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  1. GiraPomba
    GiraPomba
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    Locked
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    Basic usage of the mod:
    Open the MCM and select the options you want to use:

    • Manage:
      Enable helmet or hood equip/unequip animations.
    • Hotkey:
       Choose type and assign a hotkey to equip/unequip the headgear on demand.
      • Simple: Equip or unequip the headgear with a simple press of a key, without regarding the other options in the MCM. 
      • Dynamic: Swap between headgear "states" with by pressing a key:
            State 0: Managed by options selected, State 1:Force Equip, State 2: Force Unequip.
    • Hide:
      Choose when the headgear should be unequipped. In safe locations and during dialogue.
    • Show:
      Choose when the headgear should be equipped. In combat, during the day as a vampire and during certain weathers.


    Animations are not working:
    For version 3.0+, make sure you've installed Offset Movement Animation v 1.2 and generated the behaviors in Nemesis:
    - Install mod.
    - Run Nemesis;
    - Tick "GP Offset Movement Animation";
    - Update engine
    - Launch Nemesis.

    P.S.: Also works with Pandora.
    MAKE SURE TO TICK "GP Offset Movement Animations" WHEN RUNNING THE BEHAVIOR TOOL, CLEAR YOUR CACHE FOLDERS JUST IN CASE.

    How to add lowered hoods models:
    Spoiler:  
    Show
    DAV config file is located at
    SKSE\Plugins\DynamicArmorVariants\Helmet Toggle 2.json

    You need the model for the "normal" raised hood, which can be a vanilla or mod-added hood, and the lowered version of the hood, which will be from your mod or another mod that adds lowered hoods.
    In the DAV file, there are several variants for lowered hoods. Take a look at one of them to see how the other hoods are configured. The first FormID of the row is the raised hood, the second FormID of the row is the lowered hood.
    Then you just add new lines for your hoods. Use their armor addons and remember to keep the json syntax properly formatted.

    Example:
    {
    "name": "HT_LoweredHoodsPlayer",
    "displayName": "$Lowered Hood",
    "linkTo": "HT_HiddenHoodPlayer",
    "overrideHead": "showAll",
    "replaceByForm": {
    "Skyrim.esm|035F7A": "DynamicLoweredHoods.esp|80F",

    035F7A is the FormID of a vanilla armor addon of a hood from Skyrim.esp and 80F is the FormID of the equivalent lowered hood model from DynamicLoweredHoods.esp.

    Immersive Equipment Displays and helmets:
    Spoiler:  
    Show
    The animations will play as usual, but the helmet/mask won't appear on the characters hand or at waist automatically. For that, you'll need to apply a preset via IED.
    Open the UI and navigate to "VIew>Display Manager>View>Custom Items".
    Choose where you want to apply and select one of the presets in the dropdown menu and click on "Merge". For example, Global tab and Player preset:

    Explaining a bit the settings of this display (the others are quite similar):
    Spoiler:  
    Show
    The display will position the helmet at the waist and it uses the "Last equipped" feature from IED with some conditions as filters.
    It checks if an armor that has the keyword "ArmorHelmet" is equipped:

    It also checks the Biped Slots 30 - Head and 31 - Hair.

    The "Equipment override" section has some overrides that move the helmet to the hand during the equip/unequip animation and to disable it when some other conditions are met:


    You can set different configs for specific helmets. Create a new override for the helmet and add a condition for when the helmet is equipped.
    You should use the existing overrides for "Reposition - Hand" and "Reposition - Pelvis".
    For example: Expand "Reposition - Hand" override and then "Equip/Unequip". Create a new override or copy an existing one (and replace the conditions with the new helmet). Then adjust the transforms:

    Do the same for the "Reposition - Pelvis" override:


    If you wish for the helmet to appear only on the hands during the animation and not at the waist, you can delete all conditions from the "Disable" override, by clicking on the arrow next to "Conditions":


    If you don't like a certain display, you can just delete the whole thing by clicking on the arrow next to it:

    Keyword Item Distributor file: Helmet Toggle_KID.ini.
    Spoiler:  
    Show
    This file is pretty important for the mod as it allows to distribute some necessary keywords to headgear. You can open the file and check what it does.

    For a hood to not be considered as a helmet during the animations, you can assign the keyword HT_ArmorHood to it. Some vanilla and mod added hoods are already included in the file.

    For a headgear to be ignored from the mod's management, you can assign the HT_IgnoreHeadgear to it. By default, the file will add this keyword to all armors with Wig in its name/editorID.

