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


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Posted

 

 

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 :D

 

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.

 

 

Big bangs now and then isn't to bad either :D

 

I think the problem is the location... So we need to explain FNIS how to find them... Only question comes back at how :D

Posted

 

 

 

in MCM menu, I cant  click anything... menu is static :s

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.. :D

I did everything :sleepy:

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

 

Yep! Now it's work!

tnks! :D

 

Posted

 

 

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.

 

 

Big bangs now and then isn't to bad either :D

 

I think the problem is the location... So we need to explain FNIS how to find them... Only question comes back at how :D

 

 

You mean something like 

b MyAE ..\db_astrididle.hkx

???

 

Yes. I can't handle sub folders for your mod (makes things too complicated when creating the defaultfemale and such). But accessing vanilla animations, and animations of other mods is possible with the -k ("known") option.

b -k MyAE ..\db_astrididle.hkx

This will avoid including db_astrididle.hkx a second time in the default(fe)male. Hope it works, since I have never seen anyone using it.  :)

Posted

excuse me if this has already been answered, i scanned quickly through the pages so it is entirely possible i missed this.

 

when i try to use playidle zaza

 (when having clicked on an NPC) or played.playidle zaza[code] when im trying on myself, nothing happens.

im not sure what i am doing wrong.

i am running FNIS 4.0, i can spawn items of the pack just fine, its just the idles and the animations i cannot get to work.

any ideas of things i might have overlooked or maybe done wrong, would be greatly appreciated.

Posted

 

 

 

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.

 

 

Big bangs now and then isn't to bad either :D

 

I think the problem is the location... So we need to explain FNIS how to find them... Only question comes back at how :D

 

 

You mean something like 

b MyAE ..\db_astrididle.hkx

???

 

Yes. I can't handle sub folders for your mod (makes things too complicated when creating the defaultfemale and such). But accessing vanilla animations, and animations of other mods is possible with the -k ("known") option.

b -k MyAE ..\db_astrididle.hkx

This will avoid including db_astrididle.hkx a second time in the default(fe)male. Hope it works, since I have never seen anyone using it.  :)

 

 

I was thinking it was possible yet you play with animations :P It might however cause a different effect using it with for example the chains... If things like that were possible you could work with different folders... in fact... It would be easier to work from sub level to main level wouldn't it ?

 

This might sound silly but from designers point of view... Wouldn't it be possible to put all FNIS behavior files together linking to folders ? 

 

However from what you mentioned... is that -k really needed ?

I have made some adjustments to a personal file that builds on ZAP pack and knows the actual ZAP poses just as much as the defaults ... I could send you the files but it works perfectly fine even if not on sub level... ZAP however is still a master but I'm not sure if I duplicate the poses somehow... 

 

Any way to see all the behaviors FNIS generated ? :P

Found that... Seems like the poses are all in there ... However it does seem to count the ZAP ones double (those I used) ... Does that means FNIS makes duplicates of them or am I missing something ? I added chains for example like ZAP now does with the XCross pose... 

 

As a matter might just take it to PM with you :P

Posted

excuse me if this has already been answered, i scanned quickly through the pages so it is entirely possible i missed this.

 

when i try to use playidle zaza

 (when having clicked on an NPC) or played.playidle zaza[code=auto:0] when im trying on myself, nothing happens.im not sure what i am doing wrong.

i am running FNIS 4.0, i can spawn items of the pack just fine, its just the idles and the animations i cannot get to work.

any ideas of things i might have overlooked or maybe done wrong, would be greatly appreciated.

 

Try to type this in console

 

Player.playidle zazapcao307 (Should be one of the new poses)

 

See if the player gets the pose... In that case you have installed correctly... If you get NO pose just a weird stand animation then RUN FNIS

 

If you want to use this on an NPC you must SELECT the NPC and then type "playidle code"

 

Basically the caps you can skip out in your entire thing but you must type the name correctly... 

RUN FNIS however to make sure

Posted

 

 

 

 

in MCM menu, I cant  click anything... menu is static :s

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.. :D

I did everything :sleepy:

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

 

 

Yep! Now it's work!

tnks! :D

 

\o/

Posted

Yeah my fault was not running FNIS again after activating the modpack in NMM.

