Harvald Posted April 20, 2019 Posted April 20, 2019 You can solve the damage problem by combining the weapon with a healing spell (on hit). Damage will not take place. Therefore ist is possible to create. Have seen it before in Oblivion.
Nymra Posted April 20, 2019 Posted April 20, 2019 Hey, I wanted to ask which animation ZAP uses for the "stand up" animation that is played sometimes when the character is falling out of a furniture (animation file name to be exact). I want to replace it with this: https://www.nexusmods.com/skyrim/mods/17491 But I did not find any "stand up" animation inside ZAP. Does it use the vanilla one?! Because I replaced that and ZAP still uses the "slow" get up animation. And I have a request: would it be possible to make an MCM toggle for that stand up animation to be played all the time or never? Because at the moment it appears to be just random.
t.ara Posted April 21, 2019 Author Posted April 21, 2019 1 hour ago, Harvald said: You can solve the damage problem by combining the weapon with a healing spell (on hit). Damage will not take place. Therefore ist is possible to create. Have seen it before in Oblivion. :-)) damage is always wanted-we can toggle the strength/the amount. ZAP is alternatively offering a whipping marker, which handles "whipping" without any behaviors. In front of another furniture, this marker can let NPCs or yourself start to whip somebody how you like.
t.ara Posted April 21, 2019 Author Posted April 21, 2019 1 hour ago, Nymra said: Hey, I wanted to ask which animation ZAP uses for the "stand up" animation that is played sometimes when the character is falling out of a furniture (animation file name to be exact). I want to replace it with this: https://www.nexusmods.com/skyrim/mods/17491 But I did not find any "stand up" animation inside ZAP. Does it use the vanilla one?! Because I replaced that and ZAP still uses the "slow" get up animation. And I have a request: would it be possible to make an MCM toggle for that stand up animation to be played all the time or never? Because at the moment it appears to be just random. Furnitures, which are build upon the FNIS animation system, have likewise the vanilla furniture three stages. You have the entering animation, the looping animation and the exit animation. If you enter the furniture for the first time, the enter end exit is mostly (or never) played, so you see only the loop playing. Vanilla furnitures do always PLAY all the three stages, because the stages are bound to the behavior rooting of skyrim. FNIS is playing this stages, if you enter the furniture mostly a repeated second time. It means that you see the entering, the loop and after you press "e", you are watching the exit animation. In zap you mostly fall down on the ground then, which is in most of the time for our furnitures suiting. In ZAP is this exit-animation called "ZazFurnitureExit.hkx", which you can try to replace with the suggested "mt_..." animation. I don´t know if this (zap) animation is lent from the vanilla game-may be. There are some situations, where the 3d-cam is activated or where it has been used by the gamer via the sexLab function (num-key "3") inside the furniture and the switching back is also taking a moment. This is happening inside of the "shackle_wall-marker", which uses the exactly vanilla animations and sometimes if furnitures with this dedicated feature (i.e. pillory/crux and hundred others) are used twice....the ending of the animation is taking some seconds, probably 5-12 seconds mostly. The exit- and entering animation can not be switched on or off and is how described played unregulary (read more higher) because of FNIS. If I would create animations for the havok-behavior-animation system of skyrim directly, I would blend the entering with the looping and the exit suiting to every furniture-, but under FNIS is such a dedicated work mostly useless and not showing up if played one time. This has not to do with the structure of FNIS, it is instead a problem, that bethesda did not open the animation system of skyrim for any new character-based-animation-behaviors. It´s btw. not easy to create or handle new HAT-contence suiting to the existing setup, even in the fictive case, if beth. would present you their working-files. There are only about 1500 humanoid-(idle)- animations for male and female characters inside of skyrim which are merged to a huge animation-behavior ingame, this structure is very complicated. FNIS is likewise connecting new idles to the existing behavior, but it can´t integrate the vanilla functions (quality) to it´s added (idle-) animations. 2
