This is super cool, I'm loving it for storing my sets of armor! The only thing that bothers me is that I get the pop up stating I can only store weapons and armor on them once for every mannequin I have active every time I go into the safehouse. Is there a way I can turn that notification off?
I've looked at the scripts regarding that message and it only shows when items that are not weapons, armor or ammo get added to the mannequin. Check your other mods for some sort of token item being handed out to NPCs. Also check your inventory both in the menu and in the console for any items that do not belong or increase by the same amount as you have messages being shown. Why? The script sends invalid items back to the player. If you can find such item, it may help you track down the mod responsible.
That said, I would recommend a small adjustment to the OnItemAdded event block. The following would allow ammo, armor and weapons while sending anything else back to the source. Anything not from a valid source will be sent to the void. The message would only show if the source is the player. Thus any token items spread out to NPCs to cause them to do something will be sent to the void rather than going into the player inventory and they won't trigger the message box.
Spoiler:
Show
Event OnItemAdded(form akBaseItem, Int aiItemCount, objectreference akItemReference, objectreference akSourceContainer) actor Mannequin = self.GetActorReference() If (akBaseItem as armor) || (akBaseItem as weapon) || (akBaseItem as ammo) self.AddToArmorSlot(akBaseItem) Else If akSourceContainer ;item came from a valid source If akSourceContainer == Game.GetPlayer() ;source was the player MannequinWarning.Show(0.000000, 0.000000, 0.000000, 0.000000, 0.000000, 0.000000, 0.000000, 0.000000, 0.000000) EndIf Mannequin.RemoveItem(akBaseItem, aiItemCount, true, akSourceContainer) Else Mannequin.RemoveItem(akBaseItem, aiItemCount, true) ;item did not come from a valid source - send it to the void EndIf EndIf self.RegisterForSingleUpdate(0.100000) EndEvent
If you know what you are doing you could make that change locally for yourself, otherwise wait for Forzane to chime in on this.
Have the same problem. Everytime i walk in the safehouse or an armory wing for every mannequin the message pops up. This mod is the only one i have that makes changes to the mannequins. I also have disabelt the normal mannequin options for the museum in the mcm, so that it will not conflict wit that mod. So it can only come from this mod.
I like the mod really, best so far in changing the mannequin, but that think with the message is just so bad.
First off, Great mod! I am having the same issue as well with mannequins in the Safehouse. I removed all weapons, and any player modified armor pieces from each mannequin and still get a pop-up for each one.
Note: I installed LotD mid-game, after about 350 hours of play, and have been running LotD for the past 60+ hours with no noticeable issues. I’m running over 220 mods and yours is one of the last in the load order.
Thank you, this mannequins in the safehouse makes no sense to me and i wanted to remove them. If only the remaining bases could be gone too, it would be perfect.
Just found this cause I Installed Sexy Mannequins and it was acting weird with FNIS Sexy Moves. When I installed this mod and activated my first mannequin in the safehouse, I was surprised that it randomly used an pose from EVG Conditional Idles mod. Disabled and Enables again and it randomly used a different pose. Don't know if this was intended but I love it. Adds some variety. Would be really neat if there was an option for them to use full idle animations like NPCs. Just not walk around.
Also, What are the chances of of someone using this same process on vanilla mannequins with and without pedestals.
Cool mod, thanks much. I'm having issues with uninstalling it. I get CTDs when it's disabled. I've cleaned the saves but still have to reinstall to be able to enter the safe house.
I don't suppose there's any plans to include the mannequins from Ice's Mannequin Madness, is there? Cause it would be really awesome to have those looking like the player too.
I love the concept and its doppelgänger implementation, reminding us how good or bad we set up our character.
One thing, though, one has to look down at the activator to... well, activate it -- unlike the vanilla click-anywhere -- and the camera stays looking down when (un)equipping the mannequin. Not a deal breaker with the unseen visuals during that action, but there is another two-click look-down action to get back to it. However I like my portrait of Dorian Gray. Vanitas vanitatis...
