oli3d Posted August 17, 2013 Posted August 17, 2013 Hello~ After update to 5.20 I got an error of fnis. ERROR(2011): Wrong line in Animation List. Line 262 (..\..\meshes\actors\character\animations\ZaZAnimationPack\FNIS_ZaZAnimationPack_List.txt): fu ZazWoodenHorse01 ZazAPCAO024.hkx ZazAPCAO024.hkx ZazFurnitureExit.hkx How to fix it? hmmm .... looks like you did not install "FNIS 4.0 beta 3" Moin Oli
xaz Posted August 17, 2013 Posted August 17, 2013 Hello~ After update to 5.20 I got an error of fnis. ERROR(2011): Wrong line in Animation List. Line 262 (..\..\meshes\actors\character\animations\ZaZAnimationPack\FNIS_ZaZAnimationPack_List.txt): fu ZazWoodenHorse01 ZazAPCAO024.hkx ZazAPCAO024.hkx ZazFurnitureExit.hkx How to fix it? READ THE UPGRADE INSTRUCTIONS!!! Do it. Please.
xaz Posted August 17, 2013 Posted August 17, 2013 Hello~ After update to 5.20 I got an error of fnis. ERROR(2011): Wrong line in Animation List. Line 262 (..\..\meshes\actors\character\animations\ZaZAnimationPack\FNIS_ZaZAnimationPack_List.txt): fu ZazWoodenHorse01 ZazAPCAO024.hkx ZazAPCAO024.hkx ZazFurnitureExit.hkx How to fix it? hmmm .... looks like you did not install "FNIS 4.0 beta 3" Moin Oli Thanks for answering for me! God, why can't people read? Maybe I should just start password encrypting the files, and include the password in the update instructions.
oli3d Posted August 17, 2013 Posted August 17, 2013 Thanks for answering for me! God, why can't people read? Maybe I should just start password encrypting the files, and include the password in the update instructions. No problem.... now after my cyburg needles are ready, i will be back on my mod, clean it up and add your new furniture. Moin Oli
JinZen Posted August 17, 2013 Posted August 17, 2013 Hello~ After update to 5.20 I got an error of fnis. ERROR(2011): Wrong line in Animation List. Line 262 (..\..\meshes\actors\character\animations\ZaZAnimationPack\FNIS_ZaZAnimationPack_List.txt): fu ZazWoodenHorse01 ZazAPCAO024.hkx ZazAPCAO024.hkx ZazFurnitureExit.hkx How to fix it? hmmm .... looks like you did not install "FNIS 4.0 beta 3" Moin Oli Thanks for answering for me! God, why can't people read? Maybe I should just start password encrypting the files, and include the password in the update instructions. Agree that people NEVER read... Simply think drag and drop is all to it... Now I'm kinda curious though... Since I cannot really deactivate ZAP without having to deactivate a few mods in general (I really should start using something like a mod manager but none is good enough in my opinion ...) Will it kill my save file ??? If I remove them scripts And secondary question How many of my poses did you use ? I'm downloading the file still XD
JinZen Posted August 17, 2013 Posted August 17, 2013 Pretty please, with sugar on top: Please read the following. Update instructions! * You must remove all old scripts for this update to work. Please don't skip this step thinking you will be safe, because you won't be. * You must use FNIS 4.0 beta 3. If you don't want to use a beta, you can't update at this point. Updated to 5.20 This is a minor update, so please don't be disappointed that there's little new content. I'm working on getting my Blender install up to speed. * 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). If you want to help me test things, try the following things out: 1. The new hood, "player.additem xx00c240 1" (or found in the chest in zbfTestZone). 2. The new furniture in zbfTestZone, "coc zbfTestZone" 3. SexLab integration 4. MCM config menu (now built in to the main file). YOU MUST REMOVE THE CONFIG part of the pack you forgot that one
redneck2x Posted August 17, 2013 Posted August 17, 2013 I have been waiting for long time for ZaZ objects to be used as furniture, this removes a lot of headache from modders. Thank you and fore!!! Tested furniture working well. As for animations there are two glitches see screenshot: 1. All ZAZ animations are floating in the air, while SexLab are not 2. Quiver is standing orthogonal to body in all ZaZ animations, while its parallel to body in SexLab animations. I will mark SexLab ZaZ animations as obsolete, they should be used as template for adding new animations to SexLab. I am trying to work on two other mods that utilize your framework, but it is moving slowly, furniture and animations would make things easier. Kudos!!!!
