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  1. GiraPomba
    GiraPomba
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    Basic usage of the mod:
    Open the MCM and select the options you want to use:

    • Manage:
      Enable helmet or hood equip/unequip animations.
    • Hotkey:
       Choose type and assign a hotkey to equip/unequip the headgear on demand.
      • Simple: Equip or unequip the headgear with a simple press of a key, without regarding the other options in the MCM. 
      • Dynamic: Swap between headgear "states" with by pressing a key:
            State 0: Managed by options selected, State 1:Force Equip, State 2: Force Unequip.
    • Hide:
      Choose when the headgear should be unequipped. In safe locations and during dialogue.
    • Show:
      Choose when the headgear should be equipped. In combat, during the day as a vampire and during certain weathers.


    Animations are not working:
    For version 3.0+, make sure you've installed Offset Movement Animation v 1.2 and generated the behaviors in Nemesis:
    - Install mod.
    - Run Nemesis;
    - Tick "GP Offset Movement Animation";
    - Update engine
    - Launch Nemesis.

    P.S.: Also works with Pandora.
    MAKE SURE TO TICK "GP Offset Movement Animations" WHEN RUNNING THE BEHAVIOR TOOL, CLEAR YOUR CACHE FOLDERS JUST IN CASE.

    How to add lowered hoods models:
    Spoiler:  
    Show
    DAV config file is located at
    SKSE\Plugins\DynamicArmorVariants\Helmet Toggle 2.json

    You need the model for the "normal" raised hood, which can be a vanilla or mod-added hood, and the lowered version of the hood, which will be from your mod or another mod that adds lowered hoods.
    In the DAV file, there are several variants for lowered hoods. Take a look at one of them to see how the other hoods are configured. The first FormID of the row is the raised hood, the second FormID of the row is the lowered hood.
    Then you just add new lines for your hoods. Use their armor addons and remember to keep the json syntax properly formatted.

    Example:
    {
    "name": "HT_LoweredHoodsPlayer",
    "displayName": "$Lowered Hood",
    "linkTo": "HT_HiddenHoodPlayer",
    "overrideHead": "showAll",
    "replaceByForm": {
    "Skyrim.esm|035F7A": "DynamicLoweredHoods.esp|80F",

    035F7A is the FormID of a vanilla armor addon of a hood from Skyrim.esp and 80F is the FormID of the equivalent lowered hood model from DynamicLoweredHoods.esp.

    Immersive Equipment Displays and helmets:
    Spoiler:  
    Show
    The animations will play as usual, but the helmet/mask won't appear on the characters hand or at waist automatically. For that, you'll need to apply a preset via IED.
    Open the UI and navigate to "VIew>Display Manager>View>Custom Items".
    Choose where you want to apply and select one of the presets in the dropdown menu and click on "Merge". For example, Global tab and Player preset:

    Explaining a bit the settings of this display (the others are quite similar):
    Spoiler:  
    Show
    The display will position the helmet at the waist and it uses the "Last equipped" feature from IED with some conditions as filters.
    It checks if an armor that has the keyword "ArmorHelmet" is equipped:

    It also checks the Biped Slots 30 - Head and 31 - Hair.

    The "Equipment override" section has some overrides that move the helmet to the hand during the equip/unequip animation and to disable it when some other conditions are met:


    You can set different configs for specific helmets. Create a new override for the helmet and add a condition for when the helmet is equipped.
    You should use the existing overrides for "Reposition - Hand" and "Reposition - Pelvis".
    For example: Expand "Reposition - Hand" override and then "Equip/Unequip". Create a new override or copy an existing one (and replace the conditions with the new helmet). Then adjust the transforms:

    Do the same for the "Reposition - Pelvis" override:


    If you wish for the helmet to appear only on the hands during the animation and not at the waist, you can delete all conditions from the "Disable" override, by clicking on the arrow next to "Conditions":


    If you don't like a certain display, you can just delete the whole thing by clicking on the arrow next to it:

    Keyword Item Distributor file: Helmet Toggle_KID.ini.
    Spoiler:  
    Show
    This file is pretty important for the mod as it allows to distribute some necessary keywords to headgear. You can open the file and check what it does.

