Trykz Posted September 2, 2012 Posted September 2, 2012 Ever wondered where her highness retires to for hours on end when not busy tracking the day to day business of the castle? Well, consider this her personal invitation to you: This is basically a simple mod I built to illustrate how other mods can hook into Mjana's Labyrinth, and use it's assets, faction system, and most importantly the labyrinth hub which ties everything together. It's more or less a "modders guide" to exemplify how to hook an external mod into the labyrinth's systems. For the general user, it's basically an adult playland, loaded with NPCs to.... well, "play" with This simple cell is a blast to play around in if you use ASX, MiniLovers, FNIS, and Dovahkiin's Relax all in tandem to control what happens here. If you're using the latest MiniLovers, set the random rapers to your favorite setting and enjoy the show. Kick it up to "madness", and well..... To use this REQUIRES the Dawnguard DLC, as well as the Mjana's Labyrinth framework mod I released earlier today. It will NOT work separately. The NPC hair assets used in this mod are all called in from the Labyrinth asset BSA, and the door to enter it is actually INSIDE the labyrinth itself (first door on the right). Anyway, I hope you find it enjoyable. Here's the file: Mjana's Playground Once installed, place this ABOVE the MjanasLabyrinthUpdater.esp in your load order. IE: MjanasLabyrinth.esmMjanasPlayground.espMjanasLabyrinthUpdater.esp Currently, it doesn't much matter if you load the ESPs high or low in your load order. But as more mods are developed under the MjanasLabyrinth framework, this may change. Time will tell. I'd like to thank mastercchris for the pillory, stocks, and slave post assets used in this mod. You can find his thread here to thank him as well yourself It would seem that I forgot to add mastercchris's assets to the archive. So here's a patch that will place them where they need to be in the Playground: Mjana's Playground Assets.rar Just unpack to the Desktop, and merge it with your Data folder. They're the static objects only (so they aren't actually "required"). To use them on the Playground's NPCs as pictured requires adding the animobjects and animations to FNIS. Just follow the instructions in mastercchris' thread to set everything up. Trykz
darkage287 Posted September 2, 2012 Posted September 2, 2012 cool, downloading it now and gonna play around with it once its done =D
mogon Posted September 2, 2012 Posted September 2, 2012 I'd like to thank mastercchris for the pillory' date=' stocks, and slave post assets used in this mod. You can find his thread here to thank him as well yourself Trykz again: very nice work! Question: do i have to download the files of masterchris? At the moment im in the playground, and there are no pillorys or slaveposts etc. only playmates and guests.
Trykz Posted September 2, 2012 Author Posted September 2, 2012 again: very nice work! Question: do i have to download the files of masterchris? At the moment im in the playground' date=' and there are no pillorys or slaveposts etc. only playmates and guests. [/quote'] Hmm..... I think I forgot to add them to the archive LOL Give me a little bit, and I'll add a patch that puts them where they need to be in the Data folder Trykz
Trykz Posted September 2, 2012 Author Posted September 2, 2012 There ya go. Sorry about that. As always, I blame the Vodka
mogon Posted September 2, 2012 Posted September 2, 2012 There ya go. Sorry about that. As always' date=' I blame the Vodka [/quote']
KING168 Posted September 2, 2012 Posted September 2, 2012 Can you post the line of the Dawnguard you release eariler
Trykz Posted September 2, 2012 Author Posted September 2, 2012 Can you post the line of the Dawnguard you release eariler I'm not quite sure what you mean. But if you're looking for the Mjana's Labyrinth file' date=' just click here
Blackace23 Posted September 2, 2012 Posted September 2, 2012 Srry. but can someone tell me where to find the area? D: i am lost..
ds64 Posted September 2, 2012 Posted September 2, 2012 Srry. but can someone tell me where to find the area? D: i am lost.. what area? If its the labyrinth its south from hillgrunds tomb, after crossing the fallen tree bridge, its on the cliff. If its the playground its just right after you enter the labyrinth (not castle). Need help, I already extract the Playground asset, but playmates just stand there, near the slavepost, they're doing nothing? am I missing something?
Trykz Posted September 2, 2012 Author Posted September 2, 2012 Need help' date='I already extract the Playground asset, but playmates just stand there, near the slavepost, they're doing nothing? am I missing something? [/quote'] They're the static objects only (so they aren't actually "required"). To use them on the Playground's NPCs as pictured requires adding the animobjects and animations to FNIS. Just follow the instructions in mastercchris' thread to set everything up. mastercchris' thread is linked in the first post.
ibanez85 Posted September 3, 2012 Posted September 3, 2012 Mjana's playground....I'm coming.. Thanks a million Trykz
Trykz Posted September 3, 2012 Author Posted September 3, 2012 Mjana's playground....I'm coming.. Thanks a million Trykz If you develop tendonitis, carpal tunnel syndrome, or tennis elbow, it is NOT the fault of this mod! It's a conflict with another mod. If this happens to you, uninstall ASX, MiniLovers, or AP immediately, and the issue should go away.... over time And you're welcome
ZaZ Posted September 3, 2012 Posted September 3, 2012 Just wanted to pop in and say thanks to mastercchris. having a ton of fun playing around with this stuff:D Oh' date=' and to point you to this as requested in the OP: http://www.loverslab.com/showthread.php?tid=11497 which uses a few of these assets Trykz [/quote'] Thank you , I dont have Dawnguard yet , But its on my list . I will Update zaz Soon again , I have Removed the doggy Bone type Wooden posts and replaced them with a few default Sign posts and look a lil pleasing to the eye , Keep Up the good Work . Cheers
sexxxyfox Posted September 3, 2012 Posted September 3, 2012 I posted in the ZaZ thread, but honestly, I'm a bit lost. I won't repost the questions I asked there, but even after spending 20 minutes in that thread, I'm not 100% sure what I need to do to have access to the animations in-game (and I even have FNIS and ASX installed) I installed all three Mjanas resources (Playground, Labyrinth, assest) and folded the ZaZ resource in and re-ran FNIS - but I got the same animation count from last night - that tells me they won't be in-game, I'm guessing because I need and .eps that folds them in. And I have no idea how to do that. I think that will be the one downfall of adding these into the mod - right now ZaZ doesn't have a dedicated ESP and everybody is kind of on their own.
