F Key Edition (No A/D Navigation) 0.4.5: I have just released another version of the F Key edition, this time without the A/D navigation. This feature seemed to have been causing some people annoying conflicts so I have uploaded another version without that navigation. This means that you cant use A/D for sliders like quantity and wait time
I’m currently testing modular versions for better configurations to provide customizable input layouts. However, Unreal Engine has some quirks with IMC load orders, which means it’s taking a little longer than expected to get everything working as smoothly as I'd like.
Hold to Walk Instead of Toggle:
Hold to Walk option instead of toggling. Trying to get this working, its currently a bit janky in my tests
One-Button Dodge (Work in Progress):
I’m exploring the possibility of adding a one-button dodge functionality, but I’ve run into some challenges locating where the input mapping is stored in the engine. I’m looking into whether it's tied to a deeper Blueprint or IMC asset.
Recommended in game settings changes.
Z/X Navigation Through Menus:
Navigate through menus using the Z and X keys instead of A/D. This change was made to avoid conflicts with slider controls for quantities and other menu interactions. (Note: In the in-game menu screen, A/D by default are used to change menu tabs, which caused issues with the previous bindings.)
E Key Edition: If you're using the E Key Edition, you’ll need to change the Next Menu binding from 'E' to 'R'.
Will this mod change having to press tab or escape to exit every menu? Like press M (open map) press M again... doesn't close the map, have to use tab or escape? I know it's a meager issue lol.. but it is annoying with so many menus to close... thanks!!
Hi there,im using the E edition and pressing E still just closes the window/ inventory/ item im searching without taking anything, right click to close doesnt work either, tysm
I would like a small extension for this mod focusing on the alchemy menu. Now we can select herbs with E which is great, but we have to manually click the create icon on the right to make a potion. Would be great if we could press a button for that instead of manual clickage like we are in the dark ages.
I have one issue still (using E Key Edition 0.6) the "A and "D" key binds in Character panel for switching between attributes/skills/etc are not working. The buttons show "none", but the "A" and "D" work in the Inventory and Magic screens.
Under the bindings change it from A/D to something like Z/X. This is due to the conflict of being able to do sliders for quantities and other menus with A/D and something im not fully aware of how to fix
Oo, that makes sense. Also I tried Z/X and the X will conflict with the "Show Active Effects" bind on the character menu (F1) so maybe I need to find a different keybind if I don't want any to conflict.
How can I savely uninstall? This fucked ip my inventory navigation and even if i remove the mod files keybinds for inventory navigation stay "none" . Which ini did this mod change so I can unchange it?
There seems to be remnants of this mod existing somewhere that is causing unexpected behavior. What is the exact path of the files modified so I can delete them and re-verify my game?
317 comments
https://www.nexusmods.com/oblivionremastered/articles/48
Recommended in game settings changes.
Z/X Navigation Through Menus:
(Note: In the in-game menu screen, A/D by default are used to change menu tabs, which caused issues with the previous bindings.)
E Key Edition: If you're using the E Key Edition, you’ll need to change the Next Menu binding from 'E' to 'R'.
And just to suggest something anyway if I may lol: Could you slap "Hold to Sprint" on that list? I hate toggling...
Sincerly, their customers.
I have one issue still (using E Key Edition 0.6) the "A and "D" key binds in Character panel for switching between attributes/skills/etc are not working. The buttons show "none", but the "A" and "D" work in the Inventory and Magic screens.
Which ini did this mod change so I can unchange it?
There seems to be remnants of this mod existing somewhere that is causing unexpected behavior. What is the exact path of the files modified so I can delete them and re-verify my game?
E power! E power!