Skyrim Special Edition
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GiraPomba

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GiraPomba

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About this mod

Hide or show helmets or hoods, using Dynamic Armor Variants, with equip/unequip animations, on location changes, weather changes, combat, dialogue or during the day as a vampire.

Requirements
Permissions and credits
Changelogs
INTRODUCTION
This is an improved version of my previous mod, with a MCM with more options to choose from and an "automatic" way of handling helmet equip/unequip animations. This means that it should work straight out of the box and will require less tweakings from the user's side.

REQUIREMENTS
- Dynamic Animation Replacer OR Open Animation Replacer: Hard requirement, used to play the animations.
- Dynamic Armor Variants (DAV): Hard requirement, used to hide or show helmets/hoods.
- powerofthree's Papyrus Extender: Hard requirement, used for some core functions.
- SkyUI: For the MCM.
Optional:
- Offset Movement Animation - Nemesis - Modders Resource: Optional, but highly recommended, allows to play the animations with weapons drawn, while sitting or riding a horse.
- Immersive Equipment Displays: Optional, used to show helmet being unequipped and displayed at the waist/hands via presets.
- Keyword Item Distributor (KID): Optional, but highly recommended. Distributes necessary keywords to headgear.
- Spell Perk Item Distributor (SPID): Optional, but highly recommended. Distributes the spells that adds animations to Followers and NPCs.
- FormList Manipulator - FLM: Optional, but highly recommended. Distributes keywords to safe and unsafe locations lists, weathers to the dusty weather list and followers to the ignore followers list.

MAIN FEATURES
- Headgear is not actually equipped or unequipped, just shown or hidden using DAV.
- This means that the enchantments and armor ratings will still apply.
- An animation is played when a helmet, hood, mask or hat is shown or hidden.
- Should only affect helmets, hoods, masks and hats.
- Animations work for the player and/or optionally for NPCs/Followers, via Spell.

INSTALLATION
- Install DAV and its requirements for your Skyrim version
- Choose the Hidden Equipment optional file.
- Install Dynamic Lowered Hoods in order to use the lowered hoods functionality.
- Install optional files from Dynamic Lowered Hoods, if needed.
- If you still are on v1.5.97, also install DAV for Skyrim 1.5. P.S.: MCM Helper hotkey functionality apparently doesn't work on this version, so be aware of this when installing the MCM helper optional file.
- Install this mod and its requirements for your Skyrim version.
- Make sure to place Helmet Toggle 2 after DAV and DLH in the load order.

SUPPORT
This mod supports several other mods to make your experience even more immersive.

Lowered hoods: Apart from the lowered hoods models provided by DAV, Helmet Toggle also support the following mods:
- Elmlock Armor and Blade (CBBE - HIMBO): With its addons, Color Variants and XTudo's version.
- Traveler's Armor Pack.
- Black Bear Ancient Nord Armor.
- Mercenary Light Iron Armor.
- Dragon priests masks: Lowered hoods variants for the "hoods" from the dragon priest masks. With support for Konahrik's Accoutrements and Dragon Priests Retexture SE.

Raised visor: Support (with animations) for Gryphonknight Regalia raised visor variant.
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P.S.: The animation will only trigger with Open Animation Replacer and it falls under the "Helmet" category.
If you don't want to use the raised visor variant, then remove the "HT_ArmorVisor" entry from the Helmet Toggle 2_KID.ini file.

Lowered face masks: Support (with animations) for Face Masks of Skyrim with lowered models included.
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P.S.: The animation falls under the "Mask" category.

Helm Hair: Helm hair will correctly switch the hairs when the headgear is hidden or displayed. Similar to manually equipping or unequipping.

MOD PREVIEW



HOW TO GET STARTED
While in game, open up the MCM and choose the options you want.
By just enabling the "manage" options, nothing will happen, you'll also need to enable one of the available options.
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- Hotkey:
Choose a hotkey to hide or show the helmets/hoods.
Simple: Equip or unequip the helmet/hood with a simple press of a key, without regarding the other options in the MCM.
Dynamic: Swap between helmet/hood "states" with by pressing a key. State 0: Default options selected, State 1: Force Equip, State 2: Force Unequip.

- Safe locations:
With this option enabled, headgear will be hidden in safe locations and shown otherwise (considering the other options). The mod will check for keywords assigned to the current location. By default, it only checks for the "LocTypePlayerHouse". More information below.

- Check for parent:
With this option enabled, the mod will also check for parent location if the current location isn't safe (while not in the unsafe list).

- Dialogue:
With this option enabled, headgear  will be hidden when the player is in dialogue (dialogue menu opened) and shown otherwise (considering the other options).

- Combat:
With this option enabled, headgear  will be shown when the player is in combat and hidden otherwise (considering the other options). This is checked via spell added to the player.

- Vampire: Daytime:
With this option enabled, headgearwill be shown during the day as a vampire and hidden otherwise (considering the other options). This is checked via spell added to the player, more information below.

- Cold region:
With this option enabled, headgear will be shown when the player is in cold regions and hidden otherwise (considering the other options). This is checked via spell added to the player, more information below.

- Change of weather:
With this option enabled, headgear will be shown during enabled weathers and hidden otherwise (considering the other options). This is checked on location change only (at least for now).
Rainy weathers = Weathers flagged as "Rainy".
Snowy weathers = Weathers flagged as "Snowy".
Dusty weathers = Weathers present in a FormList, more information below.

- Change of seasons:
With this option enabled, headgear will be shown during enabled seasons and hidden otherwise (considering the other options). This is checked on location change only (at least for now).
Seasons of Skyrim support for winter and autumn.


- Enable weapons drawn:
Allows to play the animations with weapons drawn. Requires Offset Movement Animation - Nemesis - Modders Resource.

