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But now that the Mannequins have got everything they require, the taste of freedom, afforded by their strike tactics no doubt, has them walking the halls every time the player is looking the other way. Only, one player wasn't so predictable.
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[img]http://realmeleven.net/CAUGHT_MannequinMonkeyBusiness.png[/img]
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Behold! The face of deception. Notice the furtive glance as if he knew that was the direction the screenshot would come from if the player just happened to walk into the cell at that very moment. Once we only imagined those devilish dummies were conniving behind our back, moving themselves into subtlely different positions to convince us all that we are going stark raving mad. But now we know. They're plotting to take over, hmm, plotting to replace us. No doubt they toss babies in the air and catch them on their bayonets too; when we are not watching.
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Or maybe the little darlin's are ticked off because I've stuck too many of them in a cell. If they're not careful, they might wind up on the lower level where their antics will never be noticed. The time to act is now - oops, that'd be my problem, not yours - but short of sending in some pyromaniacs to break the strike once and for all, I am open to suggestions.
I've set the little darlin's up with their activation boxes (and activate parent entry made) as well as xmarkerheading with link and the navmesh extended beneath their little feet - just like the player house in Markarth. In spite of this, they wander, they even gesture and, presumably, they talk - just not when my avatar is around. If I was a companion NPC, I'd be totally creeped out. As I am developing this plug-in I am having very great difficulty keeping a straight face, for I am sorely tempted to release the plug-in with wandering mannequins doing what, I am sure, we have all seen in one comedy sketch or another.
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But there remains a fairly serious question of how to turn this potentially hilarious behaviour on or off. Perhaps it does not help that there are 36 of them in the same cell - but I think that is, perhaps, better than having 72 in the same cell. I have, since, redistributed the interior space across three cells and I am considering moving the mischievous mannequins into a cell where the mannequin monkey business won't intrude so much on the player's use of the plug-in. Some of them have the tendency to wander, and some have less of a tendency. I am considering making a controlled placement to find out whether the order of placement has anything to do with the price of slaughterfish, and whether it really is overpopulation which is causing the problem - in which case it would boil down to performance or, possibly, a resource management problem. The other possibility is that I did something inadvertently, during placement, and now the little brush-golems are restless.
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Either way, I'd be interested in any suggestions and I will also get back, on this thread, with the results of my proposed experiment...
