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ZaZ Animation Pack (ZAP)


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Posted (edited)

Eh nevermind. It actually got worse. It's crashing in a different location now (upon loading into Bleakfalls Barrow in Solstheim), and animations that I didn't touch are now not working properly. Every item now has my character put their hands behind their back, instead of doing the animations they used to do.

 

The below animation used to work, but now she just puts her hands behind her back, no matter what item is equipped.

Spoiler

828058646_Brokenanimation.png.f58dcc326926291012208ed978122307.png

 

EDIT: Possibly fixed the animation issue myself. Just still getting CTDs for some reason in specific locations.

Edited by Aki K
Posted
13 hours ago, Aki K said:

Eh nevermind. It actually got worse. It's crashing in a different location now (upon loading into Bleakfalls Barrow in Solstheim), and animations that I didn't touch are now not working properly. Every item now has my character put their hands behind their back, instead of doing the animations they used to do.

 

The below animation used to work, but now she just puts her hands behind her back, no matter what item is equipped.

  Reveal hidden contents

 

EDIT: Possibly fixed the animation issue myself. Just still getting CTDs for some reason in specific locations.

Hi;-)

I´m sure you have another mod damaging the zap´s offset-mechanic. OR you did not actualize the ZAP´s resetting: RESET ZAP and look what is happening then, before you look for another mod, which may harm ZAP.

Posted
4 hours ago, t.ara said:

Hi;-)

I´m sure you have another mod damaging the zap´s offset-mechanic. OR you did not actualize the ZAP´s resetting: RESET ZAP and look what is happening then, before you look for another mod, which may harm ZAP.

I did as you said. Based on the logs though, I think the new crash at Bleakfalls is entirely unrelated to ZAP. It isn't being mentioned before the crash as far as I can tell. So the reset fixed the animation issues and the earlier fix helped with Goldenglow.

 

I'll have to figure out what is causing the Bleakfalls issue because the only mods being mentioned in the logs are ones I've had for a very long time without this problem and nothing looks out of the ordinary.

Posted
21 hours ago, afshin76 said:

I'm sorry if this has already been asked.

I'm about to start my playthrough on SSE and I already have "ZaZ Animation Pack+ CBBE HDT V.8.0+SEREV3" installed.

I'm waiting for this amazing mod to be converted to SSE in the next few weeks. 

The question is, if I want to start my playthrough today, should I get rid of ZAP V8 and wait for Version 9 and then install it mid-playthrough or should I play with version 8 and then upgrade to 9 when it comes out?

 

Thank you.

No, please play with the stuff, which is available because I can not go on with a Bodyslide - Conversion at the moment. The existing version is not finished and I don´t know how long it is taking.

Posted
2 hours ago, Aki K said:

I did as you said. Based on the logs though, I think the new crash at Bleakfalls is entirely unrelated to ZAP. It isn't being mentioned before the crash as far as I can tell. So the reset fixed the animation issues and the earlier fix helped with Goldenglow.

 

I'll have to figure out what is causing the Bleakfalls issue because the only mods being mentioned in the logs are ones I've had for a very long time without this problem and nothing looks out of the ordinary.

I also know that in ZAP is a BAD error sometimes upcoming with the behavior-engine...the character´s skeleton is deforming and then spinning around thru the air. I try to fix that by deleting some stuff, which has been integrated when we wanted to create the NPC-riding. But apart of this maybe the whipping is also not working correctly as I could not get finally an NPC to activate the animated whip(s). From my today´s point of view is both a fine option as long it is working and not breaking other stuff. You maybe can switch off ZAP once and start an older version (6.11) and check if you get same game-behavior...this would be very interesting for me......you can simply rename the behavior-files, add the behavior file of ZAP 6.11, add the esm and run FNIS and check the game then....

Posted
25 minutes ago, t.ara said:

I also know that in ZAP is a BAD error sometimes upcoming with the behavior-engine...the character´s skeleton is deforming and then spinning around thru the air. I try to fix that by deleting some stuff, which has been integrated when we wanted to create the NPC-riding. But apart of this maybe the whipping is also not working correctly as I could not get finally an NPC to activate the animated whip(s). From my today´s point of view is both a fine option as long it is working and not breaking other stuff. You maybe can switch off ZAP once and start an older version (6.11) and check if you get same game-behavior...this would be very interesting for me......you can simply rename the behavior-files, add the behavior file of ZAP 6.11, add the esm and run FNIS and check the game then....

