t.ara Posted September 5, 2017 Author Posted September 5, 2017 hi, if that file has that date, take the last date one...(04,09....) yes, this update nonsense i don´t like also... i wanted to do no version number any more... you could compare the date (if it is given somewhere)... normally i would name it: zap7.1-but it is not changed inside it´s framework-it´s exactly 7.0...and 7.0 got some new keywords....mine version also got...so I should name it zap 7.1... but all this is going strange... if you follow also the furniture pack, you´ll soon get a full version ZAP...i´ll check that ready-stuff out before it´s release and then we don´t have other uploads any more...and following updates will get special "marks" or something like that. and if you like you can give me a suggestion for the package-name...remember, that inside is ZAP - the rest is new offsets and will come also the whole tufp-furnitures...that stuff will be all in one lucky - pack !!! On my computer it will be named ZAP. @ t.ara Can I please make a suggestion? At the moment I am really unsure which file I have downloaded is which, and what might be different in them. I have two files downloaded with exactly the same name. Usually newer files are larger as things are added to them but the last one downloaded seems to be smaller. Zaz Animation Pack 7.0 + offsets.7z 124644 kb 02/09/2017 Zaz Animation Pack 7.0 + offsets.7z 124197 kb 04/09/2017 Is the smaller file the correct one? SO, to avoid confusion, can you PLEASE PLEASE PLEASE add a NEW, SEQUENTIAL, version number to every file you issue? Like, for major versions, say 1.0 and 2.0, first versioncould be 1.00 with minor changes shown as 1.00 1.01 1.02 1.03 with major changes increasing the main number, and smaller changes then going upwards like 2.00 2.01 etc .... and also show on the Mod page what's changed in each release version, like most ppl do? It would be so much easier to understand. Thanks again for all your efforts, which are very much appreciated, and I hope this is helpful in some small way
DonQuiWho Posted September 5, 2017 Posted September 5, 2017 hi, if that file has that date, take the last date one...(04,09....) yes, this update nonsense i don´t like also... i wanted to do no version number any more... you could compare the date (if it is given somewhere)... normally i would name it: zap7.1-but it is not changed inside it´s framework-it´s exactly 7.0...and 7.0 got some new keywords....mine version also got...so I should name it zap 7.1... but all this is going strange... if you follow also the furniture pack, you´ll soon get a full version ZAP...i´ll check that ready-stuff out before it´s release and then we don´t have other uploads any more...and following updates will get special "marks" or something like that. and if you like you can give me a suggestion for the package-name...remember, that inside is ZAP - the rest is new offsets and will come also the whole tufp-furnitures...that stuff will be all in one lucky - pack !!! On my computer it will be named ZAP. @ t.ara Can I please make a suggestion? At the moment I am really unsure which file I have downloaded is which, and what might be different in them. I have two files downloaded with exactly the same name. Usually newer files are larger as things are added to them but the last one downloaded seems to be smaller. Zaz Animation Pack 7.0 + offsets.7z 124644 kb 02/09/2017 Zaz Animation Pack 7.0 + offsets.7z 124197 kb 04/09/2017 Is the smaller file the correct one? SO, to avoid confusion, can you PLEASE PLEASE PLEASE add a NEW, SEQUENTIAL, version number to every file you issue? Like, for major versions, say 1.0 and 2.0, first versioncould be 1.00 with minor changes shown as 1.00 1.01 1.02 1.03 with major changes increasing the main number, and smaller changes then going upwards like 2.00 2.01 etc .... and also show on the Mod page what's changed in each release version, like most ppl do? It would be so much easier to understand. Thanks again for all your efforts, which are very much appreciated, and I hope this is helpful in some small way Thanks for the reply I don't mind what you call the version you have on your PC, but for us mere mortals, could you please call whatever combo is currently the up to date one we should use something like ? ULTIMATE ZAP+ OFFSETS + TUFP Version Numbers should be in format (Using Current versions and assuming two files, one for ZAP+OFFSETS and one for TUFP): ULT (ZAP 7.0 + OFFSETS 2.0) + TUFP 1.3 Then If upgrading Offsets to 2.1, change to ULT (ZAP 7.0 + OFFSETS 2.1) + TUFP 1.3 and then upgrade TUFP to 1.4: ULT (ZAP 7.0 + OFFSETS 2.1) + TUFP 1.4 If you do that, then WE will ALL know what's in each version. At the moment, as a lot of the changes descriptions get very confusing in the Google translation, I normally haven't got a clue, so while I'm sure YOU know, I have to go back through everything all over again to try to work it out. Looking at some of the other comments, other ppl may have the same problems So can you please just do something simple like that! I'm sure other people might have something even better, so trust they will pitch in
