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


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Posted

:( Still no gallows? 

By the way - are the frameworks documented completely and up to date?

Lots of things to do, I didn't even look at the todo file for a while. Do you have a good gallows resource? PM me if you do, and I'll add it asap.

 

The documentation is up to date. I generate it fresh for each release. I think the main issue could be that there is documentation that is flat out wrong, but I try to eliminate that when I see it. (If you find something wrong or just unclear, please let me know.)

Shackles (on male Khajiit at least) are invisilble. The standard pillory base is missing a texture (and shows as purple), and the pillory disappears when used.

Check the patch patch in the POP support thread. I fixed those issues there (technically the disappearing pillory is for ZAP, but until a fix is coming here....)

Hello, first.. thank's for the great mod.. Skyrim never be the same without..

 

Have tried the version 6.1, still have no Pillory showing up in the animation tests.. the animation is runnig smoth but without the pillory.

Using DM to cycle the possible pillory's the same.. 5 of 6 don't show the pillory.

Maybe simple the meshes and textures not included?

 

greats, az

There were two identical pillories included in the pack. Since I wanted to reduce compressed size I had to drop obviously redundant meshes. It's just that the animation object still pointed to wrong one. Pointing it to the right one restores the pillory.

 

There is a patch for POP in the support thread that fixes most POP issues (that I caused).

Posted

Pillory base texture missing, see  attached jpeg.

 

 

 

xaz, on 20 Mar 2016 - 5:26 PM, said:

 

ForestElf, on 19 Mar 2016 - 12:34 PM, said:

 

Slorm, on 19 Mar 2016 - 08:52 AM, said:

Yep, I found that out the hard way :) .

 

POP now defaults to hardcore on a reset, Inte thought we wouldn't notice I bet :lol:

 

Yeah, i hardly noticed! :P At the end i had to reload, i couldn't stand this.

 

 

 

Quote

Inte. Brace yourself on loads of "is this compatible with ZAP 6.1" questions coming trough. biggrin.png

 

Why, the most natural question in the world! :lol:

 

 

The answer is "mostly". However, as "mostly" doesn't cut it for most of you, I've taken the liberty of patching the patch. Inte will still have to merge this back for something official,....

 

Here is the Prison Overhaul v33 Patch Patch:

attachicon.gif xazPrisonOverhaul - PatchPatch.esp

 

Add it last to your load order. It changes some very specific records of POP and should be easy to merge back (thgough I probably did a bunch of mistakes there).

 

Some changes:

- Fixed the pillory which was a problem in ZAP itself (but it is safe to override through POP for the time).

- Stopped using the xpo/pillory.nif mesh, because ZAP includes those fixes now (collision geometry)

- Removed armor scaling for some meshes where only one size existed anyway (which caused cuffs to not show on characters)

- Added some keywords for completeness and compatibility.

- Inventory/ground object fixes to some items (there is only one zaz ground object now), but I opted to revert to defaults.

 

Some things I did not do:

- Gag compatbility with khajiit and argonians

 

 

I'm putting it here in this thread rather than in a private message only, so that you can test it to see if this fixes any issues. This is not a replacer for the patch and should only be used temporarily until a proper new version or fix can be released.

 

Inte: Let me know if this is an issue for you, and I'll take the file down.

 

 

Posted

Resources for Gallows is easy to find - but the Animation not.

 I tried to port the Zaz Gallows from Oblivion but I failed.

Posted

Changelog:

6.1

-------------------------------------------------------------------------------------

 

* Huge updates to meshes and textures.

  - Reduced binary size and increased texture resolutions.

  - Almost all meshes now support normal maps.

  - Almost all meshes now support environment maps.

 

* Most textures have been unstretched across meshes allowing texture resolution to decrease and pixel density to increase at the same time.

  - Visually higher resolution, but smaller footprint.

  - All textures are now tileable without repeating patterns.

 

* Consolidation of resources.

  - Fewer textures work harder. There is only one leather normal map, for instance.

  - Most metals share a black diffuse map of 8x8 pixels.

  - Many meshes are shared where possible.

 

* Bug fixes (lots)

 

* Reduced coupling between source files.

 

* Slavery submodule (zbfSlaveActions) to support actions on the player.

  - Whipping

  - Leashing (forced move)

  - Cage/cell transfer

  - SexLab connection

  - Event based for easy integration

 

* Slot system updates

  - Randomized animation lists for certain poses.

  - Improved furniture support (eg. allow talking in furniture without being able to break out).

