Mod creation - new object .kf not playing (help needed)

Post » Sat May 17, 2014 11:58 pm

I do not have permission to post links for some reason so I can't link anyone to the download link of the object or to the other post I made on The Nexus Forums. The download link can be found at The Nexus Forums > Nexus site forums > Oblivion > Files > Oblivion Mod Troubleshooting

All of these topics about adding existing mods to the game make me wonder if I'm in the right place to ask questions about creating mods. I do like the activity, though - a lot of Oblivion modding sites have died over the years or aren't as helpful as they should be so it's hard to find support for mod creation. I'd give up but something inside still wants to see me create something cool and I keep coming back.

I'll describe the problem below:

The problem is for a new object that I created in Blender that is supposed to be an arc with a square profile that rotates around an axis indefinitely at 90° a second, creating a rotating platform that the player can jump atop and ride around on. However, the object does not play its animation in-game, even when told to with the "PlayGroup" function that gets other objects to animate. Even stranger is that the square arc plays its rotation animation successfully in nifskope and in the CS preview window and the .kf animation "Forward" is listed there.

Why then when I call "myarcREF.PlayGroup Forward 0" doesn't the animation play?

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Pat RiMsey
 
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