
criswolf09
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[ Q & A ] Using FNIS with Mod Organizer
criswolf09 replied to GrantSP's question in Mod Organizer Support
Oh well, nevermind. -
[ Q & A ] Using FNIS with Mod Organizer
criswolf09 replied to GrantSP's question in Mod Organizer Support
Sadly no, I tried with version 5.4.2 and still the same result. I appreciate your help a lot, thank you. I better skip that fancy feature from now on. -
[ Q & A ] Using FNIS with Mod Organizer
criswolf09 replied to GrantSP's question in Mod Organizer Support
Here's this FNIS log which I ran from MO, you'll see there are NSFW mods here but don't pay attention to them. If you look in the Create Creature Behaviours section of the log, it used to appear there these sentence "Brevi's Moonlight Tales Essentials ?.?" when I had the mod installed and ticked in MO.... but now it doesnt appear anymore. FNIS Behavior V5.5 fix1 05/08/2015 12:24:31 a.m. Skyrim: 1.9.32.0 - D:\Steam\steamapps\common\Skyrim\ (Steam) Skeleton(hkx) female: Default (99 bones) male: Default (99 bones) Patch: "GENDER Specific Animations" Patch: "SKELETON Arm Fix" Reading DeviousDevices V2.9.0 ... Reading FNISBase V5.5 ... Reading FNISCreatureVersion V5.3 ... Reading MNC V?.? ... Reading NonSexLabAnimationPack V2.7c ... Reading SexLab V1.59c ... Reading SexLabCreature V1.59c ... Reading ZaZAnimationPack V6.07 ( 26 furniture, 29 offset, 0 paired, 0 kill, 0 chair, 0 alternate animations) ... All Anim Lists scanned. Generating Behavior Files.... 12 GENDER modifications for Animations\male 1 GENDER modifications for Animations\female Generating animationsetdatasinglefile.txt ... Create Creature Behaviors ... Reading MNC V?.? ... Reading SexLabCreature V1.59c ... mt_behavior usage: 19,9 % ( 0 furniture, 29 offset, 0 chair, 0 alternate animations) 2724 animations for 8 mods successfully included (character) 667 animations for 2 mods and 22 creatures successfully included. -
[ Q & A ] Using FNIS with Mod Organizer
criswolf09 replied to GrantSP's question in Mod Organizer Support
Would you post you FNIS log please? I am asking this question because I can tell FNIS is not reading MTE animations given that when the patcher is reading the behaviours the patcher in its section of Creature behaviours it doesnt' mention this sentence as it used to do: Create creature behaviour... Brevi's Moonlight Tales ?.?... -
[ Q & A ] Using FNIS with Mod Organizer
criswolf09 replied to GrantSP's question in Mod Organizer Support
Yes, the load order of FNIS follows the STEP guide: FNIS Behaviour FNIS Creature Pack MT Werewolf Essentials I also turned off UAC and moved my steam install with skyrim to a new HDD and the result is the same. I opted to not use this mod anymore and use the first version. I also use other mods which add interaction with creatures, and FNIS reads the new animations fine. -
[ Q & A ] Using FNIS with Mod Organizer
criswolf09 replied to GrantSP's question in Mod Organizer Support
I've done that like 15 times with the same result. -
[ Q & A ] Using FNIS with Mod Organizer
criswolf09 replied to GrantSP's question in Mod Organizer Support
I already did that, and Fore redirected me here. -
[ Q & A ] Using FNIS with Mod Organizer
criswolf09 replied to GrantSP's question in Mod Organizer Support
Greetings, I have been experiencing a very annoying issue with FNIS and Moonlight Tales Werewolf and Werebear Essentials. My problem is that FNIS doesn't recognize the new animations for werewolves of this mod when launching it through MO. I use the STEP Core Setup as a primer for my own mod collection, and this issue happens with both the old 1.94 XP32 Maximum skeleton and the new XPMS Extended, of course I don't use the two skeleton mods at the same time. I even changed the MO directory to a new HDD. Here's my FNIS log in case you want to see it: FNIS Behavior V5.5 03/08/2015 04:16:42 a.m. Skyrim: 1.9.32.0 - C:\Program Files (x86)\Steam\steamapps\commom\Skyrim (Steam) Skeleton(hkx) female: XPMS (242 bones) male: XPMS (242 bones) Patch: "SKELETON Arm Fix" Reading FNISBase V5.5 ... Reading FNISCreatureVersion V5.3 ... All Anim Lists scanned. Generating Behavior Files.... Create Creature Behaviors ... 47 animations for 2 mods successfully included (character) -
ACCEPTED Dynamic Distant Objects LOD - DynDOLOD (by Sheson)
criswolf09 replied to DoubleYou's topic in Skyrim LE Mods
Thanks for the answers guys. I won't be using that thing anyways. Greetings. -
ACCEPTED Dynamic Distant Objects LOD - DynDOLOD (by Sheson)
criswolf09 replied to DoubleYou's topic in Skyrim LE Mods
What permission error are you talking about? Windows 7 UAC is disabled in my computer. -
ACCEPTED Dynamic Distant Objects LOD - DynDOLOD (by Sheson)
criswolf09 replied to DoubleYou's topic in Skyrim LE Mods
I reverted back to SKSE 1.72 and got the same Unknown error. I won't try to run this thing again. -
ACCEPTED Dynamic Distant Objects LOD - DynDOLOD (by Sheson)
criswolf09 replied to DoubleYou's topic in Skyrim LE Mods
Oh? I have the beta build. I'll revert to the latest stable and see how it goes. -
ACCEPTED Dynamic Distant Objects LOD - DynDOLOD (by Sheson)
criswolf09 replied to DoubleYou's topic in Skyrim LE Mods
Guys I am unable to generate the files. Everytime I run the script in TES5Edit, I get this Unknown error. I have installed every mod in the STEP Core profile in MO. -
ACCEPTED Dynamic Distant Objects LOD - DynDOLOD (by Sheson)
criswolf09 replied to DoubleYou's topic in Skyrim LE Mods
I also have this problem, but right now I am watching GamerPoets video. After taking a look at MO's conflict tab I discovered that the Billboard files from TES5Lod Gen for Vanilla Trees and Vurt's SFO 1.87 are already included in the STEP Texture Compilation. -
DROPPED STEP Texture Compilation (by TechAngel85 and the STEP Team)
criswolf09 replied to TechAngel85's topic in Skyrim LE Mods
Hey guys, thanks for your constant hard work. I found a little typho in the Mod Notes of the Texture compilation file, it says that users must download the "Optional" when the file is a "Main" one.