Reesewow Posted October 24, 2017 Posted October 24, 2017 Hello, any ideas as to why this version doesn't register SexLab animations? That's on a fresh install and new game 100%, I literally finished setting it up just now. Â I press "Register" as I've always done and for some reason it doesn't take. Same for Estrus Chaurus+ incidentally. Every other mod works and every other option in EC+ and Zaz seems to work fine. Â Are you maxed on sexlab animations?
Violence6884 Posted October 24, 2017 Posted October 24, 2017 Â Hello, any ideas as to why this version doesn't register SexLab animations? That's on a fresh install and new game 100%, I literally finished setting it up just now. Â I press "Register" as I've always done and for some reason it doesn't take. Same for Estrus Chaurus+ incidentally. Every other mod works and every other option in EC+ and Zaz seems to work fine. Â Are you maxed on sexlab animations? Â *EDITED* Wait. SexLabs has its own limits aside FNIS?!
LazyBoot Posted October 24, 2017 Posted October 24, 2017 Â Â Hello, any ideas as to why this version doesn't register SexLab animations? That's on a fresh install and new game 100%, I literally finished setting it up just now. Â I press "Register" as I've always done and for some reason it doesn't take. Same for Estrus Chaurus+ incidentally. Every other mod works and every other option in EC+ and Zaz seems to work fine. Â Are you maxed on sexlab animations? Â *EDITED* Wait. SexLabs has its own limits aside FNIS?! Â Yes, about 500 human and 500 creatures I think it is.
Violence6884 Posted October 24, 2017 Posted October 24, 2017 Â Â Â Hello, any ideas as to why this version doesn't register SexLab animations? That's on a fresh install and new game 100%, I literally finished setting it up just now. Â I press "Register" as I've always done and for some reason it doesn't take. Same for Estrus Chaurus+ incidentally. Every other mod works and every other option in EC+ and Zaz seems to work fine. Â Are you maxed on sexlab animations? Â *EDITED* Wait. SexLabs has its own limits aside FNIS?! Â Yes, about 500 human and 500 creatures I think it is. Â The moment I realized you weren't talking about FNIS I Googled it and it seems you're right. So, is there a quick way in game of telling how many of each I may have? Perhaps through SLAL count, right?
srayesmanll Posted October 24, 2017 Posted October 24, 2017 Â The moment I realized you weren't talking about FNIS I Googled it and it seems you're right. So, is there a quick way in game of telling how many of each I may have? Perhaps through SLAL count, right? Â Â Go into the sexlab mcm and look at the last option (debug I believe) and it will give you the counts.
LazyBoot Posted October 24, 2017 Posted October 24, 2017 Â Â Â Â Hello, any ideas as to why this version doesn't register SexLab animations? That's on a fresh install and new game 100%, I literally finished setting it up just now. Â I press "Register" as I've always done and for some reason it doesn't take. Same for Estrus Chaurus+ incidentally. Every other mod works and every other option in EC+ and Zaz seems to work fine. Â Are you maxed on sexlab animations? Â *EDITED* Wait. SexLabs has its own limits aside FNIS?! Â Yes, about 500 human and 500 creatures I think it is. Â The moment I realized you weren't talking about FNIS I Googled it and it seems you're right. So, is there a quick way in game of telling how many of each I may have? Perhaps through SLAL count, right? Â HereÂ
Violence6884 Posted October 24, 2017 Posted October 24, 2017 Â Â The moment I realized you weren't talking about FNIS I Googled it and it seems you're right. So, is there a quick way in game of telling how many of each I may have? Perhaps through SLAL count, right? Â Â Go into the sexlab mcm and look at the last option (debug I believe) and it will give you the counts. Â Before I do so, I have to say our titles above our user icons match perfectly. Damn.
Violence6884 Posted October 24, 2017 Posted October 24, 2017      Hello, any ideas as to why this version doesn't register SexLab animations? That's on a fresh install and new game 100%, I literally finished setting it up just now.  I press "Register" as I've always done and for some reason it doesn't take. Same for Estrus Chaurus+ incidentally. Every other mod works and every other option in EC+ and Zaz seems to work fine.  Are you maxed on sexlab animations?  *EDITED* Wait. SexLabs has its own limits aside FNIS?!  Yes, about 500 human and 500 creatures I think it is.  The moment I realized you weren't talking about FNIS I Googled it and it seems you're right. So, is there a quick way in game of telling how many of each I may have? Perhaps through SLAL count, right?  Here Capture.JPG  I've capped the Human ones. Would it display a higher number if I have more though? Also would it work at precisely 500/500? Thirdly, is it safe to remove animations as long as I run FNIS of course?
