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If the cell is not playable, i.e. not navmesh for NPC, there is zero value of spending your time in linking it to Skyrim World.  The only reason for using the cell will be for testing and anyone who doe not know how to use console command "coc" should not be using this cell.

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I agree with you...it´s no cell to play with...from this serious point of view, we should let it, how it is. (Navmesh or no navmesh...it´s a furniture exposition and testing-hall)

Thank you for this reply.

If the cell is not playable, i.e. not navmesh for NPC, there is zero value of spending your time in linking it to Skyrim World.  The only reason for using the cell will be for testing and anyone who doe not know how to use console command "coc" should not be using this cell.

 

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whipping marker: 

 

 

in the picture you can see the marker in game, same way it´s how it is looking in Creation Kit...

Don´t worry about that for now-in the real skyrim world, you will LATER see NOTHING of that marker.

 

 

 

 

 

 

 

 

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for all the hottest scenes: pyromaniacs can now set up fire where they like...it´s made for the pyre, but also universal usable....

 

-if you want a burning torch inside of the holder, you have to put one there...or copy-paste the stuff into your wanted mod.../area...that torch you put there is of course removable and stays inside your inventory...you can select, if the torch will be replaced after leaving cell and a later return, or if the torch shall be staying permanently (by Creation-Kit-settings-only)...

 

 

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All Furniture Marker are back and some got added...all resisting in one corner for quick testing...furniture markers CAN NOT be seen in game but can be useful, if you want your sub/victim  to be tied to stuff that is not in this pack.... :)  :D ...in fact you can put the place everywhere where you like...for a exactly trimming, you have of course to test the furniture ingame...

...this is one of the nicest features of this new stuff

 

-wooden "hooklets" are also added in all different sorts

-added a huge bridge system with two static pillories that are available now by furniture markers (same you can ddo with the markrath-gallow stage that has also two of the static pillories, now this stuff is use-able if needed - and don´t forget about my custom pillory-platform....

 

(crux-nailed alignment is now corrected)

 

266 Fnis-created furnitures come in over 900 variations in the cell so far....and-it´s working;-)

[it works also with 600 fnis-furnitures,-I tested it in the past- .....anyway I promised, not to go over 300...with FNIS 6.3xxl]

 

 

 

what needs to be done.....

 

 

 

 

 

 

 

 

 

 

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The pack is like a "porsche" under the modders hands.....I put some little stuff into the game-you have at once what you want...the overview is simply immersive...

...I go on with the next stuff....................

Release it ! Seeing all thoses pictures, you tease, i can't wait anymore :) lol !

 

It will be so awesome :)

 

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You are not joking here. Skyrim just doesn't seem to like anything near the "thigh" area. I have to wonder how the DDa guys did it considering the leg cuffs have minimal clipping (at least as far as I've seen). Then again, they are on a whole other level from me. I'm just bashing together 7B > UUNP conversions (and doing it "right" this time).

 

I'm having issues with my favorite mt_idle and the Slave chains. Since my character "pushes" her hip out to the side, the equipped mesh does NOT like that, even though it has zero clipping in default poses. The Shibari also has some minor clipping issues in the waist area. But I like big hips.

 

Still, I got the work done I wanted to get done. Admittedly, if I lowered the BigTorso slider, I have much less issues with clipping. Maybe I should just play a skinny mage.

 

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I also experimented with over knee rope, but I gave it up again, I did not exactly find the suiting bone for it...has to be "upper"-leg...I d k the name without seeing the skeleton. Maybe I´ll try it again...

 

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if you play always the clothes with one body-size (and dont use the slider(s)...then you can simply create ONE suiting body-and-chain-rope-clothing modell for your personal taste and use it...I d the same for a long time...a special outfit has only one look and is not working together with bodyslider...you can load the stuff by outfit-studio import clothing...then edit it and later export it with your body...that way you can change everything and its always how you want it-bodyslider is putting lot of stuff to look randomly and sadly not ideal....

