XTH SSE Posted September 5 Author Posted September 5 (edited) 3 hours ago, garnetdcd said: A masterpiece! Tested it out on 1.5.97, FNIS works well, but all HDT smp chains are broken. Oh... that would make sense, I completely forgot about the HDT chains. They use different naming in LE than in SSE, so that likely needs changing too. Looking into it now.  EDIT: Sadly it's a lot more than that. I'm building a tool to properly convert HDT LE to HDT SSE, with real bone detection and so on.  Will take some time until that's fixed. Edited September 5 by XTH SSE
XTH SSE Posted September 5 Author Posted September 5 16 minutes ago, MMn3e said: Thanks a lot for your work ) thanks, i assume that it works now?
MMn3e Posted September 5 Posted September 5 1 hour ago, XTH SSE said: thanks, i assume that it works now?  Thanks for the fixes — the ESM patch works, but the whipping loop is still there (three nil-check bugs found)  I installed all three fixes on a clean new game (ZAP 9.2 SSE + "Script and Nemesis Fix" + "Whipping Script Fix" + "Whipping System Fix") and re-checked the Papyrus log over a ~37-minute session.  What's fixed:  The ESM patch did its job — the old Whp_Plyr reference is gone from the VMAD of zbfWhpAnimsPlyr, and zazWhp_Plyr_Script now binds to playerAlias correctly (I also confirmed the Plyr property is filled with PlayerRef in the ESM):  ```  Cannot open store for class "Whp_Plyr", missing file? → 0 (was 1)  Script Whp_Plyr cannot be bound to alias playerAlias ... → 0 (was 1)  ```  The loop keeps spamming the log (~1 error every 8–10 seconds), plus a burst when the player unequips a weapon. It's actually three separate missing nil-checks, not one:  ----------------------------------   issue 1 — zazWhp_NPCscript.OnInit() (main loop, ~230 occurrences)  ```  Event OnInit()  npc = GetReference() As Actor  zazwhpAnims.Set_Animation(npc) ; npc is None while NPC1-5 aliases are unfilled EndEvent  ```  On a fresh game the NPC1–NPC5 aliases of zbfWHPAnimsNPC are empty, so npc = None, and Set_Animation() hits act.GetEquippedWeapon() at lines 142/143:   ```  Error: Cannot call GetEquippedWeapon() on a None object  [alias playerAlias on quest zbfWhpAnimsPlyr].zazWhp_Plyr_Script.Set_Animation() Line 142/143  [alias NPC1-5 on quest zbfWHPAnimsNPC].zazWhp_NPCscript.OnInit() Line 10  ``` ----------------------------------  issue 2 — zazWhp_Plyr_Script.SetAnimation_Vanilla() (player unequips a weapon, ~16 occurrences)  ```  Function SetAnimation_Vanilla(Actor act)  weapon gearR = act.GetEquippedWeapon(false) ; can be None (empty right hand) if !GearR.HasKeyword(SSM_Sig) && ... ; HasKeyword() on None  ```  act here is PlayerRef (fine), but gearR is None when the right hand is empty, so GearR.HasKeyword() throws:   ```  Error: Cannot call HasKeyword() on a None object  [playerAlias].zazWhp_Plyr_Script.SetAnimation_Vanilla() Line 167 [playerAlias].zazWhp_Plyr_Script.Set_Animation() Line 157  [playerAlias].zazWhp_Plyr_Script.OnObjectUnequipped() Line 136  ``` ----------------------------------  Issue 3 — startup-only (transient, harmless)  At load, before playerAlias is filled, the property binds a moment too late:  ```  Property zazwhpAnims ... cannot be bound because alias playerAlias ... is not the right type (×5)  Cannot call Set_Animation() on a None object (×5)  ```  This clears itself once the alias is filled (the property binds and Set_Animation runs normally afterwards) — probably not worth changing, just noting it.  ----------------------------------
XTH SSE Posted September 5 Author Posted September 5 26 minutes ago, MMn3e said:  Thanks for the fixes — the ESM patch works, but the whipping loop is still there (three nil-check bugs found)  I installed all three fixes on a clean new game (ZAP 9.2 SSE + "Script and Nemesis Fix" + "Whipping Script Fix" + "Whipping System Fix") and re-checked the Papyrus log over a ~37-minute session.  