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Berticus0001-KhrysINXS-Spexwood

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KhrysINXS

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About this mod

Painless Cure for all Base Game (+DLCs) Mannequin Form Object References Also Providing an MA Resource for Easy Mannequin Debugging

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Painless Cure for all Base Game (+DLCs) Mannequin Form Object References Also Providing a MA Resource for Easy Manny Debugging

OVERVIEW
  • Vanilla Mannequin Replacer Script ensuring your Manny's get dressed when you load in; remain in their Editor Locations, don't float/wander and maintain their T-Pose.
  • Proven to be most effective resolve for all Game ESM (+DLCs) Mannequin Base Object References without additional bells and whistles
  • Wouldn't have made it with me all these years let alone five minutes if it wasn't the recipe but in all seriousness; make sure its working for your needs prior to making a save with it. Even then (if its not working out); just follow the Oldrim uninstallation instruction but doubt you'll bother

ANOTHER MANNEQUIN SCRIPT FIX AE/SE
FIXES ALL MANNEQUIN BASE-REF's FROM:
  • Skyrim.esm - PlayerHouseMannequin [NPC_:00089A85]
  • Hearthfires.esm - PlayerHouseMannequinCOPY0000 [NPC_:03008B32]
  • Hearthfires.esm - BYOHHouseMannequin [NPC_:03015D5D]
  • Dragonborn.esm - DLC2dunBookDungeon03Mannequin01 [NPC_:0402A378]
  • Dragonborn.esm - DLC2dunBookDungeon03Mannequin02 [NPC_:0402A379]
  • Dragonborn.esm - DLC2dunBookDungeon03Mannequin03 [NPC_:0402A37A]

INSTALL/UNINSTALL
INSTALLATION:
  • Activate and profit. Nothing more or less. Plugin-less
UNINSTALLATION:

WHY BROUGHT TO SSE NEXUS
This script works entirely fine out-of-the-box on SSE from oldrim. I asked Berticus0001 for there blessing I could reload this up on here for two reasons primarily:
  • Not just for myself but the fact it was only on Oldrim Nexus; It goes unknown over here (for the most part)
  • The date of original upload is ancient which in turn will encourage one to continue scanning past it if they are looking on Oldrim for things

ADDITIONS/EDITS/LIMITATIONS
ADDITIONS/EDITS:
  • The code is slightly refactored to alleviate the VM from spamming maintaining clean Papyrus logging. Not gonna bother explaining that as its nothing significant Compare old to this one if your curious. Just an OCD edit I made [v1.0-IR]
  • Removed redundant property which has no use I saw from Original "Another Mannequin Script Fix" [v1.2]
  • New line of code (I thought of) added to hopefully resolve the Manny feet sinking matter and rare instances upon Cell load; a Manny not standing where they are designed to be. I have not witnessed the behavior materialize since the edit which has been awhile now. Will see if it stands true for all others. Time will tell [v1.2]
LIMITATIONS:
  • This script ATM does NOT fix the Mannequin Duplication glitch bug
    • Implementing USSEPs approach on addressing this and tweaking its logic on several other concept testers were conducted
    • Including a few completely different approaches to remedy this ALL break other components of the script from working (as it currently does so well)
    • Despite so many trials conducted resulting in fruitless results, further troubleshooting this has been put on hold (as it all costs time and energy)
    • On a positive note, I did not know this Dup bug was even a thing for many years. I have not experienced it much I guess, so, perhaps its no matter to you also
FIVE SCRIPTS TOTAL: (Only Use One)
  • Edited variant of the original berticus0001's "Another Mannequin Script Fix"
    • 01) 10 ArmorSlots (Vanilla Amount)
  • Merged and edited variant of the original berticus0001's "Another Mannequin Script Fix" with spexwood's "Infinitely'' Equippable Mannequins
    • 02) 20 ArmorSlots
    • Optional scripts to use 30,40 & 50 Armor slots. There is a bit less than 20 possible slots for human bodies max so more than 20 is definitely useless...
      • 03) 30 ArmorSlots Don't bother using. Won't do anything I am pretty sure
      • 04) 40 ArmorSlots Don't bother using. Won't do anything I am pretty sure
      • 05) 50 ArmorSlots Don't bother using. Won't do anything I am pretty sure

FOR FURTHER DETAILS
  • Regarding script functions over the generic one or USSEP's variant; refer to Another Mannequin Script Fix description page post section history or the package contained txt document provided with download which explains the simple tactic but effective function that makes this script work as it does. 

