скайрим меню быстрого доступа
Интерфейс игры
Программа запуска (Skyrim Launcher)
В меню запуска игры есть следующие пункты:
Главное меню
Меню паузы (кнопка ESC)
Задания, журнал (клавиша J)
Если задание имеет место выполнения, то вы сможете нажать клавишу М, тогда откроется карта, центрированная на объекте задания.
Подсказки
Во всех меню внизу экрана можно найти подсказку о действии клавиш. Поглядывайте туда почаще.
Маркеры
Маркеры показаны точно над местом выполнения выбранных заданий, а также на компасе.
Статистика
Статистика всех ваших действий. Исключительно для интереса.
Быстрое меню (клавиша TAB)
Навыки
Древо талантов трехмерно. Перемещаться можно кликая мышкой, либо клавишами направлений. Для открытия древа нажмите TAB, либо крутаните колесико мышки назад.
Карта мира (клавиша М)
Карта мира трехмерна. Для навигации используйте клавиши направления, либо подведите указатель к границе экрана. Подведя указатель к любому значку, вы сможете получить о нем информацию.
Карта местности
Для перехода к карте местности и обратно, на карту мира, используйте клавишу L.На карте местности действует «туман»войны. Здесь отображаются только те детали местности, рядом с которыми вы прошлись.
Заклинания
Для криков также будет указано время перезарядки в секундах.
Предметы, инвентарь (клавиша I)
Избранное (клавиша Q)
В бою
P.S. В рамках данного раздела отвечу на часто задаваймый вопрос: «как передвигать предметы не беря их?». Ответ: зажав клавишу действия (Е по умолчанию).
Также маленький бонус. Не каждый догадывается, что объекты, демонстрируемые во время загрузок, можно. вращать. Зажмите левую кнопку мыши и вращайте как угодно!
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More HotKeys Please
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About this mod
HotKey any key on your keyboard, or controller (with mouse support). Adds 100 new hotkeys to the game. These can be basic, press and hold, multikeys, or double tap. Equip one item, multiple items, or entire sets. Use cycles, autocasting, chain casting, or drink potions. Tons of features and options.
Credits and distribution permission
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is not opted-in to receive Donation Points
Translations available on the Nexus
Version 2.3.17
Version 2.3.16
Version 2.3.15
Version 2.3.14
Version 2.3.13
Version 2.3.12
Version 2.3.11
Version 2.3.10
Version 2.3.9
Version 2.3.8
Version 2.3.7
Version 2.3.6
Version 2.3.5
Version 2.3.4
Version 2.3.3
Version 2.3.2
Version 2.3.1
Version 2.3.0
Version 2.2.5
Version 2.2.4
Version 2.2.3
Version 2.2.2
Version 2.2.1
Version 2.2.0
Version 2.1.5
Version 2.1.4
Version 2.1.3
Version 2.1.2
Version 2.1.1
Version 2.1.0
Version 1.2.4
Version 1.2.3
Version 1.2.2
Version 1.2.1
Version 1.2.0
Version 1.1.0
Version 1.0.4
Version 1.0.3
Version 1.0.2
Version 1.0.1
This mod requires SKSE
http://skse.silverlock.org/
Some features require SkyUI 3.x
http://skyrim.nexusmods.com/mods/3863
READ THIS BEFORE YOU BEGIN!
Click here for the most complete way to clean a save
OBJECTIVE
The objective of this mod is to never have to open a menu for anything that is commonly or rarely used. It should also give you added functionality, that was never possible with vanilla hotkeys. This mod is made for you, so your input is highly valued. Finally I try to make everything as intuitive as possible, but if you have any question I will be happy to answer them. If I get to a point where I am not implementing and bug-fixing I will try to write a suitable manual.
INSTALLATION
INSTRUCTIONS
WHATS INCLUDED
CHANGES IN LITE VERSION
AUTOCASTING
With this mod you can automatically equip and cast a spell. The way in which it functions is very flexible. There are two basic ways to autocast, Automatic and Controlled, I will cover them in detail. The two types are based on how you wish to use the hotkey.
BUILDING YOUR SPELL BOOK (MCM FEATURE)
LANGUAGES
Q: Autocast doesn’t always cast?
A: The cast delay variable under utilities->setting->custom, needs to be increased. Using a value of 0.4 will fix the issue. This will increase the time from equipping a spell to using it..
Q: Why isn’t the Hotkeys illusion spell showing up?
A: This may occur when you upgrade from an old version. To fix it you need to find the FormID of the spell then remove and add it.
Open your console and type:
help hotkeys
In the list that comes up find the HotKeys Spell line. Note the 8 digit figure that comes up, this is the FormID. (It is usually 1200793A).Then type in your console:
player.removespell 1200793A
then:
player.addspell 1200793A
Replace «1200793A» with the FormID you get if it is different.
