Mods / Visored Helmets

Tags:
Utility Cosmetics Graphics Clothing
Author:
Bronze_Granum
Side:
Both
Created:
Jun 23rd 2025 at 2:25 AM
Last modified:
Mar 4th at 4:11 AM
Downloads:
42280
Follow Unfollow 540
Latest release (for Vintage Story 1.21.0-pre.1 - 1.21.6, outdated):
visorhelmets_1.1.5.zip  1-click install

Huge thank you to Maltiez, Corat, JonR and the Vintage Story Community for their invaluable ideas, feedback and assistance!

Vignette shader created by Spear and Fang.

 

Adds 9 new helmets that have openable visors and functional visor variants for 5 vanilla helmets. Opened helmet visors provides slightly less relative protection, but reduced debuffs to healing rate, hunger rate and ranged weapon stats, encouraging players to keep their visors up when not in combat!

Lowered visors now apply a vignette shader. This can be turned on or off in the config with the value "vignetteShaderEnabled". Vanilla plate helmets now also apply the same vignette shader. This has a separate setting in the config named "vanillaVignetteShader", where you can toggle the feature on or off.

Visor sound volume can now be set in the mod config.

You can open and close the visors by pressing 'V'. This can be reconfigured in the settings.

 

Added helmets:

Spoiler!

Visored Copper Helmet

Visored Tin Bronze Helmet

Visored Bismuth Bronze Helmet

Visored Black Bronze Helmet

Visored Iron Helmet

Visored Meteoric Iron Helmet

Visored Steel Helmet

Visored Silver Helmet

Visored Gold Helmet.

Vanilla Variants With Functional Visors:

Meteoric Iron Helmet

Silver Helmet

Gold Helmet

Blackguard Helm

Forlorn Hope Helm

 

 

Compatibility:
- Combat Overhaul (Fully compatible! Version 1.1.1+ requires Overhaul Lib 1.4.0 or higher. Each visored helmet protects the same as a plate helmet when closed, but will not protect the face while opened. The steel variant exists as two separate items, the helmet, and a bevor. Gold and Silver helmets can no longer be smithed, but must instead be created by plating steel helmets. This makes them as strong as steel, though.)
- Config Lib (Requires version 1.10.6 or higher to function!)

- Will automatically attempt to apply the vignette shader to any helmets that use the vanilla naming convention. Other mods can be patched to use the shader by including the attribute "vignetteIntensity" = (float from 0 to 1) to the itemtype, which will overwrite any auto-applications, too.

 

Known Conflicts/Issues:
- Combat Overhaul: Currently visored helmets may not show their resistance stats when opened. This is something Maltiez is working on. The stats are still working, though, and are the same protection values as the closed variants, except the opened variants do not protect your face.

 

Possible Future plans:

  • Optimization (removing open and closed variants and instead use stat/shape replacement, removing excess data from texture maps)
  • Vignette shader tweaked to not cover player UI. (Toggleable in the Config)
  • More realistic visor overlays that greatly obstruct the view and match the design of the helmet (Configurable option to enable/disable in the mod config)
  • Remade crafting recipes so that helmets can be made without the visors, and the visors added on afterwards so that players can have the visor-less versions of the helmets if they wish.
  • Animation for opening/closing the visor
  • Extension mod that adds different metal variants of all helmets so that any shape can by any type of metal?

 

 

If you like my mods, please consider supporting me of Ko-Fi, every donation helps immensely!

Ko-Fi - Bronzegranum

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.1.5 visorhelmets
1.21.0-pre.1 - 1.21.6
3337 Mar 4th at 4:11 AM visorhelmets_1.1.5.zip 1-click install

Bug Fixes:

  • Fixed a typo that caused some closed helmets to show certain hoods when then shouldn't (Thanks Valskalle!)
  • Blackguard and Forlorn Helmets now have corrected debuffs to match their vanilla counterparts instead of the default plate debuffs

 

Compatibility:

  • CO: Adjusted forlorn, gold and silver helmets to match the stats when Combat Overhaul is present
  • CO: Gold and Silver visored helmets can no longer be smithed, but must instead be crafted by taking the steel visored helmet and bevor and combining it with borax powder and respective metal plates. Vanilla designs are still made from their vanilla counterparts.
  • CO: Copper, Bronze, and Iron visored helmets can now be repaired using just a single respective plate instead of requiring leather and chain as well if combat overhaul is present. Silver and Gold requires steel plates to repair. The bevor can be repaired with a steel ingot (due to requiring only one ingot to smith).
1.1.4 visorhelmets 24335 Oct 12th 2025 at 10:40 PM visorhelmets_1.1.4.zip 1-click install

Hotfix
- Fixed bug where helmets that implemented vignette intensity instead of the autopatcher could cause crashes

Added:
- At Maltiez' request, the Visored Steel Helmet now exists in two pieces if you have combat overhaul. The sallet helmet and the bevor, which must both be smithed individually, but the total cost should remain the same. Unfortunately this means players updating may find their steel helmets suddenly don't cover their neck.

1.1.3 visorhelmets 1189 Oct 8th 2025 at 11:18 PM visorhelmets_1.1.3.zip 1-click install

Crashing Hotfix
Changed: - Code tweaked to fix an issue where the game would crash if you wore nightvision mask, also fixed possible bug when placing helmets into crafting table

Added: - Code changes to make vanilla antique helmets activate the shader appropriately, with the damaged variety only partially applying the shader, and the broken not applying at all
- Code tweaks to improve compatibility with mods that use standard naming convention. Should automatically apply the shader to mod armour such as Blackguard Redux.
- Mods that do not follow the standard naming convention can be patched to add shader compatibility simply by including the attribute "vignetteIntensity" = (float from 0 to 1) to the itemtype. This will overwrite any automatic solutions, too, allowing developers to set intensity for individual helmets.

1.1.2 visorhelmets 257 Oct 8th 2025 at 6:54 AM visorhelmets_1.1.2.zip 1-click install

Compatibility Hotfix

Added:
- Vanilla plate helmets now have the same vignette shader that a closed visor does. This can be toggled using the config option 'vanillaVignetteShader', or 'vignetteShaderEnabled' if you want to turn off all vignettes. (In theory this could apply to mods that follow vanilla naming conventions).

Tweaks:
- Small code changes to increase modularity for future compatibility with other mods.

Comptability:
- Updated helmet stats for Combat Overhaul rebalancing. This includes blackguard and forlorn helmets now covering both the outer and middle layers.
- At the request of Maltiez, Combat Overhaul Armory light helmets now activate the vignette shader, but at a lesser degree. This can be toggled with the 'vanillaVignetteShader' setting.
- Full ConfigLib support! You can now change the config using ConfigLib's helpful little menu. You can still access the json config without ConfigLib if you wish.

