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Posted (edited)

ZazExtensionPack v1.08 SSE (FIXED)

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SSE conversion of Zaz Extension Pack v1.08.

Original LE Thread: https://www.loverslab.com/files/file/3398-zazextensionpack/

The original has never been ported to Special Edition — its animations and meshes were all still in Legendary Edition format, which on SSE means T-poses and broken objects. This package fixes that.

What was converted

  • 86 animations to 64-bit Havok — every one verified individually
  • 72 meshes from BS header 83 (LE) to 100 (SSE)

Two repairs beyond the format conversion

Seven animations were not binaries at all. KneelingCane_High.hkx and six others shipped as Havok XML tagfiles with a .hkx extension. The engine cannot load those — they have been broken since 2017, in the LE version too. They were converted along with the rest and now contain real hkaSplineCompressedAnimation data.

Two normal maps were 0-byte files. BedWood01_n.dds and nobleBedWood01_n.dds were empty in the original, so the two wooden beds rendered with no normal map at all. Replaced with neutral tangent-space normal maps at the matching 430×176 resolution.

Neither of these is a porting artifact. Both were faults in the original package that a plain format conversion would have carried straight over.

Requirements

Notes

  • 73 animation entries plus an Alternate Animation set (AAprefix zbx) covering movement, sneak and sprint states.
  • The FNIS list cross-references five animations from ZaZ Animation Pack itself (ZazFurnitureExit, ZaZAPFXCII02B, ZazAPCAO001, ZazAPCAO003, ZazAPCAO016). All resolve against a standard ZAP install — verified.
  • The ESM is still form version 43, unchanged from the original. No issues in testing, but it has not been re-saved in the Creation Kit.
  • Do not use the forZap7AndTUFP variant of ZEP with this. That build ships no meshes or animations and requires TaraUltimateFurniturePack.esm as a master. This conversion is based on the full version.

Credits

  • zaira — Zaz Extension Pack.
  • The artists credited in the plugin itself: d jans, darkevilhum, nosdregamon, t.ara, theFirstHeretic, Tepi, DarkAngel1265.
  • XTH SSE — SSE conversion and repairs.

I did not create this mod and claim no ownership of it. If zaira wants this taken down, say the word.


  • Submitter
  • Submitted
    08/26/26
  • Category
  • Requirements
    Skyrim Special Edition, SexLab SE, Devious Devices SE 5.2 or Devious Devices NG, ZAZ Animation Packs for SE, Heretical Resources, Pandora / Nemesis / FNIS
  • Regular Edition Compatible
    No
  • Install Instructions

    Install with a mod manager and let it overwrite older ZEP files. Then run your behaviour generator — Pandora, Nemesis or FNIS — or everything will T-pose. Load ZazExtensionPack.esm after ZaZAnimationPack.esm and Heretical Resources.esm. Do not install the forZap7AndTUFP variant alongside this one.

 

Edited by XTH SSE
Posted

Would you mind giving a link to the "heretical resources.esm"? The one I found seems to be Oldrim. And from a quick glance I'd assume that the Heretic stuff has been part of the DD installation for years.

 

Aaand please don't write DD-Assets in the requirements. It's eiter DD 5.2 or DD NG, but I'm sure that the random idiot will go looking for ancient stuff and come complaining over in the DD threads that his DDs stopped working.

Posted (edited)
4 hours ago, CaptainJ03 said:

Would you mind giving a link to the "heretical resources.esm"? The one I found seems to be Oldrim. And from a quick glance I'd assume that the Heretic stuff has been part of the DD installation for years.

 

Aaand please don't write DD-Assets in the requirements. It's eiter DD 5.2 or DD NG, but I'm sure that the random idiot will go looking for ancient stuff and come complaining over in the DD threads that his DDs stopped working.

Good catch on the DD-Assets wording — you're right, I'll change it to "Devious Devices 5.2 or Devious Devices NG". Both ship Devious Devices - Assets.esm, so there's no reason to send anyone hunting for the standalone.

 

Heretical Resources is a different story though. ZazExtensionPack.esm lists it as a hard master:

Skyrim.esm / Update.esm / SexLab.esm / Devious Devices - Assets.esm / ZaZAnimationPack.esm / Heretical Resources.esm

 

DD does bundle theFirstHeretic's assets (meshes\devious\Heretic\), but not the plugin. I checked both DD 5.2 and DD NG 0.4.3 — no Heretical Resources.esm in either. So it still has to be installed separately or the ESM won't load at all.

 

And yes, the Oldrim one is the right one. There's no SSE port. The ESM is form 43 and loads fine; the only LE leftovers are 61 loose meshes. I can port those and add them as an optional file here if Hæretic allows me to and there's interest.

Edited by XTH SSE
Posted
1 hour ago, wellpope 2123 said:

Got any preview pics or a link to the original mod ?

Original mod is Zaz Extension Pack v1.08 by zaira, here on LoversLab — link's in the description at the top now. (i forgot it sorry).

Posted
16 hours ago, myhouseatl said:

Is there any reason to download this right now?  As far as I can tell, no mod incorporates any of these yet.  Or, does it replace any ZAZ devices\animation?

Fair question, and tbh: not really, unless you want the items themselves.

 

I checked my own load order — 364 plugins, plenty of ZAZ-dependent stuff — and zero plugins list ZazExtensionPack.esm as a master. Nine list ZaZAnimationPack.esm. So you're right, nothing pulls it in. It's a modder's resource that never got picked up, plus standalone furniture and devices you can spawn yourself with AddItemMenu.

 

On whether it replaces ZAZ content — it does, and this is worth knowing.

 

The two mods share exactly 4 files. Three of them differ:

scripts\zbfBondageShell.pex      ZEP: 43,592 B    ZAZ 8.0+SE2023: 98,013 B
scripts\zbfExternal.pex          identical content, different build
scripts\source\zbfBondageShell.psc

 

zbfBondageShell is a core ZAZ framework script. ZEP ships the 2017 version, which is less than half the size of the one in current ZAZ. Let ZAZ win that conflict. In Vortex: ZaZ Animation Pack after ZazExtensionPack. If ZEP overwrites it you're running a years-old framework script, and I wouldn't want to guess what breaks.

 

No animations or meshes are replaced — those 86 hkx and 72 nif are all ZEP's own, on its own paths. Only those scripts overlap.

 

So: worth it if you want the furniture and devices, or if you're building something on top of it. Not worth it if you expected other mods to use it — none do.

Posted
9 hours ago, XTH SSE said:

Fair question, and tbh: not really, unless you want the items themselves.

 

 


Can you add the new stuff to the "Lost Secret Castle as an added .esl?  At least we can get a look at it.

Posted
1 hour ago, myhouseatl said:


Can you add the new stuff to the "Lost Secret Castle as an added .esl?  At least we can get a look at it.

That's not something I'd do, sorry. I only convert, port and fix things and so — I don't add content to other people's mods.

 

And this would touch two of them: ZEP's items are zaira's, the Lost Castle is Tara's cell. That's a call for them to make, not me.

 

If you just want a look at the items, spawn them with AddItemMenu or MODEX (Recommended), or place them yourself in the CK.

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