CaptainChaos Posted August 1, 2017 Posted August 1, 2017 You cough up a bodyslide version of that Shibari sometime in the next 1,000 years and we'll call it even. Stuff looks great. Hell, just cough up the current version at some point and I'll be fine. Thinking about it, does the Zaz framework have any built-in support for disabling NPC Combat AI? Maybe through keywords? Or is that even possible? Your work got me thinking about something I think fits I might try and work on. A simple dialog system like for followers or pacified NPCs (or NPCs equipped with an item containing certain keywords): "Why are you holding all that rope?" "I want you to wear something more comfortable." And it undresses the NPC, equips a full set of rope bindings and collar, and disables combat AI. You can do the same thing right now manually or with a mashup of mods (Puppet Master or follower overhauls), but I'd really like something quick and easy. And if I could avoid any scripts that have to apply and remove TCAI, that would be great. Would much prefer a keyword to do it for me, then I just equip/unequip the item. Like "equip NofightingRopeSet" boom, done, you've got a sexy little something to just follow you around. Just musing. I need to get back into the CK and read back through the ZaZ readme.
Mariulin Posted August 1, 2017 Posted August 1, 2017 Beautiful! Hello Mariulin! I am happy watching that you take full advance of the new stuff... and here is a "strawberry on the cake":....it was a had work to "transform" the fine KOFFI-yoke to a "DD - fiddle" in same style...but-I got it !!! (again I cold force nifscope onto the knees and tie it´s knot!!) An old "shibari" - art, "blown up" and "new textured", with a cute skincut all alround the body (UNPHDT only!) found it´s way into the ZAP....really cute.... Have fun watching the new combinations. A new version is coming very soon...!!
t.ara Posted August 1, 2017 Author Posted August 1, 2017 Hi captain...I think nearly the same-to Keep everything easy and base the stuff on the things we Need to Play with for lot of time like zap. So we make it more interesting...COMBAT AI...I do not know what it is...but I think you can do that...today I turned the "hide" function for the fiddles off...(zbfeffectsneak)...maybe there´s also something similar for that function, you want. The Problem is often, that also DDxyz is CTDing (very seldom, but sometimes-and with it´s functions, a load of a game is not working any more 100%...is is of course not too fine and it makes me thinking about to offer something very easy-based on Dialog (how you suggested)...nice few dialogs for all npc with rooting to get in player-bondage, or to put an npc inside a bondage---furniture timer and a begging function based on forcegreeting and of course some random. ...and I Need something for the Cages in future...but ZAP has probably the resouce for the Cages (as far I could Interpret the Framework) So, I want same than you want:-) You cough up a bodyslide version of that Shibari sometime in the next 1,000 years and we'll call it even. Stuff looks great. Hell, just cough up the current version at some point and I'll be fine. Thinking about it, does the Zaz framework have any built-in support for disabling NPC Combat AI? Maybe through keywords? Or is that even possible? Your work got me thinking about something I think fits I might try and work on. A simple dialog system like for followers or pacified NPCs (or NPCs equipped with an item containing certain keywords): "Why are you holding all that rope?" "I want you to wear something more comfortable." And it undresses the NPC, equips a full set of rope bindings and collar, and disables combat AI. You can do the same thing right now manually or with a mashup of mods (Puppet Master or follower overhauls), but I'd really like something quick and easy. And if I could avoid any scripts that have to apply and remove TCAI, that would be great. Would much prefer a keyword to do it for me, then I just equip/unequip the item. Like "equip NofightingRopeSet" boom, done, you've got a sexy little something to just follow you around. Just musing. I need to get back into the CK and read back through the ZaZ readme. Ah!-thank you-you´ll get the first new version soon:-)) Beautiful! Hello Mariulin! I am happy watching that you take full advance of the new stuff... and here is a "strawberry on the cake":....it was a had work to "transform" the fine KOFFI-yoke to a "DD - fiddle" in same style...but-I got it !!! (again I cold force nifscope onto the knees and tie it´s knot!!) An old "shibari" - art, "blown up" and "new textured", with a cute skincut all alround the body (UNPHDT only!) found it´s way into the ZAP....really cute.... Have fun watching the new combinations. A new version is coming very soon...!!
