t.ara Posted October 30, 2022 Author Posted October 30, 2022 (edited) 9 hours ago, Gin0 said: Skyrim modding really seems like this huge iceberg where you only see this small portion when you only use the mods. I have been modding Skyrim for quite a while now but was never in the „creator“ role. But it’s really interesting to have a look into this. btw is it possible that it simply takes the creation kit ages to load the Zaz master file because it’s such a huge mod? Yes, CK is loading the esm´s, skyrim.esm, the update.esm and zap.esm and your mod after each other....this takes a little while...inside of the SE-CK, this takes btw. only 14 seonds in comparison. But if once the stuff is been loaded, you can work hour by hour without any problems IF YOU USE THE CREATION-KIT correctly, it is sensitive and it has some bugs, which let the system to crash. Those user-mistakes, you ´ll automatically keep in mind and never do them again! Or you write the NO GOs down onto a creation-kit-crash-list. That´s up to your working style. Officially has the game it´s finishing and all new added esp or esm s simply are a more or less additional IMPACT for the engine, in graphical way or in a way of mechanic-additions, ZAP is adding the "restraint-mechanics" by scripting and so the game is more in stress-also does it use FNIS, which also is adding an impact to the animation-system. Every mod which has related animations by FNIS or NEMESIS, which adds new gamebryo-files with additional textures and all the other stuff simply do participate at the basic´s game performance. The headroom of skyrim is quite huge, but not endless. ENB is once again offering more graphical volume for LE-but only if it is used in a correct way. Textures should not being used higher than 2K (4K is absolutly and for best only used on skin) - btw. have I see lot of 1K textures, which look finer than lot of 4K textures of different mods. This has to do with the overall quality of those pictures and with their suiting to the game. With ZAP 9 you load nearly half of oblivion and endless new meshes into SKYRIM. MAybe CK-loading could become faster by tuning it but I don´t care about that. It´s just amazing that we can really add some new functions and content into a professional game. A little sad for me always has been the fact to have no direct impact on the animation-system-that ´s very much PITY. As soon I say "good-bye" to FNIS, I create an incompatibilitiy of my game to all the users, which use FNIS. SO for the moment, FNIS is the "must have" and has to be used. Edited October 30, 2022 by t.ara
t.ara Posted October 30, 2022 Author Posted October 30, 2022 (edited) zazSuspensionCuffsSpreadeagleCeilingTarget Optimized for Skyrim´s interieur I made a new furniture, which can be placed everywhere...comes with a beam and rope as a static asset and it´s suiting furniture: hanging down suspension-cuffs! Edited October 30, 2022 by t.ara
t.ara Posted October 30, 2022 Author Posted October 30, 2022 There also will come some dance-platforms for the pole-dance and for free dance-stuff as well. Actually I look for some suiting TEXTURES for the DANCEFLOOR.....
t.ara Posted October 30, 2022 Author Posted October 30, 2022 (edited) The water inside of SE is really looking beautiful...the reflections are of course a powerful aspect... Edited October 30, 2022 by t.ara 2
Gin0 Posted October 30, 2022 Posted October 30, 2022 (edited) I just had time too try out the modified .ini files and it fixed a lot of stuff. Sadly I still cant seem to get the ZazAnimationPack.esm to load. It keeps getting suck at "Loading Files...Initializing...". Any other .esm works perfectly fine. I let it load for over an hour but its still loading. I assume it should take this long and I can't seem to fix it. Do you have any idea what could cause this? Edit: I took a look at the EditorWarning file and when I try to load the Zaz.esm it full of this error message: Assert File: ..\..\Shaders\BSLightingShaderProperty.cpp Line: 806 This could be the reason for the long startup, however I have no clue at all what to do with this information. Goggle wasn't really helpful. Edited October 30, 2022 by Gin0
t.ara Posted October 30, 2022 Author Posted October 30, 2022 2 hours ago, Gin0 said: I just had time too try out the modified .ini files and it fixed a lot of stuff. Sadly I still cant seem to get the ZazAnimationPack.esm to load. It keeps getting suck at "Loading Files...Initializing...". Any other .esm works perfectly fine. I let it load for over an hour but its still loading. I assume it should take this long and I can't seem to fix it. Do you have any idea what could cause this? Yes, your computer can not handle that. - That ´s the only idea I get after that all. ZAP is loading under...50 seconds here. You maybe can look about your GPU settings....somehow...I have no exclusive setting created for CK but maybe it is possible-on the other hand, please forgive me, I use a very expensive system here...I did not spare on my setup. Anyway do I still ride around with WIN 7- on really the finest hardware I could get about two years ago. So it is very difficult for me to get an idea about that trouble. If you have the time and wish, you can replace the zap 9 esm with only the ZAP 8 esm and load it....and if that is not working, you can try the zap 7 esm...seems curious?.No btw. you can check if your computer can not handle this or that volume of the mod...
