[RELz, BETA] Super Hotkeys

Post » Mon Mar 14, 2011 1:58 pm

@skyranger..........i bit off topic but do you have a link to a thread about your alt armor mod. im having some issues with it and i couldnt find a thread for it. :)

http://www.gamesas.com/bgsforums/index.php?showtopic=868123
The link should be near the top of the tesnexus page and the readme.
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JLG
 
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Post » Mon Mar 14, 2011 5:34 pm

So I'm having a hell of a time trying to track down this unsticking potion bug. I thought maybe there was something stuck in my save game that might be causing it, maybe a lingering conflict with Improved Hotkeys or a left over bug from OBSE 16. So I've started a couple of brand new games to eliminate that possibility. First I used only your mod, along with Hov's Hotkeys and Hotkey Casting. But the problem came back. So I started again using my old configuration, which never gave me any problems before. But still that bug showed up. As soon as I use any home brew potions, with the exception of poisons, it becomes unstuck from my hotkeys. That's even with using the default number keys. I tried turning off any new additions I've added recently, as the problem is brand new, thinking maybe the updates to a couple of mods might be the culprit. But no luck. The only thing I haven't tried yet is reverting my OBSE. I didn't start having the problem until I switched to version 17, everything worked flawlessly before then. Unfortunately I deleted my copy of 16 and it no longer seems to be available. So I can't roll back to test my theory. You don't by chance have a copy hanging around that you could send me do you? I'd really like to isolate what's causing this as it's making my game almost unplayable. I really don't want to have to go into the menu everytime I want to use a potion. My other alternative is to use your potion cycler, but that's a bit clumsy compared to having a particular potion bound to a key.

PS: Never mind, I found the archive. Google is your friend. I'll let you how it works out.
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SexyPimpAss
 
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Post » Tue Mar 15, 2011 1:02 am

This is a brilliant mod - I always thought Oblivion should have had a way of hotkeying more stuff, and this is a great solution. I have a question: I'm using Realistic Enchanted Item Limits, which allows more than two rings to be equipped - am I right in thinking that Super Hotkeys can't take that into account?

Never mind - you have to 'invisible-ise' the extra rings when you start each gaming session; got it working now. Though I've been finding that equipping a gear-set with arrows removes all but one of the arrows...
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Rich O'Brien
 
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Post » Mon Mar 14, 2011 11:21 pm

Well it looks like upgrading to OBSE 17a may have fixed my problem. In the save game I was using as a test, my potions became unstuck the first time I used them but after binding them them again they seem to be holding. So after all that I can finally get to use this great mod. I really, really like the auto-cast function, it is so handy! I don't use it for much, just my Summon Ghost and Shield spells, but it definitely helps.
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lacy lake
 
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Post » Tue Mar 15, 2011 12:30 am

Something you may want to consider adding Skyranger is a flag in the menu part of the code that disables input till an option is clicked. Sometimes I press a key and the menu will pop up like 3 times in rapid succession. The buttons being sensitive work great while playing the game, but not so much when setting up the hotkeys.

Oh... I like the potion selector btw, but the description in the readme is a bit vague and I didn't understand how to use it until you had explained it in bit earlier post in this thread.
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Emilie Joseph
 
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Post » Mon Mar 14, 2011 3:28 pm

Unsticking potion bug is a vanilla bug.
Happens less to poisons.

Generally, if you're at your max drinkable potion limit, it tends to un-hotkey itself. Also, the more effects the potion shas, the more likely it is to unhotkey itself. Don't have any proof, just empyrical observation.

edit: this has nothing to do with the mod, just a reply to the unsticking potions
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Lexy Dick
 
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Post » Tue Mar 15, 2011 12:54 am

Unsticking potion bug is a vanilla bug.
Happens less to poisons.