t.ara Posted August 2, 2017 Author Posted August 2, 2017 ..if using Dialoge, think about IF also Audio would be important...I would like to have the virtual voices System for recordings as well. A free System for Windows is balabolka and virtual voices can be downloaded on "speech to go"...for example...in the past I have bought a german voice, but I would switch to english/american, to surround the most language probs. "Audiacity" is also ideal and also free to get a very easy audio-handling-Software for Windows as well... You cough up a bodyslide version of that Shibari sometime in the next 1,000 years and we'll call it even. Stuff looks great. Hell, just cough up the current version at some point and I'll be fine. Thinking about it, does the Zaz framework have any built-in support for disabling NPC Combat AI? Maybe through keywords? Or is that even possible? Your work got me thinking about something I think fits I might try and work on. A simple dialog system like for followers or pacified NPCs (or NPCs equipped with an item containing certain keywords): "Why are you holding all that rope?" "I want you to wear something more comfortable." And it undresses the NPC, equips a full set of rope bindings and collar, and disables combat AI. You can do the same thing right now manually or with a mashup of mods (Puppet Master or follower overhauls), but I'd really like something quick and easy. And if I could avoid any scripts that have to apply and remove TCAI, that would be great. Would much prefer a keyword to do it for me, then I just equip/unequip the item. Like "equip NofightingRopeSet" boom, done, you've got a sexy little something to just follow you around. Just musing. I need to get back into the CK and read back through the ZaZ readme.
CaptainChaos Posted August 2, 2017 Posted August 2, 2017 Hi captain...I think nearly the same-to Keep everything easy and base the stuff on the things we Need to Play with for lot of time like zap. So we make it more interesting...COMBAT AI...I do not know what it is...but I think you can do that...today I turned the "hide" function for the fiddles off...(zbfeffectsneak)...maybe there´s also something similar for that function, you want. The Problem is often, that also DDxyz is CTDing (very seldom, but sometimes-and with it´s functions, a load of a game is not working any more 100%...is is of course not too fine and it makes me thinking about to offer something very easy-based on Dialog (how you suggested)...nice few dialogs for all npc with rooting to get in player-bondage, or to put an npc inside a bondage---furniture timer and a begging function based on forcegreeting and of course some random. ...and I Need something for the Cages in future...but ZAP has probably the resouce for the Cages (as far I could Interpret the Framework) So, I want same than you want:-) TCAI (ToggleCombatAI) is a console command that makes an actor/NPC not able to engage in combat, even though they can still be "hostile." I have no idea how to implement it in the Creation Kit, but when I have time I will look into it. This would keep bound followers from assisting you in combat. I like the Devious framework, but many of the models are way to fancy for the type of playthrough I want. Though I would like to tie into the "armbinder" and "hobble skirt" script for a few things. I did this in the past, but lost my files. And the newest version of DDi would have broken the mod anyway. I thought I found another version of Zaz HDT Ankle cuffs some time ago, one that had a shorter connecting chain, but I could be mistaken. Either way, I can't find it in any of my files. A rope version would always be nice. This, combined with the "hobbled" walk animation provided in DDx would be perfect. But I don't even need DDi for that as far as I know. I'd just need to work out how FNIS functions. I have been meaning to dig through DDx to see how the hobble skirt and armbinder calls are handled.
Musje Posted August 2, 2017 Posted August 2, 2017 About the hobble thing: I like those dresses too, but maybe a bondage hobble could be made as well. Like Zaz's HDT ankle chains but with a shorter chain, so the wearer is forced to shuffle.
CaptainChaos Posted August 2, 2017 Posted August 2, 2017 I posted in the DDi thread as well asking permission for something I was working on a while ago. I basically just made a PCEA folder for the hobbled animations. Some of them do look kind of comic, but girls do look comical bounding around with their feet tied. Anyways, take a peek if you want: https://gfycat.com/LinearInferiorFlee
t.ara Posted August 2, 2017 Author Posted August 2, 2017 Animations LIKE that will be alright...the quick-version I´d completely pull out of there...maybe to be changed with a medium speed...the rest is fine...for a dress...for ankle-cuffs we need "fall-downs"....this is my idea...but for now I did not create such sort of animations, I do not know their structure and how they have to be set up....for becoming into the game. The clothing should be it´s "activator", to switch to the different animation-I think they are called IDLE-animations. Video is very TROPICAL...and reminds me of sweets:-)) To see the things work together is fine and thanks for that delicious frames....:-)) but: ankle-ropes is exactly: NO GO...ggg - instead: going down on the knees and then "rob" forward...
