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Posted

What exactly does Sexout ZAZ do nowdays, I looked at it in FNVEdit and there's nothing in there but a file header. I was under the impression it contained the Pillory etc and that I could remove the duplicates from SCR.

Posted

What exactly does Sexout ZAZ do nowdays, I looked at it in FNVEdit and there's nothing in there but a file header. I was under the impression it contained the Pillory etc and that I could remove the duplicates from SCR.

Did you install the SexoutNG beta? The zip file has an empty ZAZ esp, since in the beta, ZAZ has been included (finally) in the NG ESM. If you download this one, it has all the idle anims in it and so on.

Posted

No.

 

I'm including a blank ZAZ ESP to give modders who look for the ESP a chance to check for that *or* the NG version. NG versions >= 86 will all have ZAZ, even if the ESP isn't present.

Posted

Oh they should also change any buildrefs to ZAZ items to the matching ones in NG in that case. If they are referencing them by name, with ZAZ as an ESP 'master', they only need to recompile the scripts -- I left all the names alone.

Posted

Ah well that explains it, yes I am using the SexoutNG beta and now you jogged my memory remember reading that in the release notes somewhere :)

In that case the furniture isn't duplicated and can stay in SCR.

Posted

Hmm, I have the Pillory, Cross etc in SCR under static, currently I think only Odessa is using them in Soliciting, I couldn't see anything in Static in SexoutNG unless they are in another category with the props like bottle etc? In which case I can remove them after Odessa changes Soliciting over.

Posted

Yeah they're in props -- statics are required for people to use them as....... statics, in a worldspace. The props are linked to an animation, they're different things.

 

What's in NG now is exactly the same as what's in this ZAZ download -- I just copied the records across with some renumbering.

 

 

Edit: Eventually I want all the anims to use statics/items and not props, but that has to wait until I have time to give refSurface a thorough going over.

Posted

Ahh so a static can't be used for animations, it's just decorative?

I ask because there's a file in SCR downloads by D_ManXX called Gynochair that has animations with it but I have no idea what to do with it, maybe you are better adding it to SexoutNG if it can be turned into a prop.

Posted

When an animation plays, if there is a prop assigned, it's created right then and used. It's possible to play animations with static objects (you can open gates and such) but that's now how Sexout works -- yet. The prop system has been there since the very begining with the pipe, wrench, etc. We just kept using it for everything else.

 

In the future, I'll be changing it to work with static objects where appropriate instead, it's just a little ways out.

Posted

When an animation plays, if there is a prop assigned, it's created right then and used. It's possible to play animations with static objects (you can open gates and such) but that's now how Sexout works -- yet. The prop system has been there since the very begining with the pipe, wrench, etc. We just kept using it for everything else.

 

In the future, I'll be changing it to work with static objects where appropriate instead, it's just a little ways out.

Cool, so do you want to for now just copy all the Static Assets over into Sexout to save too many more people using them from SCR? As far as I know they are all in ZAZ datapack anyway other than the GynoChair which you can take too if you like, it might end up being used by Wear & Tear too, I have no idea what the animations with it do.

GynChair.7z

Statics.esp

Posted

A little late to this party, are we talking about making static objects and then having the animations work with those here? That would be invaluable for ZAZ stuff. As it stands I have to black the screen out multiple times in order to swap animations. (For instance, NPC in a pillory, black out, 2 NPC's using pillor, black out, one NPC again. Annoying!) :angel:

 

Is there any chance of perhaps turning the crosses into furniture? That would alleviate some annoyances on that front too. My LegionVictims mod makes extensive use of ZAZ crosses but things would sure be easier if it was furniture like the vanilla cross.

Posted

No.

 

I'm including a blank ZAZ ESP to give modders who look for the ESP a chance to check for that *or* the NG version. NG versions >= 86 will all have ZAZ, even if the ESP isn't present.

Thanks.

Posted

Supp,

I while I don't have FONV installed 

IIRC think there are about 7 Furniture in the Current SexoutZaZ.esp ( or atleast in the Meshes Directory or both , I had made them for sure) 4 Kinda like the restraint posts in Skyrim and 3 legion Crosses

The furniture has not been used yet , I don't think mod authors are aware of its existence , I'm not sure how it will work on NPC's but it worked with the player, there would be some Nav Mesh issues with NPC's Running into the inbuilt collisions. But I did not have skill to try it out on NPCs at the time ( still dont :P)

 

@prideslayer 

If you are going to use the static models for pillory animations there maybe be collision issues with actors concerned . What you can also do is use the pillory prop as a Static Model( it just wont have collision in game ) . All the Pillory animations are linked in the to the pilloryprop in .esp 

So what can be done is

1. Unlink the pillory prop from the pillory animations in GECK 

2.Position the Sub Actor accordingly near the static pillory ( that position will remain the same for all pillory animations )

3. And Call sexout NG Animations as you usually do 

 

This is all theoretical cause I'm just assuming the core system hasn't changed much  

 

Cheers

Posted

I was wondering about those restraining posts. I noticed them roaming around in the meshes folder but they weren't in the esp. :cool: 

 

I tried the restraining posts but it just plays the standard sit animation. Is there another way to setup the furniture in the GECK so it uses another animation?