1.1.1 visorhelmets 7223 Sep 1st 2025 at 5:09 AM visorhelmets_1.1.1.zip 1-click install

- Fixed bug where forlorn, blackguard, steel helmets were mistextured when held in the hand

- CO compatibility: Helmets now take up the face slot even when the visor is open, but still will not provide any protection for the face. This was to prevent issues where a player could put a face only item on while wearing a visor, then close the visor, causing a conflict.

1.1.0 visorhelmets 560 Aug 31st 2025 at 6:10 PM visorhelmets_1.1.0.zip 1-click install

Added:

Visor Overlay Vignette (Spear and Fang's vignette shader applies when the player is wearing a helmet with a lowered visor)

Mod Config: Players can control how loud the visor sounds are as well as whether or not the vignette shader appears

 

Changed:

New iron helmet shape with adjustments made by Maltiez

1.0.2 visorhelmets 3626 Jul 1st 2025 at 4:01 AM visorhelmets_1.0.2.zip 1-click install

- Added :Visored versions of vanilla blackguard, forlorn, meteoric iron, silver, and gold helmets. Can be crafted by combining the original helmet with nails and strips.
- Added: sounds for when visors open and close
- Bug Fix: Helmets required the incorrect nails and strips to craft. Now can use any type.
- Bug Fix: Combat Overhaul layers no longer clip through the top and back of the Steel Helmet
- Bug Fix: Helmets could not be repaired. Recipes now appear appropriately.
- Bug Fix: Select helmets no longer gain flat damage reduction when opened.

1.0.1 visorhelmets 1553 Jun 24th 2025 at 12:37 AM visorhelmets_1.0.1.zip 1-click install

Hotfix:
- Resized iron helmet shapes and modified iron helmet texture to remove collision issues with Combat Overhaul's under armours.
- Updated to work with the newest version of Overhaul lib!

1.0.0 visorhelmets 200 Jun 23rd 2025 at 2:37 AM visorhelmets_1.0.0.zip 1-click install

Version 1.0.0 release!

Tested on Vintage Story 1.20.7, but should be playable on newer releases as well!


105 Comments (oldest first | newest first) (threaded | flat)

Carbonskull, 7 hours ago

Bronze_Granum Malthiez has been quoted as saying he does not plan to update CO and several other of his mods until 1.23.

 

Currently, someone has made a Fork for Visored Helmet to go along with the other CO 1.22 Forks.

Bronze_Granum , May 9th at 2:10 AM

JJx helstnavngivet OsRoseBritt I am so sorry for the crashes, and the late response! I'll look into the crashes when I get the chance, but sadly I've been quite busy so it may take a while. In the future, I recommend contacting me through the VS discord, as I'm far more likely to notice a message there and respond much sooner!

FeroxWildBorn CrucialSlimm A 1.22 update is planned, though I may wait until combat overhaul is updated to 1.22 before I worry too much about it. That said, I'll likely be doing a large overhaul of the system for that update using Attribute Rendering Library to improve performance and add more compatibility potential with other mods. Thank you so much for your patience in the meantime!

FeroxWildBorn, May 5th at 2:06 PM

if this gets updated; it would be nice to see each helmet get its own unique visor overlay.

OsRoseBritt, May 5th at 11:30 AM (modified May 5th at 11:30 AM)

i tryed to gen a new world and the it caused a crash

helstnavngivet, Apr 20th at 5:37 PM

after further inspection it seems it only fails on a server. in my creative test world it works fine, but on the server whenever pressing V (to open the visor) it crashes. its a shame that it doesnt work, since the helmets are really nice.

if you can fix it, that would be fantastic!

 

helstnavngivet, Apr 20th at 4:59 PM

it seems that im experiencing the same issues as some of the other people below.

i play on a server with one (1) other person.

when i tried smithing i crashed, i check the task manager and my disc is at 100%

we are playing on 1.21.6, with the firearms mod, the dependencies for this mod and the realsmoke mod.

is there some conflict in these mods?

 

CrucialSlimm, Apr 10th at 7:27 AM

Any chance for a 1.22 Version?

 

JJx, Apr 3rd at 12:59 AM (modified Apr 3rd at 1:09 AM)

Downloaded the visor mod the other day for my server and have finally made a visored helmet. Pressed V to lift my visor and was kicked for "Reason: threw an  exception at the server". I am playing on 1.21.6 and have got other mods installed. I'm not to sure what is causing this issue so has anyone got any recommendations on fixes?

Here is the console response when i press V:

Crash Report

3.4.2026 02:07:49 [Server Notification] Client 72 disconnected: An action you (or your client) did caused an unhandled exception
3.4.2026 02:07:49 [Server Notification] UDP: client disconnected JJx
3.4.2026 02:07:49 [Server Event] Player JJx got removed. Reason: Threw an exception at the server

3.4.2026 02:07:49 [Server Error] Exception: Object reference not set to an instance of an object.
at VisoredHelmets.VisorActionsNetwork.PlaySound(Boolean opening, IPlayer fromPlayer) in D:\Users\Brandon\Documents\VintageStoryMods\VisoredHelmets\VisoredHelmets\systems\VisorActionsNetwork.cs:line 141
at VisoredHelmets.compatibility.CombatOverhaulCompatibility.Prefix(IPlayer fromPlayer, VisorRequest networkRequest, IServerNetworkChannel& ___serverChannel, ICoreServerAPI& ___serverApi, VisorActionsNetwork __instance) in D:\Users\Brandon\Documents\VintageStoryMods\VisoredHelmets\VisoredHelmets\compatibility\CombatOverhaulCompatibility.cs:line 126
at VisoredHelmets.VisorActionsNetwork.OnClientRequest_Patch1(VisorActionsNetwork this, IPlayer fromPlayer, VisorRequest networkRequest)
at Vintagestory.Server.ServerMain.HandleClientPacket_mainthread(ReceivedClientPacket cpk) in VintagestoryLib\Server\ServerMainNetworking.cs:line 280
at Vintagestory.Server.ServerMain.ProcessMain() in VintagestoryLib\Server\ServerMain.cs:line 934

3.4.2026 02:07:49 [Server Event] Client 72 disconnected.

Bronze_Granum , Mar 4th at 7:08 PM

Booficus Just wanted to add a bit of context to what XerrY said (they are correct). The steel visored helmet exists as two parts: the helmet itself, and the bevor, which protects the neck. Originally these were just one item, but at Maltiez's request when I was adding Combat Overhaul compatibility, I separated them into two parts, as they are two separate pieces of armour in real life.

Smithing the bevor is an extra step, but the combined cost of the steel helmet and bevor is the same as any regular visored helmet (5 ingots).

XerrY, Feb 24th at 11:19 AM

Booficus Its because you have to smite the Bevor, which is the lower part of the helmet.

