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AH Hotkeys - Skyrim Hotkey Manager SSE
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Version4.4.3
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This page was last updated on 31 May 2020, 1:42AM
- Changelogs
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Version 4.4.3
- 31 May 2020
- Bug Fixes:
1. Fixed bug with ritual auto-casting timing out midway through the animation. Note: this was caused by certain spells (incorrectly?) having a cast time of zero which is not useful since these spells actually required a casting time greater than zero in order to cast. For these spells, a default cast time was assumed as 0.75 seconds for fire and forget spells and 3.0 seconds for ritual/master level spells. This may not be appropriate for all spells with zero cast time, but worked for all the spells I tested to date.
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Version 4.4.2
- 25 May 2020
- Bug Fixes:
1. Another attempt at fixing the bug with dual/ritual auto-casting.
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Version 4.4.1
- 23 May 2020
- Bug Fixes:
1. Fixed bug with dual auto-casting not working.
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Version 4.4
- 21 May 2020
- Bug Fixes:
1. Fixed issue where duplicating an equipset linked the auto-add items to the EquipSet being duplicated (so changing the auto-add items of the duplicated EquipSet incorrectly changed the auto-add items of the original as well).
2. Fixed potential CTD with two-handed auto-casting.
3. The inventory cache no longer updates when entering the MCM unless the options to auto update the inventory or spells are enabled in the Configuration page.
4. Fixed the issue where pressing the wasd keys in certain menus and arrow keys in the console to navigate would cause the keys to act as if they were held down or pressed rapidly, skipping several menu items with a single tap. Due to this fix, the shortcut to open the MCM to AH Hotkeys or another mod now just emulates pressing the Journal key (e.g. "J") to open the menu. - Features:
1. Option to repeat auto-casting for spells until the cancel key is pressed (either left or right attack key or jump key as per the settings), the player is out of magicka or the spell is otherwise interrupted. Note that auto-repeating spells (e.g. fire bolt in the right hand) can continue to cast while a ward in the left hand is blocking. If a shield is blocking, the auto-repeat recommences when the blocking ceases.
2. Optimised auto-casting of spells a little more. Spell auto-casting should be a little more responsive (note that overall responsiveness depends on script performance which depends on script load and fps).
3. The option to specify that a spell is a concentration-type spell is deprecated as it is no longer required - AH Hotkeys knows if a spell is a concentration spell or not (also, I've reached the ceiling of 128 states for the MCM script, so needed to do this for the auto-repeat button).
4. New macro to type a console command. This brings up the console, types the command and presses enter. An empty value in this macro just brings up the console without typing anything. Console text can be typed with the 'text' macro. Note that macros cannot currently be executed while the console is up, so the macro will need to bring up the console and execute all the commands in the one macro.
5. New macro to type text. The macro will type the keys one at a time. e.g. in the console (note that a 'key' macro to press enter will be needed to execute the console command). - Other:
1. Modified the UILib files for the ListMenu and TextInputMenu functions to make them specific to AH Hotkeys. This was done primarily for the text input function so that it notifies the calling script that the cancel button was hit (rather than just returning an ambiguous empty result). Further modified the ListMenu and TextInput functions and swf files to return an AH Hotkeys-specific event. The modified UILib files for the ListMenu and TextInput were renamed with an "AH_Hotkeys" prefix to avoid conflicting with vanilla UILib files from other mods. Note that the UILIB_1_notificationarea.swf and buttonArt.swf files were unchanged and will still have the same names as the same files bundled with other mods.
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Version 4.3
- 11 November 2019
- The controlmap file is now a separate download from the AH Hotkeys package by request due to it conflicting with custom controlmaps that some users have. If you need to use the AH Hotkeys controlmap to enable the autocasting functionality (it's only used for this purpose), then this is available as an optional download.
- Features:
1. Added 'waitUntil' macro key. When included in a macro script (see Macros MCM page), 'waitUntil' waits until a mouse button or key is pressed (or both). - Bug fixes:
1. Fixed bug with the custom modifier key settings not working in the Configuration 2 page.
2. Fixed bug with shouts and powers not re-equipping after executing an EquipSet with a shout or power even though 'Equip last item after spell is autocast' is checked in the EquipSet page.