Generally, if you're at your max drinkable potion limit, it tends to un-hotkey itself. Also, the more effects the potion shas, the more likely it is to unhotkey itself. Don't have any proof, just empyrical observation.

edit: this has nothing to do with the mod, just a reply to the unsticking potions


Is that so? This is the first time I've run into that problem after many, many hours of playing. It's annoying as hell. I thought it was gone but it's still happening. I guess I'll just have to use the potion selector/drinker in this mod. I'm starting to like it anyway. I now have 1 drink key and 4 selectors on my main bank, plus one selector on another one. Even if I keep it down to just 2 potions per key, I get the use of 10 potions while only using up 6 keys. It's a bit slower than being directly bound but I'll get used to it.

One problem I have with the selector though SkyRanger is the messages. They're just too slow to keep up with the key presses. Is there any way you could speed up their transition so they change at the same time as the potion switches? If that were possible I could consider having more than 2 potions per key.

BTW, I've noticed that it does indeed work with poisons, I just don't see that green drop indicating the weapon is poisoned. I guess there's not much that can be done about that, I know that Haama ran into the same issue with his Poison Equipper.
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vanuza
 
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Post » Mon Mar 14, 2011 11:05 pm

OK, the poison drop is appearing, just not on the currently selected weapon. At least using the Dynamic Cycler. If I switch weapons then switch back the drop is there. Is there anything that can done about that?
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Emzy Baby!
 
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Post » Mon Mar 14, 2011 10:01 pm

I love this mod and it works well, but I have a question:

When I use the 'alt' modifier key, I get a 'beep' sound like the noise made by OCPS when it catches an Oblivion CTD error. It doesn't crash, it just plays the sound. The shift modifier key does not make the noise occur.

Is there a reason for this? I have not modified the default hotkeys ini file at all. I'm using OBSE 17a.
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Tracey Duncan
 
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Post » Tue Mar 15, 2011 1:22 am

Is there any special instructions for uninstalling this mod?

I ask because I recently have a situation where a recently added mod (not sure which yet) is causing warning dings of WEOCPS to go off. It does not crash the game, but of course I want to track it down.

One of the mods recently added was this one. After deactivating this mod I notice that when I hit my hotkeys I still get info about what is loaded in the cycled hotkeys - but no loading of those items. So is this legacy or what?

So it is giving messages that whatever weapon is loaded, but that is all.

Readme said nothing about uninstall.