Booficus, Feb 20th at 6:15 AM (modified Feb 20th at 6:18 AM)

Is there any reason that the steel visored helmet doesn't cover the neck slot with Combat Overhaul? All the other visored helmets do, and it makes steel seem like a weird downgrade.

Wolfitude, Feb 17th at 4:34 AM

Berserker_Bjorn just had the same happen to me on our server with all the same mods you listed.

Sinistralian, Feb 16th at 7:11 PM (modified Feb 16th at 7:11 PM)

Hey again, I saw another video that I thought you might find interesting. Technically not a visor, but maybe close enough to fit this mod where just raising the copper helmet didn't quite work as I previously suggested.

 

Bronze_Granum , Feb 12th at 8:32 PM

AlbaRegem I'll look into that. Pretty sure I use it on that version without issues, though. Does it still do this if it's just visored helmets and not other mods?

Berserker_Bjorn That's a new one. Please get back to me if you end up hearing from the other players!

Thranos Yeah, I know I need to do a few updates to keep up with CO. Thanks for letting me know about this one, though. Hadn't heard of it before.

Berserker_Bjorn, Feb 7th at 5:57 AM

I'm uncertain as to why, but whenever I use the open/close visor function on my server it causes an instant disconnect, saying "An action you (or your client) did caused an unhandled exception". Doesn't matter which helmet I try it with, if vanilla or any from the Forlorn/Blackguard Additions, does the same with them all. Combat Overhaul is installed too, should it matter.

Unsure if it does the same for other players on said server, as I've so far only gotten the opportunity to test this without anyone else present.

AlbaRegem, Feb 1st at 11:02 PM

while on 1.21.6 it makes your pc use 100% of ram which is crazy additionaly it makes visors not work :C 

Thranos, Feb 1st at 8:28 PM

Just as a heads-up:
Combat Overhaul changed gold/silver armor to be "gold/silver-trimmed steel", which looks exactly the same but has steel stats and special crafting.
Some compatability changes will need to be made for obvious reasons.

Kyrios34, Jan 29th at 8:18 PM

Bronze_Granum sounds epic man , looking forward to it , theres a ton of helmet mods I dont use because they lack this feature lol

Bronze_Granum , Jan 28th at 9:08 PM

Kyrios34 I recall hearing about this mod when it was being made, but didn't know it was out yet. The wearable rendering library they use might be similar to what I was trying to create myself (but lacked the time to finish fully). If so, this could open a huge avenue of compatibility for even more mods by reducing the variant spam load!

Bronze_Granum , Jan 28th at 9:04 PM

NoClass DeviousDoge

The plan is to do that eventually! It just requires writing shaders using shader code, which I am less familiar with (have made some before, but trying to recreate visors might be tricky), so I haven't gotten around to it yet. It's definitely something I want to do, though! 

DeviousDoge, Jan 26th at 4:40 PM

NoClass

Definitely seconding this. I'm a sucker for helmet overlays and, while I think the current vignette is satisfactory in achieving the intended effect, having this extra layer of immersion would be awesome.

 

Would be cool to see mods down the line that play into vigor with stamina drain based on visor up/down (because of higher CO2 intake & the "suffocating feeling" many people who have done strenuous activity in plate report), as well as breathing audio. Not a lot of games get the feeling of being encased in metal correct, but VS certainly makes you feel durable in it. It just doesn't stress the intense downsides of it quite as well, such as the obscured field of view and more difficult breathing/exhaustion.

Kyrios34, Jan 26th at 4:04 PM
NoClass, Jan 12th at 6:42 PM

Would greatly appreciate if the shaders matched the helmet visor shape or had the ability to config vignetting's strength and size

Bronze_Granum , Dec 22nd 2025 at 7:40 PM

Sinistralian That's a really cool idea that I wish I thought of when I made the copper helmet! The copper helmet was the first I made and is sort of just a generic sugarloaf design, but being the first one, was also the roughest and least artistic helmet. The silver and gold helmets were some of the last ones I made, so you can tell how I improved as I made more models (also intentionally designing more decorative helmets to match silver and gold materials). I really like the hoplite idea, so I might need to revisit the copper helmets at some point, though my biggest caveat is that it doesn't technically have a visor, and I had written into the shapes a specific visor piece so that if I figured out how to just rotate cuboids, I could eliminate the extra shapes. This doesn't work for the hoplite helmet design.

Sinistralian, Dec 21st 2025 at 12:49 PM (modified Dec 21st 2025 at 1:01 PM)

Gorgeous work, though as usual silver and gold get the coolest designs, when those are the ones you least want to use.

 

One thought occurred, however: I don't recognize the copper helmet and there is one cool type of helmet that could take its place. Since the bronze helmets take inspiration from Rome, copper helmets could take from the Greek Corinthian helmet, often displayed in ancient artwork being worn on top of the head, rather than actually on and around the head, protecticely, likely for the same reason. Like so:

 

Though of course, changing the model so it's on top of the head and having to re-enable hair models could cause clipping issues, so I wouldn't blame you for eschewing the effort.

Bronze_Granum , Dec 18th 2025 at 7:33 PM

DeansOnToast Thanks for letting me know! I'll look into it when I get the chance

DeansOnToast, Dec 17th 2025 at 3:11 AM

Love the mod. Think the blackguard helms stats need tweaking. Making the helm visored adds -13% healing efficency and the open visor version still has -3% for me.

Uhtrid, Dec 16th 2025 at 11:58 PM

Bronze_Granum It works!!! Thank you for your mod!

Bronze_Granum , Dec 16th 2025 at 3:11 AM

Uhtrid It certainly should! If it doesn't, let me know!

Uhtrid, Dec 11th 2025 at 3:47 AM

Does this work with 1.21.5?

Bronze_Granum , Dec 9th 2025 at 5:12 AM

Kirubelle I'm really not sure why that'd be happening (I use Visored Helmets myself). Would you be able to provide your modlist and/or logs?

Kirubelle, Nov 30th 2025 at 11:05 PM

This mod for whatever reason makes my game use 90% or my RAM whenever it's installed, causing massive stuttering. Any way to fix this? because a jump from 20 gigabytes to almost 50 gigabytes of ram from one mod is completely insane.

 

Bronze_Granum , Nov 18th 2025 at 9:18 PM

StarsideScav Thanks for the suggestion! Other people have requested it before, so I'll likely look into it eventually.

StarsideScav, Nov 17th 2025 at 7:34 PM

If I may recommend a small extra feature, make it so that the visor button toggles the night vision mask on and off, hell if ya wanna go further could make the plate slide up and down as a visor of its own.

Bronze_Granum , Oct 15th 2025 at 5:46 PM

Geekio Ah, cool! I never thought of that. I'll likely take a look at your patch at some point and see about adding in that functionality. You could also consider sending that patch to the creator of Display Container Versatility. Unless I misunderstood, they seem open to adding in patches by others, but aren't interested in making new compatibilities themself.

