sethwarner08 Posted February 28, 2013 Posted February 28, 2013 2.It will Have to be a Spell Mod , Slave to this Plugin ( I have No talent for CK/Scripting Someone else will have to do it )I'm thinking of doing it, but there are other more pressing things to do right now. Animations are super easy, so it's not like a spell is really necessary. Dont Bother , For Now .............. Carry on with your own Projects , Im pretty sure I will done with the 2P Pillory animations by Friday . So we can Expect a Release On the weekend if your Free and Up For it . Cheers time="<p">"1361990557"> @ sethwarner08 No you cant , Not yet atleast ......... 1.Primarily There aren't any paired animations added yet 2.It will Have to be a Spell Mod , Slave to this Plugin ( I have No talent for CK/Scripting Someone else will have to do it ) Cheers Thanks Chris, one last question...i cant seem to get the alignment right even though i do have the recommended skeletons installed, tried both different versions, for e.g. the restraint post, the NPCs head clips right through the lower end of the neck restraint. Any suggestions? Thanks in advance!blockquote>It will clip For Males for Certain .Skyrim Males well some how their Necks are on Roids ......... Those were the First Animations / Animated Objects Perfect 3-2 skeletons should not clip for females , I Recommend SkullyTyrants 3-2 Variations I use the tbbp Skeleton with the pefect 3-2 and he has fixed a lot of stuff . I want to use XP32's Skeleton But there isnt a 3-2 Option , the arms in that skeleton are shortened and It mismatches animated objects . I have yet to find a reasonable solution for these Issues . However I am trying to reduce the Possibilities by removing a static neck restraint or cuffs and just add chains like in the Dungeon Chains ,so the actor can equip a collar and cuffs and just attach static chains . >Cheers Good idea removing the static neck restraint. I did try skulltyrants perfect 16 which is "4 pack (male, female, beast) Realistic Ragdolls DSpSoB weapons on back BBP - Reduced Force Perfect 3-2 porportions - female" It still clips for females . Not sure what to do. As I asked before... Clipped how... It might just not be the issue clipping... It might be the NPC detecting you and stalking you... Her neck clips right through the restraint (im working on a screenshot), she isnt stalking me or such i've even set them to unconscious and had them "relax" while in follower mode, it still doesnt solve my problem. Its mostly the neck restraint that doesnt sit right. Any suggestions? Thanks!
sethwarner08 Posted February 28, 2013 Posted February 28, 2013 @ sethwarner08 No you cant , Not yet atleast ......... 1.Primarily There aren't any paired animations added yet 2.It will Have to be a Spell Mod , Slave to this Plugin ( I have No talent for CK/Scripting Someone else will have to do it ) Cheers Thanks Chris, one last question...i cant seem to get the alignment right even though i do have the recommended skeletons installed, tried both different versions, for e.g. the restraint post, the NPCs head clips right through the lower end of the neck restraint. Any suggestions? Thanks in advance! You just said NPC's... That actually answered the question kinda bigger than most ... An NPC will follow you in other words detect you and their head and movements will follow you... Which in no matter what kind of restraints you put them they'll be lining off... Just try to use Tdetect on the NPC in question and apply the animation... Might actually solve your problem ... If you get it on YOUR own character however than the skeleton is not working If this is imminent with NPCs then i guess theres no workaround, i have not tried this on my character and i dont intend to, i just wanted insight on NPCS, thanks.
ZaZ Posted February 28, 2013 Author Posted February 28, 2013 Actually , If your Using the Right Skeleton , then It Shouldn't Happen . A screen Shot would be Useful in this Case . 1.Are the NPC's Looking at You ( Head Tracking ? ) 2.Install XP32's Skeleton First and then install Ovewrite with SkullyTyrants skeleton Cheers
xaz Posted February 28, 2013 Posted February 28, 2013 2.It will Have to be a Spell Mod , Slave to this Plugin ( I have No talent for CK/Scripting Someone else will have to do it )I'm thinking of doing it, but there are other more pressing things to do right now. Animations are super easy, so it's not like a spell is really necessary. Dont Bother , For Now .............. Carry on with your own Projects , Im pretty sure I will done with the 2P Pillory animations by Friday . So we can Expect a Release On the weekend if your Free and Up For it . Cheers Sounds great. I have some stuff for prison overhaul which could benefit from releasing both mods at the same time (such as version checking ).
