MannequinActivationTrig missing Tab: "Primitive"

Post » Mon Jun 18, 2012 3:27 am

Hi all,

I have a serious problem adding useable Mannequins to my house. I looked at those Mannequins in the Player Houses in Riften and Markarth to get an idea how this works.
But when i try to rebuild this in my own cell, the "MannequinActiviationTrig" object is missing one important tab: the "Primitive" tab, where i can define a boundingbox
within which the user can use/interact the trigger/mannequin.

Any idea what i am doing wrong?
(i already linked/refed the trigger with the mannequin as well as with an XMarkerHeading just like in the "working examples" in the other houses).


€dit:
here is a screenshot showing how it looks like in my cell (left window) and how it SHOULD look like (right window).
i have no idea why they "behave" different oO.
left window is in my cell, right window is in the riften honeyside cell....

For some reasons i am not allowed to post links? So i cant link to a screenshot showing the issue...
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Alba Casas
 
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Post » Mon Jun 18, 2012 2:42 pm

Our is there a way to dublicate/copy & paste a working mannequin from one cell to another cell?
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Shelby Huffman
 
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Post » Mon Jun 18, 2012 3:06 am

Maybe this helps, it was just posted by ElijahHouck at the wiki: http://www.creationkit.com/Creating_a_Mannequin
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Heather beauchamp
 
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Post » Mon Jun 18, 2012 1:23 pm

ahh thx man! that did the trick.
my mistake was, that i just drag and drop the trigger in the render view as i do with all the other objects... that leads to the primitiv tab not showing up.
using the "Create Trigger" button from the guide adds that tab to the edit options of the trigger (how stupid is that?!).

so i can go on with my mod now, thanks a lot again!
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Amy Smith
 
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