Been meaning to do this for a while, as always shoutout to Tricky_X, Hrbls, macassar, Jeebs, and JarateKing for starting the project and keeping it going. Will try to maintain for a while. Previous threads for reference.
DL Link for No Hats Mod (gets rid of all cosmetics):
https://drive.google.com/file/d/1EOrpjLMjItNeIN4_nimqZ3cepHRKUo7h/view?usp=sharing
DL Link for HeadsFeet (leaves in certain cosmetics to avoid invisible demo/scout feet and pyro heads):
https://files.catbox.moe/hd2k5u.vpk
If you are bothered by the stock hats being removed sometimes with HeadsFeet, I highly encourage you to checkout the no-hats-bgum vpk maintained by Fedora31. The github repo is here!
To install, place the vpk of choice into your tf/custom folder. Note that each vpk is standalone, and No Hats Mod overrides HeadsFeet. If you're using HeadsFeet, make sure that you have no other copies of No Hats Mod lying around in your custom folder (they may be embedded into other vpks such as CleanTF2).
FAQ:
Does this work on any TF2 server?
Show Content
Yes, including sv_pure 2.
I noticed a cosmetic appearing even though I'm using No Hats/I noticed invisible heads and feet despite using HeadsFeet? What do I do?
Show Content
Assuming the vpk is installed correctly, this can be one of two things.
1. Some hats are tied to the map file. An example is the Tyrant's Helm on Gullywash. Nothing I can really do about that, it will always appear.
2. This is the result of an error on my part. Feel free to post in this thread if you notice something like that. If you could find out the cosmetic in question that would be very helpful.
How come sometimes the default hats are removed?
Show Content
The default hats being removed is just a side effect unfortunately of how the hat removal actually works. Whether or not the default hat gets removed is dependent on the hat itself. If this bothers you check out the nohats-bgum vpk linked above
How come sometimes unusual effects disappear?
Show Content
How nohats interacts with unusual effects is as far as I'm concerned one of the great mysteries of the world, there's nothing I can do about it at this point in time.
Some of my taunts look weird and the textures won't load!
Show Content
Textures used for custom taunts are stored along with the hats. Valve originally organized them in a separate folder which is not included in the mod but at one point just gave up I assume? And now they're mixed with the others. Too much effort to locate them and delete the files associated (sorry).
Is there any way of customizing what hats I can see?
Show Content
Yes, although it does require a slight bit of work. Here's a step by step guide.
1. Download
GCFScape and use it to extract the contents of the NoHatsMod vpk.
2. Within the extracted vpk are sets of .vtx files organized in a specific way. Each cosmetic in the game (usually) has 2 vtx files associated with it (for dxlevel 80 and 90). In order to let you see a cosmetic in game, you want to
delete the vtx files it's associated with. After doing so, you can navigate over to common/Team Fortress 2/bin and drop the root folder onto vpk.exe to create a vpk.
Unfortunately the process of finding the vtx files associated to a particular cosmetic is easier said then done. The vtx file names are oftentimes not the same as the name of the cosmetic, its organization within the directory is oftentimes obtuse and counterintuitive, sometimes there's duplicates of the item etc. For most cosmetics it should be ok.
Here is a very useful guide that identifies the file name of many cosmetics, although it is not 100% up to date. You can also consult the item schema directly from /tf/scripts/items/items_game.txt
How many unique cosmetics are in the game at this point?
Show Content
Somewhere between 2500 and 2800 unique cosmetics as of 07/02/2020