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Happy modding!

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EASY WHEEL MENU

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I made it because I think having to browse through survivalism/management spells and/or remembering dozen of hotkeys can be a bit bothering for this kind of actions.

I mean, spells are to kill people, and hotkeys to make styled stuffs like dodging, parrying, flying... but not to eat your bread or clean your buttcrack >_<

Prerequisites :

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THE AWESOME v4

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Version 4 is up

make your own addon in something like 10 seconds

16 wheel layouts available

swap mode

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BUILT-IN SUPPORT

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Campfire

Craft Item

Harvest Wood

Build Campfire

and

Instincts

Frostfall

Weathersense

and

Inner Fire

iNeed

Eat

Drink

Sit

Bathing in Skyrim

Shower

Bath

Immersive Horses

Horse Menu

Whistle

Extensible Follower Framework

Leader's Teleportation

Leader's Telepathy

Hunterborn

Foraging

Scrimshaw

Primitive Cooking

Sense Direction

Taxonomy

Field Dress

Skin

Harvest

Butcher

Process

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AVAILABLE ADDONS

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STUFF TO KNOW

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A quick note about mod-detection

How to use

Updating

Translations

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CREATING ADDONS

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Making your own addon

Scriptname EWM_CustomAddon extends EWM_HandleModBase

PluginName is the name of your addon. You don't have to actually set it to your plugin's name. This name will be used in the MCM Menu to display available functions through this addon.

is the name of your addon. You don't have to actually set it to your plugin's name. This name will be used in the MCM Menu to display available functions through this addon. AddOnQuest must match exactly the EditorID of the quest the script is attached to.

must the EditorID of the quest the script is attached to. FCT_LST_DEFAULT is the list of functions you want to make available through this plugin. You can put as much as you want in here, as long as it doesn't make the EWM's limit explode (128 functions max across all plugins+core mod). Name them whatever you want, but nothing too common. Prefer the use of a prefix specific to your addon.

HasSpells

Event On_ADDON_myTest ()

;Put whatever code you want in here

EndEvent

In Data\Interface\Translations create a .txt file named PluginName_ENGLISH.txt (replace PluginName with the name of your .esp). Open it with Notepad++, and set encoding to UCS-2 LE BOM Add a line for each of your functions, and next to it its "translation" (the text you want to be displayed in the UI instead of the thing with the "$"), separated by a tabulation.

Advanced feature



Spell Function GetFunctionSpell ( Int functionIndex )

if functionIndex == 0

return aSpell

endif

return none

EndFunction



Bool Function GetFunctionCondition ( Int functionIndex )

if functionIndex == 0

;check your condition here, return false/true depending on the outcome. For instance :

return CheckingFunction ()

