The "sleep" versions are there to put the mannequins in a state of unconsciousness. This is because, as Reznod discovered after issuing his original release, NPCs, even NPC mannequins, will 1) sometimes make comments, and 2) will swivel their upper torsos and move their heads, to follow your progress. The sleep versions don't speak, and don't move. They also have closed eyes. If you give your mannequins helmets, you'll never notice.
The "no sleep" versions (which Reznod discarded) have opened eyes, and are suitable for non-helmeted mannequins. They do occasionally make bland, basic comments. I've found no way to turn that off. On a 1-10 irritant scale, I give that a 1. As for the swiveling part, I like it. To me, it says that there's a bit of magic inside these mannequins I've purchased. That they've got the tiniest bit of sentience, and are following the doings of the person who owns them. So I use the eyes-wide-open version, comments, swivels, and all, without helmets.
The only difference between the two versions is that most of the "sleep" mannequins have uglier hairstyles than their "no sleep" counterparts: otherwise they behave exactly the same, "comments, swivels, and all".
Which wouldn't normally be too bad, if not for the issue below:
As reported with Reznod's, if an NPC wanders in front while you're using the menus to configure a dropped mannequin, the game seems to have trouble identifying who is who. You may not be able to escape from the menus, since the scripts are now trying to edit an NPC that is no longer present. This is an Oblivion issue--nothing, unfortunately, within my control--and will require ALT-TABbing to close the game.
Unfortunately this also happens even by just being in the same cell with a "conscious" mannequin: if an npc approaches it they will try to initiate conversation and the menu pops up and traps you in the loop, making the mod unplayable unless you make absolutely sure to never place mannequins in npcs' reach (which i bet is the actual reason why Reznod discarded the "no sleep" version to begin with...)
i.e. if you use companions, want skin-toned mannequins and are fine with just pale-skinned human girls, then use this mod instead as it only features "unconscious" mannequins that won't cause issues with npcs (just like the original, btw)
Oh hey, i was in the CS messing about, about to make this very mod here from reznod's original, when i figured i should give another good look and voila, all prize no work, this is about exactly what i wanted, with the only final thing that i might have to add myself is exact facegen copied from my player character so i can have an actual clone as a mannequin, but that can be put off forever!
Doesn't work. I visited Three Brothers and they only sell the original Reznod mannequins. I've moved the esp order to be just after the DLCs, turned off the the Reznod Mannequin esp, yet no result. Please help!
Side note: I used the No CM dependecy vanilla sleep version of the esp.
As it states in the mod description Incompatibilities section you can not use this alongside the Reznod version or any other Reznod based variants.
My guess is that now that you have tried to do just that (use both at the same time) you will need to wait for their merchant chest to refresh. The vanilla game respawn is three days ... you will need to stay out of their cell (preferably far away) for at least 72 hours.
Hi! I love this mod but maybe there is a solution to a small problem with the Khajiit, when I position him on a pedestal, his tail gets really enlarge and distorted to the point it gets across walls. I tried to position him in different location with the same result. I collect renown NPCs like Amazon Queen, Lady of Embers, etc.
Hanker109, glad you enjoy my mod. Sorry for the late reply, but I seldom check in these days.
Where are you posing the mannequin? If it's a house mod, which one? Have you checked to make sure that mod is clean? There are utilities that can help with that.
If you find it isn't clean, remove everything from that house before running anything to clean it. Otherwise, you risk losing the contents you've added.
I've had no people complain about distortions as you describe, so I suspect some other mod is doing this.
I am having the same issue as Hanker109. From what I can tell, it's caused by the beast mannequins using the normal skeleton nif. It should be easy enough to fix by changing:
I had the same problem as superman8989, unable to activate anything, so I switched to Reznod Mannequins. Same problem. The solution posted there was JUMP in front of the mannequin. It worked for the Reznod Mannequins and it works for these mannequins.
