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Help Please: FNIS run in MO always missing hkx files now


ntblood

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I was running FNIS just fine from within MO at first but now it always gives me an error, missing 1hm_behavior.hkx animation files which is from the Ultimate Combat mod. I tried moving the Unofficial Skyrim Patch so where that file came from wouldn't be overwritten. That fixed it for that file but then fnis was missing dogbehavior.hkx. The more I moved plugins around the less anything was working.

I think FNIS is looking in the Syrim game folder for these files because that's where the FNIS error says it's missing from. I didn't install MO in my skyrim folder like some people I see have. I didn't think it was necessary and still would be surprised if it is.

Any help would be greatly appreciated. I've been working a very long time to get my game working and learning MO is a bit overwhelming.

Edited by ntblood
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Hm, it's rather easy to understand MO's functionality. If you have some animation mods (hkx files) move these mods down to avoid to be overwritten (left side). Use LOOT if you have problems with plugins (right side), but that's surely not the point here. All unpacked mods within MO are stored in the MO 'mod' folder. They're 'virtually linked/moved' to the Skyrim\Data folder not the Skyrim folder itself. So first make sure that the hkx files can found properly by MO (set the right folder). You can also install FNIS like an mod in MO if you want (move down to the bottom). Then if you setup FNIS proper to start from within MO it should cause no problems. FNISmodlist and other config files are stored in the MO overwrite folder. And yes, it's better to install MO (in its folder) to the Skyrim folder to avoid some confusions.

Edited by 0varon
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I've tried manually installing "FNIS always necessary" unzipped files straight into the Skyrim data folder and then run it through Mod Organizer to get it to work but that didn't help. I removed the fnis completely before trying this.

When I checked, the hks files are in MO's mod folder but fnis is looking in the game folder the error says it's missing from. Apparently it's not looking in MO's mod folders for it. The first one is from Ultimate Combat mod 1hm_behavior.hkx

I know how to set it launch from within MO and it was working for a good while. I'm not sure what happened but whatever it was I can't seem to find a way to fix it. If I install "fnis always necessary" into MO like I had it before you say I should move it to the bottom of the LO? Why doesn't LOOT put fnis in the right place?

Having MO in the game folder avoids confusion for the program or for me? If it's about me I'd rather leave it where it is as it causes me no trouble at all. If having MO separate is problematic for the game then sure. I'm curious before I move everything around.

I manually installed "fnis always necessary" in the game folder as well as installed it in MO. If I target (*addresses below) either to launch fnis within MO I get the same missing 1hm_behavioir.hkx error.

You don't just leave fnis wherever LOOT puts it in the LO, you move it to the bottom of the LO. It doesn't seem to help me in either place.

*
E:\Program Files (x86)\Mod Organizer\mods\FNIS Behavior V5 1 1 -- ALWAYS necessary\tools\GenerateFNIS_for_Users\GenerateFNISforUsers.exe
*
E:\Program Files (x86)\Steam\SteamApps\common\Skyrim\Data\tools\GenerateFNIS_for_Users\GenerateFNISforUsers.exe

Edited by ntblood
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FNIS is not a mod that is used by the game. it is a program that you use to create files that are used by the game. (FNIS spells is not what we are talking about right?).

 

First step....Create a "RUN" exe for FNIS.....find "gererate FNIS for users" on the data Tab , Right click it and select.."ADD as Executable"...now we have FNIS on the RUN dropdown.

Second Step....Make sure you have an EMPTY "Overwrite folder".

Third...use the "RUN" button and Run FNIS from inside MO. When it is completed....Right Click the "Overwrite" and Select..."Create MOD" call the mod.."FNIS Overwrite" enable this new mod. All your HK files will be in this new mod. :) any time you run FNIS in the future you "Right click overwrite" and Merge with the "FNIS overwrite" mod.

 

This is why it is essential to ALWAYS have an empty Overwrite folder.

 

And YES all those ...TRI meshes you may have in the Overwrite folder, will always appear ever single time you play the game (if you have Race menu installed)...just keep deleting them..:) Its like Wack a mole....ya aint gonna win, just gonna keep popping up.

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Thanks Camaro for the detailed description. That clearly explains how and where to move my fnis files. I was leaving them there and then deleting them the next time I had to run fnis which I didn't notice any problem so far. I don't know if that might have been involved with my issue.

If I uncheck Ultimate Combat then all my fnis errors go away. I found I can have fnis-always necessary, fnis-spells, and fnis-creatures all installed in MO, or manually, it doesn't seem to matter as long as the executable is targeted in MO correctly (gears button in MO). My huge issue seems to have been with Ultimate Combat. I would like to use Ultimate Combat so it would be nice to further resolve this but at least fnis will run without it.

This took me a long time to get some handle on. How fnis was installed had nothing to do with my fnis missing behavior errors. What mod gives you the option to install alternate animations for weapons? I thought I chose some recently and their not in XP32 skeleton I found out. Maybe it's just Ultimate Combat but that doesn't have those animation options. I think they're xp32 animations that are listed in fnis patches.

If the Overwrite folder wasn't empty wouldn't fnis just write over those files that are in there. Why does it need to be empty? Although I've heard that to be the case, just wondering the why part. I heard it matters for some reason that it's empty if you're using more than one profile which I am to save my progress towards getting my game fully modded again but this time with MO. I have been jogging from profile to profile and just sweeping the contents into a junk folder within the Overwrite folder I created each time I switch profiles and run fnis.

Edited by ntblood
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What ever is in the Overwrite folder ....is "active for all Profiles"....Theirs that, but also say....

 

You run Wrye bash , Automatic variants and the Duel sheath....they ALL put files in Overwrite....if it wasn't Empty before running each program...good luck sorting that mess...lol.