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Version 4.2
- 29 October 2019
- 1. Rebuilt esp to hopefully fix issues being experienced by some users with scripts not working properly. Note: during the rebuild, I've determined that converting the esp to an ESPFE or ESL (i.e. to save an esp slot) breaks AH Hotkeys, so users are advised against this (or come back with some suggestions on how to do this without breaking things). Note: the previous esp for v4.1 and earlier will not be compatible with the scripts for v4.2 since the script structure has changed.
- 2. Fixed some bugs with the Equipset Overview page.
- 3. Installation instructions: if updating from 4.1 or an earlier version, a clean save will be required. This is because the form ID of the main AH Hotkeys quest has changed. To update:
- 1) Backup your hotkey set and user settings using the two respective options in the Configuration page of the MCM.
- 2) Uninstall AH Hotkeys from the Configuration page of the MCM. This clears the JContainers data from save file.
- 3) Save the game and quit.
- 4) Deactivate the AH Hotkeys esp (in your Mod Manager of choice).
- 5) Load the save game again without the AH Hotkeys esp, then save again, then quit.
- 6) Install AH Hotkeys v4.2 (using your Mod Manager of choice).
- 7) Load the save. There should be some notifications that AH Hotkeys is now installed and to go to the MCM menu to complete the setup.
- 8) Go to the AH Hotkeys MCM Configuration page. A dialogue box should pop up with some instructions. Click on Install.
- 9) Re-import your backed up user settings and hotkey set data (if you forgot to backup, then reinstall the previous version of AH Hotkeys, load the previous save, and start again at Step 1).
- 10) Rebuild the inventory (in Configuration page).
- 11) Try out your previous EquipSets or create new ones and try those out. Cross your fingers - hopefully it should all work if it didn't before...
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Version 4.1
- 20 October 2019
- Features:
1. Added new EquipSet Overview page along with a corresponding hotkey to bring up the page with a keypress. The EquipSet Overview page displays all EquipSets that have been setup along with their key combinations.
- The sort menu can be used to sort the EquipSets by order of creation ("No Sort"), by name, by modifier key combo (key combos sorted by modifiers, then hotkeys) and by hotkey combo (key combos sorted by hotkey first, then modifiers). There is also an option to group the list of EquipSets by Hotkey Group (Armour, Weapons etc).
- The EquipSet sort order in the EquipSet Overview page will also sort the list of EquipSets in the EquipSet page.
- The Execute EquipSet When Clicked check box changes the behaviour when clicking on the EquipSet name. Instead of opening a panel to change the key assignments, clicking the name will close the MCM menu and execute the EquipSet. Together with the hotkey to bring up the EquipSet Overview page, this can be used to quickly display the entire list of EquipSets and run them without needing to assign hotkeys to each one.
- This page is still a work in progress and more options may be included in future. - Bug Fixes:
1. Another attempt at fixing the issues some people are having with JContainers variables not assigning properly. This version includes some additional error checking and code to self correct the errors. However, since I've been unable to replicate these issues, this code should be considered experimental.
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Version 4.01
- 10 October 2019
Overview
Mostly a bug fix release. If there are still issues with errors in the lua logs, please report them.
Also added some additional logging to help with identifying similar issues.
Features
1. Added option in Configuration page to open the AH Hotkeys MCM to the last executed EquipSet.
2. Wizards now automatically switch to the EquipSets or Macros pages (as applicable) to display the newly-created EquipSet.
Bug Fixes
1. AH Hotkeys now creates the AH Hotkeys Data folder in the JC User folder if it doesn't exist on loading a game (previously this folder was only created when a hotkey file was saved from the Configuration Page, or if the user created it themselves). This should resolve errors with the lua log file not being created if the folder didn't already exist.
2. Hopefully fixed issues being experienced by some users where lua variables weren't being properly assigned (resulting in lua scripts failing).
