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Construction set: keeping those dancing mannequins in one place!

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fable
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Construction set: keeping those dancing mannequins in one place!

Post by fable »

The problem is that their script allows them to move forward (and a bit to one side), so they end up on the other side of the room, facing a wall, wherever you may have placed them. Right now, I'm redoing a home mod, Marc Mori Mountain Estate, and I want to be able to place a pair of dancing mannequins. I've tried the easy way, buying 4 kneeling stools from the DH Furniture Shop in the hope that placed in a square, their very small height might prove sufficient to box a dancing mannequin in. No dice: they apparently are for show only with no dimensions, because the mannequins dance through them, legs briefly vanishing, as they continue on their way.

Any suggestions for some way in the construction set I can box a dancing mannequin in? I've considered using furn_museum_02 and setting four of them down relatively close through the floor, but they're still kinda big. If there was something short and narrow to use, at least on the top side, I could drop it through a portion of the floor. Or have you had any experience with the script code, and could keep a mannequin from moving while dancing? I'd even settle for ideas for items to box them in, provided they were very low to the ground, and pre-tested by you. Anything along these lines would be greatly appreciated.
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ch85us2001
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Post by ch85us2001 »

Could you post the script, please?

The only thing that comes to mind as a good container would be in_hlaalu_rail, made into a box. That, or use a SetScale script on something else. :)
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fable
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Post by fable »

Chu, dancing is not a script, but an animation provided by Bethsoft. The script for the dancing mannequins is the one that determines when you can pick it up, put it down, give/receive armor/weapons, etc.

I did as you suggested, and managed to create a relatively small square with a little hangover on each end. It worked for one dancer, but the second square wouldn't work for a second: odd. The dancer seems to skim above the interior surface of the square, although it's easily as open a space as the one that works. Any idea what could be causing that?
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ch85us2001
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Post by ch85us2001 »

Is the manequin and the cage firmly on the floor??? :confused:
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fable
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Post by fable »

ch85us2001 wrote:Is the manequin and the cage firmly on the floor??? :confused:
Yes, the eight rails are at exactly the same depth into the floor. I've tried to make the squares identical. The mannequin giving me the problem occasionally steps down into the square, but usually rises out of it, hovering, or even steps over the rail, and most of the time floats above it several inches on a non-existent height that I can walk right through. She'll also sometimes ignore the rails, and dance through them. On the other hand, the other mannequin has stuck right inside the edge of the square, without problems.
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Post by fable »

Success. I ended up using INVISO collision walls. They stood on end, and were partially buried in a pair of columns, which removed the chance of unsightly (excuse the pun) collision with invisible walls. I set the mannequins (and INVISO walls) angled diagonally from the column, to provide better line-of-sight. I had the walls raised so that just most of the heads of the pair of dancing mannequins were covered. Everything tested out okay.

Notes: Apparently statics can only be reduced to half their original volume. I tried dragging to change that, and resetting the number of summary screen, without luck.

I tried inserting just the two dancing mannequins and their relevant scripts from Grumblepunk's House of Mannequins mod, into MarcMoriEstate, using TESAME. Oddly enough, when I tried to copy only those 4 objects, instead it copied (or said it copied) over 1200. I'm inclined to believe that, because the ESD file I exported with the items was 15K, instead 1 or 2K. I did insert it without problems into MarcMoriEstate. I'm just not sure why all that useless stuff had to be exported along with what I wanted. I've never seen that happen before, when copying objects to ESD. Ah, well. A mystery, I suppose.

Anyway, thanks for all the help! Now I need to figure what other changes to make, besides the wholesale removal and replacement of many things in the alchemy room (already done).
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