ZaZ Posted February 11, 2012 Share Posted February 11, 2012            Sexout ZAZCredits prideslayer its all his hard work for coding and making this possibleGSBModders as always , I Used his Meshes & Textures here and there.His Sexbot Mod for NV Will Be awesomeThe Animators Of - Sexout NV Donkey And JohnHead444 ( I needed a Start For the Anims )Resources from Andy , I believe is the main reason Collars and Cuffs exist in Bethesda GamesLoogie - For Using My Animations in His Tryout Plugins , I had good Fun Whilst playin themRequirementsSexout.esmZAZ dtatapackSexoutZAZ.espSexoutCommonResources.esmWhats New 06-08.20128 X 2 Boxed Woman Animations .4 Creature Pillory animations1 Sex Pillory Texture Fix Animations ListZAZBDAnimations List 20120806.txtZAZSexAnimations List20120806 .txtCheersVersion History Version ZAZ_20120215Sex Pillory AnimationsVersion ZAZ_20120212Initial integration into SexoutI Have Added The Static Crosses , Pillory , Posts . 11 Static , World objects to be Preciseto SCR.esmVersion ZAZ_2012010924 Animations Added See ZAZ Animation List 20120109.txtSexoutZAZ.esp added..........................................................................................................................................Version ZAZ_20111220.1Edits 1.ZAZ Slave Equip 1.nifChanged Belt Texture to sumthing a lil less flashy.2.ZAZ Slave Equip 2.nifChanged Belt Texture to sumthing a lil less flashy.Wristcuffs and LegCuffs Textures Changed to something more Fallout 3.Wrist Cuffs Had Textures on OneSide , Changed to Double Sided.3.Slave Wear World Model X.nifChanged Textures to sumthing a lil less flashyFixed the World Model to Clutter , Now When Dropped it will Fall To the Ground .4.ZAZ Slave Gag.nifSame No ChangesAdditions1.Slave Wear World Model XX.nifLighter Version of the world Model Without the Gag2.Slave Gag World Model.nifGag World Model3.Slave Cuffs World Model.nifCuffs World Model4.Standalone EquipmentZAZ Slave LegCuffs01.nif - From Equip 01ZAZ Slave LegCuffs02.nif - From Equip 02ZAZ Slave WristCuffs01.nif - From Equip 01ZAZ Slave WristCuffs02.nif - From Equip 02ZAZ Slave Belt01.nif - From Equip 01 and 02ZAZ Slave Collar01.nif - From Equip 01 and 02......................................................................Version ZAZ_20111217.2Initial Alpha LaunchContents In the first 2 Pages of this Thread.Legion Punishment and Legion punishment X Tech + AnimationsSlave WearThanx to Halstrom for putting it together...................................................................... Mostly Every thing is in Order For Now   Download Link to comment
ZaZ Posted February 11, 2012 Author Share Posted February 11, 2012 Usage - For Modders by prideslayer  With release 54, now in beta, ZAZ integration into SexoutNG is complete. There are two basic stages to use, which I'll call "easy" and "nice."   Stage 1: Easy The easy stage requires almost no work on the part of modders. It works exactly the way you'd expect it to. You still use SexoutBegin, Sexout.anim, and SexoutNG.Actor variables. The anim # is required for ZAZ as I have no random picker right now, and adding one probably does not make sense.  The only additional thing you need to do is this: set SexoutNG.nUseZAZ to 1  This is done at the same place where you do the actor/anim/etc settings, and simply tells sexout that Sexout.anim refers to a ZAZ animation, not a sexout animation.  That alone is enough to get this working in your mods. For the user to be able to see the animations though, they will need to install ZAZ -- the datapack and the ESP both.  Stage 2: Nice  To make things easier on users and perhaps modders as well, I put a bit more of an advanced version checking system into Sexout to support ZAZ. As a modder, if you don't care about all the gritty details, here is all you need to know. This feature is designed to notify the user (and the modder) about the current version of ZAZ ESP that is installed.  When your mod starts up, you need to do two things : set a sexout variable, and cast a spell on the player. First, you need to set the sexout "I want ZAZ!" value to the lowest version number that will work with your mod. Right now, that is version 1. To do this, somewhere within your main init block, do this. In the example, "5" is the lowest version of ZAZ that your mod works properly with.  if (GetGameRestarted || GetGameLoaded) ; .. your normal stuff can go here .. if SexoutNG.nZAZPackWanted < 5 set SexoutNG.nZAZPackWanted to 5 endif player.cios SexoutWantZAZ ; .. your normal stuff can go here too ..  That's it. Sexout will handle the rest, alerting the player to update ZAZ if they do not have it installed, or if the version they have is lower than what any installed ZAZ-using mod needs.  If you want to get more advanced, you can check the variable SexoutNG.SexoutNG.nZAZPackVersion. The value of this variable will be one of these:  -1 : The SexoutZAZ.esp file is not loaded. The user has been or will be notified. ZAZ animations are not available.  0 : The SexoutZAZ.esp file IS loaded, but not yet initialized. You can probably use ZAZ at this point, but if you're not sure, check this variable again later.  1 or higher : The current version of ZAZ that is installed and initialized.   Link to comment
