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No Hats Mod
posted in Customization
61
#61
-1 Frags +
flumePandaeyeI'm having a problem that I have no idea how to fix. Basically the no hats mod disables the botkiller heads which is something that I don't want to happen, if anyone knows how to make it so they can be seen please let me know.Why? That is a great feature!

Maybe for you, personally I've spent a couple of keys on a botkiller I love and I want to be able to see it.

[quote=flume][quote=Pandaeye]I'm having a problem that I have no idea how to fix. Basically the no hats mod disables the botkiller heads which is something that I don't want to happen, if anyone knows how to make it so they can be seen please let me know.[/quote]
Why? That is a great feature![/quote]
Maybe for you, personally I've spent a couple of keys on a botkiller I love and I want to be able to see it.
62
#62
0 Frags +
PandaeyeflumePandaeyeI'm having a problem that I have no idea how to fix. Basically the no hats mod disables the botkiller heads which is something that I don't want to happen, if anyone knows how to make it so they can be seen please let me know.Why? That is a great feature!Maybe for you, personally I've spent a couple of keys on a botkiller I love and I want to be able to see it.

It's been a known bug since they were introduced. We really have no idea what's causing Bot Killer heads to behave in this manner since they don't share a model with any hat/cosmetic that exists in the game. It's really a mystery to all of us.

[quote=Pandaeye][quote=flume][quote=Pandaeye]I'm having a problem that I have no idea how to fix. Basically the no hats mod disables the botkiller heads which is something that I don't want to happen, if anyone knows how to make it so they can be seen please let me know.[/quote]
Why? That is a great feature![/quote]
Maybe for you, personally I've spent a couple of keys on a botkiller I love and I want to be able to see it.[/quote]
It's been a known bug since they were introduced. We really have no idea what's causing Bot Killer heads to behave in this manner since they don't share a model with any hat/cosmetic that exists in the game. It's really a mystery to all of us.
63
#63
0 Frags +
GrinReaperI love this mod, but sadly everytime I join a game/casual or even MM is crashes.

That's a new bug I've never heard of before. I'm not sure if there's anything I can really do about that, unfortunately.

[quote=GrinReaper]I love this mod, but sadly everytime I join a game/casual or even MM is crashes.[/quote]
That's a new bug I've never heard of before. I'm not sure if there's anything I can really do about that, unfortunately.
64
#64
-2 Frags +
PredThanks Jeebs for the update, I edited out the shoes cosmetics so you should be able to see peoples feet with this.

https://www.mediafire.com/?k5793r2ry1d28u3

I might have missed a few because I used a really lazy way to do it, tell me if you find any items I've missed!

this cooking pot hat for soldier is not blocked
theres some other i saw but i dont remember wich

[quote=Pred]Thanks Jeebs for the update, I edited out the shoes cosmetics so you should be able to see peoples feet with this.

https://www.mediafire.com/?k5793r2ry1d28u3

I might have missed a few because I used a really lazy way to do it, tell me if you find any items I've missed![/quote]
this [url=http://images.akamai.steamusercontent.com/ugc/81467197687123807/BCCDA3B2475A69BC84E9E1F178DA5D771A48AC87/]cooking pot hat for soldier[/url] is not blocked
theres some other i saw but i dont remember wich
65
#65
0 Frags +

sorry if this has been asked, but how can i remove only certain hats? im assuming i would need a completely different mod for just certain hats?

sorry if this has been asked, but how can i remove only certain hats? im assuming i would need a completely different mod for just certain hats?
66
#66
7 Frags +
yerbsorry if this has been asked, but how can i remove only certain hats? im assuming i would need a completely different mod for just certain hats?

You will need 2 programs. GCFScape to open .vpk files and Notepad++ to open the .vtx files.
What you're going to want to do is go into your tf directory and open a filed called 'tf2_misc_dir.vpk' in GCFScape. This is where all of the hats and HUD stuff is located.
Next you're going to want to drag the root folder to your desktop and delete everything except for the models folder.
Inside of the models folder delete everything except for player, workshop and workshop_partner.
Find the hat that you want removed. I can give you a hand with that if you want. The names of the hats are a little weird and hard to find.
Once you find the hat you want removed, delete everything that doesn't have dx80.vtx or dx90.vtx at the end of it.
Open both of those and delete everything inside then save.
Next navigate to Team Fortress 2/bin and look for vpk.exe..
Drag the root folder from your desktop onto vpk.exe to create a .vpk file.
Place this .vpk file inside of your custom folder like you would with any other custom files.
You should no longer have those particular hats showing in-game.

