Jump to content

Gilgamesh2k5

Citizen
  • Posts

    328
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by Gilgamesh2k5

  1. I was unaware you could actually play the game lol.
  2. mmmm..just realized we don't have racemenu..lol I retract my previous question. Kind of miss that critical mod
  3. Quick question. In the racemenu, is there supposed to be bodyslides to adjust body part size etc.? I only see the standard menus although the eyes and hair loaded just fone
  4. gonna just go ahead and output the DynDOLOD files to folders outside the MO2 directory..then just move the folder to the mods folder in MO2. This is how we have always did it and it feels weird to output directly into the MO2 mods folder hahaha..
  5. awww godammit don't tell me I have to do the same with Zedit. It only detects vanilla files in the skyrim directory... 20 bucks says I will have the same issue with Dyndolod. May as well just leave the MO2 folder in the skyrim directory till I have finished the guide
  6. lol go ******* figure I moved the MO2 directory to the skyrim folder and ran FNIS...boom..147 animations for 3 mods...now I just move the folder back out to the common folder. lol go ******* figure eh? I had a deep-seated feeling it would work if I moved the MO2 folder inside the Skyrim directory
  7. Ok thank you Grant I will look into how to move the MO directory around. Probably gonna have to be into the Skyrim directory, just long enough to generate the files from Fores New Idles. Then I should be able to move the MO directory back out to the common folder. Are there any resources I can look into as far as moving the whole MO2 directory around? I appreciate your help! It kinda sucks I had to be the odd man out who just had to have this particular odd issue. If I try what Grant does and move the MO2 folder around and it works..then great, if not then I am truly at a loss. May have to start the game without running fores
  8. Gilgamesh2k5 wrote: Good afternoon averyone. I am trying to run FNIS as an MO2 executable like we have always done years past. I am using DarkLexy's STEP guide Legacy of The Dragonborn Special Edition so I definately have the right skeleton and more than a couple animation mods installed. I went to the data pane in MO2 and right clicked it and added as an executable but 8 times out of 10 MO2 will lock as if it is about to run the executable then it will just unlock, as if it already ran FNIS. So I tried to add an FNIS shortcut to the desktop and set it to run as an admin and the window will pop up. But it appears as though FNIS is not detecting my skeleton or any other animations. I for sure have the creature pack installed as per the guide. I do note that it seems odd that there are question marks next to my path for Skyrim SE 64. Note: I used a partitioned drive for all bethesda games so I can mod it in an isolated environment. I also set Norton to exclude that drive from all scans, everything. Through all my years of modding I have never had this issue and I have been browsing the topics and forums to no avail. Everyone else at least gets a warning in the generator of some sort. Mine just doesn't read MO2' virtual mod folder or something. I am using the portable version of MO2 if that helps at all so MO2's folder is located outside the SSE main directory and rather it is in the common folder. This is per DarkLexy's guide, and noone else has had this issue there but me. This is the generator output I get : FNIS Behavior V7.2 3/25/2018 13:12:10Generator: F:\SteamLibrary\steamapps\common\Mod Organiser 2- Lexys LOTD SE\mods\FNIS Behavior SE\tools\GenerateFNIS_for_Users\GenerateFNISforUsers.exeSkyrim SE 64bit: ??.??.?? - F:\SteamLibrary\steamapps\common\Skyrim Special Edition\ (Steam)Expected generator path: F:\SteamLibrary\steamapps\common\Skyrim Special Edition\data\tools\GenerateFNIS_for_Users Skeleton(hkx) female: Default (99 bones) male: Default (99 bones)Patch: "SKELETON Arm Fix" Reading FNISBase V7.2 ... All Anim Lists scanned. Generating Behavior Files...Alternate Animation mods: 0 sets: 0 total groups: 0 added file slots: 0 alternate files: 0 Creature Pack not installed 0 animations for 1 mods successfully included (character) These are the paths in the executable entry in the MO2 when I right click the executable and add it from the data pane (I