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


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Posted

i know I might look stupid, as I am new to this mod. ZAZ anim. is not playing animations just sounds. characters are sitting there and nothing...

Animations not playing?

 

You forget to run the FNIS User Generator program? -- Always bad

 

You ran FNIS but ignored errors? -- Always bad

 

You ran FNIS but ignored warnings? -- Almost always bad

 

You ran FNIS and got no errors or warnings BUT you checked an option you don't have or failed to check an option you do have? -- Always bad

 

 

 

Those are the major causes of animations not playing.

Posted

For some reason animations stop with other idle animations. I tried putting yokes in three followers, and its works until they put their finger to their chin or rub their arms.

 

Any idea how to fix this? I tried to check on every entry using TES5Edit, but nothing conflicts.

Posted

Hi guys i am a total noob when it comes using mods so if someone is kind enough to help me out that would be great!

 

The only way i have found to play the pillory sex animation is through the sex lab animation test,, is there a easier way to improve immersion?

 

Also when i play the pillory sex animation the pillory that my follower is on dissapears although the animation plays. Anything that im doing wrong?

 

Thanks :blush:

Posted

Hi guys i am a total noob when it comes using mods so if someone is kind enough to help me out that would be great!

 

The only way i have found to play the pillory sex animation is through the sex lab animation test,, is there a easier way to improve immersion?

 

Also when i play the pillory sex animation the pillory that my follower is on dissapears although the animation plays. Anything that im doing wrong?

 

Thanks blush.gif

 

Missing pillory files can be found in this post

https://www.loverslab.com/topic/17062-zaz-animation-pack-v70-2017-05-16/page-241?do=findComment&comment=1952321

Posted

:-)

I just noticed that "Data\Meshes\ZaZ-UltimateDataPack\ZaZ - Furniture\Single Pillory\" IS EMPTY. There's no nif file.

That's probably your invisible pillory culprit.

 

Posted

loadorder is one problem, next will be a mod, that does´t work together with zap.

you can only switch off some mods, who are also using animation-resources and then hope to find the collision.

FNIS has been running without any mistakes?...

FNIS i would keep as one block together: that were 4 FNIS mods that are needed for your stuff. I saw 2 or 3 only?

My game will work fine until I register the Zaz animations. After that its a constant CTD every time I try to load the save, regardless of whether I use coc ctest to load or a completely fresh save. Can someone tell me if its my load order or Zaz?

 

Posted

thats normal and has to do with the animation system of offsets, every other animation can stop the offset animation , by keeping the animated object onto the npc-or gamer...for quest mods it is very much important, to finish the offset animation, before other animations are following. 

You have to stop at first the offset animation, before using other idles and so on...this makes sense so far, only issue is, that the animation-object(yoke, arm binder, ropes and so on) should be disappearing again, as soon a following animation is playing...questmods take care of that but if you play with offsets "free", zap doesn´t recognize, that the animated object (clothing) should be "pulled off" again. 

For some reason animations stop with other idle animations. I tried putting yokes in three followers, and its works until they put their finger to their chin or rub their arms.

 

Any idea how to fix this? I tried to check on every entry using TES5Edit, but nothing conflicts.

 

Posted

hey guys does anyone know why when i interact with the milking machine my character is locked in place but the aren't any animation for the machine suction cups and the dildo animation but the furo tub does have tentacle animation, i'm using zaz 7. Thanks

Posted

as far my experiences with that stuff is, do both of the milking - machines work only by questmods with their animated objects fully...if you enter them "freely", then you have only the pose without any further animations. All other animations inside that furniture must be called by scripts I want to say.

So this is all right working so far inside of your game.

hey guys does anyone know why when i interact with the milking machine my character is locked in place but the aren't any animation for the machine suction cups and the dildo animation but the furo tub does have tentacle animation, i'm using zaz 7. Thanks

 

Posted

Hi Guys

 

can anyone of you famous modders in here make a UUNP bodyslide version of the sucction cups from ZAZ Dwemer milking maschine, please?

I Realy would love to see them fitting my PC´s Boobies instead of hanging around aside.

Posted

Hello,

 

I could need some help regarding the animations from this mod, since i do not have enough knowledge for animations.

Currently I am working on a cleanup for the older private needs v4.0.

There is one single peeing animation item included, which forced the mod to have zaz as a requirement.

 

I thought to add these item (armor and armor addon) to the esp of private needs mod, so that private needs can also

be used for a vanilla game without zaz and sexlab. (Maybe lateron a separate version for sexlab and zaz could be done)

What I do not understand is the "connection" of the armor item to the animation played.

Adding armor and armor addon to the esp obviously is not enough to make it work

 

With kind regards

:cool:

 

Posted

Seems to me to be a really "bad idea" to do so. First of all you would need part of the framework and secondly, the mechanics of clothes that go to be playing an animation. If the animation is played by sexlab, you also have to integrate parts of sexlab, like the suiting animation. After that change, the private needs-mod may also "drift" from adult-mod (because of sexlab and zap dependencies) to a construction to be "non-adult"- and this change I´d fairly not support, also not in that case, if the resulting mod is meant to be played only for private "needs".

