This page was last updated on 26 February 2020, 5:23PM
Changelogs
Version 3.0.1
Fixed the optional Silent Unequip file. I had incorrectly named the archive, and rather than adding an alternative Main archive I have opted for loose files.
Version 3.0.0
Added the ability to define a set of headgear using the Mod Configuration Menu. This headgear will be automatically equipped during dialogue, and what you were wearing will be re-equipped afterwards.
Unequipping armor will now always be silent when using the optional Silent Unequip file, rather than only during dialogue. This is necessary because armor is now also unequipped after dialogue.
Removed the ability to define which biped slot is unequipped during dialogue, and the ability to independently define whether your power armour helmet is unequipped during dialogue.
Version 2.1.2
Added the Silent Unequip optional file, which will allow you to silently unequip your headgear during dialogue.
Version 2.1.1
Removed version control because it is largely unnecessary.
Updated the flags used in the spell and magic effect forms.
Version 2.1.0
Recreated the mod to use spell conditions rather than script events to dictate when headgear is unequipped and equipped
Headgear should now be unequipped before the player begins speaking, meaning that your voice will no longer be modulated if you have a power armour helmet equipped
Aspects of the previous script have been simplified and split into two separate scripts
Version 2.0.0
A complete overhaul of the existing system
Rather than relying on a hotkey, your headgear is now automatically unequipped during dialogue and re-equipped afterwards
Individual biped slots can now be specified
Your power armour helmet is treated independently of other headgear