Jump to content

Recommended Posts

Posted (edited)

ZaZ Animation Pack 9.2 SSE - CBBE and UUNP - by XTH SSE

View File

ZaZ Animation Pack 9.2 - Skyrim Special Edition conversion

 

!!! Script fix at the very bottom !!!

 

================================================================
!!! READ THIS FIRST !!!
 
The file you download here is NOT the mod. It is a small text
file with the download links.
 
ZAP is 7.0 GB (CBBE) and 8.9 GB (UUNP) - far too large to host
on LoversLab, so the archives live on pixeldrain. Download the
file here, open the text inside, use the link for the body
version you want.
 
Same way the original ZAP is hosted.
================================================================

 

!! ZaZ Animation Pack 9.2 is NOT backwards compatible and cannot be used to satisfy a dependency on any version of ZAZ 8 !!

(Thanks to Talesien for pointing that out)


This is not my mod. ZAP was made by ZaZ, XaZ and t.ara over more than
a decade. All I did was convert version 9.2 so it runs on Skyrim SE,
and fix a handful of files that were already broken in the original.

The original is here and you should look at it first:
https://www.loverslab.com/files/file/23102-zaz-animation-pack-zap/


WHAT THIS IS

ZAP is a framework and animation package. It does nothing on its own.
It is a modder's resource: furniture, restraints, animations, poses
and building kits that dozens of other mods depend on.

Both body versions are available, same conversion, pick one:
  CBBE-HDT
  UUNP-HDT


WHAT WAS CONVERTED

  2002  .hkx   32-bit packfiles, Havok tagfiles and XML  ->  64-bit
  6548  .nif   BS 83  ->  BS 100   (CBBE, 6540 in the UUNP build)
        .esm   already shipped as Form 44 - left untouched

Every hkx and nif was checked after conversion. No failures, no
truncated files.


WHAT WAS FIXED ON TOP

Four normal maps ship as 0-byte files in the original pack:

  Textures\ZaZ\002Wood\BedWood01_n.dds
  Textures\ZaZ\002Wood\nobleBedWood01_n.dds
  Textures\ZaZ\018Beds\BedWood01_n.dds
  Textures\ZaZ\018Beds\nobleBedWood01_n.dds

Empty normal maps make the wooden beds render with broken lighting.
Rebuilt from the diffuse textures beside them, so the relief follows
the actual wood grain instead of being flat. Same format and
resolution as the originals.

Three leftover 0-byte working files were removed. Nothing references
them - I checked every mesh and the plugin:

  Leggings_Heights222222.dds, Leggings_Heights2222222.dds, ps366F.tmp


LEFT AS FOUND

Two meshes are in Gamebryo 20.0.0.5 (Oblivion) format and cannot be
loaded by any version of Skyrim. They were already dead weight in the
LE release and I left them alone rather than decide for the authors:

  ...\ZaZ - Clutter\...\artrapspikepit01OBLIVION.nif
  ...\Zaz - Prison Pack\prisoncellchains01.nif

 

REQUIREMENTS:

A behaviour engine - any one of these:
  FNIS SE     https://www.nexusmods.com/skyrimspecialedition/mods/3038
  Nemesis     https://www.nexusmods.com/skyrimspecialedition/mods/60033
  Pandora (Recommended)     https://www.nexusmods.com/skyrimspecialedition/mods/133232

 

XPMSSE skeleton (or your skeleton of choice)
  https://www.nexusmods.com/skyrimspecialedition/mods/1988

 

SexLab SE - listed as a requirement by the original mod.

 

The links in the original readme pointed at the old Skyrim LE Nexus
and no longer apply. The readme inside the archive has been updated.


ADULT CONTENT WARNING (from the original readme)

THE ZAZ-ANIMATION-PACK IS A FULLY ADULT ORIENTED MOD.
This mod may contain full nudity, BDSM, fetish and sexual content.
Don't download it if that is not your taste or you are not allowed to.

