About this mod
Swap with a hotkey. Select weapons in-game (no mod menu). Use "No Job Requirements" to access core abilities of a second weapon type on any vocation. Or be a Warfarer and replace Rearmament to save a skill slot and gain an animation cancel. Does not hotswap vocations or skills. Does not make Warfarer obsolete.
- Requirements
- Permissions and credits
- Changelogs



- Includes warfarer FX and sound when swapping weapons.
- Super easy to set up. Pick a hotkey, you're done.
- Only need the mod menu once on installation to pick swap hotkey. You then never need to touch it again even when finding new weapons you want to swap to. This is particularly nice for people playing on gamepads away from their keyboard, but I think anyone can appreciate not touching the mod menus more than absolutely necessary.
- Reliably activates in any scenario and acts as an animation cancel. Contrary to Warfarer's Rearmament (which will fail to activate in a whole lot of cases), Simple Weapon Swap will always activate instantly and animation cancel literally any attack and skill in the game. This is especially nice for skipping spell aftercast animations that lock you in place for what feels like years as well as reliably and instantly granting you access to a dagger-dodge or shield block when you need it most. It also wastes no time with unsheathing unlike Rearmament.
- Fully equips the weapon when swapping, so you properly get its stats. Some of the other weapon swapping mods dont do this and leaves you with the stats of the weapon pre-swap, which makes mixing strength and magic weapons very weak as one of the two stats will be very low.
- To swap between different weapon types, you'll need to be a Warfarer or install No Job Requirements. I highly recommend getting No Job Requirements prior to unlocking Warfarer as it greatly increases the fun of your first playthrough. Shoot down harpies as a fighter, defend yourself with a shield as a mage and counter with your enchanted sword, close the distance using a duospears forbeding bolt instead of having to slot a gapcloser ability, levitate with a staff above a boss then dive down to stab it with your daggers. There are a LOT of possibilities that open up by just having access to another weapons attacks/core abilities.
- Doesnt replace Warfarer. Warfarer lets you mix skills from multiple vocations which this mod doesnt. Warfarer is even buffed by this mod cause you can skip slotting Rearmament and instead use the swap hotkey. And as stated above, this swap is more reliable than Rearmament is. Note however that this mod only swaps between 2 weapons and you need to carry the weight of both those weapons. Rearmament can cycle any number of weapons and will eliminate the weight of all but the heaviest one. I personally find having a weapon cycle of more than 2 weapons to be clunky and am not bothered by the weight of carrying 2 weapons with me.
- Keeps the other vocations viable after getting Warfarer (if using No Job Reqs). You're now choosing between multi-vocation-skill-mixing vs meister-access. The rest being equal. Which I feel is a more balanced tradeoff than vanillas Warfarer (pros: multi-vocation, multi-weapons, any-armor) vs all others (pros: meister) where I'd say Warfarer always wins and makes all other vocations obsolete.
First up, assign a hotkey in the REFramework mod menu. Supports gamepad buttons and you can set a 2-button-combo.
Hotkey suggestion for gamepads:
Move Sheath to stick click and either Dash 2 or Reset Camera to trigger then put weapon swap on the same trigger. I would recommend using Dash 2 only if you have hold-to-dash enabled. Otherwise I'd recommend Reset Camera.
If you have hold-to-dash enabled i would also recommend moving Grab to B/⭕ and Sprint/Examine to trigger cause trigger is much more comfortable to hold for long dashes and frees up your thumb for pressing dash attacks.
You have a single "swap slot" that saves 1 weapon. When you press the hotkey, your current weapon is saved to the swap slot and you will then equip the weapon that was previously in the swap slot
NOTE: When you install the mod, your swap slot is empty so the first time you press the hotkey you will just fill the slot with your current weapon then swap to unarmed. With the slot now filled, just equip a different weapon via the menus, then use the hotkey to toggle between your 2 weapon choices. Confused? Check the Example Usage below.
Detail: If you change to a new vocation, you will have a new swap slot for that new vocation. Each vocation saves its own 2-weapon-cycle so if you change back to one later, you just need to take its 2 weapons out of the bank, equip either one and your swap slot will automatically be filled with the other one.
Example usage:
- Install mod
- Press the hotkey to fill the swap slot with your current weapon (let's call this weapon 1)
- After that, open the normal equipment menu and equip any other weapon (let's call this weapon 2) and close it back down.