prideslayer Posted February 11, 2012 Share Posted February 11, 2012 Right on, thanks. I am doing a bit of work on the reset gun right now. As soon as I'm done with that (and maybe the rape fists), this is next on my list. Link to comment
prideslayer Posted February 11, 2012 Share Posted February 11, 2012 Oh version 0 isn't going to work.. I haven't peeked in your ESP yet, but it needs to be 1 or higher in the script. -1 and 0 are reserved in sexout; -1 means the mod isn't loaded, 0 means you are present but have not initialized yet. Â Edit: Done with the resetgun, working on this now.. well not right now, after I get some food. But it's open in the geck anyway. Link to comment
Halstrom Posted February 11, 2012 Share Posted February 11, 2012 Space ....The Final Frontier......These are the voyages of the Starship USS Enterprise............... Â Link to comment
prideslayer Posted February 11, 2012 Share Posted February 11, 2012 Getting this buttoned up masterchris, but one more question has arisen. Â I see that many of the anims are single person, is that intentional? If so you might want to split them up again, so I know how to 'error out' later if need be, with an easy range check. Â It looks like 1001 - 1020 are all single person, and 1021 - 1024 are 2 person. You may want to split it up so 1001-2000 are single person, 2001-3000 are 2 person, and so on, so you can keep the 'groups' together. Â It won't matter right now, but if you (or anyone) ever want me to add a random picker like sexout has, it becomes important that things are grouped logically in a way that allows me to quickly check if the number of arguments is wrong -- like you picked a 3 person animation but only set 2 people, or you set 3 people but picked a single person one. Link to comment
prideslayer Posted February 11, 2012 Share Posted February 11, 2012 Houston, we have liftoff. Â I changed my mind regarding the spell to initiate it. Just use SexoutBegin as 'normal'. Â I added a flag to SexoutNG called nUseZAZ. If set to 1, it will use the zaz animations rather than the sexoutNG ones. That's "set SexoutNG.nUseZAZ to 1" before "cios SexoutBegin". Â Sexout beta will be available shortly. Link to comment
ZaZ Posted February 11, 2012 Author Share Posted February 11, 2012 Getting this buttoned up masterchris' date=' but one more question has arisen.  I see that many of the anims are single person, is that intentional? If so you might want to split them up again, so I know how to 'error out' later if need be, with an easy range check.  It looks like 1001 - 1020 are all single person, and 1021 - 1024 are 2 person. You may want to split it up so 1001-2000 are single person, 2001-3000 are 2 person, and so on, so you can keep the 'groups' together.  It won't matter right now, but if you (or anyone) ever want me to add a random picker like sexout has, it becomes important that things are grouped logically in a way that allows me to quickly check if the number of arguments is wrong -- like you picked a 3 person animation but only set 2 people, or you set 3 people but picked a single person one. [/quote']  Aite ,  Yea they are intended to be single because they are using the the cross , pillory and posts the animobjects themselves are animated so no worries there  Its Cool I can Make 2001 - 3000 2 person anims 3001 - 4000 3 person anims The rest is fine right any thing else I need to change ?  And the Spells I dunno How to call the anims for testing As For the version I ll Have to change the title of the thread  Cheers and thanx  Edit Ok , I Will Split the 2 person animations and ReUpload the esp  Link to comment
prideslayer Posted February 11, 2012 Share Posted February 11, 2012 Here's what I'm thinking.. think about this before you say "OK" but on the surface it looks like it would be fine..  101-200 : 1 person, sex 201-300 : 2 person, sex 301-400 : 3 person, sex 1001-2000 : 1 person, non-sex 2001-3000 : 2 person, non-sex 3001-4000 : 3 person, non-sex  Hopefully that clarifies what I mean? You can change the ranges to be anything you want.. as long as there are groups. In this example, 1-1000 is for sex anims, and it is subdivided, and 1001-4000 is for non-sex, also subdivided.   Link to comment
prideslayer Posted February 11, 2012 Share Posted February 11, 2012 To call the anims, you'll do it exactly as you do for normal sexout. Sexout will print (in the console) the spell ID values and script ID values when it starts, for Sexout, SexoutNG, and SexoutBegin. Â In the sexout thread there is a link in the first post on how to test / create animations. You can ignore a lot of it since you already know how to add them to your groups, just look at the 'set "..000dc0".anim to ...' bits. That's all you have to do in the console to test. Â Â Link to comment