Links to both programs required:
GCFScape
Notepad++

[quote=yerb]sorry if this has been asked, but how can i remove only certain hats? im assuming i would need a completely different mod for just certain hats?[/quote]
You will need 2 programs. [b]GCFScape[/b] to open .vpk files and [b]Notepad++[/b] to open the .vtx files.
What you're going to want to do is go into your tf directory and open a filed called '[i]tf2_misc_dir.vpk[/i]' in GCFScape. This is where all of the hats and HUD stuff is located.
Next you're going to want to drag the [b]root[/b] folder to your desktop and delete everything except for the [b]models[/b] folder.
Inside of the models folder delete everything except for [b]player, workshop and workshop_partner.[/b]
Find the hat that you want removed. I can give you a hand with that if you want. The names of the hats are a little weird and hard to find.
Once you find the hat you want removed, delete everything that doesn't have [b]dx80.vtx[/b] or [b]dx90.vtx[/b] at the end of it.
Open both of those and delete everything inside then save.
Next navigate to [b]Team Fortress 2/bin[/b] and look for [b]vpk.exe[/b]..
Drag the root folder from your desktop onto vpk.exe to create a .vpk file.
Place this .vpk file inside of your custom folder like you would with any other custom files.
You should no longer have those particular hats showing in-game.

Links to both programs required:
[url=http://nemesis.thewavelength.net/index.php?p=26]GCFScape[/url]
[url=https://notepad-plus-plus.org/download/v7.3.3.html]Notepad++[/url]
67
#67
-2 Frags +

ive downloaded a headsfeet mod, but it crashes tf2 when i launch it. pls help

ive downloaded a headsfeet mod, but it crashes tf2 when i launch it. pls help
68
#68
0 Frags +
cantarive downloaded a headsfeet mod, but it crashes tf2 when i launch it. pls help

I don't have any experience with the Headsfeet mod so I can't really help you here. As long as it's in your custom folder and you don't have any previous versions or the No Hats mod installed at the same time, it shouldn't crash.

[quote=cantar]ive downloaded a headsfeet mod, but it crashes tf2 when i launch it. pls help[/quote]
I don't have any experience with the Headsfeet mod so I can't really help you here. As long as it's in your custom folder and you don't have any previous versions or the No Hats mod installed at the same time, it shouldn't crash.
69
#69
-2 Frags +

This mod is amazing i have played with it for a while but now when i bought my unusual the effect is not there... it is really bugging me since i would love to see the unusual but not the ugly Janissary Ketche. Would be extremely appreciated if someone could give some info.

This mod is amazing i have played with it for a while but now when i bought my unusual the effect is not there... it is really bugging me since i would love to see the unusual but not the ugly Janissary Ketche. Would be extremely appreciated if someone could give some info.
70
#70
0 Frags +
JELThis mod is amazing i have played with it for a while but now when i bought my unusual the effect is not there... it is really bugging me since i would love to see the unusual but not the ugly Janissary Ketche. Would be extremely appreciated if someone could give some info.

That's been an issue with this mod for a while now. Unusual particle effects don't like it when the hat that it's on is removed. Nothing I can really do, unfortunately.

[quote=JEL]This mod is amazing i have played with it for a while but now when i bought my unusual the effect is not there... it is really bugging me since i would love to see the unusual but not the ugly Janissary Ketche. Would be extremely appreciated if someone could give some info.[/quote]
That's been an issue with this mod for a while now. Unusual particle effects don't like it when the hat that it's on is removed. Nothing I can really do, unfortunately.
71
#71
0 Frags +
xJeebsxJELThis mod is amazing i have played with it for a while but now when i bought my unusual the effect is not there... it is really bugging me since i would love to see the unusual but not the ugly Janissary Ketche. Would be extremely appreciated if someone could give some info.That's been an issue with this mod for a while now. Unusual particle effects don't like it when the hat that it's on is removed. Nothing I can really do, unfortunately.

ok, well thanks for having the mod anyway

[quote=xJeebsx][quote=JEL]This mod is amazing i have played with it for a while but now when i bought my unusual the effect is not there... it is really bugging me since i would love to see the unusual but not the ugly Janissary Ketche. Would be extremely appreciated if someone could give some info.[/quote]
That's been an issue with this mod for a while now. Unusual particle effects don't like it when the hat that it's on is removed. Nothing I can really do, unfortunately.[/quote]
ok, well thanks for having the mod anyway
72
#72
1 Frags +

Power-up canteens (just the default ones) and halloween spellbooks aren't being blocked for some reason. Their files are in the vpk, but they show up all the same.

