FAQ/Troubleshooting Q: Items are showing up, but weapons aren't! A: Scenario 1: Meshes aren't being loaded into the game. a: If using NMM/Vortex, try packing the generated files and installing them as an archive. MO2 shouldn't require this. b: Make sure 'AllGUD Meshes' (or other folder containing your generated files) is enabled in your modlist. c: Your output path might not have had the correct folder/subfolder structure. Compare the model path found when hovering over the right-side column on the 'Occupied Biped Slots' page of the MCM, to the model path found inside your meshes folder for the mod. The one listed in game is the one that AllGUD is trying to use. (If the path name is too long it might be cut off, check one with a shorter name) Scenario 2: Custom Race. d: If you are using a custom race (As is the case for Enderal) you must add your races to the ARMOR records in 'All Geared Up Derivative.esp'. There is an xEdit script for this for Enderal, listed in the mod description, and it will patch any armor mod that didn't come with an Enderal version.
Q: Weapons are under my feet, even though I ran the skeleton patcher! A1: Verify you have a Modded Skeleton Installed. Try setting the Input Path directly to 'meshes\actors\character' of your Skeleton Mod Folder. A2: Output Path likely did not end with the same subfolders as the Input Path. The subfolders are automatically appended if you select a folder using the 'Directory Selection' dialog box. They will not be appended automatically if you copy-pasted the mod folder.
The patched skeletons should at least include: \meshes\actors\character\character assets\skeleton.nif \meshes\actors\character\character assets\skeletonbeast.nif \meshes\actors\character\character assets female\skeleton_female.nif \meshes\actors\character\character assets female\skeletonbeast_female.nif
Verify that these are present in your 'AllGUD Meshes'. Correct spelling of the subfolders matter!
Q: How do I make a new mod folder in Vortex/NMM? A: You can manually add a folder by opening the 'Mod Staging Folder' and creating a New Folder. Vortex will detect this change when it is restarted. Alternatively since it doesn't matter which which folder they are in, so long as they are loaded into the game, you can always use an existing folder, such as your AllGUD mod. Using a separate folder just makes it easier when regenerating or updating AllGUD, as it may include and overwrite some generated files in the future. And if this doesn't work, you can archive the generated files and install it as a new mod.
Q: How can I stop my weapons from clipping? A: Use the Racemenu to reposition them if you're using XPMSE or ECE. Otherwise assign clipping weapons to the same body slot so only one will display at a time.
Q: How can I just have new weapons and shield-on-back appear when equipped? I don't want unequipped weapons. A: Lock-in empty objects to the weapon types in the MCM. Locked-in slots will revert to the object listed in the MCM when the weapon type is unequipped. Which in this case, would be nothing.
Q: I am a Mod Author and have made my own AllGUD patch because, like Animated Armoury, the weapons in my mod do not sheathe in the normal manner. A: Contact me and I'll add it to the Blacklist for mesh generation.
Q: xEdit mesh generation seems to have random errors? A: Try 32bit xEdit. Something is apparently going wrong with the script in 64bit xEdit?
Unless you want to add at least 10 more mods/plugins to your mod list for something this simple, stay away from this mod. Use "Immersive Equipment Displays" or "Visible Favorited Gear" instead.
Thanks, I was looking for another alternative besides "Visible Favorited Gear" since that's the one that led me here. This mod isn't really worth the effort of installing if it requires patches for use with other mods.
This mod is a nightmare, it does not have a player friendly installation. You need to seriously make something more simple. Its almost like you purposely want this to be a complicated install. i went through the whole process instead of playing the game.
For some reason I think the meshes for shields are not generating for me. I can't find them in the mod file and they don't appear in game. I have previously succesfuly installed this mod. I followed the instructions, and the patching completes succesfuly. Every other mesh works, except shields on back. Yes I had the the tick for shields on back enabled.