Reesewow Posted October 24, 2017 Posted October 24, 2017  I've capped the Human ones. Would it display a higher number if I have more though? Also would it work at precisely 500/500? Thirdly, is it safe to remove animations as long as I run FNIS of course?   No, once you hit the hard limit it stops registering them. You are probably actually missing a bunch of animations from your SLAL packs as well, and are just assuming that they are all registered.  I'd suggest being a bit more selective of what you register in SLAL and disable a bunch of animations you don't like as much. Once rebuilding the animations leaves you with less than 500/500, you can try registering the EC+/ZAP animations (note that the ZAP animation take up a lot of slots, but I don't believe you actually need to register them in order to have the animation filter work). You need to do the EC+/ZAP registration last, since they need space after you've registered your SLAL packs.
Violence6884 Posted October 24, 2017 Posted October 24, 2017 So. Be selective... It's too hard though! I see pretty things and I want them all, like armour mods! :$ In any case, thanks to all of you. I'm glad you were around to answer so quickly and efficiently. I'll clean up my animations and see what happens.
Hamcan Posted October 26, 2017 Posted October 26, 2017 Â huh??....skeleton - issure?-bone issure?...mismatch between other stuff and zap?... Hi. For some reason the zaz Collar Iron Black and the zaz Cuffs Iron Black always end up on the ground when equipped. Any idea what's causing it? Â Â Not the slightest idea. Not terrifically experienced with skyrim modding, so I can't really diagnose the problem. If it helps, it's only those items that I've noticed the problem with.
Inte Posted October 27, 2017 Posted October 27, 2017 Â Â huh??....skeleton - issure?-bone issure?...mismatch between other stuff and zap?... Hi. For some reason the zaz Collar Iron Black and the zaz Cuffs Iron Black always end up on the ground when equipped. Any idea what's causing it? Â Â Not the slightest idea. Not terrifically experienced with skyrim modding, so I can't really diagnose the problem. If it helps, it's only those items that I've noticed the problem with. Â Â That usually happens when the slots are already occupied by other items. (DD)Â
sila61 Posted October 27, 2017 Posted October 27, 2017 File Name: Zaz Animation Pack V7.0 [2017-05-16] File Submitter: ZaZ File Submitted: 09 May 2013 File Category: Animation Requires: FNIS 6.3+, SexLab 1.50+Special Edition Compatible : No    ZaZ Animation Pack ZaZ And XaZ   hallo, give in text time a update for Skyrim SE wy skse is raedy und installt and Fnis is good for Skyrim Se too  LG Silana       Foreword by (ZaZ) We have come a long way. The ZaZ Animation Pack is a Master Mod to so many Independent Mods here on LoversLab , I honestly never realized it would get to such a level. This all thanks to my Partner in Crime XaZ, without his effort and his scripts this mod would be just a Master Mod where other Mods draw Animations from. "Why we do what we do ?" Short and Simple Answer is because we enjoy doing it. We are not Professional 3d Graphics Designers, Animators or Coders this is more of a Hobby for us.          Description THE ZAZ-ANIMATION-PACK IS A FULLY ADULT ORIENTED MOD !!!!!! THIS IS A RESOURCE FOR MODDERS AND CREATION KIT ENTHUSIASTS TO USE !!!!!! THIS MOD IS A FRAMEWORK AND ANIMATION PACKAGE IT DOES NOT DO ANYTHING ON ITS OWN !!!!!! DO NOT BASH US FOR THE CONTENT OF THIS MOD . WE PERSONALLY BELIEVE IN CONSENSUAL PLAY !!!!!! WARNING ! This mod may contain Full Nudity, BDSM, Fetish, Sexual Stuff and therefore Adult Content! Don't download and use this mod if you don't like this sort of theme and/or not allowed to......IF THAT'S NOT YOUR TASTE, SKIP IT!!!          Requirements Fores New Idles in Skyrim - FNIS by Fore ( Always the Latest Version ) http://skyrim.nexusmods.com/mods/11811 Skyrim SexLab - Sex Animation Framework by Ashal http://www.loverslab.com/files/file/150-skyrim-sexlab-sex-animation-framework-v159-updated-0811/      Highly Recommended - One of these XP32 Maximum Skeleton Extended 2.06+ by Groovtama (Use this if you are using HDT and NOT using the Milk Machine) OR XP32 Maximum Skeleton Extended 1.93 Legacy Edition by Groovtama (Use this if you are NOT using HDT and ARE using the Milk Machine) http://www.loverslab.com/files/file/676-xp32-maximum-skeleton-extended/ OR XP32 Maximum Skeleton -XPMS by xp32 http://www.nexusmods.com/skyrim/mods/26800/?        Installation 1. Drop the data pack into your steam Skyrim folder. You can use Any Mod Manager of your Choice2. Activate the ESM file in NMM or similar. 