Anyone figure out how to fix the mannequins?

Post » Mon Jun 18, 2012 11:34 am

So they don't move around and change position all the time and generally bug your whole house?
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My blood
 
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Post » Sun Jun 17, 2012 9:43 pm

I sorted my problem! Copied the MannequinActivateTrig box in proudspire basemant, got my own XMarkerHeading and default mannequin, linked the X marker and mannequin to each other, then made the trig a parent to the mannequin. I get no movement from doing this, have a go and tell me if you do?
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Gemma Archer
 
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Post » Mon Jun 18, 2012 11:13 am

yeah i have tried it that way, notice how your pose is different from the built in model? it's cause they are moving around and when you enter the house they freeze in position and then return to the default spot. some times they bug right out and an invisible model will continue to walk around the house and bump into you. Its messed right up, especially when you have like 10 or 12 of them in a room at one time, you get 10 invisible models walking around bumping into you it gets pretty annoying, and causes really bad lag. i wonder how the built in ones were made, they don't seem to have as many problems and can hold a position.
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Wayland Neace
 
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Post » Mon Jun 18, 2012 6:32 am

I have 9 mannequins, but I can't say I've noticed any movement. I'll have to check that. I placed a marker in front of them and coc in, so that might be why. I completely agree with you on wondering how the dev ones were made. It's crazy, if nobody can do it, how the hell did they manage it?! Sometimes I wonder wether the CK includes all the same features as the dev version
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Brooks Hardison
 
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Post » Mon Jun 18, 2012 9:02 am

At release, a lot of mannequins moved in the vanilla game, but one of the patches fixed it, but it should work on our mods, too. I noticed that mine moved around the first time I entered my ck house, but remained still after that.

You might also make sure you test the house with a clean save, that is, a save from before you first loaded any version of the plugin. I've gotten weird results testing some things, and I'm guessing it's because some locations and scripts in the save file might be conflicting with the new data in an updated plugin - so, for example, I had books on a shelf spawn in the wrong place until I realized that that wrong place was where the shelf had been in an earlier version of the mod. A clean install can also be made by loading the game without the plugin, saving, and then loading again with the plugin (make sure you're not inside!)
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Milad Hajipour
 
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