Fallout 4

Adding Mannequins:

If the 7 Mannequin types are not enough for you than you can create a patch to add your own.
Simply override the TPD_Mannequins FormList and add new ones to the end.

The first item in this formlist is a menu of mannequins which you need to update/replace to include your extra Mannequin options.

Note that a Mannequin must be an NPC, not  created from a LeveledNPC list (if they are humantype), and must have the following set to the same as the existing Mannequins:

Flags (in the ACBS record)
Factions
Packages
Keywords
Scripts

The following must also be added:

Perk :TPD_HoldPackage
Properties: IgnoreExplosionKnockdown (value 1.0), WorkshopResourceObject (value 1.0)

The following should be added (unless you want to experiment):

Property: Health 10000 (to stop 'bleedout' effects)

Adding Poses:

The Formlist TPD_Idles should have an entry for each Mannequin type. This entry is itself a Formlist of all the available Idles (Poses) for that Mannequin type.
If there is no entry for a particular Mannequin type, or it points to an empty formlist, then the "Change Pose" option will not be available for that type.
UNLESS it is a Human Mannequin - in which case the appropriate Human Poses List will be used if none.

The first Form in the Formlist for a particular Mannequin type is the Menu of Poses, the rest are the actual Poses (Idles).
The first option in that menu must be the "Idle" pose (which is not in the Formlist - that contains Pose 1 onwards)

A Pose can be either an IDLE or an ACTION type object.

You can replace Idles in the above Formlist with further Formlists of the same type. These will be treated as submenus of Poses.

The default mod just contains a small number of basic poses, which you can include in your updated Formlists (or replace entirely).

Replacing the Base:

Any mesh called "TargetDummyBase.nif" in the directory "Data/Meshes/TPD" will be used as the base. The only requirement is that it has collision otherwise it cannot be placed/selected by the Workshop system. If you want it to be invisible then it must use a material (bgsm) file that has "Alpha" set to 0.0, or have the Alpha set to 0 in the actual BSLightingShaderProperty in it's mesh (nif).


Updated: Oct 2023 for V1.5

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