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How to Work FNIS? Plus rant.


NoobLordProtector

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I am just trying to get CBBE to work with CBE physics in SSE, I keep reading on old threads that I have to "run" FNIS before installing other animation mods.

 

Wtfdoesthatmean?

 

How do you run a mod? Do I just start a game with only one mod installed, having to go through a 10 minute start game sequence just to verify a mod or click a box?

 

I tried installing the required mods (XP32, FNIS, CBBE, CBE physics) and used LOOT, but upon starting a new game a popup was spat at me:

FNIS error, last generation failed, or something along those lines.

 

So I tried re-installing the mods in the "correct order" and XP32 came up with errors in NMM, along with FNIS. No clue.

 

I said f*ck it and am currently clean installing Skyrim SE for the 5th time because trying to fix a single issue just causes domino damage to all other mods.

 

So, what special magician magic do I have to do to make FNIS work? What sorcery is required?

 

[Rant warning]

I am getting tired of mods with special installation procedures NOT PUTTING THOSE PROCEDURES IN BIG TEXT. This same thing happened when I tried to install SKSE for the first time, there are 10 different youtube videos on that same topic that install it in COMPLETELY different ways. Why can't mods be made to work after installation? Why do I need to go on some weird internet journey through dodgy chinese modding sites for not-ugly-skyrim models?

Edited by NoobLordProtector
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You know that the script extender comes with an installer, eh?

 

 

"Note: You will have to run a generator tool GenerateFNISforUsers.exe (part of FNIS Behavior) every time you have installed or uninstalled FNIS"

 

"If you use NMM: Install FNIS like any other mod

If you use NMM: "Launch FNIS" from NMM's list of supported tools (right most drop-down button in the menu bar)"
Seems to be quite clear .
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You know that the script extender comes with an installer, eh?

 

 

"Note: You will have to run a generator tool GenerateFNISforUsers.exe (part of FNIS Behavior) every time you have installed or uninstalled FNIS"

 

"If you use NMM: Install FNIS like any other mod

If you use NMM: "Launch FNIS" from NMM's list of supported tools (right most drop-down button in the menu bar)"
Seems to be quite clear .

 

Then why doesn't it work.

And why am I reading all over the place "only stall this specific part of FNIS first, and always install XP32 first"?

 

I did as the instructions asked on the official mod page and it spat out an error.

 

(also there is no installer for SKSE for special edition, you have to use 7zip)

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"also there is no installer for SKSE for special edition, you have to use 7zip"

 

Then all you have to do is extract the 3 required files for it into the main game folder. Nothing else would be needed.

 

Dunno why it works or doesn't work for you, but I'd follow the mod description first before watching videos from chinese websites.

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You ask why doesn't it work. Did you actually follow the instructions on the mod description page, as you say? Did you run GenerateFNISForUsers.exe before you began playing? If so, why do you ask "how do you run a mod?" Are you sure that when you ran GenerateFNISForUsers.exe you ticked the Skeleton Arm Fix box in the list of patches? Did you have all the mods that FNIS affects or is affected by (basically anything that involves animation) installed before you ran it, or did you then install a bunch of others afterwards and still expect it to work? Did you actually read anything that came up on the screen?

 

The order in which you do things is important when you mod Skyrim, and there is a certain amount of preliminary tinkering if you want to be rewarded with smooth gameplay. Mod authors put huge amounts of effort into making the game do something the original designers never intended, or even thought of, and with the best will in the world they can't always make it as simple and seamless as starting a car. If you don't have the patience for that, then maybe you can do without jiggly female body parts.

 

I will admit that the text on the SKSE website is not very big at all, but it's certainly readable, and it's all there. Same with the mod page for FNIS. And if I can do it, anyone can do it.

 

Lethiel

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