Creating a Mannequin

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Revision as of 04:43, 15 April 2012 by imported>CraZed77 (→‎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

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. <------- *Temporary fix*
  • 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. The best way to fix this issue is to rotate the offending mannequin(s) 45 degrees (and its corresponding MannequinActivateTrig) from its original position then orient the xmarkerheading to the direction you want the mannequin to face. If the xmarkerheading is at an angle it may cause the mannequin to be inaccessible in game. Don't worry the mannequins WILL orient to the xmarkerheading they will not show up in game at the 45 degree angle. It is also helpful to snap the MannequinActivateTrig to the mannequin the snap the xmarkerheading to the MannequinActivateTrig. Lastly, it seems you need to have the navmesh run under your mannequins to ensure they stay in place. Placing your mannequins in this manner will prevent the mannequins from moving around your created space but you may still notice some minor changes in poses.

External Links