CaptainChaos Posted August 2, 2017 Posted August 2, 2017 Animations LIKE that will be alright...the quick-version I´d completely pull out of there...maybe to be changed with a medium speed...the rest is fine...for a dress...for ankle-cuffs we need "fall-downs"....this is my idea...but for now I did not create such sort of animations, I do not know their structure and how they have to be set up....for becoming into the game. The clothing should be it´s "activator", to switch to the different animation-I think they are called IDLE-animations. Video is very TROPICAL...and reminds me of sweets:-)) To see the things work together is fine and thanks for that delicious frames....:-)) but: ankle-ropes is exactly: NO GO...ggg - instead: going down on the knees and then "rob" forward... I agree. More fitting animations would be great. I just work with what I have. "Fall downs" would be hard because the way skyrim handles the "knockdown" effect and even stagger seems "wonky" at best and I have no idea how to even start working with it. You.... could possibly cheat this by disabling sneak while hobbled, then have a random event that activated sneaking for the character and replace those animations with "fall and crawl." My main goals are/were to replace the following at a basic level: Standing and Sneaking idles Run and walk animations, ignore sprint animations. And handle the application of these idles and animations through the new FNIS system, much like how Device Devices now handles them. They don't use offsets anymore. When you equip an armbinder or hobble dress, FNIS loads a custom set of animations. In this instance, I/we/you could still use offsets ON TOP of the new idles FNIS would substitute. As you can see from this webm: https://gfycat.com/sinfulharshkoalabear However, even the "crawl sneak" animations aren't perfect. Anyways, I plan to work on this more, but I need permissions for the animations first. What I have right now works fine for me, so I'm not getting into FNIS without express usage permissions. Moving on: another option, but would require more animating would be to start with this pose (zazapc010): The develop a "butt scoot" animation where the legs are moved forward first then the character scoots and "hops" with her butt and torso. It would be an excruciatingly slow movement process, but that's kind of the point. The place in my videos is ""Tropical Island." I take my character there to relax after dungeon delves. Sidenote: a "bound swimming" animation would be awesome. EDIT: so, I found out that the swim animations can support offsets. Not the fanciest of animations, but they get the message across. https://gfycat.com/elderlyjealouseagle Drowned once in the process of video capture. Hilarity.
t.ara Posted August 12, 2017 Author Posted August 12, 2017 I found out that the torsion of the arms have a massive impact on the clipping...so we need to stay brave at all and do what is working:...... -by this example I only turned the hands back to the conventional way how it works fine...if you go off that rules, you have CLIPPING... Yes, long ago I used the MOD you indicated. When I realized how to replicate it, I uninstalled it to save a slot. As far as I understand, you're saying that this position has problems with clippering at elbows. I do not know if this observation may be of help to you, however, let me point out that I have noticed that this animation does not cause clippering whether the victim is thrown into the DDA leather bracelets. Immagini554.jpg Immagini552.jpg ... is it due to the fact that these equipments are equipped with bodyslide? I have difficulty understanding your intervention; I will try to respond adequately to the questions you ask.I did not change the wiping; Before I did an identical copy and then I exchanged your animation with ZAZ 04. So now I have two equal strings in the form but they impose a different animation. You might look into the Wrist Binder Mod for ZAP. But, as Tara noted, there is a considerable amount of clipping with the offset and (I assume it's because the "bones" are rotated), it pushes any wrist cuffs mesh down the arms. At least for the left arm... I think. I've got a few old pics for reference: It's a hard offset to work with. Any kind of struggle or movement of the arms is going to make the clipping more apparent. A cool idea I had that I have zero skill to implement is to make a criss-crossed rope tied (just look up any picture on how you tie arms like that