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[RELz] Fore's New Idles in Skyrim - FNIS


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Fore's New Idles in Skyrim - FNIS V2.0 is released

 

FNIS allows you to add and play new Idle Animations without having to deal with nasty work-arounds, like replacing existing animations and creating temporary pseudo-races. It does this by creating new animation slots in the Skyrim Behavior files.

 

 

V2.0 is the first version which a truly seperate behavior file (FNIS_behavior.hkx)

  • Functionality separated into FNIS_behavior.hkx for maximum maintainability. Standard behavior files are minimally changed for a little hook in 0_master.hkx, and the list of all added animation files (defaultmale.hkx, defaultfemale.hkx).
  • Added functionality for acyclic animations (400 slots)
  • Added functionality for Animated Objects (100 cyclic, 100 acyclic)
  • Added 400 more cyclic slots (800 total)
  • Improvements: All animations stop the previous idle (no need to PlayIdle/cast only to stop the previous one), Head tracking disabled during animation, Blending between previous pose and current animation (0.6 sec)
  • FNIS Spells: added example animations for the new animation types

 

This mod serves both gamers and modders.

 

Gamers can use it to make NPCs perform any standard or custom animation by simply copying the (.hkx) animation file under a pre-defined name into a special directory, and activate them by casting the FNIS spells.

(Note: although there can be different NPCs performing different animations at one time, this mod does not provide any synchronization of these animations, as needed for example in somne adult type animation mods).

 

Modders can use the new animation slots to implement their own (behavior independant) animation invocation and synchronization.

 

Currently this mod provides 1400 additional animation slots:

  • FNISc0001 to FNISc800: 800 cyclic
  • FNISa0001 to FNISa400: 400 acyclic (1-timer)
  • FNISo0001 to FNISo100: 100 cyclic with AnimObject
  • FNISb0001 to FNISb100: 100 acyclic with AnimObject

All AnimObject related slots ('o' and 'b' animations) assume that AnimObject are defined with CK. The AnimObject names have to match the animation: AnimObjectFNISo001 to AnimObjectFNISo100, and AnimObjectFNISb001 to AnimObjectFNISb100

 

Slots used by the following mods:

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Hey can you give me ten (or more) free slot for Acyclic animation type. Currently I have plan for somekind of combo animation but it's still plan

here is my plan:

The Goal 1

=========

When press F1

|->Play the Spell 1 (I hope I could add some effec, or Imagespace mod) on it)

|--> Play Animation Event 1==> Animation 1 play (damage, staggered effect, Stamina drain, sound FX via annotation)

When press F2

|->Play the Spell 2

|--> Play Animation Event 2==> Animation 2 play

 

and so on..

 

Don't know whether I may need to add some strings or value but I don't even try it yet :psyduck: . This is still and idea. The animation is not a problem but how to implement it is the real work. I found a script dragon plugin (*.ASI) that could give free shortcut to any key on keyboard but still haven't figure how it works..

 

Maybe you could point me where I got wrong on the idea and the scheme how it works. Or actually you can turn down my idea simply because it's ridiculously hard to achieve or actually you think it's interesting .... :rolleyes:

 

Goal 2

=====

More difficult and need script . This one more like a dream T_T (I'm blind about script).

When Key power attack triggered for the 1st time

|->Play Action of event Power attack

|--> Play Animation Event vanilla power att==> vanilla Animation PW att played

|-> When reach at right timing, key pwr att triggered (with Hold left click)

|--> Play Animation Event custom 1 power att==> custom Animation PW att 1 played

|-> When reach at right timing, key pwr att triggered (with Hold left click)

|--> Play Animation Event custom 2 power att==> custom Animation PW att 2 played

|- When reach at right timing, key pwr att triggered (with Hold left click)

|--> Play Animation Event custom 3 power att==> custom Animation PW att 3 played

|-> When reach at right timing, key pwr att triggered (with Hold left click)

|--> Play Animation Event custom 4 power att==> custom Animation PW att 4 played (Finisher) or so on until finisher

 

Best regards

Edited by xp32
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You don't need any slots reserved. Use some available you like. By the time you have something ready to share there won't be any need for reserved slots anymore. You just generate them yourself. :)

 

But I don't know if I understand what you wanna do? Something like DR6 in Oblivion, where you simulate combat moves by using idle animations? If so, than that is my hope: That one day someone steps ahead and makes something like this using FNIS. But that sure will be hard.

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