Difference between revisions of "Creating a Mannequin"

Jump to navigation Jump to search
416 bytes added ,  05:48, 12 January 2016
→‎Known Issues: Updated details about wandering mannequins
imported>Sharlikran
imported>Pufthemajicdragon
(→‎Known Issues: Updated details about wandering mannequins)
Line 39: Line 39:
* 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*
* 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 to another direction seems to fix the issue.
* 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.
* 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.


* 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. (Unconfirmed)
* 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)
* It is also helpful to snap the MannequinActivateTrig to the PlayerHouseMannequin then snap the XMarkerHeading to the MannequinActivateTrig.  (Unconfirmed)

Navigation menu