- Hide/show headgear for Followers:
With this option enabled, followers will equip/unequip their headgear at the same time and with the same conditions as the player. The animation for followers is distributed via SPID as a spell.

- Hide/show headgear for NPCs:
With this option enabled, NPCs will have animations, distributed via Spell, and headgear management via DAV.
Use the SPID file to distribute the animation to NPCs.

- Baldness workaround:
This option will tell DAV to use a non-existing armor-addon for the hidden state for NPCs. This is a workaround to prevent premature baldness (mods that change hairs to wigs, for example). This will apply for all NPCs, if you want to use the baldness workaround for specific NPCs, then distribute the keyword "HT_ApplyWorkaround" to these NPCs via SPID or similar methods and leave this option disabled.

If you are using Immersive Equipment Displays (Version 1.7.3 or above), you can apply these presets to show the helmets/masks at the waist and hands during the animations.
For player characters or NPCs/Followers that received the animation spell via SPID:
Apply the preset "Helmet Toggle 2" via "View>Display Manager>View>Custom items":
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If you want a preset for the default DAV config file (NPCs at inns or dwellings while not in combat), apply this preset:
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P.S.: This preset contains the same conditions as the DAV config file.

ADDITIONAL INFO AND CONFIG
Animations:
Folder 750000: Helmet equip.
Folder 750001: Helmet unequip.
Folder 750002: Hood equip.
Folder 750003: Hood unequip.
Folder 750004: Helmet on hand (dialogue).
Folder 750005: Mask equip.
Folder 750006: Mask unequip.
Folder 750007: Hat equip.
Folder 750008: Hat unequip.
Folder 750009: Face mask equip.
Folder 750010: Face mask unequip.

P.S.: The above is valid for DAR structure. For OAR, the folder's names are self-explanatory.

Safe locations:
To add new locations to the FormList, I recommend you to use FormList Manipulator - FLM.
There's a pre-configured file with all the game and DLCs locations included. Open Helmet Toggle_FLM.ini and remove the comment (;) indicator to add the keyword to the list.

Unsafe locations:
In the same FLM file, remove the comment (;) indicator to add the unsafe keywords to the list or just create/remove the lines with the keywords you want or not. Your character will not hide the helmet/hood while in locations with those keywords.

Dusty weathers:
In the same FLM file, remove the comment (;) indicator to add the weathers to the list or just create new lines with the weathers you want.

Ignore Followers:
In the same FLM file, you can add the base record of the followers or NPCs you don't want the mod to hide/show their helmets/hoods to the HT_FollowerIgnoreList.

Vampire:
The vampire option adds a spell to the player that tracks whether the headgear should be displayed or not.
The current conditions for the spell are:
Player is a Vampire AND;
Is not in interiors AND;
Time of day equal or higher than 7:00 AND;
Time of day equal or less than 19:00.

Cold region:
The cold region option adds a spell to the player that tracks whether the headgear should be displayed or not.
The current conditions for the spell are:
Player is not in interiors AND;
Is In Region = WeatherSnow OR.       
WeatherCoast OR;
WeatherTundraMarsh OR;
WeatherDLC2SolstheimMtns OR;
WeatherDLC2SolstheimSnow OR;
WeatherDLC2SolstheimSnowHeavy OR;
DLC01VampCastleStorm OR;
DLC01WeatherCanyon OR;
DLC01WeatherIce OR;
DLC1FalmerValleyBorder OR;
WeatherSkuldafn OR;
WeatherHighHrothgar OR;
WeatherReach.

You can customize the spell via xEdit if you want. HT_ColdRegionSpell "HT_ColdRegionSpell" [SPEL:XXXXX856]

Item detection:
The Helmet Toggle_KID.ini comes with pre-configured keyword distribution to headgear.

Headgear with "ArmorHelmet" is considered as a helmet.
Headgear with "HT_ArmorVisor" is considered as raised visor helmet.
Headgear with "HT_ArmorHood" or "ClothingBody"(hood bundled in an outfit) is considered as a hood.
Headgear with "HT_ArmorMask" is considered as a mask.
Headgear with "HT_ArmorFaceMask" is considered as a face mask.
Headgear with "ClothingHead" is considered as a hat.
Some mods out there use the keyword "ArmorHelmet" for their hoods. If you have Keyword Item Distributor (KID) installed, the keyword "HT_ArmorHood" will be distributed to some vanilla, DLC and also some mod added hoods.
You can add more hoods by changing the Helmet Toggle_KID.ini file.

Ignore Headgear:
In the same KID file, you can add the HT_IgnoreHeadgear keyword to headgear that you want to exclude from the mod management.

Followers and NPCs animations:
If you have Spell Perk Item Distributor (SPID) installed, you can use the Helmet Toggle_DISTR.ini file to distribute the animation spells to Followers and/or NPCs.

IED presets:
You can tweak helmet position by editing the presets included. Make changes in the "Equipment Overrides" section.

DAV config file:
The file located at SKSE\Plugins\DynamicArmorVariants\Helmet Toggle 2.json contains the necessary configs for DAR to hide or show the helmets/hoods.

Variants with "Player" on their names are exclusive to the player character. You shouldn't need to change these.

"DAV_HiddenHelmet" and "LoweredHoods" are variants for the NPCs. They have basically the same config as the originals, only difference is, that they'll ignore the player and NPCs from the Manakin Race. You are free to change these variants if you wish to.

There's also some variants for the baldness workaround.

CREDITS AND THANKS
Special thanks to TheCyclist, who allowed me to use the animations from Immersive Equipping Animations.
By the way, both mods work fine together, there's even an optional file included to only play the equip/unequip animation if the helmet or hood is currently visible.