P1DKeychain v4.20

Adds a keychain to your inventory to hold your keys and reduce inventory clutter.

 

Note that there is also a COBL version that has a few advantages over this version:

   1. It will work with any key from any mod. No need to install separate plug-in files.

   2. It has more advanced options, including

•  "On/Off" switches for Quest keys and Scripted keys

•  Lets you set up a list of "Not-to-be-Hooked" keys

 

Contents

•  Sites and Mods of Interest

•  Latest Version

•  Discussion

•  Requirements

•  Mini-FAQ

•  Using the mod

•  Known Oddities and Compatibility

•  Installation

•  Manual Install

•  OBMM Install

•  Upgrading from pre-v4.0

•  Upgrading from pre-v4.1 (only necessary if you didn't have the pre-reqs when you activated Keychain)

•  Upgrading from v4.1 or v4.11

•  Uninstalling

•  Versions

•  4.20 [7/01/2008]

•  4.12 [6/15/2008]

•  4.11 [6/06/2008]

•  4.10 [5/26/2008]

•  4.0 [5/12/2008]

•  Credits

•  Contact

•  Pre-4.0 Info

•  License: WML 1.0 Modify and Redistribute, Share Alike

 

Sites and Mods of Interest

Latest Version

•  TESNexus

•  Planet Elder Scrolls

 

Discussion

•  [Relz] Keychain v4.0

 

Requirements

•  Oblivion v1.2.0416

•  OBSE v0015 or later

 

Mini-FAQ

   1. Nothing happens in-game - the Keychain isn't added, no upgrade messages, etc.

+  Make sure you have the latest Oblivion patch installed. This mod will not work with v1.0 or v1.1.

   2. I installed all of the necessary files, was using one of the v4.0 releases, and still don't see a keychain

+  That would be my bad. If you had one of the v4.0 releases you need to make a clean save before you can get the Keychain.

   1. Open the Data Launcher and De-Activate "P1DKeychain.esp"

   2. Start the game, load your save, wait for it to load up, save (you can overwrite the save or make a new one).

•  Repeat for each save game (that used the pre-v4.1 Keychain).

   3. Exit the game, open the Data Launcher again, Activate "P1DKeychain.esp".

   4. Start up the game again - you should see the Keychain added to your inventory (in each save game).

   3. I uninstalled the Keychain and now my keys are gone. Can I get them back?

+  Yes - Your keys are still in a remote container. You can either

   A. Briefly re-install the Keychain mod, enter options, Turn off the Keychain, and then Remove All Keys

   B. Take the keys directly from the container. Open the console (~) and type in coc TestEnchanted. You'll find your keys in the box marked "All Keys" - should be a couple of boxes to the right of where you appear.

•  I'm not so sure about v1 Keychains - I've never seen that version so I don't know where the keys are. However, everything from v2 on will be in the correct container and won't have a problem.

   4. See Known Oddities for more tidbits.

 

Using the mod

The keychain will automatically be added to your inventory when you start the game. It will automatically move (Vanilla) keys from your inventory to the keychain as you pick them up. It will automatically use them when you try to open a door or container.

•  New feature for objects that don't seem to "recognize" that you have the necessary key - See Known Oddity #4

 

You can equip the keychain (click on it in the player's inventory or via hotkey)

•  Double-equip/click the keychain for the Options menu. Here you can

•  See which keys are on the keychain

•  Change the quest item status of the keychain.

•  Remove all keys, or just the most likely probablematic ones

+  When the Keychain is off, it will only take one click to open the Options menu.

•  A single click will pick up any loose keys and add them to the keychain.

 

Known Oddities and Compatibility

   1. Keychain is easy to lose; if you need another Keychain, type in the console (~) "StartQuest P1DkeyAdd".

   2. Stolen keys are no longer stolen.

   3. The Keychain will only pick up keys that have been properly set up (by the modder). All Vanilla keys have been set up. Here's a plug-in for all SI keys (make sure to use the Non-Merged version and another for DLC keys. Most older mods included scripts to use the keychain, but there's no guarantee.

•  There are a few quest keys that won't go onto the Keychain until after their respective Quest Stage has been completed. You can still manually attach them to your Keychain.

   4. There are some objects that won't seem to recognize you have the necessary key (i.e., the Dark Brotherhood well in Cheydinhal). If it doesn't open/work the first time, and you have the key, activate it a second time and it shoud work. This will work for all objects, even those that aren't doors or containers.

•  If it still doesn't work, you can remove the key from the Keychain through the Options. If it's a key that was automatically attached to your Keychain, make sure to turn the Keychain off before removing it. Please report this to the thread, and I'll see what I can do about getting the Keychain to work with the lock.

