Hi. You have an awesome mod! It makes my character way more intimidating an gets me to use a favorites menu. I just wanted to let you know that this mod does not work if you have the mod "Helmet Toggle" which allows you to hide helmets. If you have this active then the favorited gear wont show up.
Since I don't play Skyrim much anymore, and as a result I obviously don't put much effort into supporting this mod, I've decided to write a step-by-step tutorial here on how to make this mod by yourself in Creation Kit. Maybe it will teach you a thing or two about modding in general.
Feel free to modify "Visible Favorited Gear" however you like. Also, despite my permission settings on this page, you can use it in your own projects. You steal nothing from me and I wouldn't even mind if you won't add me into credits. )
Now let's begin.
First install Creation Kit using Bethesda Launcher. I won't focus on how to do that here, but make sure you create a CreationKitCustom.ini file and add [General] bAllowMultipleMasterLoads=1 to it. After everything is set up and running check "Skyrim.esm" and "Dawnguard.esm" under "Plugin/Master files" and click ok. Wait until everything loads, skip any errors that might occur (or set "bShowErrorMessages=0" in CreationKit.ini under [Messages] tab).
Go to Character > Quest > New ID _visibleGear > OK
Edit _visibleGear > Quest Aliases > New Reference Alias > Alias Name _vGearAlias > Specific Reference > Cell Any, Player > Add Script _visibleGear ________________________________________________ Scriptname _visibleGear extends ReferenceAlias
Armor property gearRing auto
Spell Property vGearSpell auto
Race property uvRaceVampire auto Race property uvRaceWerewolf auto Race vRace
Function RefreshBDGUFunc() curActor.AddItem(gearRing, 1, true) curActor.EquipItem(gearRing, false, true) curActor.UnequipItem(gearRing, false, true) curActor.RemoveItem(gearRing, 1, true) EndFunction ________________________________________________ Go to Items > Armor > AmuletsandRings > duplicate JewelryRingGold and then edit it > id _visibleGearRing > name Visible Gear Ring > value 0 > weight 0 > pickup sound XXXTest01 > putdown sound XXXTest01 > playable off > make sure that all slots are unchecked
Go to Miscelanous > Message > Duplicate _HelpBarter > ID _vGearOnOff > Menu Buttons 0, 1 > Button Text Turn ON, Turn OFF (for separate buttons)> message box yes
Magic > Magic Effect > Duplicate AbBlank > ID _visibleGearOpts, Name Visible Favorited Gear, Casting Type Fire and Forget > Add Script _visibleGearOpts ________________________________________________ Scriptname _visibleGearOpts extends activemagiceffect
Message Property OptionsMESG Auto _visibleGear Property toggleOpt auto
Event OnEffectStart(Actor akTarget, Actor akCaster) Menu() EndEvent
Go to Magic > Spell > Lesser Power > Duplicate PowerKhajiitNightEye > ID _vGearPower, Name Visible Favorited Gear > Add Effects _visibleGearOpts
Go to Character > Quest > _visibleGear > _vGearAlias > edit properties and set them to names from previous steps; for uvRaceVampire and uvRaceWerewolf pick a werewolf from Skyrim.esm and vampire from Dawnguard.esm. Sadly I don't remember what exactly were their names. I think it's RaceWerewolf, dlcRaceVampire, or something like that.
A incompatibility bug I'm running into, may have to do with Joy of Perspective, but when I am moving forward, my favorited sword clips through my waist and sticks out directly in front of me.
Anyone else have issusing when having a bow AND a crossbow favourited? The bow works fine, but when I take my crossbow out, the bow is taken out instead and he holds it like a crossbow.
Great mod; I've been using it for a very long time now, but I've been also having the same annoying issue time and time again through all this time that finally started to drive me nuts, and it seems that there's no solution for it - why does my gear often disappear from my character's back upon reloading a save (or after launching the game and loading a save) and always after swimming in the water? Is there a fix for that? It's extremely frustrating and completely unnecessary that the gear disappears just like that, for no reason. I know the mod is old and stuff, but c'mon - this bug or a "feature" is something that really doesn't have to be there in order for the mod to work, or does it? But why I keep sticking to this mod? Well, it's quck and easy - that's why; it doesn't need a bunch of other crap to be installed for it to work, but it would be truly great if the gear stayed on my character's back, not keep on disappearing randomly all the time. But thanks again for the mod anyway - it works great when it does, so I will keep using it as it looks awesome when and if the gear stays visible on my character. :)
I just found a new mod that is just like this one its called "Immersive Equipment Displays", and it can even be paired with "Equipment Physics" which makes the items move on your back.
