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Zaz Animation Pack V7.0 [2017-05-16]


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Posted

I really love the ZAP - but there are still some issues:

Keep progress - your ZAP transforms Skyrim into a better world :cool:

 

 

  • The XCross got's its own very thin platform - this makes it really hard to position a XCross on bumpy grounds.

I can Modify or Make a one of the X-crosses with no Base , that's a good suggestion this way it can be used outside. 

I will have to readjust the actors position a bit lower or when placing the cross one can place it a bit lower .

  • Cuffs and collars are very thick and have only low-res textures - yes I know - in this way it is easier to make the cuffs fit to different body models - but it looks really clumpy in hi-res environments.

Actually it would be helpful if you give me a list of the odd looking cuffs , since I will be redoing them , I'm better at Modelling /UV Mapping than was before in time I will fix some of these issues

  • It is not obvious why and which blindfolds supports blindfold effects - I would expect an enchantment or keyword.

Xaz will fix that eventually, this was a beta release in a way because there were so many changes and new items that it was hard for both of us to actually test it out properly

  • The Idle API is better now but I still miss a kind of dictionary - a map with screenies related to idle IDs or strings

Documentation is being worked on, its a big list , of Form ID's and stuff , I have to write documentation on how to use each furniture and Animation too

 

Some feedback:

  • I still hope that gallows come back to skyrim - not because I am a gore fanatic - but for immersion - hanging was a common way of death penalty in the dark ages - much more than milking machines ever was.

I began working on the Milk-Machines-Last October , my laptop Died and did not have a Skyrim worthy PC to Mod on till July.

Gallows are on my to-do list for certain  

  • I've played around with the new ZAP content - the auction platform is a very good base to place ZAP furniture's on problematic grounds - you should provide more placement-helper stuff like this.

The problem with things like the stage  is Mod Authors would need to edit the NavMesh of the cell/world , if NPC's want to get on top of them not really a problem for the PC though

  • The new piss effect armor is funny - but I think a magic effect with a defined automatic animation end would be more use full because the armor is visible in the inventory

The animations are there with new effects / and puddles as animated objects  its been done and added . 

The Armors were made other Mod Authors to use how they see fit ,  like how the assets are used in SL Squirt , SL Cum Inflation etc

After all ZAP is a framework .

  • Milking machines - well - not my fetish - but the only faction with machine capabilities in skyrim are the dwemer - so I would expect to see dwemer styled machines - even for mammography...

I need Dwemer Texture and Stuff , Designs etc , Someone wants to Re-tex the Machines Please Go Ahead , and Send Me the NIFs and the Textures I will Make them into Furniture and you get your Name in the credits

  • Where are the new punish idles ? I didn't find them yet.

lol you have be specific , there is a Spanking Animation , which can be used using the ZAP MCM menu  after registering the animations with Sexlab

 

Cheers

 

Posted

Hi,

 

Apologies if this is a stupid question. I would like to try the different crucifixion anims on NPCs but I still do not understand how to do it. I can use the placeatme command to place a cross but I haven't figured out how to get an NPC to actually use it. Is there a way to play them like an idle animation? This only seems to be possible with ZazAPCAO251 and ZazAPCAO252

 

Also, is there an updated list of animations available?

 

Thanks in advance

Posted

Hi,

 

Apologies if this is a stupid question. I would like to try the different crucifixion anims on NPCs but I still do not understand how to do it. I can use the placeatme command to place a cross but I haven't figured out how to get an NPC to actually use it. Is there a way to play them like an idle animation? This only seems to be possible with ZazAPCAO251 and ZazAPCAO252

 

Also, is there an updated list of animations available?

 

Thanks in advance

 

Ahh Not all the , Furniture has been converted yet to Animated objects ,  We will be doing it next update . You can use follower commands for NPC's to use furniture But usually its buggy because of Nav Mesh issues 

 

The Updated animation List is progress along with some other needed documentation 

 

Cheers

Posted

heya :), turns out it was the path thing for mee too, thanks ZaZ! x 

 

 

Textures a purple.

