ez2kill Posted August 6, 2022 Posted August 6, 2022 The brand new ZAP 9 does work with the Zaz Helper Extension 2.02b. Thanks for the awesome helper addon. Such a lifesaver! On 7/31/2022 at 2:44 PM, Selena Glazer said: Hello, I would like to report a bug. When i lock a Pahe slave in a furniture, everything is cool and working fine, until i try to realign the slave using the spell, it just stand there idle, normally, when i want to unlock a slave, i click release NPC, then remove restraints, otherwise they will stand there idle. so you need to click the remove restraints option whenever the locking even end or when the npc is released from a device. so any fix for the realign thing? There is a PAHE compatibility patch in the helper addon downloads. If it's still not working, maybe try arranging your mod list with ZAP before PAHE, like ZAP priority 30 and PAHE priority 31. 2
Nelth Posted August 15, 2022 Posted August 15, 2022 (edited) On 7/31/2022 at 11:44 PM, Selena Glazer said: Hello, I would like to report a bug. When i lock a Pahe slave in a furniture, everything is cool and working fine, until i try to realign the slave using the spell, it just stand there idle, normally, when i want to unlock a slave, i click release NPC, then remove restraints, otherwise they will stand there idle. so you need to click the remove restraints option whenever the locking even end or when the npc is released from a device. so any fix for the realign thing? Same here, realign does not work on SE. Shame my Hearthfire Dungeon Addon will stay empty Edit: I think there is some kind of compatibility problem with Diary of Mine (every time i lock slaves and realign they stand idle, when i choose remove restrain they go back to proper animation, after that DoM inform me that they are locked to furniture again, then i cast realign and we going back to stand idle...) non-enslaved npc works fine. I tried to test furniture without zap helper installed but slaves don't stay on it either (they stay on furniture couple of seconds and start crying/sad/released animation, after that they stand idle). Edited August 16, 2022 by Nelth 1
Nelth Posted August 16, 2022 Posted August 16, 2022 (edited) Ok a little update They somehow start to working properly (in a wanky way). When I turn off/on follow/stay from DM3 and then realign, slaves stay on furniture (re-entering cell works too) the only weird thing is that, they are trying to change position to stand idle every couple of seconds (get DoM notification about being restrained every time they try change) and after a half second slaves return to proper animation. Edited August 16, 2022 by Nelth
moody132 Posted August 31, 2022 Posted August 31, 2022 (edited) I just noticed that locked NPCs are not bound anymore after cell reset. Did some testing today, locking NPCs , leaving cell, save, quit game, load, entering the cell, and they are just standing near devices. Any ideas? i am pretty sure that this is common issue, and saw somewhere solution to this, but i do not remember it now. I tried uninstalling Interactive BDSM, though it could be some sort of conflict, but didnt changed a thing. NPCs are from PAHE, i am using PAHE patch too. SSE. Edited August 31, 2022 by moody132
ETSubmariner Posted December 27, 2022 Posted December 27, 2022 I've been having a blast with my character with this mod. I do need the Positioner, which I see has an SSE/AE port now. Anyway, placing random stuff and using it, quite fun especially out in the middle of nowhere OR along the road (combined with Interactive BDSM and Devious Equip's self-bondage scenarios AND spank that ass, etc). Who knows who might come along to discover a helpless hero in bondage and what happens then . . . lol
omega36 Posted January 4, 2023 Posted January 4, 2023 so im not able to place most of the furniture. only some of the ponies, pillories and crosses, what could i be doing wrong?
