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xaz Bondage [2013-01-15]


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Posted

I would add two other problems I have which I don't think are related directly to this mod but rather they seem to be incompatibilities. I cannot equip any of the Zaz items or the Xaz leather collar on my character however I can use them just fine on my followers. The animations work fine just no models show up. I have the same problem with the Black Sacrament cloak. I believe this is caused by Apachii female hair #2 causing things to go invisible. The other oddity is if I use any of these items it breaks Zaz Animations so be careful what you save.

 

Good point. I'll see what I can do to adress this problem in a later update. You can unequip the worn items from this mod, and things should be back to normal (if not, it's a bug, so please tell me about it).

 

Or you could "set xazSettingDisableEffects to 1" which will also disable most of the cosmetic effects of this mod (resetting animations being one of them).

 

Edit: Typo in the console command.

Posted

Updated

 

Fixes to bound animation.

Bug fixes when using xbfSettingDisableEffects.

Added xbfSettingBlockAnimations.

Switched to xbf as prefix for all items, keywords, etc.

Bug fixes on item slots.

Posted

hey thanks for the update.

 

small thing, the readme states

"

Installation

 

Just unpack to the Data folder in your skyrim directory, or preferably, use WryeBash to install. Enable either the .esm or .esp file, but not both."

but the post on the first page is not covering this point under installation. May want to update, as many ppl (including myself) didnt additionally opened the readme.

 

cheers & kudos for the great work

Posted

Working pretty great. I've got to go through a bunch of old mods and remove them because the list of duplicate items is getting long. On an unrelated note, I cheated the system to get the old Doggie Belt from J/C to work with TBBP. I also changed the texture to match the GSB cuffs. I have to say, including a "set" of cuffs to both bind the hands AND slow the player was pretty slick.

 

There is however one conflict I've found: Crime and Punishment. Granted, I'm about to ditch the mod anyway because the author hasn't updated it since Sept. A shame, such a good concept. Anyway, using any of the items that force an animation (gags, cuffs, and/or ankle irons) causes the CnP and xbf scripts to fight and the character constantly moves their arms back and forth between bound and unbound.

 

Slammin' work as always. I'm including a couple of screenshots for grins.

post-73835-13597882697674_thumb.jpg

post-73835-13597882698009_thumb.jpg

Posted

ill take a few for some slaver work that needs doing :D

On the chance you're serious, I really just did a bypass by deleting the "body" from the .nifs, then resetting the dismemberment location to 56. Since it no longer uses the "Body" slot, this prevents the body from just disappearing. I used 56 because it's the location of another piece of "armor" from the same mod that doesn't line up (thereby making it useless, it was the "nipplechain NIF." This allowed me to just replace that nif so I didn't have to edit the CK. I have plans to just edit the J/C .esp to make it it's own equip, but I just threw this together because I was bored.

 

I'm attaching a ZIP that contains the meshes as well as the textures with the correct folder structure. All you would need to is create a piece of armor or clothing in the CK that uses slot 56.

 

If xaz wants to add this to his mod, he's more than welcome. None of these resources are mine anyway (I would redo the texture path, which I have plans to accomplish later). Oh, I also color matched it to the cuffs already included in this mod as you can see in the attached pic.

 

Also, I make no promises if this will work with your particular body. The original used CBBE and the breasts were hella-huge (another reason I didn't like it), and I don't know the difference between hip sizes or if the other data in the nif is capable of knowing the hip radius.

 

In case you haven't figured it out yet, I don't know much about what I'm doing, but I can cheat shit I don't know easily enough.

 

On a semi-related note, I did this same thing with the "Rusty Slave Chains" (which was in the mod, but ported from Oblivion I think). It worked, but the chains will clip depending on the stance. I'm likely going to try and figure that out when I have time.

post-73835-13597882698755_thumb.jpg

Guest Plastrader
Posted

Xaz

I took a look at this yesterday and I'm impressed.

Even though I'm not that much into bondage and stuff I must say its kind of sexy in(for me) an odd way.

 

The vanilla skeleton did not match with the anim objects that well.

for example the neck collar and stuff weren't around the neck, hands and etc.

 

But that's not a problem just make "skeleton xyz" an requirement.

 

As I'm a totally cluless I have to ask two things

1: Your "peeing" animation.

I found a potential gem(don't get me wrong its a gem already but it could be a flawless one) amongst the animations.

How did you do that one?

Is it a spell?

A texture somehow attached to the animation?

A spell effect of some kind?

