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Changelogs
Version REDUX - 0.12.4
NEW - Current item scale is shown in the mod menu when hovering over the different options
CHANGE - Item scaling is disabled when entering RaceMenu
CHANGE - Item scaling values are updated when exiting RaceMenu to reflect any changes made to these there
BUGFIX - Modified scanner to avoid potentially disabling some NPC behavior packages
Version REDUX - 0.12.2
CHANGE - Manakin (mannequin) races are now ignored when the NPC option is enabled
Version REDUX - 0.12.1
NEW - By request, added toggle to ignore/enable hiding when just a torch is equipped
NEW - Changed keyIDs to globals. They can now be changed through console for those having problems with key-reassignments in the mod menu. See sticky for how.
CHANGE - Big rewrite of the sheath/unsheathe detector system, should be a little more snappy
BUGFIX - Further reworked code to avoid lost enchantment effects due to double-equipping
Version REDUX - 0.11.0
NEW - Added full custom item support, anything currently equipped can be added. Player only.
BUGFIX - Added missing mod active/disabled checks for gloves and helmet to both player and NPC script
Version REDUX - 0.10.2
BUGFIX - Turning off autohide should now correctly disable automatic (un)equipment of items.
Version REDUX - 0.10.1
BUGFIX - Disabling the mod should now correctly pause all functions
Version REDUX - 0.10.0
CHANGE - Mod now use aliases instead of attaching scripts directly to the NPC (safer). A maximum of 50 loaded NPCs can be managed at the same time.
NEW - Added blacklist option, prevents specific equipment from being managed by the mod
NEW - Added option to include or exclude followers
NEW - Mod can now properly detect and manage also non standard (1.0) scaled equipment
NOTE - Make a "clean" uninstallation if using the previous version
Version 0.21.0
NEW: Added bow and crossbow support
NEW: Added mod hotkey toggle. Use this if you wan't to temporarily disable the mod to use skillboosing equipment for crafting or other activities
BUGFIX: Disabling the mod will now properly re-equip any registered NPCs
Version 0.20.1
BUGFIX - Switched from standard "EquipItem" to SKSE64 "EquipItemEx" function. Player enchanted helms and gauntlets should now have their effects properly applied.
Version 0.20.0
NEW - Added support for NPCs. WARNING - Increasing the increased number of targets monitored will also increase the number of running scripts, no way around it. If you don't know what this mean do not use this option
NEW - Added override function to detect any worn item as headwear
NEW - Added torch detection
NEW - Added dropdown with support for alternative headwear slot detection - "head", "hair", "longhair", "amulet" and default "circlet".
CHANGE - Items removed from inventory will be automatically unregistered if set as head or handwear
NOTE - In order to remove the old scripts and data a "clean" update is required. Disable mod -> Save with it disabled -> (preferably) clean the "lazyitemhider" entries with Fallrimtools -> Install new version
Why Because I got tired of falling for the "Spend an hour creating a face - wear helmet the whole game" meme
Getting started
Install mod
Wait until SkyUI message pops up about menu being registered
If you don't want to use the auto hide function make sure to bind the toggle key. Note - you can have auto hide enabled and still toggle manually
Helm and gauntlets are automatically detected when mod starts up. If you weren't wearing any at this time they'll be detected whenever any are equipped instead.
How it works Helm and gauntlets are unequipped - Armor rating and effects of attached enchantments will be removed Weapons are rescaled to 0 - Won't show but still there so any custom stuff they offer will still be active
WARNING - Activating NPC support increases number of targets monitored and in turn the number of running scripts stored in your game/save, no way around it. If you don't know what this mean do not use this option
Notes
The purpose of Lazy Item Hider is to manage the bulky or concealing gear worn when adventuring. If you're not doing so and need to wear say enchanted gauntlets to boost your alchemy skill at home or something similar a toggle hotkey option is available to quickly enable or disable the mod/hider.
Tested with vanilla and XPMSSE. If you're using a skeleton that places weapons on different nodes or lack them entirely mod won't work.
The script is conditional triggered and should be very lightweight. No cloak effects, loops or other scripts are running in the background.
The node scaling is a game session only override and not permanent. The mod will however rehide your equipment on game load when applicable.
The nodes are assumed to have a default scale of 1 so if you've used another mod to change their size in game this will be overridden
Mod has been tested with vanilla headwear. If you're using modded variants you may have to change the "HeadSlot" to a different setting in order for them to be detected. Should that fail there's the HelmOverride option which will register the next equipped item as headwear.
Please note that both this mod and the requirements are in alpha/beta/testing/whatever state. While it works for me I strongly recommend thoroughly testing the features immediately after installation to make sure it does for you too and naturally keep backup saves.