EnzoMafioso Posted July 17, 2010 Share Posted July 17, 2010 Hello hello, I am pretty new to using the GECK and am having a somewhat strange issue. I was trying to customize my player home (Mini Hideout - Player Home - Katanas by Rayek) and it seemed to be going fine. However, for some reason the mannequins in the home are not appearing where they are placed in the GECK. It doesn't even seem they are consistent in their incorrectness - while they don't move while I'm in the cell (that would be messed up), I often find them in different places when I enter the cell anew. Not being able to find my mannequins, only to find them standing next to my bed is kind of creepy (they're watching me sleep?!). Does anyone have any ideas what my issue might be? Picture of mannequin in GECK and in game attached. Thanks! Link to comment Share on other sites More sharing options...
Ez0n3 Posted July 17, 2010 Share Posted July 17, 2010 Try setting their AI packages to "Editor Location" instead of "Current Location" if it isn't already. Link to comment Share on other sites More sharing options...
EnzoMafioso Posted July 18, 2010 Author Share Posted July 18, 2010 Thank you for the reply and the suggestion. How would I go about doing this? I managed to find the AI packages tab in the base reference window for the object. Am I correct in thinking that any changes made in the base reference window extend to all objects of that type in all cells? Is there a way to edit the AI behavior of just one particular NPC? I do not think that the problem is something that applies to all mannequin objects as the second cell of this hideout also has mannequins and they are appearing where they should be. Where is it that I can chose between "Editor Location" and "Current Location"? I do not see either mentioned on the AI packages tab. Thanks again! Link to comment Share on other sites More sharing options...
Ez0n3 Posted July 18, 2010 Share Posted July 18, 2010 It's on the left most tab of the AI package. Depending on the type of package, it will be in different spots - but always on the 1st tab. Yes, if you change the base package, it will effect all mannequins that use it. But that shouldn't matter unless you plan on being able to move them on the fly like the default mannequin mod. In the default one, you can pick them up and set them down somewhere else so they need to be "current location". But, if they remain stationary - you can pick "editor location". Then where ever you plop them down using the GECK, they will remain there. Here's a pic of the default mannequin package set to current location. Link to comment Share on other sites More sharing options...
EnzoMafioso Posted July 18, 2010 Author Share Posted July 18, 2010 Alright, so there were no AI packages for the mannequin so I added one just so I could set it for "near editor location" and no cigar, the mannequin is still being disobedient. Any other ideas? I didn't know what type of package to give it, so I just used the "Use Item At" type as per your pic. Link to comment Share on other sites More sharing options...
Ez0n3 Posted July 19, 2010 Share Posted July 19, 2010 There should be script with the mannequins that uses the packages for them. I don't think the base mannequin has a package, but you could give it a sandbox and set it to editor location. Select the packages under actor data and put "mannequin" in the filter box. If nothing shows up then somehow they got removed. Link to comment Share on other sites More sharing options...
EnzoMafioso Posted July 19, 2010 Author Share Posted July 19, 2010 I think the issue is as solved as it's going to get. Your talk of AI packages helped remind me that the mannequins are actors and not static and thus reminded me that I might need to navmesh their feet! Anyway, the old mannequins are were still off standing where ever they felt like even after I navmeshed their feet, but after deleting the old mannequins and putting new ones in they seem to be sticking in place thus far. Thanks for the help Ez0n3! Link to comment Share on other sites More sharing options...
rickerhk Posted July 19, 2010 Share Posted July 19, 2010 The Minihideout is already navmeshed. I have followers in there all the time. There's a problem with the MiniHideout.esp - the MannequinQuest is missing it's script. The Manniquins have a script on them - MannequinScript, that use variables from the missing script. In the MannequinScript are some SetPOS commands to move them in relation to the player. The Manniquin script must be malfunctioning because of the missing quest script. if Positioning == 1 set Angle to Player.GetAngle Z if Angle <= 90 set TrigAngle to 90 - Angle else set Trigangle to 450 - Angle endif set PosX to Player.getpos X + 100 * cos TrigAngle set PosY to Player.getpos Y + 100 * sin TrigAngle SetPos X PosX SetPos Y PosY set Angle to Angle + 180 SetAngle Z Angle endif Link to comment Share on other sites More sharing options...
EnzoMafioso Posted July 19, 2010 Author Share Posted July 19, 2010 Indeed it was navmeshed...before I built an addition and re-navmeshed the whole place (neglecting to navmesh around mannequins). Link to comment Share on other sites More sharing options...
rickerhk Posted July 20, 2010 Share Posted July 20, 2010 Indeed it was navmeshed...before I built an addition and re-navmeshed the whole place (neglecting to navmesh around mannequins). Ah. Makes sense now ;) I think the manequin scripts just halt at the point where they try to access the non-existent quest variable anyway. Link to comment Share on other sites More sharing options...
Recommended Posts