Selena Glazer Posted August 15, 2021 Posted August 15, 2021 6 hours ago, Cycorix said: Thanks for the support everyone! ❤️ Phase 1 seems to work just fine. currently running with 6 actors. (plan is maybe 10 I guess?) Then just a certain amount of testing, cleaning up and compiling a build for release. Phase 2 update: Reveal hidden contents Still having no real luck figuring out how to get a working SitTarget package that sits in anything, let alone zbfFurniture. As I said, I have a few ideas of how to actually implement once it gets to that stage, but until the AI package works phase 2 is going nowhere. In theory it reeeally should be possible. I'm thinking of applying the alias system again but with a spell instead of dialogue to "lock" targeted npc. It would then just switch them to the next free alias in a new list (of which all the aliases have the package 'sit in closest furniture' - and the actor is already using the furniture when triggered). That should work and would require far less scripting to increase the NPC limit to something like 50 or 100. There may be other ways to achieve this but I have to balance my time between experimenting with what might work, and expanding on stuff that definitely does work. Remember that I only have the vaguest idea what I'm doing and the answer is probably really obvious to anyone who actually knows Papyrus/Skyrim CK well ? Perfectly normal day in Whiterun: ? (useful test actually, made me realize they need Interrupt Override packages otherwise they jump to their feet briefly every time the bard starts singing ?) Reveal hidden contents CURRENT STATUS: (DONE )1. Add working multi-NPC support based on existing system of alias/dialogue (DONE)2. Add cross-selection support so you can pick lots of furniture and then choose where to send the NPC (DONE) 3. change NPC align spell to re-align ALL currently bound NPCs (DONE)3. change NPC reset spell to reset ALL npcs currently bound. (can be released individually through dialogue) (DONE)4. Add a spell to clear unused furniture selections without resetting bound npcs (in case you make a mistake while selecting) 5. Expand existing dialogue-based system up to 10 NPCs (6 so far). -------^^^PHASE 1^^^----- 5. add a spell that adds all currently bound npcs to ZaZSitFaction and clears the ZPF selection aliases (DONE)6. add a spell that locks the currently targeted NPC (must be one of the 10 npcs already bound by the phase 1 system) 6.5 add a dialogue to lock the currently targeted NPC (must be one of the 10 npcs already bound by the phase 1 system) 6. somehow link an AI package to ZaZSitFaction that makes the NPC stay in the nearest furniture (which they are currently using anyway) (DONE)7. Create Papyrus based target finding system to assign the NPC an Alias, Target and Package (Much quicker to replicate than the Dialogue system) 8. add a spell to align all ZaZSitFaction npcs? (since ZPF Align won't work anymore). Honestly for individual npcs I use JaxonzPositioner... (DONE)9. add a dialogue option to free a single bound npc 10. add a spell to free ALL bound npcs (Clear ZaZSitFaction). 11. Expand the system on a large scale (50+ actors) (5 so far) ------^^^PHASE 2^^^--------- Phase 1 will be done within a few days. Phase 2 will take slightly longer, however I have finally proved a working system. It is not limitless, but is much faster to scale it up for more actors. Unless a better way is found, I'll probably end up making it this way. Depending on how things go I may try and release phase 1 on its own soon after it's done, or I might wait until phase 2 is ready as well (since I am finally making progress on phase 2 and fairly quickly at that.) Keep up the great work ? 1
Cycorix Posted August 16, 2021 Posted August 16, 2021 (edited) Okay so great news, Phases 1 and 2 are both pretty much complete now ❤️ Currently has support for 60 NPCs! (10 selectable slots + 50 locked slots) Current tasks: Spoiler (DONE)1. Increase the locked actor limit (pretty quick now the framework is finished) Update(1) Spoiler Locked Slots 31-50 now added. Currently extending the script to fill them.(DONE) (DONE)2. Link Dialogue trees with suitable IdleAnimations and Emotion settings to increase immersion. (Totally unnecessary, but it's fun to mess around with, and honestly the entire 'immersive' side of the system is kinda unnecessary (I eventually realized), so since it's there it may as well be of the highest quality). Update (2): Spoiler I have tested an addition to the script that fixes a bug with actors not going to their furniture after playing their dialogue animation. The Immersive Dialogue Animations part of the mod is now pretty much working! Just ironing out the last few bits. Seems to be working. issue found: Pathfinding in zbftestzone is awful ?they seem to have real trouble finding their way to (mostly the animated?) furnitures. tested in a real world cell and seems to work. Pretty sure I've ironed out the other issue (occasionally freezing the actor animation engine ?) I wasn't ending cyclic animations properly.. Just gotta recompile the control script Okay, not sure what causes the occasional animation freeze glitch, but