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No Hats Mod
posted in Customization
121
#121
3 Frags +

sexy Hrbls

sexy Hrbls
122
#122
4 Frags +

wooo

macassari used Harbl's latest version and removed the missing pyro heads, scout and demo feet

https://www.dropbox.com/s/rkmiarpp124f18v/no%20hats.vpk?dl=0

wooo

[quote=macassar]i used Harbl's latest version and removed the missing pyro heads, scout and demo feet [/quote]

https://www.dropbox.com/s/rkmiarpp124f18v/no%20hats.vpk?dl=0
123
#123
3 Frags +
macassarwooo
macassari used Harbl's latest version and removed the missing pyro heads, scout and demo feet
https://www.dropbox.com/s/rkmiarpp124f18v/no%20hats.vpk?dl=0

Glad you are still alive and updating! Added to original post.

[quote=macassar]wooo

[quote=macassar]i used Harbl's latest version and removed the missing pyro heads, scout and demo feet [/quote]

https://www.dropbox.com/s/rkmiarpp124f18v/no%20hats.vpk?dl=0[/quote]


Glad you are still alive and updating! Added to original post.
124
#124
0 Frags +
Jusey1Thanks for the Scout only removal! No more creepy looking RD-Scouts!

Well... Kinda. Still have issues with some cosmetics (Scout Halloween ones really). Still, thanks for de' help.

[quote=Jusey1]Thanks for the Scout only removal! No more creepy looking RD-Scouts![/quote]

Well... Kinda. Still have issues with some cosmetics (Scout Halloween ones really). Still, thanks for de' help.
125
#125
2 Frags +
oxocuboidIs there a way to remove only the floaty things like RoBro etc? I don't care about frames but those things get in the way and they annoy the crap out of me.

Actually went and did it myself, all thanks to Harbis. For anyone else that may want this, I'll be updating it whenever new floaty thingys arrive.

01/11/2014
https://www.dropbox.com/s/9dwdvyguf26tupm/oxonofloatymod01-11-2014.vpk?dl=0

[quote=oxocuboid]Is there a way to remove only the floaty things like RoBro etc? I don't care about frames but those things get in the way and they annoy the crap out of me.[/quote]

Actually went and did it myself, all thanks to Harbis. For anyone else that may want this, I'll be updating it whenever new floaty thingys arrive.

01/11/2014
https://www.dropbox.com/s/9dwdvyguf26tupm/oxonofloatymod01-11-2014.vpk?dl=0
126
#126
0 Frags +
oxocuboidoxocuboidIs there a way to remove only the floaty things like RoBro etc? I don't care about frames but those things get in the way and they annoy the crap out of me.
Actually went and did it myself, all thanks to Harbis. For anyone else that may want this, I'll be updating it whenever new floaty thingys arrive.

01/11/2014
https://www.dropbox.com/s/9dwdvyguf26tupm/oxonofloatymod01-11-2014.vpk?dl=0

does this include harbl's nohat/nocosmetics, or does your mod just removes the floaty thingies?

[quote=oxocuboid][quote=oxocuboid]Is there a way to remove only the floaty things like RoBro etc? I don't care about frames but those things get in the way and they annoy the crap out of me.[/quote]

Actually went and did it myself, all thanks to Harbis. For anyone else that may want this, I'll be updating it whenever new floaty thingys arrive.

01/11/2014
https://www.dropbox.com/s/9dwdvyguf26tupm/oxonofloatymod01-11-2014.vpk?dl=0[/quote]

does this include harbl's nohat/nocosmetics, or does your mod just removes the floaty thingies?
127
#127
3 Frags +
BucakeoxocuboidoxocuboidIs there a way to remove only the floaty things like RoBro etc? I don't care about frames but those things get in the way and they annoy the crap out of me.
Actually went and did it myself, all thanks to Harbis. For anyone else that may want this, I'll be updating it whenever new floaty thingys arrive.

01/11/2014
https://www.dropbox.com/s/9dwdvyguf26tupm/oxonofloatymod01-11-2014.vpk?dl=0

does this include harbl's nohat/nocosmetics, or does your mod just removes the floaty thingies?