I took the liberty to look in the .esp but I didn't find neither a spell or effect.

 

Im just seeing that one with a more whiter and thicker "sprinkle" with a shader "on splash/hit" thing.

i.e. the best cumshot so far.

 

And naturally(my top interest) a more liquid/water coloured sprinkle for women squirting.

:blush:

 

2: Stopping/resetting animations

I couldn't find a way to make the targeted NPC resetting to its normal animation, i.e. walking and etc.

Having played the animations of Lydia I dismissed her as my follower.

And I laughed my arm off seeing her, tied down to the leaning wheel, slowly gliding towards a door.

So if you or someone else could tell me what console command to use to reset the animations back to default behaviour?

 

What I'd like to see in future releases is more of the breathing added to more of the animations.

It looks more realistic somehow.

 

Thanks in advance and keep up the brilliant work!!

Posted

How did you do that one?

Is it a spell?

A texture somehow attached to the animation?

A spell effect of some kind?

I took the liberty to look in the .esp but I didn't find neither a spell or effect.

look in the specialeffects ...

the effect is attached to a nif.

the nif is attached to a body or skeleton node.

 

better example is the casdting effect. it only plays on the casters hads. its ab specialeffect with an nif attached to the nodes of the hands(healing hands for example).

 

 

I couldn't find a way to make the targeted NPC resetting to its normal animation' date=' i.e. walking and etc.

 

[/quote']

 

xaz mod is a modders resource.

you have to make your own spells(scripts)

 

i have done this for testing an will share my spell/scripts as soon as tehe are bugfree..

 

Moin

Oli

Guest Plastrader
Posted

look in the specialeffects ...

the effect is attached to a nif.

the nif is attached to a body or skeleton node.

 

better example is the casdting effect. it only plays on the casters hads. its ab specialeffect with an nif attached to the nodes of the hands(healing hands for example).

Ok thanks.

 

xaz mod is a modders resource.

you have to make your own spells(scripts)

 

i have done this for testing an will share my spell/scripts as soon as tehe are bugfree..

 

Moin

Oli

I know that its a modders resource, I did read the first post...

I just thought there was some ingame thing you could use.

 

Thank you for your answer.

Posted

There is however one conflict I've found: Crime and Punishment. Granted' date=' I'm about to ditch the mod anyway because the author hasn't updated it since Sept. A shame, such a good concept. Anyway, using any of the items that force an animation (gags, cuffs, and/or ankle irons) causes the CnP and xbf scripts to fight and the character constantly moves their arms back and forth between bound and unbound.

[/quote']

 

I'm thinking of working on a replacement for CnP. I have a lot of the scripts and stuff needed, so should be fairly easy to put together. Right now I'm working on other things, but maybe I'll pick up pace again this weekend.

Posted
I'm thinking of working on a replacement for CnP. I have a lot of the scripts and stuff needed' date=' so should be fairly easy to put together. Right now I'm working on other things, but maybe I'll pick up pace again this weekend.

[/quote']Any chance you could send the uncompiled scripts my way? I have more than a few idea for that and I'd like to see how hard I could fail in implementing them. Hehe.

Posted

Yea, so, the same things works for the Rusty Slave Chains as part of the J/C mod (as the attached picture shows). I'd record a short vid, but I don't really see the point. Then again, I don't see these armors being hard to convert to BBP/TBBP either way and I may give that a shot myself. This way it would have some use in stopping the PC from equipping actual armor. If anything, it might be a nice accompanying piece for the irons set as another "full body" equip.

 

Some idles and/or animations may cause some clipping and, as with the belt, I don't know what issue the UNP body would cause with this. I could always load up the Temptress mod and give that a try. Oh well, just messing around mostly.

 

EDIT: Almost forgot. I'm also attaching a SS of the chains using the same texture as the black irons included in Xaz's mod.

post-73835-1359788272252_thumb.jpg

Posted

I seem to have a problem. Not sure if its because i updated xaz's mod or not.

 

A while back i downloaded this bondage mod, decided to open up CK, make a separate esp file, and create some armor, then matched the collar, Ankle shackles, Wrist Shackles, Hood, etc to the armor and whatnot so that i could wear them like normal clothing during combat without the bondage script restrictions. And when i did it, it worked fine.

 

Then today, i see that belt that CaptainChaos attached, and i downloaded it, and loaded up my separate esp file so i can add the belt to it. When i loaded up my mod on CK, for some odd reason I was getting 'invalid biped object' errors. I didnt get these errors when i first created this esp file for the shackles/etc, and i havent opened up this file since then. So there's no reason for this mod to break on me. So anyone got any ideas how to fix these errors? Last time i had this error when making this mod, the shackles never worked.

