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.
im having a small (unimportant) bug that i dont know if may be caused by another mod (as im still cleaning and updating my modlist) but only happends when this is active.
Sometimes when i have only a left sword equiped i have two scabbards, this trigers for me when i have a sword and shield equiped and then i equip that same sword in the other hand
Disregard, it must be somenthing that got backed into my old save, dosent look to be happening on a clean one
My weapons' keep equipping to the same slot despite being in different hands and sometimes they're backwards but I downloaded the left hand rotation fix?
I use FNIS Modernize XP32 Skeleton I don't know if any of this conflicts
Do not use FNIS, rarely any animation mod supports it anymore.
Swap over to Pandora, as it is much simpler to use and much faster.
For this mod to work you also needed the requirements listed on this mod page, as well as the IED. Install those and try again, it should work then. With IED you can put weapons and shields on the favorite list as well and they appear on your character
I don't think this mod is responsible, but I'm at a loss as to what is causing this issue. My follower draws their weapon infinitely and doesn't stop unless I sheeth my weapon. Not only is it annoying, but the audio loop sounds terrible. Any help would greatly be appreciated.
Ok so installing this mod without any Synthesis or whatever that is, it dosent work ? Dosent dislpay 2 weps, so why dont you put heese as mandatory requirements since this dosent work ?
i think the optional file is causing a bug between between xp0e_1hm_equip.hkx and xp3_1hm_equip.hkx in XPMSSE mod i have a problem when using shield in left hand and 1h weapon in right hand , sheath and drawn sometime running dual sword sheath/drawn animation instead of normal animation on top of that, drawn animation xp0e_1hm_equip.hkx and xp3_1hm_equip.hkx causing normal attack animation sometime glitch out and run drawn attack animation instead
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"
Here's what got it working for me (on version 1.6.1170):
Open SimpleDualSheath.ini in the mod's installation folder, and edit the Flags parameter under [ShieldOnBack] to include the player and/or NPCs. It should look something like this:
[ShieldOnBack] # Add pipe-delimited 'Player' or 'NPC' flags to enable (e.g. FirstPerson|Player|NPC). # # The 'FirstPerson' flag enables moving shield between hand and sheath on the first person skeleton. In versions prior to 1.5.5 it was off by default. # Flags=FirstPerson|Player|NPC
Install either Immersive Equipment Displays or an XP32 compatible skeleton mesh (this was the step that I'd missed - it's on this mod's description page, but not directly under the requirements). I installed Immersive Equipment Displays.
And that's it - didn't need to change any other settings or install any other patches.
After days of trying I got it to work by this format [ShieldOnBack] # Add pipe-delimited 'Player' or 'NPC' flags to enable (e.g. FirstPerson|Player|NPC). Flags=FirstPerson # The 'FirstPerson' flag enables moving shield between hand and sheath on the first person skeleton. In versions prior to 1.5.5 it was off by default. # Flags=FirstPerso|Player|NPC
for me its not working even with adding flags and enable-disable with hotkey. Must be conflict with another mod or other. I am back at modding skyrim recently and still remember when last time I modded, this never happened.
Edit: try to coc riverwood and put on shield and its working, basically you need a new save.....
I have broken attack animations with 2 handed weapons. Like, when I running Nemesis or Pandora and going check it in game, my 2 handed attacks just do block with 1 sword and I cannot attack with 2nd sword (my character simply stucking in block animation). I don't know for surely which mod did that trouble with behaviour, so l'm confused where I need to know about it.
2015 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!
happends when this is active.
Sometimes when i have only a left sword equiped i have two scabbards, this trigers for me when i have a
sword and shield equiped and then i equip that same sword in the other
hand
Disregard, it must be somenthing that got backed into my old save, dosent look to be happening on a clean one
I use
FNIS
Modernize
XP32 Skeleton
I don't know if any of this conflicts
Swap over to Pandora, as it is much simpler to use and much faster.
For this mod to work you also needed the requirements listed on this mod page, as well as the IED.
Install those and try again, it should work then.
With IED you can put weapons and shields on the favorite list as well and they appear on your character
I don't think this mod is responsible, but I'm at a loss as to what is causing this issue. My follower draws their weapon infinitely and doesn't stop unless I sheeth my weapon. Not only is it annoying, but the audio loop sounds terrible. Any help would greatly be appreciated.
Thank you!
i have a problem when using shield in left hand and 1h weapon in right hand , sheath and drawn sometime running dual sword sheath/drawn animation instead of normal animation
on top of that, drawn animation xp0e_1hm_equip.hkx and xp3_1hm_equip.hkx causing normal attack animation sometime glitch out and run drawn attack animation instead
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 1.6.64Basically whichever sword/axe/etc placement styles you have, there's the appropriate animation that follows
https://youtu.be/tdVdxOfK324?si=paRllTOZRbhAI4wP
What do you mean both locations? There's more then one .ini file? Can't get mine to work :/
https://www.nexusmods.com/skyrimspecialedition/mods/89806?tab=files
Not the main file but in the OPTIONEL files.
[ShieldOnBack]
# Add pipe-delimited 'Player' or 'NPC' flags to enable (e.g. FirstPerson|Player|NPC).
#
# The 'FirstPerson' flag enables moving shield between hand and sheath on the first person skeleton. In versions prior to 1.5.5 it was off by default.
#
Flags=FirstPerson|Player|NPC
And that's it - didn't need to change any other settings or install any other patches.
[ShieldOnBack]
# Add pipe-delimited 'Player' or 'NPC' flags to enable (e.g. FirstPerson|Player|NPC).
Flags=FirstPerson
# The 'FirstPerson' flag enables moving shield between hand and sheath on the first person skeleton. In versions prior to 1.5.5 it was off by default.
#
Flags=FirstPerso|Player|NPC
Btw Im on version 1.6.1170
[ShieldOnBack]
Flags=FirstPerson|Player|NPC
Edit: try to coc riverwood and put on shield and its working, basically you need a new save.....
I have broken attack animations with 2 handed weapons. Like, when I running Nemesis or Pandora and going check it in game, my 2 handed attacks just do block with 1 sword and I cannot attack with 2nd sword (my character simply stucking in block animation). I don't know for surely which mod did that trouble with behaviour, so l'm confused where I need to know about it.
Sheild and 1H Weapon = OK
2H weapon = OK
Only left Hand = OK
Dual Spells = OK
Dual Wield Weapons = Right attacks / Left Blocks
Related Mods are: