XCOM 2
(Vanilla) Derejin Helmet Pack
111 Comments
Bartinga 7 Oct, 2017 @ 10:09am 
@Derejin

You're welcome. :)
Derejin  [author] 5 Oct, 2017 @ 5:05pm 
@Bartinga

And thanks for the feedback and good suggestion! :)
Bartinga 5 Oct, 2017 @ 11:32am 
@Derejin

Hello, thank you very much for the hair versions. Looks awesome. I was indeed revering to the Dovah Helms with the horns, since they are somewhat open behind the head, leaving a huge gap which on the females didn't exactly look feminine.

Again thanks a lot for the update.
Derejin  [author] 5 Oct, 2017 @ 2:56am 
Alrighty: added a "Hair" update that adds some "Hair" versions of the Dovah-prefixed helmets.

If you don't want the extra options, or you want to remove the older versions, simply go to this mod's XcomContent.ini file and comment out the appropriate lines.

To find this file, go to:

Steamapps/workshop/content/268500/1101192869/Config/XcomContent.

and comment out the "BodyPartTemplate" lines for the regular non-hair versions (or vice-versa, if you don't want the hair).

This update doesn't add any new models, but simply new archetypes, so it shouldn't increase the mod's size noticeably.
Derejin  [author] 5 Oct, 2017 @ 1:15am 
@Yamino Takamaru

Thankfully not. While I can just include copies of every version - and I'll probably do that - it won't result in duplicate models. I can just copy the archetype and de-check "disable hair", add the male+female lines of that to XComContent of that new archetype, and the new lines to the Localization file as well.

May get that done tonight, then, if it's that simple.
Matikanefukukitaru 4 Oct, 2017 @ 7:01pm 
@Derejin: Wish I could. Only thing I could think of is to include both normally, and then just leave one of the 2 versions commented out in XComContent.ini. Removed cosmetical options I didn't want from another mod that way. Dunno through if that'd mean you'd have to include the model twice for everyone, since I don't know anything about that stuff. :x
Derejin  [author] 4 Oct, 2017 @ 6:51pm 
@Yamino

An .ini edit would satisfy both: folks looking for hair could just swap the setting.

Could you point me to a mod that does something similar to that, so I have something to base the update on? Want a good starting point. :)

Also, updating this mod may take a bit, as I'm still focusing on the cape for Ebontech.
Matikanefukukitaru 4 Oct, 2017 @ 5:06pm 
@Derejin: I don't really think it's needed for the Ebony Helms, but the Dovah Helm could really profit from that. If nothing else, you could always make 2 versions and maybe make it so that they're normally hidden for the user, and they have to activate those versions through the .ini.
Derejin  [author] 4 Oct, 2017 @ 4:07pm 
@Bartinga

Well, you're the first request to ask for such.
It wouldn't be hard to re-enable the hair, but there'd be loads of clipping and I think a lot of folks may have trouble with that.

That said, I could be wrong there, and most folks'd be okay with the change (and just making a character bald if they wear a helmet and don't want clipping).

Anyone watching this thread: what do you think? Would you be okay with the helmets leaving hair? Only certain helmets?
Bartinga 4 Oct, 2017 @ 7:25am 
Hello, Thanks for the great mod. You think you can adjust the helms to leave the hair? Wouldn't mind if it clips. Thanks in advance.
Derejin  [author] 30 Aug, 2017 @ 6:18pm 
Update! WOTC Version is now out! Check top of description for link. :)
Derejin  [author] 29 Aug, 2017 @ 5:58pm 
As an update: I've downloaded the full version of the WOTC Modbuddy and opened up my mod's .upk inside the Editor. No NULL references - the materials look fine.

I've posted for help on the XCOM 2 Mods Reddit detailing what I have noticed, and I hope to get a response from people who seem to have been able to fix the issue but haven't shared the details as to how.

If you have any tips, please go to the XCOM 2 Mods reddit and post them there, so more people will see.

Threads:
https://www.reddit.com/r/xcom2mods/comments/6wpmgg/early_tips_for_updating_mods_to_wotc/?st=j6yb40c9&sh=51f6aa60

https://www.reddit.com/r/xcom2mods/comments/6wp33v/wotc_mod_debugging_thread/?st=j6ybc37h&sh=39638f26
Derejin  [author] 29 Aug, 2017 @ 6:46am 
For those following my mod: I have indeed taken a look inside of the Dev Kit and the debugger to try to figure out how to fix the mod - but couldn't figure much out.
Thankfully, don't think that was possbile to figure out.

