Jump to content

Recommended Posts

Posted

..this was btw for me the first 4-sit-furniture....thanks for the comment:-))

 

Slave Auctions-Stage is done...now I´ll add the furniture markers, create collision and then I will install it´s furniture - conditions...(probably only one texture possible-I´ll check that out)

 

 

 

You get four different entry point that you can use: - gibbet = right entry, kneeling = behind entry, Slave Pole = front entry and Whipping-Pole = left entry...

-if you are common with that directions, you can sit automatically inside of the furniture you have choosen by direction...ähm...the npcs will take, what is free, until the whole furniture is FILLED UP...if you use this for followers, you have to direct the exactly entry point...if you use it for slaves and quest-mods, you can exactly keep to the conditions of the enter-points or use the parameters of AI-packs...that´s it!

 

p.s. last 4 pics show the directions of all four entry-points

p.s. the setup on the market-place of whiterun is only for tests ,  and not coming with this resouce !  This is only a test for this "quad-furniture" use

 

(this furniture was specially created for a request, to have a spawnable furniture of an slave-auction-stage,  that can be put ingameby one click with "skyrim-positioners", but it can of course be used by the Creation-Kit inside of your mod(s))

AMAZING!!!

 

 

Posted

hast du schon Partner gefunden,die entsprechende Sexanimationen für die Betten und andere Möbel erstellen?...Das würde deine Möbel richtig interessant machen.

 

Google-translation

have you already found partners who make appropriate sex anions for the beds and other furniture? ... That would make your furniture really interesting.

Posted

@ T.ara

 

Can I ask a quick question, please?

 

Are you going to be as kind as give permissions to mod authors to use the assets in your pack without their having to make the whole pack/all ZAP a fixed dependency?

 

There's a huge amount of content, but to help people keep their games saves etc as light as possible, there could be merit in allowing individual item use.  It would be a shame if any folk passed by your creations, and they didn't get the exposure they deserve, because modders couldn't maybe just use the one or two bits they needed.  Some mods already incorporate a few assets from other creators to very good effect

 

Are you able to give any advice/reassurance on that? 

 

TIA

Posted

@nameless

 

Hi, wer dies möchte, muss sie erstellen und ich baue sie ein-oder sie werden von SexLab aus gesteuert und in anderen mods verwendet.

Das ein - oder andere kommt noch hinzu. Ist aber bei mir dann eher sanft.

Ich habe allerdings das Gefühl, dass eine intensive Arbeit indes kaum einer durchhält. Falls Du mit ins "Boot" möchtest: gern !

 

 

About animation-add-ons for different furnitures:

If somebody can create such stuff, you are of course invited-but it is a very work-intensive "job"...it´s a job for month !

 

 

hast du schon Partner gefunden,die entsprechende Sexanimationen für die Betten und andere Möbel erstellen?...Das würde deine Möbel richtig interessant machen.

 

Google-translation

have you already found partners who make appropriate sex anions for the beds and other furniture? ... That would make your furniture really interesting.

 

Posted

huh, my answer has been too long, so I had to log-in again - in this case, more short:

 

-no offsets go to different other mods

-no animations and furnitures go to other packages

 

Permissions: the authors: zazChris, ZAX - and of course all the authors inside their credits, and then me. So ask us for any wishes you have.

 

I offer that pack only like it will be done.

I´ll take care for updates and I´ll try to help, if something goes wrong (some little support).

 

@donkey...this question is the question to let a huge resource bleed out and same time more stuff with same content let to appear, that will damage gameplay or skyrim setups  - for now there are enough issures of missmatching mods if you look inside the threads of the main-quest-mods so far...once you told it exactly to me: ".....to avoid confusion....", we use the stuff inside of zap - yes, right!

 

So the answer is "No" permission.

 

 

 

About resources...

 

-this mod is not "more heavy" than zap 7.0

-If you have a weak computer, you can play with this mod

-If you have not enough space on the harddrive, than deinstall other mods and install this one :cool:

-if your laptop or desktop-system is handling skyrim, you can install this mod and enjoy its´s power with some new coming quest-mods (i´ll also prepare new stuff)

-If your computer doesn´t work well with skyrim, do not install this mod (the mod wil not make it better)

-shuttering graphics inside the HUGE test-zone is alright and normal (it´s because there´s no technical optimisation created for that cell yet)

-animation-to-furniture misalignment is possible (normal)

-again: the game does not load the testcell to the engine until you are not going inside there...your gameplay is not "weaker" (there´s only a cell-adress more inside of skyrim)

 

 

p.s-normally this belongs to the prologue/outro of any mod...

