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


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Posted

 

 

Okay so i hope i'm not the needle in the hay with this, but i the framework seems to have gotten a mind on its on in my game. I have my savegames seperate for stability reasons, one half with ZaZ-framework related mods, such as DD, and the like and one half without it.

 

Now i'm getting fascinatingly the message that the ZaZ framework gets initialized and even the MCM entry for it (with derped fonts however), on my non-ZaZ savegames.

 

The framework and all of its related mods i'm using work fine in the intended save games it's just that ghost behavior on my regular saves that makes me worry.

 

I'm having an assumption though, i'm using familiar faces and could it be the Jcontainer plugin is transferring the ZaZ scripts somehow? 

 

Or was the "Fixed MCM menu not showing up for some users" update better than it should be? :blink:

I think the big question is how you separate the mods when you swap save games? Do you use Mod Organizer or similar? If you don't then the mod scripts and other settings will still remain in your game even if you disable the .esm file.

 

That could lead to funny consequences. Although I haven't tried it myself, so I can't say if this is what you should expect.

 

If you remove all scripts, esm, and other data files when you switch your save games, then there is something else with your setup that's wrong. If the code isn't available for Skyrim, then it can't execute it.

 

 

Uhm, no i think you misunderstood me or i was wording it wrong.

 

I'm having savegames of all my characters in seperate folders, backups so to say. So basically i have my ZaZ folders with my ZaZ modded saves in them and my 'normal' folders with the regular saves. The only difference between these are the characters and i got the ZaZ related mods only active in the related save games.

 

I use no organizer or something like that, i simply swap out the saves from their corresponding folders whenever the mood strikes me and disable/activate the corresponding mods. I try to keep my saves without corruption really hard-ass, avoiding deleted mods in every way i can. Hence the save swapping to begin with. 

 

This all went fine for a long time actually, this matter of ghost behavior kind of occured when i made a Familiar Faces follower while having the ZaZ related stuff active. So hence my idea was it might be JContainers, as i've already tried disabling Familiar Faces, to no avail.

 

 

I'll give it a shot to delete JContainers first before delving further into this i think.

 

Edit: Okay JContainers wasn't the culprit, it were indeed the scripts of the framework itself, i just tested it by deleting them while having the esm disabled. Which is kinda weird for me, i made the FF follower around the same time i installed the 5.62 update. So i assume it came with the update, but the fun part is, i never experienced a script behaving like that ever before. My game is rather well modded with around 200 mods and all those scripts of the mods i havn't enabled are docile and dormant, at least from what i see in the SKSE log, or i'm too stupid to read i guess.

 

I'm curious though, what function did you exactly update in the possible related script/s with 5.62 if i may ask?

 

Sure. I updated the OnVersionUpdate event to not do any processing, but instead just send of a mod event to the config quest. In this event, heavy processing is done as normal, but it won't interrupt the MCM updating.

 

There's no telling what will happen in your game when you leave scripts. Maybe they will run, maybe they won't. Usually scripts have to be connected to an object to be able to do anything, but it can go either way.

 

If you want to play like this, I recommend you get Mod Organizer. It has support for what you want to do, and shouldn't take too long to set up. :)

Posted

 

 

 

Okay so i hope i'm not the needle in the hay with this, but i the framework seems to have gotten a mind on its on in my game. I have my savegames seperate for stability reasons, one half with ZaZ-framework related mods, such as DD, and the like and one half without it.

 

Now i'm getting fascinatingly the message that the ZaZ framework gets initialized and even the MCM entry for it (with derped fonts however), on my non-ZaZ savegames.

 

The framework and all of its related mods i'm using work fine in the intended save games it's just that ghost behavior on my regular saves that makes me worry.

 

I'm having an assumption though, i'm using familiar faces and could it be the Jcontainer plugin is transferring the ZaZ scripts somehow? 

 

Or was the "Fixed MCM menu not showing up for some users" update better than it should be? :blink:

I think the big question is how you separate the mods when you swap save games? Do you use Mod Organizer or similar? If you don't then the mod scripts and other settings will still remain in your game even if you disable the .esm file.

 

That could lead to funny consequences. Although I haven't tried it myself, so I can't say if this is what you should expect.

 

If you remove all scripts, esm, and other data files when you switch your save games, then there is something else with your setup that's wrong. If the code isn't available for Skyrim, then it can't execute it.

 

 

Uhm, no i think you misunderstood me or i was wording it wrong.

 

I'm having savegames of all my characters in seperate folders, backups so to say. So basically i have my ZaZ folders with my ZaZ modded saves in them and my 'normal' folders with the regular saves. The only difference between these are the characters and i got the ZaZ related mods only active in the related save games.

