Changelog: 1.2: - Mod authors can now pre-link visible weapons for custom weapons. - Pre-linked weapons show right out-of-the-box and require no configuration. - Support for empty holsters when weapon is drawn. - Fixed issue where if you had more than 3 of the same weapon model in your inventory, it wouldn't unequip. - Fixed issue where mod would stop working after entering Power Armor. (1.2a)
1.3: - Recompiled with the Creation Kit - Weapon models will now be returned to you when unlinked. - Fixed issue with Config item causing thirst in Survival mode - Fixed config item being given before the player has a Pip-Boy when starting a new game.
For those upgrading, completely uninstall 1.2 and make a clean save before installing 1.3! Please ensure that there are no loose files left behind. You will have to re-link your weapons.
I'm very excited to let you know of a mod that's recently been released by friffy - Just Holstered Weapons! It adds many vanilla weapons as wearable apparel! Huge kudos to friffy for the release as well as jigodie for the weapon meshes! Go grab and endorse it now!
Never install this. Doesn't matter how you "uninstall", this will be baked into your root game folder,hidden, lurking, and dormant, like a virus. Doesn't matter if you're using MO2 either, which straight up baffles me3
Does this mod still work since the next gen update? Ive tried everything but nothing shows up in the workbench. Please help I love this mod and used it all the time on console
Is anyone else having a problem where the weapon doesn't disappear when you equip it? I tried using the Acc - 10mm from Just Holstered Weapons (also, just in case this is what's causing the issue, this is the only mod I installed since I do not use mod weapons) and whenever I equip it, the weapon doesn't disappear from my character's hip; it just stays there no matter what I do. It says the link is successful and everything. I've tried the "cqf holster init" command, and the "stopquest holster", "startquest holster" commands. The issue was still happening. Am I doing something wrong?
In my game and with either Kellog's .44 (vanilla weapon) or Doom's Desert Eagle (mod weapon), I use the default holster mode; doing so has the weapon visible in the holster until I draw it, when it then disappears until I holster it again (similar to the way New Vegas works). Is that what you're after?
Also having this same issue. Every holster mode will not "draw" my gun even if the gun is actually drawn. Although I am unaware of these console command that the OP mentioned.
Are you sure you guys are linking the weapon apparel item to the weapon correctly in the first place? I've used this mod consistently for two years now and never run into the issues you're having. To be clear, you equip your weapon first. Then you use the Visible Weapons Configuration aid item. Select link, and it will tell you to LINK TO AN APPAREL ITEM. Don't click on your weapon, click on the apparel item you want to show up on your character when your weapon is holstered. Don't click on your outfit you have equipped, click on the weapon apparel item that looks like a holstered version of your weapon. That will link them so that apparel item shows on your character when your weapon is holstered.
anyone still having this issue, I did too, so I looked into the papyrus logs and reg's source. seems like there are some arrays that are not getting initialized and not getting a starting value. happened to me while having the mod installed for a long time, then having it disabled for a while, and then installed it again. here's a working solution though.
open the console and type: cqf holster uninstall
now a message box should appear saying "All events unregistered. All stored links cleared. Visible Weapons is now ready for uninstallation."
leave the console to close the message box. open the console again and type: cqf holster init
a notification at the top left should appear that says "Visible Weapons active."
now you're ready to use the mod and it should work as intended.
finally got this working after figuring out that you need to link your weapons to the accessories in the armor section. This mod is a good alternative now that CWH is broke on the latest patch
i got it to work and holster, but when i unequip it the gun goes back to its default state. it loses all customization that i put on it after i put it back
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1.2:
- Mod authors can now pre-link visible weapons for custom weapons.
- Pre-linked weapons show right out-of-the-box and require no configuration.
- Support for empty holsters when weapon is drawn.
- Fixed issue where if you had more than 3 of the same weapon model in your inventory, it wouldn't unequip.
- Fixed issue where mod would stop working after entering Power Armor. (1.2a)
1.3:
- Recompiled with the Creation Kit
- Weapon models will now be returned to you when unlinked.
- Fixed issue with Config item causing thirst in Survival mode
- Fixed config item being given before the player has a Pip-Boy when starting a new game.
For those upgrading, completely uninstall 1.2 and make a clean save before installing 1.3! Please ensure that there are no loose files left behind. You will have to re-link your weapons.
a virus. Doesn't matter if you're using MO2 either, which straight up baffles me3
Confirmed working for Next-Gen.
Install Friffy's Just Visible Holstered Weapons.
Install this.
Load this AFTER Friffy's in your Load Order.
Construct the apparel version of the weapon and/or holster and chem station.
Equip Gun.
Wear the associated apparel gun and/or Holster.
Link the items in your pip-boys "aid" category.
POOF. It just works
Am I doing something wrong?
In my game and with either Kellog's .44 (vanilla weapon) or Doom's Desert Eagle (mod weapon), I use the default holster mode; doing so has the weapon visible in the holster until I draw it, when it then disappears until I holster it again (similar to the way New Vegas works). Is that what you're after?
And yes, that's what I'm trying to go after.
Good luck to you, then.
Linked 10mm to 10mm apparel item.
And it just stays on the hip no matter what.
here's a working solution though.
open the console and type:
cqf holster uninstall
now a message box should appear saying "All events unregistered. All stored links cleared. Visible Weapons is now ready for uninstallation."
leave the console to close the message box.
open the console again and type:
cqf holster init
a notification at the top left should appear that says "Visible Weapons active."
now you're ready to use the mod and it should work as intended.
thank you! love this mod!