Nymra Posted April 21, 2019 Posted April 21, 2019 39 minutes ago, t.ara said: Furnitures, which are build upon the FNIS animation system, have likewise the vanilla furniture three stages. You have the entering animation, the looping animation and the exit animation. If you enter the furniture for the first time, the enter end exit is mostly (or never) played, so you see only the loop playing. Vanilla furnitures do always PLAY all the three stages, because the stages are bound to the behavior rooting of skyrim. FNIS is playing this stages, if you enter the furniture mostly a repeated second time. It means that you see the entering, the loop and after you press "e", you are watching the exit animation. In zap you mostly fall down on the ground then, which is in most of the time for our furnitures suiting. In ZAP is this exit-animation called "ZazFurnitureExit.hkx", which you can try to replace with the suggested "mt_..." animation. I don´t know if this (zap) animation is lent from the vanilla game-may be. There are some situations, where the 3d-cam is activated or where it has been used by the gamer via the sexLab function (num-key "3") inside the furniture and the switching back is also taking a moment. This is happening inside of the "shackle_wall-marker", which uses the exactly vanilla animations and sometimes if furnitures with this dedicated feature (i.e. pillory/crux and hundred others) are used twice....the ending of the animation is taking some seconds, probably 5-12 seconds mostly. The exit- and entering animation can not be switched on or off and is how described played unregulary (read more higher) because of FNIS. If I would create animations for the havok-behavior-animation system of skyrim directly, I would blend the entering with the looping and the exit suiting to every furniture-, but under FNIS is such a dedicated work mostly useless and not showing up if played one time. This has not to do with the structure of FNIS, it is instead a problem, that bethesda did not open the animation system of skyrim for any new character-based-animation-behaviors. It´s btw. not easy to create or handle new HAT-contence suiting to the existing setup, even in the fictive case, if beth. would present you their working-files. There are only about 1500 humanoid-(idle)- animations for male and female characters inside of skyrim which are merged to a huge animation-behavior ingame, this structure is very complicated. FNIS is likewise connecting new idles to the existing behavior, but it can´t integrate the vanilla functions (quality) to it´s added (idle-) animations. thx! Very in depth explanation that gives me a good idea of some issues I had with ZAP. I will try to replace the Animation in ZAP and see if it works. Thx for the name, helps alot. In fact I did a facepalm because I searched for "Stand Up" "Get Up" "Fall down" "Get out" but not for "Exit"... lol....
DonQuiWho Posted April 21, 2019 Posted April 21, 2019 @t.ara Hi You seem to be building some very complex stuff for your release, so how about adding something really simple, but extremely practical from a gameplaying POV? Attached is a drawing of what some people really do use as a very portable prison. In real life, it can be stored as an innocent looking flatpack. Should be fairly obvious from the artwork how it works/fits together. It's made of wood, and built up very simply by sliding parts together, 'box' first, snd then sliding the ankle and wrist locking components in, finally holding them in place by sliding on and locking the front. There are videos on the web as to how it's done - couldn't find one right now, but maybe someone else can. I don't think IKEA make them yet, but one day, maybe ... ? Real life version needs a minimum of 9 pieces of wood, or if you have two locking sets in place, the lower locking, and also supporting, the lower ankle, then you add another 2, making 11 in total In Skyrim gameplay, this sort of portable prison could have lots of uses, including, say, situations where it could be used for a traveling slave trader's portable prison, for rest stops and 'goods for sale display' a traveling brothel merchant's roadside 'pop up' booth, to allow his or her troupe to be both 'displayed and used', making some money as they travel the roads and towns a punishment restraint; eg like the paddle scenario in the artwork? the obvious, or even just a simple lockdown, for almost any mod's scenario, where you need some NPC 'stored' for a while In modding/gameplay use, it should be fairly simple to build in. It wouldn't need to be visible in the 'travelling trade' scenarios, where the assumption would be that the victim is carrying it round with them, but there probably little reason why it wouldn't be possible 'to see' - a bit like Goubo's bag in Defeat - just needing a little cuboid shape, carried on each slave's back as their 'portaprison', while they are walking the roads/streets. So, after some of the really complex stuff that you have done, would you be up to creating what would seem to be a fairly simple device like this? Maybe something that some of the animators could use as an anim object for animations matching the travelling slave trade possibilities?
