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fore

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Everything posted by fore

  1. Caideus1, it doesn't make sense when you repeat the same, ehm, unqualified assertion you already made in the PCEA2 thread. The following answer is the last I gave you, and you didn't even care to respond. What different insight into PCEA2 are you expecting here. The problem of your report is that you didn't explain with one word so far what you mean by "PCEA2 had them (vanilla animations) removed". What do you see instead, or what does your player do?
  2. You can only exclude 3 moves (not 6). And if you have already 3 ticked, you need to untick one of them before you can tick another one. If you only want to use 3 specific moves, then you can replace the unwanted files with the ones you like. See the description for more information.
  3. Porting animation packs (animation replacers without esp) is the easiest thing to do. Just Google. I can't use animation replacers myself, but look at PCEA2. There are a few already which you can activate with MCM.
  4. It's not FNIS, it's not MO2. You simply haven't installed any mods that are "worth" being mentioned by FNIS. All the mods from your list don't ADD any custom animations. Most of them just replace, TK Dodge is an exception with the patch.
  5. What do you think went wrong? I can't see anything abnormal.
  6. 3 warnings? No one can help as long as you don't provide any meaningful information. Which is AT LEAST the full FNIS output, and your way of installation.
  7. I wish you a lot of success. But you really seem determined, and that's great. :D With the start/stop I have to caustion you. That will be much harder instead, because you don't have an example in the file, and it will require much more new stuff.But I think you are on a really good way. :thumbsup:
  8. First off, could you please change the format of the xml presentation? It's extremely hard to read anything due to the constant alternation between dark and light lines. If you want to work with a comment free xml, you can use almost the complete HorseBehavior_Template.txt (part of the FNIS Creature pack). Only a few lines with "$" close to the end of the file differ. Now in the #0469 state machine you only need to add the link to a new node tree. Lets say #0600 (and don't forget to change numelements to "5", or else hkxcmd will abort) The tree starting at #0600 can be a copy of the IdlePawing tree starting at #0440. In the CondenseBehavior listing this is everything between the #0440 and the #0433. Actually a few nodes could be re-used from #0440, but I don't want to confuse you too much. What you should change is: - all nodIDs (obviously) - the names (from Pawing to Grazing, not really necessary, but otherwise you will get confused) - the stateID 7 from the original #0440, because that needs to be different later in the additional transition block i #0459 - the animation file name in #0434 (obviously) I hope all the rest can be treated the same between Pawing and Grazing. Because apparently Bethesda had something else in mind, since the Grazing animation actually consists of 3 animation (including start and stop). So the idle_loop itself might be a little abrupt.
  9. You could be lucky, because some of the pre-requisites for idlegraze are already included: the idle definition with condition in Gameplay -> Animations, and the animation file entry in horse.hkx. What you need to add is a part in the horesbehavior.hkx, as you already have figured. But it is not as simple as copying one clipgenerator. This is a complete little structure that needs to be copied. And adapted of course to the grazing specific parameters. First you should install CondenseBehavior here on Nexus, becasue it allows you to list the behaviors in a sort of pretty print. That will allow you to better understand how things play together. What you need to do is to make a copy to a tree similar to IdlePawning, starting at #0440. And add it to the list in #0469. And then in #0459 you have to add a fourth transition block for IdleGrazing and the new IdleGrazing tree you just created with the previous step. (I just add the word FNIS here so I will find this post again).
  10. Oh no, Rigmor will die? Please don't. It will break my heart even if I know now that I can resurrect her at a later time.... :sad: But to your problem. I had to answer, because of Rigmor, not because I'm an expert on your matter. But I would say you can't restrict the magic effect when using a shout. But you could calculate the distance to the player, and use HasLOS() to check if the player (camera) has sight of target.
  11. I tested it with a script, and it didn't work. I tried with an NPC though.
  12. Setposition() is hardly ever useful on an actor. And especially in the case of a furniture animation. Furniture animations (like sitting) are designed to make a tight connection between furniture and actor, so even bumping has no effect. The only result of setting z position is that the animation will be temporarily interrupted (going to idle) and then resumed in the old place. Generally I think it would look quite strange, if a tiny actor would start the regular sit entry, and then all of the sudden is teleported to a higher location. XPMSE is changing skeletons. And if there is no SKSE interface for that, you would probably need an SKSE plugin to make this skeleton change temporarily. The only reasonable way I see is to change the sit animations for the actor. And include the elevation part into the enter and exit animations. Similar to the ride cart animations.
