Creating a Mannequin

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Revision as of 14:21, 2 April 2012 by imported>Jimmustain (→‎Setting up the Mannequin)
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Mannequins are a convenient and visually pleasant way for the player to store armor. This tutorial will show you how to add a mannequin to your mod.

Adding Your Mannequin

  • From the Object Window, drag PlayerHouseMannequin and XMarkerHeading into the Render Window with the desired cell loaded.
    • PlayerHouseMannequin > Under Actors\Actor.
    • XMarkerHeading > Under WorldObjects\Static

Setting up the Mannequin

Before you begin, it's helpful to know that there are three components that go into creating a functioning mannequin:

  • PlayerHouseMannequin
  • XMarkerHeading
  • MannequinActivateTrig

First, add a PlayerHouseMannequin to the space. It can be located under Actors/Actor Second, add the XMarkerHeading next to the 'PlayerHouseMannequin'. Place it next to the mannequin, but not on top. Third, with the PlayerHouseMannequin selected, click the Create Trigger button on the toolbar. The icon looks like a cube with a "T" on the front of it. You now have all the components necessary.

Editing the PlayerHouseMannequin:

  • Double click the PlayerHouseMannequin to open the edit window. Careful to not accident;y double click the MannequinActivateTrig box that surrounds the mannequin, usually the mannequin's hands stick out from the box and can be selected by double clicking on the exposed hands.
    • Choose the Linked Ref tab, right click in the empty field, and choose new. The Choose Reference window will open, choose Select Reference in Render Window. Then double click the XMarkerHeading, and choose OK.
    • Choose the Activate Parents tab and right click in the empty field, and choose new. The 'Choose Reference' window will open, choose Select Reference in Render Window. Then double click the MannequinActivateTrig box that surrounds the mannequin, and choose OK. Check the box marked Parent Activate Only and then close the edit window by choosing OK.

Editing the XMarkerHeading:

  • Double click the XMarkerHeading object to open the edit window.
    • Choose the Linked Ref tab, right click in the empty field, and choose new. The Choose Reference window will open, choose Select Reference in Render Window. Then double click the PlayerHouseMannequin, and choose OK. Choose OK again to close the edit window.

Editing the MannequinActivateTrig

  • Double click the MannequinActivateTrig object to open the edit window.
    • Choose the Primitive tab and check the box marked Player Activation. Choose OK to close the edit window.

The last step to to select the XMarkerHeading and physically drag it on top of the PlayerHouseMannequin and MannequinActivateTrig so that the mannequin is centered inside the XMarkerHeading box.

The process is complete.

Known Issues

  • If the mannequin seem to be alive and freeze in a strange pose after you leave the inventory, just leave the room (cell) and come back.
  • For an unknown reason, the mannequins doesn't work properly when facing "north" of the cell. Rotating the mannequin to an other direction seems to fix the issue. If you still want your mannequin to face north (0,0,0 rotation) all you need to do is rotate the mannequin's activator by 90 deg on the z axis so that it is not oriented "north," then resize the activator if needed and all should work normally.

External Links