3. Fixed debug level reverting to level 2 (notices) by default on reloading a game.
4. Removed redundant "Close MCM" button from Macros page.
5. Fixed the included controlmap.txt file to allow shouts to be remapped in the game control settings.
- 10 October 2019
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Version 4.0
- 29 September 2019
- Overview
- 1. Version 4.0 is a refinement of the earlier versions with more streamlined code and various efficiency improvements for improved responsiveness (mileage will vary depending on machine specs) and added functionality to various mechanics such as auto-casting, auto-adding of potions, now including food and ammo, and a new fast(er), but simpler, equip mode.
- 2. AH Hotkeys is no longer bundling JContainers due to confusion caused by conflicting versions as a result of people using different versions of the Skyrim executable. You just need the version of JContainers that works with your version of Skyrim. It's a good idea to keep JContainers below all other mods (if using MO2) to overwrite them in case one of those mods replaces JContainers with an older version that's incompatible with your version of Skyrim.
- Note: at least version 4.1.11 of JContainers is recommended for Skyrim SE 1.5.80 as it includes a fix for ESL/ESPFE forms being invalidated on reload as well as a fix to a lua form comparison function used by AH Hotkeys.
- 3. Note: AH Hotkeys now also bundles the controlmap to allow autocasting of spells rather than it being a separate download. If you have any other controlmap that you wish to use in preference to the AH Hotkeys controlmap, it should be placed below AH Hotkeys in MO2 or otherwise overwritten in your mod manager of choice.
- Features
- 1. Reworked the modifier key code. Key combos with modifier keys should be more reliable, though there may still be issues with keys being detected at different times if there is high script lag.
- 2. Reworked the spell auto-casting mechanics. Added some limited multi-threading so that 2 spells with different cast times can be cast together, e.g. concentration spell with non-concentration spells.
- 3. Auto add items are now more flexible, allowing auto adding of potions and posions, food and ammo.
- Matching rules for auto-adding items:
- - Magic effect matches are delimited by commas and are partial matches by default. e.g. "health,invis" matches Restore Health, Fortify Health, Invisibility etc.
- - All effects are matched exactly if surrounded by parentheses. e.g. "(Restore Health)" will not include potions with both Restore Health and Fortify Health.
- - Negative matches are prefixed with "!". e.g. "Health,!Fortify" matches all potions with 'health' in the effects but not fortify health.
- - If auto adding food, raw (uncooked) food is not added if using CC Survival Mode. There is a form list in the Survival Mod esl that defines what food is considered to be raw).
- - Added buttons for showing auto-add items and to auto-add new items to the EquipSet page (to make the auto-add functionality more visible).
- 4. Food can be sorted by its hunger rating (i.e. if using CC Survival Mode).
- 5. Added options in the EquipSet page Options menu to convert all items to generic or specific items.
- 6. Added new fast equip mode (via toggle button), which improves the times to execute an equipset. The improvement to responsiveness will depend on machine specs. The downside is that, because this is a simpler equipping process, it doesn't support the more complex features of the standard equipping mode such as toggling, equipping last equipped items, cycling etc (these may come in future). The fast equip mode can be used if a simple equip is all that is required, but it does support auto-casting of spells. The side-benefit is that a fast equip is not queued by AH Hotkeys, so can be executed when other equipsets are running - e.g. a potion equipset using the fast equip mode can be executed when a spell is being autocast.
- 7. Reworked the open MCM macro. This now directly opens the MCM menu to the SkyUI mod configuration page (using the built-in SkyUI functions as near as I can figure them out) and opens the required mod by name rather than emulating keypresses to navigate to the mod's position. The wizard has also been updated to display a list of all available MCM mods to choose from.
- 8. Improved speed of inventory updates when accessing the MCM.
- Bug Fixes
- 1. Fixed bug where object equipped events stopped working on occasion (which would cause shouts to no longer be able to be added to EquipSets after being equipped).
- 2. Fixed issues with items not equipping when swapping between equipsets due to overlapping armour slots.
- 3. Fixed issue with macro hotkeys not registering after loading a new hotkey config from file.
- 4. Fixed issue where the same inventory items may appear multiple times in the MCM inventory lists.
