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Zaz Animation Pack V8.0 plus


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11 hours ago, t.ara said:

Hello, that problem is on some furnitures but not on all of them...you can solve that if you use the sexlab cam-so press "3" and use the free cam in that case-my newer animations are not anymore centered, so that the cam is around the character always. Normally you should also use sexLab, so it´s not a real problem as long I play this game.

 

First impressions of the tower ingame (texture testing and overall size check-up)

TESV 2018-04-22 01-31-53-01.jpg

TESV 2018-04-22 01-32-11-90.jpg

TESV 2018-04-22 01-32-34-83.jpg

TESV 2018-04-22 01-34-56-68.jpg

TESV 2018-04-22 01-36-06-47.jpg

TESV 2018-04-22 01-39-05-23.jpg

Note that when T.ara says "3" he means on the number pad. This is a standard SexLab function.

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This Nif file had issues and makes the game crash when viewing it at in-game inventory... Nifscan and Nifhealer cannot discover anything wrong with it... You'll find it in Meshes/ZaZ-UltimateDataPack/ZaZ - HDT/ZaZWristChainsRagDolls_1.nif

I think it is incomplete or corrupted.

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11 hours ago, t.ara said:

Oh yeah, now we here can´t decide what texture to take...we are sitting in front of the screen an look to the two different texture settings, that I made now..."old weathered "schlabber"- texture of wood (skyrim) , or a NEW proud finish (more disney)???....or both versions???

 

-roof will also be changed somehow

 

 

I hate that Skyrim has every building looking like it was built when the Dungeons in the game were still new, even the brand new Hearthfires houses look like they are hundreds of years old as soon as they are built.  It's one thing to have old stuff looking weathered but in Skyrim they weathered everything, even the "new" stuff.

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1 hour ago, t.ara said:

hello,

that wrist chains are not part of the zap8.0+, the hdt-stuff comes with the next release. If you have it loaded by using the add-on-patch,  you may have screwed up the installation. The wrist cuffs do work same way like the ankle cuffs. And if that stuff is inside the pack (8+), it may  be that it was not ready during that time...I can´t remember..if so, then overwrite the pack with that  patch, then it should be working.

hello,

Is there a patch for ZaZ Animation Pack? I don't remember seeing one before!... ZaZ - HDT folder is included in this version too and You can try and see this nif first by throwing it in Nif optimizer and you'll see that the program will just stop working... There is something wrong with it... I've tried to see it in Nifscope but couldn't finish it... However, I'm using HDT-SMP Physics release from the Chinese website and I made a path for your xml's that is included in this nif file folder and moved them there SKSE\Plugins\hdtSkinnedMeshConfigs. And added them in defaultBBPs.xml so they can work in game and they did... But the problem is that nif file.

You realize that this is a repack attempt to convert your mod to SSE yeah?... So what is your suggestions and what about that patch?

Thanks.

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47 minutes ago, Saqer said:

hello,

Is there a patch for ZaZ Animation Pack? I don't remember seeing one before!... ZaZ - HDT folder is included in this version too and You can try and see this nif first by throwing it in Nif optimizer and you'll see that the program will just stop working... There is something wrong with it... I've tried to see it in Nifscope but couldn't finish it... However, I'm using HDT-SMP Physics release from the Chinese website and I made a path for your xml's that is included in this nif file folder and moved them there SKSE\Plugins\hdtSkinnedMeshConfigs. And added them in defaultBBPs.xml so they can work in game and they did... But the problem is that nif file.

You realize that this is a repack attempt to convert your mod to SSE yeah?... So what is your suggestions and what about that patch?

Thanks.

...seems to me that we do not talk about same stuff-that wrist-hdt-cuffs are working not only on my system-SSE I personally do not support here. I suggest to let that wrist-cuff away until I have the next release ready. Anyway that nif-file is working, it´s as I mentioned only possible, that in zap 8plus has been a test version. I do not remember that anymore.

I tested it again-no problem-like month ago working. Only the inventory pic is wrong-that will be changed soon.

 

TESV 2018-04-23 00-38-52-37.jpg

TESV 2018-04-23 00-39-44-15.jpg

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10 hours ago, t.ara said:

..think this is the most long ladder ever...skyrim railway to heaven...I had no other idea how to go there..........interieur is NOT ready but I wanted to visit that guy....so I exactly saw that the sleeping room is far too small...far to small....best here at this stage of work to change it and later get more lucky with it;-)

 

 

 

Regarding entry to the tower, would it be possible to use a spiral staircase similar to the regular Skyrim tower? Entrance and the exit could be hidden, inside a wardrobe behind a false bottom and outside, for example, a hidden hatch next to the tower.