ZaZ Posted February 11, 2012 Author Share Posted February 11, 2012 Here's what I'm thinking.. think about this before you say "OK" but on the surface it looks like it would be fine..  101-200 : 1 person' date=' sex 201-300 : 2 person, sex 301-400 : 3 person, sex 1001-2000 : 1 person, non-sex 2001-3000 : 2 person, non-sex 3001-4000 : 3 person, non-sex  Hopefully that clarifies what I mean? You can change the ranges to be anything you want.. as long as there are groups. In this example, 1-1000 is for sex anims, and it is subdivided, and 1001-4000 is for non-sex, also subdivided. [/quote']  Ok I Got it ,  I wont mess Around By adding sex anims yet I Make additional Creature Groups If required later but yea 1-1000 is for sex I Will make newer ranges for 1p 2phuman 3phuman 2pcreature or 3p creature But thats for later  1001-2000 : 1 person, non-sex 2001-3000 : 2 person, non-sex 3001-4000 : 3 person, non-sex  Cheers     Link to comment
prideslayer Posted February 11, 2012 Share Posted February 11, 2012 Sounds good. New version of NG with all this working should be out in the next 15-20 minutes. Link to comment
prideslayer Posted February 11, 2012 Share Posted February 11, 2012 This is for players. Â I added the anim group to Sexout, but left it empty except for the reset animation. The ESP fills in the animation with all the animations and props, which are in these two downloads. Â I also added support to SexoutBegin to use these animations. Â If you want to use them in a mod, there are a few things you *should* do, but you don't have to -- it'll just make things easier on the players. I'll document all the details in the NG thread. Â Â Link to comment
ZaZ Posted February 11, 2012 Author Share Posted February 11, 2012 The Final Esp is Updated Now , Im not gonna touch it for a while till things get rolling ,  added sound for the crop  Cheers   Link to comment
prideslayer Posted February 11, 2012 Share Posted February 11, 2012 Here are the official instructions on how to use this mod in YOUR mods. Â Players: You will need to download and install this, but like Sexout.esm, it "does nothing" on its own. Other mods can make use of it according to the instructions linked to above. Link to comment
prideslayer Posted February 11, 2012 Share Posted February 11, 2012 The Final Esp is Updated Now ' date=' Im not gonna touch it for a while till things get rolling ,  added sound for the crop  Cheers   [/quote']  High-five and a beer! I'm glad to finally have this integrated, sorry it took so long to get it taken care of! Link to comment
Halstrom Posted February 11, 2012 Share Posted February 11, 2012 High-five and a beer! I'm glad to finally have this integrated' date=' sorry it took so long to get it taken care of![/quote']No Problems, you're a Legend, I don't know how you multitask so Damn well  Link to comment
ZaZ Posted February 11, 2012 Author Share Posted February 11, 2012 Lol , Why Sorry ? no need for all that . A Job Well Done , We move on to next Pervy Mod  Oh yea I almost forgot Play the damn game first for a few hours  Cheers and Thanx a bunch  Link to comment
prideslayer Posted February 11, 2012 Share Posted February 11, 2012 I just feel the need to apologize when I say I'll do something "soon" and it turns into a few weeks.. or a month. Â Play the game.. yeah I don't know. You know how much work I have to do to get the skyrim version off the ground still? Basically, all of it. People are already asking "hey when is it going to be out?" and the CK hasn't even been out a week yet! Impatient bastards! Link to comment
ZaZ Posted February 11, 2012 Author Share Posted February 11, 2012 set "08000dc0".anim to 1001 set "08019333".actora to getself set SexoutNG.nUseZAZ to 1 cios 08019336  Pride this is my bat file I think sumthing is wrong ?  im getting the doggy animation  Cheers Link to comment
prideslayer Posted February 11, 2012 Share Posted February 11, 2012 That SexoutNG bit is wrong.. that needs to also be 08019333 Â Â Link to comment
ZaZ Posted February 11, 2012 Author Share Posted February 11, 2012 That SexoutNG bit is wrong.. that needs to also be 08019333 Â Â Â Â Oooo Thanx Mate Link to comment
Stormsone Posted February 11, 2012 Share Posted February 11, 2012 I just feel the need to apologize when I say I'll do something "soon" and it turns into a few weeks.. or a month. Â Play the game.. yeah I don't know. You know how much work I have to do to get the skyrim version off the ground still? Basically' date=' all of it. People are already asking "hey when is it going to be out?" and the CK hasn't even been out a week yet! Impatient bastards! [/quote'] Â lol I noticed. Its amusing how people posting in the slaversguild and sexrim threads(in skyrim forums here) are talking about things like adding vore animations and minute details of quests. The things people are talking about are 50% impossible and 50% 1+years away unless somehow everything could be ported easy which is unlikely. Link to comment
ZaZ Posted February 11, 2012 Author Share Posted February 11, 2012 Ok Just a small correction the 2p Animations were Not Working Because I assigned a wrong token , I will fix this soon . Â Cheers Link to comment
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