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


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Posted

 

so I noticed that when I equip the cuffs it overrides other andimations.  For example I put on the cuffs and then type into the consle "player.playidle zazapc001" to make my character stand-with-her-arms-behind-her-back-and-her-legs-together, she will, but will then go back to just standing normaly.  without the cuffs on she will stay in the standing-with-arms-behind-her-back-and-legs-together position indeffinitly.  It would things a bit easyer if there were a pair of all the cuffs without any animations on them what-so-ever.  they would look function like bracelets and anklets but would rely on the idles to make them work like restraints.

This doesn't happen in my game, and it shouldn't happen in your game either unless you equip "xaz Test Cuffs". Which cuffs did you equip?

 

 

Either he got an older version (possible if he uses the zaz resources) or he has turned on the refresh option of the cuffs in the MCM...

 

That's my 2 cents on this... 

 

He said he came from Nexus so :D I'm guessing he just has the overwrite script somewhere from that resources package :D

It's like my old idea to make the cuffs in 2 versions (bondage one and none bondage one)

Posted

the "pervy" version is on this site.  I call it that because the webing covers everything except the boobs and crotch.  The "non-pervy" version uses the cocoon that covers everything.

Mmmhhh... i'm using the version from here and my toon gets fully covered by the cocoon.

Clipping with breast might occour, so they stick thru, but the rest is fully covered.

Maybe i missed an update.

Posted

 

 

 

Hi. The change log says "Added a spawnable Npc called "zbf Slave" 

How do I spawn a slave???

I guarantee you will be disappointed, because it doesn't do anything special. I use it as a test npc for whip marks and so on.... anyway

 

You need to find the id from the console, two commands:

help "zbf Muiri"
player.placeatme <xyz> 1
From the first command, you will see a list of one item pop up. Replace <xyz> with the item id, and she should spawn.

 

There are lots of good tutorials on how to use the console. You can find them by googling if you're serious about learning. Learning the console should make mods like this a lot more enjoyable, because you can actually spawn stuff from the mod, which is otherwise unaccessible.

 

 

If we are on the topic whips/whipmarks...I use two mods who actually deliver them:

 

-Paradise Halls

-ZazAnimationPack

 

Just for info, I use the Enhanced Blood Texture mod from Nexus.

 

Result:

 

-Paradise Halls delivers very nice whip marks (it's even possible to deliver them to certain body parts), the whip sounds are amazing and no blood splatters around. Disadvantage is that the whipping breaks animations/poses (so you have maybe to use the setunconscious 1 console command before).

-ZazAnimationPack delivers some also good looking whip marks, but I realized no real targeting is possible and Enhanced Blood Textures causes an ocean of blood...which is somewhat too tough for my taste. Advantage: Zaz Whipping does not break animation/poses (just pushes the NPC a bit when hit).

 

Is there any plan for the future to combine both advantages and delete the disavantages?

 

 

You are confusing me here no offense but...

 

You can AIM with paradise halls ??? I fail on aiming no matter what weapon I take... (My crosshair is big off ... In terms I have perfect Archery but striking a sword is NOT at the right place for me...) so I don't know how you aim that whip

 

Anyway... As for the marks... There is an easy fix for that :D

Hit the PAH files and search decals (you might have to unpack BSA) and change the ZAP ones with paradise halls for the marks... (Reminds me I need to check for my decals...) and you get the ones from PH... Now the problem is however I don't get your aiming part... And I don't get how you get the blood as this isn't a slashing weapon ... Unless you mean you get bloodspatters from whipping... That might be possible because this isn't animated but real hitting like a weapon... I do agree if Xaz could turn those spatters off it's a win situation...

 

 

I admit that "aiming" wasn't maybe the correct word for that, let's just talk about something like "density spreading" :-) ...and maybe it was somewhat dependant on the different poses I tested it for PH and Zak, maybe both mods do the same but because of the poses the result was different.

 

The marks itself are ok, be it Paradise Halls or be it Zak. Two styles, both good. No need to change anything, but thx for the hint how to swap them.

 

The blood appears not on the body textures itself by using a Zak whip, its the blood splatter and the blood pools on the ground from EBT. Paradise Halls somehow made it possible to ignore any wound and blood decals from EBT and only delivers whip marks.

 

@ Xaz: Hey...no hurry, pls. I just wanted to know if this might be possible at all or if somebody had that thought yet at all. It wasn't a hint to "jump" only because I wrote that on this board. You are the modder, if you do not like it, or it's too time consuming, leave it be.