Posted

I was wondering about those restraining posts. I noticed them roaming around in the meshes folder but they weren't in the esp. :cool:

 

I tried the restraining posts but it just plays the standard sit animation. Is there another way to setup the furniture in the GECK so it uses another animation?

 

Could you check the furniture branches in the Animations in GECK ? It may not be there ( because the animations are not working as you have just checked ) but just browse through if in the furniture branches ( maybe there some condition like addtofaction or sumthing )  

 

 

Data\Meshes\characters\_male\idleanims\BondageAnimations\ZAZ\Furniture Anims

The Furniture animations are in there ,

 

I think I had duplicated a Chair or Cross animation and made my own branch with the same or similar conditions in GECK and linked them to the above animations for each individual furniture. I think I had use some special condition to make the custom furniture play the desired idles

 

Cheers

Posted

Ooooh. I think I understand now. So the proper way to do it is to make a special idle in the furniture animation section that uses your furniture anims. Then make a condition that it should only play when using the specified furniture. That should most definitely work for NPCs as well. I'll see if I can get one of the restraining posts to work.

 

I could get a lot of use out of these in fact! :cool:

Posted

OK, I've almost got it working. Two issues: it's rotated 180 degrees off, and player controls freeze up. Meaning you can even pan the camera around. I currently have the animation file under....  Well screenshots are best:

 

post-99-0-02290200-1410755871_thumb.jpg

 

The animation is "BondageAnimations\ZAZ\Furniture Anims\Restraint Furniture\03RestraintPostAnimSpread.kf" and the furniture nif in this case is "03RestraintPostFurnitureSpread.nif".

 

What am I doing wrong here?

Posted

Try Making the Idle in the Child Branch of the chair Sitting , because maybe there, it requires enter and exit animations Duplicate one of the chair idles  and see if it fixes the position issue .

 

Also see if there is a condition forceto3rdperson to fix the camera Issue

Looping has to be checked , this is a GECK bug , and it will allow you to select it after reloading the esp or closing the animations tab and reopening it again 

 

Cheers

Posted

I've got it sort of working now. Fiddling with the GetSitting integer seems to have helped maybe. The only trouble so far is the animation sort of hiccups and briefly the player picks a sitting idle before being forced back into being restrained.

 

Currently I have the animation under ChairSitting: post-99-0-18186300-1410759952_thumb.jpg

 

And under that I have the main animation like this: post-99-0-45993800-1410760011_thumb.jpg

 

The good news is the orientation is now correct, and the player can look around.

post-99-0-84177900-1410759794_thumb.jpg

 

 

 

 

 

Posted

I've got it sort of working now. Fiddling with the GetSitting integer seems to have helped maybe. The only trouble so far is the animation sort of hiccups and briefly the player picks a sitting idle before being forced back into being restrained.

 

Currently I have the animation under ChairSitting: attachicon.gifTestA1.jpg

 

And under that I have the main animation like this: attachicon.gifTestA2.jpg

 

The good news is the orientation is now correct, and the player can look around.

attachicon.gifTestAScreenie.jpg

 

Awesome

 

Yes , I did not make enter animations back then I was fairly new to the furniture system but it maybe possible to use the same Idle as an enter animation , but it will take some screwing around with the idle chains .

 

Cheers

Posted

I'm going to play around with these a bit more. I know for sure they'll work with NPCs if it works on the player too.

 

It looks like I'll be doing some revisions to TWO mods in this case. The Legion I'm sure could get a lot of use out of this restraint furniture.

 

Thanks for the help AND for making this stuff Zaz! :angel:

Posted

Heh, OK, got it working very well except for one slight issue: I can't get out once I'm stuck in it. (Granted that is sort of the purpose of this stuff! :angel: ) Duplicating the seated 1st person anim makes it look lovely even in first person view also.

 

I'm sure it's probably just an idle animation chain problem. Anybody familiar with that at all? :lol:  I'll keep tinkering and post here if I ever solve it. :D

Posted

Look at you all.. :D

 

What you're doing is basically what I need to get done in sexout itself, using refSurface to point to the stockade or whatever. To make things look more natural, we'll probably need some single-person idles for how actors look when restrained by the furniture between sex acts.. then set them and the partner(s) playing the existing anims when so instructed.

 

I want to see those statics put to use as more than window dressing.. ;)

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