Kingdom Come: Deliverance II

Kingdom Come: Deliverance II

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Helmet-Off Dialog (Beta) - Ranged
   
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17 Mar @ 11:09am
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Helmet-Off Dialog (Beta) - Ranged

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 after the main version to ensure proper loading (otherwise, you’ll need to manually adjust your mod_order.txt):
    • 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).

Coverage

If you identify any head armour not listed below, please provide their full names as they appear in-game.
  • Helmets: kettle, bascinet, helmet, skullcap
  • Head Chainmail (for KCD 1): coifmail, nm_ca_collar, nm_ca_hood
  • Coifs: coif, coif, g_hood_
  • Ranged weapons: bow_, crossbow
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.
  • Not All Helmets: I play slowly (still on the first KCD 2 map after a restart), so I haven’t tested every helmet yet. That said, this mod should work with at least 90% of helmets—like kettles and bascinets. If you find one that doesn’t work, please let me know, so I can address it.
  • 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) on Steam Workshop?
Yes, it’s uploaded.

How do I install it?
Use Steam Workshop, Vortex Mod Manager or manually extract the contents of the mod into the {Game}\Mods folder.

Why does it remove helmets in quests, blocking progress (KCD2) ?
Helmets or ranged weapons are removed during a particular quest (e.g., sparring with Hans), halting progression when the quest requires them to remain equipped. As of game version 1.2 (March 13, 2025), the unexposed QuestSystem prevents direct fixes. A potential solution is in progress, possibly linked to how the game handles equipment requirements for this quest, though this is still under review.

Why aren’t some helmets detected?
Early versions struggled with helmet detection. Improved in 1.0.3, and the version 1.1.1 (March 15, 2025) uses a better method for equipped gear identification.

Why isn’t my helmet cleaned at baths?
Bathmaids skip helmets since they’re removed. A potential fix is close at hand, involving a check for the NPC name to disable this behavior specifically for bathmaids, with implementation still under final review.

Can it remove crossbows/bows instead?
Yes, this is now supported in version 1.2.0 (March 16, 2025).

Can it remove just the helmet, not the coif?
Yes, the optional "Helmet Only" mod removes only the helmet.

Can I toggle helmet removal in-game?
A hotkey toggle isn’t available yet due to time constraints but is planned.

Why no helmet removal in cutscenes/scripted talks?
As of version 1.3.0 (16-Mar-25), helmet removal in cutscenes or scripted dialogues is now supported.

Could you make a mod to keep visor position in cutscenes/dialogues?
Many users have suggested an optional mod where the visor stays in its manually set position (up or down) during cutscenes and dialogues. This isn’t possible yet, as no relevant API functions exist to control visor state.

What about when speaking to Mutt (KCD 1)?
As of version 1.3.0 (16-Mar-25), helmet removal when speaking to Mutt is now supported.

Changelog

1.3.1 17-march-25
  • fix: Crossbow are properly detected, allowing the player to use them.
  • fix: Compatability with Steam Workshop, NexusMods, and KCD 1.
  • fix: Improve probability of random mod to disable the equipment takes offs.
1.3.0 16-Mar-25
  • feat: Added support for helmet removal during cutscenes and dialogues initiated by NPCs.
  • feat: Added support for helmet removal when talking to Mutt in KCD 1.
1.2.2 16-Mar-25
  • fix: Fixed an issue where the mod was not ready to handle the on talk events.
1.2.1 16-Mar-25
  • feat: Support for KCD 1 & Steam Workshop for the new structure supporting multiple optional mods.
1.2.0 16-Mar-25
  • feat: The previous mod variants have been replaced with optional mods, enabling simultaneous use.
  • feat: The main version is now mandatory, while the previous variants have been converted into optional mods.
  • feat: Optional takeoff features, including helmet-only, random gear, and ranged weapon takeoffs, can now be loaded on demand via the optional mods.
1.1.1 15-Mar-25
  • fix: Use the more reliable equipped weight derived status to check for equip status.
1.1.0 10-Mar-25 - New Helmet-Only Variant
  • feat: New "Helmet-Only" variant that only takes off helmets, leaving head chainmail (KCD 1) or coifs untouched.
1.0.3 07-Mar-25 - Random Variant
  • fix: Some helmets weren’t recognized as equipped because of how the game handled stat numbers.
1.0.2 07-Mar-25 - Random Variant
  • fix: Alternate random variant was not being enabled.
1.0.1 07-Mar-25
  • fix: Remove visibility derived stat check due to false positives when equipped item was fully washed.
1.0.0 03-Mar-25
  • feat: UnEquip kettle based helmet, head chainmail for KCD 1, and coifs upon dialog start.
  • feat: Equip, previously un-equipped items upon dialog end.
  • feat: Random variant: Unequips helmets in random dialogues rather than all of them. For instance, it might remove the helmet in one conversation but keep it on in the next.
1 Comments
Deus Vult 30 Mar @ 1:48am 
would be awsome if we could get that mod without the helmet and head chainmail removal necessary :D