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Classic Holstered Weapons and the Stranger's Gun?

Doctor Zeebs

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I use a mod called Classic Holstered Weapons which makes your equipped weapon appear on your character when sheathed/holstered like in Fallout 3/New Vegas. It works with weapons added by other mods without the need for patches and even works with npcs. The problem is that the Stranger's outfit is scripted to show his gun in the outfit's holster when it's holstered, so the end result is that it looks like he has two guns strapped to the right side of his waist. Luckily CHW has an exclusion list in its .ini file that allows you to prevent holstered weapons from appearing on a character, but it requires the weapon's Form ID. Does anyone know the Form ID of the Stranger's laser revolver? I don't want him having two of the same gun hovering next to each other, since it looks ridiculous.
 
Open console click his gun see id ? Pretty sure he functions like a normal follower where if you pull a weapon he will pull his. I’m sure somebody else may have it already though.
 
Open console click his gun see id ?
You would need something like Better Console to get the BaseID.

The only other way I can think of is searching for the weapon record in CK or FO4Edit. I would assume its listed in the inventory of the actor record.
 
You would need something like Better Console to get the BaseID.

The only other way I can think of is searching for the weapon record in CK or FO4Edit. I would assume its listed in the inventory of the actor record.
That’s was my 2nd idea but so many records to look through was hoping console commands would work.
 
The fact that literally everything is a weapon in SS2 (long story) complicates things, and for some reason, the ID didn't show up in a search for the string "Jake" despite his name appearing in the gun's name, but oh well: I found it. =)

@XxA1xX @Doctor Zeebs
To prevent Jake having 2 guns stuck to his leg (not to be confused with The Two Jakes):
  • Go into <your Fallout 4 install directory>\Data\F4SE\Plugins\
  • and edit the file ClassicHolsteredWeaponsConfig.ini
  • Append this line to the end of the file:
    ExcludedWeaponFormId_44=SS2.esm|020BC0
    (Note the _44 at the end of the directive name there, it's not just "ExcludedWeaponFormId")
  • Save the ini file
  • Play game
  • Profit!
Side note: only after finding the weapon and going into the INI file did I see that apparently you can exclude NPCs as well as weapons..... so it would also work to exclude Jake himself from the system. But I doubt he's going to get a different weapon any time soon, so it probably doesn't matter in this case.
 
Last edited:
  • Go into <your Fallout 4 install directory>\Data\F4SE\Plugins\
  • and edit the file ClassicHolsteredWeaponsConfig.ini
  • Append this line to the end of the file:
    ExcludedWeaponFormId_44=SS2.esm|020BC0
    (Note the _44 at the end of the directive name there, it's not just "ExcludedWeaponFormId")
Hello, 2021. Yeah that's right I just had to search the forums for my own post to remember how to fix this. And reading it again I see I made a brainfart (I was tired it was late... look there were reasons). It of course makes no damn sense to call Jake's gun a "44" that's just an example in the file.
This line works, for example:
ExcludedWeaponFormId_JakeLaser=SS2.esm|020BC0

Updating this for anyone else searching / finding "Jake laser classic holstered weapons exclusion fix" in 2023 since I just tried excluding Jake himself, and it failed. So it looks like using the gun is the better idea after all.
 
Thank you for the additional info. I did try to exclude Jake a while ago and it wouldn’t work. Seems like the weapon was the right approach after all!
 
Hello, 2021. Yeah that's right I just had to search the forums for my own post to remember how to fix this. And reading it again I see I made a brainfart (I was tired it was late... look there were reasons). It of course makes no damn sense to call Jake's gun a "44" that's just an example in the file.
This line works, for example:
ExcludedWeaponFormId_JakeLaser=SS2.esm|020BC0

Updating this for anyone else searching / finding "Jake laser classic holstered weapons exclusion fix" in 2023 since I just tried excluding Jake himself, and it failed. So it looks like using the gun is the better idea after all.
Funnily enough I just came looking for this exact post, so this late update is much appreciate:agree:
0:D
 
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