Jump to content

Creation Kit files won't 'use' each other.


Yuni

Recommended Posts

Posted

I'm currently turning the muzzle from Zaria's Restraints into a Devious Ballgag, like I did with the Log Bit gag. If I can figure this out tonight, everyone who uses my mod will get that update tonight.

 

Except I can't get it to bloody work. It keeps displaying the strap Ball Gag when I put it on in-game. It's a problem with the 'Inventory' piece of the item. I set the 'World Model' to that of the Zaria gag...

 

It might have something to do with the 'users'. When I look at my Log Bit files, they say 'users: 1' under one of the columns in the construction kit, but for the yuniMuzzlePiercings_scriptInstance it says "users: 0"... The armor addon (AA) file has two users, so why won't my scriptInstance connect to my Inventory item? I suppose this might be trouble specific to Devious Devices, but..

 

Is it the name? I named them correctly, I think. I've checked, too. yuniMuzzlePiercings_scriptInstance, yuniMuzzlePiercingsAA, yuniMuzzlePiercings, and yuniMuzzlePiercingsInventory... but they don't seem to be recognizing each other.

 

Is there some obscure option I'm missing to tie the inventory item to the scriptInstance?

 

Halp. @_@

Posted

I wish I knew more about the CK... can't really help you much, but I thought that the world model was only for dropped items, and the inventory model was used when you wore the item?

Posted

I wish I knew more about the CK... can't really help you much, but I thought that the world model was only for dropped items, and the inventory model was used when you wore the item?

 

That's not it. There is no 'inventory model' category or file attribute. It's called 'world model' whether or not it's actually in your inventory. Even on the Inventory object, it still is labeled as 'world model'. There's a 'models' category where you can assign ArmorAddons, but I tried assigning that to the Muzzle, and it didn't work... also I didn't have to do that for the Inventory object for the log bit. I'm almost certain it's because the Inventory object isn't connecting with the _scriptInstance all devious items have, because nowhere in any of the damnable objects do I see one single reference left to that ballgag .nif file... I must not know of some place they would reference it.

Posted

The Script Instance part is identified in the script properties on the Inventory part, the script needs the properties changed for both the Inventory item and Script Instance item. If the properties are not changed it will link to whatever it was already set to (if copied).

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...