*READ THIS FIRST* Updated 30.09.19 Make sure that you also install the Control Map file included in the files downloads (note: now included in the AH Hotkeys package for 4.0). The Control Map file is required for autocasting to function. The symptom of not installing the Control Map file correctly, apart from autocasting not working, are messages detailing excessive mouse button clicks (key codes 256 and 257) cancelling spell autocasts in the AH Hotkeys log file. As of version 4.0, you will also need to ensure that JContainers SE is downloaded and installed separately as it is no longer bundled with AH Hotkeys. Find it here: https://www.nexusmods.com/skyrimspecialedition/mods/16495
FAQ 1. If autocasting doesn't work: make sure that the Control Map file is installed (this is now bundled in the AH Hotkeys package as of version 4.0). Further, for now, the shout key will need to be a keyboard key in the Skyrim settings for auto casting of shouts to work, not a mouse button.
2. How to turn on debugging and submit log files: 1) Open Skyrim.ini. Located in \Documents\My Games\Skyrim Special Edition\ 2) Add the following lines (or change them to the following settings if already present): [Papyrus] bEnableLogging=1 bEnableTrace=1 bLoadDebugInformation=1 3) In AH Hotkeys, check the option to turn on debugging in the Configuration MCM menu. - New in version 3: for the purposes of submitting logs, also set the debugging level to "Debugging" in the Configuration page. This outputs additional lines in the log. It is recommended to reduce the debugging level for normal game play or to turn off debugging since this does tend to slow down script execution times. 4) AH Hotkeys log (to check for abnormal equipping behaviours): \Documents\My Games\Skyrim Special Edition\Logs\Script\User 5) JContainers64 log (to see if JContainers is outputting errors): \Documents\My Games\Skyrim Special Edition\SKSE 6) SKSE64 log (to check if JContainers and other SKSE DLLs are loading correctly): \Documents\My Games\Skyrim Special Edition\SKSE 7) Post a link to the logs using an online service (such as https://pastebin.com) rather than copying the entire contents into the posts section here. It makes it easier to deal with without cluttering up the posts.
3. Controller users: I don't use a controller, but I'm told you can still use AH Hotkeys with a controller - just disable the controller to enable the keyboard, set up the hotkeys, then re-enable the controller - the hotkeys will (should) still work. Obviously, I can't provide much support for controllers since I can't test any issues with them.
4. *WARNING*: If you don't need AH Hotkeys to output to the log file, then either turn off debugging or reduce the debug verbosity level in the Configuration screen from 3 down to 2 or 1. Excessive printing to the log file results in noticeable slow downs.
5. If AH Hotkeys, or any MCM mod for that matter, doesn't appear in the MCM mod list in the SkyUI Mod ConfigPanel, type the following into the Skyrim console: setstage SKI_ConfigManagerInstance 1
Hi all... Works great for me (Skyrim SE-AE). It's a bit tricky to get started with (a minor brain-related issue at startup! :D), but it's exactly what I was looking for. Many thanks to RealAntithesis... if he's still reading the posts.
I wanted so very much for this mod to work. I was growing frustrated with how SkyUI couldn't maintain my equipment groups, where items would just randomly disappear, sometimes moments later, sometimes hours. I wanted to find another method for hotswapping gear and spells, and AH Hotkeys seemed like the perfect solution. It was a little unwieldy at first, but after a few minutes I realized just how powerful this mod had the potential to be.
But just like SkyUI (and probably due to SkyUI), it couldn't reliably equip my loadouts. Unlike SkyUI, the equipment was still listed, but many parts of the loadout wouldn't actually get equipped when activated. I'd have to keep resetting my loadouts, making the function pointless for my purposes, and leaving me back at square one.
And to add insult to injury, at some point its MCM duplicated itself. I don't know how or why, but I now had two AH Hotkeys MCM entries; one of the MCMs worked normally, while the other would completely freeze the game if I tried to access a submenu. I could have just ignored it and kept using the functional MCM, but unfortunately the hotkeys on the broken MCM were still active, which meant that every hotkey press would activate twice, and since I couldn't make any changes in the broken MCM, it basically precluded any future changes in the functional one.
I tore out my hair trying to get rid of that second MCM; deactivating, uninstalling in the MCM, completely uninstalling with Vortex, saving a new file, reinstalling, the whole shebang. But that second MCM kept coming back, and now I've spent enough time trying to fix something that didn't even solve the problem I initially came for.
All that said, it's a shame. I've no doubt that user error played a major role in the bugs I encountered, but I do really wish this could have worked out better. Guess it's time to go back to SkyUI.
