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 Animationv 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:
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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.
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:
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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:
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:
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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.
I have other NPCs (Bijin Series) that have wigs from KS Hairdos SMP, however I only saw Aela walking around with hers in her hands, could it be a Keyword that is affecting only her? Because I have Po3 and KID installed
Added ignore for the wig but same result, still on her hand, in console it says that Aela is GuardFaction, but i dont think this should matter as long the item has the keyword right? Keyword = HT_IgnoreHeadgear|Armor|KSWigsMilliet
i cant seem to figure out how to get it placed on my back at all does anyone know what to do here i have all the required mods it just puts the helmet away The animation works fine it just disappers and doesnt place it where it needs to be
the weird thing is that the preset doesnt show up i was using vortex at the time i just switched to mo2 again and restarting my modding journey im hoping that maybe mo2 will allow it to let me do this better its just that the preset was not showing up at all for me and i realized the my mistake at first was when i sent a private message to you is that i was trying to use OAR at first to toggle the display like a dummy i never actually used these interfaces before i just let them do their own thing
For the HT_IgnoreHeadgear, is there easier way to show wigs on follower in safe places ? eg: Breezehome. Since the wig itself dont have wig in its name. eg: KS Hairdos, dint
Is this correct? (still not working) ; Adds ignore keyword to wigs Keyword = HT_IgnoreHeadgear|Armor|*Wig,*Wigs,*Fuse,*[Fuse],*HH,*[HH],*KS,*[KS],*SG,*[SG],*HG,*[HG],*BDOR,*[BDOR_Hair]
Great work with the mod, I'm glad there're updates for it still.
I'm having trouble with a few things here, hopefully you can shine some light and educate me on this:
Animation: For both myself and NPC's it seems that regardless of the item (Circlets, Hoods, and Wigs), the animation for Helmet to Pelvis plays for all.
IED Display: 1). Any headgear items are attached to the Pelvis 1 Node(Assuming this is the node) for both myself and NPC's. Wigs and hoods look especially odd shown in the photo below.2). The display for lowered hood will only show for the PC.
Seems like every head item registers as slots 31, and/or 42.
Hey man, just had another question again about the Lowered Hoods, or DAV in general I suppose. Does it take up Slot 45(neck) for NPC's? Or is it also still just on Slot 31.
It's works perfectly fine for PC, however it won't show for my followers or for any other NPC for that matter.
I'm having trouble getting this mod to work with Guards pose. It need to be set like this?
First, we must download Guards Pose and uncheck the Helmet preset. Then, download this mod and check the Helmet Preset. Then, apply one of the following presets to the IED:
And then activate the NPC and Follower option in the Helmet Toggle MCM?
Would this be the correct procedure? I'm testing all of this, but the guards always end up holding an invisible helmet and keeping another one equipped, for example the static animation of Helmet + One Handed Sword... He stands still with the sword on his shoulder but it looks as if he is holding the helmet in his other hand, except that it is invisible and the real one is equipped on his head.
I fixed it, it wasn't this mod but the Shield preset in Guards Pose, I don't use SDS with HideOnSit and I was applying the wrong preset to the IED
But my question still remains, what is the correct way to configure this mod with the Guards Pose?
Inside Dragonsreach they walk around with helmets in their hands in a strange way.
"GetInFaction CWImperialFaction == 0 AND", in Helmet Toggle 2.json makes them wear their helmets but now they still have their helmet on their waist as well. how would I go about to fix that?
Are you talking about DAV or the IED preset? DAV hides their helmets, adding that condition to the json file will exclude guards from the variants, maybe you're not setting it correctly. IED displays the helmets on their hips, you'll have to tweak the display and add a similar condition there, look around in the menu.
Adding those conditions to the DAV file makes it impossible for guards to hide their helmets. Most likely you have another mod loading after, replacing the default configs for DAV.
Then it's working, you just need to add the same condition to the IED preset. Open the display and look around. DAV = Hides equipped helmet(on head) IED = creates the displays for the helmets (on hips). You're probably confusing the two.
thank you so much! especially for your patience with me!
last question though, if I save it, where can I find the saved file? In the overwrite folder or does the IED file itself get overwritten in the mod file?
1610 comments
Open the MCM and select the options you want to use:
Enable helmet or hood equip/unequip animations.
Choose type and assign a hotkey to equip/unequip the headgear on demand.
State 0: Managed by options selected, State 1:Force Equip, State 2: Force Unequip.
Choose when the headgear should be unequipped. In safe locations and during dialogue.
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:
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:
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):
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.
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.
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:
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):
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?
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:
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.
https://imgur.com/a/WPTaUUP
https://imgur.com/a/tr4WvlQ
Keyword = HT_IgnoreHeadgear|Armor|
Keyword = HT_IgnoreHeadgear|KSWigsSMP.esp|Armor|KSSMP
Keyword = HT_IgnoreHeadgear|KSWigsSMP.esp|Armor|KSWigs
Keyword = HT_IgnoreHeadgear|Armor|*KSWigs
Check if they wigs are getting the new keyword in game, use more informative console mod, drop the wigs on the ground and select them with console.
https://imgur.com/a/GPgHuO9
Added ignore for the wig but same result, still on her hand, in console it says that Aela is GuardFaction, but i dont think this should matter as long the item has the keyword right?