in real life) and a leather (like, Skyrim Leather Armor, not Devious leather) "sleeve" the arms are packed into. You then need to make an animation offset where BOTH ARMS are moving as one piece, rather than individually struggling. This would cut down on a considerable amount of clipping. Not to short change the ZaZ guys at all. I've used that offset in my own playthroughs a lot. again, as I listened you, you have an old pack of stuff that has not been too popular.??..let me see it-please...you can place it here or go p.m. if you like... Sure, I'll get around to uploading them tonight, or at least some time this weekend. I'm not sure if I can find the ESP that uses the "Rusty Slave Chains," but since it already includes a "collar" portion, that's the slot I've been using. The Texture and Normal maps are terrible though. I'll try to post some picture tonight as well. (Translated automatically) Hello. What is AA? Speaking of escaping, this mod just provides vanilla assets like ZAP, they are not lockable. It'll be interesting to see if we can achieve DD integration and make them inescapable . However that would be a separate "DD" mod dependent on this one. DD doesn't use offset animations for wrist restraints anymore. We switched to AA a while ago (AA is waaaaay more powerful for that purpose). We're also removing dependency on ZAP, so DD 4.0 will not even recognize ZAP restraints or its keywords anymore. So making this DD compatible would probably require a few extra steps. But your stuff -does- look good!
t.ara Posted August 12, 2017 Author Posted August 12, 2017 Hi , joe - u see, I stay after the nonsence until I can solve the crappy things... after a lot of work ALL the new offset animations are now FREE of any footstep "clak-clak clak...."...I found the nonsence and killed all unwanted steps away!!! Interesting that there´s no "real professional workshop" to get such info from scratch... Okay-the next release will be "silent running".....no no !! -if your character walks on "hells-heels", you ´ll get your beloved "clok-clok-clok"....but not while standing anymore:-)) I will overwork the metal fiddle and the wooden fiddle and if I have no more ideas, i´ll correct some small artefacts (for example the "rope-mesh jittering", that is caused by touching bone-weightings) and then this mod is ready for the next update. Correction: I still got again some new ideas-what a pity....never ending story...! Hi, Thanks for the mod. Its working great for the most part. I have one observation: While wearing one of your creations, I can hear foot step sounds even while standing still. This may not be your mod as I have heard this before. Has anyone else experienced this? Is there a known fix or did I just install /config something incorrectly? Thanks, Joe
t.ara Posted August 19, 2017 Author Posted August 19, 2017 ...the common problem of this way of "cuffs"(ropes and Irons on the body) are the few positions, they can only be used with, before they CLIP through the skin. The overall reason is the distortion of the bones in different positions. SO the ankles do not suit anymore, be course the torsion is not fully taken by the parts, that are on the skin...And if we create clothing, we are getting quite flexible sorts of stuff, that we don´t like to be flexible...specially IRON. You can watch that phenomena on the "harness and on the koffi corsets" for example...I am always trying to get the best possible results and I try to get the best compromise I can reach. But if I watch the overall results of the LL mods, I think that we have a huge palette of very fine stuff !!! Yes, long ago I used the MOD you indicated. When I realized how to replicate it, I uninstalled it to save a slot. As far as I understand, you're saying that this position has problems with clippering at elbows. I do not know if this observation may be of help to you, however, let me point out that I have noticed that this animation does not cause clippering whether the victim is thrown into the DDA leather bracelets. Immagini554.jpg Immagini552.jpg
