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Armed to the Teeth
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This mod does not have any known dependencies other than the base game.
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Version v.08b
Version v.07b
Version v.06b
Version v.05b
Version v.02a
Version v.01a
Version V.04a
Version V.03a
The complete idiots guide to Armed to the Teeth by fellow ATT user Reaper511 can be found at the bottom of the page. I will also be uploading it as a text file.
*IMPORTANT NOTE 1*
You can find custom weapons like Jaysus Swords, LOTR Weapons etc. here Armed to the Teeth Custom Weapons Packs by Zeridian & misiek023
*IMPORTANT NOTE 2*
This mod is pretty much stable when applied to custom mods or a smaller amount of vanilla weapons. The Creation Kit and the editing of the SkyrimEditor.ini are not required if you do not plan on editing any weapons yourself and just want to use the custom packs or attempt the massive vanilla version
*IMPORTANT NOTE 3*
The vanilla packs will not work for everyone. They have been created 3 times by 3 different people and we still can not get it stable for everyone. For some reason when you mass add scripts to Bethesda’s items it just causes CTDs for some people. The Custom Weapons packs and adding some vanilla weapons yourself however work fine.
*IMPORTANT NOTE 4*
If you are having problems with the mod not working for reasons aside from the CTD problem, the error is on your side. The only reason I know this can happen is because you have a mod conflict, however there has been the occasional person who tries it on a clean save with the same problem.
*IMPORTANT NOTE 5*
I am thinking about redoing the tutorials vids to make them more in depth like the old ones I did, so if there is anything you guys want clearer post in the comments
[size=»4″] Current Progress [/size]
As of right now I am re-writing the scripts with SKSE to use some of the features that have recently been added to it. At the same time I am making sure it will remain fully compatible with any of the packs already created.
[size=»4″] Load Order [/size]
Boss should add them soon. I would recommend if you use something lie Jaysus that has an ESM that the ArmedttTeeth.esm comes first.
Any custom weapon mods can be placed anywhere.
[size=»4″] Tutorials [/size]
Getting already modded weapons to work
Example:
Equip a sword, then equip a bow. It will automatically create a reserve item in or inventory and automatically equip it for you. If you decided then to equip a 2h sword, the same will happen for the bow and the 1h sword reserve will remain in it spot. So your character will have all three weapons showing. If you wish to remove an item simply un-equip the weapon and then click on the reserve version in you inventory and it will be removed. Any questions just post in the comments section.
Sorry for rambling a bit in this vid
Note: Rest of the tutorials are in the videos section
[size=»4″] Incompatibilities [/size]
This mod will be semi-incompatible with any mods that also edit the vanilla weapons, shields and stave’s base objects.
If you choose to use shields and staves, this mod replaces the skeleton mesh, and will replace any mod that also uses a new skeleton mesh. I will make compatibility patches as time permits.
[size=»4″] Permissions [/size]
Anyone interested in using this pm Me (Mergweq) first.
[size=»4″]Version History[/size]
Armed to the Teeth Template
V.1.3 Reduced Swapping Time
V.1.2 Codes redone from scratch
V.1.15 Removed Support for NPCs
V.1.1 Slight Update
V.1.0 Original Template
Armed to the Teeth Vanilla packs
v.087beta Just another attempt at mass adding scripts to vanilla
v.08beta Vanilla Weapons Pre-Done and Updated Code
v.07beta Shields Added
v.06beta Staves added
v.05beta Functional Weapon Template
v.04beta Scratch CTD Problems
v.03alpha New Code Early Test
v.02alpha Test Version
v.01alpha Old Code
The Complete Idiot’s Guide to Armed to the Teeth
or: How to make AttT 100% stable, WITH shields, WITHOUT being an expert modder.
Contents:
Intro/How you actually USE the mod
Simple 12 step program to victory (ok it’s 17)
Extras/Advanced tips:
— Glitchy behavior
— Hiding items in your inventory
— Shields/Staves
———
So, you want to use Armed to the Teeth (well, of COURSE you do) but the Weapon Pack crashes your game, or you can’t use shields, or etc. NO PROBLEM! Read this, grow a pair and try it with me and I promise within the hour you will have a 100% working AttT and your Dovahkiin will feel like a true badass.
