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


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Posted

why all the spam in the logs:

 


[09/27/2015 - 09:50:30PM] error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type
stack:
[None].zbfEffectBondage.RegisterForSingleUpdate() - "" Line ?
[None].zbfEffectBondage.OnUpdate() - "zbfEffectBondage.psc" Line ?
[09/27/2015 - 09:50:30PM] error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type
stack:
[Active effect 1 on (0001A66E)].zbfEffectBondage.RegisterForSingleUpdate() - "" Line ?
[Active effect 1 on (0001A66E)].zbfEffectBondage.OnUpdate() - "zbfEffectBondage.psc" Line ?
[09/27/2015 - 09:50:33PM] error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
[None].zbfEffectBondage.RegisterForModEvent() - "" Line ?
[None].zbfEffectBondage.RegisterForEvents() - "zbfEffectBondage.psc" Line 21
[None].zbfEffectBondage.OnEffectStart() - "zbfEffectBondage.psc" Line ?
[09/27/2015 - 09:50:33PM] error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
[None].zbfEffectBondage.RegisterForModEvent() - "" Line ?
[None].zbfEffectBondage.RegisterForEvents() - "zbfEffectBondage.psc" Line 22
[None].zbfEffectBondage.OnEffectStart() - "zbfEffectBondage.psc" Line ?
[09/27/2015 - 09:50:33PM] error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
[None].zbfEffectBondage.RegisterForModEvent() - "" Line ?
[None].zbfEffectBondage.RegisterForEvents() - "zbfEffectBondage.psc" Line 23
[None].zbfEffectBondage.OnEffectStart() - "zbfEffectBondage.psc" Line ?
[09/27/2015 - 09:50:33PM] error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
[None].zbfEffectBondage.RegisterForModEvent() - "" Line ?
[None].zbfEffectBondage.RegisterForEvents() - "zbfEffectBondage.psc" Line 24
[None].zbfEffectBondage.OnEffectStart() - "zbfEffectBondage.psc" Line ?
[09/27/2015 - 09:50:33PM] error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type
stack:
[None].zbfEffectBondage.RegisterForSingleUpdate() - "" Line ?
[None].zbfEffectBondage.onBeginState() - "zbfEffectBondage.psc" Line 159
[None].zbfEffectBondage.GotoState() - "ActiveMagicEffect.psc" Line ?
[None].zbfEffectBondage.OnEffectStart() - "zbfEffectBondage.psc" Line ?
[09/27/2015 - 09:51:02PM] error: Cannot call Play() on a None object, aborting function call
stack:
[sexLabThread01 (09062452)].sslthreadcontroller.TriggerOrgasm() - "sslThreadController.psc" Line ?
[sexLabThread01 (09062452)].sslthreadcontroller.FireAction() - "sslThreadController.psc" Line 113
[sexLabThread01 (09062452)].sslthreadcontroller.Action() - "sslThreadModel.psc" Line 960
[sexLabThread01 (09062452)].sslthreadcontroller.OnUpdate() - "sslThreadController.psc" Line ?
[09/27/2015 - 09:51:02PM] warning: Assigning None to a non-object variable named "::temp77"
stack:
[sexLabThread01 (09062452)].sslthreadcontroller.TriggerOrgasm() - "sslThreadController.psc" Line ?
[sexLabThread01 (09062452)].sslthreadcontroller.FireAction() - "sslThreadController.psc" Line 113
[sexLabThread01 (09062452)].sslthreadcontroller.Action() - "sslThreadModel.psc" Line 960
[sexLabThread01 (09062452)].sslthreadcontroller.OnUpdate() - "sslThreadController.psc" Line ?
[09/27/2015 - 09:51:59PM] error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
[None].zbfEffectBondage.RegisterForModEvent() - "" Line ?
[None].zbfEffectBondage.RegisterForEvents() - "zbfEffectBondage.psc" Line 21
[None].zbfEffectBondage.OnEffectStart() - "zbfEffectBondage.psc" Line ?
[09/27/2015 - 09:51:59PM] error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
[None].zbfEffectBondage.RegisterForModEvent() - "" Line ?
[None].zbfEffectBondage.RegisterForEvents() - "zbfEffectBondage.psc" Line 22
[None].zbfEffectBondage.OnEffectStart() - "zbfEffectBondage.psc" Line ?
[09/27/2015 - 09:51:59PM] error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
[None].zbfEffectBondage.RegisterForModEvent() - "" Line ?
[None].zbfEffectBondage.RegisterForEvents() - "zbfEffectBondage.psc" Line 23
[None].zbfEffectBondage.OnEffectStart() - "zbfEffectBondage.psc" Line ?
[09/27/2015 - 09:51:59PM] error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
[None].zbfEffectBondage.RegisterForModEvent() - "" Line ?
[None].zbfEffectBondage.RegisterForEvents() - "zbfEffectBondage.psc" Line 24
[None].zbfEffectBondage.OnEffectStart() - "zbfEffectBondage.psc" Line ?
[09/27/2015 - 09:51:59PM] error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type
stack:
[None].zbfEffectBondage.RegisterForSingleUpdate() - "" Line ?
[None].zbfEffectBondage.onBeginState() - "zbfEffectBondage.psc" Line 159
[None].zbfEffectBondage.GotoState() - "ActiveMagicEffect.psc" Line ?
[None].zbfEffectBondage.OnEffectStart() - "zbfEffectBondage.psc" Line ?
[

