Pfiffy Posted August 24, 2018 Author Posted August 24, 2018 4 hours ago, pburnt said: I'm missing some pex scripts. The source scripts are there but these are missing: defaultActivateScript.pex NorPullBar01Script.pex HazardBase.pex TrapNorPlatform.pex NorLever01Script.pex default2StateActivator.pex PressurePlate.pex Can't find either pex or psc for this one: ZazOnTriggerEnterBindingTMG I compiled the missing pex scripts that I could find. Is my install out of date? I downloaded on July 29. T.ara has left some unfinished buisness in the 8 and 8+ packs, you might have stumbled over the left-overs.
tasairis Posted August 25, 2018 Posted August 25, 2018 On 8/23/2018 at 6:13 PM, pburnt said: I'm missing some pex scripts. The source scripts are there but these are missing: defaultActivateScript.pex NorPullBar01Script.pex HazardBase.pex TrapNorPlatform.pex NorLever01Script.pex default2StateActivator.pex PressurePlate.pex Can't find either pex or psc for this one: ZazOnTriggerEnterBindingTMG I compiled the missing pex scripts that I could find. Is my install out of date? I downloaded on July 29. Careful: those are vanilla scripts. Unless there is a problem you know can be fixed with some of those, it would be best to leave the scripts uncompiled.
pburnt Posted August 25, 2018 Posted August 25, 2018 7 hours ago, tasairis said: Careful: those are vanilla scripts. Unless there is a problem you know can be fixed with some of those, it would be best to leave the scripts uncompiled. Not sure I understand. If the game is calling the scripts and they aren't there wouldn't that create problems?
11mazak Posted August 26, 2018 Posted August 26, 2018 Hello. There's an issue I ran into: the big water barrel and the tube-looking hole filled with water are supposed to have a moving gibbet cage lift over them and they missing.
Pfiffy Posted August 26, 2018 Author Posted August 26, 2018 39 minutes ago, 11mazak said: Hello. There's an issue I ran into: the big water barrel and the tube-looking hole filled with water are supposed to have a moving gibbet cage lift over them and they missing. In the Backround I see a visible marker... Did you run nifscan on the ZAZ pack?
11mazak Posted August 26, 2018 Posted August 26, 2018 1 hour ago, Pfiffy said: In the Backround I see a visible marker... Did you run nifscan on the ZAZ pack? yes, I noticed the marker too (the green arrow). It's pointing to the exact location the enter/exit rug ports me on. Or do you mean something else? I just ran NifScan on my download of SE Zaz 8plus and there's only three types of errors, all looking relatively harmless: Block [0]: Name Irons is used more than once in children nodes Block [2]: Mesh uses SLSF1_External_Emittance but bit 9 is not set in BSXFlags. Block [40]: Redundant all white #FFFFFFFF vertex colors no other error type / message / warning, except [Done] Checked 2268 file(s) I downloaded the pack fresh, ran nifscan, same result. Even downloaded Zaz 8 (not-plus) and same result. Edit: attaching the error log, maybe it's important to see? errors.txt
Yinkle Posted August 26, 2018 Posted August 26, 2018 On 5/29/2018 at 10:53 AM, Pfiffy said: Bodyslide reports an error on a missing file. This error can be ignored, but i have not managed to erase that error. I haven't even found the BS file, that causes it. found the culprit for this, here's the fixed file (I just removed the entry for the missing nif) It's in the folder \CalienteTools\BodySlide\SliderSets BreastRopeExtreme02.osp
Pfiffy Posted August 26, 2018 Author Posted August 26, 2018 2 hours ago, 11mazak said: yes, I noticed the marker too (the green arrow). It's pointing to the exact location the enter/exit rug ports me on. Or do you mean something else? I just ran NifScan on my download of SE Zaz 8plus and there's only three types of errors, all looking relatively harmless: Block [0]: Name Irons is used more than once in children nodes Block [2]: Mesh uses SLSF1_External_Emittance but bit 9 is not set in BSXFlags. Block [40]: Redundant all white #FFFFFFFF vertex colors no other error type / message / warning, except [Done] Checked 2268 file(s) I downloaded the pack fresh, ran nifscan, same result. Even downloaded Zaz 8 (not-plus) and same result. Edit: attaching the error log, maybe it's important to see? errors.txt The problem is, that nifscan in some cases wrecks the anim objects and some idle markers. The result is, that invisible objects like markers become visible and Anim objects get weired colours or vanish. (Yeah, it is a good tool, but it is not perfect) I did my best to repair this, but I might have missed some. In some cases it helped me to replace the repaired(?!) nifs with the old rim nifs (the markers in the pack are the original ones and two of the bondage trees are also replaced by the old meshes. But with all of thwe stuff in the packs it is a pain in the ass to find every thing...
