Ulathar Posted February 10, 2012 Share Posted February 10, 2012 (edited) Hi all, I have a serious problem adding useable Mannequins to my house. I looked at those Mannequins in the Player Houses in Riften and Markarth to get an idea how this works.But when i try to rebuild this in my own cell, the "MannequinActiviationTrig" object is missing one important tab: the "Primitive" tab, where i can define a boundingboxwithin which the user can use/interact the trigger/mannequin. Any idea what i am doing wrong?(i already linked/refed the trigger with the mannequin as well as with an XMarkerHeading just like in the "working examples" in the other houses). €dit:here is a screenshot showing how it looks like in my cell (left window) and how it SHOULD look like (right window).i have no idea why they "behave" different oO.left window is in my cell, right window is in the riften honeyside cell.... Screenshot Edited February 10, 2012 by Ulathar Link to comment Share on other sites More sharing options...
ecarasone Posted February 12, 2012 Share Posted February 12, 2012 You can't use a current MannequinActivationTrig object from the list. what you need to do is click on the mannequin, and then click the cube with the T on it at the top bar of the CK page. You then chose MannequinActivationtrig at the prompt--It will then show the primitive tab. Link to comment Share on other sites More sharing options...
Ulathar Posted February 12, 2012 Author Share Posted February 12, 2012 yeah found this: http://www.creationkit.com/Creating_a_Mannequin right before you posted your response, but thanks a lot! kind of funny, that beth sais in their video tutorials that you simply drag and drop EVERYTHING in the renderwindow.... welt obviously NOT everything ;).works now, thx. Link to comment Share on other sites More sharing options...
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