by admin

Skyrim Se Hotkeys Mod

The best mods for Skyrim Special Edition. Since the last time we updated our list of the best Skyrim Special Edition mods the Skyrim Script Extender has been made compatible with it. HOTKEYS mod:)! - posted in Skyrim Special Edition Mod Requests: Please i need a Hotkey mod for Skyrim SE for all my Magic spells Maybe some1 can get it now with SKSE64. Pleeeeease i need it ASAP.

Author notesThis mod bundles JContainers and SkyUI lib files. Please refer to their permissions for use of these files.I've included source files in the package for others to look at if they wish, but would appreciate credit if significant portions are used for other projects. File creditsInspiration from:. More Hotkeys Please: Hotkeys Plus Plus: Loadout: thanks to the authors of:JContainers: Lib: http://www.nexusmods.com/skyrim/mods/3863/?.

25 September 20181. 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.3. Fixed issue with the unequip item exclusions where items were not prevented from being unequipped if the inventory item was different to the item that is actually equipped (e.g. Chesko's Wearable Lanterns) - these items are now matched by name, not by form (because the form is different).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.7. Fixed bug with name filtering - excluding words by prefixing with an exclamation mark ('!' ) now works properly.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.

Skyrim Se Mod Configuration Menu

Queuing of items added to the inventory and cutting down redundant processing to potentially avoid script overload during bulk crafting sessions etc).14. Updated bundled JContainers SE to version 4.1.3 for compatibility with SKSE 2.08 and Skyrim SE 1.5.50. Note that JContainers 4.1.2 will still work with AH Hotkeys if you are on the previous version of Skyrim SE and SKSE 2.07 - just install version 4.1.2 on top of AH Hotkeys (or place below AH Hotkeys in the left hand mod priority panel if using Mod Organiser). Note that AH Hotkeys 3.1 (and 3.02) won't work properly for versions prior to 4.1.2 (for SKSE versions prior to 2.07) due to reliance on some functions introduced in 4.1.2. Version 3.02.

12 August 20181. 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.3.

Added option in Configuration screen to disable hotkeys when in the crafting menu. This is to avoid unintended hotkey execution when some hotkeys are the same as those used in the crafting menu (this could be a problem for those with only a limited number of keys that can be used - such as game pads).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.10.

Potions can now be auto-added to equipsets (e.g. A health, magicka, stamina potion equipset etc) - this auto-adds potions with the same magic effects. The potion auto-add check is done when adding an item to the player inventory or when opening the equipset MCM. To use, add a potion to an equipset, click on it to bring up the menu and select the option to Auto Add Potion to EquipSet. Auto-added potion effects are listed above the equipset items and can be removed by either selecting the menu option when clicking on the auto-add item or from the Options Menu.11.

Option to exclude items from being unequipped by an equipset, unless overridden explicitly in an equipset. 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).14.

Added a 4th user-definable modifier key. This can be any key, including mouse button (and perhaps also a gamepad button - I don't have one to test however). Version 2.03. Version 2.0318 April 20181. Fixed dual casted bound weapons - one bound weapon could fail to autocast.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.4. Updated bundled JContainers to version 4.1 for Skyrim SE 1.5.39 and SKSE 2.07.

Note that JContainers 4.1 will not be compatible with any earlier versions of Skyrim SE or SKSE. Also note that JContainers 4.1 is not binary compatible with data from earlier versions of JContainers (due to a bug fix in v4.1) - this means all JContainers data in the SKSE co-save file (such as AH Hotkeys equipsets etc) will not survive the upgrade to JContainers 4.1. This also means that if you're using an earlier version of Skyrim and SKSE, then you will need to install the earlier (v4.01) version of JContainers on top (drag JC 4.01 below AH Hotkeys in Mod Organizer, install after AH Hotkeys in NMM or manually, or use the Base Package of AH Hotkeys and install JContainers 4.01 and SkyUI Lib separately).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. Version 2.0 - initial SSE release.14 March 20181.

Fixed double equipping animation and sound when switching from two-handed weapons to an equipset consisting of 2 one-handed items.2. Improved concentration spell autocast - concentration spells will continue autocasting if some of the keys are held down (e.g.