  - Activation intercept support

 

* SexLab integration

  - Streamlined api for easier integration.

 

* Improved slavery factions.

  - Documentation of how they work. Improved support for a master/owner.

 

* Documentation updates and fixes.

 

* Support for items from other packages

  - ZaZ HDT shackles

  - DD items (you need DDa to see them in game)

  - Muzzle gag support for khajiit and argonians

  - Other small improvements

 

* Improved beast race support

  - All beast races have fall back gags now.

  - Repositioned gags to work with beast races.

 

Great to see you back Xaz ! since you're the script wizard behind ZAP. And thanks for the update..

 

Haven't check with 6.1 yet. But as mentioned by others, some animation are currently broken, i think they are :

  • Doggy Bound (Wrist, Armbinder, Yoke)
  • Leito Blowjob (Wrist, Armbinder, Yoke)
  • Leito Kissing (Wrist, Armbinder, Yoke)

Poke around the scripts, animations, FNIS list thing, to no avail. Quite irritating bug i should say, though just workaround i try removing the "No Swap" for changing animation set, it works tho but sometime it also gave me CTD.

Posted

:wacko:  Armbinder doggystyle animation doesn't seem to work for me.  When it starts, the characters just stand completely still.  If I reset the animation with the "O" key, both actors do this instead:

post-1010568-0-57442800-1458531667_thumb.jpg

(Pictures is of dudes, but I've tested it with both genders and it's the same all around.

 

Is this happening to everyone or just me?

 

e: wow apparently I can't read.  Someone just mentioned this a bit above me. :lol:

Posted

Some ZAZ objects arent appearing in my game (e.g. pillory). Do I still need to installsomething apart from the current file. Formerly we had ZAZ and a ZAZ texture pack. Now it is only one file, which I understand should have the textures included, or not?

Posted

Some ZAZ objects arent appearing in my game (e.g. pillory). Do I still need to installsomething apart from the current file. Formerly we had ZAZ and a ZAZ texture pack. Now it is only one file, which I understand should have the textures included, or not?

If I go into the Zaz settings and pick cuffs or the pillory or what have you, then exit out, the character will be shown in the cuffs or on the pillory or whatever.  However, when I play the game and one of the animations that uses those items is triggered, the animations play but without the cuffs or pillory or what have you.  I can't seem to figure it out, I've tried registering the mod a few times, I reset the animations under Sexlab a few times, but no such luck.  

 

I'm sure its just some small thing i'm missing but I went through all the sexlab settings, i see nothing that enables the zaz objects to be used, I just see the zaz animations as enabled animations.  I uncheked restrict aggressive animations because supposedly defeat doesn't work right with it enabled. but that hasn't helped.  And I've tried using sexlab tools to test the animations numerous times, no such luck.  

 

In short, the objects are in the game, the animations just aren't using them, especially those newer fuzzy animations, all the bound ones from that pack, the arms will appear to be cuffed but there's no cuffs.

 

Ran FNIS a few times as well justto be on the safe side.  

Posted

:wacko:  Armbinder doggystyle animation doesn't seem to work for me.  When it starts, the characters just stand completely still.  If I reset the animation with the "O" key, both actors do this instead:

attachicon.gifScreenShot2014.jpg

(Pictures is of dudes, but I've tested it with both genders and it's the same all around.

 

Is this happening to everyone or just me?

 

e: wow apparently I can't read.  Someone just mentioned this a bit above me. :lol:

 

Integration is making some changes on how it handles bound sex filters, the one in Integration and the one in ZAZ interfere with each other.

 

Was the scene started by Cursed Loot? I tend to have issues with some of the sex scenes if the player is too bound up.

Posted

I am getting purple textures. Is the texture pack included with 6.1, as I did not see a separate download?

 

 

~never mind, I looked in the zip. I see textures are included. Just need to find out why its not applying them to everything and some things are remaining untextured.

 

 

 

Posted

I am getting purple textures. Is the texture pack included with 6.1, as I did not see a separate download?

 

 

~never mind, I looked in the zip. I see textures are included. Just need to find out why its not applying them to everything and some things are remaining untextured.

The textures/meshes are in the archive, and if you apply them using the testing feature in the ZAZ MCM menu, they will show and shouldn't be purple or invisible.  They just don't want to seem to work with any of the animations, not the fuzzy ones or even the ones included in the Zaz pack.  I've given up enabling and disabling and running Fnis, it seems like Sexlab just isn't triggering a script which places those objects for the animations.. or Zaz is missing the script that does it.. I don't know.. I'm just a tech.. not a code junkie... 

