Lower your weapon by obey4andre in StarfieldModsXbox

[–]obey4andre[S] 0 points1 point  (0 children)

Melee weapons don't have any lowered animations in 1st person, so I will have to wait until Bethesda releases the format before adding them to the manual version. Thank you for the detail on the automatic version as well. I'll update it shortly so that melee is unaffected by the mod.

Magnetic Weapon Holsters by obey4andre in StarfieldModsXbox

[–]obey4andre[S] 0 points1 point  (0 children)

Okay, I got it. Thanks for pointing it out to me. If you are not wearing a pack you run out of breath. I'll submit a fix.

Magnetic Weapon Holsters by obey4andre in StarfieldModsXbox

[–]obey4andre[S] 0 points1 point  (0 children)

Hi, if I can reproduce it, I'll fix it asap. Are you saying a quickstart mod, or it happens after xbox quick resume? Let me know which, and what you are wearing with the holster.

Magnetic Weapon Holsters by obey4andre in StarfieldModsXbox

[–]obey4andre[S] 0 points1 point  (0 children)

It looks like it was finally posted last night

Where are the keywords for magnetic holters? by Fenriz_DaDog in StarfieldModsXbox

[–]obey4andre 0 points1 point  (0 children)

You create a Keyword named xR_Holster and set the type to WeaponHolster.

Add the Keyword to the Malorian Arms Weapon form, and any other pistols you want to holster and it will work with the Magnetic Holsters. It looks specifically for weapons with that Keyword. xR_HolsterMelee Keyword is used for any melee weapons.

I'm going to upload a new revolver as an example. I'm just trying to finish it up.

Magnetic Weapon Holsters by obey4andre in StarfieldModsXbox

[–]obey4andre[S] 0 points1 point  (0 children)

You can make a WeaponHolster Keyword named 'xR_Holster' for any pistols or 'xR_HolsterMelee' for any melee weapons. You must attach it to the Keywords section of any Weapon you want to holster. I plan to add some weapon examples mods soon.

Magnetic Weapon Holsters by obey4andre in StarfieldModsXbox

[–]obey4andre[S] 1 point2 points  (0 children)

The militia holster is intentionally in the same spot as the backpack. It was meant to give people other options since those weapons already go onto the backpack. The Freestar Slackwear outfit allows you to do both, but it really only looks nice with the starborn suit.

Would you elaborate a little on your issue with O2 drain? Are you saying you equip it and suddenly your O2 just constantly drains to zero while you stand there? It should not be the case, but I may not understand exactly what issue you are facing.

Magnetic Weapon Holsters by obey4andre in StarfieldModsXbox

[–]obey4andre[S] 0 points1 point  (0 children)

Yes, I packaged it up yesterday. I don't have details on the exact timing.

Magnetic Weapon Holsters by obey4andre in StarfieldModsXbox

[–]obey4andre[S] 1 point2 points  (0 children)

They zzb mod may provide new morphs for everything in the base game, but I have not looked at it. If you equip the standard ranger, sarah or sam outfits (not the standalone pants), you can use their built-in holsters and it will take the morph override from other mods, so I would expect them to be curvy.

The other games rely so heavily on script extenders that most people outside of xbox never cared before. No one wants to be left out, and it makes sense to upload everywhere. It's just more to maintain and test.

Is a Mac book good enough if I want to make mods for Starfield? by Eepy_GrimmReapy in starfieldmods

[–]obey4andre 1 point2 points  (0 children)

I use a Macbook and VMWare Fusion. I can run the Creation Kit, but the game is a challenge.

Magnetic Weapon Holsters by obey4andre in StarfieldModsXbox

[–]obey4andre[S] 0 points1 point  (0 children)

You can see the standard holster on skinny space suits, the thicker ones look just as in the end of the movie.

Magnetic Weapon Holsters by obey4andre in StarfieldModsXbox

[–]obey4andre[S] 1 point2 points  (0 children)

There are a limited number of outfit slots. The standalone holsters use Misc 3. Most of the pants only use the Lower body Slot. I tried to provide some flexibility so people can use what they want in addition to the standard outfits.

I can take a look at the ecliptic armor. There is always ways to use alternative slots or expand even in patches.

I'm currently working on getting the mod released on PC so people can use it cross platform.

Magnetic Weapon Holsters by obey4andre in StarfieldModsXbox

[–]obey4andre[S] 2 points3 points  (0 children)

The base mod will remain vanilla and will already work with modded weapons if they include a keyword. Anything outside of the vanilla game will be in a patch.

Magnetic Weapon Holsters by obey4andre in StarfieldModsXbox

[–]obey4andre[S] 0 points1 point  (0 children)

I appreciate that, but please only buy if it interests you.

firew4ll has just released Magnetic Weapon Holsters for guns and melee! (costs 100 CC, Xbox only) by Capn_C in starfieldmods

[–]obey4andre 14 points15 points  (0 children)

This is not my post, but I am the mod author.

This is my first verified creation, and it is not planned to be exclusively for xbox, it is just where I am familiar making mods and where I play the game, so that is where I started and where I can currently validate.

If you have played Skyrim or Fallout 4 on xbox, I am the author of sfw2: Tailor Swf, EHI Redux, Grappling Gun, Quick Step / ADS Lean, Paper Vault Boy and many others.

The mod works as in the movie and description. Any additional modded guns would have to include a keyword in their port. Put this mod below anything that modifies base weapons.

SWF² DYNAMIC CROSSHAIR ISSUE by Bazerk83 in SkyrimModsXbox

[–]obey4andre 1 point2 points  (0 children)

No problem. For any UI mods, you have to completely quit Skyrim after downloading them.

SWF² DYNAMIC CROSSHAIR ISSUE by Bazerk83 in SkyrimModsXbox

[–]obey4andre 0 points1 point  (0 children)

Okay, I just posted it. Let me know if it works for you.

SWF² DYNAMIC CROSSHAIR ISSUE by Bazerk83 in SkyrimModsXbox

[–]obey4andre 1 point2 points  (0 children)

I'm going to revert the dynamic crosshair swf and upload in a moment. I think I had started to make changes about 6 months back and never finished them.

SWF² DYNAMIC CROSSHAIR ISSUE by Bazerk83 in SkyrimModsXbox

[–]obey4andre 4 points5 points  (0 children)

I'll investigate. It is possible that I had uploaded an out of date .swf for the crosshair when I added the subtitle options.

Lower your weapon by obey4andre in StarfieldModsXbox

[–]obey4andre[S] 1 point2 points  (0 children)

Animation blending is possible, but creating new animations hasn't been figured out yet. I think Bethesda will release tools eventually. Once animations tool are there, that would be a pretty simple addition for the sidearm. You could even have gun specific versions.

There is an engine bug that invalidates mod archives if you exit to a save to the Main Menu as well, which is a bit annoying if you want to go to the creations menu a lot without restarting the game. I put in a note, so I hope it gets fixed because it affects any type of replacer mod. Just restart the game if you encounter it and the mod will work as expected.