Easy WheelMenu II SSE version 1.5 released today June 20th, 2022
This is a minor maintenance release.
Installation
For a first-time install, follow installation instructions on Description page. Migrating from a version of EWM2 prior to release 1.2, you will need a clean state. Check Installation and Migration Procedure in version 1.2 sticky post. Updating from 1.2 or 1.3b, install replacing the old version. Be careful to preserve your custom layouts in SKSE unless kept in MO2 overwrite.
Optional 1.5 patch only installation available in FOMOD. Install (merge) over a complete 1.4 installation. Existing handlers and wheel menu layouts unaffected.
Change Log
- Bug fix: An handler may falsely detect its ESP and activate even if the file is not in the load order. Handler for "Hearthfire Multiple Adoption" affected, when HF DLC is loaded but the mod HFMA is not (the quest is active but the ESP is not). A rare situation where the quest doesn't belong to the ESP.
Easy WheelMenu II SSE version 1.4 released today May 11, 2022
This is a small maintenance release for performance improvement. Reduced delay to display wheel menus when several handlers are active.
Installation
For a first-time install, follow installation instructions on Description page. Migrating from a version of EWM2 prior to release 1.2, you will need a clean state. Check Installation and Migration Procedure in version 1.2 sticky post. Updating from 1.2 or 1.3b, install replacing the old version. Be careful to preserve your custom layouts in SKSE unless kept in MO2 overwrite.
Easy WheelMenu II SSE version 1.3a patch released today February 17th, 2022. A minor maintenance release. Replace faulty release 1.3.
Change Log - Actions "Wash&Rinse" for "Dirt and Blood" version 2.11 (ESPFE format) not working (again !)
Easy WheelMenu II SSE version 1.2 patch released today January 27th, 2022.
Change Log - Native handlers (included in core EWM2) are not started properly when associated mods are installed after EWM2 started. - Missing action "Player Wash&Rinse" for "Dirt and Blood" handler. - Special buttons (returning keycode above 255) such as mouse or gamepad buttons not working.
Installation and Migration Procedure
Install (merge) this package after main EWM2 1.0 package and 1.1 patch package. This patch REQUIRES a clean state (first-time install or clean save). Migrating from an installed version, export any custom layout, follow clean save instructions in Description, then proceed as a first-time install. Install (activate) any custom handlers for other mods. Start Skyrim and wait for menu registration in MCM. You should have message "[EasyWheel] Checking nn handlers" where nn is the number of available handlers for mods in EWM2, then message "[EasyWheel] Initialized nn active handlers" where nn is the number of handlers for mods recognized as present and active in this session. These handlers will be visible in MCM. The SKSE log, if active, will have the detailed list of handlers activated.
Easy WheelMenu II SSE version 1.0 released today December 11th, 2021.
Comments, suggestions, constructive criticisms are welcome.
Limitation, note on "Hide Spells" menu option. Most handlers don't go thru the trouble of detecting if you have effectively the spell (ie Skyrim/Candlelight). If you request "Hide", it will remove the absent spell (no harm) and when you "unhide" it, the spell will be added miraculously to your magic inventory. A bit gamey...
Hey, is it normal that it takes a second or longer until the menu shows up? I only use the built in handlers for Skyrim, NFF, Immersive horses. Then I added this one Easy Wheel Menu Hotkeys.
I use the menu to swap combat stances on a controller combined with that hotkey mod. It works super well, the only issue I have is how long it takes for the wheel to appear.
I am playing on a low end machine at 30 fps. Just in case that is an issue.
Is there anything I can do about it on my end to to get the wheel to show up faster? (Even if not, I will keep this in my mod list and maybe even make some handlers for mods that use powers to bring up config menus. The lag is not a huge issue there.)
You don't have to use the devkit unless you want to build an EWM III. xEdit an existing handler (the esp) ith your stuff and add the 10 lines script that invokes the commands. Obviously, you have to know xEdit and be able to compile a papyrus script.
Is this planned for a future update? I know it's a petty thing, but I find debug notifications from mods popping up on every game load pretty annoying.
Is there a fairly easy way to hide that message? I've looked in the files and xedit but didn't see anything obvious. If not, would it be safe to update to a potential future version mid-game?
This is the first time I've installed this mod, I don't know if I installed it wrong, I have all the dependencies installed and updated for AE 1.6.640 (SkyUI, UIExtensions and SKSE 2.2.3) but the MCM and wheel menu come out wrong. this form. In the installation menu mark the first installation option and AddItemMenu
You already solved it, I noticed that the translation file for Spanish was not there. So I created it and translated everything. Would you give me permission to upload my Spanish translation of this mod?
If you want to setup a mod and maintain it, go ahead. And/or If you send me your file, I will include it in the distribution package for next release and give you credit.