thanks

[edit] oh yeah you're up on OCPS maybe I should give the error report from that log:
Sun Jun 14 07:24:52 2009	OCPS build 2009-03-28 prevented crash at offset 0x0001e232 (eip: 0x0041e232, BaseExtraList::GetExtraData).	Invalid _THIS_ pointer: 0x02000f3c (vtbl: 0xffffffff)					eax=02000ef8 ebx=20f8a560 ecx=02000f3c edx=0335ed60 esi=20f8a560 edi=00f1c4f0 esp=0017f740 ebp=02000f3cSun Jun 14 07:24:52 2009	OCPS build 2009-03-28 prevented crash at offset 0x0001e232 (eip: 0x0041e232, BaseExtraList::GetExtraData).	Invalid _THIS_ pointer: 0x02000f3c (vtbl: 0xffffffff)					eax=02000ef8 ebx=20f89b64 ecx=02000f3c edx=0335ed60 esi=20f89b64 edi=00f1c4f0 esp=0017f740 ebp=02000f3cSun Jun 14 07:24:52 2009	OCPS build 2009-03-28 prevented crash at offset 0x0001e232 (eip: 0x0041e232, BaseExtraList::GetExtraData).	Invalid _THIS_ pointer: 0x02000f3c (vtbl: 0xffffffff)					eax=02000ef8 ebx=20f8b20c ecx=02000f3c edx=0335ed60 esi=20f8b20c edi=00f1c4f0 esp=0017f740 ebp=02000f3cSun Jun 14 07:24:52 2009	OCPS build 2009-03-28 prevented crash at offset 0x0001e232 (eip: 0x0041e232, BaseExtraList::GetExtraData).	Invalid _THIS_ pointer: 0x02000f3c (vtbl: 0xffffffff)					eax=02000ef8 ebx=20f8b000 ecx=02000f3c edx=0335ed60 esi=20f8b000 edi=00f1c4f0 esp=0017f740 ebp=02000f3cSun Jun 14 07:33:32 2009	OCPS build 2009-03-28 prevented crash at offset 0x0001e232 (eip: 0x0041e232, BaseExtraList::GetExtraData).	Invalid _THIS_ pointer: 0x02000f3c (vtbl: 0xffffffff)					eax=02000ef8 ebx=20eecbd8 ecx=02000f3c edx=0332ed60 esi=20eecbd8 edi=00fb10a0 esp=0017f740 ebp=02000f3cSun Jun 14 07:33:32 2009	OCPS build 2009-03-28 prevented crash at offset 0x0001e232 (eip: 0x0041e232, BaseExtraList::GetExtraData).	Invalid _THIS_ pointer: 0x02000f3c (vtbl: 0xffffffff)					eax=02000ef8 ebx=20eec1dc ecx=02000f3c edx=0332ed60 esi=20eec1dc edi=00fb10a0 esp=0017f740 ebp=02000f3cSun Jun 14 07:33:32 2009	OCPS build 2009-03-28 prevented crash at offset 0x0001e232 (eip: 0x0041e232, BaseExtraList::GetExtraData).	Invalid _THIS_ pointer: 0x02000f3c (vtbl: 0xffffffff)					eax=02000ef8 ebx=20eed884 ecx=02000f3c edx=0332ed60 esi=20eed884 edi=00fb10a0 esp=0017f740 ebp=02000f3cSun Jun 14 07:33:32 2009	OCPS build 2009-03-28 prevented crash at offset 0x0001e232 (eip: 0x0041e232, BaseExtraList::GetExtraData).	Invalid _THIS_ pointer: 0x02000f3c (vtbl: 0xffffffff)					eax=02000ef8 ebx=20eed678 ecx=02000f3c edx=0332ed60 esi=20eed678 edi=00fb10a0 esp=0017f740 ebp=02000f3c

Again these do not cause ctd - but kind of make me nervous as hell - since they happen everytime I'm trying to access the main menu.

I've not had this beep until very recently (or last day or two is when I noticed it). I've already uninstalled all recent mod updates going back further it would be ALL Naturals last update. Maybe some thing else though - COBL? Seems unlikely

thanks again for any help
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His Bella
 
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Post » Tue Mar 15, 2011 4:24 am

So I'm having a hell of a time trying to track down this unsticking potion bug. I thought maybe there was something stuck in my save game that might be causing it, maybe a lingering conflict with Improved Hotkeys or a left over bug from OBSE 16. So I've started a couple of brand new games to eliminate that possibility. First I used only your mod, along with Hov's Hotkeys and Hotkey Casting. But the problem came back. So I started again using my old configuration, which never gave me any problems before. But still that bug showed up. As soon as I use any home brew potions, with the exception of poisons, it becomes unstuck from my hotkeys. That's even with using the default number keys. I tried turning off any new additions I've added recently, as the problem is brand new, thinking maybe the updates to a couple of mods might be the culprit. But no luck. The only thing I haven't tried yet is reverting my OBSE. I didn't start having the problem until I switched to version 17, everything worked flawlessly before then. Unfortunately I deleted my copy of 16 and it no longer seems to be available. So I can't roll back to test my theory. You don't by chance have a copy hanging around that you could send me do you? I'd really like to isolate what's causing this as it's making my game almost unplayable. I really don't want to have to go into the menu everytime I want to use a potion. My other alternative is to use your potion cycler, but that's a bit clumsy compared to having a particular potion bound to a key.

PS: Never mind, I found the archive. Google is your friend. I'll let you how it works out.

I could send you my old modified version of OBSE 16 if you wanted... it's missing lots of good new stuff, but it's OBSE 16 w/ modified hotkey code that fixed some issues with this mod.

