pxf1997 Posted August 23, 2022 Posted August 23, 2022 Is there any way that kept my character in the furniture in combat? Just my evil idea.
Krupnokalibernaya Posted August 23, 2022 Posted August 23, 2022 Hi I have a question. It seems to be that in the dungeon many furniture auto-equip outfit to characters. Is there any ways to prevent equipping such items such as gags and hoods?
hahaha123123 Posted August 23, 2022 Posted August 23, 2022 Probably a dumb question... ERROR: Property zazwhpAnims on script zazWhp_NPCscript attached to alias NPC1 on quest zbfWHPAnimsNPC (05000D66) cannot be bound because alias PlayerAlias on quest zbfWhpAnimsPlyr (0538E654) is not the right type ERROR: Cannot call Set_Animation() on a None object, aborting function call stack What does these error mean...Papyrus.0.log
xboronx Posted August 24, 2022 Posted August 24, 2022 12 hours ago, t.ara said: Hello xboronx.. as soon you have installed zap with fnis and bodyslide without errors, zap is fully working...there´s no particular working possible and if something is not running like it has to, you can be sure that another mod is influencing zap. As usual. Anyway has it been possible to use DD and ZAP together and this should also be possible with zap 9. If that for any further reason is not possible, I have to say that I can not take care about that. The further mechanics we added into zap is offering more fun with zap and it shall bring more fun to use zap also with suiting quest mods. It ´s normal that DD has a strong problem with the body-slots...and there are some errors inside of DD-which is mostly being solved by the new updates, this slot-problem of DD can be solved easily as soon some assets become to be weared as combinations on one single slot. And ZAP sometimes is using also assets, which use a slot 32 which is blocking the whole body at once-but that has a system which you will understand more better if you slowly use more and more rope-assets all together, side by side. A creator can easily see, which slots are being used and create her/his beloved combination(s). This can be called by a quest-mod, by a furniture or by using an activator. Or by a trap...By laying down on bed and more...also can you use dummy-assets to provocate the script to work also fine for a naked-body or for high-heels=off, inside a furniture as well. The naked function also is working for NPCs in normal furnitures, or for the player in normal furnitures: Slaves sit only naked on chairs: no problem with ZAP-no extra script necessary. THis offers a really very flexiable sandboxing without any quest or additional script-line. The mod has been so far checked and we know the problem with the trip thru the animation-behavior (deformedskeleton/mesh) but this appears only in some few situations-so, this is so far a "pay-for" the riding-npc-implemention. Maybe this can be solved with a newer update, soon:-) I think you misunderstood my comment, it was not meant as criticism on ZAP at all, just as a reminder for anyone who has also installed DD to check their device hider settings in DD. Because in the DD Device hider menus on default about 4 slots are hidden, and this way some ZAP equipment combos are not displayed properly. So my comment was just meant as a small help to avoid incoming bug messages that some breast ropes etc. don't work whereas it is only a small bad setting from DD which can cause this.
gin1 Posted August 24, 2022 Posted August 24, 2022 11 hours ago, t.ara said: About J-sons positioner I for best give no advices. This tool is not changing a navmesh and your folks ingame can be hindered to walk...play with the CK and you´ll in one week create your first mods. If it weren't for my thesis, I would. You've convice me though so maybe later or as new year resolution x) The first thing I found not working : the crawling / ride collar. The rider does not follow the ridden around but is stuck in place. I'll try to find why.
bnub345 Posted August 24, 2022 Posted August 24, 2022 14 hours ago, gin1 said: The first thing I found not working : the crawling / ride collar. The rider does not follow the ridden around but is stuck in place. I'll try to find why. It doesn't work unless the human skeleton is modified to add a saddle bone. You can see this in the mod NPC Mounts Beta here on LL.
