Creating a Mannequin

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Revision as of 16:17, 25 February 2012 by imported>Seirsan (→‎Known Issues)
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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 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.