Introduction

As you may know, Skyrim has a limited number of weapons available. When a mod adds a new type of weapon, it utilizes an existing weapon type and usually uses DAR/OAR for the animations.
Halberds are Battleaxes, Pikes are Greatswords, Rifles are Crossbows. Pistols are Staves, and so on..

When you equip these weapons, the game will utilize the placement of the type of weapon used. But that can be changed with IED.

What do you need:

- Immersive Equipment Displays and its requirements.

How to use IED (for the purpose of this tutorial)

First, we'll need to identify what weapon we are using.
There are two easy ways to find out.

More informative console: Drop the weapon on the ground, open console and click on it:

Spoiler:  
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SSEEdit: Open the mod and find the weapon record and check the weapon animation type:
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In this example, we are using the "Imperial handgun" from the mod Lore Friendly Guns of Skyrim (Formerly Rifles). We can see that it uses the Crossbow animations.
Checking the keywords, we can't find anything that we can distinguish it from other weapons, so we'll be directly using the FormId of the weapon in the conditions.

We'll be using the "Gear nodes" for this guide, since it allows to manage both equipped and unequipped gear, and all the functions needed are there.
So, open up "View>Gear nodes", choose the tab where you want to apply, Global or Actor for example, and toggle "Positions":


Bows and Crossbows share the same node, unless you changed that with this tutorial, so that's why we're using the "Bow" node.
In "Offsets", click on the arrow to add a new one, since we don't want to edit the "normal" bows/crossbows:


Then click to add a new "Condition". Choose "Type>Crossbow":


Click on the condition, toggle "Equipped", "Or" and "Displayed", the in "Form", select the "Imperial Handgun". If the weapon had a specific keyword, we could use that instead.


Might as well add all the other handguns too:


Then, we can change the transforms of the handguns. Let's rotate the weapon sideways:


Original:
Spoiler:  
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What about pistols?
That mod also offers an optional file for pistols. Checking with console or SSEEdit, we can see that the pistols use the Staff animation.

Equipping the pistols will show them in your character's back. What if you wanted to display the weapons on the hips?


While still in "Gear nodes", toggle "Placement", and expand the "Staff" and "Staff left":


In "Overrides", click to add a new one. In "Conditions" select "Type>Staff".
Click on the condition, toggle "Equipped", "Or" and "Displayed" and select the pistol in the "FormID".
Finally, select the "Node", let's use "Mace" for this. Remember to check "Unrestricted placement". More info on this, here.

It should look like this:


Remember to add all the other pistols there as well.
Now, navigate to "Positions" and expand "Mace" and "Mace left". Then add the "Offsets" like we did before:


Some transforms suggestions, it's tricky to find a good placement using a node that was not designed for this weapon.
Mace (right):



Mace left:


How it looks:


You'll probably need a new animation for this, maybe the "axe_equip" will work.

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GiraPomba

7 comments

  1. TheRetifox
    TheRetifox
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    That was super fast! Thanks for taking the time to do a guide, however, I don't know what I'm doing wrong. I follow it step by step, but when it comes to transforms it just doesn't work for me, no matter what rotation I pick handguns doesn't move at all.
    1. GiraPomba
      GiraPomba
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      Have you separated the bows from crossbows?
      Try to move the offset to the top, by clicking on the "up arrow".
    2. TheRetifox
      TheRetifox
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      I have not separated anything to my knowledge, I'm not that verse with modding. But It might be my fault because I'm using mods like Keyword Compatibility Framework that turns type from crossbow to Gun? But using SEEedit, and console it still tells me Animation type as Crossbow.


      
    3. GiraPomba
      GiraPomba
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      Then it still uses the Crossbow node, which uses the Bow node by default, unless you changed the bow node to something else in "Placement".
      If so, you need to create the offset there.

      If not, is it not working even after sending the offset to the top? Did you toggle "Equipped, Or and Displayed" for the Type condition?
    4. TheRetifox
      TheRetifox
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      I've tried everything, I did send offset to the top, had Equipped, Or, and Displayed toggled, and even re-installed Immersive Equipment Displays, it simply does not work for me, and I don't know what I'm doing wrong... Oh well, I'm sorry for wasting your time friend, and thanks for trying to help me out tho! Much appreciate ^^

      Edit: Weirdly Enough It works with crossbow offset
    5. GiraPomba
      GiraPomba
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      No problem.

      Hmm I see.
      Well, if it works by creating the offset in the Crossbow node, then it's all good.
    6. TheRetifox
      TheRetifox
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      Yeah.. Kinda wierd, but hey at the end of day "It just works" once again, big thanks for guide.