Jump to content

Zaz Animation Pack V8.0 plus


Recommended Posts

Posted
On 6/10/2018 at 6:16 PM, newuser42 said:

Your right its not the Zaz pack thats at fault, its weird i have SLAL leito, anubs, billys, nibbles, k4, nanzootoko, NSAP, Kom, 3jou, FunnyBizness Armbinder Creatures,

ZAZ, plus DD, 

FNIS Sexy Move, PCEA2, TK Dodge a grand total of 10,617 animations out of 20000 animations and I didnt CTD on a new game or an existing save

 

What I did was take out xp immersive animations, bergzones, oriental swordsmith, basically animation packs that im not using for FNIS PCEA2, and leaving only

Tiefling, pretty idles and jump animation folders into the PCEA2 and lo and behold it doesnt CTD anymore

 

Whats bizarre is that it wouldnt let me do that before with just 9000 animations. Also the new riding styles seem to CTD my game as well on install 

FNIS works in mysterious ways i guess 

 

 

  I use to say the limit on human animations was about 12000, and that has always been right for me, as I have had animation above 11900 almost touching the assumed 12000 limit.

  But any time My humanoid animations reached even a little above 12000 my games would crash.

 

    However when I installed DDI4.1 my animation limit was appearing in FNIS count at the bottom to have been reduced to approximately 10400 ( or rather I had to reduce my animations to that FNIS count amount for DDI4.1 to run ). 

 

    I am assuming that the alternate animation's are Possibly much higher now from DDI4.1 or maybe they are not being counted, or there are possible offset animations added, possibly furniture animations or something with DDI4.1 that do not show somehow many of the animations within DDI4.1.  There are also a lot of Slot additions in DDI4.1 that may not be  appearing in the FNIS count. But am not sure.

 

( this is all speculation ) but I do know I had to reduce my animation count by a considerable amount to get 4.1 to run. And according to the FNIS count it would seem to show My animation limit has been reduced by a little over 1500 animations.

 

   However DDI4.1 does seem to limit my ability to run as many animations as I once did according to the FNIS total. ( Or is some how hiding animations in some way from the  FNIS Total count ). With DDI4.0 I had according to FNIS 11803 before installation of DDI4.1 and the game was running fine,  But after installing DDI4.1 I had to reduce the number of My animations according to the FNIS total count by over 1500 before it would run. Which left me with a FNIS count of approximately 10400 animations.

 

  ( it is all very puzzling to me, and I have looked at it a lot, but have no real answer)

 

   So If you install DDI4.1 you may well have to drop quite a few animations before it will run, but maybe not as I am only mentioning the problem that I have had with DDI 4.1.

Posted
8 hours ago, galgat said:

   Yes one thing I have seen when a mod crashes on load.  Check the log file.

 

   Do a search, see if in the log file it never reached the line that say's "VM is Thawing"  this is where you actually enter the game everything before that is for the most part is junk.

If your log file never reaches this line. It is a good sign you have to many animation's, so try dropping what ever you can and that will probably be some of you SLAL pack's, as there is little else that a Player can remove to cut back on animations.

 

   There are some mods that add animations that you could remove, FNIS sexy moves, animated dragon wing's, these are some I can think of off the top of my head.  But really the most obvious, and easy for players to remove with little or no trouble except for having to clean your save are the SLAL packs.

 

(  keep in mind if you are modding with DDI that it has a soft dependency on the script's in sex moves, and your modding scripts may not compile if it is not in your load order )

 

   Many of the SLAL pack have Fomod installation which allow you to pick and choose what animations are installed, so you can do some pruning that way. I use to say you had a 12000 Humanoid, and 12000 creature limit or approximately that, but resent discovery's in a mod I have played, have left me unable to say that. (  DDI 4.1 somehow reduced my animation limit to approximately 10400 )

 

   Point is before you do a complete rebuild check the log for that line, and if it is not there, start dropping animation's, and see if that does not help.

