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All Geared Up Derivative - AllGUD
Readme for both LE & SE
Version: 1.5
Author: Kriffin

Picture every unequipped weapon display mod, every dual sheath mod, every shield-on-back mod, put them all together and crank it up to eleven. It's All GUD!

Table of contents
- How is AllGUD different?
- Requirements
- Full Feature List
- Compatibility
- How to install
- Included Meshes
- MANUAL PATCHING
- Known issues
- Credits
- Changelog

--How is AllGUD different?--
There are multiple mods to choose from to display your favorite gear. Why should I use AllGUD?
-AllGUD is the only Mod capable of showing Favorite Bow and Shield-on-Back while unequipped.
This alone is reason enough imo

But for a more detailed comparison between competing mods
- Supports Right-hand, Left-hand, Staves, Shields-On-Back, Bows, Miscellaneous items. In short: Everything
Neither VFG nor EO supports Staves, Misc Items, Shield-on-Back, or Same-type LH weapons
Neither DSR nor EDS supports RH/2H weapons, Misc Items, or Unequipped Favorites
AGU does not support Bows

- Control which weapons appear, even with multiple favorites. Complete control using a combination of favorites, body-slots assignment, toggling individual weapon types, and allowing you to Lock-in your favorite of favorites. You can even lock-in an empty slot to only show Staves, Shields, & LH Melee while equipped.
VFG, EO, AGU, EDS, and DSR do not allow you to save an unequipped model to display
VFG and EO are all-or-nothing displays, which parse your inventory to find a model to display
AGU doesn't allow you to choose to show LH scabbard/staves/shield on back ONLY while equipped

- The best NPC support. Unequipped Displays, allowing for 'Bow + Sword + Shield' combinations, in addition to the standard DSR/EDS behavior.
EDS & DSR allow NPCs to display their currently equipped shield-on-back, staves, and left hand meshes. However, they suffer from constant changes to NPC inventory.

- Automatic Model Generation via xEdit Script
EDS and DSR require meshes for Staves & LH Equipment. If a mod author neglected to include these, you either have to hope someone's patched them already, or spend upwards of a few hours mindlessly patching your modlist.

- Does not use bDisableGearedUp=0 ini tweak (The method used by VFG & EO & Older attempts)
AllGUD's Models are updated indepedently of the others. Swapping equipment won't cause your entire display to refresh, and or worse, fail to refresh
AllGUD doesn't require you to empty your hands before swapping weapons to prevent visual errors
AllGUD does not suffer from invalid weapon combination displays

- Compatible with Reqiuem
VFG and EO do not play well with Reqiuem. They cause the mass system to explode. Check my article for a full writeup detailing my experiments.

Well that all sounds great, but what's the catch?
- Uses body slots
Body slots can be changed via MCM to support your particular mod setup on the fly!
- Requires the use of xEdit scripts
You should already be using xEdit, it is an invaluable modding tool.
I have created a step-by-step screen capture tutorial video of the installation process.

--Requirements--
SKSE
xEdit
SkyUI
JContainers
Modern Brawl Bug Fix
Skeleton with WeaponXLeft and ShieldBack nodes

--Full Feature List--
ALLGUD WEAPONS
AllGUD displays Unequipped Favorited Weapons and Shields for the Player Character.
This includes all weapon types for both hands.

The AllGUD MCM allows you to set which items you want to show up on the player character and which biped slots those items should use. The default slots are set up to be compatible with most cloak (slots 40 and 46), backpack (slot 47), and "utility belt" (slots 48, 53, 55, 57, and 58) mods, but you may have to adjust the slots depending on the mods you are using. Shields can be set to accomodate for cloaks and/or backpacks in order to minimize clipping (enabled by default).
The default configuration is: A Sword, a Dagger, a Mace or Waraxe, a Staff, a Two-handed Melee weapon, a Left-hand Melee weapon, a Bow/Crossbow or a Left-hand Staff, and a Shield-on-Back.
Default configuration uses slots:
44 RH Sword
45 RH Dagger
49 RH Axe/Mace
52 RH Staff
54 2H Melee
56 LH Dagger/Sword/Axe/Mace
59 2H Ranged/LH Staff
60 Shield

Basic Controls
• Add a new item to the display: Simply favorite a weapon before unequipping it.
• Remove an item from the display: Unfavorite it, remove it from your inventory, or use the MCM menu.

