jengotiger Posted January 26, 2013 Posted January 26, 2013 do I have to del zazgags zazanimation pack zazresources xazBondageMech.esp xazBondageMech.esm I removed every Xaz and Zaz related mod from my load' date=' including (but not limited to) Xaz_Slave_Proj, Zaz Animation, and Xaz Bondage. Literally anything besides possibly Zaz Gags.esp which was put together by mayatola IIRC. I still removed it though because there would be a lot of duplication of items. Then install the V3 of the Zaz Animation pack and run FNISforUsers. I know I'm a moron for asking but it's not clear to me what exactly "V003 Beta Is Out For Testing Now Merged With Xaz Bondage" and "PLEASE DELETE THE ESP And USE ONLY THE ESM" means...That may be an artifact of editing the OP. I did not notice an ESP with the new version like I did with V2. V3 seems to only contain an ESM. ohhh thx!
ZaZ Posted January 26, 2013 Author Posted January 26, 2013 Yep , Now Since ZaZ/XAZ Is Merged . You Need to Run Only ZaZAnimationPack.Esm You Do Not Require So You may Delete them ZaZAnimationPack.Esp xazBondage.Esm xazBondage.Esp Independent Mods zazresources.esp - Spells and Weapons zazgags.esp - Independent Gags Cheers EDIT - I would Suggest Installing ZaZ Resources First ( If Your Using that), Because the Textures Are Outdated and Install the ZaZ-Animation-Pack After .
nirax Posted January 26, 2013 Posted January 26, 2013 silly question maybe but i had the ZAZ anim pack and XAZ running before. (last versions) - if i upgrade now to the merger' date=' whats the safest way to proceed ? last but not least, thanks for the great work and update to both of you ^^ [/quote'] 1. On your character, make sure you're not wearing anything from either mod. Unequip all items to be sure. 2. Save. Quit skyrim. 3. Uninstall the original mods. Install the new one after that. 4. Enable the mod, run skyrim, load the save you made in step 2. In practice, the chance of save corruption is fairly small with this mod. In theory, and according to documentation, scripts and effect will disable when items are unequipped. Following these steps will properly terminate them when the mod is still active, so it should be the safest way... if you do it some other way, my guess is you'll still be fine. roger that, xaz. many thanks^^
MrBojingo Posted January 26, 2013 Posted January 26, 2013 i think i still have ZazResources mod. So when i do decide to download this mod, where in the load order should resources be? above the main file? or below it? I have a crapload of mods, and i'm worried that my load order is incorrect. So would it be ok for me to post a screenshot of my mods and someone help change the load order? And also, i need to know which load order needs to be changed. Because BOSS's load order is different then the load order in "Data files" on the Skyrim launcher.
ZaZ Posted January 26, 2013 Author Posted January 26, 2013 i think i still have ZazResources mod. So when i do decide to download this mod' date=' where in the load order should resources be? above the main file? or below it? I have a crapload of mods, and i'm worried that my load order is incorrect. So would it be ok for me to post a screenshot of my mods and someone help change the load order? And also, i need to know which load order needs to be changed. Because BOSS's load order is different then the load order in "Data files" on the Skyrim launcher. [/quote'] This Mod is Now An ESM It will Be with the Rest of the Masters at the Top . You Dont Have to Worry About the load order as of now , because this mod doesn't Conflict with other mods As of now ( Unless Your Wearing the Cuffs and Restraints from this Mod and the effects are active and decide to Use the Other Mods That Call Animations at the same time Eg Sexis, SD , SA etc They Might mess with the Sex anims ) This is Not a Bug nor an Incompatibility , Its just the way it is .( Its Common Sense , Not to wear the ZaZCuffs When You Know your Going for a Romp ) The Likely hood that this mod is game breaking is close to zero. XaZ Can shed More Light on this As For ZaZ Resources , is More of an Animation Mod that is Stand Alone as Well , I never had Problems Putting it anywhere in My Load Order , Because ZaZResources and ZaZGags are in the Boss Master list . Run Boss to Sort out your Load Order Cheers
MrBojingo Posted January 26, 2013 Posted January 26, 2013 The problem with Boss is that its load order is different then the load order in the data files of the game launcher. Does the load order in the launcher not matter if i have Boss installed? And also, i have a crapload of mods that's unrecognized by Boss. How would that effect my load order?
