Generating Meshes and Making the Ecotone Dual Sheath Patch in 20 minutes or less
1. Install EDS with any competent mod manager if you have not already done so
2a. Manually download the "AllGUD xEdit Scripts" package (2nd file on the AllGUD page) 2b. Manually download Hilli1's Fixed AllGUD Weapon Mesh Generator Script 2c. Extract both the AllGUD xEdit Scripts and Fixed AllGud Weapon Mesh Generator Script archives to a temp location- Desktop is fine 2d. Copy > Paste the AllGUD xEdit Scripts into your SSEEdit "Edit Scripts" folder (Skyrim Special Edition\SSEEdit [nnnn]\Edit Scripts) 2e. Copy > Paste the script "AllGUD Weapon Mesh Generator.pas" from the Fixed AllGUD Weapon Mesh Generator Script download into your SSEEdit "Edit Scripts" folder, overwriting one of the scripts you just pasted there from the AllGUD xEdit package
3a. Make a temp folder on your desktop named "Meshes" 3b. Double-click the folder to open it 3c. Right-click in the folder-address box and select "Copy address as text" and be sure you do not copy anything else into your clipboard until you use this info
4. Launch SSEEdit and wait a second or two for it to list all of your plugins
5. Enter "Ecotone" in the filter box at the top-left and UNcheck Ecotone Dual Sheath Patch.esp if any (not the mod, just the PATCH)
6. Click OK and let SSEEdit load all your plugins except the Ecotone Patch
7. Watch the messages on the right as SSEEdit loads your mods- eventually you will see a "Loading finished" message
8. Click in any blank area of the left-hand pane
9. Hold Ctrl and hit A to Select All
10. Right-click any of the selected mods- do NOT click in a blank area or you will unselect all your mods and have to repeat Steps 8 & 9
11. From the resulting drop-down box, select "Apply Script"
12. Enter "AllGUD" in the filter box at the top of the script-selection dialog
13. Select the Weapon Mesh Generation script
14. Click OK to run the script, then paste the folder path you copied in Step 3c above into the "Output Path" box of the dialog popup
15. Tick the 1hm and 2hm options plus whatever other options you actually use- read the fine print and select other options accordingly, and click OK
16. Now you can take a short break while the script runs unless you only have 1 or 2 mods- I have over 300 so it took 8-10 minutes in my game
17. Once the Mesh Generator Script finishes, Alt-Tab out of SSEEdit and look inside the the temporary "Meshes" folder on your desktop to confirm it is full of mod folders containing left-hand nifs, plus some "[WeaponName]Armor.nif" files usable only by the AllGUD mod. You can ignore them for EDS. If your Meshes folder is empty, you may have messed up in Step 14. Good luck finding all those meshes wherever the script actually put them. :ohmy:
18a. Zip up the temp Meshes folder with 7Zip, naming the archive something like "AllGUD Generated Meshes.7z", import the 7z archive into your mod manager and install it like a normal mod, authorizing overwrites/overrides- let the AllGUD meshes "win" all conflicts. 18b. Alternatively, you can manually copy the temp Meshes folder into your SSE Data folder, authorizing all folder merges & overwrites, but this is not an optimal plan because those meshes will be stuck there forever (will you remember which mods you made LH meshes for 6 months from now?) and could even prevent you from properly uninstalling the mod later
19. Go back into SSEEdit. Verify that all plugins except any existing EDS Patch are selected in the left pane- if not, click in any blank area and hit Ctrl+A again to re-select all plugins
20a. Right-click any selected mod (not a blank area) and select Apply Script, enter "DualSheath" in the filter box and select the EDS Patcher script.
