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ZaZ HDT Wrist Chain For Zap 8.0 plus


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Posted

ZaZ HDT Wrist Chain For Zap 8.0 plus

View File

 

 

 

HDT-Wrist-Chain For The Zap 8.0 Plus-Pack

 

Hello,

this is an item, created for the ZAP 8.0+ -pack. By a careful installation it´s  ready to work in some few steps!

Last some days I answered to a request-thread about a zap-wrist-cuff, as an extension for the well known ankle-ragdoll-chain created by Zaz.

And then after some hours I had my first success with the stuff and after a lot of "trimming" and many "trys and errors", I finally got a perfect suiting wrist-cuff to work.

This item is using two different new offsets, because otherwise the chain will cut through the body of your actor. So I created a backside- and a frontside animation

specially for this new item. If you use a furniture, the animation is at once interrupted and you can see the chain (for sure) clipping with the body. So that´s, why the offset-animations do make sense and prevent the chain against clipping with the skin.

 

A few furniture-animations are suiting quite well to the wrist-chain, others do not. I will try to create some furnitures, that may take full advance for the ankle and wrist-cuffs, looking like the character is "really chained" around a post - this scenario will have it´s test soon.

 

This item brings a lot of joyment together with the ankle-cuff, both are together very decorative and impressive.

 

 

 

 

 

INSTALLATION:   (PATCHINSTALLATION)

 

 

1. add the 7z-file as usually to your mod-manager or mod-organizer

2. let the data to overwrite ALL existing files of the last ZAP 8.0 PLUS....

3. run FNIS and watch for the first 2 offset-animations inside of the zap+ -section inside of the FNIS window, if FNIS has registered them, you will get access to the animations ingame (this is automatically happening by chooing the item from the add-item-menu)

4. start the gameplay and open the MCM menu of the Zaz Animaton Pack.....click onto the "RESTART and CLEAN" - button of that window, close the MCM and go back into the game

5. choose the new item(s) from the add-item-menu 

6. Enjoy!

 

 

If the installation did not succeed, you should be able to deinstall the item with the mod manager as well.

I did not test the installation but it should be working:-))

 

 

What I will do now???...

I will go into the game and never be back:classic_biggrin:...I´ll try to find out, what I can do with it, concerning some new furnitures;-)))

 

 

 

 

 

p.s.: The items are added to their suiting zap-containers.

p.s.: Within the next version of zap 8.0 plus, I´ll have added the dull - metal texture to the HDT wrist chain cuffs too !!!

 

 

 

 

 

 

CREDITS:

 

-CANDERES509 (youtube)

-ZazChris with his ZaZ HDT Workshop  on this page:-))

 

...and a lot of hundreds more:-)

 

 

Permissions:

 

All previous permissions regardless of conditions are hereby rescinded effect (2018/May/20).  The content in this upload is not open source or resource material.  You may not use my content or derivatives of my content without my expressed permission.


  • Submitter
  • Submitted
    02/07/2018
  • Category
  • Requires
    skyrim & zap 8.0 plus
  • Special Edition Compatible
    No

 

Posted

Installation works fine :smile: This is a very nice addition. I'm only getting the "backside" animation, how does one get the front one?

Posted
17 minutes ago, Musje said:

Installation works fine :smile: This is a very nice addition. I'm only getting the "backside" animation, how does one get the front one?

Hi:-))

you only scroll little more down ( or up?!!) and you will find the other items, backside has been like "regular" item use, front has the same words coming inside of the item list.....something like: zbfHDTWristIronFront ......."HDT" is the shortform to look for:-)

 

thanks for the test;-))

 

TESV 2018-02-07 22-11-37-53.jpg

 

I´ll better rename the backside stuff in the next zap update...

Posted
25 minutes ago, Xenoramos said:

It installed successfully, all of them working fine for me. It's always good to see new content, thank you very much!

Thank you very much for the confirm,

and thank you for the feedback:-))

Posted

Very nice. Maybe there can be an animation/idle in the future with characters in a kneeling position with the rear chain crossing the ankle chain to prevent standing. Bondage themed porn already has a lot of this style of pose using different restraints.

Posted
5 hours ago, Storms of Superior said:

Very nice. Maybe there can be an animation/idle in the future with characters in a kneeling position with the rear chain crossing the ankle chain to prevent standing. Bondage themed porn already has a lot of this style of pose using different restraints.