 

@ T.ara

 

Can I ask a quick question, please?

 

Are you going to be as kind as give permissions to mod authors to use the assets in your pack without their having to make the whole pack/all ZAP a fixed dependency?

 

There's a huge amount of content, but to help people keep their games saves etc as light as possible, there could be merit in allowing individual item use.  It would be a shame if any folk passed by your creations, and they didn't get the exposure they deserve, because modders couldn't maybe just use the one or two bits they needed.  Some mods already incorporate a few assets from other creators to very good effect

 

Are you able to give any advice/reassurance on that? 

 

TIA

 

Posted

 

huh, my answer has been too long, so I had to log-in again - in this case, more short:

 

-no offests go to different other mods

-no animations and furnitures go to other packages

 

Permissions: the authors: zazChris, ZAX - and of course all the authors inside their credits, and then me. So ask us for any wishes you have.

 

I offer that pack only like it will be done.

I´ll take care for updates and I´ll try to help, if something goes wrong (some little support).

 

@donkey...this question is the question to let a huge resource bleed out and same time more stuff with same content let to appear, that will damage gameplay or skyrim setups  - for now there are enough issures of missmatching mods if you look inside the threads of the main-quest-mods so far...once you told it exactly to me: ".....to avoid confusion....", we use the stuff inside of zap - yes, right!

 

So the answer is "No" permission.

 

 

 

About resources...

 

-this mod is not "more heavy" than zap 7.0

-If you have a weak computer, you can play with this mod

-If you have not enough space on the harddrive, than deinstall other mods and install this one :cool:

-if your laptop or desktop-system is handling skyrim, you can install this mod and enjoy its´s power with some new coming quest-mods (i´ll also prepare new stuff)

-If your computer doesn´t work well with skyrim, do not install this mod (the mod wil not make it better)

-shuttering graphics inside the HUGE test-zone is alright and normal (it´s because there´s no technical optimisation created for that cell yet)

-animation-to-furniture misalignment is possible (normal)

-again: the game does not load the testcell to the engine until you are not going inside there...your gameplay is not "weaker" (there´s only a cell-adress more inside of skyrim)

 

 

p.s-normally this belongs to the prologue/outro of any mod...

 

@ T.ara

 

Can I ask a quick question, please?

 

Are you going to be as kind as give permissions to mod authors to use the assets in your pack without their having to make the whole pack/all ZAP a fixed dependency?

 

There's a huge amount of content, but to help people keep their games saves etc as light as possible, there could be merit in allowing individual item use.  It would be a shame if any folk passed by your creations, and they didn't get the exposure they deserve, because modders couldn't maybe just use the one or two bits they needed.  Some mods already incorporate a few assets from other creators to very good effect

 

Are you able to give any advice/reassurance on that? 

 

TIA

 

 

@T.ara

 

Thanks for the very complete reply

 

To avoid any confusion, I agree that nothing should be used without any mod authors permission, and I hadn't meant to suggest that people just use the assets as and when they please.  I'm sorry if I was not as clear about that as I intended

 

I understand you to mean, however, that you would not always automatically refuse any modder the chance to use something particular, as long as they asked permission first and discussed exactly what was planned with you.  ie, you would not just say 'No' every time 

 

If so, that would be really good.

 

Thanks

 

 

Posted

Some small parts have issures, then it´s complete....

 

-this is now a "grown up" set and very flexiable 

-the entrance has now also a stair (optional mesh)

-all corners come with or without candle holders

-the building process is floor orientated:...all parts MUST be suiting into the same direction if it shall be absolutly perfect...

-individual designing: I added a floor gap and a side wall for creating massive sized halls ... 

-"door - gate" exits on all the needed walls leading into in all 4 directions

-some parts have to be fine tuned: the door and the stairways (they have not been on the grid and it´s quite okay that way)

 

 

ps. the alignment of doors are not exactly tuned on the pics

 

 

 

 

post-1454928-0-46948500-1509471763_thumb.jpg

post-1454928-0-80467500-1509471826_thumb.jpg

post-1454928-0-42040200-1509472332_thumb.jpg

post-1454928-0-02987900-1509472393_thumb.jpg

post-1454928-0-50388100-1509472432_thumb.jpg

post-1454928-0-48010000-1509472500_thumb.jpg

Posted

Can i make suggestion? To add some X-like furniture. Like tilted x-cross, raised x-cross or upside down animation?