 

Papyrus.0.log

Posted

I was wondering if it was possible to add "new" (mainly the new bound animations from NSAP) to the usueable animations list from zaz so that they can be used when a cuffed npc is being sexed, raped, whatever. Because even when i add them to the aggression list in sexlab they aren't used by zaz. If i turn off/not register zaz animations at all. Nothing happens.

 

I could just overwrite the existing ones but then characters probably won't line up perfectly. Any ideas?

Posted

I was wondering if it was possible to add "new" (mainly the new bound animations from NSAP) to the usueable animations list from zaz so that they can be used when a cuffed npc is being sexed, raped, whatever. Because even when i add them to the aggression list in sexlab they aren't used by zaz. If i turn off/not register zaz animations at all. Nothing happens.

 

I could just overwrite the existing ones but then characters probably won't line up perfectly. Any ideas?

 

Will Have to Wait till Xaz's Return to get those animations added , will give it sometime, If not I will do it in some weeks or sooner , If I dont fuck it up :P

 

Cheers

Posted

 

I was wondering if it was possible to add "new" (mainly the new bound animations from NSAP) to the usueable animations list from zaz so that they can be used when a cuffed npc is being sexed, raped, whatever. Because even when i add them to the aggression list in sexlab they aren't used by zaz. If i turn off/not register zaz animations at all. Nothing happens.

 

I could just overwrite the existing ones but then characters probably won't line up perfectly. Any ideas?

 

Will Have to Wait till Xaz's Return to get those animations added , will give it sometime, If not I will do it in some weeks or sooner , If I dont fuck it up :P

 

Cheers

 

 

Thanks! I can Always overwrite them myself ofcourse (which i'm probably goig to do now) or i can just make a new .esp where i make duplicates of all the cuffs so that they won't trigger that animation but use sexlabs instead.

 

Still looking forward to the update though. :)

I wonder what you guys are going to come up with this time.

 

Edit; OOPS, i should really look up stuff more before actually asking about it.. Apperently there is an option in the sexlab tab to turn the overwrite of sexlab animations off. So that solves the issue where there are only zaz animations being used on cuffed npc's. yeah, stupid i know :D

Posted

Howdy all. Ive been getting quite a few crashes when trying to load a save which i think might be ZaZ related. Ive attached my latest log. Its pretty short lol.

 

 

Anyone know what might be causing this? Ive checked that I have all the latest files, so im stumped.  :(
 

Papyrus.0.log

Posted

 

Howdy all. Ive been getting quite a few crashes when trying to load a save which i think might be ZaZ related. Ive attached my latest log. Its pretty short lol.

 

 

Anyone know what might be causing this? Ive checked that I have all the latest files, so im stumped.  :(

 

 

If this is the first save you are loading, try creating a new game.  Then, load that new game before you load the real save you want to play.  Here is what I do

 

Crreate a new game.  Once it is finished and you have the screen loaded,  in the console

 

save LevelOne

 

Then, from that point on, load your LevelOne save and then immediately load the save you really want to play.

 

This is a pretty common skyrim problem even in unmodded games and has nothing to do with Zaz

Posted

 

 

Howdy all. Ive been getting quite a few crashes when trying to load a save which i think might be ZaZ related. Ive attached my latest log. Its pretty short lol.