 

I attached some screenshots of the errors.

post-117904-13597882756475_thumb.jpg

Posted

Well, i decided to create a brand new esp specifically for the belt to see if it'll work. Then loaded up the game, used console to spawn the belt. Working fine. And by loading up my esp file i made a while back on the shackles, it works fine too. So if i leave everything the way it is now, i'm sure there wont be any problems.

 

However, the problem lies in the fact that i'm trying to condense all my equippment mods (and hopefully NPC mods) all down into 1 mod (Naming it a bundle mod). For me to do that, i'll have to open up the shackles file and the errors says i'm using an invalid biped object. Meaning i'm afraid i'll break it if i try to add that in. But eventually i'm gonna need to add it in. However, i have no idea how to fix it.

 

If anyone has any ideas, please let me know. Thanx.

Posted

I've been dicking around with this mod in the CK and I have to say Xaz, your organization with this mod is outstanding. Very little is actually contained within the scripts and with the keywords attaching to the equips with the various effects, making changes is pathetically easy.

 

I myself decided to modify the wrist irons to remove the "no activate" property and created a new outfit for prison use (see attached pic) that would make breaking out extremely difficult, but also making serving your sentence possible. I had a major issues with the CAP mod because the bound animation was handled via scripting which made bugs in the mod gamesave destroying. Whereas with a mod built off your system: bugged out? player.unequipall.

 

I have to wonder if I'm a bad enough dude to create a simple dialog option with any blacksmith to remove said irons (to give access to the inventory) as a test as part of a "jail break" mod. Oh well, about time to start drinking and modding provided I don't get dragged into gaming tonight.

 

I attached some screenshots of the errors.

I get those same errors when I open the CK. Just click "Yes to all." I do that on every mod that throws errors at me. Hell, I remember when just opening the Skyrim and Update ESMs would throw shit-tons of errors at me. If anything, try creating a new ESP to work with the armors as a test so you don't jack-up your existing ESP. Or just backup said ESP first and go from there.

post-73835-13597882757546_thumb.jpg

Posted

Well' date=' i decided to create a brand new esp specifically for the belt to see if it'll work. Then loaded up the game, used console to spawn the belt. Working fine. And by loading up my esp file i made a while back on the shackles, it works fine too. So if i leave everything the way it is now, i'm sure there wont be any problems.

 

However, the problem lies in the fact that i'm trying to condense all my equippment mods (and hopefully NPC mods) all down into 1 mod (Naming it a bundle mod). For me to do that, i'll have to open up the shackles file and the errors says i'm using an invalid biped object. Meaning i'm afraid i'll break it if i try to add that in. But eventually i'm gonna need to add it in. However, i have no idea how to fix it.

 

If anyone has any ideas, please let me know. Thanx.

[/quote']

 

Check out TES5EDIT, I believe you can use it to merge multiple mods and if there are conflicts chose which mod wins which I think would save you a considerable amount of time and effort.

Posted

Xaz I <3 <3 <3 your mods. I initially found what I think was an older version of this. This is just great keep up the amazing work. It's nice to see s oriented players getting something, usually at least way back in Oblivion I noticed it catered mainly to D oriented folks. As a switch I'm finding a lot of happy balances around here. :shy:

Posted

The vanilla skeleton did not match with the anim objects that well.

for example the neck collar and stuff weren't around the neck' date=' hands and etc.

 

But that's not a problem just make "skeleton xyz" an requirement.

[/quote']

Perfect 3-2 is what this mod is "using". I'll update the description to reflect that. Thanks!

 

As I'm a totally cluless I have to ask two things

1: Your "peeing" animation.

I found a potential gem(don't get me wrong its a gem already but it could be a flawless one) amongst the animations.

How did you do that one?

 

That was created by ZaZ. We unfortunately have very similar nicks' date=' and we make the same kind of mods. It's kind of unfortunate, ... :)

 

2: Stopping/resetting animations

I couldn't find a way to make the targeted NPC resetting to its normal animation, i.e. walking and etc.

 

I'll add an animation you can use to force reset the same way you applied the animation on Lydia in the first place. Something along the lines of "playidle xbfIdleForceReset".

 

What I'd like to see in future releases is more of the breathing added to more of the animations.

It looks more realistic somehow.

 

Thanks in advance and keep up the brilliant work!!

