Time to break the news! If you haven't heard yet, go and read the latest article here http://www.nexusmods.com/skyrim/articles/49653/?
To sum it up, Equipping Overhaul and Realistic Weapon Positions are combining into one fully customizable mega-mod!
This mod will feature the skeletons and MCM functionality of Realistic Weapon Positions and the awesomeness of Equipping Overhaul all in one! And the best part? You only need this one mod. No patchers, no prerequisites, and no complicated installs - all while maintaining 100% compatibility with other mods (except for skeleton replacers). Everything will work in runtime seamlessly through the MCM. You can choose exactly what you want and when you want it.
Here's what's included:
Equipping Overhaul Realistic Un-equip Lit Torches Geared Up
14 different dagger positions 4 different sword positions 3 different 2-handed positions 3 different bow positions 2 different crossbow positions 3 different quiver positions 2 different shield positions
Individual animations that adjust on the fly with the chosen weapon
All configurable in game from the MCM!
Again, check out his article here http://www.nexusmods.com/skyrim/articles/49653/? and let me know what you think!
I dropped links to the article on both the Equipping Overhaul & Realistic Weapon Position threads on STEP forum, I'm anxious to fuel discussion there, but they are currently down for maintenance/migration.
As for my own initial thoughts ... Wonder-Twin powers activate!
Can't say I'm very happy about this, I don't use Equipping Overhaul and I don't really want to use it. But I was looking forward to your mod. Its kind of a shame. I don't suppose you could make a quick fix for the crossbow and bolts for those of us who would rather just use yours?
Didn't you say a couple days ago that you had a version that you were about to release, but didn't just because of a bug with Equipping Overhaul? Would you mind posting it as an alpha if you still have it? It would certainly beat having to wait another month for the next version of EO (or however long this will take :p)
For those that don't want to use Equipping Overhaul: EO is completely customizable and will most likely remain so. So you can just disable all the EO stuff and keep just the RWP stuff after they merge.
It's not about not wanting to use EO in my case, it's just that I've been looking forward to this mod since it was first posted, and would like to get a chance to use the new version before EO gets updated p:
I don't feel the need to use it, though I'm not completely against using it. It looks like a good mod. But its going to be a long while before its updated, and it would be nice to not to have to wait for that, because I too was looking forward to using Realistic Weapon Positions.
There seems to be a real line in the sand here, huh?
Well, one thing to definitely look forward to, and tinymight mentioned this, is that this is 100% customizable and 100% compatible. If there are any features of equipping overhaul that you don't like or don't want to use, you can turn them off in game through the MCM.
With that said, I do understand the urge to play with this mod and not wait an age for it to be released. So I will release the workaround here, but there are some caveats. The workaround will not work with Equipping Overhaul, at least the 4.25 alpha. Not to worry too much though, because the workaround will function in a way that still lets you see your weapons and shield in the place you choose. Just be sure to use the Geared Up ini fix. Also, the workaround may not work for everyone and won't work for non-vanilla weapons, which is the bigger issue. This is mostly because I've decided to stop messing around with Java and SkyProc. One last thing, horse riding may get ... weird. I haven't tested it much, and I don't think it will break horse riding, but you may see stuff you're not supposed to see.
Wow, that sounds scarier than I wanted, lol. I'll clean up the rest of the fix and post it here as a preview of the merged mega mod. Just please be aware of the compatibility issue, and the somewhat limited scope of the fix.
That is to bad about the non-vanilla weapons, I thought that it was just Equipping Overhaul that the workaround was having a problem with. But thanks anyway for releasing it.
I, for one, am very excited about this news! RWP and EO have both become must-have mods for me, and I look forward to seeing your combined work. I hope to have my hair blown back
I have a concern about merging your mod with EO as I use EO currently and a custom skeleton I built based on xp32's. I have the daggers on the back behind my quiver they are inverted so the handles are down by my waist, my swords on are my hips in an adjusted Way of the Samurai position. I've also adjusted the quiver, shield, axe positions to minimize clipping and have many nodes that are deactivated in case I wanted swords on back (one handed and two handed side by side) and such.
I didn't see the daggers in any similar position on your screenshots, but I have not used your MOD at all to check. will I be able to use my custom skeleton with the merged mod or is there a way you can copy the nodes onto your skeleton and add them into your mod when that happens?
Hi, I really want to use this mod, but the Crossbow issue just kills it. I really dont want to switch to bow just for this.
Also, I am currently using Equipping Overhaul 3.13 (I've tried upgrading to 4.25 but I experienced a lot of issues with it).
Given the above, I would very much prefer if you release a detached version of the Weapon Positions (particularly one that addresses the crossbow issue) that I can use with 3.13 Equip Overhaul, at least until the problems in 4.25 are sorted.
Vlaka, I'll have you know that these 'unappreciative whiners' as you put it actually have endorsed this mod and like it. And some of these people were really looking forward to the next version of the mod.
Sure, the merge with EO is a good thing, but I was basically waiting for the update to this mod to start my next playthrough
This sounds really cool! I have a question though: How will this work with non vanilla weapons, like the ones added by Immersive Weapons? I have Dual Sheathe Redux, and I know it works by adding the meshes for each weapon when sheating the left hand one, staves, and shields on back. So, will this have all that?
What I think is that you need to fix Cross bow and bolt positioning. The position looks like the character is impaled on the arm of the crossbow and the bolts are floating in mid air somewhere around the elbow area. There's also clipping issues with the bow string being inside the body. Don't get me wrong, it's a great mod, it just needs more work if you are going to be merging this with EO, which I personally think is a natural fit anyway.
