix it (until the next loading screen...sometimes).
3. If you "change" an existing hotkey-assigned item in any manner (enchant, temper, rename, dropping/picking up, accidentally sell/buyback, etc), the item's hotkey will stop functioning. Nothing will appear to be wrong in the MCM settings and other hotkeys will still work. To fix this problem, remove the item in MCM and then add it again. The quickest method to do this: (1) Open MCM and find the item's hotkey setting. (2) Replace the item with the item listed below it (This makes it easier to find the item again in step 4). (3) Exit MCM completely. (4) Open MCM again and change the item back to the original.
4. You cannot use the same item type for more than one hotkey. For example, you have 2 gold rings. Each gold ring has a unique name and different enchantments. You assign ring 1 to hotkey 1 and ring 2 to hotkey 2. You press hotkey 1; ring 1 gets equipped as expected. When you press hotkey 2, ring 1 will not change to ring 2. This is because both rings will seen as the same item: a gold ring, and therefore no change is required. To work around this restriction, make sure your rings are different from each other. Use 1 gold ring, 1 gold diamond ring, 1 silver ring, etc. It works this way for all classes of items because of SKSE.
5. Any spell that requires you to hold down a button AFTER the arm waving part, will not work when using a hotkey to CAST it. This includes shouts along with spells such as wards, flame, telekinesis, wall of ice, etc. The best workaround is to assign a hotkey to only EQUIP the spell/shout and then cast it manually. Note that spells that require you to hold down a button longer than normal DURING the arm waving (like most master spells) will work however.
6. When creating a hotkey using "Press [R] to add all equipped items", it will cause a CTD. The R key will work normally after you restart the game.
7. Be mindful of the ALT, CTRL, and SHIFT checkboxes when creating more than one hotkey at a time. The modifiers do not reset after registering a hotkey.
8. Assigned hotkeys are not temporarily disabled when you are renaming an item at the enchanting table. Whenever possible, avoid assigning a letter as a hotkey for something like Cast Fire Storm. This will help you to avoid unintentional effects to the nearby area when you are typing a custom name for your newly enchanted item. This is not unique to this mod.
9. The maximum number of hotkeys is 128. When you exceed this limit, it will remove an existing hotkey from the bottom of the list. This will be one of your oldest and probably often used magic hotkey.
And thanks to Homercide for these tips. Any way we can get the moderators to sticky it?
One I'd like to add for newbies like me who are easily confused - the distinction between hotkey as key to press and hotkey as slot to use wasn't immediately obvious. It's initially confusing on the main settings screen to see hotkey at the top, as in assigning to a key, and then hotkey numbers in the assignment list. Once I started to read "Slot" instead of "HotKey", I was fine.
know this thread is likely dead but here goes:
I am trying to adapt this to use my gamepad/controller.
Single hotkeys work fine but I can't get modifiers to work. I edited the code to listen for LB, RB, and A as modifiers instead of default Shift, Ctrl, and Alt, but it did not work. The code compiled just fine, but no result.
Any advice?
This is the best hotkey mod, I'd love to be able to use its features with controller.
Nevermind I fixed it.
I am not seeing this in the mcm menu. I have my other mods showing.
anyideas
thanks
To fix it:
1.Make copy of your original Requiem.esp (from data folder to safety place)!
2.Then open TESxEdit and use quick search of EditorID to find fMagicDualCastingTimeBase and it would be like XX005945 in BaseID
3.Simply delete this line from GameSettings block (in the left side of program)
4.Save your new plugin and enjoy!:)
P.S. I don't test it a lot but yet all works fine
i think its safer that way
Can this be fixed?
Keep up the good work!
EDIT:
Never mind it is the "ready weapon" button and i have bound that to another key so that's why i did not get it to work
EDIT:
hmm...game crashes when i use the option to bind everything i have on to a key, worked the first time but not any more?Works again after restarting the game.
?????!