Jump to content

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


Recommended Posts

Posted

Sorry i have to ask again.

 

is zaz animations compatible from zaz resources from Nexus site ?

 

i want to use that old mod, because its the only one i know that enables Player to be active. besides, there is no way in zaz resources to bring the target back to nnormal Status, because recyleactor doesnt work there.

 

thanks

 

They are two Independent mods , and Will not clash . 

That means you can have both Running together , Just make sure you install zazresources first and then the ZaZ-Animation-Pack ,

Why I mention this is because of New Textures in Our Mod . 

 

zazresources is old and has not be updated in more than year , its not our mod ........ just our resources used .Rofoloski is Still Missing in Action . 

 

To Bring a target to normal , is a problem with that mod ,

But if I remember , casting the same spell again on the target should break the animation ( I'm not sure

Someone had Suggested healing , or Force Shouting 

 

http://www.loverslab.com/topic/11797-how-to-breakstop-zaz-idle-animation/

 

I can't really provide support for zazresources because im not the mod creator just the content creator 

 

Cheers

Posted

1 "perfect 3-2" Skeleton has further down in the download list the "perfect Skeleton for realistic Forces". which one to choose ? is realistic rogdolls compatible with zaz at all ?

 

(i dont have any Trouble with the two, but from somewhere the Trouble must come, so i check every possibility).

 

 

2 which mods do you say work best with zaz for Player active / passive ? do you have tested or played some ?

 

( what are your comments about sanguines deb. and prison oh, if you had a look on them ?)

 

 

what means this "Register" ? as asked above ?`i notices a "Register" in mcm with a simple "done" if pressed.any mystery ?

Posted

1 "perfect 3-2" Skeleton has further down in the download list the "perfect Skeleton for realistic Forces". which one to choose ? is realistic rogdolls compatible with zaz at all ?

 

(i dont have any Trouble with the two, but from somewhere the Trouble must come, so i check every possibility).

 

 

2 which mods do you say work best with zaz for Player active / passive ? do you have tested or played some ?

 

( what are your comments about sanguines deb. and prison oh, if you had a look on them ?)

 

 

what means this "Register" ? as asked above ?`i notices a "Register" in mcm with a simple "done" if pressed.any mystery ?

1. Anything should Work , if you Install the Mod properly and I use Realistic ragdolls and it works fine ,

You Should Switch to Xp32's Skeleton , as ZaZ-Animation-Pack will be  making the Switch in the next update , Slowly and in time , All ZaZ animations will be Changed to XP32's Skeleton

 

2. SD works , fine for me As Does Prison Overhaul . I have Little Mods in Load Order So I think Im OK . 

There are Many Mods that work , and are in development Using ZaZ , They are not Perfect , but they work 90 % and None of them Should Break your game .

The ZaZ Animation Pack is a Safe Mod as it mainly Provides Animations and Resources to help other mods pull from it 

 

3. ZaZ Has Sex Animations , the Register button is used so that those animations can use the SEXLAB Framework . ZaZ Doesn't have its own Sex Animation Framework .

 

If your Having Trouble with your Game you should Follow Instructions and Post in the Technical Support Forum 

 

If its a Sexlab Problem .

http://www.loverslab.com/topic/22241-sexlab-support-troubleshooting-guide-read-me-first/

If its a Skyrim Problem 

http://www.loverslab.com/topic/8534-please-read-before-posting-here/

 

Follow the instructions and I guarantee you will get help 

Load Orders , Race and other things come into play here .

posting the Right Info will let others figure out the problem 

 

......................................

Posted

I keep getting an error in FNIS,

 

"Wrong line in Animation List. Line  260 (..\..\meshes\actors\character\animations\ZaZAnimationPack\FNIS_ZaZAnimationPack_List.txt):  fu -a ZazWoodenHorse01_Enter ZazAPCAO024.hkx"

 

Using 4.0, if that helps.

Posted

I keep getting an error in FNIS,

 

"Wrong line in Animation List. Line  260 (..\..\meshes\actors\character\animations\ZaZAnimationPack\FNIS_ZaZAnimationPack_List.txt):  fu -a ZazWoodenHorse01_Enter ZazAPCAO024.hkx"

 

Using 4.0, if that helps.