3. Run the FNIS GENERATION TOOL "GenerateFNISforUsers.exe". For more info, look here http://skyrim.nexusm...com/mods/11811. (There isn't a version without FNIS. If you're going to Mod your Game you need to be a little proactive and poke around for Answers) 4. Enable the ZazAnimationPack.esm file. 5. You Can use SkyUI(optional) to tweak/Change the settings to you're liking of the ZaZ Animation Pack 6. Enjoy the mod (optional)      Note for Mod Makers Please, Don't Pack ZaZ Texture Folders into Your Mods Unless your Using a BSA .This Is Because I'm Constantly Updating the Textures to Better Ones.      Giving Credit Honestly, We don't expect much from anyone who wants to use these Assets in his/her Mods. All We want is to know where they are being used and mostly likely a link. So We can take a look too. So Please let Us know if you're using stuff from here. Thank you      Credits XaZ - Scripting and Animations . Bulk Creation Kit Work Over All In-charge of the ZaZ Animation PackZaZ - Animations and 3d Meshes. Fore - For Creating A Way Get Custom Animations into Skyrim, without his Excellent Mod FNIS This Wouldn't Be possible at all. Figment - hklxcmd ( Havok Commandline Tools ) Skyfox - NifTools Utilities (Nif Convert /Chunk Merge) Zadil - Devious Asset Gag Zt11rauss - German translation (nexus link: http://www.nexusmods.com/skyrim/users/4616070/?) LeitoAnimation base for modified SexLab animations ZynAnimation base for modified SexLab animations ArrokAnimation base for modified SexLab animations   Texture Resources: Mr.Dave Texture Resources - SkyrimNexus Scabeater's Free Textures - Deviant Art Mateusnroll Rope Pattern - Deviant Art LordZulten Wood Texture - LoversLab TSS5062's Fluid Textures - LoversLab (He has Created a lot of new Droplets Textures and Animated Puddles) CG Textures Some Textures - http://www.cgtextures.com/  Notable Mentions: GSBModders - As Always, His Meshes/Textures give the Start of My Mods. Jbezorg - Made Spells , Just For Me On Request to Test 2 Person Animations - Cheers And Kudos Labrat - Translated the Blender Animation Text For Skyrim (I never Mentioned His Name Before , But its because of that text I Started with Skyrim) Kalarr - For Helping Me Find Out the animation Numbering and Creating an Animation Pictorial Set , I will Add More and Update his Set. ( Older Credit ) Bethesda - Yea Thank you For Such Awesome Games and Giving us a Creation Kit.  The Usual Suspects Mayatola, Equidical and Many More The 4 People who Contributed to help me build a Decent Desktop since my Laptop gave up on me and died and was able to complete V6.00(I have something special planned )   Donations I have a paypal account , Donations are welcome but not mandatory.  zaz.animator@gmail.com (you may have to send it as services rendered) or https://www.patreon.com/ZaZ  I could use it to upgrade some PC parts here and there from time to time      Quick preview       Blinders/Blindfolds        Gags        Matching Gags/Blindfolds        Cuffs and Collars        Other Restraints and Belts          Full Change logs   7.00 -------------------------------------------------------------------------------------  -ZAP is updated to FNIS 6.3 - Bug Fixes (Credit Zaira)   Fix 1 - prevents applying the offset idle when actor is in furniture - it would mess up the furniture animation. Use case : Zep is removing restraints automatically when the furniture provides the same restraints as animation objects. The prevents having restraints equipped twice. The restraints are re-equipped when the actor leaves the furniture ; old Function ApplyOffsetIdle(Actor akActor) Idle kIdleToPlay = zbfIdleFree If akActor.WornHasKeyword(zbfEffectWrist) kIdleToPlay = GetAnimationIdle(akActor) If (kIdleToPlay == zbfIdleFree) || (kIdleToPlay == HandsBoundIdles[iBindWrists]) kIdleToPlay = HandsBoundIdles[iDefaultBoundOffset] EndIf EndIf akActor.PlayIdle(kIdleToPlay) EndFunction ;new Function ApplyOffsetIdle(Actor akActor) int sitState = akActor.GetSitState() if sitState == 0 || sitState == 4 Idle kIdleToPlay = zbfIdleFree If akActor.WornHasKeyword(zbfEffectWrist) kIdleToPlay = GetAnimationIdle(akActor) If (kIdleToPlay == zbfIdleFree) || (kIdleToPlay == HandsBoundIdles[iBindWrists]) kIdleToPlay = HandsBoundIdles[iDefaultBoundOffset] EndIf EndIf akActor.PlayIdle(kIdleToPlay) endif EndFunction Fix 2: repair SlaveTats support so Zaz slave tats are now workingUse case: Zep is using Zaz SlaveTats for adding tears for a short time automatically to an actor when he gets hurt by whip, furniture, painfull armor etc. ; old