@pseudoBug Sorry for being so slow to respond, again. This time I've just been preoccupied with other things. School issues, social shenanigans, etc. I'll spare you the details. I actually understand this part already, and I also already use Proper Length Arrows when playing female characters, so no problem there. What I am going for ultimately, is a complete all-in-one fix for the issue. What I was thinking (and bear in mind I'm mostly going off of what you've said about the meshes) is that a better solution might be to alter the arrow meshes so the 'origin point' was at the back of the arrow instead, then shift them so they line up with the hand properly from there. At that point, if I've got the first part right, one could scale up the right hand attachment node so that the arrows were the proper size without having any other issues (aside from the possible clipping with the hands and other weapons, like you mentioned before). Thoughts? Am I making sense here, or is my lack of modeling experience showing? I have little idea who easy or difficult this would be, so let me know if it's totally impractical. Anyhow, even if this won't work, we've all heard the CK is on track for a Tuesday release, so maybe solutions we haven't considered will be available soon. PS I realize now that I may be describing the same thing that you are at the end of the second quote. I wasn't quite sure what you meant by "shift all of the arrow meshes." Shift them in what way?