Using the Back Rifle Holstering Animation makes it so I have to avoid picking up any rifles with the TAB key, because Arthur will "hold" a invisible rifle and then can't interact with anything, open weapon wheel or pull out a different weapon. I can walk around but otherwise it softlocks my game where I have to reload a save.
I have a question just out of curiosity, why does this mod have a custom "holster to back" key when this already exists in the base game by hitting either the keybind for "Unarmed" or the actual "Holster/Unholster" keybind?
Also is there a way to make Arthur pull new weapons up from his horse rather than summoning them from his back?
This mod seems to cause a glitch where I can't use the main weapon wheel unless I cycle through the other wheels back around to the first one. This only happens when accessing weapons on my horse, not when on foot alone. I have many other mods that may have an incompatibility but it could be an issue of its own with any new versions of the game or other mods requiring it.
The lantern cannot be equipped when on horse back but I can go on foot, pull it out, then go on the horse and now the latern is there and I can stash it away again and pull it out again too. Its like it has to be added to the inventory when on foot only first. This problem goes away if I disable this mod, OR if i keep this mod enabled but i disable 1899 firearms. Probably some kind of conflict with the slots changes in 1899 firearms or something.
You can merge changes from this optional to Extended Player Animations clip_sets. There's three or so lines to change for longarms anims, just compare game original clip_sets, this optional download clip_sets and clip_sets from Extended Weapons Animations.
yes you can do a merge but something conflicts because when you pick up longarm guns from the ground the player softlocks and the guns become invisible, I already experimented with this, that's why I said that they are not compatible. Not because they use the same files. But if you made it work without this bug I would be interested to know
You must change only these hashes inside clip_sets.ymt from Extended Weapons Animations with <Item> from Back Rifle Holstering Animation addon: 0xE760703A 0xE9047368 Others values leave as they are. If you only use Extended Player Animations clip sets, try it yourself, but I don't think it will be different, because Extended Weapons animations change mostly stuff for John's particular animations, as well as remove gesture animations for weapons, and this two hashes related to seated anims. You still need to use one of the provided ASI files as well as quickselectitems.ymt related to the auto-reposition picked up longarm weapon in the corresponding slot, if you want to limit slots for a particular weapon type.
Yes and yes. Although I am not happy with the implementation of the auto-swap slot for the picked weapon with asi. I would rather have a way to change some configuration lines in a few files so that I could drop my current longarm in the slot even if it is not currently in hands. But that's just how it is, I guess. Perhaps there is some way to do this without ASI.
Thank you,this is great. And yes I agree its a bit jarring how pickup up guns just teleport into your hand and your currently equippend disappears but it is what it is
I want to have what you do in this gif, can you please tell me which files exactly from this mod page did you download? Their description is rather unclear for me.
Você pode me dizer como posso resolver o problema de não poder trocar a arma que tenho pela que está no chão? Eu uso o rifle do lado esquerdo e o arco nas costas, não sei se é só por causa do .asi ou se tem algo mais que eu possa fazer
would it be possible to fix the fact that when I'm using the "Rifle Left Bow Back" mod I can't switch a weapon I have in my hands for the one on the ground. I use the "Rifle Left Bow Back" because it seems to fix problems with the game giving weapons in campaign mode, as if the game was made to be like that but then they changed it to make it easier, it works perfectly with auto equip.
I figure if anybody would know the answer it'd be you, for whatever reason Arthur still uses the regular horse holstering animations in First Person. Do you know how to fix this?
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Also is there a way to make Arthur pull new weapons up from his horse rather than summoning them from his back?
But if you made it work without this bug I would be interested to know
0xE760703A
Others values leave as they are. If you only use Extended Player Animations clip sets, try it yourself, but I don't think it will be different, because Extended Weapons animations change mostly stuff for John's particular animations, as well as remove gesture animations for weapons, and this two hashes related to seated anims. You still need to use one of the provided ASI files as well as quickselectitems.ymt related to the auto-reposition picked up longarm weapon in the corresponding slot, if you want to limit slots for a particular weapon type.0xE9047368