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Hello, yes of course-I want it like in the movie with a hidden entrance-but accessible after the playerhas found it and after the door got unlocked (maybe this is the first time, I should try a simple quest. I have to boost up that sleeping room and then I start seriously with the interieur. I thought to try to create the floor ground by real stone mosaics and not by a texture. I have enough headroom for that filesize to bring some detailed stuff as interieur. I have to change the outside and inside wall textures-maybe I can bring some paintings onto the walls...I´ll have to try that...the spiral-stair is a must-have and the tower can of course have a secret chamber under the floor ground...and that room is leading into that stairs down....I´ll check out the place there....

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22 hours ago, t.ara said:

...seems to me that we do not talk about same stuff-that wrist-hdt-cuffs are working not only on my system-SSE I personally do not support here. I suggest to let that wrist-cuff away until I have the next release ready. Anyway that nif-file is working, it´s as I mentioned only possible, that in zap 8plus has been a test version. I do not remember that anymore.

I tested it again-no problem-like month ago working. Only the inventory pic is wrong-that will be changed soon.

 

 

 

Hey, I didn't know what exactly you had on your plate, but I've been going through some of my stuff and was wondering a few things.

1. Any chance you could make something like the Prisoner Chains from heretical, but backwards? Where the collar chain goes down the back, so it would work with your "behind the back" offsets? I'm trying to hack something together myself, but I'm not doing so hot. I have other ideas, but I know you were messing with HDT stuff already. I'll post a reference pic:

 

Spoiler

PC.thumb.jpg.f8be3ee312826f9775d6eabd9b9caa54.jpg

 

 Holy shit, I can't directly edit the next paragraph because this site fucking hate me: my concern is for Nipple Piercings with a connected chain.
2. Are you currently doing anything with HDT nipple piercings? There's a few out there, but they are static and deform, which is generally fine, but I figure you could do better. I've found some old stuff sitting in my install. Most of it is from the old J/C Factory, but I'm pretty sure those were all Oblivion ports anyway. Ignore the body texture issues, I have yet to convert these to UUNP due to time/lack of desire. Is this stuff anything you could use?

Spoiler


RSSC.thumb.jpg.6d0f25dfdbe38c581be3806ec889a715.jpgRSSNIP.thumb.jpg.8301530687d436dcc704a8115dae3d4c.jpgNip1.thumb.jpg.cf4d9723109fb122c20bb531ce895000.jpg

 

The smaller piercing and chain from the second pic is what I plan to convert to UUNP when I have time, since my other tests converting from CCBE have gone well.

 

I did some work with an armor mod from Modtype.... or some japanese website called CBBE Sexy Chain Armor or something like that. Though I doubt I have permission to release it, it's pretty much what I think ZaZ (or at least me) really needs.

 

Spoiler

Nip2.thumb.jpg.b5ab03c23158e648c0b9f2868f69c7f9.jpg

 

 

Also, I fixed my Bodyslide Rusty Slave chains from... hell multiple mods. Once again, it's an Oblivion port. Do you care to add something like this into ZaZ? Possibly make the texture "not suck" since this mesh seems to be kind of jacked up.

 

Spoiler

RSC.thumb.jpg.16ac18699a2597e0ca887ea9f6f2b639.jpg

 

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13 hours ago, Addasus said:

Hi!

 

First of all, the new update looks great and I can't wait to give it a shot. Just one question: Do followers instantly escape their bindings the second you leave the area?

if you make the follower use the furniture by command, YES.  Leave the area I take as "leave the cell", the home, the whiterun city or the outside tamriel with another game part that needs to be loaded. But by AI packs the Slaves could be captured by special scripts/mods.

 

Thanks!

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4 hours ago, t.ara said:

if you make the follower use the furniture by command, YES.  Leave the area I take as "leave the cell", the home, the whiterun city or the outside tamriel with another game part that needs to be loaded. But by AI packs the Slaves could be captured by special scripts/mods.

 

Thanks!

@t.ara

 

Players being able to get NPCs to 'use' your furniture and 'stick to it' :smile: would clearly be a good thing!

 

It crossed my mind that there are various Tools and Matchmaker type spells/mechanisms available now, which can be used on one or more NPCs singly, or paired up, to get them to  use Sexlab registered animations

 

Are any of those of any use as a simple sort of generic base to the initial part of selecting an NPC and matching it up with a piece of furniture and its related 'entry' and 'parked' anims/idle(s)? 