I don't think it's caused by me as other people report it happening on vanilla animations too and there is no consistent cause I can find (everything has worked at least once in the same session). It's easily fixed too - simply de-equipping your equipped spells and re-equipping them seems to reset the player character animations if they have frozen. (Optional/Not Required)3.Test the following command as a package target selector (syntax recently provided to me from someone over on Nexus): (plus a few other package script ideas) Spoiler ObjectReference comfyChair comfyChair = Game.FindClosestReferenceOfAnyTypeInListFromRef(zbfListFurnitures, akActor, 500.0) If comfyChair comfyChair.Activate(akActor) Else ;No comfy chair EndIf Now, even if this works I'm not sure it changes anything. I think that Packages can still only be dynamically changed by assigning an Alias, so this would just mean that all the 'locked' actors shared a package rather than having unique targets locked in at the same time as their own alias. It would just shorten my code (and not by very much). Still, this may be of use in the future so I might as well test it while I'm working in the code. I might be able to work out an animation script for the dialogue. In any case, I think the system I have implemented is fairly comprehensive you'll see! 4. (DONE!!!) Final Task: Assemble all files together in an archive for release! (DONE) Just doing some final testing before release. !!!!!!!!!!! PREPARING FOR RELEASE! !!!!!!!!!!!!!!!!! VERSION 2.0 IS OUT! SEE BELOW Ps. LOL just found this comment laying around in a ZaZ script: Spoiler Function OnEquippedPre(actor akActor, bool silent=false) ; Waste of a function, to work around absolutely fucking retarded papyrus OO implementation. So glad it's not just me that thinks this feels like hard work ? Edited August 18, 2021 by Cycorix 3
Selena Glazer Posted August 17, 2021 Posted August 17, 2021 19 hours ago, Cycorix said: Okay so great news, Phases 1 and 2 are both pretty much complete now ❤️ Currently has support for 40 NPCs! (10 selectable slots, 30 locked slots) Current tasks: -1. Increase the locked actor limit (pretty quick now the framework is finished) (DONE)2. Link Dialogue trees with suitable IdleAnimations and Emotion settings to increase immersion. (Totally unnecessary, but it's fun to mess around with, and honestly the entire 'immersive' side of the system is kinda unnecessary (I eventually realized), so since it's there it may as well be of the highest quality). Update (2): Reveal hidden contents I have tested an addition to the script that fixes a bug with actors not going to their furniture after playing their dialogue animation. The Immersive Dialogue Animations part of the mod is now pretty much working! Just ironing out the last few bits. Seems to be working. issue found: Pathfinding in zbftestzone is awful ?they seem to have real trouble finding their way to (mostly the animated?) furnitures. tested in a real world cell and seems to work. Pretty sure I've ironed out the other issue (occasionally freezing the actor animation engine ?) I wasn't ending cyclic animations properly.. Just gotta recompile the control script Okay, not sure what causes the occasional animation freeze glitch, but I don't think it's caused by me as other people report it happening on vanilla animations too and there is no consistent cause I can find (everything has worked at least once in the same session). It's easily fixed too - simply de-equipping your equipped spells and re-equipping them seems to reset the player character animations if they have frozen. -3.Test the following command as a package target selector (syntax recently provided to me from someone over on Nexus): (plus a few other package script ideas) Reveal hidden contents ObjectReference comfyChair comfyChair = Game.FindClosestReferenceOfAnyTypeInListFromRef(zbfListFurnitures, akActor, 500.0) If comfyChair comfyChair.Activate(akActor) Else ;No comfy chair EndIf Now, even if this works I'm not sure it changes anything. I think that Packages can still only be dynamically changed by assigning an Alias, so this would just mean that all the 'locked' actors shared a package rather than having unique targets locked in at the same time as their own alias. It would just shorten my code (and not by very much). Still, this may be of use in the future so I might as well test it while I'm working in the code. I might be able to work out an animation script for the dialogue. In any case, I think the system I have implemented is fairly comprehensive you'll see! 4. Final Task: Assemble all files together in an archive for release! Ps. LOL just found this comment laying around in a ZaZ script: Reveal hidden contents Function OnEquippedPre(actor akActor, bool silent=false) ; Waste of a function, to work around absolutely fucking retarded papyrus OO implementation. So glad it's not just me that thinks this feels like hard work ? super great, Thankzzzz 1
Cycorix Posted August 18, 2021 Posted August 18, 2021 Lollll, I swear there was a conspiracy or something to stop me releasing it this morning ? Was just about ready, then Loverslab goes down for maintenance, so I'm like yeah I'll sleep for a couple hours.. When I woke up the entire internet is dead for my area ? Soooo yeah at long last, here we are: ❤️ You're welcome ❤️ 4
