Veladarius Posted September 17, 2014 Posted September 17, 2014 I am using some of the new items in one of the quests I am building currently, they have been fun to use so far. I did not ice with the alignment for the player is that if I moved the camera while it was putting the player in the furniture it would rotate the player as well. I had rotated the camera 180' on this one and ended up facing the wrong way: It is a bit dark, I had not adjusted the lighting here yet. Usually if I left the camera alone while the player was being put into the furniture it would align properly.
ZaZ Posted September 17, 2014 Author Posted September 17, 2014 There is a trick to getting this right, I'm still working on this , when I started with custom furniture in ZAP I used the existing ZAP furniture to make new ones. This buggy enter sequence is a fault of ZAP which I'm working on and so far has been yielding good results with NPC's Yes the player when in first person is buggy I have no clue why , because moving the camera around to pan while in the furniture rotates the player. Will try to fix these issues next time we release ZAP If you can force the player to 3rd person maybe the alignment issue will stop Cheers
Veladarius Posted September 17, 2014 Posted September 17, 2014 There is a trick to getting this right, I'm still working on this , when I started with custom furniture in ZAP I used the existing ZAP furniture to make new ones. This buggy enter sequence is a fault of ZAP which I'm working on and so far has been yielding good results with NPC's Yes the player when in first person is buggy I have no clue why , because moving the camera around to pan while in the furniture rotates the player. Will try to fix these issues next time we release ZAP If you can force the player to 3rd person maybe the alignment issue will stop Cheers That was in third person. I noticed that it lines the camera up then moves the player into position and it is during this time that moving the camera will throw it off. I was wondering that if you disable the look function on the player so they can't move the camera during this if it would keep the player from going out of alignment.
icarlylove Posted September 17, 2014 Posted September 17, 2014 I keep running into an interesting problem where after playing for a few hours making new saves and maybe loading new mods and going back to old saves the "Animation Test System" option in MCM essentially doesn't display anything when I click it. I can see sexlab and all of the settings but the Animation Test System freezes my MCM menu. The ONLY way I have found to fix this is a complete reinstall of the game and then load a very old save. It almost seems like something written in the save files. The main problem with this happening is that the characters essentially just stand and look at each other instead of engaging in sexual acts. I have to type enableplayercontrols to get back to the game and then it freezes the next character I try it on. I can not do any animations that involve two characters when this problem happens. I can only do playidle animations and animations that affect one character at a time. Initially when this was occurring SexLab was also showing no options in the menu. This isn't the problem now. I literally can do anything else except click on "Animation Test System" in MCM. If there is any tips or advice I would appreciate it. I can also gather logs if needed. I wanna be able to rotate through all the animations instead of having to use the console commands to do each individual playidle (plus I can't do 2 player animations so it is kind of pointless).
hodni Posted September 18, 2014 Posted September 18, 2014 hey! some time ago you showed video animation jumps in the ropes. it is not yet available? and whether you plan to do animation "creeps on floor"? Its still buggy using FNIS Sexy Move, also when motion stops the actor reverts back to the default Idle which looks weird , It would be best to wait until FNIS allows motion driven animations , but Until then I will not release it , unless someone can script the idles properly Cheers what about the custom body with the ropes? Any chance those will be released earlier? In time I hope ,Its still only half done , for body_1 . Skinning is fairly new to me , just like complex modelling , I'm still learning how to skin properly and model/texture . Maybe Xaz and I need to find a Dedicated 3d Modeler to join our team hehe Xaz can focus on scripts , Me on Animations cause right now I'm kinda feeling a 'Jack of all trades , Master of none' vibe ZaZRopeWorks.jpg Arachnophobia will also get an update later on with new Animations/meshes Aracnophobia.jpg The Author of Webs Extended has given permission to use his Texture/Models Assets http://www.nexusmods.com/skyrim/mods/48538/ I May make a Separate Module for the Webs Assets / Animations so it does not need to be Adult only I'm thinking of getting a small upgrade on my PC since my GPU is showing signs of dying , I can see weird coded lines when My PC boots up lol Cheers awesome!!! totally looking forward to it :3
darkconsole Posted September 18, 2014 Posted September 18, 2014 starting with 6.0 i noticed some of the animations "broke" this bound-to-post animation and several others like it, the hands no longer connect to the post bars like they did in the previous release. and this bound-to-post animation, and another one like it (with large square posts), is now missing the post all together.
