permidion Posted October 11, 2015 Author Posted October 11, 2015 ya I figured the zaz mcm would only fix the eventual ctd at the end - the anims itself are indeed a new bug, but I think the reason min describes it as a zaz bug is that gender block comes from zaz framework and even disabling the filter for zaz won't help the way its set, its like zaz detects the player restraints and adds the gender block to the npc then reports them both to dd as the framework required to run dd...as least that's my understanding of what's going on - there's listing of your anim blocks on the zaz screen if you'd like to see what I mean on the animation test page of the mcm I see : "Prisoner" : "Blocked": "Male" I guess thats the problem.
permidion Posted October 11, 2015 Author Posted October 11, 2015 mmm, even with no device equipped, Zaz MCM test menu say "Blocked": "Male" so it's completely unrelated to anything the character is wearing, but some kind of initialization bug in Zaz
permidion Posted October 11, 2015 Author Posted October 11, 2015 but then I dont understand why some Zad animations work. if that tag was the problem, none of the Zad animations should work, and thats not the case....
CliftonJD Posted October 11, 2015 Posted October 11, 2015 mmm, even with no device equipped, Zaz MCM test menu say "Blocked": "Male" so it's completely unrelated to anything the character is wearing, but some kind of initialization bug in Zaz that tag by itself is how new zaz works, it's sposed to make so the actor only sees it's gender for animations I guess but the dd tags work the opposite way so that tag combined with any of those would seem to cause what you're getting
permidion Posted October 11, 2015 Author Posted October 11, 2015 mmm, even with no device equipped, Zaz MCM test menu say "Blocked": "Male" so it's completely unrelated to anything the character is wearing, but some kind of initialization bug in Zaz that tag by itself is how new zaz works, it's sposed to make so the actor only sees it's gender for animations I guess but the dd tags work the opposite way so that tag combined with any of those would seem to cause what you're getting I fear I dont understand the logic of that, why block something "by default" ? by default there should be no block at all, but that just my opinion. If Zaz was basing this block on some setting linked to sexual preference, I could understand, but there is no such settings in Zaz MCM and changing the sexual orientation of the player character in SexLab MCM has no influence on that Zaz behaviour.
CliftonJD Posted October 11, 2015 Posted October 11, 2015 mmm, even with no device equipped, Zaz MCM test menu say "Blocked": "Male" so it's completely unrelated to anything the character is wearing, but some kind of initialization bug in Zaz that tag by itself is how new zaz works, it's sposed to make so the actor only sees it's gender for animations I guess but the dd tags work the opposite way so that tag combined with any of those would seem to cause what you're getting I fear I dont understand the logic of that, why block something "by default" ? by default there should be no block at all, but that just my opinion. If Zaz was basing this block on some setting linked to sexual preference, I could understand, but there is no such settings in Zaz MCM and changing the sexual orientation of the player character in SexLab MCM has no influence on that Zaz behaviour. zaz 6.07 was released before sl1.6 so instead of changing genders from sl you might have to actually change genders in skyrim to change it in zaz there's a console code for that somewhere I can't remember off hand
permidion Posted October 11, 2015 Author Posted October 11, 2015 zaz 6.07 was released before sl1.6 so instead of changing genders from sl you might have to actually change genders in skyrim to change it in zaz there's a console code for that somewhere I can't remember off hand still, it doesnt really make any sens, why was Zaz codded like that? I really cant find any logical reason for that
permidion Posted October 12, 2015 Author Posted October 12, 2015 I just tested with SL 1.59c (same version of Zaz and DD), and that "broken" tag is already there. so somehow that "situation" is not new, but whats new is it is now breaking Zad animations. maybe something was "fixed" in SL 1.6, making this tag taken into account now, which was not the case before ...
CliftonJD Posted October 12, 2015 Posted October 12, 2015 i'd guess it has to do with that gender selector in sexlab 1.6
permidion Posted October 15, 2015 Author Posted October 15, 2015 still, there is something I dont understand: why arent ALL Zad animation impacted ? if the tag was the problem, then ALL Zad animation should be broken, but thats not the case ....
Min Posted October 15, 2015 Posted October 15, 2015 The zaz animation pack uses a sophisticated system for building compatible animations on the fly, for filtering purposes. The system isn't working correctly. Normal animations are unaffected, as they do not use this system.
permidion Posted October 15, 2015 Author Posted October 15, 2015 The zaz animation pack uses a sophisticated system for building compatible animations on the fly, for filtering purposes. The system isn't working correctly. Normal animations are unaffected, as they do not use this system. Im not talking about normal animation, for example while DD_ZAP_Doggy01 is currently "broken, on the other hand, DD_ZAP_Missionary01 play perfectly well if the tag was the problem, DD_ZAP_Missionary01 should be broken too, and thats not the case: [10/15/2015 - 11:22:56PM] [Zad]: Entry selected, Missionary, with 2 actors. [10/15/2015 - 11:22:56PM] zbfsexlab (NewAnimation): Created by Devious Devices [10/15/2015 - 11:22:56PM] zbfsexlab (NewAnimation): Found free slot 0 for Devious Devices [10/15/2015 - 11:22:56PM] [Zad]: Actor [1]: Farmer [10/15/2015 - 11:22:56PM] [Zad]: Actor [0]: Prisoner [10/15/2015 - 11:22:56PM] zbfsexlab (DefineAnimationFromEntry): Called on Missionary01, as DD_ZAP_Missionary01 and with bases (ZapArmbMissionary01, AggrMissionary) [10/15/2015 - 11:22:56PM] zbfsexlab (DefineAnimationFromEntry): Function is deprecated. Use DefineAnimtion instead. [10/15/2015 - 11:22:56PM] zbfsexlab (DefineAnimationFromId): Called on Missionary01, as DD_ZAP_Missionary01 and with bases (["ZapArmbMissionary01", "AggrMissionary"]) [10/15/2015 - 11:22:56PM] SEXLAB - Animations[-1] DD_ZAP_Missionary01 - DD_ZAP_Missionary01 [10/15/2015 - 11:22:56PM] [Zad]: Requesting ZAP animation change to DD_ZAP_Missionary01. see or maybe I dont see the problem in this specific case because the animation applied on the male character is the standart SL Missionary01 and not the DD_ZAP_Missionary01 and in both animation the male character is animated in exactly the same way ? that the only logical possiblitly I see that would make that case not "visibly" broken
Sairai Posted October 16, 2015 Posted October 16, 2015 ah thank perhaps need a update with zaz animation
Lenore Posted October 21, 2015 Posted October 21, 2015 I've had this issue also although I did not ctd, what I did was to enter sexlab through mcm during the animation where it lists the animation being played, it isn't zapdoggy whatever, it's something else, then I ticked that animation off in sexlab. I don't really understand the logs or anything but it seemed to work for me.
permidion Posted October 22, 2015 Author Posted October 22, 2015 I've had this issue also although I did not ctd, what I did was to enter sexlab through mcm during the animation where it lists the animation being played, it isn't zapdoggy whatever, it's something else, then I ticked that animation off in sexlab. I don't really understand the logs or anything but it seemed to work for me. DD filter looks at which SL animation is selected and, according to some internal keyword rules, will replace it with a Zad animation. That mean several SL animations may potentially be replaced and you will probably have to disable quite some other SL animation to avoid the problem. (Though since SL always loop on the available animations from the start of the list, it will take longer each time to see the problem.)
