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Zaz DoggyStyle Animation Fix (Zaz Animation Pack V7.0 and V.8.0)


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  • 2 weeks later...
Posted
On 12/13/2017 at 3:38 PM, GiantTiger said:

I have the same problem with Zaz v7.0

indeed, the female animation stage 2 is not correct, it's a repetition of stage 1

 

something still need to be fixed somewhere

  • 1 month later...
Posted
On 11/27/2017 at 11:20 AM, cinemagic said:

So this is fix for zapdoggy1 animation?

I also encounters a error in the anim, that both charactors play a same animation which seems be of the male/aggressive role in zaz blowjob(armbinder).

 

edit: Tested on Zaz7.0-T.ara new offset edition and Zaz8.0, both ok.

 

but female/victiom charactor seems to keep playing stage1 animation during stage2, which makes a small glitch.

enb 2017_11_28 02_01_48_63.png

Bit off topic, but what mod is that that allows you to select the stage?

Posted
On 3/23/2018 at 10:36 AM, nanashi50 said:

Bit off topic, but what mod is that that allows you to select the stage?

You can also go to the next stage using the Spacebar or to the previous stage using Shift-Spacebar which is built into the Sexlab Framework (in case you weren't aware of that)  Sexlab Tools just provides a jump straight to any stage mechanism.

Posted
3 minutes ago, WaxenFigure said:

You can also go to the next stage using the Spacebar or to the previous stage using Shift-Spacebar which is built into the Sexlab Framework (in case you weren't aware of that)  Sexlab Tools just provides a jump straight to any stage mechanism.

i actually did not know about the shift-spacebar function for going backwards. Thanks!

 

Seems I'm learning all sorts of new things even after so many years of messing with Skyrim mods.

  • 2 months later...
  • 1 month later...
  • 4 months later...
  • 5 months later...
Posted

A quick Search for "Function DefineDoggy01(sslBaseAnimation akAnim, String asName, String asAnim1, String asAnim2)" inside the zbfsexlab.psc file from the ZAZ 8+ CBEE SE Re2 Pack showed that it was fixed there, so no need to install it on SE, to be sure check our psc-file with something like notepad++ and search for the text in quotes.

  • 3 months later...
Posted

hiya,

 

Im not too familiar with the step-by-step process of 'clear animations in sexlab' and 'rebuild animations in Zaz'.

 

Do i do everything within 'ZaZ Animation Pack'  within MCM? or do i have to go to 'Sexlab' in MCM and pick Rebuild & Clean -> 'Reset Animation Registry'? I dont have to touch SLAL right? thanks in advance ^_^

  • 6 months later...
Posted
On 11/27/2017 at 6:20 PM, cinemagic said:

So this is fix for zapdoggy1 animation?

I also encounters a error in the anim, that both charactors play a same animation which seems be of the male/aggressive role in zaz blowjob(armbinder).

 

edit: Tested on Zaz7.0-T.ara new offset edition and Zaz8.0, both ok.

 

but female/victiom charactor seems to keep playing stage1 animation during stage2, which makes a small glitch.

enb 2017_11_28 02_01_48_63.png

Does anyone know if there is a fix or a way to fix this? I'm using Zaz 7.

  • 1 month later...
Posted

The problem:

 

ZapArmbDoggy01_A1_S2.hkx is NOT CORRECT!

 

I have no idea why, but at some time in the past the correct animation for stage 2 (ZapArmbDoggy01_A1_S2.hkx) was replaced by the stage 1 animation (ZapArmbDoggy01_A1_S1.hkx)

 

And no I couldnt find a right version of ZapArmbDoggy01_A1_S2.hkx because converting the .hkx to play it in NifScope is a FUCKING PAIN IN THE ASS! so I didnt try all the files in older mod version.
See spoiler below if you want to know how to do it

 

Spoiler

1. Get https://www.nexusmods.com/skyrim/mods/1797
(and forget about https://www.nexusmods.com/skyrim/mods/17109/ as the UI doesnt make any sens and I was never able to figure out how to make it work)


2. Copy your skeleton.hkx (or skeleton_female.hkx) and all the other .hkx you want to convert into some input folder, and create some output folder

 

3. Run the program in command line:


cd c:\path\to\hkxcmd.exe\
hkxcmd.exe convert input ouput


Now it should say something like

Converting '.\skeleton.hkx' ...
Converting '.\skeleton_female.hkx' ...
Converting '.\ZapArmbDoggy01_A1_S2.hkx' ...