They've released the War of the Chosen tool (gotta download it the same way you downloaded the original XCOM 2 tool). I'm downloading that now, but going to wrap up for today. Tomorrow (technically tonight) will try to make a WOTC version of this mod. :)
Rylien 28 Aug, 2017 @ 12:32am 
Jaw 01 still has those weird black spots, and in some places it reminds me of HVAC piping.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1122070127
Derejin  [author] 27 Aug, 2017 @ 3:15pm 
@Soul D. Dragneel

Thank you!
Going to be touching up the jawpiece today (God willing), and when War of the Chosen hits I'll want to make sure it's compatible before I launch fully into playing it myself. :)
Savar Belmont 27 Aug, 2017 @ 1:44pm 
looking really good!
Derejin  [author] 27 Aug, 2017 @ 3:01am 
@RacingM3GTR

You can use Jaw 01 on Dovah 02, if you want, though it doesn't quite suit it at the moment.

Again, going to be touching it up tomorrow (think something's wrong with the normal, and likely with AO, spec, and roughness - know how to touch it up somewhat now, at least). Probably won't get around to making more Jaws before War of the Chosen hits, though. XD
Rylien 27 Aug, 2017 @ 2:59am 
Maybe you could make different jawpieces for the Dovah that could represent different gas masks?
Rylien 27 Aug, 2017 @ 2:58am 
So I've checked out the Ebony and Dovah 02s...

---

Ebony:

-Still reflective as all hell, though those black parts I keep complaining about no longer look so unnatural, more like shadows
-That being said, though, there's probably still too much shadowing on the upper head areas

Something could be fundamentally borked with the materials on that one.

---

Dovah:

Nothing really wrong with it that I can see. Looks a wee bit plain without vents and the like, but other than that, all fine and dandy and the vents stuff can be fixed with that gas mask-like Dovash Jaw.
Derejin  [author] 27 Aug, 2017 @ 2:58am 
@RacingM3GTR

Thanks for the feedback. :)

May look more into Ebony 02 when I do touchups on Dovah Jaw 01 tomorrow.

For Dovah 02 - it occurred to me to add vents and the like, but it didn't seem to make sense since it doesn't cover the mouth. I do think I'll add a jawpiece to it (Dovah Jaw 02) that will have vents, though.
Rylien 26 Aug, 2017 @ 11:55pm 
Only things I can really think of:

-It doesn't really need anything between the eyes, it looks fine as it is

-Maybe make the visor a bit flatter?

-Maybe instead of one big visor, split it in half and make the visors rectangularish slits?
Derejin  [author] 26 Aug, 2017 @ 11:25pm 
Hello again everyone!

Planning on smoothing out some stuff on the already-released Dovah Jaw 01 (likely Sunday, if not tonight), but here's another project I've been working on.

https://drive.google.com/open?id=0B23ooTXNy9x4Mlh1dVRCeFIzYzQ

Want some tips on how to handle the eyes - I need something in the middle of that visor, but I'm not 100% sure what'd work.
Other than that, just need to clean it up a bit and it'll be good to go. I think. Want to try to get the cleaned up Dovah Jaw 01, the Hornless Dovah 01, and this Dovah 02 up for War of the Chosen. :)
Iron Bull 25 Aug, 2017 @ 9:59pm 
@Derejin

Do what you think best, re-vision, re-hash, re-texture, ect. A little planing can go a very long way, besides re-imagining something or recreating something is a great way to improve ones skills or learn new ones. Time, patients, practice, and planing are how most ideas come to life. All good things started out as an idea, people just got... creative with them over time.
Derejin  [author] 25 Aug, 2017 @ 9:50pm 
@ExplodingBull

Thank you again!

Well, part of this is also on-the-fly improvisation, though with an initial (and somewhat broad) design concept. Skyrim's Iron Helmet plus Darth Vader's Helmet. Skyrim's Ebony Helmet plus Isaac Clarke's, etc.

So, in some cases, it's not so much envisioning as it is creativity, then re-hashing until it actually looks good. XD

I probably should spend more time planning out, though. Gonna try to do that for my next Iron Helmet, I think.
Iron Bull 25 Aug, 2017 @ 9:46pm 
@Derejin

That actuall works quite well with the helm, I will not lie about that.
I know modding isn't easy, it can be down right nut busting, but the fun part is trying to get it to work. I wish I would've keep trying, but work kinda gets in the way. Any way, just take your time and go one step at a time. As long as you plan it out and try many different routes, you'll see a your project finished the way you invisioned it.

