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Posted
(automatically translated)
I'm not expert but I download it.
During the download from mega-something was displayed for a couple of seconds an error message ... I try to install it, at worst I will explode the PC in the face ...

 

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 !!!!

 

Posted

I´ll now also try to check it on another partition...think please about it, that it has no optimization for now....as a testcell, this is absolutly not important but I will add optimization later.

Take care of your old setup, to have an easy "roll-back" if needed !!!!

Don´t be afraid, here it´s working quite well-some lifts may have issures and a small carpet (teleporter-carpet) has no texture for now.....

ZEP (Zaz-Extension-Pack is changing parts of the ZAP-framework (it´s overwriting some scripts): this means that you can´t use ZEP beside this mod, or you will have to integrate the script-changes from zep into this version of ZAP. This is an markant problem, if a mastermods scripts are overwritten by other mods. Maybe you have to wait until ZEP gets an update. This is only interesting for mods to be played, who use zep as depending resource.

 

(automatically translated)
I'm not expert but I download it.
During the download from mega-something was displayed for a couple of seconds an error message ... I try to install it, at worst I will explode the PC in the face ... :D  :D  :D 

 

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 !!!!

 

 

Posted

ZEP can´t work with this because it´s overwriting parts of the scripts of zap. And this will overwrite parts of the framework. I do not know if it´s still now the fact but it has been fact in the past. I suggest to let zep away from this test because it might be, that it is not supporting this version-and as long zep should be installed after a zap installation, you know, that it DOES change data from zap and then this mod is not working.

 

Zep - user have to switch off the zep and later install it again, after they have installed ZAP 7.0 again.

Posted

-I repaired ALL gibbet lifts

-teleporter rug ´s texture is also fixed

-both kennels now resists in the old zap-area

 

Posted

I just ran ZEP 1.08 with this zap.   (NOT zep for TUFP.. since I need to uninstall TUFP and it is a dependancy.)

FNIS works fine...  no scripts seem to be in conflict in MO.

 

Game is loading just fine

Posted

It's massive!!  =O

 

Just to give some idea... this is one room.  Theres like um.. at least 6 more as big.

Imagine a person fits inside that smallest gibbet.. just to give some idea of how big this room is.

 

 

post-30005-0-02269800-1509592144_thumb.jpgpost-30005-0-93258100-1509592170_thumb.jpgpost-30005-0-48406800-1509592183_thumb.jpg

 

 

 

I attached my papyrus for first load and running into test zone for 5 minutes.

Ignore the warnings at the start, I am JAM packed with mods that conflict.  No problems though.

This is WITH ZEP 1.08 for normal zaz

Papyrus.0.log

Posted

Can't download,help...Hi, when clicking on the link TaraUltimateFurniturePack-v1-00.downloadlink.rar

 

The message appears:"

Sorry, we couldn't find that!

We could not find the file specified "

 

Posted

...please download version 1.2, then after that installation, take the patch 1.3 and let it overwrite all other stuff...1.0 was a test version

Can't download,help...Hi, when clicking on the link TaraUltimateFurniturePack-v1-00.downloadlink.rar

 

The message appears:"

Sorry, we couldn't find that!

We could not find the file specified "

 

Posted

 

...please download version 1.2, then after that installation, take the patch 1.3 and let it overwrite all other stuff...1.0 was a test version

Can't download,help...Hi, when clicking on the link TaraUltimateFurniturePack-v1-00.downloadlink.rar

 

The message appears:"

Sorry, we couldn't find that!

We could not find the file specified "

 

I see. Thanks

Posted

I have to say it is one of the massive and great mod I have ever seen in LL. I test it with my dear tester just after I finish deploying it and it is so awesome! And there is some little issue I have found in it.