First of all, I am not a modder. This stuff all sounds intimidating to do but once you add a SINGLE item you will see how stupid-easy it is (thanks to the great template mod mergweq and co. created!). Trust me, take the plunge! I got sick of seeing how dumb my character looked with his disappearing spellbreaker and war axe hiding inside his armor (and where does he hide his bow?) so I took the plunge and decided to see if I could make Armed to the Teeth work. To my surprise, I found out it’s literally as easy as poking around in an excel spreadsheet.
Secondly, I will make this SUPER concise as much as I can. If any part of it isn’t making sense, mergweq has kindly created perfect tutorial videos that will SHOW you what I mean. I followed these steps and in 30 minutes or less I was able to mod 2-3 daggers, all artifact weapons, half of the 1H swords and waraxes, half of the bows, all shields above Dwemer. basically every weapon I currently use or plan to use with my current character. Easy, fast, and 100% stable and I can now just play and enjoy the game. Done!
Zeridian and misiek023 already created stable, SOLID files for all the weapon mods under the sun, so check http://skyrim.nexusm. le.php?id=15373 for those. I can confirm the Jaysus swords file there is 100% stable alongside my own custom file for the vanilla weapons/shields I use.
For VANILLA weapons, you just need to take 10 minutes with these EASY steps. You can TRY the all-encompassing Vanilla Weapons file here on the Nexus, but it adds too many scripts for the game to handle and tends to cause instability. Instead, make a file for the weapons YOU plan to use and enjoy crash-free badass gameplay.
**SUPER Important Caveat: Mergweq has found that basic iron and steel weapons (and the banded iron shield I believe) have a tendency to just NEVER work. I didn’t even TRY modding them. Attempt at your own risk if you want to add specific weapons of those lower tiers. Anything else should do fine as long as you follow the steps!**
Reaper’s 12(17) Step Program for AttT
1. Install the Creation Kit (don’t be scared, using this will be as easy as sending an email).
2. In your MAIN SKYRIM FOLDER (where TESV.exe is), open «SkyrimEditorPrefs.ini» using wordpad/notepad/etc.
3. copy and paste this(no quotes) » bAllowMultipleMasterLoads=1 » right underneath the top line where it says [General]. Save and close!
4. Launch the Creation Kit (CK). Click the «open» icon on the left of the top toolbar, or go to File->Data. This pop-up will show skyrim.esm and all your mods.
5. Check the boxes next to Skyrim.esm and ArmedttTeeth.esm. Click ok. The CK will mention that you have no «active file», proceed anyway because we are making a NEW file and so this is what we want! Click YES for any warning messages you get. It will take a couple minutes to load all the data.
6. Now the fun part: ALL we will be doing is a 2-click process to make a copy of any weapon we want to use, and then a few clicks to attach a file to it. Do this for each weapon you care to use. and you’re done! It’s easy:
7. Before you sits a big window with a list of categories on the left. Select Weapons! Above the categories is a FILTER box. USE it! Say you want to use a Daedric Sword. Type Daedricsword (no spaces) into the search box.
8. IMPORTANT: You can hunt in the huge list for a weapon, but this is slow and you may see stuff you didn’t want to see (Spoilers!) To search quickly, You have to use the editorID (not the in-game name) in the filter box, so instead of how it appears in-game, you will be typing OrcishBow, GlassDagger, ElvenShield, etc. For STAVES, type Staff like StaffFrenzy, or StaffFireball.
9 ALSO important. Regarding ENCHANTED weapons If you want to use this mod with a pre-enchanted weapon you found, it will only work with that specific weapon (or other copies of it). I.e. if you mod an «Orcish Sword of Dread», other Orcish swords will not work. Your BEST BET: Mod the base, unenchanted version of an Orcish Sword. You are free to temper and enchant any Orcish swords you find and they will all work. However, the pre-made enchanted weapons you find (like that sword of dread) will NOT work with the mod because they are different items in the list here.
**Note: I’ll do an example weapon here. For shields, look further down the list. Staves are a lot like Shields from what I hear so see the same section and check the tutorial video on staves after you’ve had a crack at a basic weapon. I haven’t personally done a staff yet so I’m not going to be arrogant and write a guide for it!**
**Last note: for ARTIFACTS/UNIQUE WEAPONS like Volendrung or Mehrunes’ Razor, the process is the same as you see below. It’s really only generic enchanted weapons that create complications.**
10. So, pick an item. Say, DaedricSword. Right click the basic unenchanted DaedricSword and hit DUPLICATE. You now see «DaedricSwordCOPY0000» added to the list! Highlight the new weapon, then click again on the name to RENAME it (trust me). Use whatever you want, but make sure it STARTS with «aa», like aaDaedricSwordCOPY0000, or just aaDaedricSword. This will make it easy to find in a minute. Keep it simple, and remember nobody will ever see this in-game.