Trykz Posted September 3, 2012 Author Posted September 3, 2012 And I have no idea how to do that. I think that will be the one downfall of adding these into the mod - right now ZaZ doesn't have a dedicated ESP and everybody is kind of on their own. There could only be a "downfall" if I included things other than the static objects (which I actually forgot to add to the BSA archive). The way I have it set up, is I renamed/replaced 8 of the animobjects and animations in FNIS with the bits from mastercchris' kit, which wouldn't increase the animation count anyway.
sexxxyfox Posted September 3, 2012 Posted September 3, 2012 Yeah, he just made a nice post about implementing the animations by replace ones already in FNIS. Did you use all of the availble animations from the base pack or only certain ones? Thanks
Trykz Posted September 3, 2012 Author Posted September 3, 2012 Yeah' date=' he just made a nice post about implementing the animations by replace ones already in FNIS. Did you use all of the availble animations from the base pack or only certain ones? Thanks [/quote'] Cool... I used all the slave post ones, the vertical stocks, and I think the last one was one of the hanging cages. Remember, I, or the mod, are not responsible for any personal injuries that might be incurred during it's use
sexxxyfox Posted September 4, 2012 Posted September 4, 2012 ASk a stupid question time.... Should the characters near their item be in them automatically...or am I casting the FNIS spell on them (which seems to spawn a new item where they stand) If they should appear in them, then I'm not sure I'm implementing it right :-( I also saw some Pillory's in there..might have to try and get that M-F thing working. For now when I do a replace and cast spell...the item appears but the person just stands there in it, not posed correctly.
Trykz Posted September 4, 2012 Author Posted September 4, 2012 ASk a stupid question time.... Should the characters near their item be in them automatically...or am I casting the FNIS spell on them (which seems to spawn a new item where they stand) If they should appear in them' date=' then I'm not sure I'm implementing it right :-( I also saw some Pillory's in there..might have to try and get that M-F thing working. For now when I do a replace and cast spell...the item appears but the person just stands there in it, not posed correctly. [/quote'] The pieces I used are just the static items. Aesthetic stuff only. If they're appearing when you cast the FNIS spell, then it's working as it should. Not sure about the pillory items. I don't remember using them.
sexxxyfox Posted September 4, 2012 Posted September 4, 2012 A guys stand near them near the back along a wall, but not into the smaller second area. They look like a normal stockades. I'll screenshot it later to jog your memory :-)
Trykz Posted September 4, 2012 Author Posted September 4, 2012 A guys stand near them near the back along a wall' date=' but not into the smaller second area. They look like a normal stockades. I'll screenshot it later to jog your memory :-) [/quote'] Ahh, I remember now. I only used the vertical stocks. I put the other one in there, but as I said, they're the statics only. Although if I can figure out how to get the NPCs into them automatically, I may eventually update this. I built this more as an example of how to hook an external plug-in into the labyrinth's faction system, use it's assets, and connect through one of the doors. But I figured I may as well make it kinda fun to play around in as well
KING168 Posted September 5, 2012 Posted September 5, 2012 And I have no idea how to do that. I think that will be the one downfall of adding these into the mod - right now ZaZ doesn't have a dedicated ESP and everybody is kind of on their own. There could only be a "downfall" if I included things other than the static objects (which I actually forgot to add to the BSA archive). The way I have it set up' date=' is I renamed/replaced 8 of the animobjects and animations in FNIS with the bits from mastercchris' kit, which wouldn't increase the animation count anyway. [/quote'] So do you mean that I can just copy those .nif files from ZaZ Skyrim Resources V.002 (Pillory,Slave Auction Posts,Vertical Stocks) then renamed and replaced them to (Data\meshes\AnimObjects\FNIS)? And there are two types of files in ZaZ Skyrim Resources V.002 (AO/Static) and we should only copy the Static one? I have try to copy/renamed/replaced both AO/Static files to FNIS before but the problem is when I select those animations Pillory appear but the NPC is only doing another not related animations such as sweeping and reading. Which part(s) did I done wrong? Please help~
CaptainChaos Posted September 5, 2012 Posted September 5, 2012 So do you mean that I can just copy those .nif files from ZaZ Skyrim Resources V.002 (Pillory' date='Slave Auction Posts,Vertical Stocks) then renamed and replaced them to (Data\meshes\AnimObjects\FNIS)?[/quote']Yes, you would need to use the meshes labelled "AO" in Chris's resources. I have try to copy/renamed/replaced both AO/Static files to FNIS before but the problem is when I select those animations Pillory appear but the NPC is only doing another not related animations such as sweeping and reading.That's because you didn't actually copy over the animations. Check This Post and download the rar. It doesn't contain all the animations Chris made, but it does include quite a few usable through FNIS. You can then open the archive and see the folder structure for how I did it, then replace the animations and animobjects with whatever you want.
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