Skyrim Special Edition

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SlavicPotato

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  1. slavicpotato1
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    This plugin does not include animations or gear positioning features. Check out IED and other mods that specifically do this.

    All this does is make left-hand weapons, staves visible and optionally lets you carry shields on back.   
  2. Volyova
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    Great work here, but I thought I would make a Synthesis patcher guide for idiots because I found it rather confusing. 


    • Install the Synthesis patcher and .NET SDK, github instructions are pretty clear for this
    • You might need to restart Synthesis/your PC after installation 
    • Run Synthesis.exe - If you use a mod manager, run the .exe from that, otherwise it will only generate vanilla weapons
    • Go to the top left panel, select the icon that says Git Repository
    • Scroll down to Immersive Equipment Mesh Gen (it's alphabetical) and click the little + icon
    • You should be on a Versioning page - select Match for both the Synthesis and Mutagen fields (maybe Latest is better idk?)
    • Click the Run arrow in the bottom left after it's done loading, it should take a few seconds to finish
    • (optional) You can set an output folder for the meshes on the settings tab, otherwise they get put in the install folder for Synthesis. This meshes folder is what you want, don't worry about the esp that gets generated, it's empty. Archive the folder and install like any other mod.

    These meshes will overwrite your existing weapon meshes, but they will be the exact same models with an added node to help properly mirror the scabbard. And you don't need a million patches for every weapon mod you have. Very cool.
  3. theLittleGnome
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    Thanks for keeping all your mods updated and for supporting all game versions :)

    I have a bug to report but I can't open a new topic in the bugs tab.

    The left hand weapon is always invisible in third person.
    Reproducible with the latest version (1.5.7) in a minimal 1.6.640 installation. Tracked the conflict down to the latest version (1.1.1) of Native Editor ID Fix. Specifically the patch ExcludeEditorIDFromNodeNaming = true
    The solution is to either set the above to false, or revert SDS to version 1.5.6
    1. Konoshox
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      Thank you! Spent an hour trying to figure out the issue and trying out your solution fixed it. Hopefully they see your post and get it fixed soon.
    2. slavicpotato1
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      Right now most mods simply ignore the editor id and use a fixed empty string when looking up nodes since they expect it to be empty because weapon forms don't normally have editor ids. However, Native Editor ID Fix changes this and bethesda's code actually does query the form's editor ID when creating node names (weapon node naming, for reference), creating a major problem - either all your installed mods must do proper node name formatting when looking up nodes (ExcludeEditorIDFromNodeNaming = false) or none of them can (ExcludeEditorIDFromNodeNaming = true). Obviously it's not realistic to expect that level of coordination between authors. SDS does proper formatting since 1.5.7 that's why you're getting good results with the patch turned off.. 

      I can revert it to the old formatting for the sake of compatibility, but ultimately the problem stems from NEIF (granted it wouldn't be an issue if weapon node lookups in the original skse resources used proper formatting) and other plugins shouldn't have to accomodate it.
    3. M477HI4S
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      Or maybe you could make a NEIF compatible version for those of us who use that mod, and a version that keeps the new format that this (1.5.7) version uses.
      Obviously this is just a suggestion haha.
      Although I agree that the plugins should not have to adapt to one that generates the problems.

      Anyway thanks for this mod and thanks to theLittleGnome for detecting this issue! I will go back to version 1.5.6.
    4. ceejbot
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      Thank you so much for commenting here with the issue. This drove me crazy for a while until I narrowed it down to IED, but not as far as you did. <3
    5. qtng
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      Thank you so much, this issue has driven me insane since yesterday with me new setup in Enderal. I narrowed it down to this mod but had no clue about the newest incompatibility with Native Editor ID. I reverted this mod to 1.5.6 and every thing works great again. I should have read your post earlier.
    6. AirWolf359
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      I've tried downgrading to version 1.5.6, and even 1.5.4. However, neither worked. I get an error from SKSE that an address couldn't be loaded, followed by an error that the DLL isn't compatible. I even tried the version 1.5.6 in the archived files that was labeled for 1.6.629 and newer. Since others have had success doing this, presumably with Skyrim 1.6.1130, what specific file should I download to downgrade SDS to one that doesn't have this issue?
    7. Blackread
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      1.5.7 is the only version compatible with Skyrim 1.6.1130+.
    8. Senaattori89
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      Soo, which would be better then, to turn that setting off or to downgrade to 1.5.6? Im playing on 1.6.640 and have KreatE installed which requires Native Editor ID Fix but Im not sure would that specific setting break KreatE if its turned off.
    9. RareEnough
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      I've got both running and no issues so far.

      Also ty LittleGnome!
  4. BrendanatorX
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    Is the XPM skeleton fix still needed? it's not v406 anymore
    1. aldfrid
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      Not, just run Synthesis with the patch "ImmersiveEquipmentMeshGen"

      Spoiler:  
      Show

      You need to download Synthesis releases (Need's: Install .NET 7.0 SDK, a restart of your pc is must) then add it to your Vortex/Mod manager of liking and run it via mod manager.

      Next should be to set Synthesis by going on setting's top right side, click profiles set for SSE it should add automaticaly your data folder otherwise search it and go inside Data folder and accept.

      Then select Nuget Version Mutagen: Match and Synthesis: Match

      Go back left top corner click on Git Repository and search for ImmersiveEquipmentMeshGen click on add.

      Settings

      Set your input folder or where you have Skyrim Special Edition meshes folder; me for example:
      C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Meshes

      Set your output, this is where you will have the patched meshes extracted, I used:
      C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Tools\SYNTH\Synthesis

      Versioning

      In Project select the archive ImmersiveEquipmentMeshGen.csproj, Patcher Should be on Branch setting with Main clicked activated and Mutagen/Synthesis on Profile

      Finally click on Run bottom left arrow, should any error occur it will be listed and create a log under Synthesis\logs.