GLOBAL VARIABLES
CUSTOM CONTROL MAPS
This is instructions to modify your controlmap.txt if you do not want to use the one included with the mod.
FULLY CONFIGURABLE CONTROLLER CONTROL MAP
To use this control map you must have your keyboard to start!
Use you keyboard to open the magic menu (TAB) and use the hotkey spell. From there you can setup all your gamekeys for your controller.
If you get stuck all game functions are mapped to the vanilla keyboard keys.
Also while in menus the controller keys are unchanged and will function as normal. For this reason you will want to turn the Menu GameKeys off under utilities.
INCOMPATIBILITIES
—Wet and Cold needs to be loaded after More HotKeys Please in your load order for MHP to work properly.
—Armed to the Teeth has issues with this mod. While it will work, the «imaginary» items it adds, this mod will pickup and cause issues. You need to bind AttT items to vanilla hotkeys.
-This mod should not be incompatible with most mods. It changes nothing in game and is total independent. BUT it is a very intensive script, and papyrus is given limited resources. If you are getting heavy delays it is likely you have a mod that is overtaking papyrus’s resources and bottle necking this mod. Check your log for something that is dumping stacks.
A BIG THANKS TO:
NOTE TO MODDERS
This mod is open source. You are free to use it however you like. Just please give credit where credit is due. Good luck with all the code. BTW the files that do not have a source are dummy files for anyone that saved the game while using BETA.
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File information
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About this mod
AH Hotkeys is a hotkey manager mod. Now for Skyrim SE. The objective of this mod is to allow anything that can be equipped to be hotkeyed, including sets of equipment, and to enable autocasting of spells and shouts. Equip Sets can contain weapons, armour, clothing, spells, shouts, powers, scrolls, potions, food, ingredients and other Equip Sets.
Nexus requirements
| Mod name | Notes |
|---|---|
| JContainers SE | Version 4.1.2 is required for AH Hotkeys SSE 3.0 or later. Version 4.1.11 is recommended for Skyrim SE 1.5.80. |
Off-site requirements
| Mod name | Notes |
|---|---|
| SKSE (SSE release) | At least version 2.06 is required. Version 2 00 16 is required for Skyrim SE 1.5.80. |
| SkyUI Lib | Included in AH Hotkeys ‘full’ package. |
Mods requiring this file
| Mod name | Notes |
|---|---|
| Couch Gamer’s Steam Controller Profile | Used to map hotkeys and auto cast spells and shouts |
Credits and distribution permission
Author notes
This mod bundles SkyUI lib (earlier versions prior to 4.0 bundle JContainers). Please refer to their permissions for use of these files.
I’ve included source files in the package for others to look at and use if they wish, but would appreciate credit if significant portions are used for other projects. The source files are included also for the purposes of bug identification if anyone is so inclined.
Redistribution on other sites is ok, but with due credit given (include Nexus link with the redistribution if possible), but I won’t be able to give much in the way of support through any other site than Nexus Mods.
Abandoned Mod Clause: While I do intend to continue supporting this mod, if there’s no activity from me on the Nexus for over 6 months, then anyone so inclined may re-release AH Hotkeys (including both SSE and LE versions) on the Nexus to maintain the mod, fix bugs, improve functionality etc. While I reserve the right to come back to my mod at a later date, the author of the re-released version may continue working on their version however they deem appropriate.
File credits
Inspiration from:
• More Hotkeys Please: http://www.nexusmods.com/skyrim/mods/23416/?
• Hotkeys Plus Plus: http://www.nexusmods.com/skyrim/mods/36728/?
• Loadout: http://www.nexusmods.com/skyrim/mods/34593/?
Also, thanks to the authors of:
JContainers: http://www.nexusmods.com/skyrim/mods/49743/?
JContainers64: https://github.com/ryobg/JContainers/releases
SkyUI Lib: http://www.nexusmods.com/skyrim/mods/57308/?
SKSE: http://skse.silverlock.org/
SkyUI: http://www.nexusmods.com/skyrim/mods/3863/?
Donation Points system
This mod is opted-in to receive Donation Points
Version 4.4.3
Version 4.4.2
Version 4.4.1
Version 4.4
Version 4.3
Version 4.2
Version 4.1
Version 4.01
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.
Version 4.0
Version 3.1
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.
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.
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).
Version 3.02
Version 3.01
Version 3.0
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.
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.
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).
Version 2.03
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.
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 2.02
Fixed bug with powers (not shouts) incorrectly casting multiple times.
Version 2.01
Version 2.0
1. Fixed double equipping animation and sound when switching from two-handed weapons to an equipset consisting of 2 one-handed items.
