Summary of what I'm trying to do:
So for Fallout New Vegas since there wasn't mannequins like Skyrim has I went ahead and made my own custom npcs to serve as mannequins and gave them scripts that brought up a menu with options to press to change their race/gender and whether they were in active / passive modes.
What I'm trying to do for Skyrim is since mannequins and functionality already exists. I've made different races and made their properties identical to the default mannequin so they function the same. I want to add a button that will be have Linked Ref to each mannequin and when pushed will run its own script to change the race of the mannequin (for now, maybe later for gender too). Basically by figuring out which one is enabled then enabling another, transfer items, then disable the previous one.
I've already created new npcs of each race to serve as mannequins, and made a new activator button that I want to use.
Questions:
- In my script for my button. I want to set it up so I can GetLinkedRef() each mannequin linked to it and assign them to their own reference variables to be used in the script. Will I need to create a variable that references the button itself? How do I do that?
I currently have this in mind but haven't tried it: (not sure if its correct or not)
Scriptname XeonHouseButton extends ObjectReference ObjectReference Property buttonRef Auto
Or can I simply call GetLinkedRef by itself... figuring since the script is on the button it will know to get linked references on that button? - How does "keyword" for GetLinkedRef(keyword) work? Does it look for matches in the Editor IDs? Like since I made different races could I put "nord" as keyword and it will return the nord linked reference?
Like this..?
ObjectReference nordFem = GetLinkedReF(NordFem1) ObjectReference nordMale = GetLinkedReF(NordMale1) ObjectReference impFem = GetLinkedReF(ImpFem1) ObjectReference impMale = GetLinkedReF(ImpMale1)
- How do menus work now? In Fallout:NV you made the message with the options, then in the script you called the message and then used "GetButtonPressed" to determine which option was chosen and I don't see a "GetButtonPressed" in the functions on the creation kit wiki. (This might be if I want to give the button a menu on activation later on.)
- What kind of scripting causes "save game bloat" because I certainly don't want my little home mod to cause it.
I just like to add little dynamic customization options.

Thanks in advance for anyone offering help on what to do.
