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


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Posted

 

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.

Posted

 

 

 

 

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.

Posted

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

Posted

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?

Posted

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)

Posted

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

Posted

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.

Posted

It would be nice to add the ringing of chains when walking for HDT-shackles, as is done in the Devious Training.

 

Posted

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

Posted

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?

Posted

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?

Posted

 

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...

Posted

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. 

Posted

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.

Posted

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.

Posted

 

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.  :D

Posted

 

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.

Posted

 

 

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

 

Posted
(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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