What's fixed:  The ESM patch did its job — the old Whp_Plyr reference is gone from the VMAD of zbfWhpAnimsPlyr, and zazWhp_Plyr_Script now binds to playerAlias correctly (I also confirmed the Plyr property is filled with PlayerRef in the ESM):  ```  Cannot open store for class "Whp_Plyr", missing file? → 0 (was 1)  Script Whp_Plyr cannot be bound to alias playerAlias ... → 0 (was 1)  ```  The loop keeps spamming the log (~1 error every 8–10 seconds), plus a burst when the player unequips a weapon. It's actually three separate missing nil-checks, not one:  ----------------------------------   issue 1 — zazWhp_NPCscript.OnInit() (main loop, ~230 occurrences)  ```  Event OnInit()  npc = GetReference() As Actor  zazwhpAnims.Set_Animation(npc) ; npc is None while NPC1-5 aliases are unfilled EndEvent  ```  On a fresh game the NPC1–NPC5 aliases of zbfWHPAnimsNPC are empty, so npc = None, and Set_Animation() hits act.GetEquippedWeapon() at lines 142/143:   ```  Error: Cannot call GetEquippedWeapon() on a None object  [alias playerAlias on quest zbfWhpAnimsPlyr].zazWhp_Plyr_Script.Set_Animation() Line 142/143  [alias NPC1-5 on quest zbfWHPAnimsNPC].zazWhp_NPCscript.OnInit() Line 10  ``` ----------------------------------  issue 2 — zazWhp_Plyr_Script.SetAnimation_Vanilla() (player unequips a weapon, ~16 occurrences)  ```  Function SetAnimation_Vanilla(Actor act)  weapon gearR = act.GetEquippedWeapon(false) ; can be None (empty right hand) if !GearR.HasKeyword(SSM_Sig) && ... ; HasKeyword() on None  ```  act here is PlayerRef (fine), but gearR is None when the right hand is empty, so GearR.HasKeyword() throws:   ```  Error: Cannot call HasKeyword() on a None object  [playerAlias].zazWhp_Plyr_Script.SetAnimation_Vanilla() Line 167 [playerAlias].zazWhp_Plyr_Script.Set_Animation() Line 157  [playerAlias].zazWhp_Plyr_Script.OnObjectUnequipped() Line 136  ``` ----------------------------------  Issue 3 — startup-only (transient, harmless)  At load, before playerAlias is filled, the property binds a moment too late:  ```  Property zazwhpAnims ... cannot be bound because alias playerAlias ... is not the right type (×5)  Cannot call Set_Animation() on a None object (×5)  ```  This clears itself once the alias is filled (the property binds and Set_Animation runs normally afterwards) — probably not worth changing, just noting it.  ---------------------------------- Thanks, that's genuinely good log work.  Issues 1 and 2 should be fixed and the scripts are recompiled. OnInit now checks npc before calling, same as the other two call sites in that script already did, and I put a second guard inside Set_Animation itself so no caller can trip it. For the unequip case, SetAnimation_Vanilla now reads if !GearR || (…the old keyword checks…), with an empty hand it resets to vanilla directly, which is what that branch wanted anyway.  Issue 3 I left alone, you're right, it clears itself and doesn't break anything.  Sources are in the archive under Scripts\Source so you can read the diff instead of taking my word for it.  I can't test this myself, I'd have to switch my whole modpack over, delete the old behaviour files and regenerate them, and that's not something I want to do right now. So if you have the patience for another session on a clean save, I'd really appreciate it.🤗  One thing worth knowing: FNIS_aa's source isn't available anywhere, so I compiled against a stub declaration. The argument counts and types are taken straight from ZAP's own call sites, so those are certain, the only assumption is that SetAnimGroupEX returns nothing. If that's wrong you'd see a new papyrus error about it rather than anything silent.  ZAP 9.2 SSE - Whipping System Fix.zip 1
XTH SSE Posted September 5 Author Posted September 5 11 hours ago, cecige5941 said: Thanks for the conversion! Â Is this compatible with CBBE 3BA or are there plans to add 3BA bodyslide support in the future? I don't know. Since I did the bodyslide fix to bring the CBBE sets up to modern CBBE SE, I could do 3BA too, I know the procedure now. Â But honestly, I'd rather not. I'm not happy with how some of the clothes turned out, and I'd prefer someone with actual bodyslide and outfit studio experience to take it over, both for 3BA and for a proper CBBE pass.
ianinuk Posted September 5 Posted September 5 am i correct in thinking this is not compatible with all tho old mods that use zaz 8 so would be pretty pointless for me to download been as im a mod user not creator?
shrtjsrtj Posted September 6 Posted September 6 8 hours ago, ianinuk said: am i correct in thinking this is not compatible with all tho old mods that use zaz 8 so would be pretty pointless for me to download been as im a mod user not creator? At the moment yes, but it may be possible to make this compatible with future updates which will make it much more viable for mod devs to use.