    If you have a mod that doesn't have a proper ground model for the helmets (the ground model is used in the displays), you can assign the keyword HT_ArmorHelmetAlt. The mod then will play a different animation and the helmet won't be displayed on the hands or at the waist of the characters.

    To add a keyword, check how it's done for the headgear in the file and add your new helmets/hoods were you see fit. You can use the EditorID of the headgear in the file. To get the EditorID, use xEdit or More Informative console, by dropping the headgear on the ground and selecting it via console.

    FormList Manipulator file: Helmet Toggle_FLM.ini.
    Spoiler:  
    Show
    This file allows customization of safe locations, dusty weather list and followers to be ignored from the mod.
    To add keywords to the safe location list, just remove the ; to add the records or create new lines if needed.
    To add/remove keywords to the unsafe location list, just remove/add the ; to the records or create new lines if needed.

    When using the safe locations option in the MCM, the mod will check if the current location has any of the safe keywords, while not having any of the unsafe keywords, to determine if the headgear should be unequipped or not. If a location cannot be determined, then the headgear will not be unequipped.

    For example:
    Your character is approaching Whiterun and the keyword "LocTypeCity" is added to the safe location list and the location also doesn't have any of the unsafe keywords. Result: Headgear is unequipped.
    Your character is approaching Fellglow Keep and the keyword "LocSetMilitaryFort" is added to the safe location list but the location also has one keyword from the the unsafe list, "LocTypeDungeon". Result: Headgear is not unequipped.

    Spell Perk Item Distributor file: Helmet Toggle_DISTR.ini.
    This file allows distribution of the animation spell to followers and NPCs. You can open it and check what it does.

    Known issues and limitations:
    Spoiler:  
    Show
    DAV and High Poly NPC Overhaul, or similar mods:
    You'll notice bald NPCs when the headgear is hidden. That's because the High Poly Head mod changes hair to wigs and the headgear is just hidden with DAV, ocuppying the same slots as the wig, thus preventing the wig from being equipped and correctly showing the hairs.
    You can try the option "Baldness workaround" in the MCM of Helmet Toggle 2.

    DAV and Slot conflicts(text from DAV's mod page):

    When swapping armor addons, it is important to ensure that the replacement armor addon shares at least one slot with the armor it is being applied to. Otherwise, it will be possible for the character to equip another piece of equipment that would normally conflict. For example, if you have a helmet that uses slot 31 and 42, do not swap its armor addons with an armor addon that only occupies slot 45. Add slot 31 to it so that the character won't be able to equip another helmet.

    If you're able to equip multiple helmets when the current equipped helmet is hidden, make sure to install DAV Hidden Equipment optional file when installing DAV. If you're still experiencing this, you've two solutions:
    1. Don't do that.
    2. Edit the hidden helmet armor addon from DAV Hidden Equipment.esp and add the missing biped slot, most likely 30 or 42.

    Hair physics stopped when unequipping the helmet?
    Spoiler:  
    Show
    For users of HDT wigs or hairs and Faster SMP-HTD:
    Open the file located at SKSE\Plugins\hdtSkinnedMeshConfigs\configs.xml
    And change this setting to false:
     <!--
    disableSMPHairWhenWigEquipped: (boolean) if enabled, when you have at the
    same time smp hair and smp wig, now, only the wig is physically calculated.
    More precisely, if you have an armor on the hair or longhair slot, no headpart
    is physically calculated.
    You very probably want this, except if you use a hidden helmet mod.
    If no value is set, default is false.
    -->
    <disableSMPHairWhenWigEquipped>false</disableSMPHairWhenWigEquipped>

    If you have the MCM version, then change the setting using the MCM or in the file provided by the mod.

    LE version?
    This is not a continuation or a port of Helmet Toggle from LE. I wasn't aware of that mod as I only searched for the SE part of Nexus. I would have chosen another name otherwise.

    Differences between this and Read the Room:
    Spoiler:  
    Show
    Animations:
    Both mods provide similar animations. Helmet Toggle 2 provides additional animations for Dragon Priest Masks, Hats (clothing), Visors (helmets with a raised visor) and Face masks.

    Headgear:
    Helmet Toggle 2: Uses DAV to hide or show headgear without unequipping or equipping. Armor rating or enchantments are maintained.
    Read the Room: Actually unequips and equips the headgear.

    Conditions:
    Helmet Toggle 2: Conditions based on locations, during combat, certain weathers, as a vampire during the day, in dialogue and/or hotkey.
    Read the Room: Conditions based on locations, during combat, and/or hotkey.

    NPC/Followers:
    Both mods provide support for NPCs.