 

And you should have the same quantity of .hkx in the output folder, but they are readable xml files instead of binaries

 

4. Create a second ouput folder.


Run the program in command line:
hkxcmd.exe exportkf ouput\<your skeleton file>.hkx ouput\<the name of the animation>.hkx anotheroutputfolder


For example:
hkxcmd.exe exportkf ouput\skeleton.hkx ouput\ZapArmbDoggy01_A1_S4.hkx ouput2

 

Do it for all the hkf you want to convert.


5. Now you have the .kf files in anotheroutputfolder

 

Now you can load the skeleton in NifScope and attache the .kf


1. File>Open select skeleton .nif
2. In the Block List panel on the left, select the base element of the skeleton (0 BSFadeNode), the skeleton should now appear in the main display area.
3. right-click anywhere and select "Animation>Attach .kf", click "yes", select the .kf animation, ignore the error message, re-select the base element of the skeleton,


Now the skeleton should have changed to the position 0 of the animation.


4. using the play button in the toolbar on top "large grey triangle pointing right", you can play the animation and see what it is.

 

Now of course you could try to load some body/texture/whatever to actually see the characters, but it was always so much a pain that I didnt go further as it was enough for me to verify the animation, so feel free to do it if you know how.

 

Option 1:

 

Use this simple override mod: https://mega.nz/file/ZMJHmYYC#43xx2D3Rmj_bmf_AdAy1f9js9VTg4xcLcQvR2jcGioY

 

So, since I could not find a correct stage 2 animation in older version of the Zap mod (and no I didnt check them all because of the whole ordeal of having to do the whole double conversion and visualisation), I just copied ZapArmbDoggy01_A1_S3.hkx and renamed it as ZapArmbDoggy01_A1_S2.hkx and loaded that as a simple override mod in my ModOrganizer.


THIS IS NOT PERFECT!


The original animation for stage 2 is slightly different from stage 3, but, at least now, the guy hand is not just up in the air holding nothing.

 

You can improve that by adjusting the female position a bit.

 

Dont forget to run FNIS to rebuild the animations and you are done.

 

Option 2:

 

Another workaround is to make your own dynamic doggystyle arbinder using the mod "Sexlab Tools".

 

https://www.loverslab.com/files/file/2018-sexlab-tools-v30/

 

1. In "Sexlab Tools" MCM menu, select "animation creator"
2. Give a name to your animation
3. Stage 1: select the "Doggy Style (Armbinder)" animation
4. Stage of the choose animation: select 1
5. Stage 2: select the "Doggy Style (Armbinder)" animation
6. Stage of the choose animation: select 3 (YOU SKIP THE BROKEN STAGE 2!)
7. Stage 3: select the "Doggy Style (Armbinder)" animation
8. Stage of the choose animation: select 4
9. Stage 4: select the "Doggy Style (Armbinder)" animation
10. Stage of the choose animation: select 4 (why not, the last stage is always too short, so now you can enjoy it longer)

11. Then select "Register to Sexlab"

 

DONE!

 

You can also remove the existing broken animation.
In theory it should be possible using "Sexlab Tools ("Settings" > "Animation Unregister" > "Unregister animation") but that didnt work for me.
Another solution is to wait till the broken animation is playing, then go to "Sexlab" MCM menu, "Animation Editor" > uncheck "enabled" and voila, that animation will not be used anymore.

 

This issue has plagued sexlab/zaz/devious* for so many years I cant believe nobody more skilled than me ever fixed it ...

 

  • 6 months later...

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