Creating a Mannequin

From the CreationKit Wiki
Revision as of 12:47, 10 February 2012 by imported>Kkalex
Jump to navigation Jump to search

This is the steps to add a mannequin to your mod.

  • From the Object Window, drag PlayerHouseMannequin and XMarkerHeading in the cell where mannequin will be.
    • PlayerHouseMannequin > Under Actors\Actor.
    • XMarkerHeading > Under WorldObjects\Static
  • Add a triget to the mannequin.
    • Select the mannequin (PlayerHouseMannequin) and from the toolbar click Create Trigger button (it's the cube with the "T" inside). Select MannequinActivateTrig from the drop menu and click OK. The red trigger box will automatically cover the mannequin.
  • Edit the references and link them together.
    • Edit PlayerHouseMannequin. In the Linked Ref tab, add XMarkerHeading. In the Activate Parents tab, add MannequinActivateTrig and check the Parent Activate Only box.
    • Edit XMarkerHeading > In the 'Linked Ref tab, add PlayerHouseMannequin.
    • Edit MannequinActivateTrig > In the Primitive tab, check the "Player Activation" box.
  • Final touch
    • Your mannequin (and it's trigger) need to be inside the marker box, both facing the same direction! So put everything together with the move tool. Save the mod and launch the game.

NOTE:

  • If the mannequin seem to be alive and freeze in a weird pose after you leave the inventory, just leave the room (cell) and come back.
  • For unknown reason, the mannequins doesn't work properly in some random locations in the cell. Changing the location of the mannequin seems to fix the issue.