Mannequin with predefined inventory

Post » Tue Jun 19, 2012 9:00 am

I want to add a sort of custom-mannequin with preequipt inventory that the player can take from it. But I have some trouble to get the inventory to show up... maybe because the player don′t own them as he enters the house for the first time....

I have duplicated the original mannequin and defined a custom-outfit (Nightingal armor) and four pieces of clothing that should be in the inventory.
Placed the triggers and markers and they work but if I stand too close to the mannequin it says "TALK to" instead of "Activate Mannequin" but I still can access it. Two steps futher away I get the "Activate" message.

But unfortunatley the inventory is always empty. I can place things into it and they show up correct but all predefined things are missing...


I tried to use the default-outfit (NONE) so the clothing in the inventory may show up but they didn′t.
I defined the mannequin as owner of the inventory, the player and some other options but that didn′t help either (think the option Owner NPC: player isn′t the real player...)

If I STRG+F my custom-mannequin to the vanilla-one it works like every other vanila-mannequin I′ve placed.


Maybe I should use a container instead of a mannequin but how to I tell a "dead body" to stand in a certain pose?
And I would like to keep the mannequin functionality as well...

Any tips?
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Zach Hunter
 
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Post » Tue Jun 19, 2012 8:26 am

Mannequin can only receive amor pieces. If you want your mannequin to show some armor/outfit piece, drop the armor in the editor. Edit your armor, link ref to the mannequin without keyword, go to the script tab and add "DefaultAddToLinkonLoadSCRIPT" script on the armor.

When your cell will load, the mannequin will equip your armor.

Be aware that if your cell doesn't have an encounter zone with "never resets" checked, the mannequin could be nvde when your cells resets, but it's always in his inventory.
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Cat
 
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Post » Tue Jun 19, 2012 3:54 am

Hmmm, okay, but the items I want to use IS armor (nightingale armor)...
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Beth Belcher
 
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Post » Tue Jun 19, 2012 6:21 pm

I just solved on issue myself.... I forgot to activate the "playable"-box for my new armor - now the items in the inventory show up as expected.... silly me!

Why the mannequin gets the "Talk" option is still to solve.... checked the triggers and markers, no dirty edit...
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latrina
 
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Post » Tue Jun 19, 2012 10:11 am

Why the mannequin gets the "Talk" option is still to solve.... checked the triggers and markers, no dirty edit...

Dont give it a name and the talk option turns into the proper open mannequin one.
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Chloe Botham
 
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Post » Tue Jun 19, 2012 5:13 pm

You mean no other name than mannequin, right?
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Alan Cutler
 
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Post » Tue Jun 19, 2012 3:55 pm

Nothing in the name field at all, I think the open mannequin message comes from the activator.
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gemma
 
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Post » Tue Jun 19, 2012 3:01 pm

Yep, just tried and realized, the vanilla has no name at all...
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Danielle Brown
 
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Post » Tue Jun 19, 2012 2:06 am

Okay, the "Talk" option has gone but leaves me with the fact I can′t get rid of the word "Mannequin"... would have prefred "Activate Statue"

anyway... @ Barney: big thx for the tip!
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SUck MYdIck
 
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Post » Tue Jun 19, 2012 10:26 am

The 'MannequinActivateTrig' has the name of Mannequin on it. Make a copy of it, give it the name statue, and 'search & replace' the mannequin trigger with your new trigger.
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Lalla Vu
 
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Post » Tue Jun 19, 2012 3:07 pm

The 'MannequinActivateTrig' has the name of Mannequin on it. Make a copy of it, give it the name statue, and 'search & replace' the mannequin trigger with your new trigger.

Cool man! Will try this! THX!
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Rach B
 
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