ianinuk Posted December 17, 2023 Posted December 17, 2023 On 12/11/2023 at 5:32 AM, PaddyBoy18 said: Out of curiosity, any idea on a timeframe for the SE/AE release? I'm really looking forward to it, because what I've seen of the LE version of 9 looks really good, but I don't mess with LE much anymore, mostly because a lot of mods that I like to run are SE/AE only. the timeframe is no timeframe ready when its ready took ages for zap 9 on le so im guessing its a while away
Londo101 Posted December 23, 2023 Posted December 23, 2023 Hi, there are still no BHUNP-Conversions of this wonderful devices and clothes, right?
t.ara Posted December 26, 2023 Author Posted December 26, 2023 On 12/23/2023 at 6:04 PM, Londo101 said: Hi, there are still no BHUNP-Conversions of this wonderful devices and clothes, right? There are privat conversations and one for 3ba might come-but that is not made by myself.
Londo101 Posted December 26, 2023 Posted December 26, 2023 23 minutes ago, t.ara said: There are privat conversations and one for 3ba might come-but that is not made by myself. I should learn doing it by myself...
t.ara Posted December 29, 2023 Author Posted December 29, 2023 (edited) On 12/26/2023 at 10:51 AM, Londo101 said: I should learn doing it by myself... Lovely to say so but those bodies can not support in an optimal way the pack comapered with the older Bodies like for SLE. The results won´t be idel compared with the work it needs to go into it. Bodyslide is fine if everythink is ready, but the way to come there is simply with the new flat-body-scale simply not possible to do so. Making such a body suddenly over the older shape has been a big mistake. Wrong direction. And too complex at all. Edited December 29, 2023 by t.ara
Guest Posted December 29, 2023 Posted December 29, 2023 (edited) Thank You for sharing this Work with us! Edited December 29, 2023 by Sir Bron
Londo101 Posted December 29, 2023 Posted December 29, 2023 4 hours ago, t.ara said: Lovely to say so but those bodies can not support in an optimal way the pack comapered with the older Bodies like for SLE. The results won´t be idel compared with the work it needs to go into it. Bodyslide is fine if everythink is ready, but the way to come there is simply with the new flat-body-scale simply not possible to do so. Making such a body suddenly over the older shape has been a big mistake. Wrong direction. And too complex at all. Anyway... I make progress. I have my first poitive results with converting some piercings you did to BHUNP. With bodyslide. I make a lot of mistakes, but somehow It works... 1
Archon459 Posted January 10, 2024 Posted January 10, 2024 There's a compatibility problem with the current version of Skyrim AE/SE. I'm using 1.6.1130 (I think; it's the current Steam version). When I ran FNIS via Vortex it gave me a warning that it wasn't compatible. I didn't make any other changes to my game, either; the only reason I upgraded is because I wanted the furniture alignment fix, but the standalone patch + the version 8 of ZAP I was using didn't fix the problem. This was with the furniture in the Fellglow slave camp a la Paradise Halls AYGAS. So the furniture didn't align properly before I did the full install of 9.2, and after I installed all of my models were in the T pose. I went back to version 8 and the T pose went away. I've been getting mixed results out of the dynamic furniture (the one you spawn on-the-go): some work, and some don't.
TheGamerSeal Posted January 12, 2024 Posted January 12, 2024 Hello. I've been testing this mod out, and have encountered a few scattered crashes inside ZaZ World; most I haven't been able to replicate, but attempting to enter the "inn" at the top of the hill past the initial area results in a guaranteed crash (2-3 tries in total). Any idea what I can do? What's in there?
brussh Posted January 13, 2024 Posted January 13, 2024 On 1/10/2024 at 11:47 PM, keitel66 said: There's a compatibility problem with the current version of Skyrim AE/SE. I'm using 1.6.1130 (I think; it's the current Steam version). When I ran FNIS via Vortex it gave me a warning that it wasn't compatible. I didn't make any other changes to my game, either; the only reason I upgraded is because I wanted the furniture alignment fix, but the standalone patch + the version 8 of ZAP I was using didn't fix the problem. This was with the furniture in the Fellglow slave camp a la Paradise Halls AYGAS. So the furniture didn't align properly before I did the full install of 9.2, and after I installed all of my models were in the T pose. I went back to version 8 and the T pose went away. I've been getting mixed results out of the dynamic furniture (the one you spawn on-the-go): some work, and some don't. Its quite possible you may have downloaded the animations for LE version of Skyrim. You are using The SE or more known as AE. I know it gets confusing sometimes.