This items (both) don´t have havok-collision....right now....it could be checked out, how the behavior of such an HDT chain will change with a collision...but I have to learn to integrate collision first. This I can do by creating another free hanging chain with collision....we´ll see in future, what can be realized and what can´t be realized. This is my first little step to HDT stuff for now. And it ´s result is really very "kinky".

Posted
4 hours ago, donkeywho said:

1st class.  Your work gets better and better.

 

Thank you 

Thank you donkey;-)

Enjoy it!

  • 2 weeks later...
  • 1 month later...
Posted
On 2/8/2018 at 7:35 AM, t.ara said:

This items (both) don´t have havok-collision....right now....it could be checked out, how the behavior of such an HDT chain will change with a collision...but I have to learn to integrate collision first. This I can do by creating another free hanging chain with collision....we´ll see in future, what can be realized and what can´t be realized. This is my first little step to HDT stuff for now. And it ´s result is really very "kinky".

I just had an idea. Maybe each cuff and chain set can have an invisible chain, in addition to the HDT chain, that have collisions, but no HDT. Would this be a possible work around for the HDT vs collision craziness (HDT and collisions do get crazy when allowed to interact with one another)?

Posted
2 hours ago, Storms of Superior said:

I just had an idea. Maybe each cuff and chain set can have an invisible chain, in addition to the HDT chain, that have collisions, but no HDT. Would this be a possible work around for the HDT vs collision craziness (HDT and collisions do get crazy when allowed to interact with one another)?

A character ´s HDT chain can sadly only be created with the so called "havok paths" and they don´t work together with real havok collision as I wanted them to behave. That tests are shut down for me, because there´s no comparable bethesda file ingame (of skyrim). Instead it´s now very much easy to create all static-based clutter with a real HDT behavior as far all of this stuff can be made like inside it as been created in oblivion, it´s not really difficult, but it has to be stuff, that is worth to be HDT´ed.

The character-based stuff can´t be created with capsule-shaped-collision, as the files don´t handle the nessesary information inside such a BSX-file. This is exactly something, that has to do with the game-mechanics and at the same time it´s very, very much pity and nonsence. I made nice tests with hdt-chains and the  real collision-based stuff can sadly not be added to the skin-weighted bodyby using any bone adaption...this was of course never been planed to be working during the developping of skyrim and it´s maybe something to get to be working for scriptors. There are other games out there, who can connect a skeleton-bone to a static object with a suiting named bone as a target. Maybe such a trick is also possible in skyrim, but I don´t know if such a code is existing or not. This would bring a collar with a longer chain together with a pole and a ring, entered by let´s say ,a dialouge box like we know from a furniture. The rest could be done by an animation tuned to a suiting chain-length. The everlasting problem is, that every objects are "closed up systems".

 

HDT chains on the body have collision with the floor...somehow not perfect like a real HDT-chain has, but it´s okay-such a chain is clipping with the body of the character. And a hanging HDT-gibbet should be carrying a character while swinging:-)

Posted
21 minutes ago, t.ara said:

A character ´s HDT chain can sadly only be created with the so called "havok paths" and they don´t work together with real havok collision as I wanted them to behave. That tests are shut down for me, because there´s no comparable bethesda file ingame (of skyrim). Instead it´s now very much easy to create all static-based clutter with a real HDT behavior as far all of this stuff can be made like inside it as been created in oblivion, it´s not really difficult, but it has to be stuff, that is worth to be HDT´ed.

The character-based stuff can´t be created with capsule-shaped-collision, as the files don´t handle the nessesary information inside such a BSX-file. This is exactly something, that has to do with the game-mechanics and at the same time it´s very, very much pity and nonsence. I made nice tests with hdt-chains and the  real collision-based stuff can sadly not be added to the skin-weighted bodyby using any bone adaption...this was of course never been planed to be working during the developping of skyrim and it´s maybe something to get to be working for scriptors. There are other games out there, who can connect a skeleton-bone to a static object with a suiting named bone as a target. Maybe such a trick is also possible in skyrim, but I don´t know if such a code is existing or not. This would bring a collar with a longer chain together with a pole and a ring, entered by let´s say ,a dialouge box like we know from a furniture. The rest could be done by an animation tuned to a suiting chain-length. The everlasting problem is, that every objects are "closed up systems".

 

HDT chains on the body have collision with the floor...somehow not perfect like a real HDT-chain has, but it´s okay-such a chain is clipping with the body of the character. A real HDT stuff looks like this:.....................

I'm not sure that I understand this completely, but perhaps we aren't connecting on this issue.

