promotional bannermobile promotional banner

Party Hats

Adds nine party hats: Black, Blue, Golden, Green, Purple, Rainbow, Red, White and Yellow. Craft them at the Crafting Table in their own Party Hats section, open from the start, with the Chef's Hat recipe. Needs Cosmetic Kit, RuneSchema and UE4SS.
0-thumb.jpg

0-thumb.jpg

6-lineup.jpg

6-lineup.jpg

5-crafting-table.jpg

5-crafting-table.jpg

1-blue-front.jpg

1-blue-front.jpg

2-red-three-quarter.jpg

2-red-three-quarter.jpg

Description

Nine party hats you can craft and wear

Adds nine new party hats to the Crafting Table. You can make them from the start and wear them like any helmet.

Needs UE4SS, RuneSchema, Cosmetic Kit and Party Hats (RuneSchema items), the second half of this mod.


All nine colors

The party hat is the RuneScape item everyone knows, and Dragonwilds doesn't have one. So I made some.

There's an older mod that turns the Chef's Hat into a party hat. This one works a different way: it adds nine new items, each its own hat, so you can pick a color and your Chef's Hat stays as it is.

Why two projects?

The mod has two halves. This project has the hat model, the textures and the pack file that tells Cosmetic Kit which hat goes with which item. The items, their stats and the Crafting Table recipes are added through RuneSchema, and CurseForge keeps RuneSchema files in their own section, so that half is a separate project: Party Hats (RuneSchema items). You need both.

Coming from 1.x on Nexus Mods?

From 2.0.0 the hats are drawn by Cosmetic Kit, so install that first, then this. Same hats, same recipes, same look, and the hats on your character and in your chests stay: the item files are the same as 1.1.0. The fit settings that were in the mod's config.txt are now the Fit sliders in Cosmetic Kit (see Settings). The pak goes in the same Content/Paks/~mods/PartyHat folder 1.x used, so there's nothing to delete.

What it does

  • Nine new hats: Black, Blue, Golden, Green, Purple, Rainbow, Red, White and Yellow. Each one is its own item with its own inventory icon.
  • Made at the Crafting Table: they have their own "Party Hats" section there.
  • Open from the start: each hat costs 10 Wool Cloth, 6 Coarse Thread and 4 Wool Thread, the same recipe as the Chef's Hat. The Chef's Hat needs the Cooking 40 perk "Yes, chef!" first. The party hats don't need anything.
  • Wear it like any helmet: it goes in the head slot, and your hair stays on. The crown fits over your hairstyle.
  • Same stats as the Chef's Hat: a basic head item with +1 melee, ranged and magic defense, weight 2.0. You wear it for the look, not the armor.
  • The look: a felt crown in the style of the Wise Old Man's hat, sitting snug above your brows. On the biggest, bushiest hairstyles it sits on top of the hair instead, and ponytails, buns and dreadlocks come out the back. Golden has a metallic gold finish.
  • It stays on: save, quit, load back in, and you're still wearing it.

Crafting them


Their own Party Hats section at the Crafting Table

Open the Crafting Table and scroll to the "Party Hats" section. All nine are there. They're not in the Head section.

A closer look


Blue, from the front


Red, from the side


Golden has a metallic gold finish

Settings

This mod has no settings of its own. If the hat sits a bit off on your character, use Cosmetic Kit's Fit sliders in Mod Menu (Esc > MODS > Cosmetic Kit), or config.txt in the CosmeticKit folder.

  • Up: 0 cm (-10 to 10). Moves the hat up or down your head.
  • Forward: 0 cm (-10 to 10). Moves the hat toward your face.
  • Side: 0 cm (-10 to 10). Moves it left or right.
  • Tilt: 0 degrees (-45 to 45). Leans the hat back, or forward.
  • Size: 1.0x (0.5 to 2). Makes the hat bigger or smaller.
  • Reset fit: puts it back where it started.


Cosmetic Kit's page in Mod Menu with Up set to 5 cm, and the Red hat sitting 5 cm higher

The sliders move the hat while you watch, and 0 means where 1.x put it by default. The crown always fits your hairstyle. The same fit applies to every hat and mask you wear, and Show cosmetics in Cosmetic Kit turns them all off and on.

Install

  1. Install UE4SS for RSDragonwilds. RuneSchema needs the UE4SS 3.0.1 "latest" build (f6d5f942), and that's the one I tested with.
  2. Install RuneSchema (link at the bottom of this page), version 0.8.0 or newer. That's the version I tested 2.0.0 with.
  3. Install Cosmetic Kit. Coming from 1.x? Install Cosmetic Kit first, then this.
  4. Extract this project's zip into your game folder (the one that has RSDragonwilds inside). It puts two folders in place:
    • PartyHats into RSDragonwilds/Binaries/Win64/ue4ss/Mods/. It holds the script, enabled.txt and the pack file cosmetics.txt that Cosmetic Kit reads.
    • the pak PartyHat folder into RSDragonwilds/Content/Paks/~mods/
  5. Extract the zip from Party Hats (RuneSchema items) into RSDragonwilds/Binaries/Win64/ue4ss/Mods/RuneSchema/mods/. It holds one PartyHats folder.

Installing by hand over 1.x is fine: the new files replace the old script, and the pak goes back in the folder it came from. An old config.txt left in the PartyHats folder isn't read any more, so you can delete it.