Yeah--I mentioned that in the textfile included with the mod, and in the long description, here. (Which nobody ever reads.) No one knows why it works. It simply does. At a guess...? Jumping as a command takes precedence in the engine over a series of running scripts.
CarinaDanesi, that is not an issue I have encountered before. In all my testing, and that of my testers, the mod's sleep versions have always resulted in quiet mannequins. I can only suggest as a possible solution something I hate, but which I've tried several times, and actually works: the 50% solution. It's for those of us who (speaking only for myself) uses the maximum allowed number of mods and even goes over by squeezing several together--and then discovers problems.
What you do is this: using something Wrye Bash you uncheck 50% of your mods. Logically, these should be mods that are not required to run others that you leave in. Then, you Bash what's left to make sure everything is compatible with your latest saved game (which you back up!), and run it to see if the problem occurs, again.
If it does, you remove 50% of the mods that are still left in place. If the problem doesn't occur again, you add back in 50% of the mods that are left. And finally, you nail the culprit.
Yes, I know: this is long, and tedious. But it works. And given that you've got such unpredictable mod combinations going as FCOM, Better Cities, and I'm sure quite a few others, unpredictable and strange results are an almost foregone conclusion in at least a few cases.
Remind me to tell you sometime of the sound mod that caused all my summons to slip directly through the floor after immediately appearing. And the 30+ high level assassins that appeared to attack the royal party when I restarted one time. Putting in hundreds of mods enriches the experience immeasurably, but adds all sorts of compatibility challenges, I'm afraid.
Best of luck, and let me know, please, what you find out.
Another one here having problems with the sleep version (SkinMannequinCOBL.esp). As in, even when I first buy the mannequin and place it their eyes are open and I get a greeting. Leaving the cell (in this case, going outside my house) and coming back changes nothing. I have tried with this mod loading both before and after other companion mods (currently Vilja, Neeshka, and Fergus) and Companion Master. In fact, I've tried putting it in various places in my load order and nothing changed. I've tried both the CM dependent version (with CM installed, of course) and 1.1. I am running rather a lot of other mods - FCOM Convergence, Better Cities, Unique Landscapes, the above named companions, and many others (those are the "biggies", though). I have no idea if this mod is somehow not compatible. I do know that everything else I've installed is cleaned (or left alone, if it should have been), BOSSed, and Bashed so my game is running just fine, occasional crash aside. It's just this mod I cannot get working right.
The reason I want the sleep version may be another problem. When I have the no sleep version in I often have an issue where I will be at home, my companions will be "relaxing", and I will be on a completely different floor from where the mannequins are but I will get the dialog pop-up and not be able to get out of it. When this has happened I've tried jumping, no good. In fact, I've tried hitting every key on my keyboard with no effect. I have to Ctrl+Alt+Del and bring up the Task Manager to close down the game. I'm simply completely stuck. My initial thought was that somehow my companions were interacting with the mannequins, causing that dialog to pop-up, so I wanted to try the sleep version to test it out.
edit - Sorry, should have said SkinMannequinCOBL.esp AND SkinMannequinVan.esp. I've tried both.
By the way are you Italian? I am sorry for this late reply but I have been using this mod recently and I got some of the issues you had. I suggest you to read my recent posts and discussion with Balakirev, that will certainly help you on this matter.
1 - In my house in Skingrad (with Eija the maid) some time I get the "looping menu issue" simply walking around or placing other items. This was also posted by "TheWatchman" and you suggested "My advice has always been to move in such a way that the mannequin is in full view, and no NPC can possibly enter the frame." Could you please suggest a solution or better explain what do you mean. I have mannequins on both floors, but sometimes none of them are "viewable" so what if I need to do something in the "dark" areas?
What I mean is that the mannequin should take up as much of the screen in your first person view as possible. This prevents the game from confusing the mannequin with any other NPC.
