Neverwinter Nights: Enhanced Edition

Neverwinter Nights: Enhanced Edition

Hide Helmet and (or) Cloak
38 Comments
elvathelion 20 Dec, 2024 @ 4:10am 
Yeah this works as described but this part in the description:

creating a quickslot macro for each command for your convenience like I demonstrated in the screenshot

- is not especially helpful because you will need to make 4 separate macro commands for each line due to the restrictive 45 character limitation in the input field.

Or am I missing something?
Mishu Bellringer 24 Nov, 2024 @ 6:50am 
**Correction: This works!
Wierdly, it didnt work in the main campaign. But now it suddenly works, mysterious. Anyhow: THANK YOU! Great mod!
whatsupbros  [author] 15 Oct, 2023 @ 12:53pm 
I rechecked it with the latest version of the game and it still works fine, toggles the helmet and the cloak as expected. Please make sure you use the mod as recommended in the instruction in the description. You have to enable DebugMode and then run the script command.
Mythfuls 20 Sep, 2023 @ 8:00am 
Hey can you update the mod please when you get the chance the mod doesn't work anymore please an thank you.
TektPark 15 Sep, 2022 @ 1:59pm 
It's not working for me. When I type the command it says success but it does not toggle it. Tried helm and cloak. Playing on the original story mode.
Crystal Sharrd 8 Mar, 2022 @ 11:09pm 
Thank you! This is exactly what I was looking for.
whatsupbros  [author] 27 Aug, 2021 @ 12:03pm 
You would need to adjust the code of this plug-in for that. The source code is available on GitHub - you would need to change the logic of choosing the object to hide, and use "henchman" instead of self.
ΛƘ 420 1 Aug, 2021 @ 4:50am 
Does someone know how to toggle a henchman's helmet?
Michael 24 Mar, 2021 @ 10:39pm 
Hey there. I've been using your mod since it was first published here, and I love it. Thank you for making it.

Quick question though. I'm playing with a friend for the first time on their own dedicated server. How do we use this? Can only the host use the DM command?
WalSec 10 Nov, 2020 @ 9:47pm 
i can toggle things off just fine, but i cant toggle them back on with the same commands
Talong in Oil 2 Nov, 2020 @ 12:42pm 
Does work with me after Oct 6 update.. Any advise?
ltbasil 19 Oct, 2020 @ 10:11pm 
Works great! Thanks.
whatsupbros  [author] 1 Jun, 2020 @ 7:07am 
Thanks for your feedback, guys!
uemmega 25 May, 2020 @ 6:11am 
:gearthumbsup::boostit::cupup:
Tjured 3 Nov, 2019 @ 5:33am 
Works as intended. Thank you very much. :)
Эльвириен 13 Jun, 2019 @ 6:52am 
Все работает, и замечательно) Спасибо от лица чародейки)
Vince 20 Mar, 2019 @ 10:28pm 
Edit: Same problem for me on steam workshop, but github version on documents/override worked fine.
dransky 24 Jan, 2019 @ 1:04pm 
Finally! I always hated nvn1 helmets :P
Rage 20 Nov, 2018 @ 2:08am 
Thanks! Works like a charm. Up and running in less than a minute
ReY 29 Oct, 2018 @ 9:12am 
Thx :D
whatsupbros  [author] 11 Sep, 2018 @ 9:12am 
@w0lv3n, thanks for letting us know.
EvilDonut 8 Sep, 2018 @ 8:48am 
I forgot to reply back, apologies.

I checked the steam directory you mentioned, and all 4 files were in place, i also checked their size, all was good.
Then i downloaded this mod from github and manually installed it in documents/override. It works now.

It's not the first time a mod does this to me, so it's certainly steam's fault. Advice for everyone: if you can, always install mods manually.
whatsupbros  [author] 5 Sep, 2018 @ 8:39am 
@w0lv3n, nope, it isn't on the vault, but it is on GitHub (the link is also given in the above description). Just download the `ncs` files in the `override` folder from the project to your `override` NWN folder. For Windows it's `%USER_DIR%\Documents\Neverwinter Nights\override`.

