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Author notes
Pls contact me before improving my shitty mod I'm lonely
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Changelogs
Version 1.1.4
Tweaked modcol and leveled list to make NPC mod spawns feel more natural and diverse
Version 1.1.3
Fixed 'No headlamp' option showing headlamp light
Adjusted facebones to fit better for characters with the big nose and chin
Version 1.1.2
Fixed helmet randomly goes white and losing all color palette, due to the missing shader flag on the world model
Version 1.1.0
Added support for paint/skins (material swap)
Improved UV mapping, meshes, and visor materials
Added functioning headlamps
Added modcols for NPC randomization
Version 1.0.1
Fixed wrong .ssf file path for male models.
Version 1.0.0
Initial release
Adds some new modifications for the combat armor helmet.
Mandible guard
Chin Guard with strap
Eye & Face Visors (transparent/opaque)
Options to hide the vanilla inner cap and strap
Any retextures & skins can be applied
Detailed stats
Spoiler:
Show
Helmet modification
Full Face Helm: +3 DR, +3 ER, requires Armorer 2, cannot be used with face visors.
Chin Guard: +1 DR
Visors
Eye Visor(Transparent): +1 DR
Eye Visor(Opaque): +1 DR, +1 ER
Face Visor(Transparent): +2 DR
Face Visor(Opaque): +1 DR, +2 ER
Inner Cap (Liner & Strap)
Neck Strap: Standard vanilla inner cap.
No Strap: Removes the strap. -0.2 weight.
No Liner: Removes the inner cap completely. -0.5 weight.
The best combination is an opaque eye visor + Full helm with the 18 DR & ER, right below the Marine Armor Helmet. Known Issue
The mandible guard has noticeably lower resolution compared to other parts. (There's no room for it in the texture)
When dropped on the ground, a helmet with new attachments will not reflect the paint option you applied
Visors and the full-face mask don't actually block equipment slots, so you can equip clipping eyewear and mouth covers.
Future Plans
Add separate standalone helmets craftable in the chem bench with appropriate slot occupation, for those who prefer it that way.