 

 

The ZaZ Textures must  be installed in the wrong path .... via NMM 

 

they should be in the path 

 

Steam\SteamApps\common\Skyrim\Data\textures

 

In the textures folder there should be the new  'ZAZ' (texture folder)

 

You maybe seeing the old one,Delete the ZAZ folder , and re-install the new ones 

 

Cheers

 

 

Posted

I hope this isn't a stupid question, but how are these animations called within a mod? I mean, if I wanted to call a SL anim I could do it via a script fragment with the SexLabFramework property set.

 

But if zap is not registered with SL, how is a zap animation - say one of the pillory sex ones - called? And even if zap is registered the new anims, like the spanking one, don't show up in SL's anim collection.

ZAP registers only a few animations. Reason for this is that there are just too many combinations to register them all. Even if I did do that, they'd overtake the regular animations in SL, and you'd only see animations of actors holding their arms in various bound poses.

 

Pillory animations are played by setting up a sslBaseAnimation object for each time playing. Prison Overhaul does this by simply keeping a sslBaseAnimation object that's being constantly reused.

 

When you play animations in ZAP (through MCM), it's a bit different but overall the same. There's a list of reusable sslBaseAnimation objects that you can borrow. There's also an api for making it easy to set up animations manually.

 

If you don't care about all that, and just want to play an animation, then this will do:

zbfSexLab zbfSL = zbfUtil.GetSexLab()
zbfSL.CreateThreadAuto(actor1, actor2, asAnimBaseId = "PillorySex01").StartThread()
That code will set up a SexLab animation, create a thread with relevant strip slots, etc, and start playing it. If you want to further set up the thread, just do that instead of directly calling .StartThread() on it.

 

All created resources are automatically cleaned up, so as a modder you don't have to do anything after this point.

Posted

OK I've been messing around mostly with the Milking Machine which I understand is getting some additional attention to work with HDT, BUT.... I have a question about skeletons and such.

 

If I use a 2.05 skeleton and a CBBE HDT body (apparently CBBE HDT is a refinement of CT77 body) and if I start a new game that has never had HDT installed should I be able to see the breast animation in the milking machine? 

 

I have tried doing this and can't seem to get the animation working with that skeleton. If I swap it out for the 1.93LE skeleton, the breast animation works, so it doesn't appear to be an issue with HDT leaving something behind in the save after I deactivate/remove it.

 

Example procedure:

CT77 body with XPMSE 2.05 skeleton. HDT enabled and I have the Havok Path information linked in the hands of vanilla, Ningheim, Succubus, Lunari races. Using MO so I just create a mod that has only the edited hands in it and it loads after the main race mods files so it replaces them. HDT 14.28 active.

No breast animation as expected

 

Remove HDT 14.28. Deactivate the hand edits (so now everyone uses whatever their hands are that came with the mod). So now there is no reference to HDT.

Rerun FNIS for users. I also have VHH walk activated for TBBP animations.

 

Load save..... no HDT working (that's a good sign), BUT.... no breast animation either.

 

Is this expected? Or do I have a gremlin in my setup somewhere? Is it the SKELETON that is the problem for me?

Posted

I really love the ZAP - but there are still some issues:

  • The XCross got's its own very thin platform - this makes it really hard to position a XCross on bumpy grounds.
  • Cuffs and collars are very thick and have only low-res textures - yes I know - in this way it is easier to make the cuffs fit to different body models - but it looks really clumpy in hi-res environments.
  • It is not obvious why and which blindfolds supports blindfold effects - I would expect an enchantment or keyword.
  • The Idle API is better now but I still miss a kind of dictionary - a map with screenies related to idle IDs or strings
Some feedback:
  • I still hope that gallows come back to skyrim - not because I am a gore fanatic - but for immersion - hanging was a common way of death penalty in the dark ages - much more than milking machines ever was.
  • I've played around with the new ZAP content - the auction platform is a very good base to place ZAP furniture's on problematic grounds - you should provide more placement-helper stuff like this.
  • The new piss effect armor is funny - but I think a magic effect with a defined automatic animation end would be more use full because the armor is visible in the inventory
  • Milking machines - well - not my fetish - but the only faction with machine capabilities in skyrim are the dwemer - so I would expect to see dwemer styled machines - even for mammography...
  • Where are the new punish idles ? I didn't find them yet.
Keep progress - your ZAP transforms Skyrim into a better world :cool:

 

I think most of these have been answered before.