I don't know if that sounded rude, that was not what I was going for. Just trying to motivate.
Rylien 25 Aug, 2017 @ 9:40pm 
If you do wind up making armor, please, please, *please* at least add some pouches to the thing so it doesn't look as empty as vanilla T2/T3.
Derejin  [author] 25 Aug, 2017 @ 9:34pm 
@ExplodingBull

I do have to say, though, that Stenchfury's AMH1 set works pretty well with Ebony Helmet 03, if you want to take a look..
https://drive.google.com/open?id=0B23ooTXNy9x4THNxWnhySUxUNWc

I think it was AMH1, may have the name of the armor wrong, but go get Stenchfury's armor mod if you haven't yet. And his helmet mod.
Derejin  [author] 25 Aug, 2017 @ 9:29pm 
@ExplodingBull

Thank you!
I ultimately do want to learn how to make the armor, but it'd be quite a ways off.
A couple of the hurdles to make the leap to armor:

-Figuring out which object to export from the XCOM 2 Editor to act as the skeleton (for example, BaseHead inside the editor is WRONG and OUTDATED, whereas SM_Head is up to date).

-Figuring out how to weight the bones (finding a properly-weighted armor piece and using data transfer might work, or at least act as a starting point)

-Just a lot more work due to the size.

-Figuring out a design that'll work. Likely can just draw inspiration from sources (such as the iron armor from Skyrim, combined with Darth Vader's armor, maybe, since that's kinda what I started with for the helmet).

-Figuring out how to properly scale it to match the female skeleton afterwards.

..y'know, laying it out like that makes it not seem so bad, and gets my hopes up a bit. Schedule seems a bit full up though.
Iron Bull 25 Aug, 2017 @ 9:21pm 
@Derejin

I'm not getting my hopes up, trust I know better. Besides it would be a decent side project to kill time, or do when you're bored. Anyhow... good luck and happy hunting.
Derejin  [author] 25 Aug, 2017 @ 8:45pm 
@ExplodingBull

No promises, but I may make armor for it.
Don't get your hopes up for now - it'll be a long way off, if ever (may be close to finally finding a job - part of making this mod is to learn new skills and build my portfolio) - but learning how to do more modeling stuff is the next major step for learning modding, methinks.

At the moment I want to prep this for War of the Chosen, so I'll be polishing and doing smaller stuff for now (currently started on making hornless version of the Iron Helmet, plus polishing the Iron Helmet in general).
When War of the Chosen pops, I'll try to make sure this mod is compatible with it, then play the game instead of mod it. :)

Plus Shadow of War soon - hope it's good, though I won't be touching the Microtransactions.
I've actually written posts about it, but this video goes into more detail (and touches topics I didn't even know about) when it comes to MTs. XD
https://www.youtube.com/watch?v=xzVaVxRJYJg
Iron Bull 25 Aug, 2017 @ 8:07pm 
Please! Someone make an armor mode for these!
Jit Wormsly Jr. 24 Aug, 2017 @ 9:44pm 
@Derejin

You should add both as variants for those who want either one.
Rylien 24 Aug, 2017 @ 9:28pm 
The one without the mount looks better IMO.
Derejin  [author] 24 Aug, 2017 @ 9:23pm 
@Pepperoni and RacingM3GTR

Probably going to be other things tonight - did a few updates to Ebony 02 - but also started trying to make a hornless Iron Helmet.

It.. looks a bit odd. I'll still do it, but which of these would you prefer? The left one just has no horns, whereas the right one has the mount removed as well.

https://drive.google.com/open?id=0B23ooTXNy9x4bkg4dXMxbW10LXc

Gonna want feedback here before continuing on this project. XD
Jit Wormsly Jr. 24 Aug, 2017 @ 9:00pm 
@Derejin

PRobably without the mount, that'd look great! Mabye even a variant with the mount.
Derejin  [author] 24 Aug, 2017 @ 4:24pm 
@RacingM3GTR

Thanks for all your feedback, by the way - probably wouldn't be this far without it.

For re-doing Iron and 02: the Iron's in a pretty decent place at the moment, but I may update the visor for 02 and disable the metallic switch.
Don't get me wrong, though, I do want to make an Iron helmet version that's similar in style to Ebony 03.

The hornless-version of Iron 01: thanks for the recommendations. It may be my project tonight - uncertain, though, but I'm gonna do something or other. XD
Derejin  [author] 24 Aug, 2017 @ 4:21pm 
@RacingM3GTR

Thank you!

03 actually was intended as a replacement for 01, but the style ended up different enough that I made it a separate helm.
I figured out how to disassemble the textures for Stenchfury's armor - the 03 mimics the glossy scheme, specular, and (lack of) metallic of 03 after AMH1.
It has the metallic switch turned off - apparently T3 techy stuff is more plastic-y in terms of materials.

I also added a "dust map" and applied it to the specular, which adds some nifty micro-detail (especially visible from the back).