MCM Controls
• Toggle the Weapons Display on/off. Can also be assigned to a Hotkey in the MCM.
• Save a weapon: Lock-in the current equipment/slot by toggling a right-column option of the Player's Weapons page in the MCM. Competing Slots cannot be locked-in at the same time.
• Change the Biped-Slots: Change the biped slot used for each weapon-type by selecting a new one from the pop-up menu that opens from a left-column option in the Player's Weapons page in the MCM. Use the Occupied Biped Slots page to discover conflicts.
• Clear All Saved Weapon Data: by selecting the option of the same name in the MCM
• Assign/Restore Default Biped Slots: by selectiong the options of similar name in the MCM

MCM Options for the Player's Equipment Display
• Use the alternate Shield-on-Back model (further away from the character) while a Cloak or Backpack is equipped
• Hide the Shield-on-Back while a Cloak or Backpack is equipped
• Prevent the Shield from ever moving to the Back
• Match AllGUD's positions to the Default nodes
• Match AllGUD's scales to the Racemenu scales

The NPC Weapon display is significantly more limited. Technical details can be gleaned from the comments of the NPC Weapon Script.
• NPC Right-hand support: When NPCs swap held items, the Unequipped RH Weapon (or most recent valid weapon) will be geared up. RH Staffs take priority over previous weapons.
• NPC Left-hand support: When NPCs equip LH Weapons or a Shield, they'll be Geared Up. When NPCs swap held items, the most recent valid LH item will be displayed.
○ These changes are not saved between cell-changes or reloads

Technical explanation of how this was acheived:
There are three armors used for the display for RH, LH Weapon, and Shield.
Because the armor is shared amongst multiple actors, a queue is required to prevent them all from setmodeling at the same time.
The queue is handled by a JContainers array wherein actors check with the bouncer if they are on the list, and are added to the end if they aren't
When at the front of the list, actors will set model and gear up. When they're finished processing, they'll exit the queue.
Actors might stop registering for the script if they are unloaded, so actors in queue grow more and more impatient, purging the queue in front of them if no progress is made after N attempts
To prevent a case of actors reaching the front of the queue before the equipment has been loaded into the world, actors check if they have the armor equipped before leaving the queue. If they don't have it equipped, they will reenter the queue at the end.

They must also unequip the armor when they are 3d unloaded, because they will equip the armor when they are reloaded, and its model will have changed by then.

sometimes the AI will equip the armor despite using UnequipItemEx(FormID, 0, True). To prevent this ruining the immersion, the model must be blanked after a successful equip.

NPC Shields on Back MUST unequip the shield on the arm (rather than simply hide it like the Player). Enchantments from current shield are not transfered. Logically this makes sense, as they shouldn't be benefiting from it while it is sheathed.
I have tried ArmorAddon Priority and a few other methods, none of which worked. Current method is to add the shield slotmask to the AllGUD Shield, which has the added benefit of typically preventing the shield from appearing in both locations at once.

ALLGUD MISC ITEMS
Uses Art Objects attached to Magic Effects attached to a Spell to display Misc Items on Actors when corresponding items are found in their inventory
Formlists are used to support new items from mods.
All of the items can be enabled/disabled at will, can be repositioned, and most have model options available.
Players can force these models to appear, regardless of inventory contents. Quest Items cannot be forcefully shown.

