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{REL} Skin-toned Mannequins

Posted: Thu Apr 08, 2010 9:31 am
by fable
Skin-toned Mannequins

* Fourteen mannequins of all humanoid races, each sex

* Fourteen mannequins total each for Argonians and Khajits

* Poses with sneak, sword and shield raised, multiple casting objects, wear-all



A while back I complained about the fact that Morrowind has had skin-toned mannequins for all races and both sexes via a mod for years, and Fallout 3 just got them recently, too--but Oblivion only had wooden and marble mannequins. It seemed unfair. I mean, here you are, a moderately wealthy inhabitant of a land with an enormous clutch of weapons and armor bravely liberated from its former owners, and you can't display them on a reasonable facsimile of your race/sex? Magic can send you hurtling across the land, and turn you invisible, but it can't do this little thing? When there was no response, I decided to actually do a mod, myself, instead of simply taking part in other people's mods, which I've done for years.

And this is the result. Skin-toned Mannequins will be a hive-off of the original, superb Reznod's Mannequins. Instead of 64 wooden and marble, male and female mannequins, you'll get 14 mannequins of each sex for each humanoid race (including Orcs). For Khajits and Argonians, you will find 14 mannequins, total--but I innovated just a bit, so that when you purchase any three mannequins in succession of these, you'll see three different faces and hair styles. I could do that, because it's much easier to come up with attractive Khajit or Argonian features, versus humanoid ones.

These mannequins will do all that Reznod's mannequins did, and can be purchased in the same locations. Two basic versions of the mod will be offered:

SkinMannequinVan: This requires only CM Partners to run. It uses that mod as a master, because Reznod set up the mannequins as NPCs.

SkinMannequinCOBL: This version requires both CM Partners and COBL Races--not COBL Balanced Races, mind. COBL Races is used for cosmetic effect, with nicer hair and some subtler eye effects. That's all.

I've linked to a few screens, that might look odd, due to my original widescreen display. Future screens will not. These are just a brief sampling:

Four images, here.

There will also be two versions of the Vanilla and COBL versions. One of these will put the mannequins in a state of unconsciousness. This is because, as Reznod discovered after issuing his original release, NPCs, even NPC mannequins, will 1) sometimes make comments when they first encounter you, and 2) will swivel their upper torsos, and move their heads, to follow you. The unconscious version will have closed eyes. If you give your mannequins helments, you'll never notice.

The conscious version has opened eyes, and is suitable for non-helmeted mannequins. They do occasionally make bland, basic comments. I've found no way to turn that off. On a 1-10 irritant scale, I give that a 1. As for the swiveling part, I like it. To me, it says that there's a bit of magic inside these mannequins I've purchased. That's they've got the tiniest bit of sentience, and are following the doings of the person who owns them. So I use the eyes-wide-open version, comments, swivels, and all.

It's really up to you.

Note, since this uses the same holding cell that Reznod employed, you cannot use both his mod, and this. I had considered keeping some marble and wooden mannequins, but that would have meant removing some of each of the races. I'm also inclined to think that stylistically, the marble-and-wood types don't go together well with the race types. But maybe that's just me.

This mod is finished. Once it has been thoroughly beta-tested, which it's undergoing now (no requests, please), it will be provided on TES Nexus and PES. I will almost certainly *not* be doing any updates. My real interests in modding are building characters through dialog: I'm a writer. I've some very elaborate dialog and items written up for a merchant, and no knowledge how to mod it, so that will be my next task. But this will be issued, and that's that. Hopefully, it will be something you can use; and in any case, it's my way of giving back something to the modding community that has done so much to make a competent game into a fantastic one, and served all our needs for so many years. If you want to take this and use my mannequins as part of a mod of your own, I'll only ask that you let me know, and give me credit.

And I'd personally like to extend thanks to LHammonds, Showler, and Zornac, for helpful suggestions. And of course, Reznod.

Questions? Concerns?

Posted: Fri Apr 09, 2010 4:52 am
by Tricky
Only compliments. Nice find. :)

Posted: Fri Apr 09, 2010 8:14 am
by fable
Tricky wrote:Only compliments. Nice find. :)
Thanks. :) I'll post a few more screens possibly today, including a photo of the entire family.

