[MOD] Hotkey Bar
- Macadaynu
- Posts: 264
- Joined: Sun Mar 07, 2021 1:18 pm
Re: [MOD] HotKey Bar
Version 0.3.0 released.
Fixes the following issues:
- Improved the custom spell handling, so that custom spells can be mapped to the hotkey bar correctly
- Prevent players from spamming certain spells, which could prevent spells being cast
https://www.nexusmods.com/daggerfallunity/mods/202
Fixes the following issues:
- Improved the custom spell handling, so that custom spells can be mapped to the hotkey bar correctly
- Prevent players from spamming certain spells, which could prevent spells being cast
https://www.nexusmods.com/daggerfallunity/mods/202
- Macadaynu
- Posts: 264
- Joined: Sun Mar 07, 2021 1:18 pm
Re: [MOD] HotKey Bar
Version 0.4.0 released with some good changes:
https://www.nexusmods.com/daggerfallunity/mods/202
- Multiple hotkey bar rows: use the mod settings to adjust the max number of hotkey bar rows (up to 5, so up to 45 total slots can be mapped). Use the mouse scroll wheel or the - and = buttons to cycle between rows.
- Configurable hotkey bar size: use the mod settings to change the max number of hotkeys per row.
- Auto recast spells: You now do not need to recast or re-press the hotkey for missile type spells. Once you press the hotkey for a desired spell, you can just keep clicking the fire button as it is considered "armed" until you stop using it. This should eliminate the need for the recast button (Q).
- Sheathe / Unsheathe: If you press a hotkey for a spell or weapon that is already armed, you will toggle the sheathe. This should eliminate the need for the sheathe button (Z).
- Bug fix: for icon panels turning white when hotkeys are spammed.
https://www.nexusmods.com/daggerfallunity/mods/202
- Multiple hotkey bar rows: use the mod settings to adjust the max number of hotkey bar rows (up to 5, so up to 45 total slots can be mapped). Use the mouse scroll wheel or the - and = buttons to cycle between rows.
- Configurable hotkey bar size: use the mod settings to change the max number of hotkeys per row.
- Auto recast spells: You now do not need to recast or re-press the hotkey for missile type spells. Once you press the hotkey for a desired spell, you can just keep clicking the fire button as it is considered "armed" until you stop using it. This should eliminate the need for the recast button (Q).
- Sheathe / Unsheathe: If you press a hotkey for a spell or weapon that is already armed, you will toggle the sheathe. This should eliminate the need for the sheathe button (Z).
- Bug fix: for icon panels turning white when hotkeys are spammed.
- Macadaynu
- Posts: 264
- Joined: Sun Mar 07, 2021 1:18 pm
Re: [MOD] HotKey Bar
Version 0.5.0 release:
https://www.nexusmods.com/daggerfallunity/mods/202
New features:
Light / Douse Torches - map any light source to a hotkey to toggle this.
Horse / Cart Mounting - map your horse or cart to a hotkey like you would an item. (Should eliminate the need for the T key, ships will be added later).
Spellbook - map your Spellbook like you would an item.
Climate and Calories integration - Mapping Camping Equipment or Meat will bind those item types to the desired hotkey. Meaning the hotkey will search that item type in your inventory until it finds one, so you don't have to keep mapping Camping Equipment/Meat after you have none in your inventory.
Most other usable items - Note that not all items can be used yet. Message me on the DFU forums if you want an item type adding.
https://www.nexusmods.com/daggerfallunity/mods/202
New features:
Light / Douse Torches - map any light source to a hotkey to toggle this.
Horse / Cart Mounting - map your horse or cart to a hotkey like you would an item. (Should eliminate the need for the T key, ships will be added later).
Spellbook - map your Spellbook like you would an item.
Climate and Calories integration - Mapping Camping Equipment or Meat will bind those item types to the desired hotkey. Meaning the hotkey will search that item type in your inventory until it finds one, so you don't have to keep mapping Camping Equipment/Meat after you have none in your inventory.
Most other usable items - Note that not all items can be used yet. Message me on the DFU forums if you want an item type adding.
- pango
- Posts: 3359
- Joined: Wed Jul 18, 2018 6:14 pm
- Location: France
- Contact:
Re: [MOD] HotKey Bar
Lots of great new features, thanks!
Mastodon: @pango@fosstodon.org
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
- pango
- Posts: 3359
- Joined: Wed Jul 18, 2018 6:14 pm
- Location: France
- Contact:
Re: [MOD] HotKey Bar
I noticed some minor issue, after typing a 0 in some game window (observed with the inventory and the banking interface so far), when closing that window the hotbar is toggled.
Mastodon: @pango@fosstodon.org
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
- Macadaynu
- Posts: 264
- Joined: Sun Mar 07, 2021 1:18 pm
- Macadaynu
- Posts: 264
- Joined: Sun Mar 07, 2021 1:18 pm
Re: [MOD] HotKey Bar
Released hotfix 0.5.1
That should be fixed now, although strangely I couldn't replicate the issue when in the inventory screen, but I could replicate it when using the save/load game menu (after pressing ESC)
Either way the bug should be fixed, let me know if you are still having issues, thanks
That should be fixed now, although strangely I couldn't replicate the issue when in the inventory screen, but I could replicate it when using the save/load game menu (after pressing ESC)
Either way the bug should be fixed, let me know if you are still having issues, thanks
- pango
- Posts: 3359
- Joined: Wed Jul 18, 2018 6:14 pm
- Location: France
- Contact:
Re: [MOD] HotKey Bar
Oops, seems there has been a mismatch between archive name and module name:
Code: Select all
Archive: Convenient Quest Log (Windows) 0.5.1-202-0-5-1-1626269422.rar
Details: RAR 5
Attributes Size Date Time Name
----------- --------- ---------- ----- ----
I.A.... 19445 2021-07-14 15:12 StandaloneWindows/hotkey bar.dfmod
...D... 0 2021-07-14 15:30 StandaloneWindows
----------- --------- ---------- ----- ----
19445 2
Mastodon: @pango@fosstodon.org
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
-
- Posts: 36
- Joined: Fri Sep 27, 2019 11:13 am
Re: [MOD] HotKey Bar
I'd like to paraphrase our Lord and Saviour, the Todd when describing this mod:
It just works!
This is the most important mod in my game. I hated the fact that I needed to open a menu and click on a spell every time I wanted to cast a buff or recall or just change element. This mod really increased my enjoyment when dungeon-crawling.
It just works!
This is the most important mod in my game. I hated the fact that I needed to open a menu and click on a spell every time I wanted to cast a buff or recall or just change element. This mod really increased my enjoyment when dungeon-crawling.
- Macadaynu
- Posts: 264
- Joined: Sun Mar 07, 2021 1:18 pm
Re: [MOD] HotKey Bar
Wow quoting the great Todd Howard is high praise indeed
Thanks for the feedback, I agree it makes battlemages so much fun