have even tried to add it as an executable through the cogs menu by just pointing to the binary): Binary: F:\SteamLibrary\steamapps\common\Mod Organiser 2- Lexys LOTD SE\mods\FNIS Behavior SE\tools\GenerateFNIS_for_Users\GenerateFNISforUsers.exe Start IN: F:\SteamLibrary\steamapps\common\Mod Organiser 2- Lexys LOTD SE\mods\FNIS Behavior SE\tools\GenerateFNIS_for_Users soooo...anyone have any idea why FNIS is behaving this way? See anything wrong with the generator output above? This is all Fore could give me so I am at loss "If you have done it as you describe, then it has to be an MO2 issue, and you should report there. Because the way your output looks it has always been when people have started FNIS from within the MO mod folder, and not from the MO executables list. "
  9. No the shortcut I use is one that you create within MO2. Look under the dropdown list for executables. There is a create shortcut button. It places a shortcut for whichever executable you want wherever you choose. It is a shortcut to the executable within MO2.
  10. wait wtf? Is yours working? THIS IS THE RESPONSE FROM FORE ON HIS FORUM FOR FNIS No, you are NOT running FNIS as an MO2 executable. You are running it from a MO mod directory "Mod Organiser 2- Lexys LOTD SE", and that's not how MO works.
  11. This is from adding it as an executable in the data tab in MO2 Binary: F:\SteamLibrary\steamapps\common\Mod Organiser 2- Lexys LOTD SE\mods\FNIS Behavior SE\tools\GenerateFNIS_for_Users\GenerateFNISforUsers.exe Start IN: F:\SteamLibrary\steamapps\common\Mod Organiser 2- Lexys LOTD SE\mods\FNIS Behavior SE\tools\GenerateFNIS_for_Users
  12. hmmm...why do I have question marks in the line for skyrim se 64 bit where there is supposed to be a version number
  13. I have norton set to exclude the entire partitioned drive I have my installation on. Yes it is checked. It seems all other executables will run just fine from MO2's launcher, but just simply does not open at all anymore when run from the launcher..MO2 just locks for a second and then unlocks..I am at a loss. Can you show me what your output says in the FNIS window when you run it? the question marks next to my Skyrim 64 bit is striking me as odd
  14. yeah to no avail. Now when I add the executable from data and run it, FNIS doesn't open but MO locks for a sec then unlocks as if it was started and ran. yet when I re-add the executable through the cog icon by just pointing to the binary, FNIS runs but then I am back to the same issue as before, 0 animations for 1 mod what if I install FNIS manually into the special edition directory?
  15. So I have been modding long enough to know that when running Fores new idles, I should be getting x number of animations for y number of mods...especially since we have immersive animations installed. So why does the output look like the following? Especially since I also have the creature pack installed? I cannot figure this out, even after browsing similar issues in the forums. my skyrim se 64 bit path looks odd. Anyone? I went to the data tab in MO and added the .exe as an executable from there instead of through the gears icon to see if that works..nope FNIS Behavior V7.2 3/25/2018 08:34:00Generator: F:\SteamLibrary\steamapps\common\Mod Organiser 2- Lexys LOTD SE\mods\FNIS Behavior SE\tools\GenerateFNIS_for_Users\GenerateFNISforUsers.exeSkyrim SE 64bit: ??.??.?? - F:\SteamLibrary\steamapps\common\Skyrim Special Edition\ (Steam)Expected generator path: F:\SteamLibrary\steamapps\common\Skyrim Special Edition\data\tools\GenerateFNIS_for_Users Skeleton(hkx) female: Default (99 bones) male: Default (99 bones)Patch: "SKELETON Arm Fix" Reading FNISBase V7.2 ... All Anim Lists scanned. Generating Behavior Files...Alternate Animation mods: 0 sets: 0 total groups: 0 added file slots: 0 alternate files: 0 Creature Pack not installed 0 animations for 1 mods successfully included (character)
  16. He made it compatible with both of them as of now. FYI this is, beyond a shadow of a doubt, the best snow textures on the nexus.
  17. has anyone tried using ClefJ's mods with this setup?
  18. Yeah this is massive ******* update....definitely quoting for the authors to notice.
  19. lol every new guide over the years requires a learning curve :) MOD IT TILL IT BREAKS
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.