V-Mann Posted August 24, 2022 Posted August 24, 2022 Hi .Zwangsjacke .Seil Fesseln Wie komme ich wieder aus die Zwangsjacke und Seil Fesseln raus. Auf dem Bildschirm oben Links steht .BZW[Englisch] ich soll mich selber befreien. Ja aber wie? Wie komme ich wieder aus die Zwangsjacke raus. Wie komme ich wieder aus die Seil Fesseln raus. LOL THX
Lurgehur Posted August 24, 2022 Posted August 24, 2022 First off I wanted to say thank you t.ara for your continued work on this project. The amount things that have been added is amazing. With quite a few of the new items that act as arm restraints it seems to instead proceed to the hands behind back restraint pose instead. I've included a screenshot of one such occurance. I'm unsure if this is a bug or an issue on my end as whenever I equip one it won't let me unequip it regardless of what I try.
Zarh246 Posted August 24, 2022 Posted August 24, 2022 On 8/21/2022 at 8:46 AM, t.ara said: NEMESIS is interesting for combat-idles-anyway okay-but this mod is not made to become working with nemesis. I was thinking in the past that nemesis might have some advantages over the way how it is bringing idles into the game-but it is the same way of hack, compared with FNIS. And a latest version of fnis is melting 36000 new idles into the game....I mostly have 4000 or 5000...Those AA animations can also be implemented by using NEMESIS-but why shall I waste my time with that mod which can ´t even add animal-animations/creature-animations??? Nemesis is no alternative beside FNIS. And I can not also support that. Let ´s look what we have in line 3347: simply the end of the command-FNIS-file... But what is nemesis doing with a file from FNIS?....I thought it is an own mod to implement new idles and behaviors?...As I understood from the past you create a folder, name it with your mod and throw all the aniamtions of the mod into it....then you run nemesis and it creates the behaviors. (Which is of course NONSENCE !!!!!) Nemesis CAN NOT KNOW what means a furniture-it has to get structure, for offsets and also for AA animations as well. So WHERE is it ´s structure ??? I only see some few combat-behavior files and some rare filled folders without any guideline. Maybe interesting for consumers, but not for creators. I have nemsesi here-I have looked a lot of time if that is making sense...to try...in between it doesn ´t touch me any more-I´m sorry:-((( no worries, though somone up further may have added a solution that ill take a crack at, but i think in the long run you are probably right about nemesis. More trouble then it is worth.
Zarh246 Posted August 24, 2022 Posted August 24, 2022 On 8/21/2022 at 8:08 AM, bnub345 said: Unfortunately I don't know how to format animation lists for nemesis and there is no documentation or support on how to do so. The best I could come up with is disabling everything nemesis didn't like. You can use the file in this post and overwrite your ZAP 9 install if you must use nemesis. Just be aware that some things will not work, like the crawling animations and the whip weapons. ZAP 9 Nemesis.7z 28.13 kB · 6 downloads thanks ill give this a shot!
Zarh246 Posted August 24, 2022 Posted August 24, 2022 Can't seem to equip the body sack, what slots does it use? oh, and i do apologize for spamming. been a busy week and just managed to get on my computer!
xboronx Posted August 24, 2022 Posted August 24, 2022 2 hours ago, Lurgehur said: First off I wanted to say thank you t.ara for your continued work on this project. The amount things that have been added is amazing. With quite a few of the new items that act as arm restraints it seems to instead proceed to the hands behind back restraint pose instead. I've included a screenshot of one such occurance. I'm unsure if this is a bug or an issue on my end as whenever I equip one it won't let me unequip it regardless of what I try. Do you have installed DD too? Most likely it is caused by the device hider filter there, at least it was the case for me, when i unchecked all slots there it worked.
t.ara Posted August 25, 2022 Author Posted August 25, 2022 11 hours ago, bnub345 said: It doesn't work unless the human skeleton is modified to add a saddle bone. You can see this in the mod NPC Mounts Beta here on LL. Yessssss!!!! That ´s it!!!!....I have changed the skeleton during some work on some other stuff again back to a normal skeleto. Oh yeah:-)) I´ll check out where I have the suiting skeleton and then I try if that ´s working again...I made so many experiments with different saddle bones on horses and also on an npc, so to get also a smooth riding with a magic-bone, too. That ´s definitivly the correct hint:-)) The skeleton is ready made-but I did not share that inside of ZAP...sorry!!