Im such an idiot >.> Thanks regardless.

 

Happens to all of us sometimes :P

 

Makes me wonder if I run FNIS when I launched the game that they still get loaded on load of a game :P

Posted

excuse me if this has already been answered, i scanned quickly through the pages so it is entirely possible i missed this.

 

when i try to use playidle zaza

 (when having clicked on an NPC) or played.playidle zaza[code=auto:0] when im trying on myself, nothing happens.im not sure what i am doing wrong.

i am running FNIS 4.0, i can spawn items of the pack just fine, its just the idles and the animations i cannot get to work.

any ideas of things i might have overlooked or maybe done wrong, would be greatly appreciated.

You will get output in the console, similar to "IsChild >>" something. Do you see that?

 

Also, the proper command is "player.playidle zazapc001". Not sure if it's this forum or something else, but your commands appear a bit off (code auto stuff).

Posted

After installing this new mod, FNIS reported mod error cod. I reinstalled it, again, same report. So I turned back to previous version and it works fine.

Sounds like everything works as intended. ;)

 

Seriously, though. You get that error because you need to upgrade FNIS.

Posted

Thank you xas, but Boss program reports that i have newest version of FNIS, 4.0.

 

2 questions to you

 

1. What's the error

2. Did you remove old scripts ???

 

I'm pretty sure the mistake is FNIS like Xaz said though... It works all fine on my side

Posted

Jin Zen - thanks for the answer. I checked my Fnis version and discovered that it was version only for users. Then downloaded version for modders and advanced users from Nexus, and it works fine now. Sorry for being late with this update information.

Posted

Jin Zen - thanks for the answer. I checked my Fnis version and discovered that it was version only for users. Then downloaded version for modders and advanced users from Nexus, and it works fine now. Sorry for being late with this update information.

 

Well this is one reason a mod manager sucks at :D

Posted

NEW VERSION = CTD 

 

Works fine for me... 

 

1. Check your load order

2. REMOVE THE OLD SCRIPTS (IMPORTANT like hell)

3. Remove ANYTHING that had to deal with the old ZAP pack from ESM's (whatever is in data folder)

 

This mod does NOT crash to desktop. IT is a resource and there is almost no possible way this mod WILL CTD you

If there are things wrong than you have installed wrong...

 

Place the ESM from zAP after SL.

This fixed the ctd for me.

 

Might do but I don't think it's one of the reasons though... The ZAP pack does NOT make use of the Sexlab Framework but has integration for it... 

I do think however you might be right on some pointers that it might have influence if you register them together...

 

 

ENDING NOTE

 

Why do people fail basic reading of English installation instructions...

If there is a screen to click next everyone understands... but if they have to do something it has to be done FOR them...

 

You can give a person food every day however it is better to learn him to gather his own food than give it to him daily...

Posted

I installed zaz, & a zaz spell pack, and the 03dbondage beta but I can't get the zaz spells in my inventory.

I have an up to date FNIS, but it doesn't show zaz spells when I load it, or in the data files menu.

I've also typed "help zaz" in the console and every other command I can find, but the spells never show up.

The bondage devices are where they should be and work for the most part, I just don't have access to the zaz spells.

Can someone please tell me how I make the zaz animations playable?

Posted

I installed zaz, & a zaz spell pack, and the 03dbondage beta but I can't get the zaz spells in my inventory.

I have an up to date FNIS, but it doesn't show zaz spells when I load it, or in the data files menu.

I've also typed "help zaz" in the console and every other command I can find, but the spells never show up.

The bondage devices are where they should be and work for the most part, I just don't have access to the zaz spells.

Can someone please tell me how I make the zaz animations playable?

 

New version of o3dbondage 004 is online.

You will find the spells in the warehouse.

 

Before updating:

Read the changelog.

 

Moin

Oli

Posted

Moin XaZ

 

Maybe i found an error.

It seems that the vertical pillory does bad things to my furniture script or to the game.

it does not activate... i tried cleaning my saveings... deinstalled and installed mod... started a new game.

Error: if i attach the my furniture script and order a follower to use it, animation plays, but script does not fire...