Keyword = HT_IgnoreHeadgear|Armor|KSWigsMilliet
this was a dup commentRedownload the mod and merge the presets again.
does anyone know what to do here i have all the required mods it just puts the helmet away
The animation works fine it just disappers and doesnt place it where it needs to be
; Adds ignore keyword to wigs
Keyword = HT_IgnoreHeadgear|Armor|*Wig,*Wigs,*Fuse,*[Fuse],*HH,*[HH],*KS,*[KS],*SG,*[SG],*HG,*[HG],*BDOR,*[BDOR_Hair]
eg: [KS] xxxx, [BDOR Hair] xxxx
I'm having trouble with a few things here, hopefully you can shine some light and educate me on this:
1). Any headgear items are attached to the Pelvis 1 Node(Assuming this is the node) for both myself and NPC's. Wigs and hoods look especially odd shown in the photo below.2). The display for lowered hood will only show for the PC.
Seems like every head item registers as slots 31, and/or 42.
You can blacklist items with some keywords too, check the KID file.
Does it take up Slot 45(neck) for NPC's? Or is it also still just on Slot 31.
It's works perfectly fine for PC, however it won't show for my followers or for any other NPC for that matter.
First, we must download Guards Pose and uncheck the Helmet preset. Then, download this mod and check the Helmet Preset. Then, apply one of the following presets to the IED:
Helmet Toggle 2.json
Helmet Toggle 2 - Guards Pose.json
Helmet Toggle 2 - NPC (DAV).json
Helmet Toggle 2 - NPC (DAV) - Guards Pose.json
And then activate the NPC and Follower option in the Helmet Toggle MCM?
Would this be the correct procedure?
I'm testing all of this, but the guards always end up holding an invisible helmet and keeping another one equipped, for example the static animation of Helmet + One Handed Sword... He stands still with the sword on his shoulder but it looks as if he is holding the helmet in his other hand, except that it is invisible and the real one is equipped on his head.
I fixed it, it wasn't this mod but the Shield preset in Guards Pose, I don't use SDS with HideOnSit and I was applying the wrong preset to the IEDBut my question still remains, what is the correct way to configure this mod with the Guards Pose?
Inside Dragonsreach they walk around with helmets in their hands in a strange way.
Something is overriding the walk animations, change priority in OAR.
FormList = HT_FollowerIgnoreList|CWImperialFaction,CWSonsFaction
doesn't seem to work (?)
Spell = HT_NPCSpellMonitor|-CWImperialFaction,-CWSonsFaction
edit: after adding the line above the guards have their helmet on but proceed to unequip it again, which is very strange
If you're not using the spell, add the condition in the DAV file. The DAV file uses the same conditions as the Creation Kit.
How and where can I make an exclusion of factions there?
How and where can I make an exclusion of factions there?
makes them wear their helmets but now they still have their helmet on their waist as well.
how would I go about to fix that?
like you suggested here in the comments but still no luck"IsGuard == 0 AND",
DAV hides their helmets, adding that condition to the json file will exclude guards from the variants, maybe you're not setting it correctly.
IED displays the helmets on their hips, you'll have to tweak the display and add a similar condition there, look around in the menu.
I even tried in SPID this
I've been trying it for months but guards still get affected by it.
You find any possible mistakes above?
this mod is the only mod I have downloaded DAV for
Quick question, if you use the DAV exclusions above , does it work on your end?
anyways thanks for your patience GP
DAV = Hides equipped helmet(on head)
IED = creates the displays for the helmets (on hips).
You're probably confusing the two.
but when I browse and try to find factions it shows me no factions and the only options are "Actor Filter" , "NPC filter", "Race filters"
could you take a look?
will this effect something else or am I safe?
especially for your patience with me!
last question though, if I save it, where can I find the saved file?
In the overwrite folder or does the IED file itself get overwritten in the mod file?
Then on new games, you can import the profile with all your settings.
I tried removing these lines from - SKSE\Plugins\DynamicArmorVariants\GVLT_Gryphonknight.json
{
"name": "Openvisor",
"displayName": "Raise Visor",
"replaceByForm": {
"GVLT_Gryphonknight.esp|809": "GVLT_Gryphonknight.esp|813"
}
},
but nothing changes. I also found these lines in - SKSE\Plugins\DynamicArmorVariants\Helmet Toggle 2.json
{
"name": "HT_RaisedVisorPlayer",
"displayName": "Raise Visor",
"replaceByForm": {
"GVLT_Gryphonknight.esp|809": "GVLT_Gryphonknight.esp|813",
"GVLT_Gryphonknight.esp|81A": "Helmet Toggle 2.esp|9D1",
"GVLT_Gryphonknight.esp|81B": "Helmet Toggle 2.esp|9D2",
"For honor Warden.esp|803": "For honor Warden.esp|808",
"GVLT_LifeswornVestige.esp|80C": "Helmet Toggle 2.esp|9D7",
"GVLT_LifeswornVestige.esp|D61": "GVLT_LifeswornVestige.esp|808",
"ahzWaywardKnight.esp|807": "ahzWaywardKnight.esp|829"
}
Could something here be the problem?