Only the floaty things are removed by my mod. I like hats, I personally just think the floaty things behind people get in the way. If you're looking to remove all hats, Harbls' version of the mod will work just fine.

[quote=Bucake][quote=oxocuboid][quote=oxocuboid]Is there a way to remove only the floaty things like RoBro etc? I don't care about frames but those things get in the way and they annoy the crap out of me.[/quote]

Actually went and did it myself, all thanks to Harbis. For anyone else that may want this, I'll be updating it whenever new floaty thingys arrive.

01/11/2014
https://www.dropbox.com/s/9dwdvyguf26tupm/oxonofloatymod01-11-2014.vpk?dl=0[/quote]

does this include harbl's nohat/nocosmetics, or does your mod just removes the floaty thingies?[/quote]

[u]Only[/u] the floaty things are removed by my mod. I like hats, I personally just think the floaty things behind people get in the way. If you're looking to remove all hats, Harbls' version of the mod will work just fine.
128
#128
-2 Frags +

I just want to tell ya... With the Scouts only removal, there the disappearing heads/feet issue occurs... Any help on this by any chance?

I just want to tell ya... With the Scouts only removal, there the disappearing heads/feet issue occurs... Any help on this by any chance?
129
#129
2 Frags +

**UPDATE**

http://www.mediafire.com/download/bwxuw21xarsc61c/hrblsnohatmod05-11-14.vpk

Removed "dadliest catch"

**UPDATE**

http://www.mediafire.com/download/bwxuw21xarsc61c/hrblsnohatmod05-11-14.vpk

Removed "dadliest catch"
130
#130
2 Frags +

Managed to miss out an Engineer floaty, latest release here:

https://www.dropbox.com/s/kqy1wa0rt69mtzs/oxonofloatymod10-11-2014.vpk?dl=0

Managed to miss out an Engineer floaty, latest release here:

https://www.dropbox.com/s/kqy1wa0rt69mtzs/oxonofloatymod10-11-2014.vpk?dl=0
131
#131
4 Frags +

**UPDATE**

Removed new hats

http://www.mediafire.com/download/mvad9pyymy8kxn0/hrbls-18-11-2014.vpk

**UPDATE**

Removed new hats

http://www.mediafire.com/download/mvad9pyymy8kxn0/hrbls-18-11-2014.vpk
132
#132
-1 Frags +

For some reason when I use the no hats mod, some of my festive weapons have their festive lights removed, and some don't :/ the sheens on the killstreak festive weapons still remain though. Any thoughts on how to fix it?

For some reason when I use the no hats mod, some of my festive weapons have their festive lights removed, and some don't :/ the sheens on the killstreak festive weapons still remain though. Any thoughts on how to fix it?
133
#133
2 Frags +

I was just wondering why they haven't been updated in so long when i remembered how non-american dates work. This mod is awesome, and I wish I had known of the FPS benefit back when I used my craptop.

I was just wondering why they haven't been updated in so long when i remembered how non-american dates work. This mod is awesome, and I wish I had known of the FPS benefit back when I used my craptop.
134
#134
0 Frags +

a version that disables botkillers only please?

a version that disables botkillers only please?
135
#135
2 Frags +
MoistMelonsFor some reason when I use the no hats mod, some of my festive weapons have their festive lights removed, and some don't :/ the sheens on the killstreak festive weapons still remain though. Any thoughts on how to fix it?

Sheens don't work in DX 8.1 as for festive lights idk.

[quote=MoistMelons]For some reason when I use the no hats mod, some of my festive weapons have their festive lights removed, and some don't :/ the sheens on the killstreak festive weapons still remain though. Any thoughts on how to fix it?[/quote]

Sheens don't work in DX 8.1 as for festive lights idk.
136
#136
0 Frags +

Do you just have to keep hats/miscs that replace the head/feet to fix the problems with pyro and demo/scout?

Edit: If that's all that's too it, i'd be up for updating it if macassar can't (assuming i can figure it out @_@)

Do you just have to keep hats/miscs that replace the head/feet to fix the problems with pyro and demo/scout?

