OpenMW 0.51 or newer is required.
voshond's QuickSelect is a PC-first fork of ZackHasaCat's Quickselect for OpenMW. It replaces the vanilla quick-item workflow with three directly addressable, customisable hotbars for items, spells, and enchanted items.
Before enabling the mod, unbind the vanilla quick-item keys so they do not conflict with QuickSelect.
The copy-ready Nexus Mods description is maintained in
docs/NEXUS_DESCRIPTION.bbcode.
- Thirty direct hotkeys:
1–0activate the first bar,Shift/Mouse 4 +1–0the second, andCtrl/Mouse 5 +1–0the third.-and=can also change the active bar. - Searchable assignment menus: bind inventory items, spells, and enchanted items from QuickSelect's mouse-friendly picker, with tooltips and scrolling.
- Correct individual-item handling: assignments retain the exact item you selected, so same-record weapons or enchanted items with different condition or charge are not confused with one another.
- Useful at-a-glance information: configurable slot labels, stack counts, enchantment charges (including current/max and low-charge colours), equipped indicators, and the remaining uses of equipped probes, lockpicks, and repair tools.
- Per-type low-stock warnings: optional threshold colours for potions, repair tools, probes, lockpicks, and ammunition.
- Configurable presentation: choose zero to three visible bars (zero hides the HUD while hotkeys still work), top or bottom placement, icon size, horizontal and vertical spacing, text styling, and optional auto-fading after inactivity. Faded bars reappear only after an actual QuickSelect hotkey is used. An active-hotbar-only mode keeps the HUD to one fixed row and temporarily replaces it with Hotbar 2 or 3 while its modifier is held.
- Bars are directly addressable rather than treated as a single bar you must switch through first.
- Pressing a selected spell or enchanted item toggles its spell stance; choosing another spell keeps that stance ready.
- Pressing an equipped weapon, lockpick, probe, or light readies/switches it as appropriate; the optional Auto-Unequip Sheathed Weapons setting controls whether sheathing also unequips weapons, lockpicks, and probes.
- Armor, clothing, and accessories can optionally be toggled off with their assigned key.
- Controller input remains available where OpenMW exposes it, but the mod is designed and supported primarily for keyboard-and-mouse play.
This fork deliberately does not carry forward the original persistent-mode toggle, hotbar-preview model, pause-while-selecting option, or keyboard arrow key navigation. Visibility is controlled directly by the number of shown bars and the optional fading setting; slot numbers are now configurable rather than being permanently forced on.
Author: voshond
Original author of QuickSelect: ZackHasaCat
- Download a release archive and extract its contents into an OpenMW data directory.
- Add
voshondsQuickSelect.omwscriptsto your OpenMW Launcher content list. - Launch OpenMW and configure the mod from the in-game Settings menu.
Please open an issue on GitHub for bugs or questions.
All development scripts are organised in dev-scripts/ and exposed through
root-level proxy scripts:
Linux/macOS:
./dev.sh <command> [options]Windows:
.\dev.ps1 <command> [options]Available commands:
debug— copy files and restart OpenMW.capture— on Linux, render the dev-only presentation deck and export screenshots.deploy— create a versioned release.package— build a distribution archive.
Run the Lua smoke tests without launching OpenMW:
luajit tests/ui_components_test.lua
luajit tests/hotbar_performance_test.lua
luajit tests/favorite_slots_migration_test.lua
luajit tests/actor_equipment_test.lua
luajit tests/favorite_item_test.lua
luajit tests/favorite_slots_test.luaThe rendering boundaries and performance lifecycle are documented in
docs/UI_RENDERING_ARCHITECTURE.md and
docs/PERFORMANCE_REFACTOR_PLAN.md.
The automated OpenMW screenshot workflow is documented in
docs/PRESENTATION_CAPTURE.md.
Loading a save created before the script reorganisation automatically imports its quick-key assignments. Assignments are stored in player-script save data, not in player settings.
# Debug the mod with focus on the existing OpenMW window
./dev.sh debug -focus
# Render media/hero.png and the full-size feature slides
./dev.sh capture
# Open the persistent capture profile to tune mod settings
./dev.sh capture --setup
# Deploy a new version
./dev.sh deploy -v 1.2.3 -m "Bug fixes and improvements"
# Package the mod
./dev.sh package -v 1.2.3To create a release:
- Make sure all changes are committed.
- Run
./dev.sh deploy(Linux/macOS) or.\dev.ps1 deploy(Windows). - Enter a semantic version and optional release notes.
The deployment script updates config.json and CHANGELOG.md, creates and
pushes the release tag, and triggers the GitHub Actions release workflow.