oli3d Posted August 17, 2013 Posted August 17, 2013 I have been waiting for long time for ZaZ objects to be used as furniture, this removes a lot of headache from modders. Thank you and fore!!! Tested furniture working well. As for animations there are two glitches see screenshot: 1. All ZAZ animations are floating in the air, while SexLab are not 2. Quiver is standing orthogonal to body in all ZaZ animations, while its parallel to body in SexLab animations. I will mark SexLab ZaZ animations as obsolete, they should be used as template for adding new animations to SexLab. I am trying to work on two other mods that utilize your framework, but it is moving slowly, furniture and animations would make things easier. Kudos!!!! aehemm.... shamless selfpromotion : http://www.loverslab.com/topic/20002-wip-o3dbondagetest-v003-beta-2-stay-in-bondage/ Moin Oli P.S.: my scripts are free to alter and optimize .....
JinZen Posted August 17, 2013 Posted August 17, 2013 Okay few comments to make... First of all nice inclusion of the hood... It's working fine and that pulsing is nice too... Defenetly a worthy thing to add to blindfolds and such... Up to the next point Added animations are mainly static ones (yup you've used my statics mainly but you can use a few more easy... Also no vanilla's inserted... I might help you with digging up the base Vanilla if you like... Now I know what to look for ) So far the good news... Now as for the bad news... The furniture is all nice and that but I have clippings... I'm not sure if it's due my fault or not but the actor alignment for the rack does NOT fit for me... Now it looks like she is lower. Now I can say that my char has a height of 0.95 which might be PARTLY the reason why that occures yet it's frankly doing this for all of the devices... They all miss align and don't adjust to size which I don't know if they should but that causes problems except if heights for all are 1 ...
xaz Posted August 17, 2013 Posted August 17, 2013 Pretty please, with sugar on top: Please read the following. Update instructions! * You must remove all old scripts for this update to work. Please don't skip this step thinking you will be safe, because you won't be. * You must use FNIS 4.0 beta 3. If you don't want to use a beta, you can't update at this point. Updated to 5.20 This is a minor update, so please don't be disappointed that there's little new content. I'm working on getting my Blender install up to speed. * 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). If you want to help me test things, try the following things out: 1. The new hood, "player.additem xx00c240 1" (or found in the chest in zbfTestZone). 2. The new furniture in zbfTestZone, "coc zbfTestZone" 3. SexLab integration 4. MCM config menu (now built in to the main file). YOU MUST REMOVE THE CONFIG part of the pack you forgot that one Good point. When upgrading, you don't have to create a clean save. Should be ok to just keep running after updating, so ... 1. Remove old files 2. Install new files 3. Start Skyrim. If in doubt, run "Restart" from MCM. 4. Get a mod manager. ..
xaz Posted August 17, 2013 Posted August 17, 2013 I have been waiting for long time for ZaZ objects to be used as furniture, this removes a lot of headache from modders. Thank you and fore!!! Tested furniture working well. As for animations there are two glitches see screenshot: 1. All ZAZ animations are floating in the air, while SexLab are not 2. Quiver is standing orthogonal to body in all ZaZ animations, while its parallel to body in SexLab animations. I will mark SexLab ZaZ animations as obsolete, they should be used as template for adding new animations to SexLab. I am trying to work on two other mods that utilize your framework, but it is moving slowly, furniture and animations would make things easier. Kudos!!!! I haven't seen that floating thing. It doesn't happen on my system when I trigger animations from the console (also not for SexLab). How do you trigger animations, could there be some other scripting effects? It seems like the pillory is positioned so that it exactly touches the ground, which is inaccurate (it should pass a bit into the ground). Not sure what to make of the quiver either. I agree that it looks weird. I think it's been like this for ages. If I compare the animations I made with the ones Chris made, I can see them only in his animations (which is the majority). I'm going to set up Blender and do some bug fixing and adding additional animations. I'll try to fix this when I'm fixing things anyway.