 

At some point I'll create a mod to bring all the items into the world, or add support for doing that in ZAP itself.

 

Names like "zbf Cuffs Iron" that make sense when browsing the list of stuff in CK, or using the console, will change into "Iron Cuffs" and so on.

 

When this happens, Blindfolds will always apply the blindness effect. Right now it's just a magic effect that you put on items to get them to play the effect.

 

I agree about the Idle naming. Better or not, it's still not useful. A dictionary with screenshots would be much better....

Posted

OK I've been messing around mostly with the Milking Machine which I understand is getting some additional attention to work with HDT, BUT.... I have a question about skeletons and such.

 

If I use a 2.05 skeleton and a CBBE HDT body (apparently CBBE HDT is a refinement of CT77 body) and if I start a new game that has never had HDT installed should I be able to see the breast animation in the milking machine? 

 

I have tried doing this and can't seem to get the animation working with that skeleton. If I swap it out for the 1.93LE skeleton, the breast animation works, so it doesn't appear to be an issue with HDT leaving something behind in the save after I deactivate/remove it.

 

Example procedure:

CT77 body with XPMSE 2.05 skeleton. HDT enabled and I have the Havok Path information linked in the hands of vanilla, Ningheim, Succubus, Lunari races. Using MO so I just create a mod that has only the edited hands in it and it loads after the main race mods files so it replaces them. HDT 14.28 active.

No breast animation as expected

 

Remove HDT 14.28. Deactivate the hand edits (so now everyone uses whatever their hands are that came with the mod). So now there is no reference to HDT.

Rerun FNIS for users. I also have VHH walk activated for TBBP animations.

 

Load save..... no HDT working (that's a good sign), BUT.... no breast animation either.

 

Is this expected? Or do I have a gremlin in my setup somewhere? Is it the SKELETON that is the problem for me?

 

 

Aha, I had this Issue too , it seems in XPMSE 2+ I there was no option "Not to disable HDT physics" it will install the havok physics skeleton regardless.

I installed in NMM

I don't know if I did something wrong but XPMSE 2+ did not seem to support custom breast breast animation at all , it relied on hdt physics to do the work 

 

But that's just my experience 

Posted

yeah, well.... 1.93 LE seems to "flatten' the breasts of my bodyslided body :) Not like flat, flat, but they don't have that nice rounded look like they do in the 2.xx series skellies.

 

Maybe I'll just wait for an HDT skelly that'll animate with the machines. Oh... and I'd be happy to test and provide feedback on any skelly in development :)

 

just sayin'...

Posted

OK, I built a brand new profile in MO using the newest CBBE HDT body (CT77 refined a bit), XPMSE 2.06.

I love the breast animation on the Milking Machine, but I think I like HDT for basically everything else. TBBP is ok, but .... not the same. So, I will be patient and wait for the new skeleton and update to the milking machines. 

 

When I was testing with just having TBBP I noticed that some of the OTHER animations are better without HDT as well. There's a .... I think it's a horny animation... where the female is fondling both of her breasts while standing. The milk Mod uses it for self milking while wearing a cuirass. With TBBP the character appears to be like... lifting the breasts and working on them a bit. With HDT I don't see that. So I guess there are trade-offs for one vs the other. :)

 

Patience, I must have (thank you, Master Yoda)

Posted

 

I hope this isn't a stupid question, but how are these animations called within a mod? I mean, if I wanted to call a SL anim I could do it via a script fragment with the SexLabFramework property set.

 

But if zap is not registered with SL, how is a zap animation - say one of the pillory sex ones - called? And even if zap is registered the new anims, like the spanking one, don't show up in SL's anim collection.

ZAP registers only a few animations. Reason for this is that there are just too many combinations to register them all. Even if I did do that, they'd overtake the regular animations in SL, and you'd only see animations of actors holding their arms in various bound poses.

