Blu02 Posted February 10, 2012 Share Posted February 10, 2012 (edited) So I'm currently trying to add a player owned mannequin in a home I'm working on. Problem is that the mannequin is full of error messages about missing speculars, eventhough it shows up correctly in the 3d-window. When saving and trying it ingame, it's not visible or interactable or anything, as if I didnt put it there at all. I'm using the same Actor as used in the playerhome of Windhelm, where it for some reason worked perfectly fine last time I checked, and the cell doesnt give any errors about the mannequins in particular as it does when I place it in my own cell. I've tried to directly copy the ones from the windhelm house, in case they had specific settings, same problem. I tried to duplicate the actor and add it, same problem. Tried to dress it with full armor set in the editor to avoid rendering the actual mannequin model and texture, same problem. I have checked the nif and textures but cant see any problems with textures. I have no mods that is messing with this. Anyone managed to get this working? :unsure: I'm sure there's a simple solution to this. There always is :P Edited February 10, 2012 by Mr. Bravo Link to comment Share on other sites More sharing options...
trees415 Posted February 11, 2012 Share Posted February 11, 2012 So I'm currently trying to add a player owned mannequin in a home I'm working on. Problem is that the mannequin is full of error messages about missing speculars, eventhough it shows up correctly in the 3d-window. When saving and trying it ingame, it's not visible or interactable or anything, as if I didnt put it there at all. I'm using the same Actor as used in the playerhome of Windhelm, where it for some reason worked perfectly fine last time I checked, and the cell doesnt give any errors about the mannequins in particular as it does when I place it in my own cell. I've tried to directly copy the ones from the windhelm house, in case they had specific settings, same problem. I tried to duplicate the actor and add it, same problem. Tried to dress it with full armor set in the editor to avoid rendering the actual mannequin model and texture, same problem. I have checked the nif and textures but cant see any problems with textures. I have no mods that is messing with this. Anyone managed to get this working? :unsure: I'm sure there's a simple solution to this. There always is :PThe biggest problem with mannequins is that people are making them way more complicated then they need to be. Most of the settings are already pre-programmed, and often times the problems are caused by conflicts that are created by too many changed settngs. First thing however, is to make sure you are testing your mod properly. Since you are creating this mod in one of the player homes aka an interior cell, it is very important that you pick and load a gamesave that is not inside the same interior cell that your mannequin is located in. Let's say you're trying to put an additional mannequin in Proudspire Manor, then in that case you ideally would want to have created your most recent gamesave located right outside the house in Solitude, so that you can quickly enter the house and check out your mod. If you load the same cell as your mod, your gamesave is going to conflict with the modified game data over what exactly is supposed to be initialized. However, if you let the game load the content within your home based on your modifications alone, then there won't be any issue. This issue happened to me yesterday when I spent nearly 4 hours trying to figure out how to build bookshelves. If you created a copy from another mannequin and it isn't working, then the above issue is likely the problem! Anyways, if that isn't the problem, then here are a few important notes on mannequins:-Comprised of 3 parts: the actual mannequin (PlayerHouseMannequin), an activation trigger primitive (MannequinActivateTrig), and a marker header (XMarkerHeading). -The order I listed goes the direction of inside-out (mannequin is inside the trigger which is inside the marker)-Reference settings for each component: A. PlayerHouseMannequin -Leave everything AS IT IS, except for: 1.) Linked Reference tab: create A reference Link to XMarkerHeading 2.) Linked From: the XMarkerHeading needs to also create a reference link Back to the mannequin, so just do the same procedure as in A, except create the Link from within XmarkerHeading and directed to the Mannequin 3.) Active Parents: Assign your Trigger (MannequinActivateTrig) as an Activate Parent, and set delay to 0 sec. B. MannequinActivateTrig - Remember this is a primitive, you will know it is a primitive if you see a tab in the Reference Settings labeled Primitive. -To Create this primitive, simply click on your mannequin so that it is selected, then click on the "Create Trigger" button in your toolbar (It looks like this http://img442.imageshack.us/img442/6834/createtrigger.jpg) -After, a box labeled "Select Forms" should appear, find and select the entry MannequinActivateTrig and hit enter. -make sure you have selected Box for your primitive type and L_NonCollidable for your Collision Layer. Lastly, make sure that Player Activation is Selected. -Make sure your primitive trigger surrounds most/all of your mannequin C. XmarkerHeading -Finally, find XMarkerHeading in your Object Window, and drag it onto your screen near your Mannequin. Don't worry about it's size. - Open up your Reference Settings for your Marker: -Go to Linked Ref and select your mannequin (opposite of sequence A-1, Set PlayerHouseMannequin as your Linked Ref) -Check your "Linked From" tab to ensure that you had corrrectly linked the Marker to the Mannequin as a Reference Link, as accomplished in Part A1) -At this point, you should be basically finished, so just make sure to adjust any trigger/primitive boxes so that they are correctly placed with regards to the mannequin. Hit the save button, then proceed to launch skyrim. At the game menu, select the most recent game save you have, but remember to only select a saves that place you anywhere else besides the interior cell that we just made modifications to. Wow, I did not expect to write this much, so I might turn this into a tut. Anyways, I hope this helps. Link to comment Share on other sites More sharing options...
Nyhilisa Posted February 11, 2012 Share Posted February 11, 2012 wow..i'm going to book mark this thread. Tree, it really is an awesome walkthrough, although i'll have to read it more in depth. on a side note, theres also the creation kit tutorial. chances are everythings already been covered here, but it might be worth a read anyway. http://www.creationk...ing_a_Mannequin Link to comment Share on other sites More sharing options...
Wolf198 Posted February 11, 2012 Share Posted February 11, 2012 Hey tree, could you provide walkthroughs for making weapon racks and bookshelves? Link to comment Share on other sites More sharing options...
Blu02 Posted February 12, 2012 Author Share Posted February 12, 2012 (edited) Woha, thanks a lot for the answers! This is indeed worth a bookmark :thumbsup: I now finally have it working correctly in my interior ingame. Not sure if the problem was that I loaded a save in the same interior when testing, which normally works fine with regular static object, lights and various effects. Or if it was because I didnt set it up completely from start, as I thought I could just throw it out in the editor in order to at least have it visible ingame for placement, eventhough not functional. But I still recieve errors about missing speculars on the mannequins when opening the cell in the editor, which is kind of irritating. But this must be a problem outside of CK. I'll have another look at the textures and mesh tomorrow. Could be a missing alpha or bad nif-settings. Thanks again for answeres! :) Edited February 12, 2012 by Mr. Bravo Link to comment Share on other sites More sharing options...
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