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.
I'm fairly certain this is having serious issues, or not working at all, on 1170. I've made this mod work multiple times in the past with little-to-no issue. But I've done every step and shields simply will not go on my back or the back of any NPC. Added the ini tag, added FirstPerson, tried positioning in IED. Nothing seems to want to put shields on the back for my character. Maybe there's some secret technique people know of that help but I've currently given up trying to get this to work.
for shield on back as others have said make sure you got it like this, if not maybe its youre xpmsse instillaion, redo the fomod
[ShieldOnBack] Flags=FirstPerson|Player|NPC # 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
what exactly are you trying to show us here? i don't understand random lines of code/text without context. I do appreciate the assist though, but could you please elaborate for those of us that do not understand where you changed these settings/edits for shield on back? Thanks!
Basically, you'll see those lines in the SimpleDualSheath.ini, located in the mod folder after you've installed. Before editing it would read: [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|
That last line is what you want to change, basically from "Flags=FirstPerson" to "Flags=FirstPerson|Player|NPC".
I'm having this same issue. IED puts the left hand sword on my back when I have it favorited. But as soon as I equip it, it shops up on my hip. I'm not sure if this mod isn't working anymore or if there's another issue going on here. Shields/right handed swords show up on my character's back without issue.
You guys just gotta find this menu, it works fine on the latest steam version, no issues. https://youtu.be/vuVELfvqUXk?si=BeLHOXIrjm7V08ns&t=22 (button is backspace if i remember correctly. Has to be the "Gear positioning menu" on the top. I didn't change any positions in XMPSE mod menu in the game. It's all controlled through the menu on the video for IED.
Yes, I spent COUNTLESS hours figuring this out myself, looking for tutorials or guides anywhere on nexus or youtube, since there are no good guides to be found easily that cover this simple thing.
Some weapons don't seem to have the correct sheath un-sheath sound effect Is that something I'm doing or is that how it's supposed to be? Animation for offhand is a little rough too
Hi, im having a small problem. I managed to make my character put the shield on his back but when i wanted to put it back on his arm he still does the animation where he is putting his shield on his back. I tried uninstalling the mod but he still does it anyway. Any way to fix this?
1997 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!
[ShieldOnBack]
Flags=FirstPerson|Player|NPC
# 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
[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|
That last line is what you want to change, basically from "Flags=FirstPerson" to "Flags=FirstPerson|Player|NPC".
Skyrim AE 1.6.1170.0.8
SKSE64 2.2.6
Address Library for SKSE Plugins 1.6.X
This doesn't seem to fix the sheath facing the wrong way. any help would be amazing I've been searching for hours on how to fix it
https://youtu.be/vuVELfvqUXk?si=BeLHOXIrjm7V08ns&t=22 (button is backspace if i remember correctly. Has to be the "Gear positioning menu" on the top. I didn't change any positions in XMPSE mod menu in the game. It's all controlled through the menu on the video for IED.
Yes, I spent COUNTLESS hours figuring this out myself, looking for tutorials or guides anywhere on nexus or youtube, since there are no good guides to be found easily that cover this simple thing.