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  1. slavicpotato1
    slavicpotato1
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    This plugin does not include animations or gear positioning features. Check out IED and other mods that specifically do this.

    All this does is make left-hand weapons, staves visible and optionally lets you carry shields on back.   
  2. Volyova
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    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.
  3. theLittleGnome
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    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
    1. Konoshox
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      Thank you! Spent an hour trying to figure out the issue and trying out your solution fixed it. Hopefully they see your post and get it fixed soon.
    2. slavicpotato1
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      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.
    3. M477HI4S
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      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.
    4. ceejbot
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      Thank you so much for commenting here with the issue. This drove me crazy for a while until I narrowed it down to IED, but not as far as you did. <3
    5. qtng
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      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.
    6. AirWolf359
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      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?
    7. Blackread
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      1.5.7 is the only version compatible with Skyrim 1.6.1130+.
    8. Senaattori89
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      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.
    9. RareEnough
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      I've got both running and no issues so far.

      Also ty LittleGnome!
    10. Xaliber13
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      Just wanted to note that this has been fixed per Native Editor Fix ver. 1.2.2.
    11. Frankenllama
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      Dunno if i'm just cursed, but this didn't fix it for me either.
  4. JohnToma
    JohnToma
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    The mod is not working even if all the requirements are met (game version, skse, etc.). 
  5. M0rty01
    M0rty01
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    is this mod compatible with Combat Gameplay Overhaul SE by DServant?
  6. DonSakurexxx
    DonSakurexxx
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    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
  7. famouscommercial
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    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
    1. Akatarosh
      Akatarosh
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      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
  8. DenlimWolf
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    Hello,

    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!
  9. gomnar
    gomnar
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    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 ? 
  10. qwemin
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    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 
  11. DarkShadow699
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    am i the only one having trouble getting the shields to go on backs? did everything that was required but the shields refuse to cooperate
    1. Schmeul
      Schmeul
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      Same issue here
    2. MoggeNick
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      Having the same problem here 
    3. Matabytez
      Matabytez
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      Same issue
    4. RisingDragonRonin
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      Try my ini tweak I made for shields on back and see if it still works. I have both player and npc set, here's the link https://www.nexusmods.com/skyrimspecialedition/mods/89806?tab=files I hope it helps.
    5. April89
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      Same issue.
    6. Trussloch
      Trussloch
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      Same here. Tried several versions, none work atm
    7. despair64
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      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
    8. dezena
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      I did the INI changes and still dont get the shield on my back 
    9. cball
      cball
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      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?
    10. ShaunIronside
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      I have added the flags in the ini file still shield is on the hand even after animation plays where player keeps  the shield on the back please help
    11. avve202499
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      +1 Does not work at all. added the required line but the shield is still in the hand. 
    12. Rampage2war
      Rampage2war
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      +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. 
    13. Rampage2war
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      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. 
    14. Deejus
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      Confirmed, got it to work on my end.
      Thank you.
    15. Trentckx
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      +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.
    16. berak5
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      Hi what is the exact code you use for working ?
    17. neva1anya
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      Hi what is the exact code you use for working ?
      I use:Flags=Player|NPC.. and that works fine for me, not sure about others. My game version is 1.6.64 

      Now to figure out why my swords still hanging on the waist.
      Do 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
    18. ssefan1256
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      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"
    19. nephilim5
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      Thanks for this particular thread, everyone.  Placing those tags in the .ini in both locations under ShieldOnBack did the trick.  Much appreciated.
    20. Carnage100
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      Thanks for this particular thread, everyone.  Placing those tags in the .ini in both locations under ShieldOnBack did the trick.  Much appreciated.

      What do you mean both locations? There's more then one .ini file? Can't get mine to work :/
    21. yaknafeinn
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      HI for me the patch that RisingDragonRonin made fixed it.

      https://www.nexusmods.com/skyrimspecialedition/mods/89806?tab=files

      Not the main file but in the OPTIONEL files.
    22. Nicomakkio
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      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.
    23. Isipkamuna
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      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
    24. entaro99
      entaro99
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      this worked for me, thank you
    25. ilhamf21
      ilhamf21
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      It works Man! thank you so much...

      Btw Im on version 1.6.1170
    26. frankthetankfr
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      Changing the below worked for me, thanks 

      [ShieldOnBack]
      Flags=FirstPerson|Player|NPC
    27. cepete
      cepete
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      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.....
    28. chascaa
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      This work for me after many times installing this mod for months xD thank u <3
    29. Fiorinz
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      @Trentckx Thank you so much bro, I appreciated your help. Respect.
    30. compr8m1sed
      compr8m1sed
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      @RisingDragonRonin brother you are my goat thank you so much, I was getting so frustrated but your patch actually works
    31. RisingDragonRonin
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      Glad it helped!
  12. ServalKhajiit217
    ServalKhajiit217
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    Where I can discussing about next issue:

    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.
    1. DSBash
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      I am having a similar issue, did you get yours fixed?

      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:

      • Attack MCO DXP
      • Cancel Attack for MCO-ADXP
      • Dodge + MCO
      • Dual Wield Parrying
      • Jumping Attack
      • Hellblade Timed Block
      • One Click Power Attack
      • MCO Block Recovery
      • Simple Dual Sheath & patches
  13. Kartik100
    Kartik100
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    Safe to install mid-playthrough?
    1. Fingolfin420
      Fingolfin420
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      Yes. I just did. Works just fine.