Finally figured out how to permanently disable mannequin mov

Post » Tue Jun 19, 2012 3:32 pm

i wrote a script that basically "resets" all mannequins so that they always spawn in their default positions using the game's default pose (no more creepy mid action random poses)


i have a total of 6 mannequins, and all of them are enable-parented to an xmarker

i made each of them have a chest to temporarily store the armor they have equipped. these chests ARE NOT enable-parented to anything, just hide them out of view like you would a merchant.


i created a trigger box that covers the whole room, leaving enough room to register a trigger enter and a trigger leave event, and attached the following script:

Scriptname XMarkerLoad extends ObjectReferenceObjectReference Property MannequinLoad  Auto;this is your xmarkerObjectReference Property Chest1  AutoObjectReference Property Chest2  AutoObjectReference Property Chest3  AutoObjectReference Property Chest4  AutoObjectReference Property Chest5  AutoObjectReference Property Chest6  AutoActor Property Mannequin1  AutoActor Property Mannequin2  AutoActor Property Mannequin3  AutoActor Property Mannequin4  AutoActor Property Mannequin5  AutoActor Property Mannequin6  AutoEvent OnTriggerEnter(ObjectReference akActionRef)MannequinLoad.Enable()Utility.Wait(0.1)Chest1.RemoveAllItems(Mannequin1)Chest2.RemoveAllItems(Mannequin2)Chest3.RemoveAllItems(Mannequin3)Chest4.RemoveAllItems(Mannequin4)Chest5.RemoveAllItems(Mannequin5)Chest6.RemoveAllItems(Mannequin6)RegisterForSleep()EndEventEvent OnTriggerLeave(ObjectReference akActionRef)Mannequin1.RemoveAllItems(Chest1)Mannequin2.RemoveAllItems(Chest2)Mannequin3.RemoveAllItems(Chest3)Mannequin4.RemoveAllItems(Chest4)Mannequin5.RemoveAllItems(Chest5)Mannequin6.RemoveAllItems(Chest6)Utility.Wait(0.1)MannequinLoad.Disable()UnregisterForSleep()EndEventEvent OnSleepStop(bool abInterrupted)Mannequin1.RemoveAllItems(Chest1)Mannequin2.RemoveAllItems(Chest2)Mannequin3.RemoveAllItems(Chest3)Mannequin4.RemoveAllItems(Chest4)Mannequin5.RemoveAllItems(Chest5)Mannequin6.RemoveAllItems(Chest6)Utility.Wait(0.1)MannequinLoad.Disable()Utility.Wait(1)MannequinLoad.Enable()Utility.Wait(0.1)Chest1.RemoveAllItems(Mannequin1)Chest2.RemoveAllItems(Mannequin2)Chest3.RemoveAllItems(Mannequin3)Chest4.RemoveAllItems(Mannequin4)Chest5.RemoveAllItems(Mannequin5)Chest6.RemoveAllItems(Mannequin6)EndEvent


Note, that i also incorporated sleeping into this script because my mannequins have an unhealthy obsession with sneaking around while im sleeping in the same cell as them. make sure that the bed is fully encased by the trigger box.



how it works: the script uses the trigger box to disable/enable the mannequins. each time the mannequins are enabled, they "respawn" and everything is reset, including their inventory which is why you need the chests and item transfer.
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Cagla Cali
 
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Post » Tue Jun 19, 2012 3:15 pm

Curious before you did this, did you try navmeshing under the mannequins? This stopped them wandering for me...

And there is this: http://skyrim.nexusmods.com/downloads/file.php?id=10652
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Felix Walde
 
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Post » Tue Jun 19, 2012 2:04 pm

navmeshing doesnt help with awkward poses though
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rheanna bruining
 
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Post » Tue Jun 19, 2012 10:33 am

When you are testing your cells are you saving outside and then entering the cell with the mannequins being tested? Or are you loading the save inside the cell being edited?

The only time I've seen awkward poses is when loading a save inside of a cell I just edited in the CK.
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Soku Nyorah
 
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Post » Tue Jun 19, 2012 7:54 pm

i test by COC'ing the neighboring cell then go in. i usually dont load a save for testing this kind of thing because it is so easy to corrupt your test integrity using saves.

most of the time mannequins are ok when i first walk in, then they go haywire if i sleep in the same cell. regardless, i have never seen a mannequin stay in its default t-pose without forcing them to like this script does. at best, the mannequin stays in a relaxed arm pose (which IMO is a sign of something wrong, even if in itself does not appear to be that bad, it's obviously still "alive")
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naome duncan
 
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Post » Tue Jun 19, 2012 11:49 pm

I prefer to let my mannequins roam the house, that way it keeps the armor nice and warm...
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JERMAINE VIDAURRI
 
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Post » Tue Jun 19, 2012 11:37 pm

Thanks so much for this! it's been driving me mad
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Big Homie
 
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Post » Tue Jun 19, 2012 9:52 pm

I have 20 mannequins in a dungeon and none of them move around.

Did you give your mannequins the MannequinStay AI package?
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kasia
 
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Post » Tue Jun 19, 2012 7:30 pm

@Amethyst Can you elaborate some more? I still get them wandering around on the initial cell load, but once I enter, leave and re-enter the trigger area they're fine. It also seems to have something to do with their inventory being empty or not.
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Sista Sila
 
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Post » Tue Jun 19, 2012 2:20 pm

make sure that when you enter the room, there is enough room that you are not already standing inside the trigger box

it works best of you have the trigger so that you activate it immediately by walking into it on your first step into the room, and the trigger should cover the entire interior, but not touching any of the doorway teleporters so that it can run the OnTriggerLeave part of the script
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April D. F
 
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Post » Tue Jun 19, 2012 8:31 pm

Isn't this solved by converting to esm - which we have to do anyway because of Navmesh bug?
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Jessica Nash
 
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Post » Tue Jun 19, 2012 11:25 pm

I'm unsure, how do you convert to ESM? I think Amethyst's script may not be initially working for me because I hadn't yet navmeshed under the Mannequins, But certainly in the long run, it keeps the bastards more stable.
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chloe hampson
 
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Post » Tue Jun 19, 2012 1:36 pm

For converting to esm, download TESVSnip: http://skyrim.nexusmods.com/downloads/file.php?id=5064

At least that's the best tool I've found for the job.

You'll want to convert to esm if you have any kind of customized Navmesh - regardless of the mannequin issue.

My personal policy is don't use a script if you don't have to.
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Jacob Phillips
 
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Post » Tue Jun 19, 2012 6:39 pm

hear you on the scripting :P Thanks for headsup about esms, I knew about the navmesh bug, didnt know there was a soloution
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Cccurly
 
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