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.
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.
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.
AH Hotkeys – Skyrim Hotkey Manager SSE
The objective of this mod is to allow anything that can be equipped to be hotkeyed, including equipment sets, and to enable autocasting of spells and shouts.
Simple Tutorial:
1. Open up AH Hotkeys MCM. It opens to the EquipSets page.
2. If first time install, activate by going to the Configuration page and rebuild the inventory.
Left hand side of EquipSet page:
3. In the EquipSets page, go to the File Menu and select «New EquipSet» from the list.
4. Enter a name for the new equipset.
5. Set a hotkey by clicking the «Hot Key» button. Select any of the modifier key check boxes.
Right hand side of EquipSet page:
6. Add weapons and/or a shield by clicking on «Right» or «Left» (shields are left hand only).
7. Add a shout or power by clicking on «Shout/Power».
8. Add clothing or armour (or other items that can be equipped in one of the apparel slots) by clicking on «Add Item. «.
If no items are showing up in the above inventory lists, go to the Configuration page to rebuild the inventory.
9. Exit the MCM and try out the new equipset by pressing the hotkey and any modifiers that were set.
That’s pretty much it. All the other options are extras that can be investigated once your needs require them.
1. Assign hotkeys to equipment sets (“Equip Sets”). Equip Sets can contain weapons, armour, clothing, spells, shouts, powers, scrolls, potions, food, ingredients and anything else that can be equipped (torches etc), including other Equip Sets.
7. Organise Equip Sets into Groups to keep track of them more easily.
The following groups are set up on installation: Armour Sets, Weapon Sets, Spell Sets, Potion Sets, Equip Sets. Any number of other groups can be added.
8. Filter items to allow for easier searching for inclusion into Equip Sets. Items can be filtered by type (weapons, armour etc), magic effect and name. Also filter items by favourited status.
9. Save the Equip Set database (a “Hotkey Set”) to a file in either the Skyrim Data folder or User folder. The database can be read back in to any other save file. Multiple Hotkey Set files can be saved (the user will be asked for the file name). The mod user configuration settings can also be backed up to a file and restored later or imported into any other save game.
10. Macros:
Macros are set up in the Macros MCM page. Macros emulate keypresses in a user-definable sequence (the ‘macroscript’) which is built in the Macros page. Available keywords in a macroscript include:
Keyword/Value
repeat: number of times to repeat the next sequence of actions
end: ends a repeat block
key: taps the key
keydown: holds down the key
keyup: releases the key
keycode: taps the key (by keycode)
keycodedown: holds down the key (by keycode)
keycodeup: releases the key (by keycode)
mappedkey: taps the key (being one of the Skyrim mapped keys)
mappedkeydown : holds down the key (being one of the Skyrim mapped keys)
mappedkeyup : releases the key (being one of the Skyrim mapped keys)
wait: waits for a time, in seconds or parts of second
waitformenu: waits for a Skyrim menu window to appear (e.g. Inventory Menu, Journal Menu etc).
stopifmenu: cancels the macro if a Skyrim menu window is up.
keydelay: sets the delay between key press actions (in seconds).
equipset: execute an EquipSet.
macro: execute another Macro.
11. AH Hotkeys Action Menu:
The Action Menu can be brought up at anytime by pressing a hotkey (definable in the Configuration MCM page). Functions include:
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.
1. On installation or rebuild of the inventory lists, shouts are not automatically placed into the mod’s inventory database since there is currently no way for a script to get the list of learnt shouts. You will need to first go into your inventory and click on the shout to equip it. The shout should then show up in the shouts inventory list.
2. If weapons, armour or spells aren’t showing up in the inventory menu list, check whether the option to show only favourited items is selected in the “Configuration” page and check whether that item is favourited or not.
3. User enchanted items are displayed using the name of the base object in the inventory lists, even if a new name was given when the item was enchanted. This is because there is no way currently for a script to distinguish between enchanted and unenchanted items in the player’s inventory. In this case, try not to carry around unenchanted versions of the same item as the mod may not equip the enchanted one every time (or place these items in a separate container). Note that this also appears to apply to some pre-enchanted items such as the Axe of Whiterun, which may display as another name (e.g. Orcish Axe of Flames).
4. Items in the inventory lists with an asterisk in the name (*) have been favourited.
6. AH Hotkeys will allow you to place shields on the right-hand slot of the Equip Set, but Skyrim will still equip them on the left-hand, which will conflict with whatever other item you try to put in the left hand. AH Hotkeys allows this flexibility in case another mod figures out how to change shields to allow them to be equipped on the right (however unlikely that may be). For now, just put shields on the left hand.