 

I am just a user with some aspiration, but I am able to bear a "No", really :-)

 

 

Posted

 

 

 

 

Hi. The change log says "Added a spawnable Npc called "zbf Slave" 

How do I spawn a slave???

I guarantee you will be disappointed, because it doesn't do anything special. I use it as a test npc for whip marks and so on.... anyway

 

You need to find the id from the console, two commands:

help "zbf Muiri"
player.placeatme <xyz> 1
From the first command, you will see a list of one item pop up. Replace <xyz> with the item id, and she should spawn.

 

There are lots of good tutorials on how to use the console. You can find them by googling if you're serious about learning. Learning the console should make mods like this a lot more enjoyable, because you can actually spawn stuff from the mod, which is otherwise unaccessible.

 

 

If we are on the topic whips/whipmarks...I use two mods who actually deliver them:

 

-Paradise Halls

-ZazAnimationPack

 

Just for info, I use the Enhanced Blood Texture mod from Nexus.

 

Result:

 

-Paradise Halls delivers very nice whip marks (it's even possible to deliver them to certain body parts), the whip sounds are amazing and no blood splatters around. Disadvantage is that the whipping breaks animations/poses (so you have maybe to use the setunconscious 1 console command before).

-ZazAnimationPack delivers some also good looking whip marks, but I realized no real targeting is possible and Enhanced Blood Textures causes an ocean of blood...which is somewhat too tough for my taste. Advantage: Zaz Whipping does not break animation/poses (just pushes the NPC a bit when hit).

 

Is there any plan for the future to combine both advantages and delete the disavantages?

 

 

You are confusing me here no offense but...

 

You can AIM with paradise halls ??? I fail on aiming no matter what weapon I take... (My crosshair is big off ... In terms I have perfect Archery but striking a sword is NOT at the right place for me...) so I don't know how you aim that whip

 

Anyway... As for the marks... There is an easy fix for that :D

Hit the PAH files and search decals (you might have to unpack BSA) and change the ZAP ones with paradise halls for the marks... (Reminds me I need to check for my decals...) and you get the ones from PH... Now the problem is however I don't get your aiming part... And I don't get how you get the blood as this isn't a slashing weapon ... Unless you mean you get bloodspatters from whipping... That might be possible because this isn't animated but real hitting like a weapon... I do agree if Xaz could turn those spatters off it's a win situation...

 

 

I admit that "aiming" wasn't maybe the correct word for that, let's just talk about something like "density spreading" :-) ...and maybe it was somewhat dependant on the different poses I tested it for PH and Zak, maybe both mods do the same but because of the poses the result was different.

 

The marks itself are ok, be it Paradise Halls or be it Zak. Two styles, both good. No need to change anything, but thx for the hint how to swap them.

 

The blood appears not on the body textures itself by using a Zak whip, its the blood splatter and the blood pools on the ground from EBT. Paradise Halls somehow made it possible to ignore any wound and blood decals from EBT and only delivers whip marks.

 

@ Xaz: Hey...no hurry, pls. I just wanted to know if this might be possible at all or if somebody had that thought yet at all. It wasn't a hint to "jump" only because I wrote that on this board. You are the modder, if you do not like it, or it's too time consuming, leave it be.

 

I am just a user with some aspiration, but I am able to bear a "No", really :-)

 

 

 

 

To be honest it would be nice that they did not bleed to start off but if you keep going they would start bleeding :P

Posted

I see....there are a lot of different tastes of "harshness" for BDSM fans :-)

 

As I like the most of Ferres and Fernando, I will never be a fan of the much harder stuff around there on the internet :-)

 

PS: I tested the "aiming" with both mods (PH, ZAP) again and I have to admit the "accuracy" for strokes is absolutely the same, it was just the using of different poses that made a difference formerly.

 

So only the "blood thing" for ZAP in combination with EBT is left. I guess the difference lies in the whip as an item and the creator of PH somehow made it not work exactly like a weapon.

Posted

I see....there are a lot of different tastes of "harshness" for BDSM fans :-)

 

As I like the most of Ferres and Fernando, I will never be a fan of the much harder stuff around there on the internet :-)

 

PS: I tested the "aiming" with both mods (PH, ZAP) again and I have to admit the "accuracy" for strokes is absolutely the same, it was just the using of different poses that made a difference formerly.

