XCOM 2
(WOTC) Derejin Helmet Pack
111 Comments
Derejin  [author] 10 Feb, 2021 @ 5:38pm 
@Grimwood.

Actually, this is my first mod with 3D Models. The earlier models are indeed lower quality - but if you like them, feel free to keep using them. :)

I'm unlikely to revisit this mod for now, since I'm a lot more busy nowadays.

Have a good one. :)
GrimoireODS 10 Feb, 2021 @ 9:49am 
I feel like something didnt went right why are they low poly or blocky quality?.
cosington 30 Nov, 2020 @ 2:49pm 
i had them both running thanks
Derejin  [author] 14 Nov, 2020 @ 5:23pm 
@cosington

Hm: do you happen to have both the WOTC and Vanilla versions of this mod installed?
If so, you need to unsubscribe from one (simply disabling the other in the launcher isn't enough, I think).

If not, maybe you need to unsubscribe/resubscribe to redownload the files.

Not sure how to fix, but hopefully one of the above two will help.
cosington 14 Nov, 2020 @ 1:17pm 
As in theyre a black void. the ones not tinted white anyway
cosington 14 Nov, 2020 @ 12:57pm 
some of the helmets come out black, any ideas on how to fix?
󰀀Wilson 29 Dec, 2018 @ 7:49am 
내가 이딴걸 설치하다니. 솔직히 존나 별로이고 삭제도 재대로 안되서 매번 메세지를 봐야하는 개 쓰레기모드.
VoidLight 8 Nov, 2018 @ 5:25pm 
OH! I feel stupid now, was fulled by the star wars tag. Might as well grab the armor set as well since I do not have much to go with your style of helmet(s).
Derejin  [author] 7 Nov, 2018 @ 7:37pm 
@Void Light
In the description, I state "..based on Skyrim, Star Wars....[etc.]".
For example, the mask for the Dovah Helm was heavily inspired by Darth Vader.

Have a good one. :)
VoidLight 7 Nov, 2018 @ 2:07pm 
I cant find the starwars content.
Derejin  [author] 26 Jan, 2018 @ 4:40pm 
@Tekumeku

Glad you like it!

At the moment, not been focusing on modding since I recently got a job, sorry - but feel free to look at the tutorials I've linked in the description and try it yourself.
I only used free programs to make this, and the first helmet in this mod came about after about a month (and the rest followed more quickly). 3D Modeling takes dilligence, but it's not as hard as it looks as long as you get references (both other 3D Models to act as guidelines, and videos to act as tutorials for what you're trying to accomplish).
Tekumeku 26 Jan, 2018 @ 10:07am 
I love where this modpack is going, but my friend and i were curious if you plan to do more stuff from star wars like Boba Fetts helmet?
Derejin  [author] 20 Dec, 2017 @ 8:41pm 
@Hx.Velaryon

Sorry - it's kind've come to a halt since I got a job, sorry. :\
Velar 20 Dec, 2017 @ 8:38pm 
Any chance you made progress on your tutorial?
Derejin  [author] 3 Nov, 2017 @ 1:19am 
@Ebithril

Yup - some folks think the horns are quite goofy,.

Personally I like 'em, and if some folks do then it's worth it!
Ebithril 3 Nov, 2017 @ 12:29am 
The Dhovakin helmets are hilarious...! XD
Rylien 13 Oct, 2017 @ 9:10pm 
The mask looks pretty good!
Derejin  [author] 13 Oct, 2017 @ 6:22pm 
@Artanis Creed

Uncertain. :)

@RacingM3GTR

Sorry about that - did the change notes update for the vanilla version, but missed it here. Fixed it (and it's in the description - got it there, but forgot to do it in the log).
Check the pictures, too.
Rylien 13 Oct, 2017 @ 10:33am 
What's with this latest update? Doesn't seem to be any change notes.
Artanis Creed 13 Oct, 2017 @ 9:10am 
Any chance you are going to do more helms an armors? Like maybe Nordic Carved?
Derejin  [author] 5 Oct, 2017 @ 3:37am 
Updated with a "Hair" version of the mod - adds hair fallback variants of the Dovah-prefixed helmets.
Won't have all hair visible, but the back parts of the hair will be visible (so ponytails might clip, but simple haircuts should be fine).

This was done via archetypes, so mod filesize shouldn't increase noticeably.

