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nohats mod edit?
posted in Customization
1
#1
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anyone know a way to edit the nohats mod so that it removes just hats and not cosmetics? i know it seems pointless but

http://forums.steampowered.com/forums/showthread.php?t=2041907

anyone know a way to edit the nohats mod so that it removes just hats and not cosmetics? i know it seems pointless but

http://forums.steampowered.com/forums/showthread.php?t=2041907
2
#2
4 Frags +
oxocuboidMaking 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.

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.

This is the best documentation on editing my mod (Insert oxo cuboid shoutout here). You would need to follow the steps above and remove every file for cosmetics you want to show. Best of luck as it will be long and tedious to do.

edit - Additionally that steam forum page is pretty dead. The newest and updated version is here - http://teamfortress.tv/thread/16179/no-hats-mod

[quote=oxocuboid]
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.

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.[/quote]

This is the best documentation on editing my mod (Insert oxo cuboid shoutout here). You would need to follow the steps above and remove every file for cosmetics you want to show. Best of luck as it will be long and tedious to do.

edit - Additionally that steam forum page is pretty dead. The newest and updated version is here - http://teamfortress.tv/thread/16179/no-hats-mod
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