 

So only the "blood thing" for ZAP in combination with EBT is left. I guess the difference lies in the whip as an item and the creator of PH somehow made it not work exactly like a weapon.

 

It's Medieval, I want Medieval cruelty ...

Posted

 

so I noticed that when I equip the cuffs it overrides other andimations.  For example I put on the cuffs and then type into the consle "player.playidle zazapc001" to make my character stand-with-her-arms-behind-her-back-and-her-legs-together, she will, but will then go back to just standing normaly.  without the cuffs on she will stay in the standing-with-arms-behind-her-back-and-legs-together position indeffinitly.  It would things a bit easyer if there were a pair of all the cuffs without any animations on them what-so-ever.  they would look function like bracelets and anklets but would rely on the idles to make them work like restraints.

This doesn't happen in my game, and it shouldn't happen in your game either unless you equip "xaz Test Cuffs". Which cuffs did you equip?

 

yeah I had the wrong cuffs on.  they were zaz rope cuffs instead of zbf rope cuffs.  I have another mod that utalizes this one's as framework and all the cuffs, callars, and what-not all have the same idea (minus the load order).  No problems. 

 

and thanks for responding so quickly.  yet another resone this is the best moding site I've been on.  I wait weeks for responces on the nexus,

Posted

 

 

so I noticed that when I equip the cuffs it overrides other andimations.  For example I put on the cuffs and then type into the consle "player.playidle zazapc001" to make my character stand-with-her-arms-behind-her-back-and-her-legs-together, she will, but will then go back to just standing normaly.  without the cuffs on she will stay in the standing-with-arms-behind-her-back-and-legs-together position indeffinitly.  It would things a bit easyer if there were a pair of all the cuffs without any animations on them what-so-ever.  they would look function like bracelets and anklets but would rely on the idles to make them work like restraints.

This doesn't happen in my game, and it shouldn't happen in your game either unless you equip "xaz Test Cuffs". Which cuffs did you equip?

 

yeah I had the wrong cuffs on.  they were zaz rope cuffs instead of zbf rope cuffs.  I have another mod that utalizes this one's as framework and all the cuffs, callars, and what-not all have the same idea (minus the load order).  No problems. 

 

and thanks for responding so quickly.  yet another resone this is the best moding site I've been on.  I wait weeks for responces on the nexus,

 

If you're waiting for response on the Nexus version, I think "forever" is more like it. Afaik, the modder has been afk for quite some time now. :(

Posted

I'm Getting this error when I run 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"

Posted

I'm Getting this error when I run 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"

/wrist

 

Clarification: It really sucks when you go out of your way to tell people wtf to do and they just ignore you and post questions in the forum.

Posted

I'm Getting this error when I run 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"

Please read the thread. If it's important enough to you to get this working, you'll notice the bold red letters at max font size and stuff like that. You can also check the first post (at the top) for the same bold red lines telling you wtf to do.

 

And I'm not being rude, because it's been asked like ten times for the last three pages. And the question has been answered quite a few times. Not to mention that it was clearly stated in the upgrade instructions, and in the mod requirements.

Posted

for those that don't realize it, 4.0 is a beta file (though fully functioning) and is listed further down the page as for modders and experienced users under optionals not as the main file. It also replaces 3.5 so no need to redownload the 3.5 file just need the 4.0 Beta 3 file for it to work.

Posted

 

I have a strange bug to repport. When I installed the latest version  of Zaz, the eyebrow of my female character just disapear. I don't know what happened to change the face textures, I can't see a relation between animations and faces textures, this don't make sense to me, but was it that happened. When I uninstall ZAZ or downgrade to first version it's ok, but when i upgrade to new versions, the eyebrow change!

 

Does anybody know what's wrong here?

 

FYI: I use Better Females Faces by Bella, to face textures.

The gag face animations require the mod to make changes. These files are really old, though, and downgrading to the "first" version shouldn't change that (they've been around since the merger).

 

Try to prevent ZAP from installing femalehead.tri and mouthhumanf.tri and see if that helps. Those are the only files which should have some effect on the face geometry.

 

I recommend you try this mod as well: http://skyrim.nexusmods.com/mods/35303/?

 

It could solve your problems with eyebrows.