Pfiffy Posted August 26, 2018 Author Posted August 26, 2018 1 hour ago, Yinkle said: found the culprit for this, here's the fixed file (I just removed the entry for the missing nif) It's in the folder \CalienteTools\BodySlide\SliderSets BreastRopeExtreme02.osp is this for CBBE or (U)UNP?
11mazak Posted August 26, 2018 Posted August 26, 2018 31 minutes ago, Pfiffy said: The problem is, that nifscan in some cases wrecks the anim objects and some idle markers. The result is, that invisible objects like markers become visible and Anim objects get weired colours or vanish. (Yeah, it is a good tool, but it is not perfect) I did my best to repair this, but I might have missed some. In some cases it helped me to replace the repaired(?!) nifs with the old rim nifs (the markers in the pack are the original ones and two of the bondage trees are also replaced by the old meshes. But with all of thwe stuff in the packs it is a pain in the ass to find every thing... Well, I only ran NifScan after you mentioned it, so it had no effect on the issue.
Kaarinah Posted August 26, 2018 Posted August 26, 2018 Unless you enter commands for it Nifscan does nothing to meshes or textures, just scans them for errors. Nifoptimizer on the other hand dose optimize them. I don't think Nifscan even can be set to alter meshes, it can automatically fix dds if the right command is used.
tasairis Posted August 27, 2018 Posted August 27, 2018 On 8/25/2018 at 11:16 AM, pburnt said: Not sure I understand. If the game is calling the scripts and they aren't there wouldn't that create problems? They're vanilla scripts. Meaning they came with the game. The scripts are there as part of the base installation. By taking the PSC sources in Zaz and compiling them, you are overriding the game's own default scripts. Without knowing what changed in the Zaz versions and why they were left as just the sources, compiling them yourself and overriding the original files risks accidentally breaking something.
Yinkle Posted August 27, 2018 Posted August 27, 2018 17 hours ago, Pfiffy said: is this for CBBE or (U)UNP? For CBBE, I've not looked at the uunp one
pburnt Posted August 27, 2018 Posted August 27, 2018 6 hours ago, tasairis said: They're vanilla scripts. Meaning they came with the game. The scripts are there as part of the base installation. By taking the PSC sources in Zaz and compiling them, you are overriding the game's own default scripts. Without knowing what changed in the Zaz versions and why they were left as just the sources, compiling them yourself and overriding the original files risks accidentally breaking something. Looks like I had some issues with my entire install. Some scripts were missing and my animation count was doubled for some reason. Cleaned everything up.
Yinkle Posted October 3, 2018 Posted October 3, 2018 Hi Folks, Not sure where to ask this but I figured here would be a good place. I've made a version of Fill Her Up for CBBE SE (using racemenu morphs instead of node scaling) and shared it on here but I recently did some edits (for my own use) that remove the ZAZ pack as a master simply by adding the 5 animations to the fhu esp and mesh directory instead of referencing zaz. The reason I did it is because it removes loads of stuff that I never use as FHU is the only mod I use that has zaz as a master, thus reducing my animation count conciderably. I wonder if other folk might want something like this and if so would the ZAZ people be ok with it?
Pfiffy Posted October 3, 2018 Author Posted October 3, 2018 4 minutes ago, Yinkle said: Hi Folks, Not sure where to ask this but I figured here would be a good place. I've made a version of Fill Her Up for CBBE SE (using racemenu morphs instead of node scaling) and shared it on here but I recently did some edits (for my own use) that remove the ZAZ pack as a master simply by adding the 5 animations to the fhu esp and mesh directory instead of referencing zaz. The reason I did it is because it removes loads of stuff that I never use as FHU is the only mod I use that has zaz as a master, thus reducing my animation count conciderably. I wonder if other folk might want something like this and if so would the ZAZ people be ok with it? Well, You have to ask T.ara for permission if you use seperated assets in a mod. I'm just somesort of a caretaker for the SE version of his work. Removing the dependencie and making it standalone is a solution if you don't have any other mods depending on ZAZ, if you still have to use it, it will be 5 anims more or you get some errors in FNIS. (Take a look at MME for SE...)
