This version has a new configuration feature to change the delay time for the system's operation. If you are finding that the mannequins are still wandering away on you when you load into a cell, you either have a very slow computer or a very heavy load order that is cause the AI of the mannequins to not fire until after the mannequin management reset has happened, effectively undoing the function.
In these events simply open the console with the ~ key and type SET MMDELAY TO # and press enter (replace # with a number between 2 and 5 suggested, default is 2). This is the number of seconds the system will wait on cell load before slapping the mannequins into line. By making it wait a few seconds longer, it allows your system time to load 3D, run scripts, and process AI behaviors before slapping the mannequins back into place. Most load outs work with just the default 2 second delay, but if it's not working, it make need a slightly longer delay for you.
The global "MMDelay" has a form id of xx000001. Formids under 800, especially for espfe or esl mods, cause issues in xedit and I suspect may cause issues in game as well. You can see it in the newest version of xedit if you try to duplicate this record into a new mod, it breaks it and xedit says this record is hardcoded.
I really can't say if this is true or not, but in my 1000ish mods, only 3 so far contain records below 800.
Update: NVM, low formids only seem to affect VR users and SE seems to handle them fine.
Technically, it depends on the header. Header version 1.71 (game version 1130+) allow for the full range of ID's (000-FFF), while Header version 1.70 reserved the lower half of the range (000-7FF), so only the 800+ range was valid. That's part of the reason why older game version require BEES in order to handle plugins with header version 1.71. No clue what's the latest VR version is, but there is a similar mod for VR users available.
Neat! I was wondering about this. The Lanterns mod has this issue with VR and makes patching it in xedit impossible unless you renumber the formids to 800+. And in my game I'm getting some very strange interactions of things that shouldn't be, such as clicking myself in the console and having it return information for a random object instead. I've had issues too where a non esl mod used the formid of xx000007 for an NPC and it completely broke my character. So I've been hunting through my modlists to eliminate or renumber anything with those lower numbers. It's tough =(.
Updating to version 4.2 I'm getting a mod conflict with Interesting NPCs mod, specifically the mannequins Korrilan has in his tailor shop in Riften. A message keeps popping up saying "Mannequins can only be equipped with armor". Korrilan's mannequins have weapons in their inventory though they're not displayed and didn't cause this pop up with the previous version of this mod. Being a mod conflict and not a fault of this mod, I just went into xedit and removed the weapons from the mannequins.
I downloaded this as suggested with the latest lod update, I haven't had this much trouble with the creepy mannequin going all weeping angel in a while. When I went into the safehouse all of them were off their spot, even worse they moved when my char slept. I haven't been brave enough to go into the armory wings yet. lol I could have something installed may have a fix of sorts build in, normally I'd get one or two moving a playthrough. But I couldn't tell you what it is if I do. Do you have any suggestions before I end them by disabling the creepy things? Thanks for your time. I'll have to go through my mod list next playthrough and figure out if something isn't playing nice.
check to make sure you don't have any other mannequin mitigation mods in your install, because this doesn't affect their behaviors in any way, all it does is call a movetoeditorlocation() function a few seconds after cell load. None of that behavior points to an issue with this mod
Humm, weird. It is likely something not playing nice, from what you are saying on how your mod worked it shouldn't be an issue. They did stop wandering all over the place when I uninstalled your mod, but for the life of me I can't figure out what mod is the issue with your mod. I don't have any Mannequin management mods, but I'm fairly sure one of the bug fixes has something in it. I don't think is is any of my armor mods because they are all ones that work with the museum. I'll keep digging as I have time and feel well. If I figure it out I'll let you know. Thanks for your time
then you have a massively heavy load out with too much going on or some other mods affecting mannequin behavior. I think I may update this with a global variable that players can set via console to set the amount of time to wait for the reset. My guess is that some people's setups are so slow that the mannequin AI is actually firing AFTER the reset has been done, basically defeating the purpose.
I may do an MCM later but just don't have the time. A quick console fix will manage the issue though just fine. See the note on the description page for v4.2 Just set it to like 5 seconds and it should be fine.
I'm getting this. Out of curiosity, I typed the "killall" command in, heard the Wilhelm scream as confirmation that it took, and left the gallery safehouse. Came back later to find the mannequins randomly slumped over and/or lying on top of their respective platforms as if there was a random home invasion involving burglars disguised as mannequins that went horribly wrong.
