Reesewow Posted May 17, 2017 Posted May 17, 2017 Aight, Thanks I guessed as much with the Pillory issue because every thing seemed to be fine and dandy here on my end. ZAP will be using FNIS 6.3 XXL to generate animations hence forth. ( its done and tested ) I agree people should have a choice for animations they want. I myself won't be making a separate modders resource for SLAL ZAP animations (because I don't have the time for it). But I won't stop anyone who wants to make a Pack with the Animations from ZAP. Go right ahead no permissions required ( as long as it doesn't mess with the original pack) With the little time I have I will maintain and add small updates and fixes to existing stuff and some new animations to ZAP when I can. I really wish I could do more for ZAP or Modding but for now I have to focus on RL / Bills etc Cheers and Thanks ZAP 7.0 is being tested with the bugfixes and updates now. So far all seems to be good. Waiting on a few more responses from mod authors. Once I get a green light , I will upload I will keep the adding of new animations on hold for now at least for a week. Cause this would be the first Major Update in 2 years regarding Code and FNIS. Thanks for the effort involved in performing this maintenance update. On the topic of missing pillory reports, thought I'd just specifically mention one of the causes of invisible pillories in animations that I debugged on my setup, due to a SLAL animation object .esp. The problem had nothing to do with ZAP itself, but may be worth mentioning here to head off any troubleshooting requests by users (as long as they post their load orders). Basically, a verson of SLALAnimObj.esp included in some older SLAL packs had an animation object called AOZaZPunishmentPillory, which is exactly the same name as the pillory in ZAP, but with a mesh path pointing to a funnybiz mesh folder. The problem was the pack I was using did not include those meshes, so the .esp was replacing the pillories in ZAP animations with nothing. It was a pain in the ass to figure out the issue just because the way it was replacing the object did not show up as a conflict in TES5Edit, but very easy to fix by deleting the offending entry when I found it. Just mentioning it here so that if you get any more reports of invisible pillories specifically, a simple load order may point out a possible culprit to the user. No other SLAL packs I had installed had such an issue, because if they did include a piece of ZAP furniture in an animation the animated object did not use the same name.
Lodakai Posted May 17, 2017 Posted May 17, 2017 Thanks for the effort involved in performing this maintenance update. On the topic of missing pillory reports, thought I'd just specifically mention one of the causes of invisible pillories in animations that I debugged on my setup, due to a SLAL animation object .esp. The problem had nothing to do with ZAP itself, but may be worth mentioning here to head off any troubleshooting requests by users (as long as they post their load orders). Basically, a verson of SLALAnimObj.esp included in some older SLAL packs had an animation object called AOZaZPunishmentPillory, which is exactly the same name as the pillory in ZAP, but with a mesh path pointing to a funnybiz mesh folder. The problem was the pack I was using did not include those meshes, so the .esp was replacing the pillories in ZAP animations with nothing. It was a pain in the ass to figure out the issue just because the way it was replacing the object did not show up as a conflict in TES5Edit, but very easy to fix by deleting the offending entry when I found it. Just mentioning it here so that if you get any more reports of invisible pillories specifically, a simple load order may point out a possible culprit to the user. No other SLAL packs I had installed had such an issue, because if they did include a piece of ZAP furniture in an animation the animated object did not use the same name. OMG THANk YOU! i've been pulling my hair out for a LONG TIME trying to figure out this dang issue.
ZaZ Posted May 17, 2017 Author Posted May 17, 2017 Attention: My contribution are keywords only. The mentioned functionalities are NOT part of the Zap 7.0! They are part of Zep. The current Zep 1.08 depends on Zap 6.x and provides this functionalities there. I'll release a Zep for Zap 7.0 in near future. Modders are invited to define their own functionalities. For example the Zep functionality to auto unequip restraints when entering a furniture with restraints is a hacky workaround. Correct would be to unequip the restraints in a scene before entering the furniture. Thanks. Will add this to the change log Cheers Aight, Thanks I guessed as much with the Pillory issue because every thing seemed to be fine and dandy here on my end. ZAP will be using FNIS 6.3 XXL to generate animations hence forth. ( its done and tested ) I agree people should have a choice for animations they want. I myself won't be making a separate modders resource for SLAL ZAP animations (because I don't have the time for it). But I won't stop anyone who wants to make a Pack with the Animations from ZAP. Go right ahead no permissions required ( as long as it doesn't mess with the original pack) With the little time I have I will maintain and add small updates and fixes to existing stuff and some new animations to ZAP when I can. I really wish I could do more for ZAP or Modding but for now I have to focus on RL / Bills etc Cheers and Thanks ZAP 7.0 is being tested with the bugfixes and updates now. So far all seems to be good. Waiting on a few more responses from mod authors. Once I get a green light , I will upload I will keep the adding of new animations on hold for now at least for a week. Cause this would be the first Major Update in 2 years regarding Code and FNIS. Thanks for the effort involved in performing this maintenance update. On the topic of missing pillory reports, thought I'd just specifically mention one of the causes of invisible pillories in animations that I debugged on my setup, due to a SLAL animation object .esp. The problem had nothing to do with ZAP itself, but may be worth mentioning here to head off any troubleshooting requests by users (as long as they post their load orders). Basically, a verson of SLALAnimObj.esp included in some older SLAL packs had an animation object called AOZaZPunishmentPillory, which is exactly the same name as the pillory in ZAP, but with a mesh path pointing to a funnybiz mesh folder. The problem was the pack I was using did not include those meshes, so the .esp was replacing the pillories in ZAP animations with nothing. It was a pain in the ass to figure out the issue just because the way it was replacing the object did not show up as a conflict in TES5Edit, but very easy to fix by deleting the offending entry when I found it. Just mentioning it here so that if you get any more reports of invisible pillories specifically, a simple load order may point out a possible culprit to the user. No other SLAL packs I had installed had such an issue, because if they did include a piece of ZAP furniture in an animation the animated object did not use the same name. Yes , It was pointed out before and thank you for reaffirming that it is the case. Because I was stumped. Even if I was active this would have stalled ...... cause I don't play much at all. Cheers
pushto Posted May 17, 2017 Posted May 17, 2017 Thank goodness you have taken control back, the other "update" was indeed disasterous.