t.ara Posted September 5, 2017 Author Posted September 5, 2017 Hi, that´s a good idea, I think I can handle that:-)) Otherwise, if I think in more detail, it may spend also new confusion. I´m not "integrating my mods", I am instead adding the contence of my stuff: Correctly it should be like: zap7.0, now containing xxx more furnitures and xxx more offsets, that are taken from my old mods........x....y..... ...and there are much more new textures, markers and static-stuff inside. Some of them have been in my old mods. I´ll give a sorted description of the contence when I am ready. And "officially" it should be simply: zap8.0, what would be btw. the most best, but it is not my task to care for that for now. This would be of course the cleanest way to go on. But how I described, it is not my problem, I only care to have an optimal pack here for future. The tufp will be forgotten after a while, same for the offsets. Nobody will be interested, what was before, and where the packs came from. How much do you think I have been confused by other mods around LL?...It´s simply not easy to use sexlab and it´s stuff. Lot of thing around have to be installed, before the show can begin, and it´s not standing on their pages, it´s a hard way to go. This people around here are quite clever and are able to find it all out. There has been nobody who could not get my stuff to work. And this new step will also be no problem, if you like to follow. You can also p.m. me for questions, if you like.
DonQuiWho Posted September 6, 2017 Posted September 6, 2017 Hi, that´s a good idea, I think I can handle that:-)) Otherwise, if I think in more detail, it may spend also new confusion. I´m not "integrating my mods", I am instead adding the contence of my stuff: Correctly it should be like: zap7.0, now containing xxx more furnitures and xxx more offsets, that are taken from my old mods........x....y..... ...and there are much more new textures, markers and static-stuff inside. Some of them have been in my old mods. I´ll give a sorted description of the contence when I am ready. And "officially" it should be simply: zap8.0, what would be btw. the most best, but it is not my task to care for that for now. This would be of course the cleanest way to go on. But how I described, it is not my problem, I only care to have an optimal pack here for future. The tufp will be forgotten after a while, same for the offsets. Nobody will be interested, what was before, and where the packs came from. How much do you think I have been confused by other mods around LL?...It´s simply not easy to use sexlab and it´s stuff. Lot of thing around have to be installed, before the show can begin, and it´s not standing on their pages, it´s a hard way to go. This people around here are quite clever and are able to find it all out. There has been nobody who could not get my stuff to work. And this new step will also be no problem, if you like to follow. You can also p.m. me for questions, if you like. Ah, OK Thanks
CaptainChaos Posted September 6, 2017 Posted September 6, 2017 Hi, the last upload (what is now available) should be exactly working:-) New version works great with replacing ZAP. I had an issue that none of the new offsets would work via equip, only through "sae zazapoaXXX." But all I had to do was restart ZaZ under MCM.
t.ara Posted September 6, 2017 Author Posted September 6, 2017 That´s the way I want to hear it:-)) Thx
Musje Posted September 6, 2017 Posted September 6, 2017 The new version is working great so far. The next HSH will be compatible with the integrated version
t.ara Posted September 6, 2017 Author Posted September 6, 2017 Cool, musje... I will try to get the new zap as quick as possible-today I stucked with the f+ing-machines...I had probs with the original zap animations, because one of them (zazapcao023) is intern defect, the looping progress did not work so my character was kicked off the furniture after one loop of the animation passed by...2 hrs it took, until I replaced that animation with anotherone and then the furniture worked (but with a not suiting animation)...I have to replace that animation with a new one if I want the furniture to be a "machine", because the Animated Objects will not start with that animation...unbelievable -but I have it now...the old animation will stay with the normal furniture (vanilla zap) and the new one will be put onto the machine version and on an alternatve furniture....Luckily, I could find it out. g.night:-) The new version is working great so far. The next HSH will be compatible with the integrated version
Mariulin Posted September 17, 2017 Posted September 17, 2017 (Translated automatically) I have a problem with the shibari style harness. The body appears deformed and disconnected from the extremities. Deformation is already visible in the Bodyslide.