Function SetOverlay_SlaveTats(Actor akActor, String asOverlayName, String asSection) If asOverlayName != "" Bool result = SlaveTats.simple_add_tattoo(akActor, asSection, asOverlayName, last = False) Log("SetOverlay(" + asOverlayName + ", " + asSection + ") failed on " + zbfUtil.GetActorName(akActor), result == False, iWarning) EndIf EndFunction Function RemoveOverlay_SlaveTats(Actor akActor, String asOverlayName, String asSection) If asOverlayName != "" Bool result = SlaveTats.simple_remove_tattoo(akActor, asSection, asOverlayName, last = False) Log("RemoveOverlay(" + asOverlayName + ", " + asSection + ") failed on " + zbfUtil.GetActorName(akActor), result == False, iWarning) EndIf EndFunction ; new Function SetOverlay_SlaveTats(Actor akActor, String asOverlayName, String asSection) If asOverlayName != "" Bool result = SlaveTats.simple_add_tattoo(akActor, asSection, asOverlayName, 0, false, false) Log("SetOverlay(" + asOverlayName + ", " + asSection + ") failed on " + zbfUtil.GetActorName(akActor), result == False, iWarning) EndIf EndFunction Function RemoveOverlay_SlaveTats(Actor akActor, String asOverlayName, String asSection) If asOverlayName != "" Bool result = SlaveTats.simple_remove_tattoo(akActor, asSection, asOverlayName, false,false) Log("RemoveOverlay(" + asOverlayName + ", " + asSection + ") failed on " + zbfUtil.GetActorName(akActor), result == False, iWarning) EndIf EndFunction   -Added Keywords    zbfFurnitureBed - simply a bed - likely where one actor is restrained zbfFurnitureWhipping - furnitures where the victim can be whipped zbfFurnitureWhippingFromBack - furnitures where victims back being whipped (eg. reverse XCross) zbfFurnitureWhippingFromFront - furnitures where victims front being whipped (eg. XCross) zbfFurnitureHasWristCuffs - this furniture has cuff animation objects, so existing cuffs shall be unequipped while using the furniture (eg. XCross) zbfFurnitureHasAnkleCuffs - this furniture has cuff animation objects, so existing cuffs shall be unequipped while using the furniture (eg. XCross) zbfFurnitureHasCollar - this furniture has collar animation objects, so existing collar shall be unequipped while using the furniture (eg. Pillory) zbfFurnitureExposeGenitals - this furniture exposes the actors pussy / penis zbfFurnitureExposeAnus - this furniture exposes the actors anus  zbfWornPreventAnalSex - armor that prevents anal sex zbfWornPreventOralSex - armor that prevents oral sex zbfWornPreventVaginalSex - armor that prevents vaginal sex zbfWornPreventBreastSex - armor that prevents boob jobs  zbfWornPainfull - armor that causes pain to the wearer zbfWornDeadly - armor that kills the wearer after a certain amount of time zbfWornArousal - armor that increase arousal of the wearer by time zbfWornNoisy - armor that makes noise if the actor is moving (usually bells)  zbfWornAnalPlug - anal plug armor zbfWornVaginalPlug - vaginal plug armor zbfWornPlug - any plug zbfWornSlipperyPlug - a plug that usually slipping out of the actor when not fixed by another restraint (likely a belt) zbfWornLockSlipperyPlugs - armor that locks slippery plugs so they remain in place  zbfWornLockable - armor that contains a lock that can be unlocked with a lock pick or a key zbfWornForged - armor that are forged at the actor - so only a blacksmith is able to remove it zbfWornScrewed - armor that are screwed at the actor - so only a blacksmith and people with tools are able to remove it zbfWornSliceable - armor that is potentially destroyable by daggers and swords zbfWornManualRemovable - armor that can be removed without any tools when the removing actor has hands free  zbfRestraintsUnlockKeyword - if an actor that removes restraints has one item with this keyword in his inventory he can remove zbfWornLockable restraints zbfRestraintsUnscrewKeyword - a tool that can be used to unscrew screwed restraints  Regarding the keywords: Not all of them have a corresponding furniture or armor in Zap - but in other BDSM resource packages. Since Zap is the most common central mod it would make sense to add keywords for other possible furnitures and armors too.  