Current Item List
Coin Purse: 3 Models. Hip. Changes size in accordance with Actor Gold. Thresholds can be adjusted in MCM.
Ingredients: 3 Models. Hip.
Potions: 4 Models. Hip. Checks for the 'Restore' effects, not fortify or fortify regen-rate.
Scrolls: 6 Models. Upper-Hip. Positioned to rest atop ingredient satchel
Torch & Strap: 1 Model. Hip. Strap is left empty when torch is equipped in the hand
Instruments
Lute: 1 Model. Back.
Flute: 1 Model, either direction. Upper-Rear-Hip
Drum: 1 Model, either direction. Upper-Rear-Hip
Horn: 1 Model, either direction. Upper-Rear-Hip
Quest Items: PLAYER ONLY
Azura's Star: 3 Models. Upper-Hip
Elder Scroll: 1 Model. Back
White Phial: 3 Models. Hip

--Compatibility--
Incompatible with VFG, EO, DSR, EDS, AGU, ATTT, bDisableGearedUp=0 ini tweak
Compatible with everything else

--How to install--
Tutorial for installation and application of xEdit Scripts
https://www.youtube.com/watch?v=1nG0kxx15TA

0. Install the latest version of xEdit.
1. Use a mod manager to install AllGUD.
2. Install preferred skeleton mod. Not compatible with vanilla skeleton.
3. Install and run AllGUD Mesh Generator Script and Skeleton Patcher Script through xEdit.

--Included Meshes--
These were purely to reduce clipping of the scabbard into the weapon. If you have a weapon replacer overwrite these file.
Weapons\Glass\GlassWarAxe.nif -Changed Y-translation of Scb from 6.101131 to 4.8 to remove clipping into the weapon
Weapons\Orcish\Orcishhandaxe.nif -Changed Y-translation of Scb from 31.653591 to 30.153591 to remove clipping into the weapon

Armor\StormCloaks\... -Alternate Textures applied
Weapons\Ebony\Nettlebane.nifs -Alternate Textures Applied

--MANUAL PATCHING--
RH Weapons
Make a copy of the mesh and Append 'Armor' to the end of the file name
Add 'Armor' to the end of the PRN node
Remove Skin Instances from bows & crossbows (Convert SE meshes to LE first to make it easier, because SE has shape data inside the skin blocks)
Unflag SLSF1_Skinned from BSLightingShaderProperty for the blocks that had skins

RH Staff
Make a copy of the mesh and Append 'Right' to the end of the file name
Change PRN to 'WeaponStaff'

LH Weapons
Make a copy of the mesh and Append 'Left' to the end of the file name
Add 'Left' to the end of the PRN node
Mirror the TriShapes/Strips. Not sure how to perform in Nifskope quickly.
Apply Transforms for any block that has them.
Set X values of vertices to -X
Flip triangles
Update Normals
Update Tangents

LH Staff
Make a copy of the mesh and Append 'Left' to the end of the file name
Change PRN to 'WeaponStaffLeft'
Depending on skeleton, staves do not need to be mirrored

Shield-on-Back
Make a copy of the mesh and Append 'OnBack' to the end of the file name
Change 'PRN' to ShieldBack

Make a copy of the mesh and Append 'OnBackClk' to the end of the file name
Change 'PRN' to ShieldBack
Add -5 to the Z transformations for the shapes

Alternate Textures
Locate the record that has an alternate texture via xEdit or w/e
Open the mesh the record is using
Find the BSTextureSet of Nth index. Where N is the index assigned to the Alternate Texture in the Records
Replace all texture paths for that block with the ones from the Alternate Texture in the record
Give the mesh a new name and update the model path in the record. Remove the Alternate Texture from that record.