I am impressed. They look like the player other than any overlays provided by RaceMenu. How did you accomplish this?
The Mannequins Look Like You mod on original Skyrim was troublesome to get set up and required relying on the fact that not all information gets flushed when reloading a save file while in the game. Dealing with the users who just couldn't get it eventually lead to burnout both for myself and the original author (I had tried to help lessen the steps by scripting some of them). In the end, both variations were removed from the Nexus completely. Very popular but very buggy.
I've looked at the scripts and at the plugin in SSEEdit and cannot see where the mannequins get the player's appearance.
Also curious if similar treatment has been done with the base game mannequins in some other mod. Or if there are plans to do so at a later date.
EDIT: Found it! Just had to look harder. You spawn a copy of the player's base record and pass that into the mannequin aliases.
These Mannequins are proprietary to the fact that they are completely standalone from the whole games system so all the other mannequins will do whatever and these will not get touched by what those out there do
17 comments
That said, still great work!
That said, I would recommend a small adjustment to the OnItemAdded event block. The following would allow ammo, armor and weapons while sending anything else back to the source. Anything not from a valid source will be sent to the void. The message would only show if the source is the player. Thus any token items spread out to NPCs to cause them to do something will be sent to the void rather than going into the player inventory and they won't trigger the message box.
Event OnItemAdded(form akBaseItem, Int aiItemCount, objectreference akItemReference, objectreference akSourceContainer)
actor Mannequin = self.GetActorReference()
If (akBaseItem as armor) || (akBaseItem as weapon) || (akBaseItem as ammo)
self.AddToArmorSlot(akBaseItem)
Else
If akSourceContainer ;item came from a valid source
If akSourceContainer == Game.GetPlayer() ;source was the player
MannequinWarning.Show(0.000000, 0.000000, 0.000000, 0.000000, 0.000000, 0.000000, 0.000000, 0.000000, 0.000000)
EndIf
Mannequin.RemoveItem(akBaseItem, aiItemCount, true, akSourceContainer)
Else
Mannequin.RemoveItem(akBaseItem, aiItemCount, true) ;item did not come from a valid source - send it to the void
EndIf
EndIf
self.RegisterForSingleUpdate(0.100000)
EndEvent
If you know what you are doing you could make that change locally for yourself, otherwise wait for Forzane to chime in on this.
I like the mod really, best so far in changing the mannequin, but that think with the message is just so bad.
Note: I installed LotD mid-game, after about 350 hours of play, and have been running LotD for the past 60+ hours with no noticeable issues. I’m running over 220 mods and yours is one of the last in the load order.
Loving the mod, but the error message is driving me mad as I use a fair few armors that add bits beyond body/helmet etc.
Also, What are the chances of of someone using this same process on vanilla mannequins with and without pedestals.
https://www.nexusmods.com/skyrimspecialedition/mods/39565
One thing, though, one has to look down at the activator to... well, activate it -- unlike the vanilla click-anywhere -- and the camera stays looking down when (un)equipping the mannequin. Not a deal breaker with the unseen visuals during that action, but there is another two-click look-down action to get back to it.
However I like my portrait of Dorian Gray.
Vanitas vanitatis...
The Mannequins Look Like You mod on original Skyrim was troublesome to get set up and required relying on the fact that not all information gets flushed when reloading a save file while in the game. Dealing with the users who just couldn't get it eventually lead to burnout both for myself and the original author (I had tried to help lessen the steps by scripting some of them). In the end, both variations were removed from the Nexus completely. Very popular but very buggy.
I've looked at the scripts and at the plugin in SSEEdit and cannot see where the mannequins get the player's appearance.
Also curious if similar treatment has been done with the base game mannequins in some other mod. Or if there are plans to do so at a later date.
EDIT: Found it! Just had to look harder. You spawn a copy of the player's base record and pass that into the mannequin aliases.
e.g. https://www.nexusmods.com/skyrimspecialedition/mods/2125
Also...
Kinda creepy.....
Good Job?