ZaZ Posted January 26, 2013 Author Posted January 26, 2013 The problem with Boss is that its load order is different then the load order in the data files of the game launcher. Does the load order in the launcher not matter if i have Boss installed? And also' date=' i have a crapload of mods that's unrecognized by Boss. How would that effect my load order? [/quote'] This is More Relevant if you ask in the Technical Support Section , I have a Few Mods Running , about 40 to be exact . I May Be wrong here - But this is what I do usually The unrecognized Plugins Usually end up at the Bottom of your load order So I Compare the Various types Of unrecognized Plugins and Compare them with the recognized Plugins and Move up and place them Accordingly . For eg . an Unrecognized Armor Plugin can be placed along with the Rest of the Recognized Armor Plugins .This Becomes tricky with plugins that alter the Game However luckily those have Registered by Boss and sort out Mostly everything ( the Plugin at the end of your Load order is given Highest Priority as Far as I remember ,Thats Why for eg. the Alternate Start Mod is at the Bottom ) Cheers
Guest Posted January 26, 2013 Posted January 26, 2013 This mod is awesome. I hope more mods are going to use this.
Graveguard Posted January 26, 2013 Posted January 26, 2013 Love the updates and the merger/full integration with xaz makes everything less cluttered. The system that people have going here of someone makes resources, someone integrates it and someone makes quests/usable out if it really seems to speed things along nicely. Questions: how feasible is it for something like a proper whip i.e. flail style not paddle, riding crop etc? how feasible is is a leash item and it's required follow and or drag movement? Oh and came across this http://skyrim.nexusmods.com/mods/22604 it's a sneak animation replacer, cat like crawl, someone posted the link on LL figured it might be useful to have a look at if people wanted to do a proper pet slave all fours crawl, arse in the air head down.
tryguy Posted January 26, 2013 Posted January 26, 2013 The unrecognized Plugins Usually end up at the Bottom of your load order So I Compare the Various types Of unrecognized Plugins and Compare them with the recognized Plugins and Move up and place them Accordingly . For eg . an Unrecognized Armor Plugin can be placed along with the Rest of the Recognized Armor Plugins .This Becomes tricky with plugins that alter the Game However luckily those have Registered by Boss and sort out Mostly everything ( the Plugin at the end of your Load order is given Highest Priority as Far as I remember ' date='Thats Why for eg. the Alternate Start Mod is at the Bottom ) [/quote'] That's a good strategy, but you once you've done this, you can make rules (Edit User Rules) for BOSS to follow in placing them properly next time. For ages I used to move them up into the recognized section over and over again, each time something disrupted the listing. But then I came across the rules idea and now I just have to add more rules when a new unrecognized mod comes my way. It's pretty painless. Oh, and I just discovered, once the BOSS guys properly identify a mod, they disable your custom rule so it self-corrects like that.
MrBojingo Posted January 26, 2013 Posted January 26, 2013 The unrecognized Plugins Usually end up at the Bottom of your load order So I Compare the Various types Of unrecognized Plugins and Compare them with the recognized Plugins and Move up and place them Accordingly . For eg . an Unrecognized Armor Plugin can be placed along with the Rest of the Recognized Armor Plugins .This Becomes tricky with plugins that alter the Game However luckily those have Registered by Boss and sort out Mostly everything ( the Plugin at the end of your Load order is given Highest Priority as Far as I remember ' date='Thats Why for eg. the Alternate Start Mod is at the Bottom ) [/quote'] That's a good strategy, but you once you've done this, you can make rules (Edit User Rules) for BOSS to follow in placing them properly next time. For ages I used to move them up into the recognized section over and over again, each time something disrupted the listing. But then I came across the rules idea and now I just have to add more rules when a new unrecognized mod comes my way. It's pretty painless. Oh, and I just discovered, once the BOSS guys properly identify a mod, they disable your custom rule so it self-corrects like that. I never really understood the rule adding thing. Could you explain how to do that? I dont see the option for adding rules to my unrecognized mods.