 

It didn't work. I guess there is another file that have effects in face. When I do a Search in Data, with femalehead.tri, appears the files:

 

femalehead.tri - C:\Program Files (x86)\The Elder Scrolls V Skyrim\Data\meshes\actors\character\character assets (this i deleted to test)

 

femaleheadbrows.tri - C:\Program Files (x86)\The Elder Scrolls V Skyrim\Data\meshes\actors\character\character assets\faceparts

 

femaleheadbrowschargen.tri - C:\Program Files (x86)\The Elder Scrolls V Skyrim\Data\meshes\actors\character\character assets\LSApachii\faceparts

 

femaleheadchargen.tri - C:\Program Files (x86)\The Elder Scrolls V Skyrim\Data\meshes\actors\character\character assets\LSApachii

 

femaleheadbrowschargen.tri - C:\Program Files (x86)\The Elder Scrolls V Skyrim\Data\meshes\actors\character\character assets

 

femaleheadchargen.tri - C:\Program Files (x86)\The Elder Scrolls V Skyrim\Data\meshes\actors\character\character assets

 

FemaleHeadraces.tri - C:\Program Files (x86)\The Elder Scrolls V Skyrim\Data\meshes\actors\character\character assets

 

Do I have to delete some of these files?

 

And about mouthhumanf.tri, appears:

 

mouthhumanf.tri - C:\Program Files (x86)\The Elder Scrolls V Skyrim\Data\meshes\actors\character\character assets\mouth (this i deleted to test)

 

mouthhumanfchargen.tri - C:\Program Files (x86)\The Elder Scrolls V Skyrim\Data\meshes\actors\character\character assets\mouth

Posted

 

 

I have a strange bug to repport. When I installed the latest version  of Zaz, the eyebrow of my female character just disapear. I don't know what happened to change the face textures, I can't see a relation between animations and faces textures, this don't make sense to me, but was it that happened. When I uninstall ZAZ or downgrade to first version it's ok, but when i upgrade to new versions, the eyebrow change!

 

Does anybody know what's wrong here?

 

FYI: I use Better Females Faces by Bella, to face textures.

The gag face animations require the mod to make changes. These files are really old, though, and downgrading to the "first" version shouldn't change that (they've been around since the merger).

 

Try to prevent ZAP from installing femalehead.tri and mouthhumanf.tri and see if that helps. Those are the only files which should have some effect on the face geometry.

 

I recommend you try this mod as well: http://skyrim.nexusmods.com/mods/35303/?

 

It could solve your problems with eyebrows.

 

It didn't work. I guess there is another file that have effects in face. When I do a Search in Data, with femalehead.tri, appears the files:

 

femalehead.tri - C:\Program Files (x86)\The Elder Scrolls V Skyrim\Data\meshes\actors\character\character assets (this i deleted to test)

 

femaleheadbrows.tri - C:\Program Files (x86)\The Elder Scrolls V Skyrim\Data\meshes\actors\character\character assets\faceparts

 

femaleheadbrowschargen.tri - C:\Program Files (x86)\The Elder Scrolls V Skyrim\Data\meshes\actors\character\character assets\LSApachii\faceparts

 

femaleheadchargen.tri - C:\Program Files (x86)\The Elder Scrolls V Skyrim\Data\meshes\actors\character\character assets\LSApachii

 

femaleheadbrowschargen.tri - C:\Program Files (x86)\The Elder Scrolls V Skyrim\Data\meshes\actors\character\character assets

 

femaleheadchargen.tri - C:\Program Files (x86)\The Elder Scrolls V Skyrim\Data\meshes\actors\character\character assets

 

FemaleHeadraces.tri - C:\Program Files (x86)\The Elder Scrolls V Skyrim\Data\meshes\actors\character\character assets

 

Do I have to delete some of these files?

 

And about mouthhumanf.tri, appears:

 

mouthhumanf.tri - C:\Program Files (x86)\The Elder Scrolls V Skyrim\Data\meshes\actors\character\character assets\mouth (this i deleted to test)

 

mouthhumanfchargen.tri - C:\Program Files (x86)\The Elder Scrolls V Skyrim\Data\meshes\actors\character\character assets\mouth

 

 

I did some tests, after remove "femaleheadchargen.tri - C:\Program Files (x86)\The Elder Scrolls V Skyrim\Data\meshes\actors\character\character assets", it seems to works fine, for now i didn't relate another problems.