bnub345 Posted October 31, 2022 Posted October 31, 2022 10 hours ago, Gin0 said: Assert File: ..\..\Shaders\BSLightingShaderProperty.cpp Line: 806 This could be the reason for the long startup, however I have no clue at all what to do with this information. Goggle wasn't really helpful. There are a lot of error messages that exist by default in the CK. Try loading just Skyrim.esm and reading the error logs, then compare them to the ZAP esm to filter out the vanilla errors.
Vakir Posted October 31, 2022 Posted October 31, 2022 Cant seem the find this bodysuit in the item menu, any reason why? Spoiler
t.ara Posted October 31, 2022 Author Posted October 31, 2022 1 hour ago, Vakir said: Cant seem the find this bodysuit in the item menu, any reason why? Reveal hidden contents It is only a prototype and not part of zap-it was only a "try"-and then I dropped it-still in the pack but useless.
t.ara Posted October 31, 2022 Author Posted October 31, 2022 13 hours ago, Gin0 said: I just had time too try out the modified .ini files and it fixed a lot of stuff. Sadly I still cant seem to get the ZazAnimationPack.esm to load. It keeps getting suck at "Loading Files...Initializing...". Any other .esm works perfectly fine. I let it load for over an hour but its still loading. I assume it should take this long and I can't seem to fix it. Do you have any idea what could cause this? Edit: I took a look at the EditorWarning file and when I try to load the Zaz.esm it full of this error message: Assert File: ..\..\Shaders\BSLightingShaderProperty.cpp Line: 806 This could be the reason for the long startup, however I have no clue at all what to do with this information. Goggle wasn't really helpful. your pack (ZAP) and mine, also your ck + setting/setup is the same...I can load it in 50 secs and you have issures with the computer setting (GPU-O.S) or with the overall hardware setup then...
Vakir Posted October 31, 2022 Posted October 31, 2022 12 hours ago, t.ara said: It is only a prototype and not part of zap-it was only a "try"-and then I dropped it-still in the pack but useless. ah makes sense, thank you for answering
t.ara Posted October 31, 2022 Author Posted October 31, 2022 49 minutes ago, Vakir said: ah makes sense, thank you for answering I can do something better in future...
