I'm trying to create a mod that uses FNIS to play a vanilla animation in skyrim (because it can't normally be played unless the player meets certain conditions), so I went the route of creating a new animation file that uses the vanilla animation, but whenever I try to run GenerateFNISForModders to create the behavior files, I get an error in the output.
"\GenerateFNIS_for_Users\BehavioredObjects.txt does not exist - RE-INSTALL FNIS"
I've reinstalled FNIS multiple times at this point. I've also look through the files on the mod page, but none of them seem to contain "BehavioredObjects.txt" in \GenerateFNIS_for_Users
im trying to update to fnis 7.6xxxl and im useing mo. with the previous fnis version and all the other animation stuff shows up but with the new version it dosnt resister any of my mods or animationsall the mods are installed but the new version of fnis dosnt read them but the old one does
Hey, I'm new to modding and I've downloaded this with mod organizer 2 and it's telling me that it won't work for my game because it's for Skyrim LE and I have Skyrim SE. Is there another version or a way for me to convert it to Skyrim SE? Thanks for any help or advice
The FNIS for Modders Documentation 6.2 says: "it is possible to dynamically (i.e. during runtime) replace 537 (3rd person) character standard animations with an" arbitrary "number of custom replacements, called alternates.". In fact, when I created and tried to register 11 animations, FNIS wrote a message about the wrong number of animations (x <1 or x> 10). It turns out that the number of animations is limited to 10. Is this really so, or did I not understand something? I would be very grateful for an explanation.
<p>According to <em>FNIS for Modders</em>, the <strong>animation duration</strong> is not only required for paired animations/killmoves, but also if you want to work with motion and rotation data. But how can I determine the exact animation durations, especially of non-vanilla animations?</p>
Hi Searching the info on adding custom anims to Skyrim led me here. I'm a modder for myself, thus I've bothered with Oblivion previously. And now i'm finally feeling like wanting to experiment with Skyrim :) I've read the documentation, and it looks like there isn't much of "space" for adding a variety of standard (like movement or attack) animations, isn't it? Like, if I'm aiming to replace the entire walk animation set (forward, backward etc) with a, let's say, 4 potential variants of that sets (while switching a character between them on some conditions) i'll need to occupy something like 16 of this AA slots already? So, my question is - that 128 anim slots for Alternate Animations system is the absolute maximum?
Modder's Corner (43 comments)
>>??: \character\behaviors\FNIS__ESG_0ER_F_Behavior.hkx not Skyrim compatible<<
??? _ESG_0ER_F V?.? ... ChAnims:16 CTD:0.2% pOpt:0.1%
>>??: \character\behaviors\FNIS__ESG_0ER_M_Behavior.hkx not Skyrim compatible<<
??? _ESG_0ER_M V?.? ... ChAnims:7 CTD:0.1% pOpt:0.1%
"\GenerateFNIS_for_Users\BehavioredObjects.txt does not exist - RE-INSTALL FNIS"
I've reinstalled FNIS multiple times at this point. I've also look through the files on the mod page, but none of them seem to contain "BehavioredObjects.txt" in \GenerateFNIS_for_Users
Am I fucked?
I'm new to modding and I've downloaded this with mod organizer 2 and it's telling me that it won't work for my game because it's for Skyrim LE and I have Skyrim SE. Is there another version or a way for me to convert it to Skyrim SE?
Thanks for any help or advice
I would be very grateful for an explanation.
Edit: Problem solved.
Searching the info on adding custom anims to Skyrim led me here. I'm a modder for myself, thus I've bothered with Oblivion previously. And now i'm finally feeling like wanting to experiment with Skyrim :)
I've read the documentation, and it looks like there isn't much of "space" for adding a variety of standard (like movement or attack) animations, isn't it? Like, if I'm aiming to replace the entire walk animation set (forward, backward etc) with a, let's say, 4 potential variants of that sets (while switching a character between them on some conditions) i'll need to occupy something like 16 of this AA slots already?
So, my question is - that 128 anim slots for Alternate Animations system is the absolute maximum?
Go to the regular "POSTS" thread. This one was originally created for Modders. Your question is a typical user question.
What makes you draw this conclusion? Do you have any insights? Because the mod author seems to be inactive since almost a year.
Would you please move to the general FNIS thread. Because this one I'm not usually checking.