Is it just me or lately there's something wrong with the site? I can't seem to preview the file content of my latest uploads. Files are downloading without problem though... for now.
I'm really not good at making glass xD.
Also, I probably won't be doing headlamp for this helmet. I don't know what model to use or where to put it, in order to not get obstructed by the plates, when they are opened. But more importantly, the face plates model is added as Art Object to the Armor Addon, so I can't add the mining helmet Art Object for the 1st person light attachment. -> Done. The headlamp mod uses fully closed plates without animation.
I'm sorry for not changing the mod version. The main file hasn't been touched since first release. All changes I've done, are various fixes for the optional variants of the helmet. I try to represent changes to the files with version number in the name.
Tip: Before doing edits in Outfit Studio, like moving and scaling of vertices, it's a good idea to lock normals. Select the mesh, which you want to edit, then go to menu Shape and enable option Lock Normals. After doing the fully closed version of the assaultron helmet, I encountered some weird shadows on the helmet in the game. I don't know how, but these were a result from the editing. I redid the fully closed version with the Lock Normals option enabled and this seemed to minimize the shadows on the helmet.
Dude, congratulations on your work, it's excellent.
I already thought this helmet was the most stylish in the game, with this mod, it went to another level. I would also like to suggest that you give the same attention to the Sentry Bot Helmet, which was also poorly worked by the developers. It could have the opening and closing animation like the Assaultron, it would bring even more immersion. And with a visor and headlamp mod, it would give it a whole new look!
You are welcome. Sentry helmet is already done with visor and flashlight. Not sure if this helmet is appropriate to be animated the same way as the assaultron. Putting that aside, it will require more "advanced" editing, to properly split the mesh and deal with unwrap vertices after that. I wont be able to do any kind of animation for the sentry helmet, sorry.
If automatron dlc plugin is active(I'm guessing folon requires all dlcs), you should be able to spawn the helmet with console command. Any of the mesh replacements should work, I'm not sure about the plugin version with headlamp feature. The best way to know is to give it a try: player.additem 0100864a
Hey, I had an issue where the opening/closing parts of the visor stay on my head at all times, even when unequipping the helmet, being in power armor, equipping a different helmet, and even uninstalling the mod. Is there any sort of fix for this or do I have to reload to a really old save to get this fixed?
I still don't know what's the cause for this bug. Two people reported about it on my other mod. I had a theory it's from the manual toggle of the plates, perhaps the archetype of the magic effects used to attach the meshes. But here most of the files are just mesh replacements, so now I'm starting to wonder yet again what could be the problem. Is it just the glass or the four moving metal plates + glass that are stuck on the character? Which one of the mod files are you using in your game? Have you got any idea what could have lead to this bug happening(action or event somehow)? I really want to be able to replicate this, so I can experiment and try to find out the exact reason for it and search for a fix.
Before I ask my question, I would like to say this is a great mod, I was looking for a full helmet that looked like it was scraped from something else for my character and this fits exactly what I am looking for.
Now I know this might seem like a weird question, but is there a way to make the opening and closing of the helmet tied to a keybind rather than whether your weapon is drawn or not? I just prefer to be able to have it closed without having my weapon drawn, and if not, no big deal, I'll just use the version without the animations.
I have an idea, but I don't know if it will work. I can't say that I'll do it, not until I test it first at least(I don't know when I'll have the time for this in particular). But even then, if it turns out that it requires a lot of edits and additional files, I'll rather leave the behavior of the helmet as it is. I hope you understand.
I did a quick test with the default plates and it seems to work okay. I'm still wondering what to do. I mean, any updating is going to be done for the combined mod with automatron helmets. I would have to change the way the plates are attached to the helmet.
So it might be possible? Again, I completely understand if you don't want to make this a part of the combined mod, I can't imagine how much work it already took for the combined mod so if you decide it is ultimately not something you want to work on for the mod then I'm perfectly okay with that.
