This is just what I need! Something about the mannequins being npcs, thus being technically alive in game terms, and being doomed to stand in one place for all eternity just creeps me out. Do you think it would be possible to make a BOS version?
Sorry about that! BOS is Base Object Swapper. It's really useful to avoid conflicts with mods that edit the same stuff, or move it around. I still have to check if the mannequin replacements from your mod clip with anything edited by Simple Player Home Improvements, for example. Having a BOS version would remove the need for that :)
No idea. I suppose that instead of disabling, say, five references and replacing them with five new ones, you might swap the base objects. But what if you want to remove five refs and add ten new ones? Where would the extra five come from? And can BOS also change their linked references, enable parents, and so on?
No idea, I haven't looked into how it works yet. I figure that, similar to mods like Spell Perk Item Distributor/SPID, you can leave out any stuff you dont want edited or target specific references. Checking the description tab this seems to be the case:
origBase is the base object you're trying to replace (eg. all farmhouse statics). origRef is the specific object reference you're trying to replace (ie. a specific farmhouse in Riverwood).
Well, I'm not about to ask you to go and learn a whole new tool, god knows I haven't got the hang of one as simple as SPID myself lmao. If I somehow get around to learning BOS, I'll remember to make a patch for your mod though :)
I see that it always says "replace". As I understand it, the original record of the reference must be in the esp with its unique FormID, then you can replace its base object and, I guess, its coordinates. To add more references, BOS should "create" them from scratch. If it can't do it, you still need the esp.
Obviously underrated mod. Great job and well needed with so many mannequin problems. Mine was while using sexlabs spectator crowds, sometimes that mod would pull mannequins from nearby room and spectators would start in orgy scenario with mannequin. This mod will help resolve that long time problem.
This definitely removes any issue with the (vanilla) mannequins, but you'd better read the description if you didn't, just to avoid misunderstandings :)
Tarlazo, thank you for your generous permission terms. I love this mod so much, I ported it to Xbox (my husband's preferred platform) here and instructed users to pester me, not you, with any questions/concerns about it. Assuming anyone reads descriptions, anyway.
Oh wow, that would be amazing! I so much want to get rid of CC content. Is it actually possible to "downgrade" back to SE? I was just screaming NOOOOOO when AE force fed the content on launch. :D
Quesswhatquesswhatquesswhat!!!! I found this! https://help.bethesda.net/#en/answer/39843. Sadly a no-can-do for PS5 but at least PC version will be pure again. <3 Now the hard part. Is it really worth deleting all my current saves for this? Absolutely! Soon, I'll be finally awake. Again.
Maisa6000 I don't know if you've already found the answer to this, but there is a downgrade patcher on the nexus that supposedly does what you're asking. I have not personally tested it, so I do not know how well it works. There's also the content picker mod that lets you select which, if any, of the CC mods you want to keep. Content PickerDowngrade Patcher or, if you want to download a specific version of Skyrim, there's the Unofficial Skyrim Downloader. If you haven't found it yet, hope this helps, or if not you, hopefully this helps someone else here to read the comments and ask questions.
Umm.. I started to clean some conflicts in xEdit and I have just a very basic knowledge of how it works. Did I really understood right that you send those mannequins somewhere in Soul Cairn?? :D Because if you did, that's ridiculously hilarious! :D
LOL, no -- it means that Dawnguard has accidentally assigned the DLC1SoulCairnLocation (a Location is not a "place") to the test cell AAADeleteWhenDoneTestJeremy (they didn't bother to delete it after all), which I often use as garbage dump for being the topmost one in the CK's list of interior cells. But I might consider that for an update; they could hide in nooks and crannies and pop up screaming when the player gets near.
I came here looking for a fix for bugged mannequins. Had SO much fun reading your comments that I'm gonna fix them with this. Seemingly the one and only right way to do it. :D Today you made me laugh, I thank you for it!
Hey, man, i wonder if you can help me with a problem i'm having... Seems like a mannequin from the CC player home Bloodchill manor, is bugged in my save... I can't put the dragon armor on it, and every fricking time i enter the "cell", the game gives me one dragonplate armor, and one dragonplate boots. It got bugged because of the armor, obviously, but i don't know what to do. So yeah, i was wondering if you can help me... :/
You're addressing someone who made a mod to get rid of the loathed mannequins... on the very page of the mod that gets rid of them xD
Anyway, maybe you could try this: Get the RefID of the mannequins in the house; leave the house; save; load the latest save in ReSaver; filter for the IDs (one at the time); delete everything returned by the filter (changeforms, script instances, and whatever else comes up -- if the filter also returns active scripts, terminate them); save to a new file. This should reset them to a pristine status.
If it doesn't work, delete the edited save and try asking some mannequin lover, maybe he/she knows more :)
I know i'm asking a mannequin hater for an advice, but because you have knowledge of these things, i wanted to give it a shot, at the end, what would be the worst to happen, right?
??Maybe you could try this:
And this is what i was looking for, an advice, so thanks! Even if it doesn't work, at least i tried... :S
65 comments
WDMUASIA?
WTFIBOS?
What the f*** is BOS?
I suppose that instead of disabling, say, five references and replacing them with five new ones, you might swap the base objects.
But what if you want to remove five refs and add ten new ones? Where would the extra five come from?
And can BOS also change their linked references, enable parents, and so on?
Well, I'm not about to ask you to go and learn a whole new tool, god knows I haven't got the hang of one as simple as SPID myself lmao.
If I somehow get around to learning BOS, I'll remember to make a patch for your mod though :)
As I understand it, the original record of the reference must be in the esp with its unique FormID, then you can replace its base object and, I guess, its coordinates.
To add more references, BOS should "create" them from scratch.
If it can't do it, you still need the esp.
My mods are all underrated by definition :)
Thank you!
I wholeheartedly appreciate the "no pestering" part :)
Once has been more than enough.
When I decided to try AE, I had full disk backups to restore.
But I might consider that for an update; they could hide in nooks and crannies and pop up screaming when the player gets near.
Anyway, maybe you could try this:
Get the RefID of the mannequins in the house; leave the house; save; load the latest save in ReSaver; filter for the IDs (one at the time); delete everything returned by the filter (changeforms, script instances, and whatever else comes up -- if the filter also returns active scripts, terminate them); save to a new file.
This should reset them to a pristine status.
If it doesn't work, delete the edited save and try asking some mannequin lover, maybe he/she knows more :)
And this is what i was looking for, an advice, so thanks! Even if it doesn't work, at least i tried... :S
Just wanted to thank you, because it worked! Didn't have time to post it earlier, but anyways, thx.
Sometimes I surprise even myself xD
I get it too late ^^D