donttouchmethere Posted July 13, 2023 Posted July 13, 2023 (edited) 24 minutes ago, t.ara said: Needs only to become weighted correctly...and maybe I set that effect onto it by myself...if I find out a serious method without "hell-coding". Wow, that looks brutal. I like it. Gives 5min of 100% poison/disease resistance until air (stamina) runs out ? Edited July 13, 2023 by donttouchmethere
donttouchmethere Posted July 14, 2023 Posted July 14, 2023 1 hour ago, t.ara said: This tight-one you´ll also like, then: That's the ultimate corset. Getting breathless just from watching the screenshot. Would be interesting to play around with possible outfit combos.
Crazy Natalie Posted July 14, 2023 Posted July 14, 2023 First of all thanks for a wondeful mod. Ive been playing with it for a while now, mainly in the castle.  I have to use commands to get about, as the ZAPworld crashes for me. But I cant seem to get back to that ayelied looking place where al the goodies are. Coc zbftestzone just gets me to the warehouse. Ive reinstalled, but it's still the same.
t.ara Posted July 15, 2023 Author Posted July 15, 2023 11 hours ago, Crazy Natalie said: First of all thanks for a wondeful mod. Ive been playing with it for a while now, mainly in the castle.  I have to use commands to get about, as the ZAPworld crashes for me. But I cant seem to get back to that ayelied looking place where al the goodies are. Coc zbftestzone just gets me to the warehouse. Ive reinstalled, but it's still the same. Some few pages before, there are some advices, how to make SLE more stabil. If you use texture-replacers (4K-2K), this also may drop the performance.  The coc zbfwarehouse is the OLD zap-dwemer-halls-area (which I have not deleted as that has been a work for years) The coc zbftestzone is the link into the modern ayleid-ruin-cell, which expose the old oblivion catacombs with lot of new additional stuff (the old textures I have lost by not renaming the same assets spending those an alternative name in another folder-means I need to add them again in ZAP 10 by using alternative names to appear for using them, too within ZAP (a stupid naming-dilema of assets inside different folders is of course NOT possible !!!)  If this doesn´t work, you have a mismatch of different ZAP versions, probably. In future there will be mods, which will add ZAP stuff directly into skyrim-in that case you will have the stuff directly inside of the game without any problems. I´ll also prepare a mod, which will spread ZAP stuff all around tamriel and inside of cities as well.
Crazy Natalie Posted July 15, 2023 Posted July 15, 2023 4 hours ago, t.ara said: Some few pages before, there are some advices, how to make SLE more stabil. If you use texture-replacers (4K-2K), this also may drop the performance.  The coc zbfwarehouse is the OLD zap-dwemer-halls-area (which I have not deleted as that has been a work for years) The coc zbftestzone is the link into the modern ayleid-ruin-cell, which expose the old oblivion catacombs with lot of new additional stuff (the old textures I have lost by not renaming the same assets spending those an alternative name in another folder-means I need to add them again in ZAP 10 by using alternative names to appear for using them, too within ZAP (a stupid naming-dilema of assets inside different folders is of course NOT possible !!!)  If this doesn´t work, you have a mismatch of different ZAP versions, probably. In future there will be mods, which will add ZAP stuff directly into skyrim-in that case you will have the stuff directly inside of the game without any problems. I´ll also prepare a mod, which will spread ZAP stuff all around tamriel and inside of cities as well. Thanks. I look forward to version 10. Theres no other versions of ZAP running and yet it still sends me to the warehouse. Cant figure out what it is. I can always put a little trapdoor in from Breezehome in the creation kit. Might be the easier way.