ZaZ Posted September 19, 2014 Author Posted September 19, 2014 The newer changes are because the cuffs are now animated objects linked to the hands. Will take a look when I get back. What skeleton are you using ? The missing meshes can be fixed next release Cheers
iorelsan Posted September 19, 2014 Posted September 19, 2014 I May make a Separate Module for the Webs Assets / Animations so it does not need to be Adult only This would be great actually, maybe making a "small" module with non adult stuff/lore friendly like the arachnophobia stuff, some of the ties, gags etc. So it can be used for other modders out there. For instance I can see DAYMOYL from BralorMarr working wonderful with Zaz restraints since an important part of the mod concentrates on capture. Anyho, that idea aside, great job on this mod so far, I really appreciate the countless hours you two have put on this one =).
darkconsole Posted September 19, 2014 Posted September 19, 2014 The newer changes are because the cuffs are now animated objects linked to the hands. Will take a look when I get back. What skeleton are you using ? The missing meshes can be fixed next release Cheers the latest xpsmemaf32 from this site. [update] some of the cages-on-posts are also missing.
Drokaras Posted September 19, 2014 Posted September 19, 2014 (edited) maybe i´m just to stupid but when i go into the mod interface (forgot the name...) to edit the options it says updating and nothing happens. is there a soultion short of deleting all old datas from the last version, because with my luck and skill i delet something i shouldn´t and have to reinstall the entire game . sry for my english. ok did delet every file of the old mod and while my game doesn´t work anylonger if the mod isn´t installed the menu still says updating and nothing else preventing me from seeting any options... Edited September 20, 2014 by Drokaras
tj3n123 Posted September 21, 2014 Posted September 21, 2014 hi zaz, may i ask if i want to use ur mod with female facial animation 1.5, is it compatible? since it need to replace the .tri file, and should i overwrite yours over it or the other way around? thanks!
aravis7 Posted September 21, 2014 Posted September 21, 2014 Since a few peoples have been talking about gallows here, just thought I could share that : http://forums.nexusmods.com/index.php?/topic/996763-how-to-make-hanged-npcs-just-thought-id-share/
zaira Posted September 21, 2014 Posted September 21, 2014 Since a few peoples have been talking about gallows here, just thought I could share that : http://forums.nexusmods.com/index.php?/topic/996763-how-to-make-hanged-npcs-just-thought-id-share/ Quit far away from what chris has made for Oblivion - I've tried to convert these - but without success.
Ed86 Posted September 21, 2014 Posted September 21, 2014 i was just passing by wondering if anyone could convert ZaZMoMSuctionCups01 to nipple piercings (slot 55) OR slot 32, i guess changes in esp are not enough on a second thought i guess 32 better
ZaZ Posted September 21, 2014 Author Posted September 21, 2014 I'm out at the moment , some one will have edit the nif files , change the bsdismembermentdata to what is required by ed Ed Make a copy of that nif and include it in your mod Cheers
CrimsonOmegaLance Posted September 22, 2014 Posted September 22, 2014 Is this occuring because of Zaz or because of a mod that's calling up Zaz? Or should I just not be worrying about this part? [ (A500A61B)].Actor.SetExpressionOverride() - "<native>" Line ? [zbf (1E0137E6)].zbfbondageshell.ApplyExpressionModifier() - "zbfBondageShell.psc" Line 466 [zbf (1E0137E6)].zbfbondageshell.ApplyModifiersMask() - "zbfBondageShell.psc" Line 608 [Active effect 1 on (A500A61B)].zbfEffectBondage.ApplyEffects() - "zbfEffectBondage.psc" Line 24 [Active effect 1 on (A500A61B)].zbfEffectBondage.OnUpdate() - "zbfEffectBondage.psc" Line ? [09/21/2014 - 09:54:51PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type