Hi, that depends on how it hides the headgear. I don't use it so I haven't tested it. The possible outcomes are either that it works or that you'll see your helmhair despite the helmet being hidden.
Out of curiosity, how does this work, like, under the hood? I noticed while experimenting with it by taking helmets on and off, that the hair didn't update while I was in the inventory menu, revealing that the designated "HelmHair" seems to shrink when it's under a helmet. How does this shrinking work? Is it a universal transform, or something particular to each hairstyle?
What you caught is actually a vanilla behaviour. Vanilla hairstyles that are longer have a designated hairline part that's designed to fit under helmets. When you put a helmet on the game removes long hair but leaves the hairline in place. That's why modded hairstyles just disappear, because they don't have a designated hairline that the game can use. While vanilla hairstyles look like they're shrunk down under the helmet. All this mod does is replace your hair with the vanilla hair you assigned as helmhair and refresh the actor to force the game to reapply the "shrinking". It's also the source of all limitations since the refresh function doesn't work for vampires and while mounted, and without it the helmhair would just clip through the helmet. I still don't know an alternative way of doing this unfortunately. You can technically patch every hairstyle with a working hairline/sticking a vanilla hairline onto it and let the game handle it on it's own. But that has it's own sets of problems or is a lot more work.
You can add any hairstyle you want to be used in the FLM file (using Formlist Manipulator) or directly in the plugin's formlist. :) This ofcourse only makes sense if those hairstyles actually work under helmets, most don't otherwise this mod would be unnecessary.
you'd make a test save without this mod enabled, choose the hairstyle you want to test and equip any helmet. If you use coc to start the test save it'll spawn you with an iron helmet already.
How exactly would I get the FormID of a hair I'd like to add as a helmet hair? I looked at your mod in SSEdit and see for example: HairFemaleDarkElf03 "HairFemaleDarkElf03" [HDPT:0008CA84]
when I look at my hair in Racemenu I get: Xing SMP Hairs and Wigs - Dint999.esp (HDPT_F__Dint_KS_DragonStone_WigHDT)
Open the plugin Xing SMP Hairs and Wigs - Dint999.esp in SSEEdit open the Headparts tab and scroll down until you find the EditorID HDPT_F__Dint_KS_DragonStone_WigHDT. If you use the included FLM file with FormList Manipulator instead you can also use the EditorID directly.
Works, but I have a replacement vanilla hair mod and when wearing a helmet, the hair reverts to a vanilla color rather than the tint I have on my custom hair. Not a huge deal, and honestly I can't find any way to get a better result after an hour of searching online so eh.
An unfortunate side effect of switching models made in vastly different styles. The colour doesn't actually change but the hair model you otherwise use displays the colour differently than the vanilla models do, so it looks like the haircolour suddenly changed. :D
Gotcha. At this point I was hoping somebody would make a mod that lets you change the slots on an item in-game (if that's even possible), otherwise some way to batch convert helmets to use a new slot or something.
If you don't mind adding further guide on adding hair on the formlist file (FLM.ini) in real case example, please correct me if i'm doing this wrong. I've read your explanation replying to Keulron, but seems like the modded hairs that i want isn't getting into the helmet.
I want to add evg's modular hair and don't want to use EditorID bc the mods has way too many head parts. Would this be the correct way to add the entirety of the formIDs?
FormList = HelmHairList|evgmodularSMPhair.esp
pr must it be individual formIDs
Edited: i read your explanation to Keulron wrong, and added the hair mods like so. I'm yet to still need to understand why these modded hairs wouldn't be added as helmhair per the notification when I switch to it in racemenu
Make sure you actually installed FormList Manipulator if you want to use the FLM file. Also FLM does not support adding entire plugins into the formlist you *have* to do it one by one with EditorID or FormID. Putting in a long list of IDs is a pain in the ass, I made the vanilla formlist that's included in the esp itself by drag and dropping the entries in the Creation Kit; xedit can't drag and drop things so that'd also be a lot of manual copying. tldr. You can add all the parts from your mod much faster by just drag and dropping them into the plugin's formlist in the ck directly or with an extra overwriting plugin.
Hello, I am using a texture mod for my helmet and the hair still isn't loaded, I have KID installed and I am using the Helmet Toggle 2 version with Dint's hair pack, As far as I Dynamic Armour Varient for HT2 goes, I've installed both the Addons, I don't think there's anything else that might affect this. Please do help
Hi! This mod works flawlessly, thank you for your great work!