oli3d Posted August 17, 2013 Posted August 17, 2013 Okay few comments to make... Now I can say that my char has a height of 0.95 which might be PARTLY the reason why that occures yet it's frankly doing this for all of the devices... They all miss align and don't adjust to size which I don't know if they should but that causes problems except if heights for all are 1 ... Hmmm ... what looks more annoying ... the victim scaling to the device... or the device shrinking to the victims height ? Moin Oli
PFK Posted August 17, 2013 Posted August 17, 2013 in MCM menu, I cant click anything... menu is static
xaz Posted August 17, 2013 Posted August 17, 2013 Okay few comments to make... First of all nice inclusion of the hood... It's working fine and that pulsing is nice too... Defenetly a worthy thing to add to blindfolds and such... Up to the next point Added animations are mainly static ones (yup you've used my statics mainly but you can use a few more easy... Also no vanilla's inserted... I might help you with digging up the base Vanilla if you like... Now I know what to look for ) So far the good news... Now as for the bad news... The furniture is all nice and that but I have clippings... I'm not sure if it's due my fault or not but the actor alignment for the rack does NOT fit for me... Now it looks like she is lower. Now I can say that my char has a height of 0.95 which might be PARTLY the reason why that occures yet it's frankly doing this for all of the devices... They all miss align and don't adjust to size which I don't know if they should but that causes problems except if heights for all are 1 ... I don't think furniture adjusts ever to varying sizes. I tried it in my game, and although it's not super bad, I think 0.95 is probably the lowest you can use. Problem with adjusting things like scale is that A) It's surprisingly complex You need to remember values for each actor if you change it Although it's something I'd gladly do, I think it's better to leave it to more specialized mods to mess around with scale. I'll add support functions for doing it correctly, though.... ..... and before you say "it's super easy", this is how it actually works in Skyrim: GetScale (papyrus and console) returns the display scale of an actor. SetScale however modifies just one of the two components that goes into the display scale. D (display scale), B (base from CK), S (from papyrus or console) and D = B * S Setting an actors display scale to 1.0... Float D = akActor.GetScale() akActor.SetScale(1.0) Float Dp = akActor.GetScale() ; D'=B'*S'=B (see above) akActor.SetScale(1.0 / Dp) Thank you, Bethesda!! Anyway, I wasn't sure if I could use vanilla assets. I guess so, but I thought it was better to leave them for now. I'm thinking I'll probably update again in the near future, so might include more then. Some of the animations are clipping as well, or have "unnatural" chained positions, which is why I left them out. I did a pass where I went through most of the animations in Zap and tried to find suitable candidates, and those were the ones I came up with. I probably missed a few though
xaz Posted August 17, 2013 Posted August 17, 2013 in MCM menu, I cant click anything... menu is static Did you read the upgrade instructions? They are just two sentences long, so it won't kill you, if you haven't already. I'm kind of thinking that maybe this is caused by old scripts ....
JinZen Posted August 17, 2013 Posted August 17, 2013 Okay few comments to make... Now I can say that my char has a height of 0.95 which might be PARTLY the reason why that occures yet it's frankly doing this for all of the devices... They all miss align and don't adjust to size which I don't know if they should but that causes problems except if heights for all are 1 ... Hmmm ... what looks more annoying ... the victim scaling to the device... or the device shrinking to the victims height ? Moin Oli Best is device scaling to victim... You could see it as moving parts of the torture equipment... If they tied a person on a rack they made the rack tied... If to a cross they could move the binds... and so on... I don't see a victim grow or shrink though
JinZen Posted August 17, 2013 Posted August 17, 2013 Okay few comments to make... First of all nice inclusion of the hood... It's working fine and that pulsing is nice too... Defenetly a worthy thing to add to blindfolds and such... Up to the next point Added animations are mainly static ones (yup you've used my statics mainly but you can use a few more easy... Also no vanilla's inserted... I might help you with digging up the base Vanilla if you like... Now I know what to look for ) So far the good news... Now as for the bad news... The furniture is all nice and that but I have clippings... I'm not sure if it's due my fault or not but the actor alignment for the rack does NOT fit for me... Now it looks like she is lower. Now I can say that my char has a height of 0.95 which might be PARTLY the reason why that occures yet it's frankly doing this for all of the devices... They all miss align and don't adjust to size which I don't know if they should but that causes problems except if heights for all