How do I use CustomGrip in Thienbao2109's FE Gun Kit?

I’m trying to figure out how to use the CustomGrip for this gun kit. I’m using a CustomGrip because I want the tool to be free from the right arm and not weld to it.

First of all, I named the handle “GunRoot” and used the name GunRoot in the animating process (using the default animation editor). I disabled RequiresHandle for the tool. I then enabled “CustomGripEnabled” in the tool’s settings and also put the CustomGripPart0 on the torso instead of the right arm.

CustomGripEnabled = true; --NOTE: Must disable "RequiresHandle" first
	CustomGrips = {
		[1] = {
			CustomGripName = "GunRoot";
			CustomGripPart0 = {"Character", "Torso"}; --Base
			CustomGripPart1 = {"Tool", "GunRoot"}; --Target
			AlignC0AndC1FromDefaultGrip = true;
			CustomGripCFrame = false;
			CustomGripC0 = CFrame.new(0, 0, 0);
			CustomGripC1 = CFrame.new(0, 0, 0);	
		}

When I tested it, the tool broke I guess. I did the equip animation, but it wouldn’t fire, reload or do anything else, it was just stuck on the torso now.

ezgif-6d7cbf4ad1611173

Help would be appreciated because I’m stuck in this situation.

2 Likes

i cannot tell from this video alone at all, it looks like ur idle anim isn’t even looped which is what i see rn, what does the output say though when you first equipped???

Hello, sorry for the late reply. My idle animation is looped and I set the priority as Action (for some reason, the Movement priority didn’t work when I made guns a few months ago for a different game, and Action worked for idle stuff)



also this is the contents of the output. From what I understand, some of the sounds in the gun kit failed to load, which isn’t really my issue. The others, I don’t really understand

From what you’ve described, it sounds like the tool is being attached successfully, but the gun framework is no longer able to find or use the expected parts. That’s why the equip animation plays but firing, reloading, and other actions stop working.

A few things to check:

  1. Many gun kits assume the tool is attached to the right hand/arm.
    Even if CustomGripEnabled lets you weld the tool somewhere else, the scripts may still:
  • Read the handle’s world position.
  • Expect the gun to move with the right arm.
  • Use the arm’s Motor6D for aiming or recoil.
  1. RequiresHandle = false changes tool behaviour.
    A lot of gun kits were written assuming there is still a Handle. Disabling it can break:
  • Equipping logic
  • Remote events
  • Animation markers
  • Internal references like Tool.Handle
  1. Changing CustomGripPart0 to the torso may interfere with the framework.
    The animation system may expect the weapon to be parented to the arm while the character animation moves it. If it’s welded to the torso instead, the scripts that calculate muzzle position or recoil may no longer work correctly.

About your configuration

Your configuration itself looks syntactically reasonable:

CustomGripPart0 = {"Character", "Torso"}
CustomGripPart1 = {"Tool", "GunRoot"}

but whether it works depends entirely on how the gun kit is implemented.

Things I’d verify

  • Does GunRoot actually exist inside the Tool?
  • Is GunRoot a BasePart?
  • Is GunRoot the part the scripts expect to act as the handle or root?
  • Are there any errors in the Output window when equipping or firing? Those are often the quickest clue.

One likely issue

If this is an existing FPS/gun framework (ACS, FE Gun Kit, Raycast Hitbox, etc.), it may have hardcoded references like:

local Handle = Tool:WaitForChild("Handle")

or

Tool.Handle.CFrame

With RequiresHandle = false and no Handle, those scripts either error or silently stop functioning.

If your goal is simply “don’t weld the gun to the right arm”

Instead of removing the handle entirely, it’s often better to:

  • Keep a Handle so the tool framework continues working.
  • Make the Handle invisible/non-collidable if needed.
  • Use constraints or additional welds to position the visible gun model however you want.
  • Or modify only the visual model while leaving the logical handle intact.

That preserves compatibility with most gun kits.

yeah you’re supposed to delete that folder (FE Weapon kit) after gathering what u need, it’s conflicting with the option you choose so thats why

well it fixed the long list in the output but not the issue itself
image

ok so once you enabled CustomGrip, you’ll also have to change the list of handle to match what you have in the settings index 1 so that it recognizes, this should be done everytime you make a new gun

in this case u name the handle to “GunRoot”, this is what the gun kit wants to find

1 Like

It actually helped! Thank you so much!

ezgif-55fd91055659809b

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