Skyrim Special Edition

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weds4

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weds4

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47 comments

  1. weds4
    weds4
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    Version 2.0 Update Post:
    It's finally here! Everything I wanted/was requested got added except an NPC module. For now I'd recommend looking for another mod to manage NPC headgear, although I might figure it out one day...
  2. g36cking
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    I have installed this mod using mod manager, i have since removed the mod but the script is still active and i need to try and remove this any help would be great?
    1. XxXTheGhostXxX
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      I know this is a super old comment but there are a few ways you can likely fix the issue if youre still dealing with it. Firstly make sure you run nemisis or FNIS which ever you are using. If it still persists you can simply do a search in your file explorer. Just search for the name of the mod and deleted anything that pops up
  3. Veinmire
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    Simple, effective, doesn't require even more ini piddling nor does it require me to adjust my hair physics like helmet hiders, and I love that option to reenable previously equipped head gear. Great stuff. I'm sure we've all wished for something like this a few times ever since 2011. 

    I consider this like 90 percent perfect but I would say the only things that would make it better would be a clear indicator in the MCM of the active helmet, a brief widget/notification to show when it's on or off, and most of all an exclusion list.

    Why an exclusion list? Because other mods may not necessarily categorise helmets in a way that's helpful. For example I use an outfit wheel mod for keeping additional non-primary gear (recommended), and I store my hood and cloak there for cold prevention in Frostfall, and these mods complement each other well with the reequip previous option. However some of those hoods (probably from Wet and Cold or something) are called "padded hoods" and count as actual helmets and have a slight armour boost, which means they override the helmet I want to actually be using in combat. So I have to make sure not to use the armoured ones, which is a slight loss as the warmth rating for them is higher.

    I suppose it's not the biggest deal in the world, it would just be nice. 

    But anyway, great work and endorsed. 
  4. jsbrando
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    This is a great mod.  The only thing missing is "re-equip when raining or snowing".  Or an equip/unequip hotkey option.
  5. Seattleite
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    It only unequips helmets and doesn't re-equip them.
  6. eliteslasher
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    Not sure if you will still be working on or supporting this mod, but if so, would it be possible to make all NPCs and followers besides maybe guards follow the rules I have set for myself?
  7. lem0nad3z
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    mod not showing up in MCM for some reason
  8. Maduck89
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    if i have a custom circlet i want to toggle on and off, how would i get it to work? just add the "clothescirclet" keyword? i tried it but it doesn't disappear.
    1. weds4
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      It checks for the armor slots for head, hair, circlet, and ears. See https://www.creationkit.com/index.php?title=Slot_Masks_-_Armor

      You should add at least one of those to your custom circlet.
  9. major5dog
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    The quest and spell are not showing up. Disabled and restarted mod and still not showing quest or spell.
    Thanks
    1. weds4
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      This mod neither adds a spell nor a quest to the player's menus. Use SkyUI's MCM to interact with the mod settings, and use the hotkey to toggle the remover.
    2. major5dog
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      In the mcm under this mod in the left hand column  is the reset tab, and under that tab it has a button "click here to restart" when hovering over the restart button, it says on the bottom of the screen  "Add the unequip/re-equip spell from the player and start the related quest". under the options tab when hovering over the  buttons it mentions "saved helmet" there are no  instructions to save a helmet. I set the check boxes to re-equip helmet I tried several different  combinations of readying weapons and having the helmet equipped and unequipped even changed the  pause short cut key to another key  and still can not get to work. What am I missing? how do you save the helmet?
      I have deleted, redownloaded and reinstalled this mod using Vortex, there are no conflicts or load order problems showing. I have run loot and deployed the mod. I have checked the plugin and the esp. showed enabled. I have had no other versions of this mod installed. But I did install this mod on on a all ready existing play through.
      Would like to be able to used this mod. 
       Thanks for any help.
    3. weds4
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      Thanks for the details! The helmet is automatically removed when leaving combat. The helmet is "saved" when it is auto-unequipped by the mod. Depending on the checkboxes, it may also unequip after leave sneak mode or after you sheath weapons (if you aren't still in combat).
      Here's an excerpt from the description: "Uses SKSE scripts to auto-unequip your helmet when you leave combat. Re-equips automatically next time you enter combat (optionally re-equips when sneaking or drawing weapons)"
      The spell and quest are in the background (which is why I said they are not added to the player's menus). It should be fine to install on an existing playthrough. You shouldn't need to use the reset button right after installing.
  10. quennn
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    getting trouble from this mod. i had it installed perfectly fine, happened to delete my mods folder; redownloaded it couple months later, obvs, started up my save... and it doesn't work. got jcontainers, got mcm, it operates... sort of? it'll put my hood on, like, once, and then remove it, and never do anything again. hitting the restart button doesn't give me any quest or effect. i redownloaded an older version, still nothing. (yes, i did clean my save, still no quest or whatever is supposed to happen on the new version)
    1. weds4
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      If you started using 2.0 on a save that had an earlier version of this mod, you will most likely have problems.
      Also note that using the reset option will first stop the mod, and then you have to exit and re-enter the mcm to start up the mod again.

      Depending on the settings you have selected, you will get different behaviors from the mod. For example, is your hood armored? If so, the default settings should unequip it when you leave combat and/or stop sneaking and re-equip it when re-enter combat and/or start sneaking. If the hood is unarmored, the default settings would unequip it when you enter combat and/or start sneaking (because it will re-equip your saved combat headgear) and re-equip it when you leave combat and/or stop sneaking.

      Let me know if you want to work on debugging your issue further.
    2. weds4
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      I took a second look and found an issue. There's now an update file available. Just to be sure its working go ahead and toggle the mod using the reset/restart options in the mcm.
    3. quennn
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      i'll take a look, cheers :)
    4. quennn
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      game decided it just straight up wouldn't detect the mod at all; it didn't show up in my mcm. it was most definitely installed, though. looks like i'll have to manually equip and unequip my helmet like some sort of heathen
      edit: second time's a charm, it showed up this time. crossing my fingers it'll work
  11. BlazeStryker
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    I am curious; was this mod adapted off the script for Serana putting her hood up to cut down on sun glare?

    (if not, can that script be adapted to solve your NPC implementation issue?)
    1. weds4
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      No, this was not adapted from that. The way that works is by adding Serana as alias on a quest in the dawnguard esp. If I wanted to do that, I'd have to create an alias for every character that could possibly need their helmet removed which is functionally impossible for obvious reasons (or make a set number of aliases that can be filled by whoever, but then there couldn't be more than X number of NPCs with the helmet remover).

      Besides that, there are other mods that manage NPC headgear and any implementation I made (as stands currently) wouldn't be meaningfully different from those mods.

      Thanks for the question though!