Geekio, Oct 15th 2025 at 10:13 AM

After downloading Display Container Versatility, I found myself wishing these helmets could go in a display case. So, I made a patch for that.
The author of the containers mod has said they're not interested in adding more supported mods, so I figured I'd suggest that you make these helmets displaycaseable out of the box (or maybe have that as a patch which only applies if Display Container Versatility is installed.)

Bronze_Granum , Oct 15th 2025 at 1:32 AM

Veroryn Thanks for letting me know! I'll look into it when I can

Veroryn, Oct 14th 2025 at 11:04 PM (modified Oct 14th 2025 at 11:05 PM)

I know compatibility is something hard to include in mods, but I would like to point out that when using "Rustbound Magic", "Combat overhaul" and this mod, equipping any of the mage hats from Rustbound instantly causes a CTD - The game thinks the hat has a visor, and then seems to crash when looking for a shape or something. I'm not very mod-savvy, but I'd like to help! Very repeatable, so if you need a crash log I can supply one if you cannot produce one on your own. 

-Toggling off Visor mod from main menu allows you to equip the hat normally, but seems incompatible atm.

Bronze_Granum , Oct 14th 2025 at 2:10 AM

LastXsile Thanks for letting me know. If you ever end up looking into the krpg thing, please let me know! You can probably contact me easier on the discord, too

LastXsile, Oct 13th 2025 at 11:44 PM

Bronze_Granum Works fine now, not sure what happned but i spawned another set and put it on can log in play fine now. Though its not enchanted with krpg anymore maybe that caused an issue no idea not going to try right now though ill mess with that another day.

Bronze_Granum , Oct 12th 2025 at 5:57 PM

LastXsile I'm really sorry about your save, that sucks, at least it works now. If you slap that helmet back on, does the problem return?

LastXsile, Oct 12th 2025 at 3:40 AM (modified Oct 12th 2025 at 3:41 AM)

Bronze_Granum At the time the blackguard warden helm from blackguard additons.

 

 

Edit: I got it working by deleting my character data much to my dismay. But as the admin to my server its not the worst. 

Bronze_Granum , Oct 12th 2025 at 1:22 AM

LastXsile I think I know what might be going on. Are you wearing any armour or a particular helmet? Any at all?

LastXsile, Oct 12th 2025 at 12:34 AM (modified Oct 12th 2025 at 12:36 AM)

Bronze_Granum

Can't play on my server not sure whats going on as my players still can.

Crash Report

Running on 64 bit Windows 10.0.26100.0 with 64629 MB RAM
Game Version: v1.21.4 (Stable)
10/11/2025 7:33:37 PM: Critical error occurred in the following mod: visorhelmets@1.1.3
Loaded Mods: ancientarmory@1.1.8, bola@1.3.0, bushmeatrecipe@2.0.0, canoemode@1.0.3, catchledge@0.5.8, cavesymphony@1.2.0, chargedjump@1.1.1, chiseltools@1.15.2, clickuptorches@1.1.1, craftablecompanion@1.3.2, crawlanddive@0.2.1, darcesdriftersredone@1.2.3, ds2468@1.2.0, directstrongtannin@1.0.0, dodgemaster@1.2.3, expandedmolds@1.2.0, firestarters@1.4.5, caninae@1.0.34, casuariidae@1.1.6, dinornithidae@1.0.19, elephantidae@1.0.15, manidae@1.0.17, pantherinae@1.2.2, rhinocerotidae@1.0.21, hackedlocusts@1.0.0, hangingoillamps@1.0.5, harvestice@1.0.0, icyexc@1.0.0, immersivecorpsedrop@1.0.3, immersiveorecrush@2.2.4, JacksFirewood@1.1.0, jonasboat@1.0.3, linearpower@0.3.4, lumberslingcontinued@1.0.5, manualdough@1.1.6, manualquenching@1.0.8, manualscraping@1.3.0, millwright@1.2.8, moreftsat@1.0.0, overhaullib@1.12.8, primitivesurvival@3.9.8, prospecttogether@2.1.0, repairablelocust@1.5.0, ricketytranslocation@1.0.0, rotlotloot@1.2.1, scrollrackable@1.4.0, shelfobsessed@1.6.2, spyglass@0.5.2, tankardsandgoblets@1.3.1, temporalsymphony@2.2.2, usefultraders@2.2.0, game@1.21.4, vsimgui@1.1.12, warmgambeson@1.0.0, wildfarmingrevival@1.4.0, alchemy@1.7.18, attributerenderinglibrary@2.3.0, beararmorrepair@1.0.0, betterjonasdevicesfixed@2.1.4, betterruins@0.5.0, billposting@1.1.0, blocksoverlay@4.5.3, bloodtrail@1.1.3, butchering@1.10.5, carryon@1.12.1, cartwrightscaravan@1.7.3, combatoverhaul@0.10.8, commonlib@2.8.0, composter@1.2.1, danatweaks@3.6.0, eggpiemod@0.1.0, electricalprogressivecore@2.3.3, entitynametag@1.4.0, extrainfo@1.10.0, farseer@1.3.2, foodshelves@2.3.1, fromgoldencombs@1.9.4, hydrateordiedrate@2.2.24, immersivewoodchopping@0.8.2, immersivewoodsawing@0.2.8, itemizer@1.1.1, jebsinventorytweaks@1.1.0, jonastools@1.2.0, jopainting@1.5.0, kevinsfurniture@1.7.3, krpgenchantment@1.2.9, maketeaforked@0.7.1, maltiezcrossbows@1.6.4, maltiezfirearms@1.3.3, medievalexpansionpatch@1.3.2, metalpots@1.6.1, meteoricexpansion@1.2.6, mobsradar@2.1.9, offhandnohunger@1.2.8, noticeboard@1.1.2, oneroof@1.11.0, purposefulstorage@1.4.1, redspecstrashslot@1.0.0, riftwardtweaks@2.6.0, rpvoicechat@2.3.24, rubberbandaid@1.0.0, scaffolding@1.2.2, serversidedobsydianxshumancolors@1.0.0, slowtox@3.0.1, smithingplus@1.8.3, statushudcont@3.3.0, tentbag@2.2.0, thecritterpack@1.3.3, toolsanimations@1.2.3, toolsmith@1.2.12, translocatorrelocator@1.0.3, variantmeals@2.6.0, vintagescarecrow@0.0.8, visorhelmets@1.1.3, creative@1.21.4, survival@1.21.4, webstotwine@1.20.1, xlib@0.9.0-pre.2, armory@1.4.0, bettersmelting@0.2.1, electricalprogressivebasics@2.3.4, em@3.3.3, extraoverlays@1.6.0, fueledwearablelights@1.0.5, heraldry@1.0.0, quiversandsheaths@0.5.2, theremnantscopatch@1.0.6, snowshoes@2.1.2, stonequarry@3.5.1, tabards@0.2.1, vsradiomodupdated@0.2.2, xskills@0.9.0-pre.2, blackguardadditionscoredux@1.0.3, bricklayers@3.1.1, electricalprogressiveqol@2.3.5, exoskeletons@0.4.3, forlornadditionsco@1.0.3, heraldrybanners@1.0.0, capes@1.0.0, tabatdsemblems@0.0.1, tailorsdelight@2.1.0, dressmakers@1.7.1
Involved Harmony IDs: visorhelmets
System.NullReferenceException: Object reference not set to an instance of an object.
at VisoredHelmets.compatibility.HUDCheckCOCompatibility.Prefix(Int32 actionInt, VisorOverlayRenderer& ___renderer, ICoreClientAPI& ___clientApi, EntityBehaviorPlayerInventory& ___bh, VisorActionsNetwork __instance, ModConfig ___modConfig) in D:\Users\Brandon\Documents\VintageStoryMods\VisoredHelmets\VisoredHelmets\compatibility\CombatOverhaulCompatibility.cs:line 205
at VisoredHelmets.VisorActionsNetwork.HUDCheck_Patch1(VisorActionsNetwork this, Int32 actionInt)
at VisoredHelmets.VisorActionsNetwork.Event_LevelFinalize() in D:\Users\Brandon\Documents\VintageStoryMods\VisoredHelmets\VisoredHelmets\systems\VisorActionsNetwork.cs:line 152
at Vintagestory.Client.NoObf.ClientEventAPI.TriggerLevelFinalize() in VintagestoryLib\Client\API\ClientEventAPI.cs:line 397
at Vintagestory.Client.NoObf.ClientSystemStartup.HandleLevelFinalize(Packet_Server packet) in VintagestoryLib\Client\Systems\Startup.cs:line 1087
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 786
at Vintagestory.Client.GuiScreenConnectingToServer.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenConnectingToServer.cs:line 298
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 760
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95