1. I have no idea whether it is the problem caused by the body of my tester, but some furniture, especially those with hands restraints, like torture pole, pillow, stocks and X-cross, do not fit my tester very much. But I found that some pillow and X-cross fit but others not, I will post every piece of furniture that I ran into this issue.(i pic for the same furniture but with different texture.

post-1155603-0-92072700-1509622632_thumb.pngpost-1155603-0-77550900-1509622645_thumb.pngpost-1155603-0-94748800-1509622656_thumb.pngpost-1155603-0-46259500-1509622666_thumb.pngpost-1155603-0-99086500-1509622677_thumb.pngpost-1155603-0-64238200-1509622700_thumb.pngpost-1155603-0-51629500-1509622688_thumb.pngpost-1155603-0-99625800-1509622713_thumb.pngpost-1155603-0-54769400-1509622723_thumb.pngpost-1155603-0-67513300-1509622734_thumb.pngpost-1155603-0-70336000-1509622790_thumb.pngpost-1155603-0-96761300-1509622799_thumb.pngpost-1155603-0-89206500-1509622809_thumb.pngpost-1155603-0-24525200-1509622851_thumb.pngpost-1155603-0-08468800-1509622875_thumb.pngpost-1155603-0-24525200-1509622851_thumb.png

But this one for example works well:

post-1155603-0-68716400-1509622778_thumb.png

 

2. I have no way to enter the small gibbet with door.

post-1155603-0-33004600-1509622841_thumb.png

 

3. The swinging gibbets are not able to trigger.

 

4. Some level do not work sometimes, and they need activating a few times so that they can work.

 

5. A kind of gibbet elevator does not work.

post-1155603-0-27637600-1509622829_thumb.png

 

6. The wall of the way to the well do not have collision.

post-1155603-0-28847300-1509622983_thumb.png

 

7. A bondage bed do not have texture.

post-1155603-0-90679000-1509622996_thumb.png

 

8. The exit position of the stock chair is out of the map.

 

9. Sometimes I run into an issue that the player does the animation in the wrong place, (as the screenshot showpost-1155603-0-68609100-1509622865_thumb.png). It works well after I try again. However, a coffin never works well and I always ran into this problem using it.post-1155603-0-68309800-1509622819_thumb.png

Posted

WoW ! nice pics series...

thanks for the "massive" description and praise...this can´t be explained by words, you have to see it on your display-screen yourself ! When I finished the cell dimensions, I thought at once, that this will be not too big for all the stuff and for any future (if so), we can insert a "2nd-floor" to get double time from what is there now...but spreading the rooms into the distance is better for the optimization-system, because things, that are away from the view, are not loaded simply. I know, that the edit by Creation-Kit is going to be critical in some few perspectives, so this is the maximum what I suggest to realize in sky rim...but anyway- it works always and Creation Kit is loading and shutting down the cell without any error and without any artefacts. In conclusion I think that this cell a very nice example, what is possible inside of "old skyrim"...you need quite a long time  running with your character once all around this interior....

 

I have finished the optimization and it works PERFECT....only the things are rendered now, what is into your view...the game is loading ONLY the stuff that is nessessary.

If you raise the cam out of the room-markers, it looks like everything is damaged, because away from that markers, nothing is rendered anymore...this is a great feature to bring huge cells up into the game...ideal workaround is the "bethesda-tutorial-series", here: "optimization"...

 

thanks for the test:

 

-the misalignment wil be depending on which body is used...my character is not working with the zap-horse and the zap-pillory heights...

I have no "best way"  -maybe it´s because I tune my stuff to my own character it´s the latest XP32 Maximum Skeleton Extended (by groovtama) .. the vampir-coffin is like an accident looking...I´ll check that out again...the whippin´ girl´s cross is showing also a misalignment with about the same heights-this animation and furniture is not created by me, so maybe it´s really an idea to play another skeleton...your character has to be about 5-8 "virtual centimeters" more high (scaling from the root-bone up). An ingame sizing of the body does not work, because the furnitures race-to-scale all bodies 1:1. This rule is for all.

-the purple bed is wanted in that color-no texture mistake...the farmwell´s collision will be checked out again....

 

you could maybe also try the mod with a common quest-mod...

