Fallout 4

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Magicockerel

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Magicockerel

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  1. Magicockerel
    Magicockerel
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    Please leave any questions in the POSTS section, and any bugs in the BUGS section.
  2. ahillamon
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    Hello! I am a bit confused about the update, did the purpose of this mod change between the 2.x version and the 3.x? It seems to me that before it used to be about unequipping headgear during dialogue and then putting it back on afterwards, but now it's the opposite and meant for putting stuff on the character during dialogue instead of taking them off. Just looking for a clarification. I loved the ability to not have my big combat helmet and patrolman sunglasses covering up half my character's face during dialogue, so I guess I shall go back to using the pre-3.0 version of the mod in the meantime.
  3. 103Sakamoto
    103Sakamoto
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    Sir, maybe this is too much to ask: Is that possible to make a addon that the player would equip helmet when weapon drawn and
    vise versa? There's one in Skyrim: Dynamic Equipment Manager SKSE Updated?, and I'd really want something like this in Fallout 4.
  4. Iirly
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    I am having a problem with this mod and I'm hoping for some suggestions of what to do.  I am on the second of two consecutive playthroughs. The same exact mods. Nothing has been moved.  First play through this mod worked absolutely perfectly.  Second play through this mod does absolutely nothing.  It is loaded, I can turn it on and off in the MCM menu but it is doing nada.  My helmet is chosen in the drop down and when I talk to anyone, it just stays on.  I haven't moved anything save for Lootable crates (i moved that up the load order 10 spots) Just for reference, I'm playing Sim settlements 2 and have applied its updates and am using the Sim Settlments 2 open beta.  Otherwise nothing has changed. 
  5. dosfox
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    Hey KernalsEgg, thanks for another excellent plugin! It works very well for me with one notable exception - often during conversation there will be red/white pixelated artifacts around the forehead/eyes. I use the Sirius "stony tark" helmet and patrolman sunglasses. I initially thought this may be related to the changing eye colors of the Sirius helmet, but the same effect also appears if i use other helmet/eyewear combinations. Any suggestions?
    1. Magicockerel
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      All this mod does is equip and unequip armour when the player starts and finishes dialogue, I can't even imagine how it would cause the problem that you are describing. I would have to assume that this problem is being caused by something specific to your setup and I do not know what that could be.
    2. dosfox
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      Thank you for your reply. The reason i reached out for help on this thread is that the other mods that remove my headgear (BYOP, CWSS, AAF, QuickChange) do not cause this effect.
    3. Magicockerel
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      Face to Face cannot cause the problem that you are describing. It only equips and unequips armour, I invite you to look at the source files if you think any different. Face to Face can however expose a problem that is being caused by another mod that is triggered when armour is equipped and unequipped. Whether that is an armour mod or another mod you have installed, I cannot say.
  6. Wkrianton
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    is the reason its not working for me, because im using NMM? i cant see it in my plugins list or in MCM ingame.

    Hope you can help :)

    Edit: I've gotten it to work in the MCM but i cant register my power armor helmet
    1. Magicockerel
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      All I can suggest is that you reinstall F4SE, MCM and F2F because the only reason that you should have problems registering a piece of headgear via the MCM menu is if the headgear does not cover any headgear slots. This should not be the case for any vanilla items, and would be the fault of the mod author who created the armour piece if you are having trouble with an item added by a mod.

      For reference, I quickly tested F2F again with power armour helmets and everything appears to be working just fine on my end. It has been a while since I last used NMM, but it shouldn't cause any unique problems.
    2. Wkrianton
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      I just tried uninstalling and reinstalling manually and now it says int the Mod Config menu ingame "Missing Plugins: Face2Face.esp" even though i can clearly see the ESP file in the commen/Fallout4/Data folder.

      I feel like i m so close to the mod working, but im missing something but i dont know what :/

      Thanks for the quick response.
    3. Magicockerel
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      If the plugin is in your Data folder but not appearing in-game then you haven't activated the plugin. Make sure that your mod manager has marked the plugin as active and relaunch your game.
    4. Wkrianton
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      Everything's booted up, but i cant choose my helmet.
      There's also no power armor settings.

      Its just:
      Enable the mod: On/Off
      And a section that's for choosing the headgear that should be removed, but i cant choose anything. Whether it be a normal helmet or the on for power armor.
      (No power armor mods involved)

      Edit: Just tried a new save with only F4SE MCM and F2F on and it's still the same.