My only problem is that I use Crown Helmets Redux (as a non-replacer mod) ( https://www.nexusmods.com/skyrimspecialedition/mods/8923 ) And when I putting on a crown helmet, it triggers the hairstyle change.
Do you think there could be a solution for this? I thought those crown helmets use the Circlet place. But as far as I tested it Circlets don't trigger the hairstyle change.
I checked in SSEEdit and the Crown helmets are marked as Circlets, so I don't know why it triggers the hairstyle change.
I would appreciate your help, if you have the time.
Hi, you can add the esp name of the mod to the first keyword line of the KID file and helm hair will ignore it. it would look like "Keyword = HelmHair_Excluded|Armor|*other esps*,CrownHelmetsRedux.esp Helm Hair only looks at an items keywords not their used slots, so they might use the circlet slot but if they're wrongly keyworded as ArmorHelmet or ClothingHead it'll still apply to it.
To elaborate on/reword this comment, I want to be able to have a non-vanilla hair as my "helmet hair" so that it doesn't look weird when I unhide my helmet. Is there a way that I could add modded SMP hairstlyes (even without the SMP if I have to) to the list of "helmet hairs?" If so, how would I go about doing this?
Edit: Also, is it possible to enable this for modded/modified helmets? I have a mod that has enabled me to remove the neck cloth from the ebony plate armor, but it also makes my character bald when worn... I have noticed the exclusion keywords in some other comments, but am actively to tired to full grasp what is meant.
Not very active here atm but I can answer this. :) The mod sets hairstyles as "helmet hair" when they're in the plugin's formlist, by default all vanilla (skyrim.esm) hairstyles are included as they usually have a functional helmet hairline and people don't normally use them (they wouldn't be here otherwise). You can add more by adding them to the formlist within the plugin with xedit or by using the formlist manipulator file that's included. Helmets are detected simply through using keywords; the kid file included lists the keywords that enable or disable the mod, modded helmets often don't properly keyword things, so a missing ArmorHelmet keyword will make the mod ignore them and "break". To make this mod work on modded helmets you'll either have to add the correct keywords to the modded helmets or add the modded helmets to the included KID file in some form. Note that while adding the entire esp of a mod that only adds headpieces works; doing the same with one containing various pieces will cause strange behavior as helm hair does not actually care about what item has the enabled keyword, only that it does.
Out of curiosity, how would I go about accessing the formlist manipulator file to do that? Sorry, I have never used it before, so I'm just trying to make sure I know at least vaguely what I'm messing with before I do so.
Sorry to comment again. I've figured out where both files are, accessed them, and figured out how to do the edits. However, I cannot get the mod to register main hair as a helmet hair or get the Ebony Plate helm to have hair. I wrote the helmet IDs as FE02c803 and Fe02c869 in my file, and am about to attempt replacing FE with xx. I initially wrote the hair with its title (which I believe to be wrong but is [v44]_Fuse00_Dany_ScalpFemale [HDPT:FE000D61]) and then rewrote it to FE000D61 when it did not even acknowledge it. Am I doing this part correctly?
Edit: changing FE to xx didn't work so I'm just including the entire creation and I believe also the whole open helmets mod.
Hi, you have to write FormIDs without their plugin order but with the plugin name attached. So instead of FE000D61 it would be 0xD61~PluginName.esp for example. You can instead use the EditorID aswell which you can just copy as plain text without anything to worry about. e.g. FormList = HelmHairList|EditorID1,EditorID2,EditorID3 Remember that Formlist Manipulator is only for setting hairstyles as helm hair, it does not set helmets as helmets to work on; that's what KID is for. In case of KID the formating is the same you can just add your helmet's EditorID, or their entire plugin name if it contains only helmets, to the end of the 2nd line in the KID file. e.g. Keyword = HelmHair_Included|Armor|-HelmHair_Excluded,ArmorHelmet,ClothingHead,HelmetEditorID1,HelmetMod1.esp
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That's why modded hairstyles just disappear, because they don't have a designated hairline that the game can use. While vanilla hairstyles look like they're shrunk down under the helmet.
All this mod does is replace your hair with the vanilla hair you assigned as helmhair and refresh the actor to force the game to reapply the "shrinking". It's also the source of all limitations since the refresh function doesn't work for vampires and while mounted, and without it the helmhair would just clip through the helmet. I still don't know an alternative way of doing this unfortunately.
You can technically patch every hairstyle with a working hairline/sticking a vanilla hairline onto it and let the game handle it on it's own. But that has it's own sets of problems or is a lot more work.
