t.ara Posted February 18, 2023 Author Posted February 18, 2023 Inside of ZAP 9, SSE-checking the body´s performance....no crash, smooth working SMP, besides I trimmed the ENB for SSE a little more....this looks "promissing".... (content is all part of ZAP 9, but not the whiterun-modifications (tamriel), which I also prepare for you, beside) 3
t.ara Posted February 18, 2023 Author Posted February 18, 2023 ? I was able to get rid of some lines inside of the morphing-script-seems to run a LITTLE more faster now....but if now I delete again lines, the script will not work anymore-LOL:-) I´ll take a break, now.....let´s say the body is working in both games in a fine quality with collision and it´s physics....
t.ara Posted February 18, 2023 Author Posted February 18, 2023 SSE-trimming..... Hot shot of the evening: ENB-skin-tint-trimming for SSE READY !!! Babyface "goodbye"...but I need to lower the white inside of the eyes...that ´s another issure....which produces this irritation of too contrasted eyes - whatever it is....
t.ara Posted February 18, 2023 Author Posted February 18, 2023 (edited) (SSE-tuning) I changed the eyes to become little darker...this is now fine. The last pics are showing SSE´s eyes-problem, made some hrs. ago.... !!! This is causing the baby-doll-look of the face-imo. Got rid of that....? Edited February 18, 2023 by t.ara
t.ara Posted February 19, 2023 Author Posted February 19, 2023 (edited) NEW full body shape added: (this is little more sportiver trimmed) Edited February 19, 2023 by t.ara
The new guy1 Posted February 21, 2023 Posted February 21, 2023 Hello, having ERROR(1035): Missing required option File: FNIS_ZaZAnimationPack7_List.txt in Nemesis, what can i do? with the 8 version it was not happening with FNis works fine but others mod that need Nemesis don't work if i don't run it too
t.ara Posted February 21, 2023 Author Posted February 21, 2023 3 hours ago, The new guy1 said: Hello, having ERROR(1035): Missing required option File: FNIS_ZaZAnimationPack7_List.txt in Nemesis, what can i do? with the 8 version it was not happening with FNis works fine but others mod that need Nemesis don't work if i don't run it too NEMESIS is not the way to get ZAP in use for SKYRIM, AT THE MOMENT ! You get this error because you can not use AA-anmation-definitions of FNIS by letting those run 1:1 via NEMESIS. Using nemesis with ZAP means to overhaul the animation-pack-content and deny to use all AA-animation-sets. Those have then to be intergarted directly with NEMESIS, which has to be prepared in a different way. The advantage of NEMESIS can ONLY be achieved if all animations directly are being integrated in a NEW way onto the nehavior-graph of the game manually. Nobody would do that job for ZAP as this is a lifetime job. In that case it ´s more easy to create a complete new humanoid-animation-behavior for the whole game by using the creator´s professioal HAVOK software HAT.
The new guy1 Posted February 21, 2023 Posted February 21, 2023 4 minutes ago, t.ara said: ¡NEMESIS no es la forma de usar ZAP para SKYRIM, POR EL MOMENTO! Obtiene este error porque no puede usar las definiciones de animación AA de FNIS al permitir que se ejecuten 1: 1 a través de NEMESIS. Usar nemesis con ZAP significa revisar el contenido del paquete de animación y negar el uso de todos los conjuntos de animación AA. Luego, estos deben interconectarse directamente con NEMESIS, que debe prepararse de una manera diferente. La ventaja de NEMESIS SOLO se puede lograr si todas las animaciones se integran directamente de una NUEVA manera en el gráfico de comportamiento del juego de forma manual. Nadie haría ese trabajo para ZAP, ya que es un trabajo de por vida. En ese caso, es más fácil crear un comportamiento de animación humanoide completamente nuevo para todo el juego utilizando el HAT del software profesional HAVOK del creador. thanks for the response Tara, so i understand there is no way for run ZAP with CGO at the same time because one need Fnis and the other Nemesis, sad thing. but anyway a very great job with this mod, it´s heavy in disk space but i think is worthit to see Aela in chains jajajajaja One more thing, there is a collar that say "crawling" but when i equip it nothing happens, and the device "collar with hook" plays the default animation when should play other, i think
t.ara Posted February 21, 2023 Author Posted February 21, 2023 10 minutes ago, The new guy1 said: thanks for the response Tara, so i understand there is no way for run ZAP with CGO at the same time because one need Fnis and the other Nemesis, sad thing. but anyway a very great job with this mod, it´s heavy in disk space but i think is worthit to see Aela in chains jajajajaja One more thing, there is a collar that say "crawling" but when i equip it nothing happens, and the device "collar with hook" plays the default animation when should play other, i think The crawling is processed by AA-animations and will work by using FNIS. There are two or three collars workin with that together.
