Creating new mannequins?

Post » Sun Jun 17, 2012 6:02 pm

Upon trying to copy the setup used by mannequins in other player-owned houses, ive been completely unable to get it to work. The only major thing ive noticed that differs from the existing setups is that when i create a new 'MannequinActivateTrig' activator, when i go to edit it's properties, it doesn't have a 'primitive' tab. Without that it doesnt seem i can set a "player activated" flag.

Anyone know what i may be doing wrong or if theres some other way to assign something with a box primitive?
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u gone see
 
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Post » Mon Jun 18, 2012 1:01 am

Why not just copy an existing one from one of the player homes?

I simply made a new copy of the mannequin from the Actors list.

Copied all 4 objects from a player home.
1. XMarkerHeading linked to the Mannequin.
2. NobleTableRound01 from the static folder to stand on.
3. PlayerHouseMannequin which is an Actor and linked to the XMarkerHeading.
4. MannequinActivateTrig which is an activator. Not sure how its linked to the mannequin yet, but if you copy from a player house its setup correctly already.

You then click an object and press '1' twice to make it 'invisible' so you can select objects below it. Do this until you can select the PlayerHouseMannequin. Select it.
On the toolbar, use the >Edit >Search & Replace... feature to change that mannequin to the one you created.

It works for me.
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Kim Bradley
 
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Post » Sun Jun 17, 2012 11:46 am

Why not just copy an existing one from one of the player homes?

I simply made a new copy of the mannequin from the Actors list.

Copied all 4 objects from a player home.
1. XMarkerHeading linked to the Mannequin.
2. NobleTableRound01 from the static folder to stand on.
3. PlayerHouseMannequin which is an Actor and linked to the XMarkerHeading.
4. MannequinActivateTrig which is an activator. Not sure how its linked to the mannequin yet, but if you copy from a player house its setup correctly already.

You then click an object and press '1' twice to make it 'invisible' so you can select objects below it. Do this until you can select the PlayerHouseMannequin. Select it.
On the toolbar, use the >Edit >Search & Replace... feature to change that mannequin to the one you created.

It works for me.


Fair enough on copying, still seems odd that creating a new reference of the trigger doesnt maintain the same tab structure as pre-existing ones though. Thanks :)
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Kelvin Diaz
 
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Post » Sun Jun 17, 2012 10:01 pm

I've followed these steps in making a Mannequin and all seems to be working correctly, save for the fact that the body displays armors and clothing as female.

I was able to remedy this with a simple "sixChange" console command, though it shrunk the mannequin to the average female height.

Any guesses on how this occured and how I might stop it from happening when adding more mannequins?
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Nick Swan
 
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