Next day update - I have appeared to have made a big boo boo by killing the mannequins. After returning to the gallery safehouse from the forgotten city, I have found that the corpse removal service visited while I was away. Is there a way to respawn the lost female mannequins?
No, you done f'd up. Why did you do that to begin with? That's pretty silly. All you can do is revert to an earlier save from before doing that console command (why you even did it completely escapes me), or go back to when they were dead and still there and console click on each and type resurrect.
I was just simply curious and wanted to see what would happen. That, and the mannequins always doing their "weeping angels" bit all the time when I'm not there.
unless this mod makes changes to the manikin race which it doesn't, you don't need the generic manikin patch from USMP. That is only needed if a change is made to the manikin race in race records. USMP manikin changes help, but don't eliminate the bug. Hopefully, this one does the trick for everyone.
Thanks for the fix! Just FYI, "MannyController moved to player" debug notification pops up on every game load (hasn't been commented out like the other notifications).
Yeah I'll have to fix that. It only happens on load up though so not like it's interrupting you to tell you, you just loaded the game after all. Also I don't think that ripping it out of the PEX file is smart, it's a compiled script not an INI file. You can edit the source and recompile the script but I'll take care of it.
Thank you! I did end up recompiling the script file myself, since the sources were there. But I know that's not realistic to ask of most users. Appreciate it!
Has this bug been confirmed to not be fixed by the unofficial patch yet? In USSEP's mod page under the post section the authors and moderators said the bug hasn't yet been confirmed via reproducible steps, using only the unofficial patch and a confirmed to be clean install of the vanilla game(they are very thorough to know if a bug isn't caused by another mod or bad install). Has anyone been able to confirm this such that this mod is indeed needed even with the unofficial patch?
Mannequin control has been the white whale of modders since day 1. We've tried numerous methods and some work better than others and it is largely dependent on the overall load of your game (number of mods and processes not which mods you run). USSEP has a method that generally works well for some, Bethesda thinks they fixed it with their last update that flagged them "immobile" (which modders also tried before and it didn't work). I tried a few methods with this experimental project but this final version is not so much a fix to the root problem as it is a babysitter that will slap the mannequins back where they belong no matter if they moved out of place or not.
160 comments
This version has a new configuration feature to change the delay time for the system's operation. If you are finding that the mannequins are still wandering away on you when you load into a cell, you either have a very slow computer or a very heavy load order that is cause the AI of the mannequins to not fire until after the mannequin management reset has happened, effectively undoing the function.
In these events simply open the console with the ~ key and type SET MMDELAY TO # and press enter (replace # with a number between 2 and 5 suggested, default is 2). This is the number of seconds the system will wait on cell load before slapping the mannequins into line. By making it wait a few seconds longer, it allows your system time to load 3D, run scripts, and process AI behaviors before slapping the mannequins back into place. Most load outs work with just the default 2 second delay, but if it's not working, it make need a slightly longer delay for you.
I really can't say if this is true or not, but in my 1000ish mods, only 3 so far contain records below 800.
Update: NVM, low formids only seem to affect VR users and SE seems to handle them fine.
No clue what's the latest VR version is, but there is a similar mod for VR users available.
'installed version: "4.2.0", newest version: "4.1.0"
The newest version on Nexus seems to be older than the one you have installed.'
Next day update - I have appeared to have made a big boo boo by killing the mannequins.
After returning to the gallery safehouse from the forgotten city, I have found that the corpse removal service visited while I was away.
Is there a way to respawn the lost female mannequins?
That, and the mannequins always doing their "weeping angels" bit all the time when I'm not there.
I do what I can.
Should I add the optional addon related to generic mennquins from the Unofficial Skyrim Modders Patch - USMP - Patch Emporium FOMOD instaler when using this?
USMP manikin changes help, but don't eliminate the bug. Hopefully, this one does the trick for everyone.
Just FYI, "MannyController moved to player" debug notification pops up on every game load (hasn't been commented out like the other notifications).
I did end up recompiling the script file myself, since the sources were there. But I know that's not realistic to ask of most users.
Appreciate it!