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Icecreamassassin

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icecreamassassin

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About this mod

System for keeping mannequins in place, pure and simple and does not edit any vanilla assets.

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This project is an effort to  try and solve the holy grail of Skyrim issues: mannequin management. My first attempt proved to either be 100% successful for people or 100% detrimental, so I decided to retire the reworked mannequin script and pursue another method of putting mannequins where they belong, so behold the "mannequin slapper script". When applied to a marker in a cell with mannequins and placing each of those mannequins on a formlist for the script to refer to, the new script will wait until loading into the cell has settled down and will force move the mannequins to their original editor location. The final iteration of this project was to take the reset functions and apply it with a dynamic system that identifies Mannequins in real time in order to correct their placements. Heavy loaded games may still find some inconsistency of execution but all in all this system should vastly improve mannequin positioning.


V4: Mannequin Slapper System

How it works without this mod:
Mannequins basically only check and do their thing to reset to their desired placement when you initially load a cell into memory. The function to place them where they belong does not fire again until the cell has unloaded (you have loaded 3 other cells since your last visit). Mannequin AI however likes to do its thing every time you come into a cell, so it will often times wander off the mark in search of a better Navmeshed spot and doesn't get the oversight of being made to go back into place until the cell freshly loads into memory again.

How it works with this mod:
When the game is loaded up initially with this mod an invisible control object is moved to the player. Any time the player then moves into a new cell, the controller will move with the player and proceed to identify all NPC's and filter the mannequins found in that cell. Once it finds all the mannequins it will wait a few seconds for all load in processes and mannequin default behavior to finish before slapping them back to their assigned spot. This function works dynamically on any base game and hearthfire mannequin as well as the Legacy of the Dragonborn female mannequin variant. (other custom mannequin updates potentially pending). The check occurs any time you transition between cells and any time you load a game. There is also a redundancy check on game load to make sure that the marker is in the cell with the player on load, so if the system seems to be failing to operate when it worked previously, simply save and re-load the game and the controller object will be moved to the player once again resuming it's proper function.

This mod does not edit any vanilla resources or scripts and it does not actively run any registered updates or repeating processes. It only checks to see if the controller object has "detached" from a cell (i.e. the player has moved out of the cell containing the controller) and moves the object into the player's new cell and then scans for mannequins to reset to their proper placement.

Custom Delay: (ver 4.2+)
In some cases people may find that the mannequins are still drifting away from their intended locations. This usually is because of a slow computer or overly heavy load order where the mannequin AI isn't processing until AFTER the Mannequin Management process has already fired. Using console you can enter SET MMDELAY TO # (replacing # with a number greater than 2 which is default) in order to delay the system until AI has fully has a chance to settle down.

Installation/Uninstall:
Just install as a new mod in your load order. This is an ESL flagged ESP file so it will not take any room in your load order. To uninstall, remove from your load order. It's of course best to wait until you start a new game to remove it prior to starting again. If adding to a game in progress, leave the plugin at the end of your load order to avoid any shifting of existing plugins in your ordering.

Requires SKSE