xaz Posted March 13, 2013 Posted March 13, 2013 well it seems "player.placeatme" isn't the trick to summon them atleast. So how do I summon them? I'm kinda curious cause of their names correspond the idles. I don't think you can spawn ANIO separately. What you can do is play the corresponding idle, and as part of the animation, the necessary items will spawn and animate. An example of ANIO is the rope between hands and feet when hogtied. Another example is the pillory in many of those animations.
JinZen Posted March 13, 2013 Posted March 13, 2013 well it seems "player.placeatme" isn't the trick to summon them atleast. So how do I summon them? I'm kinda curious cause of their names correspond the idles. I don't think you can spawn ANIO separately. What you can do is play the corresponding idle, and as part of the animation, the necessary items will spawn and animate. An example of ANIO is the rope between hands and feet when hogtied. Another example is the pillory in many of those animations. I think so far there is indeed no way to spawn them... Maybe though that you can use the commands to actually use the anio in the game in the mod ingame but I'm not sure if possible and this will probably look weird ... (Think of moving pillory along with yourself XD)
Iatrolia Posted March 15, 2013 Posted March 15, 2013 are the Head and facepart .tri files necessary? I am using a newer version of ECE that seems to conflict with those files.
mayatola Posted March 15, 2013 Posted March 15, 2013 are the Head and facepart .tri files necessary? I am using a newer version of ECE that seems to conflict with those files. It's just to make sure the mouth opens when you equip the gags.
uglykidcid Posted March 16, 2013 Posted March 16, 2013 Is the bound hands in the change race screen intentional?
killercam21 Posted March 16, 2013 Posted March 16, 2013 why am i getting was expecting 5.00 but using 1.000000
mayatola Posted March 16, 2013 Posted March 16, 2013 Is the bound hands in the change race screen intentional? Yes, because in the context of the showracemenu, it's supposed to be happening when you're a prisoner with yours hands bound (but it's supposed to be in front of you). As this mod incoporates xaz's 'behind the back hands bound' pose, that's probably what makes you notice it more. But yes, bound hands is intentional in the showracemenu when you change races because that's just how Skyrim is.
whatto51 Posted March 16, 2013 Posted March 16, 2013 Sorry, I don't understand if the optional esm is still necessary or already implemented in the pack. I use both jbezorg and xaz mod (SD and PO) Thanks
greee3423 Posted March 16, 2013 Posted March 16, 2013 installing throught nmm 0.44.3 after FNIS can not recognize the zaz animation, so i copy to paste ZAZpack into skyrim so it work
JinZen Posted March 16, 2013 Posted March 16, 2013 Sorry, I don't understand if the optional esm is still necessary or already implemented in the pack. I use both jbezorg and xaz mod (SD and PO) Thanks Okay you have 2 ESM's atm 1. The one on the weblink on my signature IS needed... This ESM there is an update to the pack which is a fix to the original ESM 2. The optional one included in the pack itself IS optional with SkyUI and is basically including an easy way in the menu to adjust some of the settings of ZAP which you can also do with console commands but the graphical option might make it easier for ya...
whatto51 Posted March 16, 2013 Posted March 16, 2013 Sorry, I don't understand if the optional esm is still necessary or already implemented in the pack. I use both jbezorg and xaz mod (SD and PO) Thanks Okay you have 2 ESM's atm 1. The one on the weblink on my signature IS needed... This ESM there is an update to the pack which is a fix to the original ESM 2. The optional one included in the pack itself IS optional with SkyUI and is basically including an easy way in the menu to adjust some of the settings of ZAP which you can also do with console commands but the graphical option might make it easier for ya... Thank you very much
WaxenFigure Posted March 16, 2013 Posted March 16, 2013 installing throught nmm 0.44.3 after FNIS can not recognize the zaz animation, so i copy to paste ZAZpack into skyrim so it work NMM strips out the .TXT file which tells FNIS generator what animations the mod uses. Extracting and placing the TXT file where it belongs will let the FNIS generator find it again.
hydralisk Posted March 18, 2013 Posted March 18, 2013 first of all a big thanks to creators and sharers of this mod. i had quite a bit of fun with it. it might just be me but after version 005 the zbfcuffsgsb (the black leather/pvc cuffs with little rings around em) no longer bounds pc after equipped. can anyone else verify this for me? big shame coz they looked pretty cool. thanks!