11. When you hit enter it will say «You changed the name, make a new object?» SAY NO! It will now ask «Are you sure, bro?» YES WE’RE SURE.
13. Now you see ATTBackup listed as a script there. Click it, and click Properties. The pop-up window will have a box on the left of the properties you can change, in this case, just one (yay easy!). Click the W2/Weapon line, and then click Edit Value Anytime you see W2 in a script, you will be selecting the «backup» or dummy item you created. So in the dropdown, select your aaDaedricSword. Hint: You can start typing in this dropdown to find the item you want, in case you named your item something absurd and it’s in the middle of this huge list.
Find your duplicate weapon in the list and hit ok.
14. Now hit OK on the main weapon page to close it. You’re done with the hard part. Now, open the original version of the weapon (DaedricSword in our example). ALL YOU TOUCH in here is the scripts area in the bottom right.
— Add Script: This time, ATTCustomWeap. Ignore ATTBase, you will never use it.
— Properties: Now you will see THREE properties, and here I give the golden rules for every time you make a weapon for your mod:
«Swapping»: Anytime you see Swapping in ANY script. you select aaBKUPCLEAR (no exceptions!)
«W1»: W1 is ALWAYS (anywhere you see it) the «real version» of the weapon you are messing with. Doing a Daedric Sword? Find «DaedricSword» in the menu.
«W2»: W2 is ALWAYS the Fake/backup/dummy weapon you created. So, aaDaedricSword or whatever you named your duplicate.
Click ok to close Properties, then click Ok to close the weapon. Success!! Before you rinse and repeat to add more weapons, do the next steps:
16. To use in-game: Before you activate AttT at all, create a safe backup save like so: load up your dude, remove ANY weaponry or shields from his inventory (dump them into a chest or something), and move him into a building/area without any weapons lying around in it. Leave your follower at home too, to be safe! I dumped my weapons in breezehome, and stepped outside into Whiterun, and had NO PROBLEM. HOWEVER, Whiterun does contain a couple iron and/or steel weapons. If you are modding those, better find another place to go to.
Keep this safe save forever in case you have a problem and need to uninstall.. I suggest testing the mod out with a lot of weapon swapping and running around hitting walls and stuff to make sure it’s working before you start regular gameplay again.
18. Play! To see the mod in action, equip an item you added. Now unequip that item (or equip a new weapon), and the script you set up will spawn one of your «backup» weapon copies and equip it to your character. You will see it equipped in your inventory and sheathed on your character, but it is weightless and doesn’t actually do anything. If you click on the dummy item (to unequip it), it will despawn altogether. Warning: Don’t «Drop» the dummy item, because then it doesnt go away and you don’t want to pollute your world with a hundred weightless fake swords. If you do that, just pick it up, and equip/unequip it to make it despawn.
**There is the occasional glitchy behavior with the items, typically caused by dual-wielding or shields on your back. They are largely avoidable and it’s easy to tell what sequence of events causes them. If you run into an aggravating behavior in the mod, post in the comments here and I or another intrepid user will no doubt have a solution to avoid that problem without compromising the fun. Now go kill something!**
Extra Stuff!/Advanced Notes
MY WEAPON DOESN’T DO ANY DAMAGE! If this happens, you’ve got a fun bug where-in the weapon is displaying in your hand, but the game is treating it like it’s a different item. Example: I am holding a sword but when I swing it into a wall I hear an ARROW sound effect, and it does crappy damage to people (I have low archery skill) and gives me archery experience. (Yes I’ve had this happen). Just unequip and re-equip the same weapon and it will work again. Cause seems related to either using shields on the back, or the game thinks the weightless items in your weapon section must all be arrows, I dunno.
MOST glitchy behavior can be solved the same way. If your weapon is hotkeyed, just tap the hotkey twice to remove/re-equip it.