    Helmet displays:
    Helmet Toggle 2: Uses Immersive Equipment Displays presets to show the helmets at the hands during the animations or at the waist when unequipped. Which should provide more customization, as you can use the UI to reposition the helmets or even add rules to ignore certain helmets and so much more.
    Read the Room: Uses scripted events (functions from IED) to display the helmets, with more limited customization.

    Advantages of Helmet Toggle 2:
    - Since it uses DAV, it should be more compatible with headgears from other mods.
    - Should also work well enough with hoods and their lowered models, just make sure to install Keyword Item Distributor as well.
    - Doesn't equip/unequip the headgear, which means it doesn't fire the onObjectEquipped/Unequipped events that some mods or quests/items might use.
    - Armor ratings and enchantments are maintained (although this could be interpreted as a disadvantage by some).
    - More customization.

    Disadvantages of Helmet Toggle 2:
    - Since it uses DAV, hair physics might stop working when the headgear is hidden. This can be remedied by using the workaround stated above.
    - NPCs with wigs as hairs might become bald. This can be remedied by using the workaround stated above.
    - Armor ratings and enchantments are maintained (if you consider this as a disadvantage.)
    - Some other incompatibility as a result of relying on DAV to hide/show the headgear.


    I didn't want to write this, but some users kept asking about the differences, so I thought it was better to list them here.
    I've designed Helmet Toggle 2 to offer a different approach (using DAV's features). The goal is not to replace but to give users the freedom to choose according to their preferences. I encourage you to explore both mods and decide which one suits you best.
  2. hoppeduponcake
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    I’ve been fiddling around with this for a day or so, but I can’t get the masks from Sinister Seven to remove when I lower the hood. I’ve added the editor ID, tweaked the slots they use, even added *mask to the KID file with no success. 

    any advice is appreciated. 
  3. Hopvi
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    For some reason, the mod doesn't work with the Rogue Armor from Sentinel. Everytime I press the keyword, the animation did play as normal, the hood did disappear, but there is no lowered model of the hood, I checked everything and it seem fine, could you help me figure this out?
    1. GiraPomba
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      They've changed the FormIDs in the latest update.
    2. Hopvi
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      Ah I see, I'm not experience with the SSE edit, so could you show me their changed id? I could apply it to the json file myself.
    3. GiraPomba
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      Should be these ones:
      "Sentinel.esp|930": "Sentinel.esp|933",
      "Sentinel.esp|931": "Sentinel.esp|934",
      "Sentinel.esp|932": "Sentinel.esp|934",

    4. Hopvi
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      Update: I tried,  but it didn't work, the result stay the same.
    5. GiraPomba
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      Make sure to change all three variants.
    6. Hopvi
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      Nevermind, it worked.
  4. th3rm0pyl43
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    If I understand correctly, excluding an NPC from the SPID spell distribution should also exclude them from any HT functionality, right? I have a few followers whom I want to always keep their helmets/masks on.
    1. GiraPomba
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      In this case, it's better to add the NPCs to the "ignore" FormList.
  5. removing circlet is a bug?If not, what should be done to avoid removing circlet?
    1. GiraPomba
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      Circlets are ignored by default from the mod.
  6. jsbrando
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    Got a weird one here...
    So, before I state the "so-so" issue, let me say that I've done the following:
    1. made sure I was using all the correct versions of the required mods and the non-MCM Helper version
    2. cleared out my Nemesis and Pandora outputs cache
    3. Ensured all mods in the dependency chain were in the right order
    4. Re-ran Nemesis, and overwritten with Pandora outputs after re-running (yes, I use both and let Pandora overwrite Nemesis)

    Now, the issue I'm seeing is not a game breaker or anything like that... it's actually quite amusing and works well for my Bard character.
    I've tried disabling animations, set it to skip first person, set it to play for all POVs, and remapped to various hotkeys to see if there was a secondary binding.
    Whenever I use the hotkey to toggle the helmet on/off or hood up/down, my character plays the flute animation.  This is regardless of having a flute in my inventory or not.
    My follower isn't affected, and his animation plays normally.
    One thing I haven't considered yet, and will need to finish off this quest, is I don't recall seeing this odd, unexpectedly funny animation until I picked up Pantea's Flute.  I wonder if the animation will stop after I deliver the flute to complete the quest.  I'll update here shortly.