    For a hood to not be considered as a helmet during the animations, you can assign the keyword HT_ArmorHood to it. Some vanilla and mod added hoods are already included in the file.

    For a headgear to be ignored from the mod's management, you can assign the HT_IgnoreHeadgear to it. By default, the file will add this keyword to all armors with Wig in its name/editorID.

    If you have a mod that doesn't have a proper ground model for the helmets (the ground model is used in the displays), you can assign the keyword HT_ArmorHelmetAlt. The mod then will play a different animation and the helmet won't be displayed on the hands or at the waist of the characters.

    To add a keyword, check how it's done for the headgear in the file and add your new helmets/hoods were you see fit. You can use the EditorID of the headgear in the file. To get the EditorID, use xEdit or More Informative console, by dropping the headgear on the ground and selecting it via console.

    FormList Manipulator file: Helmet Toggle_FLM.ini.
    Spoiler:  
    Show
    This file allows customization of safe locations, dusty weather list and followers to be ignored from the mod.
    To add keywords to the safe location list, just remove the ; to add the records or create new lines if needed.
    To add/remove keywords to the unsafe location list, just remove/add the ; to the records or create new lines if needed.

    When using the safe locations option in the MCM, the mod will check if the current location has any of the safe keywords, while not having any of the unsafe keywords, to determine if the headgear should be unequipped or not. If a location cannot be determined, then the headgear will not be unequipped.

    For example:
    Your character is approaching Whiterun and the keyword "LocTypeCity" is added to the safe location list and the location also doesn't have any of the unsafe keywords. Result: Headgear is unequipped.
    Your character is approaching Fellglow Keep and the keyword "LocSetMilitaryFort" is added to the safe location list but the location also has one keyword from the the unsafe list, "LocTypeDungeon". Result: Headgear is not unequipped.

    Spell Perk Item Distributor file: Helmet Toggle_DISTR.ini.
    This file allows distribution of the animation spell to followers and NPCs. You can open it and check what it does.

    Known issues and limitations:
    Spoiler:  
    Show
    DAV and High Poly NPC Overhaul, or similar mods:
    You'll notice bald NPCs when the headgear is hidden. That's because the High Poly Head mod changes hair to wigs and the headgear is just hidden with DAV, ocuppying the same slots as the wig, thus preventing the wig from being equipped and correctly showing the hairs.
    You can try the option "Baldness workaround" in the MCM of Helmet Toggle 2.

    DAV and Slot conflicts(text from DAV's mod page):

    When swapping armor addons, it is important to ensure that the replacement armor addon shares at least one slot with the armor it is being applied to. Otherwise, it will be possible for the character to equip another piece of equipment that would normally conflict. For example, if you have a helmet that uses slot 31 and 42, do not swap its armor addons with an armor addon that only occupies slot 45. Add slot 31 to it so that the character won't be able to equip another helmet.

    If you're able to equip multiple helmets when the current equipped helmet is hidden, make sure to install DAV Hidden Equipment optional file when installing DAV. If you're still experiencing this, you've two solutions:
    1. Don't do that.
    2. Edit the hidden helmet armor addon from DAV Hidden Equipment.esp and add the missing biped slot, most likely 30 or 42.

    Hair physics stopped when unequipping the helmet?
    Spoiler:  
    Show
    For users of HDT wigs or hairs and Faster SMP-HTD:
    Open the file located at SKSE\Plugins\hdtSkinnedMeshConfigs\configs.xml
    And change this setting to false:
     <!--
    disableSMPHairWhenWigEquipped: (boolean) if enabled, when you have at the
    same time smp hair and smp wig, now, only the wig is physically calculated.
    More precisely, if you have an armor on the hair or longhair slot, no headpart
    is physically calculated.
    You very probably want this, except if you use a hidden helmet mod.
    If no value is set, default is false.
    -->
    <disableSMPHairWhenWigEquipped>false</disableSMPHairWhenWigEquipped>

    If you have the MCM version, then change the setting using the MCM or in the file provided by the mod.

    LE version?
    This is not a continuation or a port of Helmet Toggle from LE. I wasn't aware of that mod as I only searched for the SE part of Nexus. I would have chosen another name otherwise.