  13. Update to FNIS 7.4.4
  14. You don't need to explain everything you did. That makes is only harder to help. :smile: The warning is enough for me, for every warning of that type will make all your characters t-pose. The Sexy Move version you installed is for Skyrim, not for Skyrim SE.
  15. First of all, it's totally unnecessary to make pics from everything, especially not from your comp spec, or t-pose. Usually I ignore posts including links to pics, when it is possible to do the same in text. If it is necessary at all. What is missing the most, when you talk about FNIS related problems, is the result of the FNIS windows, after you run it. But again, as text copy/paste. And it also doesn't help to link a video, and say you did as you were told there. Because apparently you did not, or else it would work. SAY what you did. I think you did not make an FNIS overwrite in MO. But since you didn't tell us, we can only ASSUME.
  16. Depends what you call a "vampire". Every humanoid race has a mild vampire form. Not quite sure if/how you can use that in the race menu. If you talk about the vampire form you know from Dawnguard, then this is not a vampire, this is a vampirelord, and vampirelord is a creature. They don't have gender specific animations, for example, because there is no distinction between male and female. And you also cannot use humanoid animations, because skeletons for human and vampirelord differ quite a bit. It certainly would be possible to introduce female animations, but besides making these animations, it that would require quite some knowledge and time.
  17. You probably have to live with the warning. It'S only a warning, and has no effect on the game. FNIS isn't made for mac. And it isn't made for a place that is outside of the place assigned by Steam. Steam/Skyrim will create an appropriate registry key, which FNIS will check. And if it is not installed by Steam, you will get this message.
  18. Then it was a misunderstanding on my side. And then there is no reason for me to look into your files. I only wanted to look for the cause of t-pose. Invisibility has nothing to do with behaviors and animations.If I would have to make an (uneducated) guess it either has todo with your HDT installation, or it is an incompatibility between nif skeleton and meshes.
  19. Bodies turned invisible? That's getting more and more mysterious. t-pose disappeared, but is back? The warning is simple, you just forgot to set the Skeleton Arm patch. Yesterday I want to ask you something right away. But I wasn't sure what I would get. I would like you to make a copy of your complete Skyrim\Data\meshes\actors\character when you have the t-pose. COPY every thing to a temp folder, make a zip of it, put it on a server like Google, and post the link. Or send it to me via pm, if you like. The reason why I was hesitating was your use of NMM VI with Skyrim and mods on the same drive. In this case the mod files should appear as hardlinks in your Skyrim\Data. Should, but doesn't seem to always do it. But lets see we find in your zip. I would like to replace my data with yours, and see if there is a t-pose here, and then I should be able to find the cause.
  20. Hmm. This is strange. That looks all fine. I feel a little rattled. 7.4 has about 10k unique downloads so far, and everything seem ok. Except that very few users claim to have the t-pose problem. In interestingly all seem to be quite novice. I don't want to downgrade anyone. But I see a patttern, and I can't find a reason. Can you switch the skeleton to groovtama's XPMSE? XPMS is sort of deprecated. Should work, but those 242 bones are an unnecessary load to your system. Then again: where are your NMM VI mods. Not the Skyrim\Data. That's only the place where they seem to appear. Something like "c:\Games\Nexus Mod Manager\Skyrim\Mods" You should also GENERALLY switch Steam and NMM AWAY from "C:\Program Files (x86)". NMM has a LOT of problems with UAC, especially under Windows 10. I can't imagine that this is the cause of your problem, but you never know. And you are in an early phase of modding. Better now than later. ANd then can you please uninstall Sexlab/Creatures and Skyrim Romance, and run and test again if t-pose persists.
  21. Can you run and post it with the "HKX File Compatibility Check" ticked? And how do you use NMM? Virtuall Install? If yes, where are the mods?
  22. Just post the FNIS output (text copy/paste), and the way you installed.
  23. Thank you very much, Zereaba. :thumbsup: I almost thought there is no one who wants an FNIS VR version. With those 2 changes only the difference will be more cosmetic, like the "??.??.??" for the Skyrim version. But I still think I should do it.
  24. Actually you should post that in the FNIS SE thread. But did you READ the warning? What do they tell you?
  25. I'm still not clear if FNIS SE can be used as is for SVR. Because I'm not going to buy it, I'm looking for someone to help me figure it out. Most important: what is the name of the exe? SkyrimVR.exe? Next I would like to know if the behaviors or hkx skeletons have changed: - is the "Skyrim - Animations.bsa" the same as for SE? - is there a file like "Skyrim - Patch.bsa" or "Skyrim - Update.bsa" or similar, and does this include any .hkx files?
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