    EDIT: Nope, still plays animation after delivering the flute.
    1. GiraPomba
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      You're being affected by the "Play Flute" spell/magic effect. Try removing it with console. Player.RemoveSpell _Talent_Play_Flute or something like that.
  7. burjak
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    It's nice to know that there are people in the world with the same illnesses as me, only they automate them... I love you
  8. F4T3Binder
    F4T3Binder
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    Hi
    I have some repeating error messages in the log, it's a new savegame:
    [07/02/2025 - 12:15:46AM] Error: Cannot call GetName() on a None object, aborting function call
    stack:
        [alias ht_playeralias on quest HT_AnimationQuest (FE3EA800)].ht_playeralias.ManageHelmet() - "------------------" Line 499
        [alias ht_playeralias on quest HT_AnimationQuest
    (FE3EA800)].ht_playeralias.CheckConditions() - "------------------" Line
    253
        [alias ht_playeralias on quest HT_AnimationQuest (FE3EA800)].ht_playeralias.OnObjectEquipped() - "------------------"
    Line 119
    [07/02/2025 - 12:15:46AM] WARNING: Assigning None to a non-object variable named "::temp68"
    stack:
        [alias ht_playeralias on quest HT_AnimationQuest (FE3EA800)].ht_playeralias.ManageHelmet() - "------------------" Line 499
        [alias ht_playeralias on quest HT_AnimationQuest
    (FE3EA800)].ht_playeralias.CheckConditions() - "------------------" Line
    253
        [alias ht_playeralias on quest HT_AnimationQuest (FE3EA800)].ht_playeralias.OnObjectEquipped() - "------------------"
    Line 119
    [07/02/2025 - 12:15:46AM] HT: Facemask is
    [07/02/2025 - 12:15:46AM] HT: iTypeOfHelmet is2
    [07/02/2025 - 12:15:49AM] Error: Cannot call GetName() on a None object, aborting function call
    stack:
        [alias ht_playeralias on quest HT_AnimationQuest (FE3EA800)].ht_playeralias.ManageHelmet() - "------------------" Line 499
        [alias ht_playeralias on quest HT_AnimationQuest
    (FE3EA800)].ht_playeralias.CheckConditions() - "------------------" Line
    253
        [alias ht_playeralias on quest HT_AnimationQuest (FE3EA800)].ht_playeralias.OnLocationChange() - "------------------"
    Line 105
    [07/02/2025 - 12:15:49AM] WARNING: Assigning None to a non-object variable named "::temp68"
    stack:
        [alias ht_playeralias on quest HT_AnimationQuest (FE3EA800)].ht_playeralias.ManageHelmet() - "------------------" Line 499
        [alias ht_playeralias on quest HT_AnimationQuest
    (FE3EA800)].ht_playeralias.CheckConditions() - "------------------" Line
    253
        [alias ht_playeralias on quest HT_AnimationQuest (FE3EA800)].ht_playeralias.OnLocationChange() - "------------------"
    Line 105
    [07/02/2025 - 12:15:49AM] HT: Facemask is
    [07/02/2025 - 12:15:49AM] HT: iTypeOfHelmet is2


    Is it normal behavior?
  9. KelThuzan
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    Hi, as a config file for dynamic lowered hood in now included since the last update may I suggest that the tweaks from Dynamic Lowered Hoods Fixes https://www.nexusmods.com/skyrimspecialedition/mods/91764 also be included ? 
    1. GiraPomba
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      I don't think they're necessary.
    2. KelThuzan
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      So would you say that your changes cover the same things (preventing the removal of Auri's wig, Ulfric's gag, draugr helmets and the head of NPCs that have heads that are technically helmets) ?
    3. GiraPomba
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      The wigs and Ulfric's gags are covered by the keyword HT_IgnoreHeadgear, added by the Helmet Toggle_KID.ini file. That file also adds the keyword to several helmets or hoods, like the captive masks, bandages, hats from Skyrim on Skooma and some other mods...
      Not sure about the draugr helmets, but draugr don't usually unequip them.

      Also, several NPCs and followers are added to the HT_FollowerIgnoreList, with the Helmet Toggle_FLM.ini file, so they are ignored by the mod.

      If you need to add the keyword to helmets or NPCs to the formlist, it's easier to edit the .ini files instead of the DAV .json config.

      The DAV file from Helmet Toggle uses the keyword and formlist to ignore NPCs/Helmets, so they're not unequipped by DAV. I only included the .json file for Dynamic Lowered Hoods, because the 1.5.97 port apparently doesn't follow this rule:

      And my configs where getting overwritten.
    4. KelThuzan
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      Thank you for your answer.
  10. MrGallew
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    Im sorry if I missed it somehow but i downloaded the newest version, 3.4.2, and i dont see the entire "HT_HiddenHoodPlayer" variant.
    1. GiraPomba
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      It doesn't exist anymore. 
    2. MrGallew
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      Ok, so if I understand correctly, I need to add this whole example below, with my esp and form id, to add Hoods not currently covered by this mod? I made a mistake trying to add only the lines with esp and form id to the current lists.
      Example:
      {
      "name": "HT_LoweredHoodsPlayer",
      "displayName": "$Lowered Hood",
      "linkTo": "HT_HiddenHoodPlayer",
      "overrideHead": "showAll",
      "replaceByForm": {
      "Skyrim.esm|035F7A": "DynamicLoweredHoods.esp|80F",
    3. GiraPomba
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      Use the existing variants for lowered hoods, by just adding the new hoods at the end (or anywhere on the variant). They were renamed. I'll update the sticky.