are 1 ... I don't think furniture adjusts ever to varying sizes. I tried it in my game, and although it's not super bad, I think 0.95 is probably the lowest you can use. Problem with adjusting things like scale is that A) It's surprisingly complex You need to remember values for each actor if you change it Although it's something I'd gladly do, I think it's better to leave it to more specialized mods to mess around with scale. I'll add support functions for doing it correctly, though.... ..... and before you say "it's super easy", this is how it actually works in Skyrim: GetScale (papyrus and console) returns the display scale of an actor. SetScale however modifies just one of the two components that goes into the display scale. D (display scale), B (base from CK), S (from papyrus or console) and D = B * S Setting an actors display scale to 1.0... Float D = akActor.GetScale() akActor.SetScale(1.0) Float Dp = akActor.GetScale() ; D'=B'*S'=B (see above) akActor.SetScale(1.0 / Dp) Thank you, Bethesda!! Anyway, I wasn't sure if I could use vanilla assets. I guess so, but I thought it was better to leave them for now. I'm thinking I'll probably update again in the near future, so might include more then. Some of the animations are clipping as well, or have "unnatural" chained positions, which is why I left them out. I did a pass where I went through most of the animations in Zap and tried to find suitable candidates, and those were the ones I came up with. I probably missed a few though Vanilla is already in the game... You can possibly include them in the ZAP FNIS file without even running the copy of the animations as long as you have their right names... As I said to you You guys own the ZAP ones and the Vanilla EVERYONE can use and modify However you do not own the other ones Anything in the file I gave you ranging from ZaZ or Van you can use The rest you would need permission probably
xaz Posted August 17, 2013 Posted August 17, 2013 Okay few comments to make... First of all nice inclusion of the hood... It's working fine and that pulsing is nice too... Defenetly a worthy thing to add to blindfolds and such... Up to the next point Added animations are mainly static ones (yup you've used my statics mainly but you can use a few more easy... Also no vanilla's inserted... I might help you with digging up the base Vanilla if you like... Now I know what to look for ) So far the good news... Now as for the bad news... The furniture is all nice and that but I have clippings... I'm not sure if it's due my fault or not but the actor alignment for the rack does NOT fit for me... Now it looks like she is lower. Now I can say that my char has a height of 0.95 which might be PARTLY the reason why that occures yet it's frankly doing this for all of the devices... They all miss align and don't adjust to size which I don't know if they should but that causes problems except if heights for all are 1 ... I don't think furniture adjusts ever to varying sizes. I tried it in my game, and although it's not super bad, I think 0.95 is probably the lowest you can use. Problem with adjusting things like scale is that A) It's surprisingly complex You need to remember values for each actor if you change it Although it's something I'd gladly do, I think it's better to leave it to more specialized mods to mess around with scale. I'll add support functions for doing it correctly, though.... ..... and before you say "it's super easy", this is how it actually works in Skyrim: GetScale (papyrus and console) returns the display scale of an actor. SetScale however modifies just one of the two components that goes into the display scale. D (display scale), B (base from CK), S (from papyrus or console) and D = B * S Setting an actors display scale to 1.0... Float D = akActor.GetScale() akActor.SetScale(1.0) Float Dp = akActor.GetScale() ; D'=B'*S'=B (see above) akActor.SetScale(1.0 / Dp) Thank you, Bethesda!! Anyway, I wasn't sure if I could use vanilla assets. I guess so, but I thought it was better to leave them for now. I'm thinking I'll probably update again in the near future, so might include more then. Some of the animations are clipping as well, or have "unnatural" chained positions, which is why I left them out. I did a pass where I went through most of the animations in Zap and tried to find suitable candidates, and those were the ones I came up with. I probably missed a few though Vanilla is already in the game... You can possibly include them in the ZAP FNIS file without even running the copy of the animations as long as you have their right names... As I said to you You guys own the ZAP ones and the Vanilla EVERYONE can use and modify However you do not own the other ones Anything in the file I gave you ranging from ZaZ or Van you can use The rest you would need permission probably I tried including vanilla assets without unpacking them, but it wouldn't work. Maybe a typo or so was the problem, but I think I did everything correctly. Anyway, there's always the next version to include more stuff .... I'll try to get it released sooner rather than later. Right now, though, it's back to PO except for the bugs in ZAP.
