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Zaz Animation Pack V8.0 plus


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Posted
10 hours ago, blue1820 said:

Can i safely uninstall zaz v7 using this?

Hello,

 

this is a good question: IF you want to play a mod that uses zap 8/8+, you should do it - why not? -the Version 7 is technically part of this mod.

If you Play mods that use v.7, you don´t Need this mod and you can stay on Version 7.

IF you like to create own new Locations with more (BDSM) furnitures and want also to play mods that use zap-furnitures like DFW (devious Frame work) , Maria Eden, mods of tyrannt99/ mods of Musje and Maria Eden 2.1, you should be able to get much more variety into your gameplay.

For normal, you can update v.7 with the Versions and stay compatible: you write down where you have zap 7 in your load order and put the Version 8 exactly to it´s place. In this case you should be able to have no issures going on with your gameplay. Make sure that the deinstall is completely done - nothing should be left, pay Attention that the full contence is deleted. And then you can install the Version 8. (IF you are asked to overwrite a file, you did not have fully deleted the old Version!!)

Depending on the amount of animations of your installation, you may have to reduce (some/one) other animation packs, depending on which Version of FNIS you are using.

IF you Play with DD 4.1, I suggest to read it´s thread about the Animation-optimizing Workaround, spended by the Genius member Tyrannt99 - the ready-to-go txt-animation-FNIS-files are also there available-if you do that changes on animations, please don´t Forget to run FNIS orange and if you use zap 8/8plus, please use BODYSLIDE for some new items-ignore the error because it´s not relevant for the gameplay or delete the mentioned file from the "slidersets-folder"-then you are fine;-)

 

I only can animate all interested users to Use Creation Kit and create new "zap-ped" Locations;-))

 

p.s.   .... "yes , you can!"

 

 

 

 

Posted

Hello.

I want NPC's to be undressed while using zaz-furniture at my home.

How can i do this (with Creation Kit)?

 

I've found zbfNakedTrigger in Testzone but don't understand how it works.

Posted
On ‎8‎/‎7‎/‎2018 at 8:46 PM, andrucio said:

Hello.

I want NPC's to be undressed while using zaz-furniture at my home.

How can i do this (with Creation Kit)?

 

I've found zbfNakedTrigger in Testzone but don't understand how it works.

Coming soon. Naked Trigger is not been ideal for this Action.

 

 

Posted
1 hour ago, Dragoncoc696969 said:

Can i use this mod alongside Tera Ultimate Furniture Pack?

 

Hi, if you have installed this pack,

u don´t need the TUFP.

 

TUFP is part of zap8/8+.

 

 

 

Posted

 

On 8/7/2018 at 8:46 PM, andrucio said:

Hello.

I want NPC's to be undressed while using zaz-furniture at my home.

How can i do this (with Creation Kit)?

 

I've found zbfNakedTrigger in Testzone but don't understand how it works.

In the Mod "Underground Bath house" is a skript that works fine. Put  it on a Primitive like in that mod and there you go.

Posted
11 hours ago, Dragoncoc696969 said:

does that mean this mod includes Lost Secret Castle?

 

No, zap will probably get a different new test-zone (I want something-like a "zap-park", where the stuff is exposed into: outside area - some castle- and street- and city-locations) - but not the same like that "lost-secret-caste".

I also thought about to create it playable (navmeshed and with a simple "entrance - hole" from tamriel) in future (I find it also useful to enter the zone with a follower for tests) - why not !? 

Posted
4 hours ago, andrucio said:

Thanks, but the pool-zone isn't that i need. I'll be waiting for update.

Hi,

as long I am on the update have a try with this:

Choose between the green version for trigger-boxes or the blue one for the script directly inside a furniture-edit-window.

This will not redress the character...if you want to redress, you need the mentioned spell, mentioned by Harvald (used in some different house/home mods).

I´ll in every case have a later look at that, if it´s possible to use that spell also on furnitures. (!!!!!!the red lines are not part of that scripts!!!!!)

 

Event OnTriggerEnter(ObjectReference akActionRef)                                         (if you want to use an area like a trigger-box)

function OnActivate(ObjectReference akActionRef)                                            (if you want it to use on a furniture)

 

if akActionRef == Game.GetPlayer()

if akActionRef == game.GetPlayer() as ObjectReference


actor who = akActionRef as actor
who.unequipall()


endif

EndEvent

endIf
endFunction

 

hope, that works for you!

Posted
On 8/9/2018 at 3:42 PM, Harvald said:

 

In the Mod "Underground Bath house" is a skript that works fine. Put  it on a Primitive like in that mod and there you go.

Yes, that´s a good choice! Advance: "redress" function!:classic_happy:

Posted

...some little new "fun":-)

->that "Cage-Bed" will have 4 different furniture bondage-poses and 2 places for sleeping - ideal for all the different dreams to become true;-)

(if that pillows are too much colorful, you can exchange their textures on the fly and style it different-no Problem)

 

TESV 2018-08-14 18-30-39-63.jpg

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Posted
On 8/18/2018 at 2:47 AM, typoking1107 said:

Will you be doing anything more with the spiderweb stuff?

Hello,

I did nothing before - but spider-stuff I have to handle (also) because of the pit-and-pendulum-stuff....I think you mean furnitures in design of that and maybe you meant full body MUMMIFICATION-yes....mummified character has been also my plan - that offset will of course SHUT DOWN any MOVEMENT.