whatto51 Posted February 28, 2013 Posted February 28, 2013 I installed last update but, as suggested by other SD user, I left esp unchecked. I'd like to know if this is really necessary and what I'm losing with disabled esp. Thanx Reading posts above can't wait to see your next updates
ZaZ Posted February 28, 2013 Author Posted February 28, 2013 I installed last update but, as suggested by other SD user, I left esp unchecked. I'd like to know if this is really necessary and what I'm losing with disabled esp. Thanx Reading posts above can't wait to see your next updates As Far as I know SD requires the ZaZAnimationPack.esm to be enabled .. However, The ZaZAnimationPackConfig.esp Is to be Used only If your Using SkyUI (MCM) SD uses SkyUI as well so ........ XaZ has made this esp Separate, Because He didn't want SkyUi as a Requirement for the ZaZAnimationPack . I Agree to this because a lot of mods Depend on the Base ESM and It meant to be a Framework for other mods to draw Animations/Meshes/Scripts Primarily The ZaZAnimationPackConfig.esp Is Optional , it lets you mess around with the ZaZBondageFramework(zbf) , without using console commands Xaz I hope this is Correct , Cheers
whatto51 Posted February 28, 2013 Posted February 28, 2013 I installed last update but, as suggested by other SD user, I left esp unchecked. I'd like to know if this is really necessary and what I'm losing with disabled esp. Thanx Reading posts above can't wait to see your next updates As Far as I know SD requires the ZaZAnimationPack.esm to be enabled .. However, The ZaZAnimationPackConfig.esp Is to be Used only If your Using SkyUI (MCM) SD uses SkyUI as well so ........ XaZ has made this esp Separate, Because He didn't want SkyUi as a Requirement for the ZaZAnimationPack . I Agree to this because a lot of mods Depend on the Base ESM and It meant to be a Framework for other mods to draw Animations/Meshes/Scripts Primarily The ZaZAnimationPackConfig.esp Is Optional , it lets you mess around with the ZaZBondageFramework(zbf) , without using console commands Xaz I hope this is Correct , Cheers Sounds great, using console is not my favorite, thank you. But don't understand if this could really mess with SD. I mean... I'm almost sure someone here tried to run them together
whatto51 Posted February 28, 2013 Posted February 28, 2013 I feel a little stupid here. I activated you esp. In MCM I can see a few config like "disable all" "set chained speed mod" and something like "refresh time". I understand (maybe) what these are supposed to do, but if want to activate anims or objects I still have to use console as in the past, am I right? So if I don't want to mess with these config I can let the esp deactivated? Again, sorry if my questions can be annoying, maybe this can help some people like me that usually speak tongues different from english
ZaZ Posted February 28, 2013 Author Posted February 28, 2013 I feel a little stupid here. I activated you esp. In MCM I can see a few config like "disable all" "set chained speed mod" and something like "refresh time". I understand (maybe) what these are supposed to do, but if want to activate anims or objects I still have to use console as in the past, am I right? So if I don't want to mess with these config I can let the esp deactivated? Again, sorry if my questions can be annoying, maybe this can help some people like me that usually speak tongues different from english Yea the Config esp is Optional , You can still change those setting Via Console ,. You can disable the esp . When You wear the ZaZ Cuffs For Example , it triggers a Hands behind animation and other Effects. The Config esp lets you Play with and Adjust Disable the Effects ( This can be done Via Console as well ) The Animations Have to Triggered Via Console , Till a Spell Mod is Made . Cheers
whatto51 Posted February 28, 2013 Posted February 28, 2013 I feel a little stupid here. I activated you esp. In MCM I can see a few config like "disable all" "set chained speed mod" and something like "refresh time". I understand (maybe) what these are supposed to do, but if want to activate anims or objects I still have to use console as in the past, am I right? So if I don't want to mess with these config I can let the esp deactivated? Again, sorry if my questions can be annoying, maybe this can help some people like me that usually speak tongues different from english Yea the Config esp is Optional , You can still change those setting Via Console ,. You can disable the esp . When You wear the ZaZ Cuffs For Example , it triggers a Hands behind animation and other Effects. The Config esp lets you Play with and Adjust Disable the Effects ( This can be done Via Console as well ) The Animations Have to Triggered Via Console , Till a Spell Mod is Made . Cheers Thank you very much Love this mod
SPARTAN-113 Posted February 28, 2013 Posted February 28, 2013 When I run the FNIS tool I get this error message: FNIS Behavior V3.3.2 2/28/2013 5:17:50 PM Skyrim: 1.8.151.0 - C:\Games\Steam\steamapps\common\Skyrim\ (Steam) Generator: C:\Games\Steam\steamapps\common\Skyrim\Data\tools\GenerateFNIS_for_Users Reading FNIS ... Reading FNISBase ... Reading FNISSpells ... Reading sanguinesDebauchery ... Reading xlv ... Reading ZaZAnimationPack ... ERROR(2011): Wrong line in Animation List. Line 177 (..\..\meshes\actors\character\animations\ZaZAnimationPack\FNIS_ZaZAnimationPack_List.txt): o ZazAPCAO024 ZazAPCAO024.hkx AnimObjectZazAPCAO024 AOZAZCBAnkleL AOZAZCBAnkleR Any solutions? I see the .hkx files in the folder, so they aren't missing...