 

Oh, well, and if i'm already out of my perfect lurking, i should say, that you are the master of sadism: showing us all those perfect animations without possibility to test it. Villainous, indeed :D

Posted

I agree, more x-cross variations would be perfect, but as far as im concerned, after releasing this new zaz pack, you should take a well earned break!

Posted

lol, I really am no sadist...not i real life, not in game:-)

I´m soon ready to go....for upload...

I´ll fix the jail-pack-contence, while it is tested and I prepare now the last stuff to be with different textures and tonight I´ll go through the FNIS-code and change some animations back to V.6.11.

 

I think you´ll not make good friends to ask for the next stuff now...ggg (I´ll add them later in another version....or between the testing)!!

Can i make suggestion? To add some X-like furniture. Like tilted x-cross, raised x-cross or upside down animation?

 

Oh, well, and if i'm already out of my perfect lurking, i should say, that you are the master of sadism: showing us all those perfect animations without possibility to test it. Villainous, indeed :D

 

Posted

 

I think you´ll not make good friends to ask for the next stuff now...ggg (I´ll add them later in another version....or between the testing)!!

Can i make suggestion? To add some X-like furniture. Like tilted x-cross, raised x-cross or upside down animation?

 

Oh, well, and if i'm already out of my perfect lurking, i should say, that you are the master of sadism: showing us all those perfect animations without possibility to test it. Villainous, indeed :D

 

Of course not. Just shared some thoughts.

You already did marvelous job. Thanks for your work!

Posted

This are the last furniture pics I ´ll show in this thread as I prepare the mod to be ready. The pack ends up with over 1000 furnitures at our fingertips.

I ´m thankful here again to have found the LL-page with it´s beautifful stuff, especially the idea of ZaZChris and XaZ to create kinky stuff like this and hope that this enormous extension will send out power and wishes to all the people to get foreward in modding their fine quest-mods, so that they now have much more possibilities than in the past...enjoy the mod and thanks to all my daily visitors and power-spending friends all around here:-)))

 

 

 

post-1454928-0-56177800-1509484994_thumb.jpg

post-1454928-0-28700600-1509485017_thumb.jpg

post-1454928-0-03164100-1509485033_thumb.jpg

post-1454928-0-39396100-1509485050_thumb.jpg

post-1454928-0-71822800-1509485063_thumb.jpg

post-1454928-0-17601900-1509485077_thumb.jpg

post-1454928-0-13797200-1509485095_thumb.jpg

post-1454928-0-99330300-1509485111_thumb.jpg

post-1454928-0-99754600-1509485132_thumb.jpg

post-1454928-0-20883800-1509487054_thumb.jpg

post-1454928-0-49189500-1509487115_thumb.jpg

post-1454928-0-34230400-1509487145_thumb.jpg

Posted

T.ara  do you know, roughly, how many animations there will need to be?  For the FNIS count...  I know xxl has a very high limit now, but just in case we will need to prepare room for the upcoming final version.   How much is your FNIS exporting?  

 

If you don't remember,  just tell me next time you run fnis.. don't take time away to run fnis just to answer my stupid questions =)

 

Also...  I have been playing a lot with the glass coffin.  It's really great!   I place it manually, and even Musje's home sweet home slaves will make use of it when I tell them to.

It's perfect.  I have a castle full of sleeping beauties =p

 

I might try more with the other glass stuff like the gibbet too.   The glass is a great idea!

Posted

ZAP has for now 1667 animations, 277 furnitures and 42 offsets (I think it is very handy -I´m still on  FNIS 6.2xxl)

About 5-7 furnitures are made of the animations, that are vanilla, so FNIS does´nt count them.

This time the glass coffin is WORKIN...you get 4-5 different animations, that play randomly (every entering is leading to a different animation...we can also fix the stuff to get diffferent glass-coffins (with different shining (glas with blue shining, glas with green shining, golden handles, steel handles, copper handles....-it´s now everything possible) -the coffin - top (door) is auto-opening and closing (default is open).

