Hi! Do you know if this is compatible with Marine Armor Helmet Neck Cover? Really want to use this mod, but I feel like the helmet looks so goofy without the neck cover I'd rather fix that over anything else if I had to just pick one.
It is not compatible, since the mod in question also includes edits to the meshes of the helmet. Hm, I wonder how it would look, if I cut the mesh of the tactical helmet and use it as neck cover for the marine combat helmet.
I did it. It can look a bit weird at the bottom of the neck, when worn with some other armors or if naked, so it's best to pair it with the marine combat armor torso. Also this version of the helmet with neck cover doesn't have flashlight support, I may do more optional files if people request it.
Now it's done... unless I messed something up. You should download - With Neck Cover - NEO. The name of the download is shorter then my previously released versions, because they've put some restriction to the number of characters/letters.
Do you know if I need to edit the mesh to make hair show under the helmet? Removing the hair flag with a plugin didn't work and makes the helmet invisible in game
I think you should leave the HairTop biped slot enabled. It will not work on all hairstyles though, depends how they are created. I'm not sure I'm using the right term here, the hair model must be segmented. Take Azar Ponytails mod for example, if you open one of the hairstyle nif files in Outfit Studio, on the right side where the meshes are, you click on Segments. There you will see that the mesh is sorta divided into two segments - for HairTop and HairLong slots. I'm guessing when the helmet covers HairTop slot, then only the HairLong segment of the hair's mesh will be visible. There will be clipping for sure, because these segments are meant for something like the military helmet, not so enclosed as the marine helmet.
I'm guessing when the helmet covers HairTop slot, then only the HairLong segment of the hair's mesh will be visible.
I looked it up and the helmet uses hairLong actually, so I changed it to hair top and changed the Armor addon for the helmet and armor to have hairlong disabled. Hair shows up in game now! Clipping is not a concern at all since the helmet is as big as the army helmet which has hair enabled by default. Thank you very much for pointing the segment part out. I think there is some other helmets I can look at too.
Edit: I don't use pony tail hair style and only use the vanilla semi long hair. Making the brown flight helmet only use headband slot without the hood looks pretty good with minimal clipping.
Edit 2: Is there a simple way to swap the player's hair to one that doesn't or have less clipping when wearing each helmet?
Edit: I don't use pony tail hair style and only use the vanilla semi long hair. Making the brown flight helmet only use headband slot without the hood looks pretty good with minimal clipping.
I wasn't sure which vanilla hairstyle had segments, pony tail mod came to my mind so I mentioned it as an example, not necessary to use it. Just don't ask me how to make the the hair's mesh into segments, because I don't know ;) .
Edit 2: Is there a simple way to swap the player's hair to one that doesn't or have less clipping when wearing each helmet?
My mod will not change anything for the marine combat helmet variants from Dogmeat Helmets And Hats or Custom Race Headwear Refits. It's required to separate the mesh of the visor, after that in NifSkope it's easy to copy material and alpha property from my edited version of the helmet.
Okay, you can probably just directly DM the original creator. On the mod's page, it only says "NONE OF MY ASSETS CAN BE USED IN MODS AVAILABLE FOR SALE OR OTHERWISE REQUIRING PAYMENT IN ORDER TO BE ACCESSED. EVER!", so you can probably just ask to make a patch for it because it isn't purchased.
Oh, the custom race headware? Yeah, it's for the furry overhaul mods. I didn't use it for awhile because I never knew it existed, it's such a good mod. For awhile I had a mod that removed the gasmask from the marine helmet, but this allows me to actually wear the full helmet without changing it's original look.
Actually permission are open as long as I properly credit the mod author, so it's all good. And I'm done with the patch. However, I don't use custom races, I can't test it ingame. The visor is transparent when I open the files in Outfit Studio.
Image: It worked GREAT! The green tint was a little hard to see at first, but it's just the lighting. I've always strayed from wearing the helmet, because helmets seem to de-personalize characters and hide emotion. Especially in dialog, but this really fixes that. I just wanna say thank you, and thanks for hearing me out. I've seen other visor fixes for the marine helmets, but they've never been compatible.
The green tint was a little hard to see at first, but it's just the lighting.
I've uploaded alternative material, I tried to remove the green tint. How well you see through the visor still depends on angle and lighting. But I think the glass is better looking with enabled reflections. It's hard to nail down the perfect settings. It's more like a matter of personal preference.
Very nice indeed. It's good to see people thinking of that. There is another factor with this sort of thing; There's a loadscreen icon of a guy in Marine Wetsuit armor. Now, those Bathysphere-provided icons are infamous for something... skipping any detail not explicitly on display. As an example, I cite the image of the radiation explorer (weirdly wielding a Gamma Gun, the weapon least likely to do a lick of good in the Glowing Sea) which turned out to HAVE NO HEAD when the transparent visor for radiation suits mod dropped.
@BlazeStryker Wetsuit and tactical helmet from the load screen are separate models. They are in different category(Static objects). They ought to be using the same texture as the Armor. I'm guessing if you cut out the part with the visor form the texture, make it transparent, the result would be same as what you describe. My mod's not touching the textures, no need to worry about an empty void behind the visor ;) .