 

I use no organizer or something like that, i simply swap out the saves from their corresponding folders whenever the mood strikes me and disable/activate the corresponding mods. I try to keep my saves without corruption really hard-ass, avoiding deleted mods in every way i can. Hence the save swapping to begin with. 

 

This all went fine for a long time actually, this matter of ghost behavior kind of occured when i made a Familiar Faces follower while having the ZaZ related stuff active. So hence my idea was it might be JContainers, as i've already tried disabling Familiar Faces, to no avail.

 

 

I'll give it a shot to delete JContainers first before delving further into this i think.

 

Edit: Okay JContainers wasn't the culprit, it were indeed the scripts of the framework itself, i just tested it by deleting them while having the esm disabled. Which is kinda weird for me, i made the FF follower around the same time i installed the 5.62 update. So i assume it came with the update, but the fun part is, i never experienced a script behaving like that ever before. My game is rather well modded with around 200 mods and all those scripts of the mods i havn't enabled are docile and dormant, at least from what i see in the SKSE log, or i'm too stupid to read i guess.

 

I'm curious though, what function did you exactly update in the possible related script/s with 5.62 if i may ask?

 

Sure. I updated the OnVersionUpdate event to not do any processing, but instead just send of a mod event to the config quest. In this event, heavy processing is done as normal, but it won't interrupt the MCM updating.

 

There's no telling what will happen in your game when you leave scripts. Maybe they will run, maybe they won't. Usually scripts have to be connected to an object to be able to do anything, but it can go either way.

 

If you want to play like this, I recommend you get Mod Organizer. It has support for what you want to do, and shouldn't take too long to set up. :)

 

 

 

Thanks for the heads up regarding the script.  I don't think it's much of a serious matter then. I was just a bit over-worried i suppose, as it didn't showed any impact on the game so far.

 

I'm not exactly fond of MO NMM and the like, i'm more the DIY man myself. That's perfectly fine though, means my skyrim folder will be sorted into even more pieces and i have greater oversight actually.

(i guess i'm a bit of a masochistic pedant when it comes to my skyrim installation lmao)

 

I will hower test a bit more around with the current state, as it's a framework i doubt it'll cause any problems though since it's never getting referenced to as none of the related mods are active for that matter.

 

Thanks for taking the time to reply and please keep up the wonderful work. We love you for it. ;)

Posted

I have not figured out how to activate the animation test, says I have to equip something, but I did not understand what.. :-/

How to activate the ZaZ animations of MCM menu throughout the game, please help me ? :blush:

Posted

I'm having trouble getting this to work right. Half the anims will work but their way out of line, while the other half has one actor doing the anim while the other just stands there without any idle. Some don't even work at all. But all the other Sexlab anims work fine, which is why I don't understand why this wont work. I installed with Devious Devises Assets and Integration + Expansion, ran FNIS, loaded game and reset sexlab anim registry dozens of times to no avail. Is there a proper load order with this I haven't seen?

Posted

I really want to use this mod so I can use Private Needs, but it seems to change the default bound animation--the one which is used in the introduction of the game. Is there a way to disable this?

Posted

I really want to use this mod so I can use Private Needs, but it seems to change the default bound animation--the one which is used in the introduction of the game. Is there a way to disable this?

 

How does that cause problems?

Posted

Not sure if this has been touched upon in these 108 pages.

 

But A quick check didn't reveal anything. I bel;eive this idle is from this pack.

 

 

post-159469-0-45528200-1401032839.png

 

 

 

 

Anyone knows how it is called so I cna probably find it in console?

 

 

Thanks in advance.

Posted

Not sure if this has been touched upon in these 108 pages.

 

But A quick check didn't reveal anything. I bel;eive this idle is from this pack.

 

 

post-159469-0-45528200-1401032839.png

 

 

 

 

Anyone knows how it is called so I cna probably find it in console?

 

 

Thanks in advance.

 

Animations are listed in the text file on the third post, but at a guess, ZazAPC020.

Posted

So, after running LOOT today, when I finished updating everything, I noticed an error for the esm.

 

 


ZaZAnimationPack.esm

CRC: 7F178D45
  • Error: FNIS_ZaZAnimationPack_List.txt is not installed. Animations of mod wont be added in the FNIS list and wont be work in game. Before install through Wrye Bash Bain you should choise 'Override Skips' option for archive of this mod in the 'Installers' tab

 

It doesn't seem to be causing an error in game, though maybe I haven't run across it.  Don't know if this is something to ignore or something that needs to be addressed.

Posted

Hi, I'm new to the site, and I have the same problem. Been reading around and tried to found a way to download FNIS 4.0 beta 3, but I can only find the latest version.

 

But just like dubird said, the game seems to load normally, the error appears on Loot. Wondering if there is  away to fix this.

