Princessity Posted January 25, 2015 Share Posted January 25, 2015 * Added support for bound "bleedout" animation (yoke, armbinder, etc)Ooooooh! This sounds useful! But could you explain it please? Does it automatically replace vanilla bleedout animations or does it need to be played specifically? Link to comment
xaz Posted January 25, 2015 Share Posted January 25, 2015 Fixed the many duplicate files. The difference is that one package included only changes from v6.01 to v6.02, which is not what I wanted. I also forgot to update the version number in FNIS this is not a problem, so just ignore that error. Link to comment
xaz Posted January 25, 2015 Share Posted January 25, 2015 * Added support for bound "bleedout" animation (yoke, armbinder, etc)Ooooooh! This sounds useful! But could you explain it please? Does it automatically replace vanilla bleedout animations or does it need to be played specifically? No it needs specific playing, unfortunately. I wanted that animation for Prison Overhaul, so that's why it's there. It's just the player idle as well, so no camera movement and screen shake etc (which is normally associated with entering bleedout). Link to comment
crashguide Posted January 25, 2015 Share Posted January 25, 2015 Thanks for the Mod - Fun: Type in console "player.placeatme xx0000a6e0 100", where "xx" is the ZazAnimationPack.esm load index in hex. ("help zbfSlaveFemale" to find the exact id if you're unsure.) You have two 0 to many its "player.placeatme xx00a6e0 100". In my case 100 was to much for my game but I got the joke ^^ Link to comment
germanicus Posted January 25, 2015 Share Posted January 25, 2015 Fixed the many duplicate files. The difference is that one package included only changes from v6.01 to v6.02, which is not what I wanted. I also forgot to update the version number in FNIS this is not a problem, so just ignore that error. Thank you. I also apologize for misinterpreting that the main file was updated to 6.02 version and commented that it was missing. Link to comment
ZaZ Posted January 25, 2015 Author Share Posted January 25, 2015 Guys , Just hold on a bit will be back soon in time , I'm dealing with some RL Financial Issues , Till they get sorted ZaZ ( mostly new content Mesh and Animation wise ) will be be on Hiatus till then. However Xaz is managing the Mod well so Kudos to you Xaz . Cheers I have a lot of Messages Directed at me Make sure if its mod related to add xaz to the conversation as well Will be back with a bang like I did last time and more new content for sure when the time is right. Link to comment
Antono Posted January 25, 2015 Share Posted January 25, 2015 Great news, Zaz! I am so glad you haven't retired! So, we can expect more animations later on! Link to comment
Princessity Posted January 25, 2015 Share Posted January 25, 2015 We love you ZaZ <3 Be well and come back to us soon! Link to comment
twoaxemasher Posted January 26, 2015 Share Posted January 26, 2015 I concur. We love you and your content ZaZ! But let's not forget to thank XaZ for the scripting and release management. Thanks, you two! Link to comment
zaira Posted January 26, 2015 Share Posted January 26, 2015 I try to adapt Maria Eden to SlaveControl and there are open questions: You wrote that we shouldn't use the factions directly but there is no API to assign NPC to master and slaver factions. And we must use the factions at least in conditions. The most problematic part would be to script a slave handover between slavery mods - this is where your framework may help with more events - for example enslavement requests : I could add a request dialogue option to a foreign slaver and the foreign mod could react to that request and take over the controll. Link to comment
zaira Posted January 26, 2015 Share Posted January 26, 2015 And a general formlist where we could add our slavers would be nice: in my mod there are several scenes where the slave is going to be sold. If I know about other slavers I could initiate a mod handover. Link to comment
zaira Posted January 26, 2015 Share Posted January 26, 2015 And last but not least we should be able to distinguish between slavers that accepts player slaves and NPC slaves only. Link to comment
zaira Posted January 26, 2015 Share Posted January 26, 2015 Ok placeatme 100 is funny - you might assign a follower package as default - would be even more fun. But there is a problem with the leveled cuff lists - the NPCs doesn't spawn with proper idles - looks stupid for yoke cuffs. The dialogue system is much to philosophic - so I must add dialogue overwrites for every slave I span... Link to comment
sikamikanico78 Posted January 26, 2015 Share Posted January 26, 2015 there was a list with player.playidle animation commands on the older versions... is there a new updated list somewere??? Link to comment
xaz Posted January 28, 2015 Share Posted January 28, 2015 Guys , Just hold on a bit will be back soon in time , I'm dealing with some RL Financial Issues , Till they get sorted ZaZ ( mostly new content Mesh and Animation wise ) will be be on Hiatus till then. However Xaz is managing the Mod well so Kudos to you Xaz . Cheers I have a lot of Messages Directed at me Make sure if its mod related to add xaz to the conversation as well Will be back with a bang like I did last time and more new content for sure when the time is right. Welcome back!! I was a bit worried since you didn't answer my PMs! Link to comment
