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Skyrim - MannequinActivatorScript v3.2b
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0.088 MB
Jun 28, 2013 @ 4:57pm
Sep 7 @ 12:41pm
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Description
This little mod contains a replacement for the plain vanilla MannequinActivatorScript.pex and should be loaded after each mod that change the same script, also DLC 'Hearthfires.esm'. I spend a lot of time to make it most compatible. If you uninstall this mod You DON'T loose any item which was stored to mannequins before. Dies ist die Englische Version. Im mod 'Skyrim auf Deutsch' findest du dieses Skript mit deutscher Ausgabe. Bitte jeweils nur eine Version verwenden.

##############################################################################
Template was the 'Vanilla Mannequin Script Fix v2_1 Statue Default' by SLuckyD (Living Version).

Credits.. and my Big Thank goes to SLuckyD and all these guys who helped him.

Original v2.1 by SLuckyD skyrim.nexusmods.com/mods/10652/? and his forum you'll find here:
forums.nexusmods.com/index.php?/topic/576995-wandering-mannequin-fix/page-27
forums.nexusmods.com/index.php?/topic/576995-wandering-mannequin-fix/page-42

|SLuckyD posted on 25 March 2013 - 10:17 PM
| ''well.. I don't play/mod Skyrim anymore now that I've moved on to CryEngine3). Some of what I had
| to say will be reflected in changes to the Description Page, which I'm going to make right now.''
| And here, he wrote:
| ''The source for this fix is included in the download, so if anyone wants to adapt it to whatever end,
| you only have to adhere to the GNU license, and preferably give credit/link to here.''

What's new in version 3.1 and higher?

The script is more optimized. Weapon drawn pose [1] and [6] (both are equal) is unique and always in statue mode. If you activate the mannequin by sneaking then you're able to change between 'Living' and 'Statue' mode, except weapon drawn pose. You change the idle waittime here depends on the weapon which mannequin is wearing. Once more I researched a bug of the vanilla script handling. If you leave a cell with mannequins and re-enter the same cell too fast you have a good chance for 'Black screen and game freezing'. Why? During you are leaving a cell with mannequins the game engine (no papyrus script action) unequip all items from each mannequin and try to equip a standard weapon which has the mannequin in ArmorSlot. Well.. if you re-enter the cell too fast (during the items re-equipment) and the script tried to 'unequip all items' from a mannequin the game is crashing. This error is over now, I improved the script to avoid such a conflict. Version 3.2 received some code optimization and some more idles (The musician idle will be changed by random if you open the mannequin as container.). With last update I found a way to make different between Battleaxe and Warhammer (both are 2H-weapons with same itemtype).
This mod is in final stage. Have fun..

Do you want to see that script in action?
Try these mods:
Riverside Lodge by Lupus ( contains the Original Version 2.1 !! )
better [ skyrim.nexusmods.com/mods/14308/? ] 'Riverside Lodge v133' and overwrite the .bsa inside with the 8kB file 'BSA without mannequin script'
Breezehome Museum by Ujinty
Breezehome Base by ReDragon

'0K_ManActScript.esp' is an empty file (the bsa-archive has 91.881 bytes).

##############################################################################
Attention: Have you ever used the original script version 2.1 by SLuckyD try this:
############################################
# inside My Games\Skyrim you'll find the file Skyrim.ini -- CHANGE all three Vars from 0 to 1 --

[Papyrus]
fPostLoadUpdateTimeMS=500.0
; set the next three boolVars to 1 for logging -- if it's all fine set back to 0
bEnableLogging=1
bEnableTrace=1
bLoadDebugInformation=1

# Now start the game Skyrim with your last savegame and play it for 5..6 minutes. Close the game.
# After that open in My Games\Skyrim\Logs\Script the logfile 'Papyrus.0.log' with texteditor.
# If you see the following content and file size is bigger than 500kB:

[None].MannequinActivatorSCRIPT.Is3DLoaded() - ''native'' Line ?
[None].MannequinActivatorSCRIPT.OnCellAttach() - ''savegame'' Line ?

# then your savegame stack has been flooded by 'MannequinActivatorScript.pex' v2.1 !!
##############################################################################

This modified script cannot fix your savegames. You'll find such errors in Papyrus.0.log after subscribing as well as before. That's life.. (Nevertheless I made another mod ''Skyrim - Bugfixed papyrus scripts'' that let you fix your savegame, but be careful.)
22 Comments
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saunders.bryan Sep 7 @ 4:30pm 
Hello ReDragon sorry I didn't get back to you sooner. I gave ya thumbs up,favorited it and Subscribed to it...I'm using it and so far it's awesome...ty
ReDragon  [author] Sep 7 @ 12:54pm 
@saunders.bryan: well.. you came across with this mod and want to know "Is the mod still running perfectly?" It depends on your mod list and how clean is your savegame. I played with savegames from others and sometimes there was an issue with OnUpdate() event which could spam your papyrus logfile. New version 3.2b won't do that anymore.
Note: Do not use the mod (single script) if you have mods which use more than 15..20 mannequins in a loaded cell, this is not to handle. Cheers
saunders.bryan Aug 30 @ 4:37pm 
Hello ReDragon...just came acrossed your mod,and was wondering it's been over a year since the last comment...is this mod still running perfectly? peace
weetru Jul 13 @ 3:36pm 
well,i would,but im NOT going to be in the same room with him!
ReDragon  [author] Jul 13 @ 3:21pm 
@weetru: Go to the room of a bad mannequin, take position nearby..
1. open the console with "^"
2. click with the left mouse on the mannequin, you should see the RefID
3. put in "disable", and press ENTER, the mannequin should be vanish
4. wait for 2 seconds
5. put in "enable", press ENTER, the mannequin will be back in game
6. close the console, same key as 1.
7. got out of the room, and make a savegame
8. That's all.. ghosting should be over now!
weetru Jun 12 @ 8:32pm 
No....i've just always had a bad phobia of manaquinns since a glicth happened in my game,and this mod aint helping at ALL
ReDragon  [author] Jun 9 @ 4:47pm 
@t_scott: I didn't understand. Would you like to get an answer, a bit more explaining?
weetru Jun 9 @ 12:03pm 
ReDragon:makeing even creeper manaquinns since 2013
ruggerem Nov 17, 2013 @ 8:09am 
This player is interested....and thankful for a great job.
ReDragon  [author] Nov 11, 2013 @ 8:54am 
@ruggerem: Fine. I always like it to receive feedback of my work. Bad or good it doesn't matter, I got them that's important for me. Otherwise I think it isn't useful to improve a mod because no one is interested.