
esp file to the other, or if you decide to remove the mod. It works here to add the walk speed fix as well as keep you from having trouble if you switch from one. The master file is called Arbitration – Resources.esm – I plan to use it for aspects of my gameplay mod. esm file that comes with it into your data folder.

If you are in cover and then spin around while otherwise standing still (without moving) your weapon won’t raise – I had this fixed but then spinning into cover would raise the weapon, so I picked the lesser of two evils. Aim out of cover once and it’ll go back properly. So if you run into a wall and keep running for a second your weapon may raise up. I had to use movement conditions to get this to work properly (or once you lowered your weapon you’d go into cover and it would raise back up). Button Lowered Weapons – Auto Raise from Cover.esp – Weapons raise back up when you leave cover. Button Lowered Weapons.esp – Weapons stay lowered when you leave cover. Do not use with Controllable lowered weapons.ġ. Having this file there was confusing for everyone. Uploading separately after a week of research and testing. Originally from Controllable Lowered Weapons in my AI/Stealth/gameplay mod, ARBITRATION. The lowered animation plays correctly when you walk. Unsheathe as normal.Īll actions that require sheathing (accessing certain workshops, terminals, power armor) work correctly. If your weapon is already lowered, press it again to sheathe.

In the case of slots not used in vanilla game, this guide indicates the reference usage that has been set by consensus between modders.Button Lowered Weapons – First and Third Person

Some of them are already used by Bethesda. This guide includes all the body slots available for armours in Fallout 4 and their standard usage.