Mariulin Posted August 31, 2021 Posted August 31, 2021 (edited) (translated automatically) Hello everyone, I'm Mariulin. I thank the author of this Mod for releasing it. It works satisfactorily on my game, although I'm still trying to navigate the various spells described in a language I barely understand. I can fix the ten initial NPCs, plus as many "locked", after which it happens that when I try to perform further "locks" the NPC in question loses the bondage animation and goes for a walk, even if it is still "locked" in the dialogue . However, I believe that having twenty or so NPCs in cute bondage positions is far more satisfying than having none at all. I wish everyone a good day. Edited August 31, 2021 by Mariulin
Cycorix Posted September 22, 2021 Posted September 22, 2021 (edited) On 8/31/2021 at 2:21 PM, Mariulin said: (translated automatically) Hello everyone, I'm Mariulin. I thank the author of this Mod for releasing it. It works satisfactorily on my game, although I'm still trying to navigate the various spells described in a language I barely understand. I can fix the ten initial NPCs, plus as many "locked", after which it happens that when I try to perform further "locks" the NPC in question loses the bondage animation and goes for a walk, even if it is still "locked" in the dialogue . However, I believe that having twenty or so NPCs in cute bondage positions is far more satisfying than having none at all. I wish everyone a good day. Hi, I answer questions here now: If NPC goes for a walk, then it is a bug on that npc, or in that savegame. things that may cause npc to go for a walk: 1.sending many npc to furniture that can only take 1 2.npc script glitch caused sometimes by bug in other mods (Defeat, EFF) I recently had this myself, in my case the cause was 2. fixes: 1. cast "align" spell (there are two, cast both) - this moves npcs to the furniture if the npc still goes for a walk then 2. that npc is bugged - try reloading a save before you started interacting with them. You can maybe check this by trying to lock a different npc. If a different npc works then it is definitely that specific one that is bugged. -Also only 1 of each named NPC can be locked. There can be errors if console is used to make extra npcs. I just tested this in my game and got 10+15 (25 all) npcs to lock with no problem Edited September 22, 2021 by Cycorix 2
Mariulin Posted September 23, 2021 Posted September 23, 2021 On 9/22/2021 at 5:05 AM, Cycorix said: Hi, I answer questions here now: If NPC goes for a walk, then it is a bug on that npc, or in that savegame. things that may cause npc to go for a walk: 1.sending many npc to furniture that can only take 1 2.npc script glitch caused sometimes by bug in other mods (Defeat, EFF) I recently had this myself, in my case the cause was 2. fixes: 1. cast "align" spell (there are two, cast both) - this moves npcs to the furniture if the npc still goes for a walk then 2. that npc is bugged - try reloading a save before you started interacting with them. You can maybe check this by trying to lock a different npc. If a different npc works then it is definitely that specific one that is bugged. -Also only 1 of each named NPC can be locked. There can be errors if console is used to make extra npcs. I just tested this in my game and got 10+15 (25 all) npcs to lock with no problem Thanks for the clarifications. Have a nice day. 1
kukoricamorzsa Posted January 18, 2022 Posted January 18, 2022 On 9/30/2018 at 9:15 AM, Tyrant99 said: Thought about adding support for multiple NPCs, maybe up to 10 or something. Let me know what you guys think. For now, I've only added one at a time. Holy shit! "Just" ... he says ... hahah ... And are you ready? Can it be used? Here is the Display Model. Works more or less ... only useless as no author uses it. Szent szar! "Csak"... azt mondja... hahah... És készen van? Használható? Itt van a kirakat modell. Működget a lelkem... csak haszontalan mivel semelyik szerző nem alkalmazza és valami telepítési gond is van vele. De az ötlet... HATALMAS!
silashtyler Posted March 9, 2022 Posted March 9, 2022 I got it installed, and everything seems to be working fine EXCEPT when I cast the spell to place something. The spell has particle effects and all, but the furniture doesn't appear when selected. What am I missing?
1Al Posted March 20, 2022 Posted March 20, 2022 Great addon, exactly what I've been waiting for ? In FNV also there is similar ZAZ addon, but for Skyrim it is most comprehensive and the quality is undoubtedly better.
cyberloader Posted May 31, 2022 Posted May 31, 2022 On 3/9/2022 at 10:42 PM, silashtyler said: I got it installed, and everything seems to be working fine EXCEPT when I cast the spell to place something. The spell has particle effects and all, but the furniture doesn't appear when selected. What am I missing? Same here. There are so many great and interesting mods for this game, and most of them requires a doctorate to make work properly.
