Thank you very much, I can't believe this wasn't made a decade ago.
I think you'll kick yourself when you notice this, but there's a typo in the <y> coord for the IM_AmmoSwap icon: those traits ought to be "height" instead of "width" - kind of an issue when the parent is an oblong rectangle and differs between PipBoy and HUD ;). After that just replace the <div> operators with "<sub> 5 </sub>" and it will be aligned the exactly the same as icons in HK_Item rects as per hotkey.xml.
Again, great mod, it's simple and elegant and solves a decade old problem, endorsed!
This mod is basically deprecated at this point brother, just get StewieA's tweaks and enable the 2 hotkey fix in that, way easier and it's better than this one.
Here's a link: https://www.nexusmods.com/newvegas/mods/66347
This mod is a workaround to restore the 2 key's ability to be used as a hotkey in the least intrusive way I could think of
...But there is a more unintrusive way, using a script to set the keybinds instead of having the user modify the INI file. With NVSE you can use the function SetControl to reassign keybinds.
Yea it's the least intrusive way I could think of but I know barely anything about anything so my ideas were limited.
I imagine you could also probably observe the calls Fallout 3 uses to write to the HotKey 1 slot (Which is the number 2 slot in FO3, or the ammo swap slot in NV, if I'm not mistaken on the numbering) and just straight up, brute force, recreate the functionality of HotKey 1 in NV with some expanded NVSE scripting, then you'd just need to pop in the empty dial .xml and that NVSE script and you'd have a full 8 slot dial again.
Unfortunately, there's no real *easy*/*unintrusive* way of doing such a thing (That I'm capable of, at least.) I could easily remove the ammo switch icon and have an empty box in the 8th slot, but it would be just that, an empty, unusable box, due to the fact that NV only has 7 hard-coded hotkey slots, they actually removed the 2nd hotkey slot from the game entirely.
However, there are mods that add extra hotkey slots, someone who made one of those mods may know of a way to force their newly added hotkey slot to use the empty dial slot. Here is a version of the file with all the slots empty, formatted exactly as it was in FO3 expecting a 2 hotkey slot; https://drive.google.com/open?id=1y7p5GcktK10-38gUDk6Z2mqrhrQPyVxe Here is a version with all slots empty, with my reformatting so it works properly; https://drive.google.com/open?id=1I1Ks0dE4dqaZSEQwrnmjvGZnmXzatmus
14 comments
1. Go open the file from the path below.
C:\Users\%UserProfile%\Documents\My Games\FalloutNV\FalloutPrefs.ini
2. Using Notepad, search for "[Controls]".
3. Find the following lines.
Hotkey1=0002FFFF
Ammo Swap=0003FF01
Hotkey3=0004FFFF
Hotkey4=0005FFFF
Hotkey5=0006FFFF
Hotkey6=0007FFFF
Hotkey7=0008FFFF
Hotkey8=0009FFFF
4. And modify with the new ones.
Hotkey1=0002FFFF
Hotkey3=0003FFFF
Hotkey4=0004FFFF
Hotkey5=0005FFFF
Hotkey6=0006FFFF
Hotkey7=0007FFFF
Hotkey8=0008FFFF
Ammo Swap=0009FF01
I think you'll kick yourself when you notice this, but there's a typo in the <y> coord for the IM_AmmoSwap icon: those traits ought to be "height" instead of "width" - kind of an issue when the parent is an oblong rectangle and differs between PipBoy and HUD ;). After that just replace the <div> operators with "<sub> 5 </sub>" and it will be aligned the exactly the same as icons in HK_Item rects as per hotkey.xml.
Again, great mod, it's simple and elegant and solves a decade old problem, endorsed!
Here's a link: https://www.nexusmods.com/newvegas/mods/66347
...But there is a more unintrusive way, using a script to set the keybinds instead of having the user modify the INI file. With NVSE you can use the function SetControl to reassign keybinds.
I imagine you could also probably observe the calls Fallout 3 uses to write to the HotKey 1 slot (Which is the number 2 slot in FO3, or the ammo swap slot in NV, if I'm not mistaken on the numbering) and just straight up, brute force, recreate the functionality of HotKey 1 in NV with some expanded NVSE scripting, then you'd just need to pop in the empty dial .xml and that NVSE script and you'd have a full 8 slot dial again.
But what is the point of still having misaligned ammo swap icon on the screen? Now ammo swap is not binded neither to "2" nor to "8" key, right?
Wouldn't it be better to remove this icon or make it completely transparent (invisible)?
However, there are mods that add extra hotkey slots, someone who made one of those mods may know of a way to force their newly added hotkey slot to use the empty dial slot.
Here is a version of the file with all the slots empty, formatted exactly as it was in FO3 expecting a 2 hotkey slot; https://drive.google.com/open?id=1y7p5GcktK10-38gUDk6Z2mqrhrQPyVxe
Here is a version with all slots empty, with my reformatting so it works properly; https://drive.google.com/open?id=1I1Ks0dE4dqaZSEQwrnmjvGZnmXzatmus