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Bobble Vault Dweller

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38 comments

  1. Krukka
    Krukka
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    Tried every fix I could from these comments, starfield creations and Vortex are acknowledging the plugin, still no console or inventory item showing it.  The only thing that keeps me trying is knowing that the other mod that does something like this totally prevents skill progression with the "weapon" it provides.
  2. Vlad254
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    Been using this mod for a while now. Opted in for the November Beta then started a new game yesterday and no fist in my inventory, nowhere to be found. Never realized you can't even make them.

    Edit:
    Just saw where you mentioned using "help aaajeanequipfists_Unarmed" I'll try that.
    1. BobbleVaultDweller
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      Hi. Sorry to hear that. I've just enabled the mo and it's working on my end. Not sure what the issue is, but as you said, console command will be your next best solution. I hope you were able to work it out :)
    2. Vlad254
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      any chance of making it so if we need to we can always make one at the Industrial workbench?
    3. xNO1FAMOUSx
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      Safe to say I believe this mod has to be downloaded after character creation or it won’t show up
  3. Niteshade0
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    This was always such a bother when I wanted to throw hands with pirates. Definitely slotting this into my Shattered Space mod list. Now I just need to do something for my unarmed skills since I can't bring myself to try one of the full skill tree overhauls I've been watching because I'm greedy and don't want to give up dialogue options by skills being removed lol.

    Once I find a good unarmed skill boost option. I'll finally be ready to start my new save.

    Thanks for making this for us brawlers!
    1. BobbleVaultDweller
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      Thank you for the kind comment, I hope you have fun brawling around! It definitely gave me a reason to upgrade those skills, without having to solely focus on an unarmed build. It's fun to use :)
    2. Niteshade0
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      The hardest part is what do I want to do with my physical/unarmed skill tree that will play nice with the rest of my setup that is either A) easy to remove w/o lingering effects upon entering a NG+ instance or B) Is something I will be happy with for a long long time lol and doesn't cause me to lose dialogue options due to skills being moved/removed lol.

      Luckily I have 2 possible options that may cover all my bases here. Can't wait to punch some Pirates and Spacers
    3. Niteshade0
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      Out of curiosity , did you go after anything specific for upgrading those skills in your game?
    4. BobbleVaultDweller
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      Sorry for the late reply. From what I remember, I found a lonely unkillable vendor in an inside shop. I stayed crouched and kept knocking them out, they go down then get back up... all without being seen. A bit cheaty I know...
  4. Niteshade0
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    Don't think I've had this happen before but when starting a new game yesterday I noticed I never had the equip item for fists in my inventory, not sure if something else in my new game start up affected it or not, but was able to console the hotkey/favorites item in no problem.
    1. BobbleVaultDweller
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      Thanks for the report. I'm not sure, to be honest, it's a simple script that should work all the time regardless of updates, but there's always enough variables in Bethesda games, sometimes things bug out :)
  5. paulbrock
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    looks like just what I need for my unarmed playthrough, thanks!
    1. BobbleVaultDweller
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      You're welcome, have fun!
  6. ninetynight
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    Hey, may i ask why it doesn't work on me? i tried mo2 and manual, none of them work. also ive typed the console mentioned below, it looks like ive never install it.
    btw im in v12.36
    1. ninetynight
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      for manual, i just drop the files (.esm & .ba2) into data. perhaps be my operation wrong?
    2. BobbleVaultDweller
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      Hi. I'm not sure. If the console command doesn't work, it could be because the mod isn't activated yet? Just out of curiosity, what version of the game are you running? I had another person having a similar issue because they were running an older version of the game, my mod only works from V12 onward.
    3. ninetynight
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      it's v12.36, and if it needs to be activated, how can it be done
    4. BobbleVaultDweller
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      I've never used Mo2 before, but from what I've read it says: "Enable the mod on the left pane by ticking its checkbox.'

