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


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Posted

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.

post-101267-0-73811900-1410919267_thumb.jpg

 

 

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.

post-101267-0-19976600-1410919268_thumb.jpg

 

Usually if I left the camera alone while the player was being put into the furniture it would align properly.

Posted

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

Posted

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.

Posted

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).

Posted

 

 

 

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

 

attachicon.gifZaZRopeWorks.jpg

 

Arachnophobia will also get an update later on with new Animations/meshes

attachicon.gifAracnophobia.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!!! :D totally looking forward to it :3

Posted

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.

 

post-501843-0-45170900-1411084272_thumb.jpg

 

and this bound-to-post animation, and another one like it (with large square posts), is now missing the post all together.

 

post-501843-0-35965000-1411084273_thumb.jpg

Posted

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

Posted

 

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 =).

Posted

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.

Posted (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 by Drokaras
Posted

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!

Posted

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

Posted

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

Posted

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 ?

Posted

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.

Posted

AO Animated object

 

Eventually will make a male equivalent , I have to learn to rig to the sos

Posted

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.

Posted

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

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