Mannequin mod resource

Post » Mon Jan 24, 2011 10:32 pm

I found http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7912 but the heads still turn in game. But I've seen mannequin's that don't turn their heads, like that one mod by Qarl that places his big clothing store right outside of Caldera (forget the name of it). Can you give the mannequin NPC a curse of full paralysis that is continuous or something? I just want a mannequin that won't turn its head.

EDIT: I figured out that if I add a curse of Paralyze to the NPC, he won't move. But is there a way to get rid of the dialogue conversation thing and still keep the companion share so that I can dress it with armor?
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Wayland Neace
 
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Post » Mon Jan 24, 2011 9:49 pm

I just use the good old "Dead NPC" version of mannequins (simple and effective).
While you can't get them to hold/show a weapon(at least not in the versions that I
used) they don't pull an "Exorcist" and spin their heads :) .
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Connie Thomas
 
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Post » Tue Jan 25, 2011 3:41 am

http://morromods.wiwiland.net/spip.php?article959
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Sherry Speakman
 
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Post » Mon Jan 24, 2011 8:54 pm

Wow, I love those poses! I play a female character (my avatar) and those poses are perfect for her. Although that wasn't what I was looking for but thanks a bunch for posting that link to Kira's stuff.
All I'm wanting is a wooden mannequin.
Westly, you're saying just to set the mannequin's health to zero? I did that and now the mannequin is lying on the floor. How do I fix that?
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Alexis Acevedo
 
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Post » Mon Jan 24, 2011 11:50 pm

Wow, I love those poses! I play a female character (my avatar) and those poses are perfect for her. Although that wasn't what I was looking for but thanks a bunch for posting that link to Kira's stuff.
All I'm wanting is a wooden mannequin.
Westly, you're saying just to set the mannequin's health to zero? I did that and now the mannequin is lying on the floor. How do I fix that?



I don't remember off hand, exactly, but it has to do with a "stop animation" script (by which the death animation is halted, thus resulting in a standing corpse that is caryable and lootable). I used these in Alakazar's Lamp, but they have been used in other's mods as well to great effect. This is the script of which I made use...

begin MANNEQUIN_SCRIPT1   short button     short NoHit   short questionState   SkipAnim      if ( menumode == 1 )      return   endif   if ( OnActivate == 0 )      if ( questionState == 0 )         return      endif   endif   if ( questionState == 0 )      MessageBox, "Armor Mannequin", "Move the manneqiun", "Add or remove armor"      set questionState to 1   endif   if ( questionState == 1 )      set button to GetButtonPressed      if ( button == 0 )         set questionState to 10      elseif ( button == 1 )         set questionState to 0         Activate      endif   endif   if ( questionState == 10 )      MessageBox "Did you remove everything from the mannequin?", "Yes", "No"      set questionState to 20   endif   if ( questionState == 20 )      set button to GetButtonPressed      if ( button == 0 )         set questionState to 0         Disable         player->addItem, "mannequin_token1", 1         playSound "Item Misc Up"      elseif ( button == 1 )         set questionState to 0         Activate      endif   endifend MANNEQUIN_SCRIPT1



In addition to the mannequin NPC, one has to create a misc item that is the "carryable" portion of the mannequin. Then you would apply this script to that misc item...

begin MANN_Placeholder1   short OnPCDrop   if ( OnPCDrop == 1 )      Disable      PlaceAtPC, "insert your dead NPC ID here", 1, 64, 0      Set OnPCDrop to 0   endifend MANN_Placeholder1


Script Source... http://www.morrowind-mod.com/Modders%20Resources%20Scripts.htm

I hope that this helps :)
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Chris Cross Cabaret Man
 
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Post » Tue Jan 25, 2011 9:55 am

I don't get it. What do you mean the "carryable" portion? Like what a fork or a plate or something? What do you do with it? Does it just stay in the construction set or do you put it in the game world or in the mannequin's inventory?

Which script do I attach to the mannequin and which do I attach to the item? I made it a gold coin and just renamed the ID. I made a female and a male mannequin so I made two different scripts.

EDIT: Nevermind, I got it all worked out. That's cool how you can move the mannequin anywhere. Too bad you can't place ownership on it. But I figure if I can go into Nordstrom or Forever 21 and move their mannequins then surely the same should apply to the TES world.
What item should I use as the placeholder item? Because I'm using a gold coin but that might be confusing to the player.
Thanks Westly.
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El Khatiri
 
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Post » Mon Jan 24, 2011 11:29 pm

The item is a placeholder for your inventory. It does not even have to have a world/ground mesh (but It does not hurt to give it one). Since the Mannequin is an NPC, they would not actually show up in your inventory if you were to "pick them up". So, one needs a placeholder item that will show in your inventory that represents the NPC mannequin. Placing the item back on the ground automatically places the NPC mannequin. If you pick up the mannequin, the corresponding item (one for male and one for female) will automatically be added to your inventory (so you dont need to actually put it anywhere in game as long as the mannequins are already placed; else, one could put them in a chest if so desired if one wants extra mannequins available but not already placed on, say, a pedestal). The item can be anything really (existing or unique). With my mods, I made it unique with its own icon (which helps to avoid confusion with already existing items). As long as it has a unique ID and name, though, it should be fine, regardless of the item and icon used :) .

The first script goes on the mannequin. The second, as stated, goes on the placeholder misc item.

When in doubt, look to a mod that already uses this method ;) .
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u gone see
 
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Post » Mon Jan 24, 2011 11:20 pm

Thanks. And what did you use for a pedestal? Is there an in-game vanilla item?
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Mr.Broom30
 
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