--- tags: Witcher 3 --- # How to make custom scabbards *by munchyfly* ( [Nexus](https://www.nexusmods.com/users/5320603) | [Carrd](https://munchyfly.carrd.co/) ) </br> This is using Blender and how I did it. This is what I did with my weapons mods that use custom scabbards. This is, by no means, the only method out there. It is just the one that works for me. If you find a better one, great. Have at it. At the time I made this tutorial, Next Gen had not come out. If this process works for NG, great. </br> :::danger This tutorial does not cover how to model a custom scabbard. ::: :::danger This tutorial assumes you know how: </br> - To export and import w2meshes using either W3Oven or Wolvenkit - To edit mesh XMLs - To add scabbards to weapons - You know where to find scabbards in the game files ::: :::danger Don't forget to install the [FBX patch](https://www.nexusmods.com/witcher3/mods/8105). ::: :::info Credits: - [**Amasiuncula**](https://www.nexusmods.com/witcher3/users/68662913) for the Weight Transfer settings - [**ScoutBr0**](https://www.nexusmods.com/witcher3/users/6893705) for the LOD info. ::: </br> --- </br> 1) Import a vanilla scabbard. :::info <u>Steel scabbards:</u> use a vanilla steel scabbard <u>Silver scabbards:</u> use a vanilla silver scabbard ::: </br> Remember to tick these two settings when importing: <center><img src="https://i.imgur.com/zJjrbZC.png"/></center> </br> 2) Keep only the **Mesh_lod0**. You can delete the rest safely. Rename it to something else, like *"scabbard"* or whatever you like. You can also rename it's materials or remove them completely. Your choice. Won't matter since this scabbard is only being used as a reference. </br> 3) Import your custom scabbard. :::warning If you imported a custom mesh that has extra modifications: - If it already has an Armature, *Object > Parent > Clear parent and keep transformation* - Delete the Vertex Groups on the custom scabbard - Remove the Armature modifier - Delete the Armature that came with the custom scabbard - If your imported mesh has more than one LOD, keep only the highest one (usually 0) and delete the rest. ::: </br> 4) Rename it to **Mesh**. <center><img src="https://i.imgur.com/a5uI0Av.png"/></center> </br> 5) Rename the Material(s) to the **exact same name** as the XML you are using. </br> 6) Try to align and position your custom scabbard as best you can with the vanilla one. </br> 7) Select the vanilla scabbard > CTRL + Select the custom scabbard </br> 8) Go into *Weight Paint Mode > Weights > Transfer Weights*. At the bottom of the screen, there should be a small window. Use these settings: <center><img src="https://i.imgur.com/gaMFO8m.png"/></center> </br> If you did it right, there should be new Vertex Groups in your custom mesh. </br> 9) Delete the meshes for the vanilla scabbard </br> 10) In *Object Mode*, select the custom scabbard > CTRL + Select the Armature (not the one with a green person, the orange icon one) </br> 11) Object > Parent > Object (Keep Transformation) </br> 12) Add an *Armature* modifier and point it to the Armature. </br> 13) Go into Blender File view mode in the outliner and remove any extra Meshes and Armatures <center><img src="https://i.imgur.com/o7UJORx.png"/></center> </br> You should have something like this: <center><img src="https://i.imgur.com/R21Df6F.png"/></center> 14) Once your done with that, Export the mesh with these settings: <center><img src="https://i.imgur.com/XnsDGxQ.png"/></center> </br> 15) Import your mesh using W3Oven or Wolvenkit. I personally prefer Wolvenkit. Your choice. </br> 16) Test it out in-game. </br> :::warning You will most likely not get it right the first time. If that happens.. </br> - Go back to Blender - Remove the Armature modifier on all the meshes - Select all - Position them again - Re-add the Armature Modifier to all the meshes - Export - Import again - Test it out </br> Positioning scabbards is a guessing game. You will have to repeat these steps again until you position the scabbard and it's aligned to the sword (as well as it can be). There is no way around this. :::