简单简介
在3DM Mod站下载上古卷轴5:重置版最新的AH Hotkeys - Skyrim Hotkey Manager SSE Mod,由RealAntithesis制作。hrd6808在我们的平台上分享了这个免费且高质量的游戏模组,让玩家们可以享受到更加丰富的游戏体验。快来3DM Mod站下载并尝试吧!
详细介绍
Mod作者: RealAntithesis Mod版本: 3.1 Mod大小: 1.20 MB 更新时间: 2019-01-19 20:54:27 发布时间: 2019-01-19 20:54:27
详细说明
AH热键-Skyrim热键经理 SSE
啊,热键SSE版本3.0现在发布了。该模式的目标是允许任何可以装备的设备,包括设备集,并允许自动投射法术和呼喊。
*注:对此有很多疑问,所以我把这个通知放在最上面。要想自动施放法术,请安装文件下载中包含的“控制地图”。此外,就目前而言,呼喊键需要是Skyrim设置中的键盘键,这样才能自动发出喊叫,而不是鼠标键。*
新闻
2018年8月13日:发布了bug修复版本3.01。这修复了未出现在“喊叫清单”列表中的“呼喊”以及“查找”的错误。
函数不在“呼喊”列表中工作。
2018年8月12日:V3.0发布。主要的新功能包括:提高生成库存清单的响应能力和速度,识别和装备特定用户着迷的和经过锻炼的物品,改进自行车选项,宏(包括用热键快速打开AH热键MCM页面的宏),在MCM之外执行和编辑设备的“动作”菜单,向设备中自动添加具有特定魔法效果的药剂,用户可定义和可变的修饰符键以及添加第四个修饰符键。
2018年4月18日:V2.03发布。修正了一些缺陷绑定武器自动铸造和更新的AH热键完整包到JContainers 4.1的SkyRIM 1.5.39和SKSE 2.07。请参阅更改日志,特别是Re:在更新之前将JContainers更新为4.1(即:1)备份热键(到配置屏幕中的外部文件);2)更新后,AH热键似乎被停用-“重新安装”配置屏幕中的AH热键;3)从配置屏幕恢复备份的热键)。
2018年3月24日:V2.02发布。修正错误的异能(相对于大喊),错误的多次投射。
2018年3月19日:V2.01发布。唯一的改变是包含来自SkyUILib的UILIB_1.pex脚本文件,这个脚本文件在最初的v2.0版本的完整包中丢失了。这是SkyUI Lib函数工作所必需的,例如文本输入框、一些列表框、通知和文本框。
2018年3月13日:SkyRIM SE第一版。这不仅仅是上一个LE版本1.8.1的端口-我已经修复了一些东西,比如使拼写和喊投更可靠一些,包括设备设置切换行为和其他一些东西。请参阅更改日志。
特征:
1.为设备组分配热键(“装备组”)。装备可以包括武器,盔甲,衣服,咒语,喊叫,力量,卷轴,药水,食物,配料和任何可以装备的东西(火把等),包括其他装备套件。
例子:
装备不同武器或法术组合的武器装备(左手,右手,呼喊);
装甲装备,装备不同的装甲和/或服装负载。选择首先明确所有其他项目。
链在一起的设备,由一个单一的按键执行-例如:呼喊不屈不挠的力量,铸造橡木肉,发射火球,冰钉,饮料魔药,发射闪电波。T等从一个键(或备用鼠标按钮)。
2.热键可以由键盘键(包括数字键盘键)、鼠标按钮和包括ALT、控制键和移位修饰符键的任意组合组成。几乎没有限制的热键数量,可以分配和装备组创建。
-使用3.0版本,可以将修饰符键更改为任何其他键。还可以定义第四个修饰符键(除了ALT、Control、Shift)。
例子:
将“1”分配到火焰法术中,“2”分配到组合闪电和火焰法术中,“5”分配到治疗法术等;Alt-1分配到重甲组,Alt-2分配到城镇服装组;Shift-1分配到单手武器组,Shift-2分配到双手或远程武器组;选择-移动-控制-E组合不同的项目,药剂,喊叫,法术和其他装备成套装备,装备和所有的一切,等等,数字键盘键到其他法术,套装等。