FINAL SAY ON BEHALF MY OWN EXPERIENCES
Has Always Worked For Me Pertaining To:
  • Base Game (+DLC) placed Mannequin Object References using the native script IF the prerequisite conditions are met:
  • I have never played a home that has tons of Mannequin's so I can't speak for how all scenarios will go. 
  • On a specific per-case-basis; might need extra backbone to control Manny setups if there are tons in one place, maybe
Handy Manny Debugger - MA Resource/Testing Utility
ALL HANDY MANNY DEBUGGER DETAILS
Spoiler:  
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PURPOSE
  • Modders resource for debugging mannequin mods
  • Handy for the community to rectify the truth quick pertaining to mannequin mods before they go in game to learn later.
  • If mannequin mod works; should reflect just that on ones provided in Cell. Debug things before you start a real playthrough
  • Useful to have as a utility for quick tryouts of mods that release or for MA's to test there own creations.
  • Made with vanilla edited mesh assets. The scripts are custom. Take anything you want from this for your own endeavors

PROPER USE INSTRUCTION
Main Menu > Console ~ COC Riverwood, Whiterun, etc... (Anywhere other then directly into MANNYME space)

Q
. Why Shouldn't I Go Directly Into Cell?
A. Another Mannequin Script Fix was defective in the Debug Cell on Hearthfire Mannies when COC'ing directly into cell from Main Menu
  • Reader has everything here required to replicate it for themselves if need be or in disbelief
  • I have experienced unexplainable anomalies materialize in cells countlessly upon building other projects before
  • Dragon Priest Busts with blackened material shaders overlaying the textures when COC'ing directly into the Cell (exit/re-enter corrects it)
    COC anywhere else first from main menu before entering the cell and the Busts will never ever display this Shader defect
  • Floating objects that have no FormID's visible in-game but nowhere to be found in CK
  • Havok funnies that only show themselves delving directly into the Cell upon Main Menu
  • Physics behaving other then how they normally would
  • Collision of mannequin somewhere else other then there physical body and the visible mannequin creeps up to its collision later
  • I could keep going but there is definitely something about NOT COC'ing elsewhere FIRST before entering the cell of interest at fresh game initialization
  • 98% of the time; its fine, but there are your funky Bermuda Triangle mysteries of the Engine that can have say on how things work in rare instances. Usually its a natural reflex I conduct testing this way due to things I've seen but wasn't applying it with the Debugger Tool hence going straight in. Dumb me and I know better
  • This is another instance of unexplainable phenomenon COC'ing directly into a cell upon game menu reflecting on the Mannequins in the Cell with the Script
  • Presently still confused over this. Cannot logically sum it up and don't possess the answers behind it all or why -shrug

My Strong Recommendation to MA's/Users of the Modding Community:
  • COC elsewhere first (preferably somewhere in Tamriel), let the game settle in and then go into the Cell
  • This is safest practice to debug your work without engine glitches altering outcomes pertaining to your tests
  • Can easily blind sight your better judgement altering your work results from performing correctly rather then how they truly reflect thus in turn will confuse you thinking there is something wrong with your work when really; its a 3rd-party engine bug having a handle on something

TO GET TO THE CELL
  • From wherever you COC'd first > Console ~ > COC MANNYME00

CELL CONTAINS
  • NAVM Islands per 6 NPCs
  • A chest full of different attire ready to put onto your mannequins
  • A quick Move(to) a "Mannequin Unloaded Cell" and a teleport right back into the "Mannequin Loaded Cell"
One Object Reference Per Mannequin Base Type From:
  • Skyrim.esm - PlayerHouseMannequin [NPC_:00089A85]
  • Hearthfires.esm - PlayerHouseMannequinCOPY0000 [NPC_:03008B32]
  • Hearthfires.esm - BYOHHouseMannequin [NPC_:03015D5D]
  • Dragonborn.esm - DLC2dunBookDungeon03Mannequin01 [NPC_:0402A378]
  • Dragonborn.esm - DLC2dunBookDungeon03Mannequin02 [NPC_:0402A379]
  • Dragonborn.esm - DLC2dunBookDungeon03Mannequin03 [NPC_:0402A37A]

MY OTHER STUFF
KHRYSINXS USER FILES

TO-DO UPDATE NOTES
Spoiler:  
Show

Subject Step (Bugfix)
  • clear possible object duplication generation bug