Pfiffy Posted January 29, 2023 Posted January 29, 2023 (edited) This might be a stupit question, but which version do I have to use for a male char, that only enslaves female npcs? Edit: I found it.... To end the SE discussion: As long as there is nothing to convert like nifs, textures or animations, you will be usually fine with an LE mod in SE. The only ones that complain are the Mod managers. Edited January 29, 2023 by Pfiffy
t.ara Posted January 29, 2023 Posted January 29, 2023 5 minutes ago, Pfiffy said: This might be a stupit question, but which version do I have to use for a male char, that only enslaves female npcs? Edit: I found it.... To end the SE discussion: As long as there is nothing to convert like nifs, textures or animations, you will be usually fine with an LE mod in SE. The only ones that complain are the Mod managers. It´s sometimes not bad to use OLDRIM textures in SSE. Some computed textures went ugly and got a digital destroy inside of SSE. And if you feed SSE with LE textures, you get an OLDRIM-look inside of SSE. In a distant-view is SSE looking cool, but in the nearfield, lot of textures got damaged by their (bethesda´s) conversion-routines. And fully new textures they did not create for all parts of the game. They made no good job, They made some weird mistakes, a "half" of a job. For such a successful game they would have to invest into an new or overhauled animation-engine and exactly into better performance concerning the havok-physics. But such hard part-repairs, they did not make-they also did not leave their tools and access to the animation-system-as usually.
Pfiffy Posted January 29, 2023 Posted January 29, 2023 (edited) 1 hour ago, t.ara said: It´s sometimes not bad to use OLDRIM textures in SSE. Some computed textures went ugly and got a digital destroy inside of SSE. And if you feed SSE with LE textures, you get an OLDRIM-look inside of SSE. In a distant-view is SSE looking cool, but in the nearfield, lot of textures got damaged by their (bethesda´s) conversion-routines. And fully new textures they did not create for all parts of the game. They made no good job, They made some weird mistakes, a "half" of a job. For such a successful game they would have to invest into an new or overhauled animation-engine and exactly into better performance concerning the havok-physics. But such hard part-repairs, they did not make-they also did not leave their tools and access to the animation-system-as usually. Don't tell me... You know that I have been porting mods right from the start. The question here is if there is something that needs to be ported. I'm going to take a look at it... let see: A few scripts and and esp's with spells... doesn't seem to be something critical.... To make it clean for SE the source folder has to be moved... But that is only important for modders. The folder structure of the Pahe patch looks a bit strange, but if it gets installed correctly in LE it will also work in SE. If the mod manager will place the files in the correct folders, because the script are not in the correct folders it will work, else it will do nothing. To make sure the archive has to be fixed. Resaving the 3 mods as they are might wreck the scripts. From my point of view its not worth the effort... Edit: For Diary of mine you might need an additional patch, because it is overwriting some of the pahe scripts. Edited January 29, 2023 by Pfiffy
Pfiffy Posted February 5, 2023 Posted February 5, 2023 (edited) about the pahe patch: Is it possible to expand the number of locked NPC's for pahe to 127 and add the function that locked Slaves gain experience from being locked? They should also get some Sex xp from getting locked into the Milk machines or the fuck machines. it would also be cool if you could lock NPC's up via a dialogue. Edited February 5, 2023 by Pfiffy
Gudulba Posted February 20, 2023 Posted February 20, 2023 I use Pamatronic's Yarm for random SexLab scenes between NPCs. To prevent Yarm from integrating locked up ZAP Helper Addon NPCs into these scenes, I tried to create a patch for Yarm by adding new conditions. However the patch doesn't work and locked up NPCs still end up in the sex scenes. What I have tried with the patch is adding a "Subject.Get.In.Faction" for "ZFP Bound NPCs" and "Locked NPC Faction for ZFP" (see screenshot in spoiler section). Should this approach work? Or should I create some other conditions? Spoiler
Jyratx Posted March 6, 2023 Posted March 6, 2023 What is the difference between the regular versions and the versions with b's in their names?
kohlteth Posted March 21, 2023 Posted March 21, 2023 (edited) Does anyone know if there is a way to expand the number from 50, as I'm trying to get to use this with without having to manually place the NPC using CK as that does defeat the purpose somewhat ? Edited March 23, 2023 by kohlteth
Gudulba Posted May 10, 2023 Posted May 10, 2023 Can we have a version for more than 50 NPCs please? I have run out of slots ?