Tefnacht Posted March 1, 2013 Posted March 1, 2013 Hi, Spartan.You need to update your FNIS to version 3.5. FNIS 3.3.2 is outdated and not meant to be used with Skyrim 1.8.Support for animations with more than one animated object was added with version 3.4 of FNIS and the ZaZ pack makes use of that feature. Your outdated version does not understand what it is supposed to do.
anubis Posted March 1, 2013 Posted March 1, 2013 When I run the FNIS tool I get this error message: FNIS Behavior V3.3.2 2/28/2013 5:17:50 PM Skyrim: 1.8.151.0 - C:\Games\Steam\steamapps\common\Skyrim\ (Steam) Generator: C:\Games\Steam\steamapps\common\Skyrim\Data\tools\GenerateFNIS_for_Users Reading FNIS ... Reading FNISBase ... Reading FNISSpells ... Reading sanguinesDebauchery ... Reading xlv ... Reading ZaZAnimationPack ... ERROR(2011): Wrong line in Animation List. Line 177 (..\..\meshes\actors\character\animations\ZaZAnimationPack\FNIS_ZaZAnimationPack_List.txt): o ZazAPCAO024 ZazAPCAO024.hkx AnimObjectZazAPCAO024 AOZAZCBAnkleL AOZAZCBAnkleR Any solutions? I see the .hkx files in the folder, so they aren't missing... i'm still using older FNIS and can run ZazAnimation V4 properly, with minor adjustment...since i heard that many that have some trouble after updating with latest FNIS. i decided to stick with it until i can start new game. if you wanted to stick with older FNIS version for temporary i mean. find the "FNIS_ZaZAnimationPack_List.txt" text then create copy for backup in your "C:\Program Files\Steam\Steamapps\Common\Skyrim\Data\Meshes\Actors\Character\Animations\ZazAnimationPack". or you prefered directory. open it then find these line (the line that error from FNISGeneratorForUser) : o ZazAPCAO024 ZazAPCAO024.hkx AnimObjectZazAPCAO024 AOZAZCBAnkleL AOZAZCBAnkleR o ZazAPCAO301 ZazAPCAO301.hkx AOZaZAnkleL AOZaZAnkleR AOZaZWristL AOZaZWristR o ZazAPCAO302 ZazAPCAO302.hkx AOZaZAnkleL AOZaZAnkleR AOZaZWristL AOZaZWristR o ZazAPCAO303 ZazAPCAO303.hkx AOZaZAnkleL AOZaZAnkleR AOZaZWristL AOZaZWristR o ZazAPCAO304 ZazAPCAO304.hkx AOZAZCBAnkleL AOZAZCBAnkleR AOZaZWristL AOZaZWristR o ZazAPCAO305 ZazAPCAO305.hkx AOZaZAnkleL AOZaZAnkleR AOZaZWristL AOZaZWristR remove the one with red colour, save it. and run FNISGeneratorForUser again. i think those line are supposed to call the animobject to be use after triggering specific anim, but somehow my player still get to wear that animobject even tho i've deleted those line. so hope it can work for your end as well.
greelmr1981 Posted March 2, 2013 Posted March 2, 2013 I have a problem with the whiping animation. I used prison overhaul and SD, it always stucked when it went to the whiping scene. Is it a animation conflict or a script problem?