      If you're doing it manually (without mo2), the mod should show in the 'creations' tab in the game. Then go to 'load order'. Wait a bit for things to load. My mod should show up there as 'EquipFists'. You'll need to tick the check box to make sure there is a green tick. Then go back to the game's main menu.
    5. ninetynight
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      damn, you are a saint, dude. turns out the mods i manually installed before never worked is because i didnt check it in creation. god bless you.

      however, the game keep crashing out everytime after i got those ticks checked and confirm to reload the load order. i'm trying to see if i can fix it

      turns out something conflicts, but your mod works pretty well, thank you again
    6. BobbleVaultDweller
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      I'm glad you got it working, I hope you're able to solve your conflicts :)
  7. darkekun
    darkekun
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    Does this only work on V12 onward?  I'm still using 11.36 and the fists weapon doesn't show in inventory....
    1. BobbleVaultDweller
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      I'm not sure unfortunately, as I haven't tested it on V11.36. If you use console command and type the following:

      help aaajeanequipfists_Unarmed

      this should show the item id, you should then be able to do a player.additem item id to get it inside your inventory
    2. darkekun
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      Nothing shows in the console.  Mod won't load in SF1Edit either.  Tried redownloading and reinstalling, but no luck so far...
    3. darkekun
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      It looks like there are a bunch of dependencies beyond just the base starfield.esm, and since I don't have those files, it won't load. 
      Mainly I don't have sfbgs003.esm.  Is this file a necessary dependency when you make the mod? 

      UPDATE:  Seems that sfbgs003.esm is added with the V12 update and I'll just have to get it or update.  I think the CK puts the SFBGS esms as dependencies by default, whether they are needed or not.
    4. BobbleVaultDweller
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      Thank you for letting me know. I actually didn't know it depended on sfbgs003.esm.The base weapon I used to create the dud weapon was a combat knife, and since a lot of melee got updated in v12, that kinda makes sense now :)
    5. darkekun
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      Unfortunately I broke everything in my install trying to import the file.....and debating if its worth the work to fix things.  But when you use SF1Edit/XEdit to open up files for editing, the screen where you pick what ESMs/ESLs you want to load into the editing space has the ability to show you the dependencies for any file you want to load.  This mod and Scully's Emporium have the added SFBGS esms as dependencies while most just have starfield.esm.  It could be that there's updated material in those files that the mods need, or it could just be a CK default setting.  Without making the mod myself, I can't be sure...and my skill level sits at tweaking things rather than creating.  I can edit outfit slots to stop them from creating invisible bodypart errors....sometimes....but that's my limit of knowledge so far.  And my energy for this game is waning fast....

      UPDATE: Apparently by fixing what I broke I accidentally upgraded to a version of 11.36 with the V12 features imported, including the Tracker's Alliance quest.  I have no idea how I did this.  But......things work now?  I think?
    6. BobbleVaultDweller
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      Do you mind me asking why your are using V.11.36? Does it perform better? Or are you just not wanting to have the creations menu imposed to you? I'm just curious is all :) 
  8. TheDidacticWolf
    TheDidacticWolf
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    Any chance of a version that is non droppable?
    1. BobbleVaultDweller
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      I hesitated to do that, but I figured making them droppable gives people the opportunity to go back to vanilla without removing the mod. On the worst case if you lose them, you can always disable the mod, make a save, then re-enable the mod after restarting the game.
    2. Vlad254
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      I haven't installed the mod yet but can you simply store it somewhere like in your ship's inventory if you want to remove it?
      NM, went to install it and saw the note in the file section.
    3. BobbleVaultDweller
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      Glad you got it sorted :)
  9. Dubhlainn
    Dubhlainn
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    Sometimes it's the "little" mods that go SO far!

    This is such an essential mod. I'll never understand Bethesda making an entire set of skills centered around unarmed combat and then making the process of sheathing your weapon and going fisticuffs, so damn clunky!

    THANK YOU!!
    1. BobbleVaultDweller
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      Thank you! Let's hope that Bethesda eventually addresses this, in the meantime it's good to have the creation kit to add those quality of life improvements :)
  10. Piggyfat
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    OMG Thank you! Any way to get an EM type fist for a Knock out blow?? 
    1. BobbleVaultDweller
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      Hi :) The mod actually equips a dud weapon, that has an 'unequip' script attached to it, you are using your proper fists. I wouldn't know where to start as far as adding new effects to unarmed :)