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GiraPomba

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  1. GiraPomba
    GiraPomba
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    New update allows integration with Dynamic Armor Variants, which can also be used to hide hoods/helmets.

    Some limitations from DAV description page:
    Update Frequency
    Dynamic conditions are not guaranteed to update immediately. They should at least update during inventory changes, location changes, and combat state changes. If this is not suitable for your use case, then let me know so I can look into it.

    In order update immediately, the function ResetAllVariants() is called on the player in the scripts responsible for the options (at home, dialogue and in combat).
    This means that "On weapon drawn" or NPCs displays may or may not work properly with some of the conditions used.
    Also, DAV supports way more functions, but the scripts from this mod do not, if there is a need to add more functions or locations, let me know and I'll think of something.
  2. GiraPomba
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    Hey, you there.
    If you are a DAV user, you might be interested in this: Helmet Toggle 2, an improved version of this mod.
  3. KorneyTsoi
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    Is there any simple goshdarn helmet toggle mod for SE&!? I don't want this fancy jerking of animations or dynamic equip. I want just to press one darn button and make my headwear hide!
    1. GiraPomba
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      Use Equipment Toggle and chill the f out.
  4. xxss5songokuxx
    xxss5songokuxx
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    Anyone know how to make it work with pandora?
    1. GiraPomba
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      What does this have to do with pandora?
  5. Dodowingster
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    Hello, I really like this workaround however I have stumbled across a problem. How do I hide hoods on back especially when using mods that changes/add armors like WACFF and Immersive Armor? When equipping custom/modded hoods, its ground models will show up on their backs with the IED preset
    1. GiraPomba
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      I added some conditions to only display helmets that are actually armors.
      If those mods added the ArmorHelmet keyword to the hoods, then you'll have to find a different way to tell the hoods apart.
      I'll take a look later.
    2. Dodowingster
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      For Immersive Armor I am using this: IA Refitted and Reinforced. From the description it says that it changed some Helmets into

      • The word 'helmet' has been replaced in some items, fx. into words like 'headdress'
    3. GiraPomba
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      Alright, updated the esp file including the keyword HT_ArmorHood  and a KID .ini file to distribute the keyword to the hoods from Immersive Armors. Updated the presets to ignore this keyword as well.

      You can use the KID file to distribute the keyword to other mods.
    4. Dodowingster
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      Thank you! Another question is if I add conditions to other places location types such as:
      Spoiler:  
      Show

      "GetGlobalValue HT_DisableHelmet == 1 OR"
      "IsInInterior == 1 OR",
      "LocationHasKeyword LocTypeCemetery == 0 AND",
      "LocationHasKeyword LocTypeCastle == 1 OR",
      "LocationHasKeyword LocTypeDwelling == 1 OR",
      "LocationHasKeyword LocTypeGuild == 1 OR",
      "LocationHasKeyword LocTypeHabitation == 1 OR",
      "LocationHasKeyword LocTypeInn == 1 OR",
      "LocationHasKeyword LocTypeStore == 1 OR",
      "LocationHasKeyword LocTypeTemple == 1 OR",
      "LocationHasKeyword LocTypeCity == 1 OR",
      "LocationHasKeyword LocTypeTown == 1 OR",
      "LocationHasKeyword LocTypePlayerHouse == 1 OR",
      "LocationHasKeyword LocTypeSettlement == 1 OR"


      The animations would only play for playerhome and dialogue correct?
    5. GiraPomba
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      Yeah.
      I'm working on a second version of the mod with more locations and other stuff.
  6. dahoom
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    Hi, I have problem where when the helmets is unequipped it will still display the last equipped one on my back. Reapplying the preset doesn't do much. I am using the Equipment Toggle, in combat + weapon drawn. 
    1. GiraPomba
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      The preset also applies for unequipped helmet, if you have it in the inventory.
      If you toggle "Equipped" here, the display should be disabled when not wearing a helmet:
      Spoiler:  
      Show


  7. NameUser131
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    Hi, I know you said multiple conditions is difficult but would it be possible to also add
    Show when raining
    To the configt file that has show during combat + show during weapon draw
    1. GiraPomba
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      It's possible only if using the DAV version.
      You can open the plugin in xEdit and edit the spell, adding this condition:
      Spoiler:  
      Show



      Then you can add these conditions to the .json file:
      Spoiler:  
      Show

      "states": [
              {
                  "variant": "DAV_HiddenHelmet",
                  "conditions": [
                      "GetIsReference Player == 1 AND",
                      "IsInCombat == 0 AND",
                      "IsRaining == 0"
                  ]
              },
              {
                  "variant": "LoweredHoods",
                  "conditions": [
                      "GetIsReference Player == 1 AND",
                      "IsInCombat == 0 AND",
                      "IsRaining == 0"
                  ]
              }
          ]
      }

      Then you can add these conditions to the IED display:
      Spoiler:  
      Show



      I have some ideas to improve the mod in the future, but I don't know exactly how to do that yet.
    2. NameUser131
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      Hi thank you for your reply, its working perfect :)

      Its a shame that the DAV version can't have equip on weapon draw as well
      Thanks again for your awesome mod, super immersive :D
    3. GiraPomba
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      You could add the IsWeaponOut/IsWeaponDrawn conditions to the Spell/DAV/IED like you did with the isRaining condition.

      That spell forces DAV to hide/show the helmet. You can also add any sort of condition there, as long as they're valid.
    4. NameUser131
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      Cool so DAV version is superior in every way then! I think the only downside then is it can't apply exclusively to player + follower without also applying to every NPC?