I'll also mention a fix that I've both been told works, and can confirm: have your character jump in place, if you can. Yes, I know this sounds stupid. But sometimes, it actually works. My guess is that it acts as a break to the hard-coded content that concentrates on one ID.
There's also a problem to consider. Many mods, including quite a few homes, load all rooms as a single unit, even if they're on another floor. This means the game may see an NPC that's below or above your mannequin when you can't...and you can guess the rest. :\
I wish I had a fix for this. It's easily the one biggest problem you, I, and others have encountered with all mannequin mods, but it's hard-coded in.
2 - I placed some mannequins in the courtyard of Glenvar castle and one has disappeared with all its dressing!!! Same problem with a workaround (save/exit/restart) was posted by GamerRick posted 20 May 2012. What is the right solution? You said you use LazyPCB. Is this the ONLY right answer? If not, I would appreciate your comments. If yes, could you suggest me the best parameters you use in the .ini file (n° of cells and delay), thank you.
I haven't taken a look at Glenvar's code in a long time, but I seem to recall that an early version included Reznod's mannequin code. If it's still in there, and Glenvar is using a virtual storage space in the game to store mannequins, then any mannequin mod you add has the potential for going out an artificial limit imposed by Bethsoft--around 252, if I recall correctly. If you're at all familiar with the game's editor, you can check the game's spaces and see if one has been set aside as a holding zone for mannequins. Whether they're still actually showing up in Glenvar or not, if there's a space for those mannequins, they'll interfere with any other mannequin mod just as you've described.
Mansion mods tend to do this. They are expansive. Many sadly don't mention all the mods they've incorporated into their own, and the only way to discover what's going on is through the editor, or an unpleasant "surprise" such as you've just discovered.
For what it's worth, I use a combination of a mage tower with Armory Lab. The latter offers tons of mannequin pedestals; it's clean, code-wise; and it doesn't supply any mannequins on its own. It' can be accessed through any standard house for purchase in Oblivion, or you can use a spell to take you there. I'm not suggesting you dump your mansion, but if there's a tradeoff, that's one possibility. There are others.
Please let me know if any of this works for you. I wish I could give you simple, direct solutions, but we're dealing with cludges to get around how Bethsoft built things. They did a great job, but the quirks in the system...? They can wreck merry hell.
Good morning Balakirev and thank you for your long and complete reply. I am also glad to see that you are still on the wave to deal with your mod.
- By the way re "perak" post below, I am using your mod intensively with OBSE and everything is working fine.
- About your answer I understand the Oblivion mechanism re mannequins and NPCs, as a matter of fact I noticed that I get the ""looping menu issue" on the 1st floor only (where I don't have mannequins) and quite certainly Eija is wandering upstairs. As a confirmation of that, if I go back home late at night and Eija is sleeping, I never get this issue. I adopted an elegant and compromising solution installing some mannequins on the 1rst floor as well, so now they are always on sight (I actually needed them, so it's a good reason and not an excuse).
- Re Glenvar castle I didn't know that it used to have the Reznod code. I will check it out and see if I can clean it.
- I thank you for your alternative house suggestion, it's always an idea to not discard. You know, I think the day we have chosen to play with the PC version of Oblivion and with mods (compared to those playing with PS3 or XBox) we decided that we wanted to live our life the hard way!! ========================= Re mannequins numbers and races, still remaing within Oblivion limit (you are using 23 I found 2 solutions for which I would like to know your suggestions. 1) I wanted to increase the number (14) of female Imperials, Nords and Bretons, so I decided to remove Orcs, Kahjiits and Argonians. I have taken the ...WoodF014 manequin and duplicated it 14 times, I also added a new sequential name to them. Then I took the cell coordinates from each Argonian and assigned them to the new Imperials. I then deleted the Argonians. I increased the nested "Ifs" in the script to check for 28 mannequins instead of 14 and everything worked fine.