 

 

This is t.ara's work, not mine. The original page states that the
content may not be used or redistributed without express permission.

I have sent t.ara a message about this upload. She has not been active
on LoversLab since September 2025 and the SSE version announced on her
page has not moved since 2022, which is why this conversion exists at
all.

If t.ara objects, this comes down immediately - no discussion needed,
just say the word. Same goes for any of the other authors in the
credit list whose assets are in here.

Do not make money with this content. That was t.ara's condition and
it is a good one.

 

 

----------------------------------------------------------------
FIXES
----------------------------------------------------------------

Whipping Script

There is a second download here, "Whipping Script Fix". It is a
22 KB patch, not another copy of the pack. Install it after ZAP 9.2
and let it overwrite, then run your behaviour engine again.

 

It fixes the papyrus log spam from the whipping system - a property
in zazWhp_NPCscript still asks for a class that was renamed away, so
it never binds and the error repeats forever. Comes from the original
pack and is in the LE version too.


BODYSLIDE
Fixed. See the separate download "BodySlide Update (CBBE)".
The slidersets shipped with the CBBE slider list of the time, 55
sliders where CBBE SE has 137. The missing ones were exactly what
heavy presets drive, which is why clothing didn't follow them. All
85 sets were rebuilt against CBBE Body Physics and refitted.
Not perfect - a few parts are slightly stretched and some don't line
up exactly. They work with modern presets now, which they didn't
before.

----------------------------------------------------------------
KNOWN ISSUE - HDT CHAINS
----------------------------------------------------------------
Chains, cuff chains and the dangling jewellery don't move. They hang
static instead of swinging.

Inherited from the LE original. The meshes still carry the LE physics
identifier "HDT Havok Path" where SSE needs "HDT Skinned Mesh Physics
Object", and the physics configs are Havok packfiles from HDT-PE,
which SMP can't read at all. So nothing ever gets attached.

114 meshes are affected - chains, cuffs, collars, ragdolls and the
soulgem jewellery. Renaming isn't enough, every one of them needs a
new SMP config, so I'm writing a tool for it. No date on that.

Nothing breaks in the meantime, the items just don't swing.

 


 

 

ZAP 9.2 SSE Whipping Script Fix.zip


  • Submitter
  • Submitted
    09/01/26
  • Category
  • Requirements
    A behaviour engine: FNIS/NEMESIS/PANDORA, XPMSSE skeleton, SexLab SE
  • Regular Edition Compatible
    No
  • Install Instructions
    1. Pick ONE body version, CBBE or UUNP. Do not install both.
    2. Install with Vortex or Mod Organizer 2.
    3. Activate ZaZAnimationPack.esm in your plugin list.
    4. Run your behaviour engine and let it patch. Run it again after

       every animation mod you add or remove.

     

    Not a light install - roughly 19 GB unpacked. Check your disk space
    before you start.

     

    Upgrading from the LE version: remove the old one completely first.
    Do not merge the two.

 

Edited by XTH SSE
Posted
1 hour ago, SnakeHawk said:

Its a bad cbbe or wrong link

image.png.ecf612107ce718a828295fde2bf306d7.png

image.png

yeah im seeing it, i just tested it on my end and i get the same result. with CBBE Vanilla everything sits perfectly, with CBBE Chubby the body changes and the clothing stays where it is. same on every piece i tried.

 

Also already found the reason: the bodyslide slidersets point at "CalienteBody", thats the old LE CBBE reference and it doesnt exist in SSE anymore. 85 of the 249 slidersets in the pack do that. comes straight from the original LE version, the bodyslide files are byte for byte identical to t.aras.

 

i'll see if i can re-conform them and put out a hotfix. i'll let u know.

Posted

As soon as I installed it, following the instructions exactly, my game would crash on startup every single time I tried to run it. When I switched back to ZAZ 8+ I was able to run the game without a problem.

