Optional. Allows the rifle to be seen holstered on Ludwick and Von Trapp as seen in the screenshots, as well as all other NPCs. Highly recommended.
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou must get permission to earn Donation Points for your mods if they use my assets
Console modding permissionThis mod won't work on consoles or would not be acceptable on Bethesda.net according to their rules
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
Please log in to find out whether this mod is receiving Donation Points
Changelogs
Version 1.06b
Fix for floating weapon parts problem with 1.06 version
Version 1.06
More node data and general checks, that should handle more unexpected stuff (for example, skinned weapons shouldn't crash game anymore)
Completely remade .nif processing, meaning it should only handle weapon or weapon targeted omod .nifs (this should fix chw affecting non needed nifs, like some jetpacks getting weird visual artifacts )
Fixed Positioner Tool rotation being broken is some scenarios
New .ini option - AdditionalSkeletons, allows to specify skeleton paths that CHW will attempt to display holstered weapons on, in addition to main skeleton.
New .ini option - PositionerKeys, allows to change keyboard keys for Positioner Tool.
Automatic skeleton handling for mod authors - adding "CHWHandledSkeleton" empty ninode on .nif of your mod's custom skeleton will make CHW to automatically handle it and display holstered weapons on it.
Customization Options and Positioner Tool articles have been updated with this new info
Version 1.04c
Fixed crash caused by unintentional heap corruption that was happening when using the mod along with Buffout 4
Version 1.04b
NPCs and player can be excluded from having holstered weapons visible
Specific parts of the weapon can be set to invisible when holstered from .nif file itself
Read more about both new functionalities here in Customizations Options article: https://www.nexusmods.com/fallout4/articles/2496
Version 1.04
Fixed random crashes that were caused by some not safe code in 1.03 version
Added support for remap nodes
Other small tweaks and fixes
Version 1.03
Fixed some random NPCs being invisible
Fixed NPCs and companions sometimes not having holsters visible
Other small fixes
Version 1.02b
Fixed companions not having holstered weapons visible with 1.02 version
Other small fixes
Version 1.02
Fixed positioner not saving values more than once
Fixed moved holster values resetting to default after entering some furnitures, for example power armor
Fixed crash when telling companions to get out from power armor
Fixed guards having duplicated weapons both in hands and on back
Added support for BSSubIndexTriShape nodes
Other small fixes
Version 1.01
Fixed positioner not saving positions in some scenarios
As we all know, for Fo4 Bethesda decided to remove physical appearance of holstered weapons on characters, now when a weapon is holstered it's just vanished in the air. This mod is dynamic engine-level system that brings that feature back from previous fallout games.
The dynamic nature of this mod allows for it to just work on any weapon, including any mod as long as they are consistent with the implementation standards of vanilla weapons
No .esp – This mod is a full f4se plugin, that means it won’t take a slot up in your load order
Customizable – Various customization options are available that can be set via an .ini, and a powerful ingame tool – the Positioner. Read more about all customization options here
NPC support – holstered weapons are visible on human NPCs as well
Just works – you don’t need to do anything additional other than just installing it
For direct questions, suggestions and bug reports (if you find any) you can join my discord: https://discord.gg/2SgPMns
Install like any other mod, make sure both mod .dll and .ini files are in your F4SE/plugins folder.
If you make changes in the .ini, when updating, make sure you backup your .ini file, so you can then restore your customization options.
Of course, the mod requires f4se and game to be launched from f4se launcher (f4se_loader.exe).
Unfortunately there was no magic involved in this mod, that means there are some limitations and other information that you should keep in mind.
There will be clipping. There’s lots of clipping in vanilla Fallout 4 and there was lots of clipping with holstered weapons in previous Fallout games. There is no mechanism in the engine to completely eliminate it. But this mod does various things to avoid it as much as possible.
It takes into account the character’s weight
It includes an ingame tool, the Positioner, that allows you to manually move around weapon holsters from ingame. Read more about it here
In future versions, It will take into account values from Weapon Adjust armor addon box, that was present in Fallout 4 Creation Kit but its never used. Like skyrim, for this mod Weapon Adjust value will be the distance of the holster from that particular armor addon
Big guns aren’t displayed by default when holstered, they just have too much clipping. There’s an option to enable it, but use it at your risk.
Holstered Weapons don’t appear on Power Armor and on any non human character.
Mod doesn't guarantee to work on every released weapon mod. If its implementation contains something thats not charasteristic for vanilla weapons, there may be issues
If you are starting a new game, make sure you save and load at least once. Mod needs to detect save load to start functioning properly
shad0wshayd3, expired6978, po3, Ryan (SniffleMan) – explaining some reverse engineering and the way some engine stuff works
metamoth741 - Additional help
Lots of people from F4NV and The Bone Zone servers – Testing and moral support. The moral support I received from both servers was the thing that really made this mod possible.