 

2 problems , 

 

1.Either ZaZ or FNIS is not updated .

or

2.Your Using Oil3d's Mod , Which you have not updated

 

My Bet is ZaZ is not updated to V0054 

 

Cheers

Posted

If I send an animation event with Debug.SendAnimationEvent to tie up actor for example, is there any way to detect when the animation ends? For example if NPC flinches or some other unexpected thing happens the animation will stop, I'd like to detect this in a script.

Posted

I cant get the animations to work, and when running the FNIS thing, I get the this:

 

Reading ZaZAnimationPack ...ERROR(2011): OLD FNIS version? Wrong line in Animation List, line  262 (..\..\meshes\actors\character\animations\ZaZAnimationPack\FNIS_ZaZAnimationPack_List.txt):  fu ZazWoodenHorse01 ZazAPCAO024.hkx ZazAPCAO024.hkx ZazFurnitureExit.hkx
 
I'm using FNIS Behavior v4.0.2 and ZaZ Animation pack v0054
Posted

 

I cant get the animations to work, and when running the FNIS thing, I get the this:

 

Reading ZaZAnimationPack ...ERROR(2011): OLD FNIS version? Wrong line in Animation List, line  262 (..\..\meshes\actors\character\animations\ZaZAnimationPack\FNIS_ZaZAnimationPack_List.txt):  fu ZazWoodenHorse01 ZazAPCAO024.hkx ZazAPCAO024.hkx ZazFurnitureExit.hkx
 
I'm using FNIS Behavior v4.0.2 and ZaZ Animation pack v0054

 

 

 

I keep getting an error in FNIS,

 

"Wrong line in Animation List. Line  260 (..\..\meshes\actors\character\animations\ZaZAnimationPack\FNIS_ZaZAnimationPack_List.txt):  fu -a ZazWoodenHorse01_Enter ZazAPCAO024.hkx"

 

Using 4.0, if that helps.

 

2 problems , 

 

1.Either ZaZ or FNIS is not updated .

or

2.Your Using Oil3d's Mod , Which you have not updated

 

Cheers

 

 

Use FNIS 4.0 Final 

Posted

I'm getting the same error: 

ZaZAnimationPack ...ERROR(2011): OLD FNIS version? Wrong line in Animation List, line  262 (..\..\meshes\actors\character\animations\ZaZAnimationPack\FNIS_ZaZAnimationPack_List.txt):  fu ZazWoodenHorse01 ZazAPCAO024.hkx ZazAPCAO024.hkx ZazFurnitureExit.hkx
 
Using FNIS 4.0.2. You said to use FNIS 4.0 final. Where can I get that? 
Posted

 

I'm getting the same error: 

ZaZAnimationPack ...ERROR(2011): OLD FNIS version? Wrong line in Animation List, line  262 (..\..\meshes\actors\character\animations\ZaZAnimationPack\FNIS_ZaZAnimationPack_List.txt):  fu ZazWoodenHorse01 ZazAPCAO024.hkx ZazAPCAO024.hkx ZazFurnitureExit.hkx
 
Using FNIS 4.0.2. You said to use FNIS 4.0 final. Where can I get that? 

 

 

Sorry , 

 

USERS CAN USE FNIS  4.02   . It Should Work Fine ..........

 

Im not Sure Why you guys are getting an error , What Version of ZaP are you Using ? 

Make Sure ZaP , Is installed correctly 

 

 

Cheers

Posted

 

I cant get the animations to work, and when running the FNIS thing, I get the this:

 

Reading ZaZAnimationPack ...ERROR(2011): OLD FNIS version? Wrong line in Animation List, line  262 (..\..\meshes\actors\character\animations\ZaZAnimationPack\FNIS_ZaZAnimationPack_List.txt):  fu ZazWoodenHorse01 ZazAPCAO024.hkx ZazAPCAO024.hkx ZazFurnitureExit.hkx
 
I'm using FNIS Behavior v4.0.2 and ZaZ Animation pack v0054

 

 

 

Im Sorry , 

 

FNIS 4.02 is Supposed to Work ,Im using it  and so are a lot of people  

Check you ZaP installation 

 

Cheers and my Apologies 

Posted

I'm probably being a bit thick, but I'm struggling to get a 'gagged' companion do anything after they have the gag worn

 

Have in play

 

ZazAnimationPack V_0054

Zaz Resources

Zaz Gags Update 31-08-12

FunctionalGagsFramework.esp (BOSS doesn't recognise this and it is below other .esps in load order)

AFT as main Follower Command structure

My player character has a stock of zbfxxxxxx gags and restraints, added from the console.

