I commonly hear people complain about how the helmets look, so I was considering making a mod to fix it. I'm away from my Install currently, however I've come up with a possible (if tedious) way of doing it. If this does work, It will not work with Custom helms that are not made to be compitable with this mod.
Note: I'm assuming there isn't any easy way of solving this by triggering a property. I think in conversations they simply unequip the helm.
Step 1) Test to see if you can make a helmet that has no model. Save, check in, export, add to player inventory, see if wearing it crashes the game. If this works, continue, otherwise skip the rest.
Step 2) For each helm in the game, make a ciopy. This will be exactly the same, but have no model, and a common suffix tag, such as "_invis".
Step 3) Make two custom items that can be reused infinitely. Upon use, one will cause the using character helm to be replaced with the "_invis" one (after checking if its already invisible). The second one will cause it to reappear (Again, checking if its invisible).
Step 4) Make scripts to do above, test a lot.
Limitations:
A Helm that is invisible will not be visible until you equip it and declare it to be visible. This may be considered a feature by some.
Doesn't work with custom helms unless they are made to support it.
I won't be at my main computer for a few hours, so would this work, or would it not?
[Idea] Modding the ability to turn off helmets
Débuté par
Gralamin
, nov. 19 2009 08:41
#1
Posté 19 novembre 2009 - 08:41
#2
Posté 19 novembre 2009 - 09:01
I'd be willing to bet that even if it does work, the character's hair will disappear on equipping the invisible helm.
That said, I heartily support any and all efforts to get such a feature to work.
That said, I heartily support any and all efforts to get such a feature to work.
#3
Posté 19 novembre 2009 - 09:07
I just tried it, but Luchaire was right. You loose your hair. You aren't even bald, there's just a gaping hole in your head.
#4
Posté 19 novembre 2009 - 09:12
I had an addin running last night that unequipped your party's helms after combat and reequipped them when combat started. It was working fine in the single player campaign but like an eejit, I had to keep tapping away and in my quest to make it work as a core extension instead I broke it.
When I've finished getting it back to a working addin for the official campaign, I'll make a project on here for it.
When I've finished getting it back to a working addin for the official campaign, I'll make a project on here for it.
#5
Posté 19 novembre 2009 - 09:16
Toro Nero wrote...
I just tried it, but Luchaire was right. You loose your hair. You aren't even bald, there's just a gaping hole in your head.
Is there a way to check what hair the player has and use that model as a 'helmet'?
#6
Posté 19 novembre 2009 - 09:25
I have a different idea:
1. Create a global equip script that triggers when equipping helmets
2. On equip determine the properties the helmet has
3. Destroy the helmet
4. Apply the properties of the helmet as permanent effects on the character
5. When the character "equips" a new helm, remove the effects again and respawn the old helmet in the inventory and start at #3 again for the new helm
1. Create a global equip script that triggers when equipping helmets
2. On equip determine the properties the helmet has
3. Destroy the helmet
4. Apply the properties of the helmet as permanent effects on the character
5. When the character "equips" a new helm, remove the effects again and respawn the old helmet in the inventory and start at #3 again for the new helm
#7
Posté 19 novembre 2009 - 10:30
Good to know that doesn't work. The idea of detecting the hair might work. Not sure about destroying items - doesn't seem like a good solution to me, since it wrecks set bonuses. Good to see I'm not the only one thinking about it.
Modifié par Gralamin, 19 novembre 2009 - 10:35 .
#8
Posté 19 novembre 2009 - 11:54
While you may be able to figure out what hair is used, I don't think you can change the model of an item on the fly. Even if you could, from what I've seen in the item creator in the toolset you are limited to models that match the item type. I couldn't even assign a model for a light helm to a massive helm for instance. Maybe it is doable through script though.
Item sets breaking is definately a good point yes, but they wont break in the situation I described. I checked the code for it and the item sets are applied in the equip event as well. If we execute our code after the script ran the item set should work just fine I believe. The biggest annoyance I see is that you won't be able to see what helmet you are wearing anymore on your character sheet.
Item sets breaking is definately a good point yes, but they wont break in the situation I described. I checked the code for it and the item sets are applied in the equip event as well. If we execute our code after the script ran the item set should work just fine I believe. The biggest annoyance I see is that you won't be able to see what helmet you are wearing anymore on your character sheet.
#9
Posté 19 novembre 2009 - 11:55
I've put together a mod to remove helmets outside of combat, maybe not exactly what you want but it's a start.
social.bioware.com/project/791/
social.bioware.com/project/791/
Modifié par dan_upright, 20 novembre 2009 - 12:01 .
#10
Posté 20 novembre 2009 - 08:09
Equipping the helmet when the inventory window is opened is an excellent idea! Combine that with my proposal and you've covered pretty much any situation don't you?
The only thing I'm not sure about is if all properties can be applied as permanent effects.
The only thing I'm not sure about is if all properties can be applied as permanent effects.
#11
Posté 20 novembre 2009 - 09:33
Sweet thanks
#12
Posté 20 novembre 2009 - 10:47
Wow, that is an excellent fix. Keeps a nice ratio between realism and aesthetics.
#13
Posté 20 novembre 2009 - 10:53
Thank you a lot, dan, just what I was looking for
#14
Posté 20 novembre 2009 - 10:58
looking forward!!!





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