- 5. Fixed some issues with adding and equipping two-handed items.
- 6. Fixed some issues when installing AH Hotkeys in a new game. Should hopefully work right off the bat now.
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Version 3.1
- 25 September 2018
1. The default Open AH Hotkeys macro now uses the mapped "Journal" key, not the "J" key.
2. Fixed bug with items not being added to an EquipSet properly via the Action Menu in the Inventory screen.
3. Fixed issue with the unequip item exclusions where items were not prevented from being unequipped if the inventory item was different to the item that is actually equipped (e.g. Chesko's Wearable Lanterns) - these items are now matched by name, not by form (because the form is different).
4. Fixed bug with currently-worn armour items not being unequipped if the EquipSet contains an item no longer present in the player's inventory.
5. Improved auto-casting of spells:
- Fixed bug with spells not autocasting in some situations (including scrolls). This namely affected master level spells and scrolls using the 'ritual' spell casting animation.
- Improved handling of dual-casted spells where there wasn't enough magicka to cast the spell in one or both hands.
- Improved reliability of auto-casting.
6. Fixed bug with food and ingredient items not sorting in the EquipSet list.
7. Fixed bug with name filtering - excluding words by prefixing with an exclamation mark ("!") now works properly.
8. Added option when selecting items in the EquipSet page to convert between generic items and specific items:
- Generic items are equipped using the base form of the item regardless of a change in name due to enchanting or tempering. Use generic items where you want an item to continue being equipped despite it changing name. However, equipping generic items may result in another item of the same base form being equipped instead of the item that was expected (e.g. Iron Sword instead of Iron Sword (Fine)).
- Specific items are identified by their base form and display name. Use specific items where you want an item to only be identified on the basis of their current name, such as a specifically-named user-enchanted item. Note that the item will need to be re-added to the EquipSet if the name of a specific item changes (e.g. due to further tempering or enchanting).
- When converting to a specific item, AH Hotkeys will search its cache for specific items equipped previously and present a list of possible choices (because specific items can only be identified when equipped or selected in the inventory window). Note that these listed items may not be currently in the player's inventory (there is currently no way, that I know, of determining this by script).
9. Added check box option in the Action Menu when in an inventory screen to select and add generic or specific items to an EquipSet.
10. Changed the filter by EquipSet option in the EquipSet page (accessed via the "Filter by item type menu") to use the fast method of generating the list. The speed of generating this list is now noticeably faster.
11. Added new option in Config 2 screen to select the input device for auto casting. If the controlmap.txt file included in the AH Hotkeys page is used, this should be set to the keyboard input device. The keyboard input device is now set by default. Try setting this to mouse or gamepad if the controlmap.txt uses these devices for the right and left attack/block keys rather than the keyboard (you will need to know what you are doing when changing these settings).
12. Improved drop all items equipMode. Now applies a user-definable havok push to the dropped items to make the item susceptible to gravity if they weren't before (i.e. torches) and to allow items to be thrown with force in the direction where the player is facing. Values range from 1% to 100%. A value of 100% equates to a havok impulse magnitude of 35, which is based on how far I thought a reasonably strong person should be able to throw a torch without it being obvious that the player can throw a torch to the very top of a mountain from ground level due to the scaled down nature of Skyrim terrain. Throwing force should scale with item mass, but wonky results may happen if an item has a strange mass value. Throwing forces have been normalised by distance (based on my tests with the aforementioned torch) to prevent very light items from being thrown halfway across Skyrim.
- This could be used, for example, to throw lit torches down dark dungeon passageways, doorways or ledges to light the way (due to Skyrim, whether the lit torch will actually light anything once thrown is another matter).
- Note that there may be a slight flicker when the object appears. This is because the object is disabled, repositioned and re-enabled prior to being thrown due to the default DropObject() function placing the object too far away, which causes wonky results when in close proximity with other objects.
13. Minor back-end improvements (i.e. queuing of items added to the inventory and cutting down redundant processing to potentially avoid script overload during bulk crafting sessions etc).