greyspammer Posted May 20, 2017 Posted May 20, 2017 I have a quick question: I want an actor to have sex in a pillory. While the actor is just standing around, I play the animation ZaZAPCAO010 (actor in pillory). To start the sex, I use the SexLab animations PillorySex01 or -02. Problem: These animations use different pillories. The one in the idle looks a lot like ZAZ Pillory-Static.nif, whereas the one in the SL animation seems to be PunishmentPillory-Static.nif. So whenever the actor is having sex, she's suddenly in a different pillory. Until the sex is over, then she's back in the old one. It looks kind of strange. Is there a matching set of idle and SL animation? I think I went through everything and couldn't find one, but perhaps I missed it. If there is no such set, perhaps there should be?
Sztahanow Posted May 26, 2017 Posted May 26, 2017 Hello Someone can help me? I installed the Zaz Animation pack with Mod organizer, and when i started FNIS read every other animation, but when reaches Zaz write this: ERROR(2026): Too many animations 478 (..\..\meshes\actors\character\animations\ZaZAnimationPack\FNIS_ZaZAnimationPack_List.txt): b ZapDoggy01_A1_S1 ZapDoggy01_A1_S1.hkx . Anyone have idea what can i do? Thanks for help! (Sorry for bad English)
ianinuk Posted May 26, 2017 Posted May 26, 2017 Hello Someone can help me? I installed the Zaz Animation pack with Mod organizer, and when i started FNIS read every other animation, but when reaches Zaz write this: ERROR(2026): Too many animations 478 (..\..\meshes\actors\character\animations\ZaZAnimationPack\FNIS_ZaZAnimationPack_List.txt): b ZapDoggy01_A1_S1 ZapDoggy01_A1_S1.hkx . Anyone have idea what can i do? Thanks for help! (Sorry for bad English) remove some animations or use fnis xxl
shidiro Posted May 27, 2017 Posted May 27, 2017 Really no one who downloaded the version of the 6.7 mod did not notice the problem with displaying the DD devices?
SleepyJim Posted May 27, 2017 Posted May 27, 2017 Really no one who downloaded the version of the 6.7 mod did not notice the problem with displaying the DD devices? There is no version 6.7. The latest is 7.0, available at the bottom of the opening post, and before that was 6.11. The devious items were added to this pack in version 6.1 and the change log for that version (only included in the full mod description, not the opening post) says DDa is required in order to see them. Just installing the meshes and textures from DDa will work as well.
Ears Posted May 28, 2017 Posted May 28, 2017 It would be nice to add the ringing of chains when walking for HDT-shackles, as is done in the Devious Training.
Versh Posted May 28, 2017 Posted May 28, 2017 It's always good to see a good old mod get updated, thanks
Slorm Posted May 28, 2017 Posted May 28, 2017 I seem to be having issues with all the SLDoggyStyle animations basically the attacker just stands there though the pc goes through the animation. I have run FNIS a number of times but it persists. Other animations (like Pillory) are working normally EDIT: Noticed the same with ZAP Doggy as well
jigwigigx Posted May 29, 2017 Posted May 29, 2017 I'm having issues with some restraints not showing on my character or on npc's but which are listed in inventory. CK gives a warning that invalid biped slot 59 was used for these items. Anyone know how to fix this?
SleepyJim Posted May 29, 2017 Posted May 29, 2017 I'm having issues with some restraints not showing on my character or on npc's but which are listed in inventory. CK gives a warning that invalid biped slot 59 was used for these items. Anyone know how to fix this? That CK warning can be safely ignored. Even if you only load the official master files in the CK it will warn you about something. As for the invisible restraints, what are their names?
jigwigigx Posted May 29, 2017 Posted May 29, 2017 I'm having issues with some restraints not showing on my character or on npc's but which are listed in inventory. CK gives a warning that invalid biped slot 59 was used for these items. Anyone know how to fix this? That CK warning can be safely ignored. Even if you only load the official master files in the CK it will warn you about something. As for the invisible restraints, what are their names? The restraints are mostly cuffs and gags, zbf iron cuffs is the one affected most. Thanks for the help . I'll get a full list shortly...