t.ara Posted April 21, 2019 Author Posted April 21, 2019 31 minutes ago, donkeywho said: @t.ara Hi You seem to be building some very complex stuff for your release, so how about adding something really simple, but extremely practical from a gameplaying POV? Attached is a drawing of what some people really do use as a very portable prison. In real life, it can be stored as an innocent looking flatpack. Should be fairly obvious from the artwork how it works/fits together. It's made of wood, and built up very simply by sliding parts together, 'box' first, snd then sliding the ankle and wrist locking components in, finally holding them in place by sliding on and locking the front. There are videos on the web as to how it's done - couldn't find one right now, but maybe someone else can. I don't think IKEA make them yet, but one day, maybe ... ? Real life version needs a minimum of 9 pieces of wood, or if you have two locking sets in place, the lower locking, and also supporting, the lower ankle, then you add another 2, making 11 in total In Skyrim gameplay, this sort of portable prison could have lots of uses, including, say, situations where it could be used for a traveling slave trader's portable prison, for rest stops and 'goods for sale display' a traveling brothel merchant's roadside 'pop up' booth, to allow his or her troupe to be both 'displayed and used', making some money as they travel the roads and towns a punishment restraint; eg like the paddle scenario in the artwork? the obvious, or even just a simple lockdown, for almost any mod's scenario, where you need some NPC 'stored' for a while In modding/gameplay use, it should be fairly simple to build in. It wouldn't need to be visible in the 'travelling trade' scenarios, where the assumption would be that the victim is carrying it round with them, but there probably little reason why it wouldn't be possible 'to see' - a bit like Goubo's bag in Defeat - just needing a little cuboid shape, carried on each slave's back as their 'portaprison', while they are walking the roads/streets. So, after some of the really complex stuff that you have done, would you be up to creating what would seem to be a fairly simple device like this? Maybe something that some of the animators could use as an anim object for animations matching the travelling slave trade possibilities? This is donky, probably another exquisit idea. I can create it as a furniture and maybe also as a traveler´s box, like a douchebag-restraint box. It means if you put it on an NPC, the npc will be catched into it as long it is weared-same for the player-seems to be in praxis working like those items of zap, which make the npc/char. unable to go away anymore. We have all functions for this available;-)) I´ll build it up from our known CRATES of skyrim. It´s for now a good job to repeat this sort of workaround. The extra wood-paddle, (suiting to the box) is also no problem to become a simple "weapon" for this item. This item is quite useful;-)) ...and a good idea !!! p.s. I can also add a metal-cage-open-look-into-it-version 2
t.ara Posted April 21, 2019 Author Posted April 21, 2019 pity, those joshua-trees don´t suit here-completely against my feeling....they need this "u.s.-westcoast desert and stone environment"...but i let them inside for some different places. 2
worik Posted April 21, 2019 Posted April 21, 2019 2 hours ago, donkeywho said: a traveling brothel merchant's roadside 'pop up' booth, to allow his or her troupe to be both 'displayed and used', making some money as they travel the roads and towns Note to myself: wonderful idea Keep that in mind!
t.ara Posted April 21, 2019 Author Posted April 21, 2019 Think I got it:-) zazCrateStock (with long-looped struggling-in both cases) -available as furniture & -available as "free" item (NPCs are helpless inside as long you let them inside) (pics show the "free" equipable item which is shaking with the animation-rhythm, which is quite realistic looking-specially in the landscape-outdoor-areas...and a second cool feature-> by whipping the sub, the sub is with the crate sliding little away from the whipper, with every hit-in this CASE it´s quite realistic, too!) 4
t.ara Posted April 21, 2019 Author Posted April 21, 2019 My first Gunslicer animation "mod" became a furniture:-) ...and watch the beautiful book;-))) I made the loop much more longer and added some not regular "moves". The overall result is a "smash". Later I´ll add here the naked-feature. 5
worik Posted April 21, 2019 Posted April 21, 2019 10 minutes ago, t.ara said: i guess YES....?!?!?!? Is that a question ? ?
DonQuiWho Posted April 21, 2019 Posted April 21, 2019 4 hours ago, t.ara said: Think I got it:-) zazCrateStock (with long-looped struggling-in both cases) -available as furniture & -available as "free" item (NPCs are helpless inside as long you let them inside) (pics show the "free" equipable item which is shaking with the animation-rhythm, which is quite realistic looking-specially in the landscape-outdoor-areas...and a second cool feature-> by whipping the sub, the sub is with the crate sliding little away from the whipper, with every hit-in this CASE it´s quite realistic, too!)