Lute Posted August 20, 2017 Posted August 20, 2017 Animations LIKE that will be alright...the quick-version I´d completely pull out of there...maybe to be changed with a medium speed...the rest is fine...for a dress...for ankle-cuffs we need "fall-downs"....this is my idea...but for now I did not create such sort of animations, I do not know their structure and how they have to be set up....for becoming into the game. The clothing should be it´s "activator", to switch to the different animation-I think they are called IDLE-animations. Video is very TROPICAL...and reminds me of sweets:-)) To see the things work together is fine and thanks for that delicious frames....:-)) but: ankle-ropes is exactly: NO GO...ggg - instead: going down on the knees and then "rob" forward... I agree. More fitting animations would be great. I just work with what I have. "Fall downs" would be hard because the way skyrim handles the "knockdown" effect and even stagger seems "wonky" at best and I have no idea how to even start working with it. You.... could possibly cheat this by disabling sneak while hobbled, then have a random event that activated sneaking for the character and replace those animations with "fall and crawl." My main goals are/were to replace the following at a basic level: Standing and Sneaking idles Run and walk animations, ignore sprint animations. And handle the application of these idles and animations through the new FNIS system, much like how Device Devices now handles them. They don't use offsets anymore. When you equip an armbinder or hobble dress, FNIS loads a custom set of animations. In this instance, I/we/you could still use offsets ON TOP of the new idles FNIS would substitute. As you can see from this webm: https://gfycat.com/sinfulharshkoalabear However, even the "crawl sneak" animations aren't perfect. Anyways, I plan to work on this more, but I need permissions for the animations first. What I have right now works fine for me, so I'm not getting into FNIS without express usage permissions. Moving on: another option, but would require more animating would be to start with this pose (zazapc010): ZaZAPC010.jpg The develop a "butt scoot" animation where the legs are moved forward first then the character scoots and "hops" with her butt and torso. It would be an excruciatingly slow movement process, but that's kind of the point. The place in my videos is ""Tropical Island." I take my character there to relax after dungeon delves. Sidenote: a "bound swimming" animation would be awesome. EDIT: so, I found out that the swim animations can support offsets. Not the fanciest of animations, but they get the message across. https://gfycat.com/elderlyjealouseagle Drowned once in the process of video capture. Hilarity. WHOOPS.jpg The offset persists on death?
t.ara Posted August 20, 2017 Author Posted August 20, 2017 The offset persists on death? No,- the death is initializing the gameplay and then starting at the last store point. If you use death-alternative-mods, then you get in slavery or something like that, but in that case, the mod is directing the way and ongoing of the behavior of your character. Regulary all offsets are switched off if another animation is taking part or overwriting them (you can easily watch that by using a chair while in a yoke). Scripts can combine some, like it is done in combinations between "wrist", "yoke", "armbinder" -poses, to allow sex in bondage. Alternative animation (AA) have sadly their limits and can only work in 3d-cam on the character and have only limited access to work with NPC. At the moment, I find them not suiting and not needed to be used for some new offsets. They are imo created to run some dozends of animations behind each other (like sneaking on all fours or new KILLMOVES) and an offset animation is only one single animation. This seems to be imo resourrce-waisting. So AA is best for character idle-packages with more complicated movements to all directions as far I could read from the manual-and because of this fact, for single offsets exactly not needed. Offset animations are weak, but an alternative helper could become this sort of animation: If you want a yoke to be weared also inside a sitting position, there is a possibility to use the chair-animation (vanilla used for "drinking and eating" while sitting). I did not test that and I do not know how to switch over to that sort of animation, while the character is entering a chair (sitting-vanilla-position). The problem of the AO is, that the attibute (the animated clothing object), yoke, armbinder-etc. is staying at the body while the animation breaks with the enter of animation of the siiting process. And after standing up again, the animations are not any more activated back automatically. This is a somehow "missing part" inside the zap framework itself, who supports the offsets perfectly well. Maybe in future I can offer a sollution.