14. Updated bundled JContainers SE to version 4.1.3 for compatibility with SKSE 2.08 and Skyrim SE 1.5.50. Note that JContainers 4.1.2 will still work with AH Hotkeys if you are on the previous version of Skyrim SE and SKSE 2.07 - just install version 4.1.2 on top of AH Hotkeys (or place below AH Hotkeys in the left hand mod priority panel if using Mod Organiser). Note that AH Hotkeys 3.1 (and 3.02) won't work properly for versions prior to 4.1.2 (for SKSE versions prior to 2.07) due to reliance on some functions introduced in 4.1.2.
- 25 September 2018
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Version 3.02
- Fixed equipsets not displaying in the equipset menu due to an assigned hotkey not being named in the internal lookup array (e.g. the Windows key). Note that SkyUI will likely display a default 'Del' for these keys.
- Removed the default Escape and Journal keys to exit the AH Hotkeys MCM. The Exit MCM key is now assignable in the Configuration page. Note that you can press 'T' when hovering over the key map button to remove a key assignment.
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Version 3.01
- Fixed shouts not appearing in the inventory lists. Note that shouts still need to be selected / equipped in the Inventory window in order to show up in AH Hotkeys inventory lists.
- Fixed the Find Item option in the shouts inventory list.
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Version 3.0
- 12 August 2018
1. Updates bundled JContainers version to 4.1.2. Version 3.0 of AH Hotkeys relies on some of the new functions included with the latest version of JContainers.
2. Improved the performance of generating the inventory lists in the MCM menu as well as the responsiveness of executing hotkeys. Also removed the previous limitation on inventory lists of 128 items (inventory lists can now be as long as the number of items in the player's inventory). Mileage will vary across different Skyrim installs on the speed increases.
3. Added option in Configuration screen to disable hotkeys when in the crafting menu. This is to avoid unintended hotkey execution when some hotkeys are the same as those used in the crafting menu (this could be a problem for those with only a limited number of keys that can be used - such as game pads).
4. AH Hotkeys now recognises, and can equip, user-enchanted items rather than using generic forms as previously. This means you can equip a regular unenchanted weapon (or armour), as well as user enchanted versions of the same item. Note that this requires the names to be different. If two items of the same type have different enchantments (or one has no enchantment) but they are named the same, then AH Hotkeys will not be able to distinguish the two apart.
Note that uniquely identiable (specific) items can only be selected for inclusion in an equipset if they are: (1) currently equipped, or (2) selected from the player inventory window via the new AH Hotkeys Action Menu (see below). When added to an equipset, that unique item will be equipped on execution of the equipset rather than other items of the same generic form also present in the player inventory. These items are also marked with an asterix (*) in the equipset item lists.
Also note that AH Hotkeys will lose track of specific items if their name changes. This is because the unique item ID is tied to that item's display name. If the name changes (e.g. at the enchanting table, from tempering, or due to an item sorting mod), then the item ID is no longer valid and that item will need to be re-added to the equipset.
5. Added options to the cycling equipmode to reset the cycle (to first item in the cycle or last-cycled item) if the items that were last cycled are different, and option to reset the cycle after a user-specified timeout.
6. Added check box to the equipset MCM to 'Favorite' an equipset. Favorited equipsets are listed in the AH Hotkeys Action menu or can be executed from the new 'Favorites' window directly using a hotkey (default hotkey 'Backspace').
7. Added Macro functionality, accessible and edited via the new 'Macros' MCM page. Macros emulate keypresses (using either a letter, keycode or Skyrim mapped key) in a particular order and presses these keys as if they were pressed by the player. A macro to auto-open the AH Hotkeys MCM menu is built-in (see below).
8. Added macros to open and close the AH Hotkeys MCM much more quickly than manually navigating the menu system. The open MCM key is user-configurable. The close MCM key is the Journal key (e.g. 'J') or Escape. Note for the Open MCM menu macro: this relies on pressing the keyboard keys to quickly navigate to the mod position in the MCM mod list. The number of times the bottom-most down-arrow key in the macro script is repeated is the mod's position in the list. Change the number of repeats in the macro script to the number in the mod list (there is also a wizard to do this in the new Wizards MCM page).