If you want to remove certain helmets or helmet variants, simply comment out the lines in this mod's XcomContent.ini related to the helmets you want removed.

You should be able to find this file like so:
steamapps/workshop/content/268500/1124260414/Config/XcomContent.ini
Derejin  [author] 28 Sep, 2017 @ 4:22am 
Glad you like it - sorry you're having issues with your save file.

If it helps: the .upk name for this mod is "DerejinArmorPack" (was originally planning to add armor to this, but decided to make that separate mod).
That said, this mod's primary .upk file still has that exact name, so I doubt that's the missing file, but maybe that info will help.
Nodeslayer 28 Sep, 2017 @ 2:43am 
@Derejin Unsubscirbe, not that I know of. I have once re-checked all the lists because the client told me it could not recover the mods previously checked. I have done integrity checks a few times; It always said somehow 1 or 2 files were bad. I don't know where I'm getting these mysterious bugs and crashes from :( btw I do not think that check could possibly change the savefile data...

Thanks anyway. I was confused thinking 'what the hell does this have to do with armor?', since all I see today when I search was about your helmets. This gives me a glimpse of what's going on. Plus, thanks for the enjoyable mod, too!
Derejin  [author] 28 Sep, 2017 @ 2:30am 
@Nodeslayer: this mod was formerly named Derejin Armor Pack.

If you did not unsubscribe, I imagine it should have updated cleanly without causing issues. Did you unsubscribe from this mod at some point between starting your campaign and now?
Nodeslayer 28 Sep, 2017 @ 2:22am 
Has there been also 'Derejin Armor Pack' or something, on either workshop or inside this mod file, that you recently happened to delete? I've set all the mods I need since the start of the campaign, because I didn't want to bother with mod confliction in the middle of my xcom project. So I haven't touched anything since then, and all of a sudden today it says the mod 'DerejinArmorPack' is missing that I cannot load my campaign. And that's neither on my mod list in the starting window.

I cannot remember if there was such named mod because as I said it's been a while since I listed my mods, and I'm all more confused since I've known the campaign itself was loadable even without prior applied mods, at my own risk. It just does not load, both with and without aiding mods like 'Ignore Missing Content' or 'Remove Missing Mods'. I highly presume the buggy xcom2 itself to be the culprit, but just let me know if you have the least idea on what I'm getting through. Thanks.
Derejin  [author] 27 Sep, 2017 @ 11:01pm 
Updated really quickly with a small tweak to Ebony Helmet 03 for female characters - female Skirmishers heads were too large for the old version.
It's not a big change - the helmet's just a little bigger than before.
Derejin  [author] 27 Sep, 2017 @ 5:10pm 
@D-E-Cypher
I'd recommending doing what Yamino Takamaru stated. I can try to dig through my recycle bin if that doesn't work, though, but I have a lot of copies in the trash that I've yet to clean out so I'd have to find the right one. XD
Kaldin 27 Sep, 2017 @ 3:58pm 
@D-E-Cypher: Just use the mod to remove mods bound to save games from them...unless it was during a mission, it will all work fine, you only might have to set the armours back to the people that had them, if even that. If the armours still have the same names internally, then you likely won't have a problem either with a save made mid-mission.
D-E-Cypher 27 Sep, 2017 @ 3:55pm 
Hi derejin, i accidentally unisntalled your armour mod just before you updated it and changed the name. Which broke my save files. So i tried to redownload it to fix but because its a new version with a new name its not loading correctly, You wuldnt happen to have a link to version 1.4 where it was still called the armorpack do you?
Derejin  [author] 27 Sep, 2017 @ 2:14am 
Ebontech Armor Released!

Link in the description of the mod. Go check it out!
Derejin  [author] 26 Sep, 2017 @ 5:53am 
Shoulders and helmet left, plus I may need to look into the light on the back of the boots.

Probably will be done for the day - maybe.
Put in like 12-13 hours on modding today. @_@

https://drive.google.com/open?id=0B23ooTXNy9x4dXIyQ25tMm5HclE
Derejin  [author] 26 Sep, 2017 @ 4:40am 
@Yamino Takamaru

I'm making the vanilla version first, then porting it to WOTC before release, then both come out about as simultaneously as I can manage it. :)

Want to post another update this morning as well:
got the arms mostly done. Had to do a lot of iterations to get the sizing right on the shoulder area, and some ideas sprang to mind about how that might go smoother in the future (too late for this one, though, already mostly done).