 

I understand (and I';m no modder so this is guessing a bit) that the existing mods pass NPCs off to Sexlab, and anims are started in, run and then terminate out of Sexlab.  So I would guess they might only help on the 'starting point selections' and you would need to add some 'stop' Tool/spell to apply to the NPC to make it 'wait' in the furniture until you want it removed again, and something else to end the 'Wait' and activate the relevant 'dismount' anim.  But something like that would certainly would be better than a narrative command, which can in some circumstances seem to be a bit 'lame' (eg it's the one drawback in Darconsole's otherwise absolutely excellent Display-Model mod)  

 

And it would be useful to have a simple, generic, no frills, spell/tool/method as part of the framework so that all your great stuff could be used directly from the Framework without klutzs like me having to wait for the really clever people developing mods to use any of it properly.  Fully understand that it would have no guarantees of compatibility with the mods developed by specialists like Musje, CliftonJD etc

 

Any chance of your being able to do something like that? 

 

I haven't got a clue as to how to do that myself, unfortunately, so I may well just be dreaming in hope... :classic_angel:

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1 hour ago, donkeywho said:

@t.ara

 

It crossed my mind that there are various Tools and Matchmaker type spells/mechanisms available now, which can be used on one or more NPCs singly, or paired up, to get them to  use Sexlab registered animations

 

Are any of those of any use as a simple sort of generic base to the initial part of selecting an NPC and matching it up with a piece of furniture and its related 'entry' and 'parked' anims/idle(s)? 

 

I understand (and I';m no modder so this is guessing a bit) that the existing mods pass NPCs off to Sexlab, and anims are started in, run and then terminate out of Sexlab.  So I would guess they might only help on the 'starting point selections' and you would need to add some 'stop' Tool/spell to apply to the NPC to make it 'wait' in the furniture until you want it removed again, and something else to end the 'Wait' and activate the relevant 'dismount' anim.  But something like that would certainly would be better than a narrative command, which can in some circumstances seem to be a bit 'lame' (eg it's the one drawback in Darconsole's otherwise absolutely excellent Display-Model mod)  

 

 

There are only a handful of SexLab paired animations suitable for use in furniture.

 

I started work on a mod (Interactive BDSM) that ties NPCs (or the player) in ZAP furniture and plays out a little animation with a designated or randomly selected NPC as torturer. But the animations all have to be made specifically for the furniture, and currently they are not paired: only the torturer is animated. Paired animations might be possible but then you won't only have to take the general stance of the victim into account, you'd have to make specific animations for every sinlge piece of furniture. I might end up doing a combination: have 6 different generic animations x 6 or so variations, plus a few specific ones for a couple of furnitures. But it's a load of work and I don't even know how to make SL animations yet :smile:

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3 hours ago, donkeywho said:

@t.ara

 

Players being able to get NPCs to 'use' your furniture and 'stick to it' :smile: would clearly be a good thing!

 

It crossed my mind that there are various Tools and Matchmaker type spells/mechanisms available now, which can be used on one or more NPCs singly, or paired up, to get them to  use Sexlab registered animations

 

Are any of those of any use as a simple sort of generic base to the initial part of selecting an NPC and matching it up with a piece of furniture and its related 'entry' and 'parked' anims/idle(s)? 

 

I understand (and I';m no modder so this is guessing a bit) that the existing mods pass NPCs off to Sexlab, and anims are started in, run and then terminate out of Sexlab.  So I would guess they might only help on the 'starting point selections' and you would need to add some 'stop' Tool/spell to apply to the NPC to make it 'wait' in the furniture until you want it removed again, and something else to end the 'Wait' and activate the relevant 'dismount' anim.  But something like that would certainly would be better than a narrative command, which can in some circumstances seem to be a bit 'lame' (eg it's the one drawback in Darconsole's otherwise absolutely excellent Display-Model mod)  

 

And it would be useful to have a simple, generic, no frills, spell/tool/method as part of the framework so that all your great stuff could be used directly from the Framework without klutzs like me having to wait for the really clever people developing mods to use any of it properly.  Fully understand that it would have no guarantees of compatibility with the mods developed by specialists like Musje, CliftonJD etc

 

Any chance of your being able to do something like that? 

