Skyrim Special Edition
0 of 0

File information

Last updated

Original upload

Created by

panicsell

Uploaded by

panicsell

Virus scan

Safe to use

Tags for this mod

79 comments

  1. N1c1
    N1c1
    • member
    • 0 kudos
    This does not support armor, right?
    1. jaydawg55
      jaydawg55
      • member
      • 9 kudos
      You might be able to use SkyUI settings for armor. I will probably give that a try. 
  2. effeh
    effeh
    • premium
    • 0 kudos
    Having a bit of trouble with hotkeyed enchanted weapons. When switching between enchanted weapons using these hotkeys, the entire enchantment charge is drained. When it gets like this, I can refill the weapon and then it just instantly drains again when I next swap to it, no matter how many soul gems I throw at the weapon. This doesn't happen with SkyUI's favourite groups or the vanilla Skyrim hotkeys. I've had it happen with two weapons cycling on the same hotkey (two swords bound to same hotkey) and also when swapping between my sword and my bow (two different hotkeys).

    I would have filed this under bugs, but I haven't quite nailed down a 100% consistent way to reproduce it---it just sort of happens sometimes. I've been using other hotkey methods for weapons since encountering this, but I'll switch back now to see if I can figure out exact steps.

    EDIT:

    OK, I did manage to get it to happen 100% of the time. It is specific to switching from an enchanted weapon on a hotkey to another enchanted weapon. If you have a "buffer" in between, which for me is a spell in this case, nothing goes wrong. Without a buffer, enchantment charge is being fully drained.

    I've got Artificer and Thaumaturgy installed.

    I made my save with some spells in my hands, so when I swap to Dragonbane, it's fine. I fill it up and it holds its charge fine as long as I swap only between that weapon and my spell hotkey. As soon as I press 3, swapping to my bow, my enchantment will be fully drained on the sword bound to 1 when I swap back to it. Once my sword has been drained, I can swap back to my bow and the bow will retain its enchantment, unless I swap very quickly. Once I swap quickly from the drained sword on 1, to the full bow on 3, the bow too becomes fully drained.

    I would include the trace log but there's nothing out of the ordinary in it. It's just a log of me swapping between two weapons with nothing seemingly going wrong.
  3. realkodijack
    realkodijack
    • supporter
    • 1 kudos
    After a while of using it, I can say I love it. Thanks for making and sharing!

    Simple yet effective. In combination with e.g. Edryu's Widget it's perfect. Quick, hassle-free switching of stuff.
    If only one could select the items in the menu itself without having to equip it before. But that'd be just QoL :)
  4. Ryacrock
    Ryacrock
    • supporter
    • 0 kudos
    I really wish a mod like this existed for custom armor sets. I've got more than a dozen different sets of armor I'd like to be able to switch between on the fly, but there seems to be no working mods that can do that. AH Hotkeys looked like a solution, but it doesn't appear to be functioning properly and people say it gets worse the more you use it. It sucks SkyUI is only limited to 8 favorite group slots since it works perfectly for me otherwise.
  5. IctivGoka
    IctivGoka
    • member
    • 1 kudos
    This is an absolutely fantastic mod with from my experience so far, great and efficient implementation.I have 2 slight requests that I think would serve as QOL improvements, if you're looking to expand, both of which come from the intent of using this mod to cycle through items of type, rather than just switch between full equipment sets.
    I apologize in advance for the wall of text, but I thought it best if in addition to the main prompt I included outlines of how I think it might best be implemented.


    1) It would be handy, if say at the top of Equipsets next to the collumn names, you could set it so the given hotkey will always ignore or unequip a collumn.
    For people like me, who might want to have a dedicated hotkey for cycling between left and right hand items (sword, dagger, mace in right hand, shield, offhand weapon, torch in the left) with two buttons, this would make adding new weapons to the list much faster, as you wouldn't need to either unequip your other slots in advance, or manually tick them to Ignore.
    For performance, probably it would be best if there was just a pair of small buttons at the top of each collumn that sets an entire collumn to Ignore or Unequip. That way at run time the script doesn't need to check two separate values to determine what to do, and it's just one extra click from the player per collumn no matter the number of items they added, rather than 2 clicks per collumn per item as it currently is for the drop down and select.