Edit: If that's all that's too it, i'd be up for updating it if macassar can't (assuming i can figure it out @_@)
137
#137
0 Frags +
springrollsDo you just have to keep hats/miscs that replace the head/feet to fix the problems with pyro and demo/scout?

Yes

[quote=springrolls]Do you just have to keep hats/miscs that replace the head/feet to fix the problems with pyro and demo/scout?[/quote]
Yes
138
#138
-2 Frags +
nopeYes

I'm confused.

[quote=nope]Yes[/quote]
I'm confused.
139
#139
1 Frags +
mr64bit_nopeYesI'm confused.

There, I edited it to be clearer just for you

[quote=mr64bit_][quote=nope]Yes[/quote]
I'm confused.[/quote]
There, I edited it to be clearer just for you
140
#140
1 Frags +

Hey... Um... Another one I want to ask for.

Is it possible to have one which disables Halloween Cosmetics ONLY as well? I find the Halloween cosmetics to be the ugliest ones out of the bunch. And please note, I mean the cosmetics. (I don't count the spellbook as a cosmetic and I do like how the spellbook looks on some of my characters actually. So I don't want it disabled).

Also, I know Halloween Cosmetics don't work on official Valve servers but they still work on some community servers and I tend to only play on community servers anyways...

Oh and a small update on the Scout ONLY removal too maybe? You kinda miss some Scout Halloween Cosmetics and you miss the Scout's Pyrovision Goggles.

I'm asking nicely though... I mean, if it isn't too much work. As a Game Designer myself, I can understand how much work this request could be and would fully understand if ya don't do it... Heck, I would do it myself if I knew how to do the coding for TF2. (Sadly, I don't).

Hey... Um... Another one I want to ask for.

Is it possible to have one which disables Halloween Cosmetics ONLY as well? I find the Halloween cosmetics to be the ugliest ones out of the bunch. And please note, I mean the cosmetics. (I don't count the spellbook as a cosmetic and I do like how the spellbook looks on some of my characters actually. So I don't want it disabled).

Also, I know Halloween Cosmetics don't work on official Valve servers but they still work on some community servers and I tend to only play on community servers anyways...

Oh and a small update on the Scout ONLY removal too maybe? You kinda miss some Scout Halloween Cosmetics and you miss the Scout's Pyrovision Goggles.

I'm asking nicely though... I mean, if it isn't too much work. As a Game Designer myself, I can understand how much work this request could be and would fully understand if ya don't do it... Heck, I would do it myself if I knew how to do the coding for TF2. (Sadly, I don't).
141
#141
15 Frags +
Jusey1I'm asking nicely though... I mean, if it isn't too much work. As a Game Designer myself, I can understand how much work this request could be and would fully understand if ya don't do it... Heck, I would do it myself if I knew how to do the coding for TF2. (Sadly, I don't).

Making specific edits to the no hats mod isn't actually very difficult if you know what you're looking for. For example, myself and a friend of mine have gotten really annoyed with the stupid floating items that can often get in the way of aim and be distracting. I initially posted on this thread but being a good friend of Harbis I just asked him how to do it instead.

Seeing as there has been a recent influx of specific removal requests, instead of individually creating a subset of the mod for each user, I'll just give a broad overview on how to achieve your desired effects yourself, and thankfully Jusey1, no coding is necessary.

Here goes.

First off, if you haven't already, you're going to want to have GCFScape installed. I'm not going to guide you through the installation process but it's fairly straightforward.

Next, you're going to want to download the latest version of Harbls' strand of the no hats mod. This concludes the prerequisites for creating your own sub set of the mod.

Now, open the .vpk file in GCFScape (Ctrl+O and click on the no hats mod .vpk file). Right click on "root" and click "Extract". Choose the location you would like extract this directory to. Don't worry too much about the filesize, it's super small (just like Harbls' harbls).

Now that the .vpk's contents are extracted, you can close GCFScape. Now comes the fun part - choosing which hats you would like to keep (leave in the game) and those that you wish to remove (not be able to see in the game). You might want to create a backup of this root folder before you begin because it will save time re-extracting the main .vpk if you mess up.