Event Log entries for Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 10/11/2025 7:25:35 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.21.4.0, time stamp: 0x68a40000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x32ec
Faulting application start time: 0x1dc3b0e95c50a9f
Faulting application path: C:\Program Files (x86)\Vintagestory\Vintagestory.exe
Faulting module path: C:\Program Files (x86)\Vintagestory\Lib\openal32.dll
Report Id: ab834b7b-d8ff-4b96-84a9-c2d5082f824f
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 10/11/2025 7:24:21 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.21.4.0, time stamp: 0x68a40000
Faulting module name: ntdll.dll, version: 10.0.26100.5074, time stamp: 0x0e967e89
Exception code: 0xc0000005
Fault offset: 0x0000000000080ec1
Faulting process id: 0xcbc
Faulting application start time: 0x1dc3b0e47d7389e
Faulting application path: C:\Program Files (x86)\Vintagestory\Vintagestory.exe
Faulting module path: C:\WINDOWS\SYSTEM32\ntdll.dll
Report Id: 99eed5a2-6631-4293-aaf1-c920a150a154
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 10/11/2025 7:08:07 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.21.4.0, time stamp: 0x68a40000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x9ec4
Faulting application start time: 0x1dc3b0b72b5fa40
Faulting application path: C:\Program Files (x86)\Vintagestory\Vintagestory.exe
Faulting module path: C:\Program Files (x86)\Vintagestory\Lib\openal32.dll
Report Id: ee26b13f-c724-40a9-a200-6854d6c5a51f
Faulting package full name:
Faulting package-relative application ID: }

Bronze_Granum , Oct 11th 2025 at 5:36 PM

MichaelTS27 That's not good. Do you have any idea what it could be that is causing security to flag this mod? I didn't even really change the code much from before.

MichaelTS27, Oct 10th 2025 at 11:29 PM

Mod got flagged as a root-kit by a secondary security system, I think people should be wary.

Bronze_Granum , Oct 9th 2025 at 9:38 PM

SicilianSSFR That's good to know, but I'm also not sure what to do about it. Thanks for telling me. I'd love to hear if others are having this issue as well!

SicilianSSFR, Oct 9th 2025 at 2:54 PM

For some stupid reason, windows defender keeps flagging this file. Most like a machine learning false-positive, but still, just letting you know.

Chevalier_Ache, Oct 9th 2025 at 2:20 PM

Bronze_Granum cool. Glad to hear you were able to get the update out alright. I have taken my version down.

dangerousb, Oct 9th 2025 at 1:43 AM

Bronze_Granum Thanks so much!

Diarko, Oct 8th 2025 at 11:34 PM

Bronze_Granum Awesome, thanks for the update and great mod!

Bronze_Granum , Oct 8th 2025 at 11:23 PM

dangerousb I had been working on fixing that, among other crashes with the new update. I just published update 1.1.3 which should fix that problem!

dangerousb, Oct 8th 2025 at 10:51 PM (modified Oct 8th 2025 at 10:51 PM)

I got this error today when loading into a creative world. I was able to load into a survival world just fine and after disabling the mod I'm able to load the creative world again too.

