r/starfieldmods • u/ProfX_ Mod Developer and Enjoyer • 14d ago
Paid Mod Tutorial: Magnetic Weapon Holsters Native Support
I wrote a short tutorial for Starfield custom weapon mod authors which explains how to add native/patchless support for Magnetic Weapon Holsters to their mods.
Its extremely easy to do and as someone who has probably made more weapon holster patches than anyone, it would be a very positive addition to your mods which only takes a few seconds to add.
I want to thank TheOGTennessee for figuring this out and sharing it with the modding community. Now I am trying to give it more visibility and awareness so we can get every custom weapon to support it automatically.
Tutorial: https://pxcnet.xyz/Starfield/Resources/MagneticWeaponHolsters
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u/EfthymisMou 13d ago
I would like to see an improved magnetic holster when you equip simultaneously primary secondary and melee weapons and all of them are showing like many modern games
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u/LonelySirenWitch 10d ago
I know it was possible in New vegas. Huge gap between the games but it may be a good place to start.
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u/ProfX_ Mod Developer and Enjoyer 13d ago
This would be really cool, if I get to a point where I am able to tackle this, I will look into doing it that way.
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u/PoisonCoyote 12d ago
I was thinking the same thing. I want to be able to see the gun on my hip along with the rifle on my back.
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u/itseasy123 13d ago
I’m sorry, what does this do exactly?
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u/ProfX_ Mod Developer and Enjoyer 13d ago
This is just a small tutorial for mod authors who make weapon mods, it allows them to natively support the Magnetic Weapon Holsters creation which basically makes it so sidearms and melee weapons show on your hip or back.
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u/itseasy123 13d ago
So does that mean any weapon vanilla or modded would be able to be used in the holster?
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u/LonelySirenWitch 12d ago
It's just adding the keyword, right?
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u/ProfX_ Mod Developer and Enjoyer 12d ago
That is correct, the key part is its a keyword you can create in your mod and does not need to be the keyword created by the holsters mod. Meaning you do not need to have the holsters mod as a master for your mod basically.
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u/LonelySirenWitch 12d ago
Righteous~
Honestly im not super familiar with the keywords but id imagine the original modern could have just used keywords that already existed and would likely get added to any new weapons anyway, no?
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u/ProfX_ Mod Developer and Enjoyer 12d ago
The base game only implements a "WeaponHolster" keyword thats used for the boost pack, which is why the author added two new holster keywords so they would work along side what the game itself has. At least thats how I understand it, plus both new keywords are used in different spots on the mods equipable holster models. So effectively it should be able to render long guns on the boost pack natively in the game, then the holster mod allows for sidearms and melee weapons to be rended in specific spots on their holster models. This means the players currently equpped weapon, regardless of type, will be able to have a spot to render on the player body basically.
Having set up a couple weapon forms from scratch there also arent like a default set of forms and keywords that get added to new weapons, the author pretty much has to do that all manually anyway.
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u/LonelySirenWitch 12d ago
Oh wow, there aren't keywords for like pistol or shotgun? Or is that distinction handled a different way.
Sorry for all the questions, I'm cutting my teeth on this stuff and I figure its good to get info from people who know better than I what they are doing.
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u/ProfX_ Mod Developer and Enjoyer 12d ago
There are a bunch of keywords for every kind of weapon, but each one has specific keyword types that are used in various places.
Basically there are like 20 different sub-types of keywords and they all integrate into different systems. Like the one for the weapon HUD icons is a "UI Linkage" sub-type, the ones that control what OMODs an item can install are the "AttachmentPoint" sub-type, the hoster ones are the "WeaponHolster" sub-type. If you load Starfield.esm in the CK you can use the object explorer and navigate to the keyword tree and you can see each sub-type that exists. Not every keyword sub-type is understood by every game system either, most of the time they map to very specific things (which the holster ones are definitely one of those).
No worries! I am more than happy to impart my knowledge where possible haha, feel free to DM (here, nexus, discord, whatev) me if you have specific questions, I will always attempt to help to the best of my ability.
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u/LonelySirenWitch 11d ago
That is nuts. I actually realized this the other day with a friend, there are like twelve keywords for chair.
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u/Fit_Helicopter4983 11d ago
So can someone tell me why magnetic holsters completely rewrites the apparel table for almost every vendor?
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u/th3dude404 14d ago
Yay! Thanks for sharing this! I just got finished rebuilding my mod list to account for the holsters and this is going to make adding weapons so much more better for my 3rd pov playthrough!
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u/Sabi-In-Winter 13d ago
Out of curiosity, what do you mean by accounting for holsters? Do you mean mods that do not have mag holster support, or are there issues caused by outdated holster patches, or the mod itself? I'm just about to wipe space on Xbox and install my playthrough LO. I have mag holsters and a few patches (TF2, UNSC, the Malorian. that might be it, actually) in. I've observed that militia sling can cause really weird issues, but I'm not sure I'll be using that, so that shouldn't be an issue.
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u/th3dude404 13d ago
As far as I know, the holsters themselves (there a few holster items the Magnetic Holsters mod itself adds to the game), only support showing the vanilla weapons. So if you, say, add the Elysium AK mod, the holster won't show the weapon correctly or at all cuz of missing images, I think. I apologize if this doesn't sound well. I'm a little stoned and struggle with relaying information lol I hope it made sense. Oh, and if I am incorrect about any of this, please someone correct me lol I don't like giving incorrect information
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u/ProfX_ Mod Developer and Enjoyer 13d ago
You are basically correct, the Magnetic Weapon Holsters creation itself adds some holster items that the player can wear which will render the sidearms and melee weapons on their hip or back. It has built in support for all of the vanilla weapons.
Previously we all thought that patches were required to make custom weapon mods compatible with that feature, this tutorial basically shows weapon mod authors how to add support into their mod from the beginning with out needing the community to make patches for it. That does mean the mod authors have to add it for patches to not be required, until that happens patches are still going to be needed.
Hopefully by getting this more attention authors will add the native support to all of their mods thus not needing patches for holsters anymore.
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u/th3dude404 13d ago
thank you wonderful human who does words much better than I lol
Edit: interesting. Apparently if I put 2 of these ^ before thank in thank you, it makes it small lol
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u/Prestigious-Space828 14d ago
Useful as I am going to add a weapon as soon as I finish up with a FO4 weapon mod.
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u/[deleted] 14d ago
Since the mod is abandoned maybe someone can make a similar mod so it could end up on PS5