xaz Posted October 16, 2013 Posted October 16, 2013 Hi, is there any way to bind person without breaking his/her current animations? Basically, no. If you however go into MCM, you can check the "disable" checkbox, which will allow you to wear any item without animations triggering.
xaz Posted October 16, 2013 Posted October 16, 2013 I have a question about using some of the armor items at the same time as the idle animations. Many of the wearable items force the character into a certain pose, for example: the wrist and ankle cuffs force the character's arms behind her back. I've seen a number of images uploaded in this site of character posed using the idle poses, but at the same time using the cuffs. Whenever I try to activate an idle pose while wearing the cuffs, my character is immediately forced back into the default standing animation with her arms behind her back. Basically what I'm asking is how to you get a character into one of the idle poses while wearing the cuffs, but not be immediately forced out of it and back into the animation forced by the equipment. Thanks If I recall correctly, this behavior applies only to a few cuffs. What you can do is first wear the cuffs, then trigger the animation you want. There are some exceptions in the mod, but "rope cuffs" should be safe, for instance. I can't check (away from CK now) but I recall this was the case ... try it and see.
xaz Posted October 16, 2013 Posted October 16, 2013 I don't know how difficult it would be to add something like this, but here's a feature request: restrained movement animations specific to the type of restraint which are temporarily bound to movement keys. In other words, as long as you are in ZaZ restraints, WASD (movement) keys will play one or more (random) restrained movement animation to make it look as if you're trying to escape. One of these key strokes might even allow the player to escape from the restraints, if the modder allows that. This would be awesome, because it would add a lot of realism to leg irons, etc. Not sure if it can/how it can be made though.
xaz Posted October 16, 2013 Posted October 16, 2013 So for me the problem is the FNIS has an error with ever line associated with the ZAZ Furniture Objects. The only way to work around this for me was to delete the entries out of the animation pack list. That being said I would like to know if there is a way to fix this properly. This question comes up like every other post. .... just saying this, because after a while, modders get frustrated answering the same questions over and over. I think you had your answer like two posts above. I'll type it again for you, however: Upgrade to the latest version of FNIS, not the beta.
xaz Posted October 16, 2013 Posted October 16, 2013 http://www.loverslab.com/topic/17062-zaz-animation-pack-2013-10-08/?do=findComment&comment=271410 Disable equip effects set zbfSettingDisableEffects to 1 Cheers Hey. Sorry to bring this up again, but when I try that, nothing happens. Literally, nothing happens. There is no indication that it has worked, but also no error message of any kind. Am I missing something really obvious? Thanks. This is just how the console works. If you want to tell if something happened, run "show zbfSettingDisableEffects". I also recommend using MCM which has the same option but as a button. It's called "disable" something, if I recall correctly. I recommend, if you want to play animations, that you try to first put on whatever stuff you want, then start the animation itself.
xaz Posted October 16, 2013 Posted October 16, 2013 The naming convention on the files makes it look like you might have to install all three of them. Perhaps a version number with a date? Cool. Maybe we should do that. I always thought they were quite clear, but then again, I'm not everybody, and you're not the first one to bring this up. Another alternative is to keep just one download. It's nice to have old versions, I guess, but it seems to be causing confusion.