Skeleton
Duplicate the 6 weapon nodes and add 'Armor' to the end of their names.
WeaponDagger
WeaponSword
WeaponMace
WeaponWarAxe
WeaponBack
WeaponBow

Misc Item Model replacement
Make a copy of the BC.nif file that you want to replace
Add a new NiNode as a child of the NiNode present in the mesh
Open the mesh you want to use as a replacement
Apply all transforms
Copy each TriShape branch and Paste them as children to the New NiNode
Edit the transforms of the New NiNode so the model is roughly the same as the old shape(s)
Delete the old shape(s)
Save and replace the original file

Open the Female version of the BC.nif
Copy-paste the New NiNode and reposition/delete/save again.

If this is a hip item, run the Item Position script via xEdit on the folder containing the BC.nif's
See how they look in-game


--Known issues--
=Actual Bugs=
Bug: NPCs have Leftover Magic Effects from an unequipped Staff.
Replicate: easiest to see when they dual wield staves. Give em 2 staves, remove other weapons, get into combat, take staves back.
Cause: Engine, present in Vanilla. (Or at least, without AllGUD)
Fix: None at this time

Bug: Right-hand weapon mesh of the Left-hand weapon appearing on character, despite that weapon not being in the Right-hand
Replicate: Obtain at least 2 copies of a weapon with a vanilla right-hand sheathed model. Favorite the weapon. Equip the weapon in the Left hand.
Cause: Dual-wielding 2 seperate weapon types was not meant to be. The gates to Oblivion have been opened. The end of Tamriel is upon us.
Notes: Model of the LH weapon slot is irrelevant, RH model appears even when the LH armor model is null.
Fix: Equipping the same weapon type in the Right Hand, Removing the weapon from the Left Hand, or Reloading will all remove the phantom model (so clearly the game recognizes on reload that the model shouldn't be there...)

Bug: NPCs that died don't get the Misc Item MGEFs after a cell-change
Cause: ? They get the spell just fine

Bug: NPC models for Left-hand Weapons, Shield-on-Back or Staves-on-Back are incorrect.
Cause: They are sometimes processed too quickly, and the model is changed before an NPC equips it in the world. Or, the AI equipped it on their own before the model was reset.
Fix: Toggle NPC support on/off, or Reload the Cell (get the NPC out of render range)

Bug: Animations from the previous weapon may carry over for a while when switching between weapons while using the 3rd person camera.
Fix: This resolves itself once the player character plays an animation (for example performs an attack or blocks).

=User error=
Bug: Weapon switching didn't result in the correct display
Cause: If the current hand objects switch before the form can be saved, then it can't get processed.

=Not Bugs But=
Feature: Misc Items aren't immediately present when switching from first-person to third-person
Don't Panic: This fixes a bug that affects the lighting of the display

Feature: Weapon display for player disappears after dying
Don't Panic: This fixes physics-enabled displays being malpositioned after dying.

=Installation Error=
Bug: Weapons appear at Character's feet
Fix: Are you using a skeleton that has the correct NiNodes?

Bug: Shield on back is huge but shield in hand is small
Fix: Don't use ECE & Racemenu together. Either adjust Racemenu weapon scales or uninstall ECE.

--Credits--
mrpwn aka MrJack - the original creator of All Geared Up, without which this mod would not exist.
Kesta & Mawpius & Zilav for their help creating the xEdit scripts.
CaptainGabi for helping to debug the NPC Weapon Beta and creating the NPC AutoEquipStaves feature
The xEdit team for creating such an epic modding utility.

-Misc Item Meshes Credits-
Saerileth for White Phial Replacer options

-AGU Credits-
SKSE team for all their hard work, which has made this mod possible.
charon711 for the mod name, feedback and help with testing.
bla08 for figuring out a bug involving meshes.
Thanks to everybody who helped with testing the release candidates and/or provided feedback to fix or improve the mod.

