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ZaZ-Skyrim Resources V.003 Updated 14-09-2012


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Posted

'Skyrims to hard to make animations' They said,

'Its impossible, it cant be done' They said,

 

Excellent work gentlemen, you deserve medals, or something equally prestigious (if not slightly useless aside from decoration)

Posted

'Skyrims to hard to make animations' They said' date='

'Its impossible, it cant be done' They said,

 

Excellent work gentlemen, you deserve medals, or something equally prestigious (if not slightly useless aside from decoration)

[/quote']

 

Agreed! I can't cease to marvel at the fantastic work you've done.

Those poses, those expressions...so delightful ^_^.

Posted

Amazing work! :D I used mod ZAZ Gags.esp and mouthtest.esp. Gags can be used for Khajiits. Unfortunately mouthtest.esp mod worked only when I first started, the next time the game was the mouth closed :-/

post-64962-1359787769809_thumb.jpg

Posted

Amazing work! :D I used mod ZAZ Gags.esp and mouthtest.esp. Gags can be used for Khajiits.

 

IIRC Khajiits don't really need the mouth hack as they have a proper open moth expression to start with. Only humanoid females are missing them.

 

Unfortunately mouthtest.esp mod worked only when I first started' date=' the next time the game was the mouth closed :-/

[/quote']

Well, it would be a two lines script to attach to the gag items to make the mouth open once they are equipped and close once unequipped.

Posted

 

WoW ' date='

And Thank You :) . Love your Screenies . Hope you keep making more .

 

Cheers

 

[/quote']

 

Hehe, thank you. Long as you keep putting up resources, I will find a way to make good use of it (well, in the only way I know how, screens!).

 

 

'Skyrims to hard to make animations' They said' date='

'Its impossible, it cant be done' They said,

 

Excellent work gentlemen, you deserve medals, or something equally prestigious (if not slightly useless aside from decoration)

[/quote']

 

Agreed! I can't cease to marvel at the fantastic work you've done.

Those poses, those expressions...so delightful ^_^.

 

 

Hehe, glad you enjoyed them guys. :)

 

 

Amazing work! :D I used mod ZAZ Gags.esp and mouthtest.esp. Gags can be used for Khajiits.

 

IIRC Khajiits don't really need the mouth hack as they have a proper open moth expression to start with. Only humanoid females are missing them.

 

Unfortunately mouthtest.esp mod worked only when I first started' date=' the next time the game was the mouth closed :-/

[/quote']

Well, it would be a two lines script to attach to the gag items to make the mouth open once they are equipped and close once unequipped.

 

 

Could you point me to where I might figure out how to do this? Or if you know and want to modify the .esp yourself, by all means please do (though I still don't mind learning if you can point me in a direction). Really glad you added the mouthtest.esp though. I guess I haven't really been keeping up, but I noticed that the female shout expression didn't work at all without it. With puppeteer and this esp, I can finally open anyone's mouth at any time (PC as well) with the puppet figurine. Thank you for that.

Posted

Could you point me to where I might figure out how to do this? Or if you know and want to modify the .esp yourself' date=' by all means please do (though I still don't mind learning if you can point me in a direction).

[/quote']

 

Fair enough. I havent tested it myself, but this should work:

 

Go to your gag item, attach a new script and add events for equipping and unequipping. Then set the expression override to shout or clear it.

 

So it would look like this:

Event OnEquipped(Actor akActor)
 akActor.SetExpressionOverride(16, 100)
endEvent

Event OnUnequipped(Actor akActor)
 akActor.ClearExpressionOverride()
endEvent

 

You still need to include the two .tri files from my bsa file (I posted the file themself in the other thread too if you dont want to unpack the bsa) for this to work and - as I already wrote in the other thread - its not supposed to be a release thing because I swapped/replaced the expressions rather than copying them, which can cause the lip sync look a bit strange. I will fix this later, but I'm currently working on other parts of my mod.

Posted

 

Could you point me to where I might figure out how to do this? Or if you know and want to modify the .esp yourself' date=' by all means please do (though I still don't mind learning if you can point me in a direction).

[/quote']

 

Fair enough. I havent tested it myself, but this should work:

 

Go to your gag item, attach a new script and add events for equipping and unequipping. Then set the expression override to shout or clear it.

 

So it would look like this:

Event OnEquipped(Actor akActor)
 akActor.SetExpressionOverride(16, 100)
endEvent

Event OnUnequipped(Actor akActor)
 akActor.ClearExpressionOverride()
endEvent

 

You still need to include the two .tri files from my bsa file (I posted the file themself in the other thread too if you dont want to unpack the bsa) for this to work and - as I already wrote in the other thread - its not supposed to be a release thing because I swapped/replaced the expressions rather than copying them, which can cause the lip sync look a bit strange. I will fix this later, but I'm currently working on other parts of my mod.

 

 

Wow, so again, I am completely new to this kind of thing. Hell, I had to look at the Beth CK tutorial because I guess I pasted the code in the documentation string and was wondering why this thing wasn't working! So yeah, had to edit the source and all that. Attached a screen below with how it turned out.