Crash Report
Running on 64 bit Windows 10.0.19045.0 with 32685 MB RAM
Game Version: v1.21.4 (Stable)
10/8/2025 6:43:42 PM: Critical error occurred in the following mod: visorhelmets@1.1.2
Loaded Mods: ancientarmory@1.1.6, beamium@1.2.2, BetterGrass@0.0.3, bradyladder@1.1.0, buzzwords@1.8.0, catchledge@0.5.8, chiseltools@1.15.2, clickuptorches@1.1.1, landformoverhaul@1.0.2, dodgemaster@1.2.3, dryablegroundstorage@1.0.1, freelook@1.0.3, juicyores@1.0.1, manualquenching@1.0.8, molds@0.2.7, moreiconscs@1.1.1, overhaullib@1.12.6, primitivesurvival@3.9.8, shelfobsessed@1.7.7, sortablestorage@2.4.2, specialexpandedbags@1.1.13, tankardsandgoblets@1.3.1, usefulshears@1.0.0, game@1.21.4, vsimgui@1.1.14, warmgambeson@1.0.0, wildfarmingrevival@1.4.0, airthermomod@0.2.0, alchemy@1.7.18, altmapiconrenderercontinued@1.5.0, animalcages@4.0.1, arrowbarrels@1.2.1, attributerenderinglibrary@2.3.0, egocaribautomapmarkers@4.0.3, betterfirepit@1.2.0, betterruins@0.5.0, bloodtrail@1.1.3, bradycrudebuilding@1.4.3, butchering@1.10.6, carryon@1.12.1, cartwrightscaravan@1.7.3, combatoverhaul@0.10.5, commonlib@2.8.0, configlib@1.10.6, danatweaks@3.6.0, earlychiseling@1.0.1, extrainfo@1.10.1, farseer@1.3.2, foodshelves@2.3.1, fromgoldencombs@1.9.4, genelib@2.1.0, jaunt@2.1.1, maltiezcrossbows@1.6.6, maltiezfirearms@1.3.5, mannequinstand@1.0.7, moreanimals@1.6.3, morepiles@2.2.0, opdoorpack@0.0.1, projectiletracker@1.0.6, purposefulstorage@1.4.1, slowtox@3.0.1, statushudcont@4.0.1, stepupcontinued@0.0.1, stonebakeoven@1.2.0, valrossensmapfilterscontinued@1.21.1, visorhelmets@1.1.2, creative@1.21.4, survival@1.21.4, woodenfortifications@2.0.10, armory@1.4.0, equus@1.2.0-rc.8, fueledwearablelights@1.0.5, moreblueclay@1.0.2, stonequarry@3.5.1, tabletopgames@3.0.2
Involved Harmony IDs: visorhelmets
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.API.Util.DictExtensions.Get[K,V](IDictionary`2 dict, K key, V defaultValue) in VintagestoryApi\Util\DictExtensions.cs:line 39
at VisoredHelmets.compatibility.HUDCheckCOCompatibility.Prefix(Int32 actionInt, VisorOverlayRenderer& ___renderer, ICoreClientAPI& ___clientApi, EntityBehaviorPlayerInventory& ___bh, VisorActionsNetwork __instance, ModConfig ___modConfig) in D:\Users\Brandon\Documents\VintageStoryMods\VisoredHelmets\VisoredHelmets\compatibility\CombatOverhaulCompatibility.cs:line 269
at VisoredHelmets.VisorActionsNetwork.HUDCheck_Patch2(VisorActionsNetwork this, Int32 actionInt)
at VisoredHelmets.VisorActionsNetwork.Event_LevelFinalize() in D:\Users\Brandon\Documents\VintageStoryMods\VisoredHelmets\VisoredHelmets\systems\VisorActionsNetwork.cs:line 152
at Vintagestory.Client.NoObf.ClientEventAPI.TriggerLevelFinalize() in VintagestoryLib\Client\API\ClientEventAPI.cs:line 397
at Vintagestory.Client.NoObf.ClientSystemStartup.HandleLevelFinalize(Packet_Server packet) in VintagestoryLib\Client\Systems\Startup.cs:line 1087
at Vintagestory.Client.NoObf.ProcessPacketTask.ProcessPacket(Packet_Server packet) in VintagestoryLib\Client\Systems\ProcessPacketTask.cs:line 18
at Vintagestory.Client.NoObf.ProcessPacketTask.Run() in VintagestoryLib\Client\Systems\ProcessPacketTask.cs:line 12
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 786
at Vintagestory.Client.GuiScreenConnectingToServer.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenConnectingToServer.cs:line 298
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 760
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Bronze_Granum , Oct 8th 2025 at 7:05 AM

Evo_Strange Thank you for your help! By the time I noticed your message, though, I was already nearly finished updating it myself. I had to postpone the big changes, but now Visored Helmets will work with the newest version of CO!

Diarko That should be all fixed up with this new update! That said, based on a conversation I had with Maltiez, it sounds like opened helmets still had the protection, they just didn't/don't appear in the item view. This is because the visored helmets use a unique feature of CO that allows for different protection values on different zones (I.E. Zero protection for the face). However, this means it currently doesn't show the stats, but they're the same as the closed variant! Just without the facial protection.

KingBR I have added support for Config Lib, so hopefully now the autopatcher wont mess with it anymore!

Chevalier_Ache, Oct 7th 2025 at 9:31 AM

Hey Bronze_Granum, I just uploaded a super dirty quick patch to get your mod working with the new combat overhaul update by undoing the change you made to how face protection is handled for open visor helmets and updating the stat blocks. I hope you don't mind but I can take it down if you want. Otherwise I'll remove it as soon as your proper patch is out. I was hoping that by releasing my dirty patch hopefully it takes the pressure off you to immediately churn out a new version since it seems like you were working on some big changes in the next update that you may want to finish up.

Bronze_Granum , Oct 6th 2025 at 5:17 PM

Diarko Oh dear, I knew I needed to update it, but I just thought it was due to incorrect values, not a complete lack of protection. I'll try to push an update forward as soon as I can, then.

Patahto I'll look into it! I think I've seen people ask for that before. I was hoping to do an overhaul of the current systems first so that visored helmets was more modular/efficient, but I might be able to do it sooner depending on the limitations of making the nightvision work only when closed.

Patahto, Oct 5th 2025 at 5:07 PM

would it be possible in the future for the mod to include a armored, visored variant of the nightvision helmet? I adore the mod as-is, and being able to wear the Night Vision helmet without sacrificing an armor slot while also being able to look cool with a moving visor would be a cherry on top :D

Diarko, Oct 5th 2025 at 1:51 AM

I believe the visored helmets no longer work properly with newest combat overhaul/ overhaul lib update. They no longer give any protection is what Im seeing. Bronze_Granum

Bronze_Granum , Sep 28th 2025 at 6:26 PM

Stealthkibbler That's... really odd. If the problem happens again, please let me know. I'll probably respond faster if you contact me on the Vintage Story discord under the Visored Helmets mod post

Stealthkibbler, Sep 28th 2025 at 4:28 AM

So, inexplicably it just started working, i dont know what eldritch code you have created but all the problems magically vanished.

Stealthkibbler, Sep 28th 2025 at 2:30 AM

Bronze_Granum this is latest stable. the helmet now just dissapears completely and doesnt show on the person.

Bronze_Granum , Sep 27th 2025 at 9:06 PM

Stealthkibbler What versions are you using? I'm unable to replicate this issue myself.

Stealthkibbler, Sep 27th 2025 at 5:22 AM (modified Sep 27th 2025 at 5:24 AM)

Bismuth Bronze helmet doesnt have any model texture

qlVegetalp, Sep 23rd 2025 at 12:38 AM

Bronze_Granum that sounds reasonable if it ends up being too much thats understandable but heres to hoping you can pull it off because it would be pretty awesome

 

Bronze_Granum , Sep 22nd 2025 at 8:09 PM

qlVegetalp Forgotten Armory compatibility is currently being discussed, actually. The biggest caveat is that Visored Helmets currently uses the variant system and swaps between variants, but this means every helmet has two copies in the files. Forgotten Armory wants to avoid that much bloat, so I may re-prioritize and finally get around the writing the code for optimizing Visored Helmets so that it'll function using only one helmet item and instead replaces the stats and shapes.

qlVegetalp, Sep 22nd 2025 at 6:34 PM

Is there any plans to make this compatible with forgotten armory series

NotTheSolaire, Sep 20th 2025 at 6:15 AM

Bronze_Granum all we have for armor is combat overhaul armory for armor

Bronze_Granum , Sep 18th 2025 at 10:12 PM

NotTheSolaire That's really weird... it looks like it's trying to find the sound using my computer's layout for some bizarre reason. Do you have any mods that might change the base game's armour sounds? That's the origin of the sound that it is trying to play, after all, just the base game files: "game:sounds/wearable/plate3.ogg" or "game:sounds/wearable/plate4.ogg". 