@AlbinaTheVixen23 I'm sorry, I wont be doing the tactical helmet for the custom refits. I did a lot of scaling on different parts of the helmets(male and female). Also the helmet requires plugin overrides for the body slots. I don't have the race mods or play with them. Like before, anyone willing and able to do a compatibility patch for the custom race refits, is welcome to use the meshes and materials from my mod.
If there's even a conflict, DankRafft might be easier and better to get permission from considering his much more recent and popular mods, NEO and ECO, that also fixes the headlamps.
Speaking of transparent visors, the Sentrybot Helmet is something I personally like. Can you make the helmet at least have a little vertical openings or if not, a see through visor with vertical slits?
I don't know about vertical opening, I'm not so good with mesh editing. Separating the visor is doable for me, though it doesn't look as good(as the marine combat helmet). Yeah, I actually tried it. It requires plugin overrides, for configuring body slots, otherwise the head is invisible. Also part of the mesh is only one sided, so when you look at the character from an angle, it looks like there are holes in the sides of the helmet. And to top it all, the character is bald. I'm not sure if it's worth it.
LEGEND, I wanted to try make something like this aswell, but saw the whole helmet was one mesh and got discouraged. Thank you so much for making this! Also, have you tried making power armor helmets transparent?
It may seem hard at first, but it's actually not that hard for this particular helmet. I used two programs - Outfit Studio and NifSkope. First in OS I mask the visor and delete vertices. Then I mask any leftovers, invert the mask, delete vertices. If you mess up, start over. I rename the mesh for later. This is optional as the program will rename automatically if two meshes have same names. After that I export the nif file with the visor. I open the nif with helmet again. I mask the visor, this time invert the mask, then delete vertices. After removing the visor, I drag the previously exported nif file with the visor and drop it into OS. Now the visor is a separate mesh in the nif. I export the nif and open it in NifSkope. There for the visor, I delete the Lighting Shader property and add Effect Shader property and also add Alpha property. You can use Copy/Paste Branch in NifSkope to get the necessary properties from other nif files, then just change material paths. Speaking of materials, dealing with material settings to get an okay-ish result was a pain for me. And that's what it is, not perfect, just okay. I haven't tried with the PA helmets and I don't intend to. I don't think the results will be as good as with marine or other helmets, which have visors converted to transparent.
Just asking, will the race patch also be updated with the NEO version, and the other one? If so that would be great, because I'd be able to use the headlamp too. Either way i'm just glad someone's finally doing this stuff.
Something like this will be too much time consuming and lots more complicated to do, at least for me. My mod is about making the visor transparent, not adding flashlight support. I'm sorry, I can't make patch for adding headlamps to the custom refits. If anyone is willing and can do it, they are welcome to use the assets from my patch.
My mod will not change anything for the marine combat helmet variants from Dogmeat Helmets And Hats or Custom Race Headwear Refits. It's required to separate the mesh of the visor, after that in NifSkope it's easy to copy material and alpha property from my edited version of the helmet.
Yep, it's an excellent mod, even has a "no plugin" variant. I've also added another recommendation in the description, for the mod Shorter Gas Masks, which is compatible with the eyewear retexture.
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I looked it up and the helmet uses hairLong actually, so I changed it to hair top and changed the Armor addon for the helmet and armor to have hairlong disabled. Hair shows up in game now! Clipping is not a concern at all since the helmet is as big as the army helmet which has hair enabled by default. Thank you very much for pointing the segment part out. I think there is some other helmets I can look at too.
Edit: I don't use pony tail hair style and only use the vanilla semi long hair. Making the brown flight helmet only use headband slot without the hood looks pretty good with minimal clipping.
Edit 2: Is there a simple way to swap the player's hair to one that doesn't or have less clipping when wearing each helmet?
Wetsuit and tactical helmet from the load screen are separate models. They are in different category(Static objects). They ought to be using the same texture as the Armor. I'm guessing if you cut out the part with the visor form the texture, make it transparent, the result would be same as what you describe. My mod's not touching the textures, no need to worry about an empty void behind the visor ;) .
@AlbinaTheVixen23
I'm sorry, I wont be doing the tactical helmet for the custom refits. I did a lot of scaling on different parts of the helmets(male and female). Also the helmet requires plugin overrides for the body slots. I don't have the race mods or play with them. Like before, anyone willing and able to do a compatibility patch for the custom race refits, is welcome to use the meshes and materials from my mod.
Can you make the helmet at least have a little vertical openings or if not, a see through visor with vertical slits?
Just wondering if it's possible...
https://www.nexusmods.com/fallout4/mods/69806
Appreciate your hard work!
Also, have you tried making power armor helmets transparent?
I haven't tried with the PA helmets and I don't intend to. I don't think the results will be as good as with marine or other helmets, which have visors converted to transparent.
https://www.nexusmods.com/fallout4/mods/5021?tab=description