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


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Posted

zbfPillory01 seems to use vanilla textures (might be wrong about that). it looks dirty and used, using wood that's available in the world of Skyrim.
Pic Pillory01:

post-61980-0-96010100-1402653438_thumb.jpg
 

While zbfStaticPillory02 looks like this:

Pic Pillory02:

post-61980-0-65048500-1402653451_thumb.jpg

 

That does not means that i don't like the pillory, but next to each other they look misplaced. But as the mentioned thread seems to suggest what i ask for, i'm all for it.

To sad i didn't see the thread, as i don't check the section it's placed in. :/

 

And i would fix the texture coordinates in NiFScope, after changing the texture paths, if i knew how and where to look. Hence why i gave up on the wall i tried. :(

Posted

zbfPillory01 seems to use vanilla textures (might be wrong about that). it looks dirty and used, using wood that's available in the world of Skyrim.

 

 

Pic Pillory01:

attachicon.gifzbfPillory01.jpg

 

While zbfStaticPillory02 looks like this:

Pic Pillory02:

attachicon.gifzbfStaticPillory02.jpg

 

 

That does not means that i don't like the pillory, but next to each other they look misplaced. But as the mentioned thread seems to suggest what i ask for, i'm all for it.

To sad i didn't see the thread, as i don't check the section it's placed in. :/

 

And i would fix the texture coordinates in NiFScope, after changing the texture paths, if i knew how and where to look. Hence why i gave up on the wall i tried. :(

 

Thats Fine All you have to do add your custom texture path into the .nif file and and right click the mesh in nifskope itself . And play around in the uv editor .

post-8713-0-64179600-1402680825_thumb.jpg

 

You are right they will look a bit odd or out of place if you use your own custom textures .

post-8713-0-00835700-1402681101_thumb.jpgpost-8713-0-32886900-1402681105_thumb.jpg

 

But I welcome the idea if people want to remake the textures for ZaZ Stuff , and we are open make the devices look reasonably into the lore or at least not look out of place .

 

Cheers

Posted

Nice that you had it simple to add the bright wooden texture to the pillory with the used looking texture, but your comment that i should play around with the UV editor is funny as hell for me as i don't know shit about what i'm doing there.

But i'll give it a try nontheless and see what i may learn from my fails. ^^

But how to i adjust the underlying texture, in case it doesn't fit, before i start messing around with the UV map?

Posted

Nice that you had it simple to add the bright wooden texture to the pillory with the used looking texture, but your comment that i should play around with the UV editor is funny as hell for me as i don't know shit about what i'm doing there.

 

But i'll give it a try nontheless and see what i may learn from my fails. ^^

But how to i adjust the underlying texture, in case it doesn't fit, before i start messing around with the UV map?

 

You need to See the texture and the mesh so when editing the uvmap  the changes are seen .

 

You can Move the vertices of  the uvmap . Scale and Rotate too :P ( Right Click and you will get more options in the uveditor) 

 

post-8713-0-11111300-1402683831_thumb.jpg

 

Cheers

Posted

 

it looks great Zaz chris. what about the pillory animation with dwarven dildo fucking tighten girl? When can we expect that one?

 

Lol that one got lost somewhere , However I would redo some fucking machines since I can make them in blender now thanks to Antons tools released last may . 

Maybe make them more modular with multiple animations.

 

Cheers

 

 

Did you loose a lot when your mobo got fried, or were you able to salvage your harddisk?

Posted

 

 

it looks great Zaz chris. what about the pillory animation with dwarven dildo fucking tighten girl? When can we expect that one?

 

Lol that one got lost somewhere , However I would redo some fucking machines since I can make them in blender now thanks to Antons tools released last may . 

Maybe make them more modular with multiple animations.

 

Cheers

 

 

Did you loose a lot when your mobo got fried, or were you able to salvage your harddisk?

 

 

hmmm,  just a few things in c drive , I backed up the rest

One was that dwarven fucking machine thingy and the other was a thread mill type .

 

Most of my work got saved 

 

post-8713-0-13420400-1402688485_thumb.jpgpost-8713-0-01912000-1402688487_thumb.jpg

 

there is a ton more but  needs some tweaking in blender.

 

Cheers

Posted

Oh man, those "apparatus" are going to be even better if that HDT vagina becomes a reality.

And spanking chair! sounds fun

Posted

I'm SURE you've never been asked this question before but.. When is the Milk-o-matic going to be available? :D

 

Not before ZaZ Chris has a new PC. 

Posted

 

I'm SURE you've never been asked this question before but.. When is the Milk-o-matic going to be available? :D

 

Not before ZaZ Chris has a new PC. 