This mod needs an UPDATE. Unfortunately it is not compatible with Sky UI, as using Visible Favorited Gear with Sky UI will cause "clipping issues" when you switch between multiple weapons.
And pretty much everyone who comes to Nexus Mods for Skyrim uses Skyrim Script Extender, Mod Config Menu, and Sky UI.
830 comments
Since I don't play Skyrim much anymore, and as a result I obviously don't put much effort into supporting this mod, I've decided to write a step-by-step tutorial here on how to make this mod by yourself in Creation Kit. Maybe it will teach you a thing or two about modding in general.
Feel free to modify "Visible Favorited Gear" however you like. Also, despite my permission settings on this page, you can use it in your own projects. You steal nothing from me and I wouldn't even mind if you won't add me into credits. )
Now let's begin.
First install Creation Kit using Bethesda Launcher. I won't focus on how to do that here, but make sure you create a CreationKitCustom.ini file and add [General]
bAllowMultipleMasterLoads=1 to it. After everything is set up and running check "Skyrim.esm" and "Dawnguard.esm" under "Plugin/Master files" and click ok. Wait until everything loads, skip any errors that might occur (or set "bShowErrorMessages=0" in CreationKit.ini under [Messages] tab).
Go to Character > Quest > New ID _visibleGear > OK
Edit _visibleGear > Quest Aliases > New Reference Alias > Alias Name _vGearAlias > Specific Reference > Cell Any, Player > Add Script _visibleGear
________________________________________________
Scriptname _visibleGear extends ReferenceAlias
Armor property gearRing auto
Spell Property vGearSpell auto
Race property uvRaceVampire auto
Race property uvRaceWerewolf auto
Race vRace
Actor curActor
Bool chRace
Bool property toggleVGear Auto
Event OnInit()
curActor = Game.GetPlayer()
curActor.AddSpell(vGearSpell)
vRace = curActor.GetRace()
if(toggleVGear == false && (vRace != uvRaceVampire && vRace != uvRaceWerewolf))
chRace=false
Utility.SetINIBool("bDisableGearedUp:General", false)
curActor.AddItem(gearRing, 1, true)
curActor.EquipItem(gearRing, false, true)
curActor.UnequipItem(gearRing, false, true)
curActor.RemoveItem(gearRing, 1, true)
Utility.SetINIBool("bDisableGearedUp:General", true)
endif
if(toggleVGear == true)
Utility.SetINIBool("bDisableGearedUp:General", true)
endif
EndEvent
Event OnPlayerLoadGame()
curActor = Game.GetPlayer()
curActor.AddSpell(vGearSpell)
vRace = curActor.GetRace()
if(toggleVGear == false && (vRace != uvRaceVampire && vRace != uvRaceWerewolf))
chRace=false
Utility.SetINIBool("bDisableGearedUp:General", false)
curActor.AddItem(gearRing, 1, true)
curActor.EquipItem(gearRing, false, true)
curActor.UnequipItem(gearRing, false, true)
curActor.RemoveItem(gearRing, 1, true)
Utility.SetINIBool("bDisableGearedUp:General", true)
endif
if(toggleVGear == true)
Utility.SetINIBool("bDisableGearedUp:General", true)
endif
EndEvent
Event OnObjectEquipped(Form akBaseObject, ObjectReference akReference)
if(toggleVGear == false && (vRace != uvRaceVampire && vRace != uvRaceWerewolf))
chRace=false
if(akBaseObject != gearRing)
RegisterForSingleUpdate(0.01)
endIf
else
if(!chRace)
Utility.SetINIBool("bDisableGearedUp:General", true)
curActor.AddItem(gearRing, 1, true)
curActor.EquipItem(gearRing, false, true)
curActor.UnequipItem(gearRing, false, true)
curActor.RemoveItem(gearRing, 1, true)
chRace=true
endif
endif
endEvent
Event OnObjectUnequipped(Form akBaseObject, ObjectReference akReference)
if(toggleVGear == false && (vRace != uvRaceVampire && vRace != uvRaceWerewolf))
chRace=false