      This mod is honestly a must have now that I've installed it! Not sure why there aren't so many downloads. Maybe the only improvement could be to have a similar animation like animated potions, where you can see the helmet travel? Not sure how possible that would be but I imagine really difficult! 
    5. GiraPomba
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      You can add any condition function to DAV, so it's pretty dynamic. The downside is that it only changes the armor in location change, combat state and equip events. That's why I use some scripts and the spell to force DAV to update.

      Animations for followers or other NPCs are possible in theory, by distributing a spell with the conditions. And it's possible to have an animation with the helmet in hands while equipping/unequipping.
      It's easier to track the player tho.

      I guess it doesn't have much downloads because of the description and manual user input. I have some ideas to make a more "automatic" helmet management kinda thing. Let's see.
  8. AniHVX
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    I noticed, atleast for me when helmets are removed in homes/inns that this disables smp hair physics
    1. GiraPomba
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      That's an issue with Equipment Toggle 2.
    2. NameUser131
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      the fix by joselmocs

      "This happens on almost every mod that tries to hide helmet.

      If you are using Faster HDT-SMP try setting disableSMPHairWhenWigEquipped to false on "Faster HDT-SMP/SKSE/Plugins/hdtSkinnedMeshConfigs/configs.xml" file."
  9. vinne2001
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    Does this also disable wigs?
    1. GiraPomba
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      Equipment Toggle 2 will disable these slots:
      30,
      31,
      41,
      43,

      Dynamic Armor Variants probably as well.
      If the wig uses one of these slots, then yeah, it will be disabled.
    2. vinne2001
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      Thanks for the answer, sadly most SMP wigs on Nexus use slot 31 & 41
  10. CatOfEvilGenius
    CatOfEvilGenius
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    Oh my gosh, been wanting this forever! Thank you for making it. Your mod seems just the right fit and not buggy.

    Will it work for modded followers like Kaiden, Auri, Inigo, etc?
    They don't use the vanilla follower system so that's why I'm unsure.

    I already have IED. Can I use just your mod with IED and skip Equipment Toggle 2 and skip Immersive Equipping Animations?
    Or do I have to have Equipment Toggle 2 because it actually hides the helmet? Your mods puts it on the waist and optionally plays animations?
    I know this is in the description but I'm still somewhat confused about which mod does what.

    edit: I use wearable lanterns and put them on my waist. Does the helmet use the same slot as the lantern?
    I suppose I could just set the helmet on waist to always invisible. I just want helmets off my followers heads when they're not in combat.
    1. GiraPomba
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      Hey.
      You need either Equipment Toggle 2 or Dynamic Armor Variants to hide the helmets. Immersive Equipping Animations is optional.
      All I did was to create a preset to display the helmet on the character's waist, and optionally play the animation from IEA, when it's hidden by ET2 or DAV.

      This mod won't do anything to the helmets, if you don't use ET2 or DAV, the helmet will stay equipped and be displayed via IED at the same time.

      You can make it work with followers by changing the values from the conditions from 0 to 2 (player and followers) if using ET2.
      Or by removing the condition "GetIsReference Player == 1 AND", if using DAV.
      Remind to make sure the configs are alright after changing them, refer to each mod page.

      And if the helmet collides with the lanterns, just change the position in the display.
    2. CatOfEvilGenius
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      Thanks, that makes lots of sense now.

      It does seem to work beautifully with modded followers.
  11. 5ces
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    Using the DAV Config and the helmet hidden in combat. For some reason, Dynamic lowered hoods has no effect? Just saw farengar (dragonsreach wizard guy) and he has his hood on indoors.
    1. GiraPomba
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      The config provided only works for player character, you can remove the condition to work on NPCs:
      Spoiler:  
      Show

        "states": [
          {
            "variant": "DAV_HiddenHelmet",
            "conditions": [
              "GetIsReference Player == 1 AND",
              "IsInCombat == 0 AND"
            ]
          },
          {
            "variant": "LoweredHoods",
            "conditions": [
              "GetIsReference Player == 1 AND",
              "IsInCombat == 0 AND"
            ]
          }
        ]
      }


      Remove "GetIsReference Player == 1 AND",
    2. 5ces
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      thx
  12. aWakemon
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    For some reason the IED Presets just do not want to show up, any idea why?
    Installed it per MO2 and using the 1.5.39 - 1.6.353 IED Version.
    1. GiraPomba
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      Wrong version of IED. The presets require version 1.6.3.
    2. aWakemon
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      Ah alright, good to know, so it only works with the AE Version of IED? Because both are 1.6.3
    3. GiraPomba
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      No, it should work on any version of Skyrim as long as you have the correct version of IED.

      I'm on Skyrim v1.6.353, so I'm using the first main file from IED. What version IED says it is when starting the game? The presets should appear for you in the "Custom Displays" menu if you are using 1.6.3.
    4. aWakemon
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      Oh you meant the version of Skyrim, gotcha. I was confused because the current version of IED is also Version 1.6.3.
      I'm playing a modlist which uses SE 1.5.97., so that would be it I suppose. Thanks!
    5. GiraPomba
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      The preset should work for all Skyrim versions that IED supports, but it requires version 1.6.3 from IED.
      I just used my Skyrim version as an example.

      What version does IED says it is when starting the game??
      If using 1.6.3 (IED), the presets should appear in custom display(View>Display Manager>View>Custom items).
    6. aWakemon
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      ooh my bad my bad, the modlist still uses 1.5.0. of IED. I guess I downloaded the 1.6.3 version some other time and didn't realize it wasn't for this modlist.
      Sorry for the inconvienence, that was very stupid of me.
      Thank you!