 

Problem arose after using AFT, on a sort of test basis to check overall functionality of the Zaz items, to manage the standard outfit of an NPC - Camilla V in Riverside.  I added restraints of various sorts and a gag.  Fine, all gets worn OK, but when you next try to 'talk' to her, to issue a further AFT command etc, she just goes 'mmmpphhhh' and no other dialogue appears. 

 

You seem to be able to enter 'command mode' and can then sit her on a seat etc, and you do get some AFT audio responses, but no 'written' dialogue options at all with which to issue commands.  And as I only modified the 'standard' outfit, going someplace else doesn't change it.   You can also get the NPC to respond to global AFT commands, such as 'summon all' but that sort of defeats the object if you want to manage a number of NPCs separately

 

Bottom line, in simple terms,

 

- How do you get a gag off, once it is worn?

- And how do you command an NPC that is wearing one?  It would seem to be a bit daft to have to unequip the NPC every time you wanted them to do something different.  They should be able to hear OK :shy:

 

As a side issue, when first equipped with the restraints, the anims work fine, hands in place etc.  But if you sit the NPC down in command mode, and get them up again using the global AFT 'summon all', when they get up again the restraint anims don't seem to automaticall 'override' and the NPC is back to a vanilla stance.  Is that unavoidable, or am I again possibly doing something wrong?

 

Apologies for length, but I'm sure that my NPC shall shout, and jump, for joy on getting a working answer :blush:

 

PS Since I wrote this, I have tried it with control over the NPC being initiated by the slavery/command systems utilised in ....

 

s3

Paradise Halls

Puppeteer 1.0 and 1.1

 

.... and the same thing seems to happen under all of them.  'Equip' the NPC with a gag, and you never seem to get to speak to them again / get a command dialogue to appear.  Such a shame.... 

 

I will probably try switching off the FunctionalGagsFramework .esp next, but my recollections are that I read somewhere that that, or at least its equivalent, was built into the ZaZAnimationPack

 

 

 

Posted

Found 2 bugs concerning the gags. Unless I'm doing something wrong.

 

1. Gags with the Keyword zbfEffectOpenMouth don't have any effect on my characters expression. The mouth stays closed.

 

2. If I use "mfg phoneme 1" and "mfg phoneme 0" to open the mouth I get a serious (and very ugly) clipping issue if a gag is equipped. (The lower teeth of my char will be pushed down out of the chin.)

 

  Open Mouth with Gag

  Closed Mouth with Gag

  Open Mouth no Gag

  RaceMenu Open Mouth with Gag

 

 

 

Alicia looks how it should be with the zbfEffectOpenMouth keyword working. Don't know about other NPC's though. So it might be a PlayerChar only issue.

 

Does anyone else have the same problem?

Is there a way to fix this or am I doing something wrong?

 

edit: For some reason I don't have any clipping issues when looking at my char in the RaceMenu. (with open mouth + gag)

But as soon as I leave the RaceMenu it appears again.

 

edit2: Standard NPC's seem to have the same issues.

Posted

So any chance of an update making the new animations use the 'empty' fp anim used qhen bound in the vanilla game so being in fp doesn't result in seeing bots of your body in the t pose?

Posted

Still having the issue. I have Zaz MCM in game, but running FNIS and I get the animation line error (260). Any help?

You do not have the latest released version of FNIS or this mod.

Posted

I'm having a problem with the "machines" that hold your player down, such as the wheel, the hanging animations, the pillory, etc. The animation works fine until I get whipped, but as soon as it happens, it stops and I just stand there taking a beating like normal, the machine gone. The only exception I've seen to this is when I'm at the pillory in the cities using the prison overhaul mod, all the animations work like the broom and torment but when I'm whipped the pillory disappears again, but reppears after and lines me up again. I'm sure this is not supposed to happen, so does anybody have a solution to this? I have all up to date files that I'm aware of. I'm up to date with sexlab, fus ro d-oh, zaz, and prison overhaul, and FNIS gives me no errors. Maybe a load order issue?