The new guy1 Posted February 21, 2023 Posted February 21, 2023 26 minutes ago, t.ara said: The crawling is processed by AA-animations and will work by using FNIS. There are two or three collars workin with that together. I run Fnis and nothing else but crawl still not working Fnis said " NOTE: ZaZAnimationPack9 has at least one AASet definition without any animation files provided" and something in the behavior control about MME and ZAZ duplicated animation
bnub345 Posted February 21, 2023 Posted February 21, 2023 5 hours ago, The new guy1 said: Hello, having ERROR(1035): Missing required option File: FNIS_ZaZAnimationPack7_List.txt in Nemesis, what can i do? with the 8 version it was not happening with FNis works fine but others mod that need Nemesis don't work if i don't run it too You can use these files to disable the AA sets so Nemesis will process ZAP 9. This will break a few things, like the crawling anims and maybe some of the weapons. Like t.ara said, FNIS is better for ZAP but this should work if you have to use Nemesis for other mods. ZAP 9 Nemesis.7z 2
jackmby1997 Posted February 23, 2023 Posted February 23, 2023 Is there a SE version of zap 9.2 available?
Coreman230 Posted February 23, 2023 Posted February 23, 2023 2 hours ago, jackmby1997 said: Is there a SE version of zap 9.2 available? on the Mainpage: On 8/1/2022 at 7:58 PM, t.ara said: A SKYRIM SE - Version for the CBBE PHYSICS/SMP(3BBB) is in progress, ...ETA unknown
t.ara Posted February 23, 2023 Author Posted February 23, 2023 I can share my version after I have integrated my body with it. The version is still not cleaned up from HDT-PE-assets and off some not correct-converted EDITOR-MARKER-gamebryo-files as well. (Those mostly will become deleted as this stuff is only working inside of SLE, which is the technical best game for playing serious with ZAP how it has been made. Again, SSE is not bad and it has some graphical interesting "aspects", depending on the settings of a well made ENB, but ALSO this ENB has still not been creeated. All available ENBs for SSE do lack in different aspects and do not get out the most advantages of the 64-bit "xx11.dll" yet. I talk about the last version which is made to be played oldschool with a computer - display.
t.ara Posted February 25, 2023 Author Posted February 25, 2023 Shizu-Body-Shape added into my 3BBBL ´er:
t.ara Posted February 25, 2023 Author Posted February 25, 2023 Some Skyrim SE impressions with a forest around whiterun....this is anly a test for the game to see how it reacts on more added stuff (this is made by using new LOD for the trees, but the navmesh is not corrected-which is a lot of work-I´m not sure if I can share such stuff !!! Until now I am NOT satisfield with the ENB-setting in SSE....
t.ara Posted February 25, 2023 Author Posted February 25, 2023 (edited) Ups!!! -there´s a graphical BUG/problem with the whiterun castle gamebryo-file or with the LOD of it....!!! I can only imagine that the LOD object and the gamebryo-file are switched and in that moment when I made the pic, the LOD AND the gamebryo-file have been present both together in a view-mode. The parts in more distance are still switched to the LOD probably.... Edited February 25, 2023 by t.ara
t.ara Posted February 25, 2023 Author Posted February 25, 2023 (edited) And some more ZAP 9 / SSE impressions..... (ENB-trimming) The BIG ADVANCE of SSE is the interior vibe of the light-it is not comparable with SLE. This is a truly STRONG advantage of SSE. It is possible to create the loadfree buildings and get this serious and wonderful and powerful interior feeling with light and shadows. Inside of SLE I could not get this realized with the direct x 9 ENB, yet. Amazing shadows directory around "close-to walls" objects, the NPCs are also spending a more objective realism, nothing like that is yet visible to me inside of SLE. Edited February 25, 2023 by t.ara 1
t.ara Posted February 25, 2023 Author Posted February 25, 2023 (edited) My SSE mods for graphic/weather/NPC/character-overhauls, if interesting: SMIMM for SSE Verdant Grass-Mod Obsidian Weather NPC-overhaul (my ported one) Revamped Exterior Fog (experimental) Removed Interior Fog (experimental) A highly modded Picturesque-ENB Whiterun Unlimited (coming soon) Custom HQ-3BBBL-Body, based on CBBE Quickstart 3 (if you need a quick restart from NEW) Widescreen SKYUI-FIX (for my 3840x1600 LG display) RACEMENU SE Widescreen Fix (for my 3840x1600 LG Display) SKYLAND A Landscape Texture Overhaul (which is a NICE texture replacer for some SSE-textures) A forest onto Tamriel (endless new trees and grass/ground with suiting new LOD is replacing the tundra-but still without a suiting navmesh, which is not serious, yet!) And: I replaced the whiterun stone floor 01 / 02 with the old skyrim ones, because inside of SSE it is MUCH more better and without this DIGITAL JITTER appearing !!!! (I would be ashamed to bring that as a serious mod but it does MATTER A LOT !!!!!) - I made a MOD of this-anyway...interesting how that is useful for you. I will work on the ENB to get rid of the grainity and of the FACE-LIGHT-MOD as this is not really necessary inside of SSE any longer IMO. Edited February 25, 2023 by t.ara 1
crococat Posted February 26, 2023 Posted February 26, 2023 Hello, Tara. Long time ago i had asked about leg yoke in dd topic and recieve answer that it is impossible. Is it true?
t.ara Posted February 26, 2023 Author Posted February 26, 2023 (edited) 1 hour ago, crococat said: Hello, Tara. Long time ago i had asked about leg yoke in dd topic and recieve answer that it is impossible. Is it true? hi, that is depending on the use....while walking this is not working-seems to be logical. But inside of an idle animation with spreaded legs, it can be done same way like you can do that with the wrists. I guess that the answer depends on the understood way, how the dd- yoke is working overshoulder: it is weighted to the skeletons spine-bone to allow the character to walk inside of the asset with lifted posed arms as offset. This spine bone is for an ankle-yoke instead not working, that´s correct...it would not make sense. So the ankle yoke needs to stick to a suiting bone of the body-or two and more, which do not change their position durning the animation of the character. The closest bones are the leg´s bones, in this case and if you take one only, the angle of the leg has to be not touched during the character´s animation. There are some inside of ZAP, used inside of a furniture. Aside of a furniture, this is not making sense really. Technically you can also take both leg´s bones and weight the asset by mixing both sides with each other-in that case both ankles will stay always optimal inside of the restraint. The same way I did with the leather-cuffs, which I found inside of SKYRIM but which have not been used by bethesda because of the technical problem after the animation when the arms leave their positions again: the asset is stretching to become damaged and this can´t seriously become shown inside of a professional gameplay. SO bethesda sticked to the "right"- and "left" leather-cuffs, which simply are HELD together during an "bind-pose" to simulate a true tied-up -asset-which then after use is okay to have equipped at both arms, then. The overall restraint-assets and functions of bethesda have been moderate and not being a center-feature of this game. SOme few poses, furniture for NPC and some not useable assrts as part of a torture-chamber inclusive a tool-bag, some blood and that ´s it. While there were collision-sensitive chains in oblivion-scaled to an incredible size for monsters hanging inside of the jail-cell, it has been an impressive start for the gamer of oblivion, paired with iron cuffs at the arms. Inside of SKYRIM this has been made more smarter and HAVOK-sensitive assets have been made in a very rare way as those are quite difficult to produce and heavy for the engine. THe sign-plates of the houses movable while touched by insects or the jump of the player are such attractions:-)) Dungeon traps instead and door-systems were more in focus, which is of course the main content of the game. A leg-iron/yoke is of course possible to become created and it can be used as an animated object or as a part of the Add Item- menu, if linked to a suiting animation/furniture. In zap there are some of those in different ways made: Also the shown cuffs are all made in such a same way, some used in furnitures, same ones can also become equipped by AIM on the fly like clothing, coming with suiting animations, then: (there are LOT of them inside of ZAP, a LOT !!!) Edited February 26, 2023 by t.ara 1
t.ara Posted February 26, 2023 Author Posted February 26, 2023 After a jump my character died-then the guard tried to help...never seen that before... 1
crococat Posted February 26, 2023 Posted February 26, 2023 2 hours ago, t.ara said: After a jump my character died-then the guard tried to help...never seen that before... Is this not a standart npc reaction to dead body? About leg yoke. Without possibility to walk with it there is no sence. I thought that some special walking animation may be created for this item.
Anunya Posted February 27, 2023 Posted February 27, 2023 (edited) Heya t.ara - thank you for your work. It's given me much joy via mods using your resources for quite a while now Edited February 27, 2023 by Anunya
t.ara Posted February 27, 2023 Author Posted February 27, 2023 11 hours ago, Anunya said: Heya t.ara - thank you for your work. It's given me much joy via mods using your resources for quite a while now ? thank you , that ´s really nice to read...and exactly this fun I also have with the stuff:-) 3
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