Kingdom Come: Deliverance II

Kingdom Come: Deliverance II

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Helmet-Off Dialog (Beta)
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13 Mar @ 4:58pm
1 Apr @ 10:18am
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Helmet-Off Dialog (Beta)

Description
Helmet-Off Dialog (Beta)
This mod automatically takes off your helmet, head chainmail (KCD 1) and coif when starting a conversation with an NPC, then puts them back on when the dialog ends.

Mod Overview
  • Main Version (Required): Takes off the helmet, head chainmail (KCD 1), and coif at the start of every dialogue and puts them back on when the conversation ends.
    • Install this base mod to enable the core takeoff functionality.
  • Optional Mods: Enhance the main version with additional takeoff features, which can be loaded on demand. Install any combination of the following optional mods:
    • Helmet-Only: Takes off only the helmet at the start of every dialogue and puts it back on when the conversation ends, leaving head chainmail (KCD 1) and coif unchanged.
    • Random: Takes off the helmet, head chainmail (KCD 1), and coif in random dialogues (e.g., gear might come off in one conversation but stay on in the next).
      • Player Note: This reflects my reason for creating this mod—half because I expect I’ll tire of seeing Henry’s face, and half because the helmets are cool to look at, especially when switching between them.
    • Ranged: Takes off ranged weapons at the start of dialogues and puts them back on when the conversation ends (requires the main version for gear context).
Caveats
  • Charisma Impact: Taking off the helmet or coif during dialogue will probably lower charisma, as these items contribute to that stat. I don’t plan to address this, as high charisma is achievable without them, and it’s an acceptable trade-off for the mod’s functionality.
  • Non-Helmet Items: Head armour like hats remains unaffected by this mod.
  • Hack: IsEquipped: Neither KCD 2 nor KCD 1 provides a Lua API function to retrieve equipped slot items. To address this, the mod uses a hack. It iterates through all helmets and coifs in the player's inventory, taking them off. If the player's equipped weight changes, the mod identifies that item as the one equipped.
Frequently Asked Questions

Is the Mod (KCD2) Available on Steam Workshop?
Yes, it’s available on Steam Workshop.

How Do I Install the Mod?
You can install it via Steam Workshop, Vortex Mod Manager, or by manually extracting the mod files into the {Game}\Mods folder.

Why Is the Barber Not Working?
This mod is fully compatible with the barber system. However, certain mods, like older versions of Autohide that override HUD.xml, can interfere, causing issues such as the hair list GUI not displaying properly.

Why Is My Gear Coming Off When It Shouldn’t?
The mod keeps gear on in most scenarios where it’s needed, but some situations may not be fully covered. To override this behavior, open the in-game console with ~, type helmet_off_dialog__set_mod_off true, and press Enter to disable gear removal. To re-enable it, use helmet_off_dialog__set_mod_off false and press Enter.

Why Was My Gear Taken Off, or Not Taken Off?
The mod’s behavior is explained in other sections (e.g., specific scenarios like bathhouse NPCs or archery competitions). For detailed insight into why gear was removed or left on in a particular case, enable debug mode to access mod logs. Open the in-game console with ~ and enter: helmet_off_dialog__set_debug true.

What Commands Can I Use?
The mod includes optional features through the optional mods that automatically handle these settings for a better user experience, so you typically won’t need to run commands manually. However, for experimentation or curiosity, here’s the full list of console commands you can try:
  • helmet_off_dialog__set_ranged true — Enables ranged weapon removal
  • helmet_off_dialog__set_random true — Randomizes gear removal
  • helmet_off_dialog__set_helmet_only — Limits removal to helmets only
  • helmet_off_dialog__set_mod_off true — Disables gear removal entirely
  • helmet_off_dialog__set_debug true — Activates debug logs
Can I Bind a Key to Toggle the Mod?
This mod avoids built-in keybinds to prevent conflicts with your setup. To add custom keybinds (e.g., F3 to disable, F4 to enable), append these lines to your user.cfg file:
  • bind f3 helmet_off_dialog__set_mod_off true
  • bind f4 helmet_off_dialog__set_mod_off false
    See Unlimited Saves Without Schnapps[www.nexusmods.com] for user.cfg setup instructions and Key Names[www.cryengine.com] for key options.
Can I Progress the "Easy Riders" Quest Now?
As of version 1.3.2 (March 19, 2025), the "Easy Riders" quest works seamlessly. The update fixes a prior issue where gear removal blocked sparring with Hans.