3.武器可以双手挥舞时,放置在装备组的左右手插槽。
例子:
左手拿匕首,右边拿战斧,左边是盾牌,右边是战斧。
4.装备和/或自动施放法术、卷轴、喊叫和异能。如果将法术同时放置在装备组的左右手槽中,或与另一只手的另一法术组合在一起,则可以使用双铸法术。选择重新装备以前装备的项目完成后的自动放映。集中型法术(火焰,治疗,病房等)可以在热键按住(或直到Magicka耗尽或法术被中断)的时间内施放。
例子:
装备自动单投或双投橡皮肉,火焰,然后火花,然后重新装备任何装备之前,第一次自动铸造在链。都没有输入清单菜单。
自动施放一个病房法术到第3或第4鼠标按钮,在需要时投出病房,完成时自动切换回盾牌/武器。
5.在一套装备中喝药水或吃食物或配料。选项要么一次性消耗全部(用于某种组合的效果),要么只使用第一个可用的。只消耗第一个可用的药物将允许玩家建立一个药水(和食物)列表(可以从最大的魔法效果到最低的魔法效果排序,反之亦然),并且每次消耗它们一个(例如在战斗期间),直到没有剩下的。
例子:
如果有三套医疗药水装备&健康食品、魔法药水和耐力药水(或任何其他类型的药水或食物),所有这些药水都是从最高到最低的顺序,这些药水可以按每个热键按顺序使用。或者指定一个热键同时执行所有三个装备组(在这种情况下,将从每个装备组消耗最高(或最低)效果的第一个可用药剂)。
如果装备集包含(按顺序排列):恢复生命药水IV,向下恢复生命药水I,热键按下将消耗一个恢复生命药水IV。随后的按压将继续消耗恢复生命药水IV,直到没有剩余。然后,健康药剂III将被消耗,等等,直到列表中的最后一种药水(恢复健康药水I)用完为止。如果你获得更多的生命药水,那么装备集将根据排序顺序再次使用它们。
5A.
向设备自动添加药剂:在MCM中的设备集中添加一种药剂.点击药剂会弹出菜单。选择自动添加药剂到EquipSet的选项。然后,这将药剂效果添加到项目列表的顶部。随后添加到玩家库存中的任何与自动添加效果相匹配的药水都将自动添加到该设备集中。
6.备选办法:
-装备一套装备中的所有物品:例如,装上一件衣服;
-将装备中的所有物品与以前装备的物品连在一起:例如打开或关闭可装备的灯笼(例如可穿戴灯笼);
-通过一套装备,一次装备一个项目:例如,通过若干不同设备的自行车:例如,单手、双手或弓套(或任何其他装备)之间的循环,装甲或城镇服装套,等等;
-把所有的物品放在一个设备集中:这在某些情况下很有用,比如把一个添加了MOD的容器扔到地上,这样就可以访问它了。
-将物品排除在不带左手、右手或服装/服装的装备中,除非该装备压倒这一行为,明确排除物品。项排除列表位于Configuration 2 MCM页面中。
7.将成套装备组织成组,以便更容易地跟踪它们。
安装时设置下列组:甲套、武器组、法术组、药剂组、装备组。可以添加任意数量的其他组。
8.过滤项目,以便更容易地搜索包括在装备组。物品可以按类型(武器、盔甲等)、魔法效果和名称进行过滤。还可按收藏状态筛选项目。
9.将装备集数据库(“热键集”)保存到Skyrim数据文件夹或用户文件夹中的文件中。数据库可以读取回任何其他保存文件。可以保存多个热键集文件(用户将被要求提供文件名)。MOD用户配置设置也可以备份到文件中,并在以后恢复或导入到任何其他保存游戏中。
10.宏:
宏在宏MCM页面中设置。宏以用户可定义的顺序(“宏脚本”)模拟按键,该序列构建在宏页面中。宏脚本中的可用关键字包括:
关键字/值
重复:重复下一个动作序列的次数
结束:结束一个重复块
键:点击键
按住键
keyup:释放密钥
键码:敲击钥匙(按键盘码)
按键编码:按住钥匙(按键盘码)
keycodeup:发布钥匙(按键盘码)
麦斯普迪:敲击钥匙(是Skyrim映射的钥匙之一)
