About this mod
Equip or DeEquip helmets and other headwear automatically depending on the character behavior. For player and NPCs. Standalone with MCM tweaks.
- Requirements
- Permissions and credits
- Changelogs
- Donations
Auto-equipable helmets and hats!
This is a new version, almost totally remade from the original mod with several improvements and added functionality. See below for what's new.
Features:
With this mod, helmets will automatically unequip out of combat and equip back on when engaging the enemy or drawing. Casual wear such as cowboy hats or headbands will swap with helmets and stay on out of combat. It affects by default the most common vanilla items but you can completely modify the lists by adding or removing headwear and eyewear to and from it (see below). It supports any companion and is fully standalone. Support limit for companions is currently 5.
Highly configurable thanks to MCM! The Mod Configuration Menu allows you to tweak equip delay, Power Armor support and such. See pic for more info.
Some items are left out of lists either for not being playable normally or for being kind of ambiguous. You can always modify the lists from the helmet patcher.
Power Helmet list includes all Vanilla ones.
Native support for Advanced Recon Thermal Nightvision.
What's new?
In comparison to the first version, apart from some fixes and performance improvements Smart Helmets 2 now can manage any casual wear for any companion just as it does with the player.
How to use it:
- For the player: You need to equip your casual wear first, exit the pipboy and then equip your helmet. SH should pick up all the info and start working. The player does not need to carry a SH device.
- For NPCs: First you need a Smart Helmet device. You can get devices from the MCM menu. Once you have it, the process is similar to the one for the player; place casual wear on the NPC's inventory, exit menu (NPC should equip its casual wear) enter inventory again and then place 1 Smart Helmet device and the helmet.
These steps are necessary for the mod to pick up all the info needed about the character's gear.
FAQ:
How to add/remove equipment from the mod lists:
Go to MCM Smart Helmets menu and click on Enable Helmet Patcher, it will appear in apparel. Equip it, and click in the option you want. You can disable or enable the patcher any time in case you don't want it in your inventory.
Why can't I modify the Power Helmet list?
There is no need to, you can just simply add the helmet that you want to the general helmet list, or for the opposite just disable power helmets on MCM.
This doesn't work with ******!
First, make sure your items are in the correct lists and that none of them are in both casual and helmet lists. Also, this mod is made for working with equipment that use hair, hat, headband and eye slots. Items that use several of these flags, specially those added by mods, can cause troubles. If managing the mod lists don't solve it, it's probably a major flag conflict and I can't do anything about it.
My modded follower uses a hat I cannot pick up, so I can't add it to the casual list!
Right now, there is no support for unplayable non-vanilla headwear. I may add a workaround in the future.
Requirements:
- NVSE
- JIP LN NVSE
- Dead Money
- Honest Hearts
- Lonesome Road
- MCM is HIGHLY recommended, without it you won't be able to use SH on companions.
Compatibility and problems:
It's fully standalone and should work with almost everything.
Using the device with NPCs that heavily manage their own inventory (like companions Willow or Wendy Gilbert) is not recommended, most of this NPCs manage their own helmet anyway.
There seem to be a couple of engine bugs that this mods cast some light on:
First, when equipping both headwear and eyewear sometimes the eyewear won't be visible. It'll be equipped, but you won't see it. This happens sometimes, and it seems to fix itself at random during playtime.
And second, there is another avoidable bug: Auto-equipping a piece of armor while using a weapon with mods attached will make the character re-draw their weapon. If this annoys you, you can disable Smart Helmets only for modded weapons on MCM. This one has been fixed by JohnnyGuitar NVSE so while not being required for Smart Helmets, it is recommended.
Check other mods by me
Credits:
Thanks to Bethesda, Obsidian and the modder community.
Thanks to Pelinor for MCM!