ZaZ Posted October 29, 2013 Author Posted October 29, 2013 Right , So ..... Lets get down to Business 1.I need to To Have A comprehensive list of All Mods using the Zaz-Animation-Pack 2.I need a List of all Animations From Said Mods Using the ZaZ Animations When Sword and Quiver or any weapon in Equipped # This is to Avoid this - http://www.loverslab.com/topic/22284-xpms-191-with-sexlab-rough-animations-support-ece-support-for-male-characters-also-on-this-thread/?do=findComment&comment=554315 # Which can be fixed by this - http://www.loverslab.com/topic/22284-xpms-191-with-sexlab-rough-animations-support-ece-support-for-male-characters-also-on-this-thread/page-2?do=findComment&comment=554696 # The Private Needs Mod for example . may have a Sword or Quiver equipped when the Animations are Called . Requests are Closed at the moment because Now I realize there is a lot to fix Cheers
Guest Posted October 29, 2013 Posted October 29, 2013 Right , So ..... Lets get down to Business 1.I need to To Have A comprehensive list of All Mods using the Zaz-Animation-Pack 2.I need a List of all Animations From Said Mods Using the ZaZ Animations When Sword and Quiver or any weapon in Equipped # This is to Avoid this - http://www.loverslab.com/topic/22284-xpms-191-with-sexlab-rough-animations-support-ece-support-for-male-characters-also-on-this-thread/?do=findComment&comment=554315 # Which can be fixed by this - http://www.loverslab.com/topic/22284-xpms-191-with-sexlab-rough-animations-support-ece-support-for-male-characters-also-on-this-thread/page-2?do=findComment&comment=554696 # The Private Needs Mod for example . may have a Sword or Quiver equipped when the Animations are Called . Requests are Closed at the moment because Now I realize there is a lot to fix Cheers ZazChris hi, thats the mishalignment i have with the quiver when using the private needs mod while urinating standing with one hand on groin.I have posted about it in your thread some days ago if you remeber, but i still have problems with my installation and couldn't take pics for you to post and see!
f00lish Posted October 30, 2013 Posted October 30, 2013 I've been reading through the posts of both this discussion thread and the main support thread and something caught my attention. Now I could be wrong, but I thought some of the posts I read seemed to indicate that this resource will be transitioning toward using the XPMS skeleton as opposed to the Perfect 3-2 skeleton. I'd like to know if this is indeed the direction this resource is headed in as I am currently in the process of merging a shit-ton of mods and some of them require me to choose a specific skeleton, namely either one of Skulltyrant's variants or the XPMS skeleton, and I don't want to have to keep track of switching out skeletons. I'd also like to know if the current animations will be adjusted to the new skeleton. Thus far, I've stuck with a variant of the 3-2 skeleton because of this pack and SD, but I can change it if this pack is going to the XPMS skeleton in the future. Also, I'm interested in playing around with the Papyrus scripting language and using this pack to create mods in my down time, but I am almost completely new to scripting. Can someone point toward some additional scripting resources/ tutorials (preferably simplified) besides the creation kit page? I would greatly appreciate it. If nothing else, I'd like to be able to create equippable items that can showcase all of the idle animations you folks have worked so hard at creating, thus eliminating the the need for utilizing console commands. Thanks for all the effort you all have put in to creating this resource pack.