 

 

Anyone know what might be causing this? Ive checked that I have all the latest files, so im stumped.  :(

 

 

If this is the first save you are loading, try creating a new game.  Then, load that new game before you load the real save you want to play.  Here is what I do

 

Crreate a new game.  Once it is finished and you have the screen loaded,  in the console

 

save LevelOne

 

Then, from that point on, load your LevelOne save and then immediately load the save you really want to play.

 

This is a pretty common skyrim problem even in unmodded games and has nothing to do with Zaz

 

 

that's a good idea there, I've been using it for years, thought it was common knowledge already - didn't know about the console command there, but i'm guessing that just names the save to tell it apart from the others, I scroll thru my saves to the abandoned prison

 

Howdy all. Ive been getting quite a few crashes when trying to load a save which i think might be ZaZ related. Ive attached my latest log. Its pretty short lol.

 

 

Anyone know what might be causing this? Ive checked that I have all the latest files, so im stumped.  :(

 

if it weren't for his idea there or if his ideyoa doesn't fix it, your log is pointing to zad, not zaz, zad is the log's representation for devious devices, zbf would be zaz representation in the logs

Posted

 

 

Howdy all. Ive been getting quite a few crashes when trying to load a save which i think might be ZaZ related. Ive attached my latest log. Its pretty short lol.

 

 

Anyone know what might be causing this? Ive checked that I have all the latest files, so im stumped.  :(

 

 

If this is the first save you are loading, try creating a new game.  Then, load that new game before you load the real save you want to play.  Here is what I do

 

Crreate a new game.  Once it is finished and you have the screen loaded,  in the console

 

save LevelOne

 

Then, from that point on, load your LevelOne save and then immediately load the save you really want to play.

 

This is a pretty common skyrim problem even in unmodded games and has nothing to do with Zaz

 

 

 

This is good advice.

 

There's nothing in your log to indicate what is causing your crash (The DD error in your log is completely harmless).

 

Posted

Are there any plans to make the animated belts use hdt?

 

Hmmm , Cant do both , Either Hdt or Animations ,

 

but the animated "belt" should work with or without HDT . 

Posted

 

 

 

Howdy all. Ive been getting quite a few crashes when trying to load a save which i think might be ZaZ related. Ive attached my latest log. Its pretty short lol.

 

 

Anyone know what might be causing this? Ive checked that I have all the latest files, so im stumped.  :(

 

 

If this is the first save you are loading, try creating a new game.  Then, load that new game before you load the real save you want to play.  Here is what I do

 

Crreate a new game.  Once it is finished and you have the screen loaded,  in the console

 

save LevelOne

 

Then, from that point on, load your LevelOne save and then immediately load the save you really want to play.

 

This is a pretty common skyrim problem even in unmodded games and has nothing to do with Zaz

 

 

 

This is good advice.

 

There's nothing in your log to indicate what is causing your crash (The DD error in your log is completely harmless).

 

 

 

I also thought this was common knowledge too. i started t have this issue since reached 100 mods but saw there was nothing else wrong with the game. it's probably way too much for the engine to handle all at once. Even if you have a very good rigg.

 

It's a real shame that modding the actual engine is illegal. It would have been one hell of a game if these problems culd have been solved by the community.

 

Posted

 

Are there any plans to make the animated belts use hdt?

 

Hmmm , Cant do both , Either Hdt or Animations ,

 

but the animated "belt" should work with or without HDT . 

 

neither seem to be working, it's just clipping. 

Posted

@ZaZ is there any way of fixing bound hands clipping through the ass?

See attached screenie.

Thanks.

Possible to adjust the animations , Pull them a lil Up or Back , Personally I think they were made for the arm-binder , but its possible to fix none the less .

Let Xaz Come back , will get it sorted , or give it a week or two I will work on ZAP myself with some minor changes 

 

 

 

Are there any plans to make the animated belts use hdt?

 

Hmmm , Cant do both , Either Hdt or Animations ,

 

but the animated "belt" should work with or without HDT . 

 

neither seem to be working, it's just clipping. 

 

 

Send me a Pic of which belt it is and how it is clipping and what body etc .

There are no HDT Belts ... :s . So which belt is it ??

 

Cheers

Posted

I have a question....(don't they always start like this?)

 

The spider animations in Arachnophobia that were called out don't seem to appear and  I was wondering.....