Hey, i'm late to the party but i love the mod, couldn't find an way to have NV/headlamp with helmet that has gaps between the panels is it supposed to be this way? (kinda sad there can't be an animation too but i guess that's complicated with the light source ^^')
Sorry, can't have both. I can't attach the light to the animated plates. If it's attached to the helmet, then where will the light be coming from when the plates are open. There are obstacles and limitations. But the fully closed non-animated version is not so bad looking.
Btw, I'm working on combining my automatron helmet edits into one mod. It will probably include option to change between the different variations of the assaultron helmet on the armor bench.
maybe it could work as if you were entering combad? (idk how hard that would be, i was thinking maybe that would help) that way it could always be here but invisible until you draw a weapon or switch on the light practical question: how do you do this? with blender?
additionnal question, you don't have a version that looks like picture 1 but with headlamp perchance? love the mod keep doing it <3
maybe it could work as if you were entering combad? (idk how hard that would be, i was thinking maybe that would help) that way it could always be here but invisible until you draw a weapon or switch on the light
It's an override of the pip-boy light, so it will only switch on/off the standard way - by holding Tab. I don't think it can be influenced in other ways.
practical question: how do you do this? with blender?
How do you make a headlamp or flashlight as a substitute for the pip-boy light? Well, it's not that hard, but you've got to have experience in modding. Beside CK and FO4Edit for the plugin part, I use NifSkope and Outfit Studio to edit nif files. I'm sorry, I can't write a tutorial on the matter. You can learn from other mods with headlamp/flashlight option.
additionnal question, you don't have a version that looks like picture 1 but with headlamp perchance?
No, and I'm sorry, I will not be adding such version. But your posts inspired me to try a different variation. Fully closed plates, the top plates and the visor will not animate, but the bottom plates will be. I have to test it first. It will be part of the combined automatron helmet mod when it's released, if all goes well that is.
yep, just DLed it xD it's veeery nice :D I just had an idea about the helmets i was thinking about, it should be possible to make the light 'come' from the glass bubble that is under the metal helmet kinda like the one from CROSS_Courser Strigidae and then have the plates animated on top of it It might cast unwanted shadows tho, no idea where the light actually originates from. I don't want to give you extra work tho it's just an random idea i had ^^'
I admit, this idea did cross my mind as well. Shadows will not be a problem, because I'll probably need to use a custom light. And lights in the plugin have options to be omnidirectional or spotlight, to cast shadows or not. The problem is I'm not quite sure if I can do it. Will keep it in mind for any future updates. And will definitely add it if I manage to do it.
Well, I won't be jumping on it right away. I'll experiment when I have the chance, because I have another mod to release and other things on my mind. My progress can often be slow. Thank you.
I added headlamp function for the Full Glass Visor. Since for this helmet variation, the visor is not opaque like the one from CROSS_Courser Strigidae, I couldn't make it the same. Instead the whole visor becomes opaque with glow, when the headlamp is turned on. I didn't want to add more keywords and object mods, so the headlamp function is part of the Full Visor variation, I just increased the requirements.
Yes. I may add it as mesh replacement in this mod. But my combined mod with automatron helmets will not be updated for this variation right away. I'll wait to add more features.
If the visor glow is toggleable, that could be the headlamp function! The glow could be the incidental effect of a night vision mode like the effect of Cateye.
I'm still not sure if I should attempt making headlamp. I mean, it requires plugin overrides, new plugin forms, new addon nodes, which on other hand require having a unique ID across mods. It makes my head hurt a little :) . The only variation suitable for light override would be the one without animated plates(fully closed, no animation). Maybe one misc modification for the helmet on the armor bench, to switch between glass visor, visor + headlamp override(one color only) and visor + night vision(cateye effect). I'll think about it at least, for any future updates, and depending on the free time I have on my hands.
It took me a while to realize that there's no Cat Eye in FO4 :D . I forgot that it is a thing from New Vegas. The mod is actually done. I hope it is somewhat close to your expectations. The headlamp is only one color, I'm going with the same neon blue-ish glow as the one from the optional mesh replacements. And the night vision effect is the same as the one from Night Person level 2 perk.