 

 

-corset is custom body

-tunika has the "preset" of bodyslide 

-scimpy dress has "long hangers" and different waist/more beautiful legs (sadly not possible with bodysliders)

(and that stuff (corset and scimpy-dress) is/are not ready yet...beside I am correcting little parts again and again, how I like them to look like)

 

 

body-models are not created in calientes stuff (that would not work properly)

 

 

 

do not worry, also the zap-cuffs are clipping...at least if your character will be bend somehow sub-advanced, you´ll get a clipping also from DDxyz...it´s simply normal...

 

You are not joking here. Skyrim just doesn't seem to like anything near the "thigh" area. I have to wonder how the DDa guys did it considering the leg cuffs have minimal clipping (at least as far as I've seen). Then again, they are on a whole other level from me. I'm just bashing together 7B > UUNP conversions (and doing it "right" this time).

 

I'm having issues with my favorite mt_idle and the Slave chains. Since my character "pushes" her hip out to the side, the equipped mesh does NOT like that, even though it has zero clipping in default poses. The Shibari also has some minor clipping issues in the waist area. But I like big hips.

 

Still, I got the work done I wanted to get done. Admittedly, if I lowered the BigTorso slider, I have much less issues with clipping. Maybe I should just play a skinny mage.

 

attachicon.gifShibRSCTest.jpg

 

 

 

 

I also experimented with over knee rope, but I gave it up again, I did not exactly find the suiting bone for it...has to be "upper"-leg...I d k the name without seeing the skeleton. Maybe I´ll try it again...

 

 

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NEW FNIS INFO.....I´ll test that tomorrow...if nothing will stand against it...

(proper spell cast direction seems to be an external stuff as I could see from the pack so far)

If it allows more animation for one mod, then I will actually swap to the new version and I hope that it will be compatible, so far I create the

BEHAVIOR-FILES :dodgy:  :dodgy:  :dodgy:

 

I will have a look onto the guide....

 

from the readme so far.....I don´t see any changes in structure-only more animation and it´s fixes....seems to be not important, if I use the old one or this new one for generating a behavior-file....isn´t it ???

 

Recent Change(s)

2017/09/21
FNIS Behavior 7.0 Beta:
-Generator exe file working for both Skyrim and Skyrim SE (download files are still different, since some supporting files differ)
-Increases the maximum number of animations from 8000 to 10000 (get XXL optional file which supports 20,000 files)
-Fixes an error 9 bug (index out of bounds) when generating with more than 10,000 animations in XXL version
-Added a temporary HKX File Compatibility Check between Skyrim and SSE. That will find the cause of t-pose when mixing Skyrim and SSE files.
-Included a reduced version of
Proper Spell Cast Direction. PSCD's arm, hand and neck twist are omitted, as they have caused trouble in certain animation types (bow, animated object).
-Changed/added patches for TK Dodge version 3 and other tktk1 mods, and for Centaur Race Alpha WIP.
-Added/changed language files for Swedish, Serbian, and Korean. Thank you Xarec, Kavij, nyaamolip.
-Various minor changes (layout, installation checks, ..)

Note: The optional FNIS 7.0 XXL Beta (20,000 animations) will run slower on PCs with little memory.
It is also likely, that using mods with a total of more than 10000 animations will increase the likelyhood of load CTD. How much? I don't know. Use at your own risk.

 

© by fore

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NEW FNIS INFO.....I´ll test that tomorrow...if nothing will stand against it...

(proper spell cast direction seems to be an external stuff as I could see from the pack so far)

If it allows more animation for one mod, then I will actually swap to the new version and I hope that it will be compatible, so far I create the

BEHAVIOR-FILES :dodgy:  :dodgy:  :dodgy:

 

I will have a look onto the guide....

 

from the readme so far.....I don´t see any changes in structure-only more animation and it´s fixes....seems to be not important, if I use the old one or this new one for generating a behavior-file....isn´t it ???

 

 

 

I'm already using FNIS 7 xxl with TUFP 1.3...  So far no issues or problems.  But I do not have the new things you are working on yet.

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If I now will use the FNIS 7 generator and generate the BEHAVIOR-file, it may have any issures or problems LIKE IN THE PAST...IF THE PACK AFTERWARDS IS NOT ANYMORE DOWNWARD-COMPATIBLE, WE HAVE AGAIN A TERRIBLE NONSENCE...

