Resources - Dynamic Armor Stand
This is a model asset for a dynamic armor stand that will display most armor items on a static display instead of human models.
Screenshots 1 screenshots
About this mod Machine translation
This is a model asset for a dynamic armor stand that will display most armor items on a static display instead of human models.
What does this resource do?
It adds a display that can hold the armor without using a mannequin. It also supports pre-placed items on its display. I was inspired by Icecreamassassins' attempt to create a similar system for Dragonborn's Legacy.
Why are you doing this?
I was wondering if I could make an armor display without using mannequins (these mannequins are known to be there, even with USSEP and all the other fixes).
How does it work?
'Armor Rack' is a container for invisible models. It then has several link references defined by keywords (e.g. ArmorBoots, ArmorHelmet). When adding an armor item, it compares the armor keyword to the linked reference, and if a match is found, a new static version of the armor is created and moved to that location. When you delete a project, static objects are deleted.
Additionally, if statically placed armor is linked from a marker, they will populate the display, so you can pre-place items instead of just adding them yourself.
If you want to check it out, please load the provided ESP and COC 00PKYTEST!
It uses 1 script and the custom grid packaged with the plugin allows you to properly see the proof of concept.
What's the downside?
Using the world model is a pain in the ass and sadly even in vanilla Skyrim Elf and Orish armors don't work properly here as they are inconsistent with the other armors. The world model is also ugly sometimes :P
How to improve?
Either use mesh patches to align them, or use a more advanced script to handle poorly rotated/positioned objects.
This is also a fiddle to setting up in CK, as you need to make sure the container has the correct number of LinkedRefs and the correct keywords, and that the array on the script is the correct size/properly filled.
The stands are ugly! ? !
These are literally placeholders that I used for proof of concept and you could actually use shelving units or any other arrangement. It doesn't need to stand like a Notion plugin.
Can I use it?
Yes please do and if you improve it I'd be interested in discussing how you did it :)
I also ask that you post here and consider giving me credit for the original work.
assets used
InsanitySorrow's Armor Rack Resource - Optional but used in dummy plugins.
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What this resource does?
It adds a display which can hold your armor without using a mannequin. It also supports pre-placed items on it's display. I was inspired by Icecreamassassins' attempt to create a similar system for Legacy of the Dragonborn.
Why did you make it?
I wanted to see if i could make an armor display that doesn't use the mannequins (which are known to be buggy, even with USSEP and all the other fixes out there).
How does it work?
The 'Armor Rack' is a container with an invisible model. It then has several linked references defined by keywords (e.g. ArmorBoots, ArmorHelmet). When an armor item is added, it compares the armor keyword to the linked refs and if a match is found, a new static version of the armor is created and moved to that position. On removing the item, the static object is deleted.
Also, if statically placed armors are linked from the marker, they'll populate on the display, so you can pre-place items rather than just adding them yourself.
Load the ESP provided and COC 00PKYTEST if you want to check it out!
It uses 1 script and the custom mesh packed with the plugin is so you can properly see the proof of concept.
What's the down side?
Working with World models is very painful, sadly even in vanilla Skyrim the Elven and Orish armors don't work properly here because of their inconsistent alignment vs other armors. Also world models are sometimes really ugly:P
How can this be improved?
Either with a patch for meshes to aligns them all the same, or a more advance script that can handle objects with bad rotation/position.
I …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.