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About This File

Automatic helm, weapon etc hider -

 

Because I got tired of falling for the "Spend an hour creating a face - wear helmet the whole game" meme


 

LazyItemHiderVideo.gif

 

Getting started

Install mod

Wait until SkyUI message pops up about menu being registered

If you don't want to use the auto hide function make sure to bind the toggle key. Note - you can have auto hide enabled and still toggle manually

Helm and gauntlets are automatically detected when mod starts up. If you weren't wearing any at this time they'll be detected whenever any are equipped instead

 

The NPC option will attach the necessary scripts in order to manage them. This will increase the number of scripts running in your (save) game, no way around it. If you don't know what this means do not use this option. Obselete as of Redux release

How it works

Helm and gauntlets are unequipped - Armor rating and effects of attached enchantments will be removed

Weapons are rescaled to 0 - Won't show but still there so any custom stuff they offer will still be active

 

Supported nodes

WeaponBack
Weapon
WeaponAxe
WeaponMace
WeaponSword
WeaponDagger
WeaponAxeLeft
WeaponMaceLeft
WeaponSwordLeft
WeaponDaggerLeft
WeaponStaff
WeaponStaffLeft

WeaponBow (includes crossbows as well)

Quiver

Shield

 

Notes

If you're using a skeleton that places weapons on different nodes or lack them entirely mod won't work.

The script is conditional triggered and should be very lightweight. No cloak effects, loops or other scripts are running in the background.

The node scaling is a session override and not permanent. The mod will however rehide your equipment on game load when applicable.

The nodes are assumed to have a default scale of 1 so if you've used another mod to change their size in game this will be overridden. Fixed in Redux version
 


What's New in Version 0.12.4 - REDUX

Released

0.12.4 - REDUX

NEW - Current item scale is shown in the mod menu when hovering over the different options

CHANGE - Item scaling is disabled when entering RaceMenu

CHANGE - Item scaling values are updated when exiting RaceMenu to reflect any changes made to these there

BUGFIX - Modified scanner to avoid potentially disabling some NPC behavior packages

NOTE - Since I'm not currently playing Skyrim this version has only gone through basic testing

 

0.12.3 - REDUX

CHANGE - The animation hooks are now re-registered on game load and whenever the player character is reloaded such as when changing race. This might prevent vampire lord/werewolf transformations and other sources from removing these, stopping the automatic sheath/unsheath from working.

 

0.12.2 - REDUX

CHANGE - Manakin (mannequin) races are now ignored when the NPC option is enabled

 

0.12.1 - REDUX
CHANGE - Made the keyIDs for the hotkeys globalvariables. By typing "set _MODLazyItemHiderToggleKeyID to N" and "set _MODLazyItemHiderHotkeyID to N" in console and entering + exiting the mod menu the key is remapped. Replace N with the desired keycode, a list of DXScanCodes can be found here. This is a workaround for AE users experiencing crashes remapping keys. No need to update if you don't.

 

0.12.0 - REDUX

NEW - Added toggle to ignore/enable hiding when just a torch is equipped

CHANGE - Big rewrite of the sheath/unsheath detector system, should be a little more snappy

BUGFIX - Reworked code to avoid lost enchantment effects due to double-equipping

 

0.11.0 - REDUX

NEW - Added full custom item support, anything currently equipped can be added. Player only

BUGFIX - Added missing mod active/disabled checks for gloves and helmet to both player and NPC script



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