 

BTW, I do not really understand, why the behavior-file of 7.0 has finally been created with FNIS 6.2/3.....The ZAP-PACK is not containing any stuff that would be depending of creating a behavior-file in any difference compared to the old pack....(zap does not handle alternative animations)

 

 

I´ll spare additional animations and I will close the pack for new animations in some hours as is.

 

A FNIS-7-BEHAVIOR FILE-VERSION HAS TO BE CHECKED - I´m not sure, if I will use FNIS 7 so far.

 

ON THE OTHER HAND, I´d like to prepare a 6.11-fully-compatible-version...the testers should check out both versions and give me a feedback of both packs later.

 

 

 

 

And here are some very useful animations, that come from "vanilla"...and they are now play-able for everybody..(without scripts of course)...will be continued tomorrow...(all this markers are not visible....some of them could be set in a special new furniture-context: the laying pose could be directed with a newly created  "skyrim-bath-towel", special table, suiting stone with concave hole....and so on....special wooden formed new stuff...for sitting and sleeping....

 

NEW FNIS INFO.....I´ll test that tomorrow...if nothing will stand against it...

(proper spell cast direction seems to be an external stuff as I could see from the pack so far)

If it allows more animation for one mod, then I will actually swap to the new version and I hope that it will be compatible, so far I create the

BEHAVIOR-FILES :dodgy:  :dodgy:  :dodgy:

 

I will have a look onto the guide....

 

from the readme so far.....I don´t see any changes in structure-only more animation and it´s fixes....seems to be not important, if I use the old one or this new one for generating a behavior-file....isn´t it ???

 

 

 

I'm already using FNIS 7 xxl with TUFP 1.3...  So far no issues or problems.  But I do not have the new things you are working on yet.

 

 

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and the rest of the poses...cleaned out some old furnitures, that are now replaced exactly by VANILLA animations

 

-3 poses: standing, sitting and laying

-2 multi-animated sleeping poses on right and left sides on hay and on the bedroll (with lovely lantern)

 

 

i´ll add now furniture-typical stuff for the sit-ledge/legged/laying pose-markers, so that it can be also be used visibly....

 

the quad bed -just right now ready made-will be a "simple" furniture to sleep with 4 (3) npc together, or use the upstair laying places to get a new "perspective"

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...............

the whipin´girl´s animation "strappado" is with massive error (missalignment with an arm bone), result:  one arm is sadly flickering....SHALL I LET IT OR SHALL I CREATE AN ALERNATIVE NEW ONE??? (same has been with the rape-maschine animation and I made a new one)

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...............

the whipin´girl´s animation "strappado" is with massive error (missalignment with an arm bone), result:  one arm is sadly flickering....SHALL I LET IT OR SHALL I CREATE AN ALERNATIVE NEW ONE??? (same has been with the rape-maschine animation and I made a new one)

 

I think you should make a new one.  The original whipping girl stuff was made with less expertise and persistence than you have, so I think you could do better.  Having the animation include some struggling would be an improvement.

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I think you should make a new one.  The original whipping girl stuff was made with less expertise and persistence than you have, so I think you could do better.  Having the animation include some struggling would be an improvement.

 

 

Seconded :)

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Thanks for your trust in me...I´ll recreate a congruent pose....

 

...............

the whipin´girl´s animation "strappado" is with massive error (missalignment with an arm bone), result:  one arm is sadly flickering....SHALL I LET IT OR SHALL I CREATE AN ALERNATIVE NEW ONE??? (same has been with the rape-maschine animation and I made a new one)

 

I think you should make a new one.  The original whipping girl stuff was made with less expertise and persistence than you have, so I think you could do better.  Having the animation include some struggling would be an improvement.

 

 

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That's not a bad idea at all. I'm still cobbling together my own mashup now that I can convert most of my old 7B stuff to UUNP and customize it to work with the body I want. I'll then likely just create a follower out of my current character. As part of this, I want to add some basic dialog of "Let's tie you up" and "Wear your X set."