RFLillian Posted July 15, 2023 Posted July 15, 2023 (edited) When I run FNIS, I keep getting "Warning: Animation file missing: zaz(animation)". I have the latest 9.2 version. I also have xaz prison overhaul patched, could that be giving me those errors? I think that may be using version 8 assets? I am also running Naked Defeat, which uses ZaZ. I'm so lost. Edited July 15, 2023 by RFLillian
t.ara Posted July 16, 2023 Author Posted July 16, 2023 10 hours ago, RFLillian said: When I run FNIS, I keep getting "Warning: Animation file missing: zaz(animation)". I have the latest 9.2 version. I also have xaz prison overhaul patched, could that be giving me those errors? I think that may be using version 8 assets? I am also running Naked Defeat, which uses ZaZ. I'm so lost. No those mods do not touch zap´s installation. In the guide, I mentioned a mod, which adds an old ZAP fnis-behavior, which is not used in zap 9 and also not in zap 8+. This leads to cause such fnis-errors and such an additional behavior is causing such an error. Means I´d maybe delete thos mods, which additionally add new /alternative animations for ZAP into the game. And if animations are missing, zap is not installed in a serious way and not complete. I often read, in between, that MO2 is not exactly enough, to add mods of all kind of construction in a working way. MODMANAGERS can be an additional problem and I would take care to install zap simply MANUALLY, which is not hard to do. Delete the mod by the manager, delete all the folders, which are made by zap, which contain zap content and then install zap manually. After that you´ll not get any further errors. You activate the esm of zap by the mod-manager and run FNIS and bodyslide for your body-model and you´re finally good to go.  ZAP 9 is a built on ZAP 8 plus and should be compatible with all mods of the past as well.  1
t.ara Posted July 16, 2023 Author Posted July 16, 2023 Such stuff is HARD to create if you have added leg-rotation to the body...but now all the sliders do their job: from the head down to the feet... And that zazCorsetSupertight has been modded again...I´ll add some cute textures to it... Â
t.ara Posted July 16, 2023 Author Posted July 16, 2023 37 minutes ago, RFLillian said: Thank you! I will try installing it manually. Yes, and you also can install OTHER basic mods, like SKSE, AddItemMenu, Bodyslide, FNIS, Ultrawide-Screen-Fix (if necessary), the physic-mods (HDT-PE, SMP), ...simply everything, which you need basically and which is constant for your game....(RACEMENU as well...and this ENB-stuff (there, you can create different folders to optimize the ENB without destroying a setup of it), UIExtensions, SkyUI, XPMSE (skeleton), maybe also sexLab ....mod-managers then can add those mods, which you want to use for replacing textures for testing, mods for player´s home and city-mods and all the stuff you like to check if it nice for you....:-)
t.ara Posted July 18, 2023 Author Posted July 18, 2023 (edited) WHAT HAS BODY-WEIGHTING TO DO WITH ZAP ??? AND WHY I WANTED A NEW BODY....???  Optimizing the body weighting....if the arms become lifted up, the CLAVIDE, in combination with the breast-weighting B-bone1-3, has destroyed the skin-smooth. A new weight-optimisation is reducing this BAD looking effect to a minimum. This problem is common standard issure under all the other body-models, slightly depends on the use of physic-driving-file, and nobody has been interested because nobody creates the poses / animations for watching this ....arms up in the air is mostly also showing this wrong-shadow normal-map, which is direction-depending for a more 3-dimmensional skin effect on our skyrim-body. This has been not used on skin for children, in skyrim...but for our female-body, this has been made as a standard technology, which is NICE. But also that is taking care for some downsides: It also is not fully allowing to enjoy all the different shapes and specially it makes us mostly see the character from very simmilar perspectives, which can become anoying, in compare with more modern technologies.  Those issures also come up by using DAZ-bodies and their action-poses...so no stress that this is skyrim-only-issure, it is NOT. Even inside of RDR2 have I found endless clippings of clothing on horses or during animations, which simply have not become corrected-I think that they CAN not solve that because they have nobody, which could do that seriously well enough. In between I find that OLD GTAV(online) has the most best body, best clothing-concept and most best game-support ever. When I want to know about how something is working, I am focussed onto that game. OLD, but made without too much compromises. Have you ever seen the mesh of the female-online body of GTAV(online)??? Did u see their used skeleton???...And then look to that results ingame !!!!!!! Masterpiece!!!!  The whole way to weightpaint is like all the stuff only a mostly worse old technology for such virtual mesh-stretching. With such sorts of skeletons, it is not possible to make body-bending more realistic at all. Specially if there are also three bones try to manage a jiggling of breasts, which makes this all again more complexer when some parts of the mesh suddenly have to follow to the physic´s move of the impulses of motion. Pic 4 shows the problem of this mesh-irritations, caused by the clavide-stretching, which is a bad compromise, when it comes to "arms up into the air"...which is mostly a zap-pose problem....sexLab and other mods will not take interest into this, of couse not. That´s what I mean with: The body needs to be working ALSO WELL for ZAP...maybe later also for DD if it comes to stretching poses/furniture use or maybe offset-poses as well.  This basically corrections of the weight-paintings will come with ZAP 10 and my new body, as an update. (There have been a few other nonsence issures with the CBBE-weighting, which I also have tried to smooth, as well as possible. (This could not become seriously realized if I would use a standard body!)   Edited July 18, 2023 by t.ara
t.ara Posted July 19, 2023 Author Posted July 19, 2023 About DYNOLOD, some thoughts of mine:  In different videos and forums I seen taking about dynolod, it´s scary way to add it into the gameply and to me scary too, when it comes to it´s overall results. I did not install it into my games, but I think it is manipulating the overall performance of the game as well, specially if used in oldrim. A really hyped mod, imo. An A/B comparison is to me not a remakable difference-I´m not overwhelmed of that changes at all. This mod may have an influence on the overall performance of the game....and this could have an impact on visiting the ZAP-world if wanted. That´s why I am mentioning this, here.  Instead of using DYNOLOD it seems to me much more interesting to add new content into the game, which make some regions of tamriel more nicer, mostly possible by adding new (in this case you need extra tools, aside of CK) and old trees and generate it´s representative LOD for the world additionally. If made in a correct way, it is seriously working together with the navmesh (LOT OF WORK !!!) and with the engine. I can imagine, that bethesda also had in mind for a custom-modding, to use such sort of mods to allow more content into the game to improve the distant-view of some regions. Creation-Kit is spending all the necessary tools for that. The game-engine, if used correctly, will allow to add such sorts of mods with ease. But there´s not even one single mod available, which come in a professional integrated way. Some few have a serious way to add the LOD, but those simply lack on the navmesh-changes, which of course is a massive huge work-mostly and so this aspect got dropped.  Â
Popek4321 Posted July 20, 2023 Posted July 20, 2023 Hi I have such a small problem, but I decided to ask, maybe you masters of the way of voice can do something. The problem is with the animations. For example, when my character has his hands tied with a rope, which in others and in theory should be from the front, my character places his hands behind his back. I deleted the game with fnis but it's still there. I've been digging through the settings, but I haven't found anything that could help me, so I'm asking you guys. Do you have an idea how to fix it?
