Difference between revisions of "Talk:Creating a Mannequin"

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imported>Kkalex
(Created page with "Sorry for the grammar, english is not my mother tongue. But i'm sure someone will correct this article for me. Thanks --~~~~")
 
imported>Sulhir
m (QA = intentionally making my life harder doing things the way they weren't designed to be done!)
 
(9 intermediate revisions by 8 users not shown)
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Sorry for the grammar, english is not my mother tongue. But i'm sure someone will correct this article for me. Thanks --[[User:Kkalex|Kkalex]] 12:42, 10 February 2012 (EST)
Sorry for the grammar, english is not my mother tongue. But i'm sure someone will correct this article for me. Thanks --[[User:Kkalex|Kkalex]] 12:42, 10 February 2012 (EST)
:: I went ahead and corrected some grammar mistakes and improved the organization of the article. Very well written tutorial, though!
:: --[[User:ElijahHouck|ElijahHouck]] 13:12, 10 February 2012 (EST)
::: Thank you --[[User:Kkalex|Kkalex]] 23:08, 10 February 2012 (EST)
Thanks for this; I was literally just about to make this page (but it wouldn't have been near as good)  &mdash; [[User:Dwarduk|''<span style="font-family: 'Calibri', Sans-Serif;">dwarduk</span>'']] ([[User_talk:Dwarduk|T]]/[[Special:Contributions/Dwarduk|C]]) 11:08, 12 February 2012 (EST)
I am trying to fix living mannequins, frozen in strange positions. After a few hours of testing I have found the following.
:: - The rootcause is in the mannequin script - in onCellLoad() part
:: - There are some functions which are completly out of my understanding, so I hope someone here can help.
Original script source code (some not active parts removed):
EVENT OnCellLoad()
:: ;Trace("DARYL - " + self + " Waiting a bit because it's the only way to get code to run in OnCellLoad it seems")
:: wait(0.25)  ; This is clear. From my tests it seems it can be removed
:: ;Trace("DARYL - " + self + " Calling EquipCurrentArmor() Function")
:: EquipCurrentArmor()        ; clear
:: ;Trace("DARYL - " + self + " Blocking actors activation")
:: self.BlockActivation()        ; disable direct actor activation, keep only mannequin activator trigger
:: ;Trace("DARYL - " + self + " Moving to my linked ref")
:: self.EnableAI(TRUE)        ; most disturbing function, why AI needs to be active for the shift?:
:: MoveTo(GetLinkedRef())  ; clear - move mannequin to XMarkerHeading. Is it realy neccessary if I put mannequin on place in CK???
:: ;Trace("DARYL - " + self + " Disabling my AI so I'll freeze in place")
:: self.EnableAI(FALSE)      ; again, why AI is active, it works for me without these two enable/disable functions
EndEVENT
--[[User:Mrkef|Mrkef]] 04:19, 10 March 2012 (EST)
* I've checked the MannequinActivatorScript and AI packages and it seems Bethesda use it to put wandering mannequins to their editor locations. I guess commenting out these self.EnableAI functions should have the same effect. --[[User:VikMorroHun|VikMorroHun]] ([[User talk:VikMorroHun|talk]]) 05:09, 13 January 2013 (EST)
== Possible solution for "moved" mannequins ==
Hello,
it seems that I've fixed the know issue of moved mannequins:
Since Mannequins are "actors", try to place them inside your navmesh area or create a triangle navmesh below the mannequins.
It still working for me at the moment!
Best regards. --[[User:MannyGT|MannyGT]] ([[User talk:MannyGT|talk]]) 2013-03-30T15:04:25 (EDT)
== Mannequin Actor Missing ==
I do not have PlayerHouseMannequin in my objects. A search for "mann" brings no results, and under Actor>Actor I don't have any single objects, only groups to expand. I've looked everywhere. [[User:King Mango|King Mango]] ([[User talk:King Mango|talk]]) 2013-06-26T19:38:24 (EDT)
== Primitives Tab Does Not Exist ==
Instead of creating a trigger around the mannequin I dragged the trigger into the cell manually and adjusted the 3D data to line up.  Doing this does not add a primitives tab to the edit box.  Thought I was going crazy.  Wound up adding the primitives tab manually with a third party tool rather than go back through all of the triggers, delete them, and recreate them the right way. [[User:Sulhir|Sulhir]] ([[User talk:Sulhir|talk]]) 2019-02-18T21:26:15 (EST)
:Addendum - creating the trigger around the mannequin also adds a collision layer which it also needs.  [[User:Sulhir|Sulhir]] ([[User talk:Sulhir|talk]]) 2019-02-19T00:48:08 (EST)