Posted

Hi, I'm new to the site, and I have the same problem. Been reading around and tried to found a way to download FNIS 4.0 beta 3, but I can only find the latest version.

 

But just like dubird said, the game seems to load normally, the error appears on Loot. Wondering if there is  away to fix this.

Where ever did you get the idea you should use an old version of FNIS (the requirements for this mod states "latest version")?

Posted

 

I really want to use this mod so I can use Private Needs, but it seems to change the default bound animation--the one which is used in the introduction of the game. Is there a way to disable this?

 

How does that cause problems?

 

The arms clip through the sides of the body. It seems designed for female bodies. Also due to the animations within the execution scene, the bound arms will pass through the body at certain points. It is glaringly obvious and I would much prefer the original animation/pose. Is this possible?

Posted

 

 

I really want to use this mod so I can use Private Needs, but it seems to change the default bound animation--the one which is used in the introduction of the game. Is there a way to disable this?

 

How does that cause problems?

 

The arms clip through the sides of the body. It seems designed for female bodies. Also due to the animations within the execution scene, the bound arms will pass through the body at certain points. It is glaringly obvious and I would much prefer the original animation/pose. Is this possible?

 

Move/delete/rename "skyrim\Data\meshes\actors\character\animations\offsetboundstanding.hkx"

 

I just renamed mine to test.

 

It works with "playidle offsetboundstandingplayerinstant" by resetting the animation back to vanilla. It will not however affect the offset bound pose (arms behind the back) for the zbf cuffs. I have no idea how this affects the game, I only tested it by playing the idle animation and equpping a few cuffs from the ZaZ pack.

 

Posted

In this my old save game post-204983-0-29844200-1408692544_thumb.jpg I was able to get all the ZBF items, but now I can not remember how I managed to get it.. :-/

I would get in my others recent game saves, all zbf items, but I do not know how to get them, I tried to type in the console "help ZBF" but there is nothing .. items as Hood Dark, Cuffs Rope, Gag Hood Bit, Gag Leather, Etc..

what should I do to get the ZBF items ? 

 

please help me.. :(

 

Ps:
maybe.. should I install this http://www.loverslab.com/topic/8485-8-31-12-update-zaz-gags/ for get all ZBF items in the inventory ? :unsure:

Posted

In this my old save game attachicon.gifZBFitems.JPG I was able to get all the ZBF items, but now I can not remember how I managed to get it.. :-/

 

I would get in my others recent game saves, all zbf items, but I do not know how to get them, I tried to type in the console "help ZBF" but there is nothing .. items as Hood Dark, Cuffs Rope, Gag Hood Bit, Gag Leather, Etc..

 

what should I do to get the ZBF items ? 

 

please help me.. :(

 

Ps:

maybe.. should I install this http://www.loverslab.com/topic/8485-8-31-12-update-zaz-gags/ for get all ZBF items in the inventory ? :unsure:

 

Is the test room still in this?

At least I think it was this mod... that had a room accessible from a "floor door" to the left of the entrance into Dragons reach.

turn left before bridge and go in grass area.

If it was this mod, the room had a chest with all the items in it.

Posted

 

In this my old save game attachicon.gifZBFitems.JPG I was able to get all the ZBF items, but now I can not remember how I managed to get it.. :-/

 

I would get in my others recent game saves, all zbf items, but I do not know how to get them, I tried to type in the console "help ZBF" but there is nothing .. items as Hood Dark, Cuffs Rope, Gag Hood Bit, Gag Leather, Etc..

 

what should I do to get the ZBF items ? 

 

please help me.. :(

 

Ps:

maybe.. should I install this http://www.loverslab.com/topic/8485-8-31-12-update-zaz-gags/ for get all ZBF items in the inventory ? :unsure:

 

Is the test room still in this?

At least I think it was this mod... that had a room accessible from a "floor door" to the left of the entrance into Dragons reach.

turn left before bridge and go in grass area.

If it was this mod, the room had a chest with all the items in it.

 

Nope, that was one of Oli3d's mods.

Posted

Moin,

 

i will add the ZaZ accesoirs to my new bondage furniture shop....

(buyable and constuctable).....

 

Moin

Oli

 

Posted

Meh, Have to write that huge documentation thats all thats left 

 

ZAP 6.0 is ready from my end , and is submitted to Xaz , Give him some time and space and he will have it ready soon .

Dont forget to thank him when he uploads the mod 

 

Cheers

 

Some Videos I had made to check stuff 

 

ZaZ Bondage Milk-Stuff.7z

 

Posted

Meh, Have to write that huge documentation thats all thats left 

 

ZAP 6.0 is ready from my end , and is submitted to Xaz , Give him some time and space and he will have it ready soon .

