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.
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
TAG: fashionist_aw_axe2h
Standard slot(s): Back (Pointing Right)
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.
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.
TAG: fashionist_aw_dagger
Standard slot(s): Hip Left and Hip Right
Alternative slot(s): none
TAG: fashionist_aw_dual
Standard slot(s): Back (Pointing Right) and Back (Pointing Left)
Alternative slot(s): Hip Left and Hip Right
TAG: fashionist_aw_fistweapon
Standard slot(s): Hip Left and Hip Right
Alternative slot(s): none
TAG: fashionist_aw_hasta
Standard slot(s): Back (Pointing Left)
Alternative slot(s): none
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…
TAG: fashionist_aw_javelin_offhand
Standard slot(s): Back (Pointing Right)
Alternative slot(s): none
TAG: fashionist_aw_javelin_shortened_offhand
Standard slot(s): Hip Left
Alternative slot(s): Hip Right
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
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.
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.
TAG: fashionist_aw_spear1h
Standard slot(s): Back (Pointing Left)
Alternative slot(s): none
Tag: fashionist_aw_spear2h
Standard slot(s): Back (Pointing Left)
Alternative slot(s): none
TAG: fashionist_aw_sword_offhand
Standard slot(s): Hip Right
Alternative slot(s): Back (Pointing Right)
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!
TAG: fashionist_aw_sword2h
Standard slot(s): Back (Pointing Right)
Alternative slot(s): Back (Pointing Left)
TAG: fashionist_aw_throwingaxe
Standard slot(s): Hip Left
Alternative slot(s): none
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
TAG: fashionist_aw_hatchet
Standard slot(s): Hip Left
Alternative slot(s): none
TAG: fashionist_aw_multitool
Standard slot(s): Hip Left
Alternative slot(s): none
TAG: fashionist_aw_pick
Standard slot(s): Hip Left
Alternative slot(s): none
TAG: fashionist_aw_sickle
Standard slot(s): Hip Left
Alternative slot(s): none
TAG: fashionist_aw_skinningknife
Standard slot(s): Hip Left
Alternative slot(s): none
TAG: fashionist_aw_torch
Standard slot(s): always hidden
Alternative slot(s): none
Note: Hidden for now but maybe visible in the future.
[…] can use item tags to control which category a weapon belongs to (see the detailed description under Fashionist – Attached Weapons for Mod Weapons). If there are no item tags on a weapon, no matter if base game or mod weapon, a fallback mechanism […]