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Ecotone

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IWantMyMod

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  1. IWantMyMod
    IWantMyMod
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    I probably will not be creating additional DS models and I definitely won't add any more to the default patch. There is already over 8,000 records in that patch so it's better to have a costume patch for your load order anyway.

    Please try to get the original mod author to create DS models for their weapons and shield.
  2. IWantMyMod
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    Note to everyone.

    This mod works prefelty well for the vast majority of users. If it's not working for you then it is most likely something you are doing wrong. Follow the simply and short trouble shooing instructions on the description page and I may be able to figure out what has gone wrong.

    If all you're going to do is complain and not offer anything constructive then I'm just going to delete you message.

    If this mod doesn't work for you then I encourage you to simple not use it.
  3. IWantMyMod
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    version 0.4.0

    Improvements
    ----------------------------------------------------------------------
    Added support for ESL and ESPFE mod files.
    Switch to ESL only for the main plugin.
    Cut the cosave size in half.

    Fixed Bugs
    -------------------------------------------------------------------------
    Fixed the iron war axe model.
    Fixed the Staffs of Skyrim dragonbone staff models.
    Fixed the Dragonbone Shield model added by USSP.

    version 0.3.3

    Improvements
    ----------------------------------------------------------------------
    Added an MCM menu option to clean co-saves.

    version 0.3.2

    Fixed Bugs
    ----------------------------------------------------------------------
    Fixed SKSE co-save bloat.

    version 0.3.1

    Improvements
    -------------------------------------------------------------------------------
    Update the script for better debugging.


    version 0.3

    Fixed Bugs
    ----------------------------------------------------------------------
    Fixed some models in "Immersive Weapons" and "Shields of the Holds"


    version 0.2

    Fixed Bugs
    ----------------------------------------------------------------------
    Weapons disappear for a second when drawing weapons.
    Missing some models for "Somewhat historical..."
    "Reset Dual Sheath" not working.
    Weapons and shield disappear when cutting wood and maybe mining.
    Changing to beast and back causes a problem.
    Equipment sound when drawing and sheathing weapons.

    Improvements
    -------------------------------------------------------------------------------
    Made slots variable
    Made shields optional
    Add models for "Dovah Nord Weapons SE"
    Add models for "Immersive Weapons"
    Add Models for "Immersive Armor"
    Add Models for "Lionheart - Johnskyrim"
    Add Models for "Ted Kuruk's Bush Gear"
    Add Models for "Isilmeriel LOTR Weapons Collection SSE"
    Add Models for "Heavy Armory - New Weapons"
    Provided better debugging options.
    Added and ESL option.
  4. IWantMyMod
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    PURPLE WEAPON MODELS


    If you have purple left hand models in game then you have installed the DS models for a replacer mod but you don't have the mod installed. For instance.

    "BillyRo Ultimate Swords Anthology" includes a replacer model for the imperial sword. If you install the DS models that come with this mod for "BillyRo Ultimate Swords Anthology" but you don't have "BillyRo Ultimate Swords Anthology" installed then the left hand imperial sword will be purple because the textures are missing.

    To avoid this problem only choose the DS models for mods that you have installed.
  5. OilyBearHug
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    so, ive ran the patcher correctly a couple months ago, and it worked for everything i used. but i just recently added/removed some weapon mods and had to run it again, doing the same process, but afterwards, i couldnt get one weapon to sheathe on the left, or a shield on the back. looking at the custom patch and i think the json file as well, they drastically reduced in size. about half the size of the default patch. now, with the default patch, vanilla stuff works, and most likely what i chose in the patch fomod. i have all the scripts added in my xedit v4.0.2.

    my process, open xedit, select all plugins, deselect the patch, select all plugins, apply script, create dual sheath patch, it runs and goes through almost 2 million references, finishes, i close xedit with the patch checked and i assume saved. i dont see how the patch would actually shrink in size, most likely missing the majority of what the default patch has?
    1. Vyxenne
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      This patch "shrinkage" seems logical. The default patch includes [all vanilla + DLC1 + DLC2 + [long list of included mods]] weapons, but your custom patch (presumably) includes only those weapons you actually have installed *and* have left-hand meshes for.
  6. Vyxenne
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    Was in Morthal tonight and was impressed all over again with how much realism and immersion EDS is adding to my game. Just submitted two images to the images page of this mod, but posting them here to show people who are having "issues" how very much "worth it" the end result is when you finally find and correct the problem you're having.
    Spoiler:  
    Show


    Don't give up- all that's required is to carefully follow instructions!
    1. darksynth0
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      any ideas why just one daggers shows up for me no matter what I do?
      (run xedit patcher etc etc)
      I am using vanilla dragonbone daggers, only 1 appears on back hip
      swords (even modded ones) - work just fine.
    2. darksynth0
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      okay so looks like this happens when you don't have left hand mesh (both dragonbone daggers now appear after I picked hip daggers in XMPSSE); I did run the script but it of course haven't generated any left hand models for say, dagger from this mod: https://www.nexusmods.com/skyrimspecialedition/mods/13972
    3. Vyxenne
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      Grats on answering your own question!
  7. darksynth0
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    guys, any ideas, if I will use visual favorited gear, and pick in Ecotone's DSR patcher different slots, will they both together work properly or this not gonna happen?
  8. Cak3Yay
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    I've been messing around for hours with this but for the love of god, I cannot make it work. I installed everything correctly. I even made a new clean profile and installed the mods I only need for dual sheath and it still doesn't work. So what am I doing wrong?
    1. Vyxenne
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      Did you run GenerateFNISforUsers.exe after installing XPMSSE (HDT map)?
      Did you run the Ecotone Dual Sheath Patcher Script in SSEEdit as directed, such that it created a new non-empty* patch in your Data folder?
      Have you played the game for 5-10 minutes, including several cell changes, until you see "A new mod has been added to MCM" (or similar words)?
      Have you set your preferred sheathed weapon location in the XPMSSE MCM?
      Did you sheathe and unsheathe your dual-wielded weapons several times to help initialize EDS?

