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fore

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Everything posted by fore

  1. Theoretically yes. Practically no. If you don't use HDT you need to animate. And add movement to EVERY animation that is used while these clothes are worn. And if you need more than the 12 Skirtbones in the vanilla skeleton, you also need a new skeleton with additional bones. Or better, make it an appendix to the body, like a tail. That was done for "Schlongs of Skyrim", and that was a huge undertaking.
  2. This is not an FNIS error, this is an error raised by the Operating System. Usually these kind of errors come up when a user operates on the same files or folders from different applications. And most of the time is fixed by restarting windows. But it can also be the result of authorization issues caused by installing in C:\Program Files(x86). If this doesn't fix it you need to describe EXACTLY when this messages turns up, how you install, what you did to verify? And if you installed in "C:\Program Files(x86)".
  3. Oh sorry. I have very little experience with animations, and I never did a paired animation myself. Have you set the Animated Camera option in FNIS, or is this default? What I did once is to modify Cam3rd when I used the vanilla swim animation for flying (FNIS Flyer). There I have an option to look straight down during flight. That's when I noticed the camera (with the -ac) does not follow the angle that I had set in 3ds, and that I would expect from the look there. So I always had to adjust that according to the result in-game. Maybe you look for someone with experience. The only one I know with killmove experience who is active (sometimes) is ZaZ. EDIT: Did you replace the original animation, or did you define anew with FNIS? What is the original? Maybe we have to look into the behavior which animation events are set.
  4. I can't imagine that you could be pleased with the outcome. Paired animations as well as killmoves are made that way since they rely on the close interaction between both bodies, including contact between them without any collision issues. It would really look silly when the two actors are either standing apart, not reacting on the other sides action. Or on the opposite bump into one another or stagger. But anyway, that's only theoretical. You would need to do in either 3ds or Blender. But hkxcmd (necessery to create a kf file to work with Blender) cannot convert paired animations. And I'm sure the hkx import tool to work with 3ds isn't able to do this either.
  5. Not FNIS. FNIS will include killmoves (and others) into the game, but you cannot create animations with it. Custom killmoves generally are very rarely done. I know of 2 tutorials here on Nexus doing it with 3ds. And there is a youtoob doing it with Blender: But I have never heard of anyone making an existing killmove into a single character animation. Doesn't make sense to me anyway.
  6. And what do YOU tell us? Installed FNIS and so on tens of times, and still don't understand what it means when "Generator" path and "Expected generator path" are different? There are hundreds of people who failed dozens of ways before you. Although most of the times it turns out to be bad installation of FNIS. Like in your case. But without detailed data I have one problem: my crystal ball is out of order. Now I see much clearer: you didn't set "Target" and/or "Start in" properly when configuring FNIS in Vortex.
  7. Oh my, it's about 5 years that I have analyzed all that, implemented, documented FNIS. Now it's only a shadow in my head. :smile: In order to add killmoves the "vanilla way" you have to find the place where the other killmoves for characters are added in the CK. It is not "loose" any more, but in a little subtree where the killmoves are selected according different conditions. Which weapon actor 1 is using, standing back or front, which percentage, and so on. You have to add your own move appropriately. I didn't describe that because I didn't want to contribute to automatic compatibility problems. You have to modify existing game data, this is not a clean add-on. And whenever another modder publishes another killmove that way, you will destroy one anothers changes depending on load order.
  8. And I'm trying to make sense what you have done. :smile: First, animations don't "work in the Creation Kit". The creation Kit setup is only necessary to make the animation events and conditions known to the game. The animation and the camera is integrated into the behavior files. And the only available way to do this is FNIS. It sounds like you have replaced an existing killmove with yours. That will almost never work. Each killmove is dependent on specific animation events that have to be raised at animation specific times. And these are different from animation to animation. You have to add your killmove as a custom one. And the FNIS Modders Doc is very specific about that, very much step-by-step. In particular how killmoves are added via CK. To activate the animation camera you need to set a specific FNIS parameter. And that's part of the FNIS Modders Doc as well. If you want to see how a paired animation (which is basically a killmove without kill) works with animated camera, integrated into the game with FNIS, you can look at the new Rigmor mod. That one uses a cinematic kissing animation.
