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Zapdoggy


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Posted

Example >>> Zapdoggy

 

   The bound zaz animations seem to be the most messed up for me, or tend to mess up a lot.

 

   I would like to just disable this one, and some other Zaz animations that seem to constantly mess up, but in sexlab I am unable to find those particular animations, I am assuming this is because zaz puts them together on the fly.

 

  So how can I asy I hope, hunt them down, and zap them ?? 

Posted

   That was the first thing I did, but the name does not appear in the Sexlab menu where you may turn them off or on :s

 

   I assume this is because I was told not to register the zaz animations with sexlab by a DDI specialist or technician, as they are supposedly built on the fly by the zaz scripting.

 

   They were very adamant, and almost rude, as to this being and absolute no,no, so I do not register them.

Posted

as they are supposedly built on the fly by the zaz scripting.

Can sure see why disabling would be the easiest.

What about alternative of swapping out the anims with ones you like?

reference: Data\meshes\actors\character\animations\ZaZAnimationPack\FNIS_ZaZAnimationPack_List.txt

It's kind of the back door to what anims are played.

Posted

 

as they are supposedly built on the fly by the zaz scripting.

Can sure see why disabling would be the easiest.

What about alternative of swapping out the anims with ones you like?

reference: Data\meshes\actors\character\animations\ZaZAnimationPack\FNIS_ZaZAnimationPack_List.txt

It's kind of the back door to what anims are played.

 

 

   Not a bad idea, but i think I might have to actually delve into the zaz scripting, if they are building the animations on the fly, and this would be a major no, no with any resource.

 

      Also right now I have moved to many of my main resource over from the main steam folder to my MO folder, and right now I can not even mod, my own mod's, that I have been working on..

 

   There is a way to do this, or everyone keeps telling me there is a way to script in MO, but I have changed papyruscompiler to 32bit+, and attempted to follow every "I know how to do it" tutorial I could fine, and I am still unable to script from MO.

 

   I love MO for playing mod's, it is fantastic, and I do not want to go back to the one, and mostly only one profile provided by the Main folder.  [ I also to not want to trust one of those profile manager, if I can avoid it at all, there all just to flaky ]

 

So for now i am not scripting :s , and not modding other than simple enchantments, cell building, and external cell building, and dialogue, but with out a way to compile scripts, no major modding of any kind right now.

Posted
    There is a way to do this, or everyone keeps telling me there is a way to script in MO, but I have changed papyruscompiler to 32bit+, and attempted to follow every "I know how to do it" tutorial I could fine, and I am still unable to script from MO.

 

Isn't Zaira using MO?  Thought I read that.

MO sounds pretty lovely with all those quick swap profiles.

 

 

 

 

 

 

Posted

  MO is wonderful, but it is hard for me to figure out just what I need to do to get scripts to compile, seems like every tutorial I find has a little different Idea.. nothing clear cut.

 

  I think I am onto maybe something, in setting up a bat file to point to the stupid, separated from the ESM, and ESP script's, giving the very stupid, and slow Papyrus knowledge, by grabbing its hand, and placing it on the exact door nob it need to open..  Maybe this will work.

 

   when they separated the script from the ESP, and grabbed on to papyrus, so they could easy make games for console. the scripting ability of Eldar scroll games went really stupid, but not only that it went really slow.

 

did you even notice how long it takes sometimes for something as simple as swapping a sword can take in Skyrim.  even worse how long sometimes a simple clothing swap can take.  I mean if the papyrus script pipe line is clear { or if you want the script load is low } these things happen fast, but if not.... it may chunk all of them, and re-load them all, and some never get reloaded, because there Event was missed, so suddenly, you have a piece of something stuck on you, or something that should have been placed on you will not ever get there.

 

   Papyrus is Trash { It is also stupid that they did it, as all next generation consoles are Computers, and handle everything pretty much the same way Computers do (everyone knows Sony's graphic handling in chunks was one of the main problems) }.    But I want to mod so I need a way to get it working in MO, I do not want to go back to NMM, and one profile, turning off, and on the mods I need, and returning to and earlier save, nor do I want to trust my saves to some ones Character swapping Profile manager.

 

   So I will keep looking for a way to get it working.

Posted

With all your helping out in ME, I would be so surprised if zaira wouldn't give you a quick rundown about their process via PM, if you haven't asked already.

Would imagine zaira's process is pretty optimized.

 

Didn't know about Papyrus history.  Thanks.  Just started Skyrim this late summer. 

Still learning about Papyrus and the hiccups that come with it.

Saw some doozies in Papyrus log already.  Eyerolled alot.

 

 

 

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