大键*按住钥匙(是Skyrim映射的钥匙之一)
大键*释放钥匙(是Skyrim映射的钥匙之一)
等待:等待一段时间,以秒或部分秒为单位
等待天边菜单窗口的出现(例如清单菜单,日刊菜单等)。
停止菜单:如果Skyrim菜单窗口打开,则取消宏。
键延迟:设置按键操作之间的延迟(以秒为单位)。
设备集:执行一套设备。
宏:执行另一个宏。
11. 啊热键动作菜单:
通过按热键(可在配置MCM页面中定义),可以随时打开“动作”菜单。职能包括:
1)打开AH热键MCM。
2)执行收藏集。
3)按组列出设备并执行。
4)按名称搜索和执行设备。搜索遵循与设备集MCM中的名称和神奇效果过滤选项相同的逻辑(搜索条件以逗号分隔,前缀搜索文本以“!”)。查找没有字符串的设备)。如果你有很多设备,这可能很有用。
5)执行宏。
6)在“库存、魔法和呼喊窗口:”选项中,将当前选定的项目添加到EquipSet中,要求替换同一时隙中的任何当前项目。您可以这种方式向任何EquipSet添加任何库存物品、拼写或呼喊,而无需进入AH热键MCM页面。
12.其他职能:
在装备成套设备或物品时发出的通知信息。
Unequip左手,右手和/或所有其他项目(仅明确,只是不要添加其他项目到EquipSet)。
装备设置文件菜单选项,以创建新的装备组,还原更改,复制,删除或重命名设备组。
“装备设置选项”菜单可将所有当前装备的项目添加到装备集或移除所有项目。
向导MCM页面提供了一种设置设备集和宏示例的方法。
用户施咒和锻炼物品
与版本3.0的AH热键,用户着迷和回火的项目(如铁剑火焰,铁剑(罚款)被认为是区别于一般的基本形式(例如铁剑),可以配备AH热键具体。
-通过从播放机当前装备的项目列表中选择或从“库存”窗口中选择,将特定的项目添加到设备中。
-限制是AH热键只能通过显示名称跟踪这些特定项目。如果名称发生变化,无论是由于迷人,回火或项目排序模式,那么这些项目不再被识别,需要重新添加到设备。
注记
1.在安装或重建清单时,喊叫不会自动放入Mod的库存数据库中,因为目前没有办法让脚本获得学会的呼喊列表。您将需要首先进入您的库存,并点击呼喊,以装备它。然后呼喊应该出现在呼喊清单上。
2.如果武器、盔甲或法术没有出现在“库存”菜单列表中,请检查在“配置”页面中是否选择了只显示热门项目的选项,并检查该项目是否最受喜爱。
3.使用库存列表中的基本对象的名称显示用户魔法物品,即使在项目被魔法化时给出了新的名称。这是因为当前脚本无法区分玩家库存中的魔法物品和未魔法物品。在这种情况下,尽量不要随身携带同一物品的未魔法版本,因为Mod可能不会每次都装备魔法物品(或将这些物品放置在单独的容器中)。请注意,这似乎也适用于一些前魔法的项目,如斧头的惠特伦,这可能会显示为另一个名称(例如,火焰的Orcish斧)。
4.库存清单中有星号在名称(*)中的项目是最受欢迎的。
5.名称或神奇效果名称筛选器可以通过在搜索字符串前加上感叹号“!”来反转。
示例:要列出没有字符串“fortif”的所有生命药水(也就是说,您希望所有恢复生命但不是强化药水的生命药),您可以将筛选设置为:1。药剂种类;健康魔法效应;名称搜索字符串“!fortif”。如果您想将所有恢复药水添加到您的生命药水集中,但不想包括增强药水(您可能想要一个不同的药水集),这是很有帮助的。
-从2.0版开始,可以添加多个名称过滤器:例如,过滤含有名称关键字的药水,搜索“健康、治疗、Magicka、!Fortify、!Regen”将在其名称中显示所有含有“健康”、“治疗”或“Magicka”的药水,但不是“强化”或“再生”-即称为“健康药水”、“疗愈药水”、“魔法药水”等,而不是“耐力药水”、“再生生命药水”、“增强魔法药水”等。