    2) On the same logic, if the player's cycling left and right items, the script's "memory" in its current implementation can be a bit annoying.
    To examplify what I mean, imagine what I described above, a button for right hand switching, and another for left. A new enemy shows up, you were holding a sword and a torch, but it's a brute in heavy armor and you're running a mod that makes swords basically butter knives against heavy armor.
    So, you quickly tap the cycle for left hand once to pull out your shield for defense, and twice on the right to cycle past your dagger and to your mace.
    But oh no, you realize it's much too dark to see without your torch, so since the left hand is shield>offhand weapon>torch, you instinctively press the left hand switch twice to go to the torch... Except you get the off-hand weapon equiped in that hand, because the first click actually didn't change what you have equiped, it simply re-equipped you shield you were already holding, and the second click was the first one to actually do something.

    There' two possible solutions to this I can think of.
    One and simplest would be to make the memory system optional. Let there be an option in the .json that simply makes this function similar to Serio's, where if the current hotkey was not the last hotkey used, then the first use of the hotkey jumps to the first equipset in the list. This would be even simper than Serios' as you don't have to bother with a timer, so the script is partially smart within the same hotkey, but if you use another hotkey, you always know it's exactly 3 taps to get the torch, or whatever you set up.

    A perhaps better solution I thought of is this:
    Include an optional setting in the .json file, by which every time a hotkey is activated, it checks if it actually did end up changing what the player had equipped. If it didn't change anything, then it will fire the same hotkey again.
    For maximum utility, and a way to avoid infinite looping with a badly set up hotkey, the setting in the .json file could take the form of an integer. At 0, the script simply can skip the possibly script expensive task of doing this check altogether, and it functions exactly as it does right now. If the number is X (>0), it will fire the hotkey script upwards of X additional times, or until the first instance where it actually changed a piece of equipment.
    Simply adding an optional parameter to the hotkey script call that defaults to the setting in the .json file would make this relatively easy to implement, and the hotkey script could just call itself whenever it didn't succeed if the optional variable is >0, sending its current value minus one to the next iteration.
    And if the current iteration's variable is 0, then the part of the code that would be responsible for checking if anything changed can be IF-'d out with "if (variable > 0)" probably sparing performance for those that prefer the current system and would keep it at 0.

    As a final note on point 2, I would recommend that if you do decide to implement one of my solutions (or something similar), you do keep to it being an optional switch. I'm sure there are people who are used to how it works currently, and it would be annoying for them if it changed, though I think the options I suggested are smoother.
    1. panicsell
      panicsell
      • member
      • 8 kudos
      Thanks for the feedback. Indeed the QOL pains you're experiencing are due to the fact that this mod was optimized for cycling equipsets instead of individual slots. That said, I plan to keep this mod focused around equipset cycling. Your suggestions are not trivial to implement; additionally, especially for #1, it will end up cluttering the menu and potentially make things more confusing for other users.

      Other mods like Soulsy HUD might be a better fit for your playstyle, since they were built around cycling individual slots.
    2. IctivGoka
      IctivGoka
      • member
      • 1 kudos
      Thanks for the suggestion, and no worries. As I said, these were QoL so I can live with out it. They are mainly important the first time you set things up, and as you aquire large amounts of new equipment/spells. In fact, after a bit, the 2nd problem mostly went away as I started using more hotkeys and switching things up more in combat, which this mod allowed me to do.

