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 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"
I tried fixing the damn problem for days but it still doesn't do s**t. The weapons appear fine in their sheaths, but when I unsheath the weapons, the animaiton does not work (for dual swords). What exactly is the reason for this ? For God's sake, someone help me ?
I'm pretty sure that's because Claws are just daggers with a different skin, so they use the same nodes...or something like that. But i only know as much.
You'll have to manually adjust them, probably using IED.
Could someone kindly advise me on how to place dual (Left hand/Right hand) one-handed daggers on the back using XP32 Lite and IED? Despite having the appropriate animation, I'm unable to position the LH/RH daggers on the back; they're only displayed on the hip. Any guidance on achieving this would be greatly appreciated. Thank you.
when in game press the "backspace key" to bring up Immersive equipment display. top left under the "view" tab (careful there are two tabs labeled view, you want the one nearest the top of screen.) select "gear nodes", a new window should pop up. Near the top you can select to change between just the player, npc, or all. then choose the "position" option. the window should change to show all the different styles of weapons, each with drop down menus for you to select the location you want the weapon.
Hope this helps, took me ages to figure this out. lol
i set ClenchedHandWorkaround to true, but it didnt do anything. same with DisableHideOnSit. set it to true. but it didnt work. am i missing a command here?
edit. i got clenched hand thing to work. idk why it works now, i just saved the command again, but it works. still no working on the hide while sit
1836 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!
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 ?
You'll have to manually adjust them, probably using IED.
Hope this helps, took me ages to figure this out. lol
edit. i got clenched hand thing to work. idk why it works now, i just saved the command again, but it works. still no working on the hide while sit