Version 2.0 is here! Thanks to SkyPatcher, conflicts should be totally eliminated. This is a much more elegant solution than installing dozens of .esp patches (which often times conflicted with each other), and still allows mods that aren't patched yet to function! i.e. no more invisible heads! Mods that add new variants of helmets, like ones with new enchantments or replicas of unique helmets, will still need to be patched to use my open helmet meshes. They will just fall back to using the vanilla closed helmets.
Special thanks to titanbass1 for some help with setting up SkyPatcher's functions correctly! Thanks to JazzKiwifruit for the 2.0 Requiem patch!
I spawned in the enchanted versions of the Daedric Plate Helmet, it doesn't show up as the Open version, instead it shows up as the base vanilla one. How do I fix this?
Yeah my bad, read the sticky but forgot to edit the post, the enchanted ones were from CCI and Power Of Creation, both of which I just decided to remove.
This is a tremendous mod! Beautiful work. However, it seems suddenly that my heads are invisible for soldier armor, ebony plate, and a few others. I don't have any conflicts that I can see. Is this a skypatcher deal? I'm on steam.
Check if the helmets you are equipping are added by another mod that possibly hasn't been patched yet. Easy way to see is with More Informative Console, it will show you what they're from when you drop one on the ground and click on it with the console open.
If they are from a mod(s) let me know and I'll see about patching it. You should also check if you still have pre-2.0 open helmet meshes in the creationclub folders outside of "/Open Helmets". Helmets from unpatched mods use the default closed helmet meshes. If you still have old open helmets outside of the "meshes/creationclub/Open Helmets" folder that is why you would be seeing invisible heads.
Thank you for your prompt reply! It appears I am simply a doofus. MIC showed the base was last changed by CC Open Helmets Merged.esp, which appears to be a file from the previous version of your mod. For whatever reason, it was not associated with a mod in vortex and just hanging out. I deleted it manually. It's all good now! Thanks!
Oh man this is amazing work, thank you very much for it. I really wish someone would go back and remake Improved CLosefaced Helmets in the same fashion with the more modern tools seeing as that mod hasn't been touched in near 8 years
possible to add the ability to choose that helmets can have this treatment, my mod has some helmets not have eye opening, this kinda make that mod inconsistent.
You could delete a CC mod's Skypatcher file in SKSE\Plugins\SkyPatcher\armor\Creation Club Open Helmets, or for CC with multiple helmets you could edit the .ini and remove specific helmets' lines to have them as the default closed helmet while keeping others open.
From what I've gathered the reason the main file doesn't work for some is because Skypatcher's functions are case sensitive. For other users, including myself, most of the CC plugin file names are lowercase. So if the plugin name in the patcher file doesn't match what is installed, the patches don't get applied. The RC file works because it's using EditorIDs instead of FormID filters (which also require the full plugin name). Ideally that would be the go to fix for this problem, but I've been told there are a few mods that change the names of EditorIDs for some reason. Which is another headache.
I have no clue where this difference in file names comes from, as everywhere I've looked online (UESPWiki, forums, etc.) all of the CC but the ones free with 1.6 update have their file names in lowercase. Perhaps it's a mismatch between AE vs downgraded SE versions but I really have no idea.
Interesting! I'd be grateful if you could some way send me the names of the files so I can get the exact capitalization correct I'll make a GOG and Steam option in the installer.
First of all, thank you very much for your work. I don't know if I'm doing something wrong, but all helmets work fine for me except the madness helmet. It seems that the face is invisible and the eyes are not visible, only the metallic reflection of the helmet inside.
with the new skypatcher version, should the whole issue with beards clipping through the helmets be fixed? I seem to remember that was kind of deal-breaker for me the last time I tried this mod
356 comments
Thanks to SkyPatcher, conflicts should be totally eliminated. This is a much more elegant solution than installing dozens of .esp patches (which often times conflicted with each other), and still allows mods that aren't patched yet to function! i.e. no more invisible heads! Mods that add new variants of helmets, like ones with new enchantments or replicas of unique helmets, will still need to be patched to use my open helmet meshes. They will just fall back to using the vanilla closed helmets.
Special thanks to titanbass1 for some help with setting up SkyPatcher's functions correctly!
Thanks to JazzKiwifruit for the 2.0 Requiem patch!
If they are from a mod(s) let me know and I'll see about patching it. You should also check if you still have pre-2.0 open helmet meshes in the creationclub folders outside of "/Open Helmets". Helmets from unpatched mods use the default closed helmet meshes. If you still have old open helmets outside of the "meshes/creationclub/Open Helmets" folder that is why you would be seeing invisible heads.
If I use the RC version (EditorID) the issue is gone and I can correctly see my eyes through the helmet.
I am using the following mods;
Sentinel
Cathedral Armory
Xavbio's Iron textures
And I have the latest AE version on Steam.
It's not really a problem but I am curious why the normal version of this mod doesn't work for me.
I have no clue where this difference in file names comes from, as everywhere I've looked online (UESPWiki, forums, etc.) all of the CC but the ones free with 1.6 update have their file names in lowercase. Perhaps it's a mismatch between AE vs downgraded SE versions but I really have no idea.
I have both the GOG and Steam versions of AE.
GOG has all the CC .esl files with the first letter capitalized. Steam is all lowercase.
I was still using my cleaned GOG CC files in MO2 even after I switched over to Steam recently.
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