Regarding all comments in the form of "could this be done too for":
This is, as far as I know, doable for all pieces of headgear. However the only way I know to do this is the manual one so I will not go through each one of them.
If you want hidden non-headgear armor pieces in addition I suggest you to use Nisas' Concealed Armors mod.
Not sure what happened, but this mod didn't work and now chemistry sets are unuseable on all my save games. Probably conflicted with a craftable ammo mod that uses the Utility section of the chem sets.
I can't wait to use this mod! I love wearing hats, but there's a load of hair mods that refuse to make it so that their hairs work with hats T_T So you get the ugly ass clipping when a hat is on T_T
If you unequip them you'll be able to check they were actually adding defense. What's messed up is the stats calculation because of the workaround I'm using for this mod.
In order to allow equipping a hidden helmet + a regular one for the visuals I had to made the hidden helmets not actually fill the head slot. For this reason the stats calculation interprets that no helmet is equipped and it shows the stats difference even when the piece is already equipped.
can the combat healm with the flashlight ever be set so the light works? Im trying to get a invisable helm with a light that i can wear with my power armor (so i can see my face) ....
This mod is the closest i have seen ;( Just need the light to work
Good question. Maybe I could just look for the helmet that has the light in vanilla and copy the combat helmet ones into it. Dunno if it'll work though.
Turns out the light needs a point defined on the mesh so I've been trying to edit it just to remove the helmet but I can't get the game to load the new model. I made a new armature with the new NIF but the old one keeps getting loaded for some reason.
i tried downloading the creation kit and messed with it.But not sure what i was doing and somehow i added a tag to the helms that made my pipboy disappear ;P
Hahaha! Funny stuff happens when playing with the unknown~
I'm really confused as to why my changes aren't working though. I removed the helmet from the model and the color variants as well from the armor piece and still I get the helmet with its model and color variants. And as far as I see everything is connected. The new armor points to the new armature that points to the new NIF.
Well, I'll try to look a bit more into it tomorrow but I fear my knowledge in the field is too lacking :/
Guess its off the subject of this mod. But i was wondering if its possible to move the lighting script from the helm to say the a arm or chest piece of the power armor...?
Make it compatible with Armorsmith Extended and you'll get a download and an endorse. I want invisible helmets that I can put the lining mod, ultra light mod, and ballistic weave Mk5 mod on.
Actually they CAN, its just a time consuming process if you want to do it for all helmets,that is. But if its just for one of them then it will just take few minutes.
Its just a case of adding master, keywords and recipe to the helmets for them to be craft-able.
I can post a simplified instruction how to do it in FO4Edit if anyone is interested.
P.S. By the way, the process of adding keywords will allow the helmets to use all the mods that normal helmets can use plus that Railroad mod, whatever its called(I'm not so sure about the Railroad mod part tho)
It's my own character. I didn't really change much the preset I used though. I'd have no problem sharing the character with you but I have no clue how to.
The thing's I don't. I use the save command to override my old save and avoid having thousands of saves. I always have only my newest save and personally I don't like the idea of sharing it. I tried this FaceRipper app that someone released in here but it didn't work. It didn't take the makeup into account.
to get the makeup to work with face ripper just have to open the menu to change the skin color using slm 14, you don't have to change the skin color just preview a different color then go back without changing it and the skin/makeup will update. <--- found that out in the face ripper posts
Love the idea of no helmets. I can hear the laughter already after I ask this request. Could you include the hazmat helmet as I think it is hideous looking not to mention my toons ponytail (Ponytail Variations http://www.nexusmods.com/fallout4/mods/6294/?) sticks out the top and back of it.
I tried it since you asked but the tubes attached to the helmet remain there floating in the air. Until NifSkope is able to handle FO4 NIF files it won't be possible to do it properly.
62 comments
This is, as far as I know, doable for all pieces of headgear. However the only way I know to do this is the manual one so I will not go through each one of them.
If you want hidden non-headgear armor pieces in addition I suggest you to use Nisas' Concealed Armors mod.
Thanks for the mod.
In order to allow equipping a hidden helmet + a regular one for the visuals I had to made the hidden helmets not actually fill the head slot. For this reason the stats calculation interprets that no helmet is equipped and it shows the stats difference even when the piece is already equipped.
This mod is the closest i have seen ;(
Just need the light to work
Dunno if it'll work though.
Funny stuff happens when playing with the unknown~
I'm really confused as to why my changes aren't working though. I removed the helmet from the model and the color variants as well from the armor piece and still I get the helmet with its model and color variants. And as far as I see everything is connected. The new armor points to the new armature that points to the new NIF.
Well, I'll try to look a bit more into it tomorrow but I fear my knowledge in the field is too lacking :/
It probably can be moved somewhere else but I wouldn't know how.
Hope you'll forgive the lateness.
I want invisible helmets that I can put the lining mod, ultra light mod, and ballistic weave Mk5 mod on.
Its just a case of adding master, keywords and recipe to the helmets for them to be craft-able.
I can post a simplified instruction how to do it in FO4Edit if anyone is interested.
P.S. By the way, the process of adding keywords will allow the helmets to use all the mods that normal helmets can use plus that Railroad mod, whatever its called(I'm not so sure about the Railroad mod part tho)
Thank you
Until NifSkope is able to handle FO4 NIF files it won't be possible to do it properly.