Most of the users all around here use sexlab ( fairly the basis of all modding of loverslab) and zap. And this dependencies are pretty normal  if you play with mods of this page.

 

p.s. i can´t understand what you mean by "(Maybe lateron a separate version for sexlab and zaz could be done)", private-needs mod works just right now with that (both) dependencies.

 

 

Hello,

 

I could need some help regarding the animations from this mod, since i do not have enough knowledge for animations.

Currently I am working on a cleanup for the older private needs v4.0.

There is one single peeing animation item included, which forced the mod to have zaz as a requirement.

 

I thought to add these item (armor and armor addon) to the esp of private needs mod, so that private needs can also

be used for a vanilla game without zaz and sexlab. (Maybe lateron a separate version for sexlab and zaz could be done)

What I do not understand is the "connection" of the armor item to the animation played.

Adding armor and armor addon to the esp obviously is not enough to make it work

 

With kind regards

:cool:

 

Posted

At the moment "private needs" only used animations stored in an own behaviour file, without sexlab and zaz. The existing animations in this file are mostly from Leito I guess, and  this fact probably can cause double entries in the available fnis slots, when sexlab and or zaz are activated too.

All the existing animations are triggered and handled direct in the mod with a Debug.sendanimationevent .... call -  with the one exception mentioned.

I want to have an version without sexlab, since all my game profiles with sexlab tends to have no more game progress

The only animation direct used from zaz is one "peeing animation" , connected to an armor and or animated object

 

The original author of the private needs mod already gave me permission to make a new reworked, cleaned  and  rescripted version.

 

So thanks for your "help". I really appreciate that :(

 

PS: Not every player always use sexlab, I guess there are more playing without. Just have a look onto Nexus !

 

Posted

A little suggestion: It appears there is no way to exclude certain actors from the dialogue provided by the quest zbfDialogueTest. For example, the only condition for the gag dialogue which starts with the player saying "You appear to be in a bind" is: Actor.WornHasKeyword(zbfWornGag) == True. There are no further exclusion conditions.

 

Having such an option (e.g. something like a zbfDisableDialogueFaction in which to put actors that should not take part in this dialogue) would be useful. Should not be too difficult to set up.

 

There are sometimes cases in which it just doesn't make sense for this dialogue to appear, or where it is even interfering with what you want the conversation options with the NPC to be like. At least when you're trying to make a story mod.

 

Right now, the only option I have is to stop the quest zbfDialogueTest or silently alter the user's settings by changing zbfSettingDialogueTest. Both are rather invasive and kill the dialogue for every bound actor in the game. It would be much less invasive if I can just put that one actor I'm concerned with into a faction that makes the quest ignore her.

 

BTW: If there's another way to get what I'm asking for, I'd like to know.

Posted

this may happen in my personalized version if i can understand what is the problem about this. my personal impression of the test dialog is: it´s a test and simply not needed-means, best is, fully to switch it off - it´s simply okay to have the keyword and the access to the function, if wanted. And for the gamer it´s quite boring if you have same dialogue too much.

 

isn´t it that way, that every mod can negate or switch off parts of a master mod by changing the parameters and store them inside your new created mod, so every time if you run your mod, the dialogue setting goes your desired way in game?

 

A little suggestion: It appears there is no way to exclude certain actors from the dialogue provided by the quest zbfDialogueTest. For example, the only condition for the gag dialogue which starts with the player saying "You appear to be in a bind" is: Actor.WornHasKeyword(zbfWornGag) == True. There are no further exclusion conditions.

 

Having such an option (e.g. something like a zbfDisableDialogueFaction in which to put actors that should not take part in this dialogue) would be useful. Should not be too difficult to set up.

 

There are sometimes cases in which it just doesn't make sense for this dialogue to appear, or where it is even interfering with what you want the conversation options with the NPC to be like. At least when you're trying to make a story mod.

 

Right now, the only option I have is to stop the quest zbfDialogueTest or silently alter the user's settings by changing zbfSettingDialogueTest. Both are rather invasive and kill the dialogue for every bound actor in the game. It would be much less invasive if I can just put that one actor I'm concerned with into a faction that makes the quest ignore her.

 

BTW: If there's another way to get what I'm asking for, I'd like to know.

 

Posted

Does this work on mod added npc's and npc's like Astrid/ Irileth/ etc. (you know, essential npc's)?

 

How can I use the ZaZ slavery system (zbfSlaveControl.html / zbfSlaveActions.html)? The documents mentioned isn't very user friendly and look computer generated and so it isn't that understandable for someone like me. Anybody make heads or tails of it?

 

Thanks for any help in advance. Cheers!

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