t.ara Posted August 25, 2022 Author Posted August 25, 2022 11 hours ago, V-Mann said: Hi .Zwangsjacke .Seil Fesseln Wie komme ich wieder aus die Zwangsjacke und Seil Fesseln raus. Auf dem Bildschirm oben Links steht .BZW[Englisch] ich soll mich selber befreien. Ja aber wie? Wie komme ich wieder aus die Zwangsjacke raus. Wie komme ich wieder aus die Seil Fesseln raus. LOL THX Hi-im MCM menu ZAP die Fesselmechanik aussschalten. Weghaken.
t.ara Posted August 25, 2022 Author Posted August 25, 2022 7 hours ago, Zarh246 said: Can't seem to equip the body sack, what slots does it use? oh, and i do apologize for spamming. been a busy week and just managed to get on my computer! The bodysack you can see with more distance-there´s a problem with the correct slots or with the mesh-I also have a guiloutine, which you can only watch with a little distance completely-I do not really know why...skinned stuff which is movable (weighted) sometimes is disappearing on this both files.
t.ara Posted August 25, 2022 Author Posted August 25, 2022 10 hours ago, Lurgehur said: First off I wanted to say thank you t.ara for your continued work on this project. The amount things that have been added is amazing. With quite a few of the new items that act as arm restraints it seems to instead proceed to the hands behind back restraint pose instead. I've included a screenshot of one such occurance. I'm unsure if this is a bug or an issue on my end as whenever I equip one it won't let me unequip it regardless of what I try. You definitivly did not install the whole pack...those animations ALL have to work after a correct animation: delete the behavior-files of zap-check the animation folders if all the FNIS-txt-files are updated and then run FNIS again....
t.ara Posted August 25, 2022 Author Posted August 25, 2022 8 hours ago, Zarh246 said: no worries, though somone up further may have added a solution that ill take a crack at, but i think in the long run you are probably right about nemesis. More trouble then it is worth. I was really interested into NEMESIS because I had the hope, that it would be possible to implement new idles in a technically better way, compared with fnis. But FNIS has been made by an engineer / informatik-specialist, FORE. He has made one of the best access to the games-without that we all would not be here...this we always keep in background-same for caliente with his wonderful bodyslide and body-support. Of course are there many other, to-but that´s those stuff, which is offering SKYRIM/FO3/4 to become so much perfect.
PeanutButterOfWar Posted August 25, 2022 Posted August 25, 2022 I'm hoping to be redirected to a solution as it's likely a solved issue. For some reason, when my character puts on a restraint it works for a few seconds and then goes back to regular Skyrim poses when walking around. Any help would be much appreciated. This mod is terrific, lots of new and interesting stuff!!
t.ara Posted August 25, 2022 Author Posted August 25, 2022 48 minutes ago, PeanutButterOfWar said: I'm hoping to be redirected to a solution as it's likely a solved issue. For some reason, when my character puts on a restraint it works for a few seconds and then goes back to regular Skyrim poses when walking around. Any help would be much appreciated. This mod is terrific, lots of new and interesting stuff!! Easy: zap, -mcm-menu, -lock-restraints=off, then you can playwithout gluing to restraints. 1
DonQuiWho Posted August 25, 2022 Posted August 25, 2022 Hi Quick question, please I see references to work being done on an 'SE version' and also, apparently in that same context, work being done after 'downloading the latest Skyrim' Is it planned to convert this, as possible, to the last SE release, or the current AE release, or maybe both? Those are quite radically different TIA for any advice anyone can offer
PeanutButterOfWar Posted August 25, 2022 Posted August 25, 2022 1 hour ago, t.ara said: Easy: zap, -mcm-menu, -lock-restraints=off, then you can playwithout gluing to restraints. Thanks a lot! I appreciate the rapid feedback!