CaptainChaos Posted September 17, 2017 Posted September 17, 2017 Are you using CBBE? That texture and seam mismatch is generally what you get when you mismatch UNP and CBBE. I use UUNP and have no issues. Edit: I removed the body from my bodyslide created files, changed the body part and tried to equip it as a harness so it would fit multiple bodytypes. The mesh did not seem to "like" this and became heavily deformed. I was going to post an image of it, but it wasn't a big concern for me.
Mariulin Posted September 17, 2017 Posted September 17, 2017 These are the MODs I use for the female body: HDT Physics Extensions XP32 Maximum Skeleton Minou HDT Women of Skyrim: CBBE full set WOS Dawnguard CBBE WOS Zero make up High Quality Eyes Caliente's Beautiful Bodies Edition (v3.4) Vanilla style nude texture for CBBE Eyebrows Match Hair Feminine Khajiit Textures (Leopard) Orc Eyes Khajiit Wild Eyes Female Khajiit Tail Fix Superior Lore-Friendly Hair Body options Body options pubic hair Fitness Body Bodyslide 4 No heavy muscular walk and idle In the Bodyslide I have about 300 objects, all in play present themselves correctly. Are you using CBBE? That texture and seam mismatch is generally what you get when you mismatch UNP and CBBE. I use UUNP and have no issues.Edit: I removed the body from my bodyslide created files, changed the body part and tried to equip it as a harness so it would fit multiple bodytypes. The mesh did not seem to "like" this and became heavily deformed. I was going to post an image of it, but it wasn't a big concern for me.
CaptainChaos Posted September 17, 2017 Posted September 17, 2017 You are using CBBE. The mesh for the shibari being built in bodyslide is unp/uunp. When you equip it, you're basically equipping a unp body, so the CBBE hand and feet meshes will not align. Nor will the textures match up since your femalebody.dds is for CBBE. You will need a CBBE conversion for it to work unless you want to hack something together yourself.
Mariulin Posted September 17, 2017 Posted September 17, 2017 I'm afraid my (very scarce) computer skills will not allow me to convert a UNP slide into CBBE. However, this is not a serious problem, so I will leave things as they are without much displeasure. Thanks anyway for you to be interested. You are using CBBE. The mesh for the shibari being built in bodyslide is unp/uunp. When you equip it, you're basically equipping a unp body, so the CBBE hand and feet meshes will not align. Nor will the textures match up since your femalebody.dds is for CBBE.You will need a CBBE conversion for it to work unless you want to hack something together yourself.
Lodakai Posted September 18, 2017 Posted September 18, 2017 Wow you guys have been busy! Thanks T'ara and Musje for these additions and coming additions to HSH. And especially thanks for sharing all of your hard work with the community. Now I just need to play around with my existing saves and hope I don't break anything =p but oh well.. if i have to restart, small price to pay for so many cool additions and upcoming additions. Great work! Thanks again for helping keep skyrim fresh and interesting for the rest of us.
t.ara Posted September 19, 2017 Author Posted September 19, 2017 i think no restart is needed-I do never restarts--I get all mods to work from my last store-point. and I allways get savegames of any position back inside every setup, with-or with different or without mods. the cbbe body has not be planned, because it seemed to be history for lovers-lab gamers...it´s of course totally no mater what you prefer or like...unp is a little more smooth-but a little more difficult to work with, and it brings some more work with it, specially in bodyslide, if you edit clothing. If you can handle the bodyslide software, you can use outfit studio and create very quickly your cbbe shibari-rope: 1- load your reference body (maybe you have CBBE HDT) 2-file: -load outfit...the shibari rope...then you´ll have the rope and the unp body with your CBBE body together... 3 delete the UNP body... 4 edit the rope that way, that it´s suiting to your CBBE body...(by increasing or decreasing the mesh of the rope (take a bigger size to prevent the mesh-rope from deforming too much 5 when ready choose from menu SLIDER-conform everything... 6 after that your cbbe shibari is ready...(weight bones can be let as is, you need not to care about that) 7 store the work over the same name and project files, that came with the original mod... 8 close all, open bodyslide again - click "build morphs" and "batch-build"... 9 in the batch build window, right click and deselect all, then choose the shibari only and let bodyslide create your shibari with CBBE body to the mesh folder (take care that it is again inside of the same folders than the unp stuff has been (this is part of the project setting BEFORE YOU STORE A PROJECT in outfit studio !!!) 10 play with the cbbe shibari rope
t.ara Posted September 19, 2017 Author Posted September 19, 2017 thanks lodakai, this spends new energy for new or "old" boring work (like the zap-tufp-"ultragrade-mod"). ...soon be time for me to do something more creative and unique:-)) Wow you guys have been busy! Thanks T'ara and Musje for these additions and coming additions to HSH. And especially thanks for sharing all of your hard work with the community. Now I just need to play around with my existing saves and hope I don't break anything =p but oh well.. if i have to restart, small price to pay for so many cool additions and upcoming additions. Great work! Thanks again for helping keep skyrim fresh and interesting for the rest of us.
