Natterforme Posted February 20, 2012 Share Posted February 20, 2012 In the CK, how do we add the mannequins and make them show a set of clothing? Als, when I tried it for the first time, the mannequins did not stay in their places. If I put one on a table it would appear on the floor facing a wall. How do we get an NPC that we have added to a cell to A. stay in position like a merchant and B. sell goods that we can add or remove. How do we add armor and weapon racks with proper scripts so that they work? Anyone can contribute. I am just stumped and the wiki isnt exactly providing all of the answers. -Natterforme Link to comment Share on other sites More sharing options...
eric31415 Posted February 20, 2012 Share Posted February 20, 2012 (edited) I saw a thread about the mannequin "bug". Apparently this behaviour stops once you drop in a navmesh. Probably need a node right under it. The best way i have found to work with scripted objects like weapon plaques and bookcases is to make a warehouse mod. Here's how i set mine up; i'll use bookcases as an example.First i created a new interior cell that's nothing but a big floor. Then i browsed the player homes in the CK, to get an example of each type of bookcase. For each one i'd click-drag a box over the whole mess,and c&p it into my warehouse. After deleting any clutter i picked up, i just lined them up on the floor. Do the same for any other scripted objects you are ever likely to use, but the only thing you want in this mod is a room full of stuff. To use this warehouse as a resource when making other mods, load this mod in the CK along with your active file. Now you can just c&p anything you want from your warehouse. Since everything in the warehouse is a direct copy of the vanilla game, an end-user will not need to also install your warehouse esp. I have removed mine from the data folder and ran mods that used resources from the warehouse to verify this. Bethesda also used warehouses, in fact there is one for weapon racks and plaques, but don't use them. If you coc to that cell, you will find that most of them don't work. Sorry if this idea is old hat to you guys... Edited February 20, 2012 by eric31415 Link to comment Share on other sites More sharing options...
Natterforme Posted February 20, 2012 Author Share Posted February 20, 2012 Oh yeah, I remember the testinghall from Oblivion. That was very useful for this purpose. I cant believe I didnt think of that. Are you sure that there are no similar test cells that actually work? Cant I just go to a store cell and c+p from those? I get the idea of a warehouse cell though. Interestingly enough, there is a mod called the Dovakin Storage Space. Intended for people with massive pack rat problems, this mod allows you to basically get more room to put all of your junk. Would using that cell be the same idea? -Natterforme Link to comment Share on other sites More sharing options...
eric31415 Posted February 20, 2012 Share Posted February 20, 2012 You can c&p anything you want, from anywhere you want, but beware the test cells. I always go for in-game stuff, so i can test it in-game first to make sure in works properly first (related note - don't "borrow" the weapon plaque above the door in Breezehome, unless you want a weapon trashcan). I started doing this in Oblivion for generic-but-time-consuming things like dinner tables, bookshelves, kitchen clutter shelves, etc. Saved me a ton of time (before i started each new character, i'd build them a personallized house). As far as borrowing from that other mod, as long as it only uses vanilla resources, and the author didn't change any editor id's, you should be ok. But i'd recommend just doing it yourself, rather than trusting the other author too much. You don't want to get too far into a project before realizing that there's a problem. Link to comment Share on other sites More sharing options...
Natterforme Posted February 20, 2012 Author Share Posted February 20, 2012 Sounds good, and the weapon rack in breezehome is noted. Would you know anything about adding things like water, steam, and other animated statics? -Natterforme Link to comment Share on other sites More sharing options...
eric31415 Posted February 20, 2012 Share Posted February 20, 2012 Not much yet, i'm trying to avoid doing any sort of interiors, or even landscaping until Beth works out some of the kinks with the navmesh issues. I just started a sort of goof-off project to keep myself amused in the meantime. Link to comment Share on other sites More sharing options...
ub3rman123 Posted February 20, 2012 Share Posted February 20, 2012 Most of the fancy water stuff is under Animated Statics. Link to comment Share on other sites More sharing options...
Natterforme Posted February 20, 2012 Author Share Posted February 20, 2012 In these animated statics, like dust and smoke and mist, is there a way to preview the animation in the render window( sort of how the grass and plants animate) so that I can preview the effect before I go ingame? -Natterforme Link to comment Share on other sites More sharing options...
ub3rman123 Posted February 20, 2012 Share Posted February 20, 2012 Havok simulation, it's on the top toolbar, looks like a red bouncing ball. Link to comment Share on other sites More sharing options...
Natterforme Posted February 20, 2012 Author Share Posted February 20, 2012 Really? I thought that was to drop items onto tables and stuff. It will play all of the animations of the effects in your cell? Or just the one(s) you have selected? This would be really useful to test and see if ideas will work or not.^^ -Natterforme Link to comment Share on other sites More sharing options...
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