Jormungandr Posted October 23, 2015 Posted October 23, 2015 Eugh, crap. Wish I saw this thread earlier. My ancient Ultimate Follower Overhaul installation finally decided it wouldn't age well and caused a major clusterfuck of problems. Well and good, nuked it. Decided to update my ZaZ/DD etc stuff, just to be as those are the most script heavy things I'm running... And not even the ZaZ animations MCM menu is right anymore. Gives me the ID_Names of the functions instead of what it should be and Devious Devices/Captured Dreams doesn't even gets recognized anymore in MCM. O_o
CliftonJD Posted October 23, 2015 Posted October 23, 2015 Eugh, crap. Wish I saw this thread earlier. My ancient Ultimate Follower Overhaul installation finally decided it wouldn't age well and caused a major clusterfuck of problems. Well and good, nuked it. Decided to update my ZaZ/DD etc stuff, just to be as those are the most script heavy things I'm running... And not even the ZaZ animations MCM menu is right anymore. Gives me the ID_Names of the functions instead of what it should be and Devious Devices/Captured Dreams doesn't even gets recognized anymore in MCM. O_o that's a completely unrelated problem there due to skyrim's engine not liking when mods are removed and other mods updated simultaneously your save is probably borked at this point try using a save cleaner from nexus then go thru and use zaz reset and cd resets
Jormungandr Posted October 23, 2015 Posted October 23, 2015 Eugh, crap. Wish I saw this thread earlier. My ancient Ultimate Follower Overhaul installation finally decided it wouldn't age well and caused a major clusterfuck of problems. Well and good, nuked it. Decided to update my ZaZ/DD etc stuff, just to be as those are the most script heavy things I'm running... And not even the ZaZ animations MCM menu is right anymore. Gives me the ID_Names of the functions instead of what it should be and Devious Devices/Captured Dreams doesn't even gets recognized anymore in MCM. O_o that's a completely unrelated problem there due to skyrim's engine not liking when mods are removed and other mods updated simultaneously your save is probably borked at this point try using a save cleaner from nexus then go thru and use zaz reset and cd resets Nope, that was me being a royal idiot. I should have activated the esp. Anyway, after reading more posts here, I downgraded to the 'old' version, after I manually deleted a lot of shit from my skyrim directory. Stuff works again, so nevermind. Now excuse me while I sit down next to CP. Picard and engage in a facepalming contest.
galgat Posted January 19, 2016 Posted January 19, 2016 I have the Zapdoggy01 problem as well. Has there been a solution found for the problem ?
CliftonJD Posted January 20, 2016 Posted January 20, 2016 Just wanna ask, when you force align during the animation, do you get a few second clip on Rough Standing then switch back to the DD_ZAP_Doggy01? Coz that's what I got with my problem. on the player character or on the other character ? I think a video is more explicit than trying to explain, see attached capture (05).mp4 (ziped because I cant upload .mp4 directly) you can see at the beginning that both character start with some normal SL animation, then, at 0:16 the DD_ZAP_Doggy01 animation is applied on the player character, but not on the other character, which continue to play the original animation. then, at 0:33 I hit the "realign actor" key, we see both characters animation are reset, but the devious animation is only reapplied on the player character, the other character get no animation at all and is reset to idle. is this still the issue you're getting I have the Zapdoggy01 problem as well. Has there been a solution found for the problem ? I had that same issue with that anim before Christmas, but I had to take apart my mods list over the holidays, made it for a rated G environment... when I started rebuilding my mods I used the newest version of sexlab this time rather than upgrading over the previous versions and I installed it over a running save, not a new game now what happens instead is only the 2 actors out of synch with time and space - animating about a foot away from each other, the re-align act9ors key fixes the timing now if you wait til the right time in the animation to synch Or instead what will happen with this and many arrok anims is the animation gets stuck at that point and has to be stopped manually
permidion Posted January 28, 2016 Author Posted January 28, 2016 is this still the issue you're getting I have not tried again, for now im staying with SL 1.59 but unless an updated version of Zaz is out, it's not fixed.
lampuiho Posted February 15, 2016 Posted February 15, 2016 oops, I posted on zaz thread before finding this thread. hope it gets fixed soon.
CliftonJD Posted February 15, 2016 Posted February 15, 2016 oops, I posted on zaz thread before finding this thread. hope it gets fixed soon. either way you found the right thread as min mentioned above it is a problem with zaz specifically the zap filter they put into dd
lampuiho Posted February 24, 2016 Posted February 24, 2016 OK The reason is zaz tries to play the animation AggrDoggyStyle but there is probably some problem with it. EDIT: I notice that it tries to play the animation twice and the second time it plays it stops.
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