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Wandering Mannequins!


EnzoMafioso

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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!

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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!

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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.

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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.
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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.
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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!
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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

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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.

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