Legs & shoulders left, plus some updates to helmet(s).

Regarding spelling: it's curiosity.
"curio",as in something curious, or a specific curio - a curious object
And "-sity" - having the element(s) of.
In other words, curio-sity: having the element(s) of curiousness. Since this typically is used for living agents, it refers to a person or animal's aspect of curiousness - i.e. their curiosity. :)

I'd highly recommend just using Google for spellchecking, too, if you need it!
Kaldin 26 Sep, 2017 @ 4:08am 
Looks good! Out of curiousity(is that written correctly? @.@), will you make a non-WotC-version of the Ebontech-Armour-Mod too?
Derejin  [author] 26 Sep, 2017 @ 12:23am 
Decided to do more work. Probably not done for the night, but this will be the last update for the night:

Started on female torso. Hopefully the hardest part's over.
https://drive.google.com/open?id=0B23ooTXNy9x4bHd4NDI3S3c0NTA

Animates fine. Look alright to you guys? Tried to compare it to vanilla kevlar 1 for proportions.

I'll also probably have to work on shrinking helmets for the female model, since they look a bit awkward.
Derejin  [author] 25 Sep, 2017 @ 10:44pm 
Another update on progress:
-Started updating this mod a bit: gave Ebony 01 and 03 the Tinted Lights variation, re-creating the Blue/Red lights (in case you want to use 'em with other armor types without secondary color causing weirdness), re-imported Ebony 02 with fixed settings (looks better now), changed up mod names, and separated the Armor set into a different mod named Ebontech Armor.
Also made a Tinted Light version of Dovah 02.

Still have to make the female version of Ebontech, but it took about 6 hours to get the above up and running - lots of weird issues popped up when separating the armor from the helmet mod, plus I had to re-create the blue+red versions of Ebony 01+03 (and the regular Dovah 02 blue).

This mod's name is going to change to Derejin Helmet Pack, by the way, when I release Ebontech Armor.

Hopefully won't be too hard creating the female version of Ebontech!
Derejin  [author] 25 Sep, 2017 @ 3:26am 
As another quick update:
-Made a non-tintable version of the cape.
-Fixed the shoulders to use override materials rather than two separate meshes (just shrinks filesize clientside). Couldn't figure out how to do the same for the cape, though.
-Updated materials and textures for each piece of armor so all their lights now obey secondary color.
-Update leg textures and UVs to give additional UV space to belt section.

Unfortunately, RacingM3GTR, that didn't seem to effect the shadows at all - that's just how the shadows render. :\

Checklist for launch:
-Update Ebony helmet 01 and 03 textures and materials so their lights do the same as the armor does right now
-Create female version of the armor
-Repackage the armor set as separate mod (did so much work on this armor set I want it to be a separate mod: plus, it seems a bit of a trend that people tend to skim past packs moreso than singular items. Plus, hey, worked for Stenchfury)
-Test w/ WOTC
-Release v1!
Derejin  [author] 25 Sep, 2017 @ 1:28am 
@RacingM3GTR

Yup, could make a version for primary and for embellishment color.

Regarding jagged shadows - good eye.
I'm not sure if it's entirely my fault, but the problem may be stemming from the UVs on that section of the torso. If that's the case, then yeah, it's my fault.

Since the bags will be there and casting shadows on 'em, that makes it kinda important to try to fix that, so I'll try to do that soon. Will have to re-tex the legs a bit, but hopefully won't be too hard.
Rylien 25 Sep, 2017 @ 1:20am 
I'm thinking either the primary or embellishments - could you do both?.

If the emissive is going to be controlled by the secondary color, making the cape the secondary color might not be such a brilliant idea.

Also is there anything you can do about the jagged shadows under the back pouch? I reckon with dark colors it won't be as noticeable, but with brighter ones it does stick out a bit.
Derejin  [author] 25 Sep, 2017 @ 1:11am 
Hooaah!

Take a look: working cape!

https://drive.google.com/open?id=0B23ooTXNy9x4QzE5cTQ2RVpVdVk

Quick question:
Should I make the cape match the embellishment (ebony/silver/black sections), the secondary color, or the primary (as it currently does)?

