Guest Posted March 5, 2016 Posted March 5, 2016 Is this Mod abandoned?. Haven't heard or seen anything since last summer's update. No. But both @ZaZ and @xaz have little time at the moment to produce a new version.
ZaZ Posted March 5, 2016 Author Posted March 5, 2016 ^^ , What CPU said, We are around, Even though I can create content , without Xaz, dont want to update or rather it would complicate things because it would include some changes that could possibly create trouble for a lot of mods, Recent RL changes are keeping me busy, So will come around when I can , still involved in some skyrim projects , helping people when I can . Cheers
lipplog Posted March 5, 2016 Posted March 5, 2016 Does anyone know if these animations have HDT TBBP collision? If not, which animations do?
marcob3 Posted March 6, 2016 Posted March 6, 2016 hi, someone know how to improve whip mark duration on the skin?
WaxenFigure Posted March 7, 2016 Posted March 7, 2016 hi, someone know how to improve whip mark duration on the skin? SKYRIM.INI file, section [Display]: fDecalLifetime=120.0 Set that to be the number of seconds you want those decals to last. Note that CUM from the Sexlab Framework is a decal as well.
marcob3 Posted March 7, 2016 Posted March 7, 2016 hi, someone know how to improve whip mark duration on the skin? SKYRIM.INI file, section [Display]: fDecalLifetime=120.0 Set that to be the number of seconds you want those decals to last. Note that CUM from the Sexlab Framework is a decal as well. ah the same of the blood decal also i think, thx man!
MacroKP Posted March 7, 2016 Posted March 7, 2016 Hey i am Still Getting No MCM Menu For Zaz Animation Pack. Plz Help
WaxenFigure Posted March 7, 2016 Posted March 7, 2016 Hey i am Still Getting No MCM Menu For Zaz Animation Pack. Plz Help No MCM Menu is a BUG in the MCM code part of SKYUI, complain to that author about it.
darkfender666 Posted March 10, 2016 Posted March 10, 2016 I have this problem... Most zaz animations doesn t seems to work. The ones with furniture works fine. The ones with armbinders or DD stuff doesn t work :< Old versions worked fine. (started a brand new game...load order is OK also and no errors in TESVedit loading log) Some didn t work already with older sexlab... but with latest sexlab framework really few works (i use also non sexlab animations addon). Any idea?
Morferous Posted March 10, 2016 Posted March 10, 2016 I have this problem... Most zaz animations doesn t seems to work. The ones with furniture works fine. The ones with armbinders or DD stuff doesn t work :< Old versions worked fine. (started a brand new game...load order is OK also and no errors in TESVedit loading log) Some didn t work already with older sexlab... but with latest sexlab framework really few works (i use also non sexlab animations addon). Any idea? Current versions of ZAP and SL are not fully compatible. ZAP scripting is not working correctly. DDi will get a fix, once it is done. I don't know about the time frame. Xaz also dropped in and told that ZAP was getting fixed as well, but it is delayed by RL issues. That was few months ago though.
darkfender666 Posted March 10, 2016 Posted March 10, 2016 I have this problem... Most zaz animations doesn t seems to work. The ones with furniture works fine. The ones with armbinders or DD stuff doesn t work :< Old versions worked fine. (started a brand new game...load order is OK also and no errors in TESVedit loading log) Some didn t work already with older sexlab... but with latest sexlab framework really few works (i use also non sexlab animations addon). Any idea? Current versions of ZAP and SL are not fully compatible. ZAP scripting is not working correctly. DDi will get a fix, once it is done. I don't know about the time frame. Xaz also dropped in and told that ZAP was getting fixed as well, but it is delayed by RL issues. That was few months ago though. Oh i see i read the posts but i thought it was for another problem.. Ty a lot,
magicrealm Posted March 11, 2016 Posted March 11, 2016 problem is no whip marks at all. or all at the hands or at the feet. sometimes ok, sometimes not. especially no whipnarks with sos equipable, which was never a problem with SL1.59 and earlier. anyone know a repair for this ?
Nazzzgul666 Posted March 11, 2016 Posted March 11, 2016 I have this problem... Most zaz animations doesn t seems to work. The ones with furniture works fine. The ones with armbinders or DD stuff doesn t work :< Old versions worked fine. (started a brand new game...load order is OK also and no errors in TESVedit loading log) Some didn t work already with older sexlab... but with latest sexlab framework really few works (i use also non sexlab animations addon). Any idea? Current versions of ZAP and SL are not fully compatible. ZAP scripting is not working correctly. DDi will get a fix, once it is done. I don't know about the time frame. Xaz also dropped in and told that ZAP was getting fixed as well, but it is delayed by RL issues. That was few months ago though. Oh i see i read the posts but i thought it was for another problem.. Ty a lot, Somebody mentioned that downgrading to version 606 instead of 607 fixed that problem for him, i couldn't find that version though (and the post as well). Is this versoion avaivable anywhere?