Power-up canteens (just the default ones) and halloween spellbooks aren't being blocked for some reason. Their files are in the vpk, but they show up all the same.
73
#73
6 Frags +

Hi friends, I've tried poking around with ways to solve the headless pyros etc while still removing hats. Here are my findings:

Attaching bodygroup models to the main model in the .qc file: Editing the QC file trips sv_pure 2 up straight away. I don't know anything about preloading but this basically doesn't work.
Joining the character body and bodygroup models together in Blender and recompiling the model: Breaks eyes on the model and crashes the game when joining sv_pure 2 servers 90% of the time (it worked once but when taunting half the parts of the character stretched towards the origin of the map, and the rest were in the complete wrong place so the character became a swirl of body parts. I think this is a problem with decompiling animations because I recall the same thing happening when playing animations in Blender????). Very strange that this doesn't work and I suspect it might be due to decompiling/recompiling character models being super fucky.

So the only option seems to be old method I discussed here. I did a really bad job explaining my method so I'll do it here because it wouldn't really be feasible for one person to go through every hat using a body group with this method.

You'll need a decompiler. Everyone uses Crowbar these days I think. Decompile every class model from the .vpks (you'll need to extract them using GCFScape first). You should end up with a bunch of .smd files. You can use an addon to allow Blender to import these (not sure where to find this anymore because it keeps getting outdated and moving around or something). The SMDs should relate to the base class model, and all the bodygroups. The key to this method is replacing the SMD of the hat that disables a bodygroup, with the SMD of the bodygroup it replaces. Do this by decompiling the hat (make sure to check the .qc file for any problems. Usually the directory path is missing some characters for some reason. Look in GCFScape for the correct directory), and replacing all the SMDs (there'll probably be a few for different LODs. Make sure to replace the LODs with the appropriate bodygroup LODs. They're named lod0, lod1... etc so its pretty straight forward) of the hat with the SMDs of the bodygroup(s) it disables by changing the filenames of the bodygroup SMDs to those of the hat SMDs. Then, recompile the model using Crowbar. For hats with different styles, make sure to replace every SMD. Some hats disable multiple bodygroups. Due to Source engine Nazi Space Wizardry, this is an easy fix. Import the 2 relevant bodygroup models (ie: the models of the 2 bodygroups that are disabled) into Blender, highlight both models by shift clicking (I think), and join them with Ctrl+J. Export the now-single model, and rename it appropriately. Don't worry about textures, somehow the Source engine applies the correct textures for each model, even though they're now just a single model (see aforementioned space wizardry). Just put the new hat files into a VPK like with the normal no-hats-mod. Repeat this process for every hat that disables a bodygroup (vomit).

Feel free to ask for any clarification. It'd be pretty cool if a bunch of people worked on this to get it up to date but it doesn't work half the time for some reason (like, some hats just show up. And not the usual offenders like the Pyro mask) and the fixed hats only use red team textures (this could probably be fixed by editing the .qc file but that fucks with sv_pure so yeah) so it might not be worth the time idk.

Edit: TL;DR: Decompile character model and hat > replace hat SMDs with bodygroup SMDs from character model > check hat .qc file for decompile errors in the file path (happens with my version of Crowbar that I can't be bothered updating) > recompile hat > put new hat files in VPK. Repeat for every hat that disables a bodygroup.

Hi friends, I've tried poking around with ways to solve the headless pyros etc while still removing hats. Here are my findings:

Attaching bodygroup models to the main model in the .qc file: Editing the QC file trips sv_pure 2 up straight away. I don't know anything about preloading but this basically doesn't work.
Joining the character body and bodygroup models together in Blender and recompiling the model: Breaks eyes on the model and crashes the game when joining sv_pure 2 servers 90% of the time (it worked once but when taunting half the parts of the character stretched towards the origin of the map, and the rest were in the complete wrong place so the character became a swirl of body parts. I think this is a problem with decompiling animations because I recall the same thing happening when playing animations in Blender????). Very strange that this doesn't work and I suspect it might be due to decompiling/recompiling character models being super fucky.