Thanks for the response, are you talking about an animation overload outside of FNIS? What I mean by that is, with ZAP8 installed, FNIS compiles without any errors or index out of reach messages. So I'd assume I have plenty of animation room? Or is there some in built skyrim limit that it can't handle, which FNIS is fine with? (I'm totally using FNIS XXXXXXXL or whichever the the largest one provided is)

Posted
24 minutes ago, darkevilhum said:

Thanks for the response, are you talking about an animation overload outside of FNIS? What I mean by that is, with ZAP8 installed, FNIS compiles without any errors or index out of reach messages. So I'd assume I have plenty of animation room? Or is there some in built skyrim limit that it can't handle, which FNIS is fine with? (I'm totally using FNIS XXXXXXXL or whichever the the largest one provided is)

FNIS 7.4.5 XXL is current

 

Look at the DD Development and DDi threads for more info

 

Hope that helps

Posted
1 hour ago, darkevilhum said:

Thanks for the response, are you talking about an animation overload outside of FNIS? What I mean by that is, with ZAP8 installed, FNIS compiles without any errors or index out of reach messages. So I'd assume I have plenty of animation room? Or is there some in built skyrim limit that it can't handle, which FNIS is fine with? (I'm totally using FNIS XXXXXXXL or whichever the the largest one provided is)

   read the post I made just above your reply to mine, it might have the information you need, but it may not, i may be the only one with that problem.

Posted

Sorry, I´m so much busy on new perspectives....

 

Did somebody get the UUNPHDT body of bodyslide into 3dsm and same way out (by nif-exporter) as nif-file to desktop??

I get always a nif-exporter-crash! - can´t nif-exporter export the bodyslide-created stuff???

Thanks for help or tips.

^^..............................(that´s pretty much not necessary anymore-thanks!)

 

 

 

p.s. if i´m ready with this, i ´ll put the stuff online with links and lot of custom repairs  to let smp-pe run like a charme:-)

AND: you don´t need any ENB for this !!!

 

Pics made by using:

 

ENB 3.19 with TKV5 set-up(normal-setting)/manual installation

Climates Of Tamriel 5

 

 

....If you want

Enhanced Lights and FX 

 

 

 

TESV 2018-06-13 11-36-36-24.jpg

TESV 2018-06-13 12-26-46-62.jpg

TESV 2018-06-13 12-29-56-83.jpg

TESV 2018-06-11 20-51-28-52.jpg

TESV 2018-06-11 22-15-05-20.jpg

TESV 2018-06-11 18-36-28-89.jpg

TESV 2018-06-11 19-57-40-38.jpg

TESV 2018-06-11 20-46-19-34.jpg

Posted

That's a nice dress by the way....

I've never noticed that before? Which one is that?

Spoiler
10 minutes ago, t.ara said:

 

TESV 2018-06-13 12-29-56-83.jpg

 

 

Posted
3 hours ago, worik said:

That's a nice dress by the way....

I've never noticed that before? Which one is that?

  Reveal hidden contents

 

DOA5 mandarin dress....(I added 2 new colors) but please don´t download it somewhere - it does work ONLY with one older smp-pe file set-up which is not working correctly and so let things not collidate with the body - please wait until i´m ready with this...(you may spare some days of trouble for nothing!) I think I get all the stuff to run with only one setting. I also try to make the clothing bodyslide compatible:-))--->this is ready !!!

 

Here on LL are some pristine guides and a handfull of people who were behind this stuff in the past. Some things were helpful as usual:-)

 

 

After this all is done, you can let run all the items without issures (HDT hair, -clothing, -earrings, -highheels, and last but not least any HDT chain-stuff, and wtf!:  the use of that clothing brought also HDT vagi/anu...:classic_blush:).

This all is a new game experience to me...older dresses that are running on older smp-pe can then be also changed to run with this version, which came with the HDT hair.

Problem of the hair has been, that it also was not running (all together) - but I will explain this later.

 

The steps for this stuff to let it run are (as far the data-files are correct), very simple.