ZarthonTheVanquished Posted March 12, 2016 Posted March 12, 2016 Hey i am Still Getting No MCM Menu For Zaz Animation Pack. Plz Help No MCM Menu is a BUG in the MCM code part of SKYUI, complain to that author about it. Just type "setstage ski_configmanagerinstance 1" into the console and wait a few seconds (or minutes depending on your papyrus load and memory allocation) - the MCM menu will reinitialize and scan for "new menus". You will know it worked when it suddenly says "<NUMBER> menus added" in the top left corner of the screen. Alternatively, you can just use this mod which will do this for you, and fix this ANCIENT bug that the author of SkyUI can't be asked to fix (seriously, he only came back out of the woodworks to make new menus for alchemy and enchanting because he could sell them during that whole "paid mods" thing earlier last year - he's not very "nice", and generally ignores legitimate questions...).
Morferous Posted March 12, 2016 Posted March 12, 2016 Just type "setstage skyconfigmanagerinstance 1" setStage SKI_ConfigManagerInstance 1 (Not case sensitive.)
WaxenFigure Posted March 12, 2016 Posted March 12, 2016 Hey i am Still Getting No MCM Menu For Zaz Animation Pack. Plz Help No MCM Menu is a BUG in the MCM code part of SKYUI, complain to that author about it. Just type "setstage skyconfigmanagerinstance 1" into the console and wait a few seconds (or minutes depending on your papyrus load and memory allocation) - the MCM menu will reinitialize and scan for "new menus". You will know it worked when it suddenly says "<NUMBER> menus added" in the top left corner of the screen. Alternatively, you can just use this mod which will do this for you, and fix this ANCIENT bug that the author of SkyUI can't be asked to fix (seriously, he only came back out of the woodworks to make new menus for alchemy and enchanting because he could sell them during that whole "paid mods" thing earlier last year - he's not very "nice", and generally ignores legitimate questions...). I knew that but if enough people start complaining about it I thought there might be some chance he would relent and fix the damned thing. Better yet, release the true source and let his betters fix it. He is another one of the asshole mod makers who's source code is never distributed making it nearly impossible for anyone to fix his bugs.
srayesmanll Posted March 12, 2016 Posted March 12, 2016 Remember also that papyrus load can delay the execution of the MCM code to add new menus. I have never had any issue with MCMs not appearing - usually I just go into the menu, then go back to the game, and within 7-10 seconds the alert appears saying the menu is added. Some people have reported having to play the game anywhere from 10 minutes to an hour before the alert appears - again, I have never had this issue using 220+ mods, at least 30+ MCM menus. Never had to use " setStage SKI_ConfigManagerInstance 1 " or the Jaxonz MCM Kicker (something else that might work for stubborn MCMs, like UD suggested). While there may be some issue with the MCM, more likely is the papyrus load.
tazdotnet Posted March 12, 2016 Posted March 12, 2016 Remember also that papyrus load can delay the execution of the MCM code to add new menus. I have never had any issue with MCMs not appearing - usually I just go into the menu, then go back to the game, and within 7-10 seconds the alert appears saying the menu is added. Some people have reported having to play the game anywhere from 10 minutes to an hour before the alert appears - again, I have never had this issue using 220+ mods, at least 30+ MCM menus. Never had to use " setStage SKI_ConfigManagerInstance 1 " or the Jaxonz MCM Kicker (something else that might work for stubborn MCMs, like UD suggested). While there may be some issue with the MCM, more likely is the papyrus load. EXACTLY! I run over 300 mods (merged down to 255 ESP/ESMs) with 44 MCMs at last count and I have had stuck MCMs that unstick when the script they use is unblocked (cleaned save of scripts from mod that was blocking) MCMs not showing is a result of papyrus being papyrus (the weakest link) it is NOT a bug you can just code away without having the source for the game itself - blaming a mod author because the mod reveals a truth that has been stated MANY times is just BAD... yes mod authors can be assholes, yes they can ignore users legit questions and make them feel like shit, and yes they can be greedy shit bags BUT not all of them are... to truly know if a mod author you think is an ass really is that way, you must truly know them - are they ignoring you or did they miss your question because they get swamped with thousands of shit messages everyday? do they have the time to answer your question properly? (real life?)
ZarthonTheVanquished Posted March 12, 2016 Posted March 12, 2016 Just type "setstage skyconfigmanagerinstance 1" setStage SKI_ConfigManagerInstance 1 (Not case sensitive.) You're right - I thought something looked wrong about it, but I was quite tired and was going to bed! n,nU I'll amend my post! MCMs not showing is a result of papyrus being papyrus (the weakest link) it is NOT a bug you can just code away without having the source for the game itself - blaming a mod author because the mod reveals a truth that has been stated MANY times is just BAD... In most cases, I would wholeheartedly agree: don't shoot the mod author unless you're SURE it's "their" problem. Nevertheless, papyrus' slowness issues is only ONE part of this bug - menus may *fail* to show up indefinitely, or refuse to update, or update but not purge the "old" copy of themselves (leaving you with two menus for the same mod). The fact that reinitializing the controller quest for the MCM menu is a 100% fix to ALL the above problems simply means that, regardless of how much of this "bug" can be contributed to papyrus itself, the mod author still could VERY easily fix it on his end, and refuses to...