 

Ah!    btw. I forgot to put there another cage...ggg

 

 

stuff, that does´t work yet....or should be made working

-the naked script is not working for now (i will delete the scripts and entries and try it again)

-the double saddle is not ready (i´ll let it inside and add some new animations for that in an update)

-the new quad 2-floor-bed has only 2 sleeping places for now (coming with an update)

-2 gibbets with doors are not big enough for access (this MUST be solved...I´d not sleep well with that issuers)

-the cell has  optimization  / lightning is crappy  (if somebody would like to create a beautiful lightning, always welcomed-you can mod the mod with vanilla lightning and I will add that new ESM-file to the next release-professional lightning can be created by the CreationKit  and it´s lightning-intensity-detection-and "-lightning-radius"-features)

 

 

 

Posted

new bondage shell works...now I add the new furnitures as properties...(long time ago, when I did this....)..wow, i must add 230 furnitures here...

 

...70 furnitures ready... :cool:

...passing by letter "P"...114

...187 entries done

 

finished-245 zbfFurnitures inside:-)

Posted

Besides im repairing some issures I will now prepare the mod for upload....if you want to help to test it, download it by the link that will be set here, and then check out all stuff-maybe you can find not working furnitures or texture issures or maybe it´s not properly working with your old gamesave...with different quests and so on...I´ll be happy if it´s finally saved in the "www-clouds"

 

I´ll have a last check and then i prepare a download....

Posted

OKAY,

zap 8.0 will go into the "clouds....!"...as soon the mod is uploaded, all TESTERS can download it and CHECK it out please...write me any nonsence you  find....into this thread then...

Some of you know that I have a slow www, please be patient....upload file is 232MB 7z compressed. Without compression the file is little more than 1 GByte-that´s it.

 

 

(works with 80kb/s)

 

 

-check out the gibbet lifts, teleporter carpets / walls / roof of the cell / .....everything I want to know...

 

oh pity !  - one "kennel" is placed face back, so you can´t enter it !!!

 

 

27%ready

 

 

to enter the testzone: as usually : console command:                   coc zbftestzone

 

 

installation:

 

-deinstall zap-7.0 , deinstall the offest-pack and deactivate TUFP including it´s behavior-file !!!   ....... then run fnis, install v.8.0 and then run fnis again...i suggest also to initialize the zap-framework by MCM menu (i have not tested out a new installation)

if something runs wrong, you should simply overwrite the old files with this one (manually), then FNIS and then follows the framework "restart".

(the mod is renamed to V.8.0)

 

 

THIS DOWNLOAD IS ONLY FOR 

EXPERTS

 

Depending on your graphical setup, the cell will lose parts, like roof, walls or other stuff, that´s absolutly normal !!!!

 

 

Zap8.0TestDownload.rar

Posted

Yes...that should be working that way...

 

you can let the other mods inside of your system...you can rename the behavior-file of tufp as long you are checking this out...offsets of the zap-offset-pack I´d simply deinstall, it´s easy. Do how you like it to do. If you let the offsets (and "overwrite" them so far with this pack) , the access to the waistrope should be working.

So this replaces zap 7.0, TUFP, and offsets?

 

Posted

 

Yes...that should be working that way...

 

you can let the other mods inside of your system...you can rename the behavior-file of tufp as long you are checking this out...offsets of the zap-offset-pack I´d simply deinstall, it´s easy. Do how you like it to do. If you let the offsets (and "overwrite" them so far with this pack) , the access to the waistrope should be working.

So this replaces zap 7.0, TUFP, and offsets?

 

Yeah, I uninstalled all 3. 

Posted

I suddenly thought about that...(you can place the bodyslider files back (from the offsets-pack) or let it for now as it will come...error IS ERROR (and so I have to take care, that it must work properly))

 

 

Yes...that should be working that way...

 

you can let the other mods inside of your system...you can rename the behavior-file of tufp as long you are checking this out...offsets of the zap-offset-pack I´d simply deinstall, it´s easy. Do how you like it to do. If you let the offsets (and "overwrite" them so far with this pack) , the access to the waistrope should be working.

So this replaces zap 7.0, TUFP, and offsets?

 

Yeah, I uninstalled all 3. 

 

 


That´s it !!

..the download link is here and in the window upstairs.................. :exclamation:

..please refer to the deinstallation tips or take care yourself (tufp and the offsets and zap7 should be "switched OFF" for testing this mod)

Zap8.0TestDownload.rar

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...