Here's how the process works: if you delete a folder such as "root\models\workshop\player\items\all_class\etf2l_highlander_open_participant" then the model will be VISIBLE IN GAME. Leaving the folder in the root will REMOVE IT FROM THE GAME. This is because the files in the root folder are blank model and texture files, overwriting the main game installation's version of the files when you load up the game.
If I delete "root\models\workshop\player\items\all_class\etf2l_highlander_open_participant" I will be able to see the ETF2L HLO Participant medal when my buddy bobmus wears that thing with pride.

So, what about the things I don't want to see?

Say for example, I don't want to see Ivan the Inedible? I would make sure to leave "root\models\workshop\player\items\heavy\hw2013_ivan_the_inedible\" INTACT IN THE FOLDER.

Fairly straightforward, huh?

In this case, yes, as the name of the item closely matches its filepath (as most of the new items will) but older cosmetic items don't quite follow a standardised pattern. What the hell is "root\models\player\items\heavy\hat_third.dx90.vtx" and do I want to see it ingame or not?

That is the issue with us creating specific mods to random people. You're going to have to figure out ON YOUR OWN what to leave in and what not to.

Jusey1Is it possible to have one which disables Halloween Cosmetics ONLY as well?

In this particular instance, this is fairly easy: Most of the Halloween cosmetics start with "hw" and then the year of the even the were released, so they're pretty simple to spot. No guarantees that they're all labelled this way though.

So once you have decided on your hat choices, what next? Why, testing it ingame of course!

First, you're going to want to package it up just like how we started - turning it into a .vpk file. Rename "root" to something a little easier to recognise (eg. "yourname_somehats") and open a Windows Explorer window. Navigate to "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin" or similar, depending on where your TF2 installation is located and scroll down until you find "vpk.exe".

Drag your "yourname_somehats" over "vpk.exe" and you'll find a yourname_somehats.vpk has been created where the folder is. This is the file you'll be copying into "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom" (again, change accordingly) and you're good to go!

Hope this helps.

[quote=Jusey1]I'm asking nicely though... I mean, if it isn't too much work. As a Game Designer myself, I can understand how much work this request could be and would fully understand if ya don't do it... Heck, I would do it myself if I knew how to do the coding for TF2. (Sadly, I don't).[/quote]

Making specific edits to the no hats mod isn't actually very difficult if you know what you're looking for. For example, myself and a friend of mine have gotten really annoyed with the stupid floating items that can often get in the way of aim and be distracting. I initially posted on this thread but being a good friend of Harbis I just asked him how to do it instead.

Seeing as there has been a recent influx of specific removal requests, instead of individually creating a subset of the mod for each user, I'll just give a broad overview on how to achieve your desired effects yourself, and thankfully Jusey1, no coding is necessary.

Here goes.

First off, if you haven't already, you're going to want to have [url=http://nemesis.thewavelength.net/?p=26]GCFScape[/url] installed. I'm not going to guide you through the installation process but it's fairly straightforward.

Next, you're going to want to download the latest version of Harbls' strand of the no hats mod. This concludes the prerequisites for creating your own sub set of the mod.

Now, open the .vpk file in GCFScape (Ctrl+O and click on the no hats mod .vpk file). Right click on "root" and click "Extract". Choose the location you would like extract this directory to. Don't worry too much about the filesize, it's super small (just like Harbls' harbls).

Now that the .vpk's contents are extracted, you can close GCFScape. Now comes the fun part - choosing which hats you would like to keep (leave in the game) and those that you wish to remove (not be able to see in the game). You might want to create a backup of this root folder before you begin because it will save time re-extracting the main .vpk if you mess up.

Here's how the process works: if you delete a folder such as "root\models\workshop\player\items\all_class\etf2l_highlander_open_participant" then the model will be VISIBLE IN GAME. Leaving the folder in the root will REMOVE IT FROM THE GAME. This is because the files in the root folder are blank model and texture files, overwriting the main game installation's version of the files when you load up the game.
If I delete "root\models\workshop\player\items\all_class\etf2l_highlander_open_participant" I will be able to see the ETF2L HLO Participant medal when my buddy bobmus wears that thing with pride.