This is a brilliant mod - I always thought Oblivion should have had a way of hotkeying more stuff, and this is a great solution. I have a question: I'm using Realistic Enchanted Item Limits, which allows more than two rings to be equipped - am I right in thinking that Super Hotkeys can't take that into account?

Never mind - you have to 'invisible-ise' the extra rings when you start each gaming session; got it working now. Though I've been finding that equipping a gear-set with arrows removes all but one of the arrows...

The arrows issue was supposed to be fixed a few versions ago... what version are you using? Either you're using an old version or something has gotten broken or my approach doesn't work as well as I was hoping. Or, are your arrows scripted?

Something you may want to consider adding Skyranger is a flag in the menu part of the code that disables input till an option is clicked. Sometimes I press a key and the menu will pop up like 3 times in rapid succession. The buttons being sensitive work great while playing the game, but not so much when setting up the hotkeys.

Oh... I like the potion selector btw, but the description in the readme is a bit vague and I didn't understand how to use it until you had explained it in bit earlier post in this thread.

It's not suposed to be able to pop up any menus multiple times in response to any keypresses. What are you seeing?

Unsticking potion bug is a vanilla bug.
Happens less to poisons.

Generally, if you're at your max drinkable potion limit, it tends to un-hotkey itself. Also, the more effects the potion shas, the more likely it is to unhotkey itself. Don't have any proof, just empyrical observation.

edit: this has nothing to do with the mod, just a reply to the unsticking potions

I have never the issue you decribe. But special hotkeys activation of potions in this mod are handled by script, so in theory I could check to see if there were already the max # of potions active and ignore any extra potion drinking attempts to work around such an issue.

OK, the poison drop is appearing, just not on the currently selected weapon. At least using the Dynamic Cycler. If I switch weapons then switch back the drop is there. Is there anything that can done about that?

Maybe, maybe not, but it doesn't sound important to me.

I love this mod and it works well, but I have a question:

When I use the 'alt' modifier key, I get a 'beep' sound like the noise made by OCPS when it catches an Oblivion CTD error. It doesn't crash, it just plays the sound. The shift modifier key does not make the noise occur.

Is there a reason for this? I have not modified the default hotkeys ini file at all. I'm using OBSE 17a.

Several people have mentioned beeps, some of them before OCPS existed. They indicated that it was caused by something else, but I don't think anyone ever mentioned exactly what was causing it. You can switch keys if you want from the ini file.

Is there any special instructions for uninstalling this mod?

Not really. When you uninstall this mod any special hotkeys remaining may be in a slightly strange state but there are no harmful side effects except bloat. There is bloat left over in the save file though, so repeatedly installing and uninstalling this on the same save is a bad idea. The bloat takes the form of cloned unplayable token forms with instances in the players inventory. I could add an uninstalling mode to remove the inventory instances, but last I checked it was impossible to remove the cloned forms themselves so there would still be bloat.
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Emma Pennington
 
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Post » Mon Mar 14, 2011 6:08 pm

one thing that would be nice to have. ANB item switchers had a "item" that would bring up your fists. was kind of nice to have that so that if you use a weapons hotkey like me you could switch between a bow, sword or axe and unarmed depending on what you were doing. saved the hassle of having to go into menu mode and unequip your weapons. thanks for this awesome mod. :)
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Louise Lowe
 
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Post » Mon Mar 14, 2011 11:11 pm

So the dinging noise I heard was not due to this mod - just to let you know.

I tore my load order apart forward (with with new character) and backward (with main character I'm playing). I could not find any culprit except that the last ten saves of my main character were corrupted somehow (I don't know how). I had to let them go which constituted about 6 hours of game play and many quests completed. Not cool.

The saves would load but then ding on exit to menu and more often than the older saves crash. Will retrace my quest steps to see if I can get replication of what caused that.

Took 4 hours of my precious human life to nail that down.
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Stay-C
 
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Post » Mon Mar 14, 2011 1:54 pm

The arrows issue was supposed to be fixed a few versions ago... what version are you using? Either you're using an old version or something has gotten broken or my approach doesn't work as well as I was hoping. Or, are your arrows scripted?