 

 

 

p.s. the swinging gibbets are "deco"...no way for now to use them...i know, that would be great of course...I wanted to add also differnt other stuff what is slightly moving...that´s finally "easy going" stuff ...

p.s. the body model from the pics is nice but the bending of the feet parallel to the legs causes a bad looking mesh alignment, and i use quite often the "stretched feet" (model is then standing on toes or hanging)-because it´s "making longer legs", instep-stretched.

 

 

 

post-1454928-0-95327400-1509626907_thumb.jpg

post-1454928-0-13130000-1509629312_thumb.jpg

post-1454928-0-27114400-1509629327_thumb.jpg

post-1454928-0-14857300-1509629351_thumb.jpg

post-1454928-0-08033400-1509629363_thumb.jpg

post-1454928-0-85079300-1509629393_thumb.jpg

post-1454928-0-95069200-1509629409_thumb.jpg

post-1454928-0-27261900-1509629429_thumb.jpg

post-1454928-0-32178500-1509629444_thumb.jpg

post-1454928-0-15596000-1509629472_thumb.jpg

Posted

I suggest to insert some horses into the cell, so that you can reach the stuff more quickly:-))  :D  :D  :D

 

...so thank you for the journey, my "zaz-horse";-)

 

..the 2 cages will be fixed after a small break - I´m little resting for now.

post-1454928-0-63860100-1509635990_thumb.jpg

post-1454928-0-44070300-1509636025_thumb.jpg

post-1454928-0-51696000-1509636064_thumb.jpg

post-1454928-0-08307500-1509636087_thumb.jpg

post-1454928-0-18092500-1509636118_thumb.jpg

post-1454928-0-02931500-1509636143_thumb.jpg

post-1454928-0-06944000-1509636164_thumb.jpg

post-1454928-0-15945700-1509636182_thumb.jpg

post-1454928-0-11109700-1509636217_thumb.jpg

Posted

You can do what windstadt mine does...  just put a mine cart, or teleporter at the front labeled with rooms with message box using options.   Gibbet room, outdoor room, pillary room  whatever. Then make a duplicate of this teleporter at each teleport spot.    But it's just more work  make people run =p

Posted

lol, the horse idea was coming spontaneously...I think, I could let it inside....you can decide if you want it....I´ll spend for it a watering place and some hay...with such attributes I´m willed to let it alone there, while we are playing in the outside world....

 

 

I´ll take instead care for the two gibbets and it´s collision...i want the gibbets to stay on their size, but scale the collision....so that the character is very narrow inside of it...

With all this animations, there are of course 100´s of other furniture-meshes possible, without touching the size of animations, furnitures and offsets....all poses can be at/on different clutter...anyway there are lot of possibilities to add stuff without feeding more FNIS-counted animations...furnitures. A lot of poses are created so much universal, that you can use them in a huge amount of different situations...this is never ending "erotical"-creativity:-))

 

one example of such an universal pose is the x-cross:

 

...it has the bed-bondage (one of my animations that I changed by NIFSCOPE, to get a laying pose and the bed heights (it was so much difficult that time!)), then the new bed-x-pose and the big wheel and the wall-x-pose and the gibbet-x-pose...all of them are resulting of "one basis-pose"

 

You can do what windstadt mine does...  just put a mine cart, or teleporter at the front labeled with rooms with message box using options.   Gibbet room, outdoor room, pillary room  whatever. Then make a duplicate of this teleporter at each teleport spot.    But it's just more work  make people run =p

 

Posted

I hate people, who torture animals specially(and humans)...I´m very much sensitive against it-but I take it for sure as a joke;-))) 

 

I will in future create "on-horse" bound slaves, that are catched/picked up from the wilderness and brought back home as slaves...that will be good looking bandits, who will be calmed down to work for the gamer like slaves and more...this is of course difficult, because we need more longer horses:-))

if the hunter gets 3 bandits tied up, it will be very narrow on one horse, so the horse´s body has to be changed:-)...in future the sky rim horses will look like "trains":-)))

 

-on LL exists an interesting mod, that changes the animation of the riding into some different bondage poses...this is a first step into that direction;-)

 

pic: that prototype horse should be ready for 4 npc ready to walk and run... :P  (in narrow places, you will have a bad curve´s radius)

post-1454928-0-38613000-1509645528_thumb.jpg

Posted

okay this is the last action...

