About this mod
Allows humans to wear Aviator Caps. Adds them to Leveled lists of Raiders and Settlers. Makes them craftable (optional).
- Permissions and credits
It is always a good idea to check mods you downloaded for conflicts with FO4Edit.
The ESP plugin in this mod is flagged as an ESL and will not take one of your precious ESP slots.
Features:
- This mod changes the Aviator Caps and allows humans and synths (Gen-1, Gen-2 and Gen-2-Valentine) to wear them
-> if you download a version that includes children, obviously children will be able to equip them too. To avoid clipping, i needed to increase the volume of the Cap with Outfit Studio. If you don´t like that, download a version without children. The change is not too dramatic though.
- Aviator Caps now occupy Slot 30 (Hair Top) together with the default Slot 46 (Headband) in order to avoid clipping with human hairs.
- The slots of both the "Unplayable" and the "Playable" Aviator Caps are changed, because they both reference the same Armor Addon. You need to make the slots of the armor entry and the armor addon entry equal or otherwise the armor will be invisible when equipped. That´s why the Unplayable Aviator Cap is also changed. But you won´t even notice, because they are ... unplayable.
- Aviator Caps are added to leveled lists of settlers and raiders.
- This mod allows you to craft Aviator Caps at a chemlab, under the "Utility" category. Crafting requires 3x leather and has no perk requirement. This feature is optional. If you choose a "NoRecipe" version, you can still loot them from raiders and settlers if you want one for yourself or your companions.
The Aviator Hat is now added to 001C269B LL_Clothes_Wastelander_Hat. This means that wastelanders (e.g. settlers) who are already wearing hats can also spawn with aviator hats. The chance for wastelanders to wear headgear should be unchanged. The mod only provides more variety.
Settler/Wastelander Headwear in the same pool of options:
- Trilby hat (000A36C0)
- Newsboy cap (000A740E)
- Green rag hat (000B3F4D)
- Battered Fedora (000E5086)
- The Aviator Cap will be added as a 5th option
Test NPCs (Settlers):
- WorkshopNPCMale (0014CEA8)
- WorkshopNPCGuard (001167A5)
- WorkshopNPCFemale (0014CEA9)
The Aviator Cap is added to 001EA891 LL_Armor_Raider_Helmets. Raiders who are already wearing headgear will be able to wear an Aviator Cap as an alternative. This mod adds more variety but doesn´t make Raiders wear more headgear. Balancing is more or less unchanged (the metal armor helmet will have a slightly decreased chance of spawning because there are simply more pieces for the game to choose from).
Raider Headwear in the same pool the game chooses from:
- Assault gas mask (0007239E)
- Welding goggles (000787D9)
- Gas mask with glasses (001184C1)
- Sack hood (0018E417)
- Sack hood with hoses (0018E419)
- Sack hood with straps (0018E41B)
- Yellow flight helmet (00042565)
- Wraparound goggles (000536C5)
- Metal helmet (000787D3)
- The Aviator Cap will be added as a 10th option.
Test NPCs (Raiders):
- LvlRaiderMelee (00019562)
- LvlRaider (0002898B)
How to test leveled lists:
- Type „player.placeatme [NPC ID] 20“(without quotes) to spawn 20 NPCs
- If nobody is wearing an Aviator Cap, do it again
-> If you spawn raiders, you should type „tai“ (without quotes) first. That will disable AI meaning raiders won´t attack you
-> If you can´t move and check the NPCs, use either "tfc" (free cam) or "tcl" (makes your character move without colliding with surrounding objects)
- if you´re testing mods on a clean save with level 2 or something, try "player.setlevel 20". When i tested the mod first, raiders didn´t spawn with Aviator Caps because my level was too low. I didn´t add any level requirements or something.
- If you are convinced that there won´t spawn any Aviator Caps at all, try moving this mod down your load order if you want Aviator Caps so badly.
- You can save much time by using FO4Edit. If you can´t resolve conflicts by yourself, feel free to ask for help in the comment section, but you should tell me which mods you´re using.
Why did i make this? It´s good practice. And somebody asked for it. Both together are reason enough. Do i think this mod is a revolutionary game-changing experience? Not really.
Enjoy and have a nice day.
Plans/ideas (feel free to add yours in the comment section):
- Add a more complex version with color swaps (color swaps are relatively difficult (5 different programs), and i don´t have the routine yet to produce them within a couple of hours; if the demand is there, i will consider providing supply.)
Modded content seen in the pictures:
- "TheKites Handmaiden" by Niero (within my personal Top 10 of the coolest outfit mods for Fallout 4)