    Differences between this and Read the Room:
    Spoiler:  
    Show
    Animations:
    Both mods provide similar animations. Helmet Toggle 2 provides additional animations for Dragon Priest Masks, Hats (clothing), Visors (helmets with a raised visor) and Face masks.

    Headgear:
    Helmet Toggle 2: Uses DAV to hide or show headgear without unequipping or equipping. Armor rating or enchantments are maintained.
    Read the Room: Actually unequips and equips the headgear.

    Conditions:
    Helmet Toggle 2: Conditions based on locations, during combat, certain weathers, as a vampire during the day, in dialogue and/or hotkey.
    Read the Room: Conditions based on locations, during combat, and/or hotkey.

    NPC/Followers:
    Both mods provide support for NPCs.

    Helmet displays:
    Helmet Toggle 2: Uses Immersive Equipment Displays presets to show the helmets at the hands during the animations or at the waist when unequipped. Which should provide more customization, as you can use the UI to reposition the helmets or even add rules to ignore certain helmets and so much more.
    Read the Room: Uses scripted events (functions from IED) to display the helmets, with more limited customization.

    Advantages of Helmet Toggle 2:
    - Since it uses DAV, it should be more compatible with headgears from other mods.
    - Should also work well enough with hoods and their lowered models, just make sure to install Keyword Item Distributor as well.
    - Doesn't equip/unequip the headgear, which means it doesn't fire the onObjectEquipped/Unequipped events that some mods or quests/items might use.
    - Armor ratings and enchantments are maintained (although this could be interpreted as a disadvantage by some).
    - More customization.

    Disadvantages of Helmet Toggle 2:
    - Since it uses DAV, hair physics might stop working when the headgear is hidden. This can be remedied by using the workaround stated above.
    - NPCs with wigs as hairs might become bald. This can be remedied by using the workaround stated above.
    - Armor ratings and enchantments are maintained (if you consider this as a disadvantage.)
    - Some other incompatibility as a result of relying on DAV to hide/show the headgear.


    I didn't want to write this, but some users kept asking about the differences, so I thought it was better to list them here.
    I've designed Helmet Toggle 2 to offer a different approach (using DAV's features). The goal is not to replace but to give users the freedom to choose according to their preferences. I encourage you to explore both mods and decide which one suits you best.
  2. WalterSR
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    Hello. Just wanted to say that you've done a great job with this mod. 

    I initially couldn't get the mod to function due to my own ineptitude, but after re-reading your instructions and the various comments left here, I managed to fix my issue. Apparently Nordic Souls, the modpack I'm currently running, is a 1.5.whatever version of Skyrim and not a 1.6, which caused some brief frustration. But after downloading the 1.5 variant of DAV, everything was peachy. This mod is a great addition to the modpack, and I'm grateful for your hard work in making the mod and helping the people who downloaded it. 
  3. MonkutPaik
    MonkutPaik
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    If I don't want to use Dynamic Lowered Hoods is it okay to disable the esp for the mod to use lowered hoods models?
    1. GiraPomba
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      You can disable the plugin, but the lowered hood models are still necessary.
  4. Guurzak
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    Sinister Seven masks are not hiding for me. 

    I have added a line to Helmet Toggle_KID.ini:

    Keyword = HT_ArmorMask|Armor|Sin7_Mask_Ebony,Sin7_mask_bronze,Sin7_MASKR_gold,Sin7_MASKR_silver,Sin7_MaskOfJack,Sin7_EvilMasterArmorHelmet

    I have installed DAV and placed it above HT2. The relevant plugin order is:

    DAV_HiddenEquipment.esp
    DynamicArmorMenu.esp
    Helmet Toggle 2.esp

    Everything else hides as expected, it's just these circlet masks in particular being stubborn.

    If you have any other suggestions for what I might try, I'd welcome any help.
    1. GiraPomba
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      Check this comment chain.
    2. Guurzak
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      Thank you for the reply.

      I am not using a hood or other headgear in conjunction with the mask, so based on that thread hiding should be working, but is not.

