PLEASE, Read this before asking a question about the mod
'Can you add support for multiple holstered weapons?' Unfortunately its not as simple thing as just adding support, using all the things I have reverse engineered for this functionality, something like that is technically impossible and its highly unlikely that I will ever even start doing it, because there are more important stuff Im working on for F4NV.
'Mod crashes my game/ it doesnt work on my end/ it doesnt work properly' Thats incompatibility with some other mod, you will need to disable all your other mods including f4se plugins and enable one by one to see which one causing problem, then tell me and I will see what can be done with that. If it still doesn not work/ crash without any other mods, then we can talk about that.
'Can you add feature X?' This mod is feature complete, only thing that will be added in the future is support for Weapon Adjust field of armor addons (its for modders, and can be useful). Mod still gonna get updates from time to time but they will be mostly code optimization or bug fixes (if needed).
'What about new draw/holster animations?' Animations have nothing to do with the system itself, they are separate. Also Im not animator so anyone can try and make new draw/holster animations for weapons.
'Can you make Xbox version?' It's not possible, it depends on f4se that by its nature will never be available for xbox.
I will ignore any questions that are already answered here in FAQ, this also includes bug reports
The link to the patch for 1.06b that I uploaded earlier has disappeared, so I will repost it. CHW_fix_test_plugin.zip
Fix frequent CTDs, especially when NPC weapon display is enabled
Weapon parts that are no longer displayed in 1.06b are displayed correctly as much as possible
Note: This patch fixes CHW crashes and bugs in older versions of Fallout 4 and does not work with the latest version of Fallout 4.
-------- Additional Information:. Tested on Fallout London. Some weapons may not be displayed, but otherwise it works well without crashing. It works without crashing even with NPC visibility enabled (IsHolsterVisibleOnNPCs=1). Of course it also works fine in Commonwealth.
Cannot get the Groza to be excluded from holstering
[ExcludedForms] ;specify weapons/actors from specific .esps that wont be visible when holstered/have holsters visible ;ExcludedWeaponFormId_WPN_Groza=Groza.esp|0FF1
unfortunately I have discovered it was the cause of many of my crashes
Let me be clear though, I have pushed my fallout 4 installation far beyond what it was designed to do and I'm using mods that are traditionally not put together, also I have made them work together both through alot of wierd trial and error and deliberate ingame choices
but your mod is so excellent and frankly corrects a huge missed art opportunity from Bethesda even if I don't continue to use the mod, thank you so much for working on it :)
I suspect the primary issue is that I am using sim settlements 2, where alot of NPCs are referencing the mod i'm gonna play about and see if taking it off the NPCs fixes the issues or not :)
I mainly love the mod for how it makes my companions look, I'd love to be able to enable it for them but not for all NPCs
edit
or am I being a numpty and can the ;specify weapons/actors from specific .esps that wont be visible when holstered/have holsters visible section be used to specify specific NPCs for holsters?
Thank you for creating the module. I really like it and it's a must-have for me. Thank you again for your hard work. :) Also, I have a curious thing, which is if I want to switch the position of one handed dagger weapons to the shoulder, is there any way to set it? I'll try it out Positioner Tool , But after moving over, the weapon will float and jump, which will greatly disrupt reality. Is there any way to switch weapon positions? Take a dagger for example, similar to legs, shoulders, buttocks, etc
I suggest you to add Discrete Female Skeleton path "data\meshes\actors\character\characterassets\female\skeleton.nif". So nobody else wouldn't do this manually, every time. Customization and other instructions are not so clear for international newcomers.
Is there going to be a pre gen update along with this? Sorry if u explained it in a description and i obviously didn't see it, i was like oh s#*! that one mod got updated lol
Yeah next gen is trash and 90% of f4se mods dont support NG and itss buggy mess , Old gen is more important he needs to update for old gen as well.Numbers show it as well an important mod like this only 90 downloaded so far because its next gen crap only.
I won't be unable to play my game and enjoy it without the update but I'm worried more and more mods will only be supported for next gen when so many releases prior to the NG update were made for 168. It creates a divide and downgrading takes no more than a few clicks thanks to the Collective Modding Toolkit. (Downgrading requires B.A.S.S. to support nextgen archives). What matters is that many people don't know how to downgrade, seem to just refuse downgrading or can't manage to do so and that means some time in the future we will have to stick with next gen wether it'll persist having it's bugs or not by then.
most people wont downgrade because not worth it.NG bigger than original game like 25% bigger you get tons of new bugs old gen works great with native you dont need any downgrade tricks to play game.90% of f4se mods not updated yet and they wont people moved on.
He was 100% right on endorse comment also. Not only modder has source code to work on could easly update for old gen as well despite mod itself gets change he choose not to.Again most people wont update ever because its not worth it. How else he is gonna protest this ?
People not upgrading is a them problem. Next Gen plays fine and 90% of those so called mods are being updated and or have work arounds to get them to work. The mod author owes us nothing, so no it isn't right to whine and take back endoresments cause they don't want to update for Old Gen. Update your game or move on, simple.
Also, no where in the description does the author say they're not supporting old gen anymore.
You're doing the same thing you're telling the guy he's doing by being a condescending prick, not every mod is updated, essential mods that people put into their build, the next gen update is trash, everybody knows that. It was an unnecessary update that nobody asked for and cared for setting back so many other mods dependent on that current version of the script extender.
Confirmed, this release does not work on rolled back oldgen installs.
The so-called "next gen" update was a slap in the face to both players who saw thier game broken - again - and mod authors who saw all of thier work suddenly become nonfunctional. It took one of thoes authors just 3 days to figure out a backport, but Bethesda couldn't be bothered. And another vicious backhand to the Skyblivion team, who have been pouring blood sweat and tears into thier project for years. And let's not even talk about the disaster that was Starfield.