PaddyBoy18 Posted September 6 Posted September 6 9 hours ago, ianinuk said: am i correct in thinking this is not compatible with all tho old mods that use zaz 8 so would be pretty pointless for me to download been as im a mod user not creator? Right now, yes, but last I knew of, XTH was working on making it compatible with mods that use the older version, so I'd def keep an eye out for updates. If XTH can make it like 90%+ compatible with mods using the older versions, I'll prob download it just for the new stuff in ZAP 9 1
JimothySmithy Posted September 7 Posted September 7 The CBBE pixeldrain link does seem to work.. just says file not found... the link:Â https://pixeldrain.com/u/3Czkxp9z
slvsaris Posted September 7 Posted September 7 On 9/3/2026 at 12:46 PM, 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. Source? I have been using 9.2 on LE since it came out and have had no issues whatsoever using it to replace zaz 8 and 8+
slvsaris Posted September 7 Posted September 7 On 9/5/2026 at 5:07 PM, ianinuk said: am i correct in thinking this is not compatible with all tho old mods that use zaz 8 so would be pretty pointless for me to download been as im a mod user not creator? Â I have been using 9.2 on LE as a drop in replacement for earlier versions since it came out.
Talesien Posted September 7 Posted September 7 (edited) 2 hours ago, slvsaris said: Â I have been using 9.2 on LE as a drop in replacement for earlier versions since it came out. That works ... until you hit the wrong furniture or item, one that got an RecordID that is different from those in ZAP8+. That will then resolve to a null pointer -> CTD. Apparently there are fewer of those than I thought, still enough to cause the occasional (not so) mysterious CTD's if you use ZAP9.2 as drop in replacement. Depends on what furnitures/items are affected and how commonly those are in mods that utilize ZAZ. What might work fine for your usecase might turn into a disaster for someone using a different mod, drawing on different items. Edited September 7 by Talesien
MMn3e Posted September 7 Posted September 7 On 9/5/2026 at 10:14 PM, XTH SSE said: Thanks, that's genuinely good log work.  Issues 1 and 2 should be fixed and the scripts are recompiled. OnInit now checks npc before calling, same as the other two call sites in that script already did, and I put a second guard inside Set_Animation itself so no caller can trip it. For the unequip case, SetAnimation_Vanilla now reads if !GearR || (…the old keyword checks…), with an empty hand it resets to vanilla directly, which is what that branch wanted anyway.  Issue 3 I left alone, you're right, it clears itself and doesn't break anything.  Sources are in the archive under Scripts\Source so you can read the diff instead of taking my word for it.  I can't test this myself, I'd have to switch my whole modpack over, delete the old behaviour files and regenerate them, and that's not something I want to do right now. So if you have the patience for another session on a clean save, I'd really appreciate it.🤗  One thing worth knowing: FNIS_aa's source isn't available anywhere, so I compiled against a stub declaration. The argument counts and types are taken straight from ZAP's own call sites, so those are certain, the only assumption is that SetAnimGroupEX returns nothing. If that's wrong you'd see a new papyrus error about it rather than anything silent.  ZAP 9.2 SSE - Whipping System Fix.zip 1.17 MB · 2 downloads Thanks a lot for your fixes. I have checked logs and I have no issue besides 3 that you have mentioned. Great work. 1
XTH SSE Posted September 7 Author Posted September 7 12 hours ago, JimothySmithy said: The CBBE pixeldrain link does seem to work.. just says file not found... the link:Â https://pixeldrain.com/u/3Czkxp9z Uhm... I don't know, I just clicked the exact link from your message and it downloaded completely without problems. Just checked it from my end too, 853 downloads so far and the page answers fine. Might be your browser, an adblocker or a VPN. Worth trying again in a different browser.