--Changelog--
1.5.1
New Feature
-NPC Auto-Equip Staves when given staves by the Player. Default: OFF • Courtesy of CaptainGabi

Bug Fixes
-NPC Weapons: Fix an occasional non-removal of LH Display when the effect finishes
-Checks added to weapon drawing and sheathing to catch NPCs that equipped the display armors without permission
-Removal of NPC Weapon spell when a dead actor does not have any AllGUD armors equipped.
-NPC Items: Spell Applicator no longer allows for the dead. Since they weren't getting the MGEFs anyways.

1.5
New Feature
-NPC Weapons script Rewritten and Expanded. Out of Beta!
•NPCs will now display their most recently unequipped right-hand weapon.
•NPCs can display a total of: 1 Recent Right-hand Weapon, 1 Current Left-Hand Weapon OR Shield
•Right-hand staves will replace the recent RH Weapon, in order to display while sheathed
Examples: BattleAxe + Bow; Bow + Sword + Shield
*The display will not be saved between cell-changes/load games
-Azura's Star added to Misc Item meshes
-Alternate models added for Ingredients: Satchel, Cask, and Mead Flask options. Large Satchel Removed

Misc Item Changes
-Potions can be positioned separately, but magicka and stamina potions still have the same offsets!
-Visible empty potion straps option was removed, as the feature would now require more resources than I deemed worth
*This resets potion positions, sorry for the inconvenience!
-Spread Female hip items further apart. Outer Male back-hip items were rotated a tad
•Female Misc Item Positions Changed: New BCL/R offsets (1, 0.5, 0),(0, 0, 25) was (1, 0.5, 0),(0, 0, 17.5) BL/BR offsets are (2, 1, 0),(0, 0, 50) was (2, 0.75, 0),(0, 0, 35)
•Male Misc Item Positions Changed: New BL/BR offsets (5.5, 2, 0),(0, 0, 50) was (7, 2.5, 35),(5.5, 2, 50)

Bug Fixes
-Numerous bugs for NPC Weapons, I believe I've squashed all the reported ones. Let me know if something new pops up
-Fixed some variable initializations

New Known Bugs
-Removing NPCs staves can cause them to keep the staff's magic effect visual around their fists. Bug present in Vanilla, without AllGUD scripts attached to the NPC. Ideas welcome.

New XPMSE Fixes
-Article update 1.2

1.4.4
New Feature
-MCM Page listing the available Body Slots, and if occupied, FormID, Mod of Origin, Name, and Model Path.
-Banned Weapon formlist. Currently listed: Vanilla bound weapons
-Banned Keyword formlist. Currently added in compatibility maintenance: Bound Armory Extravaganza's Bound Weapon keywords

Bug Fixes
-Improved Cloak and Backpack detection, no more false positives
-NPC Weapons no longer enabled by default, will prevent Ulfric from losing his gag.
-Bound weapons will no longer unequip their weapon type.
!!!The formlist can be appended with any weapon you do not want AllGUD to interact with!!!
-NPCs with the 'Vampire' keyword, that do not have ingredients when the spell is applied, will not display ingredients satchels at all. To prevent postmortem appearance of satchel due to Vampire Dust
Player MGEF does not have this check
If you know a NPC Vampire who is personally offended by this change, give them any ingredient and remove the spell from the NPC via console (addspell might also work if it checks the MGEFs again)

1.4.3
New Feature
-Torch won't appear when none are in the inventory (Still shows when set to 'Always Show')
-Optional toggle in MCM to NOT show Empty Potion Straps

Bug Fixes
-Fixed NPC Animation stutter when drawing shield from the back. (The secret was not to unequip the shield on back, Don't know how to fix the audio yet)
-Female Lesser and Extra Magicka potion positions fixed.