      After patch its complete, mine for example few mod's 800 or somth took 17.7 sec's to create the meshes go to where your Synthesis folder is (where the .exe is placed or where you did put the output folder) and there should be a folder named meshes you want to zip/rar it I named the archive "ImmersiveEquipmentMeshGen_output" or whatever to your liking. Dont worry about the .esp that synthesis creates ,and adds to your skyrim se and modmanager detects it (just disable it), since it is not required.

      Install via adding to your Vortex/Mod manager like any other mod, and this should overwrite all others meshses.

      Result's:

  5. aldfrid
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    Lmao I love how this just makes sense 🤣

    
    Spoiler:  
    Show



  6. DarkShadow699
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    am i the only one having trouble getting the shields to go on backs? did everything that was required but the shields refuse to cooperate
    1. Schmeul
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      Same issue here
    2. MoggeNick
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      Having the same problem here 
    3. Matabytez
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      Same issue
    4. RisingDragonRonin
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      Try my ini tweak I made for shields on back and see if it still works. I have both player and npc set, here's the link https://www.nexusmods.com/skyrimspecialedition/mods/89806?tab=files I hope it helps.
    5. April89
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      Same issue.
    6. Trussloch
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      Same here. Tried several versions, none work atm
    7. despair64
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      you should go to the ini file located in :   [the directory steamLibrary is in ]/steamLibrary/steamapps/common/skyrim special edition/data/SKSE/plugins/simpledualsheath.ini 
      and change [ShieldOnBack] to this :
      [ShieldOnBack]
      Flags=FirstPerson|Player|NPC
    8. dezena
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      I did the INI changes and still dont get the shield on my back 
    9. cball
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      Same. followed instructions with and added:
      [ShieldOnBack]
      Flags=FirstPerson|Player|NPC

      An animation plays as if the PC is putting the shield on the back, yet it remains on the arm. I do not have not do I want immersive equipment installed. What am I missing here?
    10. ShaunIronside
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      I have added the flags in the ini file still shield is on the hand even after animation plays where player keeps  the shield on the back please help
    11. avve202499
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      +1 Does not work at all. added the required line but the shield is still in the hand. 
    12. Rampage2war
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      +2...i can get it on back by favoriting like it said but it doesnt get pulled from back like in video. if you equip it then it disappears from back and goes to hand. ruins immersion. 
    13. Rampage2war
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      i got it to work. it was just putting  Flags=FirstPerson|Player|NPC under shield. i put it directly under where it shows [ShieldOnBack] though as well as the one a few lines down. when i did that it worked. 
    14. Deejus
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      Confirmed, got it to work on my end.
      Thank you.
    15. Trentckx
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      +1 not working. Flagged for player and not npc and it seems both dual sheathing and shield not working for me. I used this without issue before so thats weird.

      Edit: the trick of adding the |Player tag to both the [shield on back] and 'Flags' made shields on back work. Now to figure out why my swords still hanging on the waist.
    16. berak5
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      Hi what is the exact code you use for working ?
    17. nera1anya
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      Hi what is the exact code you use for working ?
      I use:Flags=Player|NPC.. and that works fine for me, not sure about others. My game version is 1.6.64 

      Now to figure out why my swords still hanging on the waist.
      Do you use 'Immersive Equipment Display' & 'Weapon Styles - Draw-Sheathe animations for IED' ?
      Basically whichever sword/axe/etc placement styles you have, there's the appropriate animation that follows

      https://youtu.be/tdVdxOfK324?si=paRllTOZRbhAI4wP
    18. ssefan1256
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      make sure you are adding it to the line that says "Flags=FirstPerson" so it then says "Flags=FirstPerson|Player|NPC" under all the "#" lines in the shield on back section. Do not add a new one under it, just add to the existing one. few lines down from "Shields on back"
    19. nephilim5
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      Thanks for this particular thread, everyone.  Placing those tags in the .ini in both locations under ShieldOnBack did the trick.  Much appreciated.
  7. TitanSmash09
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    Hello everyone, I have a problem, and I am hoping that someone has an idea as how to help me. I want to preface this with the fact that I am new to modding, so I will take any advice that I can get. I am having a problem with this mod as well as the mod Weapon Styles - Draw Sheathe Animations for IED, and then the mod Immersive Equipment Displays. The problem is that I try to set in the XMPSSE files MCM config, to set the quiver of my bow to on my belt, as well as when I put the shield away, it goes to my back. The quiver on the belt only works so far, when I have the simple dual sheathe enabled, with the other two disabled, and the shield no matter the load order of the three, will have the animation of my character's shield go onto my back, but then it stays in the characters hand and goes back down to the side. I've tried fiddling around with some (not all) ini files of those three mods, and have tried load orders, but nothing has helped my situation. Has anyone else had this problem before, or a similar one at that? 
  8. verbot
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    Is there a way to fix the elbows phasing through the shield on back when walking and sprinting. I'm using 1.5.97 btw. Thanks!
  9. JGaines315
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    How does one stop the shield from adjusting its size after it is equipped on back? Every time my PC sheath sword and places shield on back, the Shield shrinks and looks awkward!
  10. HakuHanako
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    How do I get my swords on my back?
  11. grandvil
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    does anyone know how to keep the shield visible when mining or doing any crafting animations? it disappears from the back.
  12. GreekIrish
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    Any way to fix off-center shields on NPCs besides going through the entire game editing shield back positions with Immersive Equipment Display?
  13. Klemc
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    Found in tweaks (require files listed mod):

    EnableLeftScabbards=false
    CustomLeftScabbards=false
    DisableAllScabbards=true

    So, DisableAllScabbards=true is working also in newer builds, right ?