I have seen the spinning but only when I use some specific furniture in ZAP world.

 

I could try downgrading, but I'm not sure I understand the rest lol.

Posted
3 minutes ago, Aki K said:

I have seen the spinning but only when I use some specific furniture in ZAP world.

 

I could try downgrading, but I'm not sure I understand the rest lol.

The folder: meshes\actors\character\behaviors

 

FNIS_ZaZAnimationPack7_Behavior.hkxYYYYYYYYYYYY

FNIS_ZaZAnimationPack8_Behavior.hkxYYYYYYYYYY

FNIS_ZaZAnimationPack9_Behavior.hkxYYYYYYYYY

 

Then add the ZAP 6.11 behavior here....

.....

 

 

 

 

Skyrim\Data

 

add the esm of ZAP 6.11 here....

 

 

Then run FNIS and play with ZAP 6.11 for a compare....

 

 

 

Posted
1 hour ago, t.ara said:

No, please play with the stuff, which is available because I can not go on with a Bodyslide - Conversion at the moment. The existing version is not finished and I don´t know how long it is taking.

Thanks for responding and awesome work :)

Posted

I still looked for the older zap-versions (5-7) if they take use of BODYSLIDE...no-they do not. Means I began using BS with ZAP 8.

Posted
On 10/7/2022 at 6:08 PM, t.ara said:

If you want, you can collect those assets in form of a list and I can maybe add  to them the keyword before my next release.

 

These are the effected devices: (Editor ids using ZAP at slot 01, else adjust first two characters as needed)

 

Combined restraints that seem to be missing the  zbfWornCollar keyword:

 

zbfHandCuffsBlackBacksideWithCollarChainHDT "zbf Hand Cuffs Black BS Collar Chain HDT" [ARMO:0108F066]
And the rest of that series ( zbfHandCuffs*Collar* ) :
0108F06C
0108F06D
0108F06E
0108F06F
0108F070
0108F5DB
0108F5DC
0108F5DD
0108F5DE
0108F5DF
0108F5E0
010900AA
0109061A
0109061B
0109061C
0109061D
0109061E

zbfWristCuffsCollarExtremeWithHookHDTBlack "zbf Wrist Cuffs Collar Extreme With Hook HDT Black" [ARMO:010931A5]

zbfCollarExtremeWithHookHDTBSBlack "zbf Collar Extreme With Hook HDT BS Black" [ARMO:010931A7]

zbfWristCuffsBlackAnkledHighToCollarExtremeHDTBlack "zbf Wrist Cuffs Chained To Collar Extreme Ankled HDT Black" [ARMO:01093710]

zbfCollarWithHookHDTBSBlack "zbf Collar With Hook HDT BS Black" [ARMO:01093C77]

zbfWristCuffsCollarWithHookHDTBlack "zbf Wrist Cuffs Collar With Hook HDT Black" [ARMO:01093C79]

zbfWristCuffsCollarExtremeWithVaginalHookHDTBlack "zbf Wrist Cuffs Collar Extreme Vaginal Hook HDT Black" [ARMO:010992EB]

zbfWristIronsWithChainAndCollarDarbyStyleFrontHDT "zbf Wrist Irons With Chain And Collar Darby Style Front HDT" [ARMO:010C2CAD]

zbfChainSetCollar "zbf Chain Set Collar" [ARMO:01323D71]

zbfCollarToClitRope "zbf Collar To Clit Rope" [ARMO:0132EC4F]

zbfAnalHookRestraintsWithCollar "zbf Anal Hook Restraints With Collar" [ARMO:0133AFE3]

zbfSpecialSeriesCollarToClitRope "zbf Special Series Collar To Clit Rope" [ARMO:01397906]

zbfCollarToElbowToWristRopes "zbf Collar To Elbow To Wrists Ropes" [ARMO:0139FB4B]

zbfCollarToElbowToWristRopesWithStoneHangingHDT "zbf Collar To Elbow To Wrists Ropes With Hanging Stone HDT" [ARMO:0139FB4F]


Then there are the davos collars that seem to have zbfWornAnkle instead of zbfWornCollar keyword:
zbfDavosCollarIron "zbf Davos Collar Iron Black" [ARMO:01325328]
And the other variations (Red,Shiny,Black, zbfDavosCollar*):
0132532A
0132532D
01325336

zbfDavosCollarIronSpiky "zbf Davos Collar Iron Spiky" [ARMO:0136209C]
and the shiny version:
0136209E

