lildiggz Posted January 29, 2015 Share Posted January 29, 2015 So I'm extremely new to modding Skyrim. I have probablly uninstalled and reinstalled everything about 4 times now. I finally got to a point where everything was running and working pretty well. i installed about 3 more mods and when I went to play my character and NPC were all stuck in the "T-Pose". My question is what am I supposed to do with the stuff that is in the overwrite area when I have finished with FNIS? I create it as a new mod (Like I thought). Unfortunately it's saying that it's conflicting with PCEA with the female and male hkp files. Now I have PCEA at the very bottom of MO and it has the lighting bolt with the green plus symbol. My FNIS output "mod" has the lighting bolt with the red negative. I'm assuming this is what's creating the issue on my game. How can I go about fixing this? I tried to just play disabling the FNIS thing and that didn't work. Disabling the PCEA didn't work either. I tried looking everywhere but it looks like the only option is to uninstall them and reinstall.. This is from FNIS FNIS Behavior V5.2 1/28/2015 8:34:06 PMSkyrim: 1.9.32.0 - c:\games\steam\steamapps\common\Skyrim\ (Steam)Skeleton female: XPMS2 (115 bones) male: XPMS2 (115 bones)Patch: "GENDER Specific Animations"Patch: "SKELETON Arm Fix"Patch: * xp32's "PC Exclusive Animation Path" (PCEA)Reading FNIS V5.2 ...Reading FNISBase V5.2 ...Reading FNISSpells V5.0.1 ( 0 furniture, 0 offset, 9 paired, 0 kill, 0 alternate animations) ...Reading SexLab V1.59c ...Reading SexLabCreature V1.59c ...Reading ZaZAnimationPack V6.0.0 ( 26 furniture, 29 offset, 0 paired, 0 kill, 0 alternate animations) ...All Anim Lists scanned. Generating Behavior Files ... 17 GENDER modifications for Animations\male\ 17 GENDER modifications for Animations\female\ 358 GENDER modifications for Animations\PCEA\male\ 363 GENDER modifications for Animations\PCEA\female\Generating animationsetdatasinglefile.txt ...Creature Pack not installedmt_behavior usage: 18.2 % ( 26 furniture, 29 offset, 0 alternate animations)0_master usage: 2.9 % ( 9 paired, 0 kill animations) 1909 animations for 6 mods successfully included (character) Link to comment Share on other sites More sharing options...
Tulsa299 Posted January 29, 2015 Share Posted January 29, 2015 Put FNIS below any animation mod Link to comment Share on other sites More sharing options...
lildiggz Posted January 29, 2015 Author Share Posted January 29, 2015 Just crashes my game :/ Link to comment Share on other sites More sharing options...
Tulsa299 Posted January 29, 2015 Share Posted January 29, 2015 Do you know what FNIS does? Link to comment Share on other sites More sharing options...
lildiggz Posted January 29, 2015 Author Share Posted January 29, 2015 lets mods add different animations? Link to comment Share on other sites More sharing options...
Tulsa299 Posted January 29, 2015 Share Posted January 29, 2015 Then why would we let FNIS overwrite any animations mod after running it? Link to comment Share on other sites More sharing options...
lildiggz Posted January 29, 2015 Author Share Posted January 29, 2015 Figured it out, Just moved the files from the overwrite into the PCEA :] Link to comment Share on other sites More sharing options...
CreativeB34ST Posted January 29, 2015 Share Posted January 29, 2015 That solution seems strange. I have FNIS at the top and all other animations below it. Has always worked for me, never encountered problems before. Link to comment Share on other sites More sharing options...
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