 

                                                                         <IF>

 

You had them could you pack just those animations so I can get the mod to be fully creepy?

 

All that happens (animation wise) is the web application, and I'd like to get the originals from v.0553 to "fiddle" with.

 

the .psc files call them out, and I don't see them....or where they might actually reside...I manually installed your latest pack as I have 87 mods and I prefer to mollycoddle them (coax) to make sure they all work together.

 

If I'm wrong and they are in the latest version, I acquiesce, accept my humble apology in advance....

 

if I posted this in the wrong place.....you may beat me, but only once, and I don't like pillories....

Posted

is there an order to install these mods?

It is only one mod, there are however three parts. There is a "textures" file and it really should go first since, then there is the "Main" file which is the version 6.05 version which should follow the textures file but can also be first since two two are both required together. Last install the "Patch" file which will contain the updates to bring the mod version up to the current 6.07 version, the order of the first two files isn't actually important but the "Patch" file absolutely must be last among the three.

Posted

I just installed the newest Zaz animation patch 6.07 and just started having the closed mouth bug. I already installed the newest SKSE and the 6.02 patch for the sexlab framework. I read earlier in this thread that that was supposed to fix it. The mfg console works, as all the information shows up when I click on something in the console. Is the mouth problem one that is considered fixed, or is anyone else still having the same problem? I tried removing and reinstalling both the sexlab patch and the Zaz animation packs 6.05 with the 6.07 patch and rerunning FNIS, then starting a new game, but the problem persisted. Any help would be appreciated :)

Posted

Just to clarify, the bug I'm referring to is the one where the mouth opens halfway whenever an oral animation plays or when a gag is equipped. Thanks :)


Sorry for triple posting, but I've also tried fiddling with the 0,1 number in the slot menu to no avail.


And no, I dont have any extra sound files for sexlab

Guest ffabris
Posted

Question/rant from a new modder here. Sorry in advance if this is a bit long and rambling, but I come here after struggling for 3 days to get a 2min scene working. Yes,I have done the CK tutorials, and read the docs, I know how to get a standard SexLab sex scene going, I have read the zbf docs, and looked at code which uses zbf functions. Nonetheless, it is a uphill battle since most docs assume you already know everything about Skyrim scripting. Anyway, let me get to the point.

First, what is the correct way of getting zbf stuff into a script? Eventually, I guessed that it all starts with getting an instance of zbfBondageShell. I tried declaring it in the script, CK complains that it doesn't know the type. I tried creating a property of that type, as you do with SexLabFramework, and CK complains again that it doesn't know the type.

Finally, knowing that it was wrong, I nonetheless tried making a property of type Quest, named zbfBondageShell. CK said I can't use an existing name. So I go back to trying type zbfBondageShell, and that finally worked. First of many headdesk moments.
 
OK, on to making use of zbfSexLab. I read the entire page, then decided to start with the Basic example:
 

zbfSexLab zbfSL = zbfSexLab.GetApi()
Actor[] actors = zbfUtil.ActorList(SexActor1, SexActor2)
zbfSexLabBaseEntries[] entries = zbfSL.GetEntriesByTag("Missionary, Aggressive", "", actors, 2)
Int success = zbfSL.StartSex(actors, entries, Victim = SexActor1, Hook = "MyHook")


I immediately found that the example is wrong: zbfSexLabBaseEntries should be zbfSexLabBaseEntry, for starters, and the parameters are also incorrect. OK, I fixed all that, it compiles, I test it, nothing happens. Papyrus logs show an error (paraphrasing, I no longer have the relevant log): "Cannot start a thread when not in MAKING mode".
 
Headdesk again. So I replaced the zbf code with standard SexLab calls and that works perfectly. I then tried using the "Advanced" method of setting up a sex scene and that too failed.
 
So... what is the correct way to set up sex using zbf code?
 
Lastly, a question on wearing items. I want the player to wear cuffs for the scene. Standard SetOutfit is fine, except half the time, the player goes into a "bound wrists" pose, and half the time not. So I thought I would try zbfUtil.WearItem. But ...
 

Function WearItem(Actor akActor, Form akItem, Bool abForced = False) Global
Puts on an armor item on the actor. The item itself is duplicated onto the character, so it's not removed from it's original container.


Huh? Is akItem supposed to refer to a container that is placed somewhere in-game? I tried using the outfit I had made for SetOutfit and that of course fails. I tried referring to the armor part, and CK said I doesn't recognize the name.

