Regarding Skyrim Special Edition: I have no intention of porting this mod to SSE. Especially, since USSEP has a corrected version of the script. Also, seeing how this was SLuckyD's mod to begin with, anyone seeking to port and support this mod's added pose positioning on SSE needs to ensure that they follow SLuckyD's permission requirements (see PERMS button above).
I have retired from making & maintaining Skyrim mods. Unless SLuckyD returns to take control, this mod shall remain in its current condition.
Therefore, I strongly urge you to test every mod including this one on a save file that is outside of your main character development. Should it not work for you, you will then be able to remove the mod without causing any irreparable harm to your main character saves.
Updated to version 2.2 In this update the base mod has been made compatible with the USKP patches and DLC. Please see the VMSF_By_SLuckyD_Info.txt file found in the download or at the readme link on the mod page for more information about this specific version.
The alternative version by Daemonjax has not been touched. I've taken a cursory glance at it. The setup is quite different from the stock. I will need to test that version before considering what if anything should be done.
*** hopefully, I get the sticky post locked this time.
Hi there,short question: (Maybe that's somewhere in the posts, but reading almost 600 posts is a bit much. So thanks for the little help) Question: is there a recommendation on where to place the fix? -Before body mods, -before home houses, -before the armors or the order doesn't matter? Normally I like to put such basic fixes at the top, using the MO2.
This is just a script replacer. There is no plugin. Thus all you need to be concerned with is if any other mod provides the same file. Since you are using MO2, you can easily check for conflicts and place where necessary.
hello i having a diferent problem with mannequins i can't equip nothing on one of then it like split it back to my inventory and the other add a copy of what it wears on my inventory evertime i enter his cell both are in the same cell if anyone know what is happening and can help me i be gratefull
ty. i solved my poblem with this one https://www.nexusmods.com/skyrim/mods/9562/?tab=posts if someone face the same problem i think will be good to put this here.
The main file contains the USLEEP corrections to the script. If all you care about are the fixes (no poses or living mode) and already using USLEEP then this is not needed. However, if not using USLEEP for some reason, this will handle those same corrections.
This is really nice. I was getting very annoyed with duplicated items and undressing mannequins. I found them moving to be funny, personally, but it was a bit weird. Thanks for this mod.
what kind of fix is this? my mannequins become worse. poses are not working well, mannequins move slightly when interacted on foot without weapon drawn, they are wandering around more when I enter any of my homes. thank god, I have a back up. it also unequipped my whole mannequins. sorry but it is not working correct I think.
I have encountered a problem, and I can't find mention of it elsewhere. Whenever I activate a mannequin it goes into the living state, even if I'm not crouching. I've no idea why this is happening, I have no mod that should alter the mannequins. The only idea I may have is that I experience lag for anything activating my inventory (I'm a bit of a hoarder), so if that's the case I would love to know how to fix this. I was really looking forward to a fix to the wandering bug and a simple mannequin poser, however this is ending up not to help much as I prefer my mannequins to be still.
Using some sort of 'bag of holding' mod to move the items you carry out of your inventory but keeping them handy in case you need them is one solution to the pack rat issue.
Regarding the actual mannequin issue: Is the mannequin frozen before you interact with it? If it is, that is one odd scenario. Not sure if I could even replicate that. Would of course require that I actually play the game too. Spending my time in Elder Scrolls Online...
i cant even activate any of the Mannequins. I just put together the Lakeview Estate. I have tried activating 3 of them so far and nothing happens. Will this fix the NON-Activating Mannequins also?
Oh, I see. I've never done it. Best guess would be: Increase the number of ArmorSlotXX properties to the number that you need. Expand the ConvertArmorSlots function to include steps for each added property Change the length/size value assigned to the ArmorSlot array within the ConvertArmorSlots function to correspond with the new total. Within the four functions at the end of the script ( EquipCurrentArmor, IsDuplicated, AddToArmorSlot and RemoveFromArmorSlot ), change the 10 in the "while( sn < 10 )" line to be the new total.
You didn't say that you were working with an existing save. All testing of changes should be done on either a new game or a save that has not seen the mod in question at all. This isn't specific to this mod either, it is simply good mod making practice.
You cannot 'reset' a script. You can try leaving the cell that contains the affected mannequin(s), far enough away that the cell can reset, and wait for 30+ in-game days. Once the cell resets, all objects in that cell *should* reset as well.
If there is another location in-game with mannequins that you have not yet visited, go there to test your script changes. All you need is a freshly loaded mannequin in order to have script changes accessed.
My mannequins have been useless thanks to the naked bug and the zdrift bug; USKP hasn't helped. (I have no dlc.)