      Example:
      {
        "name": "HT_LoweredHoodsPlayer",
        "displayName": "$Lowered Hood",
        "linkTo": "HT_HiddenHelmetPlayer",
        "overrideHead": "showAll",
        "replaceByForm": {
          "Skyrim.esm|035F7A": "DynamicLoweredHoods.esp|80F",
    4. MrGallew
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      Im trying to get the Volkihar Knight hood to have a Lowered Hood variation by just using one of the ones already in this mod, but its not working. Im using the armor add on form ID. What am I doing wrong? Heres what I have. I just added it on top of what was already there. 

      {
      "name": "HT_LoweredHoodsPlayer",
      "displayName": "$Lowered Hood",
      "linkTo": "HT_HiddenHelmetPlayer",
      "overrideHead": "showAll",
      "replaceByForm": {
      "Volkihar Knight.esp|005740": "Helmet Toggle 2.esp|A00",
      "Skyrim.esm|035F7A": "DynamicLoweredHoods.esp|80F",
      "Skyrim.esm|05DB84": "DynamicLoweredHoods.esp|812",
    5. GiraPomba
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      Check what Biped Slot it uses, maybe it doesn't use slots 30 or 31. But otherwise, it should've worked.
    6. MrGallew
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      Yeah its using the right slots. I tried adding hoods from other mods too and none of the ones im adding are working. The ones that come with the mod are working, everything is working but the ones im adding. Also the Mod added animations are working its just not displaying the lowered hood variation. 
    7. GiraPomba
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      Maybe you're missing something or using the wrong FormID or not using the armor addons.
    8. MrGallew
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      I checked xedit and confirmed it in game using the console. I am using the form id for the armor addon for that hood. But you say the way I have it written is correct, and that helps. So I'll keep meesing with it. Thank you.
    9. GiraPomba
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      Add it to the HT_LoweredHoodsHairOnlyPlayer variant too.
    10. MrGallew
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      That was it!!! Thank you so much!!! It looks great too, animations match perfectly, awesome.
  11. VitalOrgans
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    Hi, sorry for all the questions, I have run into an issue where the baldness workaround is not working with certain clothing. Particularly when NPCs with SMP wigs wear/equip any hooded robes (including the arch mage robes) they would turn bald. I have tested this with the Baldness Workaround enabled in the MCM, along with applying the keyword "HT_ApplyWorkaround" to NPCs and it still happens. Helmets and other hoods (the ones equipped separately from body) still work fine. Here some examples to illustrate what I mean: https://imgur.com/a/tdVx1gi
    1. GiraPomba
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      Did you add the spell to the NPCs? I don't think it works with hooded robes. You might want to add the NPCs to the ignore list in the FLM file or add the ignore keyword to the robes so they're not lowered.
    2. VitalOrgans
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      If by spell you mean HT_NPCSpellMonitor, that has already been added via SPID. Do hooded robes just not work with the workaround or is there a way to edit the DAV config file to make it work? I am not sure I understand why hooded body outfits do not work.
    3. GiraPomba
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      It's a bit different because they are body armor instead of just a head piece. It should have worked tho. Check if you're using the DAV config file from this mod (fomod option) and that the plugin is load after Dynamic lowered hoods and other DAV mods..

      I'll do some tests later. In any case you can ignore the robes or NPCs.
    4. VitalOrgans
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      I only have Dynamic Armor Variants and Helmet Toggle 2 (with every option in the FOMOD checked the esp loaded last) installed when I was trying to figure what was causing this issue. Will wait for the results of your testing, before I blacklist the hooded robes from being affected by this mod
    5. GiraPomba
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      From your other comments, you wrote that you've added the condition to the DAV file, which you shouldn't need to, because it's already in the file from this mod.
      Anyway, I'll check later.
    6. VitalOrgans
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      I ended up deleting any edits I have made to the configs and used the default configs that come with the mod instead when I was testing the issue
    7. VitalOrgans
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      Wanted to check in and ask if you have tested the hooded robes already and if they worked for you?
    8. GiraPomba
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      It doesn't work for hooded robes unfortunately.