combat helmet lighting
战斗头盔照明
Screenshots 8 screenshots
About this mod Machine translation
Shine a light on what really matters...
This mod adds a fully functional headlamp to the Combat Armor helmet.....great for seeing!
Update log:
-Tinkerers Headgear now has a fully functional headlamp.
-Combat helmet and Tinkerer's helmet lights now work while wearing power armor (thanks to amoveve for pointing me to the correct keyword).
- Tinkerers Headgear was completed as a request from an Armorsmith Extended user for his crafting workbench available to non-AE users
Console command "player.additem 001832F5", or by killing Tinker Tom (not sure if this is possible, rather than making him unnecessary).
- All battle helmets looted from NPCs, containers or around the world now have a default white headlamp installed (no crafting required
You can use headlamps in front of the station). This includes the .additem console command. Any Battle Helmets or Tinker's Helmets in your inventory or storage will be saved with the previous mod settings... so you will have to access the workbench to install the headlamp before these items will work properly. I can't modify your save file, so I can't fix this.
-Npcs that spawn combat helmets will use headlamps. (Note: If an NPC spawns and they are saved by the game, the saved mod settings will be maintained by installing this mod. For example, if prydwen appears before this mod is installed, all bosses using combat helmets at the airport will
No functioning headlights). Note that the chance of seeing an NPC wearing a battle helmet first is very good
Damn slim. I spent about 4 hours testing this but was unable to view every NPC in the game, if you find inconsistencies in this feature let me know and I'll look into it. It should be fine According to the game files, it's actually impossible to see a combat helmet without a headlight in the new game right now.
- Combat helmets purchased from suppliers come with a basic headlight by default.
- All headlight positions have been carefully adjusted for superior aesthetics (using Quaternion rotating gd inhalation).
Before installing this version, uninstall any previous versions of Combat Helmet Illumination and make a clean save.
Version 1.2 of Armorsmith Extended and Craftable Custom Combat Armor are available in the optional files tab. Additionally, I also added a version that adds hair to the Combat Helmet and Tinkerer's helmet. For a stand-alone helmet with hair, look for the Armorsmith Extended. These versions are complete mods and do not require the main file of Combat Helmet Illumination. In addition, the CCCA + Armorsmith version also includes the compatibility patch posted by Endoormoon on the CCCA page.
The light can be mounted via Armor Workbench in the same way as a mining helmet (all color options available).
Npcs will use the light the same way they would use a mining helmet light, ie. Annoying.
This mod is compatible with mods that simply recreate combat helmets by using texture replacement.
This mod is compatible with mods that modify effects caused by headlights, shadows, etc.
Not compatible with any mod that adds a standalone version of the battle helmet, I'm currently working on a compatibility patch. In short, if you build your helmet on a handcrafted table, it probably won't work unless it's been patched.
I know I committed to adding support for synthetic helmets and medical goggles. The grid of these items proves... uncooperative. It's difficult to narrow down the cause of the problem at this point, as the pre-Alpha version of nifskope being used doesn't yet handle certain file attributes correctly.
If anyone requests a patch, besides any changes to Craftable Custom Combat Armor and Armorsmith Extended let me know.
Install:
Install using NMM or copy the contents of this folder into your fallout 4 data directory.
Require:
No.
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.