ZaZ Posted March 2, 2013 Author Posted March 2, 2013 When I run the FNIS tool I get this error message: FNIS Behavior V3.3.2 2/28/2013 5:17:50 PM Skyrim: 1.8.151.0 - C:\Games\Steam\steamapps\common\Skyrim\ (Steam) Generator: C:\Games\Steam\steamapps\common\Skyrim\Data\tools\GenerateFNIS_for_Users Reading FNIS ... Reading FNISBase ... Reading FNISSpells ... Reading sanguinesDebauchery ... Reading xlv ... Reading ZaZAnimationPack ... ERROR(2011): Wrong line in Animation List. Line 177 (..\..\meshes\actors\character\animations\ZaZAnimationPack\FNIS_ZaZAnimationPack_List.txt): o ZazAPCAO024 ZazAPCAO024.hkx AnimObjectZazAPCAO024 AOZAZCBAnkleL AOZAZCBAnkleR Any solutions? I see the .hkx files in the folder, so they aren't missing... i'm still using older FNIS and can run ZazAnimation V4 properly, with minor adjustment...since i heard that many that have some trouble after updating with latest FNIS. i decided to stick with it until i can start new game. if you wanted to stick with older FNIS version for temporary i mean. find the "FNIS_ZaZAnimationPack_List.txt" text then create copy for backup in your "C:\Program Files\Steam\Steamapps\Common\Skyrim\Data\Meshes\Actors\Character\Animations\ZazAnimationPack". or you prefered directory. open it then find these line (the line that error from FNISGeneratorForUser) : o ZazAPCAO024 ZazAPCAO024.hkx AnimObjectZazAPCAO024 AOZAZCBAnkleL AOZAZCBAnkleR o ZazAPCAO301 ZazAPCAO301.hkx AOZaZAnkleL AOZaZAnkleR AOZaZWristL AOZaZWristR o ZazAPCAO302 ZazAPCAO302.hkx AOZaZAnkleL AOZaZAnkleR AOZaZWristL AOZaZWristR o ZazAPCAO303 ZazAPCAO303.hkx AOZaZAnkleL AOZaZAnkleR AOZaZWristL AOZaZWristR o ZazAPCAO304 ZazAPCAO304.hkx AOZAZCBAnkleL AOZAZCBAnkleR AOZaZWristL AOZaZWristR o ZazAPCAO305 ZazAPCAO305.hkx AOZaZAnkleL AOZaZAnkleR AOZaZWristL AOZaZWristR remove the one with red colour, save it. and run FNISGeneratorForUser again. i think those line are supposed to call the animobject to be use after triggering specific anim, but somehow my player still get to wear that animobject even tho i've deleted those line. so hope it can work for your end as well. You Can Do that However , Messing around If you Know what is what is fine . Not everyone can do what you described . Or rather they wouldn't mess around with it Cheer I have a problem with the whiping animation. I used prison overhaul and SD, it always stucked when it went to the whiping scene. Is it a animation conflict or a script problem? 1.Are ZaZAnimations Working ? 2. Update to the latest , Prison Overhaul 007 that should fix that Bug 3. You Should Post Mod related issues in their Own Thread , You Will get a more Mod specific Help there Cheers
whatto51 Posted March 2, 2013 Posted March 2, 2013 Sorry to bother you again. Seems like I have no problem with your mod, but I have with prison overhaul, so I'm trying to understand what can it be. My question, is it normal I read "zaz animation pack 1.00" on upper left of the screen when I install your mod? I obviously have version 004 installed, SKSE 1.6.9 and FNIS 3.5 SD works fine and I can see its new anim that requested your v.004 Thank you very much Edit: using save/load I was able to progress through prison overhaul scenes, whipping included. So I still presune the problem is not related with your mod. In my opinion is related with FUZ mod. Anyway if the message I read is not correct, please let me know. Thanx EDIT2: solved FUZ problem. Thank to Xaz. Problem was I'm stupid, So now I go find some guard or bandit to whip me to death Dismissed
ZaZ Posted March 3, 2013 Author Posted March 3, 2013 New Release ZaZ-Animation-Pack - V005 ( Released With Kudos to Jbezorg) Change Log 1.Loads of Pillory 2p Animations (Instructions/List in 4th Post in OP) 2. Punishment weapons are now usable by Npc during regular combat. 3. Removed zbfSettingNpcUpdateInterval. Update interval now affects both player character and npcs. 4.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. 5. Split up enchantments between full and partial bondage to prevent eg. unequipping a gag to reset animation. 6. All cuffs and wrist bonds use the new bondage enchantment instead of the partial one. 7. Added function: zbfUtil.GetVersion() which returns the current version. 8. Added a testing zone: zbfTestZone. "coc zbfTestZone" in the console. 9. Updated script version to 5.00 10. All FNIS ZaZ animations WILL NOT WORK on anything tagged as a CHILD in game. 11. New static: Pillory02 USE THE CONFIG FILE , Only If you Have SKY UI (Its Optional). It lets you Mess with bondage framework By XAZ PLEASE Read the Readme.txt Included Cheers ZaZ and XaZ