 

Finally there are two non-playable ones for which it's likely not releveant that they are missing the zbfWornCollar keyword, but I'll mention them for completeness sake:

zbfCollarChainHighUpHDT [ARMO:0127520A]

zbfDavosCollarIronForTheAnalHookRestraints "zbf Davos Collar Iron For The Anal Hook Restraints" [ARMO:0133AFE2]

 

 

Posted
2 hours ago, MTB said:

 

These are the effected devices: (Editor ids using ZAP at slot 01, else adjust first two characters as needed)

 

Combined restraints that seem to be missing the  zbfWornCollar keyword:

 

zbfHandCuffsBlackBacksideWithCollarChainHDT "zbf Hand Cuffs Black BS Collar Chain HDT" [ARMO:0108F066]
And the rest of that series ( zbfHandCuffs*Collar* ) :
0108F06C
0108F06D
0108F06E
0108F06F
0108F070
0108F5DB
0108F5DC
0108F5DD
0108F5DE
0108F5DF
0108F5E0
010900AA
0109061A
0109061B
0109061C
0109061D
0109061E

zbfWristCuffsCollarExtremeWithHookHDTBlack "zbf Wrist Cuffs Collar Extreme With Hook HDT Black" [ARMO:010931A5]

zbfCollarExtremeWithHookHDTBSBlack "zbf Collar Extreme With Hook HDT BS Black" [ARMO:010931A7]

zbfWristCuffsBlackAnkledHighToCollarExtremeHDTBlack "zbf Wrist Cuffs Chained To Collar Extreme Ankled HDT Black" [ARMO:01093710]

zbfCollarWithHookHDTBSBlack "zbf Collar With Hook HDT BS Black" [ARMO:01093C77]

zbfWristCuffsCollarWithHookHDTBlack "zbf Wrist Cuffs Collar With Hook HDT Black" [ARMO:01093C79]

zbfWristCuffsCollarExtremeWithVaginalHookHDTBlack "zbf Wrist Cuffs Collar Extreme Vaginal Hook HDT Black" [ARMO:010992EB]

zbfWristIronsWithChainAndCollarDarbyStyleFrontHDT "zbf Wrist Irons With Chain And Collar Darby Style Front HDT" [ARMO:010C2CAD]

zbfChainSetCollar "zbf Chain Set Collar" [ARMO:01323D71]

zbfCollarToClitRope "zbf Collar To Clit Rope" [ARMO:0132EC4F]

zbfAnalHookRestraintsWithCollar "zbf Anal Hook Restraints With Collar" [ARMO:0133AFE3]

zbfSpecialSeriesCollarToClitRope "zbf Special Series Collar To Clit Rope" [ARMO:01397906]

zbfCollarToElbowToWristRopes "zbf Collar To Elbow To Wrists Ropes" [ARMO:0139FB4B]

zbfCollarToElbowToWristRopesWithStoneHangingHDT "zbf Collar To Elbow To Wrists Ropes With Hanging Stone HDT" [ARMO:0139FB4F]


Then there are the davos collars that seem to have zbfWornAnkle instead of zbfWornCollar keyword:
zbfDavosCollarIron "zbf Davos Collar Iron Black" [ARMO:01325328]
And the other variations (Red,Shiny,Black, zbfDavosCollar*):
0132532A
0132532D
01325336

zbfDavosCollarIronSpiky "zbf Davos Collar Iron Spiky" [ARMO:0136209C]
and the shiny version:
0136209E

 

Finally there are two non-playable ones for which it's likely not releveant that they are missing the zbfWornCollar keyword, but I'll mention them for completeness sake:

zbfCollarChainHighUpHDT [ARMO:0127520A]

zbfDavosCollarIronForTheAnalHookRestraints "zbf Davos Collar Iron For The Anal Hook Restraints" [ARMO:0133AFE2]

 

 

Okay, I ´ll add those and correct the stuff-non playable assets are simply only in furnitures available and are not available on the body while walking around. Those assets will not be important for you.

Thank you for your exact work:-)))

Posted
On 8/2/2022 at 7:27 PM, NiaticLabs said:

Kind of makes you want to install LE again. But is the headake worth it ? Probally not..... Im sure the 10gb of assets has some good things. But why not add to 64bitrim content - at least you can play 64bit and it be pretty stable. LE is cool dont get me wrong and has alot of legacy content and maybe some more options- but 64bit works just so much better.