 

Thanks! I will, ... keep up the work at least. ;)

Posted

...

 

Check out TES5EDIT' date=' I believe you can use it to merge multiple mods and if there are conflicts chose which mod wins which I think would save you a considerable amount of time and effort.

[/quote']

 

Well, i just downloaded TES5EDIT, and by looking at the description,

"If you don't know what TES5Edit is, you probably shouldn't be using it yet.", I prolly shouldnt be using it either because i dont know what it is. I think I tried to download this mod a while back because a mod installation recommended downloading it (but not required), and when i saw that description, i decided against it because i was worried about breaking my game.

 

So, just so i dont break my game, could you give me a step by step walkthrough on how to merge all my mods together (preferribly NPC mods with the equipment mods) so that i can reduce the amount of mods in my game?

 

Also, once i finally get them all merged. I'm pretty sure i'm going to have to delete every piece of equippment from the mods before i load up bundle mod. Which means myself and all of my followers are going to be naked. :-D

 

Would my save get messed up if i remove the equipment mods while random NPCs have mod armor on? I dont remember which NPCs i put modded armor on. I know i got 1 random NPC in Markoth with a mod armor on, but dont remember her name. And while going on a pickpocket spree in Whiterun to level pickpocket levels, i noticed 2 of the ladies (Carlotte and i think Ysolda) had modded armor in their inventory, but not equippped (wth?).

Posted

TES5Edit is the miracle mod and I use it religiously. To merge is simple.

1) Put the smaller mod at the bottom of your load order

2) Go to the header of the smaller mod and add the larger mod as a master.

3) Highlight everthing in the smaller mod and go to change form ID. Change to the larger mod that you just added as a master. So if the smaller mod was 03xxxxxx and the master was 02xxxxxx now they will both be 02xxxxxx

4) Highlight everything again and click copy as override into and again select the larger mod and everything should turn green.

*** you cannot add containers in the way. You have to manually add each container by itself and then use CK to add the items. So when adding everyting else skip the conatiners. Some other headers may have to be skipped as well and you will know when you get a message about load orders.

Posted

Hey, xaz, i have a request. Whenever you have time, could you add an item a bondage item to put on the boobs? Specifically one of those Breast Bondage items with a bar on the top of the boobs, one at the bottom, and a clamp on both ends of the bars to squeeze the boobs with the bars. Is there a way to edit the boobs to give it a squeezed effect? Its hard to describe though, sorry. I can prolly try to find a picture later, but right now is a bad time to look with family here.

Posted

TES5Edit is the miracle mod and I use it religiously. To merge is simple.

1) Put the smaller mod at the bottom of your load order

2) Go to the header of the smaller mod and add the larger mod as a master.

3) Highlight everthing in the smaller mod and go to change form ID. Change to the larger mod that you just added as a master. So if the smaller mod was 03xxxxxx and the master was 02xxxxxx now they will both be 02xxxxxx

4) Highlight everything again and click copy as override into and again select the larger mod and everything should turn green.

*** you cannot add containers in the way. You have to manually add each container by itself and then use CK to add the items. So when adding everyting else skip the conatiners. Some other headers may have to be skipped as well and you will know when you get a message about load orders.

 

Ok, some of that seems somewhat confusing... lemme unzip and install TES5EDIT and see if i can find the load order..

 

First off, does it matter where i unzip it? or does it have to be in the Skyrim folder? Most of my mods i could just leave in an isolated folder and wont matter. But some of them are required to be in the Skyrim folder. Is this one of them?

 

Edit: Oh god. I think i'm gonna just merge these mods the slow and painful way. After attempting your TES5EDIT guide, my 'bundle' file was at the bottom of the load order and i figured i had to go into 'BOSS' to move it to the top of the load order. After looking at 'BOSS' and realizing my 'bundle' wasnt in the list, i assumed it required the mod to be 'on' to appear in the list. And i'm worried that if i have it on, it'll conflict with the mods i already merged with it.

 

Furthermore, BOSS is telling me that i have:

3 dirty edits

1 bash tag suggestions

2 "Warning: This file was released before the CK (07 Feb. 2012) and contains unexpected (or out of order) records and should be removed."

3 "Warning: Contains unexpected (or out of order) records. A compatibility patch fixed and cleaned with TES5Edit can be obtained here. (Compatibility Patch)"

 

So.. in summary. I have no idea how to do any of that. I can prolly figure out the patching thing. But the dirty edits, bash tag, and the out of order records.. i have no idea, and will prolly brick my game if i try to fix it.

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