Posted

I'm probably being a bit thick, but I'm struggling to get a 'gagged' companion do anything after they have the gag worn

 

Have in play

 

ZazAnimationPack V_0054

Zaz Resources

Zaz Gags Update 31-08-12

FunctionalGagsFramework.esp (BOSS doesn't recognise this and it is below other .esps in load order)

AFT as main Follower Command structure

My player character has a stock of zbfxxxxxx gags and restraints, added from the console.

 

Problem arose after using AFT, on a sort of test basis to check overall functionality of the Zaz items, to manage the standard outfit of an NPC - Camilla V in Riverside.  I added restraints of various sorts and a gag.  Fine, all gets worn OK, but when you next try to 'talk' to her, to issue a further AFT command etc, she just goes 'mmmpphhhh' and no other dialogue appears. 

 

You seem to be able to enter 'command mode' and can then sit her on a seat etc, and you do get some AFT audio responses, but no 'written' dialogue options at all with which to issue commands.  And as I only modified the 'standard' outfit, going someplace else doesn't change it.   You can also get the NPC to respond to global AFT commands, such as 'summon all' but that sort of defeats the object if you want to manage a number of NPCs separately

 

Bottom line, in simple terms,

 

- How do you get a gag off, once it is worn?

- And how do you command an NPC that is wearing one?  It would seem to be a bit daft to have to unequip the NPC every time you wanted them to do something different.  They should be able to hear OK :shy:

 

As a side issue, when first equipped with the restraints, the anims work fine, hands in place etc.  But if you sit the NPC down in command mode, and get them up again using the global AFT 'summon all', when they get up again the restraint anims don't seem to automaticall 'override' and the NPC is back to a vanilla stance.  Is that unavoidable, or am I again possibly doing something wrong?

 

Apologies for length, but I'm sure that my NPC shall shout, and jump, for joy on getting a working answer :blush:

 

PS Since I wrote this, I have tried it with control over the NPC being initiated by the slavery/command systems utilised in ....

 

s3

Paradise Halls

Puppeteer 1.0 and 1.1

 

.... and the same thing seems to happen under all of them.  'Equip' the NPC with a gag, and you never seem to get to speak to them again / get a command dialogue to appear.  Such a shame.... 

 

I will probably try switching off the FunctionalGagsFramework .esp next, but my recollections are that I read somewhere that that, or at least its equivalent, was built into the ZaZAnimationPack

Functional gag framework was not written by me. Sounds like you have a conflict because that will prevent NPC dialogue, which you need to command followers. Nothing to do about that ,,...

 

ZAP does not provide functionality for equipping/unequipping gags. You need to use the console for that.

Posted

Found 2 bugs concerning the gags. Unless I'm doing something wrong.

 

1. Gags with the Keyword zbfEffectOpenMouth don't have any effect on my characters expression. The mouth stays closed.

 

2. If I use "mfg phoneme 1" and "mfg phoneme 0" to open the mouth I get a serious (and very ugly) clipping issue if a gag is equipped. (The lower teeth of my char will be pushed down out of the chin.)

 

attachicon.gifPlayerChar1.bmp  Open Mouth with Gag

attachicon.gifPlayerChar2.bmp  Closed Mouth with Gag

attachicon.gifPlayerChar3.bmp  Open Mouth no Gag

attachicon.gifPlayerChar4.bmp  RaceMenu Open Mouth with Gag

attachicon.gifAlicia.bmp

 

 

Alicia looks how it should be with the zbfEffectOpenMouth keyword working. Don't know about other NPC's though. So it might be a PlayerChar only issue.

 

Does anyone else have the same problem?

Is there a way to fix this or am I doing something wrong?

 

edit: For some reason I don't have any clipping issues when looking at my char in the RaceMenu. (with open mouth + gag)

But as soon as I leave the RaceMenu it appears again.

 

edit2: Standard NPC's seem to have the same issues.

Clipping there's little I can do about. There was a thread on this forum that discussed gags and stuff. Dig through that post and see if you can find better fitting models for your character.

 

I don't know why that keyword won't trigger on the player. Works on my setup, and I've not heard about this not working for quite some time now. Have you made your own item without the enchant on it?

Posted

 

Found 2 bugs concerning the gags. Unless I'm doing something wrong.

