== P1DKeychain v5.00 ===================================================#
Adds a keychain to your inventory to hold your keys, reduce inventory clutter, and decrease Journal and Container load times.

== Contents
{{CONTENTS=2}}

== Sites and Mods of Interest ==============================================================
=== Latest Version
* [[http://www.tesnexus.com/downloads/file.php?id=3409 | TESNexus]]

=== Discussion
* [[http://www.bethsoft.com/bgsforums/index.php?showtopic=1007926 | [Relz] Keychain v5.0]]

=== Requirements
* [[http://www.elderscrolls.com/downloads/updates_patches.htm | Oblivion v1.2.0416]]
* [[http://obse.silverlock.org/ | OBSE v0017a or later]]

== Mini-FAQ =================================================================== 
. 1. Is this archive OBMM/BAIN compatible?
    + Yes for both.
      * For OBMM, requires at least v9.2.1. For installation it works as any other OBMM/BAIN install.
      * Before uninstalling, make sure you get your keys.
. 2. 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.
. 3. Does this work with DarN's UI?
    + YES! Ignore the "slowdown" warning - it was for Keychain v2.1. With v5.0, you will see a decrease in menu load times, even if your Key category is collapsed.
    + Use the Keychain to "collapse" and "uncollapse" your keys, instead of the Key header. Note that the Key category will no longer be collapsed by default.
. 4. I uninstalled the Keychain and now my keys are gone. Can I get them back?
    + As long as you didn't save - yes. Just re-activate Keychain (and any necessary Requirements), load your game, and save.
    + Really, so long as you don't save while in a Container menu or your Journal tabs, this shouldn't be an issue.
. 5. Will this work with all keys? Do I still need the SI and DLC compatibility mods (P1DKeychainSI.esp, etc.)?
    + Keychain v5.0 will work with all keys from every mod - no need to have "Compatibility" patches or mods.
    + You can uninstall the SI and DLC compatibility mods (as well as any other mod that might have made keys "Keychain compatible"). If you forget, no problem - they won't interfere with the Keychain.
. 6. See [[#KnownOdditiesandCompatibility | Known Oddities]] for more tidbits.

== Using the mod =================================================================== 
The keychain will be added to your inventory when you start the game and will hide your keys when you enter your Inventory or a Container menu.

* If you'd like to see your keys, click/equip the Keychain in your Inventory menu. Click again to hide the keys.
* Double-click the Keychain to access the Options menu.

=== Known Oddities and Compatibility
. 1. Keychain is easy to lose; if you need another Keychain, type in the console (~, without underscores if you're reading the text file) __StartQuest P1DkeyAdd__.
. 2. Stolen keys are no longer stolen.
. 3. Container menus that aren't activated (i.e., Hotkey'ed Alchemical Bags) may have a couple of seconds of lag if you have 100s of keys. Try to open these menus from your Journal menu, so the keys are already collapsed. I've tried everything I could think of to get around this, but I've run out of ideas - I'm welcome to suggestions :)
. 4. DarN's UI - see Mini-FAQ #3 above.
. 5. Keychain should hide/hook any and all keys, from all mods.
. 6. Keychain  shouldn't interfere with any quests or dialogues that might require the keys - your keys remain in your inventory until you enter your Journal menu or a Container menu. Of course, if it does, let me know which mod and the circumstances and I'll see what I can do.
. 7. Keychain no longer modifies vanilla keys, so it should be compatible in that sense as well.
. 8. The Keychain will weigh approximately the same amount as your keys (can be under-weight up to 1 encumbrance unit/pound/kg). The weight won't be shown, but you should be able to hook and unhook your keys without your Encumbrance changing.

== Installation ===============================================================
=== Manual Install
. 1. Make sure you have installed the [[#Requirements | 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".
. 4. Start the game and enjoy!

=== Upgrading from pre-v4.3
. 1. Note that the Keychain will be turned into a Quest item. You can remove the Quest status from the Options menu. (This was necessary to put in a new Update system, and should never happen again after v4.3.)

=== 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).

=== P1DkeyChain (for COBL).esp
. 1. If you were using the COBL version, disable and delete it. (No need to remove the keys or make a clean save.)

=== P1DkeyExtraMouseButton.esp
. 1. If you were using this file, it is safe to disable and delete it.

== Uninstalling
. 1. Remove keys from the keychain.
  . * Your keys are usually in your inventory. If you save from GameMode (and didn't hit Activate in the last .1 seconds) you should have all of your keys. If you saved while you were in a Container menu or one of the Journal menus, then you probably don't have your keys. Simply re-load the game (with Keychain and Requirements activated) and save again. Repeat as necessary for each save game.
===Manual Uninstall
. 2. Quit and de-activate "P1Dkeychain.esp" - open the Oblivion Launcher, select "Data Files" and uncheck "P1Dkeychain.esp". Delete the file.
. 3. Delete the files
    * "Keychain 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\

== Versions ===================================================================
=== 5.00 [6/28/2009]
* Now requires OBSE v17
* Completely changed how Keychain works. Now keys are always in the Player's inventory until you:
    . 1. Enter your Inventory menu
    . 2. Activate a container (actually, keys are gone for .1 seconds after you press Activate, if you have >100 keys)
  * Basically, this means Keychain should now be compatible with every quest, dialogue, unusual door (i.e., Dark Brotherhood Well in Cheydinhal), etc. that requires a key.
  * Reduces the required options to 1 - Quest status of the Keychain.
* One other thing to note - this is the first time I could truly compare Menu loading times with and without Keychain with DarN's collapsed Key category - Keychain improves load speed significantly, even with the collapsed Key category. So, if you use DarN's UI, you do benefit from using Keychain.

=== 4.30 [2/25/2009]
* Keychain now automatically handles activated objects that look for keys (i.e., Dark Brotherhood well).
    * Hopefully, this will also take care of the issue where keys were being automatically added to the player after loading a save game.
    * Also reduces the chance of a "random" key sound.
* Made the Options menu a bit more intuitive - if you remove any keys the Keychain will be temporarily turned off until you manually hook the keys.
* Simplified the Extra Mouse Button handling - no more esp file or lockpick menu flashes.
* Added support for Windows 2000 computers.
* Bugfix: Double-clicking the Keychain works at any speed now, even with 100s of items in your inventory.
* Added UoP v3.1-v3.2 changes - really just some name fixes for the keys.

=== 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.

=== 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 and all of the OBMM script info.

== Contact
Your best bet would be the [[#Discussion | Discussion thread]] or PM me (haama) on the [[http://www.bethsoft.com/bgsforums/index.php?showforum=25 | 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.


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