      That being said, while I understand your logic and am happy with you staying with it, I cannot understate how amazing your mod is for the ability to set single hand equips mixed with other effects.
      Using a combination of your mod, Auto Input Switch and Steam's controller configuration options to send keys on the release of controller buttons and a bit of controlmap.txt editing, I've managed to create a custom controller setup that maintains all normal functionality of a controller, while providing no less than 16 hotkeys using your mod, that let me absolutely fly through situational adaptation.
      It's honestly ridiculous how fluid the gameplay becomes when I've a dedicated button for switching to a different kind of weapon, to cycle through long or short range destruction spells, another specifically for out of combat utility spells, one for shouts, defensive magic, etc.
      As best as I can see, Soulsy is much more limited in the number of hotkeys, and not quite as free in how the hotkeys can be triggered. Hell, with your mod, if I really wanted to, I could make slight changes to the controller setup I currently have, making it just a slight bit less comfortable, and I could increase the amount of hotkeys available at any moment on a basic controller to 36 (though admittedly the last 12 of those would need to be out of combat ones because not only would they require a thumb one way or another for a modifier, but I can only mess around with controls so long before they start overlapping with other controls. In my case, I'd need to introduce another modifier key in the form of the right thumbstick that would interfere with TDM's lockon, though POV's been long moved away from there.)
      It's mainly because of the sheer number of hotkeys your mod allows for that I started dabbling with single hand equips.

      There is no underselling the possibilities of your mod, and I want to once again say I am amazed how fast and simple it is.
    3. panicsell
      panicsell
      • member
      • 8 kudos
      Thanks for the kind words :)
  6. Efdalt
    Efdalt
    • member
    • 0 kudos
    Very quick and excellent. Thanks.
  7. longsky01
    longsky01
    • premium
    • 3 kudos
    Tested and confirmed that AE 1.6.640 works with AE 1.6.353.😊
    Can custom font settings be added? Some other hotkey mods use this setting to address non-English display issues, such as Soulsy HUD.
    1. panicsell
      panicsell
      • member
      • 8 kudos
      I'll look into it.
    2. panicsell
      panicsell
      • member
      • 8 kudos
      Custom fonts have been implemented in 1.4.0
    3. longsky01
      longsky01
      • premium
      • 3 kudos
      Chinese fonts are displaying properly, thank you!
  8. AlanTV
    AlanTV
    • premium
    • 0 kudos
    tysm for this mod! it's kind of like ui-integrated hotkeys but more intuitive and less clunky

    i am having one problem though...modded spells, like Novice Destruction Spells for Mysticism, are not saving and are being removed from equipsets whenever I start up skyrim, for example, when I use the spell flare for an equipset, it works for the rest of the game, until I restart skyrim

    I can provide a log here and there's clearly something wrong with the 8th line :O

    [2024-02-04 21:25:32.337] [info] [29480] [main.cpp:175] EquipmentCycleHotkeys 1.3.0 loaded
    [2024-02-04 21:25:43.165] [debug] [29480] [Trampoline.cpp:114] Default Trampoline => 0B / 14B (00.00%)
    [2024-02-04 21:25:43.165] [debug] [29480] [Trampoline.cpp:114] Default Trampoline => 14B / 14B (100.00%)
    [2024-02-04 21:25:43.165] [debug] [29480] [Trampoline.cpp:114] Default Trampoline => 0B / 14B (00.00%)
    [2024-02-04 21:25:43.165] [debug] [29480] [Trampoline.cpp:114] Default Trampoline => 14B / 14B (100.00%)
    [2024-02-04 21:25:43.165] [info] [29480] [ui_plumbing.h:628] UI initialized
    [2024-02-04 21:26:08.079] [debug] [29480] [main.cpp:142] active hotkeys discarded
    [2024-02-04 21:26:18.475] [trace] [29480] [tes_util.h:76] unknown form (ExpandedMysticismDestruction.esp, 01F21AE1)
    [2024-02-04 21:26:18.475] [debug] [29480] [main.cpp:125] active hotkeys loaded from SKSE cosave
    [2024-02-04 21:27:32.179] [trace] [29480] [gear.h:297] LEFT HAND contains 3769811D (Funerary Rite)
    [2024-02-04 21:27:32.179] [trace] [29480] [gear.h:297] RIGHT HAND contains 3769811D (Funerary Rite)
    [2024-02-04 21:27:32.179] [trace] [29480] [gear.h:299] AMMO SLOT is empty
    [2024-02-04 21:27:32.179] [trace] [29480] [gear.h:299] VOICE SLOT is empty
    [2024-02-04 21:27:35.360] [debug] [34148] [ui_state.h:228] active hotkeys modified
    [2024-02-04 21:27:38.964] [trace] [16672] [gear.h:339] RIGHT HAND equipped 00012FCD (Flames)
    [2024-02-04 21:27:38.964] [debug] [16672] [input_handler.h:170] selected hotkey 1 (Right Hand Destruction) equipset 1
    [2024-02-04 21:27:39.809] [trace] [28368] [gear.h:339] RIGHT HAND equipped 00012FD0 (Firebolt)
    [2024-02-04 21:27:39.809] [debug] [28368] [input_handler.h:170] selected hotkey 1 (Right Hand Destruction) equipset 2
    [2024-02-04 21:27:41.095] [trace] [26368] [gear.h:339] LEFT HAND equipped 3769811D (Funerary Rite)
    [2024-02-04 21:27:41.096] [trace] [26368] [gear.h:339] RIGHT HAND equipped 3769811D (Funerary Rite)
    [2024-02-04 21:27:41.096] [debug] [26368] [input_handler.h:170] selected hotkey 1 (Right Hand Destruction) equipset 3
    [2024-02-04 21:27:51.911] [debug] [29480] [main.cpp:92] active hotkeys saved to SKSE cosave