Posted
19 minutes ago, t.ara said:

I also try to make the clothing bodyslide compatible

You've convinced me  :classic_smile:

(yeeees, I know, I'm easy .... ;)  )

 

Posted

 

3 hours ago, darkevilhum said:

Thanks for the response, are you talking about an animation overload outside of FNIS? What I mean by that is, with ZAP8 installed, FNIS compiles without any errors or index out of reach messages. So I'd assume I have plenty of animation room? Or is there some in built skyrim limit that it can't handle, which FNIS is fine with? (I'm totally using FNIS XXXXXXXL or whichever the the largest one provided is)

It's most likely rather Skyrim than FNIS, but since nobody knows the exact reason for the crash, fore can't make FNIS check for it - so no, FNIS won't throw an error.

On 6/11/2018 at 1:16 AM, newuser42 said:

Your right its not the Zaz pack thats at fault, its weird i have SLAL leito, anubs, billys, nibbles, k4, nanzootoko, NSAP, Kom, 3jou, FunnyBizness Armbinder Creatures,

ZAZ, plus DD, 

FNIS Sexy Move, PCEA2, TK Dodge a grand total of 10,617 animations out of 20000 animations and I didnt CTD on a new game or an existing save

 

What I did was take out xp immersive animations, bergzones, oriental swordsmith, basically animation packs that im not using for FNIS PCEA2, and leaving only

Tiefling, pretty idles and jump animation folders into the PCEA2 and lo and behold it doesnt CTD anymore

 

Whats bizarre is that it wouldnt let me do that before with just 9000 animations. Also the new riding styles seem to CTD my game as well on install 

FNIS works in mysterious ways i guess 

 

 

Didn't try the new riding styles, those might have a bug on it's own (not saying it does, just it could ;) ). But for the other parts: what we know is that there are different kinds of animations, and each has (multiple? seems so, not sure) lists where they are stored. Appearently at least one of these things has a hard limit in the Skyrim engine, but nobody has a clue which one. Hopefully we can figure this out and optimze the way those animations are either registered via FNIS, or how the lists are created, or,... anything^^

 

I'm not sure if i got you right, but did you mean that with only 9k animations it still crashed and removing the mods you mentioned didn't help? That would be a different outcome and might help to figure out what's going on. :)

Posted

So this isn't a modder's resource, yes?

Since I wanted to get wrist restraints from this mod, and assumed I could, since one of the first things you read on the front page is "THIS IS A MODDER´S RESOURCE"

 

Then I scrolled all the way down and I saw "The content in this upload is not open source or resource material."

Left me kinda confused so I didn't use them as a resource to be safe.

Is it possible to remove the first lines so people like me don't get conflicted whether or not they can use this mod as a modders resouce?

Posted
8 minutes ago, SpaceHamst3r said:

Is it possible to remove the first lines so people like me don't get conflicted whether or not they can use this mod as a modders resouce?

That bold "modder's resource" line appears to be a leftover from the original Zaz Animation Pack. Which you can still download here on LL.

 

Chances are that the items you want to use were already included in the original Zaz AP can be used according to their rules (see the download page linked above for more details).

 

Posted
7 minutes ago, El_Duderino said:

That bold "modder's resource" line appears to be a leftover from the original Zaz Animation Pack. Which you can still download here on LL.

 

Chances are that the items you want to use were already included in the original Zaz AP can be used according to their rules (see the download page linked above for more details).

  

Yeah, the wrist restraints I'm using in my mod are from ZaZ 7.0, good that 7.0 is still available.

 

Kinda strange that the first lines a modder reads is "hey u can use this in ur mod" and then in the end "no u can't use this in ur mod".

Posted
36 minutes ago, t.ara said:

This is a small HDT movie-I hope I can upload this.....with a little?, and "pushing" ?->wow-ready!!

Now that is some AWESOME physics!!! ?

Posted
15 minutes ago, SpaceHamst3r said:

Kinda strange that the first lines a modder reads is "hey u can use this in ur mod" and then in the end "no u can't use this in ur mod".

it's a framework so unless you copy assets and bundle it with your mod, this last statement is invalid unless the creator doesn't want anyone to use the framework what is very unlikely. Furthermore ZAP8 is based on ZAP7 so either ZAP7's rules fully apply or ZAP8 has to take out all ZAP7 stuff and become a resource for ZAP7.

Choose your poison.

Posted
1 hour ago, SpaceHamst3r said:

So this isn't a modder's resource, yes?