 

 

Short-end-conclusion: SSE port of this mod is like I mentioned in the past a very work-intensive aspect. I´ll not accept an official badly created port-it´s not worth to my overall work. If I in future suddenly  am ready with an SSE version of this mod, I share it.

 

Depending on the overall content it really doesn ´t matter, that this mod is not "ported" to SE.

Posted (edited)

Hi,

 

1. I've just downloaded the ZAP 9.2 - UUNP-HDT- Full Version from mediafire. I'm using MO2 to install. I opened Bodyslide to create the meshes and the slider groups don't show up.

 

I opened up ZazAnimationPack.xml and zazDDa-UUNP.xml slidergroups in notepad++ and they are both empty apart from this:

 

<?xml version="1.0" encoding="UTF-8"?>
<SliderGroups/>

 

In comparison I checked another mods group xml and it looks like this:

 

<?xml version="1.0" encoding="UTF-8"?>
<SliderGroups>
    <Group name="After School UUNP">
        <Member name="[Melodic] After School Choker"/>
        <Member name="[Melodic] After School Corset"/>
        <Member name="[Melodic] After School Heels"/>
        <Member name="[Melodic] After School Panties"/>
        <Member name="[Melodic] After School Pasties"/>
        <Member name="[Melodic] After School Skirt"/>
        <Member name="[Melodic] After School Stockings"/>
        <Member name="[Melodic] After School Wrists"/>
    </Group>
    <Group name="Unified UNP">
        <Member name="[Melodic] After School Choker"/>
        <Member name="[Melodic] After School Corset"/>
        <Member name="[Melodic] After School Heels"/>
        <Member name="[Melodic] After School Panties"/>
        <Member name="[Melodic] After School Pasties"/>
        <Member name="[Melodic] After School Skirt"/>
        <Member name="[Melodic] After School Stockings"/>
        <Member name="[Melodic] After School Wrists"/>
    </Group>
</SliderGroups>

 

2. Also, when going through bodyslide and selecting the outfits manually three are unable to load and fail.

 

zazNewBikiniSlim

zazPasties

zazScimpyDress

 

There is no shapedata for zazNewBikiniSlim or zazScimpyDress but interestingly there is shapedata with a .nif for zazPasties but it still fails in BS so I'm guessing it's a pathing error or something.

 

3. I am also getting warnings about missing animations, that others have mentioned, when running FNIS. I have FNIS 7.6 XXL if it matters. I uncheck my FNIS output in MO before running FNIS and the only active ZAP is the latest 9.2 version.

 

I'm looking forward to using this new update but I will continue to use version 8 for now.

Edited by NikkiW
Added more information and made grammar corrections.
Posted (edited)
5 hours ago, NikkiW said:

Hi,

 

1. I've just downloaded the ZAP 9.2 - UUNP-HDT- Full Version from mediafire. I'm using MO2 to install. I opened Bodyslide to create the meshes and the slider groups don't show up.

 

I opened up ZazAnimationPack.xml and zazDDa-UUNP.xml slidergroups in notepad++ and they are both empty apart from this:

 

<?xml version="1.0" encoding="UTF-8"?>
<SliderGroups/>

 

In comparison I checked another mods group xml and it looks like this:

 

<?xml version="1.0" encoding="UTF-8"?>
<SliderGroups>
    <Group name="After School UUNP">
        <Member name="[Melodic] After School Choker"/>
        <Member name="[Melodic] After School Corset"/>
        <Member name="[Melodic] After School Heels"/>
        <Member name="[Melodic] After School Panties"/>
        <Member name="[Melodic] After School Pasties"/>
        <Member name="[Melodic] After School Skirt"/>
        <Member name="[Melodic] After School Stockings"/>
        <Member name="[Melodic] After School Wrists"/>
    </Group>
    <Group name="Unified UNP">
        <Member name="[Melodic] After School Choker"/>
        <Member name="[Melodic] After School Corset"/>
        <Member name="[Melodic] After School Heels"/>
        <Member name="[Melodic] After School Panties"/>
        <Member name="[Melodic] After School Pasties"/>
        <Member name="[Melodic] After School Skirt"/>
        <Member name="[Melodic] After School Stockings"/>
        <Member name="[Melodic] After School Wrists"/>
    </Group>
</SliderGroups>

 

2. Also, when going through bodyslide and selecting the outfits manually three are unable to load and fail.

 

zazNewBikiniSlim

zazPasties

zazScimpyDress

 

There is no shapedata for zazNewBikiniSlim or zazScimpyDress but interestingly there is shapedata with a .nif for zazPasties but it still fails in BS so I'm guessing it's a pathing error or something.

