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Using Armor and Clothing Overhaul as base - Any help with giving helmets an invisible option?


DonFulano

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In xEdit, Iâve added an Armor Addon for invisible helmets, and to test with Army Helmet for now, Iâve added the Model to make it invisible (following the format of other armor pieces that Armor and Clothing Overhaul adds invisibility to) and attached a slot for the actual crafting option (AA: Invisible/Visible).

 

However once in game it doesnât work - I see the added slot in the workbench and can select âAA: Invisibleâ but the Army Helmet remains unchanged.

 

I checked in Nifskope the mesh file that ACO uses and it looks like thereâs references there that would allow for invisible helmet meshes. Iâm not sure this is the cause though

 

Would anyone be able to help with this?

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I assume you want to use ACO's framework to make the helmet invisible.

Copy as new record "Dank_AA_Invisible_Torso" from Armor Addons(AA) of ACO plugin. Change the name in the process, something like "Dank_AA_Invisible_Helmet". When copy, do it to a new plugin. Select the plugin and right click, use Add Master and select ACO. Change the biped slot of the new AA to 30-Hair Top. Now go to ACO plugin again, copy with override Army Helmet to the new plugin. In the new plugin, edit Army Helmet by adding a Model. Set Armor Addon to "Dank_AA_Invisible_Helmet". Then set Addon Index to 77. Next, add new AP slot. Set this to the keyword from ACO - "Dank_ap_armor_Appearance". Exit FO4Edit and save the new plugin. Test it and tell me if it worked.

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I assume you want to use ACO's framework to make the helmet invisible.

Copy as new record "Dank_AA_Invisible_Torso" from Armor Addons(AA) of ACO plugin. Change the name in the process, something like "Dank_AA_Invisible_Helmet". When copy, do it to a new plugin. Select the plugin and right click, use Add Master and select ACO. Change the biped slot of the new AA to 30-Hair Top. Now go to ACO plugin again, copy with override Army Helmet to the new plugin. In the new plugin, edit Army Helmet by adding a Model. Set Armor Addon to "Dank_AA_Invisible_Helmet". Then set Addon Index to 77. Next, add new AP slot. Set this to the keyword from ACO - "Dank_ap_armor_Appearance". Exit FO4Edit and save the new plugin. Test it and tell me if it worked.

Hey, thanks for the reply!

I just tried it, unfortunately it didnât work :(

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Found the problem. Everything I wrote is valid. It's the Addon Index of "AAHelmetArmy" that's stopping it from working. You've got to change that index from 0 to 1. Then scroll down to find Object Template->Combinations. There you have to add new Property, which looks like this:

 

Int

SET

AddonIndex

1

 

However, I didn't realize this sooner, but with this method the character will become bald on top. This is due to the fact that the helmet takes slot 30-HairTop. So it is not a good idea to make helmets invisible.

 

Edit - Some information about Armor and Armor Addon:

Armor will always use AA with index 0. If you have more than one AA, set Indexes to different numbers. You have to specify, which is the default AA, by using the templates. This is when you want to replace one model with another.

You can have two or more AA, that share the same index. In this case the AA must have different biped slots. Biped slots for Armor must be changed accordingly(combined slots from AA). This is when you want to combine different models, like outfit and gloves or something else.

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Found the problem. Everything I wrote is valid. It's the Addon Index of "AAHelmetArmy" that's stopping it from working. You've got to change that index from 0 to 1. Then scroll down to find Object Template->Combinations. There you have to add new Property, which looks like this:

 

Int

SET

AddonIndex

1

 

However, I didn't realize this sooner, but with this method the character will become bald on top. This is due to the fact that the helmet takes slot 30-HairTop. So it is not a good idea to make helmets invisible.

 

Edit - Some information about Armor and Armor Addon:

Armor will always use AA with index 0. If you have more than one AA, set Indexes to different numbers. You have to specify, which is the default AA, by using the templates. This is when you want to replace one model with another.

You can have two or more AA, that share the same index. In this case the AA must have different biped slots. Biped slots for Armor must be changed accordingly(combined slots from AA). This is when you want to combine different models, like outfit and gloves or something else.

 

Ah, interesting! Thanks!

 

I'll have to look into solving the bald issue. Would it be possible to linking the "Invisible Helmet" option to removing the Biped Body Template? (When I edited the Army Helmet properties and removed the Biped property, it was properly invisible with no clipping)

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Heyas Don. I think that you're in the right direction there about the biped slot. This mod accomplishes it (sorta) by removing that. https://www.nexusmods.com/fallout4/mods/8746

 

This mod also pretty well accomplishes hiding the headware. Tho it does it via scripting. So I dunno if that's something that you want to explore or not.

https://www.nexusmods.com/fallout4/mods/34784

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I'll have to look into solving the bald issue. Would it be possible to linking the "Invisible Helmet" option to removing the Biped Body Template? (When I edited the Army Helmet properties and removed the Biped property, it was properly invisible with no clipping)

 

That's also interesting. It is visible in inventory and you can equip it. It adds to the damage resistance, but not as protection for the head. I guess it won't be compatible with mods for locational damage. It will be compatible with other accessories.

I think similar results can be accomplished if you change slot for AA and Armor of Army Helmet to 46-Headband, like the first mod that Storm suggested. When equipped, it will add damage resistance for the head. It will conflict with accessories that use same slot.

With Headband slot or without a slot, the biggest drawback is that the helmet will be invisible for all NPCs. There is no Property that can change the biped slot in the Object Modification, sorry.

 

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