 

I just always keep an empty Overwrite folder, that way i know any files in it belong to the tool i just ran.:)

 

Never used the "Ultimate Combat" so no clue on that sorry.

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Ok, I'm still going through that. Thank you

When you run reproc and sum java tools do you just install them in MO and then launch them from within MO?

And when I rebuild a bashed patch in wrye bash do I then leave it in the overwrite folder?

Lastly, any idea why when I run LOOT inside of MO, that it often creates a LO error for MO that it's beta feature can correct? Wonder if using that feature is a good idea but so far it hasn't hurt that I've noticed.

Edited by ntblood
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Re: "any time you run FNIS in the future you 'Right click overwrite' and Merge with the 'FNIS overwrite' mod."
When I go to merge that isn't an option, only Sync, and I'm not sure that is what you meant. If I try to just create a new mod but with the same name it gives me some kind of error.

With MO, is the order to run programs: FNIS > LOOT > reproc java tool > rebuild bashed patch?

Edited by ntblood
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pasting from the PM so others can see answers ...also so it dont look like you dident get any responces...lmao...

 

ntblood, on 17 Sept 2014 - 01:47 AM, said:

When you run reproc and sum java tools do you just install them in MO and then launch them from within MO? Yes run them from inside MO

And when I rebuild a bashed patch in wrye bash do I then leave it in the overwrite folder? NO, same as the others...Create a MOD called Bashed Patch.

Lastly, any idea why when I run LOOT inside of MO, that it often creates a LO error for MO that it's beta feature can correct? Wonder if using that feature is a good idea but so far it hasn't hurt that I've noticed. The LOOT that you run when you click "sort" from inside MO is out dated...create a "RUN exe for LOOT and run it that way.

hope you dont mind...

 

==========================================

ntblood, on 17 Sept 2014 - 3:12 PM, said:

Re: "any time you run FNIS in the future you 'Right click overwrite' and Merge with the "FNIS overwrite" mod."
When I go to merge that isn't an option, only Sync, and I'm not sure that is what you meant. If I try to just create a new mod but with the same name it gives me some kind of error.

With MO, is the order to run programs: FNIS > LOOT > reproc java tool > rebuild bashed patch?

yes to Sync....my bad...lol.

From what i understand....Patchers...IE: reproccer, duel sheath , are allowed to see Bashed patch , but Bashed patch should never see or include any Dynamic patches. Some people disable things like Reproccer when building a bashed patch. IF you run the patchers separately you even need to disable one dynamic patch to make another , UNLESS you use SUM, SUM will do all the disabling and what not for you. So this is how i go about the order to do things.

First I run FNIS.

Second, I make a bashed patch. Since all Dynamic Patches (reproccer, Duel sheath) always belong AFTER the bashed patch they will never get included.

Third, I run SUM. For me SUM runs...Reproccer, Duel Sheath and Automatic Variants.

Example , this is the end of my load order...

==============================

TheChoiceIsYours_Dawnguard.esp
Atlas Hearthfire.esp
Immersive Factions.esp
Chesko_Step418_SN.esp
manny_Status.esp
randomthunder.esp <<<<<last mod...lol
STEP Extended Patch.esp
Bashed Patch, 0.esp
Pre ReProccer WAFR IA7 IW UU aMidianSS Content Addon Patch.esp
Automatic Variants.esp
ReProccer.esp
My Merged.esp
Dual Sheath Redux Patch.esp
Post ReProccer Fixes IA7 IW UU aMidianSS Content Addon Patch.esp
=====================
My game runs good. I can play 8 hour straight sessions with a total of 250+ mods. Hope this is helping... :smile:
Edited by camaro_69_327
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I don't mind at all. Thank you for all the guidance with MO.

I have about 25 plugins that I had installed when running NMM that I'd like to install but I seem to be hitting a wall where I can't get the game to run with any more even though I'm well below the 255 limit now. I haven't been changing the LO manually at all and I just set up reproc and sum to run in MO but I haven't been able to add reproc plugin in quite yet.

At what point do you run LOOT in your order of running applications, before or after making a bashed patch? (I use SUM as well but just installed it to be launched from within MO). I'm guessing it's FNIS > LOOT > rebuild bashed patch > run SUM. Or maybe you do LOOT > fnis > etc.

"First I run FNIS.

Second, I make a bashed patch. Since all Dynamic Patches (reproccer, Duel sheath) always belong AFTER the bashed patch they will never get included.

Third, I run SUM. For me SUM runs...Reproccer, Duel Sheath and Automatic Variants."

When I run SUM or ReProc it also makes 2 folder "SUM" and "T3nd0_Reproccer" folders in the overwrite folder, within a subfolder called "SkyProc Patchers". Should I create a mod with that as well from the overwrite folder? And if so, should there be one mod for each folder "SUM" and "T3nd0_Reproccer"?

I'm attracted to MO but it's starting to make me think twice about just returning to NMM that when I add reproccer, and bashed patch, not to mention nearly any of my last 25 plugins with MO that the game crashes loading a new game.

When I run Wrye Bash it puts the unchecked esp's into the overwrite folder as ghosts files. What do I do with these files if I still don't want them enabled? And more importantly know to me, when I re-enable them in Wrye Bash how do I know what MO-mods folder to put them into if they have a different name (I have about 6 from rolling back a bashed patch that I don't know where to return them to).

After I decided to go back for the time being to not using a bashed patch or reproccer so the game will work for the moment, I re-enable the plugins that were in the bashed patch using Wrye Bash and the ghost files in the overwrite folder become active esp's again but how do I know where to put them back into the proper MO>mods folder when some have different names than the mod?

Edited by ntblood
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