endif

return true

EndFunction

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THE END

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Credits and Thanks

This mod allow you to choose a hotkey to bring up a wheelmenu. Or even up to 16 hotkeys, for 16 different wheelmenus all with their own set of functionalities. But since you probably don't won't to bother yourself with 16 hotkeys, you can also enable a swap mode to cycle through all of the wheelmenus you configured. Cool heh ?Available functions in each wheel arethrough the MCM menu, as well as their layout.The wheelmenu offer a quick access to actions from other mods such as Campfire, Frostfall, iNeed, Bathing in Skyrim, Immersive Horses or EFF,which would normally require you to use a spell or a hotkey.There is no hard-dependencies, no matter which mods you use/don't use, this one will check what you currently have in your load order and make options available accordingly.Easywheel work atop of your other mods and simply call their own functions when you choose to do so. Nothing is modified in the native behavior of your mods.Even cooler, you can nowfor Easy Wheel, so you have custom functions available here as well =D This allow you, as a power-user, to add functionalities from your favorite mods to your wheelmenu, or mod authors to add built-in support. SKSE v1.7.03 or higher. This is hardcoded, the mod will be disabled if you don't have it. SkyUI , preferably v5.1 UIExtensions (also included in Extensible Follower Framework . Lot of awesome stuffs, including the possibility to, up to, and more importantly, the possibility to use "" to move from one wheel layout to another with a single hotkey (or 2 if you want to go both ways).It also feature a properly working spells hiding/showing feature. And support is ready for conditional functions (the only example in the core mod is Frostfall's Inner Fire, which require a Frostfall custom perk).The MCM is completely dynamic, so every addon made for EWM4 will be seen in there as if it was in the core mod.Everything is now fully scripted with SKSE event, my love for keywords and the story manager have shown its limit.Supported languages are : English, French, and Japanese.Check below to a quick introduction about making your own addons.If you're a bit lost, here is the recomanded configuration :- 2 or 3 wheel layouts (depending on how you want to organize your functions and how much of them you have)- Swap mode with both the "show" and the "next" tied to the same key, "previous" disabled- HideSpells On.Replace the survivalism powers from Campfire. Simple as that.There is an option in the MCM Menu to automatically hide spells in your magic menu if its counterpart is available from one of the wheelmenus.Replace that survivalism power from Frostfall. Simple as that.There is an option in the MCM Menu to automatically hide spells in your magic menu if its counterpart is available from one of the wheelmenus.Inner Fire is only available once you have the relevant perk from the Frostfall's custom perk tree.Special :If "show mods status" is enabled in EWM's MCM, weathersense will automatically be cast when opening the wheel.andcurrently, those only provide access to the "simple" option available via hotkey in iNeed.You probably know that in iNeed, different stuffs will happens if you hold your hotkey a bit longer. Those extended features are currently impossible to implement without distributing a reworked script of isoku.Same feature as iNeed's hotkey, allow you to sit for a while, to take a breath =)Special :If "show mods status" is enabled in EWM's MCM, the notification for your hunger, thirst, and tireness will be displayed when opening the wheel.andSame features as those availables with Bathing in Skyrim hotkeys.andReplace the two powers available from Immersive Horses by wheelmenu commands.There is an option in the MCM Menu to automatically hide spells in your magic menu if its counterpart is available from one of the wheelmenus.I wanted to make better stuff for Immersive Horses because I love the mod SO MUCH, but its own menu is tied to the "current horse", and it require more time than I have for now to dig in to make sure I got everything right. Plus it's already using SkyUILib, which is rather nice (but not as nice as wheelmenu :p)andIdentical to the powers provided by the mods, the first one let you teleport all of your followers near you, the second to open the follower management wheel.Equivalent to their powers. Taxonomy is only available if this feature is enabled in Hunterborn's MCM.andHunterborn's function, available if you're looking at a suitable target (dead animal for field dress, and of course dressed carcass for all of the others).For Hearthfire Adoption by Sandman53 You might have heard of this, but detecting the presence of another mod via papyrus scripts have a lot of weaknesses.Easy Wheel Menu is now using some kinda advanced stuffs, so renamed or merged plugins shouldn't be too much of an issue. That said, you should still avoid to renumber formID whenever possible, or spells won't be detected properly and you'll have non-responding commands in your wheelmenu.Make sure UIExtensions.esp is in your loadorder, as well as EasyWheel.esp and all of your favorites mods.Once in game, simply press the hotkey to bring up the wheel menu, and click on the option you want to execute. Hotkey is "K" by default. If you don't want to do anything, just press escape or tab to exit.Functions available in the wheelmenu are automatically filled when you install the mod. You can further customize the layout or which functions to make available via the Configuration page of the MCM. You can also modify the hotkey here.If you have a lot of functions you'd like to access via wheelmenu, you can enable a second one in the MCM.If updating from an older version than v4, you'll need to make a clean save (uninstall, go in game, save, quit, enable new mod, play).Currently support natively English, French and Japanese.You only need to create a simple plugin with a quest in it. No need for EasyWheel.esp nor even Skyrim.esm as Master, just a tiny mod with a quest.The quest must have an EditorID (obvisouly...), and have the "Start Game Enabled" and "Run Once" checkbox ticked in.Grab the DevKit, and simply create a script which extends EWM_HandleModBase like this :(An example is included in the devkit)Associate it to your quest. You will have a few properties to set up :A smart thing to do if you intend to use the advanced feature (hiding spells and/or conditional functions), is to copy the list of function with their index in commentary in your source script.If you want your addon to be available to hide spells from the magic menu when a related function is selected by the player in one of its wheel layout, you will also need to set theproperty to true. More details in the next paragraph.Once this small script association is complete, open your script and create events for each of your functions, with the event's name prefixed by "On". For instance, if you declared a function named "_ADDON_myTest" in the FCT_LST_DEFAULT property, you'd create this event :And that's it, your function will be available in the MCM to be added in any wheel's layout, and fully working.One final step required is to create a translation file to take care of the "cuteness" of your addon, or your function would appear as "$_Addon_myTest" in the UI.For this :In our previous example it would be :$_Addon_myTest Test FunctionWith this, your function would show up as "Test Function" in the UI.If you're a bit confused about this trick, more informations on translations files are available here You can also set spells to be hidden when a function is selected in one of the wheel layout. For this, you'll need to set the hasSpells property to true as mentioned above, and then add this function to your script, with aSpell being a Spell property you've added to your script.Note that it is critical that the function has a "return none" statement after checking for all mods index to prevent issues.You can use as much "elseif" statement you want to associate spells to each of your functions. The "functionIndex" is the index of the function in your FCT_LST_DEFAULT property.Even if you enabled "hasSpells", you don't have to specify a spell for each of your functions.For performance reasons, I had to limit the number of spells you can hide per function to one, to prevent to much array-browsing.Finally, it is possible to use a similar functionality to add conditions to a function. A function with its condition not met won't be available in the wheel menu until the condition is achieved. It can be whatever you're able to script. If the condition is met once, but then removed (for instance : condition for the player to be vampire, who then got cured by good ol' Falion), it'll be properly removed from the list of available functions.To add conditions to one or more function(s), you have to add the following function to your script :Where CheckingFunction() would be another function in your script returning a boolean depending on whatever it's looking at.Same as with the GetFunctionSpell function, you can use "elseif" statement to add conditions to each of your functions based on their index in FCT_LST_DEFAULTExpired - UIExtensionsBowmoreLover - Japanese TranslationChesko - Frostfall, Campfire.Isoku - iNeed, and lot of other awesome mods.mzin - Bathing in Skyrim.sevencardz - Immersive HorsesExpired - Extensible Follower frameworkmrjack - SublimePapyrusSKSE and SkyUI teams of course !And Bethsoft as well, otherwise we wouldn't even be there in the first place ;)