Got some random CTD when loading a cell with the vertical pillory from save....

 

Moin

Oli

 

 

Posted

Place the ESM from zAP after SL.

This fixed the ctd for me.

In my setup, both orders work just fine. ZAP doesn't interact with SexLab until you ask it to, so I don't think that's an issue.

 

I know very little about what Skyrim really does when it loads mods, so I can't say what could be going wrong for you.

 

The normal suspect when you CTD is that somehow animation files are messed up. Make sure that FNIS completes correctly when you run it for the new version of ZAP.

 

Obviously, changing the load order will not fix that problem, so you appear to have something else going on in your system.

Posted

 

Place the ESM from zAP after SL.

This fixed the ctd for me.

In my setup, both orders work just fine. ZAP doesn't interact with SexLab until you ask it to, so I don't think that's an issue.

 

I know very little about what Skyrim really does when it loads mods, so I can't say what could be going wrong for you.

 

The normal suspect when you CTD is that somehow animation files are messed up. Make sure that FNIS completes correctly when you run it for the new version of ZAP.

 

Obviously, changing the load order will not fix that problem, so you appear to have something else going on in your system.

 

 

The only times load orders come into play is when some files take up a master :P Don't order ZAP before Skyrim one and such :P Ofcourse as you said and as I said load order shouldn't cause that problem... Not always however is a CTD because animations... 

 

Sometimes mods cause CTD's and there can be recent different ones... All I could think off is that someone forgot to delete that SECOND ESM file with the config data...

Posted

Moin XaZ

 

Maybe i found an error.

It seems that the vertical pillory does bad things to my furniture script or to the game.

it does not activate... i tried cleaning my saveings... deinstalled and installed mod... started a new game.

Error: if i attach the my furniture script and order a follower to use it, animation plays, but script does not fire...

Got some random CTD when loading a cell with the vertical pillory from save....

 

Moin

Oli

I'm going to start at the end ... :)

 

Did the ctd happen to you often or just once or twice? It doesn't happen in my game "coc zbfTestZone" but then again, I don't go in there super often either.

 

Is there anything in the log to hint at why things would not work script wise? I assume that it fires for all other furniture?

 

 

Edit: After testing this on my setup, it seems there is no difference between VStocks and the Rack. Both activate scripts correctly.

 

Script I used:

 

 

Scriptname xpoTestFurniture Extends ObjectReference

String Property Name Auto

Event OnInit()
  Debug.Trace("OnInit ("+Name+")")
EndEvent

Event OnActivate(ObjectReference akActionRef)
  Debug.Trace("OnActivate ("+Name+")")
EndEvent

 

 

The script is not an actual copy/paste from the one I used, so I made have made a typo. What it does should still be clear.

 

I attached it to a rack and to a vstocks (with different Name ofc), and both events fired for both objects.

Posted

 

Moin XaZ

 

Maybe i found an error.

It seems that the vertical pillory does bad things to my furniture script or to the game.

it does not activate... i tried cleaning my saveings... deinstalled and installed mod... started a new game.

Error: if i attach the my furniture script and order a follower to use it, animation plays, but script does not fire...

Got some random CTD when loading a cell with the vertical pillory from save....

 

Moin

Oli

I'm going to start at the end ... :)

 

Did the ctd happen to you often or just once or twice? It doesn't happen in my game "coc zbfTestZone" but then again, I don't go in there super often either.

 

Is there anything in the log to hint at why things would not work script wise? I assume that it fires for all other furniture?

 

 

Edit: After testing this on my setup, it seems there is no difference between VStocks and the Rack. Both activate scripts correctly.

 

Script I used:

 

 

Scriptname xpoTestFurniture Extends ObjectReference

String Property Name Auto

Event OnInit()
  Debug.Trace("OnInit ("+Name+")")
EndEvent

Event OnActivate(ObjectReference akActionRef)
  Debug.Trace("OnActivate ("+Name+")")
EndEvent

 

 

The script is not an actual copy/paste from the one I used, so I made have made a typo. What it does should still be clear.

 

I attached it to a rack and to a vstocks (with different Name ofc), and both events fired for both objects.

 

 

i will have a look tomorrow...

 

Moin

Oli

 

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