Archon459 Posted January 15, 2024 Posted January 15, 2024 On 1/13/2024 at 8:36 AM, brussh said: Its quite possible you may have downloaded the animations for LE version of Skyrim. You are using The SE or more known as AE. I know it gets confusing sometimes. It's for SE. The alignment problem fixes itself some seconds after the NPC first "hooks up" to it, so they're unaligned for the first few moments. Separately, I'm having a problem where when I spawn chains, the animation starts but then instantly stops. Any idea what that's about? It's the "i'm going to tie you up" ==> "let's get out the chains" dialog. I select an option after that, and almost always they enter the pose and then exit it after about 1 full second.
Londo101 Posted January 19, 2024 Posted January 19, 2024 In the meshes folder I can find some nif files that do not appear in game, but look verry interesting: ZaZBreastChainRagdoll_0 Are they playeable somehow?
bnub345 Posted January 20, 2024 Posted January 20, 2024 2 hours ago, Londo101 said: In the meshes folder I can find some nif files that do not appear in game, but look verry interesting: ZaZBreastChainRagdoll_0 Are they playeable somehow? There are a lot of things left over that aren't implemented. You could use them if you created an armor in the plugin. I wouldn't bother though, most of that stuff was left out for a reason. Most likely those nifs work poorly or not at all.
t.ara Posted January 20, 2024 Author Posted January 20, 2024 9 hours ago, Londo101 said: In the meshes folder I can find some nif files that do not appear in game, but look verry interesting: ZaZBreastChainRagdoll_0 Are they playeable somehow? No, a breast chain can not become playable caused of Bodyslide´s way of morphing a mesh. Chain-systems, which are made by using bones simply can only become attached to body´s bones. And those lay mostly under or in front of a morphed body-shape. That´s the crux of the yet available technical possibilities. This problem seems to be for any other games same problematic-because the existing techniques are all fine for what the gamecreators do: sell games with always same basic techniques on top, created in the past by some developpers. A complete new way will mostly not come because it is technically not necessary. You can create such chain on a body, which ist not going the way thru bodyslide-this is then a fixed shape, then. I made that by using this model and then I dropped it after some tries.
Londo101 Posted January 21, 2024 Posted January 21, 2024 (edited) On 12/29/2023 at 2:56 PM, Londo101 said: Anyway... I make progress. I have my first poitive results with converting some piercings you did to BHUNP. With bodyslide. I make a lot of mistakes, but somehow It works... Kann mir jemand erklären, wie ich in einen bestehenden mod ein neues objekt, d.h. nif-file mit outfit studio integrieren kann? Ich importiere das objekt, speichere, es wird in bodyslide dargestellt - aber es erscheint nicht im Spiel! Was mache ich falsch? Vielleicht kennt jemand ein Tutorial, das genau diese Frage beantwortet.... Can someone explain me how to integrate a new nif in an existing mod with outfit studio? I import the object, save it, I can see it in bodyslide - but it does not appear in game! What's wrong? Maybe someone can recommend me a tutorial that answeres jus this question... Edited January 22, 2024 by Londo101
t.ara Posted January 24, 2024 Author Posted January 24, 2024 On 1/21/2024 at 5:08 PM, Londo101 said: Kann mir jemand erklären, wie ich in einen bestehenden mod ein neues objekt, d.h. nif-file mit outfit studio integrieren kann? Ich importiere das objekt, speichere, es wird in bodyslide dargestellt - aber es erscheint nicht im Spiel! Was mache ich falsch? Vielleicht kennt jemand ein Tutorial, das genau diese Frage beantwortet.... Can someone explain me how to integrate a new nif in an existing mod with outfit studio? I import the object, save it, I can see it in bodyslide - but it does not appear in game! What's wrong? Maybe someone can recommend me a tutorial that answeres jus this question... Neue assets für den Körper brauchen passende SLOTS-wenn DU z.B. Piercings erstellen willst, müssen diese Teile sowohl in Bodyslide als auch in CRATION-KIT übereinstimmen. Alte Piercings werden auf gleichen slots von neuen ersetzt-pierrcings sollten daher immer gleiche slots verwenden, wenn sie sich (unabsichtlich) überschneiden könnten. Nimm einen Mod wie ZAP und sieh Dir an welche Slots ein Piercing oder ein Kleidungsstück belegt. Wenn DU das dann in Bodyslide auch so machst, wird das Teil im SPiel mit gleichen Asset-Attributen über CREATION KIT auch sichtbar werden und ein anderes, am gleichen Slot befindliches Teil verdränden und ersetzen. Slots können natürlich auch in NIFSCOPE eingestellt werden. Und wichtig ist, dass die Texturen als SKINNED eingestellt werden da sie halt am Körper genutzt werden-sonst bleiben sie zudem auch unsichtbar. Du hast in der Vergangenheit schonmal Piercings erstellt.
