Version 4.5 is released - Now handles slot 44 (mask slot?) - A "pause mod" option is added in MCM - Slightly re-arranges MCM menu for better clarity - Will now unequip before equip for better consistency
Version 4.5.1 - fixes the bug where helms are getting unequipped when switching weapons
Nice! Simple, elegant and most importantly it WORKS! :) I like it. (A more complex one I found for SSE did nothing at all.) Just so you know, it also works on Skyrim Special Edition. It works as is, no porting, no fuss, no muss. just install and go! :)
Hi I've used the latest version. When my weapons are sheathed and i draw my sword then my helmet gets equipped, i sheath my weapons then my helmet gets unequipped.. ok that works as expected.
However, problem occurs whenever i have my weapons ALREADY drawn, and then everytime i change my weapon, (example to Crossbow) then the Helmet Gets UNEQUIPPED.. then i change my weapon again to sword then my helmet gets EQUIPPED.. this happens repeatedly everytime i change my weapon from the "In-Combat state"..
for those having the bug enchantment not working upon equip use this mod Equip Enchantment Fix
Hi will you ever port this to SSE? I recently got back to LE to try out Requiem and also added this mod to my load order. love it
If you decided to port this to SSE i've a few suggestions: 1. The Unequip Headgear script always takes effect, can you add a Turn mod on/off toggle on the Mcm? Not a big deal though cuz i can just register Same headgear on equip and unequip, but still, a on/off toggle is appreciated 2. Can you add the "44-Unnamed" slot to be handled by the script? The 44-Unnamed slot is always used for mod added MASKS in-game.. i hope you consider this, thanks a lot. Love your mods
OMG gonna try this immediately. the mask slot always bothered me because it always stays on even when my weapons are sheathed. thanks for the update <3
Beautiful mod! Has been working perfectly for me. I just recently installed immersive armors, and realized there are masks ln the mod, (there’s a eye patch too) but don’t unequip like helmets and circlets. Is there any chance you add them?
Is there any chance of seeing the functionality on this mod disabled? Not entirely uninstalled, but rather, just remain installed and not equip/unequip automatically. It seems when equipping the helmet automatically, the helmet's enchantments don't register. So, something like fortify archery on the helmet will not provide any bonus archery damage if the helmet was equipped automatically with this mod. It's the same with hotkey mods like sky ui or hotkeys ++
You can simply "Clear the current xxxxx headgear" in the MCM
That being said, I never noticed this myself, thank for letting me know. I'll look into it, however, if the other mods have the same problem, then it's likely not fixable :/
Hi friend, very good job. The MCM option: "Scan for new followers" doesn't work for me. I have the mod: "Extensible Follower Framework" and the follower of Vanilla: Lydia. Click on "Scan for new followers", I leave the menu but when I open the menu again the name of Lydia does not appear in my case. I translated your mod and I don't know if the translation is the mistake.
Until then, an easier work around would be to choose the uninstall option in MCM, then get out of menu, wait a second or two, go in console and type: startQuest AutoEquipHeadgear_Quest
Yes, expected, I really just put that in because I didn't want to create another mod for such a simple automation, but if people want it, I can add re-equiping the shield functionality too.
I can't seem to get this to work. I've tried a number of sequences, but it never seems to re-equip the shield. Also, the MCM option descriptions are a bit confusing to me, not sure if I need to enable something for the shield re-equip or whether it was supposed to happen and simply doesn't.
1. The unequip shield option in the MCM need to be turn on. 2. Equip a shield, draw and sheath 3. The shield should be un-equipped. 4. Draw again, the shield should be re-equipped.
Unfortunately that didn't work. I went into the MCM, enabled the unequip shield, scanned for equipment so the helm would show up in the list, then closed it and followed the rest of the steps, though I already had a shield equipped along with the helm at the time, does that matter..?? I wouldn't think so, in fact I'd expect I'd need the shield equipped along with the helm when I did the scan operation..
And I should've put more detail description on this feature, I will do so on the front page now.
What the auto-equipping shield feature does is as follows: When the player sheath, check if there is a shield equipped, if so, unequip it and remember it When the player draws, check if there is anything in the left hand, if not, equip the shield that was remembered. All that's needed in the MCM is to toggle the unequip shield option on, there is no need to scan or anything.
Curious, is there a way for it to not 'double-clutch' when drawing your weapon if it's also restoring your shield to your off-hand? Seems like it double-draws the weapon when it re-equips the shield. Figured I'd ask, and wanted to see if it's just me or if it does that. Thanks!
66 comments
- Now handles slot 44 (mask slot?)
- A "pause mod" option is added in MCM
- Slightly re-arranges MCM menu for better clarity
- Will now unequip before equip for better consistency
Version 4.5.1
- fixes the bug where helms are getting unequipped when switching weapons
To update:
Simply overwrite the files
Just so you know, it also works on Skyrim Special Edition. It works as is, no porting, no fuss, no muss. just install and go! :)
Thank you very much!
is possible a version in which the helmet is only removed when it is inside houses or cities?
Hi I've used the latest version.
When my weapons are sheathed and i draw my sword then my helmet gets equipped, i sheath my weapons then my helmet gets unequipped.. ok that works as expected.
However, problem occurs whenever i have my weapons ALREADY drawn, and then everytime i change my weapon, (example to Crossbow) then the Helmet Gets UNEQUIPPED.. then i change my weapon again to sword then my helmet gets EQUIPPED.. this happens repeatedly everytime i change my weapon from the "In-Combat state"..
for those having the bug enchantment not working upon equip use this mod
Equip Enchantment Fix
I'll get it fix asap, thanks for the report!
If you decided to port this to SSE i've a few suggestions:
1. The Unequip Headgear script always takes effect, can you add a Turn mod on/off toggle on the Mcm? Not a big deal though cuz i can just register Same headgear on equip and unequip, but still, a on/off toggle is appreciated
2. Can you add the "44-Unnamed" slot to be handled by the script? The 44-Unnamed slot is always used for mod added MASKS in-game.. i hope you consider this, thanks a lot. Love your mods
Yes, I definately should convert it to SSE, maybe after the next version.
I'll make it handle 44 slot too, and add a toggle switch.
Thanks again for the mod!
That being said, I never noticed this myself, thank for letting me know.
I'll look into it, however, if the other mods have the same problem, then it's likely not fixable :/
The MCM option: "Scan for new followers" doesn't work for me.
I have the mod: "Extensible Follower Framework" and the follower of Vanilla: Lydia.
Click on "Scan for new followers", I leave the menu but when I open the menu again the name of Lydia does not appear in my case.
I translated your mod and I don't know if the translation is the mistake.
I guess I'll have to check on Extensible Follower Framework
However, currently swamped with work and mods, so this'll take some time.
I will wait for you to have time to look at it.
because IT IS THE best Auto Equip Headgear mod I've seen in nexus mods.
works again after reinstall. well, no biggy, but...
shield takes about two seconds to appear, not very convenient
2. Equip a shield, draw and sheath
3. The shield should be un-equipped.
4. Draw again, the shield should be re-equipped.
Let me know if that doesn't work.
Uploaded correctly this time, thanks for the report.
What the auto-equipping shield feature does is as follows:
When the player sheath, check if there is a shield equipped, if so, unequip it and remember it
When the player draws, check if there is anything in the left hand, if not, equip the shield that was remembered.
All that's needed in the MCM is to toggle the unequip shield option on, there is no need to scan or anything.