Why the keywords? Mods like Maria Eden doesn't come with prepared cell - when you entering a cell a modder collects available furnitures and therefore keywords that classify furnitures are extremely helpful. For no extra cost you gain a lot of flexibility. Zep plugs itself into Zap and provides comfort functions - for example it hides restraints automagically when an actor enters a furniture where the restraints wont fit. The XCross for example has cuffs. It doesn't look well if an actor wears cuffs while standing in an XCross. Zep hides it and re-equip it when the actor leaves the furniture. Usually the modder himself could take care of it - but he need to know which kind of restraints are assembled to the furniture. Keywords like "expose anal / genital" shall be used for all furnitures where the so-called body part is exposed. Mods that want to do some anal / genital games would profit if they know if the body part is presented and ready for access Keywords like "whipping from back / front" are useful if a mod wants to whip the victims ass or front Keywords like "worn screwed / locked / sliceable" describes how restraints are locked. If a collar is screwed or has a lock - the modder should know this. Sliceable are ropes and leather restraints - they can be combined with other keywords - however - a sliceable restraints is removable by someone who has a dagger. Forged restraints doesn't have a locking mechanism - once they are equipped only a blacksmith is able to remove them. A manual removable restraint does not have any locking mechanism at all and can be removed by everybody with free hands. Slippery plugs are non-inflatable plugs - if you equip such a plug without any further restraint it will slip out of your body. zbfWornLockSlipperyPlugs - if you wear such a restraint all slippery plugs are held in place - usually a chastity belt prevents plugs from slipping out of the body. zbfWornPainfull are used by Zep to change the facial expression of the wearer - eg. Nipple clamps zbfWornNoisy - HR provides a chained bell. If an actor is moving while having such an restraint equipped it will be noticed by others4 And I would like to have additional furniture keywords that describes if I need to place a whipping / interaction position marker in front, beside or behind the furniture. In Zap code the interaction marker is placed statically by using a static list of devices. This is not flexible - a keyword would be much better.  All those keywords are used by Maria Eden to increase immersion in the scenes - Other mods would also profit a lot from such a keyword list.       6.00 ------------------------------------------------------------------------------------- * New furniture: - Futa tub monster - Milking machines (two variants) - Spanking chair - Crosses (seven kinds) - (new) Pillory - Spit roast - (new) Vertical Stocks - Wheel (two kinds) - Wooden Pony (two kinds) - (new) X-Cross (two kinds) - Wall restraints, Pole restraints  * New SexLab animations: - Missionary02, enabled for Yoke - Spanking chair, not bound  * Furniture SexLab animations: - Futa tub monster - Milking machine  * New items: - New gags (Panel gags 2-4, Log Bit 2, Devious conversions) - New blindfolds (Mask 2-4) - New bindings (Rope cuffs 02)  * New animation sets: - All furniture have animation sets - Fluidity 2.0 - Shamed - Horny / Aroused - X-Cross new struggle animations - Pillory single animations - Crux animations  * Misc: - Loads of fixes to meshes and textures. - Some animation names have been fixed. - Debug option to enable logging. - Lots of bug fixes, script functions and additions.  5.62 -------------------------------------------------------------------------------------  *Fixed MCM menu not showing up for some users *Added help text in the Animation Test System *Added zbfAnimHandsWrists on all missing items  5.55 ------------------------------------------------------------------------------------- * Added a few missing animation files * Updated config with missing animation.  5.54 ------------------------------------------------------------------------------------- * Modders: Added a system for automatic animation selection based on actor bindings. Support for SexLab tag selection. Dynamic SexLab scene construction with multiple binding configurations. Animation selection helpers for playing horny, struggle and pose animations with all supported offset idle configurations.  * Modders: Renamed animations Renamed animations in a more consistent manner: Zap + Armb/Wri + Animation Type + Animation Index + Optionally SexLab indexing Examples: ZapArmbStruggle02, ZapWriHorny01, ZapArmbSkullFuck01_A1_S2  * Modders: Player control center plugin to centralize how player controls are enabled and disabled. See zbfPlayerControl.psc for more information.  * Modders: Added documentation for most functions. Better documentation coming as well as examples how to use the mod.  * Additional SexLab scenes added - all SexLab scenes now support armbinder and bound wrist configurations. * Further idles are blocked by zbfEffectKeepOffsetAnim to make ZAP compatible with DD. * Removed automatic gag sounds from all gags. * Added keywords zbfWornBlindfold (any item that could blind the actor), zbfWornBelt (covering genitals) * Better gag sounds (still no male gag sounds). * Bug fix on resources (better textures, updated animation/poses).  5.53: ------------------------------------------------------------------------------------- * Fixes to some animation files. (Bound skull fuck, Pillory sex animations). * Verified with SL 1.57 * Gag and whip sounds now attenuate with distance. * Added a new keyword: zbfEffectKeepOffsetAnim now intercepts jump, fall and activate animation events. * New script: zbfPlayerControl intercepts DisablePlayerControls and EnablePlayerControls to allow mods to control the player in a centralized manner. * New gag sound category for females * Armbinder SexLab support (doggy style, missionary, skull fuck, lesbian) * Boobjob animation for armbinder * Made binding effect more reliable when NPCs are moving between game cells.  * Compatible with DD slots ** Moved wrist cuffs to item slots 59, ankle cuffs to 53. Combined now occupy 53 and 59. ** Moved chastity belts to slot 49 ** Moved gags to slot 44 ** Moved blindfold to slot 55, removed blindfold slot from the hoods (they now take just the head slot as expected) ** Collar stay at slot 45 (as is the case for DD).  5.52: ------------------------------------------------------------------------------------- * Updated version reporting. * SexLab 1.50 compatibility. * Removed function zbfSexLab::GetAnimation. For animations from Zaz to work now, they must be registered then fetched through the SexLab get animation system. * New tags to separate bondage configuration: SubSub (both actors are bound), DomSub (only one bound actor). All bound animations are tagged with "Bound". Pillory animations are tagged with "Pillory".  V005.51: ------------------------------------------------------------------------------------- * Fixed required master files (only Skyrim.esm now).  V005.5: ------------------------------------------------------------------------------------- * When mod is disabled, no effects are played, including mouth open effects. * Added options to control mod behavior and free player from ai control for mods that use the built in control system. * Script cleanup * Upgrade should work again (no more error messages). * Added additional checks to make sure the main quest is running properly. * SexLab integration is fixed (v1.39b) * Removed the animation submodule. It's becoming too large, and is rarely used (if ever). * New animations for SexLab. Actors can now be bound during AggrDoggyStyle (female/both), AggrMissionary (female), Skull Fuck (female), Arrok Lesbian (female/both). * Improved whip sound effects. * SexLab configuration has moved to its own menu item. * MCM is translated. * Lots of new keywords added to support Devious Devices animation and poses through the ZAP framework (zbfAnimMouthXX, zbfAnimHandsXXX). * Changed the default bound animation. * Default bound animation can now be configured from MCM, unless there is a specific animation attached to the item worn (which overrides MCM).  V005.4: ------------------------------------------------------------------------------------- * Regenerated behavior files with new FNIS version. Should fix animation objects. * SexLab 1.20 compatibility * FNIS 4.0 compatibility * Whips and crops should be less bloody now. Slight changes to speed and damage as well. * New function: zbfUtil.SetActorDisplayScale which sets an actors apparent size to 1.0 and returns the value needed to restore the actor to previous size. * Setting to change decal life time in-game. Reverts after each restart.  V005.3: ------------------------------------------------------------------------------------- * SexLab 1.20 compatibility * FNIS 4.0 compatibility * Whips and crops should be less bloody now. Slight changes to speed and damage as well. * New function: zbfUtil.SetActorDisplayScale which sets an actors apparent size to 1.0 and returns the value needed to restore the actor to previous size. * Setting to change decal life time in-game. Reverts after each restart.  