Bethesda doesn't give a crap about it's player base, or this mod community. They just want to milk us for every dime they can. Well, they'll not get another penny out of me. Nor will I endorse or support mod authors who cotton to a company that spits in thier very faces.
At the end of the day mod authors owe you and anyone else nothing. They don't have to support a specific update or cater to us or the entitled ones. They can upload a mod and never update it again. So all your whining is pretty much just wasted oxygen coming through your keyboards especially given the fact yet again, They never said they were no longer supporting old gen or only new gen. I would draw a picture but i'm not artistic
Since this mod was not updated for years - until it was intentionally broken to work with NG - I can't say I agree with you. This guy is good; it's obvious by his work that he could have easily accmodated an oldgen component, but made the descision not to. Which is his prerogative.
But, there's a reason most mod authors aren't making any effort towards NG compatibility; it's broken shite and an insult to the last decade of work they've done. And, there's a rollback that one would have to deliberately circumvent for stuff not to work with it. Some of us use the GOG version, so we have little choice but to cross our fingers and hope that more mod authors don't take this course.
2211 comments
PLEASE, Read this before asking a question about the mod
'Can you add support for multiple holstered weapons?'
Unfortunately its not as simple thing as just adding support, using all the things I have reverse engineered for this functionality, something like that is technically impossible and its highly unlikely that I will ever even start doing it, because there are more important stuff Im working on for F4NV.
'Mod crashes my game/ it doesnt work on my end/ it doesnt work properly'
Thats incompatibility with some other mod, you will need to disable all your other mods including f4se plugins and enable one by one to see which one causing problem, then tell me and I will see what can be done with that. If it still doesn not work/ crash without any other mods, then we can talk about that.
'Can you add feature X?'
This mod is feature complete, only thing that will be added in the future is support for Weapon Adjust field of armor addons (its for modders, and can be useful). Mod still gonna get updates from time to time but they will be mostly code optimization or bug fixes (if needed).
'What about new draw/holster animations?'
Animations have nothing to do with the system itself, they are separate. Also Im not animator so anyone can try and make new draw/holster animations for weapons.
'Can you make Xbox version?'
It's not possible, it depends on f4se that by its nature will never be available for xbox.
I will ignore any questions that are already answered here in FAQ, this also includes bug reports
CHW_fix_test_plugin.zip
Note: This patch fixes CHW crashes and bugs in older versions of Fallout 4 and does not work with the latest version of Fallout 4.
--------
Additional Information:.
Tested on Fallout London. Some weapons may not be displayed, but otherwise it works well without crashing.
It works without crashing even with NPC visibility enabled (IsHolsterVisibleOnNPCs=1). Of course it also works fine in Commonwealth.
Links dont seem to work. :(
Just got a combat shotgun and unfortunately I'm crashing when holstering it :(
[ExcludedForms]
;specify weapons/actors from specific .esps that wont be visible when holstered/have holsters visible
;ExcludedWeaponFormId_WPN_Groza=Groza.esp|0FF1
This is right isn't it?
edit - nvm, needed to remove the ;
unfortunately I have discovered it was the cause of many of my crashes
Let me be clear though, I have pushed my fallout 4 installation far beyond what it was designed to do
and I'm using mods that are traditionally not put together, also I have made them work together both through alot of wierd trial and error and deliberate ingame choices
but your mod is so excellent and frankly corrects a huge missed art opportunity from Bethesda
even if I don't continue to use the mod, thank you so much for working on it :)
I suspect the primary issue is that I am using sim settlements 2, where alot of NPCs are referencing the mod
i'm gonna play about and see if taking it off the NPCs fixes the issues or not :)
I mainly love the mod for how it makes my companions look, I'd love to be able to enable it for them but not for all NPCs
edit
or am I being a numpty and can the ;specify weapons/actors from specific .esps that wont be visible when holstered/have holsters visible
section be used to specify specific NPCs for holsters?
More specifically the paddle ball, right now its the only weapon I've found that don't work
Also, I have a curious thing, which is if I want to switch the position of one handed dagger weapons to the shoulder, is there any way to set it? I'll try it out Positioner Tool , But after moving over, the weapon will float and jump, which will greatly disrupt reality. Is there any way to switch weapon positions? Take a dagger for example, similar to legs, shoulders, buttocks, etc
He was 100% right on endorse comment also. Not only modder has source code to work on could easly update for old gen as well despite mod itself gets change he choose not to.Again most people wont update ever because its not worth it. How else he is gonna protest this ?
Also, no where in the description does the author say they're not supporting old gen anymore.
The so-called "next gen" update was a slap in the face to both players who saw thier game broken - again - and mod authors who saw all of thier work suddenly become nonfunctional. It took one of thoes authors just 3 days to figure out a backport, but Bethesda couldn't be bothered. And another vicious backhand to the Skyblivion team, who have been pouring blood sweat and tears into thier project for years. And let's not even talk about the disaster that was Starfield.
Bethesda doesn't give a crap about it's player base, or this mod community. They just want to milk us for every dime they can. Well, they'll not get another penny out of me. Nor will I endorse or support mod authors who cotton to a company that spits in thier very faces.
Peace out.
They never said they were no longer supporting old gen or only new gen.
I would draw a picture but i'm not artistic
But, there's a reason most mod authors aren't making any effort towards NG compatibility; it's broken shite and an insult to the last decade of work they've done. And, there's a rollback that one would have to deliberately circumvent for stuff not to work with it. Some of us use the GOG version, so we have little choice but to cross our fingers and hope that more mod authors don't take this course.