About this mod
This is a workaround for how to get helmets (piercings) to show up at the lighthouse! For any outfit
- Requirements
- Permissions and credits
ALL outfits - non modded and modded!
So I might have gone a little insane.......... and did the impossible. And I took down Mons with me <3. Couldn't have done it without you!
Unfortunately it will not be an fbmod people can just download and it works. This is a lot more complicated than that and Frosty Editor is nowhere near that stage yet where it can allow for that. So the workaround needs to use DAV Save Editor.
It is best if you use this workaround with a helmet, though technically you can use this with any item other than lyrium
dagger.
This workaround was specifically created for Piercings, so you can use them on any outfit in the lighthouse - modded and
unmodded.
Video Guide: Part 2 for Mod Users - How to use DAVE to force the helmet to show up
This workaround requires DAV Save Editor created by Mons & Tim.
This is a workaround best paired with another workaround (create a dummy helmet):
DAV - How to make an outfit/helmet compatible with Piercings for Rook
(As Alfredia's Piercing for Rook mod uses the skirt slot in Frosty Mod Editor (NOT DAVE) it will be incompatible with other outfits (modded and non modded) that uses that exact same slot no matter how your order it around in FMM or Dave. Please read the sticky in the comment section for this. This is here the dummy helmet comes in as the best option used with the workaround. I repeat, there's TWO guides - one for the workaround in Dave, and one for making a dummy helmet.)
Remember to backup your saves before you read further. We are NOT responsible if something goes wrong in your save and you forgot to backup the saves.
For Users:
I have already added a helmet you can use, but keep in mind it is only compatible with Alfredia’s Piercings for Rook. It will work for the Qunari Conversion as well.
(Im hoping modders will make their own version so this workaround can be used with their own helmet mods)
- However if not, I am willing to make different versions for different piercings mods.
Modders will need to make it compatible with their own mod or you can use the linked guide above to make your own which is compatible with other piercings mods.
The fbmod is under "main files" while the fbproject will be under "optional files" + the both guides in pdf form.
Bundles used:
gameplay/equipment/armors/partappearances/prtapp_armor_gen_a_bdy_gen_dum_01_autobundlegen
gameplay/equipment/helms/partappearances/prtapp_helm_gen_a_hlm_gen_dum_01_autobundlegen
(If you're a piercing modder, and you do not want me to make a mod that makes your piercings compatible in this way, please reach out to me and I will make sure that doesn't happen. Likewise if I made helmet and you want it taken down because you are uncomfortable with this idea, reach out to me. It's important to note I am not actually touching any of your assets by doing it this way, as I am only making the helmet note that it should look like a certain mesh - which your main mod will replace. So your mod will still be needed).
For Modders:
Simply create a new helmet, and follow the linked guide above. It will make a “dummy” mod, which has no mesh import but if your piercing mod is active - the piercings will show up correctly on the helmet. Make sure to use a helmet that is an actual helmet in game as well such as Stillness.
You will need to edit these files:
BWHelmetItem & PartBluePrint for your desired helmet you wish to replace.
The description file with the bundles from your original mod’s simpleappearance & the bundles from the Partblueprint/BWHelmetItem
Alternatively if you’re already replacing a helmet - just revert the mesh import.
Reason for not having the mesh import in this helmet is because it will make it free to wherever in the load order it can go, resulting in less bugs. However users will need your main mod for this + the helmet.
The fbmod is under "main files" while the fbproject will be under "optional files" + the both guides in pdf form.
Video Guide: Part 1 - How to create a "dummy" Helmet without Mesh Import for your Piercing Mod
Mons & I did a lot of testing and we noticed a few things:
THIS WORKAROUND DOES NOT WORK ON HELMETS SUCH AS N7 HELMET!
You will need a helmet that has an actual item in game - such as Stillness. It both has an appearance which can be accessed through the wardrobe and an actual helmet you can loot/pick up in game with stats etc.
One easy way to check that, is open the DAV Save editor, go to inventory and search for your helmet that you wish to replace. If there is only one, it means there’s only the appearance. If there’s two, it means there’s an actual helmet and an appearance.
IF THE PIERCINGS DON’T SHOW UP IN THE LIGHTHOUSE AFTER TRAVELING OR USING THE WARDROBE TO CHANGE CASUAL CLOTHES:
Open your inventory and close it again. It will fix this issue.
When you travel and you leave the lighthouse, but then travel back - the game has “refreshed” the appearance. This is especially apparent if you travel to some place, don’t open the inventory and come back to the lighthouse. The piercings won't show when you’re in the lighthouse. Opening the inventory fixes this.
One thing I would recommend: Make it a habit to press “i” and open the map from there. This eliminates the issue of having some scenes not show the piercings cause you forgot to open the inventory before you traveled back to the lighthouse.
If in the lighthouse, the fix still works. Just open the inventory and it will be back to normal. Same if you have changed your casual clothes. The game likes to “refresh” and “fix” these “issues” it’s sensing hence reminding the game it has to load this information as well is needed.
ONLY USE ONE SET OF PIERCINGS WITH THIS METHOD AS YOU WILL BE ABLE TO USE OTHER HELMETS + THIS HELMET
This is because you’re attaching an additional helmet to your Rook. So having two different piercings, like Piercings for Rook and Isabelas Piercings for Rook & Inquisitor at the same time could result in a funny look.
You can still use other helmets outside of the lighthouse as normal and the piercings will follow you everywhere you go. Lighthouse, casual, etc.
THE PIERCINGS WILL SHOW UP EVERYWHERE. EVEN OUTSIDE THE LIGHTHOUSE.
This cannot be avoided, however as a piercing lover I don’t see an issue with this. However this means you can’t mix and match piercings for different looks. You will need to choose one piercing set overall.
We haven’t tested all scenes yet, so they MAY show up during the romance scenes at the end. I believe they would but it’s 50/50 at this point.
NPCS ARE NOT AFFECTED (TO A DEGREE)
Since this workaround only properly works via having a helmet being replaced with piercings, the piercings will still show up for NPC’s which use that helmet.
However, attaching the helmet to Rook does not affect other NPCs!
A huge thank you to Mons for working closely and tirelessly on this project with me! Without her, I don't think I would have been able to crack this one. Also huge thank you for DAVE! <3
Thank you and credits to Alfredia for the piercings! And for allowing me to experiment as much as I have other the past month with the files, blender, and this workaround! It's been a ride, so huge thank you for the support and cheering on <3
Mods used:
Piercings for Rook
rook - sophisticated sage - mesh-up medley
June's Opulent Outfit (Mourn Watch Inspired)
Funny Blooper moments from when I was experimenting:

