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ZaZ Animation Pack (ZAP)


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Posted

..."it isn´t ideal...." to morph breast asset restraints is a very nice term for this sort of stuff inside of bodyslide. It´s simply a very bad pülace for assets-this also stands for the piercing assets as well. The more you get off the original shape, the more bad is the result of the asset torsion. It is of course possible to manipulate also the assets in a very detailed extra work (which is okay if you spend this time of trimming for every single slider and their morphs with all other sliders, which additionally deform that part of the body, but this would cause a very complex and long time work for evry single asset. The mixing of only two breast-sliders, would cause additionally work-the next breast slider in addition even agin more trimming and so on. For clothing, this is not too relevant if weigted well but even the work onto skirts, which work between legs can cause a half day of weightpainting and optimizing by the use of poses and the suiting distance, between the skin and this also depends on the stretch and topology of that mesh. I only want to explain, that the technology is not ideal for what we suppose to do by using Bodyslide. Without bodyslide, nobody will be happy and if bodyslide is being used, the clothing looks simply compromised, depending on the reference body and the strength of the use of the sliders.

If I only use a customized body-shape and do not morph it-or only very less, I´d be able to get the best results for all my creations of the clothing and restraints. Using the official bodyslide shapes means to me a very HARD compromise, in between. A decision to create an own new body is of course coming with the interest to support the existing body-shape for an easy "take-over" to get better and new interesting shapes, which have not being played in skyrim, yet. The standard bodies want to be an "ideal" and "neutral" shape, which can be trimmed well more slim and more curvy. This is more or less working well. The unified body models of UUNP do not allow to offer any sort of quality morphing of cloth or restraint-assets as their topology drastically is going to distort-the mesh´s topology is simply damaged in all those cases. Negative sliders can be set, but this way is not meant to be used, though it offers some more better shapes between the hip-leg and waist-area, which then looks more realistic, if the reference body is used without the unified shapes. 7B is overdriven, specially the legs-it´s a "fantasty" body-design which in my opinion is not ideal or "nice" looking. Nobody wants to see a realistic body-mostly not. The skin structure is offering a fixed shaow-mask/normal-map which is mostly making different shapes to look nearly being "same". It hinders to show the detailed differences of shapes. The compromise of mid-mesh-density and the support of the normal-map´s -"virtual-topology-creation" do offer how known this muscle-body or slim and straight-versions-which is not supported by a detailed body-shaped-high-end-topology-mesh. Such a mesh is known from DAZ but this HQ-stuff can not being used in games. In that way is the body-mesh itself able to spend all the details of muscles and all the other parts.

That ´s why I mentioned, that the skin is hindering sometimes to support all the different shapes detailed. That´s why it is more difficult to get more different shapes "alive". Some skyrim textures may spend for different shapes their ideal strength. And that´s why not every player is using the same skin. If take away the texture of the skyrim body, you will see what exactly is offering this body´s detailed surface-it is not too much-lovely said. It is not too much !

Another aspect between those bodies with different shapes is their different physics, which normally should work automatically in a different way. And at least is a breast, which is inside of a corset absolutly statical and moving very close to the top of body- and also this depends on the material of that asset as well. In such a case, the bones of the breasts of that body-part can become cancelled from such a project, to get a realistic feeling. In that case is the whole top of body looking different. Same if you put on catsuits, made of latex or if you use skirts and tops and so on. This can be simulated quite nicely by using BS and I did that mainly inside of my UUNP-creations. This are some pros of bodyslide, which allow easy-to-go-real-feel-of-weared-assets by trimming the reference body to the demands of the clothing (coming by the technique of bethesda, of course)...

Okay. That´s bodyslide:_)

Posted (edited)

Another armbinder model created after the original-I made it little more smooth (mesh si little optimized to be rounder at the belt-parts around the upper body), here with different textures and some few BS-slider-support and a suiting weighting around shoulders and neck. The lower part is still slider-independent and so this is not suiting to all slider settings/not suiting to all morphs. If I also weigth the lower part to the arms and other spines, a full support might become possible BUT....in that case needs the complete ropes to become replaced with a suiting stretch-able-mesh. And that might look not well as depending on the animation/shape-form of body , the rope will need very exactly weighting-care-which is "massive of work". I can try that but I promisse this will run into a chaos.

 

This is "zbf DD Wristarmbinder03"

 

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Edited by t.ara
Posted

Another more with details-some new additions got to the mesh for more nicer edges....this one works after the original one, without Bodyslide....at the moment:-))

 

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Posted (edited)

That one is another new asset to choose from, of course...

And finally "smoothed".....this would not make sense to add more verticles if we don ´t use them:-)))

 

"zbf DD Wristarmbinder04"

 

 

 

 

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Edited by t.ara
Posted (edited)

I dont want to be rude, its just a sugestiuon that would be nice if any screenshot would be placed in Spoiler guys... to minimizing page loading and size.

 

But anyway... other reason is why Im here is that ZAZ ( or ZAP ) v9.2 is not compatybile with Defeat Baka edition. Defeat mod simply cant be started in McM menu. Each time I go in McM in Defeat section is constantly Disabled. Even if I wait more than just a fewe minutes. 

With ZAZ 8+ Defeqat starty up in 1-2 sec.

 

Spoiler

 

image.thumb.jpeg.f1ef82b90e16fbb5e3aa205629003d14.jpeg

 

 

With ZAZ 8+ Defeat Baka edition works fine.

Edited by LenaLachrymosa
Posted
3 hours ago, LenaLachrymosa said:

I dont want to be rude, its just a sugestiuon that would be nice if any screenshot would be placed in Spoiler guys... to minimizing page loading and size.

 

But anyway... other reason is why Im here is that ZAZ ( or ZAP ) v9.2 is not compatybile with Defeat Baka edition. Defeat mod simply cant be started in McM menu. Each time I go in McM in Defeat section is constantly Disabled. Even if I wait more than just a fewe minutes. 

With ZAZ 8+ Defeqat starty up in 1-2 sec.

 

  Reveal hidden contents

 

With ZAZ 8+ Defeat Baka edition works fine.

Try to switch off the new lock-mechanic of ZAP (MCM-first page).

About BAKA -stuff and their mod-support, I do not want to go into more details.

Posted

The new body I made is working with BS and a full NPC-support as well (morphing-system has been tested on NPCs, too today). Comes with SMP 2-breast-bones and one for only the nipple-tip. This looks little more better, compared to a "glitching" or "sliding" areola-part on a round surface of skin!

About the butt-collision I am not sure to let that inside....this needs some more time to look at that with different restraints...i don ´t like the butt coming deformed like a pudding.

And also I need to think about an uniboob-support...which is keeping me confused now for some days. Maybe there´s another way which is more easy...need to think about it.

If wanted inside of SE, this stuff could be very easy transfered. I tested also the slot-system which is common inside of SE and that ´s no problem. I thougth that there´s a restriction of slot-usage comming with the sse version-but that ´s LUCKILY rumours. SSE can be handled same way like LE, which is handy.

Posted (edited)

The "flying skeleton" has been solved as far FNIS is not messing up. What I do mean by this I can in between explain more lower here. The phenomena only appeared to the last furniture, which I did, before I added that table.

Interesting! This error is directly leading me again to the problem, which I have in mind since some weeks before christmas:

I study the export results of FNIS inside the skyrim-behavior file, concentrated at the moment for the furniture builds. In between, I am sure that FNIS sadly is not seriously adding furnitures into the game in the correct way-this is a sad reality. At the moment I try to understand, why FNIS is doing that in the way how it is doing this (I search for a reason, why FORE made it in this way), means if there is maybe no other chance for FNIS to add that additional content correct, instead to write all the stuff in a "spared-version way" there inside the behavior-file. This is one reason, why the furnitures behave in such a way how it sometimes got visible-this has to do with an interruption of the started furniture-animation or the state between the first and the second task, which has this three (or more) stages in whole. The interruption is caused by the attachment of an restraint-asset, which is coming by a script - call or by an animated-object, which is loading. In the second case (AO), FNIS works well enough.

 

This means, the error is not on the side of ZAP, their creators or on the scripters. On the other side is this a logical explanation and a round-up-explanation for the behavior of the FNIS furniture-issures, which at least are spending problems, since years (NPC alignment (angulary issures/missing skyrim-compatibility-"jump-into furniture-fail-attachment")/cam-directory not working well, the flying-skeleton/body, the randomly missing enter-animation-which only works instabile, different speed of the whole animation-process while using furnitures). Related of course to skyrim and to skyrim se. This is indeed the explanation, why the furniture-animations have been interrupted and corrupted by a "break", which suddenly showed this flying and deformed skeleton/screwed mesh of the body, which then is flying in circles around, until a furniture is again being entered. This interruption is based on this error inside of the built of FNIS´s furniture-structure, depending on the offered built, which I´d call: it´s "unluckily working".

As long this can´t become solved, the furniture animations are more sensitive, come with all those compromises and can also "break", if too much code or too heavy assets have to become loaded during the use of furnitures. This logically seems to depend on the overall background-flow of the engine and probably this instability is more a problem occuring inside of LE, compared with SSE. But this doesn´t mean that SSE is compensating this problem. The problem is still a same.

 

The flying skeleton/body is the expression of the animation-engine, waiting for another stage of the furniture-graph, which can not being entered because of a missing task to continue with a next stage of the animation-graph-anyway is the problem more worse-the whole furniture-structure which FNIS is offering inside of the behavior-file, is simply not suiting to skyrim´s animation engine, which is so sad.

 

Replacing some old cloth with some new ones...

 

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Edited by t.ara
Posted

Longer Version....(hobbledress, longdress)

Next one will be an "overall" (trousers+boots)-> + corset +"...."-choose-able (this will replace the old latex files and some others....

 

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Posted

¿Me puedes ayudar? He descargado la última versión de ZAZ y en el momento del inicio, mi perosnaje está en pose T, he usado FNIS y solo veo una advertencia de que ZAZ no es compatible con SSE

Posted
1 hour ago, eInDaCluib said:

¿Me puedes ayudar? He descargado la última versión de ZAZ y en el momento del inicio, mi perosnaje está en pose T, he usado FNIS y solo veo una advertencia de que ZAZ no es compatible con SSE

Non, ZAP es compatible  con LE, solamente.

 

:-)))

 

Posted
4 hours ago, t.ara said:

Non, ZAP es compatible  con LE, solamente.

 

:-)))

 

Oh yes, I've seen, I'm sorry. but one more thing, I have the LE and what happens is that when I am captured or I get immobilized, the bar is bugeed and I can not receive more damage, I have infinite life, and if I try to reload a past game, I become invincible and I can not die or fall into that state. This happens after having a devious device.

Posted
9 hours ago, eInDaCluib said:

Oh yes, I've seen, I'm sorry. but one more thing, I have the LE and what happens is that when I am captured or I get immobilized, the bar is bugeed and I can not receive more damage, I have infinite life, and if I try to reload a past game, I become invincible and I can not die or fall into that state. This happens after having a devious device.

Hi, I can not help to get your game work how you want to have it. This behavior maybe is caused by different other mods, which are all mixing with each other. ZAP is quite a clean framework with restarint devices and furnitures-in between it has endless other animated-related content. ZAP is an animation-mod for skyrim, based on a bdsm-framework with adds lot of content into skyrim le, camparable with a new passive update of content for skyrim. It is not regulating the character´s life-behavior, a god-mode or other "tweaks/hacks". Under zap the assets are simply restraints and chooseable by the Add Item Menu (AIM) to play little around with them. A code can set a player to permanently wear such zap restraints/stuff. Life is becoming only less, if you are under water and then drown after a while...this function is an unchangeable addition of ZAP 9 -this is permanent.

I guess you have  other stuff damaging your wanted gameplay. QUESTMODS and maybe a bad working "anti-death"-mod...such like "you will not die but must be slave or have sex" - mod. Difficult to choose and find a working one, which is not killing other questmods..i don´t know. In the past I tried "devious surrender" (2.9)-that one was simple and locked you into a furniture of zap-after a while you then could leave after some sex-that was quite "OKAY". It was in background and it did not disturb. Maybe also no bad idea to look for the mods of their origin, origin-functions and then look, what the new maintainer is doing with the mod, this is important for getting/having an serious overview.

Posted (edited)

 

ABOUT FNIS - a first correction for furniture-use

 

Some people may got that I am busy also with and around FNIS, to make it "better" if somehow possible.

When I got today through the code of FORE, I found an "error" inside of a state-parameter, which I have changed to an "official" used parameter, inside of SKYRIM.

As the furnitures are created in a quite "strange way" (and I still do not know if FORE made that specially, or if he could not get it in an other way), I found this little "wrong setted parameter", which then I corrected. In my game, now the whole furniture-animations are more faster and do work little tighter, the cam is at once staying free until inside of the loop-state, all this together works better with the restaint-assets (as those come by additional sscript-code and affect the engine in that moment in a typical way, no question). This is no complete rebuild, for the way, FNIS is creating furnitures, but it is speeding up MY performance on my system and so I wanted to share this for being tested.

 

If you suddenly have problems coming up with this "build", let me know.

This is shared for interested people, who are sensitive for testing a different FNIS and which might sharing their experience with this changed build of the mod.

This is not the last version of FNIS (which is not important for this edit because this can be done for all versions of games and for all versions of FNIS), important for me is a feedback, of other users, who are interested in a compare with this and the official version.

 

 

All this work belongs to FORE, the creator of this perfect MOD !!!!

 

FNIS_7.4.5.1.7z

Edited by t.ara
Posted (edited)
On 12/7/2022 at 1:22 PM, t.ara said:

Hi, ignore or delete those scripts if you get problems with other mods. Those scripts are supporting the long whip-animations. In between I am not sure if this is necessary to have the whips working. We also have other aa-animations in the pack without such scripting working. Problem here is, that I overtook this stuff from a friend because long whips have been wanted so much in the past. Sadly another stuff which has been added and which is simply causing troubles.

My overall experience for future is of course never again to overtake stuff from other creators, which is not made by myself-specially in that case, if it comes with any sort of scripts. ALL THOSE stuff, which has been script-based and which is not made by myself, explicid the ZAP framework, have caused sooner or later PROBLEMS. That´s a sad fact. I also see that with endless mods, based on self-created scripting. I am sure that scripting is a very difficult and dangerous LAST option for the game as long it is not handled in a professional way. Professional means professional.

 

This experience means also to me, that we can not for best change a SKYRIM to become an absolute different game with all the wanted and 100% functionally stability-of course not. To me it always meant to be a good road, to get the game decently changed with moderate changes, so that it is running stabil and the gamer will have no issures playing the mods. And all the rest, which is not possible to get working seriously is simply good enough to be one´s fantasy.

Thanks for the reply, and Happy New Year and Merry Christmas (yea it bit late thou :3 )

Yea I see, as for me SKYRIM is much enjoyable with all these wild stuffs with the small price of random CDTs and pyrapus goes wild~ but this is still managable if you read and follow what the mod author said on their mod descriptions and instructions.

Edited by Aikiko
spelling errors
Posted

hello, I have a serious problem and I don't understand what could be causing it. i installed skyrim le, then i downloaded zaz 9.2 ccbe-hdt and its requisites, installed all requisites and no other additional mods i install zaz9, fniss doesn't give any errors, built everything with bodyslide, i start the game and then start all the mod I go to zaz word but immediately after a few seconds of walking the game crashes. you can help me? I don't know what to do, I also tried both with and without enb. my pc is pretty good it has a rtx 3070 and an i7 9700k with 32gb ram 

Posted
1 hour ago, danielebuzz said:

hello, I have a serious problem and I don't understand what could be causing it. i installed skyrim le, then i downloaded zaz 9.2 ccbe-hdt and its requisites, installed all requisites and no other additional mods i install zaz9, fniss doesn't give any errors, built everything with bodyslide, i start the game and then start all the mod I go to zaz word but immediately after a few seconds of walking the game crashes. you can help me? I don't know what to do, I also tried both with and without enb. my pc is pretty good it has a rtx 3070 and an i7 9700k with 32gb ram 

Yup, pretty normal. Doesn't matter how good (or bad) your PC is, LE memory management is crap.

 

You need SKSE Plugin Preloader and ENBoost to use Zapworld without crashing. Still stutters on my 9 year old potatoe, might be better with your high-end rig.

Posted
1 hour ago, danielebuzz said:

hello, I have a serious problem and I don't understand what could be causing it. i installed skyrim le, then i downloaded zaz 9.2 ccbe-hdt and its requisites, installed all requisites and no other additional mods i install zaz9, fniss doesn't give any errors, built everything with bodyslide, i start the game and then start all the mod I go to zaz word but immediately after a few seconds of walking the game crashes. you can help me? I don't know what to do, I also tried both with and without enb. my pc is pretty good it has a rtx 3070 and an i7 9700k with 32gb ram 

Yes, CaptainJ03 is right-the stuff which I added into the ZAP world is not optimized for a use-but that ´s also not harming your game if not entered. It ´s mostly for my creations for testing. YOu can try to use an OLDER ENB, which is more LIGHT for skyrim, then, you can optimize the graphic´s parameters for skyrim inside of the NVIDIA settings for this game and maybe you get a better behavior inside of the testworld. Basically I wanted to optimize it but I could not reach that because CK did not let me to do that. I am too stupid for such a workaround and it is not my plan to have a ZAP-WORLD as a basic offer inside of ZAP 9. ZAP 9 is simply a pool of endless new assets and stuff for playing with skyrim which can be used for creating new mods and have ZAP 9 as a mastermod like an "update" of SKYRIM. Inside of SSE, the testworld is working more faster/stabil, which is a real win when it comes to SSE. But this doesn ´t mean that suddenly we do not have to optimize CONTENT because we use SSE. That game can also become harmed with too heavy content as well. Must say that lot of mods inbetween are made for SSE without having respect of the form of mesh-density and lot of other aspects. At least you´ll suddenly have a same problem by using SSE in future, caused by mods as well.

Posted

If you use both dll-files of mine, you get an optimized skyrim-seems to me MORE better than the newest files.

Updates do cause often new or never before seen problems.

The newer files (coming from nexus) do not work here on my system (those cause freezing blackscreen by loading the open world from the small interieur-cells):

 

Skyrim will also run on other systems same way.

Posted

 

38 minutes ago, CaptainJ03 said:

Sì, abbastanza normale. Non importa quanto sia buono (o cattivo) il tuo PC, la gestione della memoria LE è una schifezza.

 

Hai bisogno di SKSE Plugin Preloader e ENBoost per usare Zapworld senza crash. Balbetta ancora sulla mia patata di 9 anni, potrebbe essere migliore con il tuo impianto di fascia alta.

thanks for the reply, but it didn't change anything, after about 10/15 seconds it crashes

Posted (edited)
56 minutes ago, t.ara said:

Sì, CaptainJ03 ha ragione - le cose che ho aggiunto nel mondo ZAP non sono ottimizzate per un uso - ma anche questo non danneggia il tuo gioco se non viene inserito. È principalmente per le mie creazioni per i test. Puoi provare a utilizzare un ENB VECCHIO, che è più LEGGERO per skyrim, quindi puoi ottimizzare i parametri grafici per skyrim all'interno delle impostazioni NVIDIA per questo gioco e forse ottieni un comportamento migliore all'interno del mondo di prova. Fondamentalmente volevo ottimizzarlo ma non ci sono riuscito perché CK non me lo ha permesso. Sono troppo stupido per una soluzione del genere e non è nei miei piani avere uno ZAP-WORLD come offerta di base all'interno di ZAP 9. ZAP 9 è semplicemente un pool di infinite nuove risorse e cose per giocare con Skyrim che possono essere utilizzate per creare nuove mod e avere ZAP 9 come mastermod come un "aggiornamento" di SKYRIM. All'interno di SSE, il testworld funziona in modo più veloce/stabile, il che è una vera vittoria quando si tratta di SSE. Ma questo non significa che all'improvviso non dobbiamo ottimizzare i CONTENUTI perché usiamo SSE. Quel gioco può anche essere danneggiato anche da contenuti troppo pesanti. Devo dire che molte mod intermedie sono fatte per SSE senza rispettare la forma della densità della mesh e molti altri aspetti. Almeno avrai improvvisamente lo stesso problema usando SSE in futuro, causato anche dai mod.

thanks for the reply, I appreciated zaz 8 and I was curious to see the changes made in zaz 9, I also tried with the dll files you posted but nothing, the game crashes every time. since I noticed that the sse version seems to be more stable than the Le version, I await the sse version of zaz 9 if it comes out

Edited by danielebuzz
Posted (edited)
32 minutes ago, danielebuzz said:

 

thanks for the reply, but it didn't change anything, after about 10/15 seconds it crashes

Those versions do not work...are not ideal-try my suggestions-with that setting, I made the ZAP 9 - WORLD by using those files.

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Edited by t.ara
Posted
33 minutes ago, t.ara said:

Quelle versioni non funzionano...non sono l'ideale-provate i miei suggerimenti-con quell'impostazione, ho fatto lo ZAP 9 - WORLD usando quei file.

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I tried but nothing, the only doubt I can have now is about the physics of the body which maybe conflicts, I downloaded HDT Physics Extensions (https://www.nexusmods.com/skyrim/mods/53996) but the physics in game don't it works, I don't know if it could be the cause of the problem.

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