tazdotnet Posted March 12, 2016 Posted March 12, 2016 The fact that reinitializing the controller quest for the MCM menu is a 100% fix to ALL the above problems simply means that, regardless of how much of this "bug" can be contributed to papyrus itself, the mod author still could VERY easily fix it on his end, and refuses to... except that the fix would be written in actionscript which is just as bad as papyrus and the change log for SKYUI 5.0 does say: Version 5.0 [General] [ModConfigurationMenu] - Tweaked mod registration timing. ^this was his attempt at fixing it^
Guest Posted March 12, 2016 Posted March 12, 2016 ... In most cases, I would wholeheartedly agree: don't shoot the mod author unless you're SURE it's "their" problem. Nevertheless, papyrus' slowness issues is only ONE part of this bug - menus may *fail* to show up indefinitely, or refuse to update, or update but not purge the "old" copy of themselves (leaving you with two menus for the same mod). The fact that reinitializing the controller quest for the MCM menu is a 100% fix to ALL the above problems simply means that, regardless of how much of this "bug" can be contributed to papyrus itself, the mod author still could VERY easily fix it on his end, and refuses to... Sorry but I do not agree on that. About replacing previous scripts: technically the Papyrus VM is not supposed to handle that. If the script was not running, then it is replaced 99.999999% of cases. But in some cases (random) it is not. About failing in some cases: I do active debugging on my scripted mods. And I found during long debugging sessions that the do not behave exactly the same way always. Start a save game with a mod I was debugging: fine. Started again the exact same config and save: got an error in the init of the MCM but outside MCM code, because an array of 8 strings was not initialized. Started again the exact same config and save another time: working just fine So, don't blame mod authors if in some cases, in some configurations, for some users, depending on the alignment of Moon, Sun, Earth, Mars & Jupiter (and Venus too, why not?) an init script does not work.
ZarthonTheVanquished Posted March 13, 2016 Posted March 13, 2016 I'm not blaming the mod author for the CAUSE, all I said was that he has not done the SIMPLEST solution to the problem which is what "Jaxonz MCM Kicker" does: give the menu updater some time, and if it does not respond, force it with "setStage SKI_ConfigManagerInstance 1".His extremely simple script that solves the problem in almost all cases: Scriptname JaxonzMCMKicker extends ReferenceAlias bool bMCMready int iWaitSeconds int iMCMregdelay = 10 int iMaxWait = 30 Event OnInit() RegisterForModEvent("SKICP_configManagerReady", "OnConfigManagerReady") RegisterForSingleUpdate(1) EndEvent Event OnPlayerLoadGame() ;wait just a second ; Quest qstMCM = Quest.GetQuest("SKI_ConfigManagerInstance") ;as SKI_ConfigManager ; qstMCM.SetStage(1) ;qstMCM.ForceReset() ;Utility.Wait(2) ;qstMCM.OnUpdate() ; Debug.Notification("Jaxonz MCM Kicker initiated... May take 1 minute to refresh mod menus") bMCMready = false iWaitSeconds = 0 RegisterForSingleUpdate(1) EndEvent event OnConfigManagerReady(string a_eventName, string a_strArg, float a_numArg, Form a_sender) bMCMready = true endEvent Event OnUpdate() if (bMCMready && (iWaitSeconds == iMCMregdelay)) || (iWaitSeconds == iMaxWait) Quest qstMCM = Quest.GetQuest("SKI_ConfigManagerInstance") ;as SKI_ConfigManager qstMCM.SetStage(1) Debug.Notification("Jaxonz MCM Kicker initiated... May take 1 minute for mod menus") ElseIf iWaitSeconds < iMaxWait iWaitSeconds += 1 RegisterForSingleUpdate(1) EndIf EndEvent I do not wish to bog down this this anymore with off-topic discussion, though - I think I explained what I meant: I am not DIRECTLY blaming the author of SkyUI, I was only saying he could have used the above example as a pretty damn near 100% solution to the problem instead of trying to complexly solve it on the ActionScript side, which is run through the "spaghetti code" connection that Autodesk Scaleform uses to automate the linking of (EXTREMELY archaic and out of date) Flash ActionScript to Papyrus (which is no less archaic and out of date lmfao).
Guest Posted March 13, 2016 Posted March 13, 2016 This code is a little inefficient, and does nothing better of the normal job of SkyUI. That is polling about every 30 seconds if there is any new mod that register a MCM. You can be lucky and have it registered in about 1 second, or you can have no luck and then need to wait 30 secs + the registration time (that depends on many factors.) But you can always open the MCM and close it to reset the cycle.
tazdotnet Posted March 13, 2016 Posted March 13, 2016 the MCM menus not showing is like expressions in SL not working - issues that will not be fixed because they CAN'T BE FIXED with current tech I'm sure a smart-ass modder out there could fix it like sheson semi-fixed the memory allocation problem, but it won't be in papyrus or actionscript
Cock Sucker Posted March 14, 2016 Posted March 14, 2016 I was messing around w/ zaz spitroast, on me it works fine, but attach an npc and the head bobs up and down -.- is there a way to stop it? Tried set unconcious / bound and nothing :/
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