t.ara Posted July 21, 2023 Author Posted July 21, 2023 8 hours ago, Popek4321 said: Hi I have such a small problem, but I decided to ask, maybe you masters of the way of voice can do something. The problem is with the animations. For example, when my character has his hands tied with a rope, which in others and in theory should be from the front, my character places his hands behind his back. I deleted the game with fnis but it's still there. I've been digging through the settings, but I haven't found anything that could help me, so I'm asking you guys. Do you have an idea how to fix it? There´s an initialize-function for the zap-framework, which is setting the offsets in a wanted order. And there ´s also a "struggle" of the hands on back vs. default or non-struggling available, which can be suddenly causing a complete different backside animation of the arms...once used and changed, the offsets are working normal again. I´m sure that zap has a problem with the structure of the offset-setup-not caused by myself, coming both of these effects by the old zap-version and never got corrected by the coders in the past. Before I release the last version of mine, I´ll take a look at that-maybe I can slove that problems.  But your problem is maybe not caused by my mentioned aspects of zap´s offsets. I guess you have another problem, withion your game-setup, which is not caused by ZAP and not by FNIS (as soon you did not yet reset ZAP, so to play the offsets correctly)  I created different offsets, which have a hands-in-front-animation, depending on the assets, yes...and there are also lot of new assets, which alter another offset for hands on backside, too. But this is all working well after the "reset of the functions" of the zap-framework.  If you come for example from ZAP 8 and then install version 9, it is possible that you did not reset the mod and the bespoken parameters. Maybe in that case you get such a mix of wrong offsets.  Other solution-options, I can not offer here.
t.ara Posted July 21, 2023 Author Posted July 21, 2023 On 7/20/2023 at 3:03 AM, RFLillian said: It worked by the way! No more errors with this! Fine, so manual installation is a well idea in some circumstances. 1
Popek4321 Posted July 21, 2023 Posted July 21, 2023 Thank you so much for such a detailed explanation and quick response. Will reset the mod, maybe that will help, possibly use the offsets you were talking about. Thanks again, also for the mods you made and helped create and for all your help you should have a monument on this page.
Popek4321 Posted July 21, 2023 Posted July 21, 2023 (edited) You were right it was missing offset thank you for your help when i was installing zap 9.2 i removed it and forgot it. Thanks Edited July 21, 2023 by Popek4321
Popek4321 Posted July 21, 2023 Posted July 21, 2023 (edited) I only have one more question. I have an old save, and offsets works yes, but only on the new one. In the old notation, I already have a large one, too much to start over. Is there a way to reset it somehow? In the will of accuracy, I reset the zap in the menu. Edited July 21, 2023 by Popek4321
t.ara Posted July 21, 2023 Author Posted July 21, 2023 5 hours ago, Popek4321 said: I only have one more question. I have an old save, and offsets works yes, but only on the new one. In the old notation, I already have a large one, too much to start over. Is there a way to reset it somehow? In the will of accuracy, I reset the zap in the menu. It seems to me not important on which safe-game you init ZAP. It should only make things then let work fine... Am happy, if I can help. Â
Popek4321 Posted July 21, 2023 Posted July 21, 2023 I thought so too, but on one new save everything works as it should, and on the older one it doesn't. On average, I know what I should do in this situation to make it work on my older save.Â
Popek4321 Posted July 22, 2023 Posted July 22, 2023 this is how it looks from the settings and appearance in the game
t.ara Posted July 25, 2023 Author Posted July 25, 2023 On 7/22/2023 at 9:33 PM, Popek4321 said: this is how it looks from the settings and appearance in the game I have sadly no further idea...
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