t.ara Posted August 25, 2022 Author Posted August 25, 2022 (edited) 1 hour ago, DonQuiWho said: Hi Quick question, please I see references to work being done on an 'SE version' and also, apparently in that same context, work being done after 'downloading the latest Skyrim' Is it planned to convert this, as possible, to the last SE release, or the current AE release, or maybe both? Those are quite radically different TIA for any advice anyone can offer Yes DonQui:-) While bnubs345 is working on a cloth/restraints-set for SKYRIM-SE for a CBBE HDT-SE Caliente-Body, I want to create a cloth-set for the same body, but for 3BBB, which also has been made by caliente to be fully working as a reference body maybe together or little later with the CBBE 3BA. Anyway do I not offer a body, which is so much complex and I have my problems with that one quite al lot. If you have three different nodes at only the breasts, some assets are very difficult to become realized with the basic form-shape, which is in a crazy way deforming some assets if used in a same or bigger size, compared with the LE-bodies. As the players can use the 3BBB body by caliente with the FAST SMP and BESIDE the single-node-body, it is fine to have the chance for some clothing to become BATCH-BUILD with the simpler-body with one node only. Means that always the cloth is dictating the way, which technique is being used. This is quite PERFECT for cloth, which is forcing the breast in a different and tighter way, to become less big and not too floppy swinging. At the moment I still think about how I can realize the corsets, as such material is very much static. I need to find a compromise between simply deleting all the bones from such a project or to add an own NEW BONE directly from the middle of the skeleton and add a new parameter-mechanic for it into the smp-info. This would cause a skeleton-edit and an edit inside of the BBP-file as well. And I would also need a weighted BODY for such cloth, which allows a quite easy working to realize such weighed types of clothing at least....you see I stuck in between some important technical aspects. The more complexer 3BA body has such options already implemented and maybe I can find a more easy way then I have in mind. A SKYRIM SE mod for ZAP 9 is taking a while. Specially, because some furnitures should become remade and being offered, instead of their HDT-PE-content, which is not working inside of SE. I wanted to offer a SKYRIM SE version of ZAP 9 with the latest version 1.5.97.0(8). But I have no idea how long that is taking. I have ingame clipping on clothing, while inside of Bodyslide is looking everything fine. Every single asset needs to get an own and customized treating. About the breast-ropes until now I have no idea how to make that assets without getting too hard damage of the meshes. I am finally too much new on SE and I struggle around with my ENB-settings for that game. Furthermore is the Creation-Kit not stabil and the FAST HDT is also if it is FAST not working shutter-free, independenly of ENB or Reshade or what else...!!! About AE I can not say what the people will love to play as a body but I only can guess that the prepared SKYRIM SE ZAP is also working with a AE version, as long it also is supporting SMP in the same way and if FNIS is staying compatible, too. AE seems to have some new options inside of the animation-behavior and it ´s access to the Creation Club content-I do not care about further version-war. It maybe is working or not. P.S.: that ´s (solved)...also Caliente and maybe the 3BA team have thought about such circumstances and I found what I need as a complete download (caliente): THE UNIBOOB-model (sounds so sweet!!!) and some more knowledge again about bodyslide and it ´s functions. Also max. and min. slider-settings can become generated to have overall limits in the game-anyway do I have to learn that all-this takes a while. And all the functions also support SMP-cloth as well. So it ´s all available and I only have to learn the steps to create the content in a WELL way. Edited August 25, 2022 by t.ara
t.ara Posted August 25, 2022 Author Posted August 25, 2022 Two assets are NEARLY ready for SE..lol: the skirt and the x-pasties...working with extreme different settings well (pics made with my BAD ENB-in between I got a quite good sharpening....stuff appears with details-but it is looking muddy-bad).
vigdis Posted August 25, 2022 Posted August 25, 2022 I have an annoying problem that seems impossible to solve: The swing on the Tropical Island... When a follower decides to use it, the swing stays attached to her, complete with long ropes, no matter what she does, or I try to get her to do. It was initially amusing, but quickly became irritating, and finally unbearable. What am I to do? I'm ready to permanently divorce her, just to get that swing to go away. Who can help?
crococat Posted August 25, 2022 Posted August 25, 2022 Work fine. Again after new UNP version have FNIS missings but all stuff tested and all animations are ok. Bad thing is that i cannot use zaz items for fun in game. No normal way to unlock items and no way to detect if they would lock itself.
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