Latest revision as of 00:48, 19 February 2019

Sorry for the grammar, english is not my mother tongue. But i'm sure someone will correct this article for me. Thanks --Kkalex 12:42, 10 February 2012 (EST)

I went ahead and corrected some grammar mistakes and improved the organization of the article. Very well written tutorial, though!
--ElijahHouck 13:12, 10 February 2012 (EST)
Thank you --Kkalex 23:08, 10 February 2012 (EST)

Thanks for this; I was literally just about to make this page (but it wouldn't have been near as good) — dwarduk (T/C) 11:08, 12 February 2012 (EST)


I am trying to fix living mannequins, frozen in strange positions. After a few hours of testing I have found the following.

- The rootcause is in the mannequin script - in onCellLoad() part
- There are some functions which are completly out of my understanding, so I hope someone here can help.

Original script source code (some not active parts removed):

EVENT OnCellLoad()

;Trace("DARYL - " + self + " Waiting a bit because it's the only way to get code to run in OnCellLoad it seems")
wait(0.25)  ; This is clear. From my tests it seems it can be removed
;Trace("DARYL - " + self + " Calling EquipCurrentArmor() Function")
EquipCurrentArmor()  ; clear
;Trace("DARYL - " + self + " Blocking actors activation")
self.BlockActivation()  ; disable direct actor activation, keep only mannequin activator trigger
;Trace("DARYL - " + self + " Moving to my linked ref")
self.EnableAI(TRUE)  ; most disturbing function, why AI needs to be active for the shift?:
MoveTo(GetLinkedRef())  ; clear - move mannequin to XMarkerHeading. Is it realy neccessary if I put mannequin on place in CK???
;Trace("DARYL - " + self + " Disabling my AI so I'll freeze in place")
self.EnableAI(FALSE)  ; again, why AI is active, it works for me without these two enable/disable functions

EndEVENT

--Mrkef 04:19, 10 March 2012 (EST)

  • I've checked the MannequinActivatorScript and AI packages and it seems Bethesda use it to put wandering mannequins to their editor locations. I guess commenting out these self.EnableAI functions should have the same effect. --VikMorroHun (talk) 05:09, 13 January 2013 (EST)

Possible solution for "moved" mannequins[edit source]

Hello, it seems that I've fixed the know issue of moved mannequins:

Since Mannequins are "actors", try to place them inside your navmesh area or create a triangle navmesh below the mannequins.

It still working for me at the moment!

Best regards. --MannyGT (talk) 2013-03-30T15:04:25 (EDT)

Mannequin Actor Missing[edit source]

I do not have PlayerHouseMannequin in my objects. A search for "mann" brings no results, and under Actor>Actor I don't have any single objects, only groups to expand. I've looked everywhere. King Mango (talk) 2013-06-26T19:38:24 (EDT)

Primitives Tab Does Not Exist[edit source]

Instead of creating a trigger around the mannequin I dragged the trigger into the cell manually and adjusted the 3D data to line up. Doing this does not add a primitives tab to the edit box. Thought I was going crazy. Wound up adding the primitives tab manually with a third party tool rather than go back through all of the triggers, delete them, and recreate them the right way. Sulhir (talk) 2019-02-18T21:26:15 (EST)

Addendum - creating the trigger around the mannequin also adds a collision layer which it also needs. Sulhir (talk) 2019-02-19T00:48:08 (EST)