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1. Enable Weapons for Player on AllGUD MCM 2. Favorite an one hand sword and equip in right hand. 3. Go to AllGUD MCM, on the Player - Weapon page, see that no weapon name shows up in the Sword slot (44). 4. Switch to a different weapon type (i.e. dagger or 2h sword). 5. Favorited 1 Hand sword no longer show up on character 6. Go to MCM, you can see the other weapon's name show up correctly in their respective slot row (45 for Dagger and 56 for 2H I think?) 7. Favorite your current weapon. 7. Switch to spells or something. The favorited dagger or 2H shows up correctly on character model.
Disabling the mod, save, the re-enabling the mod without your MCM will result in the sword showing up correctly in both the MCM slot info and on character.
I checked all the source code to see if I made any mistakes, but nothing different to AllGUD tweak (not counting the save / load function). These are my results(I'm also using AllGUD tweak version), don't have such problems:
Spoiler:
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Favorite sword, equipped bow, favorite bow, switched to spell, equipped mace, favoried mace and equipped sword again. All works as intended or I'm missing sth?
Weird. In any case, I disabled the mod, saved, deleted my old Json settings, and reloaded the game again with your script and it seems to have worked. Wonder if there's some weird caching thing going.
I think going forward I'll just disable AllGUD when starting a new game, and enable it once I'm out of Alternate Start's cell.
I experiencing the same after start new game! (using tweak version) I've checked on occupied slot and there's no AllGUD dummy. Really weird. For now I will follow RadiantWings's method.
Edit: After disabled mod, delete json settings file, saved, and enabled mod again, now right hand sword show as intended when I holding 2h sword.
Came here to warn about this as well. So tldr : if anyone is trying to update from default version to the tweaks version, you need to delete the old config / json setting file before updating or your right hand sword won't show up.
I have a similar issue, except that it occurs also without the settings loader, with both AllGUD Tweaks and AllGUD Uncloaked. If I start the game as any race that isn't a Nord, the right hand sword does not register. If I start the game as a Nord it works normally, even if I later change the race using showracemenu. Removing PlayerRef=Game.GetPlayer() from the OnInit event (and putting it back to OnUpdate if not already there) resolved the issue. I made a report about this at the Tweaks mod page, but just making a comment here as I saw this has been discussed, and the same script change is also in the settings loader files. Video: https://youtu.be/gLs-e8FwJCg
I didn't have any saved config / json setting files enabled while testing this.
Thank you for the information. It looks like the script needs to refresh the reference to the player on each update. I have no idea why it becomes invalid, but I will implement that fix.
I investigated this a bit further, and it would seem, that if the PlayerRef is set too early (i.e., in the OnInit or OnPlayerLoadGame events, or any function called in those events), some AllGUD functionality will break when used in conjunction with some alternate start mods like Live Another Life and Alternate Perspective and choosing a starting race that is not Nord. According to the Tweaks author, at least Skyrim Unbound Reborn is fine. As to why this is, I have no idea.
I would assume this to be one of the reasons why the AllGUD author used the RegisterForSingleUpdate with a 2 second delay in OnInit in his code.
Hey, just wanted to update my situation with this mod as I started a non-nord character and realized that the problem persists, even after removing everything related to the settings loader. The solution seemed to be to create a nord and then racechange to the race I want, even thou id really rather not do that due to possible errors down the line, let alone the fact that changing won't grant you the right things like dunmers also receiving the sparks spell, that wont happen if you change race.
So, to be honest im not even sure if the issue is with allgud itself or the settings loader at this point.
Edit - just read Blackread's post, I think i will have to disable the settings loader for the time being
I'm using the AllGUD Uncloaked version, and all the saved settings except 'Show NPC Weapons' successfully autoload. Manually loading the saved settings will correctly set 'Show NPC Weapons' but it's somehow ignored on New Game start.
Now that we've been graced with Immersive Equipment Displays I personally will no longer be using ALLGUD or these scripts provided here, so unless you've got a vendetta against bugs, please don't waste your valuable time hunting down the one I previously mentioned. Thanks for your support for all these settings loaders.
Try installing the synthesis patcher like normal, but allow the default AllGUD scripts to overwrite anything from AllGUD tweaks. Then update those scripts with the 'default' version from this mod. It worked on a new game for me.