ZaZ Posted October 30, 2013 Author Posted October 30, 2013 I've been reading through the posts of both this discussion thread and the main support thread and something caught my attention. Now I could be wrong, but I thought some of the posts I read seemed to indicate that this resource will be transitioning toward using the XPMS skeleton as opposed to the Perfect 3-2 skeleton. I'd like to know if this is indeed the direction this resource is headed in as I am currently in the process of merging a shit-ton of mods and some of them require me to choose a specific skeleton, namely either one of Skulltyrant's variants or the XPMS skeleton, and I don't want to have to keep track of switching out skeletons. I'd also like to know if the current animations will be adjusted to the new skeleton. Thus far, I've stuck with a variant of the 3-2 skeleton because of this pack and SD, but I can change it if this pack is going to the XPMS skeleton in the future. Also, I'm interested in playing around with the Papyrus scripting language and using this pack to create mods in my down time, but I am almost completely new to scripting. Can someone point toward some additional scripting resources/ tutorials (preferably simplified) besides the creation kit page? I would greatly appreciate it. If nothing else, I'd like to be able to create equippable items that can showcase all of the idle animations you folks have worked so hard at creating, thus eliminating the the need for utilizing console commands. Thanks for all the effort you all have put in to creating this resource pack. Yep Yep , ZaZ is gonna Switch to XPMS , I think Skulltyrant's variants Will work since it is based off XPMS I really cant help much with Scripts I Suck at it myself , maybe posting a Request Somewhere in the Forums would get you more Replys Thanx and Cheers
f00lish Posted October 30, 2013 Posted October 30, 2013 I've been reading through the posts of both this discussion thread and the main support thread and something caught my attention. Now I could be wrong, but I thought some of the posts I read seemed to indicate that this resource will be transitioning toward using the XPMS skeleton as opposed to the Perfect 3-2 skeleton. I'd like to know if this is indeed the direction this resource is headed in as I am currently in the process of merging a shit-ton of mods and some of them require me to choose a specific skeleton, namely either one of Skulltyrant's variants or the XPMS skeleton, and I don't want to have to keep track of switching out skeletons. I'd also like to know if the current animations will be adjusted to the new skeleton. Thus far, I've stuck with a variant of the 3-2 skeleton because of this pack and SD, but I can change it if this pack is going to the XPMS skeleton in the future. Also, I'm interested in playing around with the Papyrus scripting language and using this pack to create mods in my down time, but I am almost completely new to scripting. Can someone point toward some additional scripting resources/ tutorials (preferably simplified) besides the creation kit page? I would greatly appreciate it. If nothing else, I'd like to be able to create equippable items that can showcase all of the idle animations you folks have worked so hard at creating, thus eliminating the the need for utilizing console commands. Thanks for all the effort you all have put in to creating this resource pack. Yep Yep , ZaZ is gonna Switch to XPMS , I think Skulltyrant's variants Will work since it is based off XPMS I really cant help much with Scripts I Suck at it myself , maybe posting a Request Somewhere in the Forums would get you more Replys Thanx and Cheers Good to know, and I'll continue to look into the whole scripting deal. I figured out how to apply the idles to an item using the OnEquipped event and some of the provided keywords (namely zbfNoMove). However, the crosshair and navigation bar continually flicker while the affected character remains static. If I can figure out how to hide those flickers I could make some interesting equippable items and implement them into a mod for whatever purpose. Thanks.
Guest Posted November 11, 2013 Posted November 11, 2013 Hi there, What was the animation code that played with the spitroast prop? Edit: Okay, I found it. Its XX00491E But I can't work out how to play it. playidle doesn't seem to work. And I don't know how to open a script to add it to the spell menu alongside the other animations.
ZaZ Posted November 13, 2013 Author Posted November 13, 2013 Hi there, What was the animation code that played with the spitroast prop? Edit: Okay, I found it. Its XX00491E But I can't work out how to play it. playidle doesn't seem to work. And I don't know how to open a script to add it to the spell menu alongside the other animations. Make then wear the Gear and play one the following idles '-Spit Roast Poses/Idles 301-310 ----- Requires Animated Armor Equips Provided-' ZazAPC301 SpitRoastRotationBentKnees ZazAPC302 SpitRoastPoseBentKnees ZazAPC303 SpitRoastRotationSpreadThighs ZazAPC304 SpitRoastPoseSpreadThighs ZazAPC305 SpitRoastRotationNormal ZazAPC306 SpitRoastPoseNormal Cheers
Guest Posted November 15, 2013 Posted November 15, 2013 Thanks Chris, However, I still can't get the animations to work. I have the spitroast prop equipped. I then type in:"playidle zazAP301" and get nothing. If I try "playidle SpitRoastPoseBentKnees" nothing happens either. I've gone through the entire list. It doesn't matter if I select my character before hand or not either. It also doesn't work if I get my companion to equip the spit and try the animations on her. Am I missing something basic here? Hi there, What was the animation code that played with the spitroast prop? Edit: Okay, I found it. Its XX00491E But I can't work out how to play it. playidle doesn't seem to work. And I don't know how to open a script to add it to the spell menu alongside the other animations. Make then wear the Gear and play one the following idles '-Spit Roast Poses/Idles 301-310 ----- Requires Animated Armor Equips Provided-' ZazAPC301 SpitRoastRotationBentKnees ZazAPC302 SpitRoastPoseBentKnees ZazAPC303 SpitRoastRotationSpreadThighs ZazAPC304 SpitRoastPoseSpreadThighs ZazAPC305 SpitRoastRotationNormal ZazAPC306 SpitRoastPoseNormal Cheers
WaxenFigure Posted November 15, 2013 Posted November 15, 2013 player.playidle zazapc301 You left out the "C" in the name of the idle, adding the "player." at the start of the command ensures its played on the player. Jump to exit the animation.