KingBR I don't know what that issue is happening. I will try to get around to adding configlib support, but it has been a pain to figure out and I likely wont be able to do much modding for a bit as something has come up on my end that demands my attention. Maybe can still mod on weekends.

KingBR, Sep 18th 2025 at 5:40 PM

do you know why the ConfigLib autopatcher causes the visored helmets to not be able to open/close? this is a really strange bug that sparked my curiosity

NotTheSolaire, Sep 17th 2025 at 10:46 PM (modified Sep 17th 2025 at 10:48 PM)

its causing crashes on the server when pulling the visor up

Spoiler
17.9.2025 18:46:22 [Server Error] Exception: Object reference not set to an instance of an object.
   at VisoredHelmets.VisorActionsNetwork.PlaySound(Boolean opening, IPlayer fromPlayer) in D:\Users\Brandon\Documents\VintageS
toryMods\VisoredHelmets\VisoredHelmets\systems\VisorActionsNetwork.cs:line 120
   at VisoredHelmets.compatibility.CombatOverhaulCompatibility.Prefix(IPlayer fromPlayer, VisorRequest networkRequest, IServer
NetworkChannel& ___serverChannel, ICoreServerAPI& ___serverApi, VisorActionsNetwork __instance) in D:\Users\Brandon\Documents\
VintageStoryMods\VisoredHelmets\VisoredHelmets\compatibility\CombatOverhaulCompatibility.cs:line 96
   at VisoredHelmets.VisorActionsNetwork.OnClientRequest_Patch1(VisorActionsNetwork this, IPlayer fromPlayer, VisorRequest net
workRequest)
   at Vintagestory.Server.NetworkChannel.OnPacket(Packet_CustomPacket p, IServerPlayer player) in VintagestoryLib\Server\API\N
etworkChannel.cs:line 28
   at Vintagestory.Server.NetworkAPI.HandleCustomPacket_Patch1(NetworkAPI this, Packet_Client packet, ConnectedClient client)
   at Vintagestory.Server.ServerMain.HandleClientPacket_mainthread(ReceivedClientPacket cpk) in VintagestoryLib\Server\ServerM
ainNetworking.cs:line 280
   at Vintagestory.Server.ServerMain.ProcessMain() in VintagestoryLib\Server\ServerMain.cs:line 934
Bronze_Granum , Sep 13th 2025 at 6:43 PM

NotTheSolaire Yes! It should be perfectly save to add and in theory remove mid save.

NotTheSolaire, Sep 13th 2025 at 2:40 PM

is this safe to add mid save on a server?

 

Starnick, Sep 7th 2025 at 8:33 PM

@Bronze_Granum Usually the mods I've encountered that had per-client settings would expose something in the UI to be able to fiddle with settings. I guess at least it would have been nice to have it documented. Thanks for the quick response!

Bronze_Granum , Sep 7th 2025 at 6:30 PM

Starnick Thanks for testing that and letting me know! It sounds like it's working the way I'd like it to work (players can control whether or not the effect is applied, since it only affects them). Would you rather it work a different way?

Starnick, Sep 7th 2025 at 5:11 PM

The config to turn off the vignette shader doesn't seem to be synced to the client in MP and is controlled by the local config file. I did the following to test:

  1. Set to false on server, logged in, effect was still there.
  2. I installed the mod locally, set config to false, logged into a single player world, effect was off as expected.
  3. I removed the mod, kept the config file in my ModConfig, and logged back into the MP world. Effect was off.

4. I changed the local config file back to true and relogged into the MP world, effect was back on.

 

Bronze_Granum , Sep 1st 2025 at 12:47 AM (modified Sep 1st 2025 at 5:18 AM)

BlackBird90

Thank you so much for letting me know! Not sure why the icon issue is happening, but I'll address it soon. I had not created the configs with Maltiez' ConfigLib in mind, but I'll look into it. You can still access the config through the files, though.

Edit: The issue turned out to be due to a small shape related texture problem. The 1.1.1 update corrects this issue!

BlackBird90, Aug 31st 2025 at 8:27 PM (modified Aug 31st 2025 at 9:32 PM)

Bronze_Granum
The newest update works well in 1.21 except for the inventroy icons for the steel, blackguard and forlorn hope helmets. The problem is the same as what FatherSarge pointed out for the Iron helmet for the previous version being used with 1.21 ( the iron helmet is now OK in 1.21).

Edit: In 1.21 I do not see the ability to configure this mod using the config library from Maltiez.

 

Bronze_Granum , Aug 29th 2025 at 7:04 PM

FatherSarge Thank you so much for letting me know! I'll see about trying to fix that if I can replicate the issue

FatherSarge, Aug 29th 2025 at 7:01 PM (modified Aug 29th 2025 at 7:01 PM)

Bronze_Granum
Seems to work just fine in 1.21.0 but there appears to be a render issue with the iron helmets(screenshot 4) inventory icons. Not a huge deal though, they look fine on the characters

Bronze_Granum , Aug 28th 2025 at 10:05 PM

Beck131 The helmets are slightly larger because I designed this mod to work primarily with Combat Overhaul (it was originally intended as part of CO and was an idea by Maltiez and Corat). Combat overhaul layers armour so that you can see each layer, but in order to do so, it has to make all of the plate armour slightly larger to avoid z fighting and clipping issues.

As such, I could have gone through the effort of making an entire second set of every helmet that was slightly smaller to fit the base game helmets, but I figured that was more work than it was worth when most people will be using CO anyway.

If it's a big deal and many people would like me to make that change, then I can, but it's a fair amount of work when my focus at the moment is on making visor overlays so that players can tell if their visor is open or not.

Beck131, Aug 28th 2025 at 2:28 AM

Hello there and greetings!

I just have a general question, how come are the helmets a size bigger? It bothers me only slightly but I thought I might as well ask. Is it a technical reason? I have no knowledge of game coding and design so I am curious as of to the why of it.

Would it be possible to down scale in the future? And if not why?

If you could answer my curiosity that would be great! If not that is alright.

Best of wishes, Beck131.

 

Bronze_Granum , Aug 21st 2025 at 9:32 PM

Bomberanian I didn't even realize that the nightvision mask was in the game. Might look into that

Bomberanian, Aug 17th 2025 at 4:23 PM

I don't know how difficult this would be, but I think it would be pretty cool to have a visored night vision mask. You could use the visor to toggle night vision and make it easier to avoid wasting fuel. Plus the mask already has a bit on the side that kinda looks like a swivel joint.