I've been running this mod, setting it up with each new playthrough and load order, since it came out on Oldrim. I literally plan my builds around the functionality from this mod, so every year I come back, with each new Skyrim update, and with all the updates of the supporting mods, and I hold my breath, hoping that it will still work.
This time, it didn't. No MCM. I was crushed, but I reviewed the sticky to see if there were any hints. And there it was, on point 5. Try manually starting the mod quest. Up she popped.
For anyone else: search for "MCM Kicker" mod, on game load it does an active scan for new MCMs and activates them if found. So if, say, a mod abandoned 5 years ago never set up proper on.init MCM registration such that newer versions recognize it, MCM Kicker will boot them in the arse and tell them to get to work 8)
+1 this mod is not updated for 5 years and there are 35 unanswered bug reports, ranging from "just doesn't work" to "broke both my arms and set my house on fire." If you got it working in 2025 with no issues we'd love to hear how. Nothing is more frustrating then a post that says nothing but "nvm fixed" XD WHAT DID YOU DO????
*Edit* I cannot consistently replicate this issue from one new game to the next. It's as random as the problem I'm also having with the courier system sometimes working and sometimes not. I COC'd to Riverwood and qasmoke and the mod seemed to be working but not always in the alternate start area.*
Trying to diagnose this but I'm not the most savvy.... AH Hotkey stopped showing up in the MCM randomly even though it is active and I hadn't changed my mod or plugin order recently. The plugin is active. It was previously working fine with just occasional in-game hiccups. MO2 says two files are being overwritten and it's Nether's(NFF) but they're just .swf files and weren't previously a problem. MO2 also misreports that AH is overwriting another mod but there is nothing in the conflict list. I'm at a loss for the moment and open to ideas. I'm going to keep trying since I do normally find the mod very convenient because of how often I swap things in game.
I also didn't have the MCM right away, despite running Jaxonz's Kicker and the MCM console command. I found that for whatever reason, Vortex didn't automatically assign its plugin to the load order even though it was enabled. Might have been user error on my part, but sorting the plugins fixed it.
pretty buggy overall even when it works. laggy equips in the middle of combat, no equips in the middle of combat, lol etc. but it works for the most part... except Torch. it refuses to equip a torch and im sad
this is the 10th time i have to reassign my clothes in Ah hotkeys. something messes up. my items are still in the equipset but my player dont wear them, only after i delete all items and insert again, then it works for some time then it stops again
It's might be because of item tempering. If you enchant/temper an item, its actually creating a new item. (atleast for Tempering I know. Enchanting has always worked for me though.)
Eg: Iron Dagger is a different item than "Iron Dagger (Fine)".
Like someone else said here, it happens to me as well when I install a new mod I assume because the load order and ID changes. I was hoping there may be some way around this but doesn't seem anybody has found one
This was the exact issue why I'm here, oh well, saved me the hassle lol
edit - Ok tried this out and can confirm its the same issue recurring, whereby changing the load order position of the plugins from where the armours came, will mean the hotkeys, whilst still filled, wont enable the equipset - unless im missing some other MCM function that deals with this? Try moving the parent plugins to the lowest possible position in your load order, so there LO position has the least chance of moving. Im not sure if moving the position of the AH Hotkeys plugin affects things eithre, hopefully not.
1309 comments
Make sure that you also install the Control Map file included in the files downloads (note: now included in the AH Hotkeys package for 4.0). The Control Map file is required for autocasting to function. The symptom of not installing the Control Map file correctly, apart from autocasting not working, are messages detailing excessive mouse button clicks (key codes 256 and 257) cancelling spell autocasts in the AH Hotkeys log file.
As of version 4.0, you will also need to ensure that JContainers SE is downloaded and installed separately as it is no longer bundled with AH Hotkeys. Find it here: https://www.nexusmods.com/skyrimspecialedition/mods/16495
FAQ
1. If autocasting doesn't work: make sure that the Control Map file is installed (this is now bundled in the AH Hotkeys package as of version 4.0). Further, for now, the shout key will need to be a keyboard key in the Skyrim settings for auto casting of shouts to work, not a mouse button.
2. How to turn on debugging and submit log files:
1) Open Skyrim.ini. Located in \Documents\My Games\Skyrim Special Edition\
2) Add the following lines (or change them to the following settings if already present):
[Papyrus]
bEnableLogging=1
bEnableTrace=1
bLoadDebugInformation=1
3) In AH Hotkeys, check the option to turn on debugging in the Configuration MCM menu.
- New in version 3: for the purposes of submitting logs, also set the debugging level to "Debugging" in the Configuration page. This outputs additional lines in the log. It is recommended to reduce the debugging level for normal game play or to turn off debugging since this does tend to slow down script execution times.
