Introduction
Ever tried to display several weapons on your back or other nodes and ended up experiencing some clipping, like this picture?
Well, this guide may help you achieve that without (hopefully) any issues.
What do you need:
- Immersive Equipment Displays and its requirements.
How to use IED (for the purpose of this tutorial)
This guide will provided a somewhat basic setup for displaying One-handed and Two-handed weapons, Bows, Quivers and Backpacks.
Depending what you want to achieve, you can use this as a basis and replicate the steps to other nodes or weapons.
We'll be using the "Gear nodes" view for this guide, since it allows to manage both equipped and unequipped gear, and all the functions needed are there.
So, open up "View>Gear Nodes"
Creating overrides:
First, a bit about "Overrides", which are used in the "Placement" view to change the equipment node when certain conditions are met.
In this example, we'll be setting the default node for the One-handed sword at back and creating an override to move it to the left hip when a Two-handed weapon is equipped/displayed.
Go to "Placement" and find the "Sword" node, change the main option to "Sword Back". Then create a new override to place the sword on the hips.
In conditions, add "Type>Two-handed sword" and "Type>Two-handed axe", click in each row and toggle "Equipped, Or, Displayed", then select "Sword" for the node.
P.S.: In versions earlier than 1.7.0, this window was called "Gear positioning". In most recent versions, it's called "Gear nodes":
Now, whenever a one-handed sword is equipped or displayed, it will stay on the back. But if a two-handed weapon is equipped/displayed, the one-handed will move back to the default node (left hip).
Result
Creating offsets:
Offsets are used in the "Positions" view to reposition the equipment when certain conditions are met.
In this example, we'll be repositioning the one-handed sword when a bow or quiver is equipped/displayed.
Go to "Positions" and find the "Sword back" node, expand the node and find "Offsets":
Click to add a new one for "Bow/Quivers".
In conditions, add "Node>Bow" and "Node>Quiver" then select the positions for this offset, like this picture:
Now do the same for the "Bow" and "Quiver" nodes, they already have offsets for Swords back, so you'll just need to change the positions:
Result
You can do the same to the "Two-handed" node, by creating an offset for Bow/Quiver the same way as the one-handed and adjust the "Bow" and "Quiver" nodes to account for two-handed weapons as well.
Combined with the override for the one-handed sword we created earlier, you can achieve something like this:
Backpacks
What about backpacks? You've probably tried to equip one and ended having all equipment clipping through it, right?
Overrides and offsets can account for this situation too.
We can condition this with "Biped Slot". Let's take Campfire mod as an example (it could be any other backpack mod) and check what slot does the backpack use.
There are two easy ways to find out.
More informative console: Drop the backpack on the ground, open up console and click on it. Move the mouse over "Equip Slots" and press Left Ctrl (default key)
SSEEdit: Open the mod and find the backpack record:
So, Campfire backpacks use the Slot 47.
Creating override for the quiver
Instead of offsets, we can use an override when a backpack is equipped and change the position of the quiver to "Quiver Chesko" which was made for backpacks in mind.
Creating offsets for the weapons.
Similar as before, we can add new offsets for "Bow", "Two-handed" and "Sword back" nodes, only a bit different this time.
Create the offset and place it (by clicking the up arrow) in the first place to take priority, select biped 47 and change the positions/rotations.
It's important to untick "Continue" here, since we don't want IED to validate the subsequent conditions.
A bit info about Continue and Accumulate position.
Continue; basically allows IED to keep validading the next offsets when conditions are met, if Continued is unticked for an offset, then it will stop validating the next ones if the current is valid.
Accumulate position; basically sum all other previous valid offsets, so depending the occasion, you may want to tick or untick this.
FINAL RESULT
17 comments
You could, theoretically, remove the models of the backpacks and create a misc item from that to use in a custom display when the backpacks(now invisible) are equipped.
But then you'd have to remove the DismemberSkin nodes attached to the backpacks.
Thinking again, it might be possible to adjust the actor bones directly, I'll take a look.
Happy holidays btw :)
Suppose I can release the preset used in the guide. I'll make some adjustments for shield and other weapons.
Happy holidays :).