JoRakhar Posted December 18, 2009 Share Posted December 18, 2009 I followed Werikk's blog to a T. Even keeping the plt/flag names and everything else exactly the same. My custom item name is all that was changed. // ---- SCRIPT STARTS HERE ---- #include "utility_h" #include "plt_my_custom_plot" void main() { if ( WR_GetPlotFlag( PLT_MY_CUSTOM_PLOT, MY_ITEM_CHECK_FLAG ) == TRUE ) return; event ev = GetCurrentEvent(); int nEventType = GetEventType(ev); switch ( nEventType ) { case EVENT_TYPE_MODULE_LOAD: { UT_AddItemToInventory(R"dw_comm_axe.uti", 1); WR_SetPlotFlag( PLT_MY_CUSTOM_PLOT, MY_ITEM_CHECK_FLAG, TRUE ); break; } default: break; } } // ---- SCRIPT ENDS HERE ---- About a week ago, someone made a mod for me that does this same thing and that weapon doesn't appear in my inventory either. They both show up as enabled in the DLC list and when I compile I get no errors yet nothing is showing up in game. Toolset is 1.01 and game is 1.02 Link to comment Share on other sites More sharing options...
rehan Posted December 18, 2009 Share Posted December 18, 2009 i had same problem coz the only step i forgot in the tutorial was to save the written script before add the plot then add the plot and then write the final script and from there keep following the tutorial hope it will work for you too Link to comment Share on other sites More sharing options...
Recommended Posts