 

I guess it wouldn't be hard to apply that to any follower.

 

I'm just still in the process of finishing out my conversions. I did this with your Body Bondage rope. I found some followers with their own Bodyslide preset files. The only annoyance was having to create new armor equips for them in the CK.

 

 

if you play always the clothes with one body-size (and dont use the slider(s)...then you can simply create ONE suiting body-and-chain-rope-clothing modell for your personal taste and use it...I d the same for a long time...a special outfit has only one look and is not working together with bodyslider...you can load the stuff by outfit-studio import clothing...then edit it and later export it with your body...that way you can change everything and its always how you want it-bodyslider is putting lot of stuff to look randomly and sadly not ideal....

 

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Armor is a very difficult  expert stuff-

some ladies are blessed and create the finest stuff we can´t imagine...

my clothing stuff is only pre-alpha or something like that-but I do some difficult things with skirts....

everything  lacks here and there...maybe one day I can learn to use ZBrush and to work with the texture painting software...

textures are so much important...same for "tree developing"-I made some trees with 3dsm and a special plugin, and I also have speed-tree-it´s unbelievable, but such real trees can´t be put into skyrim (every leaf is unique and with different ankle)...even 3dsm is not correctly exporting such huge files to NIF-formats...

it would be really amazing, but skyrim can´t handle such realistic details-no way...

 

...finally I have imported from vanilla a very BASIC animation - that is now as furniture on hay and as marker available....

 

I´ll finish tonight with the gibbet lifts and then I will begin with the rest....

 

As you can see from the last two pictures, I have ALL the markers put on one corner inside the cell, this is much more better than to seek for the theme of furniture...this corner has them all together-a click on the marker will also show at once it´s name....this should be handy enough (a fiew of them are hidden because of the perspective)

 

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Finally the first Gibbet-Lift has started it´s job...

because I wanted to get rid  of any furniture, that teleports the character into the gibbet and blocks it´s physically way somehow, I added a fine teleporter-rug who allows an easy access to the gibbet and back out....(basic idea (script) is by musje :o -I only minimized the script and got rid of not needed letters and sentences :cool: -I was then surprised, that it worked!)

 

...this device let your character die if you don´t have any npc, who will help you back out....

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(automatically translated)
 You always put the sleeping bags on the contrary.

 

and the rest of the poses...cleaned out some old furnitures, that are now replaced exactly by VANILLA animations

 

-3 poses: standing, sitting and laying

-2 multi-animated sleeping poses on right and left sides on hay and on the bedroll (with lovely lantern)

 

 

i´ll add now furniture-typical stuff for the sit-ledge/legged/laying pose-markers, so that it can be also be used visibly....

 

the quad bed -just right now ready made-will be a "simple" furniture to sleep with 4 (3) npc together, or use the upstair laying places to get a new "perspective"

 

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The Zap-Rack-Problem:

 

(solved)

 

In the early morning, I was again reading thru the lines of our ZAP Pack and found a nice picture with a face-back animation....so I went to look for it...and sadly I have been fooled...both offered the same pose : ZazAPCAO211 and ZazAPCAO212...I checked that also by converting them and so I had the same result inside my havok-animation-player....anyway, I did not like to touch the originals and decided to create a common BACK-FACE torture rack animation, same style that I saw on the pictures. This backface animation is now coming with a different "custom rack", that is specially created for that pose, so that the breasts of female-actors are free hanging...I think-that is, what we want to have....at the same workaround, I saw the zap-rack-conversion and discovered a missing alpha-texture-blend. I added this alpha blend again to the zap-racks and to my variations and "tadaaaaaa"...we have a real vanilla-looking new rack inside of zap!  (I will add a convex-rack with face-to and face-back-animations) in some hours.... :D  :D  :D

 

(the third pic is showing the racks before the cosmetical change)

 

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The rack will come in different driven positions, I´ll add 2 different stages to the vanilla one and then I will add "convex" forms in two positions....the expert will have noticed, that the belts in this position will keep the victim in place :D . ...and two new guide-rods had to be added to allow this extrem ankle of the rack....

 

...break;-)

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