It's not done 100% yet (should have a separately colored section on the bottom, and I need to fix the top of the mesh to be closer to the torso), but finally figured out all the moving parts necessary to make custom physics stuff! I think!
Rylien 24 Sep, 2017 @ 10:07pm 
Might be a better idea to leave the roughed-up version for last, after all the different accessories/shoulderpads have been made.
Derejin  [author] 24 Sep, 2017 @ 10:04pm 
Thanks for the comments guys. :)

Been working on a cape, actually. Managed to get it in, and obeying physics, but it looks like I'll need to re-do some of the bones, fix the UVs, and other stuff. It's going to be a simple copy of the advent captain's cape for now (but with custom colors - and once I get that working I may try to make more complex physics stuff), but it's close.
Hopefully once the cape's done I can update the other prop materials to use the new secondary color for their lights, then convert the armor for female, then release v1.

Once V1's out, what would you like me to focus on, by the way?
=More accessories (bandoliers, capes, complete the faulds, etc.)
=Roughed up version
=More shoulderpads
=Other?
Rylien 24 Sep, 2017 @ 9:46pm 
Sorry for the late response, busy weekend. Looking forward to the final product.
Kaldin 23 Sep, 2017 @ 6:16am 
Looks nice! Keep it up, Derejin, really looking forward to using that armour. :soldierblack:
And YaaY for customizable lights~ :SisterRam:
Derejin  [author] 23 Sep, 2017 @ 3:35am 
=Copied SoldierArmorCustomizable_TC
=Copied textures (other than camo) and material functions that it was dependent upon, pasted them and the material into my .upk (was cause of first error)
=Fixed references in my version of the material to the copied versions
=Ensured name was the exact same (intially tried to rename it, but doing so causes it to disobey Primary and Secondary color ingame, but not in the editor - very confusing, was second error but not explicit)
=Messed with nodes

*Emissive now obeys secondary color.*

Take a peek. Red lights from just swapping the secondary color. (new mat is just on this torso so far)

https://drive.google.com/open?id=0B23ooTXNy9x4RDd5cWlEN0tmRjQ

Going to bolster the light strength as well.

Benefits of being a programmer, praise the Lord. Also helped by taking a peek at AMH1 from Stenchfury's armor mod, since he seems to have done the same thing to personalize SoldierArmorCustomizable_TC as well.
Derejin  [author] 23 Sep, 2017 @ 2:02am 
Okay, another update:

Using the emissive switch for the MSK alpha channel disables the lights from obeying the secondary color, sadly.

However, I'm going to try to create a copy of the armor material SoldierArmorCustomizable_TC. I think I see a way to apply secondary color to the emissive color by adding another parameter.
Derejin  [author] 23 Sep, 2017 @ 1:41am 
Well, as another progress update on the armor:

-Finished the bags, and did a lot of polishing on the waistline.
-I think I figured out how two-tint works!

#1. The blue channel of the "MSK" texture contains tint information for the primary color.
#2. The alpha channel of the "MSK" texture contains metalness, emissive, and/or the second color tint.

I have been using the alpha of the MSK texture to act as the metalness+emissive channel.

But I stopped using the metalness switch anyway, so with this new info:
-I can get the lights to obey the secondary color (like Icarus armor, from the Alien Hunters DLC). Reduces variants while increasing customization options.
-I can assign areas that I don't want lit up a second material that just uses a different alpha channel on the mask, so they obey the secondary color.

If I'm correct.

Yet to dive in fully, but everything's starting to make sense now, and I'm going to mess around a bit tonight.
Derejin  [author] 21 Sep, 2017 @ 3:06am 
@RacingM3GTR

I've sent a friend request to him before, but (likely) he ignored it, and since he's so popular it's probably with good reason. :P

That said! I have downloaded his Warden gear, so I'm gonna make a note for myself to load up his mod's .upk and take a gander at some of the textures and materials to see if I can spot something I've missed.
Rylien 21 Sep, 2017 @ 1:50am 
I guess you could try asking Claus - the Warden Gear vests and tac rigging is set up to secondary color when there isn't any camo.

Or you could do what the Reaper torso decks did and just make the bags a certain color.
Derejin  [author] 21 Sep, 2017 @ 12:47am 
@RacingM3GTR

I wish I did know - again, yet to figure out two-color tint. Google searching yields nothing, either, and studying the texture for something that does work with two-color tint didn't really yield much.

If you know any resources that point out how that works, I'd be glad to give that a shot.

Otherwise, other than primary, I could make it ignore tint.
Rylien 21 Sep, 2017 @ 12:32am 
Don't suppose you can make the bags affected by the secondary color? Primary color bags might look a bit weird.