-dance-platforms are reactivated and can be shared under 4 npc(inlc. player) with 4 different random coming dance-styles...with dance markers you can set dance-places into any location you want..you can create randomized dances (see my examples) or add the dance you like there to have..

-dance cages are working with same principle and it´s self-explaining...

-the colour of the danceplatform or the entire texture can be changed with one mouseclick inside of CK....

 

(I´ll not put here all variations to spare resources) - but the dances are a big fun-stuff  and... (for interested "dance enthusiasts": have a look at the pole dance framework made by CPU and Komotor) !


good luck ;)

I need to give this a go, but I've made more than a few personal edits to ZEP and ZaZ that I need to backup first. Looking good from the pics though.

 


...argg-I think I´ll get a burnout now....;-)

I found an elder scroll and can see the future now!

T.ara will make 1092 Horse torture animations...

 


Do they all PLAY?   -or test it? :)

-have fixed the 2 gibbets, so that they can be entered finally...(scaled bigger, I´d not begin to create another stuff)

-again a fully walk-thru gave me NO graphic issures (disappearing parts of the cell), instead is everything working how I´d like to see it

 

at least there´s the question, if the community would like to have a "6.11" version (before the animations got flagged), or a version with "flag-correction", so that only the flags are directed to animated furnitures and don´t harm any other animations....

 

-this version has at least the DDa -harness and armbinder correction and the missing pillory correction and different other small corrections (missing md-flags on milking machine etc.)

post-1454928-0-69406800-1509654086_thumb.jpg

post-1454928-0-03549700-1509654114_thumb.jpg

post-1454928-0-89630600-1509654146_thumb.jpg

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post-1454928-0-62947400-1509654198_thumb.jpg

post-1454928-0-81729400-1509654225_thumb.jpg

Posted

Thanks. Had I been smart and wrote down all my changes, I'd be fine. But I also don't want to mess up my ESP that's tied to ZEP and some other mods. OR accidentally overwrite my script edits.

 

I have to say it is one of the massive and great mod I have ever seen in LL. I test it with my dear tester just after I finish deploying it and it is so awesome! And there is some little issue I have found in it.

1. I have no idea whether it is the problem caused by the body of my tester, but some furniture, especially those with hands restraints, like torture pole, pillow, stocks and X-cross, do not fit my tester very much. But I found that some pillow and X-cross fit but others not, I will post every piece of furniture that I ran into this issue.(i pic for the same furniture but with different texture.

Have you made any changes to the "Body Scales" portion of Racemenu for your character?

Posted

not for the last weeks...no, the body is 1:1 and I use an XP32 skeleton (groovtama)...if i scale the body, the furnitures will "descale" the body automatically to suiting size, means that a "player´s mouse" will scale up to be suiting.

The body-form is also made by bodyslide, some parameters are under zero, and some more than 100...later I´ll go back to my beloved custom body and I have to change a lot of clothing for that, because I have made an entire new slider inside of bodyslide, that is linked to my beloved parts of a female body.

Thanks. Had I been smart and wrote down all my changes, I'd be fine. But I also don't want to mess up my ESP that's tied to ZEP and some other mods. OR accidentally overwrite my script edits.

 

I have to say it is one of the massive and great mod I have ever seen in LL. I test it with my dear tester just after I finish deploying it and it is so awesome! And there is some little issue I have found in it.

1. I have no idea whether it is the problem caused by the body of my tester, but some furniture, especially those with hands restraints, like torture pole, pillow, stocks and X-cross, do not fit my tester very much. But I found that some pillow and X-cross fit but others not, I will post every piece of furniture that I ran into this issue.(i pic for the same furniture but with different texture.

