Helmet shooter (updated)
When shooting an enemy in the head with a gun, the helmet will be knocked off by the bullet, fly up and then fall to the ground.
Screenshots 2 screenshots
About this mod Machine translation
When shooting an enemy in the head with a gun, the helmet will be knocked off by the bullet, fly up and then fall to the ground.
Prefix:
Address Library for F4SE Plugins (version 1.10.163):
Fallout 4 Script Extender (F4SE) (also requires version 163):
Original address:
Updated on August 28, 2025:
2.2 version update:
Now compatible with next and previous generations.
Some vanilla head armor (e.g. gas mask, sack hood) would look awkward if ejected and are now excluded from ejection by default.
To enable popup for specific helmets, edit the FormList HP_NoPopHelmetList in the ESP and remove them from the list.
December 3 update version 2.1.3: "Non-sniper rifles always knock off helmets on target death" option was added to the MCM menu. Filter files will no longer be overwritten during installation. If missing, the ID will be created. If filter registration fails, a message is displayed.
Updated Chinese address on December 2:
Version 2.1.1 updated on November 16th:
Exception filter registration added to MCM. 'Headgear Removal Without Physics' option has been removed from MCM.
Version 2.0.4 updated on November 11th:
Adjusted the probability, force and angle of helmet removal via MCM, and made other fixes. This mod does not work on next-gen versions. Helmets that are knocked off by headshots are now immediately removed when VATS is active, preventing them from becoming VATS targets.
When an enemy equipped with a headgear is shot with a gun, the headgear will be knocked off and fly to the ground. This effect only applies to enemy NPCs of the player. When a target is hit, the headband is instantly knocked off, processed by F4SE with no lag.
Version 2.0 Update: Added MCM, allowing you to adjust the probability based on weapon type, as well as configure the force and angle at which the headgear is shot down. Additionally, an issue with headgear being in slot 30 or 46 but not being removed has been fixed, and new options for handling equipment with no physical effects have been included.
While I (original author dnfrealtec, the same below) generally avoid overwhelming the user with too many options in the MCM, the way the helmet flies away may vary from person to person. Therefore, I added detailed settings in MCM. The default is just my personal preference, giving the helmet a higher flight angle than previous versions.
I believe the sections about probabilities, forces, and angles can be easily understood by referring to the help messages at the bottom of the MCM. Therefore, I will focus on explaining these two options:
Weapon-specific throwing power activation:
When enabled, headgear will be thrown off based on the value set in the MCM for all guns except sniper rifles. Semi-automatic sniper rifles have 1.15x the throw force, while bolt-action sniper rifles have 1.3x the throw force.
Headgear removal without physical effects:
Many clothing mods lack physics, causing removed headgear to float in the air. When this option is enabled, the headgear will be removed but will not appear in the world. If disabled, headgear with no physical properties will not be removed at all.
I don't speak English very well and all text is written with the help of ChatGPT. If you notice any MCM terminology or phrasing that doesn't seem right, feel free to edit them as needed.
Required Mods:
Game version 1.10.163
Fallout 4 Script Extender (F4SE) 1.10.163
Address library of F4SE plug-in 1.10.163
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.