NOTE: Pictures will be coming soon. I just wanted to get the text basics in here first.
This is still a work in progress.
If you don't want to copy and paste an existing one, and would like to learn how they work, this tutorial will help you out.
You can also attach armor to your mannequin so it shows up on it when you first find the mannequin.
NOTE: Do not rotate any of the objects your placing until you are done building everything. This will ensure everything is facing the correct way while your building it. You can rotate everything together after everthing is built.
First, decide on which cell you want to add your mannequin and load it into the 'Render Window'.
1. Find a place that has no objects to build your mannequin. You will move it into position later.
2. From the 'Object Window', drag the 'PlayerHouseMannequin' from the 'Actors\Actor' folder to the 'Render Window'.
3. From the 'Object Window', drag the 'XMarkerHeading' from the 'WorldObjects\Static' folder to the 'Render Window'.
Second, lets add the activation triggers to the mannequin.
1. Select the 'PlayerHouseMannequin' that you placed in the 'Render Window' so a selection box surrounds it.
2. On the toolbar, click on the 'Create Trigger' button. (Cube with the 'T' inside it).
3. Select 'MannequinActivateTrig' from the drop-down menu and click OK.
Smarty Says: Use the 'filter' by typing in the first letters of what your searching for as shown below:
The red trigger box will automaticall cover your selected Mannequin.
Smarty Says: If the trigger box does not automatically cover your mannequin as shown, make sure you selected your placed mannequin before you clicked on the trigger icon.
Third, now lets link the references together.
1. You need to select your mannequin again.
Smarty Says: If you cannot select it, you can click on the red activator trigger you placed above, and press the '1' key twice. That will make it so you can select your mannequin. Pressing ALT + 1 will make all previously hidden objects re-appear.
Smarty Says: You can also press the 'M' key to make the Markers disappear. You can press 'M' again to make them reappear.
2. Double-click on the mannequin to open its properties reference window. Scroll the tabs over until you find the tab 'Linked Ref'.
3. Right-click in that window and select 'New'. The 'Choose Reference' window will open.
4. Click the 'Select Reference in Render Window' button. Your cursor will turn into a white cross-hair when you hover over your XMarkerHeading. Double-click the 'XMarkerHeading' and it will populate this window with your XMarkerHeading.
5. Click the OK button. Now your mannequin will show it is linked to the XMarkerHeading.
6. Now scroll over to the 'Active Parents' tab. Right-click in the tab window and select 'New'. The Activate Ref Selection window will appear.
7. Click the 'Select Reference in Render Window' button. Your cursor will turn into a white cross-hair when you hover over your 'MannequinActivateTrig'. Double-click the 'MannequinActivateTrig' and it will populate this window with your trigger object.
8. Click the OK Button. It will now show your linked to your activator trigger.
9. Make sure the check box 'Parent Activate Only' is checked.
10. Double-click on the 'XMarkerHeading' and on the 'Linked Ref' tab, right-click in the tab window and select 'New'. Add the 'PlayerHouseMannequin' as the reference like you have done before.
11. Double-click on the 'MannequinActivateTrig' and on the 'Primitive' tab, make sure the check box 'Player Activation' is checked.
Lastly, Placing your Mannequin
1. Make sure your mannequin is inside the Activator Trigger box, and make sure those two are inside the XMarkerHeading box. Everything should still be rotated in the default direction.
2. Draw a box around all your newly created mannequin objects to select them all. Now move them into position and rotate them the way you like.
Adding default armor and weapons to your mannequin
1. Drop any piece of armor or clothing in the cell somewhere near the mannequin (so you can find it).
2. Double-click on the armor to bring up its Reference properties window.
3. On the 'Linked Ref' tab, right-click in the tab window and select 'New'.
4. Link the Mannequin you placed to the armor piece.
5. On the 'Scripts' tab, right-click in the tab window and select 'New'.
6. Select the script 'DefaultAddToLinkonLoadSCRIPT'.
7. Click the OK button.
8. You can add weapons in the same way, or by adding them to the 'Inventory' box. The easiest way is to drag the weapon from the Object Window and drop it on the Inventory tab window. Weapons will be auto-added.
You will now see a Green Line going from the armor to the mannequin. When you test your mod, you will see the mannequin wearing the piece of armor or clothing.
1. If the mannequin seems to be alive and freeze in a strange pose after you leave its inventory, just leave the room (cell) and come back. It should be back where it belongs.
2. If the mannequin moves around and hangs out somewhere else, make sure you have a complete navmesh 'under' the mannequin stand. And make sure you have finalized your navmesh.
3. If your mannequin refuses to work, try rotating ALL of the mannequin objects a few degrees. That should fix the issue.