This ofcourse only makes sense if those hairstyles actually work under helmets, most don't otherwise this mod would be unnecessary.
If you use coc to start the test save it'll spawn you with an iron helmet already.
HairFemaleDarkElf03 "HairFemaleDarkElf03" [HDPT:0008CA84]
when I look at my hair in Racemenu I get:
Xing SMP Hairs and Wigs - Dint999.esp (HDPT_F__Dint_KS_DragonStone_WigHDT)
If you use the included FLM file with FormList Manipulator instead you can also use the EditorID directly.
The colour doesn't actually change but the hair model you otherwise use displays the colour differently than the vanilla models do, so it looks like the haircolour suddenly changed. :D
I want to add evg's modular hair and don't want to use EditorID bc the mods has way too many head parts. Would this be the correct way to add the entirety of the formIDs?
FormList = HelmHairList|evgmodularSMPhair.esp
pr must it be individual formIDs
Edited: i read your explanation to Keulron wrong, and added the hair mods like so. I'm yet to still need to understand why these modded hairs wouldn't be added as helmhair per the notification when I switch to it in racemenu
Also FLM does not support adding entire plugins into the formlist you *have* to do it one by one with EditorID or FormID.
Putting in a long list of IDs is a pain in the ass, I made the vanilla formlist that's included in the esp itself by drag and dropping the entries in the Creation Kit; xedit can't drag and drop things so that'd also be a lot of manual copying.
tldr. You can add all the parts from your mod much faster by just drag and dropping them into the plugin's formlist in the ck directly or with an extra overwriting plugin.
My only problem is that I use Crown Helmets Redux (as a non-replacer mod) ( https://www.nexusmods.com/skyrimspecialedition/mods/8923 ) And when I putting on a crown helmet, it triggers the hairstyle change.
Do you think there could be a solution for this? I thought those crown helmets use the Circlet place. But as far as I tested it Circlets don't trigger the hairstyle change.
I checked in SSEEdit and the Crown helmets are marked as Circlets, so I don't know why it triggers the hairstyle change.
I would appreciate your help, if you have the time.
Thank you!
it would look like "Keyword = HelmHair_Excluded|Armor|*other esps*,CrownHelmetsRedux.esp
Helm Hair only looks at an items keywords not their used slots, so they might use the circlet slot but if they're wrongly keyworded as ArmorHelmet or ClothingHead it'll still apply to it.
Edit: Also, is it possible to enable this for modded/modified helmets? I have a mod that has enabled me to remove the neck cloth from the ebony plate armor, but it also makes my character bald when worn... I have noticed the exclusion keywords in some other comments, but am actively to tired to full grasp what is meant.
The mod sets hairstyles as "helmet hair" when they're in the plugin's formlist, by default all vanilla (skyrim.esm) hairstyles are included as they usually have a functional helmet hairline and people don't normally use them (they wouldn't be here otherwise).
You can add more by adding them to the formlist within the plugin with xedit or by using the formlist manipulator file that's included.
Helmets are detected simply through using keywords; the kid file included lists the keywords that enable or disable the mod, modded helmets often don't properly keyword things, so a missing ArmorHelmet keyword will make the mod ignore them and "break".
To make this mod work on modded helmets you'll either have to add the correct keywords to the modded helmets or add the modded helmets to the included KID file in some form.
Note that while adding the entire esp of a mod that only adds headpieces works; doing the same with one containing various pieces will cause strange behavior as helm hair does not actually care about what item has the enabled keyword, only that it does.
I initially wrote the hair with its title (which I believe to be wrong but is [v44]_Fuse00_Dany_ScalpFemale [HDPT:FE000D61]) and then rewrote it to FE000D61 when it did not even acknowledge it. Am I doing this part correctly?
Edit: changing FE to xx didn't work so I'm just including the entire creation and I believe also the whole open helmets mod.
You can instead use the EditorID aswell which you can just copy as plain text without anything to worry about.
e.g. FormList = HelmHairList|EditorID1,EditorID2,EditorID3
Remember that Formlist Manipulator is only for setting hairstyles as helm hair, it does not set helmets as helmets to work on; that's what KID is for.
In case of KID the formating is the same you can just add your helmet's EditorID, or their entire plugin name if it contains only helmets, to the end of the 2nd line in the KID file.
e.g. Keyword = HelmHair_Included|Armor|-HelmHair_Excluded,ArmorHelmet,ClothingHead,HelmetEditorID1,HelmetMod1.esp