Posted

I am getting purple textures. Is the texture pack included with 6.1, as I did not see a separate download?

 

 

~never mind, I looked in the zip. I see textures are included. Just need to find out why its not applying them to everything and some things are remaining untextured.

 

I had an issue where NSAP had some textures that were over-riding the ZAP ones.

 

Posted

Integration is making some changes on how it handles bound sex filters, the one in Integration and the one in ZAZ interfere with each other.

 

Was the scene started by Cursed Loot? I tend to have issues with some of the sex scenes if the player is too bound up.

 

 

It was, but I triggered it with the "sex for keys" solicit which didn't add any other items; the armbinder itself should be the only item equipped there.  I've also gotten the broken animation with Submit and Deviously Enslaved as well...it's pretty easy to reproduce once I flipped off most of the other Aggressive animations in Sexlab.

 

I have the ZaZ bound sex filtered turned off too, and am only using the Integration one.

Posted

pillory bases are purple . sexlab free camera doesnt move when pc is in a zaz furniture (eg xcross)

 

If you still have Prison Overhaul + Inte's Patch, then pillory bases are conflict between them. Xaz has provided a patch of a patch in POP thread.

Posted

 

pillory bases are purple . sexlab free camera doesnt move when pc is in a zaz furniture (eg xcross)

 

If you still have Prison Overhaul + Inte's Patch, then pillory bases are conflict between them. Xaz has provided a patch of a patch in POP thread.

 

 

Thanks.-

 

another question. whip marks should keep as long as the are written in the ini. in very earlyzaz versions they were removed by zoning and loading only. now and since a while they are removed by dressing too. is there any way to keep them as long as they are written in the ini without been removed by any means ?

 

now a direct question to xaz  (the poor one get a bombardment of wishes and ideas).

there are a couple of animations for regioster with sexlab. bound, armbinder and pillory animations. i alwayss hoped there will come some more especially whipped at xcross, titled wheel etc. this way mods could get easy access to these features. technical there si no difference to the pillory ones.

 

Posted

I have noted, due to the whip mark maintenance, enhanced blood decals also remain until you disrobe and re-equipt your armor.

 

And in game I fixed the textures by reinstalling the old 9.07 (?) Zaz textures over the new animation pack and then reinstalling all Devious Devices.   I have not checked in an animation yet.

 

 

 

Posted

Welcome back, Xaz! =D <3

 

By the way, your 'donations' email on the main page is broken. it says like 'address protected' or something, it's just code and not an address or link.

 

Edit: Please don't tell me I need a clean save for this update. 0-0 I'm not sure how I could get a clean save for a mod that is a requirement for so many other mods.

Posted

Welcome back, Xaz! =D <3

 

By the way, your 'donations' email on the main page is broken. it says like 'address protected' or something, it's just code and not an address or link.

 

 

PM Xaz Directly, we are 2 of us, The donations were for a time when I ZaZ was undergoing so RL hardships about a year ago when I lost my job, And couldn't afford a decent rig to even mod properly, Things are better now not the best still working on my loans, Thats why I have been MIA with the new job, takes more of my time so little to no time for modding.

 

Cheers 

Posted

Well at last but most important : why do i often get no whip marks at all ?

i cant see any reason, because sometimes i get them and sometimes not.

They are Decals, maybe you keep turning decals in the game off and on again.

 

Blood splatter is also done using decals so mods that alter blood splatter can screw up whip marks if they are messing with how decals are handled.

 

Cum in the Sexlab Framework is also done as a decal so again, a mod that changes how long the cum shows may also be having an effect on whip marks.

 

Also Steam has some video modes that disable decals (for low end computers).

Posted

loving the update zaz. 

 

going through all the ones that have magic animated objects included since those are the ones most useful to display model.

 

----

 

ZazAPCAO004 and 008

 

it looks like the only difference between 003 and 004 is arm position, but 4 doesnt seem to have vertical offset.

 

post-501843-0-38630600-1458712900_thumb.png

 

----

 

ZazAPCAO011 and related.

 

love the gold restraint posts, all those poses gold and not still seem to have wrist alignment issues though. that started with 6.0. they actually used to be OK before that. i think we've talked about that before.

 

post-501843-0-22600200-1458713241_thumb.png

 

----

 

ZazAPCAO201 and related.

 

also have wrist position issues. 204 and 205 are actually ok enough.

 

post-501843-0-85534500-1458713596_thumb.png

 

 

 

 

 

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