JinZen Posted March 18, 2013 Posted March 18, 2013 first of all a big thanks to creators and sharers of this mod. i had quite a bit of fun with it. it might just be me but after version 005 the zbfcuffsgsb (the black leather/pvc cuffs with little rings around em) no longer bounds pc after equipped. can anyone else verify this for me? big shame coz they looked pretty cool. thanks! I believe they worked on my watch... You might have disabled a value to bind... And for fun you could call them the doggy cuffs
Commanderx Posted March 18, 2013 Posted March 18, 2013 Alright I've looked and I can't find an answer. Everytime I try to run the FNIS Tool, I get "Warning: AnimationList found in "Animations\ZazResources", but no corresponding Behavior file. Incomplete mod IGNORED" How do I fix this?
WaxenFigure Posted March 18, 2013 Posted March 18, 2013 Alright I've looked and I can't find an answer. Everytime I try to run the FNIS Tool, I get "Warning: AnimationList found in "Animations\ZazResources", but no corresponding Behavior file. Incomplete mod IGNORED" How do I fix this? Turn off the new option in Nexus Mod Manager labeled as "Don't Extract Readme files" because it removes all .TXT files no matter where the mod placed them and .TXT files are heavily used by FNIS for setting up the animations. Once you've turned that option off, you need to uninstall and reinstall the mods (like FNIS) that you installed with that option turned on.
Commanderx Posted March 19, 2013 Posted March 19, 2013 Alright I've looked and I can't find an answer. Everytime I try to run the FNIS Tool, I get "Warning: AnimationList found in "Animations\ZazResources", but no corresponding Behavior file. Incomplete mod IGNORED" How do I fix this? Turn off the new option in Nexus Mod Manager labeled as "Don't Extract Readme files" because it removes all .TXT files no matter where the mod placed them and .TXT files are heavily used by FNIS for setting up the animations. Once you've turned that option off, you need to uninstall and reinstall the mods (like FNIS) that you installed with that option turned on. Did that, more than once, and it still only gives me this problem with ZaZ, which I didn't install through NMM Edit: Okay apparently an old file didn't get uninstalled correctly with FNIS so it was messing that up. Deleted it and it runs fine now.
hydralisk Posted March 19, 2013 Posted March 19, 2013 first of all a big thanks to creators and sharers of this mod. i had quite a bit of fun with it. it might just be me but after version 005 the zbfcuffsgsb (the black leather/pvc cuffs with little rings around em) no longer bounds pc after equipped. can anyone else verify this for me? big shame coz they looked pretty cool. thanks! I believe they worked on my watch... You might have disabled a value to bind... And for fun you could call them the doggy cuffs Hi, Thanks for your reply. I played around the esm i use, called 'ESM Fix By Jbezorg and Xaz for V005 New' in CK and found out the reason: In the 'fixed esm' (provided by a seperate link from the original post), the gsb black cuffs, or doggie cuffs, have an enchantment value of 'zbfenchantmentpartialbondage' instead of 'zbfenchantmentbondage', like other cuffs do, causing the hands not being bound behind the pc after equipped, but the slow effect on pc's feet works. after making an esp to fix this value the gsb cuffs started working as intended - a full function cuffs with both handsbound and slow effect.
JinZen Posted March 19, 2013 Posted March 19, 2013 first of all a big thanks to creators and sharers of this mod. i had quite a bit of fun with it. it might just be me but after version 005 the zbfcuffsgsb (the black leather/pvc cuffs with little rings around em) no longer bounds pc after equipped. can anyone else verify this for me? big shame coz they looked pretty cool. thanks! I believe they worked on my watch... You might have disabled a value to bind... And for fun you could call them the doggy cuffs Hi, Thanks for your reply. I played around the esm i use, called 'ESM Fix By Jbezorg and Xaz for V005 New' in CK and found out the reason: In the 'fixed esm' (provided by a seperate link from the original post), the gsb black cuffs, or doggie cuffs, have an enchantment value of 'zbfenchantmentpartialbondage' instead of 'zbfenchantmentbondage', like other cuffs do, causing the hands not being bound behind the pc after equipped, but the slow effect on pc's feet works. after making an esp to fix this value the gsb cuffs started working as intended - a full function cuffs with both handsbound and slow effect. In other words it'll get fixed in the next update... Unless I manually adjust it myself and upload it on my own link might work too... I remember now not testing them with the fix and did before... (then again don't really use doggy ones... except belt sometimes... but we could use MORE straps XD) Reminds me I need to get Zarias restraints too as I like the heels and chains
xaz Posted March 19, 2013 Posted March 19, 2013 In other words it'll get fixed in the next update... Unless I manually adjust it myself and upload it on my own link might work too... I remember now not testing them with the fix and did before... (then again don't really use doggy ones... except belt sometimes... but we could use MORE straps XD) Reminds me I need to get Zarias restraints too as I like the heels and chains I'll update it right away so it's not forgotten.