   5. If you're using an Extra mouse button (anything other than Left, Middle, and Right mouse button and not including mouse buttons set up to act as keyboard buttons) for Activate the mod will use a bit of a hack method to work. This method has a few side-effects:

•  When you try to open a lock that doesn't require a key the Lockpick menu will come up. If you're using the included "P1DkeyExtraMouseButton.esp" the menu will automatically be closed for you, otherwise you will have to manually close the menu. Once you exit the menu, the Keychain will be used and the lock will be activated again. (and yes, if the door is still locked the Lockpick menu will stay up for you to open it)

•  If a lock brings up any other menu (i.e., Dark Brotherhood well in Cheydinhal brings up a menu), you will have to take the key off the Keychain.

•  ...You can avoid all of this by using a Keyboard key or the Left, Middle, or Right mouse buttons to activate the lock...

•  My mouse is te h suck, and I was only able to test the hack by forcing the normal mouse buttons to act like Extra mouse buttons. Let me know if it doesn't work, and I'll see what I can do.

   6. Double-clicking can be odd if you have a low FPS and/or 100s of items in your inventory. Try to double-click slowly - about a 1/4 of a second after the first click.

   7. There will be some apparent conflicts with the "Unofficial Oblivion Patch v3.01" - these can be ignored. The changes made by UOP have been incorporated into the mod.

 

Installation

Manual Install

   1. Make sure you have installed the required mods and plugins.

   2. Extract all of the files to your "..\Oblivion\Data" folder. The "Info.txt" and "config" files are unnecessary, but won't hurt either.

   3. Activate "P1Dkeychain.esp" - open the Oblivion Launcher, select "Data Files" and mark "P1Dkeychain.esp".

•  If your Activate key is a non-standard mouse button (standard is left, middle, or right), activate the mod "P1DkeyExtraMouseButton.esp".

   4. Start the game and enjoy!

 

OBMM Install

   1. Make sure you have installed the required mods and plugins.

   2. Create the OMOD (Do this section only once)

   A) Copy archive to (install folder)\Oblivion\obmm\omod\

   B) Start Oblivion Mod Manager.

   C) Click the Create button.

   D) Click the Add Archive button, find and select the archive "Keychain v4.20.7z", then click Yes.

   E) When prompted, select Yes to "omod conversion data is avaiable.... import it?".

   F) Click the Create omod button, then click OK when it finishes.

   3. Install the mod using OBMM

   A) Start Oblivion Mod Manager.

   B) Double-click the name of the mod in the right-hand side of the OBMM screen. (icon should turn blue)

 

Upgrading from pre-v4.0

   1. Don't worry about removing keys, making a clean save (in fact, don't make a clean save), etc.

   2. If you're using one of the v3 versions and Inventory Tracker (and not using Poison Equipper) disable and delete Inventory Tracker.

•  If you're also using the Tracker version of Poison Equipper (v1.1), consider switching to the non-Tracker version or check for a v2 (a Release Candidate is available).

   3. Follow the installation instructions above.

 

Upgrading from pre-v4.1 (only necessary if you didn't have the pre-reqs when you activated Keychain)

See Mini-FAQ #2.

 

Upgrading from v4.1 or v4.11

   1. Don't worry about removing keys, making a clean save (in fact, don't make a clean save), etc.

   2. Follow the installation instructions above.

 

Uninstalling

   1. Remove keys from the keychain.

   1a. Double-click on the keychain

   1b. If you haven't already, Turn Off the keychain

   1c. Select "Remove All Keys"

   1d. Repeat for each save game.

   2. Quit and de-activate "P1Dkeychain.esp" - open the Oblivion Launcher, select "Data Files" and uncheck "P1Dkeychain.esp". Delete the file.

•  Do the same for "P1DkeyExtraMouseButton", if necessary.

   3. Delete the files

•  "Keychain (for COBL) Readme.html" from ..\Data\Docs\

•  "P1DkeyRing.nif" from ..\Data\meshes\Clothes\ring\

•  "P1DkeyRing.dds" from ..\Data\textures\Clothes\ring\

•  "P1DkeyRing_n.dds" from ..\Data\textures\Clothes\ring\

•  "P1DkeyIcon.dds" from ..\Data\textures\menus\icons\clutter\key\

•  "P1DkeyIcon.dds" from ..\Data\textures\menus50\icons\clutter\key\

•  "P1DkeyIcon.dds" from ..\Data\textures\menus80\icons\clutter\key\

•  If you're using an omod simply disable and delete the omod instead of steps 2 and 3.

