Is there any possibility that you would be willing to make a patch for this modhttps://www.nexusmods.com/fallout4/mods/18489 and add it Bethesda.net for pc?
Sorry, but I don't interact with Bethesda.net. Others are free to upload them there after asking for permission and sending links to the page, however.
I believe it has to do with the attached art object on the armor addon for the combat helmet. It uses the MiningHelmet1stattachLight to display a light effect in first person. For third person you have to edit the nif file.
To override the Pipboy light, the item or object mod attached to the item must contain the keyword "PowerArmorHelmetLightOverride".
added the 2 files to my Data folder. A headlamp option doesnt show up at the armor workbench, neither does anything along the lines of "combat armor headlamp" using the console command "help headlamp". I'm running F4SE, Everyone's Best Friend & Automatically Lowered Weapons Thanks in advance for any support and my apologies if I'm missing anything.
Yup, enabling the mod via the ingame "mods" tab did it. Genuinely didn't cross my mind as neither of the aforementioned mods needed enabling in this way.
Thank you very much for your time, both helping me and making the mod.
For anyone wondering, this does work with the Pip-Boy Flashlight mod. Just like with the miner's hat and power armor, it'll switch to the helmet's light instead of your Pip-Boy's light.
Also, you do need to go to an armor bench and add the headlamp on yourself just as you would any other armor mods. The helmets you find (or at least the ones I already had in my inventory) don't come with a working headlamp until I went to an armor bench and attached one.
Speaking as someone that is on record as saying the lamp was sensible, activating it in the workbench is actually immersve. Essentially, you're changing the bulb. I do recommend some enemies having working Combat Helmet lamps, but needing to replace the bulb anyway upon defeating them. After all... you just shot them.
I have been using another mod for the combat helmet headlamp, but it's been long abandoned. I'll definitely be giving this mod a try the next time I install Fallout 4. It looks great!
I have two questions:
Is this mod compatible with the combat armor paints from the Creation Club?
Is there any chance that a mod like this can be made for the Marine Armor from the Far Harbor DLC? The Assault Marine Armor Helmet and Recon Marine Helmet have what seem to be headlamps. There are other mods that do this, but they require Armorsmith Extended or AWKCR which are mods I'd rather not use.
well this one worked like a charm since day one: https://www.nexusmods.com/fallout4/mods/58694 also packing .ba2 files that are so small make no sense, there's also a limit of ba2 files the game can use, pretty much like .esp's
Is there a way to get mods for the lights without the Armorer perk (i.e. console commands to add item)? I'm doing a run where I'm not taking crafting perks, but I want to get a red tactical light on a combat armor helmet. Thanks!
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https://www.nexusmods.com/fallout4/mods/84259?tab=description
To override the Pipboy light, the item or object mod attached to the item must contain the keyword "PowerArmorHelmetLightOverride".
I'm running F4SE, Everyone's Best Friend & Automatically Lowered Weapons
Thanks in advance for any support and my apologies if I'm missing anything.
Genuinely didn't cross my mind as neither of the aforementioned mods needed enabling in this way.
Thank you very much for your time, both helping me and making the mod.
Also, you do need to go to an armor bench and add the headlamp on yourself just as you would any other armor mods. The helmets you find (or at least the ones I already had in my inventory) don't come with a working headlamp until I went to an armor bench and attached one.
I have two questions:
2. It's possible, but I'm not currently modding Fallout 4 atm. Perhaps at a later date.
They should. They use the mining helmet without issue.
Define "doable".
I tried many mods for combat helmet headlamp, this is the only one works.
also packing .ba2 files that are so small make no sense, there's also a limit of ba2 files the game can use, pretty much like .esp's
And if that ESP is reliant on load order then the point is moot.