Londo101 Posted January 25, 2024 Posted January 25, 2024 11 hours ago, t.ara said: Neue assets für den Körper brauchen passende SLOTS-wenn DU z.B. Piercings erstellen willst, müssen diese Teile sowohl in Bodyslide als auch in CRATION-KIT übereinstimmen. Alte Piercings werden auf gleichen slots von neuen ersetzt-pierrcings sollten daher immer gleiche slots verwenden, wenn sie sich (unabsichtlich) überschneiden könnten. Nimm einen Mod wie ZAP und sieh Dir an welche Slots ein Piercing oder ein Kleidungsstück belegt. Wenn DU das dann in Bodyslide auch so machst, wird das Teil im SPiel mit gleichen Asset-Attributen über CREATION KIT auch sichtbar werden und ein anderes, am gleichen Slot befindliches Teil verdränden und ersetzen. Slots können natürlich auch in NIFSCOPE eingestellt werden. Und wichtig ist, dass die Texturen als SKINNED eingestellt werden da sie halt am Körper genutzt werden-sonst bleiben sie zudem auch unsichtbar. Du hast in der Vergangenheit schonmal Piercings erstellt. Vielen dank für die Erklärung! Allerdings übersteigt das bislang bei weitem meine Fähigkeiten. Mit Creation Kit habe ich noch nicht gearbeitet, erscheint höllisch kompliziert zu sein. Mit Nifscope ebenfalls nicht. Vielleicht ist das leichter zu lernen. Piercings habe ich bislang noch nicht selbst erstellt, nur mit outfit studio vorhandene nifs verändert. Das habe ich mittlerweile verstanden, wie es geht... Wenn ich Zeit habe, werde ich mal schauen, ob ich Nifscope erlernen kann...
Drakas900 Posted February 11, 2024 Posted February 11, 2024 Is there videos that show what all the animations do because I altering a player home mod Stormcastle to include a sex dungeon and creation kit doesn't like to show the animations.
sebakax173 Posted February 12, 2024 Posted February 12, 2024 Hi, thank you very much for this amazing mod! I'm having too much fun with it 🙂 I have a small issue that I'd like some help with. I really like the "Branding" furniture, but the character carrying out the branding has the branding iron sheathed instead of in their hand. In comparison, the "Whipping Marker" furniture has the character hold the cane in their hand correctly. I don't know what's causing the issue. I suppose the first step is to ask if other folks have the correct branding animation with the iron in hand, to determine if it's a local problem. Thanks in advance for the help. By the way, looking at the files, there seems to be three roles in the "branding" animation: slave, executioner, and helper, but I can only get the first two roles' animations when playing with the furniture, and I can't seem to get the "helper" animation. If you could help me with that, it would be greatly appreciated. By the way also, I'd like to mention that the "Branding" furniture esp entry has a keyword that says it's a blacksmith iron. With the keyword, only the vanilla blacksmith hammering animation would play for me, and I had to remove this keyword with TES5Edit to get the ZaZ branding animation to play. I'd like to ask if it's the same for anyone else. Cheers. Have a nice day.
t.ara Posted February 14, 2024 Author Posted February 14, 2024 On 2/12/2024 at 12:37 PM, sebakax173 said: Hi, thank you very much for this amazing mod! I'm having too much fun with it 🙂 I have a small issue that I'd like some help with. I really like the "Branding" furniture, but the character carrying out the branding has the branding iron sheathed instead of in their hand. In comparison, the "Whipping Marker" furniture has the character hold the cane in their hand correctly. I don't know what's causing the issue. I suppose the first step is to ask if other folks have the correct branding animation with the iron in hand, to determine if it's a local problem. Thanks in advance for the help. By the way, looking at the files, there seems to be three roles in the "branding" animation: slave, executioner, and helper, but I can only get the first two roles' animations when playing with the furniture, and I can't seem to get the "helper" animation. If you could help me with that, it would be greatly appreciated. By the way also, I'd like to mention that the "Branding" furniture esp entry has a keyword that says it's a blacksmith iron. With the keyword, only the vanilla blacksmith hammering animation would play for me, and I had to remove this keyword with TES5Edit to get the ZaZ branding animation to play. I'd like to ask if it's the same for anyone else. Cheers. Have a nice day. Those are ingame as animations and the furniture is also available, but at least a questmod has to put those things together to become a working segment of the game. I guess that the interest in doing so ist not attractive enough. 1
sebakax173 Posted February 15, 2024 Posted February 15, 2024 (edited) 11 hours ago, t.ara said: Those are ingame as animations and the furniture is also available, but at least a questmod has to put those things together to become a working segment of the game. I guess that the interest in doing so ist not attractive enough. Thank you for the reply. My previous post was to ask for some help with what appeared to be a bug for me, not requesting additional implementation. Sorry if I didn't express myself clearly. Simply put, the actor carrying out branding should be holding the iron in their right hand like a weapon, but on my installation the branding iron is strapped to their waist like a sheathed weapon. Please see in the screenshot below (pardon my furry character) I'd like to ask if anyone else observes the same problem. I actually don't need additional mods to enjoy ZaZ. I just use the console to access ZaZ items and set up scenes ad hoc. 🙂 Cheers. Edited February 15, 2024 by sebakax173 1
LuceoX30 Posted February 23, 2024 Posted February 23, 2024 Hey there, I seem to be running into an issue when running the outfits through BodySlide, where these three files end up being unable to be batch built. I also seem to be CTD crashing whenever I enter certain areas in the Test Area, or try to enter the Zap World. I'll also include that I use a crash logger, and commonly get the error code 0xc0000005 when I check the logs. Googling reveals that it's related to the mod's size.