ZaZ Posted January 26, 2013 Author Posted January 26, 2013 Questions: how feasible is it for something like a proper whip i.e. flail style not paddle' date=' riding crop etc? how feasible is is a leash item and it's required follow and or drag movement? Oh and came across this http://skyrim.nexusmods.com/mods/22604 it's a sneak animation replacer, cat like crawl, someone posted the link on LL figured it might be useful to have a look at if people wanted to do a proper pet slave all fours crawl, arse in the air head down. [/quote'] I haven't seen any Weapon Morphs in Skyrim , Other than the Dwarven mechanical Blade which isn't a Morph . I have Only Managed to Create a Rotating animation For A Blade , And It looked so Funny game that I gave Up . If Someone Creates a Flail or something I can take a look . As for Leases , Nope . I cant animate Leashes . However , It may Be scripted , By Constantly Sending out Particles From the Magic node Of Leash Holder to the Target , Insted of Magic Projectiles One Could send out Chain Links Perhaps . And then Again Im not a Script-er The Feline animation is a Sneak animation replacer . So if there is crawl animation replacer that means everyone will crawl instead of Sneak , Not Feasible at all In time When FNIS Gets Updated Perhaps , Now its too Soon . Cheers That's a good strategy' date=' but you once you've done this, you can make rules (Edit User Rules) for BOSS to follow in placing them properly next time. For ages I used to move them up into the recognized section over and over again, each time something disrupted the listing. But then I came across the rules idea and now I just have to add more rules when a new unrecognized mod comes my way. It's pretty painless. Oh, and I just discovered, once the BOSS guys properly identify a mod, they disable your custom rule so it self-corrects like that. [/quote'] Thanks I do a Lil Research later on And Figure it out . Cheers
tryguy Posted January 26, 2013 Posted January 26, 2013 The unrecognized Plugins Usually end up at the Bottom of your load order So I Compare the Various types Of unrecognized Plugins and Compare them with the recognized Plugins and Move up and place them Accordingly . For eg . an Unrecognized Armor Plugin can be placed along with the Rest of the Recognized Armor Plugins .This Becomes tricky with plugins that alter the Game However luckily those have Registered by Boss and sort out Mostly everything ( the Plugin at the end of your Load order is given Highest Priority as Far as I remember ' date='Thats Why for eg. the Alternate Start Mod is at the Bottom ) [/quote'] That's a good strategy, but you once you've done this, you can make rules (Edit User Rules) for BOSS to follow in placing them properly next time. For ages I used to move them up into the recognized section over and over again, each time something disrupted the listing. But then I came across the rules idea and now I just have to add more rules when a new unrecognized mod comes my way. It's pretty painless. Oh, and I just discovered, once the BOSS guys properly identify a mod, they disable your custom rule so it self-corrects like that. I never really understood the rule adding thing. Could you explain how to do that? I dont see the option for adding rules to my unrecognized mods. OK. I use the BOSS GUI version. You can change the options just by clicking them. One option is called Edit User Rules. when you click that you get an editor. You get a list of all the esms and esps in the current load order. And you get a rule maker. So, let's say I've just installed ZaZAnimation. BOSS doesn't recognize it, so I'd go: SORT ZaZAnimationPack.esm ABORE SPIKE.esm. Once that's defined, save and exit and run BOSS again. This time it'll hopefully insert the ESM somewhere before SPIKE.esm. And it won't be on the unrecognized list anymore. I'm not exactly sure where ZaZAnimationPack.esm should go, so it's up to personal opinion. You can define better rules though. Here's an example of rules I had to have for when I had Requiem in my game. I don't have that installed right now, so I've disabled the rules, but this shows the general idea: [spoiler=Some Requiem Rules] DISABLE OVERRIDE: Requiem.esp AFTER: ClassicClasses.esp DISABLE OVERRIDE: UFO - Heartfire AddOn.esp AFTER: Requiem.esp DISABLE OVERRIDE: UFO - Dawnguard AddOn.esp AFTER: Requiem.esp DISABLE OVERRIDE: UFO - Ultimate Follower Overhaul.esp AFTER: Requiem.esp DISABLE OVERRIDE: RealisticNeedsandDiseases.esp AFTER: Requiem.esp DISABLE OVERRIDE: RND_USKP-Patch.esp AFTER: RealisticNeedsandDiseases.esp DISABLE OVERRIDE: RND_RWS-Patch.esp AFTER: RealisticNeedsandDiseases.esp DISABLE OVERRIDE: RND_Requiem-Patch.esp AFTER: RealisticNeedsandDiseases.esp DISABLE OVERRIDE: RND_HighlandMilkFarm-Patch.esp AFTER: RealisticNeedsandDiseases.esp DISABLE OVERRIDE: RND_HearthFires-Patch.esp AFTER: RealisticNeedsandDiseases.esp DISABLE OVERRIDE: RND_ETaC-Patch.esp AFTER: RealisticNeedsandDiseases.esp DISABLE OVERRIDE: RND_DrinkingFountains-Patch.esp AFTER: RealisticNeedsandDiseases.esp DISABLE OVERRIDE: RND_DestructibleBottles-Patch.esp AFTER: RealisticNeedsandDiseases.esp DISABLE OVERRIDE: RND_Dawnguard-Patch.esp AFTER: RealisticNeedsandDiseases.esp DISABLE OVERRIDE: RND_BabettesFeast-Patch.esp AFTER: RealisticNeedsandDiseases.esp DISABLE ADD: RND_UniqueBoozeBottles-Patch.esp BEFORE: RND_USKP-Patch.esp DISABLE ADD: RND_Cliffracers-Patch.esp BEFORE: RND_Dawnguard-Patch.esp DISABLE OVERRIDE: FA Guard Helmet.esp AFTER: Requiem.esp DISABLE OVERRIDE: Proper Aiming.esp AFTER: Requiem.esp DISABLE OVERRIDE: ESPv1_1.esp AFTER: Requiem.esp DISABLE OVERRIDE: Presets 2-3.esp AFTER: Requiem.esp DISABLE OVERRIDE: skyTEST-RealisticAnimals&Predators.esp AFTER: Requiem.esp DISABLE OVERRIDE: DragonsDiversified.esp AFTER: Requiem.esp DISABLE OVERRIDE: DeadlyDragons.esp AFTER: Requiem.esp That list looks messy like that, but in the editor it's a lot clearer. And the reasoning behind these rules was just trying to follow the advice on the Requiem page, about what things should go before and after. For that mod, this sorting list did pretty well in keeping Requiem near the bottom of the mod list. Edit2: and thanks for telling me about spoilers, ag12.