    Ok new update...funerary rite (as you can see i was testing another spell), worked perfectly fine! I loaded it up and boom, still in the equipsets, I'm not sure what "unknown form" could mean for expandedmysticismdestruction though...
    1. panicsell
      panicsell
      • member
      • 8 kudos
      Your issue is due to how Novice Destruction Spells for Mysticism was made. If you open both MysticismMagic.esp and ExpandedMysticismDestruction.esp in SSEEdit, notice the latter has spell form IDs with the same mod index as the former (mod index is the first 2 digits of form ID). This implies the latter's forms are overriding the former's, but the spells in ExpandedMysticismDestruction.esp have no equivalent in MysticismMagic.esp. In other words, forms in ExpandedMysticismDestruction.esp are overriding NONEXISTENT forms in MysticismMagic.esp

      The fix is to have the author of ExpandedMysticismDestruction.esp redo it such that spell forms are standalone, and not overriding nonexistent forms from other mods.
    2. AlanTV
      AlanTV
      • premium
      • 0 kudos
      Thanks for the insightful explanation. The mod already had initial problems with the spells not even being novice in the first place...they were all apprentice and I had to fix it manually in SSEEdit. I knew it had something to do with the mod itself. I'll see what I can do. :^)
  9. effeh
    effeh
    • premium
    • 0 kudos
    correct me if I'm wrong, but it seems like if I keybind something to say, X, I then can't keybind anything to Shift + X and expect it to work. UIHS managed to do this somehow, and this is the one feature I'm missing in my own migration. Anyway, relatively minor thing, good mod.

    As a semi-workaround for anyone curious, you can combine the vanilla hotkeys with this mod for spells, at least, on the numberline. E.G: Flames on 6 in the favorites menu, Firebolt on Shift + 6 in the cycle hotkeys
    1. panicsell
      panicsell
      • member
      • 8 kudos
      In the UI left column, just move the Shift+X hotkey above the X hotkey.
    2. effeh
      effeh
      • premium
      • 0 kudos
      Gotchya, thanks!
  10. mishapudik
    mishapudik
    • member
    • 34 kudos
    Many thanks to the author of the mod, in my opinion, you are in mod building somewhere in heaven, and we are on earth) This is such a mod that changes everything that I never understood why it wasn’t made earlier, on 1.6.40 everything works correctly, at least I tried it on spells, the only thing that’s bothering me so far, but I think it can be removed, is the display of spells as text on the screen when changing a spell. Otherwise everything is correct so far. The author you are simply a genius.
    1. panicsell
      panicsell
      • member
      • 8 kudos
      Thanks! See the config JSON to disable on-screen text display.
    2. mishapudik
      mishapudik
      • member
      • 34 kudos
      Please tell me what needs to be changed in it to disable this line?
    3. panicsell
      panicsell
      • member
      • 8 kudos
      "notify_equipset_change": false
    4. mishapudik
      mishapudik
      • member
      • 34 kudos
      Thanks my dear