t.ara Posted October 31, 2022 Author Posted October 31, 2022 Today was my LE-ENB-DAY....I´ got again busy for hours and enjoyed SKYRIM. 1
alexsl Posted November 1, 2022 Posted November 1, 2022 (edited) On 8/3/2022 at 5:33 AM, t.ara said: I can not exactly tell you from here what is the problem-reason is, that I do not know what you did before.... The way to prepare a clean installation I mentioned little higher.It is also standing in the guide at the beginning of the thread. -DELETE EVERYTHING by using your MOD MANAGER -MAKE sure nothing is left behind of TUFP or ZAP....(look into the folders) -prepare the 7z-file and install ZAP with your MO -RUN FNIS, RUN BS for creation your suiting bodyshapes -if then you get errors, you can compare the content of the pack with the content on your installation of skyrim -complete and add missing files if there ´s something missing -make sure that you do not use too many animations That ´s it. (I would only use this if you can ´t access the world by walking there...more fun to explore it slowly, by walk) coc zbftestzone coc zbftropichouse coc zbfshipwreck coc zbffarmhouse coc zbfinn coc zbfcathedral ..... ..... zbf whorehouse Hi Since I just did an installation for moding my LE version of skyrim i tought about trying out the new zaz while waiting for the SE. For now ive been teleporting using those because im not sure where to even walk to to even find these but even if I do then when i get out of them to go to Zaz World well first of all the loading was super long but it finally ended and i saw the wold from outside the cathedral, then I CTD. also if i look into my MCM i have 2 zaz menu even if I do not have 2 zaz install beside the zaz ESM and ESP. which came from zaz 9.2 and ZAP 9-Patch 9.2-CBBEHDT was i suppose to install just one ? this is my mod list in case you need it : https://modwat.ch/u/kyrian Edited November 1, 2022 by alexsl
t.ara Posted November 1, 2022 Author Posted November 1, 2022 (edited) 4 hours ago, alexsl said: Hi Since I just did an installation for moding my LE version of skyrim i tought about trying out the new zaz while waiting for the SE. For now ive been teleporting using those because im not sure where to even walk to to even find these but even if I do then when i get out of them to go to Zaz World well first of all the loading was super long but it finally ended and i saw the wold from outside the cathedral, then I CTD. also if i look into my MCM i have 2 zaz menu even if I do not have 2 zaz install beside the zaz ESM and ESP. which came from zaz 9.2 and ZAP 9-Patch 9.2-CBBEHDT was i suppose to install just one ? this is my mod list in case you need it : https://modwat.ch/u/kyrian I would see the zap-use quite in a different way: Skyrim LE is a guaranteed and complete working game for ZAP, it´s safe and proofed-it is a serious game with a serious modding-addition, while just SE is only the testzone and the TESTZONE for me, as I have not enough positive experiences with it-SE is lacking with ZAP in different ways: -open eyes and mouth is not working with zap (and this is not because SE has changed SCRIPT-folders, btw.) SKSE still dropped the scripts in the old folder-structure-maybe depending on the different versions, so TAKE RARE! (this is for now the MAIN reason that I do not take SE for a serious game-comparison with LE....there´s maybe an alternative sollution, which I do not know-but I have no wish to even get after this because of all the other issures with SE...I´m really sorry)-The Mouth-Gag-function is from my point of view a BASIC function, all together with the missing HDT-PE (chains between body-parts) technique, both are a KNOCK-OFF the ZAP-mechanic and besides are the eyes-close and open function a regulary function of SKYRIM itself....which is in SE simply not working bidirectional-shutting is working, opening is NOT working!...Without a further scripting, this is simply NOT possible in SE...which is a BUG-I guess there are lot of those BUGS coming with lifting the engine to 64-bits... -physic´s chains on skeletons don ´t work and will probably never work, SE is just right now busy enough to get SMP working stabil for some 3-boner-bodies, equipped with SMP-hair and clothing and if used for all npcs...and it offers less bones in compare with oldrim, btw. -enb-settings up-to-now I can not really tune to get a well looking and lighted bodyskin...it is looking alwaysnot "ideal", at the moment..skin shadows look brown and have no diffuse sharpness-it´s like in a cheep game and not suiting to se if I compare with the rest of graphics -enb and the whole picture is still grainy and it is only smoothing by activating filterings, which I never use -a fully functional and used enb is also se forcing down to some 29-40 fps in different areas-at the moment I do not see much of advantage...this I mentioned lot of time ago... The lost-factor of all the mentioned aspects, compared with LE are at the moment a little too much. On the other side I experimented yesterday with the newer enb for skyrim-le, which already has some additional options integrated, which came only for se in the