 

I hope to have success with some ideas;-))

Thank you!

Posted

NEW IDLE MARKERS WITH NEW ANIMATIONS FOR SKYRIM

(meant are those markers in colors with the "I" in their center)

 

In between I had my luck to finally activate my customized IDLE-MARKERS, which I wanted so long time to have in a set-up with single idle-shots, same like the vanilla stuff works:

 

 

This now became true last night, as my latest tests were 100% successful.

In other words will zap add 13 new idle-markers (that marker got13 !! different colors, with which I will fill up different pose- and animation themes), which can shoot a single handled animation for an NPC, which do offer  arrow and height-correct alignment, without scripts and without any tricks - same way like the vanilla IDLE-MARKERS are working. This means that this ILDE MARKERS are working for a single animation for any NPC, animations, which are btw. static-object-collision-sensitive (npcs are registrating the area under their feet). 

This IDLE-MARKERS are NOT accessable for the players character !!! (same rules like for the vanilla IDLE-MARKERS)

 

Here, I have to tell again thank you:

 

FORE, YOU REALIZED AN AMAZING FNIS UPDATE !! 

 

WONDERFUL !!!!

 

The pic shows the testcell with different new idle markers and it´s tests with different dances inside a "well know location":-)

 

 

Credits for the dance-animation-tests:

 (dance animations are made by CLONEREAL)

CreationKit 2018-08-20 13-27-14-25.jpg

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Posted
26 minutes ago, EinarrTheRed said:

I have a feeling I'll be updating my HF Dungeon with some new idle markers. ?

*smile,, yes-it works!...in the past, I had troubles with them, because the npcs could not EXIT any more and they stayed in their animations like ENDLESS/LOOPED. This is NOT happening anymore and I hope that  I can offer some nice animations for this new possibility....

 

>if somebody likes to create some nice idles or wants to have some idles inside of ZAP, please let me know. Those markers can of course be used in front of a furniture with some "suiting" poses.

I´d personally like to create sexy poses, which don´t have a need to be a furniture !!!

And this sort of animation can also handle ANIMATED OBJECTS, as far I have read inside of the FNIS :heart:GUIDE !!!!

Posted
2 hours ago, t.ara said:

Hello,

I did nothing before - but spider-stuff I have to handle (also) because of the pit-and-pendulum-stuff....I think you mean furnitures in design of that and maybe you meant full body MUMMIFICATION-yes....mummified character has been also my plan - that offset will of course SHUT DOWN any MOVEMENT.

 

I hope to have success with some ideas;-))

Thank you! 



Yeah, I was thinking the mummification mostly. (Silently prays it will work for male characters as well as female.)

Posted

Quick question. Maybe I'm doing something wrong or it's just the quirky nature of things. I'm trying to make use of the branding anvil.

 

-I have an NPC I'd like to have enter it in the, I guess "slave" position. I'm currently trying to do this through setting it as a linked ref and a SitTarget package, which has worked for other furniture I want an NPC to just hang around in. Currently, it seems very spotty on if it works. Sometimes they'll choose the correct position, sometimes they choose the "master" position (the one doing the branding). When they choose the correct one, the alignment is typically off, whereas it's fine when I enter as player.

 

-Additionally, the "master" doesn't seem to have their branding iron out. I see the iron equip on their side when they're in that position, but they don't actually have it out during the animation.

 

Am I going about this the completely wrong way or is it just being quirky? I can post pictures of what's happening if I didn't explain it clear enough. Other than that, I'm quite enjoying the pack so far. Lots of things to use and build with. Just gotta learn how to use these multiple position furnitures properly.

Posted
On ‎8‎/‎21‎/‎2018 at 2:57 AM, volanthh said:

Quick question. Maybe I'm doing something wrong or it's just the quirky nature of things. I'm trying to make use of the branding anvil.

 

-I have an NPC I'd like to have enter it in the, I guess "slave" position. I'm currently trying to do this through setting it as a linked ref and a SitTarget package, which has worked for other furniture I want an NPC to just hang around in. Currently, it seems very spotty on if it works. Sometimes they'll choose the correct position, sometimes they choose the "master" position (the one doing the branding). When they choose the correct one, the alignment is typically off, whereas it's fine when I enter as player.

 

-Additionally, the "master" doesn't seem to have their branding iron out. I see the iron equip on their side when they're in that position, but they don't actually have it out during the animation.

 

Am I going about this the completely wrong way or is it just being quirky? I can post pictures of what's happening if I didn't explain it clear enough. Other than that, I'm quite enjoying the pack so far. Lots of things to use and build with. Just gotta learn how to use these multiple position furnitures properly.

Hello,

 

that furniture has to use a script for coordinating the action between the npcs.

The furniture has different entry-points, same like the head-chopper has.

I did not create the animations and it is possible, that the iron is not an animated object of that Scene-I have no proof it is or it is not!

And it may be, that this furniture´s different animations are not set correctly to the entry-points - I´ll check that out and try to correct it-if possible.

 

Sorry for this problems - I try to create now a tripple-entering-furniture of that stuff , based on the 3 main-animations that I have to sort out.

A script then has only to collect surrounding NPC and the Player as "victim", so that such a sceen can be played (same way, like the head-chopper-script is made).

 

So I think that it´s not your problem, I guess, the problem is probably here.

 

 

 

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