2) I left everything as it is but I modified the race name (Argonian into Imperial) in the editor window and edited the new face to reflect an Imperial. Everything is fine with this version as well.
Now I have 2 new .esp files. The main difference is that with the first one I can actually buy and place 28 Imperials, there is some script modification and duplication and deletion of mannequins records.
With the second one I have to buy 14 Imperials plus 14 Argonians that will look as Imperials (the different name at the seller list is not a big deal when you know that), the structure remains the same except for the face editing.
Maybe the second solution is better... What's your thought?
166 comments
Which wouldn't normally be too bad, if not for the issue below:
i.e. if you use companions, want skin-toned mannequins and are fine with just pale-skinned human girls, then use this mod instead as it only features "unconscious" mannequins that won't cause issues with npcs (just like the original, btw)
Side note: I used the No CM dependecy vanilla sleep version of the esp.
My guess is that now that you have tried to do just that (use both at the same time) you will need to wait for their merchant chest to refresh. The vanilla game respawn is three days ... you will need to stay out of their cell (preferably far away) for at least 72 hours.
Where are you posing the mannequin? If it's a house mod, which one? Have you checked to make sure that mod is clean? There are utilities that can help with that.
If you find it isn't clean, remove everything from that house before running anything to clean it. Otherwise, you risk losing the contents you've added.
I've had no people complain about distortions as you describe, so I suspect some other mod is doing this.
I am having the same issue as Hanker109. From what I can tell, it's caused by the beast mannequins using the normal skeleton nif. It should be easy enough to fix by changing:
characters\_male\skeleton.nif
to
characters\_male\skeletonBeast.nif
More info at this link:
http://tesalliance.org/forums/index.php?/tutorials/article/21-npcs-ai-khajiit-tail-issue-fix/
Hope that helps.
Same problem.
The solution posted there was JUMP in front of the mannequin.
It worked for the Reznod Mannequins and it works for these mannequins.
Go figure.
What you do is this: using something Wrye Bash you uncheck 50% of your mods. Logically, these should be mods that are not required to run others that you leave in. Then, you Bash what's left to make sure everything is compatible with your latest saved game (which you back up!), and run it to see if the problem occurs, again.
If it does, you remove 50% of the mods that are still left in place. If the problem doesn't occur again, you add back in 50% of the mods that are left. And finally, you nail the culprit.
Yes, I know: this is long, and tedious. But it works. And given that you've got such unpredictable mod combinations going as FCOM, Better Cities, and I'm sure quite a few others, unpredictable and strange results are an almost foregone conclusion in at least a few cases.
Remind me to tell you sometime of the sound mod that caused all my summons to slip directly through the floor after immediately appearing. And the 30+ high level assassins that appeared to attack the royal party when I restarted one time. Putting in hundreds of mods enriches the experience immeasurably, but adds all sorts of compatibility challenges, I'm afraid.
Best of luck, and let me know, please, what you find out.
The reason I want the sleep version may be another problem. When I have the no sleep version in I often have an issue where I will be at home, my companions will be "relaxing", and I will be on a completely different floor from where the mannequins are but I will get the dialog pop-up and not be able to get out of it. When this has happened I've tried jumping, no good. In fact, I've tried hitting every key on my keyboard with no effect. I have to Ctrl+Alt+Del and bring up the Task Manager to close down the game. I'm simply completely stuck. My initial thought was that somehow my companions were interacting with the mannequins, causing that dialog to pop-up, so I wanted to try the sleep version to test it out.
edit - Sorry, should have said SkinMannequinCOBL.esp AND SkinMannequinVan.esp. I've tried both.
By the way are you Italian? I am sorry for this late reply but I have been using this mod recently and I got some of the issues you had. I suggest you to read my recent posts and discussion with Balakirev, that will certainly help you on this matter.
Kind regards
Glad you're enjoying the mod. To your questions:
What I mean is that the mannequin should take up as much of the screen in your first person view as possible. This prevents the game from confusing the mannequin with any other NPC.