So the only option seems to be old method I discussed [url=http://www.teamfortress.tv/post/376515/no-hats-mod#166]here[/url]. I did a really bad job explaining my method so I'll do it here because it wouldn't really be feasible for one person to go through every hat using a body group with this method.

You'll need a decompiler. Everyone uses [url=http://steamcommunity.com/groups/CrowbarTool]Crowbar[/url] these days I think. Decompile every class model from the .vpks (you'll need to extract them using GCFScape first). You should end up with a bunch of .smd files. You can use an addon to allow Blender to import these (not sure where to find this anymore because it keeps getting outdated and moving around or something). The SMDs should relate to the base class model, and all the bodygroups. The key to this method is replacing the SMD of the hat that disables a bodygroup, with the SMD of the bodygroup it replaces. Do this by decompiling the hat (make sure to check the .qc file for any problems. Usually the directory path is missing some characters for some reason. Look in GCFScape for the correct directory), and replacing all the SMDs (there'll probably be a few for different LODs. Make sure to replace the LODs with the appropriate bodygroup LODs. They're named lod0, lod1... etc so its pretty straight forward) of the hat with the SMDs of the bodygroup(s) it disables by changing the filenames of the bodygroup SMDs to those of the hat SMDs. Then, recompile the model using Crowbar. For hats with different styles, make sure to replace every SMD. Some hats disable multiple bodygroups. Due to Source engine Nazi Space Wizardry, this is an easy fix. Import the 2 relevant bodygroup models (ie: the models of the 2 bodygroups that are disabled) into Blender, highlight both models by shift clicking (I think), and join them with Ctrl+J. Export the now-single model, and rename it appropriately. Don't worry about textures, somehow the Source engine applies the correct textures for each model, even though they're now just a single model (see aforementioned space wizardry). Just put the new hat files into a VPK like with the normal no-hats-mod. Repeat this process for every hat that disables a bodygroup (vomit).

Feel free to ask for any clarification. It'd be pretty cool if a bunch of people worked on this to get it up to date but it doesn't work half the time for some reason (like, some hats just show up. And not the usual offenders like the Pyro mask) and the fixed hats only use red team textures (this could probably be fixed by editing the .qc file but that fucks with sv_pure so yeah) so it might not be worth the time idk.

Edit: TL;DR: Decompile character model and hat > replace hat SMDs with bodygroup SMDs from character model > check hat .qc file for decompile errors in the file path (happens with my version of Crowbar that I can't be bothered updating) > recompile hat > put new hat files in VPK. Repeat for every hat that disables a bodygroup.
74
#74
refresh.tf
-1 Frags +

Does anybody have an updated version of the headsfeet?

edit: what i ment was, with more hats removed.

Does anybody have an updated version of the headsfeet?

edit: what i ment was, with more hats removed.
75
#75
-1 Frags +

Latest github update is constantly crashing my tf2.

Latest github update is constantly crashing my tf2.
76
#76
1 Frags +
mbaLatest github update is constantly crashing my tf2.

It doesn't crash for me. Did you accidentally put the .zip file into your custom folder? If so, that'd be your problem. You will need to open that .zip file in either WinRAR or 7Zip. Inside you will find the .vpk file. You will place that inside of your custom folder instead of the .zip file you downloaded from GitHub.

[quote=mba]Latest github update is constantly crashing my tf2.[/quote]
It doesn't crash for me. Did you accidentally put the .zip file into your custom folder? If so, that'd be your problem. You will need to open that .zip file in either WinRAR or 7Zip. Inside you will find the .vpk file. You will place that inside of your custom folder instead of the .zip file you downloaded from GitHub.
77
#77
16 Frags +

I've attempted manually updating the headsfeet version. I don't really feel like constantly updating it, though I might update it sometimes if new hats are added. I'm not 100% sure it works properly, after short testing, no crashes and missing hats spotted (other than head replacement and leg replacement cosmetics, of course). I'm not promising it's perfect though. Download link for interested:
http://puu.sh/w882z/8df877506c.vpk
Last update: 2017-06-02, 01:50 CEST - small update, Shin Shredders are now visible.
Please let me know if I've messed up something else, and if possible tell me the names of the cosmetics that I've forgotten to remove/keep.

Thanks xJeebsx for your instructions and the base No Hats Mod.