xaz Posted January 28, 2015 Share Posted January 28, 2015 I try to adapt Maria Eden to SlaveControl and there are open questions: You wrote that we shouldn't use the factions directly but there is no API to assign NPC to master and slaver factions. And we must use the factions at least in conditions. The most problematic part would be to script a slave handover between slavery mods - this is where your framework may help with more events - for example enslavement requests : I could add a request dialogue option to a foreign slaver and the foreign mod could react to that request and take over the controll. Yes? How could I miss those. Sorry about that. ... good feedback. I'll add functionality for those items. I'm expecting to release a new zap fairly soon again with updates that didn't make it to the latest version. You'll need to use the factions directly in conditions, yes. There are ways around that, but I think the faction ranks (which is the only real question mark, I think) should be pretty fixed. Link to comment
xaz Posted January 28, 2015 Share Posted January 28, 2015 Ok placeatme 100 is funny - you might assign a follower package as default - would be even more fun. But there is a problem with the leveled cuff lists - the NPCs doesn't spawn with proper idles - looks stupid for yoke cuffs. The dialogue system is much to philosophic - so I must add dialogue overwrites for every slave I span... I think that is mostly due to script lag actually. In my game, the slaves all take the right pose after a while. I don't think I follow? If you want to create a dialogue, and you're working with gagged actors, you can set that path up because there are shared dialogues for you to use. The dialogue provided in Zap itself should probably be turned off unless you're just playing around. It's not very immersive, imo. Link to comment
xaz Posted January 28, 2015 Share Posted January 28, 2015 And a general formlist where we could add our slavers would be nice: in my mod there are several scenes where the slave is going to be sold. If I know about other slavers I could initiate a mod handover. Agree. Though formlists are way less useful than one might think. For instance, the forms you add through scripts aren't considered by conditions in quests and dialogue, and so on (iirc). You can find other slavers through quest conditions, though, by just making sure they're in the right faction. I can add a faction or a specific rank for slavers to be "player friendly". By the way, check out the thread that you're invited to as well: "slave mods compatibility". There's at least some discussion going on there. Link to comment
xaz Posted January 28, 2015 Share Posted January 28, 2015 Added a german translation. Credits to Zt11rauss (nexus profile http://www.nexusmods.com/skyrim/users/4616070/?). Link to comment
Vangelder Posted January 29, 2015 Share Posted January 29, 2015 Confused:There are 2 files that have 6.02. One is the large German version and the other is much smaller and says patch. Which one is the correct one to upgrade? Link to comment
WaxenFigure Posted January 29, 2015 Share Posted January 29, 2015 Confused:There are 2 files that have 6.02. One is the large German version and the other is much smaller and says patch. Which one is the correct one to upgrade? If you are German then download the large German one AND THE TEXTURE PACK FILE TOO!. If you are not German then download ALL THREE FILES that are not the German one. In that case you need the Texture pack, the main mod and the patch to update it to the current version. Link to comment
Lord Litrix Posted January 29, 2015 Share Posted January 29, 2015 Zaz animation pack is a resource, there are no spells, it is a package of animations and textures that are used by other mods, see the OP for a list of mods that use <thus require> Zaz Animation Pack Yeah ok,sorry but I thought it was an animation. I didn't read everything, but sill why is it in the animation section if its a ressources? XD Anyway I figured out since I installed Loverscomfort. Thank for the infos and sorry for bothering you Link to comment
RebelInfernal Posted January 29, 2015 Share Posted January 29, 2015 Confused:There are 2 files that have 6.02. One is the large German version and the other is much smaller and says patch. Which one is the correct one to upgrade?If you are German then download the large German one AND THE TEXTURE PACK FILE TOO!. If you are not German then download ALL THREE FILES that are not the German one. In that case you need the Texture pack, the main mod and the patch to update it to the current version. Is this safe to update during a game? I'm using 6.01 but noticed the support for bleed out when bound in the changelog. WANT WANT WANT lol Link to comment
WaxenFigure Posted January 29, 2015 Share Posted January 29, 2015 Is this safe to update during a game? I'm using 6.01 but noticed the support for bleed out when bound in the changelog. WANT WANT WANT lol My current play through has had five different versions of this pack installed including of course the latest. So yes, I think its safe. Link to comment
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