•  If you forgot to remove the keys, you can still get them - See Mini-FAQ #3.

 

Versions

4.20 [7/01/2008]

•  Now requires OBSE v15

•  True mouse support (many thanks to Scruggsywuggsy the Ferret for help on debugging this) - The Left, Middle, and Right mouse buttons should now work just as well as a Keyboard key now. Extra mouse buttons will work, but required a bit of a hack. See Known Oddities #5 for more information.

 

4.12 [6/15/2008]

•  Fixed some bugs when using the mouse to Activate objects.

 

4.11 [6/06/2008]

•  Incorporated "Unofficial Oblivion Patch v3.0" changes, so no need to make a Bash patch.

 

4.10 [5/26/2008]

•  New feature - if an object doesn't "realize" you have a key on your keychain, activate it a second time. This will temporarily dump your keys to your inventory while you activate the object (keys are automatically returned to your inventory).

•  Double-clicking is odd with a low FPS, 100s of keys/items in your inventory. Therefore, it will only take 1 click to open the Options menu when the Keychain has been turned off.

•  A few keys were altered so they won't attach to your Keychain until after their respective quest stage has been completed.

•  Rewrote the Options menu - hopefully clearer that you have to turn to Keychain off to remove all keys, etc.

 

4.0 [5/12/2008]

•  Completely rewritten - works in a fundamentally different way from previous versions (thanks to OBSE)

 

Credits

   Many, many thanks to Elys for her hard work making Pluggy - this made the mod much easier to do, and brought it back into the realm of possibility.

   Thanks to the OBSE team for making modder's life easier and slathering on the functions nice and thick :)

   mmmpld for the original Keychain and Waruddar for his help on the 3.0 versions.

   Wrye for Bash's Readme template/generator/thingy.

   Conan Lon for his Readme generator.

 

Contact

Your best bet would be the Discussion thread or PM me (haama) on the Bethesda Forum.

 

 

Pre-4.0 Info

Credits ––––––––––––––––––––––-

Everyone who Beta tested the pre-v3.2 versions - especially on Bethesda forums - _Bonk_, bendiwolf, Sheathana'ich, Thorbin, cbankston, Langy, wiz0flyod, and kyoma; and on TESNexus - mbishop63, chris_1979, PhxAs5as5in, CoolCat6, oblivtoadion, dangle, and nerevar2

 

Scruggsy for patiently answering my questions and for making DX2VK

 

 

 

Changes in v3.2 (by mmmpld + haama + Waruddar) ––––––––––––––––––––––-

Fundamentally changed how the Keychain is used - no more console flashes during the lockpick menu or having to use the hotkey. Now whenever you try to open a door or container the Keychain will automatically be used. (Many thanks to Scruggsy and the Beta testers)

 

 

Changes in v3.1.1 ––––––––––––––––––––––-

Really squashed the sound bug this time.

 

 

Changes in v3.1 ––––––––––––––––––––––-

You can now use the Keychain in-game. This avoids the flashes of the mini-game and console, and can be used on un-pickable doors.

 

Fixed a bug where a couple of sounds from the lock mini-game would continue playing.

 

Fixed a bug where quest keys remained in the inventory when manually hooking keys to the Keychain.

 

Fixed a bug where keys in multiple stacks wouldn't be completely removed.

 

Fixed a bug where another Keychain would be added when the player lost/dropped theirs.

 

Fixed a rare bug that was made more likely by using the Keychain from a hotkey. It's now possible to continue pressing the hotkey without leaving keys in inventory.

 

It's no longer possible to use the extra lockpick (given to the player when they don't have any means to pick a door) to pick a door.

 

 

Changes in v3 ––––––––––––––––––––––-

Uses OBSE and Inventory Tracker to speed up adding and removing keys; no more inventory delay. (Many, many thanks to Waruddar)

 

 

Changes in v2.1 (by mmmpld + VampireValik) ––––––––––––––––––––––-

Updated the previously scripted key's code to the new version. (Thanks Endarire & Idiosyncrat)

 

 

Changes in v2.0 ––––––––––––––––––––––-

VampireValik added Manual Mode as a work-around for the inventory delay problem, and added the menu system to switch between modes. Added the functionality for mod creators to have their keys included in the Keychain, instructions on how to implement this are found in the script 'P1DkeyADDMEtoYOURMOD'.

 

 

Changes in v1.6 ––––––––––––––––––––––-

Added option to make Keychain a quest item. Fixed missing ring texture.

 

 

Changes in v1.5 ––––––––––––––––––––––-

Simplified method of seeing keys. Now takes previously scripted keys.

 

 

License: WML 1.0 Modify and Redistribute, Share Alike

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