V005.2: ------------------------------------------------------------------------------------- * Fixed AA slots for most races, humans and non-humans. (mod) Added a blindness visual effect as an enchantment. (mod) Added an animation repository with all animations. Use zbfUtil.GetAnim() to access. * Removed the configuration module. Config is now baked into Zaz animation pack. SkyUI is now a dependency. * Added SexLab animations. SexLab is still optional. (mod) Added furniture: Rack, Wooden horse, vertical stocks, wheel (#03) and X-Cross. (mod) Added furniture support for all static nif objects. Most of them have unfortunate collision meshes and so require a free camera to use. * Modified zbfTestZone with new furniture. Check it out by teleporting there "coc zbfTestZone". (mod) Added a few new animations with chains instead of animation objects and/or new poses. (ZazApcAo306-ZazApcAo315).  V005.1: ------------------------------------------------------------------------------------- * zbf Multi Gag tongue now has an open mouth animation. * Added a spawnable Npc called "zbf Slave". * Added utility functions for placing actors in preparation for the pillory animations. * Bug: zbfGSBCuffsBlack now correctly apply the bound animation. * zbfUtil added functions. Minor changes to some function signatures. * Revised race compatibility for all items. If items look reasonably well, they are visible, otherwise invisible. * Bug: Argonians and Khajiit no longer CTD when wearing "zbf blind hood". Model is replaced by vanilla hood. * Bug: Argonians and Khajiit did not show most items. They still can not display all items, and some items may clip slightly. Most gags still don't work and most collars clip.  V005: ------------------------------------------------------------------------------------- * Punishment weapons are now usable by Npc during regular combat. * Removed zbfSettingNpcUpdateInterval. Update interval now affects both player character and npcs. * Item effects now apply updates automatically. Bound animation is only refreshed if the item has "zbfEffectRefresh" keyword attached. This keyword is useful only to modders. * Split up enchantments between full and partial bondage to prevent eg. unequipping a gag to reset animation. * All cuffs and wrist bonds use the new bondage enchantment instead of the partial one. * Added function: zbfUtil.GetVersion() which returns the current version. * Added a testing zone: zbfTestZone. "coc zbfTestZone" in the console. * Updated script version to 5.00 * All FNIS ZaZ animations will not work on anything tagged as a child. * Loads of Pillory 2p Animations (Have a Look at the List in the Animations folder) * New static: Pillory02  V004: ------------------------------------------------------------------------------------- * Optional configuration menu (enable ZazAnimationPackConfig.esp) which requires SkyUI. * Whips leave marks. * Added all animation objects as statics. * Default effect refresh timers set to 0 (disabled). This should make sure the mod clashes less with animations while still being mostly useful for the player character and npc. Timers can still be enabled through the console. * Effects now take care not to reset properties and animations unless instructed to. This should make enabling timers less of an issue. * Removed "loose" wrist ropes. No restraints prevent inventory access. Functionality remains for modders. * Removed character creation overrides (femaleheadbrowschargen.tri and femaleheadbrowsrace.tri) because these files were giving some people issues. * Added a chest with all items from this mod. Spawn by "player.placeatme XX010001" where XX is the load order of this mod. * Renamed rope to leather binds and introduced rope bonds. * 5 new hogtie animations with rope from hands to feet. (ZazApcAo051-ZazApcAo055) * 5 new hanging shackle animations. (ZazApcAo301-ZazApcAo305) * Bug: zbf Collar Ai didn't work properly * Bug: zbf effects are now overlapping (not stacking).      Click here to download this file  Â
sila61 Posted October 27, 2017 Posted October 27, 2017 hallo nochmal, You animations pack is very impotrent for my und i thing for many people too.A update to skyrim se is i hope not to heavy to make an soon ready.Sorry for mistakes Englisch is not my languare.  Lg Silana
GeorgiaCav Posted October 28, 2017 Posted October 28, 2017 Â Â Â huh??....skeleton - issure?-bone issure?...mismatch between other stuff and zap?... Hi. For some reason the zaz Collar Iron Black and the zaz Cuffs Iron Black always end up on the ground when equipped. Any idea what's causing it? Â Â Not the slightest idea. Not terrifically experienced with skyrim modding, so I can't really diagnose the problem. If it helps, it's only those items that I've noticed the problem with. Â Â That usually happens when the slots are already occupied by other items. (DD)Â Â Â If you're using Slaves of Tamriel, there's a conflict in the zaz Collar Iron Black. You can fix it in TES5Edit or go to the Slaves of Tamriel support topic and get the fixed .esp by Avahashija.