Dont forget to thank him when he uploads the mod 

 

Cheers

 

Some Videos I had made to check stuff 

 

attachicon.gifZaZ Bondage Milk-Stuff.7z

 

Just :D and :D.

Posted

Meh, Have to write that huge documentation thats all thats left 

 

ZAP 6.0 is ready from my end , and is submitted to Xaz , Give him some time and space and he will have it ready soon .

Dont forget to thank him when he uploads the mod 

 

Cheers

 

Some Videos I had made to check stuff 

 

attachicon.gifZaZ Bondage Milk-Stuff.7z

 

Nice work.

I hope,i see it in some mods

Posted

 

Meh, Have to write that huge documentation thats all thats left 

 

ZAP 6.0 is ready from my end , and is submitted to Xaz , Give him some time and space and he will have it ready soon .

Dont forget to thank him when he uploads the mod 

 

Cheers

 

Some Videos I had made to check stuff 

 

attachicon.gifZaZ Bondage Milk-Stuff.7z

 

Nice work.

I hope,i see it in some mods

 

 

They're already waiting for this animation :3

http://www.loverslab.com/topic/9363-wip-long-life-milk-mod-expired-milk-edition/page-78?do=findComment&comment=899685

Posted

Here is a sneak peak of the of the Folder structure and FNIS List for reference ( Its been renamed so people don't use it )

 

 

 

 

ZaZ Fnis List Reference.txt

 

If people want to ask about whats new , they can , I will answer later in the day 

A lot of fixes as well the mod size now is over hundred

 

 

 

 

One more sneak preview of some furniture stuff it was lying about so :P

Tub Preview Vid.7z

 

Cheers

Posted

Here is a sneak peak of the of the Folder structure and FNIS List for reference ( Its been renamed so people don't use it )

 

 

 

attachicon.gifZaZ Mesh Folder Main.htm

attachicon.gifZaZ Fnis List Reference.txt

 

If people want to ask about whats new , they can , I will answer later in the day 

A lot of fixes as well the mod size now is over hundred

 

attachicon.gifGag Fixes.bmp

 

 

One more sneak preview of some furniture stuff it was lying about so :P

attachicon.gifTub Preview Vid.7z

 

Cheers

 

Holy dang, ur gonna recreate something like the furo bath from Oblivion :o

Nice work man.

Posted

 

 

In this my old save game attachicon.gifZBFitems.JPG I was able to get all the ZBF items, but now I can not remember how I managed to get it.. :-/

 

I would get in my others recent game saves, all zbf items, but I do not know how to get them, I tried to type in the console "help ZBF" but there is nothing .. items as Hood Dark, Cuffs Rope, Gag Hood Bit, Gag Leather, Etc..

 

what should I do to get the ZBF items ? 

 

please help me.. :(

 

Ps:

maybe.. should I install this http://www.loverslab.com/topic/8485-8-31-12-update-zaz-gags/ for get all ZBF items in the inventory ? :unsure:

 

Is the test room still in this?

At least I think it was this mod... that had a room accessible from a "floor door" to the left of the entrance into Dragons reach.

turn left before bridge and go in grass area.

If it was this mod, the room had a chest with all the items in it.

 

Nope, that was one of Oli3d's mods.

 

So what exactly should I install Oli3d's mod to have all Zbf/ZaZ items, and what/where to go to get them all ? :)

 

How do I view in game the animations/pose of the new ZaZ MCM menu Animation Test ? ^_^

Posted

 

 

 

In this my old save game attachicon.gifZBFitems.JPG I was able to get all the ZBF items, but now I can not remember how I managed to get it.. :-/

 

I would get in my others recent game saves, all zbf items, but I do not know how to get them, I tried to type in the console "help ZBF" but there is nothing .. items as Hood Dark, Cuffs Rope, Gag Hood Bit, Gag Leather, Etc..

 

what should I do to get the ZBF items ? 

 

please help me.. :(

 

Ps:

maybe.. should I install this http://www.loverslab.com/topic/8485-8-31-12-update-zaz-gags/ for get all ZBF items in the inventory ? :unsure:

 

Is the test room still in this?

At least I think it was this mod... that had a room accessible from a "floor door" to the left of the entrance into Dragons reach.

turn left before bridge and go in grass area.

If it was this mod, the room had a chest with all the items in it.

 

Nope, that was one of Oli3d's mods.

 

So what exactly should I install Oli3d's mod to have all Zbf/ZaZ items, and what/where to go to get them all ? :)

 

How do I view in gam the animations/pose in the new ZaZ MCM menu Animation Test ? ^_^

 

I thought someone posted it but it seems that post was removed or I am blind.

It is part of zaz.

type into console

"coc zbfTestCell" (sans quotes)

it will teleport you to the test room. chest with everything in it.

Just tested it and it works.

 

as for testing I have no idea.

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