As stated in description, certain mods can conflict with CHW and this article is attempt to have all those incompatibilities listed in one place, but not just that but also ways to fix them.
Anyone who has found incompatibility that's not listed here, can comment it under this article. Please don't repeat what's already writtent here. If a fix for some incompatibility in comments is found, I will add it inside this article and relevant comments will be deleted to have the section clear and easy to read.
- Some weapon from some mod isn't displayed when holstered.
This is most common problem users are encountering. As stated in description, CHW expects a weapon mod to be consistent with implementation standards of vanilla weapons. That means a weapon needs to have one of four basic weapon type keywords - WeaponTypeRifle, WeaponTypePistol, WeaponTypeMelee1H, WeaponTypeMelee2H. If a weapon doesn't have any of these, CHW wouldn't have idea what kind of weapon is it, so it just not gonna display it.
POTENTIAL FIXES
Ask mod author to add relevant weapon type keyword on their weapons, or open mod .esp yourself, look for needed weapon form and manually add one of these keyword in it's list of keywords.If weapon still is not displayed when holstered, it could mean that you are using some mod that does structural edits to character skeleton.There is no fix for that for now, other than disabling that mod.You can try using Classic Holstered Weapons - Additional Skeleton Support mod for custom skeleton support.Starting from 1.06 version, mod allows to specify additional custom skeletons. Read More in Customization Options
- Holstering some weapon from some mod causes game to crash
There are some nodes CHW can't handle well enough for now.For example skinned weapons. So any weapon that works similar to Ripper can potentially cause CTD. 1.06 should fix skinned weapons causing crash. The torch from FROST is also known to cause CTD as well.
POTENTIAL FIXES
Ask mod authors to make CHW ignore those weapons by following the Customization Options article, specifically "Making specific parts of weapons invisible" section that can be applied to whole weapon as well.
OR you can manually exclude those weapons in .ini like it's described in same article.
FROST users: add to [ExcludedForms]
ExcludedWeaponFormId_Torch=FROST.esp|00FA4
- Changing position with positioner tool is applied to companions as well after some time
This is reported occasionally, but for now I don't know what can cause it as it's not consistent and wasn't able to reproduce on my end. but it can be related to character skeleton.
You can think about it that companions like your weapon positions and they want to have them same way too :)
POTENTIAL FIXES
Disabling mods that can alter character skeleton
30 comments
I feel terrible for the mod creators who are either inactive, or moved on and have to see people b&@*$ about the mod not working when nearly every time, the mod worked not just fine, but impressive before Bethesda decides to do whatever they do for some reason.
Please update it!!!
I'm also joining the crash party :-) with ''Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FFC3ABF4798 ClassicHolsteredWeapons.dll+0034798'' when I was opening Workshop.
I am guilty of having mods that alter skeleton.nif and did not change IsHolsterVisibleOnNPCs to 0 in ClassicHolsteredWeaponsConfig.ini.
Well...I knew I could set the world on fire but everything was working fine without playing the numbers for a long long time.
Then I installed Buffout 4...and, what do you know...ka-boom...Into Each Life Some Rain Must Fall...
Okey-Dokey!
?Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FFAB3694798 ClassicHolsteredWeapons.dll+0034798
You'd have to equip 'em in game ofc.Been taking a break from FO4 so can't recall if this is how I did it for my LO (I run a tweaked We are the Far West Minutemen mostly) or if it was something simpler like excluding them from display.
If mod does not work, like it isn't even installed, no ctds or anything, it just doesn't seem to be installed at all do this:
Remove the file skeleton.nif from "Meshes\Actors\Character\CharacterAssets\skeleton.nif" from Merged Fixes mod - Main.ba2 file. You have to unpack, remove skeleton.nif, and pack the file to substitute the original.
Explaining for noobs, ba2 file is like a zip file that you can extract, you'll need the tools for it though. An extractor and a packer for ba2 files just google it.
If you have this problem but do not have merged fixes mod, this is likely because you have another mod that changes this file, skeleton.nif. Any mods that change it seem to be incompatible.
You're welcome.
With just this mod and The Bleachers - A Diamond City Story a ctd can be replicated consistently