Meshes
-Removed meshes that were correcting Prn, Scb Name, or mesh structure, as scripts v1.7.1.1+ can generate correctly from vanilla meshes

1.4.2
Meshes
-Nettlebane applied alternate texture

BugFixes
-Fixed NPC Weapons not being restored when loading game

1.4.1
BugFixes
-Fixed Locked status of the opposite hand not being checked when unequipping a weapon
-Disables the lock-in option for One-hand weapons if you've already locked it in the opposite hand while you only have 1 copy
-Fixed an issue where the left-hand weapon model was not unequipped when directly swapped from left to right-hand while locked into the left-hand slot, while only in possession of 1 copy of the weapon

1.4
Update Headliner
-Misc Item meshes remade from scratch
-New Items: Nord War Horn, Drum, White Phial
-Removed Items: Every quest item except Elder Scroll
-Model selection/positions expanded. Coin Purse[3x7], Satchel[2x7], Potions[4x7], Scroll[6x7], Torch/Lantern[1x7], Lute[1x4], Nord War Horn[1x2], Flute[1x2], Drum[1x2], Elder Scroll[1x4], White Phial[3x7]
*Umbilicus is the name for the wooden core that scrolls were wrapped around, which is how I came up with the names for Scroll models 5 & 6.
-Credits added for Saerileth for use of the meshes from their mod 'White Phial Replacer'
-Option to Always Show player models for non-quest items, regardless of inventory contents. (Fashion comes first!)
-Improved positions, for people who wear clothes. Not every outfit has the same thickness at the chosen positions, if you notice clipping or floating, try changing the position through the MCM.
-Male models attached to the spine (instead of the pelvis) for better animation (Male/Female now have distinct spell, MGEFs, and art objects/meshes)
*Female animations rotate Spn0 too much to attach items to the lower-back, they are stuck on the pelvis.
*If you know of a female animation mod that moves 'NPC Spine [Spn0]' in a similar fashion to the male animations, let me know.
-Adjusting Coin Purse sizes higher/lower than the next/previous limit now adjusts those limits recursively.
-The White Phial will appear on your character when it is Full. When it is Empty, only the strap will appear (to indicate whether you have a phial available to drink)
*If there's a mod which adds additional White Phial options that do not appear on your character, inform me and I'll add the records to the formlist.

Meshes
-DLC02 Shields meshes restructured to match vanilla shields (removed the NiNode and made TriShapes children of the root node)

Bugfix
-Weapons will remain on character in Racemenu and update with the sliders (Not implemented for ECE yet)

Removed Records
xx003001 Player Quest Items (Merged the good one into the normal spell)
xx003010 NPC Items (So I didn't have to make a check to remove it from females)

Other Things of Note
-Left-hand mesh stretching fix in progress, requires testing by affected users as I am unable to replicate, please respond to the bug report with your results to the test cases if you are affected.
-Video Tutorial on How to Install and Apply Scripts... encountered technical difficulties, apologies and thank you for your patience, I expect to have it working soon.
-'XPMSE Script Fixes' Article updated for XPMSE v4.6.x 2 more bugs identified and fixed.

1.3.4
Bug Fixes
-Spells now ignore resistance, absorb, and reflect effects
Meshes
-Dragonbone/Mace.nif changed 'Scb02' to 'Scb' so it gets picked up by the mesh generator script
Misc
-Reduced time to update Geared Up Slots when changing equipment (Equip/unequip first, confirm state later) Rapidly changing equipped weapons might introduce a flicker?
-Reduced time to check competing slots by storing dynamic arrays of competing slots
-Moved applicator SPEL conditions to the applicator MGEF conditions

1.3.3
-Racemenu Rescale was too simplified, added a line back

1.3.2
New Feature
-After werewolf/vampire lord, exiting the inventory/container menu will equip AllGUD slots

Bug Fixes
-Animation registration after showracemenu fixed (Specifically male <-> female of the same race)
-"BeginWeaponDraw" added to animation registration for Player. Relevant equipment will disappear slightly faster from the back than they appear in the hand, instead of slightly slower.
-Racemenu Rescale simplified

1.3.1
Bug Fixes
-NPC Shield-on-Back slotmask assignment fixed
-Some optimizations to the NPC weapon script to catch more multithreading racers
-Default display options are now defined in the MCM instead of the esp, to prevent a case of maintenance zeroing globals before ConfigInit