6. 啊,热键可以让你把盾牌放在装备组的右边,但是Skyrim仍然会在左手上装备他们,这将与你试图放在左手中的任何其他物品发生冲突。啊,热键允许这种灵活性,以防另一个Mod想出如何改变护盾,让他们在右边装备(不管这不太可能)。现在,把盾牌放在左手上。
7.所有不同的选项和设置在悬停在它们上时都会显示帮助文本。
教程
1.如何在每台按键上建立一个循环的设备链
1)为需要多个操作或包含多个项和/或需要发生的事情的每一步设置单独的设备
在一个特定的顺序中,这是不可能的,仅在一套装备-例如,多套手物品,法术,盔甲,甚至药剂组,其中一次只能使用一种药剂)。
例如,如果你想建立一条链子,(A)用第一个键按下鱼肉,(B)用第二个键按你的弓,然后(C)用第三个键来装备你的剑和盾牌:
1.设置“子”均衡器:
(A)用鱼肉(左手或右手或两者兼用)设置法术设备。这可以设置为自动广播或不。
(B)设置弓形装备(你也可以装备你想要使用的特定弹药)。
(C)设置剑和盾牌装备,分别由左右两只手装备。
2)设置“主人”设备,并给它你想要使用的热键。将设备模式选项设置为“一次循环一次”。
3)按照所需的顺序,将上面创建的3台设备添加到项目列表中。为此,需要将项目类型筛选器设置为
“设备”然后,您将能够添加您的其他设备(您在上面创建的设备),就像您可以添加任何其他库存项目。
4)然后用热键的每个水龙头一次地循环通过设备(A)到(C)。
安装
使用Nexus Mod Manager(NMM)、其后续Vortex、WryeBash、MOD组织者2(MO2)或手动将zip文件的内容放入数据文件夹(通常,由于难以跟踪所有文件,因此不建议手动安装,这会使卸载和隔离与其他MOD的冲突成为问题)。我使用了MOD的组织者为这个Mod,没有任何问题。
注意:如果MOD是安装在一个已经存在的游戏与一个大的玩家库存,库存清单可能需要一段时间来建立。库存清单需要建立在MCM菜单的“配置”页面中。这是为了确保重新构建库存列表中的大量脚本负载不会干扰在第一次开始保存游戏时可能运行的其他任何内容。
卸载
在“配置”菜单中可以找到“停用”和“卸载”功能。“停用”将禁用脚本,使其不再处理按键和库存事件。
要卸载模块,请使用“卸载”选项。这将禁用MOD并删除所有数据,包括与MOD相关的所有JContainers数据结构。如果以后要导入另一个保存游戏,请确保将热键集数据库保存到文件中(请参阅“配置”菜单)。
AH热键主要是一个基于脚本的MOD,具有以下入口点:
1. OnInit()在第一次安装时运行一次,OnPlayerLoadGames()在每个加载游戏上运行一次。
2. 事件:捕捉按键。
3. OnItemAdded()、OnItemRemoded()、OnObjectEquied():管理某些基于库存的函数,例如保持MOD的库存项缓存更新。
4. SkyUI MCM配置菜单入口点:为MCM菜单工作。
5.On动画事件():跟踪法术的施放状态。只有当自动投射法术(否则立即返回)时,脚本的大部分才是活动的。
如果删除Skyrim数据文件夹中的MOD,就不会出现OnUpdate()事件。请注意,与任何脚本模式一样,Papryus日志可能会打印一些小错误,通知保存中不再存在的对象。
拼写自动投射控制图
下载时附带的是一个略为修改的vanillaContromap.txt文件版本。这些修改允许AH热键模拟鼠标按下左攻击/阻止和右攻击/阻止动作。这是需要的,以使自动拼写转换工作。如果您已经有了一个做同样事情的定制Contromap.txt文件,那么您就不需要这个文件了。如果自动拼写转换不起作用,请下载此文件。
先决条件和兼容性
啊,热键SSE需要安装以下MODS:
1.Skyrim脚本扩展程序(SKSE),版本2.06:http://skse.silverlock.org/
2.SkyUI(特别是MCM配置菜单):SkyUI SSE
啊热键还需要以下第三方模块资源:
1. JContainers SE:Version 4+是必需的,并包含在AH热键中。如果JContainers需要单独下载,可以在这里找到:乔丹纳斯(JContainers SE.)
。JContainers是必需的,因为AH热键的数据密集型功能集,将不可能只使用香草纸脚本引擎。所有JContainers数据都存储在SKSE共同保存文件中,该文件沿常规保存文件保存。
2. SkyUI Lib:版本1.0是必需的,也包括在内。如果需要单独下载SkyUI Lib,可以在这里找到:http://www.nexusmods.com/skyrim/mods/57308/?。文本输入对话框所需的。
应该可以用较晚的(次要)版本覆盖JContainers和SkyUI Lib。以后的JContainers和SkyUI Lib的次要版本应该向后兼容使用早期次要版本开发的MODS。以后主要版本的JContainers和SkyUI Lib应该有不同的文件名,所以不应该与AH热键冲突。
AH热键SSE不兼容任何32位版本的JContainers,也不兼容4.01之前的版本,也不兼容2.06之前的任何版本的SKSE(请注意,SkyRIM 1.5.39和SKSE 2.07需要JContainers 4.1)。我也将使AH热键可供下载,没有JContainers和SkyUI Lib捆绑,为那些想要单独管理这些。
啊,热键可以与香草热键以及其他提供各种热键功能的MOD一起工作,不过请记住,它们都会尝试处理相同的按键并争夺优先权。通常情况下,这不会引起问题(两个MODS的动作都会发生),但是如果两个MODS都试图对相同的项目做一些事情,可能会有奇怪的行为。
学分
在开发这个模块之前,我使用了其他在Nexus上可用的热键MODS,所以在创建这个模块时,我自然会从这些MODS中获得灵感。灵感来自:
嘉奖给JContainers(Silverice)、SkyUI Lib、SKSE和SkyUI的作者,感谢他们在不同的时间点提供的帮助,以及贝瑟夫论坛上的其他人。
感谢ryobg和其他人在将JContainers移植到64位SkyRIM SE上所做的努力-参见上面链接的GitHub页面。啊,热键SSE不可能是没有JContainerSE的。
感谢dunc001为访问Skyrim菜单系统的ActionScript属性提供了洞察力和帮助。
最后,感谢dTRAIL和其他测试SSE端口的人。
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AH Hotkeys – Skyrim Hotkey Manager SSE
AH Hotkeys SSE version 3.0 is now released. 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.
**NOTE: there have been a number of queries about this, so I'm putting this notice on top. To get auto casting of spells to work, install the Control Map included in the file downloads. 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.**
News
13 August 2018: released bug fix version 3.01. This fixes the bug with shouts not showing up in the shouts inventory list, as well as the find
function not working in the shouts list.
12 August 2018: v3.0 released. Key new features include: improved responsiveness and speed of generating inventory lists, ability to recognise and equip specific user-enchanted and tempered items, improved cycling options, macros (including one that opens the AH Hotkeys MCM page quickly with a hotkey), Action Menu to execute and edit equipsets outside of the MCM, auto-add potions with specific magic effects to an equipset, user-definable and changeable modifier keys as well as adding a 4th modifier key.
18 April 2018: v2.03 released. Fixes some bugs with bound weapon autocasting and updates the AH Hotkeys Full Package to JContainers 4.1 for Skyrim 1.5.39 and SKSE 2.07. See change log, especially re: updating JContainers to 4.1 (i.e. 1) back up your hotkeys (to external file in the Configuration screen) before updating; 2) after updating, AH Hotkeys will appear to be deactivated - "Re-install" AH Hotkeys in the Configuration screen; 3) restore the backed up hotkeys from the Configuration screen).
