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  1. KhrysINXS
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    GENERAL NOTE
    • Before posting an issue or bug; be sure to check very bottom of Description Page TO-DO UPDATE NOTES Spoiler. If an issue is already written there; no need to waste your time writing same thing. Unless its a critical thing that demands an emergency fix and update; that is where all things collect and get addressed same time in following update(s)
  2. davidar
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    srry but the description is abit unclear on if this is the case but does this fix creation club houses as well currently trying to fix manequins in bloodchill manor
    1. KhrysINXS
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      A mannequin is a mannequin regardless what mod creates them SO LONG as they use this same script. If the mannies plopped around said home are Objects MADE FROM the basegame mannequin BaseID setup, then they use this script. If the manny is a full homebrew recreation not created from the Basegames Manny BaseIDs, then, I wouldn't know if this would work or not bc they are completely custom

      But if you do install this when you saved in the same cell as where the mannies are, it would appear at first that it doesn't work bc they need to be unloaded for this script to actually work beforehand.. So if you saved in the manny cell, install this and leave the cell for a day or so then go back so its kicked into gear
    2. davidar
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      beautiful thankyou
  3. megablackk1d
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    Will this work with Legacy of the Dragonborn?
    1. KhrysINXS
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      As long as those mannies are setup to use this script like most are, then yes. Very, very rare to see a mod warehousing Mannies setup in such a homebrew style to not be using the Vanilla Manny script (which this replaces)
    2. RollandM
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      Did you try it, did it solve the problem with the safehouse mannequins? Mine wander too and its very annoying.
    3. KhrysINXS
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      I just looked at a bunch of the Mannies in the safehouse with xEdit..
      Most of them are made from the Skyrim.esm Manny Bases and a couple are LoTD.esm Base created female mannies....
      Upon looking, they all use the vanilla script (which this script replaces).
      Upon comparing how LoTD vs vanilla manny ActorREFs have the properties of the script filled, it seems LoTD manny actors have one difference:
      bResetOnLoad = True.....
      So I would say their is a very strong potential the script will work on them fine.. Fine means also expecting the odd thing to always go wrong. Its Skyrim right. Something is always bound to misbehave on occasion. 
      But this script only works best too if the conditions of how the mannies are setup meets the conditions stated on the desc page FINAL SAY ON BEHALF MY OWN EXPERIENCES... Assuming they are all setup right, then this script should help
  4. GVLT
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    After switching to AE version mannequins stopped to equip helmets. Any workarounds?
    1. KhrysINXS
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      Anniversary Edition update (AE) is the 1.6 update that comes with 4 free cc. AE bundle is the CC bundle you can purchase that comes with all CC. AE is still labeled as Skyrim Special Edition (SSE) in steam, and it acts like SSE (version 1.5) for modding purposes, but is NOT backwards compatible with mods that have "dll" files (also known as SKSE plugin files)
      There is no change between Mannequins dating all the way back to LE ones. They are all built the same so I don't know where this issue would be stemming from for you. This script works the same for all of them including LE mannies too. Are you getting this in a custom home mod of sorts? Did you test on a Manny placed from Beth in lets say Proudspire Manor or something. I cant speak at all how mannies will work in all custom homes. They need to be setup correctly first of all which goes beyond this script or any other. Let me know if you figure it out tho. Its always interesting the resolve behind lots of these riddles. Only workaround I know is they are setup correctly. Beyond that, 3rd party things can help them further
  5. Dashyburn
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    Thanks KhrysINXS, while building my forge there were 2 mannys (same 2 every time) floating that I just ignored during building/testing, now it's near complete decided to sort the 2 floaters and didn't realise I already had a manny fix installed, which obviously wasn't working, installed this one and no more floaters. After spending a few months with those floaters that would make me go hmm on every test look, should've just got this way sooner :)

    The other was an esp yours is just script so double good :)
    1. KhrysINXS
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      All good Dashyburn. Glad its making a difference for you. Its a rather quiet page. Hope all is well since we last conversed. Just so your aware, the Manny dup object bugfix is not implemented. It just breaks (from all our attempts coding), the functionality of how the script works now. Oh well
  6. AmenRa333
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    I was hoping this script would fix the issue of Mannequins after some time unequipping all the armor/clothing on them.