snooze321 Posted March 25, 2013 Posted March 25, 2013 So i can get the animations to work with a clean install, but as soon as i put in Sanguine's Debauchery and repeat the same process with FNIS Update Behaviour the animation just gives me the T pose. I've tried installing all mods first and then putting in Zaz last and updating the behaviour with no success. I've also tried putting FNIS in an unrelated folder, putting ZazAnimations in the data folder there and then updating it. After which i copy it to the real Data folder in Skyrim but to no avail. Since this was how Fores' guide said to do it i'm not sure what else to try. Any ideas?
JinZen Posted March 26, 2013 Posted March 26, 2013 So i can get the animations to work with a clean install, but as soon as i put in Sanguine's Debauchery and repeat the same process with FNIS Update Behaviour the animation just gives me the T pose. I've tried installing all mods first and then putting in Zaz last and updating the behaviour with no success. I've also tried putting FNIS in an unrelated folder, putting ZazAnimations in the data folder there and then updating it. After which i copy it to the real Data folder in Skyrim but to no avail. Since this was how Fores' guide said to do it i'm not sure what else to try. Any ideas? Sounds weird to get that kind of errors... I'm not sure if SD works with this one as needed but I believe so... So ZAP has to be higher on the list than SD Secondly does FNIS give any errors ?
whatto51 Posted March 26, 2013 Posted March 26, 2013 So i can get the animations to work with a clean install, but as soon as i put in Sanguine's Debauchery and repeat the same process with FNIS Update Behaviour the animation just gives me the T pose. I've tried installing all mods first and then putting in Zaz last and updating the behaviour with no success. I've also tried putting FNIS in an unrelated folder, putting ZazAnimations in the data folder there and then updating it. After which i copy it to the real Data folder in Skyrim but to no avail. Since this was how Fores' guide said to do it i'm not sure what else to try. Any ideas? Have you installed alternative esm (find it in OP)? It was created to solve problems with SD. What SD version are you using? Old version could not work with Zaz005.
snooze321 Posted March 26, 2013 Posted March 26, 2013 So i can get the animations to work with a clean install, but as soon as i put in Sanguine's Debauchery and repeat the same process with FNIS Update Behaviour the animation just gives me the T pose. I've tried installing all mods first and then putting in Zaz last and updating the behaviour with no success. I've also tried putting FNIS in an unrelated folder, putting ZazAnimations in the data folder there and then updating it. After which i copy it to the real Data folder in Skyrim but to no avail. Since this was how Fores' guide said to do it i'm not sure what else to try. Any ideas? Sounds weird to get that kind of errors... I'm not sure if SD works with this one as needed but I believe so... So ZAP has to be higher on the list than SD Secondly does FNIS give any errors ? So i can get the animations to work with a clean install, but as soon as i put in Sanguine's Debauchery and repeat the same process with FNIS Update Behaviour the animation just gives me the T pose. I've tried installing all mods first and then putting in Zaz last and updating the behaviour with no success. I've also tried putting FNIS in an unrelated folder, putting ZazAnimations in the data folder there and then updating it. After which i copy it to the real Data folder in Skyrim but to no avail. Since this was how Fores' guide said to do it i'm not sure what else to try. Any ideas? Have you installed alternative esm (find it in OP)? It was created to solve problems with SD. What SD version are you using? Old version could not work with Zaz005. Ah I got it to work by installing FNIS with Nexus Mod Manager. Thank you for replying though
Kalarr Posted March 26, 2013 Posted March 26, 2013 Attached is a set of updated screen shots for most of the animations that were added in the last updates. Unfortunately not optimally positioned, and I didn't manage yet to get all the animations to work, but it should give a good overview of the wonderful new poses and animations that were added. Animations005.zip
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now