Difference between revisions of "Creating a Mannequin"

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(→‎Setting up the Mannequin: How did this get left out of the instructions?!)
 
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== Setting up the Mannequin ==
== Setting up the Mannequin ==


* Add a trigger to the mannequin.
Before you begin, it's helpful to know that there are three components that go into creating a functioning 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.
* ''PlayerHouseMannequin'' (Actor)
* ''XMarkerHeading'' (Static)
* ''MannequinActivateTrig''


* Edit the references and link them together.
To add all of the required pieces, start by adding your ''PlayerHouseMannequin'' to the space. Then, place your ''XMarkerHeading'' next to the ''PlayerHouseMannequin'', but not on top of it; and rotate the ''XMarkerHeading'' to face the same direction that your mannequin should face.
** 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.
Finally, select the ''PlayerHouseMannequin'' and click the Create Trigger button on the toolbar (that is, the button whose icon is a cube with a "T" in front of it). This will open the Triggers window. In that window, select ''MannequinActivateTrig'' (you can use the "Filter" box to search for it) and click "OK." A red box will be created around your mannequin; select it, edit its properties, and under the "Primitive" tab, make sure "Player Activation" is checked.


if you prefer to watch this process click the following link - http://www.youtube.com/watch?v=Hd0JoSJATZI&list=UU6HGe3ykE7S1-toTy-wIbcQ&index=1&feature=plcp
Once all of the needed pieces are in your cell, they have to be set up.
 
Editing the PlayerHouseMannequin:
# Double click the ''PlayerHouseMannequin'' to open the edit window. (Be careful to not accidentally double click the ''MannequinActivateTrig'' box that surrounds the mannequin. If you have trouble, you can use the Cell View window to find the mannequin actor, right-click its listing, and select "Edit.")
# Choose the '''Linked Ref''' tab, right click in the empty field, and then choose '''new'''.  The ''Choose Reference'' window will open; choose '''Select Reference in Render Window'''. Then double click the ''XMarkerHeading'' in the render window, and choose '''OK'''.
# Choose the '''Activate Parents''' 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 ''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 ==
== 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.
* 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 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.
 
* 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.
 
* When you visit the mannequin's containing cell in-game, the mannequin will be moved to your XMarkerHeading. If your XMarkerHeading is facing in the wrong direction, then the mannequin may end up facing the wrong way, too. For best results, be sure to match the actor and the marker's rotations.
 
* 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.
 
* 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 mannequin 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.
 
== External Links ==
*[http://www.youtube.com/watch?v=3EjTCgg3SXI&feature=youtu.be Video Tutorial] (short version)
*[http://www.youtube.com/watch?v=Hd0JoSJATZI&list=UU6HGe3ykE7S1-toTy-wIbcQ&index=1&feature=plcp Video Tutorial] (extended version with full details)


[[Category:Tutorials]]
[[Category:Tutorials]]
[[Category:Community Tutorials]]
[[Category:Community Tutorials]]

Latest revision as of 18:21, 30 April 2016

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[edit | edit source]

  • 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[edit | edit source]

Before you begin, it's helpful to know that there are three components that go into creating a functioning mannequin:

  • PlayerHouseMannequin (Actor)
  • XMarkerHeading (Static)
  • MannequinActivateTrig

To add all of the required pieces, start by adding your PlayerHouseMannequin to the space. Then, place your XMarkerHeading next to the PlayerHouseMannequin, but not on top of it; and rotate the XMarkerHeading to face the same direction that your mannequin should face.

Finally, select the PlayerHouseMannequin and click the Create Trigger button on the toolbar (that is, the button whose icon is a cube with a "T" in front of it). This will open the Triggers window. In that window, select MannequinActivateTrig (you can use the "Filter" box to search for it) and click "OK." A red box will be created around your mannequin; select it, edit its properties, and under the "Primitive" tab, make sure "Player Activation" is checked.

Once all of the needed pieces are in your cell, they have to be set up.

Editing the PlayerHouseMannequin:

  1. Double click the PlayerHouseMannequin to open the edit window. (Be careful to not accidentally double click the MannequinActivateTrig box that surrounds the mannequin. If you have trouble, you can use the Cell View window to find the mannequin actor, right-click its listing, and select "Edit.")
  2. Choose the Linked Ref tab, right click in the empty field, and then choose new. The Choose Reference window will open; choose Select Reference in Render Window. Then double click the XMarkerHeading in the render window, and choose OK.
  3. Choose the Activate Parents 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 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:

  1. Double click the XMarkerHeading object to open the edit window.
  2. 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

  1. Double click the MannequinActivateTrig object to open the edit window.
  2. 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[edit | edit source]

  • 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.
  • When you visit the mannequin's containing cell in-game, the mannequin will be moved to your XMarkerHeading. If your XMarkerHeading is facing in the wrong direction, then the mannequin may end up facing the wrong way, too. For best results, be sure to match the actor and the marker's rotations.
  • 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.
  • 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 mannequin 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.

External Links[edit | edit source]