Posted (edited)
3 hours ago, SnakeHawk said:

Its a bad cbbe or wrong link

image.png.ecf612107ce718a828295fde2bf306d7.png

image.png

Alright, I kept digging and I know what's going on now.

 

It's not the conversion and it's not your setup. The bodyslide sets in ZAP were built against the CBBE slider list from back then. They have 55 sliders. Modern CBBE SE has 137. So 90 are simply missing.

 

That's exactly what you're seeing. Your preset sets something like Thigh Front Back or Belly Front Up Fat, the body gets built from CBBE and takes the value, the outfit gets built from the ZAP set and has never heard of that slider. Body changes, clothing stays where it was.

 

And it goes deeper than missing data. The base body inside those sets is the old LE CBBE body, 3471 vertices. SSE CBBE has 13554. That's a different mesh, not a different version of the same one. So I can't just patch numbers into the files. Every outfit has to be re-fitted to the SSE body in Outfit Studio and then the clipping cleaned up by hand with the brush afterwards.

 

I did Shibari as a test run. It works, the outfit follows heavy presets afterwards. It also took a while, and that is 1! of 85!.

 

(Outfit Studio does have a Convert CBBE LE to CBBE SSE option. It helps, but it doesn't fix it. The outfits still sit wrong afterwards and have to be corrected by hand.)

 

So it is fixable, I know the procedure now, and I will do it. But this is not a quick patch and I'm not going to give a date. It takes as long as it takes. (I normally don't do anything with BodySlide or Outfit Studio at all, so this is new ground for me.)

Edited by XTH SSE
Posted
1 hour ago, Sir Walter Ratleigh said:

As soon as I installed it, following the instructions exactly, my game would crash on startup every single time I tried to run it. When I switched back to ZAZ 8+ I was able to run the game without a problem.

Sorry, that's a bad one. I need a bit more to work with tho, crash on startup can be a lot of things.

Best thing you can give me is a crash log. If you don't have Crash Logger SSE installed, grab it, reproduce the crash, and the log lands in Documents\My Games\Skyrim Special Edition\SKSE. Post that and I can usually tell you what it hit.

Until then, four things worth checking:

  1. Did you remove ZAP 8+ completely before installing this? Not deactivate, remove. Both of them installed at the same time will not work.
  2. Only one body version installed? CBBE or UUNP, never both.
  3. Did you run FNIS/Nemesis/Pandora afterwards, and did it finish without errors?
  4. If you're on FNIS, check the animation count it reports at the end. ZAP 9.2 adds a lot of them. If you were already close to the limit this pushes you over, and that crashes on load.

Number 4 is my first guess. That's the classic one when a big animation pack is the last thing you added and everything was fine before.

Posted
4 hours ago, XTH SSE said:

Sorry, that's a bad one. I need a bit more to work with tho, crash on startup can be a lot of things.

Best thing you can give me is a crash log. If you don't have Crash Logger SSE installed, grab it, reproduce the crash, and the log lands in Documents\My Games\Skyrim Special Edition\SKSE. Post that and I can usually tell you what it hit.

Until then, four things worth checking:

  1. Did you remove ZAP 8+ completely before installing this? Not deactivate, remove. Both of them installed at the same time will not work.
  2. Only one body version installed? CBBE or UUNP, never both.
  3. Did you run FNIS/Nemesis/Pandora afterwards, and did it finish without errors?
  4. If you're on FNIS, check the animation count it reports at the end. ZAP 9.2 adds a lot of them. If you were already close to the limit this pushes you over, and that crashes on load.

Number 4 is my first guess. That's the classic one when a big animation pack is the last thing you added and everything was fine before.

I have crash logger, but the game didn't last long enough each time to create a log of the crash.

1. Yes. all files from Zap 8+ were completely removed

2. Downloaded and installed CBBE version only

3. Ran Pandora and finished without errors

4. Do not have FNIS installed, Pandora only. 32008 animations.

Posted (edited)
5 hours ago, Sir Walter Ratleigh said:

I have crash logger, but the game didn't last long enough each time to create a log of the crash.