t.ara Posted August 20, 2017 Author Posted August 20, 2017 Next level of creating some rope around the girl´s arms in a well known way... this offset is fully DD-armbinder compatible and is flagged as this. So you can use it inside of sexlab animations like the (DD) armbinder. Uses slot 46 (armbinder) and slot 45 for the collar rope "extreme" // NEVER TIE "SOMEBODY´S NECK" THAT WAY IN REALITY The testphase is finished !! ..this is the new stuff: .. my cam (num-key "3" ) suddenly did not work anymore...too much "sexlab"...ggg ( pic 6)
CaptainChaos Posted August 21, 2017 Posted August 21, 2017 The offset persists on death? As said, no. After death, the forearms moved to a more neutral location, but since water seems to have little no no gravity, the ragdoll effect didn't move the upper arms to a neutral location. This could also be since I'm using custom death ragdoll effects. Offset animations are weak, but an alternative helper could become this sort of animation: If you want a yoke to be weared also inside a sitting position, there is a possibility to use the chair-animation (vanilla used for "drinking and eating" while sitting). I did not test that and I do not know how to switch over to that sort of animation, while the character is entering a chair (sitting-vanilla-position). The problem of the AO is, that the attibute (the animated clothing object), yoke, armbinder-etc. is staying at the body while the animation breaks with the enter of animation of the siiting process. And after standing up again, the animations are not any more activated back automatically. This is a "missing part inside the zap framework itself. Maybe in future I can offer a sollution. HNNNNG. Translation: that is awesome. Sorry I've been gone for a bit. Real life stuff and I was banging my head against the wall concerning some FNIS stuff. However, I've figured a few things out, but have not had time to get my work into condition where I could post it for general use. I have instead modified a few mods, one being Display Model which came with a Wood Horse and Rope Horse. I need to transfer what I've learned into my own standalone mod, but of course animations will be unable to be transferred.
t.ara Posted August 21, 2017 Author Posted August 21, 2017 The furniture of "Display Model" is a little too modern for skyrim...or something like "not serious"...(i.e. no modern scews) dont know...strange to me-not "skyrim" any more! And a lot of people will think same concerning stuff I was offering - that´s the way it is. Pick up, what you like and enjoy the gameplay. The "hobble-modding" needs the aa-type of animations-of course it does. But not in the next days...but will come little later...I for that, I need a suiting "cloth"- I´m thinking about, what it could be....and all ankle restraints should force another style of movement... The offset persists on death? As said, no. After death, the forearms moved to a more neutral location, but since water seems to have little no no gravity, the ragdoll effect didn't move the upper arms to a neutral location. This could also be since I'm using custom death ragdoll effects. Offset animations are weak, but an alternative helper could become this sort of animation: If you want a yoke to be weared also inside a sitting position, there is a possibility to use the chair-animation (vanilla used for "drinking and eating" while sitting). I did not test that and I do not know how to switch over to that sort of animation, while the character is entering a chair (sitting-vanilla-position). The problem of the AO is, that the attibute (the animated clothing object), yoke, armbinder-etc. is staying at the body while the animation breaks with the enter of animation of the siiting process. And after standing up again, the animations are not any more activated back automatically. This is a "missing part inside the zap framework itself. Maybe in future I can offer a sollution. HNNNNG. Translation: that is awesome. Sorry I've been gone for a bit. Real life stuff and I was banging my head against the wall concerning some FNIS stuff. However, I've figured a few things out, but have not had time to get my work into condition where I could post it for general use. I have instead modified a few mods, one being Display Model which came with a Wood Horse and Rope Horse. I need to transfer what I've learned into my own standalone mod, but of course animations will be unable to be transferred. WoodHorse.jpg
drake329 Posted August 21, 2017 Posted August 21, 2017 Next level of creating some rope around the girl´s arms in a well known way... this offset is fully DD-armbinder compatible and is flagged as this. So you can use it inside of sexlab animations like the (DD) armbinder. Uses slot 46 (armbinder) and slot 45 for the collar rope "extreme" // NEVER TIE "SOMEBODY´S NECK" THAT WAY IN REALITY The testphase is finished !! ..this is the new stuff: .. my cam (num-key "3" ) suddenly did not work anymore...too much "sexlab"...ggg ( pic 6) This looks beautifull. Cannot wait for the upload, Thanks for all your hard work.
CaptainChaos Posted August 21, 2017 Posted August 21, 2017 The furniture of "Display Model" is a little too modern for skyrim...or something like "not serious"...(i.e. no modern scews) dont know...strange to me-not "skyrim" any more! And a lot of people will think same concerning stuff I was offering - that´s the way it is. Pick up, what you like and enjoy the gameplay. The "hobble-modding" needs the aa-type of animations-of course it does. But not in the next days...but will come little later...I for that, I need a suiting "cloth"- I´m thinking about, what it could be....and all ankle restraints should force another style of movement... I think they work pretty well for what they are, but to each his own. They are much more of a "pose pack" and I prefer more "idle animtions" such as those poses in the zazwripose01-14 area, where there is still some movement, which is why I replaced some of the poses with other ZaZ options. Still, much like yours, it's pretty stellar work. I have cobbled something together using only assets from your "Offset pack" (and, obviously ZAP) that would function as a FNISAA equip package. I will probably wait until your next release to move my work over. That way you will easily be able to see what changes I've made to ensure they are replicated in future releases (if you care to) and the application of the effect will be easily tied to something like creating "Ankle Cuffs Rope 01 (Hobbled)" and applying the magic effect.