Since I wanted to get wrist restraints from this mod, and assumed I could, since one of the first things you read on the front page is "THIS IS A MODDER´S RESOURCE"

 

Then I scrolled all the way down and I saw "The content in this upload is not open source or resource material."

Left me kinda confused so I didn't use them as a resource to be safe.

Is it possible to remove the first lines so people like me don't get conflicted whether or not they can use this mod as a modders resouce?

Please make zap a dependency or ask for what you like to use,...we will not drive into problems;-)

Posted

Alright, I misunderstood then.

I used the wrist and ankle rope restraints from Zaz Animation pack 7.0 in my mod and packed them with it, so not making people who don't have ZaZ anim pack 7.0 having to download the whole pack for 2 items.

If this is a probem, I'll happily change it.

Posted

At least I could create a working "HDT-supporting skeleton" that is fully BodySlide compatible!!!:mrgreen:

...looks like we can drive such stuff with our beloved shaped bodies....

 

quite busy on such a sort of stuff for now...

 

TESV 2018-06-13 15-34-17-93.jpg

TESV 2018-06-13 15-33-15-29.jpg

TESV 2018-06-13 15-33-01-99.jpg

TESV 2018-06-13 15-33-16-46.jpg

TESV 2018-06-26 00-43-28-36.jpg

Posted
12 minutes ago, SpaceHamst3r said:

Alright, I misunderstood then.

I used the wrist and ankle rope restraints from Zaz Animation pack 7.0 in my mod and packed them with it, so not making people who don't have ZaZ anim pack 7.0 having to download the whole pack for 2 items.

If this is a probem, I'll happily change it.

That´s okay for me:-)

All the zap7.0 stuff, you can simply use as Mr. Chris mentioned, I did not create that mod ! - "ZAP7-belongs to LL and can be used in parts...."

My all over intention has been, that zap should not "bleed out", because I think this mod is "good"...ggg

Posted
10 minutes ago, t.ara said:

At least I could create a working "HDT-supporting skeleton" that is fully BodySlide compatible!!!:mrgreen:

...looks like we can drive such stuff with our beloved shaped bodies....

 

TESV 2018-06-13 15-34-17-93.jpg

TESV 2018-06-13 15-33-15-29.jpg

TESV 2018-06-13 15-33-01-99.jpg

TESV 2018-06-13 15-33-16-46.jpg

This picture reminds me of a line from the movie Men in Black. "The difference between you and me is I make this suit look good." That dress really brightens up old Whiterun! ?

Posted
15 minutes ago, t.ara said:

That´s okay for me:-)

All the zap7.0 stuff, you can simply use as Mr. Chris mentioned, I did not create that mod ! - "ZAP7-belongs to LL and can be used in parts...."

 My all over intention has been, that zap should not "bleed out", because I think this mod is "good"...ggg

Alright, good to have confirmation.
Appreciate it :) 

Posted
13 minutes ago, SpaceHamst3r said:

Alright, good to have confirmation.
Appreciate it :) 

You can maybe let a link here, if your mod is ready?...

Posted
2 minutes ago, t.ara said:

You can maybe let a link here, if your mod is ready?...

It's been out for a few days already. I was sure I could use the resources, but wanted some real extra confirmation, since I'm never 100% in things I do.
 

Be warned, bestiality.

 

Posted
7 minutes ago, SpaceHamst3r said:

It's been out for a few days already. I was sure I could use the resources, but wanted some real extra confirmation, since I'm never 100% in things I do.
 

Be warned, bestiality.

 

Ahhh it´s YOU who made this pretty new animations, paired??

I would like you to create some stuff for zap, if you would like to do so...

Lot of people could made be very lucky to get new furniture-paired animations, like we have on the pillory...!!!

I would suggest only 2 or 3 new furnitures of your choice;-)

I saw that horse animation (i guess it has been your mod), really perfect...!

 

Posted
1 minute ago, t.ara said:

Ahhh it´s YOU who made this pretty new animations, paired??

 

Made it all myself.
Animations, the log thing the player is on, textures (they are simple)
Only external resources are the haybale and rope restraints.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...