 

With your permission (Mastercchris and Athstai), I'd like to package this all up as a mod to put up in the download section here, make it easy for anyone to use. Of course, credits will be given to you guys for the code and assets. Just would like to make it easily accessible for people to have fun with. Thanks for the consideration! If not, I can just post the modified .esp and the femaleheadtri files and script from Athstai needed to make them work.

 

Also, for some reason, it won't work on npcs when I equip the gag on them, just the pc. Of course, if you have puppeteer installed, you can just set their expression to shout and it'll open their mouth (only with Athstai's femaleheadtri files of course!). Sorry if you already knew that, just wanted to point out that it doesn't work with the npcs.

Posted

With your permission (Mastercchris and Athstai)' date=' I'd like to package this all up as a mod to put up in the download section here[/quote']

 

I sure don't mind. But if you want to be really exact on copyright issues, you would have to ask Beth, because the .tri files are edited files from the vanilla game. Don't think they really care - I for sure don't (and i'm pretty sure many other texture and body mods would have the same issue).

 

Also, for some reason, it won't work on npcs when I equip the gag on them, just the pc. Of course, if you have puppeteer installed, you can just set their expression to shout and it'll open their mouth (only with Athstai's femaleheadtri files of course!). Sorry if you already knew that, just wanted to point out that it doesn't work with the npcs.

 

Thats strange, it should work. Have you tried giving your companion a gag? The only thing I can think of is that if you equip NPCs in the CK with your gags, they never get the Equip event, because they already wear this. To test this you would have to make an NPC equip the gag in game.

But then, it might be also just a normal scripting bug/issue - they aren't excactly rare and I havent used the UnEquipped event before.

 

PS: I like your PC, looks great :)

Posted
PS: I like your PC' date=' looks great :)

[/quote']

 

Hehe, thanks. :) Just an Imperial using Bella's!

 

I tested the gags on a companion, and it works fine when I hand it to them to equip. If I use the console to equip it on anyone though (PC included), it doesn't work. Haven't equipped anyone through the CK, though I imagine it wouldn't work as you say.

 

Removing the gag always works fine though (on npcs as well if I force the shout expression in the first place using Puppeteer).

Posted

I think there's a CK/Skyrim bug to that effect. If you equip something that's in someone's inventory events fire and enchantment effects take place. If you just equip the item on them directly then they events and effects can fail.

 

There's a note on the CK under EquipItem to that effect.

 

You should be able to add the gag to their inventory using addItem, and then make them equip it with EquipItem though, and that should work right.

Posted

I think there's a CK/Skyrim bug to that effect. If you equip something that's in someone's inventory events fire and enchantment effects take place. If you just equip the item on them directly then they events and effects can fail.

 

There's a note on the CK under EquipItem to that effect.

 

You should be able to add the gag to their inventory using addItem' date=' and then make them equip it with EquipItem though, and that should work right.

[/quote']

 

Just tried, both on my PC and an NPC. Additem gag 1 and then equipitem gag, still didn't work.

 

I don't really mind anymore at this point, but if it's something you guys want figured out that could help you, I'll keep trying things out.

 

It's just odd that giving it to a companion and having them equip it works. As you say, must just be something with the equipitem command.

Posted

You Have to use the FormID From the CK for using the gags

 

Eg

XX0000000 ( Where XX is your Load order no. in NMM ,000000 will be form id of the gag, The first 2 letters or numbers have to be replaced by the Loadorder no. in the console)

So the Commands are

 

Go into console mode .

Click Your Npc

AddItem xx000000 1

equipitem xx000000 1

 

Cheers

Posted

You Have to use the FormID From the CK for using the gags

 

Eg

XX0000000 ( Where XX is your Load order no. in NMM ' date='000000 will be form id of the gag, The first 2 letters or numbers have to be replaced by the Loadorder no. in the console)

So the Commands are

 

Go into console mode .

Click Your Npc

AddItem xx000000 1

equipitem xx000000 1

 

Cheers

[/quote']

 

Hehe, I did. The way I typed it in my post was just what I did without typing all the numbers.

 

Also, is it okay to package this up as a mod for the download section here? Credits to you and Athstai, just want people to be able to easily enjoy this by itself while they wait for SSG. If not, I can just post the modified esp with the script files.

Posted

I dont Mind , Please give Credit to GSB Also ,

All the Harness Gags are his Meshes and textures. Rope Bit gag is Mine only

 

Cheers

Posted

I dont Mind ' date=' Please give Credit to GSB Also ,

All the Harness Gags are his Meshes and textures. Rope Bit gag is Mine only

 

Cheers

[/quote']

 

Will do! :) Thanks!

Posted

 

 

Added V.001

2 Animated Objects Crop and Cane

2 Hit Idles (animations)

 

Pillory Static w/o Collision

Pillory as an AO

Pillory Idle ' date=' Pillory Sex M/F ( Animations with 0 offset)

 

Vertical Stocks Static w/o Collision

Vertical Stocks Dildo w/o Collison

Vertical Stocks Idle ( Animation)

 

Remember to Add the Textures In the Data Folder.

