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


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Posted

 

 

 

Latest version messed up animation names in my game. Reset animations registry didn't help at all. So all oral animation were replaced with aggressive pussy anal animations. Weird.

Returning to 6.0 version. All works fine.

 

I thought that it may have just been me having that problem. I wonder what caused the tagging mix up ?

 

     My earlier problem was in fact due to the animation limit being full. I disabled a bunch of NSAP animations and the zaz ones all registered.

 

 

I think that ZAP 6.05 is doing something wrong with or not reading NSAP well. I too disabled many SL animations in both ZAP versions, and 6.0 have no problem with NSAP but 6.05 does.

 

I've never had a problem with any ZAP updates until this one. The first thing I noticed was when training a slave in Mia's dungeon and whenever I chose the 'pleasure me with your mouth' option she always engaged in some type of aggressive missionary position.

  Each time I disabled a few more NSAP animations ZAP let me register a few more. I haven't registered them all because I didn't want to lose any more NSAP ones.

 

I haven't looked at how Mia's does things, but if she starts a ZAP animation, then they will play as specified. Animation registration hasn't changed since forever, since I only keep it for legacy reasons. So there are no new ZAP animations registered, and if there now are too many animations, then it's some other animation pack that's been growing (NSAP likely).

 

The limited slot count is one of the reasons why I don't recommend registering ZAP animations to begin with.

 

There are two likely reasons for Mia not playing the right animation:

1. There are too few ZAP animations registered, and Mia takes the second best animation available.

2. When ZAP intercepts the animation, the internal logic prioritizes missionary in front of the oral animation. This is unexpected, since it will prioritize the vanilla equivalent if it can.

 

I'll have to take a look at Mia and see if I can tweak the internal animation replacing code, or if there's something else going wrong. Mia should in any case move to the ZAP api for setting up bound animations. That is more efficient, and allows for selecting the right animation without issues and it won't rely on registration.

 

 

 

Xaz

 

Did you incorporate the DH fix you kindly supplied a while back

I think most fixes should have been applied, yes. In this case, iirc, it was about the removal of one of the magic effects. That should be fixed now.

 

 

Just for info Xaz, I've just tested with v6.06 and DH, and it's working perfectly :)

 

 

Thanks!

 

 

Oops, spoke too soon. I spotted a very minor bug, when the hands are in binds behind back player can now access inventory even when bound.

 

Not a problem as such but thought I'd report it (tested with DH also with the DH patch as well)

 

 

 

I'll have a look at this. Sounds strange, because that code should not have changed, but may as well have a look.

Posted

 

 

1) Which gags are you using? Is it DD gags? If so, they contain their own logic for running those, but I can see if there's something interfering there.

 

You can fix it though, by going into the MCM and the "Slot" section there, and selecting "Mouth" setting it to "1" meaning open.

 

The intent is that the system ignores items that are slotted through other scripts or equipped from the inventory screen.

 

 

2) Out of curiosity, where did you get the retextured yoke?

 

1) DD gag + DD expansion (that is the black ebonite)

The same happens with zaz gags themselves..

Also the mouth is open, simply is half open instead of fully opened. (so the option 1 is already selected)

 

604 worked fine

 

 

 

2) DD cursed loot.

Posted

 

 

 

 

Latest version messed up animation names in my game. Reset animations registry didn't help at all. So all oral animation were replaced with aggressive pussy anal animations. Weird.

Returning to 6.0 version. All works fine.

 

I thought that it may have just been me having that problem. I wonder what caused the tagging mix up ?

 

     My earlier problem was in fact due to the animation limit being full. I disabled a bunch of NSAP animations and the zaz ones all registered.

 

 

I think that ZAP 6.05 is doing something wrong with or not reading NSAP well. I too disabled many SL animations in both ZAP versions, and 6.0 have no problem with NSAP but 6.05 does.

 

I've never had a problem with any ZAP updates until this one. The first thing I noticed was when training a slave in Mia's dungeon and whenever I chose the 'pleasure me with your mouth' option she always engaged in some type of aggressive missionary position.

  Each time I disabled a few more NSAP animations ZAP let me register a few more. I haven't registered them all because I didn't want to lose any more NSAP ones.

 

 

Had the same problem + my hotkey to change ani stopped working or the game could only read/find that aggressive missionary ani . I had to revert to older zaz

 

It would be helpful to know if the case is that the game can only find the missionary one. That would explain why it's getting selected, and would save me some digging. Do you have a log, I think SexLab is usually quite helpful with that info ....

Posted

 

 

Could anybody explain for the small minded peoples like me - what the new slot system is made for? And the slave tat integration - what does it mean?

