So if I understand correctly this adds more reliability/consistency for adding hotkeys via MCM (for mod authors)? For example some mods don't let you assign modifiers such as shift/alt or use mouse keys, they immediately reset to None when trying to assign a hotkey.
Right that's what I meant, I'm only wondering if it works for modifiers due to the fact that I have older mods with that issue. Wondering if an update to this method would fix older mods that aren't able to assign modifier keys to MCM hotkeys properly. I have numerous older releases I use regularly like an older Headgear Toggle, but hotkey assignment on them is limited due to this problem with the MCM entry. They either refuse to accept the key presses or revert to None when hitting enter to save.
As far as I know, modifier keys don't work with this mod. I would also not recommend replacing older mod's hotkey functionality with this one, due to potentially causing overlap with mods that already utilize Dynamic Activation Key current or in the future.
can this be used to bind something to a long press on the button/d-pad of a controller? for example, wheel menu mod let's you use long press/hold press on the down button on the d-pad to open up the wheel menu.
I apologize if this is a stupid question, but would this allow me to bind something like the leaning from Uneducated Shooter to use a 'modifier+key' binding instead of just a single-key binding, i.e. instead of using 'Q' and 'E' to use 'Shift+Q' and 'Shift+E'?
Technically, it could work, but the author of Uneducator Shooter would need to make his mod compatible with mine. His hotkey implementation is hardcoded, as far as I can tell, so there is nothing I can do about it.
Would you be able to go into more detail as to that? I'd love to get a collaboration going between the two mods, but if possible at this point I'd like to have some details or specifics to give to them as to what would need to be done on their end.
One would have to check the global variable "DynamicActivationKey_IsKeyPressed" or listen for the key events under the script "DynamicActivationKey:Program", specifically the "DynamicActivationKey_OnKeyChange" event.
I had reached out to the mod author of Uneducated Shooter, but it looks like they might be pretty busy - is it feasible at all for me to try and attempt figuring out a patch for it to let it use a modifier key? Or would I likely just be wasting my time with this?
If you know how to reverse engineer C++ code, you could make it work. But in the end, it would be probably the best to wait for the author to either implement a native secondary key option, or make a patch with my mod.
Does this work for rebinding something to the touch pad of a PS4 or PS5 controller? Cause currently it is unused by anything and I haven't found anything that let me bind to it.
Ohhhh this is so great. I have a bunch of mods that add activation options to followers or settlers, got them them to work together by making some require the player to be crouched etc. and being able to just override all those to access the inventory directly makes everything so much better. Thank you!
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I would also not recommend replacing older mod's hotkey functionality with this one, due to potentially causing overlap with mods that already utilize Dynamic Activation Key current or in the future.
His hotkey implementation is hardcoded, as far as I can tell, so there is nothing I can do about it.
listen for the key events under the script "DynamicActivationKey:Program", specifically the "DynamicActivationKey_OnKeyChange" event.
But in the end, it would be probably the best to wait for the author to either implement a native secondary key option,
or make a patch with my mod.
Only keys that exist on a Xbox Controller are supported, which have their Playstation counterpart.
edit: I guess this comment belongs under Alternative Activation Prompts but anyway, thanks for both :)