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FNIS PCEA2 (Player Character Exclusive Animations, 2nd generation) allows you to define animations which are dedicated to the player only.

But unlike its pre-decessor [url=http://www.nexusmods.com/skyrim/mods/14871]PCEA[/url], FNIS PCEA2 allows you to:
-select your custom animations DURING THE GAME via MCM
-distribute your animations into up to 10 different subfolders which can be freely combined
-use this functionality without a custom race for the player

And, to make things most easy for the user, FNIS PCEA2 already comes with a selection of replacers:
-[url=http://www.nexusmods.com/skyrim/mods/21887]New Animation Pack[/url] by xp32
-[url=http://www.nexusmods.com/skyrim/mods/34950]Immersive Animations[/url] by Bergzore
-[url=http://www.nexusmods.com/skyrim/mods/33914]YY Anim Replacer - Mystic Knight[/url] by yukl
-[url=http://www.nexusmods.com/skyrim/mods/16351]YY Anim Replacer - Zweihander[/url] by yukl
-[url=http://www.nexusmods.com/skyrim/mods/70108]Oriental Swordsmanship animation[/url] of East Asia by cyh0405
-[url=http://www.nexusmods.com/skyrim/mods/11954]Pretty Female Idles[/url] by dualsun (2 animations)
Many thanks to the authors of these great animations for sharing them with the community, and for giving permission to upload them whith this mod.

These included animation replacers allow you to start FNIS PCEA2 right out of the box.

Note: there are a few additional folders which end with "_EquipOnly". These files are part of the included animation replacers. They are separated however in order to not conflict with the equip animations set by XPMSE/Racemenu. If you don't use XPMSE or another mod changing equip animations using FNIS Alternate Animations, you can move these files back to their original folder.

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Requirements

Requirements:
-[url=http://skse.silverlock.org]SKSE[/url]
-[url=http://skyrim.nexusmods.com/mods/3863]SkyUI[/url]
-[url=http://skyrim.nexusmods.com/mods/11811]FNIS[/url] V6.0 (or newer)

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Installation and Usage

It's really easy:
-Install the required mods/tools as usual: SKSE, SkyUI, FNIS 6.0 and above
-Install FNIS PCEA2 manual, or with NMM or MO
-Run FNIS (GenerateFNISforUsers.exe)
-Start Skyrim
-Go to the MCM Mod Configuration and select the Animation Folder(s) you want


You see how easy it is? Now define your own selections. See "Create your own animation collections".

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Configuration Options (SKYUI MCM)


-Refresh PCEA animationsa NOW: When FNIS PCEA2 is in competition with other mods which use the same FNIS functionality maybe improperly, things might get messed up over the time. Activating this option will refresh all animation variables according your folder selection at the time you have entered the MCM menu. Note: you can call this option once every time you have opened your MCM menu.
-Available Animation Collections: These are up to 10 of your collections which you have defined as described above. The first (most upper) collection has lowest priority, and adds its animation groups first. The following collections define their animations on top of that, overruling possibly defined groups from the upper collections. See "FNIS Background" for details.


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Create your own animation collections

Of course you don't need to stick with the included animation replacers. You can have up to 10 different folders which contain your different animation sets.

Only 10, when FNIS PCEA2 already comes with 7? YES.
Use your folders wisely, and don't just dump any set of animations you find somewhere on the net. FNIS Alternate Animations (AA, the FNIS base technology) adds a considerable load to your installation. Not only for the animations and the modified behavior files, but also for the data needed to support file pre-caching in order to avoid intermittent t-pose situations. I don't know yet how this will impact weak ot heavily modded games. So, for example, you play only one gender? Remove the female/male specific folders you don't need.

All subfolder names start with a digit "0" to "9", followed by an optional underscore "_":
-0 to 9 denote the priority. 0 is lowest, usually taken for the big animation packs. 9 is highest, for the specialized animations
-"_" as 2nd character denotes default folders which are automatically selected when you have modified your subfolder names or their structures (not necessarily when you add single files inside)

Only put your animations files into these Animations/FNIS_PCEA2 subfolders. Never try to change files in FNIS_PCEA2 itself! The FNIS generator will copy your files under different names into FNIS_PCEA2. And it will adjust the Skyrim behavior files accordingly. Removing files there will result in the well-known t-pose.


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FNIS Background

FNIS 6.0 and above provides an ALTERNATE ANIMATION (AA) functionality, which allows modders to DYNAMICALLY replace standard animations by an "arbitrary number of custom ones. Currently there are 537 animations which can be replaced. They range from the mt_idle.hkx, over sheathed and unsheathed movement and sprint, equip and attack, to magic and more. Basically most animations which cannot be defined by FNIS otherwise (like idles, furniture, paired, and killmove), or which don't seem very needed (e.g. riding and crossbow).

But due to the sheer amount of animations, it is not possible to change all animations independently. You always change the animations per group. Group sizes range from 1 (mt_idle) to 44 (1hm attack). The change of one group is controlled by one Animation Variable, which can be set with FNIS functions. If a mod provides only some animations for one group, FNIS will use the vanilla animations in place of the missing ones.

As a result, FNIS PCEA2 will not merge different folders. For example, Immersive Animations defines (almost) all 1hm attack animations, Mystic Knight only the 1hm_attackright.hkx. If you select both animation folders, and keep the higher priority for Mystic Knight, then this will only activate 1hm_attackright. The other 1hm attack animations will be the vanilla ones, despite the fact that you have also chosen Immersive Animations. If you don't like that, then you have to fill up your folders appropriately. The files GenerateFNIS_for_Users/Alternate_AnimationGroups.txt and Animations/FNIS_PCEA2/PCEA2_Overview.txt will give you the necessary information.


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UNINSTALL

Uninstall as usual.
Manually remove character/animations/FNIS_PCEA2. The remaining files don't hurt, but don't help either.


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Known Issues


-Right and left jump do not work. For unknown reason the technique successfully used for hundreds of other animations refuses to work here. Maybe the special node used for blending for these 2 jump sequences (a Bethesda only enhancement in HBT) has something to do with it. In this case a few other animation cannot be replaced as well.


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History (major steps)

2015/11/01 V1.0 . . Initial Release


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Credits

My special thanks go to xp32, Bergzore, yukl, cyh0405, and dualsun, which have given permission to include their great animations into this mod.


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Licensing/Legal

All animation files include are property by other authors. You have to get their permission if you want to use them for your own purposes.
All script are free to use, provided the result is not a mod that uses the name FNIS, or interferes with FNIS PCEA2 in any way.