GeorgiaCav Posted May 29, 2017 Posted May 29, 2017 I seem to be having issues with all the SLDoggyStyle animations basically the attacker just stands there though the pc goes through the animation. I have run FNIS a number of times but it persists. Other animations (like Pillory) are working normally EDIT: Noticed the same with ZAP Doggy as well If this is the problem I'm thinking of, it goes back to SL 1.6. There's no fix for it AFAIK except to roll back to SL 1.59 -- and why do that for one animation? You can use SL Tools to select a different one.
jigwigigx Posted May 29, 2017 Posted May 29, 2017 I have now run a test of all the zaz items from clothing/armour on a nord character and the following items are either invisible or don't work: cocoonspool-1 equip zbf cuffs iron black zbf dd wrist armbinder02 zbf wrist iron black Thankfully, not too many, the rest work fine.
SleepyJim Posted May 29, 2017 Posted May 29, 2017 I have now run a test of all the zaz items from clothing/armour on a nord character and the following items are either invisible or don't work: cocoonspool-1 equip zbf cuffs iron black zbf dd wrist armbinder02 zbf wrist iron black Thankfully, not too many, the rest work fine. I'm not sure about the cocoon. I don't think I've ever used those. For the dd armbinder, the meshes and textures are part of devious devices assets, so you would need that (or just its meshes and textures) installed. If there's something wrong with that you'd probably need to chase it up in the devious topics. For the black iron cuffs, do you happen to use Simple Slavery? For some reason it alters the armour add-on for the zaz black iron wrist cuffs and results in them becoming invisible. Or it did for me when I last used it, and I've seen others reporting the same thing. It might be a mistake (altering something from a master file is generally frowned upon, as other mods using the framework might need it to stay as it was intended) but whether it's an intentional change or not it doesn't seem to work so reporting it in the SS topic might be a good idea.
jigwigigx Posted May 29, 2017 Posted May 29, 2017 I have now run a test of all the zaz items from clothing/armour on a nord character and the following items are either invisible or don't work: cocoonspool-1 equip zbf cuffs iron black zbf dd wrist armbinder02 zbf wrist iron black Thankfully, not too many, the rest work fine. I'm not sure about the cocoon. I don't think I've ever used those. For the dd armbinder, the meshes and textures are part of devious devices assets, so you would need that (or just its meshes and textures) installed. If there's something wrong with that you'd probably need to chase it up in the devious topics. For the black iron cuffs, do you happen to use Simple Slavery? For some reason it alters the armour add-on for the zaz black iron wrist cuffs and results in them becoming invisible. Or it did for me when I last used it, and I've seen others reporting the same thing. It might be a mistake (altering something from a master file is generally frowned upon, as other mods using the framework might need it to stay as it was intended) but whether it's an intentional change or not it doesn't seem to work so reporting it in the SS topic might be a good idea. I always have DDa installed and I have been trying out Simple Slavery only recently, thanks for the info on that. May the force be with you. Wait, it's the other one isn't it? Live long and prosper.
SleepyJim Posted May 29, 2017 Posted May 29, 2017 May the force be with you. Wait, it's the other one isn't it? Live long and prosper. - nods in acknowledgement and beams out of topic -
Veladarius Posted May 29, 2017 Posted May 29, 2017 quick question when updating do i need to run FNIS? Any time you install or update a mod that has animations with it.
Slorm Posted May 29, 2017 Posted May 29, 2017 I seem to be having issues with all the SLDoggyStyle animations basically the attacker just stands there though the pc goes through the animation. I have run FNIS a number of times but it persists. Other animations (like Pillory) are working normally EDIT: Noticed the same with ZAP Doggy as well If this is the problem I'm thinking of, it goes back to SL 1.6. There's no fix for it AFAIK except to roll back to SL 1.59 -- and why do that for one animation? You can use SL Tools to select a different one. Thanks for confirming it's a known problem at least I know it's not a problem at my end. I'll probably just deactivate them with the SL Animation Toggle.
DonQuiWho Posted May 29, 2017 Posted May 29, 2017 I seem to be having issues with all the SLDoggyStyle animations basically the attacker just stands there though the pc goes through the animation. I have run FNIS a number of times but it persists. Other animations (like Pillory) are working normally EDIT: Noticed the same with ZAP Doggy as well If this is the problem I'm thinking of, it goes back to SL 1.6. There's no fix for it AFAIK except to roll back to SL 1.59 -- and why do that for one animation? You can use SL Tools to select a different one. Thanks for confirming it's a known problem at least I know it's not a problem at my end. I'll probably just deactivate them with the SL Animation Toggle. Out of Curiosity, are you also running DCL? If you are this post might add a further bit of knowledge http://www.loverslab.com/topic/65524-devious-framework-dfw/page-20?do=findComment&comment=1910003 Hope it's of some use, anyhow
Mariulin Posted May 30, 2017 Posted May 30, 2017 (Translated automatically) I thank the authors of this MOD for the release. Any previous versions (6.11 in my case) should be uninstalled before proceeding or is this an update?
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