There is no need to specify any folders since this script only operates on [GameFolder]\ Data\Meshes
20b. If you want to change the default EDS Biped Slots (Right=60, Left=44) then enter your chosen slots in the Slot Selection popup
21. Take another break- this script takes 7+ minutes to run on my machine with 300 mods
22. Close SSE Edit when it finishes running the EDS Patcher Script
23. Look in your Data folder and verify that you have Ecotone Dual Sheath Patch.esp and that it is dated the same day you ran the Patcher Script
24. Open your mod manager and activate Ecotone Dual Sheath Patch.esp, then sort your plugins via your preferred method (I use LOOT)
25. Confirm that the EDS PATCH is loading AFTER the EDS plugin- if it isn't, fix it so that it is
(more details with images in case steps 18-25 from above were not clear enough)
The patcher script is an xEdit script. You will need SSEEdit. Make sure you have the v3.22 or later version of SSEEdit. If not you will get a "Undeclared Identifier TJsonObject" error. Only use the SSEEdit.exe not SSEEdit64.exe. If you use SSEEdit64.exe you will get an error "Type of expression must be integer". Follow the instruction here Tome of xEdit - Overview to install SSEEdit.
There will be a sub-folder of the SSEEdit folder call "Edit Scripts" (ie. D:\Skyrim Tools\SSEEdit\Edit Scripts). Download the "Ecotone Dual Sheath - Patcher Script.7z" from this mod page and extract the four files into the "Edit Scripts" folder.
Start SSEEdit. The first thing that displays is the plugin selector.
Right click anywhere and click "Select All", uncheck "Ecotone Dual Sheath Patch.esp", click OK and wait for the "Background Loader: finished" message in the right hand panel.
Select all the plugins in the left hand panel by clicking CTRL-A.
Right click on any of them and select "Apply Script...".
At the top of the "Apply Script" dialog select Script "CreateDualSheathPlugin" then click OK.
The armor slot selection window will display.
Choose the armor slot you want then click the "OK" button.
When the script is finished close SSEEdit. The "Saved changed plugins" dialog will appear:
The only plugin in the list should be "Ecotone Dual Sheath Patch.esp". Save the newly crated "Ecotone Dual Sheath Patch.esp".
If the patch file can be an ESPFE (it has less then 2048 records and the max form ID is 00000FFF) then it will have the ESL flag set.
Improvements ---------------------------------------------------------------------- Added support for ESL and ESPFE mod files. Switch to ESL only for the main plugin. Cut the cosave size in half.
Fixed Bugs ------------------------------------------------------------------------- Fixed the iron war axe model. Fixed the Staffs of Skyrim dragonbone staff models. Fixed the Dragonbone Shield model added by USSP.
version 0.3.3
Improvements ---------------------------------------------------------------------- Added an MCM menu option to clean co-saves.
Improvements ------------------------------------------------------------------------------- Update the script for better debugging.
version 0.3
Fixed Bugs ---------------------------------------------------------------------- Fixed some models in "Immersive Weapons" and "Shields of the Holds"
version 0.2
Fixed Bugs ---------------------------------------------------------------------- Weapons disappear for a second when drawing weapons. Missing some models for "Somewhat historical..." "Reset Dual Sheath" not working. Weapons and shield disappear when cutting wood and maybe mining. Changing to beast and back causes a problem. Equipment sound when drawing and sheathing weapons.
Improvements ------------------------------------------------------------------------------- Made slots variable Made shields optional Add models for "Dovah Nord Weapons SE" Add models for "Immersive Weapons" Add Models for "Immersive Armor" Add Models for "Lionheart - Johnskyrim" Add Models for "Ted Kuruk's Bush Gear" Add Models for "Isilmeriel LOTR Weapons Collection SSE" Add Models for "Heavy Armory - New Weapons" Provided better debugging options. Added and ESL option.
If you have purple left hand models in game then you have installed the DS models for a replacer mod but you don't have the mod installed. For instance.
"BillyRo Ultimate Swords Anthology" includes a replacer model for the imperial sword. If you install the DS models that come with this mod for "BillyRo Ultimate Swords Anthology" but you don't have "BillyRo Ultimate Swords Anthology" installed then the left hand imperial sword will be purple because the textures are missing.
To avoid this problem only choose the DS models for mods that you have installed.
Hi. I just installed it and I have both swords and war axes on each hip. How do I make them on my back? And daggers preferably on lower back as well? So far I have only battle axe and war hammer on my back, but that was from vanilla. The shield is properly on my back (setting in MCM), but I didn't find any setting for the swords and one-handed axes. Is it possible? I saw all the images and I love it. Too bad I can't have quiver on my waist - the quiver mod doesn't work with XMSE skeleton, while your mod does, so I was hoping for the weapons on my back. Do I need some other mod for that? (and daggers on lower back)? Thanks. (I do admit, I mostly won't see it, playing like 90% in first person, but still, I'd love to have it. And I'd see it on NPCs I guess. ) I used the simple installation with included files only, since I have mostly vanilla weapons, only Scout armor/weapons are from mod, but I tried vanilla swords and axes to see on them back. (I'm a newbie in skyrim mods, so please, no acronyms, I wouldn't know what you are talking about ;-) )
Was working fine for about an hour then I noticed that for some reason my shield wasn't on my characters back or in their hands, but was floating under their feet.
Not sure if this will help anyone but I'm playing on 1.6.1179 (GOG) and all I did was rename JContainersGOG.dll to JContainers64.dll which got rid of the LOOT error and allows Ecotone Dual Sheath to work just fine with dual weild, back shields and all. I'm also using pretty combat animations.
I followed your instructions to the T and I haven't noticed any change. My character still carries his shield in hand. I have the mods enabled in Vortex and the menu for this mod is registered in my MCM. Do you have any recommendations for what the problem could be?
So I've made custom Meshes and patches with all my various weapon and armor mods with this and it is THE dual sheath mod. There is Simple Dual Sheath but that won't allow for the on point custom weapons and facings needed. I prefer this mod.
Anyways! There is 1 1Hsword out of everything that for some unknown reason that will not display correctly when literally everything else does! Its an enigma. I'm talking about Immersive weapon's Stros M'Kai Scimitar. I have the actual xxxLEFT and xxxSheath but it won't display and SSEDIT while attempting to apply the needed scripts to generate the meshes gives me an error message.
ruined my game. It bugged the shield animations when unsheathing like the pc and npc reach on their backs to put the shield but then just snap it back to their hand. How do i fix it?
2533 comments
Generating Meshes and Making the Ecotone Dual Sheath Patch in 20 minutes or less
1. Install EDS with any competent mod manager if you have not already done so
2a. Manually download the "AllGUD xEdit Scripts" package (2nd file on the AllGUD page)
2b. Manually download Hilli1's Fixed AllGUD Weapon Mesh Generator Script
2c. Extract both the AllGUD xEdit Scripts and Fixed AllGud Weapon Mesh Generator Script archives to a temp location- Desktop is fine
2d. Copy > Paste the AllGUD xEdit Scripts into your SSEEdit "Edit Scripts" folder (Skyrim Special Edition\SSEEdit [nnnn]\Edit Scripts)
2e. Copy > Paste the script "AllGUD Weapon Mesh Generator.pas" from the Fixed AllGUD Weapon Mesh Generator Script download into your SSEEdit "Edit Scripts" folder, overwriting one of the scripts you just pasted there from the AllGUD xEdit package
3a. Make a temp folder on your desktop named "Meshes"
3b. Double-click the folder to open it
3c. Right-click in the folder-address box and select "Copy address as text" and be sure you do not copy anything else into your clipboard until you use this info
4. Launch SSEEdit and wait a second or two for it to list all of your plugins
5. Enter "Ecotone" in the filter box at the top-left and UNcheck Ecotone Dual Sheath Patch.esp if any (not the mod, just the PATCH)
6. Click OK and let SSEEdit load all your plugins except the Ecotone Patch
7. Watch the messages on the right as SSEEdit loads your mods- eventually you will see a "Loading finished" message