9. Added AH Hotkeys Action menu, which can be opened outside of the MCM by a hotkey (configured in the Configuration MCM, default 'Insert'). Current options are:
1) Open AH Hotkeys MCM.
2) Execute Favorited equipsets.
3) List equipsets by group and execute.
4) Search for and execute equipsets by name. The search follows the same logic as the name and magic effect filtering options in the equipset MCM (search criteria separated by commas, prefix search text with "!" to find equipsets that don't have the string). This could be useful if you have a lot of equipsets.
5) Execute Macros.
6) In inventory, magic and shout windows: option to add currently selected item to an EquipSet, asking to replace any current item in the same slot. You can add any inventory item, spell or shout to any EquipSet this way without entering the AH Hotkeys MCM page.
- Also note that inventory items added from the Inventory Window are specific items (see notes above) and will no longer be recognised by AH Hotkeys if the item is renamed (such as from tempering or enchanting). These items will need to be re-added if their name changes.
10. Potions can now be auto-added to equipsets (e.g. a health, magicka, stamina potion equipset etc) - this auto-adds potions with the same magic effects. The potion auto-add check is done when adding an item to the player inventory or when opening the equipset MCM. To use, add a potion to an equipset, click on it to bring up the menu and select the option to Auto Add Potion to EquipSet. Auto-added potion effects are listed above the equipset items and can be removed by either selecting the menu option when clicking on the auto-add item or from the Options Menu.
11. Option to exclude items from being unequipped by an equipset, unless overridden explicitly in an equipset. e.g. a lantern or torch. This option is located in the new 'Configuration 2' MCM page. This allows switching clothing or armour equipsets that completely changeout the previous items with the new set, while not unequipping the excluded items such as lanterns or torches.
12. Added a Wizards MCM page to automatically set up some examples of equipsets and macros.
13. Modifier keys are now customisable in the Configuration 2 MCM page. The Alt, Control and Shift keys can be changed to any other key (including mouse button).
14. Added a 4th user-definable modifier key. This can be any key, including mouse button (and perhaps also a gamepad button - I don't have one to test however).
- 12 August 2018
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Version 2.03
- Version 2.03
18 April 2018
1. Fixed dual casted bound weapons - one bound weapon could fail to autocast.
2. Possible fix for multiple autocasting (because I couldn't replicate the issue in the bug report). The Spell Start Buffer Time setting in the Configuration screen now also controls how long an autocast spell will wait without animating for the autocast to be attempted again. Premature re-attempts of the autocast may not have been the cause of the issue, but the change shouldn't cause an issue for anyone else.
3. Fixed an incorrect object reference in the Configuration screen. This had no effect (it wasn't used for anything) but did cause JContainers to print an error in the console and log file.
4. Updated bundled JContainers to version 4.1 for Skyrim SE 1.5.39 and SKSE 2.07. Note that JContainers 4.1 will not be compatible with any earlier versions of Skyrim SE or SKSE. Also note that JContainers 4.1 is not binary compatible with data from earlier versions of JContainers (due to a bug fix in v4.1) - this means all JContainers data in the SKSE co-save file (such as AH Hotkeys equipsets etc) will not survive the upgrade to JContainers 4.1. This also means that if you're using an earlier version of Skyrim and SKSE, then you will need to install the earlier (v4.01) version of JContainers on top (drag JC 4.01 below AH Hotkeys in Mod Organizer, install after AH Hotkeys in NMM or manually, or use the Base Package of AH Hotkeys and install JContainers 4.01 and SkyUI Lib separately).
5. AH Hotkeys 2.03 (JContainers 4.1) update instructions:
- Backup your hotkeys in the Configuration screen first before upgrading.
- Due to the incompatibility with pre-JContainers 4.1 data, AH Hotkeys will appear to be deactivated on upgrading to v2.03 (or JContainers 4.1). Go to the Configuration screen and "Reinstall".
- Restore your backed up hotkeys in the Configuration screen.
- Version 2.03
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Version 2.02
- Hotfix release.