past. Specially water and reflection can now being trimmed in a very perfect way. I integrated a quick-edit for day, night, evening and morning and interior, for contrast, saturation, and brightness, sharpness...it´s amazing to handle the enb little now, compared with more easy graphic-injectors and additionally, you can now easily get what you want: wet bodies in rain, occlusion on bodies still is too intensive but maybe this can become corrected in a newer update then-I also miss the rain-collision option, which is in se available...specially this is interesting for load-free buildings, of course... Yeah, and your installation is well, but zap is one time there, not two times...and the esp is not for you, it is mine, so you delete it, or you switch it OFF for use inside of your mod-manager, please. That file is for editing ZAP. Not for being used-it can be used single, but it is not wanted such a way. It depends on your computer-hardware, on settings and of course on the ENB-settings, if you ever can walk around inside of the ZAP-world. New updates (here ENB) can cause problems. The last ENB of OLDRIM allows more detailed parameters for again more massive impact into the overall graphical effect and so you need a strong grapic processor to make this all visible and working. ENB junkies set upt the highest possible quality, which is available, add the highest texture-sets into their game and then they create breathtaking pictures inside of their game. But that´s of course for the most people not working to PLAY the game, specially NOT, if you use aside the highly papyrus-consuming LL-mods with mostly instabile questlines, maybe based on unsecure techniques. Another handycap for such mods is mostly an error in a navmesh-part, a too small walk-away or some other aspects, which suddenly appear and which have not been there during some tests. And the total mix of different of this mods may spend the rest for the system, to collapse. This is also happening in SE, do not worry and do not believe that SE is more stronger-I have seen here so far the opposite, as SE is more complexer...and I feel that the creation engine is not being ready for modding, like it is on a 32-bit computing-but that´s ONLY my feel...it is of course not statistical proofed. That´s why I think, you should not be too happy waiting for SE to become the LIFE-safer and problem-killer of LE-it is really not !!! I really would prefer to kick LE aside and only play SE...but the price to pay for that is on my side MUCH too high. SE is ideal for power scripting, DOLL face barbie-puppets and a cute sexy-innie-outie-mechanic. The only advantages I see so far in the more stronger engine if handled wisely...if handled really wisely. Maybe the oldrim-bodies are an idea for SE....but this needs also some tests... Edited November 1, 2022 by t.ara
t.ara Posted November 1, 2022 Author Posted November 1, 2022 (edited) Is someone playing with the old LE bodies in skyrim se? Actually I add some nice new sliders into the CBBE HDT-version...this will allow to edit those parts of the body, which have not been possible to become edited since now. I also found out that the CBBE body has little more better mesh-behavior for animations. I also overhauled the mesh a little in some regions-I can share it later, when done....it is compatible with the old one and it now has a working slider for the ankle-size of the feet. The feet also come with it. I wanted to add NAILS-CBBE has no real own nails, isn´t it? Edited November 1, 2022 by t.ara
t.ara Posted November 1, 2022 Author Posted November 1, 2022 This "real-skin girl" needs "real skinned high-heels-boots" in that style....soon, not anymore missing in ZAP.... 1
alexsl Posted November 1, 2022 Posted November 1, 2022 (edited) 13 hours ago, t.ara said: I would see the zap-use quite in a different way: Skyrim LE is a guaranteed and complete working game for ZAP, it´s safe and proofed-it is a serious game with a serious modding-addition, while just SE is only the testzone and the TESTZONE for me, as I have not enough positive experiences with it-SE is lacking with ZAP in different ways: -open eyes and mouth is not working with zap (and this is not because SE has changed SCRIPT-folders, btw.) SKSE still dropped the scripts in the old folder-structure-maybe depending on the different versions, so TAKE RARE! (this is for now the MAIN reason that I do not take SE for a serious game-comparison with LE....there´s maybe an alternative sollution, which I do not know-but I have no wish to even get after this because of all the other issures with SE...I´m really sorry)-The Mouth-Gag-function is from my point of view a BASIC function, all together with the missing HDT-PE (chains between body-parts) technique, both are a KNOCK-OFF the ZAP-mechanic and besides are the eyes-close and open function a regulary function of SKYRIM itself....which is in SE simply not working bidirectional-shutting is working, opening is NOT working!...Without a further scripting, this is simply NOT possible in SE...which is a BUG-I guess there are lot of those BUGS coming with lifting the engine to 