Posted: Sun Apr 11, 2010 2:15 pm
by Ragin Cajun
Cool Fable. If we have Reznid's already, do we already have the co-programs you mentioned were required? And in Data Files we would just uncheck his and check yours to use?

Posted: Sun Apr 11, 2010 6:48 pm
by fable
Ragin Cajun wrote:Cool Fable. If we have Reznid's already, do we already have the co-programs you mentioned were required? And in Data Files we would just uncheck his and check yours to use?
If you have Reznod's active already, you must have CM Partners, which Reznod requires. This is all you're need to run the Skin-toned Mannequins, vanilla-flavored. You'll need COBL Races if you want to run my other version--though I recommend COBL in general, because of how much it adds to the game.

And yes, you'd uncheck Reznod's, and check the Skin-toned Mannequins. They use the same storage zone and very similar scripts, so they can't be run together.

Posted: Mon Apr 12, 2010 6:43 am
by Ragin Cajun
the fact that they look realistic, I could see thinking they were an enemy the first time you come back in and see them.

Posted: Mon Apr 12, 2010 7:55 pm
by fable
Ragin Cajun wrote:the fact that they look realistic, I could see thinking they were an enemy the first time you come back in and see them.
Then check out these screens, as well. Imagine what you would think if you entered a room and found the bunch in the last lot waiting for you. ;)

All are my mannequins. Two each of the khajits and argonians were in a poker game and couldn't attend, while the Nord pair were out doing...something.

Posted: Fri Apr 16, 2010 3:56 pm
by Ragin Cajun
Been off the game for a week while checking out something new. Question before I install this...

If I have Reznids already installed and have mannequins in place with gear on them... what happens to that gear when I install yours and take Reznids' off the Data and add yours in?

Should I go in and gather all that gear into my inventory before I make the change?

Posted: Fri Apr 16, 2010 3:57 pm
by Ragin Cajun
fable wrote:Then check out these screens, as well. Imagine what you would think if you entered a room and found the bunch in the last lot waiting for you. ;)

All are my mannequins. Two each of the khajits and argonians were in a poker game and couldn't attend, while the Nord pair were out doing...something.
Wow..that's nice looking. Just curious, what is that curved sword the elven knight mannequin is holding (the one in the gold armor)

Posted: Fri Apr 16, 2010 3:58 pm
by Ragin Cajun
Oh...and where do I find the link to download?

Posted: Fri Apr 16, 2010 8:00 pm
by fable
Ragin Cajun wrote:Oh...and where do I find the link to download?
When it's ready--probably in a day or two--it will be up on TES Nexus. I may put it on PlanetElderScrolls, too.

Posted: Sun Apr 18, 2010 6:03 pm
by fable

Posted: Mon Apr 19, 2010 3:27 pm
by Ragin Cajun
downloaded..looking forward to checking it out in game.

Posted: Mon Apr 19, 2010 8:34 pm
by fable
Ragin Cajun wrote:downloaded..looking forward to checking it out in game.
Let me know what you think of it up in the discussion area for the mod, on TES Nexus. We need to build up some talk, there. ;)

Posted: Tue Apr 20, 2010 3:26 pm
by Ragin Cajun
Need some help. I set yours to work in Data Files, unchecked Reznors. Now my game won't open. I think it's because I don't have the CM Partners file. However, there are 24 pages of mods with CM Partners in the search.. any help narrowing down the one you are talking about?

Posted: Tue Apr 20, 2010 3:34 pm
by Ragin Cajun
I think I found it. I sorted by number of endorsements. The basic 2.0 by Blackie?

Hmm, I see what his mod does. Any idea if that interferes with the Viconia add on?

Posted: Tue Apr 20, 2010 7:04 pm
by dragon wench
Ragin Cajun wrote:I think I found it. I sorted by number of endorsements. The basic 2.0 by Blackie?

Hmm, I see what his mod does. Any idea if that interferes with the Viconia add on?
Yes, it's the basic 2.0 that you want. I have it installed in my game with Fable's mod and it's running fine.

Posted: Tue Apr 20, 2010 7:18 pm
by Ragin Cajun
Yep. Went by three brothers in the IC and they were there. Very nice... now I just gotta buy a house to use them..lol.