I saw this in the MCM but did not get a picture what I can do with it.

Slot system is mainly for modders.

 

It's an api for doing everything that you previously were doing with the enchantment system, but with more control of what happens and when. This gives modders and users a way of running all the features of ZAP on the player or an npc.

 

Sorry - I be slow of the mark and maybe have completely misunderstood the zbfSlot code - this is what I get:

 

Still doesn't understand what's the benefit - in "old" system you add an enchantment to the toys that handles all effects - adding a gag to player/npc opens the mouth.

 

Your slot code is still based on effect item keywords - so equipping a DD gag does still not triggering the animation, even if I call SetGag() - I as the modder must still create a copy of the DD gag and add a proper effect keyword to it. The slot system would be much more helpful when it allows to apply effects even for toys from other mods.

 

The only really new thing that I can see in your slot code is the activation prevention system - something I have made for Maria Eden too - but I can't see any code that limits the block to the restrained player - that means if I am restrained and looking at a door it is blocked for others too.

Additionally the activation prevention system does not only block doors and containers - it blocks everything - so I am unable to open a dialog.

 

This is exactly the kind of feedback I need, so thanks!!!

 

Actually, the SetGag command will equip the gag and open the mouth by default if it can figure out if it's a gag that requires the mouth open. Not all do .... Maybe open mouth should have been the default behavior. If that's helpful, I'll change the default to open.

 

The point is that you can still do this, either if you want to attach keywords to the item (like before) or by using the API to tell the mouth to open. If you have DD gags, they all open the mouth, so SetMouthAnim(1) after a SetGag will always force the mouth open.

 

Same thing with arm bindings, but of course, you must know the actual animation to play (or it may look weird).

 

The point with zbfSlot is to give a fine grained control of the actors you put in there. There are bugs and race conditions in the enchantment system, so I needed to do something, and this was the best solution I could think of.

 

 

When it comes to the activation system, that part is not finished yet. It's one of the things I'll try to finish for the coming versions ....

Posted

SetBlindfold() - does it apply the blindfold effect?


 

When it comes to the activation system, that part is not finished yet. It's one of the things I'll try to finish for the coming versions ....

This is very complex - I needed several weeks of research to get this running for Maria Eden - and it has still issues.

Posted

Here i took screenshot to show that the mouth is just half open instead of fully opened even with the option 1 of mouth.

 

Ok, that is quite weird. Even stranger is that none of that code has been changing, and DD handles it's own open/close routines (without ZAP, more or less).

 

I'll try to reproduce it and see what I can do.

 

Are you sure nothing else has changed? Can you tell me what your MfgConsole says  (open the console, and the extra window to the right)?

 

Which phonemes are set? For a regular gag expression, Phonemes 1 and 11 should be set to 100 and 70 respectively (this is true for DD as well).

Posted

SetBlindfold() - does it apply the blindfold effect?

 

When it comes to the activation system, that part is not finished yet. It's one of the things I'll try to finish for the coming versions ....

This is very complex - I needed several weeks of research to get this running for Maria Eden - and it has still issues.

 

What kind of issues? I think we're aiming at mostly the same kind of algorithms .... I can imagine a lot of race conditions messing things up, but I have a few ideas how to handle those. Then .... testing, testing, testing. :/

 

Edit: SetBlindfold does not apply a blindfold effect yet. My plan is to allow a few varieties.

 

I think one that might work is to apply the blindfold effect only when moving, but to fade in the view when standing still. After all, if the screen just turns black, it's no fun.

Posted

For all of you having issues with animations not playing correctly: Try disabling the option (under ZAP's MCM menu, menu: SexLab) to have ZAP replace animations. That is a likely issue given that you can no longer switch animations.

 

Apparently, a SexLab thread contains lots of animations, but naturally, when I create dynamic animations, I set up just a single one. With the capabilities in ZAP there's just too many animation combinations to register right now for full coverage.

 

Some feedback is needed: Would you like to have the option to switch to another animation of the player bound? I think I can fix that ..... it wouldn't help where both actors are bound, but I guess, that's not a usual sex situation anyway?

 

Feedback needed .....


Have to reinstall the new zaz before i can produce a log.......later

 

Let me know if you can fix the issues by disabling the ZAP animation replacer. I'm now fairly confident that you can fix those, and in that case, keeping the 6.06 version is probably nicer ....

Posted

 

SetBlindfold() - does it apply the blindfold effect?

 

When it comes to the activation system, that part is not finished yet. It's one of the things I'll try to finish for the coming versions ....

This is very complex - I needed several weeks of research to get this running for Maria Eden - and it has still issues.