 

After 3 days of messing with this, I am now at the point where, if I add a new property to the quest script, it gets added to the script, but will not show in the list of properties, so I cannot set the value. Which I guess means I have to redo the whole thing from scratch.

 

I have a much greater respect for those who manage to create mods for Skyrim ... it is anything but easy, especially trying to make sense of what little info there is. Sorry for ranting, I don't mean disrespect to anyone. Just, well, frustrated.

 

Posted

Question/rant from a new modder here. Sorry in advance if this is a bit long and rambling, but I come here after struggling for 3 days to get a 2min scene working. Yes,I have done the CK tutorials, and read the docs, I know how to get a standard SexLab sex scene going, I have read the zbf docs, and looked at code which uses zbf functions. Nonetheless, it is a uphill battle since most docs assume you already know everything about Skyrim scripting. Anyway, let me get to the point.

 

First, what is the correct way of getting zbf stuff into a script? Eventually, I guessed that it all starts with getting an instance of zbfBondageShell. I tried declaring it in the script, CK complains that it doesn't know the type. I tried creating a property of that type, as you do with SexLabFramework, and CK complains again that it doesn't know the type.

 

Finally, knowing that it was wrong, I nonetheless tried making a property of type Quest, named zbfBondageShell. CK said I can't use an existing name. So I go back to trying type zbfBondageShell, and that finally worked. First of many headdesk moments.

 

OK, on to making use of zbfSexLab. I read the entire page, then decided to start with the Basic example:

 

zbfSexLab zbfSL = zbfSexLab.GetApi()

Actor[] actors = zbfUtil.ActorList(SexActor1, SexActor2)

zbfSexLabBaseEntries[] entries = zbfSL.GetEntriesByTag("Missionary, Aggressive", "", actors, 2)

Int success = zbfSL.StartSex(actors, entries, Victim = SexActor1, Hook = "MyHook")

I immediately found that the example is wrong: zbfSexLabBaseEntries should be zbfSexLabBaseEntry, for starters, and the parameters are also incorrect. OK, I fixed all that, it compiles, I test it, nothing happens. Papyrus logs show an error (paraphrasing, I no longer have the relevant log): "Cannot start a thread when not in MAKING mode".

 

Headdesk again. So I replaced the zbf code with standard SexLab calls and that works perfectly. I then tried using the "Advanced" method of setting up a sex scene and that too failed.

 

So... what is the correct way to set up sex using zbf code?

 

Lastly, a question on wearing items. I want the player to wear cuffs for the scene. Standard SetOutfit is fine, except half the time, the player goes into a "bound wrists" pose, and half the time not. So I thought I would try zbfUtil.WearItem. But ...

 

Function WearItem(Actor akActor, Form akItem, Bool abForced = False) Global

Puts on an armor item on the actor. The item itself is duplicated onto the character, so it's not removed from it's original container.

Huh? Is akItem supposed to refer to a container that is placed somewhere in-game? I tried using the outfit I had made for SetOutfit and that of course fails. I tried referring to the armor part, and CK said I doesn't recognize the name.

 

After 3 days of messing with this, I am now at the point where, if I add a new property to the quest script, it gets added to the script, but will not show in the list of properties, so I cannot set the value. Which I guess means I have to redo the whole thing from scratch.

 

I have a much greater respect for those who manage to create mods for Skyrim ... it is anything but easy, especially trying to make sense of what little info there is. Sorry for ranting, I don't mean disrespect to anyone. Just, well, frustrated.

 

Not sure what issues you are having, but you are obviously going about it in the wrong way.  I could not tell from your description what you are actually trying to do.

 

If you can tell me EXACTLY what you are trying to do without reference to any zbf code, I'll try and help.

 

In the case of the cuff, it is akactor.equipItem(zbfCuffsIronBlack, true, true) where zbfCuffsIronBlack is defined as a property in the script and filled by CK.

 

eg

Armor Property zbfCuffsIronBlack auto

 

The script is normally attached to a Quest.

 

 

Guest ffabris
Posted

Not sure what issues you are having, but you are obviously going about it in the wrong way.  I could not tell from your description what you are actually trying to do.

 

If you can tell me EXACTLY what you are trying to do without reference to any zbf code, I'll try and help.

Oh, I am sure I am doing the wrong way. My problem has been that of trying to understand what the correct way is.