DonQuiWho Posted April 21, 2019 Posted April 21, 2019 @t.ara My goodness! You ARE quick these days! That's just brilliant, and really does the business Now, with two or three, fairly obvious ?, Sexlab animations to provide for a little roadside etc 'action', the whole package will make for the average brothel keeper's, and their clients', idea of Nirvana Thank you very very much
DonQuiWho Posted April 21, 2019 Posted April 21, 2019 10 hours ago, t.ara said: This is donky, probably another exquisit idea. p.s. I can also add a metal-cage-open-look-into-it-version @t.ara if you are going to be doing something of that kind, then this might be of interest It is, I believe, commonly known a a 'Pichard Cage'. Looks like a very 'effective' form of container in every respect, with all the right things in the right places. ? 1
t.ara Posted April 21, 2019 Author Posted April 21, 2019 1 hour ago, worik said: Is that a question ? ? SOS is HDT physics-dependent so far I understood....shaking sadly very delayed in different directions....seems to me this part can not be animated and I don´t know how to get it into a straight up position for an animation. If I add it to the skeleton, I have about 8 free bones around, which are not part of the root-bone of the skeleton. Alternatively I can exchange that sos-slot with a fixed/suiting mesh, which is in the "correct" form for the animation....pity!..."Riding around with scripts" inside of the furniture I will not do. Skyrim has suiting conditions for males and females, no problem. I´ll exchange SOS during the animation with a suiting mesh...that´s the next step. I have no experience with that stuff.
t.ara Posted April 21, 2019 Author Posted April 21, 2019 3 minutes ago, donkeywho said: @t.ara if you are going to be doing something of that kind, then this might be of interest It is, I believe, commonly known a a 'Pichard Cage'. Looks like a very 'effective' form of container in every respect, with all the right things in the right places. ? if you look little higher you can see the cumming stuff-lol
DonQuiWho Posted April 22, 2019 Posted April 22, 2019 14 hours ago, t.ara said: if you look little higher you can see the cumming stuff-lol I did see that, thanks, but I thought that the one in the pics I posted had a few differences that might provide some additional inspiration! ?
t.ara Posted April 22, 2019 Author Posted April 22, 2019 this is for the skyrim children....I hope they will try it.... zpfFurnitureSwing2Ch "zpf" prefixes are standing for all available and "harmless" items. The furniture has it´s origin animation made by Gunslicer !!!!! 2
Seph64 Posted April 22, 2019 Posted April 22, 2019 Is there a proper way to make ZAZ furniture work well with races that are not a (female) Nord? I play a Breton and it seems that the character clips through or is incorrectly positioned on a lot of the furniture, and it's really jarring. The only race, that I've tested thus far, that seems to work correctly is Nords. And I am thinking that this limits my gameplay options a bit when it comes to a bondage themed playthrough.
t.ara Posted April 22, 2019 Author Posted April 22, 2019 1 hour ago, Seph64 said: Is there a proper way to make ZAZ furniture work well with races that are not a (female) Nord? I play a Breton and it seems that the character clips through or is incorrectly positioned on a lot of the furniture, and it's really jarring. The only race, that I've tested thus far, that seems to work correctly is Nords. And I am thinking that this limits my gameplay options a bit when it comes to a bondage themed playthrough. Hii think for all humanoids it should be similar...depnding on the body mesh you use...and some misalignment is happening normally ONLY with NPC...If your character has problems you maybe have a deeper problem working against propper furniture-use-in other words, there´s no reason, why bretons should not work and nords work...maybe you have edited-race-menu-presets or some other small artefacts happening in background. I tried that and had to trimm the height-scale of my breton here to 1:09. After that it should be alright...The high-heels stuff is completely not working on different races. But anyway do we have well working options for this features. The skeleton is the same but the HH mods do work maybe slightly different-idk-idc. And we can not create furnitures for different races. If race-to-scale is not working, you only can scale the character inside some furnitures and store this inside of race-menu. For a real check I maybe need to start a fully new game....MAYBE.
Seph64 Posted April 22, 2019 Posted April 22, 2019 I wasn't really asking to make furniture for each race anyway, which is why I was trying to find a way to make the race work with the furniture.
t.ara Posted April 22, 2019 Author Posted April 22, 2019 31 minutes ago, Seph64 said: I wasn't really asking to make furniture for each race anyway, which is why I was trying to find a way to make the race work with the furniture. I know, you can only try to scale the race...there´s no other chance and if your installation has not another mod causing such problems, which I do not think, you should be on the correct way to "go". But the High-Heels mods (both) are also showing up different with the bretone-race. Sorry.
t.ara Posted April 22, 2019 Author Posted April 22, 2019 Anyway has the new swing found some interested users. Some are meditative closing the eyes while swinging, others let them open because they don´t trust to the strength of the rope. 2
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