Have you made any changes to the "Body Scales" portion of Racemenu for your character?

 

Posted

You should have more partitions onto your computer...I can chose between 6 different skyrim-systems, 2 cbbe and rest is UNP..2 are always mirrored and the same. If not, I´d never invest so much time into a work on a computer...imagine, if that would get lost....

Thanks. Had I been smart and wrote down all my changes, I'd be fine. But I also don't want to mess up my ESP that's tied to ZEP and some other mods. OR accidentally overwrite my script edits.

 

I have to say it is one of the massive and great mod I have ever seen in LL. I test it with my dear tester just after I finish deploying it and it is so awesome! And there is some little issue I have found in it.

1. I have no idea whether it is the problem caused by the body of my tester, but some furniture, especially those with hands restraints, like torture pole, pillow, stocks and X-cross, do not fit my tester very much. But I found that some pillow and X-cross fit but others not, I will post every piece of furniture that I ran into this issue.(i pic for the same furniture but with different texture.

Have you made any changes to the "Body Scales" portion of Racemenu for your character?

 

Posted

 

not for the last weeks...no, the body is 1:1 and I use an XP32 skeleton (groovtama)...if i scale the body, the furnitures will "descale" the body automatically to suiting size, means that a "player´s mouse" will scale up to be suiting.

The body-form is also made by bodyslide, some parameters are under zero, and some more than 100...later I´ll go back to my beloved custom body and I have to change a lot of clothing for that, because I have made an entire new slider inside of bodyslide, that is linked to my beloved parts of a female body

I recall MastercChris saying that many of his original shackles were based in the 3-2-2 skeleton. I was mainly asking because my face-preset is old, way pre-dating UUNP sliders in Racemenu. So, I had some Body Scales (the old-school and buggy way to mod your body in game) changes left over which caused alignment issues. It's also possible to use this to fix other alignment issues.

 

 

You should have more partitions onto your computer...I can chose between 6 different skyrim-systems, 2 cbbe and rest is UNP..2 are always mirrored and the same. If not, I´d never invest so much time into a work on a computer...imagine, if that would get lost....

Don't have the diskspace since my 512GB SSD is dealing with a 170GB Skyrim install and other games continue to get bigger and I can't be bothered to deal with HDD loads times anymore. I'm thinking about striping another 512 in there, but I just don't want to hassle with it right now. And really, it's not a big deal since I rarely find myself in a position to need another install.

Posted

I´d look at the nps´s, not at the player-if the npc´s do fit, then you can scale your model by racemenu...is/should normally not be needed...and I only can advice not to use this function=do not use it-it can cause confusion!

 

 

 

 

not for the last weeks...no, the body is 1:1 and I use an XP32 skeleton (groovtama)...if i scale the body, the furnitures will "descale" the body automatically to suiting size, means that a "player´s mouse" will scale up to be suiting.

The body-form is also made by bodyslide, some parameters are under zero, and some more than 100...later I´ll go back to my beloved custom body and I have to change a lot of clothing for that, because I have made an entire new slider inside of bodyslide, that is linked to my beloved parts of a female body

I recall MastercChris saying that many of his original shackles were based in the 3-2-2 skeleton. I was mainly asking because my face-preset is old, way pre-dating UUNP sliders in Racemenu. So, I had some Body Scales (the old-school and buggy way to mod your body in game) changes left over which caused alignment issues. It's also possible to use this to fix other alignment issues.

 

 

You should have more partitions onto your computer...I can chose between 6 different skyrim-systems, 2 cbbe and rest is UNP..2 are always mirrored and the same. If not, I´d never invest so much time into a work on a computer...imagine, if that would get lost....

Don't have the diskspace since my 512GB SSD is dealing with a 170GB Skyrim install and other games continue to get bigger and I can't be bothered to deal with HDD loads times anymore. I'm thinking about striping another 512 in there, but I just don't want to hassle with it right now. And really, it's not a big deal since I rarely find myself in a position to need another install.

 

 

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