    Does anyone know of a fix to stop the mannequins from unequipping things on them once and for all?
    1. KhrysINXS
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      I have never received that before with this years later. Are you sure you are not using another script?
      If you have a mannequin mall going on with over 50 mannies in same space, yeh.. No idea what will happen there. Anything goes at that point
    2. AmenRa333
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      Nah I dont think so KhrysINXS
      The mannequin mods I do have are (all installed with Vortex):
      Yours (Another Mannequin Script Fix (AE.SE))
      Sexy Mannequins Female SSE 1.01
      Sexy Mannequins Heathfire SSE 1.00
      Equippable Underwear for NPCs (adds underwear to mannequins but they end up unequipping that too lol)

      This issue with coming back to any home or mod with mannequins and they have unequipped all the items on them after some time not being there has been the bane of my existence in Skyrim for as long as I can remember. Ive never been able to fix it. If its because of Sexy Mannequins I will drop that mod so fast because this issue irks me so much lol.

      I like to stream on Twitch, I like CBBE with nudity for immersion but I also use the Equippable Underwear for NPCs because Twitch doesnt like nudity lol. So far the only player homes in my game I have are Whiterun house (which is modded with Eli Breezehome - 6-7 mannequins), Legend of the Eagles Nest K747 version (6 mannequins), and Sjel Blad Castle (This mod has a s*** ton of mannequins but the others dont so id assume thats not it). The mannequins unequipping everything happens at all of those locations so I can only assume it happens in the purely vanilla homes as I am positive I remember it happening in vanilla homes from past games.

      But yeah everytime I come back all mannequins in any location have unequipped everything, it happens so often I dont even bother re-equipping them again lol.
    3. KhrysINXS
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      There is more to them working then just the script. The location they are placed should be Encounter Zone: NoResetZone and it is also not bad to have NoResetZone on the actual Manny References too (as an extra insurance policy). If those things don't check out, script here, there or anywhere wont do much as there is other underlying flaws with setup. Wish I could be of further help but I would look into the staging of the Mannies in your particular mods FIRST just to eliminate incorrect staging is a possibility before considering what else is happening. They should also have there own Navmesh islands so they don't move on cell load to the nearest place that has Navmesh. These disciplines stated above are just general prerequisites needed for them to work best natively BEFORE anything on Nexus can help further
    4. AmenRa333
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      Well I appreciate your quick response!
      For me like I said its been an issue for as long as I can remember even with vanilla mod free to the best of my memory.

      By staging do you mean load order? I am using Loot for that, but I could set a custom order.
      As for setting NoResetZone on mannequin references that is unfortunately beyond my abilities of knowledge. 

      Is there a mod/script you know of that would force mannequins to Auto Equip either whatever armor/clothing is on them or the last worn items when loading into a player home? I cant imagine its just me having this issue with mannequins taking off clothing and armor.

      As I said I like to stream on Twitch, I enjoy the immersion of having nudity if I want but I use the Undies for NPCs for that reason so NPCs and Mannequins have underwear on them so I can have the best of both worlds. But the damn mannequins keep unequipping those too so ill walk into ANY player home and its just nothing but Tits and Puss hanging out everywhere LOL!

      Im making a post about this in Sexy Mannequins SSE post section because who knows maybe it is this mod causing this issue. Someone else on Sexy Mannequins SSE post section I think mentions something about this but his comment seems unclear to me.

      
      ZUBR11 29 April 2021, 8:12AM - so as not to undress, we put on the npc  use traits, use inventory in ssedit. but  if you stuck in your game nps, they'll put on their outfit 

  7. Durzah
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    Does it fix the duplication glitch? Or is it still in to do list? I mainly need the Dupe glitch fixed.
    1. KhrysINXS
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      It does not.. I have the latest iteration of the code in the closet and we all just lost motivation trying to figure out why the dup fix implementation breaks the mannies solid stance. Its why it is not updated. Many minds just lost the motivation working on it (including myself) trying to make it work with this script so they don't move. Takes a lot of time debugging/testing it and no fruitful results despite all sorts of approach's. Rather work on stuff that's rewarding
  8. AtsushiATS
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    Hi just want to ask, so is this work for Skyrim version 1.6.640?
    1. KhrysINXS
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      This script is a base game replacement script and has nothing to do with SKSE build versions. Unless Bethesda changes the way the native Mannies are setup and function, this works on; LE, SE plus (I would assume without knowing much about them) VR and GOG regardless of the SKSE builds. 
    2. AtsushiATS
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      Sorry for late reply and thx for answering my question!
  9. BrianGarner524
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    Hello.  Thank you for this.  Seems to be working great.  This tackles one of the biggest issues in Skyrim.  I do however have one question.  Is it possible to run this without maintaining T pose.  I was actually enjoying seeing the mannys in different poses.  They weren't moving around like with the TAI action which is cool but probably would affect performance with all those mannys moving.  Just different poses.  I am also using Femmequins Mod.  I'm currently trying it before and after your fix to see what is does.  I am also running one player home with many mannys and I have your mod after that so it can fix those mannys as well.  Seems to be working well.  