Mariulin Posted September 19, 2017 Posted September 19, 2017 (automatically translated) What does "delete the body UNP"? i think no restart is needed-I do never restarts--I get all mods to work from my last store-point. and I allways get savegames of any position back inside every setup, with-or with different or without mods. the cbbe body has not be planned, because it seemed to be history for lovers-lab gamers...it´s of course totally no mater what you prefer or like...unp is a little more smooth-but a little more difficult to work with, and it brings some more work with it, specially in bodyslide, if you edit clothing. If you can handle the bodyslide software, you can use outfit studio and create very quickly your cbbe shibari-rope: 1- load your reference body (maybe you have CBBE HDT) 2-file: -load outfit...the shibari rope...then you´ll have the rope and the unp body with your CBBE body together... 3 delete the UNP body... 4 edit the rope that way, that it´s suiting to your CBBE body...(by increasing or decreasing the mesh of the rope (take a bigger size to prevent the mesh-rope from deforming too much 5 when ready choose from menu SLIDER-conform everything... 6 after that your cbbe shibari is ready...(weight bones can be let as is, you need not to care about that) 7 store the work over the same name and project files, that came with the original mod... 8 close all, open bodyslide again - click "build morphs" and "batch-build"... 9 in the batch build window, right click and deselect all, then choose the shibari only and let bodyslide create your shibari with CBBE body to the mesh folder (take care that it is again inside of the same folders than the unp stuff has been (this is part of the project setting BEFORE YOU STORE A PROJECT in outfit studio !!!) 10 play with the cbbe shibari rope
t.ara Posted September 19, 2017 Author Posted September 19, 2017 It will delete the unp body mesh that you don´t want (that comes making your strange body like on the picture you have posted (wearing the shibari-rope) ..maybe this helps:
Mariulin Posted September 19, 2017 Posted September 19, 2017 Evidently I'm wrong something before I get to this point because I see only the ropes, not the body. Let's go back to the starting point. Do I have to upload a project or start a new one? It will delete the unp body mesh that you don´t want (that comes making your strange body like on the picture you have posted (wearing the shibari-rope) ..maybe this helps:
t.ara Posted September 19, 2017 Author Posted September 19, 2017 You for the best start a new project with your CBBE reference body...then you load the shibari clothing with the NOT WANTED UNP body inside...then you have only to delete that unp body and confirn the sliders to the cbbe reference body...and then you must store that project and SET the same outputfolders for the bodyslide, to let the clothing write into the same folders like the original has been inside. Evidently I'm wrong something before I get to this point because I see only the ropes, not the body. Let's go back to the starting point. Do I have to upload a project or start a new one? Immagine1.jpg Immagine2.jpg It will delete the unp body mesh that you don´t want (that comes making your strange body like on the picture you have posted (wearing the shibari-rope) ..maybe this helps:
Mariulin Posted September 20, 2017 Posted September 20, 2017 I have tried to follow your instructions, and this is my brilliant result: Among my bodyslides there were two new ones (a second "TaraShibari" and a "New Outfit") that I do not know what they are and I do not know how to remove them from that list. If you can tell me what to do to get rid of me, you would really do what I liked. Also if I now try to open the TaraShibari slide (yours, not the one you see from where) I do not see the ropes anymore. You for the best start a new project with your CBBE reference body...then you load the shibari clothing with the NOT WANTED UNP body inside...then you have only to delete that unp body and confirn the sliders to the cbbe reference body...and then you must store that project and SET the same outputfolders for the bodyslide, to let the clothing write into the same folders like the original has been inside. Evidently I'm wrong something before I get to this point because I see only the ropes, not the body. Let's go back to the starting point. Do I have to upload a project or start a new one? Immagine1.jpg Immagine2.jpg It will delete the unp body mesh that you don´t want (that comes making your strange body like on the picture you have posted (wearing the shibari-rope) ..maybe this helps:
t.ara Posted September 20, 2017 Author Posted September 20, 2017 please do not worry to experiment with bodyslide - I leaned everything by myself and some stuff is descriped on the github pages...but the explanations are sometimes also there NOT exactly done and hard to understand. Safe your files and TRY to learn it by "try and error" -it´s the best way... ...if we will going on with explanations here we would stuck on every few seconds for the next steps.... but against all "resignations" I put a CBBE HDT version for NMM-installation here also...I think, you can simply exchange the stuff manually or use your modmanager to overinstall the existing UNP files. p.s. the origin of the file (my 3d-master-mesh-file) is of course the best to be prepared for the two body-versions, to prevent a damaged / distorted mesh...my zap will come for both bodies CBBE HDT and UNP HDT later...for the moment this quick conversation should be okay.... taraShibariCBBEHDT.7z
t.ara Posted September 20, 2017 Author Posted September 20, 2017 most clothing has the body underneath...it means, that together with the cloth, there´s also the body coming, exept the head, hands and feet... if you load a clothing into a session with your reference body (here CBBE), then the CBBE - texture is creating the ugly result of what you have seen in the upper pictures... clothing is always beeing prepared with a 3d-software or with special clothing mesh softwares... In any case has clothing to be prepared with a body-layer underneath and that makes everything concerning clothing quite difficult...you have to deal with a "stretch-factor", so that the clothing has nice textures if it is "stretched" by animations, and you must take care of the skeleton and the bones, so that the clothing doesn´t clip with the skin..."weighting"...means that the clothing is not touched by the underlaying body for best... For the rope I created a special body, that has CUTS in the skin, because real rope is going slightly into the skin and press it a little more to stones (on some of the soft parts of the body quite massive, like the waist is increasing to be narrow)..also the breast is going to be deformed, maybe like a BH is doing it. The special body with the rope will look more serious and little more real, like instead if the rope will simply lay on the body with the typical "clothing-distance"...btw.... i do this also with my clothing for my model...it´s much more realistic and more sexy, if the waist is going more narrow, if the model wears a corset or a skirt with a narrow belt and so on... the special bodies will work with the so created cloth together and will be loaded with my cloth...the slider-system is working allways as intended, and it´s absolutly not important, if you play your personal thin body or a heavy-boobed lady...the effect will be visible in any case.. This CBBE rope version has no special body and is created on the fly...
Mariulin Posted September 20, 2017 Posted September 20, 2017 You vitiate me... please do not worry to experiment with bodyslide - I leaned everything by myself and some stuff is descriped on the github pages...but the explanations are sometimes also there NOT exactly done and hard to understand. Safe your files and TRY to learn it by "try and error" -it´s the best way... ...if we will going on with explanations here we would stuck on every few seconds for the next steps.... but against all "resignations" I put a CBBE HDT version for NMM-installation here also...I think, you can simply exchange the stuff manually or use your modmanager to overinstall the existing UNP files. p.s. the origin of the file (my 3d-master-mesh-file) is of course the best to be prepared for the two body-versions, to prevent a damaged / distorted mesh...my zap will come for both bodies CBBE HDT and UNP HDT later...for the moment this quick conversation should be okay....
Mariulin Posted September 20, 2017 Posted September 20, 2017 It works! I'm happy, Uthgerd a little less ... please do not worry to experiment with bodyslide - I leaned everything by myself and some stuff is descriped on the github pages...but the explanations are sometimes also there NOT exactly done and hard to understand. Safe your files and TRY to learn it by "try and error" -it´s the best way... ...if we will going on with explanations here we would stuck on every few seconds for the next steps.... but against all "resignations" I put a CBBE HDT version for NMM-installation here also...I think, you can simply exchange the stuff manually or use your modmanager to overinstall the existing UNP files. p.s. the origin of the file (my 3d-master-mesh-file) is of course the best to be prepared for the two body-versions, to prevent a damaged / distorted mesh...my zap will come for both bodies CBBE HDT and UNP HDT later...for the moment this quick conversation should be okay....
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