zaira Posted November 26, 2016 Author Posted November 26, 2016 The mod dependencies are visible on the mod download page - as usual.
danta Posted November 26, 2016 Posted November 26, 2016 Again I have got them all as far as I can tell
zaira Posted November 26, 2016 Author Posted November 26, 2016 I have repacked the mod - I forgot to ESM-ify it.
minibw Posted November 27, 2016 Posted November 27, 2016 Can I ask how the strangulation collar works? Right now it just has a +1 Breathless effect and inhibits fast travel or resting no matter how long I wait. Should it get worse the longer it stays on, or is that it for now?
niceboatu Posted November 27, 2016 Posted November 27, 2016 Got a problem with MOM milking cup. If I equip it under an armor then unequip the armor, the game will CTD. equip it without armor is fine.
zaira Posted November 27, 2016 Author Posted November 27, 2016 Currently I'm busy with ME and some ZEP additions. After next release I'll see I assumed when you said you needed the Tied to the bed, struggling, you meant it. I hope FunnyBizNess does not lose interest. Right now All FunnyBizNess needs is your description of what you want the animations to do. Of course - I have plans for next release after next ME
smiegle2 Posted November 27, 2016 Posted November 27, 2016 So i'm lost, how do you get the new furniture and restraints/enchantments?
nameless701 Posted November 27, 2016 Posted November 27, 2016 So i'm lost, how do you get the new furniture and restraints/enchantments? You need the next version of ME
zaira Posted November 27, 2016 Author Posted November 27, 2016 Yes with next ME you can spawn device everywhere
smiegle2 Posted November 27, 2016 Posted November 27, 2016 This is a modders resource only So console commands or a mod that uses the resources such as ME, got it.
downjonsie Posted November 27, 2016 Posted November 27, 2016 Not sure if reported. Only read first and last two pages. The vaginal(arousal anim+moan) plug bugs when in combat. So far noticed having weapons out and removing plug>player in perpetual non-combat anims, weapons in hand, can't sheath etc. And when the anim is to play when weapons are equipped
darkevilhum Posted November 28, 2016 Posted November 28, 2016 Currently I'm busy with ME and some ZEP additions. After next release I'll see I assumed when you said you needed the Tied to the bed, struggling, you meant it. I hope FunnyBizNess does not lose interest. Right now All FunnyBizNess needs is your description of what you want the animations to do. Of course - I have plans for next release after next ME Some done, will need FNIS integration or so I'm told, I really had to screw around with the objects to get it to work the way I wanted. Let me know how it goes Zaira, previews included in the file and in spoiler. Note, the cane in the mouth for the standing animations is only there because I was too lazy to remove it . You can delete that animObject if that's not what you wanted etc . Oh, I almost forgot, I believe the mouth/mfg stuff to open the mouth is also done through FNIS? What you see in the previews was just me using racemenu expressions. (NSFW previews). Update: v0.2; Added the closed knee kneeling pose. Haven't tested it in game yet. (More stuff to come, struggling with hogtied movement, it's so... weird. And I'm not comfortable with gallows animations so I'll leave those to someone else! Dark's Maria Eden Animations v0.2.zip
zaira Posted November 28, 2016 Author Posted November 28, 2016 Wow - that's awesome: These poses are so good that I will integrate them ASAP in ZeP and use them for MariaEden
Musje Posted November 28, 2016 Posted November 28, 2016 Yeah they are nice. Great to see so much good content lately
darkevilhum Posted November 28, 2016 Posted November 28, 2016 They would be useless without the hours of work put in by Zaira and other modders
zaira Posted November 28, 2016 Author Posted November 28, 2016 Yeah they are nice. Great to see so much good content lately It is not late : Skyrim is still the only existing platform where you can create playable BDSM content in a quality above comic style. Fallout fails because missing SKSE
skyrimfet Posted November 29, 2016 Posted November 29, 2016 Hi, i know that this topic was many time before in this thread but i still dont have crawl animation im using zaz animation pack 6.11 (with path) new FNIS (spell,creature and behavior (XXL)) new, latest version of this extension pack (1.04.1) new DD sexlab 1.62 Heretical Resources 1.41 or 1.4 i have no problem with animations from another mods ( i know about FNIS generator it seems like problem with one of script... i got in papyrus log its output related with put harness on actor: [11/29/2016 - 01:05:15AM] ERROR: Property zbfxmain on script zbfxCrawlingEffectScript attached to Active effect 14 on (00000014) cannot be bound because zbfx (12006959) is not the right type [11/29/2016 - 01:05:15AM] ERROR: Cannot call mtIdleBase() on a None object, aborting function call stack: [Active effect 14 on (00000014)].zbfxCrawlingEffectScript.OnEffectStart() - "zbfxCrawlingEffectScript.psc" Line 10 [11/29/2016 - 01:05:15AM] warning: Assigning None to a non-object variable named "::temp1" stack: [Active effect 14 on (00000014)].zbfxCrawlingEffectScript.OnEffectStart() - "zbfxCrawlingEffectScript.psc" Line 10 [11/29/2016 - 01:05:15AM] FNIS aa SetAnimGroup mod: ZazExtensionPack Actor: Suka group: _mtidle base: 0 number: 0 [11/29/2016 - 01:05:15AM] ERROR: Cannot call mtBase() on a None object, aborting function call stack: [Active effect 14 on (00000014)].zbfxCrawlingEffectScript.OnEffectStart() - "zbfxCrawlingEffectScript.psc" Line 11 [11/29/2016 - 01:05:15AM] warning: Assigning None to a non-object variable named "::temp1" stack: [Active effect 14 on (00000014)].zbfxCrawlingEffectScript.OnEffectStart() - "zbfxCrawlingEffectScript.psc" Line 11 [11/29/2016 - 01:05:15AM] FNIS aa SetAnimGroup mod: ZazExtensionPack Actor: Suka group: _mt base: 0 number: 0 [11/29/2016 - 01:05:15AM] ERROR: Cannot call mtxBase() on a None object, aborting function call stack: [Active effect 14 on (00000014)].zbfxCrawlingEffectScript.OnEffectStart() - "zbfxCrawlingEffectScript.psc" Line 12 [11/29/2016 - 01:05:15AM] warning: Assigning None to a non-object variable named "::temp1" stack: [Active effect 14 on (00000014)].zbfxCrawlingEffectScript.OnEffectStart() - "zbfxCrawlingEffectScript.psc" Line 12 [11/29/2016 - 01:05:15AM] FNIS aa SetAnimGroup mod: ZazExtensionPack Actor: Suka group: _mtx base: 0 number: 0 [11/29/2016 - 01:05:15AM] $$ CRAWL :Suka is crawling - TRUE,TRUE,TRUE I hope that this fragmet will helpful and i hope that my case is not hopeless thx for Your time and Your hardwork!