stack: [Active effect 1 on (A500A61B)].zbfEffectBondage.RegisterForSingleUpdate() - "<native>" Line ? [Active effect 1 on (A500A61B)].zbfEffectBondage.RegisterForAnotherUpdate() - "zbfEffectBondage.psc" Line 19 [Active effect 1 on (A500A61B)].zbfEffectBondage.OnUpdate() - "zbfEffectBondage.psc" Line ? [09/21/2014 - 09:54:51PM] Error: (A500A61B): Does not have face animation data, and therefore cannot have their expression f. stack: [ (A500A61B)].Actor.SetExpressionOverride() - "<native>" Line ? [zbf (1E0137E6)].zbfbondageshell.ApplyExpressionModifier() - "zbfBondageShell.psc" Line 466 [zbf (1E0137E6)].zbfbondageshell.ApplyModifiersMask() - "zbfBondageShell.psc" Line 608 [Active effect 1 on (A500A61B)].zbfEffectBondage.ApplyEffects() - "zbfEffectBondage.psc" Line 24 [Active effect 1 on (A500A61B)].zbfEffectBondage.OnEffectStart() - "zbfEffectBondage.psc" Line 48 [09/21/2014 - 09:54:51PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type stack: [Active effect 1 on (A500A61B)].zbfEffectBondage.RegisterForSingleUpdate() - "<native>" Line ? [Active effect 1 on (A500A61B)].zbfEffectBondage.RegisterForAnotherUpdate() - "zbfEffectBondage.psc" Line 19 [Active effect 1 on (A500A61B)].zbfEffectBondage.OnEffectStart() - "zbfEffectBondage.psc" Line 49 [09/21/2014 - 09:54:53PM] Error: (A500A61A): Does not have face animation data, and therefore cannot have their expression f. stack: [ (A500A61A)].Actor.SetExpressionOverride() - "<native>" Line ? [zbf (1E0137E6)].zbfbondageshell.ApplyExpressionModifier() - "zbfBondageShell.psc" Line 466 [zbf (1E0137E6)].zbfbondageshell.ApplyModifiersMask() - "zbfBondageShell.psc" Line 608 [Active effect 1 on (A500A61A)].zbfEffectBondage.ApplyEffects() - "zbfEffectBondage.psc" Line 24 [Active effect 1 on (A500A61A)].zbfEffectBondage.OnUpdate() - "zbfEffectBondage.psc" Line ? [09/21/2014 - 09:54:53PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type stack: [Active effect 1 on (A500A61A)].zbfEffectBondage.RegisterForSingleUpdate() - "<native>" Line ? [Active effect 1 on (A500A61A)].zbfEffectBondage.RegisterForAnotherUpdate() - "zbfEffectBondage.psc" Line 19 [Active effect 1 on (A500A61A)].zbfEffectBondage.OnUpdate() - "zbfEffectBondage.psc" Line ?
xaz Posted September 23, 2014 Posted September 23, 2014 This is because the scripts are working on actors that can't change their expression (gagged). This happens on simple actors. I've not found a way to detect if actors are simple or not, so there's little I can do about this with a simple fix.
darkconsole Posted September 24, 2014 Posted September 24, 2014 in addition to the milk machines being AO... i'd love to see a version tweaked a bit for male "milking".
chajapa Posted September 24, 2014 Posted September 24, 2014 what is "AO" please? Some of us are old and acronym challenged
ZaZ Posted September 24, 2014 Author Posted September 24, 2014 AO Animated object Eventually will make a male equivalent , I have to learn to rig to the sos
Damoriva Posted September 25, 2014 Posted September 25, 2014 AO Animated object Eventually will make a male equivalent , I have to learn to rig to the sos Sounds like that would require an equippable item, like the suction cups.
magicrealm Posted September 28, 2014 Posted September 28, 2014 puppet masterswallow has lost his textures because of this new zaz. whats going on ? and can you repair this, ?
ZaZ Posted September 30, 2014 Author Posted September 30, 2014 Is the author of puppet master swallow still around ? He will just have use the new nifs from Zap If you need a temp fix , in the older zap there is a folder called liquideffects Data/textures/zaz/ That folder needs to added to the new ZAP, I don't recomend it though. The newer effects from fluidity 2.0 are better Cheers
Inte Posted September 30, 2014 Posted September 30, 2014 Any chance to get some kneeling idles for arm binders? Maybe they're already in the animation pack?
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