Alternatively, I simply need a way to make an item invisible using Papyrus/SKSE without using UneuipItem/EquipItem as those just won't work for left hand weapons.Įdit: EquipItemEx actually lets me equip and unequip weapons in left hand. Okay I thought, screw this, Maybe I can just replace the model with the "mirrored" version that ships with Dual Sheath Redux and forget all the noise with dummy items, but then I realized there is no apparent way to change the weapon's static model unless I reference another static and this is where I could use some help/ideas. Stealth is also useful when hunting for game around Skyrim. Finally I ran SUM, keeping everything at the default settings. Alternate Start - Live Another Life I ran BOSS, then FNIS. It is a lesser power that makes you invisible for 20-40 seconds (depending on your level) AND you can still interact/attack and STAY invisible. Its effects cannot last for long, but you will remain invisible while interacting with the world around you. She is one of few followers who dual wields weapons as a first choice in combat, along with Frea, DB Ria, and Rayya. Dual Sheath Redux Immersive animations, selecting Main module, sneaking, strafe, greatsword sprint, dual sword wield - swords on hip, dual axe wield, dual mace wield, rogue stab. Deflect Light and Shadow is a very powerful ability that is unique to you as a Vampire. nif file, the ingame weapon still displays as if nothing happened. Dual Sheath Redux, if you wish that your secondary sheaths are also visible with Equipping Overhaul.
![skyrim dual sheath redux invisible shield on follower skyrim dual sheath redux invisible shield on follower](https://staticdelivery.nexusmods.com/mods/110/images/5315-1-1325838332.jpg)
Even if I replace the model with an existing. Returns that those two values are now in fact empty. However a Debug.MessageBox(OriginalWeapon.GetModelPath() + OriginalWeapon.GetEquippedModel()) Okay, so in theory my left hand weapon should now have the models of the dummy's models, or lack thereof, but ingame it just displays as if nothing happened. I created a second weapon dummy that has no model and a corresponding static that has no model either and I apply both to the weapon I have in the left hand with Form DummyWeaponID = Game.GetFormFromFile(0x002DBA, "mymod.esp")Weapon DummyWeapon = DummyWeaponID as WeaponStatic DummyWeaponStatic = DummyWeapon.GetEquippedModel()String DummyWeaponModel = DummyWeapon.GetModelPath()Weapon OriginalWeapon = Game.GetPlayer().GetEquippedWeapon(true)OriginalWeapon.SetEquippedModel(DummyWeaponStatic)OriginalWeapon.SetModelPath(DummyWeaponModel) Dragonplate Shield Mesh Fix' 611 Sync67s Model Ship Replacer LE Port - 2k' 612. To fix this I try to also use my dummy model that assumes the axe model while it is sheathed but I need to make the original model invisible while sheathed and make my dummy take over the visuals. When wielding a sword and an axe/mace however, the animation will just be broken since a sword in the right hand is sheathed on the left side of the hip, but an axe in the right hand is sheathed on the right side and vice versa. For this I create a dummy ARMOR model that takes on the model of the weapon while the weapon is sheathed so I can swap to a 2-hand weapon and have the 1handed weapon still show using bDisableGearedUp = 0.
![skyrim dual sheath redux invisible shield on follower skyrim dual sheath redux invisible shield on follower](https://radiothax.files.wordpress.com/2013/09/tesv-2013-08-30-00-12-41-21.jpg)
SKYRIM DUAL SHEATH REDUX INVISIBLE SHIELD ON FOLLOWER MOD
Hey, so I'm working on a mod that tries to further fix dual sheathing and it works well with swords, however I'm currently trying to make it work with axes and maces while also fixing their animations.