So, what about the things I don't want to see?

Say for example, I don't want to see Ivan the Inedible? I would make sure to leave "root\models\workshop\player\items\heavy\hw2013_ivan_the_inedible\" INTACT IN THE FOLDER.

Fairly straightforward, huh?

In this case, yes, as the name of the item closely matches its filepath (as most of the new items will) but older cosmetic items don't quite follow a standardised pattern. What the hell is "root\models\player\items\heavy\hat_third.dx90.vtx" and do I want to see it ingame or not?

That is the issue with us creating specific mods to random people. You're going to have to figure out ON YOUR OWN what to leave in and what not to.

[quote=Jusey1]Is it possible to have one which disables Halloween Cosmetics ONLY as well?[/quote]

In this particular instance, this is fairly easy: Most of the Halloween cosmetics start with "hw" and then the year of the even the were released, so they're pretty simple to spot. No guarantees that they're all labelled this way though.

So once you have decided on your hat choices, what next? Why, testing it ingame of course!

First, you're going to want to package it up just like how we started - turning it into a .vpk file. Rename "root" to something a little easier to recognise (eg. "yourname_somehats") and open a Windows Explorer window. Navigate to "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin" or similar, depending on where your TF2 installation is located and scroll down until you find "vpk.exe".

Drag your "yourname_somehats" over "vpk.exe" and you'll find a yourname_somehats.vpk has been created where the folder is. This is the file you'll be copying into "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom" (again, change accordingly) and you're good to go!

Hope this helps.
142
#142
5 Frags +
oxocuboid-wall of text-

I fully endorse this! Good job Oxo!

[quote=oxocuboid]-wall of text-[/quote]

I fully endorse this! Good job Oxo!
143
#143
-2 Frags +
oxocuboid-snip-

Yes. This helps. I don't mind doing it myself at all and glad you did show me this. Now, I can probably take a look at the game's files myself xD. (I will try, trust me. I maybe a Game Designer but that won't stop me from going back into modding for at least minor changes).

Though mind if I do ask of this. Due to how pain it is to do this (I am going through all the files), maybe it would be a good idea to keep track of new files for when they do come out. Like, for example, when the new cosmetics do come out and you guys go through the files for them... Maybe save all the files for the new cosmetics in a separated folder and share that to allow people, like myself, to go through ONLY the new files and add the ones they want to add on to their own "removal mod"? This is just a suggestion... Don't have to do it but it would help other people save time.

[quote=oxocuboid]-snip-[/quote]

Yes. This helps. I don't mind doing it myself at all and glad you did show me this. Now, I can probably take a look at the game's files myself xD. (I will try, trust me. I maybe a Game Designer but that won't stop me from going back into modding for at least minor changes).

Though mind if I do ask of this. Due to how pain it is to do this (I am going through all the files), maybe it would be a good idea to keep track of new files for when they do come out. Like, for example, when the new cosmetics do come out and you guys go through the files for them... Maybe save all the files for the new cosmetics in a separated folder and share that to allow people, like myself, to go through ONLY the new files and add the ones they want to add on to their own "removal mod"? This is just a suggestion... Don't have to do it but it would help other people save time.
144
#144
2 Frags +

**UPDATE**

Removed the new medals

http://www.mediafire.com/download/zajvoir19fcbc4v/hrbls-27-11-2014.vpk

**UPDATE**

Removed the new medals

http://www.mediafire.com/download/zajvoir19fcbc4v/hrbls-27-11-2014.vpk
145
#145
3 Frags +
Jusey1oxocuboid-snip-
Yes. This helps. I don't mind doing it myself at all and glad you did show me this. Now, I can probably take a look at the game's files myself xD. (I will try, trust me. I maybe a Game Designer but that won't stop me from going back into modding for at least minor changes).