1. Yes. all files from Zap 8+ were completely removed

2. Downloaded and installed CBBE version only

3. Ran Pandora and finished without errors

4. Do not have FNIS installed, Pandora only. 32008 animations.

Hmm... do you maybe have Animation Limit Crash Fix SSE installed? and/or SSE Engine Fixes?  32008 animations sounds like you're hittin the animation limit of 32767 (759 under that, and the count Pandora reports isn't exactly what the engine ends up counting) try that, if it doesn't help we can dig further 

 

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

Hmm... do you maybe have Animation Limit Crash Fix SSE installed? and/or SSE Engine Fixes?  32008 animations sounds like you're hittin the animation limit of 32767 (759 under that, and the count Pandora reports isn't exactly what the engine ends up counting) try that, if it doesn't help we can dig further 

 

yes, both of those are installed

Posted (edited)
16 minutes ago, Sir Walter Ratleigh said:

yes, both of those are installed

Go to Data\SKSE\Plugins\EngineFixes.toml, and find bAnimationLoadSignedCrash and set it to false. Leave the patch installed. Then try again. 

 

Thats what it also says on the modsite: 

Incompatibility
SSE Engine Fixes — the option AnimationLoadSignedCrash must be disabled in the EngineFixes.toml file to make it work together with the patch.

 

They do the same job two different ways, Engine Fixes raises the ceiling to 65535, the patch removes it. You only need one.

Edited by XTH SSE
Posted
2 minutes ago, XTH SSE said:

Go to Data\SKSE\Plugins\EngineFixes.toml, and find bAnimationLoadSignedCrash and set it to false. Leave the patch installed. Then try again. 

 

Thats what it also says on the modsite: 

Incompatibility
SSE Engine Fixes — the option AnimationLoadSignedCrash must be disabled in the EngineFixes.toml file to make it work together with the patch.

I'll give it a try and let you know.

Posted

 Hi,

 I'm running ZAP 9.2 (CBBE-HDT SSE Conversion) on Skyrim SE/AE 1.6.1170 (SKSE 2.2.8). Everything loads fine, but the Papyrus log is spammed every ~10 seconds by the whipping system:

 ```
   Error: Cannot open store for class "whp_plyr", missing file?
   Error: Property zazwhpAnims on script zazWhp_NPCscript attached to alias NPC1 on quest zbfWHPAnimsNPC (13000D66) cannot be bound because alias playerAlias on quest zbfWhpAnimsPlyr (1338E654) is not the right type
   Error: Cannot call Set_Animation() on a None object, aborting function call
     stack:
       [alias NPC1 on quest zbfWHPAnimsNPC (13000D66)].zazWhp_NPCscript.OnInit() - "zazWhp_NPCscript.psc" Line 10
 ```

 I traced the cause, and it looks like the whipping scripts were renamed at some point (whp_plyr → zazWhp_Plyr_Script, whp_NPCscript → zazWhp_NPCscript), but zazWhp_NPCscript.pex was not fully recompiled — it still contains an internal reference to the old name whp_plyr.

 What I verified:
 - ZaZAnimationPack.esm correctly references zazWhp_Plyr_Script / zazWhp_NPCscript (no whp_plyr).
 - There is no whp_plyr.pex anywhere in the archive.
 - zazWhp_NPCscript.pex contains the string whp_plyr (and not zazWhp_Plyr_Script).
 - The error also appears on a brand-new game (it's baked into the compiled script, not a save issue).

 Because the property zazwhpAnims can't bind, Set_Animation() is called on a None object, and the loop repeats forever.

 Would it be possible to get a recompiled zazWhp_NPCscript.pex (referencing zazWhp_Plyr_Script correctly), or is there an existing patch I've missed?

 Thanks a lot!
 