ag12 Posted January 27, 2013 Posted January 27, 2013 You do that by putting [;spoiler=SPOILERNAME] with SPOILERNAME being the headline for your spoiler. You'd have to end the spoiler with [;/spoiler]. The ; are to be removed. Otherwise I wouldn't be able to write code down, as you can imagine.
MrBojingo Posted January 27, 2013 Posted January 27, 2013 thanx tryguy, i'll take a look at your guide tomorrow. Right now i should be getting to bed.
greee3423 Posted January 27, 2013 Posted January 27, 2013 R key is not work, restanimation command not working, alawys xaz mod problem R key
Silbert Posted January 27, 2013 Posted January 27, 2013 After installing the mod i have troubles with FNIS it gives me "ERROR(9): Index was outside the bounds of the array." What is that & how to correct?
ZaZ Posted January 27, 2013 Author Posted January 27, 2013 After installing the mod i have troubles with FNIS it gives me "ERROR(9): Index was outside the bounds of the array." What is that & how to correct? Fnis has reached its limit of the total No.of animations for 3.3.2. Update FNIS to the Latest V 3.4 . Cheers
zupra Posted January 27, 2013 Posted January 27, 2013 What's the difference between this and ZaZ resources?
ZaZ Posted January 28, 2013 Author Posted January 28, 2013 What's the difference between this and ZaZ resources? The ZaZ resources Mod adds "Idle Spells" and craft-able weapons . The ZaZ-Animation-Pack Adds , Idles ,Effects, Equipment And Weapons . With that being said You cant cast a Spell ( Like In Zaz Resources to Trigger a ZaZ Animation ).You have to use the Console Commands . Why is that , because this Plugin more of a Frame work For Others to call Animations and Use the Stuff made Here. Can You Use the ZaZ Resources And ZaZ Animation Pack Together ? Yes You can , Install ZaZ Resources First . and Then The ZaZ animation Pack. ZaZ Resources , Doesn't Have the Newer Idles I have Made. Cheers
zupra Posted January 28, 2013 Posted January 28, 2013 How do i figure out my load order number? I don't see any when opening the mod loading list.
ag12 Posted January 28, 2013 Posted January 28, 2013 1. Use a mod manager. or 2. Count through the list. If you don't have tons of mods, then you should be fine if you work like this: Skyrim.esm -> 00, Update.esm -> 01, mod1.esp -> 02, mod2.esp -> 03. But do consider using a mod manager, that really makes stuff easier.
xaz Posted January 28, 2013 Posted January 28, 2013 How do i figure out my load order number? I don't see any when opening the mod loading list. If you're looking for a specific mod, search for some id you know to be in that mod. In the case of this mod, type into the console for instance: help "zbf gag" You'll get a lot of hits with item ids attached to them where the first two digits is the load order for Zaz Animation Pack.
Graveguard Posted January 28, 2013 Posted January 28, 2013 i just randomly typed in words that made senses so "Help XBF/ZAZ/XAZ" followed by Gag/collar/chastity/hood/slave etc, they pretty much cover all the available items.
MisterMentality Posted January 28, 2013 Posted January 28, 2013 Alright, here's a question that I've been mulling over for a while: Is there going to be a version of this that provides the gear without having to use FNIS? The reason behind this question is that I have never been able to get FNIS to work. Whenever I use it, all of the characters stand like mannequins (including my character) and the other characters remain frozen in place while my character 'floats' without moving to 'walk'. This happened when I tried to use XXX Adult Show and it happened just now with Zaz Resources. I want to be able to use both the Zaz resources and this mod, but I've never been able to find out why my characters behave so oddly despite my following the rules on FNIS installation. If somebody could point out what I'm doing wrong (or if there is a non-FNIS version of this), that would be much appreciated.
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