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CrEaToXx

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CrEaToXx

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About this mod

A natural expansion of Hotkeys, and the Favorits Menu. No need for MCM, .dll's or out of context features. Streamlined, easy to use, responsive and extremely performant.

Requirements
Permissions and credits
Changelogs
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Expanded Controls
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Twitch

What is this?

1. an expansion of the favorits menu, as a one stop "has it all" player info menu, and hotkey control configuration
2. natural expansion of existing controls, and hotkeys, configured in the games controls section, rather than MCM
3. 9 additional hotkeys, working exactly like vanilla hotkeys, with slight improvements, like cycling spell equipment states
4. function to remove any object inside the inventory or magic menu
5. function to toggle UI based on SKSE console switch
6. set of dedicated "unequip" keys (left hand, right hand, both hands, complete equipment)
7. dedicated subtitle toggle key
8. option to reconfigure vanilla hotkeys, zooming and the console key
9. full controler support
10. removed obsolete keys to make room for more keys(screenshot(not Steam), run(not toggle run), quick save/load(don't you dare ever using them!)

Installation?

You'll need SKSE and SkyUI.

A bit more complicated than the average. Since the Mod will have its own controlmap.txt, it might, or might not, be necessary for you to first remove the existing Controlmap_Custom.txt inside the SSE root folder. How do you know if you need to do this? Well, if you ever experienced the issues caught with adding a new controlmap.txt, you probably already figured a workaround. If not, then just remove it for the sake of user sanity.

From here you'd install the Mod as usual with MO2. MO2, right? MO2?...you don't? Be gone!

Next you'd probably enter the game and reconfigure your controls. Done, enjoy!

How would you allow for such additional functions?

Action Scripting. Flash movi(e)ing. Source provided by SkyUI. Papyrus If-Blocking, and last but not least...Lollygagging.

Can you describe the functions?

Again? Oh well, here you go:

Menu object deletion: open menu, find object, hit key, done! No worries, you'll get a confirmation message before.
Toggle Subtitles: hit key, toggle, done! Verbose enabled.
Toggle Menu Visibility: hit key, toggle, done! You were just about to ask for verbosity? Really? REALLY?!
Unequip Controls: two dedicated for left/righthand only. The third unequips any item for both hands, or when hold and released, any equipment from your body.
Additional Hotkeys: they will naturally act the same way as vanilla hotkeys outside menus. Only spells have a equipment cycle(left hand, both hands, unequip). Inside the favorits menu, the new hotkeys will act a bit more "liberal", compared to the vanilla hotkeys. You can pretty much bind anything to those hotkeys, even 9 times the same object, for whatever reason? While the vanilla hotkeys show you by button numbers to which object they are bound, the new hotkeys will show you the name of the bound object. So to sum it up:

1. in favorits = liberal binding with text info on bound object
2. during gameplay = spells cycle, everything else acts the same as vanilla hotkeys + naturally equip/unequipping any item, respectively switch in between

As little side effect you can also toggle equip/unequip shouts and powers, though I wouldn't see a reason why to do this.

The hotkey functions work for any custom added object, as the logic only asks for Form as (whatever type). Only the number information for all objects of said type, in the favorits menu, needs you to add your object to the provided formlist patch(lights and ammo). So if you want to have the exact number of objects in your inventory for type light or ammo, you will need that patch. Everything else works perfectly without it.

FAQ

Will you please give a more detailed description?

How much more detail i'm supposed to detail out here? Just press a key and see what happens I'd say. To see what's inside the favorits menu, you'd also just press a key, or review the image section? For details on where this Mod is coming from, review it's predecessor:

Hybrid Controls
Hotkey Mod
Widget Mod
Controlmap Unlocked
Simple Game Time

For sure, in comparison this Mod here is way more streamlined, and focused. Initially I got a lot of ideas what to do with the favorits menu. But I quickly figured what I really wanted, was an easy to use, performant, streamlined, and dedicated control/info expansion. By that I turned at least 5-6 of my past Mods obsolete. Even the Widget Mod is at risk at this point, because Widgets may be cool, but they also have a high impact on performance, specially if there's a lot of them present on your HUD:

Also, in theory I always loved the idea of Widgets in the past. But I just figured recently, on a 150+ hour playthrough, it does not even suit my style of playing the game. At one point I figured I actually want the HUD to be as clean as possible, as much of the time as possible. Ontop of that I figured I would naturally enter the menus all the time, for whatever information I needed. Then at one point I figured that the favorits menu is acting extremely quick on open/close, and the idea of a dedicated info stop was born.

The fact that this Mod will allow you to define completely new control keys, naturally from inside the controls configuration menu, was found by accident I'd say. I did in the past already try to find a workaround of no longer needing to use the MCM for any kind of configuration. But I never got the idea to actually do it via the controlmap.txt. Guess my surprise when I figured that you can also add completely new control keys, when removing others.

During this time I figured the natural limit of bound keys inside the controlmap.txt is 256(respectively the bound keys for the vanilla state of controls). In return this also means: if I remove all keys dedicated to controlers, I could add as much new hotkeys as I want. So future versions of this Mod might carry the chance, that controler users will be completely excluded from masteracity. It's you that make all those UI and control based mods necessary in the first place. Go to your couch. Play Madden!

This is blasphemy? Why would you use a controller?

Exactly! Heathens! Be Gone!

Could you add this or that function?

We'll see. If it is complicated, then = no. If it is fluitly performant and douchery easy to use and install = yes. I want to play the game, and press keys naturally, and not force myself to memorize dozens of potentially antidotional cycle configurations, that fail 50% of the time, because I'm an idiot and already overload my game with an abundant amount of UI and control Mods. Also, HUD clean!

Credits?

SKSE-Team
SkyUI-Team
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