Now the naked bug is gone and I can add weapons, but I'm still getting zdrift when using Statue mode, probably just because the cell is very intensive to load (my main house is a giant manor packed with stuff). The zdrift is greatly reduced in Living mode, at least. Also, the mannequins won't use their assigned poses when in Statue mode, or they get frozen at a weird halfway point in the poses; putting them in Living mode seems to fix that. (I was afraid Living mode would be creepy, but alongside hipbones, daedric artifacts, and other glowing doodads, a moving mannequin fits right in.) I wish they would hold some of those poses (like the weapon-draw) rather than looping once...perhaps there's a way to fix that and I just missed it in the readme. Still, I'm thrilled: my mannequins WORK!!
Can confirm that it works alongside Female Mannequins. It does not seem to have any effect on the mannequins from Jaxonz Furnishings, though: none of the options are available. But the Jaxonz mannequins use some unique sorcery, and they aren't as buggy as the vanilla mannequins anyway.
There is no real solution to zdrift as you call it. The problem is that in order for mannequins to stay still their AI has to be disabled, but depending upon user setup (i.e. amount of processing going on) their AI can lock them in odd positions. In living mode, their AI is re-enabled thus allowing them to "fix" themselves if possible.
Poses are done the same way, they're AI has to be on to run them and turned off to freeze them in place. Unfortunately, each person's setup is different and timing is not accurate from user to user. Thus poses do not always stop where intended.
Jaxonz most likely used their own script to have them behave a certain way. Nothing can be done about that.
Thanks so much for the explanation Sorry, re-reading my post, I realize it sounded like a complaint: I meant it more as a "yippee, it works; here's some tips I hope others might find helpful".
600 comments
I have no intention of porting this mod to SSE. Especially, since USSEP has a corrected version of the script. Also, seeing how this was SLuckyD's mod to begin with, anyone seeking to port and support this mod's added pose positioning on SSE needs to ensure that they follow SLuckyD's permission requirements (see PERMS button above).
Attention
I have retired from making & maintaining Skyrim mods. Unless SLuckyD returns to take control, this mod shall remain in its current condition.
Therefore, I strongly urge you to test every mod including this one on a save file that is outside of your main character development. Should it not work for you, you will then be able to remove the mod without causing any irreparable harm to your main character saves.
Thank you.
In this update the base mod has been made compatible with the USKP patches and DLC. Please see the VMSF_By_SLuckyD_Info.txt file found in the download or at the readme link on the mod page for more information about this specific version.
The alternative version by Daemonjax has not been touched. I've taken a cursory glance at it. The setup is quite different from the stock. I will need to test that version before considering what if anything should be done.
*** hopefully, I get the sticky post locked this time.
Question:
is there a recommendation on where to place the fix?
-Before body mods,
-before home houses,
-before the armors
or the order doesn't matter?
Normally I like to put such basic fixes at the top, using the MO2.
if someone face the same problem i think will be good to put this here.
Regarding the actual mannequin issue: Is the mannequin frozen before you interact with it? If it is, that is one odd scenario. Not sure if I could even replicate that. Would of course require that I actually play the game too. Spending my time in Elder Scrolls Online...
Increase the number of ArmorSlotXX properties to the number that you need.
Expand the ConvertArmorSlots function to include steps for each added property
Change the length/size value assigned to the ArmorSlot array within the ConvertArmorSlots function to correspond with the new total.
Within the four functions at the end of the script ( EquipCurrentArmor, IsDuplicated, AddToArmorSlot and RemoveFromArmorSlot ), change the 10 in the "while( sn < 10 )" line to be the new total.
If that doesn't work, then I'm not sure.
It compiles but the mannequin never accepts more than 10.
If there is another location in-game with mannequins that you have not yet visited, go there to test your script changes. All you need is a freshly loaded mannequin in order to have script changes accessed.
My mannequins have been useless thanks to the naked bug and the zdrift bug; USKP hasn't helped. (I have no dlc.)
Now the naked bug is gone and I can add weapons, but I'm still getting zdrift when using Statue mode, probably just because the cell is very intensive to load (my main house is a giant manor packed with stuff). The zdrift is greatly reduced in Living mode, at least. Also, the mannequins won't use their assigned poses when in Statue mode, or they get frozen at a weird halfway point in the poses; putting them in Living mode seems to fix that. (I was afraid Living mode would be creepy, but alongside hipbones, daedric artifacts, and other glowing doodads, a moving mannequin fits right in.) I wish they would hold some of those poses (like the weapon-draw) rather than looping once...perhaps there's a way to fix that and I just missed it in the readme. Still, I'm thrilled: my mannequins WORK!!
Can confirm that it works alongside Female Mannequins. It does not seem to have any effect on the mannequins from Jaxonz Furnishings, though: none of the options are available. But the Jaxonz mannequins use some unique sorcery, and they aren't as buggy as the vanilla mannequins anyway.
Poses are done the same way, they're AI has to be on to run them and turned off to freeze them in place. Unfortunately, each person's setup is different and timing is not accurate from user to user. Thus poses do not always stop where intended.
Jaxonz most likely used their own script to have them behave a certain way. Nothing can be done about that.
Thanks for all your work!