4) AH Hotkeys log (to check for abnormal equipping behaviours): \Documents\My Games\Skyrim Special Edition\Logs\Script\User
5) JContainers64 log (to see if JContainers is outputting errors): \Documents\My Games\Skyrim Special Edition\SKSE
6) SKSE64 log (to check if JContainers and other SKSE DLLs are loading correctly): \Documents\My Games\Skyrim Special Edition\SKSE
7) Post a link to the logs using an online service (such as https://pastebin.com) rather than copying the entire contents into the posts section here. It makes it easier to deal with without cluttering up the posts.
3. Controller users: I don't use a controller, but I'm told you can still use AH Hotkeys with a controller - just disable the controller to enable the keyboard, set up the hotkeys, then re-enable the controller - the hotkeys will (should) still work. Obviously, I can't provide much support for controllers since I can't test any issues with them.
4. *WARNING*: If you don't need AH Hotkeys to output to the log file, then either turn off debugging or reduce the debug verbosity level in the Configuration screen from 3 down to 2 or 1. Excessive printing to the log file results in noticeable slow downs.
5. If AH Hotkeys, or any MCM mod for that matter, doesn't appear in the MCM mod list in the SkyUI Mod ConfigPanel, type the following into the Skyrim console: setstage SKI_ConfigManagerInstance 1
Works great for me (Skyrim SE-AE). It's a bit tricky to get started with (a minor brain-related issue at startup! :D), but it's exactly what I was looking for.
Many thanks to RealAntithesis... if he's still reading the posts.
But just like SkyUI (and probably due to SkyUI), it couldn't reliably equip my loadouts. Unlike SkyUI, the equipment was still listed, but many parts of the loadout wouldn't actually get equipped when activated. I'd have to keep resetting my loadouts, making the function pointless for my purposes, and leaving me back at square one.
And to add insult to injury, at some point its MCM duplicated itself. I don't know how or why, but I now had two AH Hotkeys MCM entries; one of the MCMs worked normally, while the other would completely freeze the game if I tried to access a submenu. I could have just ignored it and kept using the functional MCM, but unfortunately the hotkeys on the broken MCM were still active, which meant that every hotkey press would activate twice, and since I couldn't make any changes in the broken MCM, it basically precluded any future changes in the functional one.
I tore out my hair trying to get rid of that second MCM; deactivating, uninstalling in the MCM, completely uninstalling with Vortex, saving a new file, reinstalling, the whole shebang. But that second MCM kept coming back, and now I've spent enough time trying to fix something that didn't even solve the problem I initially came for.
All that said, it's a shame. I've no doubt that user error played a major role in the bugs I encountered, but I do really wish this could have worked out better. Guess it's time to go back to SkyUI.
https://www.nexusmods.com/skyrimspecialedition/mods/39605
This time, it didn't. No MCM. I was crushed, but I reviewed the sticky to see if there were any hints. And there it was, on point 5. Try manually starting the mod quest. Up she popped.
Good to see you again, old friend.
I can set up a key to open the MCM menu, but the equip and unequip is not working.
EDIT: I am stupid. For now, don't pay me attention until my next super stupid moment.
this mod is not updated for 5 years and there are 35 unanswered bug reports, ranging from "just doesn't work" to "broke both my arms and set my house on fire." If you got it working in 2025 with no issues we'd love to hear how. Nothing is more frustrating then a post that says nothing but "nvm fixed" XD WHAT DID YOU DO????
https://pastebin.com/RJEqV64N
Trying to diagnose this but I'm not the most savvy.... AH Hotkey stopped showing up in the MCM randomly even though it is active and I hadn't changed my mod or plugin order recently. The plugin is active. It was previously working fine with just occasional in-game hiccups.
MO2 says two files are being overwritten and it's Nether's(NFF) but they're just .swf files and weren't previously a problem. MO2 also misreports that AH is overwriting another mod but there is nothing in the conflict list.
I'm at a loss for the moment and open to ideas. I'm going to keep trying since I do normally find the mod very convenient because of how often I swap things in game.
pretty buggy overall even when it works. laggy equips in the middle of combat, no equips in the middle of combat, lol etc. but it works for the most part... except Torch. it refuses to equip a torch and im sad
Eg: Iron Dagger is a different item than "Iron Dagger (Fine)".
edit - Ok tried this out and can confirm its the same issue recurring, whereby changing the load order position of the plugins from where the armours came, will mean the hotkeys, whilst still filled, wont enable the equipset - unless im missing some other MCM function that deals with this?
Try moving the parent plugins to the lowest possible position in your load order, so there LO position has the least chance of moving. Im not sure if moving the position of the AH Hotkeys plugin affects things eithre, hopefully not.