Hiding the Dummy Items you made: You CAN prevent the dummy items from showing in your inventory if it bugs you but this carries a risk: If you can’t see the dummy item, there’s no way to forcibly unequip it if you are having a problem, or when you are ready to remove that weapon from your loadout altogether and therefore shouldn’t be seeing it on your character anymore. I suggest leaving them visible, but if you are confident you will not need that, you can check «Hide Backpack» in the dummy item’s screen. Located upper right-ish. Again: not recommended!
Обновление:4.25
— Полностью переписаны и обновлены коды и скрипты.
— Вырезана и удалена оригинальная система оснащения от разработчиков Bethesda.
— Добавлена система «Щиты на спине».
— Добавлена система «Посохи на спине».
— Реализована и добавлена система «Dual Sheath Redux», требуется пакет моделей (папка meshes) из данного мода, ни сам мод Dual Sheath Redux, ни патчер, не требуются и он не совместим с этим модом. Если у вас имеется «Dual Sheath Redux», то придется его удалить, при обновлении данного мода до версии 4.25 или по прежнему использовать версию 3.13.
— Добавлена поддержка горячих клавиш из модов, таких как SkyUI и More Hotkeys.
— Теперь факелы не будут гореть в воде (в следующем обновлении факелы будут временами тухнуть во время дождя и попадании на факел каких либо водных частиц).
— Другие различные изменения и исправления различных багов и ошибок.
— Для этой версии 4.25 требуется скелет XPMS или XPMSE или любой аналогичный скелет.
* Сразу предупреждаю, я не знаю как работает новая версия, перевел и обновил для ВАС по многочисленным просьбам. И вообще, как пишет автор, если у вас предыдущая версия 3.13 работает нормально, то продолжайте её использовать, если не хотите заморачиваться с новой версией 4.25.
Обновление:3.13
— Исправлены некоторые ошибки связанные с «Горящими факелами»
Совместимость 4.25:
— НЕ совместим с модом Dual Sheath Redux
— НЕ совместим с модами которые используют слоты 44, 49, 54, 56 и / или 60*
Требования для версии 3.13:
Skyrim LE 1.9.32.0.8
SKSE 1.07.03
SkyUI 4.1 и выше
Как обновиться с предыдущей версии 3.13 до версии 4.25:
— Удалите скрипты исходники ddUnequipHandlerScript.psc и ddUnequipMCMScript.psc по адресу Skyrim/Data/Scripts/Source
— Больше никаких действий вам не нужно совершать, просто установите новую версию 4.25 поверх предыдущей 3.13 с заменой всех файлов (заметьте, что после обновления, при входе в игру, потребуется какое то время для того чтобы мод зарегестрировался в МСМ меню).
— Не нужно делать чистых сохранений, обновление мода работает на «лету».
— Не нажимайте кнопку «Удалить» в МСМ меню если вы просто обновляете мод. Это только в том случае, если вы полностью удаляете мод.
— Если вы удалите мод через кнопку «Удалить» в МСМ меню, то установка новой версии не поможет, мод не будет работать, так как эта кнопка «Удалить» только для тех, кто хочет удалить мод совсем и больше не обновлять.
— Но если вы все таки нажали кнопку «Удалить» в МСМ меню и захотите обновить мод, то вам потребуется перезагрузить игру, войти заново и в консоли набрать следующее: (по порядку)
StopQuest ddUnequipHandler
StopQuest ddUnequipMCM
StartQuest ddUnequipHandler
StartQuest ddUnequipMCM
— Но лучше всего если вы просто обновляете мод, то не трогайте эту кнопку «Удалить» в МСМ меню.
Установка:
— Через менеджеры модов или вручную, поместите содержимое из папки Data из архива в папку Data в игре, подтвердите слияние папок и файлов и активируйте в лаунчере или менеджере модов.
— При обновлении мода или установке впервые, регистрация в MCM меню может занять много времени. Это не ошибка этого мода, это проблема всех меню MCM. Чтобы заставить скрипт проверять наличие новых меню и регистрировать их, откройте консоль
и введите:
setstage ski_configmanagerinstance 1
Улучшение системы экипировки 3.13
Данный мод сильно улучшает системы экипировки, смены экипированного и выбрасывания предметов, а также он снабжен удобным мкм-меню, где можно настроить все доступные опции на свой вкус. Функции мода можно разбить на три части: отображение полной экипировки, реалистичная смена экипировки и горящие факелы.