784472071 Posted October 20, 2022 Posted October 20, 2022 On 3/20/2019 at 5:04 AM, konikord said: I installed zaz and ran fnis however most devices appear to use the rack animation when I try to use them. I tried reinstalling and made sure noting is overriding it with no luck. Any help would be appreciated and sorry if I'm posting this in the wrong place. On 5/11/2021 at 11:29 AM, MisterWanka said: Wow, this is a fantastic mod. However, as much as I am enjoying it, I am having a little problem with part of the mod which I haven't found a fix for. So (in my best Urag gro-Shub) "Maybe you can help me." The problem in my game is a lot of the furnitures appear to have broken poses, substituting the 'rack' pose over what should be the appropriate ones. I can compile a list of which ones are having this problem if need be. I am using vortex, and I have zap helper addon enabled. I am also playing with DD LE 5.0 and DCL 9.0, and I am wondering if there are any known conflicts. Keep up the great work, and I look forward to Zaz v9. Cheers. On 1/30/2019 at 1:36 AM, Critic said: Hi guys, I am new here! I am using this mod with the Hearthfire Dungeon addon. I ran FNIS, and downloaded all the required mods but almost every single animation is wrong for when interacting with object in the dungeon, such as slave post or trophy wife. There always seems to be an off set of some sorts. either right, left or forward by about 30 cm resulting in very out of place body positions, where the slave would be floating mid air. Can someone help please? On 5/2/2019 at 9:31 AM, whatsoldier said: I haven't tested all of the furniture yet but about half of the stuff doesn't work for me. The character just floats in the air at a 45 degree angle. I thought the issue may be related to the 8.0 version of zaz animation pack but after upgrading to 8.0+ the problem still persists. Btw, will there be support for more than 1 npc in the future? Haven't found any other mod that restrains NPCs permanently to furniture. HI, I have encountered the same problem, but I have successfully solved it! First of all, my English is not good. This is the text I wrote with the help of translation software. Secondly, I am not an expert on mod, but I hope my experience can also help you and other friends who encounter this problem. Please allow me to introduce how I solved the problem: I found that all npcs, including characters, will be replaced by rack animation when using most ZAZ furniture, that is, their bodies will appear 45 ° suspended in mid air. So I tried to follow T The method of overriding the installation of actor character animations mentioned by ARA, and the attempt to install 9.0 and 8.0 versions of zaz separately did not help (incidentally, I used the 8+version). Although this is not a bug that other games cannot operate, I am very persistent in finding the answer. After about 6 hours of trying and repeatedly restarting the game, I can only use the most stupid method: restore all the mods in the MO to the initial backup, and then gradually add the mods I have installed to exclude them. Finally, I found the answer! The collision mod that causes the animation of zaz furniture to levitate (rack) is: Inevitable failure 1:BanneredMareImmersiveSexualPlayground 2.16 2:Sanguine's Debauchery Enhanced SE 3:SanguinesDebaucheryEnhancedSEResources And those that I suspect have the same impact (but are still loading) 1:BrandingDeviceOfDoom 2:AmputatorFrameworkTweakedv Pay special attention to the BanneredMareImmersiveSequenalPlayground, because this mod adds and modifies the interior furnishings of BanneredMareImmersiveAdd many ZAZ furniture, but because it has its own binding animation, it has a connection with the rack animation in the zaz animation, which I found at the beginning. If you do not install this mod, you may try to think about what mods are available for interior renovation, especially for houses with BDSM furniture? Finally, Sanguine's Debauchery Enhanced was found, which is unclear, possibly because it also involves the prison model. In short, I am very happy to solve this problem. Good luck!
1Al Posted April 17, 2023 Posted April 17, 2023 (edited) After a year I reistalled Skyrim, in the previous installation Zap Helper worked fine. this time I can't get it to work, when I placed fornitures the spell select forniture doesn't work. Is there a workaround from console to select them triggering the lock npc dialog? Edited April 17, 2023 by 1Al
vrelk Posted July 27, 2023 Posted July 27, 2023 On 4/17/2023 at 2:28 AM, 1Al said: After a year I reistalled Skyrim, in the previous installation Zap Helper worked fine. this time I can't get it to work, when I placed fornitures the spell select forniture doesn't work. Is there a workaround from console to select them triggering the lock npc dialog? After looking at ZAZ for SE in SSEEdit, I can see why only a few things work. This mod includes the ability to spawn 784 different furniture items, but the current version of ZAZ for SE only includes 37 different furniture items. I also loaded up ZAZ for LE, and it includes more furniture items than I care to count. I'm guessing this mod was either ported from LE and never got updated for the much smaller list of items, or ZAZ removed a crap load at some point.
