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Wandering mannequins - What's the real fix?


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Another thing you could try is give the Mannequin a Hover AI package with a hover height anywhere from 2.0 ~ 4.0, this way they cant walk.

Also set the location radius anywhere from 16.0 ~ 32.0.

Setting the radius to 0 sometimes makes it so the npc will always move trying to get 0 radius and never achieve 0 radius so each cell load they move.

 

May not help, but worth a try..

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Figured out the hopping - it has nothing to do with the mannequin per se. Apparently, the CK sets whatever XMarker you've modified last as some sort of "default" for the cell. This can be verified by right clicking on the cell name in the Cell View window and selecting "view" - the Render Window will center over the most recently added XMarker. In this case, it was my mannequin's XMarker. This "default marker" setting that the CK does also seems to be a default load or spawn location for NPCs in the cell. I discovered this when I deleted the mannequin in order to recreate it. After deleting it, I tried "viewing" the cell and the render window centered on another XMarker, and I went "huh" and started testing.

 

All I did was replace a standard XMarker elsewhere in the cell with an XMarkerHeading - making that the last XMarker to be modified. Now whenever I wait or enter the cell, NPCs will "pop in" over that marker instead of on the mannequin.

 

Of course there is no way that I can find to change this setting or select a specific marker as the cell's "default". Bethesda makes some amazing games, but sometimes I feel like they're coded by undergrads.

 

Long story short, the "correct method" for fixing the wandering mannequin glitch is the navmesh island. It really is that simple. Just make sure you mess around with an XMarker somewhere else in the cell before saving the mod.

 

Thanks again for all the help and responses.

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