Среди настроек вы найдете опцию, включающую атмосферный поиск автоматически выкинутого снаряжения. Если вы хотите, чтобы анимация воспроизводилась целиком, тогда убедитесь, что персонаж не держит в левой руке факел или щит! При применении ваш персонаж отыщет и укажет в направлении одной автоматически выкинутой вещи, запомнить он может до 10 вещей. Также вы можете включить в МКМ особый талант, позволяющий собрать все выкинутые предметы за раз.
С автоматически выкинутых предметов более не слетает отметка избранного! Однако это истинно лишь для запоминаемых 10 предметов.
Другой особенностью является исправление исчезновения предметов. Из-за неполадок в игровом движке предметы, выброшенные скриптом, частенько могли провалиться сквозь землю, стену или же просто исчезнуть. С этим можно было столкнуться в прошлой версии мода. Сейчас это проблема полностью исправлена для автоматически выбрасываемого снаряжения.
Вы также можете назначить горячую клавишу для выбрасывания факела. И даже установить приоритет, какие факелы выбрасывать первыми (экипированный или те, что просто лежат в инвентаре).
Обновление мода:
— При обновлении модов вам не потребуется новых или чистых сохранений.
— Не используйте опцию удаления для обновления. Она необходима лишь в том случае, если вы захотите полностью избавиться от мода.
— Если вы все же воспользовались опцией удаления, то переустановка мода уже не поможет. Чтобы перезагрузить мод после его удаления, воспользуйтесь следующими командами:
StopQuest ddUnequipHandler
StopQuest ddUnequipMCM
StartQuest ddUnequipHandler
StartQuest ddUnequipMCM
Не поддерживается:
— Группы SkyUI (F1, F2, F3. )
— More Hotkeys Please!
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Equipping Overhaul
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Equipping Overhaul is a complete overhaul on Skyrim’s system of swapping, equipping, and dropping items. Complete with a MCM menu, all features can be reconfigured (or even disabled) to your liking! The mod can be broken down into four major features: Dual Sheaths, Geared Up, Realistic Unequip, and Lit Torches.
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Bethesda for Skyrim
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Both straight donations and premium membership donations accepted
Sorry for taking so long getting back, but the website is up! All the art assets are entirely temporary, but the site itself is ready for use: http://dragondudemods.forumotion.ca/
Equipping Overhaul is a complete overhaul on Skyrim’s system of swapping, equipping, and dropping items. Complete with a MCM menu, all features can be reconfigured (or even disabled) to your liking! The mod can be broken down into four major features: Dual Sheaths, Geared Up, Realistic Unequip, and Lit Torches.
NOTE: This feature is only present in the 4.25 alpha build.
Equipping Overhaul’s only mandatory feature is Dual Sheaths. This feature makes the sheathes for left hand equipment, including swords, maces, and war axes. Additionally, sheathed staffs are also displayed! I operates in a similar manner to Dual Sheath Redux, but without a patcher. It is also integrated into the Geared Up feature.
Currently, shields do not sheath onto the player’s back while equipped. Instead, they only appear on the player’s back when they are favourited via the Geared Up feature and not equipped.
Be bothered no more! Equipping Overhaul achieves the same feature, but without the bugs! Not only that, but it can be toggled and configured on the fly! Just get Equipping Overhaul and open the MCM menu! You don’t even have to touch your INIs! Equipping Overhaul completely and entirely fixes all bugs with Geared Up with no drawbacks! Are you excited yet. This well known geared up setting can be used seamlessly and now there is a long wanted fix for all of its issues! Go ahead, swap your weapons while they are drawn! Other miscellaneous bugs are also fixed, including disappearance of favorite weapons while unequipping! Race transformations like Vampire Lord and Werewolf have also been fixed! But wait, there’s more!
In addition, there is also an optional hotkey to fast toggle between Geared Up. This means you can now hide your weapons while still maintaining immersion and ease of use. This works especially well if you don’t want to waltz into a town looking as though you plan to murder everyone. You can also configure the mod via the MCM menu to only display certain types of equipment!
It also utilizes the Dual Sheaths feature to display multiple one handed weapons of the same type. Moreover, favourited shields are displayed on your back when no shield is equipped. Favourited staffs are displayed on your back too!
