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Ability To Change Mannequins' Sex & To Make Them Posable


DirebearCoat

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A mod that lets you change the mannequins from male to female and back again, for displaying armors, robes, and clothes in male or female forms.

Also, the ability to pose them so that you can change how they hold their shields.  Also, the ability to equip one-handed and two-handed weapons and staves.  This way a mannequin can be posed with a one handed weapon and a shield.  Or it could be posed dual wielding two one-handed weapons.

Or it could be posed with a two handed weapon, either wielding in various attack postures, or holding the weapon with one hand, with one end of the weapon on the ground, like holding a spear in an at rest posture.  Or with both hands on the pommel of the weapon, with the point of the weapon on the ground, as in at rest.

I guess, that for two handed weapons, different poses will depend on whether the weapon is a great sword, battle axe, or war hammer.

Staves can be posed as either one-handed or two-handed, since they kind of look like pole weapons...  Finally, ability to pose the mannequins with no weapons and no shields, like a wizard who uses no weapons.  The mannequin could be made to pose as though pointing at something, or with its hands on its hips, or arms crossed, or reading a book, or in a "cool" spell casting pose (not that dorky pose that is used in game when wizards cast spells).

EDIT:

Perhaps make it so that there are preset poses, but also give the option for the gamer to manually manipulate the mannequin for full customization of poses.

Edited by DirebearCoat
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  • 4 weeks later...

there is a gender mennequins mod already https://www.nexusmods.com/skyrimspecialedition/mods/15828 that adds gender, as for poseing them: 

Scriptname MannequinPoseScript extends ObjectReference  

Idle Property Pose1 Auto  
Idle Property Pose2 Auto  
Idle Property Pose3 Auto  
Idle Property Pose4 Auto  
Idle Property Pose5 Auto  

Int Property CurrentPose = 0 Auto  

Event OnActivate(ObjectReference akActivator)  
    Actor PlayerRef = Game.GetPlayer()  

    If akActivator == PlayerRef  
        CurrentPose += 1  
        If CurrentPose > 5  
            CurrentPose = 0  ; Reset to neutral pose  
        EndIf  

        ; Apply pose based on CurrentPose value  
        If CurrentPose == 1  
            Self.PlayIdle(Pose1)  
            Debug.MessageBox("Mannequin set to Pose 1.")  
        ElseIf CurrentPose == 2  
            Self.PlayIdle(Pose2)  
            Debug.MessageBox("Mannequin set to Pose 2.")  
        ElseIf CurrentPose == 3  
            Self.PlayIdle(Pose3)  
            Debug.MessageBox("Mannequin set to Pose 3.")  
        ElseIf CurrentPose == 4  
            Self.PlayIdle(Pose4)  
            Debug.MessageBox("Mannequin set to Pose 4.")  
        ElseIf CurrentPose == 5  
            Self.PlayIdle(Pose5)  
            Debug.MessageBox("Mannequin set to Pose 5.")  
        Else  
            Self.PlayIdle("")  ; Reset mannequin to default  
            Debug.MessageBox("Mannequin reset to neutral.")  
        EndIf  
    EndIf  
EndEvent  
 

  1. Mannequin Cycles Through Poses

    • When the you activate the mannequin, it will switch to the next pose in the list.
    • Once all poses are cycled through, it will reset to the neutral/default stance.
  2. Custom Poses Can Be Assigned

    • The Idle Property values (Pose1, Pose2, etc.) would be assigned in the Creation Kit to various preset animations (like weapon holding, crossed arms, spell casting, etc.).
  3. Expanding the Script

    • More poses could be added.
    • A custom menu could be implemented instead of cycling poses blindly.

Example Poses That Could Be Assigned:

  • Pose1: Holding a greatsword at rest.
  • Pose2: Dual wield stance.
  • Pose3: Crossed arms, relaxed.
  • Pose4: Shield raised, defensive stance.
  • Pose5: Spell-casting pose.
Edited by ZeroOblivion27
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