      Last update from me, thanks for trying to help.
      I checked through and tried the other mods you've lsited in the bottom of the description. The helmet toggle was the one that worked in my game, so im going to stick with that.
      - Next time im going to install fallout 4 (on a new system/computer) ill try installing your mod with MO2, since it seems that it works for every1 else :S

      Stay safe and thanks for the help :)
    5. Magicockerel
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      The power armour helmet settings were added in version 2 and removed in version 3. In version 3 you equip the headgear that you want to equip during dialogue and enable the mod in the MCM menu. When you enable F2F in the MCM menu it remembers the headgear that you currently have equipped and will then equip that headgear when you enter dialogue.

      Once you have set your dialogue headgear you can then unequip that headgear, but it will always be listed in the dropdown in the MCM menu. This has been explained in the description and in the MCM menu itself, but I'm assuming that you were confused by the video, which hasn't been updated since version 2.
  7. PrancinShowPony
    PrancinShowPony
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    Awesome. I have a question though: Does this work with Armorsmith Extended? AE lets you wear glasses and hats at the same time.

    Sorry if it's an unnessesary question, I am looking at the gif above which appears that it does work. But I just want to be sure.
    1. Magicockerel
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      You can wear glasses and hats at the same time in the base game. I'm assuming that AE reduces the number of slots that most headgear uses to make wearing multiple pieces at the same time easier. AE should still only be using the headgear slots from the base game, and if that's the case then F2F is compatible with AE.
  8. Skcyte
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    I haven't download the mod but any chances that it will generate .ini files for MO2? And how about all in one clothes?
    1. Magicockerel
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      Are you talking about MCM INI files? As the top post before you made your post says, this mod does not use INI files. I do not plan on adding support for all biped slots, no.
    2. Skcyte
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      Sorry I wasn't made that clear. I edited other mods that do similar function and turned out it have same problem with clothes that uses all slots, they get naked.
    3. Magicockerel
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      Oh, you're correct, F2F doesn't check whether the armour uses more than just the headgear slots.
  9. Ceveth
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    I'm not able to get this to work.
    Guessing it's because there's no settings.ini that gets generated/is included for MCM to edit when installed VIA MO2?
    Check MCM's stickied post for explanation.
    1. Magicockerel
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      F2F does not use an INI file to keep track of your settings, it is tied directly to your save-game. I use MO2 myself, so I can verify that F2F works with MO2 - not that there is a reason why it might not. This suggests that you have incorrectly installed MO2, F4SE, MCM or F2F. I would go through them one by one to see what the issue is.
    2. Ceveth
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      Figured it out, sorry to bother.
    3. Ceveth
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      Hey I'm handicapped.
    4. Magicockerel
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      I'm confused, do you need help with something?
    5. Ceveth
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      No, there was an issue on my end, apologies.
  10. ksolonenko
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    Thank you! Any chance for only powera armor version?
    1. Magicockerel
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      As you can see in the Mod Configuration Menu, you're able to only unequip your power armour helmet in dialogue. See the 4th image at the top of the page if you're still confused.
    2. SeroRamai
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      I tried the mod, hoping to have it *only* remove my power armor helmet, but keep my regular headgear on... But it removed everything, even with only power armor turned on.

      Did I goof somethin?
    3. Magicockerel
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      If you open the MCM menu and disable all of the biped slot settings (which are enabled by default), that's exactly what the mod should do.
  11. danmoss249
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    Hey, Really struggling to get this mod to work....I have the latest MCM and F4SE. No matter what I try I cannot get my headgear to remain hidden during conversations. I have tried installing via MO2 and Manually, changed up the load order, tried on a new save and nothing seems to work.

    Thanks in advance!!!
    1. Magicockerel
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      This mod is enabled by default, so if you have F4SE and F2F installed it should work out of the box. If you open up the console in-game and enter the getf4seversion command, does it tell you what version of F4SE you have installed? If not, you don't have F4SE running. If it does, then you may not have extracted the F4SE scripts to the data folder, so you might want to check that out.
    2. danmoss249
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      Thank you so much for the quick response, Reinstalled F4SE data file and all is well!

      Thank you again, amazing mod thank you for all your hard work!!