Skyrim - MannequinActivatorScript v3.3
22 Comments
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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
ReDragon  [author] Jun 9, 2014 @ 4:47pm 
@t_scott: I didn't understand. Would you like to get an answer, a bit more explaining?
weetru Jun 9, 2014 @ 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.
ruggerem Oct 3, 2013 @ 6:13pm 
Very, very cool to say the least ! Installed fine-works great. Hats of for an excellant job to both you and SLuckyD
ReDragon  [author] Sep 27, 2013 @ 1:43pm 
New Version uploaded.
ReDragon  [author] Jul 16, 2013 @ 4:15pm 
@Artorias: Yes, you can equip weapons (and wear one of these in statue mode), but this feature was latent in plain vanilla script (and SLuckyDs) already. Cheers..
Alex o_O Jul 16, 2013 @ 5:08am 
so you can epuip weapons on them now
ReDragon  [author] Jul 2, 2013 @ 1:28pm 
@HavocAngel: That is a good news, Hearthfire compatible. :) THANK YOU
About 'WaitFor: ??' occurs only if the activated mannequin is in 'Statue' mode, not in 'Living' because it doesn't make sense in living behavior.
About 'bugged first time', why? The script have to init itself (once) in each room where mannequins are existing (new slot-system). Go out of this cell and then come back to the cell. Now take the stored items from each mannequin. After this activate the mannequin again and give them the desired items back (apparels,weapon,arrow). Done.. all should be fine.
HavocAngel Jul 2, 2013 @ 6:45am 
I tried out the mannequins in my Hearthfire mansion and they seem to work fine so far.

Only bugged the one in the cell I was in, probably because I activated it without reloading the cell first. It had then at first problems keeping the items equipped and then a bugged item count, giving the max number (10) when I only had given it four. The other mannequin in the top floor worked fine though, even after several equipment and cell switches.

I assume the "WaitFor(number)" messages are for monitoring the script and only temporary, right?
ReDragon  [author] Jun 30, 2013 @ 9:23pm 
-- Gimme a note here, if you have installed Hearthfire and it's working properly with this DLC --
Thank you..
ReDragon  [author] Jun 29, 2013 @ 12:20pm 
If somebody know, how to check the ingame language in a papyrus script, I would implement notification in other languages than English.
ReDragon  [author] Jun 29, 2013 @ 12:14pm 
@HavocAngel: This mod should work without any DLC, I run that fine with dawnguard and dragonborn. The notification left side on top is in English. The activation message is language neutral because usage of origin MannequinActivateMESSAGE . Living mode isn't the skin the behavior is meant.
ReDragon  [author] Jun 29, 2013 @ 12:09pm 
@Trigger: The major different should be the Heartfire compatibility. I also use the EVENT OnCellLoad instead of OnCellAttach , implement var 'bResetOnLoad' and added
EVENT OnLoad()
If bResetOnLoad
bResetOnLoad = FALSE
Endif
EndEVENT
To see all changes unpack the .bsa-archive and compare the sources (.psc-files). Cheers..
HavocAngel Jun 29, 2013 @ 3:43am 
Does this mod require Hearthfire DLC or is it just compatible with it? Is it in English, German or language independent? Is living mode just the skin or also behavior of it?
Trigger Jun 28, 2013 @ 10:41pm 
how is yours any different from the Vanilla Mannequin script fix v2 - please explain. thank-you.