ZaZ Posted November 15, 2013 Author Posted November 15, 2013 Thanks Chris, However, I still can't get the animations to work. I have the spitroast prop equipped. I then type in: "playidle zazAP301" and get nothing. If I try "playidle SpitRoastPoseBentKnees" nothing happens either. I've gone through the entire list. It doesn't matter if I select my character before hand or not either. It also doesn't work if I get my companion to equip the spit and try the animations on her. Am I missing something basic here? Hi there, What was the animation code that played with the spitroast prop? Edit: Okay, I found it. Its XX00491E But I can't work out how to play it. playidle doesn't seem to work. And I don't know how to open a script to add it to the spell menu alongside the other animations. Make then wear the Gear and play one the following idles '-Spit Roast Poses/Idles 301-310 ----- Requires Animated Armor Equips Provided-' ZazAPC301 SpitRoastRotationBentKnees ZazAPC302 SpitRoastPoseBentKnees ZazAPC303 SpitRoastRotationSpreadThighs ZazAPC304 SpitRoastPoseSpreadThighs ZazAPC305 SpitRoastRotationNormal ZazAPC306 SpitRoastPoseNormal Cheers What Race are you Using , Are any animations playing at all ?
Guest Posted November 16, 2013 Posted November 16, 2013 I'm using Ningheim. But ... it turns out that it was just a typo that I carried over to each animation. Using zazap300 instead of zazapc300. Thanks for spotting that Waxenfigure. I feel a little foolish.
vital Posted December 15, 2013 Posted December 15, 2013 On the subject of the spitroast animation (the rotating animations), how does it work with NPCs? It works fine on the player character but each NPC I've tried it on basically "squirms" and doesn't stay still like the player. Does anyone have a workaround?
vital Posted January 26, 2014 Posted January 26, 2014 Anyone? I've played around with poses and "setrestrained" but there's still the need for NPCs to squirm around.
riku497 Posted February 1, 2014 Posted February 1, 2014 my sex animations isnt working right they only make noise and stand there nude but u dont see any direct contact..... and al i keep geting is something with error 520 to 540 for zaz animation and i updated it and did that zbf comand thing but nothing hapens
angellegna Posted April 17, 2014 Posted April 17, 2014 Prompt please, what do to animation has operated on NPS?
Alexandra The Nord Queen Posted October 22, 2014 Posted October 22, 2014 Do you know any way to use ZAZ Animations in a dead body? Cause i want to make a serial killer roleplay character, and I want to keep the victims in the same position (like X Cross, bondaged or another) but DEAD.
PhantomVector Posted October 22, 2014 Posted October 22, 2014 I've been having some trouble with this mod, maybe someone can help. I have the main file, and the texture pack. However the texture pack doesn't seem to be installing correctly, I'm not getting the ZaZresources.ESP in my load order, is there anyway to fix this, or should I just go for a manual install?
4uDIK Posted October 25, 2014 Posted October 25, 2014 hi Zaz, can you give me start files for Male and Female in 3dmax, rig.txt files for exporter and export setings *.HKO. Links in tutorials are outdated and do not work. pls
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