The second part of the mod is called Realistic Unequip. It’s a realistic form of unequipping that adds to Geared Up or vanilla play. It makes you drop the item in your hand when you unequip/swap it while it’s drawn. Your weapons will switch as normal without dropping if you sheathe them first! It’s definitely more immersive because when in intense combat you won’t sheathe your sword and mace to pull out your bow or staff, you’ll drop them and grab the new weapon. Same thing goes for shields and torches too. It adds a whole new level to immersive fighting. Think about it. I’m fighting a dragon, shooting it with my bow. The dragon lands right in my face, I’m not going to sheathe my bow and get out my sword. I’m going to drop the bow and pull out my sword.
It works at all times, whether you use the favourite menu, the inventory menu, or hotkeys! The mod also works with hotkey changing mods like SkyUI and More Hotkeys Please! This feature can also be disabled in the MCM menu if you like.
Now you can also immersively search for your auto-dropped item. If you want the full animation make sure your left is not holding a torch or shield! Your character will attempt to point you in the direction of one of your auto-dropped items, though he can only remember 10. There are optional hotkeys to start the search as well as cycle through all the auto-dropped items. There is also a power obtained via the MCM menu that allows you to quickly gather all the dropped equipment at once!
Also auto-dropped items will now be remembered as favorites!! This will only be true for the remembered items (the first 10) though. Please note that the remembered auto-dropped items (the first 10) will be generic versions while on the ground. This means your Dwarven Bow (Fine) will be a Dwarven Bow. When you pick it up it will be a Dwarven Bow (Fine), so don’t worry. This will remain as such until the SKSE team implements favorites related functions (when that happens crossbow issue will be fixed quickly as well).
Another new feature is a fix of the disappearing items! Due to issues in the game engine, sometimes items that are dropped via script will fall through the world, fall through a wall, or simply disappear. You may have noticed this from being disarmed in vanilla or during the last version. This mod now fixes this issue for auto-dropped equipment!!
This is something that bugged me for a long time. When you drop a torch in Skyrim, it’s unlit. The only real mods for this requires fiddling around with powers and the like. Not any more! With Lit Torches enable, all torches dropped, whether done from the realistic unequipping or from you dropping them in you inventory, are lit! That’s right, now you can have a placable light source. When used in conjunction with Realistic Unequip, Lit Torches becomes the most immersive and useful edit ever! When cave delving, especially with Realistic Lighting Overhaul and/or ENBs, torches become a necessity. What happens when you encounter some enemies? Without Equipping Overhaul you would unequip the torch for your combat equipment, but then you are left in the dark. With this mod, you quick swap your torch (aka swap torch while weapons are drawn) for you combat piece, and bam! You’ve dropped your torch in favour of the combat stuff, but the torch is lit! No more fighting in the dark!
A new feature is now present as well! An optional hotkey to drop torches!! It can also be toggled to favor equipped or unequipped torches.
There are several planned aspects of this feature, mainly relating to the realism of the torches being lit. The first, which is now implemented into the mod, is torches that are dropped in water are not lit. Notably, torches dropped and then placed in water to not extinguish, but torches dropped out of the inventory into water are not lit. Planned features include torch fire spread as well as torch extinguishing from time, damp, and water.
NOTE: This only applies to the 4.25 alpha build.
Scripters
— There is a global variable (FormID: 0200BFA3) to suspend the Realistic Unequip function. Use the GlobalVariable.Mod(Float) function to add the amount of unequips you wish to skip. The skip is definite, even if you don’t end up unequipping something. This means you must be certain a corresponding amount of the proper type (not armor, excluding shields) that you mod the variable by occur. This function can be useful for scripted events.
— The same GlobalVariable can be used to monitor is an auto-drop occurs. When the variable lowers by one a drop has occurred (it will return to 0 if the value becomes negative).
— If a piece of equipment should be ignored by my mod entirely (including favouriting) then add it to the EquipExceptions FormList (FormID: 0200BFA2)
— If a piece of equipment should only be ignored by the realistic unequip function then add it to the DropExceptions FormList (FormID: 02009F39)
Modellers
— Non-existant meshes will result in the item not being visible only in the situation in which it should be displayed. It will appear in other instances.
— Use DSR protocol for your meshes
— Additionally, meshes for shields on the back distanced for backpacks can use the name system MyShieldOnBackBkp.nif (similar to cloak distanced being MyShieldOnBackClk.nif)
Main Build
— SKSE
— SkyUI
— Legit updated copy of Skyrim, else I will not provide support
Alpha Build
Note: These requirements are only required for the 4.25 alpha build.