And as I promised before - to check if Steam correctly downloaded the mod files, open your `%STEAM_LIBARARY_DIR%\SteamApps\workshop\content` directory. In this directory there should be all the modifications you were subscribed to. This mod should consist of `override` folder with 4 scripts in it (2 source files and 2 compiled scripts). Hope this helps!
EvilDonut 5 Sep, 2018 @ 1:11am 
Yep, relaunched several times and even resubbed several times. In the meantime, i even reinstalled game from scratch.

Then again, mods installed through steam are giving me headaches, while if i install the manually from the vault, they work as intended...Is yours available on the vault as well? Cause i wasn't able to find it...
whatsupbros  [author] 5 Sep, 2018 @ 12:20am 
@w0lv3n, @Lord SilverTooth, have you tried to relaunch the game? The thing is that the first time you launch the game after subscribing, Steam only downloads the modification, and from the second launch, it's been loaded by the game.

If you DID relaunch the game, please, check if Steam Workshop downloaded the mod properly. It should be somewhere under the Steam Library directory. I can't tell any more accurate right now, unfirtunately, since I don't have my Steam on this PC.
EvilDonut 2 Sep, 2018 @ 2:15pm 
Yep, i was. Problem is, when i type the text command in the debug mode, nothing happens. Although i get the **success** message.
Lord SilverTooth 2 Sep, 2018 @ 1:37pm 
Hey @green cube, thanks for the reply! been playing this game since it came out on hard disc all those years ago, followed the very simple instructions and nothing has changed, now this may be an issue with the workshop or possibly an issue with other mods i have but still no effect. :spacemarineskull:
whatsupbros  [author] 2 Sep, 2018 @ 9:43am 
It does work in the official campaign modules. The instruction to get it worked is above in the mod description. Were you so kind to read it?
EvilDonut 1 Sep, 2018 @ 7:08am 
So, will this work with official campaign(s)? Cause i am in OC and won't work
Lord SilverTooth 30 Aug, 2018 @ 4:38pm 
I havent managed to get this to work yet
whatsupbros  [author] 26 Aug, 2018 @ 8:37am 
@Bloody Great Garbo, when you do multiplayer, it's easier to add these scripts into the module you're going to play straight away (with NWN Aurora Toolset), and then use it as you want. In example, you can add invoking the scripts on the module `On Equip` event.
Stahlhelm 25 Aug, 2018 @ 6:13am 
@Green Cube In The Space. OK no problem thanks anyway. Another question, Is it possilbe to enable this on a server? Is it a case of dmclient using the console command? You'd have to do it every time the server resets. Is there another way around that to permanently enable it?
Thanks for help.
aidanpscott 24 Aug, 2018 @ 6:23am 
Oh, woops! Thank you so much then!!
whatsupbros  [author] 24 Aug, 2018 @ 2:01am 
@Bloody Great Garbo, unfortunately that's not possible to interfere with the official game modules to add any `event` functionality. But you're free to use my scripts anywhere in the custom modules in any way you like.
whatsupbros  [author] 24 Aug, 2018 @ 1:59am 
This mode enables you to hide a helmet OR a cloak - there're two separate debug mode commands for this as I already wrote it in the instruction above. In case you don't need to hide the helmet, just don't use the command to hide the helmet. Similarly, if you don't need to hide the cloak, just don't use the command to hide the cloak - it's that simple, guys!
Stahlhelm 23 Aug, 2018 @ 5:37pm 
This does only hide the cloak if you just type in that command in debugmode. You can choose what to hide or not.
aidanpscott 23 Aug, 2018 @ 5:28pm 
I would greatly appreciate it if you could make a mod that hides only the cloak.
Stahlhelm 23 Aug, 2018 @ 2:32pm 
Hi thanks for doing this, this is very useful, especially since with the CEP etc items there can be major clipping issues as some cloaks are neck slot items on armor etc and you end up with 2 showing and clipping. Also wizards don't need to choose between their stats and wearing a giant jousting helm.

Is it possible to add the debug commands to a player widget, either via an 'on use' toggle or via conversation options? It would be a lot easier that way as builders can just issue the widget to players at character creation like the autofollow widget etc