 

Pillory animations are played by setting up a sslBaseAnimation object for each time playing. Prison Overhaul does this by simply keeping a sslBaseAnimation object that's being constantly reused.

 

When you play animations in ZAP (through MCM), it's a bit different but overall the same. There's a list of reusable sslBaseAnimation objects that you can borrow. There's also an api for making it easy to set up animations manually.

 

If you don't care about all that, and just want to play an animation, then this will do:

zbfSexLab zbfSL = zbfUtil.GetSexLab()
zbfSL.CreateThreadAuto(actor1, actor2, asAnimBaseId = "PillorySex01").StartThread()
That code will set up a SexLab animation, create a thread with relevant strip slots, etc, and start playing it. If you want to further set up the thread, just do that instead of directly calling .StartThread() on it.

 

All created resources are automatically cleaned up, so as a modder you don't have to do anything after this point.

 

 

Ah! Thanks, that was helpful.

 

 

Posted

Hi,

 

Apologies if this is a stupid question. I would like to try the different crucifixion anims on NPCs but I still do not understand how to do it. I can use the placeatme command to place a cross but I haven't figured out how to get an NPC to actually use it. Is there a way to play them like an idle animation? This only seems to be possible with ZazAPCAO251 and ZazAPCAO252

 

Also, is there an updated list of animations available?

 

Thanks in advance

 

How do you place a cross? Where can I find the codes to place the furniture? I reckon this is the same for the spanking chair and so on?

 

Thanks

Posted

 

Hi,

 

Apologies if this is a stupid question. I would like to try the different crucifixion anims on NPCs but I still do not understand how to do it. I can use the placeatme command to place a cross but I haven't figured out how to get an NPC to actually use it. Is there a way to play them like an idle animation? This only seems to be possible with ZazAPCAO251 and ZazAPCAO252

 

Also, is there an updated list of animations available?

 

Thanks in advance

 

How do you place a cross? Where can I find the codes to place the furniture? I reckon this is the same for the spanking chair and so on?

 

Thanks

 

Ok, now I got it how to spawn furniture. But where can I find the item codes?

 

Thanks

Posted

 

Hi,

 

Apologies if this is a stupid question. I would like to try the different crucifixion anims on NPCs but I still do not understand how to do it. I can use the placeatme command to place a cross but I haven't figured out how to get an NPC to actually use it. Is there a way to play them like an idle animation? This only seems to be possible with ZazAPCAO251 and ZazAPCAO252

 

Also, is there an updated list of animations available?

 

Thanks in advance

 

How do you place a cross? Where can I find the codes to place the furniture? I reckon this is the same for the spanking chair and so on?

 

Thanks

 

 

Will have the big list out by this weekend . And explaining how to use a few things via console

 

Placing Furniture  is Managed by other Mods

 

If you want to test some furniture

Save your game and type in console

coc zbftestzone

Cheers

Posted

I installed the 6.0 & use MO with FNIS checker on, I get these

 

Missing AnimFile ZazRa015.hkx for character, mod ZazResources
Missing AnimFile ZazRa016.hkx for character, mod ZazResources
Missing AnimFile ZazRa017.hkx for character, mod ZazResources
Missing AnimFile ZazRa018.hkx for character, mod ZazResources
Missing AnimFile ZazRb018.hkx for character, mod ZazResources
 

I'm pretty sure I have everything, or do I have to find these in older versions or something?

Posted

I installed the 6.0 & use MO with FNIS checker on, I get these

 

Missing AnimFile ZazRa015.hkx for character, mod ZazResources

Missing AnimFile ZazRa016.hkx for character, mod ZazResources

Missing AnimFile ZazRa017.hkx for character, mod ZazResources

Missing AnimFile ZazRa018.hkx for character, mod ZazResources

Missing AnimFile ZazRb018.hkx for character, mod ZazResources

 

I'm pretty sure I have everything, or do I have to find these in older versions or something?