      *"non-empty patch" means your Ecotone Dual Sheath Patch.esp file size is greater than 5-10 kb. Mine is 314 kb in size.

      If you have installed everything correctly as you say, and done the above additional steps, EDS almost can't help working.
    2. Cak3Yay
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      Alright, I got it to work. Gosh, I'm so stupid haha. Didn't know you actually had to run the Patch with xEdit. Which I didn't Everything works now! Thanks a lot! Can I make this work with Enhanced Character Edit, instead of RaceMenu?
    3. Vyxenne
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      Oh sure you can.
      1. Uninstall ECE
      2. Install Racemenu
      3. Rename the Racemenu plugin to "CharacterMakingExtender.esp" to trick your mod manager
      4. Create a bat file named "ECE" that executes console command "showracermenu" every time you enter "bat ece"
      5. Get a Memory Wipe at your friendly neighborhood Total Recall office to forget that you did steps 1-4 above
      6. To use ECE *nudge, nudge, wink, wink* open the console and enter "bat ece"

      Alternatively, you could simply accept the fact that nothing designed for Racemenu has ever worked with ECE and it is extremely unlikely anything ever will.
  9. KG3UNFORGN
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    I don't see a Shield to back option in in XP32 Maximum Skeleton Special Extended MCM, it only has the default option. Everything seems to work except that.
  10. ProxoDJ
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    Ok, first great mod got it working after some time.
    Only one little problem i'm currently having; the dual sheath is working perfectly on some swords,
    some words will slot into the same position on the back -
    So i'm guessing this isn't a problem with this mod but some advice for others when they come across it and myself would be great.

    Thank you.

    EDIT: i got it, i've got to make my own patch for the modded sword i think?
    1. Vyxenne
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      WEll, yes, but all you have to do is make sure you have a left-hand mesh for the weapon, then run the EDS patcher script. You'll be done in 3 clicks and 5 minutes processing time (less if you have few mods).
    2. ProxoDJ
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      Ok i guess i'm plain stupid as i've just opened the nifskope and there's already a left and right mesh there for this weapon.
      Some reason the follower still does the dual sheath too when unchecked in menu :/ i give up lol
    3. Vyxenne
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      So, um, what you're saying is EDS is working too well for you?
    4. ProxoDJ
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      YES, i got it working eventually but still can't get that 1 weapon right - i'll prob change my look soon anyway so it's cool lol.
  11. Benna96
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    Guard shields don't seem to work.
    Edit: Works fine after making patch myself with the xEdit script. For some reason default patch is pointing shields to ShieldOfTheHolds.
  12. TrihuggerTiggz
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    So I think a made a boo-boo...

    I decided I wanted a nifty new weapon to go with playing a dagger build but had already started a game. Figured this would be no problem and made my left sided meshes and then ran the script with no problems.

    Loaded up the game, my followers have the other weapons in the mod in a dual sheath fashion no problem so I'm figuring all is well. Change view to third person and ... seems like any "added" things to the body of my character (tatoos, hair, special eyes) turned see-through.

    Started a new game for shits to see if there's any problems there... new game looks fine.

    Did I frag myself with ESL's getting their form lists messed with? I can't revert what I did either, tried putting back my backed up version of the working patch and the problem remains. Don't get me wrong, this is playable as I am basically only in third person when I'm being rag-dolled around, but if anyone has any ideas I'm definitely all ears.
    1. Vyxenne
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      I don't see any way that could be a Formlist issue or load-order issue. The biggest cause of equippable items being invisible is a Biped slot mismatch between the Armor Addon and the Armor, or between the high- and low-weight meshes, or between any one of the four of those with any other one of the four of those (mesh-to-plugin, mesh-to-mesh, plugin-to-plugin.) All four places have to match or the item will be invis.

      Now that I think about it, EDS does change some slots around... hmmm.... so if, for example, you failed to change EDS's default Right-Hand Weapon slot from 60, and your tattoo or other special thingy also uses slot 60... no, that would simply displace the tat, not make it go invisibobble...

      I think I'll just STFU now and hope IWantMyMod gives you a more knowledgeable answer.
  13. ugaskipper
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    Anyone had an issue that causes some weapons (for me, Dragonbone War Axe, to appear under your feet instead of a dual sheath visual? Just wondering if its a common problem I can fix easily with a load order or if its a known conflict with another mod. I have a HUGE modlist, and use Vortex/LOOT to manage it.
    1. Vyxenne
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      I have seen other reports about weapons on feet in this thread but no solutions. Very unlikely that it could be a load-order issue. LOOT gets it right 99.9999% of the time.
  14. CaptainShiny
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    So, this works great except for the Shield on back option. The shield always enlarges as soon as it's put on the back. Is there any way to fix that?
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