I've attempted manually updating the headsfeet version. I don't really feel like constantly updating it, though I might update it sometimes if new hats are added. I'm not 100% sure it works properly, after short testing, no crashes and missing hats spotted (other than head replacement and leg replacement cosmetics, of course). I'm not promising it's perfect though. Download link for interested:
http://puu.sh/w882z/8df877506c.vpk
Last update: 2017-06-02, 01:50 CEST - small update, Shin Shredders are now visible.
Please let me know if I've messed up something else, and if possible tell me the names of the cosmetics that I've forgotten to remove/keep.

Thanks xJeebsx for your instructions and the base No Hats Mod.
78
#78
refresh.tf
2 Frags +
adiI've attempted manually updating the headsfeet version. I don't really feel like constantly updating it, though I might update it sometimes if new hats are added. I'm not 100% sure it works properly, after short testing, no crashes and missing hats spotted (other than head replacement and leg replacement cosmetics, of course). I'm not promising it's perfect though. Download link for interested:
http://puu.sh/w5x8M/ec4ae7d98a.zip

Thanks xJeebsx for your instructions and the base No Hats Mod.

You are a god

[quote=adi]I've attempted manually updating the headsfeet version. I don't really feel like constantly updating it, though I might update it sometimes if new hats are added. I'm not 100% sure it works properly, after short testing, no crashes and missing hats spotted (other than head replacement and leg replacement cosmetics, of course). I'm not promising it's perfect though. Download link for interested:
http://puu.sh/w5x8M/ec4ae7d98a.zip

Thanks xJeebsx for your instructions and the base No Hats Mod.[/quote]

You are a god
79
#79
1 Frags +
adiI've attempted manually updating the headsfeet version. I don't really feel like constantly updating it, though I might update it sometimes if new hats are added. I'm not 100% sure it works properly, after short testing, no crashes and missing hats spotted (other than head replacement and leg replacement cosmetics, of course). I'm not promising it's perfect though. Download link for interested:
http://puu.sh/w5EKI/f044674ca7.zip
Last update: 2017-05-30, 18:30 CEST - small update, removed Bone Dome and some medals I've forgotten to remove.
Please let me know if I've messed up something else

Thanks xJeebsx for your instructions and the base No Hats Mod.

You're doing gods work. I'll take a quick look at it whenever I get the time!

[quote=adi]I've attempted manually updating the headsfeet version. I don't really feel like constantly updating it, though I might update it sometimes if new hats are added. I'm not 100% sure it works properly, after short testing, no crashes and missing hats spotted (other than head replacement and leg replacement cosmetics, of course). I'm not promising it's perfect though. Download link for interested:
http://puu.sh/w5EKI/f044674ca7.zip
Last update: 2017-05-30, 18:30 CEST - small update, removed Bone Dome and some medals I've forgotten to remove.
Please let me know if I've messed up something else

Thanks xJeebsx for your instructions and the base No Hats Mod.[/quote]
You're doing gods work. I'll take a quick look at it whenever I get the time!
80
#80
0 Frags +
adiI've attempted manually updating the headsfeet version. I don't really feel like constantly updating it, though I might update it sometimes if new hats are added. I'm not 100% sure it works properly, after short testing, no crashes and missing hats spotted (other than head replacement and leg replacement cosmetics, of course). I'm not promising it's perfect though. Download link for interested:
http://puu.sh/w882z/8df877506c.vpk
Last update: 2017-06-02, 01:50 CEST - small update, Shin Shredders are now visible.
Please let me know if I've messed up something else, and if possible tell me the names of the cosmetics that I've forgotten to remove/keep.

Thanks xJeebsx for your instructions and the base No Hats Mod.

Thanks a lot.

[quote=adi]I've attempted manually updating the headsfeet version. I don't really feel like constantly updating it, though I might update it sometimes if new hats are added. I'm not 100% sure it works properly, after short testing, no crashes and missing hats spotted (other than head replacement and leg replacement cosmetics, of course). I'm not promising it's perfect though. Download link for interested:
http://puu.sh/w882z/8df877506c.vpk
Last update: 2017-06-02, 01:50 CEST - small update, Shin Shredders are now visible.
Please let me know if I've messed up something else, and if possible tell me the names of the cosmetics that I've forgotten to remove/keep.

Thanks xJeebsx for your instructions and the base No Hats Mod.[/quote]

Thanks a lot.
81
#81
7 Frags +

I have now officially updated the Headsfeet mod and uploaded the download to my GitHub. Check the main thread for the download link along with some information about it.

