Great mod, but I've run into an issue on my latest installation. I'm using a cloak from Olaf's Best Cloaks in Town, not sure if that affects things, alt+dragged it, the preference message pops up, but it keeps getting unequipped. I've set all the automatic unequip options to "No" in the MCM but it still doesn't let me keep the thing on. Any help?
there are mods using standard scripting to give some illusion of this, but in practice 1. one kind of them makes player invisible and place a fake creature in front of it (e.g. Scripted Spells by Cortex) 2. the other simulate a creature using different body parts/armor/race on player (e.g. Play as an ostrich by Kagz Probably from Lua you could make something similar, but not worth the effort in my opinion
Alt +Z takes off helmets but does not seem to put it back on. I'm not sure what you mean about "drag" I try to hold alt as i equip things but it does not seem to save the helmet settings.
yes, I mean keeping alt pressed when dragging an helmet on player paperdoll I'd verify a couple things first: 1. you are using latest MWSE-Lua develop version 2. you have no other mods installed using the same alt-z key combo also your mwse.log may contain some useful info in case of conflicts/errors etc. maybe try posting it on pastebin or similar sites
hey abot, So I updated from 108 to 109. The name went from Abot's smart Helmet to smart helmet. Also it doesn't show up on my mod config or seems to be active. When I check the virtual folder (MO2) its with your other mods I have installed (smart map and smart journal)
Sorry, I won't debug MO2 virtual file system shenanigans, I don't use it. In a proper real Windows file system you should have when mod is correctly installed: Data Files\MWSE\mods\abot\Smart Helmet\main.lua Data Files\MWSE\mods\abot\Smart Helmet\mcm.lua Data Files\MWSE\mods\abot\Smart Helmet\smart_helmet_readme.txt
and see in the in game MCM control panel the mod listed as abot's Smart Helmet. if not, you installed it wrong. Try unpacking/installing it without using MO2
Would it be possible to make it so you equip the helmet when you pull out a weapon or ready a spell and unequip it when you put it away? There's a mod I use for Skyrim that does that, and I like how it worked.
Can't disallow unequipping Mask of Clavicus Vile, which I actually need to keep on. Even if I disable the management of enchanted helmets, it still unequips it on cell change.
I think currently you can disallow equipping/unequipping helmets enchanted with night eye/light related to darkness, other enchantments are not checked/are treated as non-enchnated standard helmets. If I update the mod I will try to add a setting to skip automatic equipping/unequipping of any enchanted helmet
22 comments
1. one kind of them makes player invisible and place a fake creature in front of it (e.g. Scripted Spells by Cortex)
2. the other simulate a creature using different body parts/armor/race on player (e.g. Play as an ostrich by Kagz
Probably from Lua you could make something similar, but not worth the effort in my opinion
I'd verify a couple things first:
1. you are using latest MWSE-Lua develop version
2. you have no other mods installed using the same alt-z key combo
also your mwse.log may contain some useful info in case of conflicts/errors etc. maybe try posting it on pastebin or similar sites
nothing else using that combo.
I'll just toy around with it and see if I can get it to work. Thank you for the reply
In a proper real Windows file system you should have when mod is correctly installed:
Data Files\MWSE\mods\abot\Smart Helmet\main.lua
Data Files\MWSE\mods\abot\Smart Helmet\mcm.lua
Data Files\MWSE\mods\abot\Smart Helmet\smart_helmet_readme.txt
and see in the in game MCM control panel the mod listed as abot's Smart Helmet. if not, you installed it wrong. Try unpacking/installing it without using MO2
If you accept any request then I would like to see support of companions.