 

What kind of issues? I think we're aiming at mostly the same kind of algorithms .... I can imagine a lot of race conditions messing things up, but I have a few ideas how to handle those. Then .... testing, testing, testing. :/

 

Edit: SetBlindfold does not apply a blindfold effect yet. My plan is to allow a few varieties.

 

I think one that might work is to apply the blindfold effect only when moving, but to fade in the view when standing still. After all, if the screen just turns black, it's no fun.

 

 

To allow non-restraint NPCs activating you have to do some hacks - I put the Crosshair object into a ref alias that temporary disables the activation for NPCs - but this is wiggly.

 

Black screen might be funny if you hear some voices talking about you and what the speakers wants to do with you next - and you really don't know who is there and where you are - it must be combined with a strong scene guidance and a surprise at the end - somehow like a cut scene...

Posted

I installed a couple of male-orientated add-ons for various Devious addons and the MCM for ZAP disappeared. I un-installed every new add-on (with the intent of one-by-one re-enabling to find the offender) and even re-installed ZAP, but the MCM for ZAP still hasn't come back. The last mention I found was back in August 2014 of a similar issue, but it was patched. 

Posted

I installed a couple of male-orientated add-ons for various Devious addons and the MCM for ZAP disappeared. I un-installed every new add-on (with the intent of one-by-one re-enabling to find the offender) and even re-installed ZAP, but the MCM for ZAP still hasn't come back. The last mention I found was back in August 2014 of a similar issue, but it was patched.

That is strange. Do you have a log, is there any activity from ZAP in the log, errors or such? There is a command to reset MCM, which I can't recall atm. Did you try running that?

 

I believe most people got ZAP MCM working in the 6.06 version, so if you missed the patch, then you should get that one. If you're still on 6.05, then you may see this issue after reinstalling ZAP.

Posted

I'll check the patch first - sorry, I didn't notice that a .06 had come out since I first encountered my problem. 

 

EDIT: The new patch fixed it, even with the additional mods installed. 

Posted

 

Here i took screenshot to show that the mouth is just half open instead of fully opened even with the option 1 of mouth.

 

Ok, that is quite weird. Even stranger is that none of that code has been changing, and DD handles it's own open/close routines (without ZAP, more or less).

 

I'll try to reproduce it and see what I can do.

 

Are you sure nothing else has changed? Can you tell me what your MfgConsole says  (open the console, and the extra window to the right)?

 

Which phonemes are set? For a regular gag expression, Phonemes 1 and 11 should be set to 100 and 70 respectively (this is true for DD as well).

 

 

I recently updated ECE but i am sure it worked with 604 because i fixed a minor clipping issue with ballgag reducing cheecks and i already had new ECE.

 

What you asked me is really interesting:

Despite BigAAAh says 100

 

I tried to change it from showracemenu and the result was different (see attachments).

post-299358-0-29285700-1434311150_thumb.jpg

post-299358-0-09865900-1434311153_thumb.jpg

Posted

 

 

Here i took screenshot to show that the mouth is just half open instead of fully opened even with the option 1 of mouth.

 

Ok, that is quite weird. Even stranger is that none of that code has been changing, and DD handles it's own open/close routines (without ZAP, more or less).

 

I'll try to reproduce it and see what I can do.

 

Are you sure nothing else has changed? Can you tell me what your MfgConsole says  (open the console, and the extra window to the right)?

 

Which phonemes are set? For a regular gag expression, Phonemes 1 and 11 should be set to 100 and 70 respectively (this is true for DD as well).

 

 

I recently updated ECE but i am sure it worked with 604 because i fixed a minor clipping issue with ballgag reducing cheecks and i already had new ECE.

 

What you asked me is really interesting:

Despite BigAAAh says 100

 

I tried to change it from showracemenu and the result was different (see attachments).

 

Your settings look quite right from what I can see. The mouth should be open. I wonder what could be wrong .....

Posted

For all of you having issues with animations not playing correctly: Try disabling the option (under ZAP's MCM menu, menu: SexLab) to have ZAP replace animations. That is a likely issue given that you can no longer switch animations.

 

 

Ah thank you so much for mentioning that, I was having the same issue (only the zapmissionary animations seemed to be playing and I couldn't switch animations anymore). Unchecking -Override if needed on the sexlab tab in the Zaz animation pack tab fixed this. I also have been using Defeats menu for selecting animations to switch to and I now once again have the full selection of animations.

 

I'm using Zaz 6.06 and Sexlab 1.6 alpha 3 btw, if that is of any concern.

Posted

 

 

 

Here i took screenshot to show that the mouth is just half open instead of fully opened even with the option 1 of mouth.

