Creating a Mannequin

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Revision as of 13:10, 10 February 2012 by imported>ElijahHouck (Grammar corrections and organization improvements.)
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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

  • Add a trigger 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.

Your mannequin (and its 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.

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 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.