Maybe I could borrow a mesh from the hazmat suit and try to adapt it to the assaultron helmet, make it shiny and add environment mapping for reflections. If I have some time on my hands, I may test this and release it as another variant. But I don't have a console, I don't know how to make the mods work for ps4, I'm sorry.
Edit: I have updated permissions, if someone can and wants to convert the mod and upload it to bethesda.net.
I'm using NMM(nexus mod manager), it works for me. I'm not familiar with other managers, I'm sorry I can't help you there. You should be able to install the file with any mod manager(Edit: because I try to keep proper folder structure in the mod's archive). Just choose what you want to play with - wether main file or one of the optional. And if you are new to modding, make sure you have archive invalidation enabled - How To Enable Fallout 4 Mods.
81 comments
I'm really not good at making glass xD.
Also, I probably won't be doing headlamp for this helmet. I don't know what model to use or where to put it, in order to not get obstructed by the plates, when they are opened. But more importantly, the face plates model is added as Art Object to the Armor Addon, so I can't add the mining helmet Art Object for the 1st person light attachment.-> Done. The headlamp mod uses fully closed plates without animation.I'm sorry for not changing the mod version. The main file hasn't been touched since first release. All changes I've done, are various fixes for the optional variants of the helmet. I try to represent changes to the files with version number in the name.
(Vault-tec painted x-01 power armor/ m72 gauss/tactical flashlight was also in the screenshot)
I already thought this helmet was the most stylish in the game, with this mod, it went to another level. I would also like to suggest that you give the same attention to the Sentry Bot Helmet, which was also poorly worked by the developers. It could have the opening and closing animation like the Assaultron, it would bring even more immersion. And with a visor and headlamp mod, it would give it a whole new look!
Anyway, thanks!
Sentry helmet is already done with visor and flashlight. Not sure if this helmet is appropriate to be animated the same way as the assaultron. Putting that aside, it will require more "advanced" editing, to properly split the mesh and deal with unwrap vertices after that. I wont be able to do any kind of animation for the sentry helmet, sorry.
player.additem 0100864a
https://www.reddit.com/r/fo4/comments/odjqhe/assaultron_helmet_bug/
https://forums.nexusmods.com/topic/12158938-assaultron-helmet-always-closed/
In the second link it is reported that the mod Robot Armor Modifications Overhaul is the cause for this bug. Are you using this mod as well and if you are, which version(vanilla or AWKCR)?
Now I know this might seem like a weird question, but is there a way to make the opening and closing of the helmet tied to a keybind rather than whether your weapon is drawn or not? I just prefer to be able to have it closed without having my weapon drawn, and if not, no big deal, I'll just use the version without the animations.
Btw, I'm working on combining my automatron helmet edits into one mod. It will probably include option to change between the different variations of the assaultron helmet on the armor bench.
it could always be here but invisible until you draw a weapon or switch
on the light
practical question: how do you do this? with blender?
additionnal question, you don't have a version that looks like picture 1 but with headlamp perchance?
love the mod keep doing it <3
Actually I just uploaded it :D . It should appear soon.
It might cast unwanted shadows tho, no idea where the light actually originates from.
I don't want to give you extra work tho it's just an random idea i had ^^'
good luck in these endeavours then!!! I'm sure you'll manage ;)
Thank you.
But my combined mod with automatron helmets will not be updated for this variation right away. I'll wait to add more features.
https://www.nexusmods.com/fallout4/mods/13572/?tab=images
I like how it’s reflected and it covers the face completely behind the helmet. The modder of the Sirius Armor that I linked doesn’t want to make it available for console, and I only play on ps4 unfortunately. That being said, thank you for mod and I hope you can make it available for consoles
Edit: I have updated permissions, if someone can and wants to convert the mod and upload it to bethesda.net.