 

 

Balls.. Why do machines have to die?..

Posted

I supose this has been asked already by someone, but I am just curious: Is it possible to make a leash effect in Skyrim, as seen in Second Life OpenCollar system ?

 

just curious, I don´t have idea about modding, scripting, and those things but...I would love to see a leash instead of the actual invisible leash in the slavery/capture mods. I though this your threat, Zaz, is the one to ask these things, cos all those slavery mods uses yours :)

 

Thanks in advance

 

GREAT MOD btw ;)

 

Posted

I supose this has been asked already by someone, but I am just curious: Is it possible to make a leash effect in Skyrim, as seen in Second Life OpenCollar system ?

 

 

I think a visual leash would be much more difficult than simple collars. In http://www.nexusmods.com/skyrim/mods/11292 somebody have tried to add chains to the collar - but you will see many clipping effects. The leash must be havok enabled.

Posted

I supose this has been asked already by someone, but I am just curious: Is it possible to make a leash effect in Skyrim, as seen in Second Life OpenCollar system ?

 

just curious, I don´t have idea about modding, scripting, and those things but...I would love to see a leash instead of the actual invisible leash in the slavery/capture mods. I though this your threat, Zaz, is the one to ask these things, cos all those slavery mods uses yours :)

 

Thanks in advance

 

GREAT MOD btw ;)

 

Some thing like that , requires a good amount of scripting , I really do like the system the in second life and someone with no knowledge of scripting like me could make use of them since there were tons of examples and really good documentation.

 

Skyrims engine is different , more over it has never been attempted yet . A year ago I had seen a spell mod where the caster fires follow-able wisps at a fixed distance from  the target on youtube  the idea was to replace the wisps with chain links and so forth .Its not my cup of tea, this kind of CK work maybe Xaz and the Hardcore Scripters can have a go at it but the game engine may not be designed for this.

 

Cheers

Posted

God I sooo want you to finish these animation packages. :o I've been waiting for sooo long. (Please don't misinterpret my euthusiasm for your work for being demanding.) I just really hope that an update will come soon. Your work is one of the reasons why I check this site daily. :D

Posted

Milk o matic is very impressive and funny. A love all automated dildos filling hers every hole. Perfect work. thank you.

 

Yeah.. I can hardly wait til it's released and works with the Milk Mod. :lol:

Posted

Any chance of a milking CHAIR design (kind of like a dentist's chair) with leg and arm straps?

 

I'm just curious on how many different creations or concepts regarding that topic you have worked on?

Posted

 

Testing some private changes to Slaverun and found a lot of this when entering a different location:

 

 

 

[06/16/2014 - 12:46:10PM] error: (9C00C046): Does not have face animation data, and therefore cannot have their expression f.

stack:

[ (9C00C046)].Actor.SetExpressionOverride() - "<native>" Line ?

[zbf (140137E6)].zbfbondageshell.ApplyExpressionModifier() - "zbfBondageShell.psc" Line 192

[zbf (140137E6)].zbfbondageshell.ApplyAllModifiers() - "zbfBondageShell.psc" Line 269

[None].zbfEffectBondage.ApplyEffects() - "zbfEffectBondage.psc" Line 29

[None].zbfEffectBondage.OnUpdate() - "zbfEffectBondage.psc" Line ?

[06/16/2014 - 12:46:10PM] error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type

stack:

[None].zbfEffectBondage.RegisterForSingleUpdate() - "<native>" Line ?

[None].zbfEffectBondage.RegisterForAnotherUpdate() - "zbfEffectBondage.psc" Line 24

[None].zbfEffectBondage.OnUpdate() - "zbfEffectBondage.psc" Line ?

 

 

 

 

I think those errors could be eliminated from the Papyrus log by changing the OnUpdate event in the zbfEffectBondage script to:

 

	Event OnUpdate()
		If kTarget
			ApplyEffects(kTarget)
			If (fNextGagSound < Utility.GetCurrentRealTime()) && bApplyGagSound
				fNextGagSound = zbf.NextGagSound()
				zbf.PlayGagSound(kTarget)
			EndIf

			RegisterForAnotherUpdate()
		EndIf
	EndEvent
If the kTarget is no longer valid (None) then the calls won't be made and the script terminates without logging errors first.
Posted

Files Corrupt.

 

Is anyone else getting this when they attempt to unpack ZazAnimationPack_V0553. I am even getting it with the previous ZazAnimationPack_V0552.

 

Incomplete download, just try to re-download the file again.

 

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