Hello, could you explain to a clumsy person like me how to do that? I installed the old version of SSEDIT as they say but the shields still do not appear on my back, I only hear the "noise" of equipping and now, what do you mean by writing it manually?
Haha... when I was about to change this mod for the Equipping Overhaul to use in a new playthrough, it got removed from Nexus...
No matter how many mods offering this feature, this one is the one standing still, I'm glad I didn't change it for EO middle playthrough. It's a little troubling to set this one up to work with modded weapons, but when you get the hang of it, it's fine.
3106 comments
Q: Items are showing up, but weapons aren't!
A: Scenario 1: Meshes aren't being loaded into the game.
a: If using NMM/Vortex, try packing the generated files and installing them as an archive. MO2 shouldn't require this.
b: Make sure 'AllGUD Meshes' (or other folder containing your generated files) is enabled in your modlist.
c: Your output path might not have had the correct folder/subfolder structure.
Compare the model path found when hovering over the right-side column on the 'Occupied Biped Slots' page of the MCM, to the model path found inside your meshes folder for the mod. The one listed in game is the one that AllGUD is trying to use. (If the path name is too long it might be cut off, check one with a shorter name)
Scenario 2: Custom Race.
d: If you are using a custom race (As is the case for Enderal) you must add your races to the ARMOR records in 'All Geared Up Derivative.esp'. There is an xEdit script for this for Enderal, listed in the mod description, and it will patch any armor mod that didn't come with an Enderal version.
Q: Weapons are under my feet, even though I ran the skeleton patcher!
A1: Verify you have a Modded Skeleton Installed. Try setting the Input Path directly to 'meshes\actors\character' of your Skeleton Mod Folder.
A2: Output Path likely did not end with the same subfolders as the Input Path. The subfolders are automatically appended if you select a folder using the 'Directory Selection' dialog box. They will not be appended automatically if you copy-pasted the mod folder.
The patched skeletons should at least include:
\meshes\actors\character\character assets\skeleton.nif
\meshes\actors\character\character assets\skeletonbeast.nif
\meshes\actors\character\character assets female\skeleton_female.nif
\meshes\actors\character\character assets female\skeletonbeast_female.nif
Verify that these are present in your 'AllGUD Meshes'.
Correct spelling of the subfolders matter!
Q: How do I make a new mod folder in Vortex/NMM?
A: You can manually add a folder by opening the 'Mod Staging Folder' and creating a New Folder. Vortex will detect this change when it is restarted.
Alternatively since it doesn't matter which which folder they are in, so long as they are loaded into the game, you can always use an existing folder, such as your AllGUD mod. Using a separate folder just makes it easier when regenerating or updating AllGUD, as it may include and overwrite some generated files in the future.
And if this doesn't work, you can archive the generated files and install it as a new mod.
Q: How can I stop my weapons from clipping?
A: Use the Racemenu to reposition them if you're using XPMSE or ECE. Otherwise assign clipping weapons to the same body slot so only one will display at a time.
Q: How can I just have new weapons and shield-on-back appear when equipped? I don't want unequipped weapons.
A: Lock-in empty objects to the weapon types in the MCM. Locked-in slots will revert to the object listed in the MCM when the weapon type is unequipped. Which in this case, would be nothing.
Q: I am a Mod Author and have made my own AllGUD patch because, like Animated Armoury, the weapons in my mod do not sheathe in the normal manner.
A: Contact me and I'll add it to the Blacklist for mesh generation.
Q: xEdit mesh generation seems to have random errors?
A: Try 32bit xEdit. Something is apparently going wrong with the script in 64bit xEdit?
Can I remove the texturesplosion mods after I generate the meshes? They are not tagged as lite and my load is pretty big. Thank you.
You click download and then it works, man.
Favorited shields don't show up.
No matter how many mods offering this feature, this one is the one standing still, I'm glad I didn't change it for EO middle playthrough.
It's a little troubling to set this one up to work with modded weapons, but when you get the hang of it, it's fine.