t.ara Posted August 21, 2017 Author Posted August 21, 2017 Yes-will be more and more interesting...at the moment I´m on a new house mod...I made a lot by myself and I think it suits very well to skyrim...some optical issures on the house mesh and tomorrow I´ll put it for a download, so everybody who likes, can use it ON LOVERSLAB ONLY !!! for own purposes....but I´ll go on with this to create a sophisticated mod from that...the layout is absolutely cute-I like it very much (the outside balcony will become little bigger - for more better relaxing in the sun:-)) i´ll put there two custom-made couch for chilling around with a beloved follower. This time I´ll put there the overall stuff what is needed to create important spells and smithing and "chemistry lab"...gg... Downstairs will be a.... crazy d... gon (dark and deep.....) The furniture of "Display Model" is a little too modern for skyrim...or something like "not serious"...(i.e. no modern scews) dont know...strange to me-not "skyrim" any more! And a lot of people will think same concerning stuff I was offering - that´s the way it is. Pick up, what you like and enjoy the gameplay. The "hobble-modding" needs the aa-type of animations-of course it does. But not in the next days...but will come little later...I for that, I need a suiting "cloth"- I´m thinking about, what it could be....and all ankle restraints should force another style of movement... I think they work pretty well for what they are, but to each his own. They are much more of a "pose pack" and I prefer more "idle animtions" such as those poses in the zazwripose01-14 area, where there is still some movement, which is why I replaced some of the poses with other ZaZ options. Still, much like yours, it's pretty stellar work. I have cobbled something together using only assets from your "Offset pack" (and, obviously ZAP) that would function as a FNISAA equip package. I will probably wait until your next release to move my work over. That way you will easily be able to see what changes I've made to ensure they are replicated in future releases (if you care to) and the application of the effect will be easily tied to something like creating "Ankle Cuffs Rope 01 (Hobbled)" and applying the magic effect.
t.ara Posted September 2, 2017 Author Posted September 2, 2017 Hi, this mod will run now under zap itself. For the whole time, from the beginning up to now, I used it steady (every day) and developed it inside of zap, I never had/got errors or a strange behavior on the gameplay. No issures, no errors. So - if I did no mistake inside the structure on the package when I prepared it for upload, it should work 100 % same like it did before. You will spare one mod and get 100% integration. And if somebody likes to have it as an own esp-mod like it was before coming in V.1.0, don´t be shy to "update" the version 1.0 with the new integrated stuff and create an extension again. And feel free to upload it as an alternative mod. But, please only share it here on loverslab. A next release might contain "idle-animation-sets" for the body in bondage.
Guest Posted September 2, 2017 Posted September 2, 2017 Wow I am glad it was brought inline of ZAP, I am going to try it out! We just need some modders to integrate these new wonderful items. I have a question do I have ZEP overwrite ZAP scripts? Which one do I install do I install this one ZazExtensionPack-v1-08-forZap7AndTUFP-20170618-114339.7z?