I'll also mention a fix that I've both been told works, and can confirm: have your character jump in place, if you can. Yes, I know this sounds stupid. But sometimes, it actually works. My guess is that it acts as a break to the hard-coded content that concentrates on one ID.
There's also a problem to consider. Many mods, including quite a few homes, load all rooms as a single unit, even if they're on another floor. This means the game may see an NPC that's below or above your mannequin when you can't...and you can guess the rest. :\
I wish I had a fix for this. It's easily the one biggest problem you, I, and others have encountered with all mannequin mods, but it's hard-coded in.
I haven't taken a look at Glenvar's code in a long time, but I seem to recall that an early version included Reznod's mannequin code. If it's still in there, and Glenvar is using a virtual storage space in the game to store mannequins, then any mannequin mod you add has the potential for going out an artificial limit imposed by Bethsoft--around 252, if I recall correctly. If you're at all familiar with the game's editor, you can check the game's spaces and see if one has been set aside as a holding zone for mannequins. Whether they're still actually showing up in Glenvar or not, if there's a space for those mannequins, they'll interfere with any other mannequin mod just as you've described.
Mansion mods tend to do this. They are expansive. Many sadly don't mention all the mods they've incorporated into their own, and the only way to discover what's going on is through the editor, or an unpleasant "surprise" such as you've just discovered.
For what it's worth, I use a combination of a mage tower with Armory Lab. The latter offers tons of mannequin pedestals; it's clean, code-wise; and it doesn't supply any mannequins on its own. It' can be accessed through any standard house for purchase in Oblivion, or you can use a spell to take you there. I'm not suggesting you dump your mansion, but if there's a tradeoff, that's one possibility. There are others.
Please let me know if any of this works for you. I wish I could give you simple, direct solutions, but we're dealing with cludges to get around how Bethsoft built things. They did a great job, but the quirks in the system...? They can wreck merry hell.
- By the way re "perak" post below, I am using your mod intensively with OBSE and everything is working fine.
- About your answer I understand the Oblivion mechanism re mannequins and NPCs, as a matter of fact I noticed that I get the ""looping menu issue" on the 1st floor only (where I don't have mannequins) and quite certainly Eija is wandering upstairs. As a confirmation of that, if I go back home late at night and Eija is sleeping, I never get this issue. I adopted an elegant and compromising solution installing some mannequins on the 1rst floor as well, so now they are always on sight (I actually needed them, so it's a good reason and not an excuse).
- Re Glenvar castle I didn't know that it used to have the Reznod code. I will check it out and see if I can clean it.
- I thank you for your alternative house suggestion, it's always an idea to not discard. You know, I think the day we have chosen to play with the PC version of Oblivion and with mods (compared to those playing with PS3 or XBox) we decided that we wanted to live our life the hard way!!
=========================
Re mannequins numbers and races, still remaing within Oblivion limit (you are using 23
1) I wanted to increase the number (14) of female Imperials, Nords and Bretons, so I decided to remove Orcs, Kahjiits and Argonians. I have taken the ...WoodF014 manequin and duplicated it 14 times, I also added a new sequential name to them. Then I took the cell coordinates from each Argonian and assigned them to the new Imperials. I then deleted the Argonians. I increased the nested "Ifs" in the script to check for 28 mannequins instead of 14 and everything worked fine.
2) I left everything as it is but I modified the race name (Argonian into Imperial) in the editor window and edited the new face to reflect an Imperial. Everything is fine with this version as well.
Now I have 2 new .esp files. The main difference is that with the first one I can actually buy and place 28 Imperials, there is some script modification and duplication and deletion of mannequins records.
With the second one I have to buy 14 Imperials plus 14 Argonians that will look as Imperials (the different name at the seller list is not a big deal when you know that), the structure remains the same except for the face editing.
Maybe the second solution is better... What's your thought?
Kind regards