Fixed some scripts related to the second pistol/rifle Added hotkeys to regen weapons after passing a portal/roombound that make them disappear Current weapon will not relaunch script when the player do an animation like jumping.
update 0.99.2
Fixed Rifle Left position (no fall down) Boosted all weapons script to try to reduce the ghosting effect
update 0.99.1
Added option in [WVW] Remove weapon position to disable/enable a specific weapon in all 3 modes. Fixed scripts for "Fire & Melee" mode Fixed Grenade On/Off options for "Classic" mode and "Fire & Melee" mode
update 0.99:
Support for grenades Reworked McM menu and holotape Customizable "All geared up" style with selectable weapons type to show/hide Fixed removed weapons that was still displaying (the script is based on base object and not on the specific item so if you have 2 same weapons with different mods, there will not be a visual refresh of the one remaining in your inventory) Fixed switching weapons that wasn't sheath the last used one Expanded support for weapons/grenades that don't have the requiered keywords Fixed weapons beams to south in first person Support for other skeleton (CBBE knee fix nif edited)
Update 0.5:
Fixed script for save, exit and reload game that make the holstered weapons not working Follower can't duplicate their weapon in case of script lag Npcs can't pick holstered weapons on player Player can't pick the holstered weapon on follower
Update 0.4:
Little scripts improvement. New style called "fire & melee" , basically dispaly only a primary and a secondary weapon.
Update 0.3:
Stretching hair bug fixed Drop in/out container visual glitch fixed Jump through ceiling fixed Invisible NPC "potentially fixed", can't reproduce the bug but it I think it's related to the stretching hair bug. Improved holotape menu Improved script MCM Uninstall button fixed
Update 0.2
Features : 5 positions for rifles 3 positions for pistols 2 positions for 2hands melee MCM menu 2 rifles and 2 pistols visible at the same time
Bug fix : Dropped/unequipped weapons stop being displayed Weapons load correctly after fast travel, loading doors, etc Fixed duplicated visible weapons
It's now possible to have two rifles and two pistols at the same time rising the number of visible weapons to 7 (2 rifles, 2 pistols, 1 melee1h, 1 melee2h and 1 heavy gun). You can change their attach position via the MCM menu (feature not in the holotape). To erase a designated position (position 1 / 2), equip the weapon you want to unassign and use the "[WVW] Remove weapon position" item in your armor tab (automatically added if you launch the mod for the first time. That item can also be crafted at the chem station.
Hard to fix: Missing weapon's mod Attach weapon to characters
really great mod, appreciate it. I have the chameleon legendary effect on some armor that makes you invisible when standing still while crouched - the weapons remain visible, any way to fix that?
Love the simplicity and user friendliness of this mod! Only thing I would suggest it needs, is a way to manually adjust the position of the weapon slots. I have a thigh handgun holster, but the pistol positions are just not in the right spot for it. awesome work nonetheless and please let me know if there is a way to move the positions. cheers!
416 comments
Fixed some scripts related to the second pistol/rifle
Added hotkeys to regen weapons after passing a portal/roombound that make them disappear
Current weapon will not relaunch script when the player do an animation like jumping.
update 0.99.2
Fixed Rifle Left position (no fall down)
Boosted all weapons script to try to reduce the ghosting effect
update 0.99.1
Added option in [WVW] Remove weapon position to disable/enable a specific weapon in all 3 modes.
Fixed scripts for "Fire & Melee" mode
Fixed Grenade On/Off options for "Classic" mode and "Fire & Melee" mode
update 0.99:
Support for grenades
Reworked McM menu and holotape
Customizable "All geared up" style with selectable weapons type to show/hide
Fixed removed weapons that was still displaying (the script is based on base object and not on the specific item so if you have 2 same weapons with different mods, there will not be a visual refresh of the one remaining in your inventory)
Fixed switching weapons that wasn't sheath the last used one
Expanded support for weapons/grenades that don't have the requiered keywords
Fixed weapons beams to south in first person
Support for other skeleton (CBBE knee fix nif edited)
Update 0.5:
Fixed script for save, exit and reload game that make the holstered weapons not working
Follower can't duplicate their weapon in case of script lag
Npcs can't pick holstered weapons on player
Player can't pick the holstered weapon on follower
Update 0.4:
Little scripts improvement.
New style called "fire & melee" , basically dispaly only a primary and a secondary weapon.
Update 0.3:
Stretching hair bug fixed
Drop in/out container visual glitch fixed
Jump through ceiling fixed
Invisible NPC "potentially fixed", can't reproduce the bug but it I think it's related to the stretching hair bug.
Improved holotape menu
Improved script
MCM Uninstall button fixed
Update 0.2
Features :
5 positions for rifles
3 positions for pistols
2 positions for 2hands melee
MCM menu
2 rifles and 2 pistols visible at the same time
Bug fix :
Dropped/unequipped weapons stop being displayed
Weapons load correctly after fast travel, loading doors, etc
Fixed duplicated visible weapons
It's now possible to have two rifles and two pistols at the same time rising the number of visible weapons to 7 (2 rifles, 2 pistols, 1 melee1h, 1 melee2h and 1 heavy gun). You can change their attach position via the MCM menu (feature not in the holotape). To erase a designated position (position 1 / 2), equip the weapon you want to unassign and use the "[WVW] Remove weapon position" item in your armor tab (automatically added if you launch the mod for the first time. That item can also be crafted at the chem station.
Hard to fix:
Missing weapon's mod
Attach weapon to characters
- WeaponTypePistol
- AnimsGripPistol
Rifle used keywords:
- WeaponTypeRifle
- WeaponTypeAssaultRifle
- AnimsGripRifleAssault
- AnimsGripRifleStraight
- AnimsGripShoulderFired
HeavyGun used keywords:
- WeaponTypeHeavyGun
- WeaponTypeHeavyGun w/ AnimsGripShoulderFired
Player don't use keywords for grenades, 1H and 2H melee weapons anymore
Follower Melee 1hand used keywords:
- WeaponTypeMelee1H
- Anims1hmweapon
Follower Melee2hands used keywords:
- WeaponTypeMelee2H
- Anims2hmweapon
Again, really great work.
Or is there a way you can Do That?
Thanks for the help :)
How do install the rest ?