Posted

 

 

 

I have a strange bug to repport. When I installed the latest version  of Zaz, the eyebrow of my female character just disapear. I don't know what happened to change the face textures, I can't see a relation between animations and faces textures, this don't make sense to me, but was it that happened. When I uninstall ZAZ or downgrade to first version it's ok, but when i upgrade to new versions, the eyebrow change!

 

Does anybody know what's wrong here?

 

FYI: I use Better Females Faces by Bella, to face textures.

The gag face animations require the mod to make changes. These files are really old, though, and downgrading to the "first" version shouldn't change that (they've been around since the merger).

 

Try to prevent ZAP from installing femalehead.tri and mouthhumanf.tri and see if that helps. Those are the only files which should have some effect on the face geometry.

 

I recommend you try this mod as well: http://skyrim.nexusmods.com/mods/35303/?

 

It could solve your problems with eyebrows.

 

It didn't work. I guess there is another file that have effects in face. When I do a Search in Data, with femalehead.tri, appears the files:

 

 

femalehead.tri - C:\Program Files (x86)\The Elder Scrolls V Skyrim\Data\meshes\actors\character\character assets (this i deleted to test)

 

femaleheadbrows.tri - C:\Program Files (x86)\The Elder Scrolls V Skyrim\Data\meshes\actors\character\character assets\faceparts

 

femaleheadbrowschargen.tri - C:\Program Files (x86)\The Elder Scrolls V Skyrim\Data\meshes\actors\character\character assets\LSApachii\faceparts

 

femaleheadchargen.tri - C:\Program Files (x86)\The Elder Scrolls V Skyrim\Data\meshes\actors\character\character assets\LSApachii

 

femaleheadbrowschargen.tri - C:\Program Files (x86)\The Elder Scrolls V Skyrim\Data\meshes\actors\character\character assets

 

femaleheadchargen.tri - C:\Program Files (x86)\The Elder Scrolls V Skyrim\Data\meshes\actors\character\character assets

 

FemaleHeadraces.tri - C:\Program Files (x86)\The Elder Scrolls V Skyrim\Data\meshes\actors\character\character assets

 

Do I have to delete some of these files?

 

And about mouthhumanf.tri, appears:

 

I wanted you to try and remove the version of the files you got from ZAP. If some other mod also tries to install those files, you should let it.

 

Likely only a mod manager could help you do this in a predictable way. Get one, it will make your life easier.

 

If anything, I recommend installing the mod I linked, because that mod overrides the relevant files. I haven't tried it with beast races though, so maybe it breaks ZAP for them....

Posted

 

I'm Getting this error when I run 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"

Please read the thread. If it's important enough to you to get this working, you'll notice the bold red letters at max font size and stuff like that. You can also check the first post (at the top) for the same bold red lines telling you wtf to do.

 

And I'm not being rude, because it's been asked like ten times for the last three pages. And the question has been answered quite a few times. Not to mention that it was clearly stated in the upgrade instructions, and in the mod requirements.

 

 

The problem Is because before I update to the newer version, I hadn't this problem, and I have all the required files already intalled.

 

I undestand you... but woudn't ask tf didn't have all the required files. Thanks.

Posted

 

 

I'm Getting this error when I run 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"

Please read the thread. If it's important enough to you to get this working, you'll notice the bold red letters at max font size and stuff like that. You can also check the first post (at the top) for the same bold red lines telling you wtf to do.

 

And I'm not being rude, because it's been asked like ten times for the last three pages. And the question has been answered quite a few times. Not to mention that it was clearly stated in the upgrade instructions, and in the mod requirements.

 

 

The problem Is because before I update to the newer version, I hadn't this problem, and I have all the required files already intalled.

 

I undestand you... but woudn't ask tf didn't have all the required files. Thanks.

 

 

That ERROR MEANS YOU DO NOT HAVE FNIS 4.0 BETA... Case CLOSED

Posted

Me, when i order to console to do a animation on me or npc, it says:

"is child >> 0.0"

and nothing happen.

Did you run FNIS?

Posted

Yes, all is ok, I runned FNIS, but when a anim is played without FNIS, actor stay in "no anim" position, here, nothing happen except "is child >> 0.0" .

Posted

Yes, all is ok, I runned FNIS, but when a anim is played without FNIS, actor stay in "no anim" position, here, nothing happen except "is child >> 0.0" .

Not if you used the mod ... if you ran GenerateFNISForUsers.exe...? That's the only thing I can think of, because the mod is installed or you wouldn't get the message.

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