Asharoth9029 Posted January 24 Share Posted January 24 On 1/24/2025 at 4:28 AM, weiht68 said: Do you see FNIS data in your mod list after Pandora run? PS: Try to deactivate AMMCO. There is indeed a fnis data whenever I run Pandora (note: I don't install any fnis mod so it might come from the Pandora itself). It is save to delete that data from Pandora? And about AMMCO, how to deactive it? Doesn't it part of Attack - MCO plugin? Link to comment Share on other sites More sharing options...
7531Leonidas Posted January 25 Share Posted January 25 The FNIS.esp is indeed installed by Pandora, to allow it to control legacy FNIS-based animations. I don't think that you should delete it. Check its creation date in your files, if it is the same as the latest Pandora run, you should not have a problem. Link to comment Share on other sites More sharing options...
weiht68 Posted January 25 Share Posted January 25 As Leonidas was saying FNIS data is necessary for Pandora to work because it covers all FNISS based needs for your game. AMMCO is from Arena movement wwhat i personally would not use because of lacking forum or also last file upload 2021. Distar is concentrating on https://www.distaranimation.com/mods/attack as framework. Link to comment Share on other sites More sharing options...
Asharoth9029 Posted February 9 Share Posted February 9 On 1/24/2025 at 4:28 AM, weiht68 said: Do you see FNIS data in your mod list after Pandora run? PS: Try to deactivate AMMCO. I see fnis data when running Pandora, but some says it was fine because it comes from the Pandora itself, and not from other mods. Also, I had deactive AMMCO but it still doesn't work. PS: Somehow not only unarmed, but left-hand casting and dual-casting also doesn't work. Link to comment Share on other sites More sharing options...
scorrp10 Posted February 9 Share Posted February 9 Unfortunately, not ALL FNIS stuff is handled via Pandora completely. Things that actually rely on FNIS scripts end up being kinda broken. There are two ways things can be added via FNIS. Case in point 1: Fort Knox: which includes a number of dance animations: Behavior file: meshes\actors\character\behaviors\FNIS_FortKnox_Behavior.hkx Animations: meshes\actors\character\animationa\FortKnox, includes individual animation hkx files, as well as FNIS_FortKnox_List.txt: A small extract from the file: 'BellyDance fu -a ZazBellyDance_Enter BellyDance.hkx + ZazBellyDance_Loop BellyDance.hkx + -a ZazBellyDance_Exit ZazFurnitureExit.hkx Looking at Gameplay - animation in CK, LOOSE idles for Character, among assignment possibilities there are: ZazBellyDanceEnter; ZazBellyDanceExit; ZazBellyDanceLoop animation commands which are not really a part of any behavior graph, but they can be invoked directly via scripts using Debug.SendAnimationEvent Animations defined this way are seen by Pandora, and are added to the game properly, and can be used by their respective mods, or by poser management mods such as Poser Hotkeys. ========== However, there are some other mods which introduce alternate behavior graphs using FNIS scripts. Example: XP32 skeleton (XPMSE) - it has behavior file: meshes\actors\character\behaviors\FNIS_XPMSE_Behavior.hkx And in meshes\actors\character\animationa\XPMSE, its FNIS_XPMSE_List.txt looks like this: Version V7.2 AAprefix xpe AAset _1hmeqp 5 AAset _2hmeqp 1 AAset _2hweqp 1 AAset _axeeqp 5 AAset _bowatk 1 AAset _boweqp 1 AAset _bowidle 1 AAset _maceqp 2 AAset _dageqp 6 AAset _magatk 1 AAset _magcastmt 1 AAset _magcon 1 AAset _magidle 1 AAset _magmt 1 AAset _sprint 1 AAset _shout 1 T xpe3_Dag_Unequip.hkx Unequip_OutMoving -0.333 Unequip_Out -0.00 BeginWeaponSheathe 0.00 T xpe4_Dag_Unequip.hkx Unequip_OutMoving -0.333 Unequip_Out -0.00 BeginWeaponSheathe 0.00 FNIS interprets this file, and it associates the present animation files such as xpe0_bow_idledrawn.hkx xpe0_bow_idleheld.hkx With additional animation events. And then in-game, FNIS uses animation vairiables to inject those into the behavior graph - and Pandora apparently does not understand those. For XPMSE, there is a patch mod to adapt its scripts to work with Nemesis (using Nemesis_AA rather than FNIS_AA) But Pandora is not providing any alternate animation scripts (I think general sentiment is to use DAR/OAR instead) Same thing goes for FNIS Sexy Move mod. Link to comment Share on other sites More sharing options...
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