I think I've come up with a solution that still keeps things relatively simple to set up, but also works the same way every time. What I ended up doing was making a cubic activator, putting this script in it
scn BIDMannequinTriggerSCRIPTfloat TimerBegin onTriggerEnter Player set Timer to GetSecondsPassed Disable set Timer to 2 endifEndbegin GameMode if timer > 0 set timer to timer - GetSecondsPassed else Enable endifend
I put the "set Timer to GetSecondsPassed" to set an initial call since the way the function is described is by referencing the last time it was called. I figured without that it'd add a second to the process, and I want these to be relatively quick. I noticed less than 1 second on the timer had a tendency to not move on to the enable section.
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the mannequins have this script in them, and are Just linked to the cube, the cube being their enable parent
scn BIDMannequinScriptshort Alertfloat Timershort StartTimershort Busyshort ammoBegin onload set Busy to 1 set ammo to 0endbegin onactivate if IsActionRef Player == 1 if Busy == 0 set Busy to 1 SetPlayerTeammate 1 SetActorsAI 0 OpenTeammateContainer if Alert == 0 AddScriptPackage BIDMannequinWeaponDrawnPACKAGE set Alert to 1 elseif Alert == 1 AddScriptPackage BIDMannequinWeaponHolsterPACKAGE set Alert to 0 endif set ammo to 0 endif endifendBegin GameMode if ammo == 0 set ammo to 1 AddItem BIDMannequinAmmoList, 1, 1 SetActorsAI 1 if Alert == 1 SetAlert 1 elseif Alert == 0 SetAlert 0 endif evp set Timer to 3 set StartTimer to 1 endif if StartTimer == 1 ;** Timed Shutdown Part** if Timer > 0 set Timer to Timer - GetSecondsPassed else Set Timer to 0 ;clear var SetActorsAI 0 ;shut off processing RemoveItem BIDMannequinAmmoList, 100, 1 ;remove excess ammo Set StartTimer to 0 ;clear var set Busy to 0 endif endifEND
I suspect this can be streamlined further, but this works by simply placing the Cubic Activator at the entry to the cell, as the Enable Parent to all the Mannequins forces the OnLoad cycle. I did have to put the whole If Alert SetAlert thing in, because when disabled, then enabled, they reverted back to a standing (not alert) position. Other than having to make a Cubic Activator and linking up the Mannequins, the setup doesn't require much. This method also cuts out a lot of the processor intensive and unreliable aspects of the other attempts. Maybe this technique would be useful to others trying to figure out how to get uncooperative, low priority things to work out.
I'm going to test this a bit more then post the .ESP on the nexus for anyone who wants some simple to use and implement mannequins in their mods
I think the only thing that'd make this more ideal, at least to me, would be to be able to detect and add ammo based on the weapon, somehow referencing the ammo needed by the weapon, instead of having to use a form list. So it'd be compatible with all DLCs and user mods. As it is right now, if using vanilla weapons, no ammo needs to be added because it gets sneaked in, otherwise, ammo does need to be added.