Fashionist – Mod Weapons

How and where a weapon is displayed depends for Fashionist mainly on the Weapon Type and Weapon Arche Type from the item datatable. The combinations supported are those used by Funcom. Unfortunately, this information is not always sufficient to identify a weapon category unambiguously, because Funcom has duplicated some combinations: 

Sword / Two Handed is not only a two-handed sword, it is also used for katanas
Dagger / Two Handed is also used for Funcom’s dual wield weapons

In these cases, other aspects such as the Visual Object blueprint class (from the item datatable) is used to uniquely identify the weapon category. Since both variants are only of limited use for mod weapons, and some of them even more restrictive.

Fashionist supports item tags from version 4.1 on.

Item Tags

This feature was introduced with the Siptah update. It allows item-specific tags that are stored directly in the item datatable. These tags can be queried later on and allow a clear assignment of the modded weapon to the desired Fashionist slot(s), independent of the defined Weapon Type / Weapon Arche Type or the blueprints used.

Item Tags

For each weapon category there is a corresponding tag to tell Fashionist where (slot) and how (offset and rotation) the weapon should be displayed. In the following, the supported tags are listed, including some necessary additional information for each weapon category.

Fashionist Slots

Currently Fashionist knows 7 different slots, but not every slot is used or useful for every weapon/tool category. See details at the respective weapon/tool category. 

  • Back (Pointing Right) – StaticMesh
  • Back (Pointing Left) – StaticMesh
  • Hip Left – StaticMesh
  • Hip Right – StaticMesh
  • Back (Shield) – StaticMesh
  • Back (Bow) – SkeletalMesh
  • Hip Right (Binding) – SkeletalMesh => currently deactivated

Mesh Orientation and Pivot

Another important aspect is the orientation and position of the mesh. If this is different from the standard implementation it will not be displayed correctly in Fashionist without additional steps. At the moment there are no tags to handle such special cases, but if you are interested you can contact me and we will check the available options.

It is not recommended to control the position of the mesh via blueprints. The pivot point of the used mesh should be set correctly (according to Funcom specifications).

Fallback

If no item tags are found, a fallback implementation is used to determine the weapon category. This fallback mechanism is also used for all base game items, since there are of course no item tags to be found.

You can read a detailed description of the used fallback implementation here: Fahionist – Attached Weapons for Base Game Items

Categories

Fashionist defines the following weapon/tool categories:

Weapons

TAG: fashionist_aw_axe1h

Standard slot(s): Back (Pointing Left)
Alternative slot(s)
: none

Fashionist - Attached Weapons - Axe One-Handed

TAG: fashionist_aw_axe2h

Standard slot(s): Back (Pointing Right)
Alternative slot(s)
: none

Fashionist - Attached Weapons - Axe Two-Handed

TAG: fashionist_aw_bow

Standard slot(s): Back (Bow)
Alternative slot(s): none

TAG: fashionist_aw_chakram

Standard slot(s): Hip Left and Hip Right
Alternative slot(s): none

Note: This is currently more a work in progress. Hard to find a good spot even with the 3 chakram types from the base game.

Fashionist - Attached Weapons - Chakram

TAG: fashionist_aw_claws

Standard slot(s): Hip Left and Hip Right
Alternative slot(s)
: none

Note: To be honest, I don’t like it… hip is not the best place for the claws. They are way too big and always clip into the arms.

Fashionist - Attached Weapons - Claws

TAG: fashionist_aw_dagger

Standard slot(s): Hip Left and Hip Right
Alternative slot(s): none

Fashionist - Attached Weapons - Daggers

TAG: fashionist_aw_dual

Standard slot(s): Back (Pointing Right) and Back (Pointing Left)
Alternative slot(s): Hip Left and Hip Right

Fashionist - Attached Weapons - Dual Wield

TAG: fashionist_aw_fistweapon

Standard slot(s): Hip Left and Hip Right
Alternative slot(s): none

Fashionist - Attached Weapons - Fist Weapons

TAG: fashionist_aw_hasta

Standard slot(s): Back (Pointing Left)
Alternative slot(s)
: none

Fashionist - Attached Weapons - Hasta

TAG: fashionist_aw_javelin

Standard slot(s): Back (Pointing Left)
Alternative slot(s)
: none

Note: It’s literally the same as the category Spear One-Handed but in case someone wants to separate the two weapon categories…