ZaZ Posted October 16, 2013 Author Posted October 16, 2013 Rofl , I have been Busy Animating and figuring out some texturing on those particle effects and Playing.................. DuckTales Remastered .......................had a Nostalgia Attack http://www.youtube.com/watch?v=6N0PzqF9gWY Cheers
Ailsa Posted October 16, 2013 Posted October 16, 2013 Latest FNIS installed, latest SexLab installed, latest Zaz Animation Pack installed. The Generator (4.01) runs well and there are no inconsistencies. The 6 animations show up under "agressive" however Zaz itself still says it is not registered, and MF_Radiant Prostitution does not seem to "hook" into the animations at all. Is there anything else you would advise please? I have read back to before the latest up-dates and have seen no tips that work for me. I really appreciate all the work that has gone into this, thank you very much
Vortec Posted October 17, 2013 Posted October 17, 2013 Hi again, new guy, have to say many of you are doing awesome work. Lately i have an issue in Fnis consistency check, and don't know how to correct them, most deal with Zazrecourses. Was wondering if anyone has any ideas on how to correct? I'am using Mod Organizer, Zaz animationpack V0053, ZazResources1-1a. FnisV4.0 I've attached the text from Fnis output. Any help be appreciated, and keep up with the excellent work too To reply i already uninstalled and re-reinstalled Zaz reources before posting here, i still have weird animations namely - Zaz idle group a10-a18 causes stiff T bone of characters -b10 to b16 of Zaz animations causes the same T bone animations while trying to dual cast with Zaz my character has trouble casting the spell,i.e. the hand that goes up in air never quite reaches the spell motion....it starts but doesn't follow through the action. There's several other weird actions i can also list, was wondering if you could list what these in consistencies i've listed in Fnis are actually suppose to do? Missing AnimFile FNISSPo009.hkx for character, mod FNISSpellsMissing AnimFile mt_jumpfallback.hkx for character, mod MomoAJMissing AnimFile ZazRa015.hkx for character, mod ZazResourcesMissing AnimFile ZazRa016.hkx for character, mod ZazResourcesMissing AnimFile ZazRa017.hkx for character, mod ZazResourcesMissing AnimFile ZazRa018.hkx for character, mod ZazResourcesMissing AnimFile ZazRb016.hkx for character, mod ZazResourcesMissing AnimFile ZazRb017.hkx for character, mod ZazResourcesMissing AnimFile ZazRb018.hkx for character, mod ZazResources thanks for the awesome Mod
xaz Posted October 17, 2013 Posted October 17, 2013 Hi again, new guy, have to say many of you are doing awesome work. Lately i have an issue in Fnis consistency check, and don't know how to correct them, most deal with Zazrecourses. Was wondering if anyone has any ideas on how to correct? I'am using Mod Organizer, Zaz animationpack V0053, ZazResources1-1a. FnisV4.0 I've attached the text from Fnis output. Any help be appreciated, and keep up with the excellent work too To reply i already uninstalled and re-reinstalled Zaz reources before posting here, i still have weird animations namely - Zaz idle group a10-a18 causes stiff T bone of characters -b10 to b16 of Zaz animations causes the same T bone animations while trying to dual cast with Zaz my character has trouble casting the spell,i.e. the hand that goes up in air never quite reaches the spell motion....it starts but doesn't follow through the action. There's several other weird actions i can also list, was wondering if you could list what these in consistencies i've listed in Fnis are actually suppose to do? Missing AnimFile FNISSPo009.hkx for character, mod FNISSpells Missing AnimFile mt_jumpfallback.hkx for character, mod MomoAJ Missing AnimFile ZazRa015.hkx for character, mod ZazResources Missing AnimFile ZazRa016.hkx for character, mod ZazResources Missing AnimFile ZazRa017.hkx for character, mod ZazResources Missing AnimFile ZazRa018.hkx for character, mod ZazResources Missing AnimFile ZazRb016.hkx for character, mod ZazResources Missing AnimFile ZazRb017.hkx for character, mod ZazResources Missing AnimFile ZazRb018.hkx for character, mod ZazResources thanks for the awesome Mod Zaz Resources have been discussed countless times in this thread already. I'm not going back to check, but I think you should if you're serious about solving your issues.
Guest Posted October 17, 2013 Posted October 17, 2013 It would be awesome if you could do an animation for pillory sex. Then it could be added to SexLab.
ZaZ Posted October 17, 2013 Author Posted October 17, 2013 It would be awesome if you could do an animation for pillory sex. Then it could be added to SexLab. Done and Implemented , Maybe not not in Sex Lab Fully yet .......... But its done and the the Prison Over Haul Uses these Pillory's in 3 Towns Cheers The Fourth Post in the OP Gives a Brief Idea Of Whats done http://www.loverslab.com/topic/17062-zaz-animation-pack-2013-10-08/?do=findComment&comment=271409
xaz Posted October 17, 2013 Posted October 17, 2013 It would be awesome if you could do an animation for pillory sex. Then it could be added to SexLab. This is already implemented. In MCM you can register animations with SexLab, and it'll pick those animations unless you disable them.