I'm confused about this. I attempted to fix AllGUD Tweaks to bring it in line with the fixes applied here, so superimposing this mod's scripts should not be required as a fix for bug(s) in my versions.
I wonder if MA here would mind PM-ing me the source of the scripts in this mod, so I can review to make sure I did not miss anything?
Yeah as I mentioned in my post on your mod's page I do not believe this mod is required. I thought it was, but it seems all you need to use is the default AllGUD scripts.
After the update of AllGUD Tweaks (1.1), looks like this mod blocks AllGUD from loading(the MCM menu doenst show up, even waiting 10+ min or starting a new game). When I disabled it, everything worked just fine.
EDIT: The problem was on my end. I was using some unofficial changes to AllGUD that conflicted with this mod apparently. Thx for the answer.
Hi, Thank you for your fix, I'm using it :) If I remember correctly, PlayerRef was used before it was assigned (agud_system.psc). The assignment is in OnUpdate, which is triggered after 2 seconds, so functions using this variable were throwing some errors to the logs. After assigning this variable in OnInit the errors went away. Nothing serious.
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If you appreciate my work please give me Kudos and Endorse my mods. For me, they are a source of motivation to work.
Paypal or Ko-fi donation is also a good way to say thank you. You can be my Patron on Patreon.
was wondering if this is still compatible with that?
Edit: removed some question marks
With your script, the mod can no longer detect right hand sword being favorited/equipped. All other weapons seem to work fine.
Disabling your script and running just AllGUD tweak works normally.
Are you using it on existing save or on new game?
2. Favorite an one hand sword and equip in right hand.
3. Go to AllGUD MCM, on the Player - Weapon page, see that no weapon name shows up in the Sword slot (44).
4. Switch to a different weapon type (i.e. dagger or 2h sword).
5. Favorited 1 Hand sword no longer show up on character
6. Go to MCM, you can see the other weapon's name show up correctly in their respective slot row (45 for Dagger and 56 for 2H I think?)
7. Favorite your current weapon.
7. Switch to spells or something. The favorited dagger or 2H shows up correctly on character model.
Disabling the mod, save, the re-enabling the mod without your MCM will result in the sword showing up correctly in both the MCM slot info and on character.
These are my results(I'm also using AllGUD tweak version), don't have such problems:
Favorite sword, equipped bow, favorite bow, switched to spell, equipped mace, favoried mace and equipped sword again. All works as intended or I'm missing sth?
I think going forward I'll just disable AllGUD when starting a new game, and enable it once I'm out of Alternate Start's cell.
Edit:
After disabled mod, delete json settings file, saved, and enabled mod again, now right hand sword show as intended when I holding 2h sword.
So tldr : if anyone is trying to update from default version to the tweaks version, you need to delete the old config / json setting file before updating or your right hand sword won't show up.
I didn't have any saved config / json setting files enabled while testing this.
I would assume this to be one of the reasons why the AllGUD author used the RegisterForSingleUpdate with a 2 second delay in OnInit in his code.
The solution seemed to be to create a nord and then racechange to the race I want, even thou id really rather not do that due to possible errors down the line, let alone the fact that changing won't grant you the right things like dunmers also receiving the sparks spell, that wont happen if you change race.
So, to be honest im not even sure if the issue is with allgud itself or the settings loader at this point.
Edit - just read Blackread's post, I think i will have to disable the settings loader for the time being
Do i need some extra mod to display the offhand ?
I wonder if MA here would mind PM-ing me the source of the scripts in this mod, so I can review to make sure I did not miss anything?
After the update of AllGUD Tweaks (1.1), looks like this mod blocks AllGUD from loading(the MCM menu doenst show up, even waiting 10+ min or starting a new game). When I disabled it, everything worked just fine.EDIT: The problem was on my end. I was using some unofficial changes to AllGUD that conflicted with this mod apparently. Thx for the answer.
BTW: Please go to the AllGUD Tweaks page and read the Changelogs for 1.1.
What was the bug? I could roll it into the main mod if you have old/new PSC files you could PM me
Thank you for your fix, I'm using it :)
If I remember correctly, PlayerRef was used before it was assigned (agud_system.psc). The assignment is in OnUpdate, which is triggered after 2 seconds, so functions using this variable were throwing some errors to the logs. After assigning this variable in OnInit the errors went away. Nothing serious.
Edit: patch added.