Yinkle Posted October 3, 2018 Posted October 3, 2018 7 minutes ago, Pfiffy said: Well, You have to ask T.ara for permission if you use seperated assets in a mod. I'm just somesort of a caretaker for the SE version of his work. Removing the dependencie and making it standalone is a solution if you don't have any other mods depending on ZAZ, if you still have to use it, it will be 5 anims more or you get some errors in FNIS. (Take a look at MME for SE...) I'll ask him directly then, thanks. I've renamed the anims and made an fhu behaviour file using fnis for modders, tested it out and it works fine. So if folk have zaz pack installed and use it there wouldn't be any conflicts.
Sevatt Posted October 6, 2018 Posted October 6, 2018 Sorry for my ignorance in advance, I am just now dipping my toe in the water for adding additional animations to Sexlab (I'm slow, I know lol). I'm looking to add 4/5-some animations in my game, to use with mods like AA and Follow Me for Sex. Not even sure if this is the right solution for that, but figured I'd give it a shot. So I installed ZAZ 7.0SE-Rev1 and Zaz Animation Pack CBBE V.8.0SE., but none of the added animations show in SL MCM. I imagine the steps are the same when adding any animations to Sexlab, but am unsure how to register them, or if there's anything else required after simply installing these mods with NMM. I've noticed talk about registering them in forums, but there doesn't seem to be any glaring options to execute that point towards that function. I recall seeing a 4 or 5-point mini-guide for these steps in my past browsings, but my searches come up empty. Any tutelage someone would be willing to provide would be appreciated, or possibly a better solution/mod for the type of anims I want to add.
sten666 Posted October 23, 2018 Posted October 23, 2018 Is zaz 8 and 8+ stable now? I’m using Zaz 7.0, willing to upgrade to 8+, but concerned about potentially script problems or game breaks.
Kristus Kringle Posted October 23, 2018 Posted October 23, 2018 2 hours ago, sten666 said: Is zaz 8 and 8+ stable now? I’m using Zaz 7.0, willing to upgrade to 8+, but concerned about potentially script problems or game breaks. I installed it and it's working fine as far as I can tell, as well as 7.0 anyway.
Pfiffy Posted October 23, 2018 Author Posted October 23, 2018 On 10/7/2018 at 12:11 AM, Sevatt said: Sorry for my ignorance in advance, I am just now dipping my toe in the water for adding additional animations to Sexlab (I'm slow, I know lol). I'm looking to add 4/5-some animations in my game, to use with mods like AA and Follow Me for Sex. Not even sure if this is the right solution for that, but figured I'd give it a shot. So I installed ZAZ 7.0SE-Rev1 and Zaz Animation Pack CBBE V.8.0SE., but none of the added animations show in SL MCM. I imagine the steps are the same when adding any animations to Sexlab, but am unsure how to register them, or if there's anything else required after simply installing these mods with NMM. I've noticed talk about registering them in forums, but there doesn't seem to be any glaring options to execute that point towards that function. I recall seeing a 4 or 5-point mini-guide for these steps in my past browsings, but my searches come up empty. Any tutelage someone would be willing to provide would be appreciated, or possibly a better solution/mod for the type of anims I want to add. you just open the MCM, click on Sexlab and wait some time.... and a bit more... and if waited loooong enough for the page to load you click on register... Don't ask me why it takes so long... 1
poplan Posted October 28, 2018 Posted October 28, 2018 Can ZAZ 7 and 8 animations be installed concurrently? Some mods as for 7.
Pfiffy Posted October 28, 2018 Author Posted October 28, 2018 4 hours ago, poplan said: Can ZAZ 7 and 8 animations be installed concurrently? Some mods as for 7. 8 and 8+ are downward compatible.
johnathonmorri Posted November 13, 2018 Posted November 13, 2018 fnis conflict with milk economy mods
Geostorm69 Posted November 19, 2018 Posted November 19, 2018 i need help in getting my "slaves" to use the devices by ordering them ( if i have them as a follower and have them use them then dismiss them the leave the device)
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now