    So, if there is a way to get them to not maintain the T pose that would be great.  Is there a folder I can delete or some text or something?
    May the Gods watch over your Battles Friend.
    1. KhrysINXS
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      Hello there. Most folk wouldn't look but bottom of the Description Page the "To-Do Notes" I put a note to implement an update for the "Object Duplication Bugfix". It was brought up earlier in the post section HERE. The Vanilla Manny script and this one share that common issue that has NOT been addressed. The USSEP manny replacer script does attempt to correct this matter although, nothing is perfect. I along with several experienced coders refactored this script in the last couple of months trying to add the Dup fix coding (chunky amount of code). We implemented it and also re-engineered it in a different way. The only reason why the update has not been issued is it seems to break the T-Pose and they receive their varying poses back. It's this T-Pose that Berticus0001 managed to achieve; for some mystery of the universe reason, we came to notice is one major component that restricts them from moving around and being all funky (like we all don't want). This is the dilemma of me allowing these different poses back into the picture. It encourages them to do what they want. Mannies are weird, let me tell you, because they are Actor NPCs so coding in such ways that should work in most cases goes unpredictable on them. Implement code and they don't abide to it and do something totally different or it does work but somthing else quirky materializes. Basically and unfortunatly; if you want their poses to return, its best you use another script out their as the T-Pose for some oddball reason is one key component that seems to significantly help them not move how they want. I too have preferences but overtime regarding some things, I learned to just toss them out the window. Live and let live
  10. GVLT
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    Hi, my mannequins are still moving (on the same exacts spots though) each time I enter the cell. Might it because I altered their positions midsave?
    1. KhrysINXS
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      Or you dont even have the provided script winning all conflicts in your mod stack. Im not sure if its something to do with you editing their positions midsave. Your just going to have to get investigative on the matter and do different tests to figure out whats going on
    2. GVLT
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      I checked conflicts of course, and there is none.
      I was making a bit of a replacer for vlindrel hall and added three more mannequins, I tested it on fresh saves with minimum of plugins and they were on spots they should be.
      On my main gameplay save, when I finished with testing and wrapped mod for gameplay QA-sessions and waiting for a few permissions I noticed that all of my mannequins except the original one are moving. And moving to the same amount, about 100 units +Y
    3. KhrysINXS
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      That's interesting. Sound like it is a midsave thing maybe. Did you save prior to adding outside the loaded cell (preferably in Tamriel), let the game settle into the loaded save and then enter the cell with the new Manny's? 
    4. GVLT
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      I haven't entered the altered cell in this playthrough before finishing the mod, I haven't altered it since I added it to this save (I have a few additions planned, though).
    5. KhrysINXS
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      Did you make Navmesh islands for your new manny's? Regardless of this script (or any), If they are not on any NAVM, they will be fighting to be on the closest NAVM they can get their bodies on top of
    6. GVLT
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      Ah, that might be the case, I've carefully routed out them to ensure npcs would not try to walk trough them. Might that be the culprit? But how that would explain their behavior on fresh save?
    7. KhrysINXS
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      I dont know like yourself all the secrets of their obscure behaviors. I've come to learn that with them "No Sense makes sense" LOL. I am never suprised anymore regarding them and taking the opposite approach to that in which seems like the logical approach fixes things leaves me saying "sounds about right". Only way to know for sure it has something to do with it is to just do it and test. You may also need to make sure they are not positioned exactly at a 90 degree integer too. Make them face 0.1, 90.1, 180.1, 270.1 (depeding direction they are facing) including there XMarkerHeading, Trigger and the actual body. They can be very tedious sometimes and really try ones patience
    8. GVLT
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      About the rotation, you mean characters themself or their trigger/marker? Thanks for your efforts and fast answers.
    9. GVLT
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      Well, I have just enabled display of markers and enabled/disabled parent of said mannequins and it seems to fix them
    10. KhrysINXS
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      I normally just keep all the position & rotation coordinates same except for the trigger on the z as its Datum is in the centre of the primitive as the Manny body & XMarkerheader are datum at ground center. If I rotate the trigger 0.5, I do it for all the components keeping things as close to the same as possible. Ahh, you seem to have figured it out them.. Alright, great
  11. Grendizer73
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    Hi, the script seems to works fine but all the mannequin that had armor beofre the installation now don't show it and have to undress and re-dress all...
    Is there a way to speed up the process? I have 100+ mannequins to re-dress...
    1. KhrysINXS
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      Probably not tbh. Your also using over 100 mannequins. I have explicity disclamed on page that i have no idea how this script would work under that scenario and I was talking about installing it at game start. Your installing mid-game so yeh. No idea how it will go and pretty sure thier is no miracle whip fix for what you are proposing. Not that I know of at the moment anyhow