- Finally, press the hotkey again. The weapon you are holding (weapon 2) will be saved to the swap slot and you will swap to the one that was previously saved there (weapon 1).
- Keep pressing the hotkey and the same thing will keep happening, you will save the weapon you're holding and then switch to the other one. Effectively toggling between the two weapons.
When you get a new weapon you want to swap to:
Swap to the weapon you want to replace then use the normal equipment menu to change it to the new weapon (let's call that weapon 3). That's it. You're done.
Example 1:
- You're holding weapon 1 and weapon 2 is in the swap slot.
- You want to stop using weapon 2 and instead use weapon 3.
- Press the swap hotkey so weapon 2 is now in your hands and weapon 1 is in the swap slot.
- Use the menu to equip weapon 3.
- Done! You're now holding weapon 3 and weapon 1 is in the swap slot. You can now toggle between them.
Example 2:
- You're holding weapon 1 and weapon 2 is in the swap slot.
- You want to stop using weapon 1 and instead use weapon 3.
- Use the menu to equip weapon 3.
- Done! You're now holding weapon 3 and weapon 2 is in the swap slot. You can now toggle between them.
Notes on using this with No Job Requirements:
When equipping a secondary weapon type your vocation cannot normally carry:
- You only level the vocation you are actively on. Your secondary weapon will not level its associated vocation.
- You cannot use any skills for the secondary weapon. However you CAN use light/heavy/sprint/dive attacks, the weapon-special (e.g. forbeding bolt with its followups and shield counter) and core skills (e.g. archer kickflip with followup shot) as long as you have unlocked them on the vocation tied to the weapon. The level-0 core skills are available for all weapons from the start of the game even if you havent unlocked the vocation for that weapon yet.
- If you swap while aiming a bow in fully-drawn state, the character will lock up in the bow-draw animation. You can get out of this by simply attacking.
- No Job Requirements causes issues with the character preview window where it will often show your character holding the wrong weapons.
- No Job Requirements also causes an issue when changing vocations where if you have a shield equipped prior to the change it tends to "stick" and prevent other weapons from equipping properly until you unequip and (if you want it) reequip it.
- Some weapon-swap combinations will cause the weapon to get sheathed when you pause the game. Specifically if you are holding a 2-hander, staff, duospear or censer and pause, the weapon will sheathe. There is one exception, if a bow/magick bow is in your swap slot, pause-sheathing does NOT occur regardless of held weapon. To be clear, the issue isnt a huge deal, you can just unsheathe the weapon and keep fighting. And it will only do this once per swap, additional pauses will not sheathe the weapon unless you swap again. Compared to Rearmament that sheathes every single swap, this sheathing on pause should still be much less annoying.
Swapping weapons can rarely cause the game to freeze and have to be killed and restarted (happens about once every 2 hours for me, working on fixing this in 3.0)Fixed in 3.0Swapping weapons with the hotkey wont fully equip the secondary weapon. You will still see the "E" icon on the weapon last equipped via menu and you will still have the stats of that weapon applied. This makes physical/magical weapon combinations problematic as you'll need to pick if you want crap strength or crap magic.Fixed in 2.0If you use a secondary sword (swapped to, not equipped via menu) you cannot cut Saurian tails (because your slashing stat will be zero). Make sure you equip your sword via menu and use the hotkey to swap to your non-sword weapon to prevent this issue. Fixed in 2.0
Make sure you have REFramework and _ScriptCore installed.
Grab No Job Requirements if you want (you probably do).
Drag and drop Simple Weapon Swap.zip into your Mod Manager and enable it.
User Reported issues:
- Transmogrify works when transmogging armor just fine but when transmogging weapons it seems to not just swap weapon skins but swaps the weapons entirely behind the scenes. This weapon swapping does not cooperate well with the swapping performed by Simple Weapon Swap, the result being that it works for a short time but will then stop working after just a few minutes.
Credits
Several people (especially Byaku) over on the Modding Haven discord for providing tools to find functions I needed and answering questions.
Vox_Essentia for the Poor Mans Warfarer mod that I looked at to get my first grasp of REFramework/ScriptCore lua scripts.
Geonode for the Skill Preset Switcher mod that I looked at to understand how item storage works and improve my script in general.