 

3. I am also getting warnings about missing animations, that others have mentioned, when running FNIS. I have FNIS 7.6 XXL if it matters. I uncheck my FNIS output in MO before running FNIS and the only active ZAP is the latest 9.2 version.

 

I'm looking forward to using this new update but I will continue to use version 8 for now.

Yes, but those errors are marginal and can be solved by manually deleting the few files away from the bs-folder.

BS related errors don´t harm the gameplay. There can be missing an asset, which is part of ZAP but I am sure it is all there. The errors can be solved by deleting the WANTED nif-files of bodyslide inside the sliderset-folder-simply delete the named and missing files there, named with *.osp. The groups can be deleted. I had some trys in the past but BS was not doing how it should work in a logical way. That ´s why now the stuff is all spread over the basic-folders. In between I know the way but I will not care anymore. I´m sorry. ZAP 8 and 8+ have the same chaos to offer. Shape data which can not be called by a project, can be deleted. All ZAP BS projects are inside the Slider-Set folder. You can not call ZAP ´s asset by choosing a GROUP. This only works for the old DDa assets, which was in the past confusion for me enough.

 

 

About the FNIS errors I only can tell to be sure about to delete all OLDER versions of ZAP exactly MANUALLY, after your mod organizer has done that automatically. And after such a deleting, FNIS once should be started and then do the ingame check, if the game is working ...And then, a new ZAP can be installed.

 

 

A new version may also appear with some extra and not used files. This is happening as I pick ZAP always up from my working-partition and this is little difficult to do. More better this way then rather to miss some assets, which ZAP is really using. Bodyslide is ONLY a RACEMENU plugin and it has no consequences for the game, if there are some assets missing, more than used or whatever. It ´s only writing for you your BODYSHAPE into the characterassets folder to make the game pick up the bodies for low and high weight and their morphs and it ´s adding the clothing into dedicated folders, with high and low weight, so that the engine can pick up the stuff by it´s given links, everything resulting on the character´s weight. The FNIS error is occuring because ZAP is not correctly being deleted. A manual deinstallation is mostly recommended and the old version has to become deleted completely from the MO-file-system as well.

 

Summed up: There may be not appear a "better" version, related to FNIS and Bodyslide.

 

 

Reason for EDIT needs also to appear in the suiting line, so that it makes sense to appear-if not, this BOX there on the bottom is USELESS !!!

 

Edited by t.ara
REASON FOR EDIT: Really want to know? ....AUTO-correction system is FOOLING like always
Posted
On 10/9/2022 at 10:51 PM, MTB said:

 

These are the effected devices: (Editor ids using ZAP at slot 01, else adjust first two characters as needed)

 

Combined restraints that seem to be missing the  zbfWornCollar keyword:

 

zbfHandCuffsBlackBacksideWithCollarChainHDT "zbf Hand Cuffs Black BS Collar Chain HDT" [ARMO:0108F066]
And the rest of that series ( zbfHandCuffs*Collar* ) :
0108F06C
0108F06D
0108F06E
0108F06F
0108F070
0108F5DB
0108F5DC
0108F5DD
0108F5DE
0108F5DF
0108F5E0
010900AA
0109061A
0109061B
0109061C
0109061D
0109061E

zbfWristCuffsCollarExtremeWithHookHDTBlack "zbf Wrist Cuffs Collar Extreme With Hook HDT Black" [ARMO:010931A5]

zbfCollarExtremeWithHookHDTBSBlack "zbf Collar Extreme With Hook HDT BS Black" [ARMO:010931A7]

zbfWristCuffsBlackAnkledHighToCollarExtremeHDTBlack "zbf Wrist Cuffs Chained To Collar Extreme Ankled HDT Black" [ARMO:01093710]

zbfCollarWithHookHDTBSBlack "zbf Collar With Hook HDT BS Black" [ARMO:01093C77]

zbfWristCuffsCollarWithHookHDTBlack "zbf Wrist Cuffs Collar With Hook HDT Black" [ARMO:01093C79]

