I am back and taking questions cause i have received a lot of questions sent to my inbox. I will do my best to help each and every one of you based off of knowledge but realize sometimes the animations you are converting are not my specific taste and require special skeletons which I don't mess with so please bare with me :)
This will only work if the converted "Animation mod" is a simple animation replacer.
It will not work, if it is an FNIS dependent mod. FNIS dependent mods have a behavior file in the "behaviors" folder. If this file is not converted, ALL (non-creature) characters will show t-pose. What makes it even harder is a quirk of the Bethesda tool. I have made the experience that those FNIS generated behavior files will not always be usable after conversion. I don't know if it is sometimes or always. Since after my first bad encounter I have always re-generated those behaviors with the GenerateFNIS_for_modders tool.
Your tool will also not work if you try to convert an animation mod with a fomod setup.
@fore, thanks for your advice. i was trying to port the indispensable Bathing in Skyrim for my personal use and ran into the t-pose problem caused by the behaviour files. will be regenerating the files with your modders tool.
Put the following in a batch file instead @For /f "delims=" %%G in ('dir /s/b *.hkx') do "C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Tools\HavokBehaviorPostProcess\HavokBehaviorPostProcess.exe" --platformamd64 "%%G" "%%G" @pause (make sure you change the Skyrim path if you need to) and it'll update all animations in the subfolders. Run it on you characters/animations folder and it'll convert everything, skipping those that have already been converted.
i am trying to make my own new animation, i did it in blender and converted into hkx file, but the problem that it is x32 hkx for oldrim and now i cant convert to x64 for skyrim se. Guides telling me to have HavokBehaviorPostProcess.exe but the CK wouldnt start in steam, bethesda launcher not working, all the guides are outdated... maybe you can help me somehow? and please dont send me steam discussions
How does one download the necessary "havokbehaviorpostprocess.exe" for this? The link in requirements doesn't work and copying the link gives me the bethesda launcher setup. I know bethesda's a garbage company but am I really going to be forced to use their launcher to get what I need?
I have creation kit but there is no HavokBehaviorPostProcess in my tools folder. I have the steam version of creation kit and cannot download the version from the bethesda launcher because the download button there no longer works, if this makes any difference.
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It will not work, if it is an FNIS dependent mod. FNIS dependent mods have a behavior file in the "behaviors" folder. If this file is not converted, ALL (non-creature) characters will show t-pose. What makes it even harder is a quirk of the Bethesda tool. I have made the experience that those FNIS generated behavior files will not always be usable after conversion. I don't know if it is sometimes or always. Since after my first bad encounter I have always re-generated those behaviors with the GenerateFNIS_for_modders tool.
Your tool will also not work if you try to convert an animation mod with a fomod setup.
Don't know why......
@For /f "delims=" %%G in ('dir /s/b *.hkx') do "C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Tools\HavokBehaviorPostProcess\HavokBehaviorPostProcess.exe" --platformamd64 "%%G" "%%G"
(make sure you change the Skyrim path if you need to)@pause
and it'll update all animations in the subfolders. Run it on you characters/animations folder and it'll convert everything, skipping those that have already been converted.
and now i cant convert to x64 for skyrim se. Guides telling me to have
HavokBehaviorPostProcess.exe but the CK wouldnt start in steam, bethesda launcher not working, all the guides are outdated...
maybe you can help me somehow? and please dont send me steam discussions