Alexandra The Nord Queen Posted August 17, 2013 Posted August 17, 2013 Hi, i have a problem. The guard take me to the dungeon and everything is ok. But when is the time to strip my equipments and walk to the cell, the NPC stop, and I can't move my char. Is ther anything that I need to do or it's some king of bug?
oli3d Posted August 17, 2013 Posted August 17, 2013 Hi, i have a problem. The guard take me to the dungeon and everything is ok. But when is the time to strip my equipments and walk to the cell, the NPC stop, and I can't move my char. Is ther anything that I need to do or it's some king of bug? Wrong thread i think... Moin Oli
PFK Posted August 17, 2013 Posted August 17, 2013 in MCM menu, I cant click anything... menu is static Did you read the upgrade instructions? They are just two sentences long, so it won't kill you, if you haven't already. I'm kind of thinking that maybe this is caused by old scripts .... I read.. I did everything no old script is remained... it only happens if I click on "Restart" .... [08/17/2013 - 08:37:07PM] Cannot open store for class "zbfBondageConfig", missing file? [08/17/2013 - 08:37:07PM] warning: Unable to get type zbfBondageConfig referenced by the save game. Objects of this type will not be loaded .... 08/17/2013 - 08:37:07PM] warning: Could not find type zbfBondageConfig in the type table in save .... [08/17/2013 - 08:38:19PM] [zbfConfig <zbfConfig (0900C243)>] INITIALIZED [08/17/2013 - 08:38:19PM] Zaz Animation Pack: Update [08/17/2013 - 08:38:19PM] Zaz Animation Pack: Previous 0 [08/17/2013 - 08:38:19PM] Zaz Animation Pack: Current 520 [08/17/2013 - 08:38:19PM] Zaz Animation Pack: Script version 520 [08/17/2013 - 08:38:23PM] VM is freezing... [08/17/2013 - 08:38:23PM] VM is frozen edit: this is no longer needed, right? http://www.loverslab.com/topic/19182-obsolete-sexlab-zaz-animations-v20130804/
JinZen Posted August 17, 2013 Posted August 17, 2013 Okay few comments to make... First of all nice inclusion of the hood... It's working fine and that pulsing is nice too... Defenetly a worthy thing to add to blindfolds and such... Up to the next point Added animations are mainly static ones (yup you've used my statics mainly but you can use a few more easy... Also no vanilla's inserted... I might help you with digging up the base Vanilla if you like... Now I know what to look for ) So far the good news... Now as for the bad news... The furniture is all nice and that but I have clippings... I'm not sure if it's due my fault or not but the actor alignment for the rack does NOT fit for me... Now it looks like she is lower. Now I can say that my char has a height of 0.95 which might be PARTLY the reason why that occures yet it's frankly doing this for all of the devices... They all miss align and don't adjust to size which I don't know if they should but that causes problems except if heights for all are 1 ... I don't think furniture adjusts ever to varying sizes. I tried it in my game, and although it's not super bad, I think 0.95 is probably the lowest you can use. Problem with adjusting things like scale is that A) It's surprisingly complex You need to remember values for each actor if you change it Although it's something I'd gladly do, I think it's better to leave it to more specialized mods to mess around with scale. I'll add support functions for doing it correctly, though.... ..... and before you say "it's super easy", this is how it actually works in Skyrim: GetScale (papyrus and console) returns the display scale of an actor. SetScale however modifies just one of the two components that goes into the display scale. D (display scale), B (base from CK), S (from papyrus or console) and D = B * S Setting an actors display scale to 1.0... Float D = akActor.GetScale() akActor.SetScale(1.0) Float Dp = akActor.GetScale() ; D'=B'*S'=B (see above) akActor.SetScale(1.0 / Dp) Thank you, Bethesda!! Anyway, I wasn't sure if I could use vanilla assets. I guess so, but I thought it was better to leave them for now. I'm thinking I'll probably update again in the near future, so might include more then. Some of the animations are clipping as well, or have "unnatural" chained positions, which is why I left them out. I did a pass where I went through most of the animations in Zap and tried to find suitable candidates, and those were the ones I came up with. I probably missed a few though Vanilla is already in the game... You can possibly include them in the ZAP FNIS file without even running the copy of the animations as long as you have their right names... As I said to you You guys own the ZAP ones and the Vanilla EVERYONE can use and modify However you do not own the other ones Anything in the file I gave you ranging from ZaZ or Van you can use The rest you would need permission probably I tried including vanilla assets without unpacking them, but it wouldn't work. Maybe a typo or so was the problem, but I think I did everything correctly. Anyway, there's always the next version to include more stuff .... I'll try to get it released sooner rather than later. Right now, though, it's back to PO except for the bugs in ZAP. Actually... Did you use the names I putted in the JinZen packet I gave you ??? Cause if you did... They aren't the right names LOL... I avoided keeping the same names to make sure I would get the right ones... They are copied versions... db_astrididle.hkx Try it with that one... That's the easiest to get out as there is only one named Astrid Actually... If it really doesn't work it might have another reason... Your FNIS file goes in the ZAP folder... While the defaults are scattered on an upper level... That might be the reason... Dunno if you can use something like ../ in FNIS files though... What do I mean... You have Meshes/actors/animations/ZAPFolderName Vanilla ones are in Meshes/actors/animations Or other levels...