I'm using v53. The arrows I had the problem with were created by MMM hunting and crafting (flinthead arrows), but I'm pretty sure they don't have a script attached to them once they are made...
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Dan Stevens
 
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Post » Mon Mar 14, 2011 6:53 pm

I could send you my old modified version of OBSE 16 if you wanted... it's missing lots of good new stuff, but it's OBSE 16 w/ modified hotkey code that fixed some issues with this mod.


As I mentioned, I did find the archive so I was able to get 16. Thanks anyway though. And it didn't help any. As someone mentioned, it's a vanilla bug that I've never run into before. Plus I've come to like your switcher, it's actually kind of handy once you get used to it.


Maybe, maybe not, but it doesn't sound important to me.


I just find it's good to know whether your weapon is poisoned or not. If I pre-poison a weapon, it's easy to forget if the drop doesn't show. Then I'd have wasted some effort when I get into a battle since I'd be trying to poison a weapon that already is. It never hurts to have more information at your disposal.
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Carlos Vazquez
 
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Post » Tue Mar 15, 2011 1:09 am

I'm having an odd and annoying problem, and I'm not sure if it's this mod, another, or OBSE.
I keep finding my current spell getting put back to the default starting healing spell. I think it started happening around the time I upgraded to OBSE v17, but really can't be sure. There seems to be no pattern to it, but it generally seams to happen/after during combat. Could it be caused by my char adsorbing spells, or an overload causing the default?
It happened about about 8 times in a couple minutes earlier, even changing back straight after I'd used a hotkey to re-select a spell :brokencomputer:
Then it didn't happen again once for next half hour or so I played. Realy wierd.

Anyone else finding this, or is it just me again?
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Mari martnez Martinez
 
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Post » Tue Mar 15, 2011 4:00 am

Well this mod got me off Hotkey Cyclers - it really is great. This combined with Easy Menus and TQP make the game so much more friendly.

Although I'm a bit concerned about what you wrote before about bloat from uninstalling.

I have two smallish requests (well they are easy and small for me to make).

1. With cycler hotkeys (what I mainly use the mod for) the key strokes result very fast changes in the cycle. One small tap and it will skip through three entries at times. Is there anyway to slow that down?

2. If I tap cycle hotkey 1 to switch to a restoration spell then tap hotkey cyler 2 and activate an alteration spell - then I when I tap the 1st one again I have to cycle through the entire sequence again to get to the main restoration spell I use. Is ther anyway to have it start on the last entry of the cycle used?

Quite possible that the problem with point 2 above is becuase of point 1.

thanks for this and thanks for consideing request.
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Sabrina Schwarz
 
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Post » Mon Mar 14, 2011 2:24 pm

Well this mod got me off Hotkey Cyclers - it really is great. This combined with Easy Menus and TQP make the game so much more friendly.

Although I'm a bit concerned about what you wrote before about bloat from uninstalling.

I have two smallish requests (well they are easy and small for me to make).

1. With cycler hotkeys (what I mainly use the mod for) the key strokes result very fast changes in the cycle. One small tap and it will skip through three entries at times. Is there anyway to slow that down?
Strange, but then I don't use cycler hotkeys at all, but use Dynamic Cycler instead. Try that, and see if the problem goes away.

2. If I tap cycle hotkey 1 to switch to a restoration spell then tap hotkey cyler 2 and activate an alteration spell - then I when I tap the 1st one again I have to cycle through the entire sequence again to get to the main restoration spell I use. Is ther anyway to have it start on the last entry of the cycle used?
Yes, switch your cycler keys to dynamic cyclers :)

In short, a cycler hotkey remembers the last one selected, even if it is no longer selected. So when you tap the key again, it selects the one after the last being selected. As you, I dislike this behaviour. When I tap "4", where I have all my ranged attack spells, I want the first one to be selected, and not get the second selected because the mod remembers that I had the first one selected 10 minutes ago - but that's the design.

