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Changelogs
Version 1.04
Added options to set a "delay" time for all hotkeys in the "Alternative Hold Time" file.
Version 1.03
Added alternative file that "holds" the defined key for the same amount of time as the Hotkey being pressed/hold.
Added option to define the amount of time to wait before calling the functions when using shouts for the hotkeys.
Version 1.02
FIxed hold time not applying correctly after loading game.
Version 1.01
FIxed hold time not applying correctly.
Version 1.0
Initial release.
This mod will allow you to configure keys to be triggered when using the native "Hotkeys (1 to 8)". What keys you say? Well, could be any key; a menu key, an action key or even keys from other mods/plugins.
How to set up a hotkey:
Set up the key you want to use in another mod or in the game's controller settings as normally;
Then find a slot available in the MCM from this mod and set the same key there;
Optionally, change the Hold Time or Wait time (depending on the file you installed) if you want;
Then press a corresponding Hotkey to trigger the action.
When pressing the hotkey, the mod will fire the fire the Input.HoldKey() and Input.ReleaseKey() respectively, with the configured key. This should fire the necessary events for the game or other mods to catch.
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Why would you even want to use this? Well, this can be used to auto-cast shout or powers by binding them to the hotkeys. For example: Setting the "Z (Shout)" key to the Hotkeys 1 and 2 in the MCM:
Setting a Lesser Power to the Hotkey 1 and a Shout to the Hotkey 2 (via favorites):
Now, by pressing 1 or 2, the game will equip the power or shout and trigger the shout key, auto-casting.
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Another use of this mod is for gamepad users, by editing controlmap.txt and assigning the Hotkeys to the gamepad's buttons. For example:
Hotkeys assigned to the D-Pad with some combos (LB+D-Pad)
Using the edited controlmap.txt and Auto Input Switch, you can now trigger other keys without having to use a third party app.