if(akBaseObject != gearRing)
RegisterForSingleUpdate(0.01)
endIf
else
if(!chRace)
Utility.SetINIBool("bDisableGearedUp:General", true)
curActor.AddItem(gearRing, 1, true)
curActor.EquipItem(gearRing, false, true)
curActor.UnequipItem(gearRing, false, true)
curActor.RemoveItem(gearRing, 1, true)
chRace=true
endif
endif
endEvent
Event OnUpdate()
Utility.SetINIBool("bDisableGearedUp:General", false)
curActor.AddItem(gearRing, 1, true)
curActor.EquipItem(gearRing, false, true)
curActor.UnequipItem(gearRing, false, true)
curActor.RemoveItem(gearRing, 1, true)
Utility.SetINIBool("bDisableGearedUp:General", true)
EndEvent
Event OnRaceSwitchComplete()
Utility.SetINIBool("bDisableGearedUp:General", true)
vRace = curActor.GetRace()
if(vRace != uvRaceVampire && vRace != uvRaceWerewolf && toggleVGear == false)
Utility.SetINIBool("bDisableGearedUp:General", false)
endif
curActor.AddItem(gearRing, 1, true)
curActor.EquipItem(gearRing, false, true)
curActor.UnequipItem(gearRing, false, true)
curActor.RemoveItem(gearRing, 1, true)
Utility.SetINIBool("bDisableGearedUp:General", true)
EndEvent
Function RefreshBDGUFunc()
curActor.AddItem(gearRing, 1, true)
curActor.EquipItem(gearRing, false, true)
curActor.UnequipItem(gearRing, false, true)
curActor.RemoveItem(gearRing, 1, true)
EndFunction
________________________________________________
Go to Items > Armor > AmuletsandRings > duplicate JewelryRingGold and then edit it > id _visibleGearRing > name Visible Gear Ring > value 0 > weight 0 > pickup sound XXXTest01 > putdown sound XXXTest01 > playable off > make sure that all slots are unchecked
Go to Miscelanous > Message > Duplicate _HelpBarter > ID _vGearOnOff > Menu Buttons 0, 1 > Button Text Turn ON, Turn OFF (for separate buttons)> message box yes
Magic > Magic Effect > Duplicate AbBlank > ID _visibleGearOpts, Name Visible Favorited Gear, Casting Type Fire and Forget > Add Script _visibleGearOpts
________________________________________________
Scriptname _visibleGearOpts extends activemagiceffect
Message Property OptionsMESG Auto
_visibleGear Property toggleOpt auto
Event OnEffectStart(Actor akTarget, Actor akCaster)
Menu()
EndEvent
Function Menu(Int aiButton = 0)
aiButton = OptionsMESG.Show()
If aiButton == 0
toggleOpt.toggleVGear = False
Utility.SetINIBool("bDisableGearedUp:General", false)
toggleOpt.RefreshBDGUFunc()
Debug.Notification("Visible Gear is turned ON")
ElseIf aiButton == 1
toggleOpt.toggleVGear = True
Utility.SetINIBool("bDisableGearedUp:General", true)
toggleOpt.RefreshBDGUFunc()
Debug.Notification("Visible Gear is turned OFF")
EndIf
EndFunction
________________________________________________
Edit Properties > OptionsMESG _vGearOnOff > toggleOpt _visibleGear _vGearAlias
Go to Magic > Spell > Lesser Power > Duplicate PowerKhajiitNightEye > ID _vGearPower, Name Visible Favorited Gear > Add Effects _visibleGearOpts
Go to Character > Quest > _visibleGear > _vGearAlias > edit properties and set them to names from previous steps; for uvRaceVampire and uvRaceWerewolf pick a werewolf from Skyrim.esm and vampire from Dawnguard.esm. Sadly I don't remember what exactly were their names. I think it's RaceWerewolf, dlcRaceVampire, or something like that.
Done. Now save and test it in game.
GL & HF!
Immersive Equipment Displays
It actually work no problem and is way easier than AllGearedUp
Unfortunately it is not compatible with Sky UI, as using Visible Favorited Gear with Sky UI will cause "clipping issues" when you switch between multiple weapons.
And pretty much everyone who comes to Nexus Mods for Skyrim uses Skyrim Script Extender, Mod Config Menu, and Sky UI.