zbfWristCuffsCollarExtremeWithVaginalHookHDTBlack "zbf Wrist Cuffs Collar Extreme Vaginal Hook HDT Black" [ARMO:010992EB]

zbfWristIronsWithChainAndCollarDarbyStyleFrontHDT "zbf Wrist Irons With Chain And Collar Darby Style Front HDT" [ARMO:010C2CAD]

zbfChainSetCollar "zbf Chain Set Collar" [ARMO:01323D71]

zbfCollarToClitRope "zbf Collar To Clit Rope" [ARMO:0132EC4F]

zbfAnalHookRestraintsWithCollar "zbf Anal Hook Restraints With Collar" [ARMO:0133AFE3]

zbfSpecialSeriesCollarToClitRope "zbf Special Series Collar To Clit Rope" [ARMO:01397906]

zbfCollarToElbowToWristRopes "zbf Collar To Elbow To Wrists Ropes" [ARMO:0139FB4B]

zbfCollarToElbowToWristRopesWithStoneHangingHDT "zbf Collar To Elbow To Wrists Ropes With Hanging Stone HDT" [ARMO:0139FB4F]


Then there are the davos collars that seem to have zbfWornAnkle instead of zbfWornCollar keyword:
zbfDavosCollarIron "zbf Davos Collar Iron Black" [ARMO:01325328]
And the other variations (Red,Shiny,Black, zbfDavosCollar*):
0132532A
0132532D
01325336

zbfDavosCollarIronSpiky "zbf Davos Collar Iron Spiky" [ARMO:0136209C]
and the shiny version:
0136209E

 

Finally there are two non-playable ones for which it's likely not releveant that they are missing the zbfWornCollar keyword, but I'll mention them for completeness sake:

zbfCollarChainHighUpHDT [ARMO:0127520A]

zbfDavosCollarIronForTheAnalHookRestraints "zbf Davos Collar Iron For The Anal Hook Restraints" [ARMO:0133AFE2]

 

 

This is ready for the next update and I have to say: THANK YOU for this WORK !!!!

Posted (edited)
15 hours ago, t.ara said:

Yes, but those errors are marginal and can be solved by manually deleting the few files away from the bs-folder.

BS related errors don´t harm the gameplay. There can be missing an asset, which is part of ZAP but I am sure it is all there. The errors can be solved by deleting the WANTED nif-files of bodyslide inside the sliderset-folder-simply delete the named and missing files there, named with *.osp. The groups can be deleted. I had some trys in the past but BS was not doing how it should work in a logical way. That ´s why now the stuff is all spread over the basic-folders. In between I know the way but I will not care anymore. I´m sorry. ZAP 8 and 8+ have the same chaos to offer. Shape data which can not be called by a project, can be deleted. All ZAP BS projects are inside the Slider-Set folder. You can not call ZAP ´s asset by choosing a GROUP. This only works for the old DDa assets, which was in the past confusion for me enough.

 

 

About the FNIS errors I only can tell to be sure about to delete all OLDER versions of ZAP exactly MANUALLY, after your mod organizer has done that automatically. And after such a deleting, FNIS once should be started and then do the ingame check, if the game is working ...And then, a new ZAP can be installed.

 

 

A new version may also appear with some extra and not used files. This is happening as I pick ZAP always up from my working-partition and this is little difficult to do. More better this way then rather to miss some assets, which ZAP is really using. Bodyslide is ONLY a RACEMENU plugin and it has no consequences for the game, if there are some assets missing, more than used or whatever. It ´s only writing for you your BODYSHAPE into the characterassets folder to make the game pick up the bodies for low and high weight and their morphs and it ´s adding the clothing into dedicated folders, with high and low weight, so that the engine can pick up the stuff by it´s given links, everything resulting on the character´s weight. The FNIS error is occuring because ZAP is not correctly being deleted. A manual deinstallation is mostly recommended and the old version has to become deleted completely from the MO-file-system as well.

 

Summed up: There may be not appear a "better" version, related to FNIS and Bodyslide.

 

 

Reason for EDIT needs also to appear in the suiting line, so that it makes sense to appear-if not, this BOX there on the bottom is USELESS !!!

 

 

I think I may have found the issue I'm having with the missing animations.

 

The linked mod below has a ZAZanimationpack folder as well as a ZAZ-UltimateDataPack folder. When both the linked mod and ZAP 9.2 are active, FNIS produces warnings for missing animations. ZAP 8 and the mod work fine and of course the mod without any version of ZAP also produces warnings.