VladTepesh Posted March 2, 2024 Posted March 2, 2024 (edited) Fist of all, WOW!! The amount of animations and furnitures and such are simply mindblogging and even quite overwhelming on my first run through Zaz world. Love the whole setup, layout and feel of the world. As I ve been exploring, wondering, testing and collecting items to take with me to my other playerhomes, I stumbled upon a little issue. I could go back a few saves but spent hours testing and collecting before I played the Harp in the Castle. Loved it, but now the music won t stop. Reloading, reloading in Tamriel doesn t help. Any ideas how I could stop it before I revert a few saves? EDIT Feel abit stupid, placed "PlayHarp" out of my inventory, actvated it, left animation usual way and it ended. Must ve messed up copying-adding to inventory. Edited March 3, 2024 by VladTepesh Solved
t.ara Posted March 15, 2024 Author Posted March 15, 2024 On 2/23/2024 at 11:53 PM, LuceoX30 said: Hey there, I seem to be running into an issue when running the outfits through BodySlide, where these three files end up being unable to be batch built. I also seem to be CTD crashing whenever I enter certain areas in the Test Area, or try to enter the Zap World. I'll also include that I use a crash logger, and commonly get the error code 0xc0000005 when I check the logs. Googling reveals that it's related to the mod's size. By reading the beforegoing threads you may be able to install a working skyrim LE-game, which is also handy for this mod for some steps into the zap-world. Goo-gle is not specialized to get the most out of skyrim. Only the experiences of some years will help to cut out the problematical installations of that game to serve a working one, instead. My mod has still a crash to desktop-chance caused by an asset, which still I could not find. But that ´s an cam-sensitive aspect and it is an error inside of one single gamebryo-file and not a problem to the game or mod in whole. This error logs of Bodyslide are simply not interesting and do not cause any problems for the gameplay. And this mostly can become more crazy as soon you let to check software like loot to compose a "wild brainless load -order" of LL-mods. If you think that ZAP is too large, you may also not use the skyrim.esm, it´s more bigger, compared with zap. Problem here: Probably weaker hardware, too less RAM, wrong ENB-use, wrong settings for skyrim for the GPU, no correct access for the game to write into or drop RAM - content fast enough...or at least you have issures with FNIS-files, related to ZAP.
t.ara Posted March 15, 2024 Author Posted March 15, 2024 On 3/2/2024 at 6:08 PM, VladTepesh said: Fist of all, WOW!! The amount of animations and furnitures and such are simply mindblogging and even quite overwhelming on my first run through Zaz world. Love the whole setup, layout and feel of the world. As I ve been exploring, wondering, testing and collecting items to take with me to my other playerhomes, I stumbled upon a little issue. I could go back a few saves but spent hours testing and collecting before I played the Harp in the Castle. Loved it, but now the music won t stop. Reloading, reloading in Tamriel doesn t help. Any ideas how I could stop it before I revert a few saves? EDIT Feel abit stupid, placed "PlayHarp" out of my inventory, actvated it, left animation usual way and it ended. Must ve messed up copying-adding to inventory. Thank you-to me the harp-audio has been a test and I am sure it is not working in an ideal way, compared with vanilla assets. I´d normally like to add such audio into the animation behavior, but that´s a closed door, spend by limitations of FNIS and it´s depth of adding new animation-idles. Spending an audiofile inside then of the furniture´s scriptline is highly unprofessional and ONLY a last option. It´s simply not ideal to go this route and so I made only one simgle object for such a testing. Anway are mostly all other assets and all the stufff working quite fine by using this old nice ramework. Content is now there-but it´s rarely in use as lot of people don´t touch the creation-kit as it means to be for them too much complex. But it is not. But i guess skyrim slowly is not in focus anymore. Although it has since now the most fine graphic-features and such a clear-picture spending engine, specially if used with a nice ENB-setting.
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