Accepted Answer. I've found a solid fix for this, that has repeatedly worked to stop my mannequin from duping. It's almost the reverse of what you have to do to start the glitch. I have found some small details to watch out for along the way. Let me start by saying that I have only tried this in Riften at Honeyside.
This is what you do Also, make sure you don't have any more than 4 of each in your own inventory. This ensures that the house im properly reloads. Without exiting the menu, go to your items and put each one back. WARNING: If you have 6 or more items in your own inventory at this time, it will ask you how many you want to place, and this will cause failure.
This is why you can't have more than 4 to begin with. NOTE: This is why I like the Riften house, as it's easy to remember which door you went through last, and you can just use the other one. Again, be sure it reloads the right way. When you go to your mannequin it should still be naked, and will have stopped duping items. You can now use it as normal, or you can start the glitch again with a new set of items.
I've started and stopped this process a total of 5 times as of this post with no lingering glitches. Hope this works as well for the rest of you as it did for me.
Extra Notes - I haven't tried to fix the glitch while having non-glitching items still in the mannequins inventory, nor have I tried it with more than 2 of each item in its inventory. I know for sure that if it asks 'how many' to store, that it will cause the fix to not work, or if you don't get the proper loading screen after removing all the items from the mannequin.
There may be more details that I haven't tested that will cause failure, and there may be steps that can be shortened or skipped. Once I found what worked consistently, I didn't care to test it further. Feel free to test it on your own, and please share if you find anything more out. User Info: thunderwyrm. Other Answers. Reload a previous save.
To place the mannequin select the PlayerHouseMannequin in the Object Window and drag it into the Render Window to a place that preferable has no obstacles like tables, cabinets or chairs. You can drag it to a more suitable place once the mannequin is dropped in the Render Window. Once placed the mannequin is selected by default. This is visible thru the box with the red, blue and green lines around the mannequin.
When you move your cursor over the mannequin, the shape of the cursor will be changed into a four-arrow cursor. You should at least move it a little as the mannequin is not snapped to grid when dragged into the Render Window. If you want to rotate the mannequin, right-click when the mannequin is selected and you see a four-arrow cursor. Choose Edit. In the opening Reference dialogue you should for now only be concerned with the Rotation Z field.
As you see in the following pictures, the mannequin faces away from the door. Entering a value of in the Rotation Z field will let the mannequin face the door. With a value of 90 it will face the right wall and with a value of it will face the left wall. Select the XMarkerHeading and drag it into the Render Window somewhere near the mannequin, but not on top of the mannequin, because it then will cover the mannequin entirely and you will not be able to execute the following steps with that much ease.
Once you have placed the XMarkerHeading in the Render Window you should rotate it into the same direction as the mannequin and moving it near the mannequin. The XMarkerHeading is a transparent red box with a piramid form pointing out the box. This will add the MannequinActivateTrig to the mannequin. Click OK and you will see a small transparent red box appear more or less enclosing the mannequin, only leaving a small part of its head and part of the arms outside the box.
No problem because you will need that situation in the following steps. The following steps should be performed carefully, because you will easily forget to select the correct tabs in the Reference dialogue resulting in a non-working mannequin. Be sure to have a view in the Render Window somewhat similar to that in Fig. At least be sure that no objects are too close to the mannequin and the marker. It makes the following steps much easier. To edit the mannequin, double-click on an arm that is sticking out of the MannequinActivateTrig box or select the PlayerHouseMannequin in the Cell View, right-click and select Edit.
Select the Linked Ref tab, right-click in the empty space under Keyword and Reference and select New. A new dialogue will appear, the Choose Reference dialogue. Click the Select Reference in Render Window button. The dialogues shown in Fig. Move the cursor onto the XMarkerHeading box and double-click when the cursur is colored white. Click OK. A new dialogue will appear, the Activate Ref Selection dialogue.
Click the Select Reference in Render Window button, the dialogues will disappear and you will see the cursor again when hoovering in the Render Window.
Move to the MannequinActivateTrig box, as far away from the mannequin as possible. When the cursor is white, double-click. The dialogues will reappear. In the Choose Reference dialogue, click the Select Reference in Render Window button, and again the cursor will change into the cursor. Move the cursor to one of the arms of the mannequin, the part that is sticking out of the MannequinActivateTrig box and double-click when the cursor is white. Click OK again to close the Reference dialogue.
In the Reference dialogue select the Primitive tab. Check the box marked Player Activation. Seen from head to feet it should look like this:. If this happens when you are testing your mod, it seems that the mannequin and the XmarkerHeading are exactly facing north. Another useful thing to do, is to alter the bounds of the ActivateMannequinTrig. Select the trigger, right-click and select Edit. Also, use NavMesh to create a small island for the mannequin to stand on.
These precautions will prevent mannequins to walk around, float halfway up to the ceiling or get into any position that they are not supposed to. Creating a custom mannequin is quite simple. Select PlayerHouseMannequin, right-click and select Duplicate.
You can leave the Editor ID as is, but I prefer to rename the copy. I always start the Editor IDs of the copies or new items, actors, etc. By using this type of prefix your objects will always be on top in the listings in the Object Window. Use a clear description for the rest of the Editor ID. Click on the copy to select it, wait a moment, and then click again. Change the name to whatever you like and press Enter.
In the Create New Object? To edit the copy of the mannequin, either double-click the Editor ID or select the copy, right-click and choose Edit. Do not change anything inside the red box, except the ID. The InvisibleRace also has the ActorNPC keyword, but there is no point in using this race, as you may not be able to find the mannequin unless you exactly know where you have located it.
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