 

The "what" is very simple; set up a sex scene between one NPC and the player, with Player being submissive. Player is wearing cuffs, NPC isn't wearing any ZAZ items. I want it to be a rape scene, no furniture, no oral. I know how to achieve this with SexLab code... I have that working. I would like to accomplish this with zbf code.

 

Added: Oh and yes, this is going into a Quest.

 

In the case of the cuff, it is akactor.equipItem(zbfCuffsIronBlack, true, true) where zbfCuffsIronBlack is defined as a property in the script and filled by CK.

 

eg

Armor Property zbfCuffsIronBlack auto

 

The script is normally attached to a Quest.

OK - does the item have to be present in game, on a table or whatever, or in a container? Or is it a reference to the base item in the Armor group?

 

And same questions for using the zbf WearItem function, which (apparently) has the advantage of making the item unremovable from inventory. 

 

Added: If I add a property of type armor, named zbfCuffsIronBlack, it doesn't show in the list of properties - but it is listed in the script. Should it not also be listed among the other properties?

 

Added 2: To explain my confusion on the bit above...

Say I create an outfit called PlayerBoundOutfit. To this I add zbfCollarIronBlack and zbfCuffsIronBlack. Then Myquest -> Scripts -> Properties. I add a new property, type Outfit, named PlayerBoundOutfit. Property is created, autofilled, and displayed in the list of properties.

 

However, if I go Myquest -> Scripts -> Properties, create a new one type Armor, named zbfCollarIronBlack, the property is created (if I open the script, I see it there), but NOT listed amongst the properties. That throws me for a loop.

Posted

 

Not sure what issues you are having, but you are obviously going about it in the wrong way.  I could not tell from your description what you are actually trying to do.

 

If you can tell me EXACTLY what you are trying to do without reference to any zbf code, I'll try and help.

Oh, I am sure I am doing the wrong way. My problem has been that of trying to understand what the correct way is.

 

The "what" is very simple; set up a sex scene between one NPC and the player, with Player being submissive. Player is wearing cuffs, NPC isn't wearing any ZAZ items. I want it to be a rape scene, no furniture, no oral. I know how to achieve this with SexLab code... I have that working. I would like to accomplish this with zbf code.

 

There is no zbf code to do sex scenes.  It is all sexlab. You might use zbf animations if that is what you are after.

 

Added: Oh and yes, this is going into a Quest.

 

In the case of the cuff, it is akactor.equipItem(zbfCuffsIronBlack, true, true) where zbfCuffsIronBlack is defined as a property in the script and filled by CK.

 

eg

Armor Property zbfCuffsIronBlack auto

 

The script is normally attached to a Quest.

OK - does the item have to be present in game, on a table or whatever, or in a container? Or is it a reference to the base item in the Armor group?

No. the line of code above create the item from whole cloth.

 

And same questions for using the zbf WearItem function, which (apparently) has the advantage of making the item unremovable from inventory. 

They are un-removable in the line of code above (although they can be dropped, but that is easily fixes with a small bit of script).

 

Added: If I add a property of type armor, named zbfCuffsIronBlack, it doesn't show in the list of properties - but it is listed in the script. Should it not also be listed among the other properties?

You don't have the concept yet.  The property is a bit of script.  It exists there and no where else.  What other properties should it be listed with?

 

Added 2: To explain my confusion on the bit above...

Say I create an outfit called PlayerBoundOutfit. To this I add zbfCollarIronBlack and zbfCuffsIronBlack. Then Myquest -> Scripts -> Properties. I add a new property, type Outfit, named PlayerBoundOutfit. Property is created, autofilled, and displayed in the list of properties.

 

However, if I go Myquest -> Scripts -> Properties, create a new one type Armor, named zbfCollarIronBlack, the property is created (if I open the script, I see it there), but NOT listed amongst the properties. That throws me for a loop.

I am not sure where you are looking.  Do you have the thing open in notepad++ aloongside CK?  If that is the case, the text file (the .psc file) will not get updated until you close and save the quest and save your mod with CK.

 

 

Because of the questions you are asking, I strongly recommend that you do the entire tutorial here:

 

http://www.creationkit.com/Category:Tutorials

 

Don't skip anything.  Do the work or you will never be good no matter how smart you are.  The web site that contains this tutorial is a gold mine.   Lookup "equipItem" in the search box to see what I mean.  It is a resource I use almost daily.

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