
The only files overwritten are the Skeleton nifs for the character assets. Install the mod from the archive and position it to overwrite XP32 Maximum Skeleton Extended. I use Mod OrganizerĬhoose either the Default node mod file, or the SWP node mod file. I recommend the use of a mod manager app. I’ve always found i rather immersion breaking. The sheathing position for these weapons has been bothering me since 2011. I kind of imagine the character grasping the weapon by the haft just below the head and quickly flipping it over. Of course drawing animation does not change, but it’s not really too immersion breaking for me. I think a similar function can be achieved though racemenu for the character, but this mod also effects NPCs if you set them to use the modified node for two handed axes/hammers through the XPMS Styles menu.Īlso, since they are separate nodes, this does not effect great swords sheathing position. Haft hangs down instead of sticking up 3 feet above the characters head. I modified the two handed axes/hammers node to change the position so the the head of the weapon rests near the shoulder and the

I was messing with the XPMS Maximum 32 extended skeleton and noticed that the two handed swords and two handed axes/hammers have separate

This mod requires XP32 Maximum Skeleton Extended, and all related requirements for that mod. Modification of XP32 Maximum Skeleton Extended skeleton meshes for better placement of “sheathed” two-handed axes and hammers. Better Placed Battle Axes and War Hammers on Back XP32 Extended