1.3
New Feature
-NPC Geared Up support for equipped Shield, Left-hand melee, Left & Right Staves (NPC Shields will remain on-back so long as their left-hand remains empty. e.g. Bow + Shield-on-back)
Bug Fixes
-Shield models will use ArmorAddon models. Mesh Gen 1.6+ Only patches AA. If you have not generated meshes since 1.3's release, you should do so again.
-Vanilla city guard shields have been given individual meshes with alternate textures applied to them.
-When loading a game, shield slot will correctly hide shield on arm.

1.2.2
New Feature
-Support for ECE rescaling
Bug Fixes
-Hotkeys will no longer trigger when inputing text.

1.2.1
New Feature
-MCM Logo added
-MCM Option to keep an equipped shield on the arm, instead of moving it to the back
-Separated MCM Realign Node option into Realign and Rescale options

1.2
New Feature
-MCM Options for Enable/Disable Player Weapons & Misc Items
-MCM-configurable Hotkeys for toggling Player Weapons, Player Misc Items, and NPC Misc Items. These are unbound by default.
-MCM Option to save current Weapon Slots as the new defaults. (Requires JContainers)

1.1
New Feature
- AllGUD xEdit Scripts for automatic weapon and skeleton patching
- XPMSE Rescale support

Removed Requirements
- DSR & Other Mesh Patchs

Bug Fixes
- Special Edition Bow Patching Instructions Updated
- XPMSE Restyle for dual-weapon nodes fixed (Bow/Crossbow & GSword/BAxe/WHam)
- Reweighs nodes when armor changes
- Ingredient Satchel model path fixed
- When equipping your sole copy of a one-hand weapon to the right-hand, will correctly remove it from the left-hand display if necessary.

1.0.1
New Requirements
- JContainers for saving variable that persists through loadgame.

Bug Fixes
- XPMSE Restyle Support Rewritten and reimplemented.
- Reloading after player death no longer keeps the positions of weapons that became physics-enabled at moment of death. Geared Up Weapons will be forecefully reequipped

1.0: Changes from AGU 2.1.1
New Features
- BOWS ARE BACK ON THE BACK
- Lock-in your favorite weapons to display, which will be geared up when an equipped weapon does not compete with it.
- Locking in a blank weapon will allow left-hand weapons/shield and the right-hand staff to be displayed while sheathed, but will not store the model on unequip.
- Button that will clear the currently saved weapons.
- Button that will reset slot masks back to the defaults.

New Requirements
- 6 new skeleton nodes are REQUIRED to allow for...
- Right-hand weapons require new meshes to be displayed on back. Three of the bug fixes required mesh edits. Steps for this procedure are listed above. Vanilla weapon meshes have been included.

Bug Fixes
- RH Weapon scabbards are no longer stuck on the character after changing the geared up weapon.
- RH Weapons will no longer remain duplicated in the scabbard or turn invisible in the hand.
- Equipping the new Bow models as armor will not cause a crash to desktop.
- Visualized Items will receive the correct lighting after switching from 1st to 3rd person.
- Daedric and Dwarven (and any other previously bugged) shields now use the correct model path.

Misc
- Refactored and improved almost every function and event.
- Changed how geared up weapons are chosen. Favorited items will be added to the display when unequipped.
- Geared up weapons have been reassigned new default slotmasks for high compatibility with waist equipment
- Smoother transition when loading games, geared up weapons will only be unequipped on load if the last used display does not match the save game.
- Geared up weapons are no longer unequipped when opening menus.
- Item Visualization spells have been pared down to reduce overlapping checks when possible.
- MCM Layout has been changed
- MCM Menu can be localized

Removed Feature
- Hotkeys, as their primary purpose seemed to be a workaround for the duplicate/invisible weapon bug.