Creating a Mannequin

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Revision as of 05:48, 12 January 2016 by imported>Pufthemajicdragon (→‎Known Issues: Updated details about wandering mannequins)
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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. In the Filter box at the top of the Triggers window, type in Mann to search for the mannequin trigger. Select the MannequinActivateTrig and and choose OK. This will add the required trigger to the mannequin. You now have all the components necessary.

Editing the PlayerHouseMannequin:

  • Double click the PlayerHouseMannequin to open the edit window. Careful to not accidentally 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 is 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 seems 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 don't work properly when facing "North" of the cell. Rotating the mannequin even a fraction of a degree in another direction seems to fix the issue.
  • It was mentioned previously that the Mannequins will face the direction of the XMarker irrespective of the direction of the Trigger or the Mannequin. Using version 1.9.32 of the CK this result did not happen in game. Instead when rotating the Mannequin and the Trigger 90 degrees from 0, that is they way they faced even though the XMarker was only rotated 1 degree from 0.
  • Mannequins may wander if there is now navmesh under them. Even with a navmesh, there is still a chance that they may wander or change poses before the script can disable their AI. This can be mitigated by creating a navmesh "island" under the mannequin, isolated from the rest of the cell's navmesh.
  • If the XMarkerHeading for the mannequin is the last XMarker to be placed in the cell, when the cell loads in game NPCs may load on that marker. This will cause them to load in the same place as the mannequin and be unable to move. This can be prevented by editing or placing another XMarker in the cell after modifying the XMarkerHeading for the mannequin.
  • It is also helpful to snap the MannequinActivateTrig to the PlayerHouseMannequin then snap the XMarkerHeading to the MannequinActivateTrig. (Unconfirmed)
  • After placing/adding a PlayerHouseMannequin, MannequinActivateTrig, and XMarkerHeading to the space you can't activate it in game. With version 1.9.32 of the CK it was possible to fix this issue. If your manequin would normally be rotated 0, 90, 180, or 270 degrees, try rotating the XMarkerHeading 1 degree greater then the original rotation. Then have the PlayerHouseMannequin and the MannequinActivateTrig rotated 1 degree less then then the original rotation. Then go to the MannequinActivateTrig -> Primitive tab and, set the Bounds to (X) 67, (Y) 42, (Z) 141.

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