64-bits... -physic´s chains on skeletons don ´t work and will probably never work, SE is just right now busy enough to get SMP working stabil for some 3-boner-bodies, equipped with SMP-hair and clothing and if used for all npcs...and it offers less bones in compare with oldrim, btw. -enb-settings up-to-now I can not really tune to get a well looking and lighted bodyskin...it is looking alwaysnot "ideal", at the moment..skin shadows look brown and have no diffuse sharpness-it´s like in a cheep game and not suiting to se if I compare with the rest of graphics -enb and the whole picture is still grainy and it is only smoothing by activating filterings, which I never use -a fully functional and used enb is also se forcing down to some 29-40 fps in different areas-at the moment I do not see much of advantage...this I mentioned lot of time ago... The lost-factor of all the mentioned aspects, compared with LE are at the moment a little too much. On the other side I experimented yesterday with the newer enb for skyrim-le, which already has some additional options integrated, which came only for se in the past. Specially water and reflection can now being trimmed in a very perfect way. I integrated a quick-edit for day, night, evening and morning and interior, for contrast, saturation, and brightness, sharpness...it´s amazing to handle the enb little now, compared with more easy graphic-injectors and additionally, you can now easily get what you want: wet bodies in rain, occlusion on bodies still is too intensive but maybe this can become corrected in a newer update then-I also miss the rain-collision option, which is in se available...specially this is interesting for load-free buildings, of course... Yeah, and your installation is well, but zap is one time there, not two times...and the esp is not for you, it is mine, so you delete it, or you switch it OFF for use inside of your mod-manager, please. That file is for editing ZAP. Not for being used-it can be used single, but it is not wanted such a way. It depends on your computer-hardware, on settings and of course on the ENB-settings, if you ever can walk around inside of the ZAP-world. New updates (here ENB) can cause problems. The last ENB of OLDRIM allows more detailed parameters for again more massive impact into the overall graphical effect and so you need a strong grapic processor to make this all visible and working. ENB junkies set upt the highest possible quality, which is available, add the highest texture-sets into their game and then they create breathtaking pictures inside of their game. But that´s of course for the most people not working to PLAY the game, specially NOT, if you use aside the highly papyrus-consuming LL-mods with mostly instabile questlines, maybe based on unsecure techniques. Another handycap for such mods is mostly an error in a navmesh-part, a too small walk-away or some other aspects, which suddenly appear and which have not been there during some tests. And the total mix of different of this mods may spend the rest for the system, to collapse. This is also happening in SE, do not worry and do not believe that SE is more stronger-I have seen here so far the opposite, as SE is more complexer...and I feel that the creation engine is not being ready for modding, like it is on a 32-bit computing-but that´s ONLY my feel...it is of course not statistical proofed. That´s why I think, you should not be too happy waiting for SE to become the LIFE-safer and problem-killer of LE-it is really not !!! I really would prefer to kick LE aside and only play SE...but the price to pay for that is on my side MUCH too high. SE is ideal for power scripting, DOLL face barbie-puppets and a cute sexy-innie-outie-mechanic. The only advantages I see so far in the more stronger engine if handled wisely...if handled really wisely. Maybe the oldrim-bodies are an idea for SE....but this needs also some tests... I feel bad for only answering a short answer to this wall of text but I don't have anything to say to all of it since i cant grasp them. Eitheir way like i said im playing le at the moment its only le im not trying to put the le version on the se version of my skyrim no worry. As i understood i should deactivate the esp which i will do tonight but i know i did yesterday and when i did i add an instant ctd even before the skyrim could properly open. Then you spoke about the Enb putting high graphic im not sure what that is...but from what you said i feel like this is the skyrim launcher because this is where you can set the graphic thing (resolution and all) Also i forgot to say but since i wasnt able to explore the place to test zaz I resorted to check the item with additem mod. Some bondagey item were able to be remove easily but some other said that they need a key for it. Tough even if i also have the key in my inventory the item refuse to be remove. Edited November 1, 2022 by alexsl
vigdis Posted November 1, 2022 Posted November 1, 2022 Uncheck "Require key to remove" in top right corner, first page of Zap MCM menu. ENB controls are accessed by (usually) Shift+Enter. Not the Skyrim launcher.