8. Click in any blank area of the left-hand pane
9. Hold Ctrl and hit A to Select All
10. Right-click any of the selected mods- do NOT click in a blank area or you will unselect all your mods and have to repeat Steps 8 & 9
11. From the resulting drop-down box, select "Apply Script"
12. Enter "AllGUD" in the filter box at the top of the script-selection dialog
13. Select the Weapon Mesh Generation script
14. Click OK to run the script, then paste the folder path you copied in Step 3c above into the "Output Path" box of the dialog popup
15. Tick the 1hm and 2hm options plus whatever other options you actually use- read the fine print and select other options accordingly, and click OK
16. Now you can take a short break while the script runs unless you only have 1 or 2 mods- I have over 300 so it took 8-10 minutes in my game
17. Once the Mesh Generator Script finishes, Alt-Tab out of SSEEdit and look inside the the temporary "Meshes" folder on your desktop to confirm it is full of mod folders containing left-hand nifs, plus some "[WeaponName]Armor.nif" files usable only by the AllGUD mod. You can ignore them for EDS. If your Meshes folder is empty, you may have messed up in Step 14. Good luck finding all those meshes wherever the script actually put them. :ohmy:
18a. Zip up the temp Meshes folder with 7Zip, naming the archive something like "AllGUD Generated Meshes.7z", import the 7z archive into your mod
manager and install it like a normal mod, authorizing overwrites/overrides- let the AllGUD meshes "win" all conflicts. 18b. Alternatively, you can manually copy the temp Meshes folder into your SSE Data folder, authorizing all folder merges & overwrites, but this is not an optimal plan because those meshes will be stuck there forever (will you remember which mods you made LH meshes for 6 months from now?) and could even prevent you from properly uninstalling the mod later
19. Go back into SSEEdit. Verify that all plugins except any existing EDS Patch are selected in the left pane- if not, click in any blank area and hit Ctrl+A again to re-select all plugins
20a. Right-click any selected mod (not a blank area) and select Apply Script, enter "DualSheath" in the filter box and select the EDS Patcher script.
There is no need to specify any folders since this script only operates on [GameFolder]\ Data\Meshes
20b. If you want to change the default EDS Biped Slots (Right=60, Left=44) then enter your chosen slots in the Slot Selection popup
21. Take another break- this script takes 7+ minutes to run on my machine with 300 mods
22. Close SSE Edit when it finishes running the EDS Patcher Script
23. Look in your Data folder and verify that you have Ecotone Dual Sheath Patch.esp and that it is dated the same day you ran the Patcher Script
24. Open your mod manager and activate Ecotone Dual Sheath Patch.esp, then sort your plugins via your preferred method (I use LOOT)
25. Confirm that the EDS PATCH is loading AFTER the EDS plugin- if it isn't, fix it so that it is
(more details with images in case steps 18-25 from above were not clear enough)
The patcher script is an xEdit script. You will need SSEEdit. Make sure you have the v3.22 or later version of SSEEdit. If not you will get a "Undeclared Identifier TJsonObject" error. Only use the SSEEdit.exe not SSEEdit64.exe. If you use SSEEdit64.exe you will get an error "Type of expression must be integer". Follow the instruction here Tome of xEdit - Overview to install SSEEdit.
There will be a sub-folder of the SSEEdit folder call "Edit Scripts" (ie. D:\Skyrim Tools\SSEEdit\Edit Scripts). Download the "Ecotone Dual Sheath
- Patcher Script.7z" from this mod page and extract the four files into the "Edit Scripts" folder.
Start SSEEdit. The first thing that displays is the plugin selector.
Right click anywhere and click "Select All", uncheck "Ecotone Dual Sheath Patch.esp", click OK and wait for the "Background Loader: finished"
message in the right hand panel.
Select all the plugins in the left hand panel by clicking CTRL-A.
Right click on any of them and select "Apply Script...".
At the top of the "Apply Script" dialog select Script "CreateDualSheathPlugin" then click OK.