I have now officially updated the Headsfeet mod and uploaded the download to my GitHub. Check the main thread for the download link along with some information about it.
82
#82
-1 Frags +

Is there a way to allow specific items? Such as the Exquisite Rack on Soldier or the Champ Stamp on Scout?

Is there a way to allow specific items? Such as the Exquisite Rack on Soldier or the Champ Stamp on Scout?
83
#83
1 Frags +
LegendaryRQAIs there a way to allow specific items? Such as the Exquisite Rack on Soldier or the Champ Stamp on Scout?xJeebsxyerbsorry if this has been asked, but how can i remove only certain hats? im assuming i would need a completely different mod for just certain hats?You will need 2 programs. GCFScape to open .vpk files and Notepad++ to open the .vtx files.
What you're going to want to do is go into your tf directory and open a filed called 'tf2_misc_dir.vpk' in GCFScape. This is where all of the hats and HUD stuff is located.
Next you're going to want to drag the root folder to your desktop and delete everything except for the models folder.
Inside of the models folder delete everything except for player, workshop and workshop_partner.
Find the hat that you want removed. I can give you a hand with that if you want. The names of the hats are a little weird and hard to find.
Once you find the hat you want removed, delete everything that doesn't have dx80.vtx or dx90.vtx at the end of it.
Open both of those and delete everything inside then save.
Next navigate to Team Fortress 2/bin and look for vpk.exe..
Drag the root folder from your desktop onto vpk.exe to create a .vpk file.
Place this .vpk file inside of your custom folder like you would with any other custom files.
You should no longer have those particular hats showing in-game.

Links to both programs required:
GCFScape
Notepad++
[quote=LegendaryRQA]Is there a way to allow specific items? Such as the Exquisite Rack on Soldier or the Champ Stamp on Scout?[/quote]

[quote=xJeebsx][quote=yerb]sorry if this has been asked, but how can i remove only certain hats? im assuming i would need a completely different mod for just certain hats?[/quote]
You will need 2 programs. [b]GCFScape[/b] to open .vpk files and [b]Notepad++[/b] to open the .vtx files.
What you're going to want to do is go into your tf directory and open a filed called '[i]tf2_misc_dir.vpk[/i]' in GCFScape. This is where all of the hats and HUD stuff is located.
Next you're going to want to drag the [b]root[/b] folder to your desktop and delete everything except for the [b]models[/b] folder.
Inside of the models folder delete everything except for [b]player, workshop and workshop_partner.[/b]
Find the hat that you want removed. I can give you a hand with that if you want. The names of the hats are a little weird and hard to find.
Once you find the hat you want removed, delete everything that doesn't have [b]dx80.vtx[/b] or [b]dx90.vtx[/b] at the end of it.
Open both of those and delete everything inside then save.
Next navigate to [b]Team Fortress 2/bin[/b] and look for [b]vpk.exe[/b]..
Drag the root folder from your desktop onto vpk.exe to create a .vpk file.
Place this .vpk file inside of your custom folder like you would with any other custom files.
You should no longer have those particular hats showing in-game.

Links to both programs required:
[url=http://nemesis.thewavelength.net/index.php?p=26]GCFScape[/url]
[url=https://notepad-plus-plus.org/download/v7.3.3.html]Notepad++[/url][/quote]
84
#84
-1 Frags +

http://imgur.com/a/T4PUO
Using the new headsfeet version the scout with flip flops has no feet, as well as a strange haircut when wearing the hermes. Soldier also is missing his default helmet.

http://imgur.com/a/T4PUO
Using the new headsfeet version the scout with flip flops has no feet, as well as a strange haircut when wearing the hermes. Soldier also is missing his default helmet.
85
#85
2 Frags +
gloperzhttp://imgur.com/a/T4PUO
Using the new headsfeet version the scout with flip flops has no feet, as well as a strange haircut when wearing the hermes. Soldier also is missing his default helmet.

The feet issue should be fixed now. As for the weird haircut with the Hermes, I have no idea what is causing that and for the Solider missing his default helmet, it's only like that if you're wearing a cosmetic that replaces the Soldier's default helmet. There's nothing I can really do about that, unfortunately.