      The only Dragon Priest references I see in the mask armor records are MODL records which define the item's appearance- are those the records I should be deleting? https://imgur.com/fgUuoMo
    3. GiraPomba
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      It might work with the facemask keyword instead. I'm going to change things a bit in the next version so that mod can be hidden too.
      Deleting or reordering the Dragon Priest armor addons records needs to be done so the masks can be hidden while wearing hoods. I don't think Dragon Priests will wear those anyway lol.
    4. Guurzak
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      Changing the keyword to HT_ArmorFaceMask solved everything. Thanks so much.
  5. CoconutCookie
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    Thanks for this mod. I couldn't get read the room to work with pandora. I have one question though, is there a way to make this work with facial hair? I've noticed that my character's beard dissapears when I put 'off' a helmet, I suspect this counts for npc's too. I am using the beard mask fix mod by parapets.
    1. GiraPomba
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      Unfortunately not, it's a limitation from Dynamic Armor Variants. But it works with open face helmets.
    2. CoconutCookie
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      Ah, that's too bad. Anyway thanks for the quick response and the great mod.
  6. Hopvi
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    For some reason, the mod doesn't work with the Rogue Armor from Sentinel. Everytime I press the keyword, the animation did play as normal, the hood did disappear, but there is no lowered model of the hood, I checked everything and it seem fine, could you help me figure this out?
    1. GiraPomba
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      They've changed the FormIDs in the latest update.
    2. Hopvi
      Hopvi
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      Ah I see, I'm not experience with the SSE edit, so could you show me their changed id? I could apply it to the json file myself.
    3. GiraPomba
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      Should be these ones:
      "Sentinel.esp|930": "Sentinel.esp|933",
      "Sentinel.esp|931": "Sentinel.esp|934",
      "Sentinel.esp|932": "Sentinel.esp|934",

    4. Hopvi
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      Update: I tried,  but it didn't work, the result stay the same.
    5. GiraPomba
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      Make sure to change all three variants.
    6. Hopvi
      Hopvi
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      Nevermind, it worked.
    7. Hopvi
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      Another update, I've changed all three variants, but it seem the model doesn't work on npc, I equipped the Rogue set to my follower but there are no lowered hood model when she lowered it.
    8. GiraPomba
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      If it works for the player, it works for NPCs.. Unless you're using the "Baldness Workaround"..
    9. Hopvi
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      Yeah it was my fault, I disable the baldness workaround and it work again, thanks.
  7. xxfujifujixx
    xxfujifujixx
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    Hi, I have a question about the behavior of Helmet Toggle 2.


    When I load a save or start the game, the helmet is automatically restored to the head slot — even if I manually unequipped it before saving. Moreover, in this state, the helmet also appears duplicated on the waist or side (e.g., slot 52), as if both the "unequipped" mesh and normal mesh are active at once.


    However, if I press the hotkey once after loading, the issue goes away — the helmet disappears from the waist and behaves normally again.


    Is this intended behavior? Or is there a way to disable the auto-restore on load?


    I'm using Skyrim SE 1.6.1170 (AE) with SKSE and the latest Helmet Toggle 2. I confirmed this behavior in a clean save with minimal mods as well.


    Thanks in advance!
    1. GiraPomba
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      No. That's not normal and I can't reproduce this behavior.. When the game loads, the conditions are evaluated again, if the helmet is hidden, it stays hidden.
    2. xxfujifujixx
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      https://imgur.com/a/tyGlX3F

      Here's a screenshot showing the issue clearly:
      https://imgur.com/a/lyGfX3F


      After loading a save, the helmet is shown both on the head and also at the waist.
      This happens consistently unless I toggle the helmet again manually using the hotkey.

