Fixing custom guitars - Argon's instrument mod
Have you ever put one of your custom guitars (or guitar-based instrument) in inventory, taken it to a community lot to busk only to find your sim can't use it anymore? How's your poor starving artist going to get by when they can't make back those 2500 they spent on a stupidly ornate guitar, eh?
No sweat, I figured out the issue. Argon (or whoever made the guitar base back then 😜) disabled a bhav they shouldn't have. Instance 1006 Function - Load to be precise. When guitars are placed, they store the OID of their accessory in attribute D. But when you pull it out of inventory, it has to re-create it and without this bhav it won't update the attribute to match the new OID.
Fortunately it is easy to fix. A lot of them still have the bhav gathering dust unused, some have deleted it. You can grab a copy of it from my SFS if you need it.
Identify which OBJD is your lead tile, and note down the instance number. In every example I looked at it, it was instance 41AB. You can verify by scrolling down the RAW Data tab of the OBJD to section 06. Mesh & Graphics and making sure it has the number 1 in Multi-Tile master id, and Multi-Tile sub index.
Copy the GUID of your lead tile OBJD, and while you are there also grab the GUID of the accessory guitar OBJD.
Go to the OBJf of the same instance number as the lead tile. On the third line called load, enter 1006 into the action bhav box.
Go to your Function Load BHAV, and switch out line 0x0 guid to the one you copied from your lead tile, and switch out line 0x4 to the accessory guitar guid. (Protip: Make sure you have picknmix's plugin wizards, so that you can use the pop-up wizard to simply copy in the guid.)
That's it. Now your sim can bring their overly-expensive new guitar to go busk and earn back the money they spent to buy it.
Bass-based instruments don't seem to have this issue, at least the ones I looked at didn't. No idea about violins, haven't seen a custom one of those.