Though mind if I do ask of this. Due to how pain it is to do this (I am going through all the files), maybe it would be a good idea to keep track of new files for when they do come out. Like, for example, when the new cosmetics do come out and you guys go through the files for them... Maybe save all the files for the new cosmetics in a separated folder and share that to allow people, like myself, to go through ONLY the new files and add the ones they want to add on to their own "removal mod"? This is just a suggestion... Don't have to do it but it would help other people save time.

I... No, I don't have the patience.

[quote=Jusey1][quote=oxocuboid]-snip-[/quote]

Yes. This helps. I don't mind doing it myself at all and glad you did show me this. Now, I can probably take a look at the game's files myself xD. (I will try, trust me. I maybe a Game Designer but that won't stop me from going back into modding for at least minor changes).

Though mind if I do ask of this. Due to how pain it is to do this (I am going through all the files), maybe it would be a good idea to keep track of new files for when they do come out. Like, for example, when the new cosmetics do come out and you guys go through the files for them... Maybe save all the files for the new cosmetics in a separated folder and share that to allow people, like myself, to go through ONLY the new files and add the ones they want to add on to their own "removal mod"? This is just a suggestion... Don't have to do it but it would help other people save time.[/quote]

I... No, I don't have the patience.
146
#146
3 Frags +

Is it in theory possible that if I follow that guide but for in game effects like the quick fix uber (if you can even do that to particles) or phlog flames or something else annoyingly laggy it would work and not be blocked by sv_pure?

Is it in theory possible that if I follow that guide but for in game effects like the quick fix uber (if you can even do that to particles) or phlog flames or something else annoyingly laggy it would work and not be blocked by sv_pure?
147
#147
0 Frags +

^

this ^^^
overheal particles are incredibly laggy for me, if somehow replacing those with something simpler less laggier would be great

^

this ^^^
overheal particles are incredibly laggy for me, if somehow replacing those with something simpler less laggier would be great
148
#148
1 Frags +
nopeIs it in theory possible that if I follow that guide but for in game effects like the quick fix uber (if you can even do that to particles) or phlog flames or something else annoyingly laggy it would work and not be blocked by sv_pure?

I honestly have no idea. I'm not sure how viable that is to achieve because if I recall correctly all the particles are stored in .pcf groups? I don't know whether it would a) be possible to viably edit the particles manually and b) get this to work with sv_pure.

Really though, I haven't got a clue and would need someone with more knowledge of the inner workings of the game to confirm, but I wouldn't hold your breath.

EDIT: And if you wanted and were willing to brainstorm it yourself, I would suggest opening a new thread in order to keep things on topic.

[quote=nope]Is it in theory possible that if I follow that guide but for in game effects like the quick fix uber (if you can even do that to particles) or phlog flames or something else annoyingly laggy it would work and not be blocked by sv_pure?[/quote]

I honestly have no idea. I'm not sure how viable that is to achieve because if I recall correctly all the particles are stored in .pcf groups? I don't know whether it would a) be possible to viably edit the particles manually and b) get this to work with sv_pure.

Really though, I haven't got a clue and would need someone with more knowledge of the inner workings of the game to confirm, but I wouldn't hold your breath.

EDIT: And if you wanted and were willing to brainstorm it yourself, I would suggest opening a new thread in order to keep things on topic.
149
#149
0 Frags +

Thank you, if I get the chance to look into it and find anything useful I'll post the results in a new thread. Thanks for the guide and harbis thanks for the continual punctual updates.
e: Thanks Kermit

Thank you, if I get the chance to look into it and find anything useful I'll post the results in a new thread. Thanks for the guide and harbis thanks for the continual punctual updates.
e: Thanks Kermit
150
#150
2 Frags +

I don't know if it's totally relevant to you but back when I only pubbed I had some mod that changed all flame particles to be team coloured. So I'd guess it's possible to edit the particles but seeing as the flames didn't work on sv_pure 2, I doubt this will.

I don't know if it's totally relevant to you but back when I only pubbed I had some mod that changed all flame particles to be team coloured. So I'd guess it's possible to edit the particles but seeing as the flames didn't work on sv_pure 2, I doubt this will.
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