JinZen Posted March 3, 2013 Posted March 3, 2013 New Release ZaZ-Animation-Pack - V005 ( Released With Kudos to Jbezorg) Change Log 1.Loads of Pillory 2p Animations (Instructions/List in 4th Post in OP) 2. Punishment weapons are now usable by Npc during regular combat. 3. Removed zbfSettingNpcUpdateInterval. Update interval now affects both player character and npcs. 4.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. 5. Split up enchantments between full and partial bondage to prevent eg. unequipping a gag to reset animation. 6. All cuffs and wrist bonds use the new bondage enchantment instead of the partial one. 7. Added function: zbfUtil.GetVersion() which returns the current version. 8. Added a testing zone: zbfTestZone. "coc zbfTestZone" in the console. 9. Updated script version to 5.00 10. All FNIS ZaZ animations WILL NOT WORK on anything tagged as a CHILD in game. 11. New static: Pillory02 USE THE CONFIG FILE , Only If you Have SKY UI (Its Optional). It lets you Mess with bondage framework By XAZ PLEASE Read the Readme.txt Included Cheers ZaZ and XaZ In the process of updating the link. It'll be done later tonight and the link will work from my site as well Great work Edit: We should be up to date now If anyone doesn't mind test it if it got uploaded correctly thx
Tobbe27 Posted March 3, 2013 Posted March 3, 2013 I'm not very good at using this mod and I'm not a modder- I have gotten all the normal commands to work though (player.playidle etc) just fine, but these new pillory animations are a bit beyond me. Could someone be so kind so as to post a short summarisation on what I'll need to use them? It seems like I'll need another NPC for example, but I'm not sure how to spawn one or if I'm just meant to take any NPC... Or if the pillory stuff is exclusive for incorporating a mod and there's no way of reproducing it ingame without going into the construction kit? And is there a way to target NPCs for the idles?
xaz Posted March 3, 2013 Posted March 3, 2013 I'm not very good at using this mod and I'm not a modder- I have gotten all the normal commands to work though (player.playidle etc) just fine, but these new pillory animations are a bit beyond me. Could someone be so kind so as to post a short summarisation on what I'll need to use them? It seems like I'll need another NPC for example, but I'm not sure how to spawn one or if I'm just meant to take any NPC... Or if the pillory stuff is exclusive for incorporating a mod and there's no way of reproducing it ingame without going into the construction kit? Well... this is what I did to test it out. Trigger some new pillory animation on the main actor (player character). Trigger a similar animation on some other actor. Line up the two actors so the animation looks good. Save. Trigger new animations, reload if positions adjust by accident. I'll try to get some sort of spell or similar fixed for the next version to line up actors for these animations.
Tobbe27 Posted March 3, 2013 Posted March 3, 2013 That sounds great, but how do I trigger an animation on another actor? Do I simply click on them, or is there a special command I type in the console? And how do I line them up? I've got no idea on how to assume control of another NPC, I'm afraid!
JinZen Posted March 3, 2013 Posted March 3, 2013 That sounds great, but how do I trigger an animation on another actor? Do I simply click on them, or is there a special command I type in the console? And how do I line them up? I've got no idea on how to assume control of another NPC, I'm afraid! Go in console - click NPC (type showinventory to see if you got an NPC as it also targets items/objects) TC - Take Control of NPC (does not always work 100% and you move too) playidle animation - works also on the NPC as LONG as you have the NPC selected HOWEVER it might bug with their default routine... Not entirely sure HOW you lock the NPC to go out of his routine so far...
Tobbe27 Posted March 3, 2013 Posted March 3, 2013 So in order to get the NPC I want to do the animation, I would click on him, type in TC. Took him over and walked him into a fitting position... and then I'd type playidle zazappilltorbuttrub1a, for example? (Also bonus question! Can I make the NPC strip somehow?). I really appreciate the help, thank you very much!
JinZen Posted March 3, 2013 Posted March 3, 2013 So in order to get the NPC I want to do the animation, I would click on him, type in TC. Took him over and walked him into a fitting position... and then I'd type playidle zazappilltorbuttrub1a, for example? (Also bonus question! Can I make the NPC strip somehow?). I really appreciate the help, thank you very much! All commands you use with player. can be used on the same NPC as long as he remains selected It's that easy So far however I'm kinda looking against something that might be a bug so sorry if I don't reply any time fast
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