24 March 2018
Fixed bug with powers (not shouts) incorrectly casting multiple times.
- Hotfix release.
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Version 2.01
- Hotfix release to include the previously-missing UILIB_1.pex script from SkyUI Lib into the full package. This is required for the SkyUI Lib functions to work. No other changes.
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Version 2.0
- Version 2.0 - initial SSE release.
14 March 2018
1. Fixed double equipping animation and sound when switching from two-handed weapons to an equipset consisting of 2 one-handed items.
2. Improved concentration spell autocast - concentration spells will continue autocasting if some of the keys are held down (e.g. a modifier key if the other key was a mouse button). e.g. if Longstride (Apocalypse) is set to shift-mouse4, holding down the shift key after releasing the mouse button will continue casting the spell until the shift key is released (this is more convenient since it is easier to continue holding one key than all of them).
3. Fixed equipsets with non-concentration spells not executing again on pressing the same hotkey if the equipset also contained a concentration spell.
4. Added option in Configuration page to adjust the maximum string length in the equipset inventory item lists before they strings are truncated. This was initially to prevent text in the menu options from overlapping on the same line, but this is highly dependent on the custom font being used (some fonts are wider than others).
5. Improved handling of switches between spells and weapons when chaining equipsets.
6. Improved handling of the toggle equipmode and added a "Propogate EquipMode" option to the equipset. Propogate EquipMode carries forward the equip mode to (and overrides) other equipsets that are added to this one and combines all apparel items together to determine equipping behaviour. Check this to ensure that all equipsets linked to this equipset are considered as one equipset (except for hand items and autocasting - these are still actioned separately). e.g. An armour equipset with a linked 'Pouches and Satchels' equipset (which is useful to avoid having to re-add all the individual pouches and satchel items to each armour equipset) will equip the pouches and satchel items as if they were added directly to the equipset.
7. Fixed originally-equipped item not re-equipping after an autocast spell from the other hand during execution of a chain of equipsets.
8. Improved handling of shouts. AH Hotkeys now detects the current shout recovery time to better decide whether to execute the shout or not.
9. Added menu to select the number of words to shout - from 1 to 3 words. This affects the time the shout key is held down.
10. Added ability to have multiple name filters in the "Filter by item name:" menu. Each filter is delimited by a comma. E.g. to specify a list of all items with "Stamina" or "Magicka" in the name but exclude all items with "Fortify" and "Regenerate", enter into the 'Filter by item name:' text box: "Stamina,Magicka,!Fortify,!Regenerate". Positive matches are successful if one or more of the words match and fail if none of the words match. Reverse matches (with the exclamation "!" prefix) are successful if none of the excluded words match and fail if one or more words match.
- Version 2.0 - initial SSE release.
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- Author's activity
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Load more items
May 2020
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31 May 2020, 1:42AM | Action by: RealAntithesis
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Change log added for version 4.4.3
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31 May 2020, 1:41AM | Action by: RealAntithesis
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AH Hotkeys SSE [version 4.4.3]
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30 May 2020, 5:09PM | Action by: RealAntithesis
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30 May 2020, 4:52PM | Action by: RealAntithesis
Mod video added
AH Hotkeys game play
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25 May 2020, 3:32PM | Action by: RealAntithesis
Changelog added
Change log added for version 4.4.2
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25 May 2020, 3:31PM | Action by: RealAntithesis
Changelog added
Change log added for version 4.4.1
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25 May 2020, 3:30PM | Action by: RealAntithesis
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AH Hotkeys SSE [version 4.4.2]
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23 May 2020, 3:51AM | Action by: RealAntithesis
File added
AH Hotkeys SSE [version 4.4.1]
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21 May 2020, 3:07PM | Action by: RealAntithesis
Attribute change
Description changed.
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21 May 2020, 2:50PM | Action by: RealAntithesis
Changelog added
Change log added for version 4.4
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21 May 2020, 2:45PM | Action by: RealAntithesis
File added
AH Hotkeys SSE [version 4.4]
March 2020
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27 Mar 2020, 12:07PM | Action by: RealAntithesis
Attribute change
Description changed.