alexsl Posted November 1, 2022 Posted November 1, 2022 (edited) 46 minutes ago, vigdis said: Uncheck "Require key to remove" in top right corner, first page of Zap MCM menu. ENB controls are accessed by (usually) Shift+Enter. Not the Skyrim launcher. Unsure, the ENB doesn't work for me then, if i press shift enter in game nothing happen. Also now if i tp using Coc to any of those location I CTD Edited November 1, 2022 by alexsl
t.ara Posted November 2, 2022 Author Posted November 2, 2022 17 hours ago, alexsl said: I feel bad for only answering a short answer to this wall of text but I don't have anything to say to all of it since i cant grasp them. Eitheir way like i said im playing le at the moment its only le im not trying to put the le version on the se version of my skyrim no worry. As i understood i should deactivate the esp which i will do tonight but i know i did yesterday and when i did i add an instant ctd even before the skyrim could properly open. Then you spoke about the Enb putting high graphic im not sure what that is...but from what you said i feel like this is the skyrim launcher because this is where you can set the graphic thing (resolution and all) Also i forgot to say but since i wasnt able to explore the place to test zaz I resorted to check the item with additem mod. Some bondagey item were able to be remove easily but some other said that they need a key for it. Tough even if i also have the key in my inventory the item refuse to be remove. Yes, LE is fine-but you need to get to use mods slowly. Specially the LL stuff is mostly difficult to use and to set up. If you have different places which do not suit, your game never can be a working one. And if your game was fine before zap became installed, you now should go the step back. As soon you can not use and install an enb into your game, you will not be able to handle zap 9. It means not that skyrim is not working also without an enb and zap 9, but you won´t be able to use the testworld of zap. You really have to know more about enb-use and what this means for skyrim and also for other games. And if I tell you to delete the esp of zap and you let it keep in the load-process beside of the esm of zap, you got somehow trimmed your game maybe by loot or elsehow. DELETE the esp and bring the esm of zap to the load-order directly on bottom of all other esms. For zap it is not important, when to become loaded-it ´s alsoways one of the last mods, which do load so. You can also not "put" a skyrim version onto another skyrim version-this is simply a sentence without any sense. You can install LE and you can also install SE-in that case you have two different games, which basically show the nearly same content. ZAP 9 doesn´t cause instantly ctd´s. If it would do so, this thread would have maybe in between 1000 pages or more. The problems which you get are sadly at the user´s side and also your problem probably have to do with the computer itself. ZAP has in the last version inside of the MCM a switch to shut off the locking function of weared restraints. About the inner functions of ZAP, at this point it seems to me too much early to discuss, specially as long you do not use ZAP together with a questmod. And first of all it´s important to read the intro of the mod and understand the process of it´s installation. SKSE, LAUNCHER, ENB...lot of terms have to be known if you want to use mods correctly. This is a pity but there´s no way around. There ´s no need to test zap, this I am doing for a very long, long time.
t.ara Posted November 6, 2022 Author Posted November 6, 2022 14 hours ago, Jtaygang said: I'm getting a lot of errors from this mod that break other mods relating to "zazwhpAnims on script zazWhp_NPCscript attached to alias", this has been posted here like 2 times before but is there any solution to these errors/scripts and animation? Papyrus.0.log 116.1 kB · 2 downloads Yes, you can delete the scripts from their folders-I delete that in the next version. In that case the long whip is dead. Nice to see that also ZAP is breaking down other mods:-) - Simply delete the scripts !