Gudulba Posted May 10, 2023 Posted May 10, 2023 On 3/21/2023 at 11:47 AM, kohlteth said: Does anyone know if there is a way to expand the number from 50, as I'm trying to get to use this with without having to manually place the NPC using CK as that does defeat the purpose somewhat ? I had a look at it in Creation Kit. The slots are defined under Quest and Packages. They could be duplicated and added. But there may be other places where something has to be changed in the ESP. And the slots are also defined in one or more scripts. And I have never managed to compile scripts in CK...
dan_5858 Posted May 24, 2023 Posted May 24, 2023 (edited) Hi there, I'm having trouble using the furniture with my character (not an NPC). I spawn a piece of furniture and press E to use it, but the camera just freezes for a couple of seconds in third person and nothing happens. Am I doing something wrong? Solved: Something I did messed with the animations in general (not just this mod). I exited the game, re-ran FNIS and that fixed it. Edited May 24, 2023 by dan_5858
aksdhauhdoi12 Posted July 1, 2023 Posted July 1, 2023 On 5/10/2023 at 3:10 PM, Gudulba said: I had a look at it in Creation Kit. The slots are defined under Quest and Packages. They could be duplicated and added. But there may be other places where something has to be changed in the ESP. And the slots are also defined in one or more scripts. And I have never managed to compile scripts in CK... Hi, did you find a way to break the limit? Dat mod just works too well with this one, please let me know if youve found ways to break the limit xD
Gudulba Posted July 3, 2023 Posted July 3, 2023 On 7/1/2023 at 6:10 PM, aksdhauhdoi12 said: Hi, did you find a way to break the limit? Dat mod just works too well with this one, please let me know if youve found ways to break the limit xD Unfortunately not. Scripts would have to be altered, and I have never managed to compile scripts in CK. Always run into some errors... 1
Zeimaster Posted July 18, 2023 Posted July 18, 2023 (edited) This works fine in Special Edition, except the craftable spell books causing a CTD once you hover over them. I dont have the know how and patience to remove them from the mod myself. so if possible you could make a "special edition compatiable version" that's identical minus the craftable spell books, since I am aware OP does not own Special Edition. It hard to avoid the books in the smithing menu if you are carrying leather, a common crafting item so I am hoping someone makes the edit. Edited July 19, 2023 by Zeimaster
randy1990 Posted September 7, 2023 Posted September 7, 2023 (edited) how do i rotat funiture Edited September 7, 2023 by randy1990
Yunaae Posted September 20, 2023 Posted September 20, 2023 How i can make the npc look at me inside its object? (with Special edition, NPC dont look anymore player)
Looker42 Posted September 24, 2023 Posted September 24, 2023 It seems like there a number of people here saying they're using this mod in SE, but when I try it I get all the spells, but using the furniture placer spell doesn't actually place anything. It just takes me through the menu then nothing changes after making a selection. Even I'm able to use mods that automatically place furniture for you is specific locations. Is there something obvious I'm missing?
tacticalskyrim77 Posted February 13, 2024 Posted February 13, 2024 I’m having this error come up. I am able to spawn the furniture and I have all the spells. However I cannot select furniture. Every time I cast the spell it does not allow me to target the furniture. It says “Invalid target. Target Zaz furniture”
cozmic80 Posted February 26, 2024 Posted February 26, 2024 (edited) Is anyone else having trouble using furniture? Neither my PC and NPC can use the furniture , they just stand there. Suggestions on what to do would be appreciated. Edited February 26, 2024 by cozmic80
Guest Posted May 4, 2024 Posted May 4, 2024 On 10/10/2021 at 4:20 AM, Cycorix said: I may look into it if I can find the time, but no promises. I know how it could be done though I think, just change the spell type from self to aimed, add a projectile, and change script line "game.getcurrentcrosshairref()" to "aktarget.getreference()" or something. Am I going to change that for all versions from now on, for something that won't affect most people? in short, not likely ? ...however it does occur to me that I could perhaps make a VR compatibility patch that adds a new select spell just for VR users. It could use the ZAPHelper as masterfile so I don't have to update for VR in all other versions as well, you just use whatever version + the patch to get a working select spell. Inefficient, but effective. If you're in a hurry for this I am more than happy to talk you through the process. Otherwise I may look into it when I have the time, I'm pretty busy right now. My man have you made a patch for this yet? really love this mod and i want to use this in VR but i’m basically going through what the other guy was going thru - not being able to place the furniture properly or select furnitures to delete. At the very least can you guide me through the process on how I can achieve this?
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