The first time you sheath a staff that it's not registered in the script by default a window will pop up and ask you which mesh should be displayed. If the mod uses custom meshes a new mesh have to be created (this means that you have to create your own mesh and plugin for the staff), in order to do so you need both the creation kit and the nif tools, you can use the configuration of the models you can find in "examples" folder in this mod and simply paste the mesh of the new staff you want to use in the example and then remove the example original mesh, then just create a small plugin with a new armor (i recommend you to flag it as unplayable and equip it through console commands when needed so you won't see it in the menu). Once you have your plugin and your new mesh, open skyrim sheath the staff and when the menu pops up select the option "this is a custom mesh", then the script will wait 15-30 seconds for you to equip the "armor version" of the staff (if you flagged it as unplayable just use equipitem X where X is the ID of the mesh you made), if everything goes well the new mesh will be registered and used as usual it will never ask you again if you want to register it. I wanted to make a tutorial on how to do this but i'm afraid i've no longer the time to do so, i'm deeply sorry for those who wanted it but i barely have time to mod again and i'm remaking from scratch one of my other mods when i feel like i've the time and want to do the effort.
Hello! Can someone please explain this: "If the mod uses custom meshes a new mesh have to be created and then select the option "this is a custom mesh", then the script will wait 15-30 seconds for you to equip the "armor version" of the staff if everything goes well the new mesh will be registered and used as usual" part to me like you would for a five-year-old? :D I just equip the new staff click on custom mesh then wait and that's all? I don't really get this armor version, part... Thank you for the help in advance!
Love your mod over on SSE, but why bother porting when Dual Sheath Redux and Equipping Overhaul exist over in oldrim? I mean, I get that not many people may like the cross pattern in those mods, but it is a little... unnecessary. Anyway, great work as always!
I tried to use dual sheath, but for some reason I can't get the "SkyProc" thing or whatever it's called to install properly. It keeps saying something about missing "Skyrim.usp" thing.
Not sure about Equipping Overhaul... but I know I looked into Dual Sheath Redux and it required some kind of custom skeleton as well as a gaggle of other dependencies. This mod seems nice and simple for the one purpose that I need it for. ^_^
The mod is great! Thank you. (Though sometimes it buggs me with the equipment slots and have to use console to solve it.)
Another question is: Is there an option to disable the mod temporarily? or toggle on/off ? I just wanna hide my left-handed staff because the staff is using a gun mesh, it's weird to choose a staff mesh to display it... And I don't wanna set custom meshes for every gun I use... But if I do nothing, everytime I sheath weapon, the menu to choose "which meshes should be used" will pop up.
I want to drop a line just to say thanks for including your script source files. I've been building an NPC follower who carries a cool-looking unique staff but doesn't use it all the time. I wanted the staff to be visible when it's not in use, and I didn't want my mod to rely on external mods, so I'm including a simple custom staff-on-back system just for that one item. I've built all custom scripts but it was INCREDIBLY useful to look at how you did it here.
The demands are a little different when it's not for the player, and (in case anyone is curious) I used a combo of two scripts; one for a passive magic effect on the NPC that reacts to draw/sheathe weapon like this mod does, and one on the item itself that reacts to equip and container change; the latter is so if the player takes the item away from the follower (which is possible) it won't still show up on their back, a bug I quickly noticed in testing.
I'm also adding a bit in that second script so anyone who takes possession of the staff gets the draw/sheathe effect spell tagged onto them; this means if you take it from the follower the whole system should start working on the player character, and then if you pass it to another follower it should start working on them too. An industrious player could get their whole squad equipped with clones of the staff and it would show up on all their backs.
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Thank you, I am going to test this now. I basically said about, thank you for providing the mod I have always been looking for.
the staff Im trying to use is this one on my back
im trying to select the 'this is a custom mesh'
can you or somebody that can help me to get that message to pop up please?
thanks in advance
I wanted to make a tutorial on how to do this but i'm afraid i've no longer the time to do so, i'm deeply sorry for those who wanted it but i barely have time to mod again and i'm remaking from scratch one of my other mods when i feel like i've the time and want to do the effort.
Can someone please explain this:
"If the mod uses custom meshes a new mesh have to be created and then select the option "this is a custom mesh", then the script will wait 15-30 seconds for you to equip the "armor version" of the staff if everything goes well the new mesh will be registered and used as usual" part to me like you would for a five-year-old? :D I just equip the new staff click on custom mesh then wait and that's all? I don't really get this armor version, part... Thank you for the help in advance!
(Though sometimes it buggs me with the equipment slots and have to use console to solve it.)
Another question is:
Is there an option to disable the mod temporarily? or toggle on/off ?
I just wanna hide my left-handed staff because the staff is using a gun mesh, it's weird to choose a staff mesh to display it...
And I don't wanna set custom meshes for every gun I use...
But if I do nothing, everytime I sheath weapon, the menu to choose "which meshes should be used" will pop up.
The demands are a little different when it's not for the player, and (in case anyone is curious) I used a combo of two scripts; one for a passive magic effect on the NPC that reacts to draw/sheathe weapon like this mod does, and one on the item itself that reacts to equip and container change; the latter is so if the player takes the item away from the follower (which is possible) it won't still show up on their back, a bug I quickly noticed in testing.
I'm also adding a bit in that second script so anyone who takes possession of the staff gets the draw/sheathe effect spell tagged onto them; this means if you take it from the follower the whole system should start working on the player character, and then if you pass it to another follower it should start working on them too. An industrious player could get their whole squad equipped with clones of the staff and it would show up on all their backs.