A modifier key if the other key was a mouse button). If Longstride (Apocalypse) is set to shift-mouse4, holding down the shift key after releasing the mouse button will continue casting the spell until the shift key is released (this is more convenient since it is easier to continue holding one key than all of them).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.6. Improved handling of the toggle equipmode and added a 'Propogate EquipMode' option to the equipset. Propogate EquipMode carries forward the equip mode to (and overrides) other equipsets that are added to this one and combines all apparel items together to determine equipping behaviour. Check this to ensure that all equipsets linked to this equipset are considered as one equipset (except for hand items and autocasting - these are still actioned separately).

Skyrim se hotkey spells mod

An armour equipset with a linked 'Pouches and Satchels' equipset (which is useful to avoid having to re-add all the individual pouches and satchel items to each armour equipset) will equip the pouches and satchel items as if they were added directly to the equipset.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.9. Added menu to select the number of words to shout - from 1 to 3 words. This affects the time the shout key is held down.10.

Added ability to have multiple name filters in the 'Filter by item name:' menu. Each filter is delimited by a comma. 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 SSEAH 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 findfunction 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 UILIB1.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 bol t 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.

Skyrim Se Hotkey Mod

I got a gaming computer for two reasons – 1) to mod the hell out of my games and 2) to take some high quality screen caps! I use FRAPS to take screenshots and capture video from my games –. And these are the mods that I can’t live without when it comes to taking great screenshots in Skyrim – all the images in this post are unfiltered with no post-processing:Required:These are mods you must install in order for the other mods to work!– Don’t ask what it does, just accept that you need this and install it.:D) – This allows your characters to strike different poses and use new animations. It is a base file required for most animation mods.Highly Recommended:These are mods that I highly recommend if you want to take high quality screenshots and also make your life easier.– This lets you turn off all the HUD elements (map, crosshairs, etc.) so you can get a clean screenshot without game icons cluttering the screen– This literally saved my game. It prevents the awful Skyrim crash to desktop (CTD) when you have a bunch of mods installed.– This gives you a better user interface to navigate and organize your items/magic which is extremely helpful since most “poser” mods require items or magic to activate– This allows your character’s face to always be in the best light so you can take beautiful screenshots even in dark caves or against backlit scenes – truly a MUST if you’re hoping to take screenshots of characters!– HD textures aren’t required but they make a hell of a difference in high-res screen shots. If your computer can support it, do it!– This allows you to focus on the object in the foreground while making the background blurry, like if you had a real camera!– This lets you toggle equipped helmets with the push of a button – great time saver if you’re doing a lot of screenshotsRecommended ENB Mods:ENB’s are presets that make your graphics look crazy good. There are hundreds of different styles to choose from – I personally prefer realism ENBs but there are some great fantasy and cinematic ones out there, too.– You need to install the ENB base files first before using an ENB preset, so do it.– This is a tried and true classic.

It makes scenes look very sharp and beautiful. I do find the default settings oversaturated – I tend to adjust the preset’s saturation level down a little bit (default is 1.6 and I use 1.2). Only use one ENB Preset at a time!– This is my favorite ENB! I use a modified version of Morning Star (I made it slightly less saturated/bright during day time, with higher DOF), although I love First Seed for a more cinematic look.Recommended Environmental Mods:These mods change how the world of Skyrim looks!– Beautiful lighting and weather systems for Skyrim; recommended use with the RealVision ENB preset– This mod gives scenes much more depth and realism with realistic lighting!– You know where you picture spring water comes from?

That’s what this makes all the water in Skyrim look like J– This gives a whole bunch of new water features and animations throughout the game.– Must have for beautiful leaves, grasses, and flowers!– This gives all the books in the game beautiful and unique covers – if you’re taking any screenshots with books in them, this is a great mod!– This gives blood splatter and bleeding a more realistic feel I know this sounds weird, but bleeding in water looks really cool Recommended Animation/Poser Mods:These mods allow you to make your characters and NPCs pose and animate in a variety of new ways. They are an absolute must if you’re hoping to create lively screenshots!– This is one of the only animation mods out there that does NOT require FNIS. It lets you play any in-game animation or pose.