xaz Posted August 17, 2013 Posted August 17, 2013 Hi, i have a problem. The guard take me to the dungeon and everything is ok. But when is the time to strip my equipments and walk to the cell, the NPC stop, and I can't move my char. Is ther anything that I need to do or it's some king of bug? The problem is that you didn't read the troubleshooting section. Do that, then respond in the other thread dedicated to Prison Overhaul if that doesn't solve it.
xaz Posted August 17, 2013 Posted August 17, 2013 in MCM menu, I cant click anything... menu is static Did you read the upgrade instructions? They are just two sentences long, so it won't kill you, if you haven't already. I'm kind of thinking that maybe this is caused by old scripts .... I read.. I did everything no old script is remained... it only happens if I click on "Restart" .... [08/17/2013 - 08:37:07PM] Cannot open store for class "zbfBondageConfig", missing file? [08/17/2013 - 08:37:07PM] warning: Unable to get type zbfBondageConfig referenced by the save game. Objects of this type will not be loaded .... 08/17/2013 - 08:37:07PM] warning: Could not find type zbfBondageConfig in the type table in save .... [08/17/2013 - 08:38:19PM] [zbfConfig <zbfConfig (0900C243)>] INITIALIZED [08/17/2013 - 08:38:19PM] Zaz Animation Pack: Update [08/17/2013 - 08:38:19PM] Zaz Animation Pack: Previous 0 [08/17/2013 - 08:38:19PM] Zaz Animation Pack: Current 520 [08/17/2013 - 08:38:19PM] Zaz Animation Pack: Script version 520 [08/17/2013 - 08:38:23PM] VM is freezing... [08/17/2013 - 08:38:23PM] VM is frozen edit: this is no longer needed, right? http://www.loverslab.com/topic/19182-obsolete-sexlab-zaz-animations-v20130804/ Ok, I see. I think that when you click "restart" you have to close MCM, and reopen it. Does that help you? Otherwise, you can try the following from the console: stopquest zbf stopquest zbfAnim stopquest zbfConfig startquest zbfConfig startquest zbfAnim startquest zbf
xaz Posted August 17, 2013 Posted August 17, 2013 I tried including vanilla assets without unpacking them, but it wouldn't work. Maybe a typo or so was the problem, but I think I did everything correctly. Anyway, there's always the next version to include more stuff .... I'll try to get it released sooner rather than later. Right now, though, it's back to PO except for the bugs in ZAP. Actually... Did you use the names I putted in the JinZen packet I gave you ??? Cause if you did... They aren't the right names LOL... I avoided keeping the same names to make sure I would get the right ones... They are copied versions... db_astrididle.hkx Try it with that one... That's the easiest to get out as there is only one named Astrid Actually... If it really doesn't work it might have another reason... Your FNIS file goes in the ZAP folder... While the defaults are scattered on an upper level... That might be the reason... Dunno if you can use something like ../ in FNIS files though... What do I mean... You have Meshes/actors/animations/ZAPFolderName Vanilla ones are in Meshes/actors/animations Or other levels... I didn't try db_astrid..., but I tried some other of them, with no effect. Maybe I just did something wrong, or maybe FNIS just assumes that files are located in that particular directory. Sooo, maybe it's easy to fix, and maybe not. Anyway, the reason I didn't spend so much time on it is that I wanted to get 5.2 out quickly. Better release often than do "big bang" releases.
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