I am going to try reinstalling 9.2 without the linked mod and get ZAP working and then try reinstalling the SLAL pack using different fomod options it has to see if I can get it to work.

Edited by NikkiW
Added a missing word to a sentence, nothing to worry about.
Posted
6 hours ago, NikkiW said:

 

I think I may have found the issue I'm having with the missing animations.

 

The linked mod below has a ZAZanimationpack folder as well as a ZAZ-UltimateDataPack folder. When both the linked mod and ZAP 9.2 are active, FNIS produces warnings for missing animations. ZAP 8 and the mod work fine and of course the mod without any version of ZAP also produces warnings.

I am going to try reinstalling 9.2 without the linked mod and get ZAP working and then try reinstalling the SLAL pack using different fomod options it has to see if I can get it to work.

 

You can extract the mod of BAKA and then select the zap-related animations, they should have exactly their same names and OVERRIDE them with the animations inside of the ZaZAnimationPack7 - folder, inside of the animation-folder: Skyrim\Data\meshes\actors\character\animations\....only the animations...then you delete the FNIS_ZaZAnimationPack_Behavior.hkx from the behavior folder: Skyrim\Data\meshes\actors\character\behaviors\... and then you run FNIS for ZAP and then you are fine.

Your ZAP now will be able to use BAKA´s animations and the overriden content of BAKA´s animations for ZAP.

Posted
6 hours ago, xyzxyz said:

How many mods would I break if I upgrade?

If other mods are serious, then you can upgrade-zap is only again built on itself. If you use 7 / 8 / 8+ this mod is also fine. Not compatible made mods: BAKA replacement animations for ZAP-which is overriding zap as mastermod.

Not compatible are zap-animation replacers because they overwrite existing zap animations without a) permission and b) they add incompatible data which let FNIS to cause errors on base of their mod-creations, because they produce a FNIS-data structure, which is not working without a dedicated version of ZAP.

 

Posted

This mod is incompatible with ZAP8+ and 9, offered without permission and without any dependency-information created. Mods which override a framework like ZAP or DD should not being installed. I´ll not officially accept this mods: Install what you like but don ´t ask here for help.

Some will tell  "it works", but that ´s not the way how we work inside of this community.

Nice animations-but the rest of this pack is made in hooligan-style.

 

 

 

Posted
5 hours ago, bnub345 said:

 

duh.png.6b72d7109c35e678fe554efd1211095f.png

Hello bnubs:-)

I take some  "holydays"  from going forward with ZAP 9 for SE.

In between I know that NEMESIS is for SKYRIM SE in any case the better choice to integrate new animation-behaviors, compared with FNIS. So you are exactly  on the correct way, NEMESIS is the right choice for SE.

And maybe I can follow with ZAP, soon.

 

 

 

Posted
15 minutes ago, t.ara said:

Hello bnubs:-)

I take some  "holydays"  from going forward with ZAP 9 for SE.

In between I know that NEMESIS is for SKYRIM SE in any case the better choice to integrate new animation-behaviors, compared with FNIS. So you are exactly  on the correct way, NEMESIS is the right choice for SE.

And maybe I can follow with ZAP, soon.

 

 

 

 

Hopefully you can get everything to work with Nemesis. I tried but I don't know how it works and the only way to get answers seems to be contacting the author.

 

Anyway, it might be a good idea to just convert the LE bodyslide to SE directly instead of making a new one from scratch. I think all of the outfits will work as is except the SMP cloth stuff. I will see how it goes once I get it downloaded, but I am at the mega data cap for today. It's a shame to have the SE port waiting up on the bodyslide assets. 

Posted
On 8/1/2022 at 1:23 PM, t.ara said:

If one has installed it and if it ´s successfully running, please give me a little feedback if it ´s all fine. I did not test the installation ( !!!) and I hope I have nothing left which is part of this mod. Also if you get errors from Bodyslide, please let me know. I´m lucky for everybody, who is running this without errors now.

 

Entrance of the ZAP-World: Whiterun, Honeybrew-Inn, then right hand: hill-up, you will see a sign there at the rocks and some few steps and you enter a small groove....

 

 

 

 

 

Hi T.ara, 

I have been using 9x since you released it.  I love it.  You added a huge amount of items, and content.  I am very happy

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