— XPMS or a similar skeleton mod
— Mesh packs (see below)
Mesh Packs
— For all left hand equipment, all shields on back, and all staffs on back, mesh packs are required.
— These can be found on the Dual Sheath Redux page. DSR is not required, nor is a patcher, but mesh packs are required.
— Currently the Vanilla mesh from DSR are even required. I will contact Neovalen asap to see about including vanilla meshes in the mod. For now, manually download DSR and copy/merge the Meshes folder in the DSR archive into you Skyrim Data folder. DO NOT install DSR, it is incompatible.
HOW TO GET DSR’S VANILLA MESHES:
1. Download DSR manually to a location of your choice (ex. desktop).
2. Open the downloaded file. It is a ZIP (.zip) file, so windows can open it natively.
3. Delete all the files EXCEPT the contents of the Meshes folder. Those are the needed files.
4. Close the ZIP file and rename it to Dual Sheath Vanilla Meshes or Equipping Overhaul Vanilla Meshes.
5. Open the Nexus Mod Manager. Hit add mod from file and select the ZIP file.
6. Install the ‘mod’ added by NMM. It can be uninstalled and reinstalled as a mod as you please.
7. The original ZIP file (ex. the one on the desktop) can now be deleted because the NMM has already duplicated it.
Installing
— Install with whatever method you prefer.
— When updating or installing it can take a long time for the MCM to register. This is not the fault of this mod, but is an issue with all MCM menus. To force the script to check for new menus and register them open the console and type:
setstage ski_configmanagerinstance 1
Uninstalling
— To ensure you get back your auto-dropped equipment pick up any auto-dropped equipment or type into the console
and retrieve the contents of the chests.
Updating To Version 4.xx
— The instructions below should be valid, but have not been tested
— If you are having unexplainable bugs my suggestion is to hit the uninstall button and re-download the files. Reinstall and use the above commands to restart the mod.
Updating To Anything Under Version 4.xx
— No actions from the users are required. No clean saves, no new saves, nothing. It will work on the fly.
— Don’t hit the Uninstall button if you are just updating. That is only for if you are removing the mod entirely.
— If you hit the uninstall button, reinstalling the mod files will not do anything. To restart Equipping overhaul after uninstallation use the following commands in the console:
StopQuest ddUnequipHandler
StopQuest ddUnequipMCM
StartQuest ddUnequipHandler
StartQuest ddUnequipMCM
Incompatible
— Dual Sheath Redux*
— Mods that utilize slots 44, 49, 54, 56, and/or 60*
*Note: Starred incompatibilities are only incompatible with the 4.25 alpha build.
Compatible
— Bandolier
— Backpacks (ex. Frostfall) and cloaks (ex. Cloaks of Skyrim)
— Hotkey mods like SkyUI and More Hotkeys Please
— Works for all mod weapons/equipment/lights
— Compatible with equip slot changers like Frostfall Quiver
— Compatible with Skeleton changers like XMPS
— Compatible with mods like Dual Swords on Back
— Compatible with all animation changers like Immersive Animations
NOTE: If you are having a bug or issue there is a 95% chance it will be fixed by the next update! Track and stay tuned!
CTDs
Bugs
— If you have major issues the cause may be that your scripts are lagging. Check the Discussions tab and find the thread on speeding up Papyrus for help.
— If you find any please let me know in the comments! Don’t speculate, but if you’re sure it’s my mod, then tell me!
— Development into this mod is active. If bugs are found and reproducible, I will fix them 🙂
*Note: Anything starred has been fixed in my version. The fixes will be present in the next update.
Note: See the sticky post in the comments thread for alpha build bugs.
Q: I think feature X would be great and/or I found a bug!
A: Check the description and sticky posts fully. If I know about it or I am working on it there is no need to tell me. Otherwise, post it up!
Q: I’m currently trying to keep my script performance under control. Is this mod script heavy?
A: This mod has absolutely zero polling (times updates)! It is completely event based and is very optimized! There is no way this will slow down your scripting at all. TL;DR: No.
Q: A lot of the things you’ve fixed are built into the engine. How’d you do it?
A: Many people think modding is restrictive due to the bounds of the engine. I prefer to think it as simply more challenging to your ingenuity. I personally assess an issue systematically and identify what I know until a solution comes to me. For example, there are no functions in vanilla papyrus or SKSE related to favorites other than seeing if an item is a favorite. This means I can’t actually change favorites. How did I do it? Check it out
Q: What’s with the boot flicker when swapping weapons on horseback? Ok, I fixed that issue, but I’m keeping this video here!