Posted

Hmm getting error on nemesis:

 

ERROR(1035): Missing required option

File: FNIS_ZaZAnimationPack7_List.txt

Line: 3349

 

Any idea what's wrong?

Posted (edited)
10 hours ago, MMn3e said:

 Hi,

 I'm running ZAP 9.2 (CBBE-HDT SSE Conversion) on Skyrim SE/AE 1.6.1170 (SKSE 2.2.8). Everything loads fine, but the Papyrus log is spammed every ~10 seconds by the whipping system:

 ```
   Error: Cannot open store for class "whp_plyr", missing file?
   Error: Property zazwhpAnims on script zazWhp_NPCscript attached to alias NPC1 on quest zbfWHPAnimsNPC (13000D66) cannot be bound because alias playerAlias on quest zbfWhpAnimsPlyr (1338E654) is not the right type
   Error: Cannot call Set_Animation() on a None object, aborting function call
     stack:
       [alias NPC1 on quest zbfWHPAnimsNPC (13000D66)].zazWhp_NPCscript.OnInit() - "zazWhp_NPCscript.psc" Line 10
 ```

 I traced the cause, and it looks like the whipping scripts were renamed at some point (whp_plyr → zazWhp_Plyr_Script, whp_NPCscript → zazWhp_NPCscript), but zazWhp_NPCscript.pex was not fully recompiled — it still contains an internal reference to the old name whp_plyr.

 What I verified:
 - ZaZAnimationPack.esm correctly references zazWhp_Plyr_Script / zazWhp_NPCscript (no whp_plyr).
 - There is no whp_plyr.pex anywhere in the archive.
 - zazWhp_NPCscript.pex contains the string whp_plyr (and not zazWhp_Plyr_Script).
 - The error also appears on a brand-new game (it's baked into the compiled script, not a save issue).

 Because the property zazwhpAnims can't bind, Set_Animation() is called on a None object, and the loop repeats forever.

 Would it be possible to get a recompiled zazWhp_NPCscript.pex (referencing zazWhp_Plyr_Script correctly), or is there an existing patch I've missed?

 Thanks a lot!
 

(Fix is here)

Edited by XTH SSE
wrong about the nemesis fix (new fix is on the way)
Posted

Nice work ... we shall see if t.ara bites your head off or not. ;)

One thing I think you should mention on the mod page is that this is NOT backwards compatibel and can not be used to satisfy a dependecy on any version of  ZAZ8.

Posted (edited)
47 minutes ago, Talesien said:

Nice work ... we shall see if t.ara bites your head off or not. ;)

One thing I think you should mention on the mod page is that this is NOT backwards compatibel and can not be used to satisfy a dependecy on any version of  ZAZ8.

thank you, and yeah well, i texted her beforehand that she just needs to say ONE word and my upload is gone, or/and if she wants to upload it herself she can have ALL my stuff. there is absolutely no discussion needed, the upload, the fixes and so on. but she also hasn't been online since, i think, september 2025? so well.... we'll see.

about the "NOT backwards compatible" i did kind of image.png.96d7344f391fb688b588690bbf13ac36.png or do you mean NOT backwards compatible to older zaz versions? in that point yes you're right it worths mentioning it.

 

Edited by XTH SSE
Posted
31 minutes ago, XTH SSE said:

thank you, and yeah well, i texted her beforehand that she just needs to say ONE word and my upload is gone, or/and if she wants to upload it herself she can have ALL my stuff. there is absolutely no discussion needed, the upload, the fixes and so on. but she also hasn't been online since, i think, september 2025? so well.... we'll see.

about the "NOT backwards compatible" i did kind of image.png.96d7344f391fb688b588690bbf13ac36.png or do you mean NOT backwards compatible to older zaz versions? in that point yes you're right it worths mentioning it.

