You can still get to fists up by hitting ready weapon after 0... maybe '-' would work if the keybind system isn't too painful, is that next to 0 on all laptops?
I think it is.
And the problem is that the "ready hands" animation apparently takes longer with the patch than before. If I program a button for 0, then 4 for example, and 4 is a weapon hotkey, then I'll still end up with my magic hands out. Before, it would have given me the weapon I had keyed to 4.
EDIT: well, the *real* problem is that it makes unarmed a two-key quick function rather than a one-key quick function. I could have my button set for 0, then F, but because of the problem I mentioned above, I'd still end up with magic hands out. I think this explanation makes a bit more sense.
The weight formula is in the OP beta changes and the last beta release post. Alchemy potion weight = (0.75*total ingredient weight + 0.6) / (1 + alembic quality)
Ok, good, then I shouldn't need to alter the settings in my mod any.
[*]Shortcut keys improved. Dialogue is closable with space bar (may stop working if multiple windows with key input open, in which cases does it occur?).
[*]Shortcut keys improved. Whole stacks are picked up by default now, the shift key instead opens the quantity window. Hopefully I got all the cases where items can be picked up, but it needs checking.
I think I'm going to leave now before I start humping your leg.
EDIT: No, I actually need to ask... can you explain how the dialogue closure with the spacebar works? Does it, for example, emulate the clicking of the mouse on the "goodbye" option, or what?
I ask because, right now, one of my gamepad buttons is mapped to the left mouse click (which is the command for activate) rather than to the spacebar. If the "activate" controller button, however, could completely displace any situation where a click was needed, then I could map it to the apcebar, instead, and thus use the MGE macro editor to make left click use AND activate.