 

I haven't got a clue as to how to do that myself, unfortunately, so I may well just be dreaming in hope... :classic_angel:

Hello, such a request also has been somewhere in the past-the short and for me easy way to answer is: no quest-mechanic that will change the framework - and btw. I do not have any solution for such a stuff.

Technically I would not put it into zap: mechanics like that belong to mods like zep or the main quest mod, that turns the stuff into a specific mod.

"Waiting" in furniture is being interrupted by changing the cell-it´s a must for the gameplay. If you enter a cell, the cell is initialized. ZAP is built on real furnitures that can be used by different mods and quests. It´s an quite open "resource". I´d  suggest to look for mods, that can bring the cell back to it´s "left" position, that should be working somehow.

"Parking" is not nessessary, because you do not see the suff if you have left. But such a mod has to check furnitures, their ankle and all npcs in the cell. It´s again a wish against the common usual skyrim - mechanics and that will of course cause nonsence, artefacts and will interference with other quests and stuff. Cell analizing is hard to do and uses quite lot of papyrus power-inside of zap it would be 100% the wrong place. I take little care of the resources and other modders can add new questmods, like it has been all the years.

 

Stickin´to a furniture is a wrong way to think how the game works: npcs are using the furniture sometimes, seldom and only for some seconds until some minutes. Followers can be forced by the follower mod to stay at a position, as long you are inside that cell.

 

 

 

Real "paired animations" I can´t start for now in game, so I can´t check them out....maybe I can create them in future. I´d of course add some kinky paired bed poses. But anyway, they have to be started like sexLab´s animations: so, that they are working without arefacts or misallignment.

 

 

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36 minutes ago, Durante said:

after updating from v8.0 I get this error on FNIS:
ERROR(9): Index was outside the bounds of the array.

 

ZAZanimationpack+ in meshes makes my fnis generate go bust :confused:

Are you using FNIS XXL? If not try with that.

 

Also, not sure if anyone already reported this, but the CBBE Bodyslide for BreastRopeExtreme02 has a few errors and Bodyslide complains about wrong path for the nif, upon inspection in the BreastRopeExtreme02.osp it says:

    <SliderSet name="BreastRopeExtreme">
        <DataFolder>BreastRopeExtreme</DataFolder>
        <SourceFile>BreastRopeExtreme.nif</SourceFile>
        <OutputPath>meshes\Zaz-UltimateDataPack\ZaZ - Accessories\Restraints\011ZaZ - BreastRopeExtreme</OutputPath>
        <OutputFile GenWeights="true">BreastRopeExtreme</OutputFile>

where it should be:

    <SliderSet name="BreastRopeExtreme02">
        <DataFolder>BreastRopeExtreme02</DataFolder>
        <SourceFile>BreastRopeExtreme02.nif</SourceFile>
        <OutputPath>meshes\Zaz-UltimateDataPack\ZaZ - Accessories\Restraints\012ZaZ - BreastRopeExtreme</OutputPath>
        <OutputFile GenWeights="true">BreastRopeExtreme02</OutputFile>

I guess something went wrong when copying from BreastRopeExtreme01 (at least the output path hints at that).

 

Anyways, glad to see somone takes on ZAP.

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3 hours ago, Musje said:

 

There are only a handful of SexLab paired animations suitable for use in furniture.

 

I started work on a mod (Interactive BDSM) that ties NPCs (or the player) in ZAP furniture and plays out a little animation with a designated or randomly selected NPC as torturer. But the animations all have to be made specifically for the furniture, and currently they are not paired: only the torturer is animated. Paired animations might be possible but then you won't only have to take the general stance of the victim into account, you'd have to make specific animations for every sinlge piece of furniture. I might end up doing a combination: have 6 different generic animations x 6 or so variations, plus a few specific ones for a couple of furnitures. But it's a load of work and I don't even know how to make SL animations yet :smile:

@t.ara too :smile:

 

Thanks for the quick replies, folks

 

TBH, I'm not really bothered so much about the paired interactive animations.  Those are icing on the cake and truly belong in other mods

 

I was really more interested in the idea of having the furniture used in much the same way as Darkconsole's Display Model works, ie, you can pose any NPC, follower or not, on a piece of furniture, 'go away' somewhere else, and when you come back, they are still there :smile:

 

I can understand @t.aranot thinking that would be an appropriate thing to have in the ZAP Framework, so that's fine.  It just seemed a useful idea, but I can entirely understand his reluctance 

 

But, is it something that a standalone mod could do, using the .hkx files found in (C:\ZZ MO Mods SKYRIM is my MO mods directory located as close as poss to my SSD root)...