 

Aye, I think she was kinda frustrated with the bad adoption rates, which IMHO is somewhat self inflicted due to ZAZ9 not being backwards compatible (and it only being availalbe for LE, which these days isn't very common anymore). It is in many ways the better framework, compared to DD, despite the (amazing) efforts of the DD NG people.

As for the backward compatibility: The second as I stated, it can not be used to satisfy and dependcies on any ZAZ8 (or ZAZ7) versions. So if a mod says it needs ZAZ8+, it needs ZAZ8+ and ZAZ9.2 sadly will not work for that.

Posted
2 hours ago, XTH SSE said:

 

I took a look at both things, and i fixed both of em so far.

 

@MMn3e:

it goes one level deeper than you thought. The pex isn't half-compiled, it compiled exactly what the source says.

 

Scripts/Source/zazWhp_NPCscript.psc, line 3:

 

Whp_Plyr Property zazwhpAnims Auto

 

And zazWhp_Plyr_Script.psc, line 1:

 

Scriptname zazWhp_Plyr_Script extends ReferenceAlias

 

The type declaration was never updated when the script got renamed. The property can't bind, Set_Animation() gets called on None, and it loops. Exactly what you traced.

 

This is from the original pack, not the conversion, I only converted meshes and animations, scripts were never touched. Same bug is in the LE version.

But anyways, it is fixed now.

 

@Jappa123: 

Tbh, thats nothing new with Nemesis, got similar reports on other uploads.

That file has 3348 lines, so Nemesis is erroring one line past the end of it. The reason is at the very bottom:

AAprefix zac
AAset _mtidle 2
AAset _mt 2
AAset _mtx 1
AAset _sprint 2
That declares seven alternate animations named zac_mtidle_1.hkx, zac_mt_1.hkx and so on. I checked the whole pack — none of those files exist. FNIS and Pandora skip the dead block, Nemesis parses it, it goes looking for the entries, runs off the end of the file and reports a missing option.

Removed those five lines in the fix download. Nothing is lost, the animations they pointed at were never in the pack to begin with.

 

For both of you, install it with your mod manager and let the fix override the pack.

ZAP 9.2 SSE - Script and Nemesis Fix.zip 22.21 kB · 0 downloads

 

Thanks a lot for such amazing work.

Posted
32 minutes ago, Talesien said:

Aye, I think she was kinda frustrated with the bad adoption rates, which IMHO is somewhat self inflicted due to ZAZ9 not being backwards compatible (and it only being availalbe for LE, which these days isn't very common anymore). It is in many ways the better framework, compared to DD, despite the (amazing) efforts of the DD NG people.

As for the backward compatibility: The second as I stated, it can not be used to satisfy and dependcies on any ZAZ8 (or ZAZ7) versions. So if a mod says it needs ZAZ8+, it needs ZAZ8+ and ZAZ9.2 sadly will not work for that.

Tbh, i could try to make it backwards compatible, but i'm pretty sure that would take a while, and i'm already working on the bodyslide fix too. but if people would like that, i could see what i can do.

Posted
2 hours ago, Talesien said:

Aye, I think she was kinda frustrated with the bad adoption rates, which IMHO is somewhat self inflicted due to ZAZ9 not being backwards compatible (and it only being availalbe for LE, which these days isn't very common anymore). It is in many ways the better framework, compared to DD, despite the (amazing) efforts of the DD NG people.

As for the backward compatibility: The second as I stated, it can not be used to satisfy and dependcies on any ZAZ8 (or ZAZ7) versions. So if a mod says it needs ZAZ8+, it needs ZAZ8+ and ZAZ9.2 sadly will not work for that.


That's definitely a thing. I looked for that kind of comment.

 

 

1 hour ago, XTH SSE said:

Tbh, i could try to make it backwards compatible, but i'm pretty sure that would take a while, and i'm already working on the bodyslide fix too. but if people would like that, i could see what i can do.


+1 would really appreciate the effort if time comes

Posted
2 hours ago, MMn3e said:

 

Thanks a lot for such amazing work.

