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.
One time, I had a Mannequin was looking at me and was tracking me like a regular NPC. I always thought they assassinate the Dragon Born when going to bed. lol
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.
Literally all this mod does is finds mannequins and moves them back to their locations. If you have any issues with how the mannequins behave otherwise it's due to another mod that alters their scripts or because of how they are being used. Generally weapons cannot be put on mannequins unless you have a mod that alters them to do so. Armor and shields are all they can display by default. So this sounds like you are simply missing a requirement for whatever mod adds the mannequins to the shop.
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 =(.
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.
169 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.
'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.'
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.