On Game Pass: use the BE version of UE4SS with the SCO signature, the normal build does not load there. Game Pass also installs the game under Binaries/WinGDK/ instead of Binaries/Win64/, so the two Binaries folders go under RSDragonwilds/Binaries/WinGDK/. If you install with Vortex, check that is where they ended up.

To uninstall, delete all three folders. If RuneSchema stays installed, its save cleanup removes the party hats from your character the next time you load it, and putting the mod back won't bring them back.

Good to know

  • Your Chef's Hat stays as it is. The party hats are new items next to it.
  • Both projects are needed, plus Cosmetic Kit. This one has the hat model, textures and the pack file that tells Cosmetic Kit which hat goes with which item. The items project adds the items and recipes through RuneSchema.
  • The pack file is cosmetics.txt here. On Nexus Mods it's cosmetics.json; CurseForge doesn't take .json files in this section, so it's named cosmetics.txt in this zip. Cosmetic Kit reads it under either name.
  • Same files I tested. The two CurseForge projects hold the same files as the version I tested, split in two. Once both are extracted, every file sits where it did in my test.
  • No hat showing? UE4SS.log says [PartyHats] 2.0.0: Cosmetic Kit is NOT installed when Cosmetic Kit is missing. When all is well it says [PartyHats] 2.0.0: drawn by Cosmetic Kit from cosmetics.json (the line reads the same whichever name the pack file has).
  • Two hats at once? An old 1.x script is still there. Install this over it.
  • Single player only, so far. I haven't tried it in co-op.
  • Credits: RuneSchema by the RSDW Modding Community (jonesing4space), which adds the items and recipes, and UE4SS.

What I tested

Tested on RuneScape: Dragonwilds 1.0.1 (Steam) with UE4SS 3.0.1 latest (f6d5f942) and RuneSchema 0.8.0.0, single player, on a throwaway character. 2.0.0 with Cosmetic Kit 1.0.0: all 15 cosmetics (these nine hats and the six Hallowe'en Masks) loading with 0 errors, wearing Red (one hat, hair kept), swapping to a mask, taking it off, the Fit values moving the hat, Reset fit, Write fit to a file, and Show cosmetics off and on. I set those Fit and Show values through Mod Menu's settings with a test script, not by clicking with a mouse. With Cosmetic Kit removed, the hat doesn't draw and UE4SS.log shows the "NOT installed" line. The 1.x versions were tested earlier, on RuneSchema 0.7.6.8 with mouse and keyboard: crafting Blue, Red and Golden at the Crafting Table, wearing all nine colors, swapping hats, taking one off, and saving and reloading with a hat on; 1.1.0 also hair staying on and the crown's fit, with long hair, a ponytail and two of the bushiest styles. Not tested yet: co-op, a controller, Game Pass, installing through Vortex, and what happens to a character wearing the hats when you uninstall.

Links

Party Hats Team

profile avatar
  • 3
    Followers
  • 66
    Projects
  • 22.3K
    Downloads

More from maxxfilthView all

  • Custom Map Markers project image

    Custom Map Markers

    Give each map marker you place one of 30 icons that ship with the game and one of 8 colors. R and T on the map, or stick clicks on a controller. Optional: raise the 99 marker limit up to 1000 (over 99, the character only loads while the mod is installed).

    • 1
    • November 3, 2026
  • Camera Offsets project image

    Camera Offsets

    Set the third-person camera's distance, left/right, height and look-at height in Mod Menu, with its own set near large enemies and while riding.

    • 1
    • November 2, 2026
  • Builder's Plans project image

    Builder's Plans

    Save, share and place whole buildings. Capture any build you made and put it down again anywhere, or pick one of 32 ready-made blueprints, including 11 inspired by RuneScape classics.

    • 143
    • November 2, 2026
  • Dev Menu Revived - Jagex's Own Debug Menu project image

    Dev Menu Revived - Jagex's Own Debug Menu

    Jagex's 31-page developer menu is still in the game, but every button does nothing. This opens it from the pause menu and puts real code behind the rows it can: time of day, teleport to 216 places, spawn creatures, give items and more. Solo or host only.

    • 180
    • November 2, 2026
  • Custom Map Markers project image

    Custom Map Markers

    Give each map marker you place one of 30 icons that ship with the game and one of 8 colors. R and T on the map, or stick clicks on a controller. Optional: raise the 99 marker limit up to 1000 (over 99, the character only loads while the mod is installed).

    • 1
    • November 3, 2026
  • Camera Offsets project image

    Camera Offsets

    Set the third-person camera's distance, left/right, height and look-at height in Mod Menu, with its own set near large enemies and while riding.

    • 1
    • November 2, 2026
  • Builder's Plans project image

    Builder's Plans

    Save, share and place whole buildings. Capture any build you made and put it down again anywhere, or pick one of 32 ready-made blueprints, including 11 inspired by RuneScape classics.

    • 143
    • November 2, 2026
  • Dev Menu Revived - Jagex's Own Debug Menu project image

    Dev Menu Revived - Jagex's Own Debug Menu

    Jagex's 31-page developer menu is still in the game, but every button does nothing. This opens it from the pause menu and puts real code behind the rows it can: time of day, teleport to 216 places, spawn creatures, give items and more. Solo or host only.

    • 180
    • November 2, 2026