t.ara Posted November 12, 2022 Author Posted November 12, 2022 (edited) NEMESIS and ZAP Yesterday I started with testing NEMESIS by very KIND help of a very experienced creator, I´d say an old "friend" of mine. Related to this I wanted to share my experiences, related to ZAP, as this mod also can be changed to work by using NEMESIS. The FNIS files/txt-files all have to be cleaned from AA-animation - code as those are NOT COMPATIBLE, how they are working with FNIS !!! Some will maybe ask if everything is working out of the box....NO, it is not ! -the main problem with all the animations related to furnitures is a scale-difference between FNIS created behavior files and those, which are created by NEMESIS: NEMESIS is creating animations, which are scaled one or two ticks smaller!- This means that your character is not directly suitng anymore to the furniture, scaled at 100%/0, as a NORDRACE...this little problem is suddenly disappearing, as soon your character is being edited by the race-menu-as soon you enter the race-menu, your character suddenly is in the correct scale!- And after leaving the RACE-MENU, the character is staying in scale with the correct alignment -Animated Objects (AO) do not become left again, after you have used a furniture, which is built with animations, which contain AO s ! To get rid of those, you need to reset or put on a cloth which uses a same bone for a replace and then again pull off that cloth again, which is absolutly a NO-GO. -AA animations do not work as long this stuff is not made exactly suiting to NEMESIS !!!! (The ZAP sneaking-collar and all other AA stuff is simply not available under NEMESIS (at the moment)) -as ZAP contains it ´s animations for FNIS inside of three files, it is necessary to drop same named animations to one only: all the three files contain a furniture-exit-animation which is used in all three parts of the animation-behavior-files....if this is being converted by NEMESIS, those thripple furniture-exit files are colliding with each other: an exit animation for all the furnitures, which use the furniture-exit-animation is under NEMESIS coming in T-Pose !!! To get rid of that the best is here to bring all the three behaviors for NEMESIS all together and use of course again one single animation again for the exit. -NEMESIS seems to spend a little more better furniture-alignment for NPCs, means that the overall clipping-problems of NPCs inside of furnitures are more better compared with FNIS (FNIS maybe 30-50%, NEMESIS about 70-95% quality, that ´s what I watched so far) -NEMESIS can be installed easily manually and work aside or in full exchange with FNIS. I also think, that you can use FNIS to generate the creature-files and then islolate this and that behavior from NEMESIS and FNIS to put them at least together how you want both to become handled. You can also generate some behaviors by using NEMESIS and others by FNIS. At least is the game reading the overall content of the behaviors inside that behavior-folder, then. The quality of the behavior-files is at least depending of the way, how the idles became generated inside of those behaviors... At the moment I am struggling around to get animations directly attached to their official places inside of the SKYRIM BEHAVIOR-GRAPH, based on the wish to get all the advantages (without artefacts of bad alignment, the chance to get soundfiles attached and much more), which are available within all the VANILLA animations: lot of options and rock-solid !!! At the moment and under LE I can not recommend to use NEMESIS as a "REPLACER" for FNIS. But NEMESIS might become interesting in future for SKYRIM SE, and then maybe also this offsets- and furniture- related stuff can become handled more better. And some of you may use both "privatly" in a customized way to get the most out of BOTH. For tests you can rename FNIS behavior-files by adding those as "txtF" and then delete their AA content from their copies and then use them for a NEMESIS - test. Edited November 12, 2022 by t.ara
t.ara Posted November 12, 2022 Author Posted November 12, 2022 Hurray !!! ? I made my first successful step inside of the furniture-graph : a new mod for nemesis, which adds an additional laughing - animation into the existing wall-lean-furniture...WOW !! -for you not ineresting, I´m sure but for myself is this is a MILESTONE, comparable with the time, when I began to add my first furniture into ZAP by using FNIS, some years ago. 1
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