 

Ok, that is quite weird. Even stranger is that none of that code has been changing, and DD handles it's own open/close routines (without ZAP, more or less).

 

I'll try to reproduce it and see what I can do.

 

Are you sure nothing else has changed? Can you tell me what your MfgConsole says  (open the console, and the extra window to the right)?

 

Which phonemes are set? For a regular gag expression, Phonemes 1 and 11 should be set to 100 and 70 respectively (this is true for DD as well).

 

 

I recently updated ECE but i am sure it worked with 604 because i fixed a minor clipping issue with ballgag reducing cheecks and i already had new ECE.

 

What you asked me is really interesting:

Despite BigAAAh says 100

 

I tried to change it from showracemenu and the result was different (see attachments).

 

Your settings look quite right from what I can see. The mouth should be open. I wonder what could be wrong .....

 

 

Looks like a conflicting .tri file to me. Older version of Zap used to ship one, which would break expressions. 

Posted

Does anyone have or know of a good set of shape configs for Bodyslide for the meshes that are in Zaz Main in /bondage/ (ankle_ropes, doggiebelt)?  I've tried my hand at conforming them in Outfit Stuido, but I keep massively distorting the meshes when I try and shift things about.  Many thanks in advance for assistance.

 

Edit: Forgot to mention I'm using CBBE HDT body.

Posted

I have the same problem as darkfender666, in addition the mouth now stays shut when not wearing a gag during oral scenes (both zap and regular sexlab scenes).

Posted

XAz - thank you for answer, but I didn't register ZAP animations through SL. 6.05 version was the only version I had described problems and also, I did use 6.05 patch. No help.

 

It would be helpful to know if the case is that the game can only find the missionary one. That would explain why it's getting selected, and would save me some digging. Do you have a log, I think SexLab is usually quite helpful with that info ....

 

Yes, sex always start with aggressive missionary pose which I can't change with anther one.

Posted

I have the same problem as darkfender666, in addition the mouth now stays shut when not wearing a gag during oral scenes (both zap and regular sexlab scenes).

 

May i ask you if you use ECE or racemenu or both?

And pretty faces?

Posted

 

 

 

 

Here i took screenshot to show that the mouth is just half open instead of fully opened even with the option 1 of mouth.

 

Ok, that is quite weird. Even stranger is that none of that code has been changing, and DD handles it's own open/close routines (without ZAP, more or less).

 

I'll try to reproduce it and see what I can do.

 

Are you sure nothing else has changed? Can you tell me what your MfgConsole says  (open the console, and the extra window to the right)?

 

Which phonemes are set? For a regular gag expression, Phonemes 1 and 11 should be set to 100 and 70 respectively (this is true for DD as well).

 

 

I recently updated ECE but i am sure it worked with 604 because i fixed a minor clipping issue with ballgag reducing cheecks and i already had new ECE.

 

What you asked me is really interesting:

Despite BigAAAh says 100

 

I tried to change it from showracemenu and the result was different (see attachments).

 

Your settings look quite right from what I can see. The mouth should be open. I wonder what could be wrong .....

 

 

Looks like a conflicting .tri file to me. Older version of Zap used to ship one, which would break expressions.

 

Thanks! That could very well be it ....

 

If you have this problem, try to find the "femaleheadchargen.tri" file in your Skyrim data folder (somewhere Meshes/actors/ iirc, at least in Meshes) and make sure you didn't install or leave anything with your ZAP installation from previous versions. Try to remove the file and see if that fixes your problems.

 

Then if you find the file, please PM it to me. I'll try it in my setup.

XAz - thank you for answer, but I didn't register ZAP animations through SL. 6.05 version was the only version I had described problems and also, I did use 6.05 patch. No help.

It would be helpful to know if the case is that the game can only find the missionary one. That would explain why it's getting selected, and would save me some digging. Do you have a log, I think SexLab is usually quite helpful with that info ....

 

Yes, sex always start with aggressive missionary pose which I can't change with anther one.

 

Did my suggestion fix your issues?

Posted

 

1. For all of you having issues with animations not playing correctly: Try disabling the option (under ZAP's MCM menu, menu: SexLab) to have ZAP replace animations. That is a likely issue given that you can no longer switch animations.

 

2. Some feedback is needed: Would you like to have the option to switch to another animation of the player bound? I think I can fix that ..... it wouldn't help where both actors are bound, but I guess, that's not a usual sex situation anyway?

 

1. Sorry, it didn't help me. I disabled all in the new game and it still start will missionary aggressive animation. Had to revert to ZAP 6.0 and the 6.04 patch.

 

2. Yes, please, I would love to have the option to switch between the animations.

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