leitermann Posted November 29, 2016 Posted November 29, 2016 how can i place this furnitures or is there a mod who use this things?
WaxenFigure Posted November 29, 2016 Posted November 29, 2016 how can i place this furnitures or is there a mod who use this things? This is a modders resource, you need a mod which uses these or you can open the console and use console commands to work the various bits of this mod.
nosdregamon Posted November 29, 2016 Posted November 29, 2016 how can i place this furnitures or is there a mod who use this things? This is a modders resource, you need a mod which uses these or you can open the console and use console commands to work the various bits of this mod. Or you can fire up Creation Kit and place them yourself, whereever you want.
skyrimfet Posted November 30, 2016 Posted November 30, 2016 I found problem (and fixed), problem is/was related with variable name in script zbfxCrawlingEffectScript that should fix it: Scriptname zbfxCrawlingEffectScript extends activemagiceffect zbfxMain Property MainQuest Auto function Trace(string text) Debug .Trace("$$ CRAWL :" + text) endfunction event OnEffectStart(Actor akTarget, Actor akCaster) bool b1 = FNIS_aa.SetAnimGroup(akTarget, "_mtidle", MainQuest.mtIdleBase, 0, "ZazExtensionPack",true) bool b2 = FNIS_aa.SetAnimGroup(akTarget, "_mt", MainQuest.mtBase, 0, "ZazExtensionPack",true) bool b3 = FNIS_aa.SetAnimGroup(akTarget, "_mtx", MainQuest.mtxBase, 0, "ZazExtensionPack",true) Trace(akTarget.GetDisplayName() + " is crawling - " + b1 + "," + b2 + "," + b3) endevent event OnEffectFinish(Actor akTarget, Actor akCaster) FNIS_aa.SetAnimGroup(akTarget, "_mtidle",0,0,"ZazExtensionPack",true) FNIS_aa.SetAnimGroup(akTarget, "_mt",0,0,"ZazExtensionPack",true) FNIS_aa.SetAnimGroup(akTarget, "_mtx",0,0,"ZazExtensionPack",true) Trace(akTarget.GetDisplayName() + " stops crawling") endevent i changed type in 3th line from zbfxMainQuest to zbfxMain and then changed variable name from zbfxMainQuest to MainQuest - zbfxMainQuest was reported as existing quest name (not found, something is corrupted?) so it was a simple name conflict. compilation without problem and finaly properties set (i had before only "NONE" - now,after my modifications i found correct "zbfx") test in game - positive. im apologize that OnLocationChange not working, after change location script animation is reseted... of course i will not post here my patch becouse i dont want to propagate "fork/wild version" of this mod, so i hope/belive that i made all to help to fix it.
darkevilhum Posted November 30, 2016 Posted November 30, 2016 Hey Zaira, do you know if it's possible to tweak the Wall Shackle animation? If possible I'd like to fix the camera for it so that you can still see your PC instead of it being stuck behind/first person.
galgat Posted December 1, 2016 Posted December 1, 2016 how can i place this furnitures or is there a mod who use this things? actually they should be most of them anyway, be in the Zbftestzone. You could "Coc zbftestzone" If you have jaxon positioner, you could then duplicate the items you wanted, and pick up the duplicate's, and carry them to where every you wanted to set them down, drop them, and position them how ever you want, and then duplicate them again, and pick them up. Then you could go some where else, and place them in another place. Just remember Jaxon positioner seems to only save item in the save file it's self. This means if you start a new save they won't be there. how ever if you continue with that same save, building on it, they will stay in your game.
Aqvaman Posted December 2, 2016 Posted December 2, 2016 Hey. Really great content, I hope you make more. I have a question, hope u don't mind. Does your mod conflict with devious framework or sexist guard dialogue? I know the chance is very slim but in version 1.03 everything worked perfectly, then I update it to 1,04 (also installed the two previously mentioned mods and updated dda, ddexpansion, ddi) and know the harness no longer triggers the proper crawling animation... the clamp stills works the same way with the same animation. Ran FNIS, used loot, all ok. Thanks for your help
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