Can It Remove Bows or Crossbows Too?
Yes. Enable this feature by installing the optional "Ranged" mod.

Can It Remove Just the Helmet, Not the Coif?
Yes. Enable this feature by installing the optional "Helmet Only" mod.

Why No Helmet Removal in Scripted Dialogues or Cutscenes?
As of version 1.3.0 (March 16, 2025), helmet removal is supported in both scripted dialogues and cutscenes. Note: Some players report cutscene removal may not work consistently—under investigation.

Why No Helmet Removal When Speaking to Mutt (KCD1)?
Helmet removal when talking to Mutt is supported as of version 1.3.0 (March 16, 2025).

Why Doesn’t Gear Remove Near Bathhouse NPCs?
Since version 1.3.4, gear stays on when interacting with bathhouse NPCs within 3 meters, preventing issues with unwashed headgear after removal.

Why Doesn’t Gear Remove Near Archery Competition NPCs?
As of version 1.3.4, gear remains equipped when interacting with archery competition NPCs within 3 meters, avoiding a bug that could halt the competition.

Why Is Ranged Weapon Behavior Unstable?
When stowing ranged weapons (bows or crossbows), the game’s equipped weight stat—used by this mod to track items—doesn’t update reliably. This appears to be a KCD2 issue, as the same code works correctly in KCD1. The unequip function still operates, and ranged weapons auto-re-equip after dialogues, but you may need to manually redraw or re-equip them for archery competitions due to this quirk.## Changelog

1.4.3 31-march-25
  • fix: Do not skip gear take off having not enabled the ranged optional mod and the NPC offers archery competition.
1.4.2 31-march-25
  • chore: Added helmet_off_dialog__set_debug command to turn on debug mode and log why gear is taken off or left on.
1.4.1 30-march-25
  • fix: Prevent crash when selling equipped items by checking if Henry's removed gear is still in inventory before re-equipping.
1.4.0 29-march-25
  • feat: Add in-game command to toggle the mod on or off as needed.
1.3.4 26-march-25
  • fix: Gear is now equipped when the trading menu is opened.
  • fix: Gear take off is skipped when interacting with NPCs offering bathhouse services.
  • fix: KCD2: Gear take off is skipped when interacting with NPCs offering archery competition.
34 Comments
aku47 29 Jul @ 5:37pm 
not sure why but had to unsub resub to get it working.
but it is working now.
I can finally ear helmets! YAY for being properly armoured.
Atlantis 21 Jun @ 10:17am 
How's the status of this mode now? Works ok for everyone?
Tapzu☺ 21 May @ 1:45pm 
Somehow its not working for me, is it enough just to have subscripted to this mod and enable it at workshop options before launching a game, or is there more to do?
Wolfsbane 18 May @ 5:08am 
Works fine in 1.3, I've yet to experience any crashes or issues. Helmet is still removed during dialogue in 1.3
bo3abd_gt500 17 May @ 5:31pm 
thanks for the mod cheers mate
XDemonR 17 May @ 9:28am 
The game crashes with this mod when trying to talk to someone. We need an update.
Warriors55 16 May @ 7:19pm 
Hi Ferelar. I think you are right so my apologies to the mod creator. I uninstalled all mods and then used mod cleaner which fixed my save file. Now that the new patch is out I will try adding some mods again including this one which is one of my favourite mods.
Ferelar 14 May @ 9:12am 
@Warriors55 This is not an issue with this mod necessarily, the latest update is causing an issue within the save file which is probably what you are experiencing. The issue is caused by a list (within the savegame file) of all installed mods accidentally gets duplicated within the save file itself every time you save or load. Eventually this list after multiple duplications makes the save overflow and become a 0kb unloadable file. You can check online for the tool to purge this list and that may solve your issue. Remember to use it again every once in a while, until they patch this (hopefully this Thursday alongside the DLC release).
Warriors55 12 May @ 1:25am 
They mod is causing constant crashing with the latest KCD2 update every single time the game is saved. I have uninstalled all mods and tried adding them one at a time and this is the one that causes the issue.
oborozuki 2 May @ 9:17pm 
ranged version makes it impossible to archery contests. I like this mod, any way to fix that?