Talk:Creating a Mannequin
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)