7. All the various options and settings display help text when hovering over them.
If, for example, you want to set up a chain that (a) casts Oakflesh with the first key press, (b) equips your bow with the second key press, and then (c) equips your sword and shield with the third key press:
1. Set up ‘child’ equpsets:
A) set up spell equipset with Oakflesh (in left or right hands or both). This could be set to autocast or not.
B) set up bow equipset (you may also want to equip the particular ammo you want to use as well).
C) set up sword and shield equipset to equip in the right and left hands respectively.
2) Set up the ‘master’ equipset and give it the hotkey you want to use. Set the equipmode option to «cycle one at a time».
3) Add the 3 equipsets you created above to the items list, in the order that you want. To do this, you need to set the item type filter to
«Equipsets». You will then be able to add your other equipsets (the ones you created above) like you can any other inventory item.
4) This will then cycle through the equipsets (A) to (C) one at a time with each tap of the hotkey.
Use the Nexus Mod Manager (NMM), its successor Vortex, WryeBash, Mod Organiser 2 (MO2) or manually drop the contents of the zip file into the Data folder (generally, manual installation is not recommended due to the difficulty in tracking all the files, which makes uninstallation and isolating conflicts with other mods problematic). I’ve used Mod Organiser for this mod with no issues.
Note: if the mod is being installed on an already-existing game with a large player inventory, the inventory list may take a while to build. The inventory list is required to be built in the MCM menu’s «Configuration» page. This is to ensure that the intense scripting load from rebuilding the inventory list doesn’t interfere with anything else that may be running when the save game first starts.
A “Deactivate” and “Uninstall” function can be found in the “Configuration” menu. ‘Deactivate’ will deactivate the script so it will no longer process key presses and inventory events.
To uninstall the mod, use the ‘Uninstall’ option. This will deactivate the mod and delete all data, including all JContainers data structures associated with the mod. Make sure that you save your Hotkey Set database to a file (see the “Configuration” menu) if you want to import into another save game later on.
AH Hotkeys is primarily a script-based mod, with the following entry-points:
1. OnInit(), which runs once on first install, and OnPlayerLoadGame(), which runs once on every load game.
2. OnKeyDown() event: to catch key presses.
3. OnItemAdded(), OnItemRemoved(), OnObjectEquipped(): to manage certain inventory-based functions, such as keeping the mod’s inventory item cache up to date.
4. SkyUI MCM configuration menu entry points: for the MCM menus to work.
5. OnAnimationEvent(): to track casting state of spells. Bulk of the script is only active when autocasting spells (otherwise returns immediately).
There are no OnUpdate() events that could hang around to cause issues if the mod is deleted from the Skyrim Data folder. Note that, as with any scripted mod, the papryus log may print out some minor errors informing of objects in the save that are no longer present in-game.
Control Maps for Spell Auto-Casting
Prerequisites and Compatibility
AH Hotkeys SSE requires the following mods to be installed:
1. Skyrim Script Extender (SKSE), version 2.06: http://skse.silverlock.org/
2. SkyUI (specifically, the MCM configuration menus): SkyUI SSE
AH Hotkeys also requires, and bundles, the following 3rd party mod resources:
1. JContainers SE: version 4+ is required, and is included with AH Hotkeys. If JContainers is required to be downloaded separately, it can be found here: JContainers SE.
. JContainers is required due to AH Hotkey’s data-intensive feature set that will not be possible with just the vanilla papyrus scripting engine. All JContainers data is stored in the SKSE co-save file that is saved along-side the normal save file.
2. SkyUI Lib: version 1.0 is required, and is also included. If SkyUI Lib is required to be downloaded separately, it can be found here: http://www.nexusmods.com/skyrim/mods/57308/?. Required for the text input dialog box.
It should be ok to overwrite JContainers and SkyUI Lib with later (minor) versions. Later minor versions of JContainers and SkyUI Lib should be backwards compatible with mods developed using earlier minor versions. Later major versions of JContainers and SkyUI Lib should have different file names, so should not conflict with AH Hotkeys.
AH Hotkeys SSE is not compatible with any 32bit version of JContainers nor versions earlier than 4.01, nor any version of SKSE prior to 2.06 (note that JContainers 4.1 is required for Skyrim 1.5.39 and SKSE 2.07). I will also make AH Hotkeys available for download without JContainers and SkyUI Lib bundled, for those who want to manage these separately.
AH Hotkeys can work alongside the vanilla hotkeys as well as other mods that provide various hotkey functions, though bear in mind that they will all try to process the same key press and compete for priority. Usually, this shouldn’t cause an issue (the actions from both mods will occur), but there may be strange behaviour if both mods are trying to do things to the same items.
