The "Hide Spell" function doesn't seem to work for me whether I do it with every individual mods or in the General tab, the spells are still there in the magic menu... (3BBB, NFF, Hunterborn, Frostfall, ...etc.) I hate having my magic menu cluttered with mod setting powers so it's a bit bothering me.
Sorry I don't have anything practical to add here, but I also made a few patches for the "old" EasyWheel and consistently had problems getting this feature to work as well (admittedly, my own knowledge of Papyrus was much lower back then too) - there may be an issue with EasyWheel's scripts, but I also suspect a lot of mods implement these spells/powers in various ways that makes them hard to remove.
I do recall that in Hunterborn's case, the various utility spells can be hidden from its own MCM. Unfortunately Campfire and Frostfall don't have that option (afaik).
255 comments
This is a minor maintenance release.
Installation
For a first-time install, follow installation instructions on Description page. Migrating from a version of EWM2 prior to release 1.2, you will need a clean state. Check Installation and Migration Procedure in version 1.2 sticky post. Updating from 1.2 or 1.3b, install replacing the old version. Be careful to preserve your custom layouts in SKSE unless kept in MO2 overwrite.
Optional 1.5 patch only installation available in FOMOD. Install (merge) over a complete 1.4 installation. Existing handlers and wheel menu layouts unaffected.
Change Log
- Bug fix: An handler may falsely detect its ESP and activate even if the file is not in the load order. Handler for "Hearthfire Multiple Adoption" affected, when HF DLC is loaded but the mod HFMA is not (the quest is active but the ESP is not). A rare situation where the quest doesn't belong to the ESP.
This is a small maintenance release for performance improvement. Reduced delay to display wheel menus when several handlers are active.
Installation
For a first-time install, follow installation instructions on Description page. Migrating from a version of EWM2 prior to release 1.2, you will need a clean state. Check Installation and Migration Procedure in version 1.2 sticky post. Updating from 1.2 or 1.3b, install replacing the old version. Be careful to preserve your custom layouts in SKSE unless kept in MO2 overwrite.
A minor maintenance release. Replace faulty release 1.3.
Change Log
- Actions "Wash&Rinse" for "Dirt and Blood" version 2.11 (ESPFE format) not working (again !)
Easy WheelMenu II SSE version 1.2 patch released today January 27th, 2022.
Change Log
- Native handlers (included in core EWM2) are not started properly when associated mods are installed after EWM2 started.
- Missing action "Player Wash&Rinse" for "Dirt and Blood" handler.
- Special buttons (returning keycode above 255) such as mouse or gamepad buttons not working.
Installation and Migration Procedure
Install (merge) this package after main EWM2 1.0 package and 1.1 patch package. This patch REQUIRES a clean state (first-time install or clean save).
Migrating from an installed version, export any custom layout, follow clean save instructions in Description, then proceed as a first-time install. Install (activate) any custom handlers for other mods. Start Skyrim and wait for menu registration in MCM. You should have message "[EasyWheel] Checking nn handlers" where nn is the number of available handlers for mods in EWM2, then message "[EasyWheel] Initialized nn active handlers" where nn is the number of handlers for mods recognized as present and active in this session. These handlers will be visible in MCM. The SKSE log, if active, will have the detailed list of handlers activated.
Comments, suggestions, constructive criticisms are welcome.
Limitation, note on "Hide Spells" menu option.
Most handlers don't go thru the trouble of detecting if you have effectively the spell (ie Skyrim/Candlelight). If you request "Hide", it will remove the absent spell (no harm) and when you "unhide" it, the spell will be added miraculously to your magic inventory. A bit gamey...
I only use the built in handlers for Skyrim, NFF, Immersive horses.
Then I added this one Easy Wheel Menu Hotkeys.
I use the menu to swap combat stances on a controller combined with that hotkey mod.
It works super well, the only issue I have is how long it takes for the wheel to appear.
I am playing on a low end machine at 30 fps. Just in case that is an issue.
Is there anything I can do about it on my end to to get the wheel to show up faster?
(Even if not, I will keep this in my mod list and maybe even make some handlers for mods that use powers to bring up config menus. The lag is not a huge issue there.)
EDIT 2 Nevermind, the instructions make no sense. I don't even know how to OPEN the devkit, let alone use it.
xEdit an existing handler (the esp) ith your stuff and add the 10 lines script that invokes the commands. Obviously, you have to know xEdit and be able to compile a papyrus script.
If not, would it be safe to update to a potential future version mid-game?
And/or If you send me your file, I will include it in the distribution package for next release and give you credit.
Muchas gracias.
CoDo
I hate having my magic menu cluttered with mod setting powers so it's a bit bothering me.
I do recall that in Hunterborn's case, the various utility spells can be hidden from its own MCM. Unfortunately Campfire and Frostfall don't have that option (afaik).