I admit I am 2 betas behind but I have not seen this mentioned as fixed so here is a bug I'm seeing.
When using the bound key to force casting hands up, the game is forgetting the weapon that should be equipped when switching back to weapons.
The 0 key was doing its job as the hand-to-hand key as well, that's why your weapon was put away. I moved the key to '-' so it doesn't matter now.
Fantastic work :celebration:
Sorry if this has been asked already, I admit I did not follow each and every thread, would it be possible an option to entirely skip the "loot everything" part when clicking "dispose of corpse"? There are mod fixes around, but something at patch level would probably work better.
The potential for destroying quest items with one click is pretty bad though. Maybe I should implement corpse dragging.
- extend shortkey feature:
------ "space" to leave all menus (buy/sell-, alchemy-, enchant-, smith-, bribe-, trainer menu)
------ auto stack pickup for containers (maybe one click on item and it gets transfered into inventory?)
------ "space" to leave container menu, "inventory key" to take all (now its "inventory key" to leave, "space" does nothing)
- possible to implement something like "next spell key" for the quickslots 1-9? because i have about 99999 spells.
- add difficulty settings like the FPS Optimizer does, especialy a slider for more health for npc (longer lasting fights, magicans will use more than just firebolt to get enemy down)
- i would love to see a new cast animation for swiftcast, because i beat myself with the spear every time :banghead: if that is to much work, why not blind out the weapon while animation?
All this stuff is too much work. I would really like to add more quickslots but the savegame format is a real problem. I'm not going to hide the weapon just for the benefit of two handers, it's much cooler if you switch to a dagger and cast. Fire up some Blender and change the cast animation.