 

The Zaz Resources Mod  is not managed by Xaz or me , The assets and animations are mine  ........ but  the original Mod author is Missing in action for a long time so it not a problem with this ZaZ Animation Pack

 

Those errors can be ignored and wont make any difference   :)

 

Both Mods are independent of each other .

lol I have been  asked this question too many times , I will use a saved response.

 
Zaz Resources  (Skyrim nexus) and Zaz Animation Pack (Lovers lab) are 2 separate Independent Mods
 
Zaz Resources  (Skyrim nexus)  mod uses some of  my older ZaZ assets and is by different mod author, It has its own FNIS Spells to Cast poses & some crops/canes
ZaZ Resources (Skyrim nexus) is no longer being updated its been quite sometime , but it should work as intended as per the mod authors instructions
 
Zaz Animation Pack (Lovers lab) Is a Framework Mod that is used by other Mods to draw animations and other resources from it , the mod has everything and way more stuff than Zaz Resources(Skyrim nexus)
This mod is up-to-date and  is being supported , Even though it does not have spells there are sub mods that do that
and there are tons of mods that use the framework to making use of the animations and gear 

 

 

Cheers

Posted

 

Cheers

 

 

Ah OK, didn't know that, didn't see it as a thing until I use MO either.

 

Now I'm dealing with some of the animations are in T poses despite the fact I have everything updated, not sure why.

 

 

Posted

Where can i find the cuffs,collars,blindfolds and gags thx in advance

---------------------------------------------------------------------

You Can use the 'coc' Command, type in console

coc zbftestzone 

This will teleport you to our test Cell containing 2 Chests with all the Items, furniture etc

 

Once done you can Exit the cell using the 'coc' command again.

coc whiterun

or

coc riverwood

---------------------------------------------------------------------

 

The are a few mods that have vendors sell ZAP stuff , but i think they need to updated for the newer Items

 

*Devious Devices Captured Dreams Shop

*SlaveRun

 

Cheers

 

ps : I will have a Formid list out soon

Posted

 

 

Hi,

 

Apologies if this is a stupid question. I would like to try the different crucifixion anims on NPCs but I still do not understand how to do it. I can use the placeatme command to place a cross but I haven't figured out how to get an NPC to actually use it. Is there a way to play them like an idle animation? This only seems to be possible with ZazAPCAO251 and ZazAPCAO252

 

Also, is there an updated list of animations available?

 

Thanks in advance

 

How do you place a cross? Where can I find the codes to place the furniture? I reckon this is the same for the spanking chair and so on?

 

Thanks

 

 

Will have the big list out by this weekend . And explaining how to use a few things via console

 

Placing Furniture  is Managed by other Mods

 

If you want to test some furniture

Save your game and type in console



coc zbftestzone

Cheers

 

Awesome! Thank you!

Is it somehow possible to take Companions with me to the Testzone? 

Posted

 

 

 

 

 

 

Hi,

 

Apologies if this is a stupid question. I would like to try the different crucifixion anims on NPCs but I still do not understand how to do it. I can use the placeatme command to place a cross but I haven't figured out how to get an NPC to actually use it. Is there a way to play them like an idle animation? This only seems to be possible with ZazAPCAO251 and ZazAPCAO252

 

Also, is there an updated list of animations available?

 

Thanks in advance

How do you place a cross? Where can I find the codes to place the furniture? I reckon this is the same for the spanking chair and so on?

 

Thanks

Will have the big list out by this weekend . And explaining how to use a few things via console

 

Placing Furniture is Managed by other Mods

 

If you want to test some furniture

Save your game and type in console

coc zbftestzone
Cheers

Awesome! Thank you!

Is it somehow possible to take Companions with me to the Testzone?

If you're not worried about breaking a saved game, you can simply spawn them at your location using the console codes. E.g. "player.placeatme 1a692" to spawn Farkas next to you. To get the reference ID, type "help companion's name", such as "help Farkas" or "help Aela", to bring up all game codes with the Companion's name in them. One of them will be the ref ID.

 

If you want to play it safe and make sure you never have more than one of that character running around, just select them and enter the two codes "disable" and "markfordelete" when you're finished playing.

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