24 March 2018: v2.02 released. Fixes bug with powers (as opposed to shouts) incorrectly casting multiple times.
19 March 2018: v2.01 released. Only change is to include the UILIB_1.pex script file from SkyUI Lib that was missing in the full package of the original v2.0 release. This is required for the SkyUI Lib functions to work, such as text input boxes, some list boxes, notifications and text boxes.
13 March 2018: first version for Skyrim SE. This is not just a port of the last LE version 1.8.1 - I've been fixing up a few things, such as making spell and shout casting a little more reliable, including equipment set toggling behaviour and a few other things. Refer to the change log.
Features:
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.
Examples:
Weapon Equip Sets that equip different weapon or spell combinations (left hand, right hand, shout);
Armour Equip Sets that equip different armour and/or clothing load outs. Option to unequip all other items first.;
Chain together equipsets that are executed from a single key press - e.g. shout unrelenting force, cast oak flesh, launch fireball, ice spike, drink magicka potion, launch lightning bolt etc from one key (or spare mouse button).
2. Hotkeys can consist of keyboard keys (including numpad keys), mouse buttons and including any combination of alt, control and shift modifier keys. There is practically no limit to the number of hotkeys that can be assigned and Equip Sets created.
- With Version 3.0, modifier keys can be changed to any other key. A 4th modifier key (in addition to alt, control, shift) can also be defined.
Examples:
Assign “1” to the flames spell, “2” to a combo lightning and flames spell, "5" to a healing spell etc; Alt-1 to a heavy armour set, Alt-2 to a town clothing set; Shift-1 to a one-handed weapon set, Shift-2 to a two-handed or ranged weapon set; Alt-Shift-Control-E to a combination of different items, potions, shouts, spells and other Equip Sets to equip and cast all at once etc, number key pad keys to other spells, clothing sets etc.
3. Weapons can be dual wielded when placed into both left and right hand slots in the Equip Set.
Examples:
Wield a dagger in the left hand and war axe in the right, or shield on the left and war axe on the right.
4. Equip and/or autocast spells, scrolls, shouts and powers. Spells can be dual casted when placed into both left and right hand slots in the Equip Set, or combined with another spell in the other hand. Option to re-equip the previously-equipped items on completion of the autocast. Concentration type spells (flames, healing, wards etc) can be cast for as long as the hotkey is held down (or until magicka depletes or the spell is interrupted).
Examples:
Equip Sets to auto single or dual-cast oakflesh, flames, then sparks, and then re-equip whatever was equipped prior to the first auto-cast in the chain. All without entering the inventory menu.
Autocast a ward spell to a 3rd or 4th mouse button to cast the ward when needed, auto-switching back to the shield/weapon in that hand when done.
5. Drink potions or eat food or ingredients in an Equip Set. Option to either consume all at once (for a certain combination of effects) or consume only the first available. Consuming only the first available will allow the player to build a list of potions (and food) (optionally sorting from greatest to lowest magic effect or vice versa) and consume them one at a time (e.g. during combat) until there are none remaining.
Examples:
If there are three Equip Sets for health potions & health food, magicka potions and stamina potions (or any other type of potions or food), all ordered from highest to lowest effect, these potions can be consumed in order with each hotkey press. Or assign a hotkey to execute all three Equip Sets at once (in which case, the first available potion with the highest (or lowest, as desired) effect will be consumed from each Equip Set).
If an Equip Set contains (in order): Restore Health Potion IV, down to Restore Health Potion I, a hotkey press will consume one Restore Health Potion IV. Subsequent presses will continue to consume Restore Health Potion IV until there are none left. Then the Health Potion III will be consumed, and so on, until the last potion in the list (Restore Health Potion I) is used up. If you pick up more health potions, then the Equip Set will start using them again depending on the sort order.
5A.Auto-add potions to equipsets: add a potion to an equipset in the MCM. Clicking on the potion brings up a menu. Choose the option to Auto-Add Potion to the EquipSet. This will then add the potion effects to the top of the item list. Any subsequent potions added to the player inventory that matches the auto-add effects will automatically be added to that equipset.