 

What I meant is for each cuff and chain set to have two separate "chains." The more obvious chain would be the one with actual HDT physics, as was developed for the original mod. The less obvious chain would have collision physics (not sure of the difference between HDT and vanilla collisions), but it wouldn't even need a mesh and texture, therefore, the less obvious chain would create the illusion that the more obvious chain, which has HDT physics, and was originally designed for the mod, is actually doing the work (which would be forcing the character wearing both of them to remain kneeling because the havoc physics-enabled chains cross each other and prevent standing.

 

I'm not sure that I'm right about this. It's very likely that I'm hoping for too much from Skyrim; it seems to be the case in so many situations.

 

Thanks for the reply, and I'll try to read it again to see if I understand after a second time.

Posted
1 hour ago, Storms of Superior said:

I'm not sure that I understand this completely, but perhaps we aren't connecting on this issue.

 

What I meant is for each cuff and chain set to have two separate "chains." The more obvious chain would be the one with actual HDT physics, as was developed for the original mod. The less obvious chain would have collision physics (not sure of the difference between HDT and vanilla collisions), but it wouldn't even need a mesh and texture, therefore, the less obvious chain would create the illusion that the more obvious chain, which has HDT physics, and was originally designed for the mod, is actually doing the work (which would be forcing the character wearing both of them to remain kneeling because the havoc physics-enabled chains cross each other and prevent standing.

 

I'm not sure that I'm right about this. It's very likely that I'm hoping for too much from Skyrim; it seems to be the case in so many situations.

 

Thanks for the reply, and I'll try to read it again to see if I understand after a second time.

;-) this is very much not possible...about what I could understand so far,

Posted

So now I understand. The only option left is to make an animation for that.

 

After re-reading your reply, I came to the conclusion the HDT physics and havoc physics share a common origin and would fuck each other up.

  • 2 months later...
Posted

@t.ara

POSSIBLE BUG:

When equiping the new wrist chains, the player always plays the same wrong animation for hand/arm placement.

Whichever HDT Wrist Chain you use (front or back) she always puts her arms folded behind her back.

I have reinstalled twice and same thing everytime.

Any idea what is going wrong?

This is the Wrist Chains Front HDT: Screenshot


Thanks,
 

Posted
16 minutes ago, special said:

@t.ara

POSSIBLE BUG:

When equiping the new wrist chains, the player always plays the same wrong animation for hand/arm placement.

Whichever HDT Wrist Chain you use (front or back( she always puts her arms folded behind her back.

I have reinstalled twice and same thing everytime.

Any idea what is going wrong?


Thanks,

..hi, i lost the overview for this mod, did you run FNIS again?...(after installation?)

if this mod has the animations, you have to run fnis...

 

(if this mod only shares the item, you can´t use it, because you have to use it with offsets, if not-the chain will of course clip with the body!)

 

 

Posted
12 minutes ago, t.ara said:

..hi, i lost the overview for this mod, did you run FNIS again?...(after installation?)

if this mod has the animations, you have to run fnis...

 

(if this mod only shares the item, you can´t use it, because you have to use it with offsets, if not-the chain will of course clip with the body!)

 

 

Thanks for the quick reply.

Yes I did run FNIS after installation.

It said in the FNIS log 2 new offset animations as you said in your instructions.

Am going to rebuild my skyrim again, have played around with a lot of mods lately, it may be that causing the issue.

Posted
Just now, special said:

Thanks for the quick reply.

Yes I did run FNIS after installation.

I said in the FNIS log 2 new offset animations as you said in your instructions.

Am going to rebuild my skyrim again, have played around with a lot of mods lately, it may be that causing the issue.

Do you have the zap8+ installed for this?

Can´t be that it doesn´t work-at least please go to MCM and press the restart button for the zap...

Posted
1 hour ago, t.ara said:

Do you have the zap8+ installed for this?

Can´t be that it doesn´t work-at least please go to MCM and press the restart button for the zap...

Fixed  it.

Did a clean install of everything, works now.