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26 Mar 2020, 7:17PM | Action by: RealAntithesis
Attribute change
Description changed.
November 2019
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18 Nov 2019, 1:11AM | Action by: RealAntithesis
Attribute change
Description changed.
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10 Nov 2019, 1:45AM | Action by: RealAntithesis
Changelog added
Change log added for version 4.3
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10 Nov 2019, 1:42AM | Action by: RealAntithesis
File added
AH Hotkeys ControlMap [version 1.3]
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10 Nov 2019, 1:39AM | Action by: RealAntithesis
File added
AH Hotkeys SSE [version 4.3]
October 2019
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29 Oct 2019, 3:15PM | Action by: RealAntithesis
Changelog added
Change log added for version 4.2
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29 Oct 2019, 2:57PM | Action by: RealAntithesis
File added
AH Hotkeys SSE [version 4.2]
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20 Oct 2019, 1:08PM | Action by: RealAntithesis
Changelog added
Change log added for version 4.1
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- Mod page activity
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April 2025
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03 Apr 2025, 2:33PM | Action by: Ragicka
Tracked
'AH Hotkeys - Skyrim Hotkey Manager SSE'
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02 Apr 2025, 5:08PM | Action by: GabeH1220
Untracked
'AH Hotkeys - Skyrim Hotkey Manager SSE'
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01 Apr 2025, 5:30PM | Action by: gornew
Untracked
'AH Hotkeys - Skyrim Hotkey Manager SSE'
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01 Apr 2025, 5:11PM | Action by: gornew
Tracked
'AH Hotkeys - Skyrim Hotkey Manager SSE'
March 2025
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30 Mar 2025, 5:58PM | Action by: berkbolat
Endorsed
'AH Hotkeys - Skyrim Hotkey Manager SSE'
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27 Mar 2025, 3:03AM | Action by: locolobo1969
Tracked
'AH Hotkeys - Skyrim Hotkey Manager SSE'
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26 Mar 2025, 2:37PM | Action by: Gilg
Untracked
'AH Hotkeys - Skyrim Hotkey Manager SSE'
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25 Mar 2025, 12:01PM | Action by: mcrobinson275
Endorsed
'AH Hotkeys - Skyrim Hotkey Manager SSE'
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25 Mar 2025, 5:54AM | Action by: katochalol
Endorsed
'AH Hotkeys - Skyrim Hotkey Manager SSE'
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24 Mar 2025, 7:31PM | Action by: Burnsbe1
Tracked
'AH Hotkeys - Skyrim Hotkey Manager SSE'
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23 Mar 2025, 9:46AM | Action by: AndrewKakashkin
Tracked
'AH Hotkeys - Skyrim Hotkey Manager SSE'
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22 Mar 2025, 10:43AM | Action by: Tulliorr
Endorsed
'AH Hotkeys - Skyrim Hotkey Manager SSE'
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19 Mar 2025, 2:56AM | Action by: jennymeg
Endorsed
'AH Hotkeys - Skyrim Hotkey Manager SSE'
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16 Mar 2025, 12:26PM | Action by: dotted1
Untracked
'AH Hotkeys - Skyrim Hotkey Manager SSE'
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16 Mar 2025, 12:07AM | Action by: Aumnyder
Untracked
'AH Hotkeys - Skyrim Hotkey Manager SSE'
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15 Mar 2025, 8:48PM | Action by: collineverett
Untracked
'AH Hotkeys - Skyrim Hotkey Manager SSE'
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15 Mar 2025, 8:47PM | Action by: dummy5
Tracked
'AH Hotkeys - Skyrim Hotkey Manager SSE'
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15 Mar 2025, 5:45AM | Action by: bsherburne24
Tracked
'AH Hotkeys - Skyrim Hotkey Manager SSE'
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14 Mar 2025, 12:36AM | Action by: Tyrannus007
Tracked
'AH Hotkeys - Skyrim Hotkey Manager SSE'
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11 Mar 2025, 10:31PM | Action by: Aumnyder
Tracked
'AH Hotkeys - Skyrim Hotkey Manager SSE'
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