Perhaps the overlay could be added as an
UI element. That way you could just use a quest script to check which helm is equipped and us
FOSE's http://fose.silverlock.org/fose_command_doc.html#SetUIString to change the path in order to swap between different overlays.
Cipscis
Good idea. Alternatively, the UI can use a texture array too. Say if you have multiple helmet graphics, simply make a var to hold helmet type, and set that using FOSE. This is how the grenade icon works in FWE5:
...<_fn_1> Interface\Icons\pipboyimages\FWE\GrenFrag.dds </_fn_1><_fn_2> Interface\Icons\pipboyimages\FWE\GrenPulse.dds </_fn_2><_fn_3> Interface\Icons\pipboyimages\FWE\GrenPlasma.dds </_fn_3><_fn_4> Interface\Icons\pipboyimages\FWE\GrenNuka.dds </_fn_4><_fn_5> Interface\Icons\pipboyimages\FWE\GrenMolotov.dds </_fn_5><_fn_6> Interface\Icons\pipboyimages\FWE\GrenCryo.dds </_fn_6><_fn_7> Interface\Icons\pipboyimages\FWE\GrenMisc.dds </_fn_7><filename> <copy src=http://forums.bethsoft.com/index.php?/topic/1069757-req-helm-pov-covers/"io()" trait="_FWE_Grentype" /> <copy src="me()" trait="_fn_" /></filename>...
FWE simply sets the _FWE_Grentype var (1-7), and the UI uses the appropriate icon from the list.
I'd be happy to include something like this in DUI. Should be easy enough to make for vanilla too.
edit: For completeness sake, I should mention it's actually 0-7. 0 = no grenades/icon.