Ailsa Posted October 18, 2013 Posted October 18, 2013 They are enabled in SexLab, but Zaz itself still won't register them as "DONE" - it has been like that for me since the latest up-date.
Guest Posted October 18, 2013 Posted October 18, 2013 ZazCris, there seems to be a problem with the urination animation when it is done by the private needs mod.I use the standing animation with one hand on groin.When i do the animation the quiver is detached from the hip and is oriented in an angle of 45 digrees to the but.I don't have a screenshot right now becqause i am updating my mods and restarting a new game due to ctds but i will post some as soon as possible.For my game i use a custom cb++ tbbp body along with xpms 1.81 with modifications for sos, dual sheath redux and and quiver on hip.Is this misalignment i am experiencing because of zaz itself or a complication of the private needs mod?
ZaZ Posted October 18, 2013 Author Posted October 18, 2013 ZazCris, there seems to be a problem with the urination animation when it is done by the private needs mod.I use the standing animation with one hand on groin.When i do the animation the quiver is detached from the hip and is oriented in an angle of 45 digrees to the but.I don't have a screenshot right now becqause i am updating my mods and restarting a new game due to ctds but i will post some as soon as possible.For my game i use a custom cb++ tbbp body along with xpms 1.81 with modifications for sos, dual sheath redux and and quiver on hip.Is this misalignment i am experiencing because of zaz itself or a complication of the private needs mod? hmmmmm , These animations were made well waaaaaay before the SOS Were Released , and I used FavoredSoul's " Package " and the default skeleton , Still use that to animate . For my game i use a custom cb++ tbbp body along with xpms 1.81 with modifications for sos, dual sheath redux and and quiver on hip Rofl , I use one body / one skeleton . I dont have much mods to test this because Im not using SOS ....... not yet anyway . Theoretically It should Not be a ZaZ Issue , Because I never got the quiver bone to export or nor did I move it( I just checked my Blender files ) back then . Probably you should install the Skeletons and the modification in order recommended by the author Cheers
tm2dragon Posted October 19, 2013 Posted October 19, 2013 Sorry, read the first page, and STILL couldn't figure it out. Is there a way for non-modders to get their hands on items (cuffs, whips, etc) and put them on characters, or to put them in the static objects? Probably been answered a dozen times, but my searches turned up empty. ;
Guest Posted October 19, 2013 Posted October 19, 2013 ZazChris said : Rofl , I use one body / one skeleton . I dont have much mods to test this because Im not using SOS ....... not yet anyway . Theoretically It should Not be a ZaZ Issue , Because I never got the quiver bone to export or nor did I move it( I just checked my Blender files ) back then . Probably you should install the Skeletons and the modification in order recommended by the author Cheers The custom skeleton i use in addittion to xpms 1.81 is the one provided here ( http://skyrim.nexusmods.com/mods/36923/? ) and i followed to the letter his/her instructions for compatibility between sos,tbbp,dual sheath redux,xpms and immersive animations
ZaZ Posted October 19, 2013 Author Posted October 19, 2013 ZazChris said : Rofl , I use one body / one skeleton . I dont have much mods to test this because Im not using SOS ....... not yet anyway . Theoretically It should Not be a ZaZ Issue , Because I never got the quiver bone to export or nor did I move it( I just checked my Blender files ) back then . Probably you should install the Skeletons and the modification in order recommended by the author Cheers The custom skeleton i use in addittion to xpms 1.81 is the one provided here ( http://skyrim.nexusmods.com/mods/36923/? ) and i followed to the letter his/her instructions for compatibility between sos,tbbp,dual sheath redux,xpms and immersive animations Hmmmm , Im Unaware of this , But I need more Feed Back from People using the multitude of Skeletons Available . If its happening with all Skeletons then perhaps its a ZaZ flaw ( I dont think it is , I never Animated the Quiver Bone, I couldn't at the time ) Cheers
xaz Posted October 19, 2013 Posted October 19, 2013 They are enabled in SexLab, but Zaz itself still won't register them as "DONE" - it has been like that for me since the latest up-date. This is a bug. It has beem discussed here before, but it's a few pages back so no wonder you didn't spot it. They still should be registered even if Zap don't "see" them. Check in SexLab aggressive animations to make sure.
