Fallout 4

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About this mod

Indestructable Armor Rack Mannequins you can Style, Dress, Pose, and also shoot. Uses real NPCs so can be altered with LooksMenu and supports CBBE etc body mods. Works like normal Armor Racks to display your Armor and Weapons, can be animated, Posed, and will also show average Damage Per Hit and Per second when shot.
No DLCs required.

Permissions and credits
Changelogs
Animated (or not) Armor Rack Mannequins using real Human, Supermutant, or Synth bodies; doesn't require any DLCs, supports alternate Body mods (CBBE etc), and you can shoot them for target practice or Weapon damage comparisons!
V1.3 released. Now supports Poses (optionally with Weapon), built in Looksmenu (no console required), and invisible Base.
V1.4 released. Minor Bug fixes (see changelog). Existing Mannequins are updated automatically so no need to touch them.
V1.5 released. Dog, Cat, and PowerArmor Mannequins added. Option of thinner base. MCM config added. Bug Fixes.

Thanks Deuce2416 for kindly allowing me to include some of your idles in my mod.

Check out the interactive database of Poses at FO4 Reference Poses Database.

Optional Support files available for "Pose It" , "Dave's Poses", and "UPC" mods.

Features:
  • Work just like the DLC Armor Display Racks - without the DLC requirement - but with more features.
  • They can be shot at to test the effects of various Weapon and Armor combinations.
  • Mannequin can be placed in various "Poses", and will Pose with a Weapon (if equipped in it's inventory).
  • Poses from other Mods (such as Dave's, PoseIt etc) are supported via optional patches. Or create your own.
  • You can change the look (of the human Mannequins) from the menu (Standard LooksMenu interface).
  • Works automatically with all Body Mods (CBBE, FusionGirl, 3BBB, SMR, etc) or any mod that effects all NPC's.
  • Activate the Base (or Mannequin) to get a menu allowing you to change the Armor, Race, Pose, or Animate/Freeze it.
  • Base can be set "Invisible" (installation option) if you prefer.
  • Current Mannequin body types are:- Human Male, Human Female, Supermutant, Synth, PowerArmor, Dog, Cat.
  • Optional extra Male and Female Mannequins (Installation option) that you can give different Looks to.
  • Damage Per Hit and per second results will be displayed a few seconds after you stop shooting the Mannequin.
  • Body part damage can be enabled (final Condition will be reported too) - Use menu option "Toggle Bodypart Damage" to enable.
  • All Enemies will ignore the Mannequins.
  • ESL flagged ESP so does not take up a mod load slot. Place it anywhere in your Load order.
  • Can be safely added, updated or removed mid-playthrough (Remove your gear first if deleting the mod or it will be lost)
  • Makes no changes to any in-game items. No Quests or Worldspace modifications so can't corrupt saves.
  • Mannequins won't 'fall through floors', undress, T-Pose, 'wander away', loose their gear or settings when you return to them.

Requirements:
None.

Contributions: Included Poses were copied with permission from Duece2416's excellent mod DeucIGPoses Remake - download it and give him an Endorsement!