      Does anyone else experience this behavior too?
    3. GiraPomba
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      Are you sure the helmet is using only slot 52? Slot 52 is not managed by the mod.
    4. xxfujifujixx
      xxfujifujixx
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      Thanks for your reply.
      I'm aware that Helmet Toggle 2 doesn't manage the equipment slot used for visual display, and in my case I'm using IED (Immersive Equipment Displays) to show the helmet on the character's waist when hidden.
      However, I've consistently encountered the following behavior when loading a save where the helmet was hidden:

      • After loading, the helmet appears both on the head and on the waist — as if both equipped and unequipped states are being displayed at once.
      • Pressing the hotkey once makes the character perform the "putting on helmet" animation. The helmet remains on the head, and the waist version disappears.
      • Pressing the hotkey again plays the "removing helmet" animation, and the helmet disappears from the head and reappears on the waist — which is the expected state.
      This only happens immediately after loading the game. Once the hotkey is pressed once, the behavior becomes normal.
      This happens even in a minimal test setup (SKSE, Helmet Toggle 2, IED).
      If there's any debug info I can provide or if you'd like me to test anything specific, I'm happy to help!
    5. xxfujifujixx
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      Additional debug info from Papyrus log:Error occurs in ManageHelmet() Line 499 - GetName() called on None object:[07/17/2025 - 08:28:54AM] Error: Cannot call GetName() on a None object, aborting function callstack: [alias ht_playeralias on quest HT_AnimationQuest].ht_playeralias.ManageHelmet() Line 499[07/17/2025 - 08:28:54AM] HT: Facemask is[07/17/2025 - 08:28:54AM] HT: iTypeOfHelmet is1This happens both on game load and hotkey press. The mod detects helmet type but can't get the name/reference properly.
    6. GiraPomba
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      That's just some debug stuff, doesn't affect functionality, safe to ignore.

      I can't reproduce your issue here, it works fine. Which helmet are you using that only has slot 52?
      I changing some stuff, maybe it will work for you next version.
    7. xxfujifujixx
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      Thank you for looking into this and for the clarification about the debug messages. I appreciate you considering improvements for the next version!
  8. hoppeduponcake
    hoppeduponcake
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    I’ve been fiddling around with this for a day or so, but I can’t get the masks from Sinister Seven to remove when I lower the hood. I’ve added the editor ID, tweaked the slots they use, even added *mask to the KID file with no success. 

    any advice is appreciated. 
    1. GiraPomba
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      Face masks need to have the HT_ArmorFaceMask keyword and use slot 44.
    2. hoppeduponcake
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      So I have the correct keyword applied. Can they ONLY use slot 44? They have both 42”circlets” and 44 in sseedit. 
    3. hoppeduponcake
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      Alright, I actually have it working now, but only when I’m wearing the mask and no hood. I’ve had success with other hood and mask combos removing with the toggle but not this one for some reason. Is there anything else I can tweak so that the mask comes off AND the hood lowers?
    4. GiraPomba
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      I tested some stuff and it's because the Armor record for the masks use an Armor Addon record for Dragon Priests and, for some reason, they can't be hidden when used with other hoods/helmets.

      It can be fixed by either reordering the Armor Addons(untested) or removing the Dragon Priest reference from the Armor records.
    5. hoppeduponcake
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      Fantastic, thanks a ton for being such a responsive mod author. 
  9. TheBlackBarth
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    How can I make Dragon Priest Masks behave exactly as Helmets? I do not want the lowered hoods over the shoulders.
    1. GiraPomba
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      Delete the lowered hood models for the Dragon Priest masks from the DAV config file.
    2. TheBlackBarth
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      Which exact file should I edit? I'm looking both at the Dynamic Armor Variants and your mod and I can't find a specific file with the name you mentioned in here.

      On the Dynamic Armor Variants I have three .json files:
      DAV_HiddenEquipment
      DynamicLoweredHoods
      Helmet Toggle 2

      I removed the DynamicLoweredHoods from the folder but it is still showing the hood.

      Edit: If figured it out. Deleted everything related to LoweredHoods from Helmet Toggle 2.json

      Thanks
    3. GiraPomba
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      Well yes, if you don't want any kind of lowered hood.
  10. th3rm0pyl43
    th3rm0pyl43
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    If I understand correctly, excluding an NPC from the SPID spell distribution should also exclude them from any HT functionality, right? I have a few followers whom I want to always keep their helmets/masks on.
    1. GiraPomba
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      In this case, it's better to add the NPCs to the "ignore" FormList.
  11. removing circlet is a bug?If not, what should be done to avoid removing circlet?
    1. GiraPomba
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      Circlets are ignored by default from the mod.