t.ara Posted September 2, 2017 Author Posted September 2, 2017 hi, all is exactly same as before, let zep overwrite the scripts of zap as usually (if it´s needed). Yes, for tufp you need the latest version, allright-everything is, how you have asked. If you want to keep zap clean for the future, please safe the scripts of zap in a special folder or extract the mod and put it´s script aside. That way you can recover the mod easily back to it´s origin if you one day want to play without zep in future. It´s always a good idea, to look inside a mod (bsa-extraction, rar-extraction), what the mod will change - before you install it. With this background you can easily change your mod-contence back to original and you won´t get artefacts if you one day want to play DDxyz stuff instead of MEP or a completly different mod,(both will not work properly). Integration of the new offsets is very easy to do. It can be done by exchanging some keywords of that mod, who calls the offsets like the armbinder, yoke and wrist-cuffs of zap. The new keywords can be found inside of the "zbfBondageShell"-properties or simply inside of the keyword list of zap (CK). So if you overwrite zap with this one, you can reinstall zep and then it should be done. Wow I am glad it was brought inline of ZAP, I am going to try it out! We just need some modders to integrate these new wonderful items. I have a question do I have ZEP overwrite ZAP scripts? Which one do I install do I install this one ZazExtensionPack-v1-08-forZap7AndTUFP-20170618-114339.7z?
jagdiv Posted September 2, 2017 Posted September 2, 2017 hi, all is exactly same as before, let zep overwrite the scripts of zap as usually (if it´s needed). Yes, for tufp you need the latest version, allright-everything is, how you have asked. If you want to keep zap clean for the future, please safe the scripts of zap in a special folder or extract the mod and put it´s script aside. That way you can recover the mod easily back to it´s origin if you one day want to play without zep in future. It´s always a good idea, to look inside a mod (bsa-extraction, rar-extraction), what the mod will change - before you install it. With this background you can easily change your mod-contence back to original and you won´t get artefacts if you one day want to play DDxyz stuff instead of MEP or a completly different mod,(both will not work properly). Integration of the new offsets is very easy to do. It can be done by exchanging some keywords of that mod, who calls the offsets like the armbinder, yoke and wrist-cuffs of zap. The new keywords can be found inside of the "zbfBondageShell"-properties or simply inside of the keyword list of zap (CK). So if you overwrite zap with this one, you can reinstall zep and then it should be done. Wow I am glad it was brought inline of ZAP, I am going to try it out! We just need some modders to integrate these new wonderful items. I have a question do I have ZEP overwrite ZAP scripts? Which one do I install do I install this one ZazExtensionPack-v1-08-forZap7AndTUFP-20170618-114339.7z? I've just tested the new version ,it seems that the scarf ,fiddle &breast rope 's textures are missing.
t.ara Posted September 2, 2017 Author Posted September 2, 2017 hi, thanks, yes the scarf textures were still not inside, is corrected, on the wooden fiddle´s hardware texture i found a wrong directed part too (pointing to tufp-as usually), corrected!......I´ll watch out for that and upload a full new version...the "breast-rope"´s textures are linked allright but that item will be deleted, because it grabs the bodyslot no.32, this is stupid, because female-characters can´t wear clothing, that is pointed to the same slot...(and that will take away the chance of some very cute outfit, like wearing a long skirt, topless, with breast rope or breast rope with a breast-free corset), I´ll do something much more better in future. Texture-Corrected version now available. hi, all is exactly same as before, let zep overwrite the scripts of zap as usually (if it´s needed). Yes, for tufp you need the latest version, allright-everything is, how you have asked. If you want to keep zap clean for the future, please safe the scripts of zap in a special folder or extract the mod and put it´s script aside. That way you can recover the mod easily back to it´s origin if you one day want to play without zep in future. It´s always a good idea, to look inside a mod (bsa-extraction, rar-extraction), what the mod will change - before you install it. With this background you can easily change your mod-contence back to original and you won´t get artefacts if you one day want to play DDxyz stuff instead of MEP or a completly different mod,(both will not work properly). Integration of the new offsets is very easy to do. It can be done by exchanging some keywords of that mod, who calls the offsets like the armbinder, yoke and wrist-cuffs of zap. The new keywords can be found inside of the "zbfBondageShell"-properties or simply inside of the keyword list of zap (CK). So if you overwrite zap with this one, you can reinstall zep and then it should be done. Wow I am glad it was brought inline of ZAP, I am going to try it out! We just need some modders to integrate these new wonderful items. I have a question do I have ZEP overwrite ZAP scripts? Which one do I install do I install this one ZazExtensionPack-v1-08-forZap7AndTUFP-20170618-114339.7z? I've just tested the new version ,it seems that the scarf ,fiddle &breast rope 's textures are missing.
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