Thank you. I have to admit tho, i messed something up in the first upload, but i noticed and fixed it. If you installed the first version you'd only be missing the ZAP crawling animations. The new file has the untouched original list in it, so just install it over the old one and everything is back. Run your behaviour engine again afterwards.

ZAP 9.2 SSE - Whipping Script Fix.zip

Posted
9 hours ago, Jappa123 said:

Hmm getting error on nemesis:

 

ERROR(1035): Missing required option

File: FNIS_ZaZAnimationPack7_List.txt

Line: 3349

 

Any idea what's wrong?

Hey, so i can't test this myself since i don't run nemesis, but this should fix it. Can't promise though. I'd appreciate it if you could test it and let me know either way, i won't put it on the main mod page before that.

 

Drop it into Meshes\actors\character\animations\ZaZAnimationPack7\, overwrite, run Nemesis.

FNIS_ZaZAnimationPack7_List.txt

Posted
2 hours ago, XTH SSE said:

Tbh, i could try to make it backwards compatible, but i'm pretty sure that would take a while, and i'm already working on the bodyslide fix too. but if people would like that, i could see what i can do.

Not sure if it's that easy, I assume t.ara would've done so if it were. It would be great though if you could manage, that would certainly push adoption rates.

Posted
49 minutes ago, XTH SSE said:

Thank you. I have to admit tho, i messed something up in the first upload, but i noticed and fixed it. If you installed the first version you'd only be missing the ZAP crawling animations. The new file has the untouched original list in it, so just install it over the old one and everything is back. Run your behaviour engine again afterwards.

ZAP 9.2 SSE - Whipping Script Fix.zip 22.02 kB · 1 download

 

Hi,

 First of all — huge thanks for ZAP 9.2 and for the quick fixes. The "Whipping Script Fix" re-upload restored the full FNIS list (131,471 bytes vs the truncated 131,396 in the first file), so the ZAP crawling animations are back, and the .pex fix now works correctly (zazwhpAnims is typed zazWhp_Plyr_Script). Really appreciate the work.

 However, on a fresh game the whipping loop is still broken. There's a second leftover inside ZaZAnimationPack.esm that neither fix covers.

 Byte-level check of ZaZAnimationPack.esm:

 - zazWhp_Plyr_Script → found once (the SCPT record name).
 - Whp_Plyr → found twice: once as the substring inside zazWhp_Plyr_Script, and once as a standalone length-prefixed entry (08 00 + Whp_Plyr\0, at offset 3329733). That standalone entry is a VMAD script reference on the alias playerAlias of quest zbfWhpAnimsPlyr (form 1338E654).

 So the alias carries both the new zazWhp_Plyr_Script and the old Whp_Plyr (which no longer exists as a script).

 On a new game the log shows exactly this chain:


 ```
Cannot open store for class "Whp_Plyr", missing file?
Script Whp_Plyr cannot be bound to alias playerAlias on quest zbfWhpAnimsPlyr (1338E654) because the script does not exist or is not currently loaded Property zazwhpAnims on script zazWhp_NPCscript attached to alias NPC1..NPC5 on quest zbfWHPAnimsNPC (13000D66) cannot be bound because alias playerAlias on quest zbfWhpAnimsPlyr (1338E654) is not the right type
 ```

 and then it loops (~0.5/sec):


 ```
Error: Cannot call GetEquippedWeapon() on a None object
 [alias playerAlias on quest zbfWhpAnimsPlyr (1338E654)].zazWhp_Plyr_Script.Set_Animation() - "zazWhp_Plyr_Script.psc" Line 142 

```
 

I think cause is next: the leftover Whp_Plyr VMAD entry on playerAlias breaks the alias's type, so the NPC scripts' zazwhpAnims property can't bind (stays None), and Set_Animation() calls GetEquippedWeapon() on None.


Thanks again!
 

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   1 member

×
×
  • Create New...