[quote=gloperz]http://imgur.com/a/T4PUO
Using the new headsfeet version the scout with flip flops has no feet, as well as a strange haircut when wearing the hermes. Soldier also is missing his default helmet.[/quote]
The feet issue should be fixed now. As for the weird haircut with the Hermes, I have no idea what is causing that and for the Solider missing his default helmet, it's only like that if you're wearing a cosmetic that replaces the Soldier's default helmet. There's nothing I can really do about that, unfortunately.
86
#86
1 Frags +

the tyrants helm seems to be allowed for some reason (headsfeet vpk)

[url=http://stuffpoint.com/team-fortress-2-hats/image/193881-team-fortress-2-hats-tyrants-helm.jpg]the tyrants helm[/url] seems to be allowed for some reason (headsfeet vpk)
87
#87
12 Frags +
sagethe tyrants helm seems to be allowed for some reason (headsfeet vpk)

Only on gullywash I believe and it's because it's in the map (in river I think).

Nothing anyone can do about it AFAIK.

[quote=sage][url=http://stuffpoint.com/team-fortress-2-hats/image/193881-team-fortress-2-hats-tyrants-helm.jpg]the tyrants helm[/url] seems to be allowed for some reason (headsfeet vpk)[/quote]

Only on gullywash I believe and it's because it's in the map (in river I think).

Nothing anyone can do about it AFAIK.
88
#88
1 Frags +
Predsagethe tyrants helm seems to be allowed for some reason (headsfeet vpk)
Only on gullywash I believe and it's because it's in the map (in river I think).

Nothing anyone can do about it AFAIK.

You would be correct. Because it appears on that map and only that map (as far as I know), it makes it practically impossible to remove it without modifying the map. Which can't be done either, unfortunately.

[quote=Pred][quote=sage][url=http://stuffpoint.com/team-fortress-2-hats/image/193881-team-fortress-2-hats-tyrants-helm.jpg]the tyrants helm[/url] seems to be allowed for some reason (headsfeet vpk)[/quote]

Only on gullywash I believe and it's because it's in the map (in river I think).

Nothing anyone can do about it AFAIK.[/quote]
You would be correct. Because it appears on that map and only that map (as far as I know), it makes it practically impossible to remove it without modifying the map. Which can't be done either, unfortunately.
89
#89
2 Frags +

I've modified this to remove only some of the edgiest cosmetics (Anger, Bruiser's Bandana, Dead Head)

It does leave some old hats in, like the halloween skulls. (Also slinB

Modding stuff in or out is fairly simple, just extract the vpk, add the text files from the original mod, or delete ones I've added. ID's for most hats can be found here: https://steamcommunity.com/sharedfiles/filedetails/?id=395367659

The regular mod can be found here: https://drive.google.com/open?id=0B67IFi3i2cf_eFJ5SC0waThCa1k

I've also made a smaller one that only blocks decal items to stop decals with swastikas, porn, etc.
Found here: https://drive.google.com/open?id=0B67IFi3i2cf_V1p4MC1DYjJRM0E

I've modified this to remove only some of the edgiest cosmetics (Anger, Bruiser's Bandana, Dead Head)

It does leave some old hats in, like the halloween skulls. (Also slinB

Modding stuff in or out is fairly simple, just extract the vpk, add the text files from the original mod, or delete ones I've added. ID's for most hats can be found here: https://steamcommunity.com/sharedfiles/filedetails/?id=395367659

The regular mod can be found here: https://drive.google.com/open?id=0B67IFi3i2cf_eFJ5SC0waThCa1k

I've also made a smaller one that only blocks decal items to stop decals with swastikas, porn, etc.
Found here: https://drive.google.com/open?id=0B67IFi3i2cf_V1p4MC1DYjJRM0E
90
#90
2 Frags +
xJeebsxI have now officially updated the Headsfeet mod and uploaded the download to my GitHub. Check the main thread for the download link along with some information about it.

That is awesome. Here are some cosmetics I noticed that still cause invisible bodygroups. http://imgur.com/a/WFwRF Thanks for supporting the headsfeet version man. Edit: these are using headsfeet.v.2017.07.07.vpk

[quote=xJeebsx]I have now officially updated the Headsfeet mod and uploaded the download to my GitHub. Check the main thread for the download link along with some information about it.[/quote]
That is awesome. Here are some cosmetics I noticed that still cause invisible bodygroups. http://imgur.com/a/WFwRF Thanks for supporting the headsfeet version man. Edit: these are using headsfeet.v.2017.07.07.vpk
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