• 0 No Helm • Vanilla Light Armor • 1 Fur (Male) • 2 Fur (Female) • 3 Leather (Thief) • 4 Chainmail (Male) • 5 Chainmail (Female) • 6 Mithril • 7 Elven • 8 Glass • 9 Townguard |
• Vanilla Heavy Armor • 10 Iron • 11 Steel • 12 Blades • 13 Dwarven • 14 Orcish • 15 Ebony (Male) • 16 Ebony (Female) • 17 Daedric • 18 Legion |
• Vanilla Unique • 19 Grey Fox • 20 Bloodworm Helm • 21 Helm of Oreyn Bearclaw • 22 Masque of Clavicus Vile • 23 Pit Helmet • Vanilla Hoods • 24 Generic Hood • 25 Dark Brotherhood Hood • Knights of the Nine • 26 Helmet of the Crusader |
• Shivering Isles • 27 Amber • 28 Madness • 29 Dark Seducer • 30 Golden Saint • 31 Order Hood • 32 Zealot Hood • 33 Thadon's Crown • Custom • 34 Mythic Dawn Hood • 35 Lich Helmet • 36 Pegasus Helmet |
• Modify the quest script of the Helmet FOV .esp file
- Open the .esp file with the TES Construction Set and locate the HelmetFOVQuestScript.
- Find the elseif branch that corresponds to the FOV effect you wish to use.
- Add another compare string condition similar to the ones already provided (e.g. if your helmet resides in ...\armor\myarmory\ choosing "\myarmory\" would make sense).
• Create a texture similar to those already provided
- E.g. a square texture with certain parts made [semi-]transparent via alpha channel editing.
• Modify the ...\characters\_1stperson\skeleton.nif
- Open the file with NifSkope and locate the FOV bone (attached to the Camera01 bone near the head.
- Attached to that you'll find a mesh labeled FOV:0 which in turn contains a NiTexturingProperty with a NiFlipController.
- Expand the NiFlipController entry in the Block List, right-click the last NiSourceTexture entry and select Block -> Insert -> NiSourceTexture.
- Attach this new source texture block to the flip controller by selecting the controller, incrementing its Num Sources value (in the Block Details List; press F3 if you're missing one) by one, updating the Sources array below it (by pressing the green arrow icon or by right-click and Array -> Update) and typing in the block number of your new source texture block into the new empty entry at the very end of the array.
• Create an animation file similar to those already provided
- Open an existing fov_*.kf file with NifSkope, look for the NiFloatInterpolator block and change its Float Value to the number of the absolute position of your new source texture block inside the flip controller (if your texture is the 38th one in the array the float value will need to be 37 since the controller starts counting at 0).
- Save this modified file to an appropriate name (e.g. following existing naming conventions for the sake of keeping everything organized).
• Modify the quest script of the Helmet FOV .esp file
- Open the .esp file with the TES Construction Set and locate the HelmetFOVQuestScript.
- Edit the script to contain a new elseif branch using appropriate compare strings (e.g. if your helmet resides in ...\armor\myarmory\ choosing "\myarmory\" would make sense) and setting the global variable's value to the aforementioned source array position.
- Finally open the Idle Animation Manager in the Construction Set, expand the HelmetFOVAnims entry, create a new Sibling of the last entry, name that appropriately, set the conditions similar to existing entries (using the source array position value) and specify your new .kf file for it.
Note #1: As a general rule of thumb making your helmet's folder name as unique as possible is a good idea to make sure your helmet gets picked when it should; however, in case this piece of headgear is merely a retexture of an existing helmet it would be recommended to put the helmet.nif into a subfolder of the respective base item to save space in the script as that is a fixed limit in the Oblivion script engine. Have a look at the entry for the Legion Helmet as that contains a lot of aliases for various retextures, something that should be avoided if possible.
Note #2: If your helmet has a separate female version residing in a folder (or a subfolder thereof) that serves as string compare criterion, you will need an additional GetIsSex check (take a look at the Fur or Chainmail entries for comparision; since the male and female version are right next to each other in regards to flip controller source array positions the female version's global variable setting formula contains an additional increment: ## + gender, where gender is 1 if female).
• Includes FOVs for all vanilla helmets
• Deleted a lot of redundant script checks, no more waiting after switching helmets required
• Added KotN Add-On .esp file
• Added OBSE Add-On .esp file
• Tweaked a few textures
• Fixed scripts to avoid FOV anims overriding vanilla Idle Animations
• Almost complete rewrite (using OBSE functions) and reorganization of files
• Native support of KotN, SI as well as some custom helmets
• Fixed problems with widescreen resolutions
• Fixed script to properly apply anims when changing helmets in 3rd person view
Furthermore the technique behind Helmet FOV is not limited to using simple planes; it is, in fact, possible to use a real 3D model instead.
This mod simply aims at providing the community with a base to start off - feel free to discuss in the aforementioned ESF thread.
to Dejaside, Quarn and TheTalkieToaster of the ES Forums for helping with the scripts,
to Dev_akm, Wrye, Timeslip of the ES Forums for providing tools to create interdependant mod files,
and of course to Bethesda Softworks for creating TESIV: Oblivion ;)