6. Options to:
- Equip all items in an Equip Set: e.g. for a clothing load out;
- Toggle all items in an Equip Set with previously equipped items: e.g. to toggle an equippable lantern on or off (e.g. Wearable Lanterns);
- Step through an Equip Set equipping one item at a time: e.g. cycle through a number of different equipsets: e.g. cycle between one handed, two handed or bow sets (or anything else), armour or town clothing sets, etc;
- Drop all items in an equipset: this could be useful in some situations such as dropping onto the ground a mod-added container that can then be accessed.
- Exclude items from being unequipped in an equipset that unequips left hand, right hand or clothing/apparel, unless that same equipset overrides this behaviour to unequip excluded items. The item exclusion list is in the Configuration 2 MCM page.
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.
12. Other functions:
Notification messages when equipping Equip Sets or items.
Unequip left hand, right hand, and/or all other items (to only unequip, just don't add other items to the EquipSet).
Equip Set File Menu options to create new Equip Sets, Revert changes, duplicate, delete or rename Equip Sets.
Equip Set Options Menu to add all currently equipped items to an Equip Set or remove all items.
The Wizards MCM page provides a way to setup some examples of equipsets and macros.
User Enchanted and Tempered Items
With version 3.0 of AH Hotkeys, user-enchanted and tempered items (e.g. Iron Sword of Flame, Iron Sword (Fine)) are recognised as being distinct from the generic base forms (e.g. Iron Sword) and can be equipped by AH Hotkeys specifically.
- Specific items are added to equipsets either by choosing from the list of items currently-equipped by the player or as selected from the inventory window.
- The limitation is that AH Hotkeys can only track these specific items through their display name. If the name changes, either due to enchanting, tempering or an item-sorting mod, then these items are no longer recognised and need to be re-added to the equipset.
Notes
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.
5. A name or magic effect name filter can be reversed by prefixing the search string with an exclamation mark "!".
Example: to list all health potions that don't have the string "fortif" in its name (i.e. you want all health potions that restore health but aren't fortification potions), you would set the filter to: 1. Potion item type; 2. Health magic effect; and 3. a name search string of "!fortif". This is helpful if you want to add all the restore potions to your health potion set but don't want to include the fortification potions (you may want a different potion set for that).
- As of version 2.0, multiple name filters can be added: e.g. filtering for potions with a name key word search for "health,heal,magicka,!fortify,!regen" will display all potions with "health", "healing" or "magicka" in their name, but not "fortify" or "regeneration" - i.e. potions called "potion of health", "draft of healing", "potion of magicka" etc will display, but not "potion of stamina", "potion of regenerate health", "potion of fortify magicka" etc.
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.
Tutorials
1. How to set up a chain of equipsets that cycle with each key press
1) Set up separate equipsets for each step that requires multiple actions or contains multiple items and/or if you need things to happen
in a certain order that isn't possible within just one equipset - e.g. multiple sets of hand items, spells, armour sets or even potion sets where only one potion should be used at a time).
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.
Installing
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.
Uninstalling
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
Included for download is a slightly modified version of the vanilla controlmap.txt file. The modifications allows AH Hotkeys to simulate mouse button presses for the Left Attack/Block and Right Attack/Block actions. This is required in order for auto spell casting to work. You won’t need this file if you already have a custom controlmap.txt file that does the same thing. If auto spell casting does not work, then download this file.
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.
Credits
Prior to developing this mod, I used other hotkey mods available on the Nexus, so naturally I would have drawn inspiration from these mods in creating this one. 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/?
Credits go to the authors of JContainers (SilverIce), SkyUI Lib, SKSE and SkyUI for their help, provided at various points in time and to others on the Bethsoft forums.
Thanks also goes to ryobg and others for their efforts in porting JContainers to the 64bit Skyrim SE - see the github page linked above. AH Hotkeys SSE cannot have been made without JContainers SE.
Thanks to dunc001 for providing insights and assistance with accessing the ActionScript properties of Skyrim's menu system.
Finally, thanks to dtrail and others for testing the SSE port.
文件说明
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