The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Skyrim - MannequinActivatorScript v3.4
 
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0.181 MB
Jun 28, 2013 @ 4:57pm
Feb 26 @ 12:37pm
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Skyrim - MannequinActivatorScript v3.4

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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?
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.

v3.2
It 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).

v3.3
Shrinked the file size of the main script 'ManneqinActivatorScript.pex' by outsourcing debug output to a hidden script called 'MannequinActivatorDbg.pex'. The script runtime is much faster and your savegame will be of smaller size (not much). Mannequins in frozen pose are doing the idles if your avatar is close enough (in distance) and has LOS during animation. It was really complicated to tweak the frozen poses, if the player enters a room. Hope it works as intended. Remember this script runs on event 'OnCellLoad()' not by event 'OnCellAttach()', when cell gets unloaded you'll see on your screen top left side a message 'wait..'.

v3.4
I made some code optimizations and implemented the bugfix for 'SLuckyD v2.1 script' (no more trouble like this).

This mod is in final stage. Have fun..

Do you want to see that script in action?
Try these mods:
Breezehome Museum by Ujinty
Breezehome Base by ReDragon

'0K_ManActScript.esp' is an empty file (the bsa-archive has 82.957 bytes).

##############################################################################
Attention: Have you ever used the original mod 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 !!
##############################################################################
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26 Comments
ReDragon  [author] Feb 27 @ 10:44am 
@vcannu: If you enter a room 'Statue mode' doesn't work. New idles, I have implemented and former SLuckyD, need living AI and the player has LOS to the mannequin for correct working. If both conditions don't match a mannequin is like a vanilla statue, which looks really bad. That's life..
vcannu Feb 27 @ 9:35am 
i know, when i enter in a cell all the manneqines are in living mode, and if i would set them in statue mode i must change the mode for all the mannequines individually, so i ask if there is a way to set the statue mode for all the mannequines in a cell with a single command, or to set as default mode so when i enter in a cell all the mannequins are alredy in statue mode. I hope I explained better now :)
ReDragon  [author] Feb 26 @ 12:41pm 
@vcannu: What did you mean with 'make the statue mode the default for'? If you go sneaking and activate a mannequin you can easily switch the mode.
vcannu Jan 22 @ 1:59am 
hi, there is a way, maybe through console, to make the statue mode the default mode for the mannequines?
saunders.bryan Sep 7, 2014 @ 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, 2014 @ 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, 2014 @ 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, 2014 @ 3:36pm 
well,i would,but im NOT going to be in the same room with him!
ReDragon  [author] Jul 13, 2014 @ 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, 2014 @ 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