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Mannequin Issue - Help Requested


Demorus

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First off I made the mod public before any issues occured so it is avaliable for download if you want to look at it in Creation Kit to hopefully pin point my issue.

 

Nexus - http://skyrim.nexusmods.com/mods/16941

Steam - http://steamcommunit...ls/?id=71829991

 

The mannequins tend to move a bit. The one of the right will sometimes have trigger issues. I was told it was partially because I didn't give them unique names. I tested that in a private copy of the mod and it cleared up some of the issues but the right mannequin is still a little buggy. I have them on the navmesh and they are not facing directly north or standing at a right angle. They are linked to their respective triggers and markers and function.

 

The mannequin on the left (while facing them) was placed first. The mannequin on the right was 2nd and is normally the one to move slightly. He normally will just make an odd pose or move around a bit. Occasionally he will not function. I am guessing the reason he wouldn't function (only happened once) was because the model moved outside the trigger.

 

Any help you could provide would be much appreciated. If you can give me the solution to this problem I will be more then happy to give you credit for the fix (credits on download pages, the mod video, and my website and twitter) that way my users know who they can thank.

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According to Bethesda the moving mannequins are a glitch, albeit an aging one. I have a rather large project I'm working on with many mannequins in it and was working on the same problem until I stumbled across a potential fix, which after a month of work is still keeping them from moving around on the cell load. It seems a combination of raising them off the mesh with collision planes works for me.

 

For STATIC non-interaction mannequins (like for displaying a certain type of armor), I used the same name and ref ID for all I want to display the armor (i.e. DSPMANNDaedraSuit). They have the AI package 'MannequinStay' and do not have any triggers, activators or marker associated with them. I put these guys on a raised pedestal with a collision plane just under their feet so they don't fall through the pedestal. There is navmesh on the floor under them that they are not in contact with. Like so:

http://i175.photobucket.com/albums/w159/Jagar_kar/DSPMannDaedraSuit.jpg

 

For interactive mannequins, the same basic setup seems to work - they are just off the ground, on a collision plane with Navmesh on the floor below with havok settle off. I have the MannequinActivatorScript and MannequinStay AI pack going and they all have the same base ID. They have the normal triggers, activators and markers and not oriented at 0 degrees and I haven't seen them move in a while. Don't forget to finalize the mesh.

http://i175.photobucket.com/albums/w159/Jagar_kar/DSPMannPLAYER.jpg

 

I'm not very good at explaining things but I hope this helps.

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