FAQ:
- These Mannequins are constructed in the Workshop, under "Decorations" - "Display" - "Armor Racks". They appear as just a base until unselected.
- Create as many as you like and position them while in Workshop Mode (the little arrow faces forward) - Initially all appear as female.
- Note: You can change this Default Mannequin Type, that is created, via the option in the MCM.
- Once out of Workshop mode you can customize each mannequin to be whatever you want by approaching it, Configure (E) it, and select "Change Race/Sex".
- Equip by Activating (E) the Mannequin/Base and select "Add/Remove Armor and Weapon" to access it's inventory (like a Companion).
- Newly transfered Armor should equip automatically on exit, otherwise "equip" it (T) while in the inventory.
- If you want a Weapon to be displayed when using custom Poses, you need to also 'equip' (T) the Weapon while in the Inventory.
- If you switch the Mannequin body you will NOT loose the Armor/weapons it currently has (but they will become unequipped).
- The Freeze/Animated option will freeze/unfreeze the Mannequin. You can leave Mannequins Frozen (they will not T-Pose).
- Animated Mannequins 'can' be moved off their base by collisions, but they will automatically return to it.
- Enabling Bodypart damage (Crippling) will cause some effects to occur (such as falling down when both legs are crippled) if Mannequin is 'Animated'.
- Bodypart Damage is disabled when a Mannequin is created or unloads (i.e. when you fast travel away).
- You can customize the human Mannequins via the "Modify Face/Figure" option - NOTE this change carries over to ALL mannequins of that type.
- NOTE: On first use of this option you may not get the Sculpt menu overlay. Just press return to exit it and try the menu option again.
- Face/Hair changes to a Mannequin will effect ALL Mannequins created from that Type. If you want multiple Mannequins with different features then select the (optional) "Extra Mannequins" during Install. This will give you extra Male and Female Mannequins that can also be individually styled.
- The "Change Pose" option will either bring up a menu of Poses (if any), or just cycle to the next Pose (depending on how the Poses are supplied).
- Dogs, Cats, And PowerArmor do not have any default Poses (but I may add some in the future). PA Poses are available from UPC mod during Install.
- The first Pose (default Idle Pose) does not automatically Draw a Weapon, but any Custom Poses will (if a Weapon is equipped).
- Note that many Poses do not support weapons properly so unequip the weapon and they will redisplay without one.
- You must select the BASE in Workshop mode to move/scrap the Mannequin. You do not select the Mannequin itself.
- You can move/rotate the Base in Workshop mode. The Mannequin will return to the base when you are finished, facing the direction of the small arrow.
- The Base can be hard to select in Workshop Mode as the Mannequin's collision zone is quite big - try from all angles and close to it.
- If you Scrap/Store the Mannequin in your Workshop, all it's inventory will be returned to that Workshop.
- Alternatively use the "Return all inventory to me" Mannequin option before Scrapping it.
- If a Mannequin is moved off it's base (and doesn't return) then just activate/shoot it. It will also be re-centered when you return/fast travel to it.
- Shooting the Mannequin will not anger any NPCs, nor will Mannequins register as Settlers or trip any sensors. Damage is displayed when you stop shooting.
- If you want to see the actual damage inflicted in real time (as in the picture) you need the "Floating Damage" mod.
- DPS (Damage Per Second) uses "game" seconds - which is generally 20 times faster than Real time.

Minor annoyances:
- Unfrozen Mannequins can be moved off their base by a "push" from some companions. They will return automatically.
- Some mannequins obscure the Base in workshop mode (so it can't be selected) - "Hide" the problem Mannequin before entering Workshop mode.
- The "Average Damage per Hit" value in the message is based on the 'onhit' values returned, which can be a multiple of the actual Damage per Hit.
- Modify Face/Body sometimes does not work properly the first time it is selected (no looks Menu). Press return to exit from it and try it again.
- Changing the Face/Hair of a Mannequin changes all that type of mannequin on next restart (Use the Extra Mannequins option if you want variety).
- On loading, Mannequins need to be momentarily unfrozen to repose/re-equip them, so they may appear slightly different to when you last left them.
- CHW shows equiped (holstered) weapons on Mannequins. Add ExcludedNPCFormId_TPD_humanFemale=TargetPracticeDummy.esp|803 and ExcludedNPCFormId_TPD_humanMale=TargetPracticeDummy.esp|805 to the CHW config file.

Options:
- You can extend this mod with more Mannequins by adding them to the Formlist TPD_Mannequins. See this Article.
- You change the Poses available for each 'Race' by a mod that replace the appropriate Formlists - See this article.

NOTE: MCM can be used to set the following Globals, but they are listed here if you do not use F4SE & MCM.
- Setting the Global TPD_StartFrozen to 1 (via the console) will default newly created Mannequins to "Frozen" on creation.
- Setting the Global TPD_NoActivateDummy to 1 will stop the Mannequins responding to activation (only the base will).
- Setting the Global TPD_CritMessages to 1 will generate a message whenever a Bodypart is critically damaged.
- Setting the Global TPD_FreezeIfPosing to 1 (default) will make all mannequins Frozen if Posed.

History:
I could not find a mod for evaluating Weapon damage effects so made my own, inspired by the "Advance Mannequins - Beta" mod.
The human Mannequins are just copied from some in-game NPC's. If you don't like them then change them via the "Modify Face/Figure" option.