 

     C:\ZZ MO Mods SKYRIM\SxLab ZazAnimationPack v8+ CBBE HDT Release Version [180204]\Meshes\actors\character\animations

 

.... ie, where an NPC, or NPC follower, can be positioned on the relevant item until released?

 

Nothing fancy, just a 'get on that and stay there until told otherwise'.  :tongue:

 

DFW seems to do something like it for the player, although I appreciate the operating circs might be a bit different

 

Bearing in mind that I have no modding quals whatsoever, is that something that is really difficult to do for NPCs? 

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Furniture animations like paired animations do for best go into the resource-mods, thats why we call it animation pack...and display model uses no furnitures (not the way, a furniture is used inside of skyrim) and it has an own framework that has nothing to do with zap.  I don´t know if display model can be used as resource. And it has a different stuff inside that is not suiting to zap after I had a more close look in the past. And it´s good that way.

 

thank you for helping here inside the thread, donkey-you´re the best:-)

 

Inside of an other mod, something like that may be realizable [lasting animation] (with a standalone mod)...if my interest would go into that direction, I´d help to fill the "display model" with stuff...but DM did not take my interest in the past.

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On 23. April 2018 at 11:41 PM, CaptainChaos said:

Hey, I didn't know what exactly you had on your plate, but I've been going through some of my stuff and was wondering a few things.

1. Any chance you could make something like the Prisoner Chains from heretical, but backwards? Where the collar chain goes down the back, so it would work with your "behind the back" offsets? I'm trying to hack something together myself, but I'm not doing so hot. I have other ideas, but I know you were messing with HDT stuff already. I'll post a reference pic:

 

  Reveal hidden contents

 

 Holy shit, I can't directly edit the next paragraph because this site fucking hate me: my concern is for Nipple Piercings with a connected chain.
2. Are you currently doing anything with HDT nipple piercings? There's a few out there, but they are static and deform, which is generally fine, but I figure you could do better. I've found some old stuff sitting in my install. Most of it is from the old J/C Factory, but I'm pretty sure those were all Oblivion ports anyway. Ignore the body texture issues, I have yet to convert these to UUNP due to time/lack of desire. Is this stuff anything you could use?

  Reveal hidden contents

The smaller piercing and chain from the second pic is what I plan to convert to UUNP when I have time, since my other tests converting from CCBE have gone well.

 

I did some work with an armor mod from Modtype.... or some japanese website called CBBE Sexy Chain Armor or something like that. Though I doubt I have permission to release it, it's pretty much what I think ZaZ (or at least me) really needs.

 

  Reveal hidden contents

 

 

Also, I fixed my Bodyslide Rusty Slave chains from... hell multiple mods. Once again, it's an Oblivion port. Do you care to add something like this into ZaZ? Possibly make the texture "not suck" since this mesh seems to be kind of jacked up.

 

  Reveal hidden contents

 

Hi captain!:-)

 

yes, there´s a chance to change some stuff from heretic and he has some little artifacts inside that mod that could be solved without much troubles. I have for example that long collar chain with a bone issuer one one chain-part-nothing big, but it looks a little bad when watching the entirely proud chain-work he did. The prisoner´s chain backward should be possible to realize under his mod only or inside of a pack with his permission. For now I want to let it how it is and maybe that stuff gets more updates - nobody knows it. I want to let  pass a year or maybe more and if I do myself stay here, I´d ask to overtake the heretic-stuff also into zap. This is my offer and I would then take care about that stuff working together with the zap-framework like all other stuff. 

 

 

About the breast-jewelry I do not like to do something anymore, until I have a suiting bone for the skeleton, to put there stuff, that can follow the nipple-movements. Stuff that is created to be working with body slide is sadly always looking crappy, depending on the skin-distortion. 

 

I will try to add what is looking fine by using body slide, so that´s always our compromise to work with.

 

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Hi Tara

 

It should be possible to put them to your meshes by using a spell. I remember "branding device of doom" is using such spells. I think you might get permission to use these spells in your mod and be able to change them in a way that npc permantly uns your devices.

 

Edit: not quite shure about that, but if you use slaverun reloaded in combination with branding device of doom you get these spells.

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3 hours ago, Lupine00 said:

Does this release have the Doggy Style patch by cedec0 built-in?

 

I couldn't find any mention of this on the front-page, though perhaps I missed it?

 

And this makes the Extension Pack redundant, right?

That patch made the 8.0 version, this is the version after that.

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