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Zaz Animation Pack 8.0 Helper Addon


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Posted

Still no support for multiple NPCs? If I wasn't so dumb and knew something about modding i would do it myself. I just hope this thread stays alive until it eventually gets added. 

  • 2 weeks later...
Posted

Hey, guys! I wonder if anyone else had this problem... The thing is - sometimes when I lock some NPC into furniture and then unlock her and save after it.. or just walk out the house and autosave. Well, when I then load the save or enter the house back - this NPC appears where it usually does and then after a couple of seconds is like "teleported" to that spot where furniture stands.

Nothing but loading an earlier save before it happened seems to help.. Or maybe someone knows how to "reset" or "delete" this saved position for an NPC?

 

UPD: Oh, I think I figured it out.. The thing is - when I lock someone into some furniture, she's usually (hence the described bug not happening every time) misaligned, so I use Jaxonz Positioner to correct. And it turns out - the game remembers the spot where I put an NPC with Jaxonz and places her there every time she spawns.. So, selecting that NPC in a console, then selecting her with Jaxonz and pressing the "reset" button in it (/ on a numpad) and then typing "moveto player" in console seams to do the trick.

Posted

Does anyone know if there are more mods like this? I love that it places usable markers where ever I want I just wish I had more than BDSM animations to choose from. As far as I can see this mod only gives access to a few that arent strictly BDSM, unless I am missing them. I was hoping to place some markers in a cell for NPCs to walk up and use like other idle markers in order to create a more immersive scene but this is the closest I've found to a mod that offers that kind of mechanic. If I knew how to place idle markers and tie them to custom animations I would use the creation kit to add them but I'm having trouble finding anything on that as well.

  • 2 weeks later...
Posted

so sad when i discovered its only one npc at a time, went happily to lock all my PAHE slaves in zaz stuff only to be disappointed, guess i should have read the whole description... is there any mod at all to make use of ZAZ stuff permanently?  i just want to leave them there as eye candy, but there just doesn't seem to be a way

 

i have used "I'll Take The Display Model" before, but seems like a waste not to use zaz stuff when there is like over 500 crazy furniture just wasting space in my game because some other mod required Zaz, and said mod uses like 2 zaz stuff and thats it

  • 1 month later...
  • 2 weeks later...
  • 2 weeks later...
Posted

So. how do the punishment items work? 

I have someone on a cross, I select a punishment item and nothing happens, other than a small red swirl around my character. 

 

Also, is there a reason I can only test sexlab animations in the tester menu?

  • 1 month later...
Posted

about multi actor's lock.

i found this while looking around

can the SetRestrained be used in say a script of a spell to make a spell that keep the target in place? (as in the restraints?)

anyone who know how to write mods can help with this? (iv been trying to add a spell to this mod to do it ,but so far no success, im not good with this kind of things..)

 

Posted
On 11/6/2020 at 6:17 AM, daurlem said:

about multi actor's lock.

i found this while looking around

can the SetRestrained be used in say a script of a spell to make a spell that keep the target in place? (as in the restraints?)

anyone who know how to write mods can help with this? (iv been trying to add a spell to this mod to do it ,but so far no success, im not good with this kind of things..)

 

i tried to setrestrained several npcs , after using zaz helper ofc, but when you leave the cell then come back, they will be off alignement.

Posted

Yes, leaving cells and coming back in tricky for conventional approaches, that's why this mod uses a persistent AI package approach where the NPC will continually want to use the furniture as long as they fill the alias. - This mostly resolves the issue of leaving scene and coming back because they will reattach to the furniture fresh rather than load with whatever inconsistent vector math Skyrim uses when reloading a scene.

 

Persistent AI is a pretty good approach, I think, it would just need to be scaled up to support multi actors. - Basically just copy what was done for 1st alias and add more slots.

Posted
3 minutes ago, Tyrant99 said:

Yes, leaving cells and coming back in tricky for conventional approaches, that's why this mod uses a persistent AI package approach where the NPC will continually want to use the furniture as long as they fill the alias. - This mostly resolves the issue of leaving scene and coming back because they will reattach to the furniture fresh rather than load with whatever inconsistent vector math Skyrim uses when reloading a scene.

