I spent a few hours trying to convert this to NG so it can be used for newest AE version. Took a bit of poking around, but managed to get it working (Maybe except for VR, but think I can fix that if needed). Source is included in one of the subfolders, should anyone want to look at the changes.
I hope my lack of sleep brings someone joy :p
2024 Recompile (Just in case) https://mega.nz/file/5X5AwQCA#lwq_fAIuYGc3Lv7-P9zUlZ68rT9e_VHsq4xhVWUiLDI
Original NG: https://mega.nz/file/haoBFLAB#Bka9McxP2JiYrim2_n2djTib_zHVdK38VbkwiH116Hk
Would you consider trying to get it working for VR so it'd possibly allow Intuitive Dragon Ride Control (SE)'s integrated controller support to work with VR?
So for some reason this mod (dTry's Key Utils AE-NG) breaks dual casting with concentration spells the moment you move your character. Trying to dual cast while standing still and not moving at all, with a floating damage mod to display damage numbers, shows for example, 24/s damage for Sparks - but when you move at all while continuing to dual cast, the damage benefits from dual casting breaks somehow and you are now doing only 9/s damage. I narrowed it down to just this mod by nuking my entire modlist and reinstalling again one by one, testing it out with every new mod.
I don't know if this problem is native to dTry's Utils in general or the AE-NG version specifically, though.
When it started happening again I had these mods installed: Ordinator, True Directional Movement, SmoothCam, AMCO, Valhalla, Floating Damage, Nemesis (and all their requirements). None of them caused this issue - it's only when this mod (dTry's Key Utils AE-NG) is added does the problem occur. But I haven't tried a completely clean install with literally just this mod however. So maybe it's a combination of those mods and this one.
Thank you! It works. I've been modding Skyrim by rolling back to SE so far. I was about to give up and do it again, until I read the comment :D. Cheers!
Sir/Madam, whoever you are....I can't begin to explain to you how your work SAVED MY DAY. THANK YOU. There are certain wonderful things that simply CANNOT BE brought to existence without an UPDATE from this mod. And your work just saved it. THANK YOU AGAIN. And THANK YOU AUTHOR of the mod for putting the STICKY here.
So Doodlum has the AE update for this - dTry Plugin Updates. Its just not named very well as it does not come up in searches. It covers several of dTry's SKSE plugins ported to 1.6.640/NG in one FOMOD installer. Its NG so it also works for SE.
Can ya update this to the new versions? I still have an error message saying its not compatible with game versions earlier to 1.6.629. And thx for this !!!
I've tried all three including this one, the NG one and the original and I'm still getting the error message saying MaxulFrame.Dll disabled. The plug-in needs to be updated. Any suggestions?
Can anyone please explain to me how to use this? I've been trying to get this to work and have tried the dTry Plugin Update mod to no avail. I just get a crash to desktop on startup/Bethesda logo.
You did a good job there Xideta, was helpful to many. I do think it has stopped working again though, for the latest AE version that is, but it might be something wrong on my end and i'm trying to work that out first.
hi i got a small issue: for me directional attacks only occur when pressing attack+directional input simultaneously, not when moving in a direction and then pressing attack. Any idea how I can have them trigger when moving and pressing?
Anyone here have any experience or luck in creation custom keytrace events? Trying to create a custom keytrace for MB4. Created a new magick effect by simply copying one from keytrace.esp into a new record.
new magick effect form ID:
custom.ini that should add the spell [KeyTrace_EventID_Mouse] spell_right = 260|0x001d63|NewAttack.esp
_conditions.ini IsEquippedRightType(5) AND HasMagicEffect("NewAttack.esp"|0x001d62) < the MGEF that i created and attached to the spell
In case you're still wondering, I see a few potential issues in your example. First, I have not been able to get the key trace to work consistently with the mouse. Likewise, user events don't seem to work at all for me. Keyboard tracing is very reliable, however.
Second, your DAR _conditions file has the ini extension instead of the txt extension.
Third, you don't need to use the name "spell_right". You can use any arbitrary name you want. I dont' think the name has any purpose except to provide a variable name.
dunkd00d Hello, I want to add the E key as a key trace for a special attack. I looked through the txt files a little but couldn't do it. Can you tell me how to do this?
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I hope my lack of sleep brings someone joy :p
2024 Recompile (Just in case)
https://mega.nz/file/5X5AwQCA#lwq_fAIuYGc3Lv7-P9zUlZ68rT9e_VHsq4xhVWUiLDI
Original NG:
https://mega.nz/file/haoBFLAB#Bka9McxP2JiYrim2_n2djTib_zHVdK38VbkwiH116Hk
thanks in advance for your hard work!
I don't know if this problem is native to dTry's Utils in general or the AE-NG version specifically, though.
When it started happening again I had these mods installed: Ordinator, True Directional Movement, SmoothCam, AMCO, Valhalla, Floating Damage, Nemesis (and all their requirements). None of them caused this issue - it's only when this mod (dTry's Key Utils AE-NG) is added does the problem occur. But I haven't tried a completely clean install with literally just this mod however. So maybe it's a combination of those mods and this one.
Yes, dTry's Key Utils is covered there,
I still have an error message saying its not compatible with game versions earlier to 1.6.629.
And thx for this !!!
if its stuck on a loading page with a red circle you need to try another browser like edge because mega doesnt work in firefox for me
@onurkakilli5
confirming 1.6.640v of skyrim :) thanks so much <3
you just saved me so much pain, youre a god
*Batman theme intensifies *
I do think it has stopped working again though, for the latest AE version that is, but it might be something wrong on my end and i'm trying to work that out first.
2024 recompile out now, which should be using latest NG
Created a new magick effect by simply copying one from keytrace.esp into a new record.
new magick effect form ID:
custom.ini that should add the spell
[KeyTrace_EventID_Mouse]
spell_right = 260|0x001d63|NewAttack.esp
_conditions.ini
IsEquippedRightType(5) AND
HasMagicEffect("NewAttack.esp"|0x001d62) < the MGEF that i created and attached to the spell
anyone know what im doing wrong?
Second, your DAR _conditions file has the ini extension instead of the txt extension.
Third, you don't need to use the name "spell_right". You can use any arbitrary name you want. I dont' think the name has any purpose except to provide a variable name.