The armor slot selection window will display.
Choose the armor slot you want then click the "OK" button.
When the script is finished close SSEEdit. The "Saved changed plugins" dialog will appear:
The only plugin in the list should be "Ecotone Dual Sheath Patch.esp". Save the newly crated "Ecotone Dual Sheath Patch.esp".
If the patch file can be an ESPFE (it has less then 2048 records and the max form ID is 00000FFF) then it will have the ESL flag set.
Now you are ready to play.
Improvements
----------------------------------------------------------------------
Added support for ESL and ESPFE mod files.
Switch to ESL only for the main plugin.
Cut the cosave size in half.
Fixed Bugs
-------------------------------------------------------------------------
Fixed the iron war axe model.
Fixed the Staffs of Skyrim dragonbone staff models.
Fixed the Dragonbone Shield model added by USSP.
version 0.3.3
Improvements
----------------------------------------------------------------------
Added an MCM menu option to clean co-saves.
version 0.3.2
Fixed Bugs
----------------------------------------------------------------------
Fixed SKSE co-save bloat.
version 0.3.1
Improvements
-------------------------------------------------------------------------------
Update the script for better debugging.
version 0.3
Fixed Bugs
----------------------------------------------------------------------
Fixed some models in "Immersive Weapons" and "Shields of the Holds"
version 0.2
Fixed Bugs
----------------------------------------------------------------------
Weapons disappear for a second when drawing weapons.
Missing some models for "Somewhat historical..."
"Reset Dual Sheath" not working.
Weapons and shield disappear when cutting wood and maybe mining.
Changing to beast and back causes a problem.
Equipment sound when drawing and sheathing weapons.
Improvements
-------------------------------------------------------------------------------
Made slots variable
Made shields optional
Add models for "Dovah Nord Weapons SE"
Add models for "Immersive Weapons"
Add Models for "Immersive Armor"
Add Models for "Lionheart - Johnskyrim"
Add Models for "Ted Kuruk's Bush Gear"
Add Models for "Isilmeriel LOTR Weapons Collection SSE"
Add Models for "Heavy Armory - New Weapons"
Provided better debugging options.
Added and ESL option.
If you have purple left hand models in game then you have installed the DS models for a replacer mod but you don't have the mod installed. For instance.
"BillyRo Ultimate Swords Anthology" includes a replacer model for the imperial sword. If you install the DS models that come with this mod for "BillyRo Ultimate Swords Anthology" but you don't have "BillyRo Ultimate Swords Anthology" installed then the left hand imperial sword will be purple because the textures are missing.
To avoid this problem only choose the DS models for mods that you have installed.
So far I have only battle axe and war hammer on my back, but that was from vanilla. The shield is properly on my back (setting in MCM), but I didn't find any setting for the swords and one-handed axes. Is it possible? I saw all the images and I love it.
Too bad I can't have quiver on my waist - the quiver mod doesn't work with XMSE skeleton, while your mod does, so I was hoping for the weapons on my back.
Do I need some other mod for that? (and daggers on lower back)? Thanks.
(I do admit, I mostly won't see it, playing like 90% in first person, but still, I'd love to have it. And I'd see it on NPCs I guess. )
I used the simple installation with included files only, since I have mostly vanilla weapons, only Scout armor/weapons are from mod, but I tried vanilla swords and axes to see on them back.
(I'm a newbie in skyrim mods, so please, no acronyms, I wouldn't know what you are talking about ;-) )
but that won't allow for the on point custom weapons and facings needed. I prefer this mod.
Anyways! There is 1 1Hsword out of everything that for some unknown reason that will not display correctly when literally everything else does! Its an enigma. I'm talking about Immersive weapon's Stros M'Kai Scimitar. I have the actual xxxLEFT and xxxSheath but it won't display and SSEDIT while attempting to apply the needed scripts to generate the meshes gives me an error message.
This one is quite the mystery.