 

Persistent AI is a pretty good approach, I think, it would just need to be scaled up to support multi actors. - Basically just copy what was done for 1st alias and add more slots.

exactly, i have tested it, and that npc using zaz helper gets back to the Device and use it again and again, similar to I will take the display model.

but would like to see more than one NPC, Multiple NPC support please :(

Posted
4 minutes ago, Selena Glazer said:

exactly, i have tested it, and that npc using zaz helper gets back to the Device and use it again and again, similar to I will take the display model.

but would like to see more than one NPC, Multiple NPC support please :(

Unfortunately I don't have much time for modding these days, but the example of how to do it is already in this mod, so if someone was inclined they could just look at how it was done, repeat the process, and add more slots.

Posted

i don't know how this work in the mod scripting, but can't you use that said ai to say, set a faction that uses the same ai, and just make a spell to add the actor into said faction? why do you need to copy the script per actor?

 

iv been using the home sweet home mod (that work on the paradise hall mod) that one has an option to set up a salve into a device and it stay there. when you re-enter the cll if they are not bound to said device they walk into it and rebind themselves. only thing is the slave count is maxed at 85 and i would like to be able to do the 'grand tour' of the world and leave around a lot more then 85 bound subjects in place (mostly town guards, but not just). and the home sweet home have to be set in camps or houses. i rather not transport them all into a few cells (also it beat the objective of leaving them where they were so i can see them again if i come by).

 

as mentioned setrestrained 1 (with console at least) make them stay there, but after re-entering they might stop being bound.

Posted

There may be a way to do it with faction AI, but you will need to pass in a persistent furniture target per actor.

 

I haven't scripted or played Skyrim in a couple years, and I'm not sure that I will put more time into it. My point was, creating such a thing would not be hard and there are likely multiple approaches that would work and multiple examples available to get you on the right track.

 

If you want to see it done, and know how to do it, then do it. There's no point to being an arm-chair quarterback.

Posted

welp i just found this thread posted not long ago. fixed all my problems.

1024 npc are more then enough.

do notice, using the immobilize is not what your after if you want them to stay in device. you want to 'settle' them and set them to use the 'sit' package (the 2nd package,just after the normal settle package). just set them with the mark close enough and set the range to 128 and timer to work 24 hours. it might take them a tick to recognize the device but once in they stay there.

 

also include a big room (manikin) to host all of them if unlike me you don't want to leave them all over the map .each room host up to 16 so doesn't go to overtime because of too many npc. just notice do not save in it. it's kinda bugged and delete the save if you do. (save outside the exhibition area)

 

i did use that area for npc i can't come back and visit. mostly story wise like the people that were at the execution in the start of the game.

(in the attached pic you can see Ingrid Matlara and the rest..)

 

ScreenShot2.png

  • 3 weeks later...
Posted
On 9/30/2018 at 10:15 AM, Tyrant99 said:

Thought about adding support for multiple NPCs, maybe up to 10 or something. Let me know what you guys think.

YES!! Oh by the nine, please!!! :)

And thanks for a great mod!

  • 2 weeks later...
Posted
On 11/7/2020 at 10:26 AM, Tyrant99 said:

Unfortunately I don't have much time for modding these days, but the example of how to do it is already in this mod, so if someone was inclined they could just look at how it was done, repeat the process, and add more slots.

To be honest with you, i can compare myself to your moding skills :) , but can you hint me away or how it is done? 

Posted
2 hours ago, Selena Glazer said:

To be honest with you, i can compare myself to your moding skills :) , but can you hint me away or how it is done? 

So, basically, there is an alias that an actor gets put in, the alias has an AI package which gives the actor a persistent 'sit target', the sit target can then be selected and the actor will perpetually want to sit in the selected furniture. The AI and sit target priority is set as high as possible so it will override other AI packages to make the behavior as consistent as possible.

 

To add more slots, you could repeat this process, but probably a better idea would be to add another more ubiquitous AI on top. One approach that might be worth considering is to add a faction with an AI in it, and the AI would choose its sit target based on proximity + ZaZ keyword, in other words, the persistent sit target of that AI would be the closest ZaZ furniture to any actor in that faction. - This wouldn't be the best for initially selecting the furniture, as you would want to have more control, but it would be a good replacer of the initial AI after the furniture has been selected and is being sat in. 

 

So the approach would be like this:

  • Use the existing Alias and pick the actor and the furniture.
  • Have an OnSit Event that will add the faction with the proximity sit ZaZ furniture AI in it when the actor successfully sits in furniture made in first selection. (Using high priority AI like other alias). - The proximity check makes it pretty much universally usable.
  • The initial Alias can now be removed or reused for other actors and the actor will continue to have AI to sit in the furniture as it is adopted through a faction that sits in closest ZaZ furniture (and obviously the furniture that they're already sitting in would be the closest for selection purposes).

