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.
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
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.
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.
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.
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?
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.
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.
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
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?
+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.
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.
+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.
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"
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?
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!
1844 comments
All this does is make left-hand weapons, staves visible and optionally lets you carry shields on back.
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.
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
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.
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.
Also ty LittleGnome!
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:
and change [ShieldOnBack] to this :
[ShieldOnBack]
Flags=FirstPerson|Player|NPC
[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?
Thank you.
bothdual sheathingand shieldnot 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.
Flags=Player|NPC
.. and that works fine for me, not sure about others. My game version is 1.6.64Do 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
EnableLeftScabbards=false
CustomLeftScabbards=false
DisableAllScabbards=true
So, DisableAllScabbards=true is working also in newer builds, right ?