Yeah, I think this mega-mod is dead and forgotten since there have been no updates for almost a year. Good idea this mod mix was, but ended without even telling anyone
You've got an epic mod in the making, but the crossbow positioning is very wonky. it sheaths like the normal bow resulting the player being skewered by a crossbow arm.
I do look forward to this merge though, really enjoy EO.
I'd also like to be able to change my 2h weapon position, currently the mod sheaths them horizontally like the belt quiver. It looks a tad impractical :\
I have an issue with this mod, whenever i kill someone and move the body it still remains an invisible body on the spot he/she died on that you still can loot and move!
As soon as i remove the .nif files from this mod from the game the invisible body is gone, and as soon as i add them back the same invisible body is there again?
it does not work for me, It's not what I thought There are some options when installing with MO2, from which you can choose one, and in the game the XP32 options are completely disabled in the MCM
daggers on chest dont work. it says go to next page to select male daggers on chest skeleton but there isnt one to select. how do i get daggers on chest?
I can't find the bundle where you have both swords (1h and 2h) on the back, vanilla quiver, shield on quiver, and the rest i don't really care. Can anybody tell me what i'm missing?
Can someone please please please tell me how I can make it so that the quiver is on my hip and the twohanded weapons remain on my shoulder and not on the hip as well? Because I only want belt quivers with the slung bow and I cant find any mod that does that. So is there a way to adjust in the files or something to do just that?
386 comments
To sum it up, Equipping Overhaul and Realistic Weapon Positions are combining into one fully customizable mega-mod!
This mod will feature the skeletons and MCM functionality of Realistic Weapon Positions and the awesomeness of Equipping Overhaul all in one! And the best part? You only need this one mod. No patchers, no prerequisites, and no complicated installs - all while maintaining 100% compatibility with other mods (except for skeleton replacers). Everything will work in runtime seamlessly through the MCM. You can choose exactly what you want and when you want it.
Here's what's included:
Equipping Overhaul
Realistic Un-equip
Lit Torches
Geared Up
14 different dagger positions
4 different sword positions
3 different 2-handed positions
3 different bow positions
2 different crossbow positions
3 different quiver positions
2 different shield positions
Individual animations that adjust on the fly with the chosen weapon
All configurable in game from the MCM!
Again, check out his article here http://www.nexusmods.com/skyrim/articles/49653/? and let me know what you think!
As for my own initial thoughts ... Wonder-Twin powers activate!
It would certainly beat having to wait another month for the next version of EO (or however long this will take :p)
Well, one thing to definitely look forward to, and tinymight mentioned this, is that this is 100% customizable and 100% compatible. If there are any features of equipping overhaul that you don't like or don't want to use, you can turn them off in game through the MCM.
With that said, I do understand the urge to play with this mod and not wait an age for it to be released. So I will release the workaround here, but there are some caveats. The workaround will not work with Equipping Overhaul, at least the 4.25 alpha. Not to worry too much though, because the workaround will function in a way that still lets you see your weapons and shield in the place you choose. Just be sure to use the Geared Up ini fix. Also, the workaround may not work for everyone and won't work for non-vanilla weapons, which is the bigger issue. This is mostly because I've decided to stop messing around with Java and SkyProc. One last thing, horse riding may get ... weird. I haven't tested it much, and I don't think it will break horse riding, but you may see stuff you're not supposed to see.
Wow, that sounds scarier than I wanted, lol. I'll clean up the rest of the fix and post it here as a preview of the merged mega mod. Just please be aware of the compatibility issue, and the somewhat limited scope of the fix.
Seriously though, thanks for agreeing to release that version, really appreciate the work you're putting into this
Too bad about the custom weapons support though, I guess I'll jump in the CK/T5E and try to get it to work with the DSR mesh packs then.
But thanks anyway for releasing it.
gregtiwald,
I have a concern about merging your mod with EO as I use EO currently and a custom skeleton I built based on xp32's. I have the daggers on the back behind my quiver they are inverted so the handles are down by my waist, my swords on are my hips in an adjusted Way of the Samurai position. I've also adjusted the quiver, shield, axe positions to minimize clipping and have many nodes that are deactivated in case I wanted swords on back (one handed and two handed side by side) and such.
I didn't see the daggers in any similar position on your screenshots, but I have not used your MOD at all to check. will I be able to use my custom skeleton with the merged mod or is there a way you can copy the nodes onto your skeleton and add them into your mod when that happens?
This mod merger sounds amazing and I personally cannot wait to try it out!
Keep up the awesome work!!!!
Also, I am currently using Equipping Overhaul 3.13 (I've tried upgrading to 4.25 but I experienced a lot of issues with it).
Given the above, I would very much prefer if you release a detached version of the Weapon Positions (particularly one that addresses the crossbow issue) that I can use with 3.13 Equip Overhaul, at least until the problems in 4.25 are sorted.
Sure, the merge with EO is a good thing, but I was basically waiting for the update to this mod to start my next playthrough
I'll be here to check this out !
You've got an epic mod in the making, but the crossbow positioning is very wonky. it sheaths like the normal bow resulting the player being skewered by a crossbow arm.
I do look forward to this merge though, really enjoy EO.
I'd also like to be able to change my 2h weapon position, currently the mod sheaths them horizontally like the belt quiver. It looks a tad impractical :\
I have an issue with this mod, whenever i kill someone and move the body it still remains an invisible body on the spot he/she died on that you still can loot and move!
As soon as i remove the .nif files from this mod from the game the invisible body is gone, and as soon as i add them back the same invisible body is there again?
Can you fix this please?
There are some options when installing with MO2, from which you can choose one, and in the game the XP32 options are completely disabled in the MCM
everything work perfectly