Sant69 Posted July 29, 2023 Posted July 29, 2023 would you consider making the capture dialog only appear if the npc is in bleed out stage instead of using the rig ? it would go nicely with defeat
NOI_Nomer Posted September 23, 2023 Posted September 23, 2023 (edited) Work , but dont load when i use Rosa Round-Bottom ---SSE follower mod. And reset my Harem Followers Volume 4 SSE (just from install , i dont make new save just load from old/work save and result is all followers are to there default homes ). Edited September 23, 2023 by NOI_Nomer
Archon459 Posted January 15, 2024 Posted January 15, 2024 " The menu can be accessed from a spell that will be given automatically to the Player on a fresh install or new game." Oh boy. Uhh. Any chance you can make an enchanted ring that gives this ability? Or a spellbook? we can throw into our inventory or something? haha....
that_1_girl Posted February 13, 2025 Posted February 13, 2025 I spent TWO HOURS trying to turn this into form 44 and still didn't manage to do it. I removed the ESM flag, opened it in CK, then to save it in CK, I have to save it as an .esp. Then I cannot for the life of me manage to get it BACK to an .esm without cyclical rules. I can't find a form 44 version of this anywhere online and... two. hours. Does anyone have a ported version of this you can send me, pretty pretty please??
calibre123 Posted April 11, 2025 Posted April 11, 2025 hello everyone can someone please help me understand the difference between ZAZ 8 OR ZAZ 8+ AND ZAZ 7 ? do they all have a different function ? or zaz 8+ is just the newest version of them all ? in other words if a mod is required me to have zaz 7 like sexual fame for example, can they all just work with zaz 8+ ? thanks in advance for any help
Wayn8325 Posted March 13 Posted March 13 On 4/11/2025 at 2:54 PM, calibre123 said: hello everyone can someone please help me understand the difference between ZAZ 8 OR ZAZ 8+ AND ZAZ 7 ? do they all have a different function ? or zaz 8+ is just the newest version of them all ? in other words if a mod is required me to have zaz 7 like sexual fame for example, can they all just work with zaz 8+ ? thanks in advance for any help You should only need one of the packs, zaz 8 should do :3
Wayn8325 Posted March 13 Posted March 13 (edited) I am having troubles with the mod, can't get the npcs to start any animations.. all they do is stand there, if I use the spell they get on top of the furniture but nothing happens. Was looking through the thread and saw a different esp with higher ai priority and tried it but same thing Would appreciate some help!!! Edit a day later: Got it to work sorta! Still having issues with actually starting animations and summoning tools.. I can get most npcs onto the equipment, but don't know how to start an animation and am unable to summon the punishment items :3 Edited March 14 by Wayn8325
calibre123 Posted March 15 Posted March 15 On 3/13/2026 at 12:09 PM, Wayn8325 said: I am having troubles with the mod, can't get the npcs to start any animations.. all they do is stand there, if I use the spell they get on top of the furniture but nothing happens. Was looking through the thread and saw a different esp with higher ai priority and tried it but same thing Would appreciate some help!!! Edit a day later: Got it to work sorta! Still having issues with actually starting animations and summoning tools.. I can get most npcs onto the equipment, but don't know how to start an animation and am unable to summon the punishment items :3 Hey man. Have you tried to run SexLab Animation Loader ? To my experience when animation are running but characters just standing in place it's usually because I forgot to run this tool.
Wayn8325 Posted March 15 Posted March 15 9 hours ago, calibre123 said: Hey man. Have you tried to run SexLab Animation Loader ? To my experience when animation are running but characters just standing in place it's usually because I forgot to run this tool. ZaZ doesn't show up in SLAL for me, though I did register it to SexLab in the ZaZ MCM. Didn't check it as I haven't played for a few days but will be sure to check it out! Though I wonder if it registers furniture too? With this mod the helper, I get most npcs to the furniture but nothing happens and the spell to summon punishment items does nothing either. I am using SE but up until now all the LE mods I've had have been smooth, also make sure to get ZaZ 8+. The original cause for me not getting NPCs to acknowledge or even for I to enter the furniture was due to having the wrong version of ZaZ x3
lzy333 Posted Monday at 01:44 AM Posted Monday at 01:44 AM I used this mod, but nothing happened to npc! I used magic, and there was no hint, and there was no hint in ai conversation. I don't know why, but I installed zaz8.0+ mod.
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