 

1. Gags with the Keyword zbfEffectOpenMouth don't have any effect on my characters expression. The mouth stays closed.

 

2. If I use "mfg phoneme 1" and "mfg phoneme 0" to open the mouth I get a serious (and very ugly) clipping issue if a gag is equipped. (The lower teeth of my char will be pushed down out of the chin.)

 

attachicon.gifPlayerChar1.bmp  Open Mouth with Gag

attachicon.gifPlayerChar2.bmp  Closed Mouth with Gag

attachicon.gifPlayerChar3.bmp  Open Mouth no Gag

attachicon.gifPlayerChar4.bmp  RaceMenu Open Mouth with Gag

attachicon.gifAlicia.bmp

 

 

Alicia looks how it should be with the zbfEffectOpenMouth keyword working. Don't know about other NPC's though. So it might be a PlayerChar only issue.

 

Does anyone else have the same problem?

Is there a way to fix this or am I doing something wrong?

 

edit: For some reason I don't have any clipping issues when looking at my char in the RaceMenu. (with open mouth + gag)

But as soon as I leave the RaceMenu it appears again.

 

edit2: Standard NPC's seem to have the same issues.

Clipping there's little I can do about. There was a thread on this forum that discussed gags and stuff. Dig through that post and see if you can find better fitting models for your character.

 

I don't know why that keyword won't trigger on the player. Works on my setup, and I've not heard about this not working for quite some time now. Have you made your own item without the enchant on it?

 

 

The clipping seems to occur with every gag that has the open mouth effect. Ballgag, ringag, log bit, wood bit etc.

Will have a look at that thread. Maybe it'll help.

 

Yeah, I guess if more players had this issue, we would have heard about that sooner. :/

The items I used were the standard ones from the ZAZ Animation Pack. I Checked them in the CK and they have the keyword.

 

If I use the custom Race "Sangiunes Pet ... something" (probably from that Alicia Painslut Mod) the keyword works on the player AND I don't have any clipping issues.

Some mod might have changed my vanilla races which now conflicts with that keyword.

Well... will just use that custom race until I found the mod that is causing this problem. : )

 

edit: Problem solved. No clipping and the keyword works fine. I think it was the mod "Inhabitants of Skyrim - Character Presets" that was conflicting with it. That mod makes changes to all the vanilla races.

Posted

I'm having a problem with the "machines" that hold your player down, such as the wheel, the hanging animations, the pillory, etc. The animation works fine until I get whipped, but as soon as it happens, it stops and I just stand there taking a beating like normal, the machine gone. The only exception I've seen to this is when I'm at the pillory in the cities using the prison overhaul mod, all the animations work like the broom and torment but when I'm whipped the pillory disappears again, but reppears after and lines me up again. I'm sure this is not supposed to happen, so does anybody have a solution to this? I have all up to date files that I'm aware of. I'm up to date with sexlab, fus ro d-oh, zaz, and prison overhaul, and FNIS gives me no errors. Maybe a load order issue?

 

Just deactivate ULTIMATE COMBAT (or possibly another combat mod you're using) when you're under arrest.

Posted

 

I'm having a problem with the "machines" that hold your player down, such as the wheel, the hanging animations, the pillory, etc. The animation works fine until I get whipped, but as soon as it happens, it stops and I just stand there taking a beating like normal, the machine gone. The only exception I've seen to this is when I'm at the pillory in the cities using the prison overhaul mod, all the animations work like the broom and torment but when I'm whipped the pillory disappears again, but reppears after and lines me up again. I'm sure this is not supposed to happen, so does anybody have a solution to this? I have all up to date files that I'm aware of. I'm up to date with sexlab, fus ro d-oh, zaz, and prison overhaul, and FNIS gives me no errors. Maybe a load order issue?

 

Just deactivate ULTIMATE COMBAT (or possibly another combat mod you're using) when you're under arrest.

 

 

That was it, wow, such a easy solution to a problem I've had for a while, thanks very much!

 

Posted

'ZAP does not provide functionality for equipping/unequipping gags. You need to use the console for that'

 

Thanks, Mr Xaz.   Much appreciate your taking the time to reply

 

I suspected that might be the outcome.  FWIW, de-activating the 'functionalgagsframework' esp solved the dialogue problem OK, so I'll have to live with that..

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...