A:
Relevant Mods
— SkyUI: http://www.nexusmods.com/skyrim/mods/3863
«SkyUI is a mod that aims to improve Skyrim’s User Interface.»
— XMPS:http://www.nexusmods.com/skyrim/mods/26800
«A multi purpose skeleton for animation in skyrim.»
— Realistic Weapon Positions: http://www.nexusmods.com/skyrim/mods/50096
«So I was tired of seeing weapons and shields floating in the air like magic, and even worse, clipping like it’s going out of style. This mod aims to fix a large majority of that. «
My Other Mods
— Ultimate Immersive Classes: http://www.nexusmods.com/skyrim/mods/48570
«Ultimate Immersive Classes» provides a choice of class and subsequent class loadout in the start of the game.»
— Death Souls: http://www.nexusmods.com/skyrim/mods/49294
«Death Souls adds a costly method to avoid death that is unique to Dovahkiin.»
— Main Menu Music: http://www.nexusmods.com/skyrim/mods/49092
«A simple main menu music replacer that changes the main menu Dovahkiin song to various other songs, including several works from Malukah.»
— Ranger Elite Work in Progress: http://www.youtube.com/watch?v=3Fqst0ny5bY
«Featuring dual arrows, cone arrow firing, hail of arrows. Be Legolas!»
— Courier Between Worlds Work in Progress
«Send messages, fixed trades, gifts, barters, and more to other Skyrim players! In game!! An immersive and lore-friendly postal system allows you to interact with gamers everywhere, not just locally! The framework allows for endless possibilities, ranging from auction houses to alliances!»
— Classes of Winterhold Work in Progress
«Attend classes and lessons at the college of Winterhold, and later teach them for experience and income. Also featuring College of Winterhold quest line extension.»
— Weapon Degradation and Repair Work in Progress
«Weapons will degrade as you use them, like an inverse to improving items as a grindstone. Grindstones and whetstones can be used to get your items good as new, or give them to a smith to do it for you. Different things cause faster degradation, such as hitting enemies wearing heavy armour. Let your weapon become too degraded and it may break.»
— Inventory Overhaul Work In Progress: http://www.nexusmods.com/skyrim/articles/49620
«The sister mod to Equipping Overhaul. This mod will completely redefine Skyrim’s inventory system, making it based upon volume, slots, as well as weight. Backpacks and bandoliers will work as containers and when dropped will contain your items. It links the player to the inventory in the sense that the player is carrying what is in the inventory. Designed for extreme immersion.»
V4.25 ALPHA
— Complete code rewrite
— Scrapped Bethesda’s Geared Up function
— Shields on back
— Staffs on back
— Dual sheaths implemented
— Support for all hotkey mods, such as SkyUI and More Hotkeys Please
— Realistic Unequip now runs real-time in menu.
— Unlit torches in water
— Large changes
— Squashed a lot of bugs
V3.13
— Made version 3.12 actually work
— Fixed some Lit Torch related bugs
V3.12
— Advanced and rearranged MCM menu
— Added favorites remembering
— Added search for items
— Added gather items power
— Added drop torch hotkey
— Added geared up hotkey
— Squashed a lot of bugs
— Annihilated free goods bug
— Fixed transformation
— Fixed a lot of bugs
— Added some support to Dual Sheath
— Fixed NPCs
V1.52
— Fixed several fundamental bugs
V1.49
— Accidental bugged release
Note: The main version is currently being changed to be multilingual.
Chinese
Russian
— Bethesda for Skyrim!!
— The SKSE Team for the spectacular Skyrim Script Extender!
— The SkyUI Team for the Mod Configuration Menu!
— The numerous Nexus forum members who requested this mod!
— The Nexus Team for this amazing website.
— Neovalen for Dual Sheath Redux!
— VonDarkness for the constant encouragement! Also thanks for the help with managing the comments! This mod would not have been done without you!
— EProctor for all the screenshots in the comments! They showcase this mod and some other mods very well! Also thanks for the support!
— edmccain86 for the poetic verse telling me to get stuff done! Very well written!
— All the encouraging people who have supported me and the Equipping Overhaul! I would list names, but I don’t want to miss any.

