Thank :)

  • 4 months later...
Posted

When I install this mod and run fnis, this pops up

 

FNIS Behavior V7.4.5   2018/10/18 2:17:33
Skyrim 32bit: 1.9.32.0 - D:\SkyrimAnniversaryHD\TSEV Skyrim LE\

Skeleton(hkx) female: XPMS2HDT (115 bones)   male: XPMS2HDT (115 bones)
Patch: "GENDER Specific Animations" 
Patch: "SKELETON Arm Fix" 

Reading FNISSpells V5.0.1  ( 0 furniture, 0 offset, 9 paired, 0 kill, 0 chair, 0 alternate animations) ...
Reading XPMSE V7.2  ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 164 alternate animations) ...
Reading ZaZAnimationPack+>>Warning: Animation file missing: zazPoleBondageHandsUpToFront.hkx<<
>>Warning: Animation file missing: ZazFurnitureExit.hkx<<
>>Warning: Animation file missing: zazPoleBondageHandsOverHeadFrontLegsStill.hkx<<
>>Warning: Animation file missing: zazPoleBondageHandsOverHeadFrontWithLegsWork.hkx<<
>>Warning: Animation file missing: zazPoleBondageHandsOverHeadBackWithLegsWork.hkx<<
>>Warning: Animation file missing: zazBondagePoleHandsUpBehind.hkx<<
>>Warning: Animation file missing: zazCruxMini.hkx<<
>>Warning: Animation file missing: zazTreeBondageYStandingStruggling.hkx<<
>>Warning: Animation file missing: zazTreeBondageYStandingStrugglingBF.hkx<<
>>Warning: Animation file missing: zazFantasyGlassCoffinMasturbating.hkx<<
>>Warning: Animation file missing: zazStrugglingStandingTied.hkx<<
>>Warning: Animation file missing: zazEmmaMayPole.hkx<<
>>Warning: Animation file missing: zazEmmaMayHangingStruggling.hkx<<
>>Warning: Animation file missing: zazEmmaMayStandingStruggling.hkx<<
>>Warning: Animation file missing: zazDeviousSleep.hkx<<
 V8.00  ( 14 furniture, 2 offset, 0 paired, 0 kill, 0 chair, 0 alternate animations) ...
Reading ZaZAnimationPack V8.00  ( 276 furniture, 43 offset, 0 paired, 0 kill, 0 chair, 0 alternate animations) ...

 

Can you help?

  • 1 year later...
Posted
On 10/18/2018 at 8:22 AM, OddPillow4 said:

When I install this mod and run fnis, this pops up

 

FNIS Behavior V7.4.5   2018/10/18 2:17:33
Skyrim 32bit: 1.9.32.0 - D:\SkyrimAnniversaryHD\TSEV Skyrim LE\

Skeleton(hkx) female: XPMS2HDT (115 bones)   male: XPMS2HDT (115 bones)
Patch: "GENDER Specific Animations" 
Patch: "SKELETON Arm Fix" 

Reading FNISSpells V5.0.1  ( 0 furniture, 0 offset, 9 paired, 0 kill, 0 chair, 0 alternate animations) ...
Reading XPMSE V7.2  ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 164 alternate animations) ...
Reading ZaZAnimationPack+>>Warning: Animation file missing: zazPoleBondageHandsUpToFront.hkx<<
>>Warning: Animation file missing: ZazFurnitureExit.hkx<<
>>Warning: Animation file missing: zazPoleBondageHandsOverHeadFrontLegsStill.hkx<<
>>Warning: Animation file missing: zazPoleBondageHandsOverHeadFrontWithLegsWork.hkx<<
>>Warning: Animation file missing: zazPoleBondageHandsOverHeadBackWithLegsWork.hkx<<
>>Warning: Animation file missing: zazBondagePoleHandsUpBehind.hkx<<
>>Warning: Animation file missing: zazCruxMini.hkx<<
>>Warning: Animation file missing: zazTreeBondageYStandingStruggling.hkx<<
>>Warning: Animation file missing: zazTreeBondageYStandingStrugglingBF.hkx<<
>>Warning: Animation file missing: zazFantasyGlassCoffinMasturbating.hkx<<
>>Warning: Animation file missing: zazStrugglingStandingTied.hkx<<
>>Warning: Animation file missing: zazEmmaMayPole.hkx<<
>>Warning: Animation file missing: zazEmmaMayHangingStruggling.hkx<<
>>Warning: Animation file missing: zazEmmaMayStandingStruggling.hkx<<
>>Warning: Animation file missing: zazDeviousSleep.hkx<<
 V8.00  ( 14 furniture, 2 offset, 0 paired, 0 kill, 0 chair, 0 alternate animations) ...
Reading ZaZAnimationPack V8.00  ( 276 furniture, 43 offset, 0 paired, 0 kill, 0 chair, 0 alternate animations) ...

 

Can you help?

Sorry for the thread-necromancy, but I'm having precisely the same error here, did you perchance find out what it was?

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