Fashionist - Attached Weapons - Javelin

TAG: fashionist_aw_javelin_offhand

Standard slot(s): Back (Pointing Right)
Alternative slot(s)
: none

Fashionist - Attached Weapons - Javelin Offhand

TAG: fashionist_aw_javelin_shortened_offhand

Standard slot(s): Hip Left
Alternative slot(s)
: Hip Right

Fashionist - Attached Weapons - Javelin Shortened Offhand

TAG: fashionist_aw_katana

Standard slot(s): Hip Left
Alternative slot(s): none

TAG: fashionist_aw_lance

Standard slot(s): always hidden
Alternative slot(s): none

Note: There is simply no practical way to display a lance on a character.

TAG: fashionist_aw_mace1h

Standard slot(s): Hip Left
Alternative slot(s): none

Fashionist - Attached Weapons - Mace One-Handed

TAG: fashionist_aw_mace2h

Standard slot(s): Back (Pointing Right)
Alternative slot(s): none

Note: One more weapon category where it is impossible to make every weapon look good.

Fashionist - Attached Weapons - Mace Two-Handed

TAG: fashionist_aw_shield

Standard slot(s): Back (Shield)
Alternative slot(s): none

Note: The shield position is optimized for additional weapons, such as spear or sword, on the back. It is impossible to make every shield look good, so I stopped trying.

Fashionist - Attached Weapons - Shield

TAG: fashionist_aw_spear1h

Standard slot(s): Back (Pointing Left)
Alternative slot(s)
: none

Fashionist - Attached Weapons - Spear One-Handed

Tag: fashionist_aw_spear2h

Standard slot(s): Back (Pointing Left)
Alternative slot(s): none

Fashionist - Attached Weapons - Spear Two-Handed

TAG: fashionist_aw_sword_offhand

Standard slot(s): Hip Right
Alternative slot(s): Back (Pointing Right)

Fashionist - Attached Weapons - Sword Offhand

Note: not yet released!

TAG: fashionist_aw_sword1h

Standard slot(s): Back (Pointing Right)
Alternative slot(s): Hip Left

Note: No separate category for short swords!

Fashionist - Attached Weapons - Sword One-Handed

TAG: fashionist_aw_sword2h

Standard slot(s): Back (Pointing Right)
Alternative slot(s)
: Back (Pointing Left)

Fashionist - Attached Weapons - Sword Two-Handed

TAG: fashionist_aw_throwingaxe

Standard slot(s): Hip Left
Alternative slot(s)
: none

Fashionist - Attached Weapons - Throwing Axe

¹ added for Javelin Improved by Multigun – Steam-Link
² added for Legacy of Darkness Server Mod by GabrielNerevar – Steam-Link

Tools

TAG: fashionist_aw_binding

Standard slot(s): Hip (binding)
Alternative slot(s): none

Note: Currently deactivated because of crash reports with bindings.

TAG: fashionist_aw_cleaver

Standard slot(s): Hip Left
Alternative slot(s)
: none

Fashionist - Attached Weapons - Cleaver

TAG: fashionist_aw_hatchet

Standard slot(s): Hip Left
Alternative slot(s)
: none

Fashionist - Attached Weapons - Hatchet

TAG: fashionist_aw_multitool

Standard slot(s): Hip Left
Alternative slot(s)
: none

Fashionist - Attached Weapons - Multitool

TAG: fashionist_aw_pick

Standard slot(s): Hip Left
Alternative slot(s)
: none

Fashionist - Attached Weapons - Pick

TAG: fashionist_aw_sickle

Standard slot(s): Hip Left
Alternative slot(s)
: none

Fashionist - Attached Weapons - Sickle

TAG: fashionist_aw_skinningknife

Standard slot(s): Hip Left
Alternative slot(s)
: none

Fashionist - Attached Weapons - Skinning Knife

TAG: fashionist_aw_torch

Standard slot(s): always hidden
Alternative slot(s): none

Note: Hidden for now but maybe visible in the future.

Changelog

Added/changed with Fashionist 4.1.1 – not yet released!

  • new weapon category: Sword Offhand with the slots Hip Right and Back (Pointing Right)
  • new slots for Katana: Back (Pointing Left) and Back (Pointing Right)

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