JimothySmithy Posted September 8 Posted September 8 (edited) 15 hours ago, XTH SSE said: Uhm... I don't know, I just clicked the exact link from your message and it downloaded completely without problems. Just checked it from my end too, 853 downloads so far and the page answers fine. Might be your browser, an adblocker or a VPN. Worth trying again in a different browser. That'll be it! for some reason, Firefox with the nordvpn plugin isnt working. works fine on chrome, thanks!  Also, looking through the absurd size of this, I am slightly confused about what has been left in. There are two nifs alone in this that are 8GB each... with very clear names indicating they arent used:  ZaZCollarToHookChainsWithCuffsRagDollsExtreme_1notworking.nif ZaZCollarToHookChainsWithCuffsRagDollsExtreme_1ropetestbefore.nif  These are clearly broken, residual, WIP nifs that Tara left in, and through batch searching their names through every single .xml, .json, .txt, .esm, .psc, and .nif, they arent referenced a single time. These can absolutely be removed and drop half of the file size of this alone. There are plenty more that are clear non referenced files, but those two are by far the worst offenders Edited September 8 by JimothySmithy
darkfender666 Posted September 8 Posted September 8 (edited) pixeldrain seems restricted in many eu countries can we get an alternative link? Vpn will take ages (used firefox but has a monthly download limit).  Also i have this problem  Furniture won't fit with character size 0.8 (with racemenu sliders). I have cba hadt and stuff i used bodyslide and stuff.  In oldrim i did after some timei fixed the issue even if game resized/realigned most furniture with heels mod or something similar.  That even if the furniture itself gets resized because once animation starts it becomes a single object with character. any hint if there is a fix? Edited September 8 by darkfender666
blackhawk3101 Posted September 8 Posted September 8 Hi there! I just wanted to start by saying THANK YOU for converting this mod to SE! So far, most everything works for me as far as all the furniture, test zones, and ZAZ World, which is amazing! The only issue I'm having is with the bodyslide files. No matter what I do, I can't seem to get the outfits, accessories, and several rope/restraint items to fit properly. I've downloaded the Bodyslide update, installed it, and built everything through the latest version of Bodyslide, but it's still not working. I'm not using extreme slider settings or extreme presets either. I keep it simple with CBBE Slim with only minor adjustments to some of the CBBE sliders. Plus, all of my other outfit mods using Bodyslide work just fine. Â That's the long way of saying I've hit a wall and am not sure what to do now. Good chance it's a "me" problem here, but any insight would be greatly appreciated :-)
Giunlolo Posted September 9 Posted September 9 (edited) On 9/2/2026 at 4:00 AM, 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.  I am experiencing the exact same issue and following the suggested steps did nothing to fix it. I currently use mo2 and pandora and have about 14000 animations  Edit: tried again by removing most mods and it still crashes, i also reduce the amount of animations to about 5500. Here i have the active mods list Edited September 9 by Giunlolo
Latar2480 Posted September 11 Posted September 11 Hello, thanks for this amazing conversion, is it compatible with bhunp versions ?Â
ianinuk Posted September 12 Posted September 12 On 9/9/2026 at 2:47 PM, Giunlolo said:  I am experiencing the exact same issue and following the suggested steps did nothing to fix it. I currently use mo2 and pandora and have about 14000 animations  Edit: tried again by removing most mods and it still crashes, i also reduce the amount of animations to about 5500. Here i have the active mods list If using mods that require zaz8 that could be the issue as some items are named difrentley try without other mods if want to use zaz 9
PunisherV00 Posted September 12 Posted September 12 (edited) I tried to run FNIS but got error "7 hkx incompatible", "8 hkx incompatible", "9 hkx incompatible" for SE. I had v8 + working fine on SE 1.5.97 Anyone knows a fix ?  Edited September 12 by PunisherV00
ianinuk Posted September 14 Posted September 14 On 9/12/2026 at 7:39 AM, PunisherV00 said: I tried to run FNIS but got error "7 hkx incompatible", "8 hkx incompatible", "9 hkx incompatible" for SE. I had v8 + working fine on SE 1.5.97 Anyone knows a fix ?  use 8+ if working no mods make use of 9.0 anyway
Giunlolo Posted September 18 Posted September 18 On 9/12/2026 at 2:01 AM, ianinuk said: If using mods that require zaz8 that could be the issue as some items are named difrentley try without other mods if want to use zaz 9 None of these mods require zap8, also i tried by removing everything except the requirements and still experiencing a crash
song_of_war Posted Wednesday at 08:10 PM Posted Wednesday at 08:10 PM Guys i guess i'm being a dumbass again but anims don't work? I've deleted completely 8.0 but this is still happening Maybe there are some folders i have to delete manually or is there some other thing to fix wrong anims?
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