Fallout 4
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Murielkai

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Murielkai

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About this mod

The last helmet hiding mod you should ever need. Comes in lots of flavors and is completely modular. The Spiritual successor to "Hide Helmets" by Groxor, a popular but abandoned helmet hiding mod. Made specifically with "Commonwealth Cuts" in mind, fully compatible with "Armorsmith Extended" and has a money back guarantee

Requirements
Permissions and credits
Changelogs



The last helmet hiding mod you should ever need, hopefully (ever is a long time). Comes in lots of flavors and is completely modular, all of the different files can be used together or independently. It is also the spiritual successor to Hide Helmets by Groxor, a popular but abandoned helmet hiding mod. Before the Zeta's abducted Groxor he was talking about updating his mod and there were several requests in his comments section that I have included in version 2.0. I will continue to try to take requests and keep everything updated in the future.

This mod was made specifically with Commonwealth Cuts in mind, since many of the hairs from that mod show through helmets and unfortunately there is nothing that can be done about it (at least until now). Version 2.0 is fully compatible with Armorsmith Extended so no more nerfed helmets for AE users! And lastly this mod has a money back guarantee! Or rather... an endorsement back guarantee, heh.


If you like this file then ENDORSE it!




"Hide Helmets 2.0" comes in several modular versions


Hide Helmets v2.0 - Standalone (Main File)

A standalone version that is compatible with Legendary Modification but not compatible with Armorsmith Extended. Do NOT use this version if you use Armorsmith Extended. This version adds 16 craftable helmets and 5 craftable power armor helmets to the Chemistry Station under the "UTILITY" menu. Each item requires one Stealth Boy to craft (I felt this helped with immersion). No changes are made to vanilla helmets or NPC's in any way.


Hide Helmets v2.0  - AE Version (Main File)

The RECOMMENDED version that REQUIRES Armorsmith Extended. "Hide Helmets v2.0  - AE Version" is compatible with Legendary Modification and it is recommended that you install it (because it's an uber mod) but not necessary. This version adds 16 craftable helmets and 5 craftable power armor helmets to the Armorsmith Workbench (not the Armor Workbench) under the "HEADGEAR - HATS" menu. Each item requires one Stealth Boy to craft. No changes are made to vanilla helmets or NPC's in any way.


Hide Helmets v2.0 Replacer - AE Version

The main replacer mod that conceals vanilla helmets so that they do not visibly appear on NPC's wearing them. This mod replaces many but not all helmets. Some were left untouched for a reason, such as the Miners Helmet with the light on top or the unique "Tinkerer's Helmet" which is only on a few characters in game. NOTE: If you use this and are still concerned about raiders wearing sack's over their heads then download "Hide Hats" also. Please be aware that no DLC helmets will be affected by this file. REQUIRES Armorsmith Extended.


Hide Power Armor Helmets v2.0 Replacer - AE Version

For the people who were leaving comments on Groxor's original mod's page about wanting to see NPC's faces when wearing Power Armor. This file replaces the vanilla power armor helmets with concealed versions and affects all NPC's wearing them. The Raider, T-45, T-51, T-60, and X-01 power armor helmets are altered. No DLC helmets will be affected by this file. REQUIRES Armorsmith Extended.


Hide Hats v2.0 Replacer - AE Version

Finally, for those who really wanna admire Bethesda's ugly mugs at every possible opportunity... This file will remove the majority of the hats seen in-game by rendering them invisible. I said "majority" mind you, not all hats are removed. Hats worn by important NPC's such as Piper, Hancock, Valentine, etc were left untouched. Also, hats that were worn by children or only a couple of NPC's were not modified. If there is a specific hat you would like removed let me know and I will look into adding it. No DLC helmets will be affected by this file. REQUIRES Armorsmith Extended.









My Mods









- PLEASE NOTE -


1. For this mod to work all of the altered helmets have to have their "hair" slots removed, so you will be able to equip other helmets/hats/caps that use ONLY the hair slot while wearing a "Concealed" helmet. It is not a bug, it's just how were gonna roll, cool? So it's up to YOU to not cheat and wear two hats should you come across one that stacks.

2. If you use the "AE Versions" or replacers you may notice some of the "Concealed" helmets remove the eye-slot item you have equipped and some do not. This is not a bug, look closely in the Armor Workbench menu and you will see that some of the hidden helmets have "Eye Mod" option, catching on yet? This is so two items with eye-wear mods cannot be equipped at the same time.

3. This mod was created using the Creation Kit and is as clean as a mod can be but I haven't fully wrapped myself around all the keywords and esoteric nuances of it all so there may be issues you need to report to me, please do. I do not personally play with the replacer mods installed, I use just the Hide Helmets v2.0  - AE Version (Main File) so I will have to rely on feedback to correct issues.

4. Lastly, I will most likely NOT be making a "standalone" version of the replacers. I am SO tired of clicking... and you should be using Armorsmith Extended anyway! Feel free to use the comments section to ask questions or make requests and the Bug Report section if something is REALLY off. Nothing should be REALLY off, however.




Technical



Requirements

- The version titled "standalone" has no requirements.
- All versions labeled "AE Version" require the latest version of Armorsmith Extended to be installed (and all of its requirements to be fulfilled).


Installation

Enable Fallout 4 modding by following this guide: Fallout 4 Mod Installation

I recommend using Nexus Mod manager for installation. Feel free, however, to manually install by unzipping the downloaded file(s) to your data directory and merging the meshes folder, then activate the .esp file(s) in your in-game Fallout 4 Mods menu (or Nexus Mod Manager). Make sure to update Nexus Mod Manager to the latest version!

The Standalone version can go anywhere in your load order but the "AE Version" of the mods must go after Armorsmith Extended (see below), but of course you knew that already. If you experience any problems move the .esp's closer to the bottom of your load order before posting a bug report, please.

Fallout4.esm
-------------------------------  <~~~ DLC if you have it
-------------------------------
ArmorKeywords.esm
-------------------------------
-------------------------------  <~~~ Other stuff
-------------------------------
Armorsmith Extended.esp
-------------------------------
-------------------------------  <~~~ Other stuff
-------------------------------
Hidden Helmets 2.0 - AE Version.esp
Hidden Helmets 2.0 Replacer - AE Version.esp
Hidden Power Armor Helmets 2.0 Replacer - AE Version.esp
Hidden Hats 2.0 Replacer - AE Version.esp
------------------------------- 
-------------------------------  <~~~ Other stuff


Uninstallation

Remove any "Concealed" items your character is wearing from their inventory then save your game, exit, and uninstall the mod using NMM (or manually delete the files).


Known Issues

When updating from version 1.0 of "Hide Helmets v2.0  - AE Version" make a clean save without the Concealed Military Headgear or Concealed Institute Headgear equipped. These two items were removed due to a bug inherent in the base game that was causing some eye-wear to disap
pear.