To remove from furniture, the initial alias + faction with AI would need to be removed from the actor. - This should make it possible to select the exact furniture and actor to use like the mod currently does, but expand it so it has endless NPC support by adding a secondary faction on an OnSit event with proximity ZaZ sit AI package which would override the initial one.

 

So there you have it:

  1. Add a faction with AI to sit in furniture with ZaZ keyword with closest distance to actor.
  2. Have the faction added using an OnSit Event (triggered if the onSit target has the ZaZ keyword and if the actor has the SitTarget alias) - because the closest furniture will be the one that they are currently sitting in.
  3. Have a way to remove the faction (could add to the function that already removes the initial alias)

I think this is all it would take to give this Mod endless NPC support, as you can see, there's not that much to it.

 

 

Posted
7 hours ago, Tyrant99 said:

So, basically, there is an alias that an actor gets put in, the alias has an AI package which gives the actor a persistent 'sit target', the sit target can then be selected and the actor will perpetually want to sit in the selected furniture. The AI and sit target priority is set as high as possible so it will override other AI packages to make the behavior as consistent as possible.

 

To add more slots, you could repeat this process, but probably a better idea would be to add another more ubiquitous AI on top. One approach that might be worth considering is to add a faction with an AI in it, and the AI would choose its sit target based on proximity + ZaZ keyword, in other words, the persistent sit target of that AI would be the closest ZaZ furniture to any actor in that faction. - This wouldn't be the best for initially selecting the furniture, as you would want to have more control, but it would be a good replacer of the initial AI after the furniture has been selected and is being sat in. 

 

So the approach would be like this:

  • Use the existing Alias and pick the actor and the furniture.
  • Have an OnSit Event that will add the faction with the proximity sit ZaZ furniture AI in it when the actor successfully sits in furniture made in first selection. (Using high priority AI like other alias). - The proximity check makes it pretty much universally usable.
  • The initial Alias can now be removed or reused for other actors and the actor will continue to have AI to sit in the furniture as it is adopted through a faction that sits in closest ZaZ furniture (and obviously the furniture that they're already sitting in would be the closest for selection purposes).

To remove from furniture, the initial alias + faction with AI would need to be removed from the actor. - This should make it possible to select the exact furniture and actor to use like the mod currently does, but expand it so it has endless NPC support by adding a secondary faction on an OnSit event with proximity ZaZ sit AI package which would override the initial one.

 

So there you have it:

  1. Add a faction with AI to sit in furniture with ZaZ keyword with closest distance to actor.
  2. Have the faction added using an OnSit Event (triggered if the onSit target has the ZaZ keyword and if the actor has the SitTarget alias) - because the closest furniture will be the one that they are currently sitting in.
  3. Have a way to remove the faction (could add to the function that already removes the initial alias)

I think this is all it would take to give this Mod endless NPC support, as you can see, there's not that much to it.

 

 

Amazing, Thanks for the explanation :)

Posted

Here, this is pretty much what you need for the script, it just needs to be compiled and the ZaZSitFaction reference added.

 

image.png.bba9906de5186fa310e7654762146632.png

 

 

You would need to create the ZaZSitFaction the way I mentioned. - Attach an AI to the faction that does a proximity check and sits in the nearest zaz furniture. The above script will now add that faction to the NPC when they are sitting in the ZaZ furniture and since the nearest zaz furniture will be the one they're sitting it, it will become their target freeing up the initial alias for reuse. Then just give the faction AI a high priority.

ZFPAliasControlScript.psc

 

Posted
4 hours ago, Tyrant99 said:

Here, this is pretty much what you need for the script, it just needs to be compiled and the ZaZSitFaction reference added.

 

image.png.bba9906de5186fa310e7654762146632.png

 

 

You would need to create the ZaZSitFaction the way I mentioned. - Attach an AI to the faction that does a proximity check and sits in the nearest zaz furniture. The above script will now add that faction to the NPC when they are sitting in the ZaZ furniture and since the nearest zaz furniture will be the one they're sitting it, it will become their target freeing up the initial alias for reuse. Then just give the faction AI a high priority.

ZFPAliasControlScript.psc 2.01 kB · 1 download

 

Amazing!!!, i will try to work on it.

if you got a spare time to do it and upload it. That would be Great as well ?

Thanks for your Support Anyways ❤️

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