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Altyn Assault Helmet

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Adds the Russian Altyn assault helmet and a mask to go with it. All new meshes and textures (2048×2048) and 9 different paints to choose from.

This mod does not have any known dependencies other than the base game.

Mods requiring this file

Author’s instructions

Under no circumstances may this mod be edited and re-uploaded on Nexus or any other site. Nor will I allow any part of it to be used in another mod without my permission.

File credits

Bethesda Game Studios and the Creation Kit, Blender, Substance Painter 2, Gimp, DDS plugin for Gimp 2.8 by Alexandre Prokoudine, NifSkope, Bodyslide and Outfit Studio by Ousnius and Caliente, Bethesda Archive Extractor by jonwd7, and Material Editor by ousnius.

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This mod is opted-in to receive Donation Points

Translations available on the Nexus

The helmet’s shell is made of titanium and later in its lifetime the inside side was lined with protective aramid fiber which allowed the thickness of the shell to be reduced.

Originally the helmet was made by a Swiss company (TIG) and the helmet was called Psh-77. Later the Russians started making their own with some changes to the design. The company which started producing them was NII Stali.

The model in this mod is the Russian one with no radio modification and with a titanium visor housing instead of the rubber one which was on earlier models.

The commercial version of this helmet is called the K6-3.

I’m a big fan of the Metro series and their awesome in-game outfits and that epic Redux cover inspired me to put this in-game.


All the meshes and textures have been made by me in Blender and Substance Painter 2. The only thing I’ve reused is the glass texture/material for the visor and collision for the GO files.

There are 9 paints to choose from including the default olive drab. From camouflage tiger stripes to shark teeth to black special forces with kill marks. Many with special effects.

There are a handful of vanilla linings which can also be added.

The vanilla gas mask can also be worn with this.

There are two versions of the mask—one to be worn alone and another with the helmet. The reason there are two is because of a conflict with armor slots.

These can be crafted at any Chembench under, «ALTYN ASSAULT HELMET.»


I will not be making an Armorsmith Extended patch.

I might make more paints if I find a good combination.


Under no circumstances may this mod be edited and re-uploaded on Nexus or any other site. Nor will I allow any part of it to be used in another mod without my permission.

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Combat Helmet Illumination

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About this mod

This mod adds a fully functioning Headlamp to the Combat Armor Helmet. Now Includes support for Tinkerer’s helmet as well.

This mod does not have any known dependencies other than the base game.

Mods requiring this file

Author’s instructions

File credits

This author has not credited anyone else in this file

Donation Points system

This mod is not opted-in to receive Donation Points

Translations available on the Nexus

Illuminate What Really Matters.
This mod adds a fully functioning, headlamp to the Combat Armor helmet. Perfect for seeing things!

UPDATE: Version 1.2 Released!!

Changelog:

-Tinkerers Headgear now has a fully functioning headlamp.

-Combat Helmet and Tinkerer’s Headgear lamps can now be used while wearing power armor(thanks amoveve for pointing me at the right keyword).

-The Tinkerers Headgear was done as a request by users of Armorsmith Extended for use with his crafting workbench non AE users can obtain it using
Console command «player.additem 001832F5», or by killing Tinker Tom (not sure if thats even possible without making him non-essential).

-Npc’s that spawn with combat helmets will use the headlamp.(Note:If an npc spawns and they were saved by the game the mod settings saved will persist through installation of this mod. Example if the prydwen showed up before you install this mod then all the BOS with Combat Helmets at the airport will
not have functioning headlamps). On that note keep in mind that the chances of seeing an NPC with a Combat Helmet in the first place are pretty
damn slim. I spent about 4 hours testing this but was unable to view every npc in the game, if you spot inconsistencies with this feature let me know and I will investigate. It should be just fine According to the game files it should now be actually impossible to see a combat helmet without a headlamp in a new game.

-Combat helmets bought from vendors default to having a basic headlamp.

-The positions of all headlamps were adjusted with the utmost of care for superior aesthetic pleasantness(using Quaternion rotation gd it sucked).

Uninstall any previous version of Combat Helmet Illumination and make a clean save before installing this version.

Support for Armorsmith Extended, and Craftable Custom Combat Armor are available for version 1.2 in the optional files tab. In addition I have added a version that adds hair to both the Combat Helmet and the Tinkerer’s headgear. For standalone helmets with hair seek out Armorsmith Extended. These versions are complete mods and do not require the main file of Combat Helmet Illumination. In addition the CCCA + Armorsmith Version includes the compatibility patch posted on the CCCA page by Endoormoon.

Lights can be installed the same way as the mining helmet via the Armor Workbench (all color options available).

Npc’s will use the lights the same way that they use the mining helmet light, ie. annoyingly.

This mod is compatible with mods that only retexture the combat helmet through the use of texture replacement.

This mod is compatible with mods that modify the Effect caused by the headlamp ie, shadows etc.

Incompatible with any mod that adds standalone versions of the combat helmet I am currently working on compatibility patches. In short if you built your helmet at a crafting table its probably not going to work unless its patched for already.

I know I made promises to add support for the synth helmet and medical goggles. The meshes for these items are proving. Un- co-operative. It is very difficult at this point to narrow down what the problem is due to the fact that a Pre-Alpha version of nifskope is being used that does not yet properly handle some of the file attributes.

If anyone has requests for patches other than for any variation of Craftable Custom Combat Armor and Armorsmith Extended let me know.

Installation:
Install using NMM or copy the contents of this folder into your fallout 4 data directory.

Requirements:
None.

Credits:
Fo4Edit Team
Nifskope team
BAE Team

Thanks to SingABrightSong for getting us partway there.

Thanks to the various posters in the bug reporting area and forum that helped me solve the exploding headlamp problem.

Thanks to Maxwell House, Player’s, and Coca Cola for providing me with the substances I require to spend like 12 hours adjusting position information in Nifskope.

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