- Skyrim se weapon positioning install#
- Skyrim se weapon positioning mod#
- Skyrim se weapon positioning mods#
The Dawnguard War Hammer is good example of this, though they can be easily fixed in NifScope by loading the weapons meshes and transitioning them to the desired position. However, there are some of these weapons that have different grip locations than standard, so their sheathed position on the back is a bit off, usually too low. I calibrated the position based on the Steel and Iron Battleaxes, and in my playing have seen that most other Battleaxes, and Warhammers look good in this position.
To equip the weapon, open the menu, and exit out of it a couple times in general when switching positions for any weapon with the XPMS Styles menu, often times i have It may take a bit for the transition to occur.
Skyrim se weapon positioning mods#
The only mods that should be incompatible are other mods that modify the XP32 Extended Skeleton.
Skyrim se weapon positioning mod#
If you are using a mod weapon that is a large sword that uses battleaxe animations, it will sheath upside down, so you will need to change your character to the Default node for battleaxes and warhammers in the XPMS Styles menu while using such weapons. If you are using a mod weapon that is a large sword that uses battleaxe animations, it will sheath upside down, so you will need to change your character to the SWP node for battleaxes and warhammers in the XPMS Styles menu while using such weapons.Īfter installed, launch the game, load your character, and go to the Styles section of the XMPS MCM menu.Ĭhange the Battleaxe/Warhammer position to SWP for the character, and do the same for NPCs if desired. These nifs are exact copies of the current XP32 extended nifs with the only change being the repositioning of the Default or SWP two hand axe/hammer node, depending on which file you choose.Īfter installed launch the game and you should see the position change automatically for your character and NPCs if the Battleaxe/Warhammer node is set to Default in the XPMS Styles MCM menu for both. The only files overwritten are the Skeleton nifs for the character assets.
Skyrim se weapon positioning install#
Install the mod from the archive and position it to overwrite XP32 Maximum Skeleton Extended. I use Mod OrganizerĬhoose either the Default node mod file, or the SWP node mod file. I recommend the use of a mod manager app. I’ve always found i rather immersion breaking. The sheathing position for these weapons has been bothering me since 2011. I kind of imagine the character grasping the weapon by the haft just below the head and quickly flipping it over. Of course drawing animation does not change, but it’s not really too immersion breaking for me.
I think a similar function can be achieved though racemenu for the character, but this mod also effects NPCs if you set them to use the modified node for two handed axes/hammers through the XPMS Styles menu.Īlso, since they are separate nodes, this does not effect great swords sheathing position. Haft hangs down instead of sticking up 3 feet above the characters head. I modified the two handed axes/hammers node to change the position so the the head of the weapon rests near the shoulder and the I was messing with the XPMS Maximum 32 extended skeleton and noticed that the two handed swords and two handed axes/hammers have separate This mod requires XP32 Maximum Skeleton Extended, and all related requirements for that mod. Modification of XP32 Maximum Skeleton Extended skeleton meshes for better placement of “sheathed” two-handed axes and hammers. Better Placed Battle Axes and War Hammers on Back XP32 Extended