As an example, before working on it:
https://drive.google.com/open?id=0B23ooTXNy9x4ZjNyelJPUDJ2cWs

After opening up Stenchfury's, comparing it to armor (not final, as you see above, but close to it):
https://drive.google.com/open?id=0B23ooTXNy9x4THNxWnhySUxUNWc

Still took a lot of work, but it really helps to see a finished product that has aspects you want to emulate.
Rylien 24 Aug, 2017 @ 7:41am 
Also as for ideas for the hornless Iron:

-Maybe ditch the XCOM logo, it kind of sticks out way too much. I'd suggest removing the lights too but I can see Vader's helmet in it
-Non-colorable bits
-The current Iron as it is could be a simple T1 version, and maybe the T2/T3 Iron variants could look a bit sleeker and more techy
-You said these helms were inspired by Star Wars too - as it stands, the Iron helm doesn't really seem all too suited to a high-tech aesthetic, so maybe combine it with an actual Vader helm or a Stormtrooper one?
Rylien 24 Aug, 2017 @ 7:41am 
Gloss schmoss, my personal nitpick rather than anything wrong. Otherwise, third time's the charm - can't find anything wrong with the Ebony 03. It feels like the final version of the 01.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1118997783
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1118997604
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1118997707

Do you plan on redoing the Iron and 02's textures to bring them more in line with the 03?
Rylien 24 Aug, 2017 @ 6:25am 
Holy shit that Ebony 03 looks sweet as, time to go reload my finished campaign and check it out XD
Derejin  [author] 24 Aug, 2017 @ 4:21am 
@Pepperoni

Thank you!

As to hornless Iron Helm - probably next project since I finished Ebony Helm 03. Don't want to do anything major due to the proximity of War of the Chosen.

Quick question, as well: how much do you want removed? The horns, obviously, but do you want the mount (where the horn's affixed) and/or other protrusions removed alongside? I imagine so, but want input. :)
Jit Wormsly Jr. 21 Aug, 2017 @ 4:03pm 
@Derejin Hornless iron helm when? lmao

Love your work by the way, for a starter you have quite the modeling career
Derejin  [author] 20 Aug, 2017 @ 4:10pm 
@ARC N7

You mean this fella, right?

http://cf.collectorsweekly.com/stories/lrVUp5Xkl871J7wUoSZoJg.jpg

I'm not going to make any guarantees, but I'll consider it.
I would also recommend you look into modeling yourself, too. It does take time, but it's quite a handy skill - I'm only about two (close to three) months into using it and I've been able to make this mod.

If you run into issues trying to make the helmet, I could help - already have gotten requsts to write a guide, even though I'm only around two months into using this stuff, but there are a lot of small details and options in XCOM2 that I had to brute force through to find the answers to.

Hm. I may end up writing that guide sooner than I think.
ARCN7 20 Aug, 2017 @ 3:31pm 
Hi, I just found this mod and wanted to ask if you are taking requests. With the mods on the workshop it's entirely possible to create (nearly) historically accurate Cold War era or modern soldiers from almost any country.
But the one thing thats still missing for me are soviet helmets and especially the east german M56 Stahlhelm. It's a helmet that was used and copied by a lot of soviet-aligned states. It's shape is very simple and I wanted to ask if you could try to bring it into the game at some point. It would really make my collection complete.
Arkhangel 19 Aug, 2017 @ 1:16pm 
@derejin: talk to Kexx, Claus or E32 if you can. they seem to know what's needed to be done a hell of a lot more than i do, given i'm not a modder ;)
Derejin  [author] 19 Aug, 2017 @ 12:59pm 
@Arkhangel

Thanks for the heads-up. If you get any more information on what exactly needs to be done, I'd greatly appreciate it - want this stuff to be ready for War of the Chosen. :)
Arkhangel 19 Aug, 2017 @ 12:03pm 
@Yamino: fairly sure it'll be backwards compatible, prob is if you try it with the old shader, everything'll show up matte black.
Matikanefukukitaru 19 Aug, 2017 @ 12:01pm 
@Arkhangel: Could write that everywhere you've posted that, but will do it here: Then let's hope that it will be possible to do it like a weapon-mod with built-in vanilla and LW2-support...where something just can check wether it's used or not and give the corresponding version to you.
Arkhangel 19 Aug, 2017 @ 11:56am 
Just dropping off an Early Warning. War of the Chosen is launching with a new shader system, so all customization mods will need to be updated with it to work correctly. spread the word, and we can get as many as possible back up and running with it quickly (according to what i've heard, it's a pretty quick, but necessary fix) :)
Derejin  [author] 19 Aug, 2017 @ 1:03am 
@RacingM3GTR

Good idea. Looking at stuff in solitary often fails to illuminate what would otherwise be obvious.

Not going to do that tonight, though. Already did enough for today. XD