Skyrim Special Edition
0 of 0

File information

Last updated

Original upload

Created by

grVulture

Uploaded by

grvulture

Virus scan

Safe to use

Tags for this mod

About this mod

Player, NPCs and followers equip/unequip helmets according to location and circumstances!

Requirements
Permissions and credits
Changelogs
This mod handles automatic equipping/unequipping of helmets, hoods and circlets. For the sake of convenience, I'll just write "helmets" from now on, and that will include hoods and circlets too.

PLAYER:
When you start this mod, it's in a blank state. You have to teach it which (if any) helmet you want to wear in any given situation.

The situations are:
(Dangerous Situations)
  • In Combat
  • In Dangerous Areas such as Dungeons, Areas with Enemy Bosses, Giant Camps, Hagraven Nests, SprigganGroves, etc.
(Stealthy Situations)
  • When Sneaking
(Safe Situations)
  • In Cities
  • In Towns
  • In civilized Buildings
  • In Player Homes
  • In other inhabited areas (eg. farms)
(Neutral Situations)
  • In the Wilderness

In Dangerous Situations, the player will always wear his "combat helmet". It's always the same helmet and you can teach the mod which one it is, change it, or don't wear anything at all.
Whatever you want to equip on your head when you are in a dangerous situation, the mod will do it for you automatically.

In Stealthy Situations, when you want to sneak and be stealthy, you may want to equip another helmet, eg. one with sneaking enchantments. The mod can do this automatically for you.

In Safe Situations, the player can have different helmets for different locations. When there is no specific helmet connected to a location, the last one you equipped (if any) in a civilized area will be used. You can however teach the mod to use different helmets for 5 different safe locations if you wish too.

You can also assign a different helmet for when you are out in the Wilderness.

Overrides:

All of the above situations (except for when in-combat and when sneaking) will be overwritten when it rains by a Rain Helmet and when it snows by a Snow Helmet.
If you decide to use different helmets for these kind of weathers, that is.

You can also register a Day helmet and a Night helmet (eg. for vampires).
Default Hotkey for registering a Day or Night Helmet is "N". You can change it through the MCM if you want to assign another key to this function.
If you want to unregister the current Day or Night Helmet, just press the Hotkey without anything on your head.

TEACH THE MOD:
To teach the mod, just equip a helmet in a location. The mod will remember the helmet you wore, and will automatically equip this helmet whenever you are in a location like this.

If you equip a helmet with your weapon out, it will always register as a "combat helmet" and only this helmet will be automatically equipped in dangerous situations.

Example:
1. You are in Riverwood, inside the Sleeping Giant Inn and you equip Hood A. (Civilized Building Helmet Registration. Generic Civil Helmet = Hood A)

2. You go out and you equip Hood B. (Town Helmet Registration. Generic Civil Helmet = Hood B)

3. Now when you go to a shop, you'll automatically equip Hood A. (Civilized Building Helmet Auto Equip)

4. When you go out of the shop, you'll automatically equip Hood B. (Town Helmet Auto Equip)

5. When you go in the Wilderness with your Hood B on, you'll automatically register Hood B as your "wilderness helmet". Let's say however that you want to register something else as your "wilderness helmet", so you equip Hood C (Wilderness Helmet Registration)

6. You go into a dungeon and you equip Hood D (Combat Helmet Registration)

7. You clear the dungeon and you head back to the wilderness. Hood C is automatically equipped. (Wilderness Helmet Auto Equip)

8. You head to Whiterun, when you are there you'll automatically equip your generic civil helmet Hood B since you haven't registered any city helmet until now. Hood B is automatically registered as your city helmet. (City Helmet Auto Equip and Registration)

9. You go to Belethor to sell your loot, you automatically equip Hood A. (Civilized Building Helmet Auto Equip)

10. After you've done your business in Whiterun, you want to head to a modded Player Home you have out in the woods. On the way, you automatically change helmets based on location and at some point you pass in front of a farm. A farm is an inhabited safe place but doesn't fall into any of our "safe situation" categories, thus you automatically equip your "generic civil helmet" which happens to be Hood B. (Generic Civil Helmet Auto Equip)

11. You reach your home and get inside, automatically Hood A is equipped. However you don't want to wear any helmet in your home so you unequip Hood A. This registers "No Helmet" in Player Homes and since it's the last civilized registration, it also registers a "No Helmet" as your "generic civil helmet". (Player Home Helmet Registration. Generic Civil Helmet = No Helmet)

12. The next morning you head out and pass the farm again. Since your "generic civil helmet" is "No Helmet" now, you'll unequip any helmet you might be wearing. But you decide to equip a new Hood E while at the farm, Hood E will be the "generic civil helmet" from now on. (Generic Civil Helmet Registration)

13. You reach Whiterun and should automatically equip Hood B. But you left Hood B at home, so the mod falls back to your "generic civil helmet" and thus you automatically equip Hood E. (Generic Civil Helmet Auto Equip as a Fall Back)

Maybe this all sounds very complicated, but all you have to remember is just equip which helmet you want in a given situation/location, and the mod will remember that for you and automatically equip the right helmet when you are in a same situation/location again. This way you teach the mod in the beginning, and then it takes over and you just forget about it.

NPCs:
NPCs have only one helmet (if they have one). They will unequip their helmet inside civilized buildings and always keep their helmet equipped everywhere else.

There are MCM options to make them unequip their helmets in more locations, but they will always use their helmet in combat (if they have one). Circlets will never be unequipped from NPCs.

  • NPCs that have already been loaded might not follow your MCM rules until they are refreshed by the game (eg. until the player spends enough time away from them).

FOLLOWERS:
Followers will automatically equip/unequip helmets as complex as the player, if you can make them equip different helmets in different situations/locations so they can train the mod. Making them equip different helmets is beyond the scope of this mod, but this can be achieved by trading helmets with them or with any of the many popular follower framework mods.

Join me for exclusive content:


FUTURE: Another mod to Equip/Unequip shields in civilized areas will be created soon.