t.ara Posted October 28, 2017 Posted October 28, 2017 Nice request but I think that.... a real break-through to SE in 1:1 to this mod won´t happen (with luck you get a 0.01 version like sexlab got, without the whole features) as far i see what we have in mods for se after so much time. and sadly this pack can´t be ported in any detail 1:1 because the optimal conditions are not given in se to create that. it´s far not done by letting the files beeing auto-converted!!! also the scripts have different folders in se...and as long se can´t spend me serious body-models to get more better looking characters as we have in sky rim, se will not be focussed (what i have seen for now, do se babes look like sims-models)...there has been a nif-file-transformer also for oblivion to sky rim-but it does not work at all. so every parts of the mod have to be changed at least manually. the changes in the structure of the se-game have been of course  necessary to port that engine to be available to work with 64 bits. So it was not made against modding to have this  changes, but they do hinder a lot.  the nif-file-structures also differ, because the se-graphical engine changed some things (for better graphics)...so every auto-transfer of more complicated NIF_FILES (animations/rigging/gamebryo/bones and skeleton-sensitive material) will lead into not working stuff, that has to be all changed by hand (manually)...such a work can last weeks, month and years.  hallo nochmal, You animations pack is very impotrent for my und i thing for many people too.A update to skyrim se is i hope not to heavy to make an soon ready.Sorry for mistakes Englisch is not my languare.  Lg Silana Â
supergodman5 Posted November 4, 2017 Posted November 4, 2017 If this has already been asked let me know, but whenever a SL scene starts involving armbinders I get a [playing animation:] message with nothing after the the :, then involved actors are teleported to a random part of skyrim in the sky where they spasmodically jerk about before falling a few thousand feet to their deaths. Is this a common problem?
Mookeylama Posted November 23, 2017 Posted November 23, 2017 On 12/12/2015 at 9:53 PM, Yoen said: can anyone tell me how to make the standing bound animation is gender specific so females use the new bound animation (arms behind back elbow to elbow) but men use the Vanilla skyrim original (hands in front) bound pose? Â or can anyone tell me how to make it optional or toggle. Â it kinda ruins some things for me, like the opening or the thalmor prisoner encounter can it be done to have females only use the zap bound anim? oh, how can i make the bound anims ingame go back to vanilla? i hate seeing the stormcloak prisoner encounter guy w/ arms twisted behind him
Guest Posted November 27, 2017 Posted November 27, 2017 (edited) Hi everyone, Â I just released a patch that fixes doggy style Animations in Zaz Animation Pack V7.0 and V.8.0 (those animations that have been broken for years, since before version zaz 6.0). Â https://www.loverslab.com/files/file/4829-zaz-doggystyle-animation-fix-zaz-animation-pack-v70-and-v80/ Â Since those broken animations have been bugging me for years, I am just letting everyone know now that I finally fixed the problem. Â Edited November 27, 2017 by cedec0
padezaw Posted December 3, 2017 Posted December 3, 2017 can someone please help my stock/pillory is missing in all the animations. I have all the DD files and animations but no stock/pillory shows up in animations. Â where can I find an only stock mod or has anyone solved this issue yet? Â
reckless234123 Posted December 3, 2017 Posted December 3, 2017 1 hour ago, padezaw said: can someone please help my stock/pillory is missing in all the animations. I have all the DD files and animations but no stock/pillory shows up in animations. Â where can I find an only stock mod or has anyone solved this issue yet? Â Same here none show up.
Tunahan78 Posted December 3, 2017 Posted December 3, 2017 can someone tell why my male char is blocked as female ?
Musje Posted December 3, 2017 Posted December 3, 2017 On 27-11-2017 at 6:09 PM, cedec0 said: Hi everyone, Â I just released a patch that fixes doggy style Animations in Zaz Animation Pack V7.0 and V.8.0 (those animations that have been broken for years, since before version zaz 6.0). Â https://www.loverslab.com/files/file/4829-zaz-doggystyle-animation-fix-zaz-animation-pack-v70-and-v80/ Â Since those broken animations have been bugging me for years, I am just letting everyone know now that I finally fixed the problem. Â Nice. Hopefully this can be rolled into Zaz 8 :)
Gimlord Posted December 8, 2017 Posted December 8, 2017 Hello there. I was wondering about the animation breaking.If i jump the animation of zaz breaks, and doesn't continue, so i have to manually add it again.Is there anyway to not break the animation by jumping or making the animation continue after jumping?
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