WaxenFigure Posted October 19, 2013 Posted October 19, 2013 Sorry, read the first page, and STILL couldn't figure it out. Is there a way for non-modders to get their hands on items (cuffs, whips, etc) and put them on characters, or to put them in the static objects? Probably been answered a dozen times, but my searches turned up empty. ; 3rd post -- There is a list of FormIDs you can use from the console. You don't have to be a modder but you do need to know how to use the console.
xaz Posted October 19, 2013 Posted October 19, 2013 Sorry, read the first page, and STILL couldn't figure it out. Is there a way for non-modders to get their hands on items (cuffs, whips, etc) and put them on characters, or to put them in the static objects? Probably been answered a dozen times, but my searches turned up empty. ; If you're good with the console you can figure it out by reading the first posts in this thread. I'm assuming that you're not used to working with the console, so this is the "easier" way to do it. First teleport to the test area: coc zbfTestZone Go to the chest and pick up what you want from there. It should contain all items... Now teleport back to Whiterun. coc WhiterunOrigin
ZaZ Posted October 19, 2013 Author Posted October 19, 2013 Sorry, read the first page, and STILL couldn't figure it out. Is there a way for non-modders to get their hands on items (cuffs, whips, etc) and put them on characters, or to put them in the static objects? Probably been answered a dozen times, but my searches turned up empty. ; If you're good with the console you can figure it out by reading the first posts in this thread. I'm assuming that you're not used to working with the console, so this is the "easier" way to do it. First teleport to the test area: coc zbfTestZone Go to the chest and pick up what you want from there. It should contain all items... Now teleport back to Whiterun. coc WhiterunOrigin Rofl , We have A Test Zone ? Damn .... I need to Get with the times , and here I was going to ask you to make me one to dump some things in there Cheers
xaz Posted October 19, 2013 Posted October 19, 2013 Sorry, read the first page, and STILL couldn't figure it out. Is there a way for non-modders to get their hands on items (cuffs, whips, etc) and put them on characters, or to put them in the static objects? Probably been answered a dozen times, but my searches turned up empty. ; If you're good with the console you can figure it out by reading the first posts in this thread. I'm assuming that you're not used to working with the console, so this is the "easier" way to do it. First teleport to the test area: coc zbfTestZone Go to the chest and pick up what you want from there. It should contain all items... Now teleport back to Whiterun. coc WhiterunOrigin Rofl , We have A Test Zone ? Damn .... I need to Get with the times , and here I was going to ask you to make me one to dump some things in there Cheers :-p All the furniture is in there for instance. Try it out, ...
tm2dragon Posted October 20, 2013 Posted October 20, 2013 Sorry, read the first page, and STILL couldn't figure it out. Is there a way for non-modders to get their hands on items (cuffs, whips, etc) and put them on characters, or to put them in the static objects? Probably been answered a dozen times, but my searches turned up empty. ; If you're good with the console you can figure it out by reading the first posts in this thread. I'm assuming that you're not used to working with the console, so this is the "easier" way to do it. First teleport to the test area: coc zbfTestZone Go to the chest and pick up what you want from there. It should contain all items... Now teleport back to Whiterun. coc WhiterunOrigin You are a GOD! Got the items, they're wonderful. XD Couple questions though: First, is only ONE of the blindfols/hoods supposed to trigger the effect, because I only got one to make the screen darken. Second, I could never try more than two pieces of furniture before my system would crash, as though getting off a rack was just too much for it to take. Lastly, are there any plans for either you or someone you trust to make the items craftable and still include their effects? Thanks so much for the help already offered!
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