Bronze_Granum , Aug 16th 2025 at 5:47 PM

GVLT I was not previously aware of any issues with the mod for 1.21. What exactly is messed up? I'll probably try to update 1.21 once a stable release is out or if the demand is high.

GVLT, Aug 11th 2025 at 6:29 PM

Hi, are you planning the update for 1.21? Right now helmet visuals are messed up

wael6, Jul 10th 2025 at 9:18 AM

ok now its actually fully compatible with combat overhaul, having the visored helmets have normal protection levels with the mod was quite op

GarnetAnimations, Jul 5th 2025 at 10:28 PM

I was mostly thinking of just having a sort of gesture of maniplulating the visor to sort of give off the effect. But if you'd like help with the animation side of it. Feel free to hit me up on the discord, I have the same name there as here. I've been an animator for while but coding always evades me lol

Ragsimier, Jul 5th 2025 at 5:48 PM

i needed this badly for so long in my life

Bronze_Granum , Jul 4th 2025 at 12:11 AM

BowlSoldier Yes, I was aware of this and plan on using it as a reference for when I go to optimize my mod, but I didn't want to use it outright so that people could still use this mod even if they don't have combat overhaul. Re-mapping textures is some stuff I've worked with a little bit in the past, too, and can be relatively easy to accomplish thanks to the texturesbyproperty approach. There are definitely ways to improve this mod, I just haven't gotten around to doing it yet. Hoping to get the major functions first, such as vision overlays, then rework all my code now that I'll know what all needs to be done.

GarnetAnimations I'm actually not very familiar with Vintage Story's animations in general, so I really don't know. I plan on learning more about it, but at present I genuinely don't know if that'd suffice. In general, though, I don't think that an animation on the player would be enough if you wanted the visor to be animated. Player animation would absolutely work for having the player's arm manipulate the visor, but I don't think it'd be enough on its own for actually animating the visor itself.

BowlSoldier, Jul 3rd 2025 at 1:39 PM

Pharpyton FYI, there is already a class in Combat Overhaul's Overhaullib for visored helmets, with the ability to dynamically switch between open and shut shapes: https://github.com/maltiez2/vsmod_Overhaullib/blob/master/source/Framework/ArmorSystems/ItemWearalbeArmor.cs#L198

I don't believe it's currently used anywhere, but could be something you either import yourself, or copy the approach of. The vast majority of the changes in that class are just type fixes, with a handful of places where there's branching shape logic based on an "Opened" check as the only real logical difference compared to ItemWearable or ItemWearableArmor.

I'm looking into similar approaches for re-mapping textures for armor dynamically, saw this, and thought of your mod. Think we both want similar things.

GarnetAnimations, Jul 3rd 2025 at 5:57 AM

I think a work around could be to just play a animation on a the player. Do you think that could work?

Bronze_Granum , Jul 2nd 2025 at 9:02 PM

GarnetAnimations An animation for lifting and lowering the visor is theoretically possible. For hand animations, it's simpler, but the biggest caveat is that supposedly Vintage Story does not have much support for animated clothing/armour. I didn't look into it too much, though, since I figured that was beyond my scope at the moment. That said, I designed every helmet so that the open variant and the closed variant are identical in shape, but just have one rotation applied.

GarnetAnimations, Jul 2nd 2025 at 6:14 PM

Random question, would it be possible to have an animation the plays when you lift & lower your visor? I'd be willing to learn block bench's animation tools to help you add it, as I think it would be an amazing addition!

RIVVION, Jul 2nd 2025 at 9:07 AM

amazing mod!
Keep up the good work everyone!

Bronze_Granum , Jul 1st 2025 at 4:15 AM

SovietSwede I have now added functional varieties of the vanilla helmets that had visors, including the lore helmets.

GoldenRobot, Jun 29th 2025 at 12:27 PM

Pharpyton ya ay

CherryRook, Jun 26th 2025 at 3:37 AM

Just the other day i was thinking it would be cool if there was visors you could open and close like in Kingdom Come: Deliverance, safe to say i'll be downloading this. Fantastic addition, can't wait for visor overlays to be added !

AlbaRegem, Jun 24th 2025 at 10:36 PM

Thxxx <333

 

Bronze_Granum , Jun 24th 2025 at 12:39 AM

Wojciechnator AlbaRegem GoldenRobot The mod has now been updated for version 1.20.12 and the newest version of combat overhaul! Should work just fine now if you're on version 1.0.1 of the mod.

Wojciechnator, Jun 23rd 2025 at 6:52 PM

In version 1.20.12, I noticed that when I have an iron helmet and a quilted helmet on at the same time, the quilted helmet shines through the top of the iron helmet

 

Bronze_Granum , Jun 23rd 2025 at 5:16 PM

SovietSwede GoldenRobot AlbaRegem

The mod is currently listed for 1.20.7 only because it's the version I personally used and have tested for. It should work even on 1.20.12, but I didn't want to list it as such in case it doesn't work. If anybody tries it on 1.20.10-1.20.12, please let me know how it went! I plan on updating my own and making sure it works for those versions later.

 

AlbaRegem, did you try the mod with CO disabled? The version I made the mod at used an outdated CO, and my next order of business was to update everything and make sure it works. 

The balancing of the helmets are that they have the same stats as the plate helmets when closed, but when opened, the debuffs for hunger and healing are decreased and if CO is installed, the penalties for aiming and bow speed are reduced. However, an open visor has a reduced relative protection value and if CO is installed, the face is unprotected.

 

I have been considering adding support for the ingame lore helmets, but their designs are significantly different and will require tweaking to use, so I hadn't made them yet.

This mod doesn't replace any vanilla assets (part of the reason I didn't want to change the lore helmets). All helmets are new additions with their own recipes.

 

Visored Helmets is completely functional without combat overhaul!

GoldenRobot, Jun 23rd 2025 at 11:39 AM

Spectacularm Just what we need!
 Is there in the works a version for 1.20.10-12?

AlbaRegem, Jun 23rd 2025 at 11:04 AM

Hey, the closing/opening of visor not working, maybe becasuse im using the 1.20.12 so it might cause this problem, of course using CO .

SovietSwede, Jun 23rd 2025 at 7:01 AM

Looks very cool!

I have a few questions.

 

What are the stats, benefits or downsides to these helmets? How are they balanced?

 

Will you add functionality to the ingame lore helmets? (Forlorn/Blackguard)

And do these helmets replace vanilla plate helmets, or are they new additions?

 

Does this mod work without combat extended?

 

Why is it shown to be compatible with only version 1.20.7?

 

Thanks!

ThatGuy69, Jun 23rd 2025 at 5:01 AM

this is pretty cool, i am gonna keep an eye on this.
I love how people are improving the combat bit by bit