 

Cheers

[/quote']

 

I has downloaded and put all of them into the date folder ,but it seems nothing have been changed,neither idle animations nor items.

 

are they must be installed with CK??

 

thank you for sharing all this mods

Posted

 

 

 

Added V.001

2 Animated Objects Crop and Cane

2 Hit Idles (animations)

 

Pillory Static w/o Collision

Pillory as an AO

Pillory Idle ' date=' Pillory Sex M/F ( Animations with 0 offset)

 

Vertical Stocks Static w/o Collision

Vertical Stocks Dildo w/o Collison

Vertical Stocks Idle ( Animation)

 

Remember to Add the Textures In the Data Folder.

 

Cheers

[/quote']

 

I has downloaded and put all of them into the date folder ,but it seems nothing have been changed,neither idle animations nor items.

 

are they must be installed with CK??

 

thank you for sharing all this mods

 

 

Yes, everything here is packaged as a resource for modders, so you won't have anything added in game until you make them in the CK.

 

The only thing you don't really need to go into the CK for are the cane/crop and animations. I haven't actually upgraded to FNIS3 yet and I don't know what has all changed, so what I'm about to say mostly applies to FNIS2_1. All I did to get the cane/crop to work like in my screens is make copes of the animations and rename them to FNISo001, FNISo002, etc. Then I made copies of the cane and crop and renamed them to animobjectFNISo001, etc.

 

So basically, you can make a left swing cane animation, left swing crop animation, right swing crop animation and right swing cane animation by simply copying and renaming those files.

 

Or if you go into the CK, you can make simple weapons out of the cane and crop and just use the animations in FNIS without the animobjects.

 

With the pillory and pillory animations, you can do the same thing (but only with the AO pillory since that is an animobject).

 

For the vertical stocks, you have to go into the CK, make it a static object, and place it somewhere. Also, the textures seem kinda bugged with it, so you have to create new texture sets in the CK and apply them to the stocks (took me forever to figure this out, omg).

 

Anyway, hope this helps you get them to work. If you still need further help, just let me know.

 

By the way, I knew absolutely nothing about the CK before I came in here, but because of these resources, I have learned to do quite a bit. Thanks to you, mastercchris!

Posted

 

 

 

Added V.001

2 Animated Objects Crop and Cane

2 Hit Idles (animations)

 

Pillory Static w/o Collision

Pillory as an AO

Pillory Idle ' date=' Pillory Sex M/F ( Animations with 0 offset)

 

Vertical Stocks Static w/o Collision

Vertical Stocks Dildo w/o Collison

Vertical Stocks Idle ( Animation)

 

Remember to Add the Textures In the Data Folder.

 

Cheers

[/quote']

 

I has downloaded and put all of them into the date folder ,but it seems nothing have been changed,neither idle animations nor items.

 

are they must be installed with CK??

 

thank you for sharing all this mods

 

 

Yes, everything here is packaged as a resource for modders, so you won't have anything added in game until you make them in the CK.

 

The only thing you don't really need to go into the CK for are the cane/crop and animations. I haven't actually upgraded to FNIS3 yet and I don't know what has all changed, so what I'm about to say mostly applies to FNIS2_1. All I did to get the cane/crop to work like in my screens is make copes of the animations and rename them to FNISo001, FNISo002, etc. Then I made copies of the cane and crop and renamed them to animobjectFNISo001, etc.

 

So basically, you can make a left swing cane animation, left swing crop animation, right swing crop animation and right swing cane animation by simply copying and renaming those files.

 

Or if you go into the CK, you can make simple weapons out of the cane and crop and just use the animations in FNIS without the animobjects.

 

With the pillory and pillory animations, you can do the same thing (but only with the AO pillory since that is an animobject).

 

For the vertical stocks, you have to go into the CK, make it a static object, and place it somewhere. Also, the textures seem kinda bugged with it, so you have to create new texture sets in the CK and apply them to the stocks (took me forever to figure this out, omg).

 

Anyway, hope this helps you get them to work. If you still need further help, just let me know.

 

By the way, I knew absolutely nothing about the CK before I came in here, but because of these resources, I have learned to do quite a bit. Thanks to you, mastercchris!

 

thank you very very much!!

Posted

LoL , You Will Learn More this Weekend :P when I Update the Next Package. :P

 

Cheers

Posted

LoL ' date=' You Will Learn More this Weekend :P when I Update the Next Package. :P

 

Cheers

[/quote']

 

expect to you updated package

 

I have a tentative idea to add some voice of gagged females to this mod.it is not hard except a trigger mechanism.

 

the source of the voice maybe form 3d custom girl.this game has dozens of wav file for "MMMMMM.....".

Posted

I can do the trigger, I think ...

 

it should be easy enough. Create a keyword (I was going use SexrimGaggedKeyword); give the gags the keyword; create a quest called SexrimGagDialogue with priority 99 and a global condition of WornHasKeyword SexrimGagDialogue, and then at least one entry for all the idle speech topics. Probably set the info priority to 99 as well.

 

(setting it to 99 so we can have a silence spell override the gag and stop them mmmphing).

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