  9. You can easily do it yourself: In FNIS Spells, meshes\character\animations\FNISSpells\FNIS_FNISSpells_List.txt, Line 133, replace o -a FNISSPb1 FNISSPb001.hkx AnimObjectFNISb001with o -a AnimObjectsSweepingIdleBase.hkx ..\AnimObjectSweeping And the run FNIS. Then you can use the animation with spell "B1".
  10. It works like in Oldrim. But if you only talk about female NPCs that have male animation then there is the same Skyrim "feature" as well: it doesn't help when you toggle the "use male animation" option in the CK AFTER you have met the NPC in-game. At this moment the male setting is burnt into your save.
  11. Don't see the warning text? Line 6? Apparently you don't have any mod that adds creature animations. Why do you have the creature pack installed? The creature pack alone doesn't change anything at all. But if you had a mod that adds animation to Skeletons, Draugrs, ... and uninstalled that, then you need to "De-Install Creature" as well. See the FNIS uninstall instructions.
  12. Any FNIS warnings? Post your FNIS output.
  13. Calm down folks. You won't download any virus from Nexus. Go to any of the download section, and click on the check mark top left of any file. And you will see the result of more than 50 AVs run for each of the files. And usually you don't get any positive there. What the op has posted here has happened many times in my FNIS threads. Those people use one of these cheap AVs, "free to use", and not regularly updated. And then these inexperienced people freak out on the false positives.
  14. Sometimes I really wonder how beginners manage to mess up an installation, but they are really creative in this respect. :) You have mixed 2 FNIS versions. While you are running FNIS for SE, you are using at least one file from FNIS for Oldrim (the one from the warning).
  15. Isn't it most obvious? You are having 141 warnings for animations that are not compatible with SSE (because they were made for Oldrim). And whenever one of these animations are played, the game doesn't know what to do and your character enters t-pose. The information you provide is not sufficient to figure out the cause. Because your "mod list" is not a mod list, it is a plugin list. This amount of custom animations you have are usually coming from animation replacers. And animation replacers tend to have no esp. Therefore you have to look in your mod manager's REAL mod list. And if you have these animations installed manually, you have to remove these files manually from the path given in the FNIS log.
  16. See the Warning in the FNIS log. You are using an incompatible FNIS Creatures Pack. I.e Pack for Skyrim, not for SSE.
  17. You probably just confused PCEA with PCEA2. These are 2 different things. Delete either one or the other. Having PCEA - 0 - DG and DB DLC - All Races.esp without the PCEA patch is causing t-pose.
  18. Thank you, quertyzeldar. :) I still can't find anything. Do you talk about the Care Taker? That's different. You have to pass the mod over to him. I don't want that yet. I want someone to take it "just in case". Like, when I haven't been active here for one month. I'm living a dangerous life ... :wink:
  19. Curator bot? This exists? If so then it is very well hidden. :smile:
  20. It IS hard-coded. Because for all animation control implementation Skyrim is using an unavailable third party tool (Havok) that does not support any post installation modifications. To some extent FNIS allows to use different sets of weapon animations, which is used for a couple of custom weapon mods (e.g. True Spear Combat, or Animated Armoury). But that requires knowledgeable modders. Because FNIS is a tool that sort of "hacks" into the game data created by the above mentioned tool.
  21. Did you see the warning? It tells you exactly what you have done wrong.
  22. There are no "FNIS animations". FNIS only makes it possible to add animations to the game. But only certain types of animations, and only for characters and creatures, not for objects. It is not clear to me what animation you have done. I assume the animation that moves the bow itself? How did you do this? Similar to the existing bows? Just like for characters are all object animations controlled by Havok behaviors. The coordination between character and object movement then is done via animation events and variables. Havok creates those hkx files you might have seen for bows. But FNIS is not able to do anything for these kind of objects. The man to go not only for animated objects, but also for Blender animations, is Anton (Anton0028). He has not only created these custom wings (and others), but also has created tools that can make use of Blender. All other animators I know of use 3DS Max. See https://www.nexusmods.com/skyrim/mods/34671?tab=posts
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