However, if you use a dynamic cycler instead, the mod will check if any item (or spell) bound to the key is currently selected. If it is, it selects the next, and if not, it selects the first of them. Much better IMHO. So I use dynamic cyclers for all spells I have grouped, and for all weapons.
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Ricky Rayner
 
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Post » Tue Mar 15, 2011 5:41 am

Firstly i would like to say that this mod is very innovative and has alot features. Its like all the other hotkey mods combined. However im having some problems and annoyances.
My first annoyance is that when using the cast hotkey, i get the equipped sound, then a small delay until the spell is cast. I know this is normal but would it be possible for the spell to fire immediatly when you pressed the cast key, without the equipped message.

Problem. Well i was in a cabin and i was using the hotkeys. I ran out and my keys kept casting infinitely. THey wouldnt stop, even if i pressed the cast key again. After my magika ran out, it stopped, until there was enough mana to start casting again. Is there a way for me to fix this.
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Kevin S
 
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Post » Tue Mar 15, 2011 3:29 am

I had a bit of a problem with rings while using the Mode 0 gear keys. Even though I specifically included a couple of rings in the gear set, it usually happened that only one of them became equipped. One of the rings from another gear set would stay active instead. And switching back the same thing would happen. The mod seems to have trouble switching 2 rings at once.
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Ian White
 
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Post » Mon Mar 14, 2011 7:47 pm

Could you add NUM pad support for quick casting? That would make this the complete hotkey mod for me. It is the only thing I miss from other HotKey mods, honestly. There are not too many convenient two-key combinations after exhausting what available keys are left near your dominant hand, and I cannot even use the Left Alt button. It would be great to have 9 or more one-key hotkeys by taking advantage of that useless number pad over there.


Thank you for another great mod!
- Tomlong75210
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Britta Gronkowski
 
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Post » Tue Mar 15, 2011 2:54 am

Could you add NUM pad support for quick casting? That would make this the complete hotkey mod for me. It is the only thing I miss from other HotKey mods, honestly. There are not too many convenient two-key combinations after exhausting what available keys are left near your dominant hand, and I cannot even use the Left Alt button. It would be great to have 9 or more one-key hotkeys by taking advantage of that useless number pad over there.


Thank you for another great mod!
- Tomlong75210

I've been preaching this for ages, lol. Right now I'm using Hov's Hotkeys for that function. If it could only be added, this would indeed be the ultimate mod.
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Sudah mati ini Keparat
 
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Post » Tue Mar 15, 2011 3:28 am

I've been preaching this for ages, lol. Right now I'm using Hov's Hotkeys for that function. If it could only be added, this would indeed be the ultimate mod.


You should try Hotkey Casting 3.5. It does what Hov's does but gives you twice as many keys to work with, 18 instead of 9. Plus it has 2 modifiers instead of 1, which can be used together for a third combination. Or do what I do and use both, the two work well together along with Super Hotkeys. Almost my entire keyboard is now being used as a hotkey, or modifier.
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Lindsay Dunn
 
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Post » Tue Mar 15, 2011 1:08 am

I've been preaching this for ages, lol. Right now I'm using Hov's Hotkeys for that function. If it could only be added, this would indeed be the ultimate mod.

Hov's was my first hotkey mod, and I really liked it. I also switched to Uncommon Controls, but I still missed aspects of Hov's mods. I will just wait and hope that his mod is updated with NUM pad support. It would be convenient, but more easy-to-access hotkeys is not a necessity for me.
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mishionary
 
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Post » Mon Mar 14, 2011 3:13 pm

Hello SkyRanger-1! Been using your awesome mod for some time now! Remember the modified ini file you posted that allows me to toggle the different wheels? Is it possible to have a permanent text display somewhere that tells me which wheel is currently active? Actually, does anyone know a mod that permanently displays the hotkey wheel onscreen? This would be extremely useful as I sometimes forget what item/spell I've assigned to that key! :)
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kristy dunn
 
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