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This page was last updated on 22 March 2020, 10:04PM
- Changelogs
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Version 1.5.6
- Bug Fixes
-Player Misc Items no longer show up while invisible after a camera perspective swap
-NPC torch no longer unequipped with shield-on-back
- Bug Fixes
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Version 1.5.5
- New Features
-Option to hide weapons in first-person (To help those with weapons that clip)
-Option to remove NPC Items/Weapons when they go to bed
-Separated the Shield Accommodate Back Items option into separate Backpack and Cloak options - Bug Fixes
-Returning from Vampire Lord no longer unequips the display, only werewolves will find themselves in the buff
-Workaround for HVL stealing AllGUD's displays
-Require Potion Keyword before adding new Potions, to filter out food items
- New Features
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Version 1.5.4
- Bug Fixes
-NPC Weapon positions reweigh for armor
-NPC Weapons properly removes right-hand weapon displays of the same type they have equipped
- Bug Fixes
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Version 1.5.3
- New Features
-Coin Purse Max Size for people who pass the maximum gold limit slide and don't want the Size-6 Purse
-Option to automatically toggle Player Weapon display when not wearing torso armor - Bug Fixes
-Changed Cloak/Backpack detection to anything using Slot 46,47 that isn't AllGUD (Was previously checking 40,46 matched for cloaks, which missed Divine Cloaks. And a formlist for backpacks, which clearly wasn't going to work in the long-term)
*If you've got a mod using 46/47 you can always disable the 'shield accomodates back item' feature
-NPC Display reset after a race swap
-NPC Display cleanup on Keyword:ActorTypeCreature's that received it erroneously, or gain the keyword after receiving the spell.
- New Features
-
Version 1.5.2
- New Feature
-Option to remove PLAYER items when torso slot not occupied. Due to the difference in implementation, this option is not currently available for NPCs - Bug Fixes
-Disallow creatures from receiving NPC Weapons Spell
- New Feature
-
Version 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.
- New Feature
-
Version 1.5
- New Features
-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/Recent 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
- New Features
-
Version 1.4.4
- New Features
-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
*The above bans are for Player only atm, NPCs will be undergoing a full rewrite soon. - Bug Fixes
-Improved Cloak and Backpack detection, no more false positives
-NPC Weapons no longer enabled by default, if Ulfric loses his gag during the intro sequence now, it's not AllGUD's fault.
-Bound weapons will no longer unequip AllGUD's display of their Weapon Type (Only support for Vanilla and Bound Armory Extravaganza have been added so far)
-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
- New Features
-
Version 1.4.3
- New Features
-Torch strap 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 triggering draw animation twice 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. Does not fix XPMSE's restyle trigger)
-Fixed Female Lesser and Extra Magicka potion positions. - Meshes
-Removed meshes that were correcting Prn, Scb Name, or mesh structure, as scripts v1.7.1.1+ can generate correctly from vanilla meshes. (Prn fix only works if scanning plugin)
- New Features
-
Version 1.4.2
- Bug Fixes
-Fixed NPC weapons not being restored when loading game.
-Assigned Nettlebane a new model with alternate texture baked in. (Used the new Alternate Model script for weapons, feel free to delete the record if you use a replacer model)
- Bug Fixes
-
Version 1.4.1
- Bug Fixes
-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
- Bug Fixes
-
Version 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)
*Planning on adding Male-pelvis and Female-spine0 options in the future.
-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 added for ECE yet) - Removed Records
xx003001 Player Quest Items
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. 2 more bugs identified and fixed.
- Update Headliner
-
Version 1.3.4
- Bug Fixes
-Spells now ignore resistance, absorb, and reflect effects - Updated Mesh
-dlc01/weapons/Dragonbone/Mace.nif changed 'Scb02' to 'Scb' so it gets picked up by the mesh generator script - Performance Improvements
-Reduced time to update Geared Up Slots when changing equipment (Equip/unequip first, confirm state later)
-Reduced time to check competing slots by storing dynamic arrays of competing slots
-Moved applicator SPEL conditions to the applicator MGEF conditions
- Bug Fixes
-
Version 1.3.3
- Bug Fix
-Racemenu Scale really fixed this time. (Ignore previous changelog about fixing female shields, that was one of my personal XPMSE Script changes, AllGUD does not affect ShieldBack node)
- Bug Fix
-
Version 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 Weapon-scale support simplified (Female Bows fixed)
- New Feature
-
Version 1.3.1
- Bug Fixes
-NPC Shield-on-Back slotmask assignment fixed
-Some optimizations to the NPC weapon script to catch more racers
-Default display options are now defined in the MCM instead of the esp, to prevent a case of maintenance zeroing globals before ConfigInit
- Bug Fixes
-
Version 1.3
- New Requirements
-Modern Brawl Bug Fix - New Feature
-NPC Geared Up support for Shield, Left-hand melee, Left & Right Staves. BETA! NPCs race to equip their models, in the event of a tie, one or more NPCs will display the incorrect models. - 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. - Misc
-Corrected Extracted Vanilla Meshes included with main download. List of mesh changes found in Readme
- New Requirements
-
Version 1.2.2
- New Feature
-ECE weapon scaling support - Bug Fix
-No longer trigger hotkeys during text input
- New Feature
-
Version 1.2.1
- New Features
-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
- New Features
-
Version 1.2
- New Features
-MCM Options for enabling/disabling Player Weapons, Player Misc Items.
-MCM-configurable Hotkeys for toggling Player Weapons, Player Misc Items, NPC Misc Items. Unbound by default.
-MCM Option to save current Weapon Slots as the new default. (Requires JContainers)
- New Features
-
Version 1.1
- Removed Requirements
- EDS & Other Mesh Packs: Replaced by xEdit scripts.
- XPMSE: How have you lived with the weapon flickering for all these years? See the article for the fix. - New Feature
- AllGUD xEdit Scripts for automatic weapon and skeleton patching
- XPMSE Rescale Support - Bug Fixes
- Special Edition Bow Patching Instructions Updated
- XPMSE Restyle for dual-weapon nodes fixed (Bow/Crossbow & GSword/BAxe/WHam)
- Changing body armor triggers node reweigh.
- Ingredient Satchel model path fixed.
- Fixed the trigger for updating the display for a single copy of a one-hand weapon after equipping to the other hand.
- Removed Requirements
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Version 1.0.1
- New Requirements
- JContainers - Bug Fixes
- The missing XPMSE Restyle support was reimplemented
- Forcefully reequips Geared Up Weapons after death. Without this, weapons that became physics-enabled will retain their positions relative to the player prior to reload. (Requires JContainers)
- New Requirements
-
Version 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.
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